Traits
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Ultimate Spheres of Power
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The following are new traits that spherecasting (and other) characters can take.

Combat

Combat Healer

You have been trained in giving quick, efficient first aid, possibly as a field medic during war.

Benefit: You can use the first aid aspect of the Heal skill as a swift action instead of a standard action, and Heal is always a class skill for you.

Iron-Plated Mind

You grew up with magic, and possibly annoying siblings who repeatedly tried to trip up your casting.

Benefit: Choose a sphere. You gain a +4 trait bonus on magic skill checks to cast defensively with that sphere.

Practiced Aim

You have battled with magic since a very young age.

Benefit: You gain a +1 trait bonus on attack rolls with your destructive blast.

Spatial Awareness [BaP]

While you may have trouble picturing how objects interact in space, you have always possessed an uncanny knack to put things right where they need to be. When using the Creation sphere to make an attack roll, such as with a falling object or the Created Momentum talent, you may choose to use your Dexterity or your casting ability modifier instead of your Intelligence when calculating your attack bonus. In addition, Knowledge (engineering) is always a class skill for you.

Strangely Resistant

You have been exposed to a certain style of magic repeatedly and have built up resistances.

Benefit: Choose a sphere. You gain a +2 trait bonus to all saving throws vs. the effects of that sphere.

Tinnitus

Blows to the head can sometimes have benefits.

Benefit: You have a slight but persistent ringing in your ears. You gain a +1 trait bonus to Will saves against sonic and language dependent effects using spoken languages. This bonus also applies to illusions with an auditory component.

Equipment

Magic Wardrobe

You can use a hint of teleportation magic to instantly change clothes.

Benefit: As a swift action, you can swap an outfit you are currently wearing for another outfit in your possession, as well as don or remove individual pieces of clothing or jewelry. If you choose to affect a magical piece of clothing (such as a hat or ring) you are limited to only affecting it, either swapping it with another magical item of the same slot, removing it, or donning it. You may not use this trait to don or remove armor, but you may draw things from an extradimensional storage from the Warp sphere. This trait is a supernatural ability.

Necrotic Tinkerer

You inherited a necrotic marionette, possibly from a parent or mentor.

Benefit: You begin play with a battered necrotic marionette with 1 Hit Die. Creatures other than you cannot reanimate it. It can only be sold for scrap (it is worth 1d10 gp when sold), but it can be upgraded normally, upon which everyone can reanimate it.

Sky Dancer

You grew up alongside airships, possibly as a trader or a wealthy noble who enjoyed sailing the skies for pleasure.

Benefit: You begin play with a personal skyrider, which has bonus hit points equal to twice your ranks in Craft (airship). You can repair this vehicle by spending 4 hours and attempting a Craft (airship) check, restoring a number of hit points equal to the result. If it is destroyed, you may replace it by spending 20 gp and 8 hours. Any other creature attempting to pilot this craft takes a -8 penalty to their Fly check. You may also accelerate, decelerate, or turn a skyrider as a move action.

Faith

Blood Cult Survivor

You have survived attempts to use your blood to fuel dark (or at least questionable) rituals.

Benefit: You gain a +1 trait bonus on saves against blood control and effects that cause bleed damage. Additionally, the first point of bleed damage you take each round is treated as nonlethal damage. This increases by 1 point per round at 5 Hit Dice and every 5 Hit Dice thereafter.

Conscious Cultist

You must openly belong to a community of psychic influence, such as an agency or guild, and have experience with esoteric rituals and incantations.

Benefit: Gain a +1 trait bonus to caster level when using talents and abilities from the Divination, Mind and Telekinesis spheres. This increase in caster level may not raise your caster level over your Hit Dice.

Defender Of The Faith

Prerequisite: You must openly belong to a publicly known religious organization.

Benefit: You gain a +1 trait bonus to caster level when using talents and abilities from the Fate, Life and Protection spheres. This increase in caster level may not raise your caster level over your Hit Dice. In addition, you may participate in rituals or incantations associated with your religious organization.

Force Of Spirit

Your conviction gives weight to magic enacted for battle.

Benefit: When you create a totem and pay a spell point to make it continue without concentration, the duration of the totem increases by 2 rounds.

Grove Neophyte

Prerequisite: You must openly worship a spirit of nature, be it an element, ideal or actual spirit.

Benefit: You gain a +1 trait bonus to your caster level when using talents and abilities from the Alteration, Nature, and Weather spheres. This increase in caster level may not raise your caster level over your Hit Dice. In addition, you may attend, if not participate in, rituals and incantations performed inside hallowed druid stone circles.

Pilgrim

You are a mystic wanderer, initiated into the mysteries of the path.

Benefit: Your caster level is treated as 2 higher when determining the distance you can travel with teleport.

Skeptical

You are hard to convince and extremely critical.

Benefit: You gain a +1 trait bonus to Sense Motive checks and a +1 trait bonus to Will saves vs. illusions, enchantments, and Mind sphere effects.

Magic

Additional Medium

Prerequisite: Limited Warp (Warp) drawback

Benefit: You may select a second condition that you may teleport to or from. So long as both your starting position and your destination meet one of your two conditions, you may teleport.

Blood Manipulator [BaP]

You are gifted at manipulating your blood to achieve feats of physics. You may use the Blood sphere to qualify for protokinesis feats as though you possessed the Telekinesis sphere. You may use your Blood sphere caster level in place of your character level or Telekinesis sphere caster level when determining the effects of protokinesis feats you possess (if beneficial to you).

Chronosense

You have an acute innate sense time.

Benefit: You always know the date and time of day. You can automatically sense auras (see the Divination sphere’s divine base ability) left by Time sphere effects (and similar magic, as the GM rules appropriate) within 20 feet.

Daysense

You can sense the positions of the celestial bodies, even when you are underground or they are out of sight.

Benefit: This allows you to always know the precise time and the direction of true north. In addition, you gain a +1 trait bonus on Knowledge (geography) and Survival checks, and one of these skills (of your choice) becomes a class skill.

Destructive Adept

Prerequisite: Creation sphere.

Benefit: The damage dealt by alter (Destroy) increases to 1d8 + 1/2 your caster level. If you possess Potent Alteration, the damage is increased to 1d10 + your caster level.

Destructive Reservoir

Prerequisite: Destruction sphere.

Benefit: Once per day you may cause yourself to become fatigued as a free action. You immediately gain 2 temporary spell points. These points persist until the start of your next turn and can only be spent on a destructive blast. If you are already fatigued, you instead become exhausted. If you are exhausted or immune to fatigue or exhaustion you may not use this trait.

Destructive Talent

Prerequisite: Destruction sphere.

Benefit: Your destructive blasts gain a +1 trait bonus to damage. This bonus increases by 1 for every 10 character levels. This bonus damage is of the same type as the destructive blast. If the blast deals more than one damage type, as with the Admixture talent, you may choose which type this bonus applies to.

Differing Worldview

You were raised among members of entirely different species, and relate to them just as well as to those of your own ancestry.

Prerequisite: Mind sphere.

Benefit: Pick a creature type that can usually be affected by mind-affecting effects other than your own. Your Mind sphere charms affect this type of creature in addition to your own. If you gain the Expanded Charm talent or any other ability which allows you to target the chosen creature type, you may either choose another applicable creature type or, if none are left uncovered, you may immediately replace this trait another with another Magic trait at your GM’s discretion.

Dramatic Teleportation

Prerequisite: Warp sphere.

Benefit: When you teleport you can create a minor sensory effect so long as it is related to a Perform skill you have at least one rank in (such as a leaving behind echoing laughter with (comedy) or using (wind instruments) to herald your arrival with a flute’s flourish). Perform is always a class skill for you. If it is already a class skill for you, or you later gain it as a class skill from another source, you instead gain a +1 trait bonus to a Perform skill of your choice.

Dual Creation

Whatever prevents you from following conventional teachings and Creation processes has not deterred your spirit. Through great effort, you have mastered a second material and are equally able to work with two now.

Prerequisite: Limited Material (Creation) drawback

Benefit: You may select an additional material that you can create or alter with Creation.

Dual Limit

Prerequisite: Limited Telekinesis (Telekinesis) drawback

Benefit: You may select an additional material that you can manipulate with telekinesis.

Fairy Magic

You are particularly proficient in fey magic.

Benefit: You gain a +1 trait bonus to your caster level for the Fallen Fey, Illusion, and Mind spheres. This bonus cannot cause your caster level to exceed your Hit Dice.

Favored Curse

You have transformed meddlers enough to gain a favored form.

Benefit: Choose one form talent. When using this talent while applying your shapeshift to an unwilling target, you gain a +1 trait bonus to the effect’s DC.

Favorite Shape

You grew up among other creatures and constantly used your magic to become one of them.

Benefit: Choose one form talent. Twice per day as a swift action when using shapeshift to apply this form to yourself, you may extend the shapeshift’s duration without spending a spell point.

Friendly Fortune Teller

You have worked as a professional diviner, and have mastered techniques for performing many divinations in a day.

Benefit: Two times per day, while touching a creature or an object, you may as a free action decrease the spell point cost to divine by 1. You only divine information about the touched creature or object when using this trait.

Gift for Magic

Whether through ancestry, training, or another personal aspect, your skill with a particular type of magic is far more natural than normal.

Benefit: Choose a sphere. You gain a +2 trait bonus to your caster level with that sphere. This bonus cannot cause your caster level to exceed your Hit Dice.

Healing Reserve

You have learned to use your own blood to fuel your magic.

Benefit: Once per day, you may spend a free action to gain a temporary spell point, but you lose one hit point. This cost can not be reduced in any way and can not be a temporary hit point. The spell point persists until the start of your next turn, and must be spent on talents and effects related to the Life sphere.

Kinetic Drain

You know how to harness the power of motion and use it for spellcasting.

Benefit: Once per day, you may spend a move action to gain a temporary spell point. This point persists until the start of your next turn, and must be spent on talents and effects related to the Telekinesis sphere.

Lightbringer

You have learned to overcome darkness with light.

Benefit: You gain a +2 trait bonus to the magic skill bonus and magic skill defence of your Light sphere effects when determining their interaction with Dark sphere effects.

Nightbringer

You have learned to overcome light with darkness.

Benefit: You gain a +2 trait bonus to the magic skill bonus and magic skill defence of your Dark sphere effects when determining their interaction with Light sphere effects.

Omen Reader

You understand the workings of magic like a second language.

Benefit: You may cast read magic as a spell-like ability which you may use at-will as a standard action. For the purpose of this spell-like ability, your effective caster level is equal to 1/2 your Hit Dice (minimum 1).

Photosynthetic Magic

The light of the sun is powerful, and you can harness it for your own magic.

Benefit: After spending at least one hour in true sunlight over the course of a day, you gain an additional spell point that can only be spent on talents and effects related to the Light sphere. Time spent in the sun does not need to be consecutive. You cannot gain more than one spell point a day this way.

Pocket Space

You have slight talent or training in the magical art of bending space.

Benefit: You gain a permanent extradimensional space that can hold up to 5 pounds plus an additional 5 pounds for every five character levels you possess, and nothing larger than a Small-sized object (or a combination of smaller objects equal in size to one Small object). You may place any inanimate, unattended object you touch into your pocket space as a full-round action, and may retrieve any one object from your pocket space as a full-round action. If you die (or are destroyed, if you lack a Constitution score), all contents of your pocket space appear in your square, or the nearest unoccupied space. Any effects interacting with the Extradimensional Storage talent also interact with this space. If you gain the Extradimensional Storage talent later, this pocket space is merged with the space granted by the talent.

Potential Energy

You learn to conserve but ready your energy, poising it on the edge but holding it back until you need it most.

Benefit: You gain a second spell point pool that can hold two spell points. This spell pool never refreshes, but you may fill it by shifting points from your primary spell point pool as a full-round action. These spell points may only be spent on talents and effects related to the Telekinesis sphere.

Practiced Surge [WM]

Your intense study has granted you some measure of control over your wild magic events.

Benefit: Once per day, when you make a wild magic event roll, you may choose to add or subtract 1d6 from the roll after the result of the roll has been revealed. You must choose whether to add or subtract before rolling the 1d6. You gain an additional daily use of this ability at 5 Hit Dice and every 5 Hit Dice thereafter.

Predetermined Caster

You have been visited by beings from another dimension, who prepared you for your destiny.

Benefit: You gain a +1 trait bonus to caster level when using talents or abilities from the Fate, Time, and Warp spheres. This bonus cannot cause your caster level to exceed your Hit Dice. In addition, 1 per day you may cast the cantrip guidance as a spell-like ability.

Restorative Adept

Prerequisite: Creation sphere.

Benefit: The damage you heal with alter (Repair) increases to 1d8 + 1/2 your caster level. If you possess Potent Alteration, the amount is increased to 1d10 + your caster level.

Smoke And Mirrors

You learned your magic from learning mundane illusionist tricks and adapting that knowledge for use with magic.

Benefit: Gain a +1 trait bonus to caster level with the Dark, Illusion and Light spheres and a +2 trait bonus to Perform checks when you augment a performance with magic. This bonus cannot cause your caster level to exceed your Hit Dice.

Transcendent Intuition

You learn as much from experience as from books.

Benefit: Choose a Knowledge skill. You may use your Wisdom modifier or Charisma modifier (whichever is higher) instead of your Intelligence modifier when attempting checks with this skill.

Unorthodox Casting

Perhaps you are a druid trained in nature magic by a fey such as a nymph or satyr; maybe you grew up in a great library where you studied the magic of nature and geography; or perhaps you learned magic from an academic who combined study and meditation in equal measures. Either way, you embrace unorthodox techniques that change your approach to magic.

Benefit: Choose any one mental ability score. You use that score as your casting ability score instead of the one granted by your casting tradition.

Unrealized Telekinetic

You possess under-developed telekinetic potential.

Benefit: You may use the mage hand cantrip as an at-will spell-like ability with a caster level equal to your character level. In addition, you can qualify for Protokinesis feats without possessing the Telekinesis sphere. For the purposes of these feats you are treated as having a caster level equal to half your character level and may choose one mental ability as your casting ability score, if you do not possess a casting tradition already.

Special: If you later gain access to the Telekinesis sphere, you may immediately replace this trait with the Kinetic Drain or Potential Energy trait.

Waking Dreamer

You are more connected to dreams than others.

Benefit: Twice per day as a full-round action you may grant yourself a temporary spell point. This spell point may only be used on Illusion or Divination sphere effects and dissipates after a number of rounds equal to your Hit Dice.

Race

Fey-blood

You have traces of fey blood in your veins, granting you an affinity for fey magic.

Benefit: Twice per day, you may spend a standard action to activate a fey-blessing, reducing the spell point cost by 1.

Special: A member of any race may select this trait.

Inured to Chaos [WM]

Resistance to chaotic magic runs in your blood.

Benefit: You may roll twice and take the best result on any save against a wild magic event.

Minor Bioluminescence

Your skin (or a patterned portion of it) shines with a strange luminescence that many find to be mesmerizing.

Benefit: You shed light as a candle, increasing the light level by one step 5 feet around you, and may turn this light on or off as a free action. So long as the light is on, you gain a +1 bonus on Bluff checks. In addition, Bluff is a class skill for you.

Special: A member of any race may select this trait, representing distant ancestry to celestial or other light-based creatures, or an atypical mutation of some kind.

Region

Focused Hearing (Temperate Forest)

Benefit: As a full-round action you may grant yourself blindsense 10 feet for one round.

Ink in the Blood (Shadow Plane)

Benefit: Gain a shadow point and a shadow pool. You are treated as having the create reality class feature for the purposes of meeting prerequisites for surreal feats.

Tetrachromacy (Jungle)

Benefit: You experience a broader spectrum of color. Gain a +2 circumstance bonus to Perception against creatures and objects receiving a circumstance bonus to Stealth and a +2 circumstance bonus to Will saves against visual figments that do not include the Complex Illusions talent.

Religion

Aura

Benefit: You shed light as a torch, illuminating a 10-foot radius with normal light and increasing light by one step (to a maximum of normal) 10 feet beyond that. This light is a supernatural ability, and you may turn this light on or off as a standard action. In addition, you gain a +1 trait bonus on Knowledge (religion) checks, and Knowledge (religion) is a class skill for you.

Born Healer

Benefit: Your cure ability heals an additional 1d8 hit points.

Doom Cultist

Benefit: You gain a +1 trait bonus to caster level for the Blood, Death, and Destruction spheres. This bonus cannot cause your caster level to exceed your Hit Dice.

Sun Worship

By dedicating yourself to the sun, you have become inured to its effects and attuned to its nature.

Benefit: You are immune to the dazzled condition. In addition, you may qualify for the Photosynthesis and Sense Light feats as if you possessed the Light sphere.

Untethered

You follow a spiritual path of freedom, distancing yourself from the world in order to achieve enlightenment.

Benefit: You may choose to count yourself as either one size smaller or one size larger when you would be affected by telekinesis due to your ability to detach yourself from worldly bonds.

Social

Compassion

Benefit: You may use Charisma in place of Wisdom when you use your Heal skill, and Heal is always a class skill for you.

Guardian Of The Real

Benefit: You gain a +2 trait bonus to Knowledge (planes) to identify monsters. The Knowledge (planes) skill is always a class skill for you.

Impersonator

Benefit: You gain a +2 trait bonus to Bluff checks to impersonate another creature and Bluff is always a class skill for you.

Learned Readiness [BaP]

You grew up in an area of chaotic turmoil, whether ravaged by war or facing persecution, and know how to see danger on the horizon and prepare. Perception is always a class skill for you. In addition, if a casting tradition you possess includes the Prepared Casting general drawback, when you assign your spell points, you may choose to leave up to two spell points unassigned. Until the next time you rest and regain spell points, you may spend 15 minutes to assign one or both unassigned spell points. Unassigned spell points cannot be spent on sphere abilities until assigned.

Meditative

Benefit: Two times per day when casting Divination (sense) abilities, you may increase the casting time to 10 minutes to reduce the spell point cost by 1. You may not apply any metamagic feats to any sense modified by this trait.

Military Historian

Benefit: You gain a +4 trait bonus to Knowledge (history) checks and Knowledge (local) checks when dealing with military history, important military leaders, famous soldiers, or historic battlefields. One of these skills (your choice) is a class skill for you.

Paranoid

Benefit: You gain a +2 trait bonus to Sense Motive checks and Will saves vs. illusions, enchantments, and Mind sphere effects. This bonus does not apply to fear effects and is instead a -1 penalty.

Planar Dealing

Benefit: You gain a +2 trait bonus on Charisma-based checks against outsiders. If you have an ability to substitute another ability score when attempting such checks, this bonus still applies. Additionally, you receive a 10% discount whenever bargaining for the services of a called outsider.


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Other Spheres Products
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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

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