Sphereshaper Veils
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Spheres of Akasha
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Sphereshaper veils store the knowledge of ancient traditions, fighting styles, skills, and magics within the vaults of the akashic archive, allowing a skilled veilweaver to shape this accumulated knowledge into veils that grant them new abilities or augment their existing talents. In addition to the normal rules that all veils follow (see Chapter 2), sphereshaper veils have the following additional properties:
  • You do not gain a casting, martial, or unified tradition as part of gaining a sphere or talent from shaping a sphereshaper veil. You also cannot select sphere-specific drawbacks for spheres granted by veils. If you already had a casting or unified tradition granted from another source that affects how you cast spells, you use that tradition when using magic spheres and talents granted by sphereshaper veils you shape. If you already have a sphere that would be granted to you by a shaped sphereshaper veil, you do not suffer any restrictions to the use of that sphere imposed by the sphereshaper veil.
  • If you shape multiple sphereshaper veils that grant the same sphere, you may use any of the abilities of that sphere that either of the veils says you can use. For example, if you shape two sphereshaper veils that grant the Berserker sphere, one of which that only allows the use of the berserking ability and one that only allows the use of the brutal strike ability, you may use both abilities.
  • If you shape a sphereshaper veil that grants you a sphere you already have from a non-veil source, it does not restrict your use of that sphere.
  • If you have a sphere-specific drawback that prevents you from using an ability of a veil you have shaped, you may still use that ability when using the abilities of that veil with all of the restrictions imposed by the veil (if applicable).
  • When using a sphere granted by a veil you use your veilweaving modifier as your effective casting ability modifier or effective practitioner modifier. If you have a casting ability modifier or practitioner modifier granted by another source (such as taking levels in a class that grants casting or combat training) you must use that modifier instead.
  • Spheres and talents that grant skill retraining never grant it when gained via a veil.
  • If a sphere grants you a magic sphere or magic talent, you use your veilweaving level as your effective caster level for that sphere, plus any temporary bonuses to the caster level of that sphere you have access to via magic items, class features, or abilities.
  • If a veil grants a magic sphere you already possess, you use the higher of your veilweaving level and your caster level with that sphere when using abilities and talents of that sphere granted by the veil. If your veilweaving level is higher than your caster level, this increase in effective caster level only applies to the sphere abilities and talents granted by the veil (or are granted to the veil by the Sphereshaper’s Talent feat), not to any other abilities or talents you have gained for the sphere from any other source.
  • You do not gain a pool of spell points from shaping a veil that grants a magic sphere or talent. If a veil grants a magic sphere or talent that has abilities that require spell points to use, you can bind a point of essence invested into the veil that granted that sphere or talent in place of spending 1 spell point. The veilweaver can only bind unbound essence using this ability. If the veilweaver has a pool of spell points granted from another source, they may use their spell points to pay for abilities granted from a shaped veil or bind their essence. These points of essence are not unbound from the veil if it is temporarily suppressed or disjoined (such as from the Counterspell feat or by being sundered), only by being unshaped or permanently disjoined. Temporary essence may not be bound in this way.
  • If you gain a combat sphere from a sphereshaper veil, you gain the Martial Focus ability. If all of your sphereshaper veils that grant combat spheres are unshaped, dispelled, or destroyed you lose the ability to gain or spend Martial Focus, unless you have the ability to gain Martial Focus from another source. Once per round as a free action, you may bind a point of essence to one of your sphereshaper spheres that grants a combat sphere to regain Martial Focus. These points of essence are not unbound from the veil if it is temporarily suppressed or disjoined (such as from the Counterspell feat or by being sundered), only by being unshaped or permanently disjoined.

Sphereshaper Veil List

Belt Slot Veils
Name Associated Sphere Description
Aegis of the Immortal Guardian Armor yourself with Akasha and delay the damage you take.
Beastshaper’s Cord Alteration Change yourself into creatures of a specific form talent.
Body Slot Veils
Name Associated Sphere Description
Aegis of the Immortal Guardian Armor yourself with Akasha and delay the damage you take.
Echoblade Dual Wielding Create a force echo of another weapon you possess.
Armory of the Infinite Equipment Conjure forth any number of armaments that you can wield against your foes.
Chest Slot Veils
Name Associated Sphere Description
Embodiment of the Void Warp Infuse yourself with energies of the Warp sphere, changing how you interact with the world.
Horn of the Fey’s Mead Barroom Summon a fey drinking horn to provide miraculous boons.
Toga of the Builder Protection Create numerous barriers to shape the battlefield to your whims.
Feet Slot Veils
Name Associated Sphere Description
Airstep Tabi Athletics Perform feats of acrobatics off of walls, and eventually the air itself.
Timewalker Sabatons Time Enhance the flow of time around yourself, allowing you to step backward in time and space.
Hands Slot Veils
Name Associated Sphere Description
Echoblade Dual Wielding Create a force echo of another weapon you possess.
Empath’s Chains Life Transfer wounds to yourself, and heal them through meditation.
Magician’s Gloves Scoundrel Through misdirection and a pinch of magic, disrupt your foes and steal their possessions from a safe distance.
Mantra of Forbiddance Boxing Project your essence to retaliate against foes who take a forbidden action.
Myyrdin’s Branchstaff Nature Call upon the staff of Myyrdin to harness the powers of nature and animate the staff to assault your foes.
Xoria’s Bulwark Shield Utilize the lost magics of the mage Xoria to protect yourself from all manner of attacks, while retaliating against those who dare attack you.
Head Slot Veils
Name Associated Sphere Description
Illusionist’s Pin Illusion Bedeck yourself with glamorous illusions to befuddle your foes.
Roguish Domino Fencing Don a stylish domino mask that hides your identity and allows you to identify the vital points of a chosen foe.
Headband Slot Veils
Name Associated Sphere Description
Diadem of Heightened Sense Divination Enhance your senses with this veil, allowing you to see beyond the trappings of the mortal realm.
Roguish Domino Fencing Don a stylish domino mask that hides your identity and allows you to identify the vital points of a chosen foe.
Neck Slot Veils
Name Associated Sphere Description
Gorget of the Challenger Warleader Empower your voice with this veil, allowing you to project your shouts to greater ranges.
Lariat of the Stormcursed Weather Curse your foes with localized weather patterns, causing even further harm when they are near you.
Shoulders Slot Veils
Name Associated Sphere Description
Armory of the Infinite Equipment Conjure forth any number of armaments that you can wield against your foes.
Horn of the Fey’s Mead Barroom Summon a fey drinking horn to provide miraculous boons.
Ordan’s Clockwork Mantle Sniper This clockwork veil unfolds around you into a ballista with which you can send massive bolts to pierce through hoards of foes.
Wrists Slot Veils
Name Associated Sphere
Bangles of Entwined Elements Destruction Combine opposing elements into destructive blasts to volley at your foes.
Cernavog’s Blood Hunger Berserker Fall into a bloody rage and use the axe provided by this veil to drain the life from your foes, empowering yourself.
Lich’s Grasp Death Using this dark veil, corrupt your foes and destroy their flesh with negative energies.
Sigils of Warding Trap Create traps of akashic energy to control the battlefield and harry your foes.

Aegis of the Immortal

Descriptors: [Enhanced (full plate)]
Class: Sphereshaper
Slot: Belt, Body
Saving Throw: None

Shaping this veil bestows your skin with a metallic sheen, allowing it to harden when struck and granting you the ability to endure blows that would kill any mere mortal.

You gain the Guardian sphere and the Endure Pain talent. You do not gain a package as part of gaining the Guardian sphere from this veil.

As a free action, you can cause the veil to infuse your flesh with metallic akasha, allowing you to treat yourself as if you were wearing masterwork full plate. You may use this ability if you are already wearing armor or clothing, though when you do so you gain none of the benefits of other armor you are wearing (including any enhancement bonuses or armor special abilities of the worn armor). You can sleep while the veil is infusing your flesh in this way at no penalty as if you weren’t wearing armor, but you do suffer the other penalties associated with the armor. In all other ways, your infused flesh counts as a suit of full plate for all other effects. You can dismiss this effect as a free action.

While your skin is infused by this veil, you may use your veilweaving level in place of your base attack bonus for your delayed damage ability.

Essence: For each point of essence invested in this veil, the maximum Dexterity bonus of your infused flesh increases by 1, and the armor check penalty imposed by it is reduced by 1 (to a minimum of 0).

Chakra Bind (Belt): Binding this veil to your Belt chakra allows you to further delay any damage you would take as long as your flesh is infused by the veil. When your delayed damage pool empties at the end of the round, you can choose to delay half the damage you would take again (rounded down).

If you have the Cold Iron Call or Durable talent, you can choose to delay a condition or spell an additional round, however, the condition or spells counts as twice the number of hit points for each round beyond the first it is delayed (2x hit points on the second round, 3x on the third, and so on).

Chakra Bind (Body): Binding this veil to your Body chakra grants you all the benefits of binding it to the Belt chakra, and bestows you with a form of limited immortality. While your skin is infused by the veil you cease to age, and no longer need to eat, sleep, or breathe to survive. You become immune to poisons and diseases while your skin is infused, but this does not cure you of any poisons or diseases you may have been suffering from before your skin was infused. In such a case, those poisons and diseases no longer progress while your skin is infused nor do their durations expire. While your skin is infused, the hardness of this veil increases by 30, and you cannot be killed from hit point damage. While you are below 0 hit points, you regain 1 hit point at the beginning of each round as long as your flesh is infused, you may also use your delayed damage ability while below 0 hit points.

Airstep Tabi

Descriptors: None
Class: Sphereshaper
Slot: Feet
Saving Throw: None

Wind flows around your feet outlining them in akashic turbulence.

You gain the Athletics sphere and the Wall Stunt talent. You do not gain a package as part of gaining the Athletics sphere from this veil, nor do you gain any skill ranks.

You are considered to have the Climb, Leap, and Run packages for the purposes of determining the abilities of your Wall Stunt talent. Whenever you use the Wall Stunt talent, you may expend your Martial Focus to increase your base speed by half (rounded down to the nearest 5-foot increment, minimum 5 feet) when determining how far you can run along a wall, or when determining how far you can jump off a wall. This additional movement is subtracted from the total amount you have moved in the round before any other movement. For example, if you have a base movement of 30 feet and expend your Martial Focus, and then run 20 feet along a wall, you would still have 25 feet of movement remaining after touching the ground.

If you use the Sphereshaper’s Talent ability to gain more talents associated with this veil, you may choose to gain a motion talent without first possessing a package. If you do, you must choose to apply that motion talent to either the Climb, Leap or Run movement options when you select the talent.

Essence: For each point of essence invested in this veil, you gain a +1 insight bonus to acrobatics and climb checks made when using talents from the Athletics sphere.

Chakra Bind (Feet): Binding this veil to your Feet chakra allows you to step upon the air as if it were solid. You gain the Air Stunt legendary talent, and are considered to have the Climb, Leap, and Run packages for the purposes of determining the abilities of your Air Stunt talent. You may expend your martial focus to increase your effective base movement speed for both the Air Stunt and Wall Stunt talents.

Armory of the Infinite

Descriptors: Enhanced (see text), Summoning
Class: Sphereshaper
Slot: Shoulders, Body
Saving Throw: None

Flowing golden akasha drapes itself upon your shoulders, within its opulent wealth lies infinite promise.

You gain three talents from the Equipment sphere that grant you proficiencies. You cannot select the Custom Training talent using this veil.

As a free action, even if it isn’t your turn, you may draw an item formed from golden akasha forth from the veil. You may draw forth any armor, shield, melee weapon or ranged weapon with which you are proficient. You may draw multiples of the same if you wish to. If you draw forth armor, you may instantly don it. If you draw forth a ranged weapon, it is drawn loaded with normal ammunition. If any item you draw from the veil leaves your person, it immediately disappears. For thrown weapons and projectiles, these items disappear after striking or missing their targets. Any items drawn from the veil are considered to have been summoned for the purposes of abilities that interact with summoned objects. These items are dismissed if this veil is disjoined, suppressed, or unshaped.

You may enhance this veil as many times as you wish. Each time you enhance this veil, you must choose whether you are enhancing it as a suit of armor, a shield, a melee weapon, or a ranged weapon. You may upgrade this veil with special material upgrades as well, but each special material upgrade must be assigned to a specific enhancement.

Whenever you draw forth an item from the veil, you can choose to apply one of the enhancements on the veil to that item, if there are appropriate enhancements placed on the veil for that item. An item can only have a single enhancement placed on it at any time, unless the item can benefit from different types of enhancements (such as a shield being enhanced as a weapon and a shield separately).

If an enhancement has an invalid special property for whatever type of item you apply it to (such as applying an enhancement that contains the brawling special property to a suit of heavy armor) you may not use that specific armor or weapon special property with that item. If you apply the same enhancement to multiple suits of armor, shields, or weapons at the same time, their enhancement bonus is reduced by 1 per weapon or shield using that enhancement, rather than the normal penalties for an Enhanced veil creating multiple items. If this reduces a weapons enhancement bonus to +0, the weapons still count as magical and grants a +1 enhancement bonus to attack rolls, since the weapon is still considered masterwork.

Essence: For each point of essence invested in this veil the wielders of weapons drawn from this veil gain a +1 circumstance bonus to damage rolls when using weapons drawn from this veil. For every 3 points of essence invested in this veil, wielders gain a +1 circumstance bonus to attack rolls with weapons drawn from this veil, and a +1 increase to the AC of any armor or shields drawn from this veil.

Chakra Bind (Shoulders): Binding this veil to your Shoulders chakra allows you to draw forth weapons and armor for your allies to wield. When an item you draw forth leaves your person, you can choose for it to persist as long as you stay within Medium range of it. You can choose to dismiss these conjured items as a free action on your turn. Any items you choose to have persist are automatically dismissed if this veil is disjoined, suppressed or unshaped.

Chakra Bind (Body): Binding this veil to your Body chakra grants you all the benefits of binding it to the Shoulders chakra, and allows you to call the armory forth in a massive, single attack. As a full-round action, you may call the armory forth to attack each foe you can see within Medium range. Choose a single type of weapon for each foe, including which enhancements you wish to apply to those weapons.

If you apply the same enhancement to multiple weapons as part of this attack those weapons do not suffer the normal penalties to their enhancement bonus. If you choose to attack foes with ranged weapons, you do not provoke opportunity attacks for using this ability. Make an attack roll at your full base attack bonus against each foe with their chosen weapon.

Beastshaper’s Cord

Descriptors: Enhanced (implement: Alteration)
Class: Sphereshaper
Slot: Belt
Saving Throw: None

A cord of twisted hide winds its way around your waist, the creature it was seemingly taken from changing each time it is shaped.

You gain the Alteration sphere and a single talent that allows you to take the form of a creature that does not cost a spell point. Unless you already have the Alteration sphere from another non-veil source you cannot grant the blank form. As a standard action, you may assume the form of a creature associated with any Alteration talent you possess that grants a form and does not cost a spell point as the shapeshift ability of the Alteration sphere.

You do not gain any traits when shapeshifting using this ability. This shapeshift lasts until you return to your normal form as a standard action.

At any time while in this form, you may grant yourself a number of traits as per your shapeshift ability by spending 1 spell point as a free action. These traits last for 1 minute per caster level. During this duration, you may change any chosen traits as a free action once per turn. The traits granted by this ability must be traits you can apply using Alteration talents you possess.

Essence: For each point of essence invested in this veil, you gain a +1 insight bonus to damage rolls dealt with natural weapons granted by your forms. When 2 points of essence are invested in this veil, your natural weapon grants by your forms are considered silver and magic for the purposes of overcoming damage reduction. They count as cold iron as well at 4 essence and adamantine at 6 essence.

Chakra Bind (Belt): Binding this veil to your Belt chakra allows you to rapidly change your forms. As a free action once per turn while under the effects of the shapechange ability granted by this veil, you may change your form to the form of a creature associated with any Alteration talent you possess that grants a form and doesn’t cost a spell point. If you spent a spell point to grant yourself traits, you may change any of the chosen traits as part of this action.

Bangles of Entwined Elements

Descriptors: Acid, Cold, Electric, Fire, Enhanced (implement: Destruction)
Class: Sphereshaper
Slot: Wrists
Saving Throw: See text

Glowing jewels of elemental power dangle from this fine silvery bands of akasha, allowing you to draw from their power to fire blasts of elemental energy.

You gain the Destruction sphere, and two blast type talents from different blast type groups associated with the descriptors of this veil (acid, cold, electric, or fire). Unless you already have the Destruction sphere from another non-veil source you must apply a blast type when using your destructive blast.

You may combine two blast types of different elemental groups as if you were using the Admixture talent, but when doing so you cannot use a blast shape. You do not need to pay an additional spell point or increase the destructive blasts’ cast time when using this ability.

Essence: For each point of essence invested in this veil, you gain a +1 insight bonus to attack rolls when making destructive blasts that aren’t modified by a blast shape.

Chakra Bind (Wrists): Binding this veil to your Wrists chakra allows you to fire a volley of blasts. As a full-round action, you may fire a volley of destructive blasts, allowing you to make a number of ranged touch attacks based on your base attack bonus. Iterative attacks suffer their normal penalties.

This ability is not a full-attack, and does not gain the benefits of any abilities that allow you to make any additional attacks as part of a full-attack. If a single creature is struck by multiple blasts of the same type in a single round, they only suffer any additional penalties associated with that type (beyond its damage) the first time they are struck by it that round. If you wish to spend a spell point to increase the damage of your destructive blast, you must do so for each individual blast you make. If you use the Gather Energy talent it only applies to a single blast you make using this ability chosen before the attacks are rolled. Additionally, you may use the Admixture talent when making these blasts if you have it, but doing so costs 1 spell point for each individual blast you apply an Admixture to. You may use this veils ability to combine two different elemental types using this ability as well, however doing so costs 1 spell point per individual blast.

Cernavog’s Blood Hunger

Descriptors: Enhanced (greataxe), Evil
Class: Sphereshaper
Slot: Wrists
Saving Throw: None

Bloody bands of akasha soak your wrists and hands in bloody gore that drips to the ground and on to your clothes, fading to red smoke seconds after they fall.

You gain the Berserker sphere when you shape this veil. Unless you already have the Berserker sphere from a non-veil source, you can not use the brutal strike ability.

As a free action you may draw a rusted axe of bloody akasha from this veil. This axe functions as a greataxe, save that it deals 3d6 damage on a hit (2d6 for a small creature, 4d6 for a large creature). The axe immediately disappears if it leaves your grip. While you are wielding this axe you automatically use the berserking ability each round at the beginning of your turn, including on the turn you draw the axe.

The first time you strike a creature with this axe each round and successfully deal damage to them, it drinks from the blood of your foe granting you gain 3 temporary hit points. These temporary hit points stack with themselves and with the temporary hit points granted by the berserking ability and last for 1 minute. You do not gain these temporary hit points when striking a creature immune to bleeding, or when striking a creature with fewer Hit Dice than half of your veilweaving level (rounded down).

Essence: For each point of essence invested in this veil, you gain an additional 1 temporary hit point when you strike a target with the axe created by this veil.

Chakra Bind (Wrists): Binding this veil to your Wrists chakra causes the veil to hunger for the blood of foes it has tasted once before. The first time you hit a creature while using the axe created by this veil, if that creature isn’t immune to bleeding, the veil begins to hunger for the blood of that creature. You can locate creatures the veil hungers for within 60 feet of you, as the lifesense ability.

You can track this creature as if you had the scent ability, and may use your veilweaving level in place of your ranks in the Survival skill for these purposes. These bonuses last for 24 hours or until you unshape the veil, whichever happens first.

You can cause the veil to hunger for the blood of a specific creature by pouring a vial of the creatures blood over the blade of the axe, granting you the above benefits against that creature.

Whenever you strike a creature the veil hungers for, your attack deals an additional 2 points of bleed damage, or 6 bleed damage on a critical hit. This bleed damage stacks with itself, and with all other sources of bleed damage. For every 2 points of essence invested in this veil, this bleed damage increases by 1 point (or 3 points, on a critical hit).

Diadem of Heightened Senses

Descriptors: Enhanced (implement: Divination)
Class: Sphereshaper
Slot: Headband
Saving Throw: See text

Faintly glowing akasha wraps around your forehead and creeps down to form intricate filigree around your eyes and ears.

You gain the Divination sphere, and one sense talent of your choice. Unless you already have the Divination sphere from another non-veil source, you cannot use the divine ability.

When you shape this sphere you gain the benefits of the read magic sense, or the benefits of a single sense talent you know, as a constant effect. This effect cannot be dispelled, but is removed if this veil is disjoined, suppressed or unshaped. As a standard action, you may change the senses provided by this veil to any other sense talent you know (or the read magic sense), or regain one of these constant abilities if they are dispelled, dismissed, or the veil is temporarily suppressed.

Essence: When you invest essence in this veil its powers improve, allowing you to share your heightened senses to your allies. When you invest your first point of essence, allies within 5 feet of you gain the benefits of your constant sense provided by this veil. The range of this ability increases by 5 feet for each point of essence invested beyond the first.

Chakra Bind (Headband): Binding this veil to your Headband chakra enhances your senses even further, allowing you to apply the benefits of two of your sense talents (or read magic and a single sense talent) as constant effects. When you spend a standard action to change your sense, you must choose which of the two active senses you wish to change. You may spend 1 spell point as part of this action to change both, if you wish.

Echoblade

Descriptors: Force
Class: Sphereshaper
Slot: Hands
Saving Throw: None

A flickering translucent version of the weapon you wield appears in your off-hand.

You gain the Dual Wielding sphere and Tandem Offensive talent. Unless you already have the Dual Wielding sphere from another non-veil source, you may only use the talents granted by this veil using the weapon created by this veil and the weapon it is copying.

As a free action you can conjure a translucent copy of the weapon you are wielding in your main hand. This weapon only copies the base statistics of the weapon, not any special materials or enhancements applied to it. Unlike your main hand weapon, this copied off hand weapon deals entirely force damage and does not add your Strength bonus to its damage rolls.

Essence: For each point of essence invested in this veil, the copied off-hand weapon deals 1 additional point of force damage.

Chakra Bind (Hands): Binding this veil to your Hands chakra further infuses your off-hand weapon with your main-hands magic. When using the Tandem Offensive talent with the weapon created by this veil, it applies all of the magical enhancements and abilities of the main-hand weapon, rather than only the enhancement bonuses, and applies those benefits even if the attack using the main-hand weapon misses.

Embodiment of the Void

Descriptors: [Enhanced (implement: Warp)], [Teleport]
Class: Sphereshaper
Slot: Chest
Saving Throw: None

Star-filled black akasha pours from your skin, enveloping your flesh with patterns of the night sky and distorting your physical form.

You gain the Warp sphere and one of the following talents of your choice, chosen when you shape this veil: Blink, Distort Size, or Spatial Reach. Unless you already have the Warp sphere from another non-veil source, you may not use the teleport ability of the Warp sphere.

You gain the effects of the talent chosen when you shaped this veil as a continuous effect. When determining the talents effects, you are considered to be using the ability with an effective caster level of 1. As a free action, even when it isn’t your turn, you can spend a spell point to increase the effective caster level of this ability to be equal to your veilweaving level for a number of minutes equal to your veilweaving level.

If you chose the Distort Size talent, you can change your own size as a free action once per turn, rather than as a swift action.

Essence: For each point of essence invested in this veil, the effective caster level of your continuous Warp sphere ability increases by 1. This bonus applies when spending a spell point to increase the abilities caster level as well.

Chakra Bind (Chest): Binding this veil to your Chest chakra fills your body with the complete powers of the void. You gain the Blink, Distort Size, and Spatial Reach talents. You gain the effects of all three of these talents as continuous effects, and treat their effective caster levels as equal to half your veilweaving level (rounded down) instead of 1.

Empath’s Chains

Descriptors: Enhanced (implement: Life), Healing
Class: Sphereshaper
Slot: Hands
Saving Throw: See text

Rings and chains of burnished silvery akasha rest upon your fingers. Small needles rest inside their surfaces, promising pain if used.

You gain the Life sphere and the Empathic Healing talent. Unless you already have the Life sphere from another non-veil source, you may only use invigorate on yourself, and may not target any creature other than yourself with a Life sphere ability other than Empathic Healing (see below).

In addition to the normal effects of the Empathic Healing talent, you may use it to cure other creatures as well, reducing the spell point cost of your cure ability by 1 (to a minimum of 0) and transferring their injuries to yourself. When using cure in this way, you can choose the number of hit points of damage you wish to transfer to yourself, to a maximum of the number of hit points of damage the target has suffered. This damage bypasses any temporary hit points you might possess and cannot be reduced or delayed in any way. If this damage reduces you to below 0 hit points you immediately fall unconscious and are considered stable, even if you have remaining temporary hit points.

When using the invigorate ability on yourself, you gain a number of temporary hit points equal to two times your caster level (minimum 2).

Essence: For each point of essence invested in this veil you gain an additional 2 temporary hit points when using invigorate on yourself.

Chakra Bind (Hands): Binding this veil to your Hands chakra allows you to meditate and expel injuries and conditions from yourself. By meditating for 1 hour, you gain the benefits of either your cure or restore abilities without having to spend a spell point. By meditating for 8 consecutive hours, you gain the benefits of having rested for 8 hours and are restored to your maximum hit points, as well as being cured of each condition or penalty that could be removed by your restore ability. You may meditate for the purposes of this ability as long as you are able to take mental actions.

Gorget of the Challenger

Descriptors: Emotion, Mind-affecting
Class: Sphereshaper
Slot: Neck
Saving Throw: See text

Akasha forms around your throat, for a brief moment choking you before it melds with your flesh. Your shouts boom like thunder, your voice moves nations.

You gain the Warleader sphere and the Cry of Confrontation talent. Unless you already have the Warleader sphere from another non-veil source, you cannot use tactics.

You may empower your voice, allowing your voice to be easily carried over great distances (lowering the DC of any check to hear what you have said by -15) and doubling the range of your shouts.

Essence: For every 2 points of essence invested in this veil the saving throw DC of your Cry of Confrontation is increased by +1.

Chakra Bind (Neck): Binding this veil to your Neck chakra allows you to make quick shouts that single out a single creature. You may shout as a move action, but may only target a single creature within your shouts range. If you use this ability with your Cry of Confrontation talent, on a failed saving throw the target suffers twice the penalty on attack rolls that do not include you as a target.

Horn of the Fey’s Mead

Descriptors: Conjuration, Healing
Class: Sphereshaper
Slot: Shoulder, Chest
Saving Throw: None

A luminous horn bracer in shining silver swings heavy from its strap filling the air with a sweet tang. You gain the Barroom sphere and the Miracle Drink talent. Unless you already have the Barroom sphere from another non-veil source, you must select a single Physical Ability Score to enhance with Miracle Drink when you shape this veil. You do not gain Brutal Breaker unless you have the Barroom sphere from another source.

In addition, you may take 1 point of essence burn to fill the Horn of Mead with a sweet, potent liquor. The conjuration provides one drink’s worth of alcohol per point of veilweaving modifier. You may drink from the Horn as a swift action, or provide a drink to an adjacent ally for one move action. Unless they have the Barroom sphere they may not gain the benefit of Miracle Drink.

Essence: For each point of essence invested in this veil the duration of Miracle Drink increases by 1 round.

Chakra Bind (Shoulders): Binding this veil to your Shoulders chakra allows your Miracle Drink talent to impact any Physical Ability Score. Additionally, when an ally drinks from your Horn, you may invest a point of essence in them as an immediate action. An ally invested with this essence may burn it as a swift action to gain the benefits of your Miracle Drink.

Chakra Bind (Chest): Binding this veil to your Chest chakra grants you all of the benefits of the Shoulders bind, but your Miracle Drink talent to impacts all Physical Ability Scores. Additionally, when an ally may invested with a point of essence would die, as an immediate action you may return them to life at zero hit points with temporary hit points equal to your veilweaving level. These temporary hit points last for 1 minute per veilweaving level. At the end of this duration, allies drop to -1 and dying unless they receive healing from another source.

Illusionist’s Pin

Descriptors: Enhanced (implement: Illusion)
Class: Sphereshaper
Slot: Head
Saving Throw: See text

This delicate pin of illusory akasha seems to attach itself to whatever you are wearing upon your head and then quickly fades from view.

You gain the Illusion sphere and two glamer talents of your choice. Unless you already have the Illusion sphere from another non-veil source, you cannot use the Illusion sphere to perform tricks, or to perform non-glamer illusions.

When you shape this veil, select a single glamer talent you have. You may cast this glamer on yourself without paying its spell point cost. You may concentrate on this glamer for as long as you wish, or you may spend a spell point as a free action to allow the glamer to remain for 1 round per two caster levels without concentration.

Essence: When you spend a spell point to allow you to maintain a glamer on yourself without concentration, the duration is increased by 2 rounds per point of essence invested in this veil. If any essence is removed from this veil while your glamer is active, reduce its current duration by 2 rounds per essence removed.

Chakra Bind (Head): Binding this veil to your Head chakra allows you to further empower your glamers. When you bind this veil, select a second glamer talent you have. This glamer benefits from this veil’s abilities as well. By meditating for 1 hour, you may change the two glamer talents selected by this veil.

Magician’s Gloves

Descriptors: None
Class: Sphereshaper
Slot: Hands
Saving Throw: None

Fine black gloves of woven-silk akasha snugly wrap themselves around your hands, allowing you to perform feats of dexterity enhanced by the veils magics.

You gain the Scoundrel sphere and the Ranged Trickery talent. Unless you already have the Scoundrel sphere from another non-veil source, you do not gain the Swift Hands or Marked Target abilities.

When using the Steal or Dirty Trick maneuvers you may use your veilweaving modifier in place of your Strength when determining your combat maneuver bonus. You may also you use your veilweaving modifier in place of your Dexterity when using Sleight of Hand. In addition, you may combine your Ranged Trickery with another trick you possess (or multiple tricks, if you possess the Double Dip talent).

Modifying the abilities of the Scoundrel sphere using this veil is a supernatural effect.

Essence: For each point of essence invested in this veil, the range of your Ranged Trickery talent increases by 5 feet.

Chakra Bind (Hands): Binding this veil to your Hands chakra allows you to more rapidly perform your magician’s tricks. You may perform a Steal or Dirty Trick maneuver, or perform a Sleight of Hand Check, as a move action at a -2 penalty. You do not provoke an attack of opportunity when making a maneuver using this ability.

Mantra of Forbiddance

Descriptors: None
Class: Sphereshaper
Slot: Hands
Saving Throw: None

Beads of hardened akasha are strung in a chain the wraps around your hand, a glowing charm attached at one end. Focusing on the veil fills you with a sense of calm and tranquility, allowing you to impose it on others with force.

You gain the Boxing sphere. Unless you already have the Boxing sphere from a non-veil source, your Boxing sphere talents do not grant you any progression towards increasing your unarmed strike damage. In addition, you cannot use your unarmed strikes or weapon attacks when using the counter punch ability.

You may make a special form of counter punch when you shape this veil. Instead of performing a counter punch with a weapon or unarmed strike, you retaliate against the creature with a pulse of akashic energy. This pulse is delivered as a melee touch attack and deals 1d6 plus your veilweaving modifier points of damage (plus the normal bonuses to damage granted as part of a counter punch). This damage bypasses all forms of damage reduction or resistance.

When making a counter punch using this ability, you may use your veilweaving level in place of your base attack bonus when determining the number triggers you may apply to this counter punch, and to any abilities or talents that modify this counter punch that scale based on your base attack bonus.

Essence: For each point of essence invested in this veil, the akashic pulse projected by this veil as part of a counter punch deals an additional 1d6 points of damage. These additional dice of damage are not multiplied on a critical hit.

Chakra Bind (Hands): Binding this veil to your Hands chakra allows you to impose your forbiddance on a wider area. When you use this veils ability to make a counter punch, your effective reach when making this counter punch is increased by 20 feet, plus an additional 5 feet for every 3 points of essence invested in this veil.

Myyrdin’s Branchstaff

Descriptors: Enhanced (implement: Nature)
Class: Sphereshaper
Slot: Hands
Saving Throw: None

Leaves and vines of vibrant green akasha entwine themselves around your fingers, allowing you to conjure forth a staff of living wood.

You gain the Nature sphere with the Plant package. Unless you have the Nature sphere from another non-veil source, you cannot gain a different package. You cannot use the entangle or harvest abilities of the Plant package unless you select the Plantlife package an additional time using the Expanded Geomancing talent, or if you already possess the Plantlife package from a non-sphere source.

You may conjure a quarterstaff made of living akashic-infused wood as a free action. This quarterstaff gains an enhancement bonus to attack and damage rolls equal to this veils enhancement bonus to the caster level of the Nature sphere. This staff disappears if it leaves your grip.

You may use this quarterstaff as a target for your pummel Nature sphere ability. In such a case it counts as a medium-sized tree branch. Add the staff’s enhancement bonus to attack and damage rolls to the rolls of the pummel ability made by the staff. You cannot use the staff to make weapon attacks while it is under the effects of the pummel ability.

Essence: For each point of essence invested in this veil, pummel attacks made using the staff conjured by this veil deal an additional 1 point of bludgeoning damage.

Chakra Bind (Hands): Binding this veil to your Hands chakra allows you to plant the staff into the ground, letting it grow in size and power. While the staff conjured by this veil is affected by the pummel ability you may plant it on the ground in an adjacent empty square as a free action, causing it to be treated as a large branch when determining its size bonus, damage, and reach. The staff expands to take up this free square, blocking any movement through it. You can pluck the staff from the ground as a move action, causing it to be treated as a medium branch once again. Other creatures cannot pluck the staff from the ground, but they can attempt to sunder it as if they were sundering this veil. At veilweaving level 10 the staff is instead treated as Huge while planted. At 15th, it counts as Gargantuan. At 20th, it counts as Colossal.

Lariat of the Stormcursed

Descriptors: Curse
Class: Sphereshaper
Slot: Neck
Saving Throw: See text

Uncomfortably real bones and feathers are twisted into the robes of akasha that drape around your neck. An ominous wind whirls through the charms, a dark portent of things to come.

You gain the Weather Sphere and two shroud talents of your choice. Unless you already have the Weather sphere from another non-veil source you cannot use the control weather ability, nor can you gain mantle talents.

While a creature under the effects of one of your shrouds begins their turn within 10 feet of you, they are considered to be within an area of the shroud’s weather type of severity 3 or above, and that creature must roll twice against any of the saving throws of your shrouds, taking the lower result.

Essence: For each point of essence invested in this veil, the range of this veils ability to penalize creatures within range of you increased by 5 feet.

Chakra Bind (Neck): Binding this veil to your Neck chakra allows you to more drastically curse a target with impaired weather. When you spend a spell point on a shroud to cause it to persist without concentration, you may spend an additional 2 spell points to cause this shroud to permanently curse the target. This curse may be removed with the Break Enchantment talent, upon your death, or by your choice as a free action as long as you have this veil shaped. Otherwise, this curse cannot be dispelled. If you curse a target with a shroud that deals damage to it at the beginning of each of its turns (such as with the Diamond Dust or Heat Stroke shrouds) after a number of rounds equal to your caster level the shroud weakens, only triggering its damage once per hour and negating all of the damage on a successful save, rather than halving it.

Lich’s Grasp

Descriptors: Enhanced (implement: Death)
Class: Sphereshaper
Slot: Wrists
Saving Throw: See text

Murky grey akasha infuses your hands, desiccating the flesh and giving them a shimmering, unnatural pallor.

You gain the Death sphere and one ghost strike talent of your choice. Unless you already have the Death sphere from another non-veil source you cannot use the reanimate ability of the Death sphere, and must make your ghost strikes as a melee touch attack. Using your ghost strikes as a melee touch attack does not provoke attacks of opportunity.

When you successfully hit an enemy with your ghost strikes delivered as a melee touch attack, the creature takes 1d6 points of negative energy damage. Creatures who would be healed by negative energy do not take this damage, and are instead shaken for 1 round. This shaken effect ignores an undead creature’s normal immunity to fear.

Essence: For each point of essence invested in this veil, your ghost strikes deal an additional 2 points of negative energy damage to foes you successful hit.

Chakra Bind (Wrists): Binding this veil to your Wrists chakra imbues your hands with ghostly energies, allowing you to wield your ghost strikes as effectively as melee weapons. You are considered armed with your ghost strike and may use a ghost strike as a melee touch attack in place of regular attacks. Ghost strikes made in this way do not provoke attacks of opportunity. You may apply a unique ghost strike with each attack made in this way, but if a ghost strike requires spending a spell point, you must spend that spell point for each individual strike. If you have the Killing Curse talent and you effect a creature with multiple ghost strikes using this veil in a single round, it only counts as a single failed saving throw against your ghost strikes for the purposes of that talent.

Ordan’s Clockwork Mantle

Descriptors: Enhanced (light ballista)
Class: Sphereshaper
Slot: Shoulders
Saving Throw: None

Gears, pistons, and metallic components formed of bronzed akasha sprout from your shoulders and back, unfolding at your command to form a siege weapon under your control.

You gain the Sniper sphere and the Piercing Shot talent. Unless you already have the Sniper sphere from another non-veil source you may only use the abilities and bonuses provided by the Sniper sphere when using the light ballista created by this veil.

As a move action, you can cause this veil to unfold into a mobile clockwork light ballista that shares your square and is the same size as you. While the ballista is unfolded, your speed is reduced by half (to a minimum of 5 feet). You may fold the ballista back into the veil as a move action.

You may reload this ballista at the beginning of your turn as a free action, and it produces its own ammunition. This action is purely mental. You may provide this veil with special ammunition if you wish.

This light ballista is considered either a light ballista or a heavy crossbow for the purposes of any feats or abilities you possess, and for the purposes of weapon enhancements that can be placed on it.

This light ballista deals 3d8 piercing damage (3d6 for a small creature, 4d8 for a large creature), has a critical threat range of 19-20x2, has a range increment of 120 ft.

Essence: For each point of essence invested in this talent the range increment of the light ballista created by this veil increases by 5 feet, and the penalty to attack rolls imposed by the Piercing Shot talent is reduced by 1. These penalties to Piercing Shot are applied to the total penalty. For example, if you have 2 essence invested: the second creature attacked would be at a -2 penalty, the third at a -6, and so on.

Chakra Bind (Shoulders): Binding this veil to your Shoulders chakra allows you deploy the veil’s ballista in an immobilized state, greatly increasing its damage, range, and ability to pierce targets. When you unfold the ballista as a move action, you can choose to unfold it in a siege configuration. While unfolded in this way you cannot move or suffer from forced movement (though you can fall) and you lose your Dexterity bonus to armor class. In siege configuration, the ballista deals damage as if it were one size category larger (3d8 for small creatures, 4d8 for medium creatures, and 6d8 for large creatures), has its range increment doubled (including the bonus to range increment provided by invested essence), and the penalties to attack rolls imposed by the Piercing Shot talent are halved.

Roguish Domino

Descriptors: None
Class: Sphereshaper
Slot: Head, Headband
Saving Throw: None

A stylized domino mask formed of colored akasha rests snugly over your eyes. In addition to giving you an aura of roguish mystery, the magic of the domino allows you to see the weakest points of a chosen foe.

You gain the Fencing sphere when you shape this veil, though you do not gain any ranks in the Bluff skill.

As a move action you may declare a single hostile foe you can see as your chosen rival. You may use your fatal thrust ability against your chosen rival even if you are not flanking that target, or if the target is not flat-footed or has lost its Dexterity Bonus to AC. When making a fatal thrust against your chosen rival, you may use the higher of your base attack bonus or your veilweaver level when determining the number of dice of precision damage you deal on a hit, and for the effects of your exploit talents.

You may only have a single chosen rival at any one time. You may only choose a new rival after your first has been killed or reduced below 0 hit points, or after that creature has left your line of sight for over a minute.

In addition, creatures have a hard time identifying you as long as this veil is shaped and visible. You are considered to have a +20 bonus to Disguise checks, but only to hide your true identity. This bonus does not apply to disguise attempts made to impersonate a specific person, to hide your race, your age, or your size. You may make the domino mask created by this veil visible or invisible as a free action any time, even when it isn’t your turn.

If you make the mask visible or invisible in front of another creature, you do not benefit from this veils bonuses to disguise against that creature. Even a small amount of effort allows you to disguise your true identity when using this veil, such as changing your clothes and hairstyle, but if you take no effort to disguise yourself beyond the base effects of this veil you are considered to have a disguise check of 20. This bonus to disguise checks is a supernatural effect, and does not stack with any other spells or magical abilities that grant you a bonus on disguise checks (such as the abilities of the Alteration or Illusion spheres, or the disguise self spell).

Essence: For each point of essence invested in this veil, you gain a +1 insight bonus to attack and damage rolls when using your fatal thrust against your chosen rival. You also gain a +1 insight bonus to disguise checks per point of essence invested in this veil.

Chakra Bind (Head): Binding this veil to your Head chakra allows you to designate a rival with only a look. You may declare a creature as your chosen rival as a free action that can be done even when it isn’t your turn.

In addition, if no creatures are observing you, you may disguise yourself as a move action. You may not disguise yourself as a different race or as a specific person as part of this check, nor can you try and disguise your age or size. You cannot take 10 as part of this check. You must have any clothing, makeup or additional materials you wish to use as part of this disguise on your person, or within your reach, when you use this ability.

Chakra Bind (Headband): Binding this veil to your Headband chakra grants you all the benefits of binding it to your Head chakra, and also causes incompetence in any attempts to thwart you that come from any creature but your chosen rival. If your chosen rival has at least as half as many Hit Dice as you, any time a different creature makes an attack roll, combat maneuver or opposed skill check against you they suffer a penalty to that roll equal to the amount of essence invested in this veil.

Additionally, you gain a bonus on saving throws equal to half the essence invested in this veil (rounded down) against the abilities of creatures that aren’t your chosen foe.

Sigils of Warding

Descriptors: None
Class: Sphereshaper
Slot: Wrists
Saving Throw: None

Mandalas of glowing gold akasha wind and spiral around your wrists and forearms, allowing you to project them to ward an area with a magical trap.

You gain the Trap sphere and the Trap Wielder talent. Unless you already have the Trap sphere from a non-veil source, you do not gain any ranks in the Craft (traps) skill, nor can you create dart or snare traps.

You may create a special trap known as a sigil of warding in any unoccupied 5-foot space within your reach. Unlike a normal trap you do not make a check to create it, provide any materials, or are required to place it on a solid surface. This trap persists for 1 round, plus 1 round per 2 veilweaving levels you possess. When determining any statistics of this trap (such as the DC to disarm it, its hardness, and its hitpoints) use your veilweaving level in place of your ranks in craft trap. A sigil of warding glows as bright as a candle and is immediately obvious to anyone who sees it, but unlike a normal trap this does not grant the creature a +5 bonus to its AC to avoid the trap. A sigil of warding is a supernatural effect, and can be dispelled or disrupted by effects that can dispel or disrupt magic.

A sigil of warding functions similarly to a dart trap, and can be modified by any talents that could modify a dart trap. When triggered, the sigil of warding releases a blast of akashic energy that functions as a ranged touch attack, dealing 1d6 on a successful hit, rather than the normal damage of a dart trap (1d8 damage if you possess the Deadly Dart talent), and has a critical threat range of 20 with a x2 multiplier (19-20/x2 if you possess the Deadly Dart talent). This damage bypasses all forms of damage reduction or resistance. When making this attack, you use your veilweaving level + your veilweaving modifier in place of your base attack bonus + Dexterity modifier on this roll.

You cannot utilize alchemical items nor poisons as part of a sigil of warding.

Essence: For each point of essence invested in this veil, your sigils of warding deal an additional 1d6 damage (1d8 damage if you possess the Deadly Dart talent). This additional damage is multiplied on a critical hit. These additional dice of damage are only applied if this veil is invested with essence when the sigil of warding is triggered.

Chakra Bind (Wrists): Binding this veil to your Wrists chakra allows you to create sigils of warding at a longer range, and allows you to create a greater number of sigils by expending some of your power. You may create sigils of warding within Close range (25 feet plus 5 feet per two veilweaver levels) of you, rather than only within your reach.

By expending your Martial Focus as a full-round action, you may create a number of sigils of warding equal to half your veilweaving modifier (rounded down, minimum 2) within range.

Timewalker Sabatons

Descriptors: Enhanced (implement: Time)
Class: Sphereshaper
Slot: Feet
Saving Throw: None

Golden slippers bedecked with swirling clockwork and spinning indicators swirl in time to your steps.

You gain the Time sphere, and the Improved Haste talent. Unless you already have the Time sphere from another non veil source, you cannot use the slow ability, nor can you use Time sphere abilities on any creature save for yourself.

Any time you are able to move up to your speed, you can spend half your total movement (rounded up to the nearest 5 ft. increment) to walk backwards in time, reappearing in whichever square you ended your previous turn in. You cannot use this ability if you have less than half your total movement remaining in your move. Walking backwards in time using this ability does not count as a teleport and does not provoke attacks of opportunity, however you cannot use this ability if you are under the effects of a Time sphere ability used by another creature.

In addition, you gain a +5 enhancement bonus to your base movement speed. This stacks with the bonuses provided by the haste ability of the Time sphere.

Essence: For each point of essence invested in this ability, the enhancement bonus to your base movement speed increases by an additional +5.

Chakra Bind (Feet): Binding this veil to your Feet chakra allows you to effortlessly enhance your own flow of time. You may use your haste ability on yourself as a move action. If your haste ability is only affecting yourself, you may also concentrate on the ability to extend its duration as a move action.

Toga of the Builder

Descriptors: Creation
Class: Sphereshaper
Slot: Chest
Saving Throw: None

Flowing akasha drapes itself around your chest and shoulders, forming a toga of shimmering cloth as it neatly ties itself around your waist.

You gain the Protection sphere and the Barrier Maze talent. Unless you already have the Protection sphere from another non-veil source, you cannot use the aegis ability, nor can you use succor talents.

You may use the barrier ability as a move action, or as a swift action by spending 1 spell point. You may concentrate to maintain one of your barriers as a move action. If you have two barriers active, you may spend a full-round action to concentrate on both of them.

Essence: Investing essence in this veil empowers barriers you are maintaining your concentration on. When you create a barrier it gains 2 temporary hit points per point of essence invested in this veil. These temporary hit points are refreshed whenever you spend an action to concentrate on your barriers. While you concentrate on a barrier, and during the first round it is created, it also gains hardness equal to the number of points of essence invested in this veil.

Chakra Bind (Chest): Binding this veil to your Chest chakra allows you to effortlessly maintain a vast number of barriers. As a standard action you may concentrate on all of your currently active barriers within Long range of you. If you have spent spell points to allow a barrier to persist without concentration, its duration does not decrease during any rounds you concentrate on it using this ability. It gains the benefits from concentrating on a barrier granted by this veil as well, though its HP is not renewed.

Xoria’s Bulwark

Descriptors: Enhanced (heavy shield), Force
Class: Sphereshaper
Slot: Hands, Body
Saving Throw: None

Shards of crystallized akasha flow around you, springing forth to interlock and shield you from attacks at your command.

You gain the Shield sphere and Reactive Defense talents. Unless you already have the Shield sphere from another non-veil source you cannot use the active defense ability of the Shield sphere.

You may conjure a shield of translucent crystallized force into an open hand as a free action. This shield functions as a masterwork heavy shield, and you may apply its bonus to armor class against the attacks of incorporeal creatures. You may dismiss this shield as a free action.

When you use the Reactive Defense talent using the shield provided by this veil, you gain an additional number of attacks of opportunity this round equal to your veilweaving modifier. You may only use these additional attacks of opportunity to make attacks provoked by the Reactive Defense talent.

Essence: For each point of essence invested in this veil, your attacks of opportunity provoked from the Reactive Defense talent deal an additional 1 point of Force damage on a successful hit. For every 2 points of essence invested in this talent, you reduce the penalties to attack rolls for fighting defensively by 1.

Chakra Bind (Hands): Binding this veil to your Hands chakra allows you to retaliate against your foes using shards of crystallized force. When a creature provokes an attack of opportunity from your Reactive Defense talent, you may attack them with a shard of force projected from your shield.

This attack can be made as a melee touch attack, or as a ranged touch attack with a range of up to 60 feet (allowing you to make opportunity attacks against foes who miss you and are within 60 feet). You gain an enhancement bonus to attack and damage rolls with this attack equal to the shield Enhancement bonus of your shield. On a hit, this attack deals 1d6 + your Veilweaving modifier points of force damage (plus the bonus to damage from any essence invested in this veil).

Chakra Bind (Body): Binding this veil to your Body chakra grants you all the benefits of binding it to your Hands chakra and allows you to encase yourself in a hardened cocoon of force, making you nigh-impervious to attacks. You may use your Reactive Defense as a full-round action to encase yourself in a bubble of interlocking shards of force.

When using Reactive Defense in this way, your bonuses from total defense and the penalties made when making attacks of opportunity using Reactive Defense are doubled (+8 Dodge AC, -8 to Attacks).

When in this state, you gain the bonuses provided by total defense even if you are caught flat-footed or are denied your Dexterity bonus to AC, you cannot move or suffer from forced movement (though you can fall), and both your shield and this veil increase their Hardness by 30.


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