The Shy Librarian

The Shy Librarian 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. This character was created by the community.

The Shy Librarian (Bookworm Thaumaturge)
Halfling thaumaturge 1
CG Small humanoid (halfling)
Init +1; Senses Perception +1


AC 14, touch 12, flat-footed 13 (+2 armor, +1 Dex, +1 size)
hp 10 (1d8+2)
Fort +3, Ref +2, Will +4; +2 vs. fear (fearless), +4 bonus vs. against written magical effects (careful reader)


Speed 20 ft.
Melee book +0 (1d4-1)
Ranged sling +2 (1d3-1)


Caster Level 1; MSB +1; MSD 12; Concentration +4
Tradition Librarian Magic (Boons: Easy Focus, Virtuoso; Drawbacks: Emotional Casting, Focus Casting (book), Mental Focus, Skilled Casting [Profession-Librarian], Verbal Casting); CAM Int
Spell Points 5
Divination Sphere - DC 13; Duration Divine (Concentration), Sense (1 Hour); Range Medium (110 ft); Talents Detect Secrets; Drawbacks None
- Divine (Divine, Detect Secrets)
- Sense (Read Magic)


Str 8, Dex 12, Con 14, Int 16, Wis 13, Cha 14
Base Atk +0; CMB +0; CMD 9
Traits Avid Reader (Knowledge - arcana), Librarian
Feats Careful Reader
Skills Diplomacy +6, Knowledge (arcana) +7, Knowledge (history) +7, Linguistics +10, Perform (oratory) +6, Profession (librarian) +6, Spellcraft +7
Languages Abyssal, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Ignan, Infernal, Sylvan, Terran, Treant
SQ forbidden lore (+2), invocations 3/day (DC 13), polyglot, resourceful
Gear adventurer’s chronicle, invisible ink (good), leather armor, mess kit, pathfinder’s kit, scrivener’s kit, sling with 20 bullets, soap, tome of epics, 5 sp, 99 cp.

Special Abilities

Divination Sphere You can predict the future and gain information not available to the usual 5 senses.

Divination: Divine You may divine to gain information. To divine, you must spend 10 minutes meditating, although you may spend a spell point to decrease this time to a single standard action. Divining always has a duration of concentration, but you must spend a full-round action concentrating (you can take no other action, not even walking); you are flat-footed while divining.

When you divine, you detect the strength and location of all magical auras within Medium range. You do not know the exact caster level of an item or spell, but you may sense the aura’s general strength according to the chart below. To determine the spell school or sphere of the effect, you must pass a Knowledge (arcana) check with a DC equal to 15 + 1/2 the caster level.

A magical aura lingers after its original source dissipates (in the case of a spells and sphere effects) or is destroyed (in the case of a magic item). In such a case, divining reveals an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power.

When using Spellcraft to identify the properties of a magic item, you may use divine in place of the detect magic spell. Outsiders and elementals are not magical in and of themselves, but if they are summoned, the conjuration effect registers. Divining can penetrate most barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Divination: Sense As a standard action, you may grant yourself paranormal senses for 1 hour/level. When you gain the Divination sphere, you gain the following sense: Read Magic.

Divination: Read Magic (sense) You may spend a spell point to gain a sense that allows you to decipher all magical writings, such as those found in books, scrolls, on weapons, or in other places intelligible to you. This does not invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once you have read a magical inscription through this ability, you are thereafter able to read that particular writing even without this sense. You can read at the rate of one page (250 words) per minute. You can identify glyphs, runes, and symbol spells with a Spellcraft check (DC 10 + 1/2 caster level).

Some talents are marked (sense). These talents grant you additional senses you may bestow upon yourself. There is no limit to the number of different senses you may have active at a time.

Divination: Detect Secrets (divine) You may spend a spell point to divine for things expressly designed to be hidden. This includes secret doors, hidden caches, and secret compartments. Not only does this detect the presence of such secrets, but it also gives you knowledge of their trigger mechanisms. This only detects doors, passages, and openings specifically designed to avoid detection.

Emotional Casting Your magic requires heightened emotional states of mind to use. When subject to a non-harmless magical effect that invokes an emotion (such as fear effects, spells with the (emotion) descriptor, or charms such as Fear or Hostility) you are unable to use magic.

Focus Casting Your magic requires you to use an item such as a wand, holy symbol, ring, or staff to create magic. Using magic without your focus requires you to make a concentration check (DC 20 + ½ the caster level) to produce the desired effect. Failure means time (and any spell points) are spent, but no effect happens. If a focus is lost, stolen, or broken, the caster must create a new focus by securing the necessary item and spending 8 hours bonding with it. At the GM’s discretion, however, another caster’s focus may be used instead.

Forbidden Lore Thaumaturges use bargains, secrets, and dangerous magical practices to push their casting to greater heights than their more careful contemporaries achieve. A thaumaturge may, as part of the action required to use a spell or sphere effect, increase his caster level by 2 for that effect. This applies to variables dependent on a particular casting of an effect (damage, duration, number of targets etc.), but it does not apply to the caster’s total caster level with that sphere (i.e., it does not determine the strength of a companion from the Conjuration sphere, nor to the total number of HD of reanimated creatures that may be controlled through the Death sphere). This bonus increases by +1 at 5th level, and by an additional +1 for every 4 levels thereafter to a maximum of +6 at 17th level.

Whenever a thaumaturge uses forbidden lore to enhance their magic, there is a 15% chance the thaumaturge will suffer backlash; the spell or sphere effect does not manifest, and any spell slot or spell points spent are lost. In addition, the thaumaturge suffers a -1 penalty to attack rolls, saving throws, skill checks, and to their effective caster level (minimum: 1), which lasts until he rests to regain spell points. This penalty is cumulative; every time the thaumaturge suffers backlash in a day, these penalties increase by 1.

Invocations Thaumaturges control power in its purest form; whether through bargains with outsiders, the summoning of primal spirits, or simply an untamable spark in their soul, a thaumaturge can invoke a limited amount of truly wondrous power.

A thaumaturge may use invocations a number of times per day equal to his casting ability modifier, which refreshes when he rests to regain spell points. Whenever an invocation calls for a saving throw, the DC is equal to 10 + ½ the thaumaturge’s level + the thaumaturge’s casting ability modifier. A thaumaturge may only use invocations of his level or lower. Using an invocation is a free action that may be taken even when it isn't the Thaumaturge's turn.

Invocation: Lingering Pain At 1st level, when using forbidden lore to augment a spell or sphere effect, the thaumaturge may use an invocation to cause the affected targets to become sickened for 1 round (Fortitude negates).

Invocation: Lingering Blessing At 1st level, when using forbidden lore to augment a spell or sphere effect, the thaumaturge may use an invocation to cause the affected targets to gain 1 temporary hit point per thaumaturge level. These temporary hit points stack with any the target already possesses, and last for 1 round.

Invocation: Meditation At 1st level, the thaumaturge may reroll a failed Knowledge check. The thaumaturge may only use this ability once for any given Knowledge check.

Mental Focus Your magic requires you to have a focus that is not always possible to achieve. You normally have focus, but lose it whenever you fail a save versus mind-affecting magic, have a critical hit confirmed on you, or a condition causes you to lose the ability to concentrate (such as being nauseated or helpless or failing an enforced concentration check such as from being entangled). Using magic without your mental focus requires you to make a concentration check (DC 20 + 1/2 caster level) to produce the desired effect. Failure means time (and any spell points) are spent, but no effect happens. If focus is lost, the caster can refocus by meditating as a full-round action that provokes attacks of opportunity.

Overcharge You may overcharge your magic, giving yourself great power at the cost of your own strength. Whenever you use a sphere ability, you may give yourself a +2 bonus to your caster level for that ability, but you become fatigued afterward. If you are already fatigued, you become exhausted. If you are exhausted, you collapse to the ground unconscious for 1d4 rounds. Creatures immune to fatigue cannot benefit from this boon.

Skilled Casting You must create your magic through singing, drawing, or some other activity. Your magic is tied to a particular Perform, Profession, or Craft skill (although with GM permission another skill may be substituted). You must succeed at a skill check to use any sphere ability. The DC of this skill check is 15 + the ability’s caster level. For every 2 points by which this skill check falls short of this DC, the ability manifests at -1 caster level. If this reduces the ability to a caster level below 0, the manifested ability fails and any spell points used are lost.

A caster with Skilled Casting must be able to perform their skill to use their magic, which is similar to but not the same as possessing other drawbacks. For example, a caster who must draw to create magic must have at least one hand free, although unless he also possesses Somatic Casting he may do so while wearing heavy armor without a chance of arcane spell failure. Likewise, a caster who uses music to create magic must be able to speak, but unless he also possesses Verbal Casting he can do so quietly and not break stealth.

Verbal Casting You must speak in a loud, clear voice to cast spells. Using magic alerts all nearby hearing creatures to your presence and location, effectively breaking stealth. You cannot cast in an area of magical silence, or in any other situation where you are unable to speak clearly.

Virtuoso Your magic is blended into your performance making it more difficult to identify. Whenever you make a Skilled Casting check, onlookers make their Spellcraft check against your result or against the typical DC (whichever is higher) to identify the sphere talent or ability. In addition, if they fail their check by 5 or more, they interpret your casting as nonmagical activity.

In addition, if you purchase this boon with either somatic casting or verbal casting in addition to Skilled Casting, you do not automatically alert nearby creatures to the casting of your sphere talents or abilities by those drawbacks alone. Creatures specifically observing you for the purpose of detecting spellcasting are still entitled to their Spellcraft check as written above. You must possess the Skilled Casting drawback to select this boon.

New Casting Tradition: Librarian Magic

Similar to bards, librarians draw their power from stories and epics. They need to concentrate on a story they find exalting and read it aloud from a book every time they do magic Often, their magic is much more versatile than that of other traditions, and they can sustain it with their strength of will and body. Librarians gain 1 bonus spell point, +1 for every 6 levels they gain in a casting class.

Drawbacks: Emotional Casting, Focus Casting (book), Mental Focus, Skilled Casting (Profession-Librarian), Verbal Casting, Figment Companion (Conjuration), Object Bound (Conjuration), Consciousness Linked (Enhancement), Lost in Translation (Mind), Circle of Symbols (Protection)
Boons: Overcharge, Virtuoso


The Shy Librarian is built with a 20-point buy and 150 gp starting wealth. Favored Class Bonus is +¼ of a daily use of Invocations. If using a lower point buy, you can lower Strength and Constitution. If using a higher point buy (or rolling really well), your most important attributes are Intelligence and Dexterity. Intelligence is your casting statistic and affects the save DCs of all your magic talents and your spell pool; Dexterity helps you with stealth and ranged combat, increases your initiative, and bolsters AC. Charisma is important too, for diplomatic relationships and Perform (oratory) checks, and Wisdom is useful to resist magic domination and devise the right solutions to riddles and enigmas.

Playing a Shy Librarian

You are a bookworm, and don’t love anything more than volumes of stories, poetry, and essays. You don’t talk much in social situations, but when encouraged to speak about your passions or academical issues, you let a flurry of words loose. Your ability to use improvised weapons lets you smash your favorite in-folios on your opponents’ heads as light maces. You are able to do almost anything to recover a valuable or rare tome, in the name of your curiosity and the progress of culture.

Future Abilities

Magic Talents Aligned Creature*, Conjuration Sphere*, Deadly Weapon*, Divine Information, Divine Pressure, Enhancement sphere*, Fate sphere, Foreshadow, Friendship, Glyph, Greater Serendipity, Increase Speed*, Life sphere*, Logos, Martial Companion*, Protection sphere, Sense Magic, Status

Feats Artifact Hunter, Childlike, Endless Possibilities*, Exceptional Ally, Extra Magic Talent (x4)*, Lucky Halfling, Magical Focus, Master of Cosmos, Occult Savant, Sacred Geometry, Weapon Focus (light mace)

Skills Knowledge, Linguistics, Perform (oratory), Profession (librarian), and Spellcraft are the most useful skills for you. Take ranks also in Appraise, Craft (binding and/or calligraphy), Stealth, and Use Magic Device.

Increase your Intelligence and Dexterity with level advancement, and maybe Charisma too a bit. Acquire as many magic books as you can with your gold. If you wish, take a companion with the familiar archetype, or give it the shape of your favorite hero from legends.

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 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

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.