Sphere Sorcerer
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Casting

The sphere sorcerer may combine spheres and talents to create magical effects. The sphere sorcerer is considered a High-Caster. (Note: All casters gain 2 bonus talents and a casting tradition the first time they gain the casting class feature.)

This replaces the spells class feature.

Mystic Heritage (Ex)

If a bloodline ability has a limited number of uses or rounds of use per day, the sphere sorcerer may spend a spell point and meditate as a full-round action to regain one use of that ability. This replaces the Eschew Materials bonus feat.

Spell Points

The sphere sorcerer gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her level + her casting ability modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest.

Sorcerous Blood

The sphere sorcerer gains 1 additional spell point per sorcerer level.

This replaces all bloodline spells.

Magic Talents

A sphere sorcerer gains one magic talent every level.

Focus Sphere

Many bloodline arcanas do not function correctly when using the Spheres of Power system. As such, a sphere sorcerer may always choose to replace her bloodline arcana with a focus sphere. The sphere sorcerer gains one sphere of her choice as a bonus magic talent and treats her caster level as being one higher when using that sphere. This does not stack with an incanter’s sphere specialization.


New Sorcerer Feats

Bloodline Armaments [Apoc]

Source: Spheres Apocrypha: The Inheritor and Improved Atavism Heritages

Prerequisite: Sorcerer bloodline class feature.

Benefit: If a sorcerer bloodline power would create a manufactured weapon, grant a manufactured weapon a special weapon ability (such as frost or shock), or otherwise augment a manufactured weapon, that weapon is treated as a masterwork weapon while under the effects of your bloodline power.

In addition, while using any sorcerer bloodline power that would grant natural attacks, create a weapon, grant a weapon a special weapon ability, or otherwise augment such a weapon, those weapons gain a +1 enhancement bonus for every 4 effective sorcerer levels you possess (maximum +5).

Bloodline Prowess [Apoc]

Source: Spheres Apocrypha: The Inheritor and Improved Atavism Heritages

Prerequisite: Sorcerer bloodline class feature.

Benefit: If your 1st level bloodline power could only be used a number of times per day equal to 3 + your Charisma modifier, or is only useable a number of rounds each day each to 3 + your Charisma modifier, you may use that bloodline power at-will. If your 1st level bloodline power could be used as a free action, it may only be used at-will once per round (you may still use the bloodline power normally, expending daily uses of the ability as normal).

1st level bloodline powers that give powerful buffs for very short durations may not be used at-will. Instead, you gain an additional number of uses for that ability equal to 1/2 your effective sorcerer level (minimum 1). Examples of such bloodline powers include the destined bloodline touch of destiny (PFRPG Core Rulebook) and the orc bloodline touch of rage (Orcs of Golarion). Other similar 1st level bloodline powers may gain these alternative benefits subject to GM discretion.


Spheres of Power by Drop Dead Studios
Using Spheres of Power
Classes
Armorist Elementalist Eliciter Fey Adept
Hedgewitch Incanter Mageknight Shifter
Soul Weaver Symbiat Thaumaturge Wraith
Prestige Classes
Bokor Forest Lord Magemage Realmwalker
Tempestarii Waking Sleeper
Spheres
Alteration Blood Conjuration Creation
Dark Death Destruction Divination
Enhancement Fallen Fey Fate Illusion
Life Light Mana Mind
Nature Protection Telekinesis Time
War Warp Weather
Other Spheres
Bear Technomancy
Rules
About Advanced Magic Advanced Talents Alternate Racial Traits Casting Traditions
Incantations Magical Items Mythic Spheres Rituals
Spellcrafting Traits Wild Magic Sphere Bestiary
Equipment
Weapons Armor Equipment Special Materials
Alchemical Items Apparatuses (Metamagic) Charms Compounds
Fabled Items Implements Marvelous Items Schematics
Scrolls Spell Engines Spellzones Talent Crystals
Feats
Admixture Anathema Aristeia Champion
Chance Channeling Combat Companion
Counterspell Damnation Drawback Extra
General Item Creation Metamagic Necrosis
Plague Protokinesis Proxy Purring
Racial Ritual Squadron Surreal
Teamwork Theurge Wild Magic
Get Ultimate Spheres of Power Get the Original RulebookU
Get Expanded OptionsU Get Expanded Options 2
Alteration HandbookU Conjuration HandbookU Creation HandbookU Dark HandbookU
Death HandbookU Destruction HandbookU Divination HandbookU Enhancement HandbookU
Fate HandbookU Illusion HandbookU Life HandbookU Light HandbookU
Mind HandbookU Nature HandbookU Protection HandbookU Telekinesis HandbookU
Time HandbookU War HandbookU Warp HandbookU Weather HandbookU
Spheres Apocrypha
Apex Shifter Casting Traditions Casting Traditions 2 Cognition Talents
Cohorts and Companions Dark ApocryphaU Debilitating Talents 2 Destruction ApocryphaU
Light ApocryphaU Nature (Air) PackageU Nature (Earth) ApocryphaU Nature (Fire) ApocryphaU
Nature (M/P/W) ApocryphaU Nature (Spirit) ApocryphaU Protokinesis ApocryphaU Sidhe Court
Other Spheres Products
Archetypes of PowerU Archetypes of Power 2 The Bear Sphere The Blood SphereU
Blood and Portents Compounds of Power The Conqueror's Handbook The Fallen Fey SphereU
Initiate's Handbook Items of PowerU The Jester's Handbook Mythic Spheres of Power
The Technomancy Sphere Treasures of the Spheres Treasures: Weapons and Tools The Wraith ClassU
Wild Magic Woodfaring Adventures Worlds of Power The Youxia's Handbook
Bestiary: Fey and Feyfolk The High Magic Handbook Realmwalker's Handbook Bestiary: Fiends of the Cosmos
Adventures
Wreckage to Deliverance Wreckage to Deliverance Player's Guide

U: Part of Ultimate Spheres of Power and does not need to be bought separately from that book

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