Sphere Templates
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Blood Brothers (CR +2)

Blood brothers (and sisters) are groups of creatures that have trained together for years; perhaps their whole lives. They have thus gotten very good at watching each other’s backs. Each member has a number of tricks they can employ in combat. “Blood Brothers” is an inherited or acquired template that can be applied to any two or more creatures.

Their tricks are simple to counter and avoid once they have been witnessed, but most people will fall for them the first time. Treat each trick as being usable only once per combat by any group of blood brothers (not once per creature), except against those who do not witness the trick when it happens. The blood brothers template can be applied to any humanoid creature, but often applied to a group of the same creatures, and often sized Small or smaller.

Special Abilities

Ah! Move It Move It (Ex): As an immediate action, a blood brother can move an adjacent target blood brother to any other square adjacent to them. They may do this in response to an enemy moving adjacent to the target blood brother.

Ha Ha Broke Your Toy (Ex): As a reaction to an adjacent enemy missing with a melee attack on one of their brothers, a blood brother can make a free sunder attempt on the weapon the enemy used without provoking an attack of opportunity.

Just Kidding (Ex): As a free action, a blood brother can turn a missed melee attack into a feint. When the blood brother misses, they may attempt a Bluff check. The DC is equal to the higher of 10 + their opponent’s base attack bonus + their opponent’s Wisdom modifier and 10 + their opponent’s Sense Motive bonus. If successful, the next melee attack made by a blood brother (other than the one who feinted) against the target does not allow him to use his Dexterity bonus to AC (if any). This attack must be made on or before the opponent’s next turn.

Mine Mine Mine (Ex): As an immediate action, a blood brother can make a free steal combat maneuver on an enemy that has just been struck by a different blood brother.

Hands Off (Ex): As an immediate action, a blood brother can attempt a trip combat maneuver on an adjacent enemy who just damaged another blood brother with a weapon attack.

Outta The Way (Ex): As an immediate action, a blood brother can swap places with an adjacent enemy without provoking an attack of opportunity.

Snap Out Of It (Ex): As an immediate action, a blood brother can let an adjacent brother reroll a Will save.

Step On Your Face (Ex): When a blood brother makes a charge attack through a square occupied by another blood brother, that blood brother may use an immediate action to launch the charging brother into the air. The charger may attempt an Athletics check with a bonus equal to their brother’s Strength modifier. The extra movement from the jump is added to their movement, and their bonuses from the charge are doubled. If the jump is vertical, it can be used to strike targets not accessible from the ground.

Toss Shorty (Ex): As a standard action, a blood brother can pick up and throw another blood brother. The blood brother being thrown must be conscious to guide the throw. The blood brother doing the throwing attempts a Strength check with a DC of 10. If they succeed, they throw their brother 5 feet, plus an additional 5 feet for every 5 they beat the DC by. If the thrown brother delayed their action, they can now take their action to make a full-round attack.

Darkened (CR +Varies)

Through accident of birth, deliberate ritual, or simple longterm exposure, this creature’s very being has been suffused with darkness.

“Darkened” is an inherited or acquired template that can be applied to any creature. A darkened creature retains the base creature’s statistics and special abilities except as noted here.

CR: 8 Hit Dice or less, as base creature +2; 9 Hit Dice or more, as base creature +3.

Type: The creature gains the darkened subtype.

Senses: A darkened creature gains low-light vision and darkvision 60 feet.

Weaknesses: A darkened creature gains light blindness.

Special Abilities

Casting: A darkened creature gains a caster level equal to its racial Hit Dice and a spell pool equal to its Hit Dice plus its Charisma modifier, as well as a number of bonus talents equal to 1/2 its Hit Dice (minimum 1). A darkened creature gains the Dark sphere. If the darkened creature already possesses the Dark sphere, then it gains a Dark sphere talent without the drawback. Magic talents gained by the darkened creature must be used to acquire talents from the Dark sphere. A darkened creature suffers a -1 penalty to its caster level when attempting to cast in normal light, and -2 when attempting to cast in bright light, to a minimum of 1. The location of the darkened creature is used to determine the light level for this penalty.

Darkened Nature: A darkened creature gains one of the following special abilities for every 4 Hit Dice or fraction thereof.

Hide in Plain Sight (Su): A darkened creature can use the Stealth skill even while being observed. As long as it is within 10 feet of an area of dim light or darkness, it may hide itself from view in the open without the benefit of cover or concealment. It cannot, however, hide in its own shadow.

Evasion (Ex): In areas of dim light or darker a darkened creature gains evasion, as the rogue ability of the same name. This ability may be selected a second time, granting improved evasion in areas of dim light or darker.

Occulted (Su): A darkened creature is protected from divinations as if under the effects of a permanent Obfuscation talent using its Hit Dice as its caster level. This ability can be taken a second time, granting the benefits of a second instance of Obfuscation.

See in Darkness (Su): The creature can see perfectly in darkness of any kind, including that created by deeper darkness.

Shadow Rake (Su): A darkened creatures can strike with its shadow. It gains a claw primary natural attack in addition to any attacks it already possesses. The damage for this attack is 1d6 plus its Charisma modifier. This special ability can be selected multiple times, each granting an additional claw attack.

Destructive Elemental (CR +2)

“Destructive Elemental” is an acquired template that can be applied to any air, earth, fire, or water elemental (referred to hereafter as the base creature). A destructive elemental creature uses all the base creature’s statistics and special abilities, except as noted here.

CR: Same as base creature +2.

Casting: The destructive elemental gains a caster level equal to its racial Hit Dice and the Destruction sphere as a bonus sphere and one (blast type) talent according to its element, as well as a spell pool equal to its caster level plus its Charisma modifier. The destructive elemental may not use the default destructive blast and may only choose blast types from certain categories according to its type, listed below, but may select other talents normally. The destructive elemental gains one talent every odd racial Hit Dice beyond the first.

Elemental Type Available Blast Types Groups
Air Air, electric
Earth Crystal, stone
Fire Fire, light
Water Cold, crystal (in the form of ice)

Detonation: When slain, a destructive elemental explodes in a burst of energy as if having used a destructive blast at its CL with the Explosive Orb blast shape and any one (blast type) talent it possesses.

Elemental, Geomancy Born (CR +1)

Geomancy born is an inherited template that can be applied to any creature, but usually to creatures with the elemental subtype. While most commonly found with matching elemental and Nature packages, this need not always be the case. The CR of the creature increases by +1.

Born of Geomancing: A geomancy born elemental possesses an affinity for a particular element above and beyond the usual manifestations of its elemental nature. The geomancy- born elemental gains the Nature sphere with the package most closely associated with its elemental nature. A geomancy- born creature is considered a Low-Caster, possessing both a number of magic talents and a caster level equal to 1/2 its Hit Dice (minimum 1). These talents may only be spent gaining talents associated with its Nature package or (spirit) talents.

Spell Points: A geomancy born elemental gains a small reservoir of energy that it can call upon to create wondrous effects, called a spell pool. This pool contains a number of spell points equal to its racial Hit Dice + its Wisdom modifier. If the elemental has spell points from another source, it gains a bonus their spell pool equal to the elemental’s racial Hit Dice instead.

Embodiment Of Magic (CR+ Varies)

Embodiment of Magic is an aquired template applied to a sphere effect, granting it intelligence, life, and a motive force. The Embodiment of Magic is naturally invisible; effects that can see magical auras reveal that it appears to be an aura shaped into the vague likeness of the caster, with visual tweaks corresponding to the effect it was created from.

“Embodiment of Magic” can be applied to any sphere ability with a duration longer than instantaneous that does not conjure, create, or summon a creature or object. For the purposes of this template, a sphere ability’s “potency” is equal to its spell point cost plus the number of talents or base spheres it incorporates.

Challenge Rating: An embodiment of magic has a challenge rating equal to two-thirds of its Hit Dice, plus one-fourth of its potency minus one, rounded down.

Size and Type: An embodiment of magic’s size is Medium by default; however, every 6 caster levels the effect has past the 1st increases its size by one, to a maximum of Huge. Its type is aberration (incorporeal).

AC: An embodiment of magic possesses a deflection bonus to AC equal to its potency plus its Charisma modifier (minimum potency + 1).

Hit Dice: An embodiment of magic has Hit Dice equal to its caster level. Its Hit Dice are d8s.

Alignment: An embodiment of magic has the same alignment as its caster.

Defensive Abilities: An embodiment of magic is incorporeal, possesses damage reduction bypassed by magic equal to its potency, and spell resistance equal to 10 plus its Hit Dice.

Speed: An embodiment of magic has a 30 feet base land speed.

Abilities: As an incorporeal creature, an embodiment of magic lacks a Strength score. Three abilities have a score of 10 + its potency, while the rest have scores of 7 + 1/2 its potency, rounded up. These scores are given for a Medium embodiment of magic; adjust its Dexterity and Constitution scores accordingly for embodiments of other sizes.

Skills: An embodiment of magic possesses 4 + Intelligence skill points, and treats the following as class skills: Acrobatics, Climb, Escape Artist, Fly, Intimidate, Knowledge (arcana), Perception, Spellcraft, Stealth, Survival, and Swim.

Attacks: An embodiment of magic possesses an incorporeal touch attack that deals force damage equal to 1d6 + its Charisma modifier for a Medium embodiment, 1d8 + its Charisma modifier for a Large embodiment, and 2d6 + its Charisma modifier for a Huge embodiment.

Special Attacks
An embodiment of magic created from an effect that targets creatures or objects possesses mystic touch; if it was created from an effect that affects an area, it instead has mystic aura:

Mystic Touch (Su): The embodiment of magic may use embodiment casting as part of an incorporeal touch attack made as a standard action. If they do so, they must target the creature they are attacking.

Mystic Aura (Su): The embodiment of magic possesses an aura that duplicates the effects of the sphere effect it was created from, centered on itself. If the area of effect can be moved, it reverts to centering on the embodiment at the beginning of its turn.

Special Qualities
All embodiments of magic possess embodiment casting and dispel vulnerability. If the sphere effect was a positive effect that targets creatures, it also possesses magical nature.

Dispel Vulnerability (Ex): Whenever an embodiment of magic is targeted by a dispel effect, it takes 1d6 damage per point of MSB of the dispel effect, which bypasses the embodiment’s damage reduction; in addition, it must succeed at a Will save vs. a DC of 10 + 1/2 the MSB of the dispel effect + the casting ability modifier of the caster, or have its supernatural abilities suppressed for 1d4 rounds. For the purposes of supernatural abilities that duplicate a sphere effect, they are considered to be recast on the turn they resume.

Embodiment Casting (Su): The embodiment of magic may cast the sphere effect it was created out of as if it knew all of the required talents. It does not receive the benefits of any metamagic that was incorporated into the original effect and reduces any non-optional spell point costs to 1 if they are not already lower.

For all other purposes, the embodiment of magic has a spell pool equal to its potency, uses Charisma as its casting ability score, has a caster level equal to its Hit Dice, and calculates its MSB and MSD as if its Hit Dice were levels in a spellcasting class. This ability is considered to be the casting class feature for the purposes of prerequisites.

Magical Nature (Su): The embodiment of magic is permanently under the effects of the sphere effect it was derived from.

Forest-Corrupted (CR +2) [Woodfaring Adventures]

Forest-corrupted creatures are intelligent beings who have been taken by the forest and transformed into pack animals for its own use. Nearly mindless and filled with an insatiable rage, those who believe the forest is sentient theorize the corrupted are the forest’s shock troops, which it sends to spread its seeds to new or damaged locations as subverted carriers. Forest-corrupted are easy to identify thanks to the plant-like vines that appear to be woven throughout their flesh. It is rare for a Chaotic creature to become a forest-corrupted, but it isnot unheard of.

Forest-corrupted is an acquired template that can be added to any living, corporeal creature with an Intelligence score of at least 3 (referred to hereafter as the base creature). A forest-corrupted retains all the base creature’s statistics and special abilities except as noted here.

Challenge Rating: Same as base creature +2

Alignment: Always Chaotic Neutral. They are motivated only by rage and a desire to spread the Forest’s spores.

Type: Creature type changes to plant. It retains any subtypes and gains the augmented subtype. Do not recalculate hit dice, base attack bonus, or saving throws.

Armor Class: Natural armor bonus improves by +4.

Special Qualities and Defenses: A forest-corrupted gains greensight 60 feet and plant traits.

Melee: A forest-corrupted has two slam attacks. These slam attacks deals damage as appropriate for the base creature’s size (see “Natural Attacks”). If the base creature can use manufactured weapons, the forest-corrupted can as well.

Special Abilities: A forest-corrupted retains all the special attacks of the base creature and gains all the special abilities listed below:

Breath Weapon (Ex): A forest-corrupted gains a breath weapon usable once per minute. The breath weapon is a close range (25 ft + 5 ft per 2 HD) cone and infects any creatures within the area with Forest spores (Fortitude negates; DC 10 + 1/2 the creature’s HD + the creature’s Con modifier). forest-corrupted creatures that already have a breath weapon from another source instead infect every use of their breath weapon with Forest spores (see below).

Forest Spores: Type disease, inhaled Save Fortitude DC = 10 + 1/2 the forest-corrupted's hit dice + the forest-corrupted's Con modifier; Onset 1d4 days; Frequency 1/day; Effect 1d3 Int damage (this damage cannot be healed while the creature is infected); Cure 2 consecutive saves; Note Anyone who has their intelligence reduced to 0 while infected acquires the forest-corrupted template in 2d6 hours; Special Creatures who are already mindless or of animal intelligence (Intelligence of 1 or 2) are naturally immune to the effects of this disease.

Fungal Rejuvenation (Su): So long as the creature remains within an area of Forest (temperate forest, jungle, or marsh) and is standing on moist earth, the forest-corrupted gains fast healing 5.

Abilities: Increase from the base creature as follows: Str +6, Con +4. Forest-corrupted are mindless, meaning they have no Intelligence score.

Mindless: A forest-corrupted loses all skill ranks and feats possessed by the base creature except those gained from combat talents.

Casting: A forest-corrupted creature loses all spells and spherecasting abilities possessed by the base creature.

Combat Talents: A forest-corrupted creature gains a martial tradition and 1 martial talent per hit die, using Constitution as its practitioner modifier.

Forest-Touched (CR +1) [Woodfaring Adventures]

Animals are welcomed in the forest much more readily than humanoids. Not only are animals immune to the Forest-corrupted template listed above, but sometimes they can exhibit powers and intelligence beyond their usual ability, as if some guiding power was directly influencing them.

When an animal or creature of animal intelligence exhibits tactical prowess and coordination for beyond their usual ability, they are referred to as having been Forest-touched. Being forest-touched is not an inherited template; it comes and goes with seemingly randomness, whenever the Forest decides to impress itself onto its creations to further its own ends. Forest-touched is a template that can be added to any living, corporeal creature with an Intelligence score of 2 or less (referred to hereafter as the base creature), with the exception of domesticated animals, tamed animals, and animal companions, as their devotion cannot be swayed by the Forest.

A forest-touched retains all the base creature’s statistics and special abilities except as noted here.

Challenge Rating: Same as base creature +1

Alignment: Always Chaotic Neutral. They are motivated by an unseen entity, and its desire to serve and defend the forest.

Armor Class: Natural armor bonus improves by +2

Special Abilities: A forest-touched retains all the special attacks of the base creature and gains all the special abilities listed below:

Devotion (Ex): A forest-touched creature gains a +4 morale bonus on Will saves against enchantment spells and effects.

Telepathy (Su): Forest-touched creatures gain telepathy out to 400 ft. that connects them to any other forest-touched creature within range. While animals do not communicate with words, this connection allows them to share sensations, locate each other with pinpoint accuracy, and coordinate tactical maneuvers with each other.

Tactics (Ex): A forest-touched creature has access to every animal trick available through the Handle Animal skill, without the need to be taught them. They can enact any of these tricks on their turn without being directed to perform them; in essence, the check made to handle the animal is performed by the Forest itself as a free action and always succeeds. Similarly, the Forest guides the actions of these creatures, allowing them to coordinate and execute tactics far beyond what creatures of their intelligence would normally be able to do.

Coordinated Attacks (Ex): All Forest-touched treat any other forest-touched creatures as allies for the purposes of feats. Forest-touched creatures gain the Gang Up feat, even if they do not possess its prerequisites.

In addition, Forest-touched creatures gain 2 teamwork feats of the GM’s choice. They must meet the prerequisites of these feats. As a free action taken once per round, a Forest-touched creature may change one or both of these feats to any other teamwork feats for which they qualify.

Special: A forest-touched creature who has become tame (such as with the Beastmastery sphere) or charmed (such as with the Animal Friend talent) loses the Forest-touched template for as long as the effect persists.

Using the Forest-Touched template

The forest-touched template represents an animal through which the forest has decided to exert its will (or at least, that is the leading theory). While it does grant the affected creatures an increase in power, the greatest benefit of the template is that it allows animals and other creatures of low Intelligence to suddenly begin using advanced tactics; ambushes, disarms, formations, and other techniques that would normally be outside their capabilities.

The forest-touched template requires very little rebuilding and can be applied and removed from monsters on a whim; whenever the Forest chooses to exert its will through its animal children, those children gain the forest-touched template.

The forest-touched template is a great tool for increasing the danger of an encounter, and as there is very little rhyme or reason (at least that is observable by mortals) for why creatures might suddenly gain the forest-touched template, it is completely within the rights of the GM to apply the template as they desire. Perhaps the PCs have become high enough level that the Forest has taken notice of them. Perhaps they are about to uncover a powerful artifact and the forest does not wish them too. Any and all of these are valid reasons for why a group of animals might suddenly gain the forest-touched template.

Meteorological Creature (CR +0–5)

“Meteorological” is a template that can be applied to any creature, and represents a creature that is connected to a particular type of weather to a powerful degree.

CR: Hit Dice 1 or less, as base creature; Hit Dice 2–3 or less, as base creature + 1; Hit Dice 4–9, as base creature +2; Hit Dice 10–17, as base creature +3; Hit Dice 18 or more, as base creature +4; plus +1 for volcanic weather

Type: Animals and vermin with this template become magical beasts with the augmented subtype, but otherwise the creature type is unchanged.

Senses: A precipitation meteorological creature can see through magical and normal fog, mist, rain, snow, and similar obscurement.

Special Qualities
A meteorological creature gains the following:

Personal Climate (Su): A meteorological creature is constantly followed by a certain type of weather. This functions as the control weather Weather sphere ability, except that the creature does not need to concentrate on the effect and it can only create one type of weather. The meteorological creature has no control over the severity of the weather, which depends on the creature’s Hit Dice. The range also depends on the creature’s Hit Dice.
Hit Dice Severity Range
1 1 Medium
2–3 2 Medium
4–5 3 Long
6–9 4 Long
10–13 5 Extreme (1,000 feet + 100 feet per Hit Dice)
14–17 6 Extreme
18+ 7 2 miles

The meteorological creature’s MSD for this effect is 11 + its Hit Dice and its MSB and caster level are equal to its Hit Dice.

Adaptation (Ex): A meteorological creature is immune to the negative effects of weather created by its personal climate ability.

Feats: Meteorological creatures gain Mantled Caster as a bonus feat. They can also select Extra Magic Talent for (mantle) talents activated by their personal climate and Weather talents that modify their personal climate (but not its range or duration). They need not meet the prerequisites of this feat to select them.

Sphere Incarnation Creature (CR+ Varies)

“Sphere Incarnation” is a unique creature template that can be added to any creature, and sometimes objects. This template grants a number of abilities and adjustments, but does not have a fixed CR adjustment. A sphere incarnation creature retains the base creature’s statistics and special abilities except as noted here.

A sphere incarnation creature has a unique bond to a sphere of magic, acting as an near-limitless conduit of that type of magic as though they possessed every basic and advanced talent from that sphere. This template can be applied to animals, objects, or other valid targets for the Enhancement Bestow Life advanced talent, and is often the more frequent manifestation of a sphere incarnation of the Enhancement sphere. There are few known ways to acquire this template, many deeply rooted in mysticism, associated with artifacts, or a result of exceptionally powerful circumstances, and is otherwise not accessible under any normal circumstances.

Creatures with this template become incomparably strong, able to create miracles, pose threats to all life, and can vary between deadly and chaotic forces of nature to saint-like creatures which usher in golden ages of peace and prosperity. These creatures are frequently worshipped as deities, and when worshipped by a cleric or other class which grants domains, treats any domain with an affiliated sphere matching their sphere of magic as their domain, as well as the magic domain and any other appropriate choices, subject to GM discretion.

Challenge Rating: +X. This template adds a variable number of additional Hit Die, depending on the creature or object applied to, usually resulting in a creature between CR 27 to CR 30.

Type: The creature’s type does not change. Do not recalculate Hit Dice, base attack bonus, or saves.

Armor Class: A sphere incarnation gains a sacred or profane bonus to AC equal to its casting ability modifier. If the sphere incarnation is neither good nor evil, choose either sacred or profane when applying the sphere incarnation qualities to the creature.

Defensive Abilities: A sphere incarnation gains a sacred or profane bonus on all saving throws equal to its casting ability modifier. If the sphere incarnation is neither good nor evil, choose either sacred or profane when applying the sphere incarnation qualities to the creature.

In addition, the sphere incarnation gains DR 15/—, is under a constant freedom of movement effect, and immunity to ability damage, ability drain, charm effects, compulsion effects, disease, death effects, energy drain, petrification, and poison. A sphere incarnation gains spell resistance equal to its 11 + its newly adjusted CR. The sphere incarnation also gains the following ability.

Sphere Chrysalis (Su): When a sphere incarnation is killed, its body is enveloped by a chrysalis of pure magic. This chrysalis is indestructible and does not take damage from normal effects, and is otherwise treated as an artifact for the purposes of dispelling. A creature with the ability to cast sphere effects corresponding to the sphere incarnation’s attuned sphere can destroy the chrysalis by meditating over it through a complex ritual that takes 24 hours to perform. The meditating creature must succeed on a DC 30 Will save to successfully destroy the chrysalis, and permanently kill the sphere incarnation. If the sphere incarnation’s chrysalis is not destroyed within one week, the creature is revived, cleansing all negative conditions and restoring it to full life.

Special Qualities: A sphere incarnation retains all the special attacks, qualities and abilities of the base creature and gains the following special abilities. Special abilities have a save DC equal to 10 + 1/2 the sphere incarnation’s Hit Dice + the sphere incarnation’s casting ability modifier unless otherwise noted.

Attuned Sphere (Ex): Every sphere incarnation is attuned to one sphere of power. The creature gains every talent from that sphere. The sphere incarnation is a High Caster with their attuned sphere, using their Hit Dice for the caster level, magic skill bonus, and magic skill defense, selects a casting tradition and casting ability modifier, and gain spell points as normal.

If the sphere incarnation possessed spherecasting before gaining the sphere incarnation template, they use their casting tradition and casting ability modifier when using sphere effects from their attuned sphere, but use their Hit Dice as their caster level for sphere effects belonging to their attuned sphere, such that they are always treated as a High Caster with their attuned sphere.

Incarnation Conduit (Ex): Any sphere effect belonging to the sphere incarnation’s attuned sphere costs 1 fewer spell point than normal (to a minimum of 0).

Sphere Blessing (Sp): The sphere incarnation is under every beneficial talent belonging to its attuned sphere as a constant, spell-like effect, using its caster level to determine the effects of each talent. Sphere effects from this ability are created with the maximum number of spell points allowed by the talent or sphere effect. If any effects from this ability would be dispelled, dismissed, or otherwise end, they automatically resume at the beginning of the sphere incarnation’s turn. Effects from this ability are not suppressed and function in an antimagic field (or other similar effect) unless the effect’s caster succeeds at a magic skill check against the sphere incarnation’s magic skill defense with their attuned sphere, which suppresses sphere effects from this ability for 1d4 rounds.

Spontaneous Enlightenment (Ex): Upon acquiring this template, a sphere incarnation immediately gains a number of class levels so that its CR is between 25 and 30, subject to GM discretion. These class levels are generally those which grant spherecasting, but some unique sphere incarnations may be more martially focused. If the creature gaining the sphere incarnation template is not sentient (such as an animal, object, or other similar creature or object capable of being affected by the Enhancement Bestow Life advanced talent or awaken spell), they are affected by the Bestow Life sphere effect when gaining the sphere incarnation template and gain the maximum mental ability scores from that effect.

Abilities: Str +8, Dex +8, Con +10, Int +8, Wis +8, Cha +8, plus an additional +12 to the sphere incarnation’s casting ability modifier.

Skills: Sphere incarnations gain a +8 racial bonus on Perception and Spellcraft checks. It always treats all Knowledges, Perception, and Spellcraft as class skills. Otherwise, its skills are the same as those of the base creature.

Languages: A sphere incarnation can speak in truespeech, as well as any languages spoken by the base creature.

Virulent Sensor Template (CR +Varies)

Virulent sensor is an acquired template that can be applied to any creature who, while using the Divination sphere talent Viewing, saw a creature who died or was destroyed suffering from the effects of madness (although not necessarily because of the madness).

CR: As base creature, +1 per 5 Hit Dice (minimum +0).

Alignment: Creatures with the virulent sensor template replace any good or evil alignment they have with neutral, thus lawful good becomes lawful neutral, and neutral evil becomes true neutral. Types of insanity or madness may override this alignment.

Type: Changes to undead (keeping any subtypes their previous form may have had)

Hit Dice: Change all Hit Dice (including those gained from class levels) into d8s. Virulent sensors use their Charisma modifier to determine bonus hit points (instead of Constitution).

Saves: The base saves remain unchanged, except that Fortitude uses Charisma instead of Constitution.

Defensive Abilities The templated creature loses all defensive abilities and gain the qualities and immunities of the undead type. In addition, the templated creature gains the insubstantial quality.

Speed Virulent sensors lose all movement speeds. If the templated creature has the Scrying Divination advanced talent, it gains a fly speed of 150 feet.

Attacks: Virulent sensors lose all attacks (including special attacks) that are not magic talents, spells, sphere-like or spell-like abilities.

Reach: The templated creature has its reach reduced to 0 feet.

Abilities: Virulent sensors have no Strength or Constitution scores.

Special Qualities
Virulent sensors lose special qualities that are dependant upon having a physical body. The virulent sensors gains insanity, insubstantial and naturally stealthy as special qualities.

Insanity: The templated creature permanently suffers from the effects of whatever madness it had before its destruction.

Insubstantial (Ex): Virulent sensors may appear to be made out of flames, mist, smoke, or some other gaseous substance, and are effectively weightless. Virulent sensors being insubstantial are normally not hit or damaged by conventional means, but may still be attacked or even damaged by spells or abilities that do not target the virulent sensor, but rather affect everything in its area of effect. An insubstantial creature may still target itself however. Insubstantial creatures gain a size penalty to their combat maneuver bonus (CMB) and may squeeze through openings as if they are up to three sizes smaller, but gain a size bonus to combat maneuver defense (CMD) as if they are up to three sizes larger. In addition, insubstantial creatures gain DR 10/- and are not subject to precision damage or critical hits.

Naturally Stealthy (Su): The virulent sensor is particularly difficult to notice outside of combat and requires a Perception check DC 20 + its caster level to spot. The virulent sensor if it casts a spell, instantly becomes visible to all creatures within line of sight for 1 minute before fading back into stealth.

Languages: The templated creature continues to understand any language it had before it acquired the template, but loses all ability to speak.

Spell Points: Lose all spell points, except those gained through feats and traits.

Walking Bomb (CR +1)

“Walking Bomb” is an acquired template that can be applied to any corporeal creature (referred to hereafter as the base creature). This template can be acquired through a variation of the walking bomb incantations, or by magical accidents or wild magic zones overcharging an exposed creature.

CR: As base creature +1.

Detonation: When the walking bomb is reduced to 0 or fewer hit points, it detonates, dealing damage as a destructive blast (1d6 per odd Hit Die) with the Explosive Orb (blast shape) and a blast type selected at creation with a caster level equal to its Hit Dice and save DCs equal to 10 + 1/2 Hit Dice + Constitution modifier.


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Nature (M/P/W) ApocryphaU Nature (Spirit) ApocryphaU Protokinesis ApocryphaU Sidhe Court
Other Spheres Products
Archetypes of PowerU 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 The Wraith ClassU Wild Magic Woodfaring Adventures
Worlds of Power The Youxia's Handbook Bestiary: Fey and Feyfolk

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

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