Prerequisites
To qualify to become a sphere souldrinker, a character must fulfill all of the following criteria.
Alignment: Neutral evil.
Feats: Fiendish Obedience, Great Fortitude.
Skills: Knowledge (arcana) 7 ranks, Knowledge (planes) 7 ranks, Spellcraft 7 ranks.
Language: Abyssal or Infernal.
Magic Talents: Death sphere (Drain (ghost strike))
Special: Must worship one of the Four Horsemen, a daemon harbinger, or a similar power tied to the lower planes; must have died or experienced her soul leaving her body (such as via casting magic jar).
Blended Talents
When a new sphere souldrinker level beyond 1st is gained, the character gains an increased caster level and talent-based ability progression (new combat, magic, skill, or blended talents, spell point progression, etc.) as if she had also gained a level in any one class she added before the prestige class level. She does not, however, gain any other benefit a character with that class would have gained (such as non-casting class abilities). If a character had more than one class before they became a sphere souldrinker, she must decide which class they add each level of sphere souldrinker to for the purpose of determining casting and talent progression.
This replaces spells per day and spells known
Aid of the Lower Planes
At 1st level, the sphere souldrinker gains the Conjuration sphere as a bonus talent. In addition, one of the sphere souldrinker’s Conjuration sphere companions gain the soul lock ability of a cacodaemon.
This replaces cacodaemon familiar
Soul-Fueled Magic (Su)
At 2nd level, whenever a sphere souldrinker uses a magic sphere effect which includes talents from the Blood, Conjuration, or Death spheres, she may spend 2 soul points to reduce the spell point cost of the effect by 1 (minimum 1). At 5th level and 8th level, the sphere souldrinker may spend 2 additional soul points to reduce the spell point cost by an additional 1, to a maximum reduction of 3 spell points for 6 soul points at 8th level.
At 7th level, the sphere souldrinker may spend 1 soul point for each metamagic feat applied to a magic sphere effect to ignore any casting time increases from metamagic feats.
At 10th level, the sphere souldrinker may reduce the spell point cost of Blood, Conjuration, and Death sphere effects to a minimum of 0 rather than 1 when spending soul points.
This replaces recover spell slot, enervation, oblivion, and greater oblivion
U: Part of Ultimate Spheres of Power and does not need to be bought separately from that book
| Spheres of Guile by Drop Dead Studios | ||||
|---|---|---|---|---|
| Using Spheres of Guile | ||||
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| Advisor (DRS) | Agent | Conduit (DRS) | Courser | Envoy |
| Genius | Mastermind | Professional | ||
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| Artifice | Bluster | Body Control | Communication | Faction |
| Herbalism | Infiltration | Investigation | Navigation | Performance |
| Spellhacking | Study | Subterfuge | Survivalism | Vocation |
| Other Rules | ||||
| Operative Feats | Operative Gear | Skill Rules | Trade Traditions | Running Guile Games |
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