The Mountain

The Mountain is a first-level sample character for Spheres of Power, suitable for use as a PC or as an NPC. Information on its build rules, and how to adjust for different rules, is included below.

The Mountain
Human armorist 1
N Medium humanoid (human)
Init +6; Senses Perception +3


AC 15, touch 10, flat-footed 15 (+5 armor)
hp 13 (1d10+3)
Fort +5, Ref +0, Will +2
Weaknesses magical signs, personal magics


Speed 30 ft. (20 ft. in armor)
Melee mwk greatsword +5 (2d6+4/19-20); Power Attack: +4 (2d6+7/19-20)
. with +2 Str Enhancement: +6 (2d6+6/19-20); Power Attack: +5 (2d6+9/19-20)


Caster Level 0 (1); MSB +1; MSD 12; Concentration +3
Tradition None (Drawback: Magical Signs); CAM Wis
Spell Points 4
Enhancement Sphere - DC 12; Duration Concentration or 1 minute; Range Self; Talents Dual Enhancement, Physical Enhancement +2; Drawbacks Personal Magics
- Enhance (Dual Enhancement, Enhance Equipment +1, Physical Enhancement +2)


Str 16, Dex 10, Con 16, Int 10, Wis 14, Cha 10
Base Atk +1; CMB +4; CMD 14
Feats Improved Initiative, Power Attack
Traits reactionary
Skills Acrobatics -4 (-8 to jump), Climb +3, Perception +3, Spellcraft +4, Use Magic Device +4
Languages Common
SQ bound equipment, casting, enhance equipment, physical enhancement, summon equipment
Other Gear scale mail, mwk greatsword, 150 gp

Special Abilities

Bound Equipment (masterwork) (Su) Chosen item can be summoned at no cost and is stronger than other summoned gear (Chosen: Greatsword)
Casting (CL 1, MSB +1, MSD 12, Concentration +3, DC 12) You can cast sphere effects.
Enhancement: Dual Enhancement Spend 1 SP to simultaneously enhance a second option with the same ability
Enhancement: Enhance Equipment +1 (DC 12) You can enhance a weapon or piece of armor
Enhancement: Physical Enhancement +2 (DC 12) Give a creature an enhancement bonus to one physical attribute
Magical Signs Your use of magic is obvious to all observers
Personal Magics You cannot enhance other creatures or their equipment
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Summon Equipment (masterwork) (Su) You can conjure a weapon or shield.


A tough, gear-summoning warrior who can enhance their own gear.


20 point buy. If higher, raise Strength or Wisdom. If lower, reduce Constitution or Wisdom. This character only has one trait, so you can add a non-Combat trait (or Campaign Trait) to fit your game. The Mountain naturally progresses towards heavy armor, so don't worry about your Dexterity.


The Mountain is all about making themselves stronger with magic. Effects that raise your Caster Level in the Enhancement sphere are valuable (especially if they put you over the edge for Physical Enhancement's growth). As an Armorist, you don't really need to enhance your own equipment, so look for other effects.

You can also take more drawbacks to get a bunch of extra spell points in the future - this will make you more consistent with your buff uptime.

Take Deep Enhancement as soon as you can, especially if your game tends to have several battles in a row. This will drastically improve the efficiency of your self-buffs.

When you have the chance, grab a Headband that boosts your Wisdom score. You're already enhancing your physical stats with magic, so you don't need to buy an item for that.


This is a simple, straightforward character designed to hit enemies fast and hard. If this is your first time using Spheres of Power and you've focused on playing martial characters in the past, The Mountain should feel familiar and easy to play. Its more-complicated options only start coming online in a few levels, at which point you'll be much more familiar with this system.

At the start of play, your goal with The Mountain is to cast Physical Enhancement +2 (Strength and Constitution) on yourself right before a battle starts, spending two spell points to improve both ability scores and allow it to linger without concentration. Right now, you can do this twice a day - that'll ease up as you get stronger. What sets you apart from classes like the Barbarian is your ability to summon new kinds of equipment as-needed. As you level up, your list of choices will widen dramatically, and you can frequently call out weapons chosen specifically to hit the weak points of your enemies. Meanwhile, your self-buffs will make you consistently stronger and tougher. Eventually, you'll be able to keep yourself buffed in every battle.

As a Low Caster, you aren't as proficient with spells as most other classes - you don't have as many talents known, nor will they be as powerful. This is why it's good to get whatever Caster Level bonuses you can - they'll come in handy for maximizing the value of your enhancements.

If using Spheres of Might, consider picking up a few talents from the Guardian sphere. This can amp up your ability to survive without significantly impacting your offense.

Spheres of Power by Drop Dead Studios
Using Spheres of Power
Armorist Elementalist Eliciter Fey Adept
Hedgewitch Incanter Mageknight Shifter
Soul Weaver Symbiat Thaumaturge Wraith
Prestige Classes
Bokor Forest Lord Magemage Tempestarii
Waking Sleeper
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
About Advanced Magic Advanced Talents Alternate Racial Traits Casting Traditions
Incantations Magical Items Mythic Spheres Rituals
Spellcrafting Traits Wild Magic Sphere Bestiary
Weapons Armor Equipment Special Materials
Alchemical Items Apparatuses (Metamagic) Charms Compounds
Implements Marvelous Items Scrolls Spell Engines
Fabled Items Talent Crystals
Admixture Anathema Aristeia Champion
Chance Channeling Combat Companion
Counterspell Drawback Extra General
Item Creation Metamagic Necrosis Protokinesis
Proxy 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 The Wraith ClassU Wild Magic
Woodfaring Adventures Worlds of Power The Youxia's Handbook Bestiary: Fey and Feyfolk
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

This website uses cookies. See the Legal & OGL page for important information. Any material NOT covered by the Open Game License Version 1.0a is covered by the Creative Commons Attribution-ShareAlike 3.0 License.