Spheres Voltaic [3PP]
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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.

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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