Variant Rules
Table of Contents

The following are some variant rules which can be utilized in your campaign, allowing players and GMs to better customize their characters, worlds, and magical functions.

Associated Skills [LotS]

If a character has skill spheres or packages with the same associated skill as combat spheres or packages, they do not gain more ranks than their usual maximum. Instead, they gain a competence bonus on checks with that skill equal to one-half their character level (minimum +1). This takes precedence over pure combat spheres using onehalf their base attack bonus in such situations.

Character Legacies [HMH]

In a world with many adventurers, there will inevitably be a few who survive long enough to achieve tremendous power and retire from their adventuring days. In most settings, such characters simply vanish from the lore, assumed to have died uneventfully or to be out in remote corners of existence. Many players and GMs may feel this exit to be inadequate in light of everything the character has done. The following section outlines several options for retired characters’ legacies, each of which comes with a special trait which is open to all characters.

These traits have a unique category known as legacy traits and can be selected in any campaign which takes place after a previous PC retired and left behind the corresponding legacy. Similar to campaign traits, legacy traits are designed to be more powerful than normal traits to reflect the impact. At a GM’s discretion, campaign traits from completed campaigns in this setting can also be treated as legacy traits, exemplified by that adventure being successfully completed and those characters spreading their legacy.

Ascension

The character’s efforts were noteworthy enough to make higher powers take notice. As a reward or perhaps an acknowledgement of their abilities, the character has entered the halls of the gods and founded a religion of their own. Objects and locations significant to the character’s development may become sacred relics or holy sites while those who served under the character may become their clergy. Future characters may worship this character or even draw their magic from them.

Disciple of the Hero [Combat, Legacy]: Once per day, when you miss on an attack roll or fail an magic skill check to bypass spell resistance, you may reroll the attack roll or check. You must take the second result even if it is lower.

Dynasty

When their life of adventuring finished, the character started a family in some capacity. These descendents carry the prestige or burden of one or more legendary parents, many feeling an obligation to live up to their storied ancestors. Alternatively, a character may have died and been reincarnated in a new vessel, starting their adventuring career over in a new lifetime. In either case, future characters may bear an association with the character that is inherent to their being somehow.

Big Shoes to Fill [Legacy, Social]: Whenever you take a level in your favored class, you gain either +1 hit point or 1 additional skill point over and above what you would normally gain. You cannot select a favored class bonus that is the same as one you have already selected (for example, you cannot gain +1 hit point if you already gain +1 hit point from your favored class).

Final Mission

After their primary goal was completed, the character struck out on their own to right some wrong that they could not before. In this pursuit, they vanished from existence, perhaps dead or trapped somewhere. Their sacrifice is not forgotten, however, and it is possible that the character may have created a righted world which they could never enjoy. Future characters may remember the character’s deeds and perhaps seek to emulate them.

Honor the Fallen [Combat, Legacy]: Choose two from the Fortitude, Reflex, or Will saves. You gain a +1 trait bonus to those types of saving throws.

Isolation

For everything the character accomplished, they understood that threats would re-emerge further down the line. Thus, they retreated into some form of magical or technological isolation, prepared to return in the time of greatest need. Future characters may be waiting for the character’s return, seeking them out to uncover their secrets, or preparing to join them in the final confrontation.

Readied Blade [Combat, Legacy]: Choose one type of weapon used by the character who created this legacy. You gain a +1 trait bonus to attack rolls and combat maneuvers when using a weapon of that type. In place of a weapon, a character may choose a single magic sphere, in which case they gain a +1 trait bonus to attack rolls and combat maneuvers created by effects from that sphere.

Mentorship

The character lives on through their students, becoming a teacher or scholar to spread their knowledge. The lessons learned through adventuring are disseminated across the next generation under the character’s watchful gaze. Future characters may have studied under the character or read their works.

Wisdom of the Master [Legacy, Social]: Choose a skill used by the character who created this legacy. This skill is considered a class skill for you. In addition, you gain a +1 trait bonus to that skill.

Rulership

Unwilling to retire into obscurity, the character enters the world of politics to become a powerful ruler. Their reign as a benevolent philanthropist, pragmatic tactician, or brutal tyrant becomes a longstanding fixture of many histories in the generations to come. Future characters may grow up in a nation shaped by the character’s rule or study the character’s methods in the hopes of replicating their success.

Raised in Prosperity [Legacy, Regional]: Your starting wealth increases to 400 gp. You treat settlements as one size larger for the purpose of determining the base value of the settlement.

Survived by Works

The character was a renowned crafter, scribing wondrous texts or fabricating incredible creations. Long after their death, their works still remain as cultural touchstones or valuable tools coveted by many. Future characters may seek out the character’s creations to learn their secrets or perhaps create their own wonders.

Crafter’s Lessons [Legacy, Magic]: Whenever you craft a magic item, you reduce the time required to make the item by 15%.

Transformation

Not only has the character moved beyond adventuring, they have also transcended their physical form. They could exist as a spirit of nature, an indomitable construct exploring the extreme reaches of existence, a powerful outsider working among the planes, or a nightmarish undead studying in a remote crucible. Future characters may seek to emulate the character’s transformation or perhaps to slay them.

Guided Magic [Legacy, Magic]: You gain a +2 trait bonus on all concentration checks and may reduce any spell failure or wild magic chance on your magic effects by 10% (minimum 0%)

Class Skill Ranks Adjustment [BTH]

“We are men, not beasts!” the man exclaimed.

Rule: The class skill rank adjustment variant rule increases the minimum number of skill ranks granted to every class to be 4 + the character’s Intelligence modifier, up from 2 + the character’s Intelligence modifier.

If an archetype would adjust a class’s base skill points, adjust that class’s base skill points as described above before applying the archetype’s changes. No class should receive less than 4 skill points per level.

Example: The fracture fighter archetype (Ultimate Spheres of Power pg. 141) adjusts the fighter’s base skill points from 2 to 4. You would adjust the fighter’s base skill points from 2 to 4 with this variant rule, then apply the archetype’s changes, resulting in the fracture fighter receiving 6 skill points per level.

Context and Reasoning: Skill ranks are not something that should bar a character’s ability to interact with the world. This is meant to be a simple, holistic change that grants classes that normally did not have as many skill ranks as they might have wanted the ability to flesh their characters out a bit more and branch into opportunities they may have not been able to consider previously. This variant rule is not meant to edge out or reduce a character’s ability to possess a large number of skill ranks, but rather to ensure that a fighter or paladin can invest in a few more skills and feel more well rounded and able to participate.

This variant rule pairs well with the Background Skills ruleset originally included in Pathfinder Unchained (Pathfinder Unchained).

Combat and Magic Talent Substitution [LotS]

If the GM wants to run a game that focuses more heavily on skills, consider allowing skill talents to be gained in place of certain other talents. Whenever a character would gain a combat talent (introduced in Spheres of Might) or gain a magic talent (Spheres of Power) from a talent progression, they can instead gain a skill talent or base sphere they qualify for, to a maximum of half their talents of that type (rounded down). Note that the reverse substitution is not available this way. You cannot substitute specific bonus talents, talents gained in place of associated feats, or the talents gained from a casting tradition or martial tradition.

Exchanging Combat Training and Skill Expertise

A quick way to build a champion class from a standard class with the combat training or skill expertise class features is to replace one entire talent progression with the equivalent progression of the other kind (expert for virtuoso, adept for journeyman, or proficient for trained). With the GM’s permission, you can make this substitution as an alternate class feature for any suitable class when you take your first level in that class.

Optional System—Comfort [DRS]

Source: Diamond Spheres: Hustle & Bustle

Elements of survival, recuperation, and personal maintenance can be difficult to bring to life at a standard table without unique mechanics bogging down gameplay or such systems being far too niche or circumstantial to be relevant. The Comfort system has been designed as a lightweight, unintrusive ruleset that integrates with the preexisting rules for natural healing and rest with minimal alterations.

This system is intended to be used in a multitude of ways—you may want to use it throughout an entire campaign, or perhaps only during the earlier levels or a particularly survival-based arc. Regardless of how you use it, make sure that your players understand the mechanics of the system as well as how you are going to be running it—the Ruleset Viability section contains further information and guidance around handling this system.

How Comfort Works

Whenever a character rests, they have a Comfort Score that is measured from −5 to 5. Your Comfort Score is modified by several factors, although your base Comfort Score is determined by your sleeping arrangements:
Sleeping Arrangement Base Comfort
Exposed -3 Comfort
Shabby -1 Comfort
Sheltered 0 Comfort
Enclosed 1 Comfort

Table—Sleeping Arrangements

Exposed—You are resting while exposed to the elements. This is how most adventurers and travellers are situated while resting in the wilderness—or at least particularly rugged or unprepared ones.

Shabby—You are resting with minimal or low-quality shelter from exposure. This could be a shelter made using the Survival skill (usually DC 15), or a tent. This arrangement reduces the Comfort penalty incurred from rain or wind by 1 unless its severity is 4 or higher.

Sheltered—You are resting within a well-made shelter or mostly-enclosed building. This could be sleeping in a stable, a dingy shack, or a shelter created using a talent or class feature. This arrangement reduces the Comfort penalty associated with adverse weather or temperature by 2 unless its severity is 6 or higher.

Enclosed—You are resting in a fully enclosed shelter. This is generally a standard room with proper bedding, and reduces the Comfort penalty associated with adverse temperature by 3 and the penalty associated with adverse weather to 0.

Author Suggestion: When calculating Comfort, it's far more efficient to determine the total Comfort Score of the party, and make any individual adjustments necessary based on any character-specific factors. Or just have your party track their Comfort Score individually.

Sleep and Rest

Sleep is vitally important for the body and mind, especially for that of the typical adventurer. You take a -1 penalty to Comfort for each 2 hours of sleep you do not receive—this equates to a -4 penalty if you do not rest at all.

A ring of sustenance, the Endurance Training Body Control talent, and similar effects allow you to gain the benefits of a full night’s rest in a shorter span of time, allowing you to circumvent some (or all) of these penalties. For example, if you possess the Endurance Training Body Control talent but only have 4 hours of sleep, you only suffer a -1 penalty to Comfort as it is only 2 hours of sleep less than you’d normally require.

Comfort Modifiers

After determining the base Comfort level, you should determine whether or not any of the following modifiers apply to you:

Adverse Weather: You take a -1 penalty to Comfort if you are resting with an area of severity 3 weather. This penalty increases by 1 per severity beyond 3, and stacks if there is both severe weather and temperature.

Attrition: You take a -1 penalty to Comfort for particularly arduous activity, such as taking forced march damage or having several combats in the same day. This penalty may increase depending on the severity of the activity.

The GM may also choose to impose such a penalty on failed checks made during exploration if they wish to add a consequence that still moves the narrative forward without potentially stalling the game table.

Heat Source: You gain a +1 bonus to Comfort if you are resting near a substantial heat source (such as a campfire or fireplace) and within an area of cold severity 1 or worse.

Indulgence: You gain a +1 circumstance bonus to Comfort for particularly indulgent activity, such as a few hours at a bathhouse, a hearty and delicious meal, or intimate activity with a companion.

Luxury: You gain a +1 to +3 bonus to Comfort if you are resting within particularly high-quality sleeping arrangements. Generally, a common inn room (5 sp) equates to a +1 bonus, a good inn room (2-15 gp) equates to a +2 bonus, and a luxurious inn room (20+ gp) equates to a +3 bonus.

Necessities: You take a -1 penalty to Comfort if you haven’t consumed food or water for the day or you’re resting without appropriate bedding—these penalties stack with each other.
This penalty increases to -2 if you’ve suffered nonlethal damage due to hunger or thirst.

Effects of Comfort

Positive Comfort: Whenever you rest with a positive amount of Comfort, you heal an amount of hit points equal to your character level × your Comfort, and 1 point of ability damage × your Comfort.

Starting at 3 Comfort, you awaken with a number of temporary hit points equal to your 1 + your Constitution modifier—this is doubled at 4 Comfort and tripled at 5 Comfor
If you rest with 0 Comfort, you only heal an amount of hit points equal to your character level.

Negative Comfort: Whenever you rest with a negative amount of Comfort, you receive a number of penalties.
-1 Comfort: You heal a number of hit points equal to 1/2 your character level.
-2 Comfort: You are fatigued and only regain half the number of daily resources that you would normally gain on a rest (such as spell pool, ki points, etc.).
-3 Comfort: The ability score penalties due to being fatigued increases by +2, and you awaken with an amount of nonlethal damage equal to your character level.
-4 Comfort: You are exhausted and awaken with double the amount of nonlethal damage. This nonlethal damage can only be healed through proper rest.
-5 Comfort: The ability score penalties due to being fatigued increases by +2, and you awaken with triple the amount of nonlethal damage (instead of double). Additionally, you are treated as though you had not had a rest for the purposes of effects reliant on it (including regaining resource pools based on rest such as spell points). Lastly, you gain vulnerability to nonlethal damage.

Proactive Comfort

There are ways in which a party can proactively improve their Comfort through the use of their skills and abilities. The following are two new skill uses:

Survival

Mitigate Attrition (DC 20): You attempt to mitigate an issue encroaching on a creature or group’s level of comfort. This usually involves cleaning or repairing bedding arrangements or clothing, establishing a makeshift shower or bath, or setting up a campfire.

It takes roughly 10 minutes to assist an individual, or 1 hour to help a group of up to 6 creatures, although this may take longer or shorter depending on the circumstances (up to GM discretion).

If you are successful, you can remove an instance of attrition from an individual or group’s Comfort level. If you fail by 5 or more, you manage to worsen the attrition somehow, increasing the penalty it imposes by 1.

Depending on the circumstances, certain Craft and Profession skills can be used to mitigate attrition. This could include using Craft (armor, cloth, clothing, leather, or shoes) to clean or repair tattered clothes or armor, Profession (woodcutter) to prepare a heat source, etc.

Profession

Improve Comfort (DC 25): You attempt to improve the comfort of up to 6 creatures. This typically involves tending to injuries, preparing a hearty meal, or any similar luxury.

It roughly takes 1 hour to improve comfort, as well as appropriate supplies and Profession skill. For example, you may use Profession (cook) with a cooking kit to prepare a filling meal.

If you are successful, you grant a +1 bonus to Comfort (as though an indulgence) to all affected creatures. If you fail by 5 or more, you spoil the supplies used and instead impose a -1 penalty to Comfort.

Adapting Abilities

There are many abilities that may have minor considerations or differences when used alongside Comfort.

  • Any ability that involves long-term care or a complete rest instead applies a +1 bonus to Comfort.
  • An ability that allows you to ignore the harmful effects of weather or temperature (such as endure elements) function normally, allowing you to ignore the Comfort adjustment caused by such a circumstance. This includes the Natural Shelter Survivalism sphere talent.

Otherwise, it is up to the GM's discretion to determine how an ability functions with the Comfort system.

Ruleset Viability

Not all rulesets are fun for every game table, and therefore there are a number of things to consider before adding the Comfort ruleset to your game table.

Firstly, discuss with your players about the ruleset and how the ruleset is being used to enrich the game experience. Generally, Comfort is at its best as a system when it is being used to add a ‘grounded’ feeling to a game table—for this reason, the Comfort system is mostly applicable at earlier levels.

The Comfort system—by its nature—slows down play during times of rest; this can work for some tables or to show a ‘snapshot’ at the start of long travel as characters adapt their routines around a new environment, but efforts should be made to ensure that the Comfort system does not bog the table down in needless nuance.

It is greatly encouraged that a ‘standard’ level of Comfort is established during a period of travel that considers all factors that are affecting the party, and then make individual adjustments based on the specific character or any changes during travel (such as a change in weather). In these moments, characters can choose to spend time ‘recouping’ to get back to their standard Comfort level or, if too insurmountable, endure the poor state of Comfort until the conditions improve or they reach a safer locale.

Gameplay Example
Kerlan, Visk, and Harold are travelling three days to a large city. After discussing with their GM, the party determines that their standard Comfort level during this travel will be -2, due to their Shabby sleeping arrangements, and resting within a Severity 3 cold environment, although Visk’s campfire bead increases this to -1.

The party decides to tough it out and begin travel, bearing the reduced healing on the first night.

On the second day of travel, a light rain (severity 3) starts. Visk attempts to use Survival to gather food while travelling and fails, causing them to run into a wild boar, damaging and dirtying their equipment in the ensuing escape—the GM states that Visk is suffering a -1 to Comfort until they clean and repair their equipment.

Before resting that night, the party realizes that their party’s Comfort level is at -2 (and Visk’s at -3). Harold uses his Craft (cloth) skill to repair the damage to Visk’s equipment (using the mitigate attrition skill use) and succeeds, while Kerlan attempts to use Profession (cook) to cook the party a good meal (using the improve comfort skill use). She fails, but not enough to incur a penalty, and the party enjoys a decent meal before resting, all of them at a -2 Comfort level.

Ultimately, focusing on these elements of rest using Comfort not only offers your players a vehicle to actively engage with other characters, but also your world through environmental storytelling—when done right.

Talents, Feats, Traits

Endurance

If you have the Endurance feat (or a talent with the Endurance feat as an associated feat), you increase the base Comfort Score of exposed or shabby sleeping arrangements by +1, +1 per 5 associated ranks (or Hit Dice for the Endurance feat) (maximum 1 Comfort)

High Standards (Drawback)

You are used to a certain level of comfort and luxury.
If you are not resting within particularly high-quality sleeping arrangements, you suffer a -1 penalty to Comfort. You also increase any penalties to Comfort you are suffering from by 1.

Rugged (Region)

You increase the base Comfort Score of exposed or shabby sleeping arrangements by +1 (maximum 1 Comfort). You also gain a +2 bonus to checks made to mitigate attrition.

Worldworn (Combat)

Your Comfort Score cannot be higher than 3 or lower than -3. Also, once per day whenever you suffer a penalty to Comfort due to attrition, you can ignore the penalty for the day.

Distinct Magic Types [HMH]

In many mythologies, stories, and RPGs, magic takes on a variety of forms which may be incompatible with each other. From psionicist-vs-wizard power struggles to warriors of light fighting against corrupting dark magic to mage factions each working to bend reality to their own ideal shape, the concept of distinct or incompatible magic types has been utilized in numerous RPGs and settings and is rife for storytelling possibilities. Hence, it may be of interest for GMs to integrate into their worlds.

Ultimate Spheres of Power acknowledges the distinctions that GMs may wish to implement between the arcane, divine, and psychic forms of magic while providing guidelines for creating new categories of magic in a setting. This section expands upon the concept of distinct magic types by providing additional methods one might use for distinguishing between magical traditions. Several new rules are provided to make magic types more distinct from each other, drawing upon separation mechanics utilized to create distinct reality manipulation mechanics in older editions of the world’s most famous role-playing game.

Exclusive Options

An easy method of distinguishing between magic types is giving each type of magic a collection of abilities that only they can utilize. For example, a magic type based on manipulation of souls and spirits may be the only one which gains access to the Death and Life spheres or a magic type which manipulates causality may be the only one to access talents such as Divine Future or Tug Fate. If a GM does not wish to be too restrictive to character concepts, they may choose only to restrict advanced talents to specific magic types; any spellcaster can learn to heal, but only those with a special connection to the netherworld can resurrect the dead.

Feats and classes might similarly be made exclusive to specific types of magic. Perhaps the control needed to use Maximize Spell requires a studious understanding of the arcane or access to a special underlying “code” that one modifies to utilize their magic. All soul weavers or dread crusader mageknights may utilize a single magic type built around the manipulation of spiritual energy. As classes and archetypes are often designed to accommodate a broad index of potential characters, these sorts of restrictions should be utilized more cautiously than tradition, feat, or talent limitations.

The final method of granting unique options to each type of magic would be to offer each of them distinct casting traditions, boons, or drawbacks. Casters who draw powers from otherworldly pacts may be the only ones to gain the Bound Companion boon. Meanwhile, all characters who draw power from a corrupting magic may possess the Addictive Casting and Witchmarked drawbacks.

The Incompatible Energies drawback and Alien Source boon are particularly effective at conveying distinctions between different types of magic, conveying the gulf between the functionalities of different magic types.

There may even be multiple Alien Sources in a setting that characters can draw from, each of which are mutually exclusive from one another (for example, there may be separate Alien Source (outer planes) and Alien Source (psionics) boons which do not count as each other for the purpose of targeting effects created by the other).

Racial Ability Interactions

Certain racial and monster abilities may only affect creatures that use a certain magic type or may affect different magic types differently. Examples of this include the wyrmwraith’s divine dispelling ability and the elf’s arcane focus racial trait. These abilities may be similarly restricted to only affect (or not affect) certain magic types that exist within your world.

Divergent Skills

GMs wishing to distinguish the fundamentals of different magic types may assign separate skills for each type of magic. Rather than using Spellcraft to craft and identify the functions of all magic types, a specific Craft or Knowledge skill is used for each type of magic in the setting. For example, a character may use Knowledge (arcana) to craft magic items using draconic magic while using Knowledge (religion) to identify an effect created with holy magic.

Non-Transparency

If a GM wishes for different magic traditions to be especially distinct, they may grant the Alien Source boon to all casters as a bonus boon, using multiple Alien Sources such that all casters struggle to manipulate magic that is not of their own type (unless they possess feats such as Harmonic Counter or Harmonic Resilience).

GMs wishing to take these discrepancies even further may apply full non-transparency to a setting, in which case casters with the Alien Source boon ignore all spell resistance, magic suppression effects, and Counterspell attempts which come from magic types other than their own (creatures with natural spell resistance should have a specific magic type assigned to them for the purpose of determining what kind of magic they obstruct).

Hybridization

Certain unique casting traditions may count as multiple types of magic for the purpose of determining their effects. Alternatively, a character may combine multiple casting traditions using the Arcane Fusion feat or similar abilities. In such cases, the magic type of the effect is considered to be whichever magic type is more favorable for the caster.

Options

The following options are designed for worlds that use unique types of magic.

General Drawbacks

Anathematic Magic

Your magic is weakened by the presence of foreign forces. When a creature is capable of using a different magic type or is under the effects of a sphere effect of a different magic type, your caster level is considered 2 lower for the purpose of all effects which target that creature. This drawback should be allowed at GM discretion, as not all settings may have separate categories of magic with which this drawback might operate

Mana Sphere Drawbacks

Type Limitation

Your capacity to manipulate supernatural forces is constrained to a certain facet of magic. Choose a type of magic such as arcane, divine, psychic, or psionic. Against magic effects and casters of types other than your chosen magic type, your Mana sphere abilities have their magic skill check value and caster level reduced by 4.

Feats

Erratic Power (Wild Magic)

Prerequisite: Casting class feature.

Benefit: When casting a spell or sphere effect, you may increase your wild magic chance for the effect by 50% to change its magic type to a random type which exists within the setting. To determine the type of magic, roll a die such that each type of magic has an approximately equal chance of being selected for this ability (a sample table for a world with six types of magic is detailed below).
D6 result Magic type
1 Arcane
2 Divine
3 Psionic
4 Psychic
5 Shadow
6 Temporal
Magical Inurement

Benefit: Choose a single type of magic. You gain a +2 competence bonus to all saving throws against magical effects of that type.

Special: You may select this feat multiple times, each time applying it to a different type of magic. This feat counts as Divine Defiance for all purposes.

Mutual Anathema (Drawback)

Prerequisite: Anathematic Magic.

Benefit: While a creature is affected by one of your sphere effects, they take a -1 penalty to their caster level for the purpose of creating any effect from a magic type other than your own.



Diversified Casting Ability Scores [S&P]

While combat-focused characters must frequently pay attention to numerous ability scores in order to make a functional characters, casters can typically get away with enhancing only their casting ability score. Some GMs may wish to force casters to diversify their abilities or simply to homogenize magic across a setting rather than assigning each class or character a distinct casting ability score.

Under these rules, classes do not possess casting ability scores. Rather, the components of a character’s casting ability score and casting ability score modifier is divided among Intelligence, Wisdom, and Charisma. If a character can cast using another ability score (such as Constitution), they may use the other ability score in place of one of the three options.

Intelligence is used to determine the number of spell points in a character’s spell pool and to determine the number of uses per day of various class abilities (such as an incanter or soul weaver’s channel energy).

Wisdom is used to determine the caster’s concentration checks as well as to determine the duration of any sphere talent or class ability with a duration based on casting ability score modifier (such as the mageknight’s bleeding wounds mystic combat or the Energy Aura talent from the Destruction sphere).

Charisma is used to determine the DCs of your sphere abilities and the DCs of your class abilities which would be based on your casting ability modifier (such as an eliciter’s hypnotisms or an incanter or soul weaver’s channel energy). If an effect would add your casting ability modifier to damage dealt or healed by an effect or would change the number of targets based on your casting ability modifier (such as Healing Aegis from the Protection sphere or Selective Blast from the Destruction sphere), such abilities use Charisma.

GMs may exchange the effects of the three ability scores at their discretion if they so wish. Some games may wish to make Diversified Casting Ability Scores a casting tradition drawback, in which case it should be worth one drawback.

Downtime Teams [HMH]

The following downtime teams can be recruited for organizations.

Champion
Earnings gp, Influence, Labor, or Magic +7
Create 3 Goods, 3 Influence, 3 Labor, 8 Magic (1,010 gp);
Time 7 days
Size 1 person
Upgrades From Initiate
A Champion is a skilled but unremarkable 3rd-level character of a class (or combination of classes) that possesses both a casting tradition and a martial tradition. They possess 100 gp worth of equipment.

Initiate
Earnings gp, Influence, or Magic +4
Create 2 Goods, 2 Influence, 2 Labor, 4 Magic (540 gp); Time 3 days
Size 1 person
Upgrades To Champion, Spherecaster
An Initiate is a newly-trained spherecaster with basic understanding of magic, serviceable for a variety of tasks. An Initiate is typically a 1st-level character of any class that possesses a casting tradition. They possess 50 gp worth of equipment.

Martial Adept
Earnings gp, Influence, or Labor +7
Create 5 Goods, 4 Influence, 8 Labor (380 gp); Time 6 days
Size 3 people
Upgrades From Recruits
A Martial Adepts team consists of 3rd-level characters of any class (or combination of classes) that grants a martial tradition (but not a casting tradition). They possess 200 gp worth of weapons and armor.

Recruits
Earnings gp, Influence, or Labor +5
Create 2 Goods, 2 Influence, 5 Labor (200 gp); Time 2 days
Size 3 people
Upgrades To Martial Adepts
Recruits are trained in a variety of martial disciplines and may serve as guards, foot soldiers, or any other duties which require basic combat training. They are typically 1st-level characters of any class that grants a martial tradition (but not a casting tradition) and possess 100 gp worth of weapons and armor.

Spherecaster
Earnings gp, Influence, or Magic +7
Create 3 Goods, 3 Influence, 2 Labor, 8 Magic (990 gp); Time 7 days
Size 1 person
Upgrades From Apprentice
A Spherecaster is a 3rd-level character of a class (or combination of classes) that possesses a casting tradition. They possess 100 gp worth of equipment.

Enhanced Talent Progression [LG]

Source: Arcforge Players Compendium

Some GMs and players may feel that certain talent progressions make certain classes unviable compared to others, with classes such as the armorist and mageknight being doubly penalized by their low caster level progression and lack of talent options. Additional concerns may emerge when players struggle to decide between a class’ normal talent progression and the Utilitarian Talent Progression. This variant rule is intended to alleviate this issue with classes or archetypes that may fall behind others.

Under the enhanced talent progression rules, every class which gains combat, magic, or skill talents gains one of these talents with every class level that they gain in the class. If the class possesses the blended training, they may choose whether these additional talents are magic, combat, or skill talents from among talent types their class could normally select.

Certain classes may not be appropriate for this enhanced talent progression if their low progression is balanced against a particularly powerful caster level or class feature progression (such as the thaumaturge or imperator tactician), the ability to alternate talents daily (such as the antestes vitalist), or a class ability which grants which effectively enhances sphere progression (such as a sage’s style talents, a troubadour’s personas, or an antiquarian armiger’s mystic bond).

High Magic [HMH]

As often as the term is used, High Magic is nebulous as to what it actually entails. Some authors have used it to discuss worlds where gods roam the earth or where mages move mountains with tremendous arcane power, while others have invoked the term to describe a world where every cook bakes bread with magical fire. In either case, it creates a world where magic is a fundamental force that shapes the setting. This section outlines the fundamentals of High Magic and provides guidance on how to integrate it into a campaign.

Implementation of High Magic

High Magic has been described nebulously so far due to its highly mutable nature. A wide variety of distinct works can be considered High Magic, their only commonality being the tremendous role that magic plays in the world. A few of the most exemplary traits of High Magic, usable in a variety of combinations, are as follows:

Active Higher Powers: Be they gods, archfiends, or cosmic horrors from beyond knowing, the engagement of beings beyond mortal ken can dramatically shape the nature of a world. These powers may have created or reshaped the world in ages past or may wander the lands in disguise, mingling with mortals or forging strange new miracles wherever they travel. Perhaps their role is more indirect, their presence signified by their otherworldly minions/descendants or by the immense power wielded by their followers. The afterlife could be a verifiable element in these worlds, as could the will of the divinities. Adventures in such a world could involve hunting down artifacts or secrets from the time of these ancient masters or perhaps direct engagement with these beings.

Mighty Heroes and Villains: High Magic can also mean a plentitude of powerful and high-level characters. Be they historical legends or contemporary forces, the presence of mortals who can move mountains or raise armies from the grave can create a spectacular and high-powered world. In High Magic settings, the exploits of these individuals will likely extend beyond their personal adventures; they may build empires, deliberate with cosmic beings, or rearrange the geography with their conflicts. These mighty individuals may be a scarce count of chosen or a complex society of powerful magic-wielders, but their presence is sure to make the world distinct from our own.

Routine Magics: If magic is widespread within a setting, it may be employed as a tool by the populace. A variety of low-level magics may be used to facilitate easy living or anachronistically replicate modern technologies. People may prepare meals with telekinesis, light their houses with fire magic, or communicate with far-off friends using telepathy. Cities may be patrolled by golems while most manual labor is replaced with magic. In a military context, forces may be supplied with magical armaments or flying mounts while besieging impossibly-large fortifications that employ legions of outsiders in their defense.

Magic may be understood as an elaborate science or an extensive cultural tradition with a variety of idiosyncrasies. Small displays of magic are not likely to be very impressive to people of this setting, but they may still be wowed by high-level spells or other reality-warping magics the same way we are by incredible scientific discoveries or feats of athleticism.

Impossible Realms: The introduction of powerful magic into a setting opens up many doors to strange locales where anything could happen. Gnarled mountains where gemstones grow on obsidian trees and liquid fire flows in rivers, living labyrinths which tunnel for miles below the surface, and crystal castles patrolled by soldiers of living thought are just some of the venues opened up by the introduction of powerful magic into a setting. Even the depths of space or the pits of the hereafter can be opened to players who wish to explore them. These places may be unexplored frontiers or perhaps rival nations, realms of politicking in addition to adventure.

Why Use High Magic?

Pathfinder is a system built for High Magic adventures, but there are other reasons beyond system for somebody to employ this sort of setting in their games (one could easily just play a more grounded system if they wanted that sort of experience, after all). There are a variety of reasons why High Magic worlds are a beloved venue for role-playing games, with some of the most prominent advantages being explored below.

Awe: In a world where the laws of reality are mutable, the only limits on what PCs can encounter are those limits which the GM places themself. There are plenty of strange and wondrous events which can befall characters in a High Magic world and no end to the locales or creatures which might surprise them. Players may relish in these alien realms due to the escapist nature of exploring them, or perhaps because they wish to push the boundaries of their imagination.

Legacy: High Magic is a feature of countless mythologies around the world, with cultures speaking of mighty heroes, active gods, and awesome magics. This legacy has only expanded in modern times, with authors sharing stories that build upon these ancient tales or upon the creations of their contemporaries. Players and GMs may wish to engage with this web of stories through High Magic worlds of their own, expanding upon or reinventing tales or settings they have learned.

Power: High Magic adventures tend not to place too many limits on character creation, allowing players to experiment with a variety of potent abilities and create exceptionally powerful adventurers. The immense stakes that come from fighting dragons, overthrowing empires, or challenging gods necessitate that the heroes be similarly incredible. High Magic gives GMs and players a space in which they can claim incredible power and orchestrate grand events as truly legendary individuals.

Themes: The systems of magic and society within a world are often guided by the values of their creator, meaning that players and GMs can derive a great deal of catharsis and insight from engaging with these ideas. Ideals such as passion, loyalty, friendship, and love may manifest as world-sculpting forces in a High Magic world, as they have in many ancient and contemporary myths. Stories are often made more meaningful through the ideas they convey, and High Magic allows one to forgo realism and put these themes at the center of the story.

Genres of High Magic

The presence of High Magic typically translates to an absence of preset or concrete rules. High Magic stories can thus take on a variety of forms based on subjects of agency, theming, setting, and tone. Outlined here are some of the most iconic genres that are best-suited for use in a roleplaying game designed like Pathfinder.

Absurdity

“The nimbral child pushed aside their shade-woven hair to survey the room around them. This cathedral seemed to be built of a thousand desiccated bodies, each whispering the secrets of a dozen lifetimes to any passerby naive enough to listen. This was a place of great age and importance, they thought, which made this pursuit by a legion of ravenous hamsters all the more disconcerting.”

The intercession of High Magic into a story can produce many strange environments and circumstances, the lot of which might cause players to do a double-take on what is actually real. This surreality can be used to comic, horrific, or introspective effect, spitting in the face of preconceived logic at the service of an ideological perspective or emotional resonance. That said, this strangeness need not confound the story completely, and indeed many fascinating tales can be woven in light of these new rules that define the world.

Epic Adventure

“The vampire lord reeled as the golem rushed towards him, a clay hand wrapping around his pallid throat. His attempt at incantations were muffled by a clap of thunder as the golem’s rider raised a shimming jade sword, the name of his goddess on his lips and a gale of vengeance guiding his swing.”

Epic Adventure is perhaps the most iconic genre of High Magic, a tale of mighty heroes traveling across a wondrous realm of magic, monsters, and mystery in some sort of grand quest. The locales and adversaries available in a High Magic world can provide an endless bevy of engagements for players and thus an immense volume of stories for GMs. What’s more, Epic Adventure epitomizes power fantasy, allowing the players to assume the roles of legendary figures capable of changing the world.

Intrigue

“Liora sat down to inspect the bauble, a mysterious jewel that had cost her companion an arm. Her patron had crafted this in a bygone age; it contained more of his power than her necklace could ever hope to match. Perhaps it could be employed to ensure his return, to grant him vengeance against the kings who had twice struck him down. Or perhaps its power could be harnessed, giving Liora a chance to claim the title of master for herself.”

Bizarre rules and potent figures are a combination that can produce a variety of mysteries and power struggles. High Magic builds upon the tools of subterfuge and espionage, with divinations and enchantments adding to the many existing tools one might use to claim power or information. When gods, outsiders, or other immortals become wrapped up in these shadowy conflicts for wealth or influence, these games might grow to immense complexity as centuries of bad blood develop between parties.

X-Punk

“Jameson tented his fingers as he looked over the tiefling woman. The faint glow in his eyes indicated to her that he was reading her mind, sifting through her memories to get a sense of the crime scene. He leaned back, double-checking his raven figurine to see if it was recording. ‘Now,’ he began, ‘what can you tell me about this Rutegan fellow?’”

X-Punk is a catch-all term for genres such as steampunk, biopunk, or magepunk which attempt to replicate modern society or technology through alternate means. Cars and trains may be powered by magic, planes could be replaced by enhanced dirigibles, magic wands might fulfill the role of firearms. X-Punk stories can be great for social commentary or alternate histories, but they can also work quite well as a way to integrate modern conveniences into a fantastical world. X-Punk elements can also be integrated into a variety of other settings to improve quality of life for characters.

Variations in Magic

An overlooked decision that every GM needs to make in creating a High Magic world is if magic is varied or unified. Most fantasy tends to be built upon one or two consistent systems of magic, but the medium of roleplaying games often encourages GMs to accommodate more systems for the sake of playstyle variety. Does all magic draw from a single source or are there numerous different vectors by which one might attain magical power? Do these different sources harmonize well with each other or do they conflict in some manner? (These distinctions may be conveyed through the Incompatible Energies drawback or Alien Source boon). Are there abilities unique to different types of magic? Do certain types of magic have specific boons or drawbacks intrinsic to them? Are there advantages to studying multiple types of magic rather than specializing? Do the people of this world create distinctions such as arcane, divine, psionic, or ki-based magic? Finally and most importantly, what sort of dynamics emerge from different cultures employing unique types of magic? Do certain groups attach traditions to specific magical arts or decry certain styles as monstrous? The history and intermingling of different magic systems can form a pillar of a High Magic world. However, a GM should not feel pressured to try and include new types or structures of magic which does not fit into the game they wish to run.

Practicality, Wonder, and Escalation

For everything said about verisimilitude and consistency, it is important to remember that one of the central appeals of fantasy for players, GMs, and writers alike is the sense of wonder that comes from the impossible. Magic allows participants in a game to experience a world that functions very differently from our own, and while a High Magic setting may render magic commonplace it should also endeavor to keep it spectacular.

Spells, magic items, and other displays of the supernatural should be distinctive and exciting. Using a ritual to send a message across a country should be presented with more mystery and ceremony than a telephone call might in a modern setting (or perhaps it could be comically mundane). Magic should be widespread enough to be practical but at the same time alien and wondrous enough to encourage players to explore it.

At the same time, the biggest pitfall that a High Magic world can fall into is that of escalation. Many writers feel the need to continually wow their audience with bigger monsters, stronger spells, or more ancient evils to the point where much of what the audiences originally enjoyed about the world is rendered irrelevant by “Spectacle Creep”. Rules or structures may be broken so often in a setting that the audience may forget that such grounds even existed in the first place. Setting clear and consistent limitations on how strong beings can become or what magic can accomplish is the most effective way to combat this problem. If new elements absolutely have to be introduced later on in a world’s story, they should be utilized in ways that complement and develop existing systems without replacing or detracting from them. Consistent expectations and patterns can accomplish a great deal in keeping players engaged and should always be scrutinized in a world built for interactive play.

High Magic Considerations

When magic becomes commonplace or at least widely influential, its effects will likely ripple far beyond the PCs. If spells and magic items are reasonably accessible to many people, the following elements and changes should be considered for your world.

An Able Populace

If an economy is shaped by magic items or a war by magical creatures/armaments, the affected populations are likely to possess the increased training needed to deal with these challenges.

If a nation has a history of being assailed by demons, its military and constabulary may be composed of mid-level or even high-level characters whose arsenal includes holy and cold iron weaponry. Craftspeople such as smiths or seamstresses likely possess item creation feats and perhaps some spellcasting ability for quick maintenance work. Certain remote settlements may still exist without magical technologies, but they are likely to employ at least one or two magic items taken from travel or trade and would likely be considered destitute by the rest of the setting.

In an environment such as this, low-level adventurers may not be seen as inherently exceptional in the same manner as they might in lower-magic settings. A level 1 character may not even be considered a fully-fledged adult by much of the world, with most academies graduating their members at a level no lower than 3. Even a successful team of low-level bandits might be considered horrifically destitute due to their inability to afford magic items. NPC classes such as adept, expert, or warrior are likely nonexistent in such a world of capable individuals, with most NPCs likely possessing class levels that reflect their profession. NPC wealth by level may even match that of PCs to reflect the resources that the general population has access to. Rather than inherently superior abilities, PCs are likely to be distinguished by their willingness to risk life and limb on adventures.

Magic Infrastructure and Industry

Widespread access to supernatural forces may lead to their exploitation in more civilian contexts. The Creation, Nature, and Telekinesis spheres could expedite construction and agriculture immensely while the Warp sphere radically alters the transportation of people and materials. If GMs wish to take their High Magic world in this direction, there are a wide variety of ways that commonplace magic can be implemented.

Those who can afford magic items will likely use them in a variety of ways, utilizing charms to increase their vocational skills or keeping wash basins that continually clean and refill themselves. Undead, animated objects, or conjured creatures may be used as servants or laborers, perhaps replacing fleshand- blood mortals in such roles. On a larger scale, buildings and roads may be maintained with magic items that regularly cast repair or clear blockages. Entire cities may be designed around powerful magic items that provide a special benefit to those nearby. Such mechanisms also offer new vulnerabilities and adventure options; perhaps explorers delve into an abandoned city in order to steal some of its magical infrastructure.

As such civilian applications of magic items tend not to contribute much to a character’s power, it is advised that such items not count towards a PC or NPC’s WBL. This restricted metric of wealth is built on the expectation that most if not all of a character’s expected wealth by level will be allocated towards amplifying their combat and adventuring abilities. A separate pool of wealth, perhaps one that could be more easily adjusted through engagements such as downtime or the Profession skill, may be appropriate for civilian magic items.

Some GMs may not wish to see their settings radically transformed by industrial or civilian magic, preferring to maintain a veneer of antiquity. In such cases, the unexplained and alien nature of magic may work to tighten its use and prevent its spread. Perhaps the concentration of magic in an arcane metropolis or undead-worked plantation triggers wild magic events that render such endeavors dangerous. Perhaps the populous is superstitious or ignorant about magic to the point where they do not like magic items in their home. Perhaps the earthly or extraplanar powers that be are interested in preserving developmental stasis, sending their forces to stop any attempts at pushing society forwards. The caveat to playing in a world with such restrictions is that a GM should be upfront about it with their players, else they risk a conflict of expectations.

High Magic Economies

When magic items are involved, most conventional currencies become so inflated as to become meaningless. Players will often spend a king’s ransom to get an additional +1 bonus to AC or saving throws, a fact which not only raises questions about the economic functionality of most settings but makes the math for purchasing equipment needlessly complex.

In a setting where magic items are commonplace or where materials can be created magically, the gold piece value may no longer make sense. To simplify the math of purchasing equipment or perhaps to even out the economy such that the wealth of the PCs is not absurdly high compared to everyone around them, GMs may wish to create new forms of currency which do not mandate purchases in millions of dollars worth of gold.

Arcus: An Arcus (plural Arcus) is worth 25 gp, the selling cost of the most basic scroll. An Arcus typically takes the form of a magically-fortified paper note with a special enhancement designating it as valid currency. GMs who wish to simplify purchases in a world while still clarifying expenditure of resources by the PCs may set the cost of all goods and services below 25 gp at a cost of 1 arcus, perhaps bundling multiple items together so as to make purchases of supplies simpler.

Nobilis: A Nobilis (plural Nobile) is worth 1,000 gp or 40 arcus, the selling cost of basic charms such as capes of resistance +1. Nobile may also take the form of magically-fortified paper notes but could also be finely-decorated coins or ornate talismans. Nobile may also have certain wards placed upon them to make stealing difficult, adding 5 to the DC of Sleight of Hand to pickpocket them.

Further easing the infrastructure of money within a high magic setting may be the introduction of banks, credit systems, and payment orders. Such structures have existed in various real-life cultures since antiquity and could save characters the trouble of having to carry tremendous amounts of currency with them when travelling.

Table: Wealth by Level in New Currencies details the amount of Arcus or Nobile that characters should have at various levels.

Table: Wealth by Level in New Currencies
Character Level WBL (gp) WBL (Arcus) WBL (Nobile)
1 By class 4 .1
2 1,000 40 1
3 3,000 120 3
4 6,000 240 6
5 10,500 420 11
6 16,000 640 16
7 23,500 940 24
8 33,000 1,320 33
9 46,000 1,840 46
10 62,000 2,480 62
11 82,000 3,280 82
12 108,000 4,320 108
13 140,000 5,600 140
14 185,000 7,400 185
15 240,000 9,600 240
16 315,000 12,600 315
17 410,000 16,400 410
18 530,000 21,200 530
19 685,000 27,400 685
20 880,000 35,200 880

Inspired Deckbuilding [3PP]

Source: Baron’s Glorious Arena

In a game where GMs or players are more interested in improvising their abilities rather than preparing them ahead of time, characters with the Card Casting drawback may lose the ability to create spell cards when regaining spell or stamina points to instead gain Sparking Printer as a bonus feat. A character using this rule has no minimum deck size and may remove cards created through Sparking Printer from their deck whenever they rest to regain spell or stamina points.

Integrated Aristeia Progression [S&P]

Although the Aristeia system is powerful, some GMs may wish to integrate it as a natural progression of characters rather than as a series of optional feats. This works particularly well for high-powered games.

At 3rd level and every 2 levels thereafter, all characters gain an Aristeia feat as a bonus feat.

Some GMs may wish to take this further by removing the system of Aristeia points entirely, allowing the characters to enter whatever level of Aristeia they feel is appropriate whenever their situations arise.

Language – Nyanspeak [Catgirl HB]

This language is closer to a dialect of common consisting of many of the same words and phonetics as its parent language accompanied by a distinct “nya”, both trailing at the end of phrases but also replacing phonetically similar words mid-sentence (such as “universe”, “magic”, and “immune” being pronounced as “nyunyaverse”, “nyagic”, and “innyune”).

Varying by region, Nyanspeak may be a nyaccent of a more dominant language, such as an offshoot of elven or halfling. A creature which knows Nyanspeak can speak and understand it regardless of dialect variance. Nyanspeak dialects are learned as a subset of a dominant language, and are listed with its parent language to denote what dialect is being used, such as Nyanspeak (common) and Nyanspeak (elven).

When learning a dialect of Nyanspeak, a creature must first know the dialect’s parent language. For example, a tiefling learning Nyanspeak (abyssal) must know abyssal normally before learning a Nyanspeak dialect of it; once the tiefling has learned Nyanspeak (abyssal), they may converse with any other dialect of Nyanspeak as though it were the same language, as nyas cross all language barriers. A creature which does not know Nyanspeak, but knows the Nyanspeak dialect’s parent language, may attempt a DC 30 Linguistics check while conversing or overhearing Nyanspeak to understand what is being said.

Catfolk and other similarly feline races may learn dialects of Nyanspeak for any other languages they possess as part of selecting their starting racial languages. Nyanspeak is otherwise a regularly available language which can be learned.

Levels Beyond 20 [HMH]

The Spheres of Power system is somewhat unique from conventional Pathfinder in its ability to sustain high-level play beyond level 20, and one could feasibly run a campaign that rises to arbitrarily high levels. Presented below are some rules that help to facilitate play beyond 20th level.

Class Progression

Class progression functions much as it does prior in normal level 1-20 gameplay, with characters gaining Hit Dice, improved saving throws, improved caster level, and improved base attack bonus as they level up. Characters continue to gain an ability score increase at every 4th Hit Die and a feat every odd Hit Die. If a character takes multiple classes without exceeding 20 levels in any of them, no special rules are needed in order to facilitate their continued development. If a character wishes to take more than 20 levels in a single class, the following guidelines should be used to organize their continued progression

  • Hit Dice, base attack bonus, saving throws, MSB, MSD, and magic or combat talents gained should continue to progress at the same rate. For example, a 24th-level Armorist would have a 24d10 Hit Die, a base attack bonus of +24, a caster level of 12, 12 magic talents from levelling up, a Reflex saving throw bonus of +8, and Fortitude and Will saving throw bonuses of +14.
  • A character should continue to gain bonus feats and bonus talents as their class would. For example, a thaumaturge would gain bonus feats at 24th level, 28th level, and every 4 levels thereafter while a conscript would continue to gain bonus talents at every odd level. If these bonus feats are traded out for selectable options by an archetype, the character continues to gain more of those selectable options in place of bonus feats. If a character loses a variable number of bonus feats as a result of selecting specialization, Table: Specialization Exchange Beyond Level 20 should be consulted to determine which bonus feats are lost.
  • A character should continue to gain arsenal tricks, bestial traits, or other selectable options at the same rate they gained them previously (for example, a shifter would gain an additional bestial trait at level 22 and every even level thereafter). This does not allow a character to select more selectable options that are only accessible at 20th level (for example, a level 22 alchemist would not be able to select a second grand discovery).
  • If a class ability grants a set numeric bonus at a regular rate, it should continue to progress at that rate and ignore any maximum values normally imposed upon the ability. For example, a thaumaturge’s bonus from forbidden lore would improve to +7 at 21st level and would increase by an additional +1 every 4 levels thereafter.
  • Class abilities based on uses per day continue to gain new uses at regular intervals corresponding to when they did so in previous levels. For example, a 22nd-level symbiat could use psionics for 46 rounds per day and a 25th-level blacksmith’s polish maintenance could reflect 6 rays per day.
Table: Specialization Exchange Beyond Level 20 Specialization
Points Lost Bonus Feats
1 30 and every 10 levels thereafter
2 26 and every 6 levels thereafter
3 All levels not divisible by 4
4 All levels not divisible by 8
5 All bonus feats lost

Wealth by Level Progression

A character’s expected wealth at a level beyond 20th is equal to 110 gp x the character’s level to the power of 3 (1,018,710 gp for 21st level, 1,171,280 gp for 22nd level, etc.). A heroic npc’s expected wealth at a level beyond 20th is equal to their level to the power of 4 (194,481 at 21st level, 234,256 at 22nd level, etc.).

Level Slow XP Medium XP Fast XP PC Wealth NPC Wealth
21 1,944,810 1,264,127 9,724,05 1,018,710 194,481
22 2,342,560 1,522,664 1,171,280 1,171,280 234,256
23 2,798,410 1,818,967 1,399,205 1,338,370 279,841
24 3,317,760 2,156,544 1,658,880 1,520,640 331,776
25 3,906,250 2,539,063 1,953,125 1,718,750 390,625
26 4,569,760 2,970,344 2,284,880 1,922,360 456,976
27 5,314,410 3,454,367 2,657,205 2,165,130 531,441
28 6,146,560 3,995,264 3,073,280 2,414,720 614,656
29 7,072,810 4,597,327 3,536,405 2,682,790 707,281
30 8,100,000 5,265,000 4,050,000 2,970,000 810,000

Optional Rule: Mythic Levels

One option for epic levels is to use mythic tiers as a replacement for class or a distinct class option. When a character would reach a milestone or gain enough experience points, they may choose to gain either a level or a mythic tier.

This rule may only be available up to a certain mythic tier or after a character has gained a certain number of levels and may serve as an alternative to gaining levels normally after a certain point.

Epic Boons

Although certain worlds may benefit from theoretically infinite power ceilings that allow characters to accrue any number of levels, a lot of GMs may wish to impose certain stopping points at which characters can no longer develop their powers through experience. The maximum level a character may be able to reach could be 20, 30, or perhaps a lower level such as 10 or 6 in a more down-to-earth setting. Epic boons is a system designed for GMs who wish to continue rewarding adventuring characters without bestowing new levels.

Whenever a character earns enough experience to level up to the next level beyond their maximum level or reaches a milestone in their adventure where levelling up would be appropriate, they instead gain a single epic boon of their choice. A character can gain any number of epic boons and each epic boon costs the same as the first (for example, a character whose max level is level 10 and uses medium experience point progression would gain a new epic boon for every 50,000 experience points they earn). Epic boons need not be spent immediately and can be saved.

Generally, epic boons should not be sufficient to increase a creature’s CR on their own. They are not intended to replace the levels which exceed a character’s maximum, but rather to supplement their existing strength. If a GM feels that a character’s epic boons make them sufficiently more powerful than they otherwise would be, it is advised that the character’s CR or effective level be increased by 1 point for every 5 epic boons they possess.

In a game beyond level 20, GMs may rule that epic boons can be taken in place of the feats that characters would gain at 21st level and every odd level thereafter. Epic boons gained in this way should not increase a creature’s CR on their own.

Epic boons are as follows. Epic boons can generally be selected any number of times so long as the character meets the prerequisites for it.

Additional Ability Uses: The character gains the ability to use one class ability which is limited in its uses per day 2 additional times per day or 1 additional time per day if they could otherwise only use it once per day. If the uses of the ability are instead counted in rounds, the character instead can use the ability for 6 additional rounds per day.

Bonus Feat: The character gains a single feat as a bonus feat.

Cosmic Favor: The character gains a +2 sacred or profane bonus (your choice) to a single ability score. This epic boon can be selected up to twice for each ability score, its effects stacking to a maximum of +4 to each ability score.

Mythic Feat: The character gains a single mythic feat as a bonus feat. A character must have at least one mythic feat to select this epic boon.

Template: The character gains a template of their choice (subject to GM discretion), spending 5 epic boons for every +1 by which their template would increase their CR (minimum 5 epic boons). Unlike other epic boons, this boon should always increase the character’s CR.

Unorthodox Technique: The character adds an ability score modifier of their choice to either AC or a single saving throw of their choice. This ability cannot be used to apply a third ability score modifier to a stat that is already affected by two or more ability scores (for example, a character with the paladin’s divine grace class feature could not select this epic boon to add Strength to their Reflex save modifier, as they are already adding both Dexterity and Charisma).

Wealth: The character gains valuables or assets equivalent in worth to 1/5 of their expected wealth for their level (for example, 6,600 gp for an 8th-level character or 176,000 gp for a 20th-level character). Should the character gain additional levels later on, this benefit scales up to match an equal percentage of their new expected wealth by level.

Ley Lines [RW HB]

The rules for ley lines were originally included in Pathfinder Roleplaying Game: Occult Adventures. These rules are reprinted in the Realmwalker’s Handbook alongside additional resources for ley lines in any setting, including those using Spheres of Power. Ley lines are inherently a worldbuilding resource and tool and may not be available in every setting. GMs should read this section and consider if ley lines are appropriate for their setting and game, and players should check with their GM whether ley lines are present before making use of the materials in this section.

What Are Ley Lines?

A ley line is a conduit of raw magic and other ambient energies absorbed from the surroundings which wind throughout all worlds and planes, like a massive network of veins, arteries, or channels, carrying power to and from locations or stockpiling them. Ley lines both absorb and disperse psychic energies and subconscious thought along their channels and sow this energy along its pathways, influencing supernatural phenomenon. Ley lines can also connect planes, carrying energies between the two planes and creating unique phenomena. A prominent example of interplanar ley lines are the bridges between the primary elemental planes and the subplanes which form between them, such as a potential intersection of an air-aligned and earth-aligned plane as a vast world of sand and erosion.

Interplanar ley lines are also a strong influence for the appearance of planetouched races, such as aasimar, tiefling, ifrit, and undine, where a connection between the material plane and an appropriate plane’s magic creates influences those settled near the leyline. Ley lines can also form between two locations on the same plane, ferrying and sharing the ambient energies between the two locations. Due to their age, ley lines are more often reasons for natural and supernatural phenomenon or the attraction of sentient life, rather than appearing afterwards. The influence of ley lines are also responsible for many sources of sorcerous and psychic magics, innate magical power, and the evolution of various magical beasts and humanoids based on what types of energy the ley line carries.

Depending on the setting, ley lines can be a known and common phenomenon or a closely kept secret shrouded in mystery depending on the society, cultures, and individuals which discover them. Cities and civilizations which have discovered a ley line may keep maps and charts of their paths, location, and strength, although that information may be a closely kept secret. Ley lines are powerful natural resources which can be used to augment magical experimentation and rituals or tapped into through other means. This often leads to powerful casters or magical organizations creating their arcane laboratories or headquarters located on top of ley lines, powerful magical creatures such as aboleths and dragons making their homes near ley lines, and druidic sects or witch covens founding their circles centered near a ley line.

Ley lines rarely overlap, as the energy required for one to form makes it difficult for a subsequent one to exist.

Ley Line Characteristics

The core characteristics of a ley line are location, size, and strength.

  • Location: For anything but an immortal or ageless race, ley lines are stationary, moving only slightly across eons or when uprooted by powerful magics.
  • Size: A ley line’s size can vary from small to massive, usually in proportion to its strength but also by circumstance, and can vary along its length in its connection between places. Many places of power, such as ancient shrines or holy sites, are often centered on powerful ley lines or the ley line later formed at that important site due to the psychic energies invested in the location by sentient creatures, whose thoughts attracted and helped to eventually form such a ley line. The largest of ley lines can range from areas such as entire cave systems, forests, and mountain ranges to large countries, continents, or even majorities of demiplanes.
  • Strength: A ley line’s strength is measured as a function of caster level, with a minimum caster level of 1. A ley line cannot ordinarily be dispelled or suppressed. When viewed by magical means, a ley line’s visual color depends on its strength, with weaker ley lines being a dull violet and powerful ley lines being a bright, vibrant red (from weaker to stronger: violet, indigo, blue, green, yellow, orange, red).
  • Accessible Nodes: While a ley line can span great distances, a ley line can only be accessed in a limited number of locations where the energies are most concentrated. Ley lines have at least 1 accessible node, with more depending on the nature of the ley line. Very rarely, a ley line may have no accessible nodes, or the accessibility of potential node locations can wax and wane over time – usually centuries. When a ley line has an accessible node, there is almost always a matching accessible node in the location the ley line connects to, be it another plane or another prominent place of power on the same plane.

Influence: Ley lines are frequently influenced with specific forms of magic closely related to where it formed and the planes it connects between. For example, a ley line which connects the material plane with the plane of negative energy may have influenced a region of powerful necromantic energies or become a place of importance for necromancers, whereas a massive river’s path may trace a ley line ferrying energy from the plane of water.

Because ley lines are dependent on their location, circumstances, and their points of connection equally, some ley lines can only be leveraged or tapped for purposes which align with these energies. Furthermore, depending on the phenomenon influenced by the ley line, the ley line’s energies may be visible even without magic-assisted sight, such as a medium-strength river ley line’s green hues being mixed with the appearance of flowing water and fish-like ephemerals of magic swimming along the river’s length. Areas of more chaotic magic, in contrast, may appear as a myriad of chaotically shifting colors and thematics entwined with the hue associated with the ley line’s strength running along the ley line’s area.

Ley Lines and Cosmology

Ley lines form as powerful conduits of magic between planes
and these representations can differ based on a setting’s cosmology. Three popular representations of a setting’s cosmology are detailed here as astral, myriad, and world tree cosmology.

In astral cosmology, the planes are separated much like planets in real space. Space itself is the separation of planes, and they may orbit, move, or stay relatively fixed in location. Traveling between planes can be accomplished using plane shift spells and similar, but also through physical travel with a spaceship or the interplanetary teleport spell.

In myriad cosmology, where each plane is a separate, distinct world connected by disparate magic and traversed by effects which specifically move between planes, ley line formations can serve as strong foundations for planar gates and other permanent access routes between the planes. In a myriad cosmology, each plane exists as a separate “ball”, which can intersect with other planes but is otherwise a solitary world. Myriad cosmologies feature many different configurations, depending on the setting and interpretation, and can include gateways which exist to bridge these planes, or intersections of planes where their traits overlap as sub-planes.

In world tree cosmology, each plane is connected, their boundaries bleeding into one another and often traversed by mundane means, although the journey itself may be deadly or impossible to all but the strongest or most well-equipped. The most prominent example of a world tree cosmology is in Norse mythology, where Yggdrasil, the namesake of the “world tree”, was the great bridge between midgard, the world of man, and the greater planes beyond. The roots of Yggdrasil could be represented by powerful ley lines, which anchor and form the bridges between planes.

Interacting with Ley Lines

Ley lines, and their specific access points, must be found before someone can tap into their powers. Specifically, while a ley line might travel across long distances, the accessible nodes of a ley line might be limited to unique places of power. Locating and Learning About Ley Lines: The Divination sphere offers a number of tools for locating and learning about ley lines.

  • Accessible Points and Location: The Divination sphere divine ability for magical auras, Mana sphere alternate divination Divine Mana Capacity, or Detect Spellcaster (divine) talent can each be used to locate accessible portions of a ley line within its area of effect. The ley line’s effective caster level determines the ley line’s strength. The True Seeing (sense) advanced talent allows someone to directly view ley lines, viewing them with their color and peculiarities as described above.

While a ley line might travel a long distance, most ley lines have a limited number of accessible points for attunement.

  • Information: The Divination sphere Divine Information and Dowsing (divine) talents, as well as the Divine Knowledge and Divine Information (divine) advanced talents can reveal information about the location, nature, and quality of ley lines, although being aware of a ley line can yield more specific results compared to more general questions about the general presence of one.

Ley Lines Attunement and Benefits: The accessible portion of a ley line can be tapped into by those with the talent and skill. Any creature capable of magic (such as spells, spelllike abilities, sphere effects, and other similar abilities) can tap into an accessible ley line within 100 feet. Attuning to a ley line takes 1 hour per 2 caster levels of the ley line (minimum 1 hour) and requires a successful Spellcraft check with a DC equal to 20 + the ley line’s caster level. A successful check attunes the creature to the ley line, and the creature remains attuned until the connection is severed.

While a creature is within 100 feet of a ley line it has attuned with, the creature gains an untyped bonus to its magic skill bonus and caster level for all magical effects equal to +1 + 1 for every 5 caster levels of the ley line. Treat this caster level bonus the same as the bonus from a Spheres of Power implement for the purposes of how the caster level bonus affects the creature’s magical effects; bonuses from different ley lines do not stack. Depending on the ley line’s influences, the ley line’s bonuses may only apply to certain types of magical effects (such as a fire-influenced ley line only granting its bonus to magical effects with the fire descriptor). Some ley lines may grant additional abilities, boons, effects, and resources (depending on the specific ley line).

A ley line’s range of influence is the whole length of the ley line and not only the accessible node. A creature that leaves a ley line’s range of influence does not lose its connection with the ley line and can return to use its strength, but while further than 100 feet from the ley line, the creature is no longer granted any benefits (unless otherwise stated by the ley line).

A creature’s connection to a ley line can be severed with a successful counterspell effect, such as from a dispel magic spell, the Counterspell feat, or other similar ability. The MSD of a creature’s connection to a ley line is equal to 11 + the ley line’s caster level.

Ley Line Degradation and Destruction: Ley lines are a very permanent magical phenomenon but can wear over the course of time by extreme magical force or other monumental events. Damage to a leyline can cause the magic to bleed out into the surrounding area, causing magical havoc or destructive supernatural phenomenon well beyond the ley line’s normal influences. However, damaging a ley line is incredibly difficult by any regular means. Even a weak leyline is impervious to most physical or magical attacks.

The mage’s disjunction spell (or another similar effect) can potentially destroy a ley line, although the caster must succeed at a magic skill check with a DC equal to 20 + the ley line’s caster level. When a ley line is destroyed this way, the caster suffers 2d6 points of damage per caster level of the ley line (no saving throw). Additionally, each creature attuned to the ley line, regardless of their distance, suffers 1d6 nonlethal damage per caster level of the ley line when it is destroyed. While this damage may be painful, the real risk comes after its destruction.

Severing a powerful magical conduit such as a ley line has a 1% chance per caster level of the ley line to create a permanent antimagic field, as that created by the antimagic field spell or the Protection sphere Antimagic Aura advanced talent, with a radius of 100 feet per caster level of the ley line, which eventually becomes a dead magic zone within 1d10 years if not undone.

Lastly, the caster of the mage’s disjunction effect must succeed at a DC 25 Will save or permanently lose all spellcasting, spelllike abilities, spherecasting, and other magic. This cannot be recovered by mortal magic, even the miracle or wish spell, and requires deific intervention to restore.

Sample Ley Lines

The following are some sample ley lines, including their caster level, descriptive characteristics, shape and size, and some setting-agnostic backstory. Ley lines are ultimately a GM tool, so the additional mechanical effects of a ley line, such as miscellany boons, are subject to GM discretion. These samples are meant to demonstrate how a ley line might work.

When designing a ley line, consider not only the location but the influence. Elemental influences may be easier to visualize the impacts of (great natural wonders, etc.) whereas aligned influences may be more subtle.

Hot Spring Path

“It’s strange, this winding road is warm and inviting, despite the snow drifts which flank it the whole way through the mountains. We ran across a tranquil and warm natural spring, which invigorated this weary traveler’s bones. The next day, we finished the journey, leaving the path’s warmth.” –A Traveler’s Diary

Caster Level: 1st.

Characteristics: Violet; a warm, soft path emanates a soft steam.

Accessible Nodes: 1 accessible ley line node at the hot spring found at the midpoint of the path.

Influence: Fire-aligned plane.

Phenomenon: The path is treated as Heat severity 1, overriding any Cold severity in the area as though it were a magical Weather sphere effect.

Attunement: +1 caster level to effects with the fire descriptor.

Attunement Boons: None.

Mortuary’s Rest

The rows of this graveyard are seeded with power, the wishes of its caretakers protecting it from desecration even centuries later.

Caster Level: 11th.

Characteristics: Yellow-Green; small wisp-like ghosts seem to wander the pathways.

Accessible Nodes: 3 accessible ley line nodes.

Influence: Neutral-aligned plane which houses souls (such as Limbo).

Phenomenon: Any attempts to raise undead in the ley line’s area of influence must succeed at a magic skill check against a DC 21. At sunrise, any headstone or grave marker is magically cleaned of dirt and grime and repaired of any damage.

Attunement: +3 caster level to negative and positive energy effects.

Attunement Boons: Once per day, an attuned creature can cast the Life sphere cure sphere ability as a sphere-like ability. The caster level for this effect is equal to the creature’s Hit Dice.

Spider’s Web

This intricate spider’s web from aeons past weaved through the tall, creaking trunks of the trees, where a kindly spider lived. This spider’s good acts and guardianship of its home garnered attention, unknowingly drawing magic from a far away place, where its efforts in protecting the forest were met with knowledge and magic. When the spider passed, the spider’s body turned to jade, sleeping forever at the center of a quiet clearing. The webs it spent so long spinning would eventually decay, but the memory of their pathways formed the ley line which surrounds the forest where the spider’s children still live.

Caster Level: 4th.

Characteristics: Indigo; its pathways appearing as spider silk-like strands which form an intricate spider’s web throughout the old forest.

Accessible Nodes: 1 accessible ley line node at the center of the forest, beneath the spider’s fossilized jade body.

Influence: Chaotic Good plane.

Phenomenon: The spiders of this forest are sentient (possessing an Intelligence score of 2), and are generally friendly to those who do not intend to harm the forest.

Attunement: +1 caster level to effects with the good or light descriptor, or any effect from the Nature sphere (plant) package.

Attunement Boons: An attuned creature gains the Sylvan language and the effects of the Nature sphere Speak With Wildlife (spirit) talent for vermin as a constant sphere-like effect.

Ley Line Rituals

The rules for ritual casting can be found in Ultimate Spheres of Power (pg. 421), and allow characters to access powerful, discrete magical effects otherwise not available through magic talent combinations.

As with any ritual, GMs should carefully review which rituals they want to include with their games and treat higher level rituals as being on the same level of impact as a high level advanced talent. This section includes a number of rituals for interacting with ley lines. While the ley line, locate and ley line, traverse rituals may be appropriate for most games, the ley line, genesis and ley line, suppress rituals presents a way for casters to irreversibly alter a region.

Rituals and Spell Lists: If using traditional spellcasting, these rituals are available on all spellcasting lists (arcane, divine, and psychic) spell level equal to their ritual level, requiring the same spellcasting components and material components, but not the additional generic material costs of casting a ritual.

Researchers of the ancient phenomenon known as ley lines have, over the course of history, developed a number of techniques to locate and traverse leylines, while more powerful ley line rituals are closely guarded, able to suppress or even create ley lines.

Ley Line, Genesis

The caster shapes planar energies and imprints these energies with their own subconscious. Upon completion, the resulting ley line is formed, bonding to the terrain.
Sphere Creation and Mana; Ritual Level 9
Casting Time 2 days
Components S, M (refined, high-grade quartz worth 80,000 gp)
Description This ritual permanently creates a ley line. The ritual’s caster is automatically attuned to this ley line and cannot have their connection severed or dispelled except by deific intervention.

The ley line’s caster level is 1d6. The caster may attune the ley line to all kinds of magic or may choose specific descriptors. Artificially created ley lines have a 1% chance to grant additional boons, determined by the GM. When determining ley line boons, the GM should consider both the location of the ley line and the caster’s intent when creating it. A ley line’s influences are not immediate, and may take days, years, or potentially centuries to properly manifest in the region.

The ley line’s size and shape conforms to a reasonably congruent area where the ritual is cast, and the caster may shape this area within reason, such as confining the ley line’s influence to a specific zone. If the caster attempts to create an arbitrarily large ley line the maximum size is determined by the GM as the ley line conforms to a congruent, continuous area, region, or natural formation. Attempting to create a ley line which stretches through incongruent regions will likely fail, stopping within the confines of a reasonable border, but a ley line which connects a large city, massive river, or mountain range can potentially be done successfully.

The caster may cast this ritual again to increase the ley line’s caster level by an additional +1d6. This cannot increase a ley line’s caster level above the caster’s Hit Dice. If the caster attempts to cast this ritual in an area with an existing ley line they did not create, the ritual fails.

Ley Line, Locate

Sphere Divination; Ritual Level 3
Casting Time 30 minutes
Components S, M (refined quartz worth 25 gp)
Description This ritual manifests an ephemeral wisp of each ley line within 10 miles whose location is not warded against divination effects. Each wisp is visually similar to the visual characteristics of the ley line it represents. Each wisp lasts for 1 hour, lingering in the location the ritual was cast. Upon examination, each wisp reveals the general direction, distance, and characteristics of the ley line it represents.

A masterwork navigational tool worth at least 100 gp (such as a compass or sextant) can be included as an optional focus component when casting this ritual. If a navigational tool is used as a focus component, when a wisp is manifested by this ritual, the caster can choose to bind that wisp to the navigational tool. For the next 7 days, instead of the navigational tool’s normal functions, it instead points towards the general direction of the ley line associated with that wisp, granting a +4 bonus on Survival checks made while traveling toward the associated ley line.

This ritual can be cast at higher levels, increasing the range of this ritual by 10 miles per additional ritual level. Costlier material components must be provided as normal for a ritual of that level.

Ley Line, Suppress

Sphere Mana; Ritual Level 8
Casting Time 1 day
Components S, M (refined quartz worth 1,000 gp)
Target 1 ley line
Description This ritual allows the caster to attempt a magic skill check to suppress 1 ley line within 100 feet. The caster attempts a magic skill check with a +5 bonus against the ley line’s MSD (20 + the ley line’s caster level). If successful, the ley line is suppressed for 1 year + 1 year for every 1 point your check result exceeds the DC. The caster is not at risk for a failed check.

If the caster provides a focus upon successfully completing this ritual, the ley line can be contained inside of the focus instead of being suppressed. A focus used this way must be either a minor or major artifact whose magic is similar to the ley line’s or a dedicated focus worth at least 50,000 gp (similar to creating a phylactery) which was designed to contain that specific ley line.

A ley line contained within an artifact or focus can be attuned to the same as a normal ley line, granting benefits to attuned creatures within 100 feet of the object, but does not grant any additional boons or create phenomenon while suppressed.

A suppressed ley line behaves in all ways similar to a ley line that is dispelled by a mage’s disjunction spell, except there is no backlash (e.g. the damage to the caster and attuned creatures, chance of an antimagic field, or saving throw to be deprived of magic). While a ley line is suppressed, any benefits and boons to other creatures stop within 1 week, and any supernatural phenomenon caused by the ley line’s normal influences may fade, become unstable, or otherwise change (subject to GM discretion).

Ley Line, Traverse

Sphere Warp; Ritual Level 4
Casting Time 1 hour
Components S, M (refined, high-grade quartz worth 150 gp)
Target 1 ley line accessible node.
Description This ritual functions as the plane shift spell, moving the caster and up to 5 other creatures within 50 feet of the ley line node to the plane associated with the ley line, except all transported creatures arrive at a particular location with precise accuracy. The location is specific to the ley line, usually a ley line accessible node located on the influencing plane. If the target ley line links two locations on the same plane, this ritual instead functions as the teleport spell with no chance to arrive off target.

Magic on Planes and Planets [RW HB]

In adventures which feature a large amount of travel, particularly to new planets and planes (often referred to as a “plane-hopping” adventure), magic and its manifestations can often be influenced or warped by the environment. One representation of influenced magic and manifestations is on planes of faerie, or other equivalent fey-dominant planes, where magic is subject to wild magic chance unless the caster’s source of magic is nature-influenced (such as a druid, hunter, or shaman’s magic). The concept of area-dependent magical limitations is an immensely dynamic and versatile worldbuilding tool where nuance and detail can be added to specific places, planes, and planets with fine details of how magic has “grown up” in certain regions where a specific general casting drawback was required to allow magic to function.

In Spheres of Power, casting traditions are often much more nuanced than in a traditional Pathfinder game, with variance based on technique, tradition, and circumstance. Worldbuilding with a customizable system of magic means that magic can vary from plane to plane or planet to planet, sometimes due to the actual plane or planet itself influencing the magic of anyone on it. An example would be a dying world with limited magics where all casting traditions are subject to the Terrain Casting general casting drawback, a chaotic plane of energy where all magic is subject to the Wild Magic general casting drawback, or even where magic is only found in idols or consecrated objects, requiring all casters to use the Focus Casting drawback.

These effects and manifestations, subject to GM discretion and preparation, may even extend and be forced upon outsiders (or planar travelers). This can be a powerful tool for storytelling, where magic is not only influential, but required to function on that plane. A visiting wizard might be required to retrieve an aforementioned consecrated idol in order to practice their craft and can be a unique form of exposition to exploit. Where a casting tradition drawback conflicts with the local influential drawback, such a caster might be seen by the natives as especially strange or alien as their magics are able to function without the normal limitations of that world. In incredibly rare circumstances, a casting tradition boon may also be part of these magical manifestations, such as all casters possessing the Overcharged casting boon, where outsiders and visitors could temporarily harness such power while visiting.

Examples of Place-Influenced Casting Manifestations:

  • Blademaster’s Sanctuary: A small, secluded island whose inhabitants are long descended from a legendary sword smith, who channeled fearsome and destructive power through his blades. Any magics performed on this island require the Galvanized general casting drawback (although the caster does not need to be proficient), and when casting any effect this way, the caster may choose to benefit from the Overcharged casting tradition boon (as a region defining drawback).
  • Old One’s Influences: While not a world or plane, the approach of a great old one or similar cthuloid creature could cause magic to warp and twist with their influence. This could be a region defining, hampering, or required drawback depending on the creature’s strength and use of magic could further empower their signs.
  • Soul-Sighted Plane: A world where each person with magic has a reflection of their character and soul visible to the eye (as small motes or spirits), as though each caster possessed the Witchmarked general casting drawback. A caster with a conflicting general casting drawback (Center Of Power, Magic Signs) may seem completely alien without this visual distinction (as a hampering drawback).
  • The Scorched Plains: A portion of a planet where, in the 100 mile radius stretching from the center of a vast temple to the local fire deity, a ley line has warped local magics. Any magics must be performed with an open flame (such as a candle, lantern, etc.) as a casting focus, as though each casting possessed the Focus Casting general casting drawback (as a required drawback).
  • Thoughtspinner’s Library: This massive plane is an endless library of knowledge, sprawled out like a spider’s web, where small civilizations have established themselves into various sections of the library. All magics are said to be directly “spun” from one’s consciousness, as though creating direct threads to each magical effect. Any magics are performed with the Consciousness Linked general casting drawback because when someone cannot maintain their “threads”, the threads retract and the magic ends (as a hampering drawback).

Effects of Place-Influenced Casting Drawbacks

A place, plane, or planet with a required drawback (referred to here as an “influential drawback”) warps and alters the creation of magical effects. Creatures native to that plane will almost always possess that casting tradition drawback as part of their magics, but outsiders and travelers to this place may find their magic hampered. However, any creature without the influential drawback may choose to include that drawback when creating a magic effect to create the effect without restriction.

If an influential drawback is a more constant effect (such as Center Of Power or Prepared Casting), the caster must choose to accept the casting tradition drawback when they rest and regain spell points before being able to choose to include the influential drawback into their magic.

An influential drawback is temporary while in that place, plane, or planet. Using an influential drawback (either temporarily or with preparation) does not grant the caster additional spell points and the caster loses access to the influential drawback if they leave the place, plane, or planet.

Whenever a caster attempts to create a magic effect which would be governed by a casting tradition (cast a spell, sphere effect, etc.), the caster may choose to include the influential drawback into their casting. If the caster does not include the influential drawback with their casting, they are impeded, or potentially completely prevented, based on the strength of influence (see Table: Place-Influenced Casting). If a caster has an incompatible casting tradition drawback with the local area’s influential drawback, they are not required to use the influential casting drawback.

For the purposes of this mechanic, “magic effect” includes any spellcasting, spherecasting, or other similar ability which would normally be governed by a casting tradition (such as psionics, wordcasting, etc.).

Table: Place-Influenced Casting
Level of Influence Effect
Region Defining Drawback Magic is not impossible but is hampered when not using the influential drawback. A caster without the influential casting drawback must succeed at a concentration check whenever they create a magic effect (DC 15 + 1/2 the caster level of the effect).
Hampering Drawback Magic is difficult and actively resists those who do not include the influential drawback. A caster without the influential casting drawback must succeed at a concentration check whenever they create a magic effect (DC 20 + the caster level of the effect).
Required Drawback Magic is impossible without the influential drawback. A caster who does not include the influential drawback cannot create the magic effect (unless they possess a conflicting drawback).
Chaotic Interference Magic performed without the influential drawback is erratic and unpredictable. A magic effect created without the influential drawback has an additional 20%, 50%, or 100% wild magic chance. This wild magic chance is in addition to any the caster may already possess. An effect without an associated wild magic table instead uses the universal wild magic table or another appropriate table, subject to GM discretion. Some places, planes, or planets may have unique wild magic tables.

The influence’s additional wild magic chance is fixed, but may vary in intensity depending on the area or location (such as stronger or weaker areas with this influence). When selecting an influential casting drawback for a place, plane, or planet, GMs should be careful about forcing a drawback which is too debilitating to someone not prepared for it.

For example, the Skilled Casting general casting drawback is often something a character needs to build around or prepare for, and having it forced upon them may be too difficult. In games or settings with mixed magic systems (such as one using vancian 1st party magic and spherecasting), treat and assign casters without a casting tradition as appropriate (such as a wizard having Somatic Casting and Verbal Casting).

Skill Checks for Plane-Dependent Drawbacks

When encountering a place, plane, or planet with different magic, such as an influential drawback, the following skill check may be used by characters traveling to and encountering such places.
Task Skills DC
Identify Local Influential Drawback Knowledge (arcana), Knowledge (planes), or Spellcraft 15

Mass Combat Special Abilities [HMH]

The following section expands the special abilities gained in mass combat for use with Spheres of Power and Spheres of Might. As the sheer breadth of class features in these systems makes indexing abilities difficult and expansion needlessly cumbersome, this system ties an army’s special abilities to the spheres that members possess rather than specific class abilities.

Alteration: Once per battle, the army may gain the aquatic, amphibious, climb, darkvision, flight, low-light vision, or scent special ability. The army can end this ability in any later phase. For every 2 Alteration talents the army possesses beyond the base sphere, they may use this ability an additional time per battle.

Alchemy: The army can create healing potions for itself or another army without needing any of the building requirements described in the healing potion resource. You must pay the BP cost for these potions as normal.

Athletics: The army treats the Defense of fortifications as 1 lower than normal. For every 2 Athletics talents the army possesses beyond the base sphere, the Defense is an additional 1 lower (to a minimum of 0).

Barrage: In the first Ranged phase, increase the army’s OM by 1 for ranged attacks. In the second and subsequent Ranged phases, increase it by 2 instead. The bonus on subsequent rounds increases by 1 for every 2 Barrage talents the army possesses beyond the base sphere.

Barroom: The cost in BP of healing potions, improved weapons, magic weapons, improved armor, and magic armor for the army is reduced by 1, plus an additional 1 for every 2 Barroom talents the army possesses beyond the base sphere (minimum 0).

Bear: Talents from the Bear sphere count as talents in any one other sphere of the army’s choice, chosen at the start of the battle. The army must have a base sphere for the Bear sphere to count as a talent of that sphere.

Beastmastery: The army’s animal companions increase the army’s OM by 1, plus 1 for every 2 Beastmastery talents the army possesses beyond the base sphere.

Berserker: Once per battle, the commander may order the army to berserk. Increase the army’s OM by 1, decrease its DV by 1, and add a +1 bonus on its Morale checks against fear and routing. The bonuses increase by 1 for every 2 Berserker talents the army possesses beyond the base sphere

Blood: Each time the army damages an enemy army, reduce the enemy army’s DV by 1. This penalty increases by 1 for every 2 Blood talents the army possesses beyond the base sphere.

Boxing: Reduce any penalties to OM that the army takes from tactics by 1. This penalty reduction improves by 1 for every 2 Boxing talents the army possesses beyond the base sphere.

Brute: Armies damaged by this army takes a -1 speed penalty until the end of the current battle phase (minimum 0). This penalty increases by 1 for every 2 Brute talents the army possesses beyond the base sphere.

Conjuration: Once per battle, the army may increase its OM or an allied army’s OM by 1 for the rest of the battle. This bonus increases by 1 for every 2 Conjuration talents the army possesses beyond the base sphere.

Creation: Once per battle, the army may increase or reduce the bonus to DV provided by a fortification by 2. This increase or decrease improves by 1 for every 2 Creation talents the army possesses beyond the base sphere. If an army does not possess fortifications, this ability may be used to create fortifications which grant a bonus to DV equal to the bonus granted by this ability.

Dark: The army takes no OM or DV penalties in dim light or darkness. Once per battle, the army may create the darkness battlefield condition. The penalties of this darkness increase by 1 for every 2 Darkness talents the army possesses beyond the base sphere.

Death: If the army destroys a living army of equal or greater size, it may immediately recover a number of hit points equal to twice its ACR or create a new army of its type but two sizes smaller than itself. This healing increases by 1 for every Death talent the army possesses beyond the base sphere.

Destruction: The army can make ranged attacks. In the Ranged and Melee phases, it deals +1d4 points of damage plus 1 additional point of damage for every 2 Destruction talents it possesses beyond the base sphere.

Divination: The army reduces its OM and DV penalties from darkness, invisibility, and weather by half. These penalties are reduced by an additional 1 (minimum 0) for every 2 Divination talents the army possesses beyond the base sphere.

Dual-Wielding: In the first Melee phase, increase the army’s OM by 1. In the second and subsequent Melee phases, increase it by 2 instead. The bonus on subsequent rounds increases by 1 for every 2 Dual-Wielding talents the army possesses beyond the base sphere.

Duelist: When this army deals damage in melee, the target army takes an automatic 1d6 points of damage at the start of the next phase. This damage increases by 1 for every 2 Duelist talents the army possesses beyond the base sphere.

Enhancement: Increase the army’s OM by 1, plus an additional 1 for every 2 Enhancement talents the army possesses beyond the base sphere.

Equipment: The army does not have its movement speed reduced for wearing medium or heavy armor.

Fallen Fey: The army reduces any penalties it is suffering on morale checks by 1. This reduction applies individually to each penalty and increases by 1 for every 2 Fallen Fey talents the army possesses beyond the base sphere.

Fate: The army gains a +1 bonus on all morale checks. This bonus improves by 1 for every 2 Fate talents possessed beyond the base sphere.

Fencing: The army increases its OM by 2 when making an ambush, when using the expert flankers tactic, or on the phase after using the false retreat tactic. This bonus increases by 1 for every 2 Fencing talents the army possesses beyond the base sphere.

Gladiator: Enemy armies engaged with this army take a -1 penalty on morale checks. This penalty improves by 1 for every 2 Gladiator talents the army possesses beyond the base sphere.

Guardian: The army continues to fight even if demoralized or nearly dead. If the army is defeated or routed, it may continue to act for one more Melee phase, and its OM and DV are reduced by 4 for that phase. For every Guardian talent possessed beyond the base sphere, this reduction is reduced by 1 (to a minimum of 0).

Illusion: Any army attacking this army takes a –1 penalty to its OM for that attack. Any army attacked by this army takes a –1 penalty to its DV against its attacks. Armies that cannot see invisible creatures cannot prevent this army from withdrawing. These penalties increase by 1 for every 2 Illusion talents the army possesses beyond the base sphere.

Lancer: The army gains a +1 to damage against armies that it entered combat with this turn and armies that are routed. These bonuses increase by 1 for every 2 Lancer talents the army possesses beyond the base sphere.

Leadership: The army’s hit points increase by its ACR. For every 2 Leadership talents the army possesses, this hit points increase by an additional amount equal to the army’s ACR.

Life: Once per battle, the army can heal a number of hit points equal to half its ACR. This healing increases by 2 for every Life talent the army possesses beyond the base sphere.

Light: The army takes no OM or DV penalties in dim light or darkness. For every 2 Light sphere talents possessed beyond the base sphere, the army reduces any penalties it takes to OM or DV by 1 (this reduces the total penalty, not each penalty individually).

Mana: The army gains an additional use of a single ability that is normally usable once per battle plus an additional use for every 2 Mana talents it possesses beyond the base sphere. These extra uses may be divided up between different abilities.

Mind: If the army damages an enemy army, that army must attempt a Morale check (DC = 10 + your army’s ACR + 1 for every 2 Mind talents the army possesses beyond the base sphere). Failure means the enemy army is afraid and cannot attempt an Offense check to attack during the next phase. If an army fails a Morale check during a phase in which it is already afraid, it routs.

Nature: Once per battle, the army may grant or remove the advantageous terrain or battlefield advantage condition from a battlefield. When granting either condition, the bonus it grants increases by 1 for every 2 Nature talents possessed beyond the base sphere.

Open Hand: Each Melee phase, the target enemy army reduces its DV by 1 until the end of the phase. This reduction increases by 1 for every 2 Open Hand talents the army possesses beyond the base sphere.

Pilot: The army gains mounts, increasing its OM and DV by 2 while increasing its consumption by 2. For every 2 Pilot talents the army possesses, the OM and DV bonuses increase by 1.

Protection: Increase the army’s DV by 1, plus an additional 1 for every 2 Protection talents the army possesses beyond the base sphere.

Scoundrel: Reduce any penalties to DV that the army takes from tactics by 1. This penalty reduction improves by 1 for every 2 Scoundrel talents the army possesses beyond the base sphere.

Scout: If an army with this ability is ambushed, the attacking army must resolve the attack as a normal attack. An army with this ability is unaffected by the feint tactic. An army with at least 3 Scout talents beyond the base sphere negates any bonuses an attacking army would gain from any of the following tactics: expert flankers, false retreat, pincer maneuver.

Shield: An army that attacks this army reduces any OM bonuses and damage bonuses from special abilities by 2 (minimum 0). This reduction is applied to the bonuses as a whole rather than individual bonuses and increase by 1 for every 2 Shield talents this army possesses beyond the base sphere.

Sniper: An army with this ability ignores up to 2 points of Defense bonus that a defending army gains from terrain or fortifications, plus an additional point for every 2 Sniper talents the army possesses beyond the base sphere. If shooting at an enemy army engaged with a friendly army, you never inflict friendly fire damage

Tech: The army is armed with masterwork weapons, increasing OM and Consumption by 1. For every 2 Tech talents the army possesses beyond the first, the their OM and DV bonuses increase by 1.

Technomancy: The total bonuses granted from equipment, the Pilot sphere, and the Tech sphere to enemy armies engaged with this army is reduced by 2. These penalties increase by 1 for every 2 Technomancy talents beyond the base sphere that this army possesses.

Telekinesis: The army gains the flight ability and a +1 bonus to DV for every 2 Telekinesis talents it possesses beyond the base sphere.

Time: The army gains a +3 bonus to morale checks to change tactics. This bonus increases by 1 for every 2 Time talents it possesses beyond the base sphere.

Trap: Each time the army damages an enemy army, reduce the enemy army’s OM by 1 (minimum 0). This penalty increases by 1 for every 2 Trap talents the army possesses beyond the base sphere.

War: When attacking an army with which it is already engaged, the army gains a +1 bonus to OM which improves by 1 for every 2 War talents it possesses beyond the base sphere.

Warleader: The army gains a +2 bonus on Morale checks against fear and routs. This bonus increases by 1 for every 2 Warleader talents the army possesses beyond the base sphere. Alternatively, the army may apply these bonuses to an allied army in the same battle.

Warp: The army treats the Defense of fortifications as 1 lower plus an additional 1 lower for every 2 Warp talents the army possesses beyond the base sphere (minimum 0). It automatically succeeds at checks to withdraw and can travel to any hex on the same day (its speed is irrelevant and not hampered by difficult terrain).

Weather: Once per battle, the army can create or remove one of the following battlefield conditions: fog, rain, wind. If the army possesses at least 3 Weather talents beyond the base sphere, they may also create or remove sandstorm and snow conditions.

Wrestling: The target army takes a –2 penalty on Morale checks to resist a rout or use the withdraw tactic. This penalty increases by 1 for every 2 Wrestling talents the army possesses beyond the base sphere

  • Pilot sphere included in Arcforge Campaign Setting: Spheres Left Behind. Legendary Games © 2019. Included here for completion.
  • Technomancy sphere included in Arcforge Campaign Setting: Spheres of Influence. Legendary Games © 2018. Included here for completion.
  • Feint and pincer maneuver tactics included in Ultimate Kingdoms. Legendary Games © 2020.

Oath Points in place of Wealth [S&P]

Managing character wealth is a difficult but necessary task for many GMs, as many situations are designed with the expectation that players possess certain numbers-boosting pieces of equipment. Oath boons provide alternative sources for many of these item-based bonuses, and a GM may wish to grant free Oath boons to PCs as an alternative to typical magical gear. This diminishes the bookkeeping necessary for many high-level characters.

Generally, a character given half of the normal wealth for their level and 7 free Oath points worth of Oath boons should be similar in power to a character with normal wealth for their level. Similarly, 15 Oath points should be sufficient to give a character with little wealth beyond mundane equipment a similar degree of strength and versatility to a character who possesses normal wealth for their level. If GMs feel that these numbers are unbalanced in their particular campaign world at a specific level, they may wish to grant or revoke Oath points in order to reach the proper balance in conjunction with the expensive or unique equipment they may wish to supply players.

This process can be applied to low-wealth NPCs as well. An NPC who possesses mundane equipment and 5 Oath points worth of free Oath boons is likely to be of similar strength to an NPC with more typical wealth.

As wealth is much more limited in this ruleset, Oaths which rely on wealth limitation (such as Oath of Offerings and Oath of Poverty) should not be allowed or should be appropriately reduced in the number of Oath points they grant. Similarly, Oath points granted in place of wealth should not count towards the maximum number of Oath points a character can benefit from.

Opt-In Negative Energy Affinity [Gravecaller's HB]

Rule: With the opt-in negative energy affinity variant rule, any race can accept the following racial trait:

Negative Energy Affinity: Though a living creature, the race reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it. Context and Reasoning: This option allows any race to have a similar experience as the dhampir race, undead by association and not by mechanics.

In a game using opt-in negative energy affinity, any race that gains negative energy affinity instead gains Skill Focus as a bonus feat, and may choose to opt into this variant rule like any other race. For example, a dhampir would gain Skill Focus as a bonus feat instead of their negative energy affinity trait and could then choose to opt into having negative energy affinity, whereas a dwarf could choose to gain negative energy affinity normally. Any class that would gain negative energy affinity, or something similar, may instead gain a bonus feat related to that class, subject to GM discretion (such as the lichling soul weaver gaining a bonus feat with spherecasting or bound nexus as a prerequisite).

The gameplay and mechanical implications of this variant rule are relatively minor but offer some mechanical backing to wanting to play a “lesser undead” elf or aasimar, for example, without all the mechanical headaches that come with the undead type.

Psionic Options in Spheres of Power [LG]

Source: Arcforge Players Compendium

While psionic feats and equipment have a distinct set of mechanics attached to them, most of these mechanics can be converted with relative ease to characters and games that utilize Spheres of Power. Feats, equipment, and other abilities which use psionics-specific subsystems should be converted based on the following parameters.

Psionic Feats: Any character that possesses a casting tradition is capable of selecting psionic feats and is considered to have the psionic subtype. The character uses their MSB as their manifester level and total levels in a psionic class for the purpose of meeting prerequisites.

Feats which would grant a character 2 or more power points may instead grant the character 2 spell points.

If a class would grant the ability to select psionic feats as bonus feats, a character can also select Extra Magic TalentUSoP or any feat which has casting as a prerequisite (item creation feats, metamagic feats, Sphere FocusUSoP, Circle CastingUSoP, etc.).

Power Points: For any purpose except for manifesting powers, a character may spend spell points in place of power points. A spell point may be spent in place of a number of power points up to 1 + 1 for every 4 points of the caster’s MSB.

For example, a level 5 elanUP dreadUP with the schicksalhand* archetype could spend a spell point to reduce damage taken by 4 with their resilience racial trait, spend 2 spell points to increase the damage from their horrible strike terror by 2d6, or spend a single spell point to empower their deep crystal weapon to deal additional damage, as 1 spell point is worth 2 power points. If the dread were level 13, the dread could spend a spell point to negate 8 points of damage or add 4d6 to horrible strike respectively, as 1 spell point would be worth 4 power points.

When converting spell points into power points, a character cannot spend a number of effective power points greater than their MSB.

For example, the previously-mentioned 13th-level dread would be able to spend 4 spell points on resilience but could only reduce the damage by 26 rather than 32, as they have an MSB of 13 and would only be able to spend 13 effective power points.

Any ability or item which detects power points (such as an awakened staff*) also detects spell points. Any effect which drains power points from a target may instead drain 1 spell point for every 4 power points drained (minimum 1 spell point).

Psionic Focus: If a character possesses the Mental FocusUSoP drawback, they may expend mental focus in place of psionic focus for any purpose. For the purpose of meeting prerequisites, the Fast Focus feat counts as the Psionic Meditation feat. Any feat or ability that would affect psionic focus (such as the Deep Focus feat) instead affects mental focus.

A character may spend a spell point in place of spending psionic focus to achieve an effect which would require psionic focus, but they do not gain any special benefits from maintaining psionic focus.

Alternatively, characters may use the Sage’s Focus feat to emulate psionic focus through martial focus. GMs may wish to grant Sage’s Focus as a bonus feat to classes that rely heavily on using psionic focus or allow it to be selected as a drawback feat.

Psibertech: Characters can select psibertech in place of combat talents, magic talents, skill talents, feats, or bonus feats if they possess a spell point pool.

Collectives: If a character possesses the collective class feature, they may target willing creatures within their collective with any sphere effect that has a range greater than personal. All other non-range restrictions of the sphere effect still apply.

Psionic Prestige Classes: A character with spherecasting abilities counts as having a pool of power points for the purpose of meeting prerequisites and can use their caster level in place of a manifester for the purpose of meeting prerequisites. They are considered capable of manifesting powers with a level equal to 1/2 their caster level and may substitute magic talents for similar psionic powers (for example, substituting the Telekinesis sphere for knowledge of the telekinetic force power).

At every level that a psionic prestige class would grant an increase to powers known and manifester level, a character can instead choose to increase their caster level by 1 and learn a magic talent. This level counts as a level in spherecasting class.

Every level in a prestige class which could grant power points, increased manifester level, or powers known instead increases a character’s spell pool as if they had leveled up in a class that progresses their spell points. This level counts as a level in spherecasting class.

Effects of these prestige classes which apply to power points instead apply to spell points, converting the amounts as normal (see the Power Points rules above). Effects that apply to psionic powers may instead apply to magic sphere effects.
Whenever a prestige class would grant a power known, the character may choose to instead gain a magic talent of their choice.

Skill Talent Exchange [DRS]

Source: Diamond Spheres: Hustle & Bustle

If the GM wishes to run a game that encourages the use of skill-based abilities while retaining a focus on combat (or simply wishes to allow more flexibility with skill talents), they can allow a character with a utility talent progression to exchange it for more standard talents.

A character with a skill talent progression can choose to remove their utility talent progression for more general skill talents. A Trained operative would instead gain a skill talent every 2 levels, a Journeyman operative 3/4ths of a skill talent every level, and a Virtuoso operative a skill talent every level.

Simple Trade Traditions [DRS]

Source: Diamond Spheres: Hustle & Bustle

Certain classes are better with skills than others, and although Spheres of Guile was initially intended to maintain this delineation, some GMs may want to use trade traditions as a way of ‘closing the gap’ even more.

A game using this variant rule treats all characters who opt into a trade tradition as if they had an adroit trade rank.

Spellcasting Services [HMH Variant]

If a character wishes to purchase spellcasting services from a spherecaster, the payment for the effect is equal to 10 gp x the caster level of the effect x the number of talents required to create the effect (including the base sphere) x the number of spell points needed to create the effect (minimum 1). If an effect would require additional feats or unique class features, each feat or class feature is considered to be one talent for the purpose of determining the cost of the effect. Each advanced talent is considered 2 talents for the purpose of determining the cost of a spellcasting service. If a sphere effect is permanent, the base price of the spellcasting service is 500 gp rather than 10 gp.

When looking for spellcasting services in a settlement, the maximum possible caster level for sphere effects is equal to twice the town’s base spellcasting level. The maximum number of feats or talents that may be used in a purchased service is equal to the town’s base spellcasting level. For example, a Small Town with an unmodified base spellcasting level could provide spellcasting services up to a caster level of 8 that use up to 4 feats or talents.

Table: Spellcasting Service Components
Base price 10 gp, 500 gp if effect is permanent
Caster level Multiply cost by caster level
Spheres, talents, feats, class features Multiply cost by total number of spheres/talents/feats/class features used
Advanced talents Each advanced talent counts as 2 talents for the purpose of cost

Sphere Fields [HMH]

With more than 22 magic spheres, some settings may wish to compartmentalize magic into a smaller number of wider categories for the purpose of the setting’s mythology. For example, a setting may rule that the world-shifting powers of the Nature, Telekinesis, and Weather spheres all stem from a singular source or that the Conjuration, Time, and Warp spheres all operate on a shared set of hyper-dimensional principles. The sphere field rules are designed as a rules space for such distinct “meta-spheres” that GMs may use to thematically categorize magic in a setting, allowing for a more detailed mapping of the trappings of magic or greater compatibility with existing options tied to specific structures of magic.

A sphere field can be made up any number of spheres, usually ranging from two to eight. The totality of sphere fields should encompass all magic spheres used in a setting. Some spheres may reside in multiple sphere fields or possibly have their abilities split between multiple sphere fields (for example, (space) talents may be in a separate sphere field from other Warp sphere effects).

The following options are designed to be used in conjunction with sphere fields. It should be noted that these options grow in power the more spheres are consolidated into a single sphere field.

Feats

Sphere Field Focus

Prerequisite: Sphere Focus (any sphere).

Benefit: Choose one sphere field that includes a sphere for which you have selected the Sphere Focus feat. The benefits of the Sphere Focus feat apply to all spheres within that sphere field.

Special: This feat may be selected multiple times, each time selecting a different sphere field.

Implement Special Abilities

Field Mastery

The implement provides an enhancement bonus to all spheres of a specific sphere family, chosen when this special ability is gained.

Aura as all spheres within the sphere family; CL 10th; Craft Implement Of Power, the crafter must have access to all of the spheres to be enhanced; Cost: +3 bonus

Sample Sphere Fields

The Arcane Schools
Abjuration (Mana, Protection)
Conjuration (Conjuration, Creation, Nature, Warp)
Divination (Divination, Fate)
Enchantment (Fallen Fey, Mind, War)
Evocation (Destruction, Telekinesis, Technomancy*)
Illusion (Darkness, Illusion, Light)
Necromancy (Blood, Death, Life)
Transmutation (Alteration, Bear, Enhancement, Time, Weather)

The Dark Traditions
Correspondence (Warp)
Entropy (Death, Fate, War)
Forces (Destruction, Light, Nature, Weather)
Life (Alteration, Bear, Blood, Life)
Matter (Creation, Enhancement, Telekinesis)
Mind (Divination, Illusion, Mind)
Prime (Mana, Technomancy)
Spirit (Conjuration, Dark, Fallen Fey)
Time (Protection, Time)

The Psionic Sciences
Clairsentience (Divination, Fallen Fey, Fate, Technomancy)
Metacreativity (Conjuration, Creation, Dark, Enhancement, Nature)
Psychokinesis (Destruction, Light, Mana, Protection, Telekinesis, Weather)
Psychometabolism (Alteration, Bear, Blood, Death, Life)
Psychoportation (Time, Warp)
Telepathy (Illusion, Mind, War)

The Trifold Ascendancies
Invention (Conjuration, Creation, Dark, Death, Destruction, Light, Nature, Weather)
Mentalism (Divination, Fallen Fey, Fate, Illusion, Mind, War)
Variation (Alteration, Bear, Blood, Enhancement, Life, Mana, Protection, Technomancy, Telekinesis, Time, Warp)

Technomancy sphere included in Arcforge Campaign Setting: Spheres of Influence. Legendary Games © 2018. Included here for completion.

Undead Player Characters [Gravecaller's HB]

Wiki Note: This rule is not particularly meant to be used with the Opt-In Negative Energy Affinity variant rule.

Rule: With the undead player characters variant rule, any race can accept the following racial trait:

**Undeath: The race’s type changes to undead. It retains any subtypes and uses all the base creature’s statistics and abilities but gains all the traits listed by the undead type. This alters the race’s creature type.

Context and Reasoning: This option allows any race to have the undead type along with its immunities and weaknesses. It is intentionally left open-ended for characters to choose if they are a more corpse-like undead, such as a zombie, skeletal, or simply preserved, like a vampire.

Unlike the opt-in negative energy affinity variant rule, this variant rule can be a very noticeable and powerful change. It is important for a GM to understand that the immunities granted by the undead type are some of the most comprehensive and powerful immunities in Pathfinder. GMs can and will find it challenging when player characters are immune to a majority of the game’s saving throws and should be willing to adjust encounters to appropriately challenge a player character with the undead type.

When allowing a player character to accept the undead type, GMs should closely monitor or supervise the character generation process. Because the undead type does not have a Constitution score, and uses Charisma instead of Constitution, Charisma becomes a much more valuable ability score. Players using their point buy or other ability score generation methods may be tempted to “dump” Constitution to bolster their other ability scores, oftentimes to levels which would not have been feasible for the formerly-living body that player represents. It is important to remember that creatures with the undead type are destroyed when they reach 0 or fewer hit points.

Some GMs and players may find that this prevents deadlier encounters due to a fear of killing a player’s character and removing that character’s roleplay, history, and story. One suggested solution is to implement the following addendum to the undead racial trait above:

  • Clinging to Undeath: The creature gains a Constitution score and can be targeted by spells and effects that target living creatures or undead, as well as those that require a Fortitude save. They are no longer immune to ability damage, ability drain, energy drain, exhaustion or fatigue. Races with this trait require sleep, but they do not need to breathe or eat. They are not destroyed when reduced to 0 hit points, instead becoming unconscious and stable. They are destroyed when reduced to a negative number of hit points equal to their Charisma score. The creature can be raised or resurrected when destroyed. This alters the race’s creature type (requires undeath).

This change, inspired by a similar option presented to the wyrwood race from Pathfinder Player Companion: Heroes of Golarion, removes some of the benefits of the undead type but allows the character to not be permanently killed when reduced to 0 hit points. GMs should find using the clinging to undeath racial trait as a modification to the undeath trait to be less difficult to navigate around, but should feel free to adjust the immunities and tradeoffs presented by clinging to undeath to fit their needs, such as removing the immunity to mind-affected or Fortitude saves. However, the more that is removed, the more it is advised to simply use the opt-in negative energy affinity variant rule instead.

When using this variant rule, consider granting player characters who do not opt into being undead a bonus feat or other benefit to help even the playing field with characters who will have these immunities and benefits.

Universal Magic [HMH]

One way to create and convey a high-magic world is to give every character at least some sort of access to magic. The Universal Magic optional rules bestow easy access to a variety of supernatural abilities to every character in the setting, allowing everyone from laborers to nobility to perform magical feats without the need for special training or unique resources.

Anyone with class levels gains bonus class skills, talents, and feats as they gain Hit Dice. Some GMs may wish to give these abilities to monsters as well.

  • Spellcraft and Use Magic Device are class skills for all characters.
  • At 1st level, every character gains Cantrips and Basic Magic Training as bonus feats.
  • At 3rd level, every character gains Advanced Magic Training as a bonus feat. At 3rd level and every 2 levels thereafter, every character gains Extra Spell Points as a bonus feat.
  • At 5th level and every 4 levels thereafter, every character gains Extra Magic Talent as a bonus feat.
  • If a class would grant magic talents at rate greater than or equal to the class’ caster level progression, they instead grant a magic talent every level (for example, a mageknight using these rules would gain a magic talent every level, while a troubadour or fighter would not experience any change in their progression). If the class possesses the blended training class feature, they may select a combat talent in place of a magic talent.

Certain classes may not be appropriate for this enhanced talent progression if their low progression is balanced against full caster level progression (such as the thaumaturge), the ability to alternate talents daily (such as the sphere arcanist), or a class ability which effectively enhances sphere progression (such as a sage’s style talents or an antiquarian armiger’s mystic bond).

Utility Talent Exchange [DRS]

Source: Diamond Spheres: Hustle & Bustle

If a GM wants to run a more social-leaning game, they can allow a character to exchange standard talents for more utility talents.

A character with a talent progression can exchange 1 standard talent with 2 utility talents, although only once every 4 Hit Dice.

Widespread Techniques [3PP]

Source: Baron’s Glorious Arena

Certain GMs may wish to encourage players in constructing their own techniques by making the system widespread and easily accessible rather than gating it behind feats. When using Widespread Techniques as a variant rule, the following changes should be made:

  • All characters gain Technique Crafting as a bonus feat
  • The number of Techniques a character may know at a time is equal to their casting or practitioner ability modifier+their character level.
  • The time to research a new Technique is reduced to 1 hour of research + 1 per point of the Technique’s complexity
  • Characters automatically succeed at skill checks required to craft or learn a new technique once they have spent the time studying it.
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