Spheres
Casting Tradition
Type: Divine
Boons: +1 SP per Level
Drawbacks: Galvanized, Somatic Casting x2, Verbal Casting, Center of Power
Mana
Base Sphere
You learn to bend the rules of magic to your advantage. As a standard action, you may use any (manipulation) that you possess, up to a range of close. You must remain within this range when maintaining a (manipulation) through concentration. When you gain the Mana sphere, you gain the Shuffle manipulation.
Some manipulations are also marked (amp). (Amp) talents modify the nature of a sphere effect as it is cast, or amplify the next sphere effect cast that it can apply to. (Amp) talents cannot modify sphere effects that are modified by metamagic feats, and likewise a sphere effect modified by an (amp) talent cannot be modified by a metamagic feat. Only a single (amp) may affect a sphere effect at any time; if multiple (amp) effects are used on a single sphere effect, the spherecaster creating the sphere effect must decide which functions. (Amp) talents may also not be affected by other (amp) talents, nor may metamagic feats be applied to them.
Unless otherwise specified, you can activate (amp) talents as an immediate action made as part of creating a sphere effect that it can be applied to, acting as an extension to that sphere effect rather than creating two sphere effects. If you fail to cast the sphere effect, the (amp) is wasted and does not carry over to any other sphere effect you attempt to create. Alternatively, you can spend a standard action to allow a willing ally within range of your manipulate to gain the benefits of that (amp) talent on the next eligible sphere effect they cast before the start of your next turn.
Some (amp) talents reduce an effect’s caster level. If the caster level would be reduced to 0 or lower, the sphere effect fails and any spell points or actions spent are wasted. Any saving throws required by (amp) talents use your Mana sphere caster level, unless otherwise specified.
Shuffle (manipulation)
You may manipulate the rules of magic within a radius of up to 10 feet + 5 feet per 10 caster levels, centered anywhere within range, affecting all magical and supernatural effects cast within or that pass through the area for up to 1 round per caster level. You must concentrate to maintain this ability, but you may spend a spell point as a free action to allow the effect to persist without concentration for its maximum duration. The caster of an effect changed by this ability is allowed a Will Save to ignore the effects of Shuffle for that effect.
Choose one of the following effects to apply to the area at the time of casting:
Chaotic Rewiring: By actively ruining magical cohesiveness in the area of your shuffle, magic becomes trickier to control. When a spherecaster targets one of their allies with a targeted sphere effect in the area of their shuffle, it instead randomly selects a target from all targetable allies within the area, even if they are otherwise out of range. If the spherecaster targets an enemy with a targeted sphere effect, it instead targets a random targetable enemy within the area. At 10th caster level, any sphere effect that targets a creature within the area of the shuffle randomly targets an enemy or ally within the area, regardless of the original target, as long as they would otherwise be able to be targeted. If the sphere effect targets an area centered within your shuffle, it instead randomly changes its targeted location to a nearby area 10 feet away from the original point it targeted in a random direction (roll 1d8 to determine, moving clockwise). This distance increases by 5 feet for every 4 caster levels you possess.
Elemental Rewiring: Choose two energy types from the following list: acid, cold, electricity, or fire. You convert all energy damage of the first damage type into the second damage type. At 7th caster level, you add sonic to this list. At 12th caster level, you add force to this list.
Only one shuffle can be in effect in an area at a time, with any attempt to overlap areas requiring a magic skill check against the MSD of the initial shuffle effect. On success, the initial shuffle effect is dispelled, but on a failure the shuffle effect fails to cast.
Power Dynamics
You can alter the intensity of magic.
Stable Spell (amp): You may amplify any sphere effect that deals damage or heals hit point or ability damage using d4’s or dice of a larger size. Treat any 1’s rolled with that sphere effect as if they were 2’s. If your caster level is at least 10, you may treat all 1’s and 2’s as 3’s. You may spend an additional spell point to heighten this effect, treating all 1’s, 2’s and 3’s as if they were 4’s at 20th caster level, or all 1’s, 2’s, 3’s, and 4’s as if they were 5’s at 30th caster level. This cannot cause a dice roll to be treated as higher than the maximum possible roll on the dice. Sphere effects that do not roll for damage (such as by taking the minimum possible roll) are not affected by this (amp).
Split-drain Spell (amp): You may amplify any instantaneous sphere effect that you create that deals damage by spending 1 spell point. The sphere effect only deals 75% of its damage (rounded down), but heals you for the remaining 25% of the sphere effect’s damage. At 10th caster level, you may have the sphere effect deal only 50% of its damage in order to heal for the remaining 50% damage. Only any initial damage is affected by this (amp lingering damage is not reduced but does not heal you. Note: This (amp) determines its effects at the time of creating the sphere effect; for example, if you would create a destructive blast modified by Explosive Orb and would deal 40 damage, you instead deal 30 damage and heal for 10 damage, regardless of how many creatures would be affected by the sphere effect.
Severed Spell (amp): You may amplify any sphere effect that targets a single creature and deals damage. You may reduce the sphere effect’s damage by up to 90% (in 10% increments) to redirect the remaining damage to one other creature that would have been a valid target for the sphere effect. Only damage is redirected; any other effects from the sphere effect only affect the primary target. If the sphere effect requires an attack roll or saving throw, you must succeed at an attack roll against the second target, or they must attempt a saving throw against the sphere effect as if they were the primary target in order to be affected.
Sniper
Base Sphere
Snipers specialize in making single, deadly shots, often over great distances. Practitioners of the Sniper sphere can shoot or throw ranged weapons at a creature engaged in melee without taking the standard –4 penalty on their attack roll. Associated Feat: Precise Shot.
All practitioners of the Sniper sphere gain the following ability:
Deadly Shot
As a special attack action, you may make an attack with a ranged weapon. You may add any one (snipe) talent you know to this attack.
In addition, you may expend your martial focus to increase the damage dealt by the attack by 1d10, or 1d6 if the attack targets touch AC or is made with a scatter weapon. You must choose whether or not to use this ability before making your attack roll. These extra damage dice are not multiplied on a critical hit, but are added to the total. For every 4 points of base attack bonus you possess, you deal an additional 1d10 damage, or an additional 1d6 if the attack targets touch AC or is made with a scatter weapon.
Some talents are marked (snipe). These talents add additional effects when you perform a deadly shot. You may only apply the effects of one (snipe) talent to each deadly shot.
Focusing Reload
You may regain martial focus whenever you use a move, standard, or full-round action to reload a weapon you are wielding (including nocking an arrow to a bow). If you can normally reload your weapon faster than a move action, you may choose to reload as a move action to gain this benefit.
Destruction
Base Sphere
As a standard action, you may deliver a burst of blunt magical force as a melee touch attack or a ranged touch attack within close range. A destructive blast is subject to spell resistance, and while it bypasses DR/magic, it does not automatically bypass other forms of damage reduction if it deals physical damage (bludgeoning, slashing, or piercing). A ranged destructive blast counts as a ray attack.
A basic destructive blast deals 1d6 bludgeoning damage for every odd caster level.
Focused Blast
When making a destructive blast unaltered by a (blast shape) talent, your destructive blast damage increases by +1 damage per die.
Energy Strike
As a standard action, you may make a single weapon attack in conjunction with making a destructive blast. This casting cannot be reduced below a standard action, and does not provoke attacks of opportunity, unless as usual if making a ranged attack. If the target is struck by the attack, it is also struck by the destructive blast. If using a scatter weapon, the blast only applies to a single target, chosen at the time of attack.
Stone Blast
You may change the damage type of your destructive blast to slashing, piercing, and bludgeoning. A stone blast ignores spell resistance, spell turning, and can penetrate a globe of invulnerability, antimagic field, or other forms of antimagic, and is not treated as a spell or magical for the purpose of bypassing damage reduction, damaging incorporeal creatures, or for creatures or classes that gain a bonus to saving throws against magic. These stones disappear after 1 minute.
Equipment
Steady Shooting
You have mastered techniques for making firearms more reliable and accurate at the expense of power. When firing a firearm as an attack action, you may ignore its misfire chance, but the weapon targets normal AC instead of touch AC. When firing a firearm in this manner, treat its range increment as 10 ft. longer than it actually is, plus an additional 10 ft. for every 4 points of base attack bonus you possess.
Huntsman Training
You gain proficiency with the atlatl, bolas, boomerang, handaxe, harpoon, longbow, net, shortbow, throwing axe, and tube arrow shooter. In addition, you only suffer a –1 penalty per full range increment between you and your target when using a ranged weapon. Associated Feat: Far Shot.
Conjuration
Base Sphere
Greater Summoning
When you spend a spell point to allow a companion to remain for 1 minute per caster level without concentration, it instead remains for 10 minutes per caster level.
Lingering Companion(form)
When you spend a spell point to allow this companion to remain for 1 minute per caster level without concentration, you may spend an additional spell point to allow it to remain for 1 hour per level instead. If you also possess the Greater Summoning talent, your companion instead remains for 1 day or until you rest to regain spell points, whichever comes first. Once you have spent a spell point to summon such a creature for a full day, you may dismiss and re-summon this companion at will without having to spend any additional spell points that day.
Quick Companion(form)
Your companion’s Dexterity increases by 2, +1 per 2 Hit Dice.
Extra Companion
You gain an additional companion. Whenever you summon a companion, you must select only one of your companions, although you may have multiple companions summoned at once. You may select this talent multiple times. Each time it is selected, gain another companion.
Enhancement
Base Sphere
As a standard action, you may enhance a creature or object within close range for as long as you concentrate. You may always spend a spell point to allow an enhancement to continue for 1 minute per caster level without concentration. If targeting a creature or intelligent item that does not want to be enhanced (or an item in a creature’s possession that does not want their item enhanced), the target is allowed a Will save (DC 10 + 1/2 caster level + casting ability modifier) to negate the effect. Enhancements are subject to spell resistance.
Each time you use enhance, you choose one enhancement to bestow. When you gain the Enhancement sphere, you gain the following enhancement:
Enhance Equipment
You may enhance a weapon, suit of armor, shield, or as many as 50 pieces of ammunition grouped together (in the same container or quiver), granting it a +1 enhancement bonus. This bonus increases by 1 for every 4 caster levels possessed (maximum +5). This does not stack with any enhancement bonus already possessed by the item.
Energy Enhancement
You may enhance a weapon, granting it the corrosive, flaming, frost, or shock weapon special abilities. The weapons deal an extra point of elemental damage for every 2 caster levels possessed.
You may also apply this enhancement to a consumable item, a splash weapon, or a dose of poison. Targets who consume the item, suffer direct or splash damage from the splash weapon, or are struck with the poison (whether or not they fail their saving throw) also suffer acid, cold, electricity, or fire damage (chosen at the time the enhancement is created) equal to your caster level.
Dual Enhancement
Whenever you use an enhancement that gives you multiple options, you may spend a spell point to select two options. For example, you could use Physical Enhancement to provide a bonus to Strength and Constitution simultaneously, or Steal Senses to steal two senses instead of one.
Life
Base Sphere
Cure
As a standard action, you may spend a spell point to touch a target and heal it an amount of damage equal to 1d8 + your caster level. To living creatures, this is a harmless positive energy effect, but it is harmful to undead and other creatures normally damaged by positive energy (Will half).
Invigorate
As a standard action, you may invigorate a touched creature, granting them temporary hit points equal to your caster level (minimum 1). Unlike normal temporary hit points, this ability can only be used on an injured target and cannot raise a target’s current hit points plus their temporary hit points to be higher than their total hit points. This benefit lasts for 1 hour (Will negates (harmless)).
Restore
As a standard action, you may touch a target and spend a spell point to restore their health (Will negates (harmless)). When using restore, you must choose to restore mind, body, or soul. If affecting multiple targets, this choice becomes the same for all targets.
If restoring mind, this accomplishes all of the following:
Removes the dazzled condition.
Removes the shaken condition or lessens frightened to shaken, or panicked to frightened.
Removes the staggered condition.
If restoring body, this accomplishes all of the following:
Removes the battered condition. (See Spheres of Might.)
Removes the fatigued condition or lessens exhaustion to fatigued.
Removes the sickened condition or lessens nauseated to sickened.
If restoring soul, this:
Heals 1d4 points of ability damage to one ability score of your choice.
If the condition targeted is part of an on-going effect, restore instead suppresses the condition for a number of rounds equal to your caster level. This cannot be used to remove curses or instantaneous effects.
Life Talent Types
Cure
(Cure) talents increase the healing done by your cure ability, as well as other effects.
Vitality
(Vitality) talents are benefits a caster may grant to any ally at the same time they use any other Life sphere ability on them. (Vitality) talents always have a duration of up to 1 minute starting at the time the effect was used, or until the target takes damage from either failing a saving throw or being hit with an attack roll.
If a caster possesses multiple (vitality) talents, they may only grant one to the target of their Life sphere effect, but may choose to grant different benefits to each target of a particular Life sphere ability.
A creature can benefit from a (vitality) talent attached to a Life ability, even if they do not actually gain anything from the Life ability (such as using cure on a creature at full hit points).
Restore Health(cure)
Your cure ability heals an additional 1 hit point per caster level. When restoring a target’s body, the exhausted and nauseated conditions are completely removed rather than lessened, and you may attempt a magic skill check against the DC of any poison or disease the target is suffering from. On a success, this removes that poison or disease from the target. This does not reverse damage the target may have suffered from the poison or disease (such as ability damage), but it does stop the poison or disease from causing any more.
War
Base Sphere
Totem
As a standard action, you may place a totem. A totem is an effect on a 50-foot + 5 feet per 2 caster level radius area centered on you, but does not move as you do (if a totem is created entirely on top of a vehicle, it will move with that vehicle but only extend to the edge of the vehicle’s space). Creatures who leave this area lose the effects of your totem. You must concentrate to maintain a totem, but may always spend a spell point as a free action to allow a totem to remain for 1 minute per caster level without concentration.
You must remain within long range of the center of your totems when maintaining them through concentration. If you move beyond this range, the totem ends. The effects of a totem are subject to spell resistance.
When you gain the War sphere, you gain the following totem:
Totem Of War
You and your allies gain a +2 circumstance bonus to all weapon damage rolls. This bonus increases by 1 for every 5 caster levels.
Rally
A rally is a magical effect you may enact as an immediate action, targeting a creature within the area of effect of one of your totems (or with whom you share a mandate, as detailed below), granting the target bonuses or allowing them to take certain actions. You must be within long range of a target to rally that target. If a rally targets a specific creature, it is subject to spell resistance.
Some rallies can be used in response to other events, in which case the rally occurs before the triggering event completes, unless noted otherwise. Rallies that work from triggers can only be used when that trigger occurs, and can only affect those allies that the trigger applies to.
When you gain the War sphere, you gain the following rally:
Commanding Aid
You may use the aid another action on the target. You must use your caster level + your casting ability modifier in place of your melee attack bonus for this purpose, and may aid them against any creature also within range of your rally.
War Talent Types
Talents marked (totem) grant you new totems. Talents marked (rally) grant you additional rallies.
Mandate
Talents marked (mandate) grant you ways of creating mandates. Mandates are effects that exist between a pair of allies, each of whom benefits from the actions of the other. As a standard action, you can create a mandate between two allies within medium range, one of whom may be yourself. You may concentrate to maintain a mandate, or can spend a spell point to make it last 1 minute per level without concentration. A mandate only works while the two sharing the mandate are within medium range of each other, and both are conscious and able to act.
A creature can be part of multiple mandates with the same or different creatures, but cannot be a member of the same mandate type talent multiple times. Bonuses granted last until the end of the next turn of the ally who received the bonus. The advantage of a mandate can be triggered over and over again, though it does not stack with itself.
Momentum
Talents marked (momentum) grant you a momentum pool, as well as a method of using it.
If you have at least one (momentum) talent, you can spend a spell point as a standard action to gain a momentum pool. This pool lasts 1 hour per caster level, and holds a number of points of momentum equal to the War caster’s caster level plus their casting ability modifier. Using this ability again refills your momentum pool; it does not create additional pools.
Allies within 30 feet of you can spend points of momentum from this pool to activate any ability from any of your (momentum) talents (using a (momentum) talent spends momentum points, not spell points). All of your (momentum) talents draw from the same pool, and using momentum is not considered a sphere ability and does not provoke attacks of opportunity.
The caster level associated with the momentum pools is that of the caster when they last filled their pool. Being knocked unconscious or made helpless makes the momentum pool inaccessible until you are conscious again.
Warp
Base Sphere
Teleport
You can spend a standard action to teleport yourself and up to a heavy load to any place within close range. Alternatively, you may teleport a touched willing creature and their carried equipment instead of yourself. You may spend a spell point to increase your teleport range to medium instead of close. You must have line of sight to your destination.
Warp Talent Types
Bend Space
Talents marked (space) grant you ways of bending and folding space. Bending space requires a standard action, and you must be touching the target or location to be affected.
Bender(Drawback)
You cannot teleport, you may only bend space. You must select a (space) talent with the bonus talent gained through this drawback.
Extradimensional Storage
You gain a permanent extradimensional space that may hold up to 10 pounds per caster level of non-living material. You can create a portal to this extradimensional space within arm’s reach at will. Placing an object in this space or calling an object from this space requires a full-round action, but may be done as a swift action by spending a spell point. Living things and attended objects cannot be placed in your extradimensional storage. If you die (or are destroyed, if you lack a Constitution score), all contents of your extradimensional space appear in your square or the nearest unoccupied space.
You may take this talent two times; when taken a second time your extradimensional space may hold an additional 15 pounds per caster level, for a total of 25 pounds per caster level. In addition, you may place or withdraw an object from your extradimensional space as a move action instead of a full-round action, which counts as drawing the equipment normally. If the object would normally be worn or have to be donned in some way (such as armor or a magic ring), you may remove or don it as part of the same action as placing or withdrawing it from storage.