Champions of the Spheres is a companion volume for both Spheres of Might and Spheres of Power, containing new classes, new archetypes, and new feats designed to marry the two systems for use on a single character.
Champions of the Spheres only requires the main Spheres of Might and Spheres of Power books to work; if anything referenced inside pulls from any supplementary Spheres books, they are marked and the book in question is named.
Among the new mechanics and concepts introduced in this release are:
Champion Classes and Archetypes: Three new classes are introduced in this release, including the Prodigy, the Sage, and the Troubadour. These classes are built to make use of both Spheres systems to function properly. For help learning the systems, see the How to Build a Spherecaster and How to Build a Practitioner pages.
The Prodigy is a special form of genius, gifted in virtually every way. While a prodigy never grows as powerful as more specialized combatants, prodigies can switch between offense, defense, magic, martial prowess, and skillful ability, buiding combos that culminate in powerful finishing moves.
The Sage uses ki to not only empower his body, but also to perform feats of prowess on par with the greatest of wizards. While a monk may complement physical combat with mystic power, the sage can fire powerful blasts, create barriers, and manipulate life and death with his powers.
The Troubadour is a master of change, switching roles like an actor might switch masks to fit whatever situation he finds himself in. The troubadour excels not only at combat, but also at social intrigue as his multiple roles don’t only change his abilities, but can even hide his identity from magic.
Blended Training: Blended Training is one of the ways in which the two spheres systems can mix, allowing them to select both magic and martial talents as desired. A class or archetype that gains Blended Training counts as possessing the Combat Training class feature for all purposes.
Writer Note: This means that you cannot have both Blended Training and Combat Training on the same class.
Champion Feats: Champion feats are a new division of feats that have both magic talents and martial talents as prerequisites. Champion feats are designed to enable character concepts that rely on both martial combat and magical power. These can be found with the other Champion feats.
Unified Traditions: When a character gains both a martial tradition and a casting tradition, they are potentially making a great many choices at 1st level. Unified traditions, presented herein, are not a new concept as much as a streamlined combination of both casting traditions and martial traditions, to serve as player aids and character seeds when creating characters.
Optional Rules
Utility Talents in Non-Skill Spheres [LotS]
The following talents can be treated as having the [utility] tag, allowing them to be selected as utility talents for any character that meets the prerequisites and can gain a utility talent of that kind (such as through the blended training class feature or the Utilitarian Talent Progression variant listed below).
Utility Combat Talents
- Alchemy: Contagion, Delayed Poison, Graceless Tincture, Improved Liquid Nice, Talentless Poison
- Athletics: Mighty Conditioning
- Barrage: Stair Shot
- Barroom: Boozehound, Charming Drunk, Drunken Insight
- Beastmastery: Animal Empathy, Call Beast, Carry Companion, Lions And Wardrobes, Lookout, Wild Speaker
- Boxing: Read The Rhythm, Shadowboxing
- Brute: Muscular Surge
- Equipment: Craftsman
- Fencing: Master Of Words, Read Foe
- Guardian: I Will Hear
- Leadership: (Follower) package, all (follower) talents, Military Training, Planisphere, Teleportation, Two Day Shipping
- Scoundrel: Hidden Blade, Steal Charm, Steal Identity, Steal Skill
- Scout: Detect Surface Thoughts, Discern Tells, Eye Spy, Great Senses, Hidden Appearance, Identify Structural Hazards, Magehunter’s Vision, Sense And Resist Scrying, Somnambulance (first time only), Spell Scent, Track The Scene
- Sniper: Tactile Shot, Trap Technician
- Trap: Expert Eye, Trap Finder, Trapsmith
- Warleader: Covert Operations, Master’s Aura, Verbal Counter
- Wrestling: Worked Match
Utility Magic Talents
- Alteration: Perfect Imitation
- Bear: Bear Necessities, Grizzly Attitude, Think Think Think
- Conjuration: Link, Otherworldly Audience, Skill Mimic, Skillful Companion, Transformative
- Creation: Exquisite Detail, Precise Destruction, Sustenance, Transparency
- Dark: Shadow Stash
- Death: Astral Projection, Astral Travel, Gravetongue
- Divination: Alarm, Augury, Cartographer’s Divinations, Detect Secrets, Detect Thoughts, Discern Location, Divine Identity, Divine Information, Divine Knowledge, Divine Treasure, Dowsing, Greater Scrying, Hear Name, Object Reading, Power Of The Name, Read Omens, Scrying, Viewing, Witness The City
- Fallen Fey: Beckoning Call, Fae Light, Fairy Ring Traveler, Fey Beauty, Listen To The Wind, Nature’s Empathy, Saboteur
- Fate: Atonement, Classify, Falsehood, Geas, Greater Geas, Open/Close, Reveal Alignment, The World, Truth
- Illusion: Greater Illusory Disguise, Masques
- Life: Diagnose
- Light: Halo Effect, Periscope, Style
- Mind: Arcane Calculation, Candor, Enthrall, Epiphany, Greater Communication, Inception, Intuit Knowledge, Mental Archive, Parallel Cognition, Polyglot, Project Thoughts, Rapid Processing, Read Mind
- Nature: Friend To Wildlife, Speak With Elements, Speak With Wildlife, Whispering Elements
- Protection: Status
- Telekinesis: Finesse
- Time: Complete Reversion, Past Sight, Query Self, Reversion
- War: Commander
- Warp: Create Demiplane, Extradimensional Capacity, Extradimensional Storage, Flawless Teleport
- Weather: Whispering Winds
Utilitarian Talent Progression
The following progression can be used by any character with the casting, blended training, or combat training class features. If the character would normally gain a talent every level, a talent every 1.5 levels, or a talent every 2 levels, they may choose to gain the following talent progression in place of their listed combat or magic talent progression. This alternate progression grants additional utility talents at the expense of non-utility talents.
| Class Level | 1 Talent per Level (Expert Practitioners and most High-Casters) | 3/4 Talent per Level (Adept Practitioners and most Mid-Casters) | 1/2 Talent per Level (Proficient Practitioners and most Low-Casters) | |||
|---|---|---|---|---|---|---|
| Any | Utility | Any | Utility | Any | Utility | |
| 1st | 1 | 0 | 0 | 1 | 0 | 1 |
| 2nd | 2 | 1 | 1 | 1 | 0 | 1 |
| 3rd | 3 | 1 | 1 | 2 | 0 | 2 |
| 4th | 3 | 2 | 2 | 2 | 1 | 2 |
| 5th | 4 | 2 | 2 | 3 | 1 | 3 |
| 6th | 5 | 3 | 3 | 3 | 1 | 3 |
| 7th | 6 | 3 | 3 | 4 | 1 | 4 |
| 8th | 6 | 4 | 4 | 4 | 2 | 4 |
| 9th | 7 | 4 | 4 | 5 | 2 | 5 |
| 10th | 8 | 5 | 5 | 5 | 2 | 5 |
| 11th | 9 | 5 | 5 | 6 | 2 | 6 |
| 12th | 9 | 6 | 6 | 6 | 3 | 6 |
| 13th | 10 | 6 | 6 | 7 | 3 | 7 |
| 14th | 11 | 7 | 7 | 7 | 3 | 7 |
| 15th | 12 | 7 | 7 | 8 | 3 | 8 |
| 16th | 12 | 8 | 8 | 8 | 4 | 8 |
| 17th | 13 | 8 | 8 | 9 | 4 | 9 |
| 18th | 14 | 9 | 9 | 9 | 4 | 9 |
| 19th | 15 | 9 | 9 | 10 | 4 | 10 |
| 20th | 15 | 10 | 10 | 10 | 5 | 10 |








