Proficiencies
Spheres voltaics are proficient with simple weapons, as well as light armor and bucklers. In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice.
This alters weapon and armor proficiencies.
Trade Tradition
If this is this character’s first level in any class, the voltaic may select a trade tradition of their choice, and have a competent trade rank.
This replaces the voltaic’s normal class skills.
Divergent Sparks
At 1st level, the spheres voltaic selects between the spark of battle and the spark of wonder, each granting different benefits.
Spark of Battle: The spheres voltaic gains Combat Stamina as a bonus feat and must select the Card Stamina variant (see page 7 of Card Casting 3: Volatile Variance for rules on Card Stamina). The spheres voltaic gains Sparking Printer as a bonus feat, applying the feat to their Card Stamina.
Spark of Wonder: The spheres voltaic gains Basic Magic Training and Sparking Printer as bonus feats. The spheres voltaic also gains the effects of the Card Casting drawback but does not gain additional spell points or other benefits for having the drawback (although they may gain benefits from other drawbacks taken in conjunction with Card Casting such as Cooldown).
This replaces spark of inspiration.
Expansive Study
At every spheres voltaic level, the spheres voltaic gains a bonus feat selected from Advanced Magic Training, Extra Combat Talent, Extra Magic Talent, Extra Skill Talent, Extra Spell Points, Utilitarian Dilettante, or any Deck feat. The spheres voltaic must meet the prerequisites for these feats and may select the same feat multiple times.
This replaces learn stance.
Path of the Storm
In addition to the normal paths of the storm, a spheres voltaic may select the following path.
Path of Sudden Phenomena (requires Spark of Wonder)
At 4th level, the spheres voltaic is considered a low-caster and gains a pool of spell points equal to their level + their casting ability modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest.
At 8th level, the spheres voltaic may use martial flexibility to select the Extra Magic Talent feat as if it were a combat feat.
At 12th level, whenever the spheres voltaic uses a magic sphere effect which includes at least temporary magic talent or feat, the effect gains a +2 bonus to its caster level. This improves to +5 at 20th level.
At 16th level, the spheres voltaic may use martial flexibility to select metamagic feats as if they were combat feats. The spheres voltaic may create new spell cards which use these metamagic feats as if they were temporary talents.
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 | ||||
| Classes | ||||
| Advisor (DRS) | Agent | Conduit (DRS) | Courser | Envoy |
| Genius | Mastermind | Professional | ||
| Spheres | ||||
| 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 |
| Get Spheres of Guile | ||||








