HomeBrewed Class conversions for Spheres of Power. WIP

Since the Spheres of Power book only had rules for converting Core Classes to the Spheres System, I figured I’d try my hand at changing the rest of the Classes, some Archetypes, and some PrCs to the Spheres System.

Table of Contents (WiP) A Note on Arcane Bond Page Magic Staves Page Sphere Class/Sphere Changes Page Core Changes Page Base Classes Page Antipaladin Page Inquisitor Page Magus Page Oracle Page Summoner Page Witch Page Hybrid Classes Page Arcanist Page Bloodrager Page Hunter Page Shaman Page Skald Page Warpriest Page Archetypes Page Arcanist Page Racial Archetypes Page Bard Page Racial Archetypes Page Bloodrager Page Cleric Page Racial Archetypes Page Druid Page Racial Archetypes Page Hunter Page Inquisitor Page Racial Archetypes Magus Page Racial Archetypes Page Oracle Page Racial Archetypes Page Paladin/Antipaladin Page Racial Archetypes Page Ranger Page Racial Archetypes Page Shaman Page Skald Page Sorcerer Page Racial Archetypes Page Summoner Page Racial Archetypes Page Warpriest Page Witch Page Racial Archetypes Page Wizard Page Racial Archetypes Page

A NOTE ON ARCANE BOND The original rules for Arcane Bonds in the Pathfinder core game are entwined and reliant upon the preexisting rules of Vancian Casting. When converting everything to spheres system, the arcane bond rules change to the following: Bonded Item: Bonded items no longer contain a stored spell for their owner to use. Instead the owner of the bonded item may store a number of spell points in his bonded item equal to his caster level, and may use them as if they were still in his spell pool, so long as he is in contact with his bonded item. He must spend 1 hour storing the spell points, and usually does so when resting to restore his normal spell pool, and they remain in the bonded item until they are either spent, expelled, or the bonded item is damaged or destroyed. Using the spell points stored in another caster’s bonded item requires a Use Magic Device check equal to 10 + the caster level of the owner of the bonded item. Losing possession of the bonded item no longer requires a concentration check to cast, however this can be replicated using the Focus Casting drawback. Familiar: The deliver touch spells ability works for any sphere effect that requires touching. The scry on familiar ability instead allows the caster to treat their familiar as themselves for the purposes of where they can cast effects from the divination sphere.

MAGIC STAVES Magic staves, as ruled in Spheres of Power, are incredibly potent magical items. Regrettably, they can be a tad too potent at times, and often serve to widen the gulf in power between different casters. As such, it is recommended that the following rule be implemented to fix balancing issues with staves: The bonus provided by a staff cannot increase a caster’s CL beyond either 1 + the caster’s base CL, or 1 + the caster’s BAB, whichever is higher.

Sphere Class/Sphere Changes Core Changes The Following changes have been made to the The Following are changes and added options classes and spheres within the Spheres of to the Sphere versions of the Core Classes Power system for the sake of balance. provided in the Spheres of Power main book. With these changes, you may use the Sphere Destruction Sphere archetypes as new versions of the core Destructive Blast: From now on, a Destructive classes. Blast now deals an additional amount of damage equal to the caster’s CL or BAB, whichever is Sphere Cleric higher. BAB: The sphere cleric has the same BAB progression as a Wizard. Incanter Talents: The Incanter gains a talent at 2nd level, Sphere Druid and every two levels thereafter. BAB: The sphere druid has the same BAB progression as a Wizard. Triple Goddess (Hedgewitch archetype) Traditions: The Triple Goddess archetype Sphere Paladin replaces both hedgewitch traditions Detect Evil: At 1st level, the sphere paladin gains Basic Magic Training as a bonus feat. He must choose the Divination sphere with this feat. When using the Divination sphere, he may divine alignment as if he had access to the Fate Sphere, but only to divine evil alignments. If he wishes to divine other alignments, he must possess the Fate sphere as normal. This replaces the ability of the same name. Casting: At 4th level, the sphere paladin may Base Classes combine spheres and talents to create magical The Following are new alternative versions of effects. The sphere paladin is considered a Low- Caster and uses Charisma as her casting ability the non-core classes to the Spheres system. modifier. Although a sphere paladin does not gain While the original versions found in the casting until 4th level, they still count all of their Expanded book where fine in their own right, class levels when determining their caster level. they were designed to work more with the pre- This replaces the spells class feature built archetype system in Paizo, rather than Spell Pool: The sphere paladin gains a small being full on replacements for the classes. reservoir of energy he can call on to create truly These rules are intended to allow for full wondrous effects, called a spell pool. This pool replacement of the Vancian options with new contains a number of spell points equal to his class Sphere-based options. level + his Charisma modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours Sphere Antipaladin of rest. Detect Good: At 1st level, the sphere antipaladin gains Basic Magic Training as a bonus feat. He Sphere Ranger must choose the Divination sphere with this feat. Casting: At 4th level, the sphere ranger may When using the Divination sphere, he may divine combine spheres and talents to create magical alignment as if he had access to the Fate Sphere, effects. The sphere ranger is considered a Low- but only to divine good alignments. If he wishes to Caster and uses Wisdom as her casting ability divine other alignments, he must possess the Fate modifier. Although a sphere ranger does not gain sphere as normal. This replaces the ability of the casting until 4th level, they still count all of their same name. class levels when determining their caster level. This replaces the spells class feature Casting: At 4th level, the sphere antipaladin may Spell Pool: The sphere ranger gains a small combine spheres and talents to create magical reservoir of energy he can call on to create truly effects. The sphere antipaladin is considered a wondrous effects, called a spell pool. This pool Low-Caster and uses Charisma as her casting contains a number of spell points equal to his class ability modifier. Although a sphere antipaladin does level + his Wisdom modifier (minimum: 1). This pool not gain casting until 4th level, they still count all of replenishes once per day after roughly 8 hours of their class levels when determining their caster rest. level. This replaces the spells class feature

Sphere Sorcerer Spell Pool: The sphere antipaladin gains a small Focus Sphere: The sphere sorcerer does not gain reservoir of energy he can call on to create truly this ability, instead several of the bloodline arcana wondrous effects, called a spell pool. This pool have been altered to better work with the spheres contains a number of spell points equal to his class system (See below in the Archetypes and Options level + his Charisma modifier (minimum: 1). This section) pool replenishes once per day after roughly 8 hours of rest. Sphere Wizard Magic Talents: A sphere antipaladin gains one Talents: The sphere wizard gains a magic talent at magic talent at 5th level and every 2 levels 2nd and 3rd level, and then gains three talents every thereafter. two levels thereafter (so he gains a talent at 4th, two th th th talents at 5 , one at 6 , two at 7 , and so on. Fiendish Boon: A sphere antipaladin does not Sphere Specialization: At 1st level, the sphere gain access to a fiendish servant via the summon wizard gains a sphere specialization of her choice monster spell. Instead, a 5th level antipaladin may from the list of sphere specializations included in choose to gain his own personalized fiendish the Incanter class description. She treats her servant. An antipaladin may who chooses this wizard level as her incanter levels for the purposes fiendish boon gains the Conjuration sphere as a of this specialization. This replaces the arcane bonus sphere, or a bonus feat if he already school class feature possesses the sphere. He then chooses one of his conjuration companions as his Fiendish Servant,

treating his antipaladin level – 4 as his caster level for the purposes of the conjuration sphere for his Sphere Inquisitor: fiendish servant. An antipaladin cannot have more Casting: The sphere inquisitor may combine than one fiendish servant, and may not chose to spheres and talents to create magical effects. The gain a new fiendish servant. If his fiendish servant sphere inquisitor is considered a Mid-Caster and is ever slain or forcibly banished against the uses Wisdom as her casting ability modifier. (Note: antipaladin’s will, the antipaladin takes a -1 penalty All casters gain 2 bonus talents and may select a on attack and damage rolls for the rest of the day. casting tradition the first time they gain the casting class feature.) This replaces the spells class feature.

Spell Pool: The sphere inquisitor gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her level + her Wisdom modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.

Magic Talents: A sphere inquisitor gains a magic talent every other time she gains a caster level.

Sanctioned Arbiter: At 2nd level the sphere inquisitor gains the Fate Sphere, or a bonus talent in the sphere if she already possesses it. Further the sphere inquisitor gains a small pool called her Zealot’s Reserve, which is filled with a number of points equal to her ½ her class level + ½ her Wisdom modifier. These points may be used at spell points, but only for abilities related to the Fate sphere. At 8th level he gains access to the Divination sphere, or a talent for that sphere if she already possesses it, and may spend points from her zealot’s reserve on effects related to that sphere. This ability replaces detect lies and discern alignment.

Recommended Tradition: The Classic feel of the Inquisitor can be recreated by taking the Focused Casting, and Verbal Casting drawbacks.

Sphere Magus (The following has been When a sphere magus spends a spell point to made with ideas inspired/used by make an equipment enhancement linger without concentration, he may spend an additional point to Robert Kasalý of the Paizo Forums, the have it stack with the equipment's existing writer of this document claims no enhancement bonuses. creative ownership of the ideas in this Additionally, at 4th, 8th, 12th, 16th, and 20th level, remake): the sphere magus gains 1 additional spell point. Casting: The sphere magus may combine This replaces arcane pool, but not his ability to gain spheres and talents to create magical effects. The magus arcana at the appropriate levels. sphere magus is considered a Mid-Caster and uses Intelligence as his casting ability modifier. (Note: All Spherestrike: At 2nd level, a sphere magus may casters gain 2 bonus talents and may select a channel the power of his spheres through his casting tradition the first time they gain the casting weapons. When he uses a Sphere ability he may, class feature.) This replaces the spells class at the cost of a 1 spell point, instead make a free feature. melee at his highest base attack bonus as a part of using that power, provided that he is not the target Spell Pool: The sphere magus gains a small of the power and that the target he is attacking and reservoir of energy he can call on to create truly the target of the spell are the same. If this attack is wondrous effects, called a spell pool. This pool successful, then the attack deals its normal contains a number of spell points equal to his level damage as well as the effects of the sphere ability, + his Intelligence modifier (minimum: 1). This pool however if the attack fails then the ability fails and replenishes once per day after roughly 8 hours of all spell points spent on it are lost. If the magus rest. makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by Magic Talents: A sphere magus gains 1 magic spell combat melee attacks. This replaces talent every time he gains a caster level. Spellstrike.

Sphere Combat: At 1st level, a sphere magus Sphere Arcana: Whenever a Magus gains an learns to utilize his Spheres and wield his weapons arcana, if it requires the spending of arcane pool at the same time. This functions much like two- points, he instead spends Spell Points. Further he weapon fighting, but the off-hand weapon is a may also choose to gain a talent in place of an sphere power that is being utilized. To use this arcana. For any arcana that would normally allow ability, the magus must have one hand free, while him to apply magical weapon abilities to his wielding a light or one-handed melee weapon in the weapon via his arcane pool, he may instead apply other hand. As a full-round action, he can make all them to his weapon as an Enhancement sphere of his attacks with his melee weapon at a –2 effect, spending a number of points equal to the penalty and can also use any Sphere ability with a weapon ability’s effective enhancement bonus. casting time of 1 standard action, but with a -2 penalty to his MSB for that ability. If he casts this Spell Recall: At 4th level a Sphere magus may, as spell defensively, he can decide to take an a swift action, recall a spell point he has invested in additional penalty on his attack rolls, up to his a currently active Enhancement Sphere power. Intelligence bonus, and add the same amount as a This ends the Enhancement Sphere ability he circumstance bonus on his concentration check. If withdrew the spell point from, and the spell point is the check fails, any amount of spell points spent added back to his spell pool. are lost, but the attacks still take the penalty. A This replaces spell recall. magus can choose to use his sphere power first or make the weapon attacks first, but if he has more Expert Weaving: At 7th level, a sphere magus's than one attack, he cannot utilize the sphere equipment enhancements always stack with between weapon attacks. This replaces Spell existing enhancement bonuses when he spends a Combat spell point to have the enhancement linger without concentration. He does not need to spend an Enhancement Weaving: At 1st level, a sphere additional spell point. This replaces knowledge pool magus gains the Enhancement sphere, or a bonus talent in that sphere if he already possesses it, and Improved Sphere Combat: At 8th level, whenever may treat his magus levels as his caster level for the sphere magus uses Sphere Combat the the purposes of using effects from that sphere. penalties to his attack and MSB are reduced to -1 and he gains a +2 bonus to concentration checks Oracle: when casting defensively in addition to any bonus BAB: A sphere oracle has the same BAB gained from accepting additional attack penalties. progression as a Wizard. This alters and replaces the ability of the same name. Casting: The sphere oracle may combine spheres

and talents to create magical effects. The sphere Improved Spell Recall: At 11th level, he may use oracle is considered a High-Caster and uses Spell Recall to cancel the effects of other active Charisma as her lasting ability modifier. (Note: All sphere effects he has created to gain back his spell casters gain 2 bonus talents and may select a points. He cannot use this on sphere powers that casting tradition the first time they gain the casting are instantaneous. Further, whenever he withdraws class feature.). This replaces the spells class a spell point from an Enhancement, instead of feature. canceling the ability all enhancement bonuses gained from it are reduced by half. Spell Pool: The sphere oracle gains a small reservoir of energy she can call on to create truly Greater Sphere Combat: At 14th level, the sphere wondrous effects, called a spell pool. This pool magus no longer takes any penalty when contains a number of spell points equal to her level performing sphere combat, and his concentration + his Charisma modifier (minimum: 1). This pool bonus gained from penalizing his attack when replenishes once per day after roughly 8 hours of casting defensively doubles. This alters and rest. replaces the ability of the same name. Magic Talents: The sphere oracle gains a magic Sphere Warrior: At 19th level, a sphere magus talent at 2nd level, 3rd level, and every even three may spend a spell point as a swift action to gain levels thereafter. access to a magic talent he does not possess. He may gain access up to a maximum of three magic Gaze into the Mystery: A sphere oracle’s mystery by spending additional spell points. This effect lasts does not grant her bonus spells, rather it grants her 1 minute. the ability to gaze into the divine source of her This replaces greater spell access. mystery to deepen her cosmic potential for a short

time. Starting at 2nd level she may, as a full round Casting Tradition: The classic feel of the Magus action that provokes an attack of opportunity, can be recreated by taking the Swordbound choose to benefit from any one talent from the Tradition, and the Somatic Casting (2) drawback. Sphere associated with her Mystery for a number of minutes equal to half of her Oracle Level. She may

use this once per day starting at 2nd level, and gains an additional use every two level thereafter. If she does not have the sphere associated with the mystery when she gains her first mystery talent, she instead gains that sphere in place of that talent for the duration. She may also choose to extend the duration of this ability by twice as much during one usage, by forfeiting her ability to benefit from bonuses granted by her curse until the next day after she rests. The Mysteries and their associated talents are as follows: Ancestor(Telekinesis), Apocalypse(Fate), Battle(War), Bone(Death), Dark Tapestry(Mind), Flames(Destruction), Heavens(Illusion), Juju(Enhancement), Life(Life), Lore(Divination), Lunar(Shadow), Metal(Creation), Nature(Nature), Occult(Conjuration), Outer Rifts(Warp), Solar(Light), Spellscar(Alteration), Stone(Nature), Time(Time), Waves(Nature), Wind (Weather), Winter (Weather), Wood(Nature). This replaces the bonus spells provided from the oracle’s mystery Whenever you spend a spell point to give Revelations: Changes to individual revelations your Bite attack an enhancement bonus, you have been moved to the archetype section to save may instead gain a bonus equal to your space. Charisma modifier (Maximum of +5)

Curse: The following oracle curse benefits have been changed (if an attribute or bonus from gaining a specific level isn’t mentioned, then assume that it’s unchanged): Blackened: At 5th level you gain an additional talent with the Destruction sphere (or gain access to the sphere if you do not have it). At 10th level you gain a +1 bonus to your damage when performing a Fire Blast and you reduce your attack penalty to -2. At 15th level select one metamagic feat you know, when you apply it to your fire blasts for only half the normal cost of spell points (If the feat would normally cost 1 point, it is reduced to zero, but it still affects the casting time). Haunted: At 5th Level you gain an additional talent with the Telekinesis sphere (or gain accesses to the sphere if you do not have it). At 10th level you gain the Effortless Telekinesis talent, even if you do not meet the prerequisites for it. At 15th level you gain the Telekinetic Impediment ability just like the Incanter sphere specialization ability. If you already possess this ability, then you instead gain an additional use per day of it. Infested Goblin: At 5th Level you may spend 2 spell points to summon a swarm of spiders (as the creature) as a standard action in an adjacent square. It stays on the field and attacks as you wish so long you spend each round in concentration, however you may spend another spell point to allow the swarm to remain for 1 minute for every two Oracle levels you possess. When not being concentrated on, the swarm will keep moving in the same direction and attacking any creature in its path, unless you direct it somewhere else as a move action. This swarm may instead be summoned as a wasp swarm starting at 8th level, or an army ant swarm at 11th level. At 15th level you may summon your swarm as an immediate action by spending 4 spell points instead after taking damage from an attack. Wolf-scarred Face: At 5th level your bite damage increases to 1d6 if you are Medium or 1d4 if you are Small, and you may spend a spell point as a move action to add a +1 bonus to your bite attack. At 15th level the damage dealt by your bite attack increases to 2d6 if you are Medium or 1d8 if you are Small, and Sphere Summoner: summoner gains all the benefits of it for the next 24 Casting: The sphere summoner may combine hours. spheres and talents to create magical effects. The sphere summoner is considered a Low-Caster and Greater Aspect (Su): At 18th level the summoner uses Charisma as his lasting ability modifier. (Note: can choose to divert up to two form talents from his All casters gain 2 bonus talents and may select a eidolon to himself. Further, when he adds an casting tradition the first time they gain the casting evolution to his eidolon, he may also apply its class feature.). This replaces the spells class effects to himself. feature. Casting Traditions: The classic feel of the Spell Pool: The sphere summoner gains a small summoner can be recreated by taking the Runist reservoir of energy he can call on to create truly casting tradition. wondrous effects, called a spell pool. This pool contains a number of spell points equal to his level + his Charisma modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.

Magic Talents: The sphere summoner gains a magic talent at 2nd level and every two levels thereafter.

Summoning Specialist: At 1st level the sphere summoner gains the Conjuration Sphere, or a bonus talent for that sphere if he already possesses it, and treats his Summoner level as his Caster level for the Conjuration Sphere. This does not stack with increases to caster level from other sources. Further, you gain the Conjuration Sphere Specialization as an incanter equal to your summoner level. This replaces all instances of the Summon Monster ability.

Eidolon: At 1st level, a summoner must select one of his companions to become his Eidolon, once this choice is made it cannot be changed, and is often signified by a magical signal that adorns the eidolon’s head or body (and the summoner’s head when he summons the eidolon). While your eidolon is summoned using the Conjuration sphere you may, as a move action, spend a number of spell points to apply an Evolution to your Companion. You may only “evolve” your Eidolon with one evolution at time in this way, and the evolution lasts for a number of rounds equal to your Summoner level, or until your Eidolon is dismissed. For the purposes of this ability, evolutions cost a number of spell points equal to their normal evolution point cost. He may only have one Evolution active at a time.

Aspect (Su): At 10th level, when the summoner rests to regain his spell points, he may choose to divert one of the form talents from his eidolon to himself. The eidolon loses that form talent and Witch: Feral Speech: This functions as the speak with Casting: The sphere witch may combine spheres animals talent from the Nature Sphere, and talents to create magical effects. The sphere though each time she uses the hex, she must witch is considered a High-Caster and uses decide to communicate with either Intelligence as her lasting ability modifier. (Note: All amphibians, birds, fish, mammals, or reptiles, casters gain 2 bonus talents and may select a and can only speak to and understand casting tradition the first time they gain the casting animals of that type. The witch can make class feature.). This replaces the spells class herself understood as far as her voice feature. carries. This hex does not predispose any animal so addressed toward the witch in any Spell Pool: The sphere witch gains a small way. At 12th level, the witch can use this hex reservoir of energy she can call on to create truly to communicate with vermin. wondrous effects, called a spell pool. This pool Flight: You gain a bonus talent in the Telekinesis contains a number of spell points equal to her level Sphere. + her Intelligence modifier (minimum: 1). This pool Healing: When using the Cure ability from the Life replenishes once per day after roughly 8 hours of Sphere you may, a number of times per day rest. equal to your Witch level, activate it without expending a spell point. You may not use this Familiar: A Sphere witch gains her spell points in ability twice on the same person within the her familiar, and only regains them each morning span of 24 hours, and it does not obfuscate by communing with her familiar after resting. This the cost of any additional spell point spent on alters and otherwise functions as the ability of the this ability. You or your familiar must have same name. access to the Cure Sphere in order to select this hex. Magic Talents: A sphere witch gains a magic Slumber: Using the Greater and Powerful Charm talent at 1st, 3rd, and every three levels thereafter. effects of the Sleep Charm from the Mind She also gains a talent at 10th and 20th level. Sphere each cost one less spell point to cast. You may only select this hex if either you or Hex: The following Hexes have been altered: your familiar have access to the Mind Beast of Ill-Omen: You may affect enemies with the Sphere. Curse (word) ability from the Fate Sphere Tongues: This hex functions as the Logos (sense who are within range of your Familiar, as ability) from the Divination Sphere, and you though they were within range from you, so may use it even if you do not have access to long as you can your familiar is within your that sphere and/or the Sense sphere effect. range. Cursed Wound: For a number of days equal to 3 + Major Hex: The following Major hexes have been the witch's Intelligence modifier (minimum 1), altered: whenever the victim is the target of a sphere Animal Skin: The witch can become any animal of a ability from the Life Sphere, the caster of the size from Tiny to Large whose skin she sphere effect must succeed at a magic skill wears. This ability is similar to the check (DC = 11 + the witch's level) to end the shapechange ability from the Alteration hex. If the check fails, the sphere effect Sphere, except she may only take on the functions as normal, except it cannot remove appearance of the specific individual from the last 10 points of damage the victim which the skin came. suffered. Similarly, natural healing, fast Hag’s Eye: If the witch has the coven hex, all other healing, and regeneration fail to cure the witches within 10 feet who also have the victim's last 10 points of damage. Thus, the coven hex can see through Divine effects victim's effective maximum number of hit caused by the Witch’s Divination Sphere as points is 10 fewer than normal. A successful well, although the witch that created it still Will save reduces the duration of this hex to 1 controls it. The witch can share her round. At 5th level, the victim of this hex also divinations in this way for a number of takes a –2 penalty on Fortitude saving throws minutes per day equal to her level. These to avoid contracting a disease or poison from minutes do not need to be consecutive, but an injury. This is a curse effect and can be they must be spent in 1-minute increments. removed by remove curse. Harrowing Curse: The witch can curse a target creature by touching it with a card randomly drawn from a harrow deck she owns. The anything destructive against any creature target is receives a -6 decrease to the ability with fewer Hit Dice than itself. If another score that corresponds to the suit of the card, creature takes hostile action against the though they are allowed a Will save to negate cursed creature, the cursed creature can act this hex. Whether or not the save is normally in regard to that creature only. This successful, a creature cannot be targeted by is counts as a Protection Sphere effect. The this hex more than once in 24 hours. This hex curse is permanent but can be removed with counts as a curse effect and can be dispelled the Restore Mind and Body advanced talents. as such. A witch with the cartomancer Whether or not the save is successful, a archetype can combine this hex with her spell creature cannot be the target of this hex deck's deliver touch spell ability. again for 1 day. Hoarfrost: The target is rimed with a shell of frost Life Giver: Once per day, you may target a creature needles that slowly work their way into its with the Resurrection advanced talent, even if flesh (Fortitude negates). The target turns you do not possess this talent or have the pale and blue, and takes 1 point of normal prerequisites for gaining this talent. Constitution damage per minute until it dies, Natural Disaster: The Witch may, as a full round saves (once per minute), or is cured. Dispel action, activate both a Geomancy and Magic effects affect this hex as though it Control Weather effect at the same time. She where a sphere effect. If the target saves, it is cannot extend the duration of these effects in immune to this hex for 1 day. This is a cold any way, and may not expend a spell point to effect. allow her to cast either sphere effect without Major Healing: The Witch’s Healing Hex can now concentration. If her concentration is broken, be used a number of times per day equal to then both effects end. A witch may only use her Witch level. You must have access to the this ability once per day and either she, Healing Hex to be able to select this major and/or her Familiar must have access to both hex. the Nature and Weather Spheres. If her Nightmares: Calling upon fell powers, a witch can familiar has access to one or both of the place a hex on a creature within 60 feet that spheres, she must maintain contact with her causes its sleep to be tormented by terrible familiar for the duration of this ability. nightmares. This creature is unable to sleep Summon Spirit: This functions as the Summon peacefully and wakes up fatigued and does Spirit III ability of the Soul Weaver, treating not regain its spell points from resting or your Witch level as your Soul Weaver level, benefit from any other ability that requires except instead of expending a soul you gain eight hours of sleep to restore. A Will save 1 negative level. This negative level persists negates this effect. If the save is failed, the and cannot be removed by normal means, target must make a new save each night, for but is instead automatically removed when a number of nights equal to your Witch level, the summoned spirit/s are dispelled or the or be unable to rest. duration of the ability ends. Weather Control: The Witch gains a bonus Talent in the Weather Sphere. Patron's Blessings: At 1st level, when a witch Witch’s Bounty: This hex functions as the Growth gains her familiar, she must also select a patron. ability from the Nature Sphere, though you This patron is a vague and mysterious force, treat your caster level as equal to your granting the witch power for reasons that she might Witch’s level, which does not stack with any not entirely understand. While these forces need other caster levels. not be named, they typically hold influence over one of the following forces. At 2nd level, this patron Grand Hex: The following Grand Hexes have been manifests its powers by giving the Witch’s familiar altered: the Basic Magical Training feat as a bonus feat, Abominate: You gain the Permanent and uses the witch’s Intelligence score as its Transformation advanced talent as a bonus casting ability score. It gains a sphere chosen from talent, and using it costs 1 spell point instead one of the spheres granted by the Patron. You of two. You may only select this hex if either cannot utilize this sphere unless you are touching you or your familiar possess the Alteration the Familiar, though you may use your talents to Sphere. give your familiar a talent in its sphere Curse of Nonviolence: If the target fails it’s Will The following list shows the sphere and power that save, it cannot take violent actions or do you're Familiar gains: Agility (Enhancement, Time), Ancestors (Divination, Fate), Animals (Alteration, Hybrid Classes: Nature), Boundaries (Protection, Warp), Death (Dark, Death), Deception (Illusion, Mind), Devotion Arcanist (Enhancement, Fate), Dimensions (Conjuration, Casting: The sphere arcanist may combine Warp), Elements (Destruction, Nature), spheres and talents to create magical effects. The Enchantment (Mind, Illusion), Endurance sphere arcanist is considered a High-Caster and (Enhancement, Protection), Healing (Life, uses Intelligence as her casting ability modifier. Protection), Insanity (Mind, Illusion), Light (Note: All casters gain 2 bonus talents and may (Destruction, Light), Moon (Alteration, Dark), Occult select a casting tradition the first time they gain the (Death, Divination), Plague (Darkness, Death), casting class feature.) Portents (Divination, Protections), Shadow (Dark, This replaces the spells class feature. Illusion), Spirits (Conjuration, Divination), Stars

(Divination, Illusion), Strength (Alteration, Spell Points: The sphere arcanist gains a small Enhancement), Time (Time, Warp), Transformation reservoir of energy she can call on to create truly (Alteration, Creation), Trickery (Illusion, wondrous effects, called a spell pool. This pool Telekinesis), Vengeance (Destruction, Weather), contains a number of spell points equal to her level Water (Divination, Nature), Winter (Destruction, + his Intelligence modifier (minimum: 1). This pool Weather), Wisdom (Enhancement, Protection). replenishes once per day after roughly 8 hours of At 4th level and every even level afterwards the rest. Familiar gains a Talent with the Patron Sphere it possesses. Magic Talents: The sphere arcanist gains 1 talent At 8th level the Familiar gains the Advanced at 3rd level and every three levels thereafter. Magical Training Feat and treats your Witch level as its Low-Caster class level. It also uses its own Mystical Reservoir: At 1st level, a Sphere Arcanist intelligence modifier for its spell pool. gains a small reserve where she may successfully At 14th level you may choose for it to either gain an process her spell points. For a number of times per additional talent, or to gain access to the other day equal to 3 + 1/2 her Arcanist level (minimum of sphere provided by your Patron. 1) she may, as a move action, regain half of her This replaces the Patron Spells ability. spell points he spent in that same round(minimum

of 1) and put them in her reservoir. The reservoir Recommended Casting Tradition: The classic cannot hold more than half of max spell pool size in feel of the witch can be recreated through selecting points, and each day after she rests for eight hours the verbal casing and somatic casting (2) the reservoir is emptied. The Reservoir cannot be drawbacks. used to activate Sphere abilities as normal, rather they can only be used to activate Mystical Exploits

and any other ability that specifically uses the reservoir. The Sphere Arcanist may also spend 1 point from this Reservoir as a free action to increase the Caster level of any one sphere effect she is casting. She can expend no more that 1 point from her reservoir in this way, and this increase to her CL does not stack with any other abilities or items that increase CL. This replaces the ability Arcane Reservoir.

Mystical Exploits: This functions the same as Arcane Exploits and replaces it, except any exploit that draws from the Arcane Reservoir instead draws from the Mystical Reservoir. The Following Exploits have been changed: Altered Shifting: You cannot gain this exploit. Consume Magic items: You cannot gain this exploit Counterspell: The Sphere Arcanist gains the See Magic: You gain the Sense Magic talent Counterspell feat. Further she may spend points and may spend a point from your reservoir to use it. from her Mystical Reservoir to activate it. The You must have access to the Divination sphere to arcanist must be at least 5th level to take this gain this exploit. exploit. Shift Caster: You cannot gain this exploit. Face Thief: The Sphere Arcanist gains the Spell Disruption: You cannot gain this exploit Illusory Disguise talent. She must have access to Sphere Tinkerer (Replaces Spell Tinkerer): the Illusion sphere in order to select this Exploit. The sphere arcanist can alter an existing sphere Illusion Catcher: The Sphere arcanist gains a effect by expending 1 point from her reservoir. To +2 bonus on saving throws against illusions. If the use this ability, she must be adjacent to the spell arcanist successfully disbelieves an illusion, she effect (or the effect's target) and be aware of the can expend 1 point from her mystical reservoir as effect. She can choose to increase or decrease the an immediate action to try to negate or steal control remaining duration of the sphere effect by 50%. of the illusion. This functions the same as trying to This ability can be used on unwilling targets, but the use the Counterspell feat. If she succeeds, she can arcanist must succeed at a melee touch attack, and either end the effect or alter it as if she were the the target may attempt an MSD check to negate it. effect's caster. If the Illusion’s duration is This ability cannot be used on a given sphere effect concentration, the arcanist must concentrate on the more than once. This ability has no effect on new effect or it ends, unless she spends an sphere effects that are instantaneous or have a additional spell point from her reservoir to extend it duration of permanent. as per normal for illusions. The arcanist must have Swift Consume: You may not select this the face thief exploit to select this exploit. exploit Metamixing: The Sphere Arcanist may apply a metamagic feat (With the exception of Quicken Consume Magic: At 1st level, a sphere arcanist Spell) to her sphere effects without changing the can expend a spell point as a move action, just as if casing time by spending a number of points from she had used it to activate a sphere effect. Doing her Mystical Reserve equal to the feat’s spell point this adds twice the number of points to her cost. She cannot apply a metamagic feat this way if reservoir than normal, though points gained in the same metamagic feat is already being applied excess to the maximum are lost. This replaces to the sphere effect. Consume Spells. Potent Magic: Whenever the sphere arcanist expends 1 point from her mystical reservoir to Greater Exploits: The following Greater Exploits increase the caster level of a spell, the caster level have been changed, otherwise this ability functions increases by 2 instead of 1. as Greater Exploits while still acting in the same Quick Sphere (Replaces Quick study): When manner as Mystical Exploits in regards to the applying the Quicken Spell metamagic feat to a spending of points from the reservoir. sphere effect, the Sphere Arcanist may instead pay Counter Drain: Whenever the sphere arcanist 1 point from her reservoir to apply it instead of the successfully counters a sphere effect, she regains normal cost. She must has the Quicken Spell a number of points to her arcane reservoir, which is metamagic feat before taking this exploit. determined by the amount of spell points that were Sphere Understanding (replaces School invested in the sphere effect she countered. If no Understanding): At 1st level choose a sphere which spell points where spent, she instead regains the you possess and gain an ability from the Incanter’s reservoir point she spent from using Counterspell. Sphere Specialization of that sphere. The exploit You must have the Counterspell exploit to select must be one gained at 1st level and useable a this exploit. number of times per day equal to 3 + your casting Greater Counterspell: The sphere arcanist ability modifier, using your Charisma modifier as gains Improved Counterspell as a bonus feat your casting modifier. You gain no other benefits Greater Metamagic Knowledge: You cannot from this sphere specialization, and you treat your gain this exploit. Incanter level as 1, though you may expend a point Greater Spell Disruption: You cannot gain from your reservoir to treat your Arcanist levels as this exploit your Incanter levels for a number of rounds equal to Redirect Magic (replaces Redirect Spell): The your Charisma modifier. If you possess any levels sphere arcanist can gain control of a sphere effect in a class that grants a sphere specialization, then cast by another spellcaster. As a standard action this stacks with it, but only for that one ability. by expending 1 point from her reservoir, the arcanist can make an MSB check opposed by the MSD of the creature controlling the sphere effect. If the arcanist is successful, she can direct the sphere Casting Tradition: The classic feel of the effect as a free action for 1 round, making any Arcanist can be recreated through selecting decisions allowed by the effect. This only functions the verbal casing and somatic casting (2) on sphere effects that can be directed or changed drawbacks. once they have been cast. The spell returns to its owner's control at the start of the arcanist's next turn, unless the arcanist expends another point from her reservoir at the start of her turn to extend the duration of control by one by one minute. However, if she does choose to extend her control, she must continue to make an MSB check against her opponent's MSD at the beginning of each round, and if she fails then the spell is returned to its owner’s command. You cannot use this exploit on the same sphere effect more than once per day. You must have the sphere tinkerer exploit before you can select this exploit. Siphon Spell: You cannot gain this exploit Spell Thief: The sphere arcanist can steal a sphere effect affecting one creature by expending 1 point from her arcane reservoir. If the creature is unwilling, she must succeed at a melee touch attack to steal the effect; the target can attempt a Will saving throw to negate the effect. The arcanist can specify the sphere effect affecting the target to steal, but if she's incorrect or doesn't know what effects are affecting the target, the spell stolen is determined randomly from all those affecting the target. If successful, the effect transfers to the arcanist, affecting her for the remaining duration. Unless the effect normally allows for a new saving throw during its duration (such as at the end of each round), this ability doesn't grant the arcanist a saving throw against it. The arcanist cannot use this ability to steal a spell with a range of personal or a duration of permanent. The arcanist must have the spell tinkerer exploit to select this exploit. Suffering Power (replaces Suffering knowledge): A sphere arcanist may learn to use a sphere’s effect by suffering from its effects. When the Arcanist fails a saving throw against a sphere effect, she may spend 1 point from her reservoir to gain the ability to replicate the sphere effect. She must use this effect within a number of rounds equal to her Charisma modifier, and cannot replicate an effect that belongs to a sphere she does not possess.

Flowing Reserves: At 20th level the sphere arcanist gains the ability to use her reservoir and spell pool in accord with each other. She may now cast sphere effects from her reservoir and can now use her normal spell pool as her reservoir for the sake of activating exploits. This replaces the ability Magical Supremacy. Bloodrager talent, even if you don’t possess the Casting: At 4th level, the sphere bloodrager may Alteration Sphere, and use your bloodrager combine spheres and talents to create magical level as your caster level for the purpose of effects. The sphere bloodrager is considered a its effects when transforming into an Low-Caster and uses Charisma as his casting elemental form related to your element. If you ability modifier (Note: All casters gain 2 bonus do not possess the Alteration sphere, then it talents and may select a casting tradition the first costs two spell points instead of one to time they gain the casting class feature.) Although benefit from this transformation and can only he does not get casting until 4th level, all of his class choose the form of your related element. levels count as levels for the purposes of When you enter this transformed state you calculating his caster level (so at 4th level he would may choose to either stay your original size have a caster level of 2, just like any Low-Caster) or change to any size from Small to Huge. This replaces the spells class feature. Dragon Form (Draconic Bloodline): At 16th level, you gain the Dragon Transformation talent, Spell Pool: At 4th level, the sphere bloodrager even if you don’t possess the Alteration gains a small reservoir of energy he can call on to Sphere, and use your bloodrager level as create truly wondrous effects, called a spell pool. your caster level for the purpose of its effects This pool contains a number of spell points equal to when transforming into the form of your his class level + his Charisma modifier (minimum: chosen dragon type (meaning you must 1). This pool replenishes once per day after roughly choose the proper type of breath weapon). If 8 hours of rest. you do not possess the Alteration sphere, then it costs two spell points instead of one to Magic Talents: A sphere bloodrager gain one benefit from this transformation and can only magic talent at 4th level and every even level choose the form of your related dragon type. thereafter. When you enter this transformed state you also benefit from your Dragon Wings Blood Casting: When a sphere bloodrager enters bloodrage power, and you may choose a bloodrage, he may still create sphere effects, whether to stay your size, or to grow to any however he may only use sphere effects from size from Medium to Large. spheres gained from his Bloodrager class (i.e. such Mercurial Movement (Fey bloodline)(Replaces as the sphere gained at 4th level or any spheres Blurring Movement): At 8th level, you gain gained through a spending a magic talent gained access to the Time Sphere and may treat from leveling up your bloodrager class). He can your Bloodrager level as your Caster level for also cast these spells defensively and can make effects related to that sphere. concentration checks for these spells while Rippling Bloodrage (Fey bloodline) (Replaces bloodraging. This replaces and modifies the ability Quickling Bloodrage): At 12th level, you gain of the same name. the After Image talent as a bonus talent. If you already possess this talent, ten you Bloodline: The following Bloodline abilities have instead gain any one talent from the Time been changed: Sphere. Arcane Bloodrage (Arcane bloodline): At 4th level One with Nature (Fey bloodline): At 16th level, you gain the Protection Sphere as a bonus creatures of the animal or plant types don't sphere as well as a single talent in that attack you unless compelled to do so by sphere. magic or you attack them first. Further you Greater Arcane Bloodrage (Arcane bloodline): At gain the ability to use the Teleport ability of 8th level choose between either gaining the the Warp, even if you do not possess that Time sphere as a bonus sphere or gaining a sphere, and may use it to teleport at twice the talent in the Protection sphere. Once this normal distance. However if you use this choice is made it cannot be changed. ability you may only teleport between two True Arcane Bloodrage (Arcane bloodline): At 16th trees of the same type. Teleporting this way level the Bloodrager may gain access to any costs 2 spell points and you may benefit from one Bestial Trait (treating your Shifter level as this bloodline power even when you are not 1/2 of your Bloodrager level) and a bonus bloodraging talent. Elemental Form (Elemental bloodline): At 16th Sorcerous Blood: At 4th level the sphere level, you gain the Elemental Transformation bloodrager gains 1 spell point. He gains an additional spell point at 6th level, and every 2 levels thereafter. This ability replaces all bloodline spells and the Eschew Materials class feature.

Greater Bloodrage: At 11th level, when a sphere bloodrager enters a bloodrage, the morale bonus to his Strength and Constitution increases to +6 and the morale bonus on his Will saves increases to +3. In addition, upon entering a bloodrage, the sphere bloodrager can apply the effects a sphere ability he knows to himself. The sphere power must have a range of touch or personal. If the sphere ability’s duration is greater than 1 round, it instead lasts for the duration of the bloodrage. This use consumes an additional spell point, in addition to any spell points used on the sphere ability. He must have a spell point available to use this ability. Greater bloodrage counts as the barbarian's greater rage ability for the purposes of feat prerequisites, feat abilities, magic item abilities, and spell effects. This modifies the Greater Bloodrage ability.

Mighty Bloodrage: At 20th level, when a sphere bloodrager enters a bloodrage, the morale bonus to his Strength and Constitution increases to +8, and the morale bonus on his Will saves increases to +4. This modifies the Mighty Bloodrage ability.

Casting Traditions: The classic feel of the Bloodrager can be recreated through selecting the Blood Magic tradition.

Hunter functions as Greater Resurrection, but otherwise Casting: The sphere hunter may combine spheres operates at noted above. This replaces the ability of and talents to create magical effects. The sphere the same name. hunter is considered a Mid-Caster and uses Wisdom as her casting ability modifier. (Note: All Master Hunter: At 20th level, a sphere hunter casters gain 2 bonus talents and may select a becomes a master hunter, able to track down foes casting tradition the first time they gain the casting with ease. She can always move at full speed while class feature.) using Survival to follow tracks without penalty. This replaces the spells class feature. Additionally, each day when the hunter rests to restore her spell points, she chooses one animal Spell Pool: The sphere hunter gains a small focus to be active on herself for the entire day. This reservoir of energy she can call on to create truly focus is in addition to using her animal focus class wondrous effects, called a spell pool. This pool ability (including the additional focus ability she is contains a number of spell points equal to her level able to use on herself if her animal companion is + her Wisdom modifier (minimum: 1). This pool dead). This replaces the ability of the same name. replenishes once per day after roughly 8 hours of rest.

Magic Talents: The sphere hunter gains 1 magic talent at every time she gains a caster level.

Animal Companion: At 1st level, a sphere hunter forms a bond with an animal companion. A hunter may begin play with any of the animals available to a druid. This animal is a loyal companion that accompanies the hunter on her adventures. This ability functions like the druid animal companion ability (which is part of the nature bond class feature). The hunter's effective druid level is equal to her hunter level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the companion's statistics and abilities. A hunter may teach her companion hunter's tricks from the skirmisher ranger archetype instead of standard tricks. If a hunter releases her companion from service or her animal companion perishes, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. While the hunter's animal companion is dead, any animals called via the Animal Friend talent of the Nature Sphere automatically stays on the field for a number of minutes equal to her caster level. This replaces and functions as the ability of the same name.

Raise Animal Companion: At 10th level, the sphere hunter gains the Resurrection Advanced Talent as a bonus talent even if she does not meet the prerequisites, however you may only use it on your Animal Companion and doing so provides you with a permanent negative level. This negative level cannot be restored, however it does automatically go away on its own after 24 hours. At 16th level this Shaman the mightiest of foes to the ground. When the Casting: The sphere shaman may combine shaman creates a sphere effect that spheres and talents to create magical effects. The manipulates water (Such as with sphere shaman is considered a Mid-Caster and geomancing, causing precipitation, creating a uses Wisdom as her casting ability modifier. (Note: frost blast, etc.) she increases her caster All casters gain 2 bonus talents and may select a level by 1. If that effect deals damage, the casting tradition the first time they gain the casting target must succeed at a Fortitude saving class feature.) throw or be knocked prone. At 8th level, the This replaces the spells class feature. shaman creates water related sphere effects at 2 caster levels higher. At 16th level, her Spell Pool: The sphere shaman gains a small ability to knock creatures prone extends to reservoir of energy she can call on to create truly any spell that deals damage. wondrous effects, called a spell pool. This pool Fluid Magic (Waves Spirit): The shaman's magic contains a number of spell points equal to her level has become as flowing and mercurial as the + her Wisdom modifier (minimum: 1). This pool spirits she treats with. When concentrating on replenishes once per day after roughly 8 hours of a sphere effect, she may make a move action rest. to instead switch to a different sphere effect without breaking concentration. This Magic Talents: A sphere shaman gains a magic immediately stops the first sphere effect, but talent every time she gains a caster level. allows you to activate and start concentrating on the second without needing to make a Hex: The following Hexes and Spirit Hexes have standard action to start it. This does not work been altered. In addition, whenever spirit hex would on sphere effects that require more than a use the Shaman’s charisma modifier, it instead standard action to activate. uses her Wisdom modifier. Healing: See changes made to Witch Hex of the Spirit Animal: A shaman must meditate and same name. commune with her Spirit animal to restore her spell Shapeshift: You gain a bonus talent in the points after resting instead of preparing spells. This Alteration sphere alters the Spirit Animal ability and otherwise Tongues: See changes made to Witch Hex of the functions the same same name. Enhanced Cures (Life spirit): This functions as the Spiritual Communion: A sphere shaman does not Life Sphere Cure ability. If you already gain bonus spells from her spirit, but instead learns possess this ability, then taking this hex to coax the power of the spirits from her spirit counts as gaining the Greater Healing talent. animal. The sphere shaman’s spirit animal has its Unlike said talent, you may only select this own spell pool equal to the ½ the shaman’s class hex once, though you may take it if you level (minimum of 1). While within close range of already possess said talent. the spirit animal, the shaman may choose to draw Arcane Enlightenment (Lore Spirit): The shaman's spell points from her spirit animal, but only to spend native intelligence grants her the ability to tap them on sphere effects of the spheres associated into arcane lore. When she gains this Hex, with her spirit, or on spirit abilities associated with she may spend a spell point to emulate the her spirit. These spell points are restored when the sphere ability of a sphere she does not shaman meditates with her spirit animal to regain possess. She uses her Wisdom modifier as her spell points. The spheres associated with each her caster level for the sphere ability used in spirit are as follows: Battle (Alteration, War), Bones this way, and she may use this hex a number (Death, Mind), Flame (Destruction, Nature), of times per day equal to 1/2 his Wisdom Heavens (Illusion, Telekinesis), Life (Life, modifier + 1/2 his Intelligence modifier. When Protection), Lore (Divination, Fate), Mammoth you use a sphere effect in this way, you do (Alteration, Nature), Nature (Nature, Weather), not count as possessing that sphere. Stone (Nature, Protection), Waves (Destruction, Friend to Animals (Nature Spirit): This hex functions Nature), Wind (Destruction, Weather). If she does as the Nature Sphere talent of the same not possess a requisite sphere, then she must use name. You do not need to possess the her talent to gain access to the sphere. Nature Sphere to use this talent. This replaces the Spirit Magic class feature. Crashing Waves (Waves Spirit): The force of a waves shaman's water spells can bring even Spirit: The following Spirit abilities have been channel positive energy or use a sphere altered effect of the Life Sphere as a swift action. Paragon of Battle (Battle, True Spirit): As a The shaman can use this ability a number of standard action you may benefit from the times per day equal to her Wisdom modifier. Bloodlust and Mystic Might abilities, as Elemental Form (Stone, True Spirit): At 16th level, written in the Mageknight Mystic Combat you gain the Elemental Transformation ability, for up to either one minute or until talent, even if you don’t possess the dismissed. You may use this ability a Alteration Sphere, and use your shaman number of times equal to 3 + your Wisdom level as your caster level for the purpose of modifier. its effects when transforming into an earth Manifestation (Bones): Upon reaching 20th level, elemental for. If you do not possess the the shaman becomes a spirit of death. Once Alteration sphere, then it costs two spell per round, she can automatically stabilize points instead of one to benefit from this from bleeding or force a stabilized target transformation and can only choose the within Close range to proceed bleeding earth elemental form. When you enter this again. Further, Reanimate now costs one transformed state you may choose to either spell-point less to use, and using Group stay your original size or change to any size Charm now affects one target for every from Small to Huge. caster level, but only when targeting Manifestation (Stone): Upon reaching 20th level, undead. the shaman becomes a spirit of the earth. Elemental Form (Fire, True Spirit): At 16th level, The shaman gains acid resistance 30. She you gain the Elemental Transformation can also apply any one of the following feats talent, even if you don’t possess the to any earth-related sphere effect spell she Alteration Sphere, and use your shaman casts without increasing the casting time: level as your caster level for the purpose of Enlarge Spell, Extend Spell, Silent Spell, or its effects when transforming into a fire Still Spell. She doesn't need to possess elemental for. If you do not possess the these feats to use this ability. Alteration sphere, then it costs two spell Elemental Form (Waves, True Spirit): At 16th level, points instead of one to benefit from this you gain the Elemental Transformation transformation and can only choose the fire talent, even if you don’t possess the elemental form. When you enter this Alteration Sphere, and use your shaman transformed state you may choose to either level as your caster level for the purpose of stay your original size or change to any size its effects when transforming into a water from Small to Huge. elemental for. If you do not possess the Manifestation (Fire): Upon reaching 20th level, the Alteration sphere, then it costs two spell shaman becomes a spirit of flame. The points instead of one to benefit from this shaman gains fire resistance 30. She can transformation and can only choose the also apply any one of the following feats to water elemental form. When you enter this any fire-related sphere effect spell she casts transformed state you may choose to either without increasing the casting time: Enlarge stay your original size or change to any size Spell, Extend Spell, Silent Spell, or Still from Small to Huge Spell. She doesn't need to possess these Manifestation (Waves): Upon reaching 20th level, feats to use this ability. the shaman becomes a spirit of the waves. Phantasmagoric Display (Heavens, True Spirit): At The shaman gains cold resistance 30. She 16th level, whenever you create an Illusion can also apply any one of the following feats you may, you may spend an additional spell to any water-related sphere effect spell she point to apply the effect of any other sphere casts without increasing the casting time: ability you possess. That extra sphere effect Enlarge Spell, Extend Spell, Silent Spell, or may not last longer than the illusion, and you Still Spell. She doesn't need to possess must still spend a spell point if you wish to these feats to use this ability. not need to concentrate on effects that Elemental Form (Wind, True Spirit): At 16th level, require concentration. If the Illusion is you gain the Elemental Transformation disbelieved, then extra effect also ends. talent, even if you don’t possess the Quick Healing (Life, True Spirit): The shaman calls Alteration Sphere, and use your shaman upon her spirit to enhance the speed of her level as your caster level for the purpose of healing abilities. This ability allows her to its effects when transforming into an air elemental for. If you do not possess the Skald Alteration sphere, then it costs two spell The Sphere Skald, as detailed in Spheres of points instead of one to benefit from this Power: Expanded Options is just fine the way it transformation and can only choose the air is, and doesn’t really need a change elemental form. When you enter this

transformed state you may choose to either stay your original size or change to any size from Small to Huge. Manifestation (Waves): Upon reaching 20th level, the shaman becomes a spirit of the wind. The shaman gains electricity resistance 30. She can also apply any one of the following feats to any wind-related sphere effect spell she casts without increasing the casting time: Enlarge Spell, Extend Spell, Silent Spell, or Still Spell. She doesn't need to possess these feats to use this ability.

Sympathetic Hexing: At 3rd level, the shaman may treat her hexes as sphere effects for the purposes of delivering them through he familiar’s deliver touch spells ability. The hex must still require a touch to be delivered in this way. This replaces the deliver touch spells ability.

Wandering Spirit: At 4th level, a sphere shaman can form a temporary bond with a spirit other than the one selected using her spirit class feature. She must make this selection each day when regaining spell points. While this feature is active, she gains the spirit ability granted by the spirit. She does not add the hexes from her wandering spirit to her list of hexes that she can choose from with the hex class feature. At 12th level, she gains the abilities listed in the greater version of her wandering spirit. At 20th level, she gains the ability listed in the true version of her wandering spirit. This modifies the wandering spirit class feature.

Warpriest Charming Presence (minor, Charm): At 1st Casting: The sphere warpriest may combine level, you can touch an ally and grant an entrancing spheres and talents to create magical effects. The blessing. For 1 minute, the ally may activate any sphere warpriest is considered a Mid-Caster and single Lesser Charm that you possess. This is a uses Wisdom as his casting ability modifier. (Note: mind-affecting effect. All casters gain 2 bonus talents and may select a Battle Companion (major, Evil): At 10th level, casting tradition the first time they gain the casting whenever you summon a companion using the class feature.) This replaces the spells class Conjuration Sphere, they automatically gain the feature. benefit of the Aligned Creature form (even if you do not possess said talent, though the alignment is Spell Pool: The sphere warpriest gains a small always Evil). If you do not possess the Conjuration reservoir of energy he can call on to create truly Sphere, you instead gain the ability to use the wondrous effects, called a spell pool. This pool Summon ability once per day, treating 1/2 your contains a number of spell points equal to his level Warpriest level as your caster level. This does not + his Wisdom modifier (minimum: 1). This pool count as possessing the Conjuration sphere for the replenishes once per day after roughly 8 hours of purposes of any other effects or meeting rest. prerequisites for feats. Armor of Flame (major, Fire): At 10th level, Magic Talents: A sphere warpriest gains 1 magic you can touch an ally to wreath it in flames. For 1 talent at 3rd level, and every even caster level after minute that ally takes only half damage from cold- that. based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a Necromantic Focus: A sphere warpriest who successful saving throw. chooses to channel positive energy at 1st level Glorious Presence (minor, Glory): At 1st gains the Life sphere as a bonus magic talent. A level, you can touch an ally and grant a glorious sphere cleric who chooses to channel negative blessing. For 1 minute, the ally may activate any energy gains the Death sphere as a bonus magic single Lesser Charm that you possess. This is a talent. They gain an additional talent from this mind-affecting effect. sphere at every odd caster level after 1st level. This Battle Companion (major, Good): At 10th replaces spontaneous casting. level, whenever you summon a companion using the Conjuration Sphere, they automatically gain the Blessing: The following Blessing abilities have benefit of the Aligned Creature form (even if you do been altered. not possess said talent, though the alignment is Battle Companion (major, Animal): At 10th always Good). If you do not possess the level, whenever you summon a companion using Conjuration Sphere, you instead gain the ability to the Conjuration Sphere, they automatically gain the use the Summon ability once per day, treating 1/2 benefit of the Animal Creature form talent, even if your Warpriest level as your caster level. This does you do not possess said talent. If you do not not count as possessing the Conjuration sphere for possess the Conjuration Sphere, you instead gain the purposes of any other effects or meeting the ability to use the Summon ability once per day, prerequisites for feats. treating 1/2 your Warpriest level as your caster Powerful Healer (minor, Healing): At 1st level. This does not count as possessing the level, you can add power to your curative magic. As Conjuration sphere for the purposes of any other a swift action, you can treat the Cure sphere effect effects or meeting prerequisites for feats. of the Life Sphere as if it were empowered (as the Battle Companion (major, Chaos): At 10th Empower Spell feat), causing it to heal 50% more level, whenever you summon a companion using damage (or deal 50% more damage if used against the Conjuration Sphere, they automatically gain the undead). This ability doesn't stack with itself or the benefit of the Aligned Creature form (even if you do Empower Spell feat. not possess said talent, though the alignment is Battle Companion (major, Law): At 10th level, always Chaotic). If you do not possess the whenever you summon a companion using the Conjuration Sphere, you instead gain the ability to Conjuration Sphere, they automatically gain the use the Summon ability once per day, treating 1/2 benefit of the Aligned Creature form (even if you do your Warpriest level as your caster level. This does not possess said talent, though the alignment is not count as possessing the Conjuration sphere for always Lawful). If you do not possess the the purposes of any other effects or meeting Conjuration Sphere, you instead gain the ability to prerequisites for feats. use the Summon ability once per day, treating 1/2 your Warpriest level as your caster level. This does warpriest (or one who worships a good deity) can not count as possessing the Conjuration sphere for touch a creature to heal it of 1d6 points of damage, the purposes of any other effects or meeting plus an additional 1d6 points of damage for every 3 prerequisites for feats. sphere warpriest levels he possesses above 2nd Blessed Magic (major, Magic): At 10th level, (to a maximum of 7d6 at 20th level). Using this you may gain access to a talent that you do not ability is a standard action (unless the sphere already possess for 1 minute. This talent must be in warpriest targets himself, in which case it's a swift a sphere which you possess, and cannot be used action). Alternatively, the sphere warpriest can use to gain access to another sphere. You may use this this ability to harm an undead creature, dealing the Blessing a number of times per day equal to half of same amount of damage he would otherwise heal your Warpriest level. with a melee touch attack. Using fervor in this way Battle Companion (major, Plant): At 10th is a standard action that provokes an attack of level, whenever you summon a companion using opportunity. Undead do not receive a saving throw the Conjuration Sphere, they automatically gain the against this damage. This counts as positive benefit of the Natural Creature (Fast Healing 1) energy. talent, even if you do not possess said talent. If you An evil sphere warpriest (or one who worships an do not possess the Conjuration Sphere, you evil deity) can use this ability to instead deal instead gain the ability to use the Summon ability damage to living creatures with a melee touch once per day, treating 1/2 your Warpriest level as attack and heal undead creatures with a touch. This your caster level. This does not count as counts as negative energy. possessing the Conjuration sphere for the purposes A neutral sphere warpriest who worships a neutral of any other effects or meeting prerequisites for deity (or one who is not devoted to a particular feats. deity) uses this ability as a good sphere warpriest if Double (minor, Trickery): At 1st level, as a he chose to spontaneously cast cure spells or as move action you can create an illusory double of an evil sphere warpriest if he chose to yourself. this double exists in your square, and spontaneously cast inflict spells. As a swift action, a copies all of your actions and behaviors exactly. sphere warpriest can expend one use of this ability Whenever you are targeted by an attack roll, there to use any one sphere ability. When used in this is a 50% chance the attack will hit your illusory way, the sphere ability can target only the sphere double and fail, causing your double to disappear. warpriest, even if it could normally affect other or All effects that are activated by landing a blow do multiple targets. Sphere abilities used in this way not activate upon eliminating the double, though it ignore somatic components and do not provoke can be dissipated by area damaging effects. This attacks of opportunity. The sphere warpriest does double lasts for one minute per caster level, or until not need to have a free hand to use a sphere ability dispersed, and you cannot have more than one in this way. double activated at a time. This modifies the Fervor class feature. Armor of Ice (major, Water): At 10th level, you can touch an ally to wreath it in snow. For 1 minute that ally takes only half damage from fire- based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful saving throw. Wind Barrier (major, Weather): At 10th level, you can create a barrier of fast winds around yourself for 1 minute. While this barrier is active you are immune to fall damage, and all adjacent squares are treated as under the effects of Severe Winds (as described in the Weather Sphere).

Fervor: At 2nd level, a sphere warpriest can draw upon the power of his faith to heal wounds or harm foes. He can also use this ability to quickly use sphere abilities that aid in his struggles. This ability can be used a number of times per day equal to 1/2 his sphere warpriest level + his Wisdom modifier. By expending one use of this ability, a good sphere Class Options and Arcanist

Archetypes: Blade Adept For this section, refer to the source original Sentient Sword: At 3rd level, the blade entry of the archetype. These options listed adept gains a black blade. This ability functions as below alter the archetypes to now be the black blade ability of the bladebound magus, except it uses the blade adept’s arcanist level compatable with their new Sphere-based instead of his magus level for the purposes of base classes. Abilities that are not advancing. If he ever takes levels in bladebound mentioned in the archetype entry are magus, he treats his effect magus level for this considered to still function the same as ability as his arcanist level + his magus level – 3. before, while new class features that This ability replaces the mystical exploit gained at 3rd level. replace old archetype features will say Spell Strike: The blade adept does not which archetype feature they are replacing. gain this ability.

Blood Arcanist No change

Brown-Fur Transmuter Empowered Change (replaces Powerful Change): At 3rd level, when the brown-fur transmuter casts an Alteration sphere effect, she may spend 1 spell point from her reservoir to add an additional trait to the alteration. She may only apply one trait in this manner, and only once per alteration. This ability replaces the exploit gained at 3rd level. Share Transmutation: At 9th level, a brown-fur transmuter can alter any one alteration effect which she had cast. By spending 1 spell point from her reservoir the brown-fur transmuter may, as a standard action, change the talents applied to a transmutation effect she created that are affecting any one target within touch range. If the target is unwilling, then the effect fails. This ability replaces the exploit gained at 9th level. Transmutation Supremacy: At 20th level, the brown-fur transmuter no longer needs to spend 1 spell point from her reservoir to allow her alteration effects to last without concentration, and she may use her share transmutation ability on any willing target within Close range. Finally, she may freely spend spell points from her reservoir on Alteration Sphere effects, and spend spell points from her spell pool to activate the empowered change and share transmutation abilities. This ability replaces flowing reserves.

Eldritch Font Font of Power: The eldritch font gains +2 more spell points to her spell pool, but does not gain a magic talent at 3rd level. Eldritch Surge: For this ability, replace the For obtaining the same thematic feel of this word “spell” with “sphere effect”. This ability archetype, I would suggest using the Mage otherwise functions as normal alternate class for the Incanter found in the Improved Surge: For this ability, replace book Worlds of Power, while also applying the the word “spell” with “sphere effect”. This ability changes to Incanter stated at the beginning of otherwise functions as normal this document. Greater Surge: For this ability, replace the word “spell” with “sphere effect”. This ability Spell Specialist otherwise functions as normal As of right now, the creator of this document Bottomless Well: The eldritch font only cannot think of a way to feasibly convert this needs to spend 1 hour resting to regain her spell archetype due to heavy reliance this archetype points. Further, when resting, she may choose has on Vancian casting whether or not to keep the points in her reservoir, or empty it. This ability replaces flowing reserves. Twilight Sage Consume Life: By wresting a soul from life Elemental Master to death, a twilight sage gains a slightly deeper Elemental Focus: The elemental master understanding of mortality, fueling her curiosity and gains a favored element, treating ½ her arcanist eldritch power. As a full-round action, she can level as her effective elementalist level for this consume the life energy of a helpless living ability. Unlike the favored element ability, she may creature, killing it. This creature must have 2 or not gain further favored elements. This ability does more Hit Dice and be below 0 hit points. The not stack with the elementalist’s favored element twilight sage adds 2 spell points to her mythic ability. This replaces the exploit gained at 1st level. reservoir if the creature’s Hit Dice equaled or exceeded her arcanist level, or 1 point if the Occultist (WIP) creature’s Hit Dice equaled at least ½ her arcanist Planar Spells: The Occultist does not gain level. This ability is a death effect, and replaces this ability consume magic. Occult Knowledge (replaces Conjurer’s Necromantic Focus: The twilight sage focus): The occultist may spend 1 point from her must select the Death sphere as his starting sphere reservoir to enhance her caster level with a single Twilight Transfer: At 11th level, a twilight sphere effect. This functions as the thaumaturge’s sage’s master over life and death allows her to forbidden lore, treating her incanter level as ½ her transfer life energy into fading vessels. Once per effective thaumaturge level, and counts as day, when the twilight sage uses the resuscitate possessing this ability for the purposes of qualifying talent of the Life sphere, she may instead spend a for feats. Her effective thaumaturge levels from point from her mystical reservoir while instead of a being an occultist stack with any thaumaturge spell point to do so. This causes a willing or levels she has for the purposes of this ability, as unconscious creature within 300ft that has a long as that thaumaturge does not possess an number of Hit Dice equal to or greater than the archetype that remove’s its forbidden lore ability. recipient’s to instantly die. This ability is a death This ability replaces the exploit gained at 1st level. effect, and if the victim doesn’t actually die (such as Planar Contact: At 7th level, the Occultist if it was summoned or immune to death, the gains the pact invocation ability of the pactmage recipient isn’t resuscitated. This ability replaces the archetype of the thaumaturge class. He treats his exploit gained at 11th level. incanter level – 5 as his effective thaumaturge level Death’s Release: At 20th level, a twilight for the effects of this ability. This ability replaces the sage has mastered the relationship between death exploit gained at 7th level. and arcane power, and has gained a limited ability Forbidden Savant (replaces Perfect to surpass her own mortality. Whenever she dies Summoner): At 20th level, an occultist may spend (but not if she becomes undead), if she still has points from both his reservoir and spell pool to points in her reservoir she appears as an activate his occult knowledge ability. This ability ephemeral spirit in the air above her corpse. She replaces flowing reserves. can still create sphere effects in this form, using her corpse at the origin point as though she were still School Savant alive in that square. When she creates sphere This archetype is no longer supported, as the effects in this form, she uses the points in her changes to the base arcanist and his exploits mystical reservoir instead of her spell pool. The make this archetype pointless and redundant. spirit disappears when she runs out of points, or when spends a round without spending a point. The Bard spirit cannot move, deliver touch or ranged touch attack, and cannot do anything other than cast Animal Speaker sphere effects. This ability replaces flowing Nature’s Speaker: At 5th, 11th, and 17th reserves. level, the animal speaker selects another kind of animal friend. The bard can use Speak with Unlettered Arcanist Animals sphere effect from the Nature Sphere on st Familiar: At 1 level, the unlettered animals of his selected kinds, even if he does not arcanist gains a familiar. In addition, the unlettered possess the sphere or talent. This ability replaces arcanist may store spell points within his familiar as well-versed. if it were a bonded object, but using her arcanist Nature’s Sidekick (Replaces Summon level instead of her caster level to determine the Nature’s Ally): At 1st level, you gain a familiar, amount of spell points that can be stored in the treating your Bard level as your effective Wizard familiar. This ability replaces the exploit gained at level. You Familiar must be one of, or closely st 1 level. related, to one of your Animal Friends. This Witch Spells: The unlettered arcanist does replaces Mass Suggestion. not gain this ability Arcane Duelist White Mage No change Spontaneous Healing: At 1st level, a white mage may spend 4 points from her reservoir in Archaeologist order to hasten any single effect from the Life No change sphere, as if she had used the Quicken Spell metamagic feat. This effect does not count as Arbiter possessing said feat, nor does it stack. If the white No change mage ever gains the Quicken Spell metamagic feat, she instead only needs to spend two points from Arcane Healer her reservoir in order to use this ability. This ability Inspired Healing: At 5th level, you may replaces the exploits gained at 1st and 9th level. expend two rounds of your Bardic Performance to Greater Exploit: At 11th level, a white heal an ally as the Cure sphere effect from the Life mage can select the following greater exploit Sphere as a spell-like ability, treating half of your Fast Healing: a white mage can Bard level as your caster level. This does not count spend at least 3 points from her reservoir to as possessing the Life Sphere. No single target grant her allies the fast healing ability. may be affected by an arcane healer’s inspiring Allies within 30ft gain fast healing equal to healing ability more than once in a 24-hour period. ½ of the points spent – 1 (for example, if This ability replaces loremaster. the white mage spent 7 points on this exploit, her allies gain fast healing 3, since Archivist 7 – 1 = 6, and half of 6 is 3). This lasts for a No change number of rounds equal to the arcanist’s charisma modifier. Bardic Masterpieces A Bard may learn a Bardic masterpiece in place of either a feat, or a talent.

Buccaneer No change

Celebrity No change

Court Bard Bardic Performance: Scandal: A court bard of 14th level or higher can combine salacious gossip and biting calumny to incite a riot. Each enemy within 30 feet is affected as if by the bard level as your caster level. This does not count Brutal Rage Powerful Charm sphere effect as possessing the Death Sphere, and this effect from the Mind Sphere for the duration of only lasts as long as your Bardic Performance the performance, except they are not does. Once the performance ends all undead affected the effects of the Greater Charm animated in this way collapse into carrion. Bodies as the Powerful Charm normally would. A or bones cannot be animated more than once using successful Will save (DC 10 + 1/2 the this ability. This replaces jack-of-all-trades. bard’s level + the bard’s Cha modifier) negates the effect, and that creature is Diva immune to this ability for 24 hours. Scandal No change is a language-dependent, mind-affecting ability that uses audible components. This Duettist replaces Frightening Tune. No change

Daredevil Flame Dancer No change Fan the Flames: At 8th level, a Bard increases his caster level by +1 for every five levels Demagogue he possesses when using the Destruction Sphere, No change but only when his Destructive Blast is doing fire damage. This ability replaces Dirge of Doom. Dervish Dancer No change Geisha: Tea Ceremony: By spending 10 minutes Dervish of Dawn preparing an elaborate tea ceremony, a geisha may Battle Dance: affect her allies with inspire courage, inspire Meditative Whirl: At 8th level, competence, inspire greatness, or inspire heroics. when using battle dance, the dervish of The ceremony’s effects last 10 minutes + 5 minutes dawn can enter a trance-like state where for every bard level after 1st. The geisha must his spinning motion represents the spend 4 rounds of bardic performance for each movement of the planets around the sun, creature to be affected. and his spirit is attuned to the healing aspects of his goddess. By spending a Juggler: move action focusing on his whirling, the No change dervish can apply the Quicken Spell feat to any Life Sphere effect he is about to cast Lotus Geisha: (effectively spending a move action and Bonus Feats: At 1st level you gain Sphere swift action to activate the effect). This Focus (Mind) as a bonus feat. This replaces Bardic does not alter the spell point cost or the knowledge. casting time. The dervish can use this ability once per day at 8th level and one Magician: additional time per day for every two Bardic Performance: dervish levels he has beyond 8th. This Dweomercraft: A magician can use ability replaces the dirge of doom bardic performance to manipulate magical performance. energies. Allies of the magician gain a +1 bonus on caster level checks, Detective concentration checks, and attack rolls with Arcane Investigation: At 1st level, you sphere effects and spell-like abilities. This gain the Divination Sphere as a bonus sphere. This bonus increases by +1 at 5th level and replaces Versatile Performance. every six levels thereafter. This ability relies on visual and audible components. This Dirge Bard ability replaces inspire courage. Dance of the Dead: At 10th level, a dirge Spell Suppression: A 8th level, a bard can use his bardic performance to cause dead magician can use performance to counter bones or bodies to rise up and move or fight at his the spells of his foes. Once the bard begins command. This ability functions like the Reanimate using this performance, he tracks the sphere effect of the Death Sphere, treating your number of rounds it has been in use. While performing, as an immediate action, he can Illusion Sphere effects, as well as a penalty attempt to counter any spell that he can on Appraise checks equal to half the identify using Spellcraft, so long as that negotiator's level (minimum –1). A target spell’s level is equal or less than the total that fails its Appraise check believes that number of rounds he has been performing the object in question is worth 10% more or spell suppression. The attempt to counter less (negotiator's choice) than its actual the spell is made as if using the value. At 5th, 11th, and 17th levels, the counterspell feat, using the bard’s level as saving throw penalty increases by 1 and the caster level. If successful, the bardic the shift in an object's perceived value performance immediately ends. This ability increases by 10%. Fast talk is a language- requires audible components. This dependent, mind-affecting ability that uses performance replaces dirge of doom. audible components. This performance Metamagic Mastery: At 14th level, a replaces inspire courage. magician can use performance to apply a Binding Contract: This ability is metamagic feat to a sphere effect he is considered to be a Mind Sphere effect about to cast without increasing the casting instead of an Enchantment (compulsion) time. The bard must still expend the effect. requisite amount of spell points to cast this spell. This causes the performance to Sandman: immediately end. This ability requires Bardic Performance: audible components. This performance Stealspell: A sandman can use replaces frightening tune. performance to steal magic from his foes Initiate Counterspell (replaces Improved and add utilize it for himself. Once the Counterspell): A magician gains Counterspell as a performance is started, the bard can steal bonus feat, even if he does not meet the spell points from another creature with a prerequisites. This replaces countersong. touch attack as a standard action. The Extended Performance: At 2nd level, a target receives a Will save (DC 10 + 1/2 the magician can extend the duration of bardic bard’s level + the bard’s Cha bonus) to performance after he stops concentrating by negate the effect. The sandman may sacrificing a number of spell points as a swift choose to steal any number of spell points action. The performance effect lingers for 1 extra per performance equal to or less than his round per spell point spent. Only one spell point per caster level, but if the target does not caster level may be sacrificed per performance, possess enough spell points, the bardic and performance types that take effect after a performance immediately ends. The target specific number of rounds cannot be extended. loses the spell points and the sandman This replaces Well-versed. adds them to his pool for as long as the Expanded Pool (replaces Expanded performance continues, after which it Repertoire): At 2nd level, and every 4 levels reverts to the original recipient. While thereafter, the Magician adds an additional spell stolen, the bard can use them as though point to his pool. they were his for whatever purpose. This Wand Mastery: At 10th level, when a use does not consume the stolen points, magician uses a wand containing a spell related to instead after they are used they one of his Spheres (see Ritual rules), he uses his immediately return to their original owner. If Charisma bonus to set the wand’s save DC. At 16th the bard steals anymore spell points while level, when using such a wand, he uses his caster still in possession of stolen spell points, the level in place of the wand’s caster level. This ability previous spell points immediately reverts to replaces jack of all trades. its original owner. This ability requires visual components. This performance Negotiator: replaces inspire courage. Bardic Performance: Dramatic Subtext: At 9th level, a Fast Talk: At 1st level, a negotiator sandman can use bardic performance to can use performance to affect the cast Sphere Effects without obvious visual perceptions of any number of targets that or audible components (if he took those can hear him. While the negotiator drawbacks) while retaining the Sphere performs, these targets take a –1 penalty Effect’s normal effects. Observers must on saving throws against Mind Sphere and succeed at a Perception check opposed by a sandman’s Sleight of Hand check to this bonus increases to +4 at 14th level. This ability notice that the sandman is the source of replaces versatile performance. the casting (though casting still provokes attacks of opportunity). The bard must use Savage Skald: this performance for at least 2 rounds No change before casting a Sphere Effect; otherwise he is automatically detected and the Sea Singer: performance ends. This ability replaces Bardic Performance: inspire greatness. Whistle the Wind: A sea singer of Greater Stealspell: A sandman’s 6th level or higher can use performance to stealspell power improves at 15th level. create a 60ft line of Severe Wind (as When a target fails a save against his described in the Weather Sphere). This stealspell performance, the sandman wind lasts for as long as he continues his discovers its spell resistance (if any) and all performance. He can extend this duration Spheres and Talents it possesses. He can to 1 minute by playing for 5 consecutive then choose to steal one of its Talents rounds. This replaces Suggestion. instead to steal. If he does not possess the Call the Storm: At 18th level, the Sphere needed for one of the talents he sea singer can use bardic performance to stole, he is unable to use the talent, though duplicate the effects of Weather Sphere, he still steals it, preventing the original treating his bard level as his caster level. owner from using that talent. The sandman These effects continue for as long as the may forgo stealing spell points or talents bard continues performing, though you may and instead reduce the target’s SR by an not spend a spell point to extend the amount equal to half his bard level and gain duration. If he may apply talents to this that amount of spell resistance for as long performance if he already possesses the as he continues performing. If he steals Weather Sphere, but doing so uses up one additional spell resistance, it stacks with round of bardic performance per talent previously stolen SR. If he steals a spell applied. This replaces Mass Suggestion. point or talent, or ceases performing, the spell resistance immediately reverts back to Songhealer: its owner. This performance replaces Bardic Performance: inspire heroics. Healing Performance: A bard of Spell Catching: At 20th level, a 14th level or higher can use his sandman who saves against a Sphere performance to create an effect equivalent Effect or spell-like ability that targets only Cure and Restore effects of the Life him (not including area effects) may use Sphere, treating his Bard level as his caster bardic performance as an immediate level. Using this ability requires 5 rounds of action. He must attempt a caster level continuous performance, and the target check (DC 10 + the spell’s original caster must be able to see and hear the bard level). If it succeeds, the sandman can throughout the performance. The healing absorb the effect without harm and performance relies on audible and visual immediately recast that effect (using the components. original caster’s level and save DC) or Funeral Ballad: A bard of 20th level other Sphere effect from the same sphere if or higher can use his performance to create he possesses it. Using this ability an effect equivalent to Greater consumes a number of rounds of bardic Resurrection advanced talent on a dead performance equal to the caster level of the creature. Using this ability requires 20 effect, even if the check fails. This rounds of continuous performance, and the performance replaces deadly performance. target must be within 10 feet of the bard for Sneakspell: At 2nd level, a sandman adds the entire performance. Funeral ballad +1 to the save DC of Sphere effects and bardic relies on audible and visual components. performance against opponents who are denied This ability replaces deadly performance. their Dex bonus. This increases to +2 at 10th level and +3 at 18th level. In addition, at 6th level he Sound Striker: gains a +2 bonus on caster level checks to No change overcome spell resistance against such foes, and Street Performer: Call Lightning: At 8th level, the Bardic Performance thundercaller can use her performance to Slip through the Crowd (Su): At summon bolts of lightning. Once per turn 15th level, a street performer’s while maintaining her performance she disappearing act enables affected may, as a standard action, call a bolt of creatures to move through crowd squares lightning 5ft wide and 30ft tall that deals and enemy-occupied squares without electricity damage equal to the destructive impediment. Affected creatures are treated blast she gains from Thunder Call. This as if having been targeted by the Invisibility performance replaces Dirge of Doom Talent of the Illusion Sphere, treating your Call Lightning Storm: At 14th level, Bard level as your caster level. Those the sea singer can use bardic performance attacked by people made invisible this way to duplicate the effects of Weather Sphere, are allowed a new Perception check each treating his bard level as his caster level, time they are attacked. This performance though he may only affect the severity of replaces inspire heroics. Wind and Precipitation. These effects continue for as long as the bard continues Thundercaller: performing, though you may not spend a Bardic Performance: spell point to extend the duration. When Thunder Call: At 3rd level, the controlling the weather in this way, she is thundercaller can use her performance to treated as having taken the Storm Lord unleash a deafening peal of thunder. This talent tice for the sake of storms created allows the thundercaller to spend a round through this performance, and may choose of performance to create an effect similar to to have the lightening either deal the the Destructive Blast effect of the damage it would regularly do, or deal Destruction Sphere, treating your Bard damage as her Call Lightning performance. level as your caster level. Unlike a normal This performance replaces frightening tune. destructive blast, this blast is treated as if being effective by the Thunder Blast and Voice of the Wild: Explosive Orb talents, and this may not be Nature Magic: At 1st level the Bard gains the changed. Unlike the Explosive orb talent, Nature Sphere as a bonus talent. This ability the blast cannot be any larger than a 10ft replaces countersong, all instances of versatile radius. This performance replaces Inspire performance, and jack-of-all-trades. Competence. Incite Rage: At 6th level, the Thoughtsinger (3pp Dreamscarred Press) thundercaller can induce a furious rage in No Change one creature within 30 feet. This effect functions as the minor power of the Rage Emotion, treating 1/2 of your Bard level as your effective Eliciter level and lasts as long as the target can hear the thundercaller’s performance. Unwilling creatures can be affected if they fail a Will save (DC 10 + 1/2 the thundercaller’s level + the thundercaller’s Cha modifier). Success renders the target immune to this power for 24 hours. The thundercaller cannot target herself with this ability. If the target has the rage class feature, it can instead immediately rage and stay in this rage without consuming rounds of rage per day as long as the thundercaller continues performing. This mind-affecting effect requires audible components. This performance replaces suggestion and mass suggestion. Racial Archetypes: Shadow Puppeteer (Wayang): Dragon Herald (Kobold): Bardic Performance: A shadow puppeteer Bardic Performance: gains the following types of bardic performance. Diplomatic Immunity: A dragon The character must be able to perform shadow herald can use bardic performance to puppetry in order to activate any of these abilities. generate an effect similar to the Shadow puppetry uses Perform (act), and requires peacebound ward of the Protection Sphere, a light source. These abilities replace all levels of treating his Bard level as his caster level. inspire courage and inspire competence. Most use this to deliver the word of their Shadow Servant: At 1st level, the patron or to safely complete Diplomacy or puppeteer can create a shadow servant to Intimidate checks in the presence of hostile perform simple tasks. This allows the foes. The effect persists for as long as the shadow puppeteer to emulate Telekinesis dragon herald performs and for 1 round Sphere, treating his Bard level as his after. Caster Level, except it appears as though the objects he’s manipulating with it are Dragon Yapper (Kobold): being moved by formless shadows. This No change does not count as possessing the Telekinesis Sphere, meaning he cannot Prankster (Gnome): apply traits to it. Further, he is unable to Bardic Performance: perform Bludgeons with this telekinesis. Punchline: At 6th level, the When this performance ends, all telekinetic prankster can use his performance to tell a effects caused by it also end. Shadow punchline to amuse a creature he has Servant relies on visual components. already mocked causing it to fall on the Shadow Puppets: At 1st level, a floor laughing. While laughing the target is shadow puppeteer can use bardic considered prone and cannot take any performance to create one quasi-real actions, but is not considered helpless. shadowy creature. This functions as the Using this ability does not disrupt the mock Companion option of the Create Reality effect, but it does require a standard action ability, treating the Shadow Puppeteer’s to activate (in addition to the free action to bard level as his effective Fey Adept level. continue the mock effect). A prankster can He does not need to cast an Illusion nor use this ability more than once against an spend a shadow point to activate this individual creature during an individual ability, though it ends when the bardic performance. Telling a punchline does not performance ends. count against a prankster's daily use of bardic performance. A Will saving throw Water Singer (Undine): (DC 10 + 1/2 the bard's level + the bard's Watersinger Magic (replaces Watersinger Charisma modifier) negates the effect, and Spells): At 1st level the Watersinger must choose they are allowed a new save each round, the Nature sphere as his starting sphere, and he though subsequent saves while under the must choose the water geomancing package as his effects of this ability must be made as a first geomancing package. full-round action, after which they may immediately stand back up. Doing so does not provoke an attack of opportunity. This ability affects only a single creature. Punchline is a Mind Sphere effect, mind affecting language-dependent ability and relies on audible components. This ability replaces the suggestion ability. Mass Punchline: This ability functions just like Punchline, but allows a prankster of 18th level target any number of creatures he has effected with Mock simultaneously. This ability replaces mass suggestion.

Bloodrager Metamagic Rager th Blood Conduit Meta-Rage: At 5 level, the metamagic rager can sacrifice additional rounds of bloodrage Spell Conduit: At 5th level, as long as a to apply a metamagic feat he knows to any sphere blood conduit is wearing light or no armor, he can effect he creates. This costs a number of rounds deliver any sphere effect that functions as a touch equal to the amount of spell points spent to apply effect through bodily contact. When he succeeds a the feat. The metamagic rager does not have to be combat maneuver to bull rush, grapple, pin, bloodraging to use this ability. The metamagic feat reposition, or trip an opponent, or makes an is applied without spending any spell points, though unarmed strike against an enemy, he can as a swift the casting time is increased as normal. The action cast any sphere effect that functions as a metamagic rager can apply only one metamagic he touch effect on the affected enemy, requiring no knows in this manner with each casting. further touch attack roll. If the effect requires a Additionally, when the metamagic rager takes a successful touch attack or ranged touch attack, the bloodline feat, he can choose to take a metamagic succeeded combat maneuver or unarmed strike feat instead. This ability replaces improved counts for the requirement. Sphere effects cast in uncanny dodge. this way cannot be modified by any metamagic feats. This ability replaces uncanny dodge and improved uncanny doge Primalist Reflexive Conduit: At 14th level, a blood No change conduit can discharge his power into foes that attempt bodily harm against him. While wearing Rageshaper th light or no armor, when the blood conduit is subject Bestial Aspect: At 4 level, whenever the to a combat maneuver to bull rush, grapple, pin, rageshaper gains a natural attack through the reposition, or trip him, or he is attacked by any form Alteration Sphere, he can increase the damage of unarmed or natural attack, as an immediate done by one die. If he gains multiple natural attacks action he can target his attacker was a sphere via the alteration sphere at any one point the rage affect that has a range of touch. If the effect shaper must choose one kind of natural attack for th requires a successful touch attack or ranged touch this ability to enhance. At 9 level, if he gains a new attack, a blood conduit can attempt a combat form of movement from an alteration sphere effect, maneuver check instead. This ability replaces that movement’s base speed in increased by 10ft. indomitable will. This is an enhancement bonus. If the rageshaper’s bloodrage powers already grant natural attacks or Bloodrider alternate forms of movement, then the bonuses No change granted by bestial aspect also apply to these bloodline powers. This ability replaces blood Crossblooded Rager sanctuary. Furious Transformation: At 5th level, a Bonus Spells: This ability is replaced by rageshaper can bolster any alteration sphere effect. Sorcerous Blood When creating such an effect, he may choose to

make a concentration check as if casting Greenrager defensively in order to modify the effect; otherwise, Summoning Rager: The greenrager gains the effect is wasted. If he succeeds, the effect’s the Animal Friend talent of the nature sphere and duration is extended as though he had spent a spell may use it, even if he does not possess the point. If he chooses to spend a spell point to extend requisite sphere. If he already has this talent, then the duration as normal, the effect instead functions he may treat his bloodrager level as his caster level as if he had used the Extend Spell metamagic feat for the purposes of this talent. This replaces the (though it does not extend the casting time as the Bloodline feat gained at 6th level. th feat does). If the rageshaper has a bloodline power Furious Summoning: At 9 level, that functions as an Alteration sphere effect, he creatures called by the bloodrager’s animal friend may extend it with furious transformation without talent gain a +4 morale bonus to Strength and forcing the concentration check, so long as he Constitution and gain the druid’s woodland stride casts it while in a bloodrage. This ability replaces ability. At 11th level, this bonus increases to +6, and th improved uncanny dodge. at 20 level this bonus increases to +8. This ability replaces the bloodline feat gained at 9th level. Spelleater Cleric th Spell Eating: At 5 level, the spelleater can cannibalize his own magical reserves for an Cloistered Cleric extra dose of healing. As a swift action, he may Diminished Magic (replaces Diminished consume a number of spell points to heal 1d8 Spellcasting): A cloistered cleric chooses only one damage for each spell point consumed. If the domain from her deity’s list of domains, and he spelleater possesses the Life Sphere, he may does not gain his bonus talent at 5th level. spend an extra spell point to apply any one of his

Life Sphere talents to this ability. This ability Crusader replaces improved uncanny dodge. Diminished Magic: A crusader chooses

only one domain from her deity’s list of domains, Steelblood th and one gains fewer spell point to his maximum Blood Deflection: At 7 level, as an pool. immediate action a steelblood can sacrifice a Legion’s Blessing: At 8th level, when the number of spell points to gain a deflection bonus to Crusader creates a beneficial sphere effect, he may AC equal to the number of spell points spent. This expand the act of casting to a full round and spend deflection bonus lasts until the start of the next turn. three spell points to grant its effects to all allies This ability can be applied after an attack roll is within Close range. made against the steelblood, allowing the steelblood to convert a hit to a miss of the Devilbane Priest (Mendevian Priest) deflection bonus is high enough. This ability No change replaces damage reduction.

Devout Pilgrim (Varisian Pilgrim) Untouchable Rager th No change Raging Resistance: At 4 level, the bloodrager does not gain access to any talents or Divine Strategist spheres at that level or from gaining any levels, No change instead the bloodrager becomes resistant to magic. While bloodraging he gains spell resistance equal Ecclesitheurge to 8 + his bloodrager level. Unlike normal spell Domain Mastery: At 1st level, when an resistance, this spell resistance cannot be ecclesitheurge chooses his cleric domains, he voluntarily lowered. As long as the untouchable designates one as his primary domain and the rager is bloodraging, the spell resistance is other as his secondary domain. When he gains his persistent, and can only be lowered by ending the th th th th Bonus Talents, he must spend them on his primary bloodrage. At 7 , 10 , 13 , and 16 levels, an domain. At the beginning of each day, when he untouchable rager’s spell resistance increases by regains his spell points, he may choose to “lose” 1. For bloodline powers grant or copy sphere access to the Sphere associated with his effects and talents, the bloodrager is still a low secondary domain (that is if he possesses it), and caster and still has a spell pool. This ability instead choose to gain access to the Sphere replaces the magic talents, blood casting and associated with a different domain offered by his sorcerous blood class features. th deity. He does not lose access to his actual Raging Resistance: At 14 level, an secondary domain's granted powers or gain access untouchable rager gains the spell resistance from to the other domain's granted powers. If he has raging resistance while not in a bloodrage. talents invested in his secondary domain’s sphere, Additionally as long as the untouchable rager isn’t they are instead converted into talents for either his bloodraging, he can turn off this spell resistance. primary domain’s sphere or his new sphere. This change is reverted back to normal when he rests to regain his spell points. This ability alters the normal domain ability. Bonded Holy Symbol: At 3rd level, an ecclesitheurge forms a powerful bond with a holy symbol of his deity. This functions as an arcane bond, except the she can only chose her deity’s holy symbol to bond with. This ability replaces the increase to channel energy gained at 3rd level. domain talent gained at 9th level. It otherwise Evangelist functions the same. Commanding Edict (replaces Spontaneous casting): The Evangelist gains the Separatist Fate Sphere as a bonus magic talent. This replaces No change Necromantic Focus. Theologian Hidden Priest Focused Domain: This ability functions as This Archetype, under standard ruling written, with the following exceptions. Instead of for Spheres of Power, does not make any being able to prepare domain spells in non-domain mechanical difference save for when applied to slots, instead she may at the beginning of each day specific traditions. Before using this Archetype, replace one talent she knows with a talent from her confirm with your GM as to the nature of clerical domain sphere. This replacement lasts for 24 and non-clerical magic and the various hours, or until she rests to regain her spell slots. traditions involved to see if this archetype This class feature modifies and replaces the feature would at all be necessary. If usable this of the same name. archetype may need to be retooled in a variety Domain Secret: At 5th level the theologian of different ways to apply to the setting in chooses one of the following metamagic feats: question. Due to this issue, I will not even Bouncing Spell, Disruptive Spell, Ectoplasmic spell, attempt to convert this archetype, and state that Enlarge Spell, Extend Spell, Focused Spell, Silent otherwise it can be used as-is with the Spell, and Still Spell. She may now apply the Spherecasting system so long as you replace effects of this spell to her domain sphere without all instances of the word “spell” with “sphere extending the casting time, though she must still effect”. spend the requisite amount of spell points. The theologian need to possess this feat to apply it to Iron Priest her domain sphere. At 10th level and every 5 levels Mending Focus (replaces Spontaneous thereafter, she may choose to prepare another Casting): The iron priest gains the Creation Sphere metamagic feat from this ability, however she must as a bonus magical talent at 1st level. Further, he choose only one of these feats to use from this adds half of his cleric level to his caster level for the ability for each day, and once chosen she cannot purposes of Repair and Destroy sphere effects of change her choice until she rests again to regain that sphere. This replaces Necromantic Focus. her spell points.

Merciful Healer Undead Lord No change Unlife Healer: Replace the word “spells” in this ability with “sphere effects”. Otherwise this Roaming Exorcist ability functions as normal. No change Psionics Domain (3pp Dreamscarred Press) Scroll Scholar Domain Sphere: The Psionics Domain’s Secrets Revealed: At 5th level, when the associated sphere is the Mind Sphere. This scroll scholar uses the logos talent of the divination replaces the domains spells of the Psionics Domain sphere, she no longer has to pay a spell point to and all subsequent subdomains. activate it. Further, when using the divine ability of the divination sphere to identify the properties of a magical item, she may spend a spell point to give herself an enhancement bonus to his spellcraft checks equal to her cleric level. This ability replaces the increase to her channel energy damage normally gained at 5th level—her channel energy damage increases to 3d6 at 7th level instead, and for the rest of her career as a cleric lags 1d6 behind normal. Flash of Insight: This ability does not replace a spell slot. Instead it replaces the bonus Racial Archetypes: Druid

Forgemaster (Dwarf) Animal and Terrain Domains Priest Craft (replaces Steel Spells): At 1st The Following animal and terrain level, a forgemaster gains a Crafter’s Art, as the domains are associated with the following Artisan ability, and treats ½ his cleric levels as spheres: artisan levels for the purposes of this ability. If he Aquatic (Telekinesis), Arctic ever gains levels as an Artisan, he may choose to (Destruction), Cave (Darkness), Desert (Light), either select a new crafter’s art, or allow his levels Eagle (Warp), Frog (Alteration), Jungle (Life), to stack. Monkey (Enhancement), Mountain (Protection), The Artisan is a 3rd part class created by Drop Plains (Nature), Serpent (Mind), Swamp (Illusion), Dead Studios (the makers of Spheres of Power) Wolf (War) and can be found here: Divine Smith: Whenever a forgemaster This replaces the domain spells of creates a sphere effect that targets a weapon, these domains. Further, the following domain shield, or armor, he may treat his caster level as +1 powers have been altered. higher than normal. He may not benefit from this Servant of the Sands (Desert): At class feature if the sphere effect in question is 8th level, once per day, you may use the effects of altered by a metamagic feat. the summoning advanced talent to summon a janni. At 12th level you may use this ability to call upon th Demonic Apostle (Drow) any common (non-noble) genie, and at 16 level Demonic Magic: A demonic apostle must you may use this ability to call any noble genie. choose the Death sphere for her Necromantic Having this ability does not count as possessing the Focus class feature, and must select either the summoning advanced talent, and the spell point Chaos or Evil domains or the Demon Subdomain cost is twice as high if you do not possess the as her sole domain. She does not gain a second conjuration sphere. If you use this ability while in a domain. desert terrain, the genie automatically counts as an ally. Fiendish Vessel (Tiefling) Migrating Herd (Plains): When using the animal friend talent to summon an Fiendish Summoning: Any Companions aurochs, elephant, horse, mastodon, pony, or summoned through the Conjuration Sphere similar quadruped herbivore, you may summon immediately have the Aligned Creature (Evil) form another of its kind a second time during the talent for free. The Fiendish Vessel is forbidden duration of the talent. Further, the land speed of from ever having companion with the Aligned these called creatures is increased by 10 feet Creature (Good) form.

Ancient Guardian Dispel Hostility: The ancient guardian does not gain this ability. Undo Artifice: At 13th-level, you gain the ability to reduce a nonliving item to its component parts, essentially erasing the hand of artifice and rendering the item into a pile of raw natural materials. This functions as the Destroy effect of the Creation Sphere, except instead of breaking the item, it converts its parts into pieces of raw material (so a hand wagon, as an example, would be turned into a pile of wood planks, some nails, and possibly a puddle of paint). An ancient guardian may use this ability a number of times per day equal to her wisdom modifier. This ability replaces a thousand faces.

Ape Shaman Nature Bond: An ape shaman who any damage to be done by such altered effects to chooses an animal companion must select an ape inflict cold damage instead of fire damage. or related primate. If choosing a domain, the ape Flurry Form: At 13th level, when the arctic shaman must choose from the Animal, Community druid uses the air package of the elemental (Family subdomain), Destruction (Rage transformation talent, she gains a circumstance subdomain), Monkey, and Strength Domain. bonus to stealth checks made in the cold terrain Totemic Summonings: At 5th level, an ape equal to her druid level. Further, when taking the shaman gains the animal friend talent of the nature form she may choose to change her elemental sphere. If she does not possess the nature sphere, resistance from electricity to cold. This replaces a she may use this talent regardless, but can only do thousand faces. so to talk to and summon the aid of primates. Further, when a primate heeds her call they gain a Bat Shaman number of temporary hit points equal to her druid Totemic Summonings: At 5th level, a bat level. Further, the ape shaman may summon any shaman gains the animal friend talent of the nature ape with the young template to in order to reduce sphere. If she does not possess the nature sphere, the ape’s CR, or she may apply the advanced or she may use this talent regardless, but can only do giant template to the primate, so long as doing so so to talk to and summon the aid of bats. Further, does not increase its CR to past the druid’s limit. when a bat heeds her call they gain a number of This ability replaces a thousand faces. temporary hit points equal to her druid level. Wild Heart (replaces changes to Wild Further, the bat shaman may summon any bat with Shape): The ape shaman gains her first bonus the young template to in order to reduce the bat’s alteration talent at 6th level instead of 4th. The ape CR, or she may apply the advanced or giant shaman cannot use Wild Heart on any alteration template to the bat, so long as doing so does not sphere effect that does not allow her to take an increase its CR to past the druid’s limit. This ability ape-like form. If she takes a primate-like form, Wild replaces a thousand faces. Heart extends the duration to 12 minutes per caster Wild Heart (replaces changes to Wild level. Shape): The bat shaman gains her first bonus alteration talent at 6th level instead of 4th. The bat Aquatic Druid shaman cannot use Wild Heart on any alteration Resist Ocean’s Fury: At 4th level, an sphere effect that does not allow her to take a bat- aquatic druid gains a +4 bonus on saving throws, like form. If she takes a primate-like form, Wild AC, and CMD against sphere effects involving Heart extends the duration to 12 minutes per caster water or the exceptional or supernatural abilities of level. creatures with the aquatic or water subtypes. This ability replaces resist nature’s lure. Wild Heart (replaces changes to Wild Bear Shaman Shape): This ability only increases the duration of Totemic Summonings: At 5th level, a bear alteration sphere effects by 8 minutes per caster shaman gains the animal friend talent of the nature level instead of 10. Further, the aquatic druid gains sphere. If she does not possess the nature sphere, her first bonus alteration talent at 6th level instead of she may use this talent regardless, but can only do 4th. so to talk to and summon the aid of bears or other ursine creatures. Further, when a bear heeds her Arctic Druid call they gain a number of temporary hit points Wild Heart (replaces changes to Wild equal to her druid level. Further, the bear shaman Shape): This ability only increases the duration of may summon any ursine with the young template to alteration sphere effects by 8 minutes per caster in order to reduce the ursine’s CR, or she may level instead of 10. Further, the arctic druid gains apply the advanced or giant template to the ursine, her first bonus alteration talent at 6th level instead of so long as doing so does not increase its CR to 4th. past the druid’s limit. This ability replaces a Snowcaster: At 9th level, an arctic druid thousand faces. can see normally in snowstorms, both natural and Wild Heart (replaces changes to Wild magical. In addition, any sphere effect from the Shape): The bear shaman gains her first bonus destruction and nature spheres that is used to alteration talent at 6th level instead of 4th. The bear manipulate fire can be used to control snow shaman cannot use Wild Heart on any alteration (manipulate lava becomes manipulate snowbank sphere effect that does not allow her to take an and must be used to target a snowbank), causing ursine-like form. If she takes an ursine-like form, Wild Heart extends the duration to 12 minutes per Wild Heart (replaces changes to Wild caster level. Shape): The desert druid gains her first bonus alteration talent at 6th level instead of 4th. The Blight Druid desert druid can only benefit from the Wild Heart Plaguebearer: Starting at 13th level, any ability when using the vermin transformation talent, creature that strikes a blight druid with a touch though the duration is increased to 12 minutes per attack, unarmed strike, or natural weapon must caster level. succeed at a fortitude save with a DC of 10 + ½ the Dunemeld: At 13th level, when the desert druid’s level + the druid’s wisdom modifier or druid uses the earth package of the elemental contract a disease, as if affected by the inflict transformation talent, she gains a circumstance disease talent of the death sphere. If the creature bonus to stealth checks made in the desert equal to makes its save, it is immune to this effect for 24 her druid level. Further, when taking the form she hours. This replaces a thousand faces. may choose to change her elemental resistance from acid to fire. This replaces a thousand faces. Boar Shaman Totemic Summonings: At 5th level, a boar Dragon Shaman shaman gains the animal friend talent of the nature Nature Bond: A dragon shaman who sphere. If she does not possess the nature sphere, chooses an animal companion must select a she may use this talent regardless, but can only do crocodile or monitor lizard. If choosing a domain, so to talk to and summon the aid of boars or other the dragon shaman must choose from the Air, porcine creatures. Further, when a porcine creature Destruction, Earth, Fire, Scalykind, War, and Water heeds her call they gain a number of temporary hit domains. points equal to her druid level. Further, the boar Totemic Summonings: At 5th level, a shaman may summon any porcine with the young dragon shaman gains the animal friend talent of the template to in order to reduce the porcine’s CR, or nature sphere. If she does not possess the nature she may apply the advanced or giant template to sphere, she may use this talent regardless, but can the porcine creature, so long as doing so does not only do so to talk to and summon the aid of lizards. increase its CR to past the druid’s limit. This ability Further, when a lizard heeds her call they gain a replaces a thousand faces. number of temporary hit points equal to her druid Wild Heart (replaces changes to Wild level. Further, the dragon shaman may summon Shape): The boar shaman gains her first bonus any lizard with the young template to in order to alteration talent at 6th level instead of 4th. The boar reduce the lizard’s CR, or she may apply the shaman cannot use Wild Heart on any alteration advanced or giant template to the lizard, so long as sphere effect that does not allow her to take a doing so does not increase its CR to past the porcine-like form. If she takes a porcine-like form, druid’s limit. This ability replaces a thousand faces. Wild Heart extends the duration to 12 minutes per Wild Heart (replaces changes to Wild caster level. Shape): The dragon shaman gains her first bonus alteration talent at 6th level instead of 4th. The Cave Druid dragon shaman can only benefit from the Wild Wild Heart (replaces changes to Wild Heart ability when using the dragon transformation Shape): A cave druid gains her first bonus talent. alteration feat at 6th level instead of 4th. Also at 6th Dragon Bite: At 8th level, a dragon level, when using the elemental transformation shaman’s bite attack (whether using totem talent, you gain access to a new package: the Ooze transformation or the alteration sphere) deals + 1d6 package. The ooze package functions like the points of energy damage (acid, cold, electricity, or water package, except it has a resistance to acid fire). She chooses what kind of energy damage she instead of cold, provides immunity to poison, and deals each time she bites. This ability replaces the gains the engulf universal monster ability instead of bonus alteration talent gained at 10th level form wild the vortex ability. If the transformation runs out heart. while a creature or object is engulfed, it is immediately ejected to an adjacent square. The Eagle Shaman cave druid may only gain the benefits of the Wild Nature Bond: An eagle shaman who Heart ability while using the ooze package. chooses an animal companion must select a bird (eagle). If choosing a domain, the eagle shaman Desert Druid must choose from the Air, Animal, Eagle, Nobility, and Weather domains. Totemic Summonings: At 5th level, an Zephyr Message: By spending 2 spell eagle shaman gains the animal friend talent of the points, the green faith acolyte may send a message nature sphere. If she does not possess the nature along the wind to a designated spot. This magical sphere, she may use this talent regardless, but can effect has a range up to 1 mile per druid level, and only do so to talk to and summon the aid of birds. deliver’s its message as a light whisper to anyone Further, when a bird heeds her call they gain a in the immediate area. This message can consist of number of temporary hit points equal to her druid up to 25 words, a singular sound lasting no more level. Further, the eagle shaman may summon any than 1 round, or just be a faint stirring in the wind, bird with the young template too in order to reduce and it will be delivered even if no one is around to the lizard’s CR, or she may apply the advanced or hear it. This message can travel at any speed giant template to the bird, so long as doing so does between 1 mile per hour and 1 mile per 10 minutes, not increase its CR to past the druid’s limit. This and can only go to places where air can get ability replaces a thousand faces. through. This ability counts as a nature sphere Wild Heart (replaces changes to effect and replaces the bonus alteration talent Wild Shape): The eagle shaman gains her first gained at 6th level from Wild Heart. bonus alteration talent at 6th level instead of 4th. The Path to Refuge: At 9th level, the green faith eagle shaman can only benefit from the Wild Heart initiate may spend a spell point to use the teleport ability when using the avian transformation talent, ability of the warp sphere a number of times per though the duration increases to 12 minutes per day equal to her wisdom modifier, even if she does caster level. not possess the sphere itself. When used in this way, it has the range of Long, but comes with a Feral Shifter caveat: in order to use it she must be touching a No change plant, and her destination must be a Green Faith druidic circle or special holy site. This ability Goliath Druid replaces venom immunity. Primal Size: The goliath druid gains an Secrets across Lifetimes: At 10th level, ability that functions as the mystic might mystic once per week the green faith initiate may emulate combat ability as a mageknight. This does not the effects of the divine knowledge advanced talent count as having mystic combat. This ability of the divination school, even if she does not meet replaces nature sense. the prerequisites of the talent in question. Doing so Wild Heart (replaces changes to Wild costs the same amount of spell points and requires Shape): This ability only increases the duration of her to spend 1 hour in contemplation with nature to alteration sphere effects by 8 minutes per caster gain results from this ability. This does not count as level instead of 10. Further, the mountain druid possessing the talent, its prerequisites, or the gains her first bonus alteration talent at 6th level divination sphere. This replaces the bonus instead of 4th, and must spend it on either the giant alteration talent gained at 10th level from Wild traits or size change talents. Heart. Primal Summons: At 5th level, a goliath druid gains the animal friend talent of the nature Jungle Druid sphere. If she does not possess the nature sphere, Wild Heart (replaces changes to Wild she may use this talent regardless, but can only do Shape): This ability only increases the duration of so to talk to and summon the aid of dinosaurs and alteration sphere effects by 8 minutes per caster megafauna. Further, when a dinosaur or level instead of 10. Further, the jungle druid gains megafauna heeds her call they gain a number of her first bonus alteration talent at 6th level instead of temporary hit points equal to her druid level. 4th. Further, the lion goliath druid may summon any Verdant : The jungle druid gains dinosaur or megafauna with the young template to the plant transformation talent as a bonus talent. If in order to reduce the dinosaur or megafauna’s CR, she already possessed that talent, then she may or she may apply the advanced or giant template to extend the duration of plant transformations without the dinosaur or megafauna, so long as doing so expending a spell point. This replaces a thousand does not increase its CR to past the druid’s limit. faces. This ability replaces venom immunity and a thousand faces. Leshy Warden Leshy Caller: A leshy warden may use the Green Faith Initiate animal friend talent to summon leshies as well as animals. Wild Heart (replaces changes to Wild Empty Body: At 13th level, if the menhir Shape): The leshy warden gains her first bonus savant possesses the undead traits talent of the alteration talent at 6th level instead of 4th. The leshy Alteration sphere, she may use the incorporeal trait warden can only benefit from the Wild Heart ability without meeting the level prerequisite, or spending when using the plant transformation talent, though the additional spell point. This replaces a thousand the duration increases to 12 minutes per caster faces. level. Spirit Whisperer: At 13th level, the leshy Mooncaller warden may use the animal friend talent to also talk No change to plants, plant creatures, and call for the aid of plant creatures. This replaces a thousand faces. Mountain Druid Wild Heart (replaces changes to Wild Lion Shaman Shape): This ability only increases the duration of Totemic Summons: At 5th level, a lion alteration sphere effects by 8 minutes per caster shaman gains the animal friend talent of the nature level instead of 10. Further, the mountain druid sphere. If she does not possess the nature sphere, gains her first bonus alteration talent at 6th level she may use this talent regardless, but can only do instead of 4th, and must spend it on either the giant so to talk to and summon the aid of felines. Further, traits or size change talents when a feline creature heeds her call they gain a Mountain Stone: When the mountain druid number of temporary hit points equal to her druid uses the elemental transformation talent, she may level. Further, the lion shaman may summon any choose a new package: the Statue package. The feline with the young template to in order to reduce statue package is identical to the earth package, the feline’s CR, or she may apply the advanced or except the mountain druid gains hardness 8 and giant template to the feline, so long as doing so looks completely like a weathered stone does not increase its CR to past the druid’s limit. outcropping. This transformation, unlike the other This ability replaces a thousand faces. packages, does not cost any spell points, however Wild Heart (replaces changes to Wild the alteration effect immediately ends if the target Shape): The lion shaman gains her first bonus makes any movements or takes any actions. alteration talent at 6th level instead of 4th. The feline shaman cannot use Wild Heart on any alteration Nature Fang sphere effect that does not allow her to take a Slayer Talent: This ability replaces wild feline-like form. If she takes a feline-like form, Wild heart instead. Otherwise it functions as previously Heart extends the duration to 12 minutes per caster written. level. Pack Lord Menhir Savant Improved Empathic Link: This ability Spirit Sense: At 1st level, when using the replaces the 10th level bonus talent from wild heart divination sphere, she may divine undead without instead. Otherwise it functions as previously needing to possess the death sphere. Further, this written. effect also works in fey; outsiders; and astral, ethereal, or incorporeal creatures at the same time. Plains Druid This ability replaces nature sense and wild Wild Heart (replaces changes to Wild empathy. Shape): This ability only increases the duration of th Walk the Lines: At 9 level, the menhir alteration sphere effects by 8 per caster level savant may spend a spell point to use the teleport minutes instead of 10. Further, the plains druid ability of the warp sphere a number of times per gains her first bonus alteration talent at 6th level day equal to her wisdom modifier, even if she does instead of 4th. not possess the sphere itself. When used in this way, it has the range of Long, but comes with a Saurian Shaman caveat: in order to use it she must be touching a Totemic Summons: At 5th level, a saurian plant, and her destination must be adjacent to a shaman gains the animal friend talent of the nature plant of the same species. Having this ability does sphere. If she does not possess the nature sphere, not count as possessing the Warp sphere. This th she may use this talent regardless, but can only do replaces the bonus alteration talent gained at 10 so to talk to and summon the aid of dinosaurs and level reptiles. Further, when a dinosaur or reptile heeds her call they gain a number of temporary hit points call they gain a number of temporary hit points equal to her druid level. Further, the saurian equal to her druid level. Further, the shark shaman shaman may summon any dinosaur or reptile with may summon any rayfish or shark with the young the young template to in order to reduce the their template to in order to reduce the their CR, or she CR, or she may apply the advanced or giant may apply the advanced or giant template to the template to the dinosaur or reptile, so long as doing rayfish or shark, so long as doing so does not so does not increase its CR to past the druid’s limit. increase its CR to past the druid’s limit. This ability This ability replaces a thousand faces. replaces a thousand faces. Wild Heart (replaces changes to Wild Wild Heart (replaces changes to Wild Shape): The saurian shaman gains her first bonus Shape): The shark shaman gains her first bonus alteration talent at 6th level instead of 4th. The alteration talent at 6th level instead of 4th. The shark saurian shaman cannot use Wild Heart on any shaman cannot use Wild Heart on any alteration alteration sphere effect that does not allow her to sphere effect that does not allow her to take a take a reptilian or saurian form. If she takes a shark-like form. If she takes a shark-like form, Wild reptilian or saurian form, Wild Heart extends the Heart extends the duration to 12 minutes per caster duration to 12 minutes per caster level. level.

Serpent Shaman Storm Druid Nature Bond: A serpent shaman who Spontaneous Domain Casting: The storm chooses an animal companion must select a snake. druid does not gain this ability. If choosing a domain, the serpent shaman must choose from the Animal, Charm, Serpent, Trickery, Survivor and Water domains. Diminished Spellcasting: A Survivor does Totemic Summons: At 5th level, a serpent not gain a magic talent at 1st level. shaman gains the animal friend talent of the nature Trap: This ability replaces Wild Heart sphere. If she does not possess the nature sphere, instead of Wild Shape. Otherwise it functions as she may use this talent regardless, but can only do normal. so to talk to and summon the aid of snakes and serpents. Further, when a snake heeds her call Swamp Druid they gain a number of temporary hit points equal to Wild Heart (replaces changes to Wild her druid level. Further, the serpent shaman may Shape): This ability only increases the duration of summon any snake with the young template to in alteration sphere effects by 8 per caster level order to reduce the their CR, or she may apply the minutes instead of 10. Further, the swamp druid advanced or giant template to the snake, so long as gains her first bonus alteration talent at 6th level doing so does not increase its CR to past the instead of 4th. druid’s limit. This ability replaces a thousand faces. Wild Heart (replaces changes to Wild Tempest Druid Shape): The serpent shaman gains her first bonus Spontaneous Domain Casting: The th th alteration talent at 6 level instead of 4 . The tempest druid does not gain this ability. serpent shaman cannot use Wild Heart on any alteration sphere effect that does not allow her to Urban Druid take a snake-like form. If she takes a snake-like Spontaneous Casting: The urban druid form, Wild Heart extends the duration to 12 minutes does not gain this ability. per caster level. Wild Heart (replaces changes to Wild Shape): This ability only increases the duration of Shark Shaman alteration sphere effects by 8 per caster level Nature Bond: A shark shaman who minutes instead of 10. Further, the urban druid chooses an animal companion must select a shark. gains her first bonus alteration talent at 6th level If choosing a domain, a shark shaman may choose instead of 4th. the Animal, Aquatic, Death, War, or Water domain. th Totemic Summons: At 5 level, a shark Wild Whisperer shaman gains the animal friend talent of the nature Wild Heart (replaces changes to Wild sphere. If she does not possess the nature sphere, Shape): This ability only increases the duration of she may use this talent regardless, but can only do alteration sphere effects by 8 per caster level so to talk to and summon the aid of rayfish and minutes instead of 10. sharks. Further, when a rayfish or shark heeds her Natural Expertise: This ability replaces the Gaean Communion: While maintaining 10th level bonus talent from wild heart instead. psionic focus, the gaean is in communion with the Otherwise it functions as previously written. dormant earthmind and gains the ability to telepathically communicate with any animal or World Walker magical beast with an intelligence of 1 or 2 within Path of Trees: At 9th level, the world 100 ft. Any time the gaean uses the animal friend walker may spend a three to use the teleport ability talent to call a creature to herself, she can of the warp sphere a number of times per day equal communicate telepathically with any of the to her wisdom modifier, even if she does not creatures summoned by the talent. This ability possess the sphere itself. When used in this way, it replaces wild empathy. has the range of Long, but comes with a caveat: in Strength of Gaea (Su): At 4th level, while order to use it she must be enter a tree (spending the gaean is in physical contact with nature, such the spell point allows her to phase into the tree, and as being barefoot on the ground or touching a tree, her destination must be within a tree of the same once per day the gaean can draw strength from the species. When phasing into a tree in this way, she earthmind, allowing her to augment her sphere may choose to wait in the tree for up to one minute effect in one of the following ways. per caster level, though this duration may be Augment: You can augment your extended to 10 minutes per caster level by spells in one of the following ways. spending a spell point. If she chooses to use this By spending 1 power point and ability, but is willing to deny her ability to teleport expending your psionic focus, the duration with it during activation, this ability only costs 1 of the effect is doubled. spell point. Having this ability does not count as By spending 1 power point and possessing the Warp sphere. This ability replaces expending your psionic focus, the range of venom immunity and timeless body. the effect is doubled. By spending 1 power point and Wolf Shaman expending your psionic focus, the spell can Nature Bond: A wolf shaman who chooses be cast without verbal components, if she an animal companion must select a wolf. If took the verbal casting drawback choosing a domain, the wolf shaman must choose By spending 2 power points and from the Animal, Community, Liberation, Travel, expending your psionic focus, the spell can and Wolf domains be cast without somatic components, if she Totemic Summons: At 5th level, a wolf took any of the somatic casting drawbacks. shaman gains the animal friend talent of the nature By spending 2 power points and sphere. If she does not possess the nature sphere, expending your psionic focus, the sphere she may use this talent regardless, but can only do effect is treated as if under the effect of the so to talk to and summon the aid of wolves and Empower Spell feat. other canines. Further, when a canine heeds her This ability replaces resist nature’s lure. call they gain a number of temporary hit points equal to her druid level. Further, the wolf shaman may summon any canine with the young template to in order to reduce the their CR, or she may apply the advanced or giant template to the canine, so long as doing so does not increase its CR to past the druid’s limit. This ability replaces a thousand faces. Wild Heart (replaces changes to Wild Shape): The wolf shaman gains her first bonus alteration talent at 6th level instead of 4th. The wolf shaman cannot use Wild Heart on any alteration sphere effect that does not allow her to take a canine-like form. If she takes a canine-like form, Wild Heart extends the duration to 12 minutes per caster level.

Gaean (3pp Dreamscarred Press) Racial Archetypes: Wild Heart (replaces changes to Wild Shape): The undine adept gains her first bonus Treesinger (Elf) alteration talent at 6th level instead of 4th. The Plant Bond: This ability does not grant undine adept can only benefit from the Wild Heart domain spell slots. Otherwise it works as normal. ability when using the aquan transformation talent, Wild Heart (replaces changes to Wild though the duration increases to 12 minutes per Shape): The treesinger gains her first bonus caster level. th alteration talent at 6th level instead of 4th. The Commune with Water Spirits: At 9 level, treesinger can only benefit from the Wild Heart the undine adept may spend 5 spell points to ability when using the plant transformation talent, emulate the effects of the divine knowledge though the duration increases to 12 minutes per advanced talent of the divination school, even if she caster level. does not meet the prerequisites of the talent in question. Communing with the water spirits in this Feral Child (Human) way takes 5 minutes of uninterrupted concentration Native Cunning: This ability replaces Wild and requires her to be in contact with a body of Heart, otherwise it functions as normal water. This does not count as possessing the Native Call: At 9th level, when in her talent, its prerequisites, or the divination sphere. favored terrain, the feral child may use the animal friend talent without spending a spell point, even if Naga Aspirant (Nagaji) she does not possess the talent or requisite sphere. Aspirant’s Bond: The naga aspirant does At 17th level, when the feral child calls a creature not gain this ability. using this ability, all creatures summoned in this Naga Shape: This ability functions in a way gain a +2 bonus to their Strength and similar manner to an alteration sphere effect (as Constitution scores for the duration of the talent. opposed to a shapechange spell effect) and This replaces venom immunity and timeless body. replaces the wild heart ability instead of the wild shape ability Sky Druid (Sylph) True Naga: This ability does not replace Resist Storm: At 4th level, a sky druid any other. gains a +4 bonus to saving throws and her CMD against electrical and weather based magical Troll Fury (Troll) effects. This replaces resist nature’s lure. No change Skymaster: At 5th level, a sky druid may magically grant herself a fly speed of equal to her Season Keeper (Triaxian) base land speed (perfect maneuverability) for a Seasonal Spirits: The season keeper number of minutes per day equal to her druid level. chooses which spirit to enhance her companion These minutes need not be consecutive, but they with when she rests to regain her spell points must be spend in minute intervals. This ability instead of spell slots. This ability otherwise replaces trackless step. functions as normal. Wild Heart (replaces changes to Wild Wild Heart (replaces changes to Wild Shape): The treesinger gains her first bonus Shape): The undine adept gains her first bonus alteration talent at 6th level instead of 4th. The alteration talent at 6th level instead of 4th. The treesinger shaman can only benefit from the Wild season keeper can only benefit from the wild heart Heart ability when assuming a form with a fly ability when using the ice package of the elemental speed. transformation talent (if she attuned her companion to the spirit of winter) or the plant transformation Undine Adept (Undine) talent (if she attuned her companion to the spirit of Domains: An undine adept who chooses a summer), though the duration increases to 12 domain must choose between the Aquatic, minutes per caster level. Community, or Water domain, or any subdomain of those domains. Serpent Lord (3pp Dreamscarred Press, Augment Summoning: Starting at 3rd Ophiduan) level, whenever an undine adept uses the animal Serpentine Transformation: This ability friend talent to call a creature with the water cannot be used while the serpent lord is under the subtype, that creature gains a +4 bonus to Strength effects of an Alteration sphere effect. and Constitution for the duration of the talent. th Serpentine Summons: At 5 level, a Hunter serpent lord gains the animal friend talent of the nature sphere. If she does not possess the nature Blight Scout sphere, she may use this talent regardless, but can No change only do so to talk to and summon the aid of wsnakes and other serpents. Further, when a snake heeds her call the DC of any poison ability Divine Hunter they have is increased by +2. Further, the serpent Domain: Functions as normal, except the lord may summon any snake with the young divine hunter does not gain domain spells. Instead she gains a bonus talent in the sphere associated template to in order to reduce the their CR, or she th th th th may apply the advanced or giant template to the with her domain at 4 , 9 , 14 , and 19 level. canine, so long as doing so does not increase its CR to past the druid’s limit. This ability replaces a Feral Hunter thousand faces. Precise Summoned Animal: This Wild Heart (replaces changes to Wild functions as the precise companion class ability, Shape): The serpent lord gains her first bonus except if the hunter chooses Outflank as a bonus alteration talent at 6th level instead of 4th. The feat, she grants it to any animal called using the serpent lord cannot use Wild Heart on any animal friend talent. This ability alters precise alteration sphere effect that does not allow her to companion. th take a serpentine form. If she takes a serpentine Wild Heart (Replaces Wild Shape): At 4 form, Wild Heart extends the duration to 12 minutes level, a feral hunter gains the ability to change per caster level. shape. This functions as the Wilde Heart ability, except she gains her bonus 10th and 16th level

bonus talents at 12th and 18th level. Further, using

wild heart extends her alteration durations to 5

minutes per caster level instead of 10. This does

not stack with wild shape gained from having levels as a druid. Summon Pack: Starting at 6th level, when a hunter calls an animal using the animal friend talent, she calls an additional animal of the same type. The animal called must be the same, or similar, type of animal as the hunter’s current aspect. The additional creature may choose to leave at any point if the hunter chooses a different aspect or ends his feral focus ability. This replaces the teamwork feats gained at 6th, 9th, 12th, 15th, and 18th levels.

Packmaster No change

Primal Companion Hunter No change

Scarab Stalker No change

Verminous Hunter No change

Inquisitor ability such as Improved Channeling, but not feats that alter this ability, such as Command Undead. Cold Iron Warder This ability replaces solo tactics and the teamwork feats gained at 6th and 15th level. Track Teleportation: At 2nd level, a cold Translate Telepathy: This ability alters her iron warden may acquire clues about a teleporting sanctioned arbiter ability by replacing the bonus creature’s destination by closely examining the divination talent and ability to use her zealot’s place it once stood. As a full-round action while reserve with the divination sphere, instead of standing in a square that a creature occupied when replacing discern lies. Otherwise it functions as it used a warp sphere effect the cold iron warden normal. may attempt a Survival check (DC 10 + the sphere effect’s caster level) to sense the direction of the Exorcist creature’s destination as well as whether the th destination lies within 25 feet, 100 feet, 1,000 feet, Verdict of Exile: At 16 level, an inquisitor or more than 1,000 feet of her. She must use this using judgement can unleash the verdict of exile on ability within a number of rounds after the a creature. When she does, her judgement ends, creature’s teleportation equal to 1/2 her inquisitor but the creature subject to the judgement is dazed level, after which the trail goes cold. A cold iron for 1 round (Will negates, DC of 10 + ½ inquisitor warden may use this ability once per day plus one level + wisdom bonus) If the creature is possessed additional time per day for every 4 levels she has or an outsider, the possessing entity or the outsider beyond 2nd. is banished as though affected by the plane At 12th level, if the cold iron warden exceeds the manipulator talent of the warp sphere (Will Survival check DC by 5 or more, she can also negates). The exorcist need not possess the warp sense the creature’s location as if using the sphere or the plane manipulator talent to use this dowsing (divine) talent of the divination sphere. She ability, nor does she need to spend a spell point. need not spend a spell point to activate it in this This ability does not count as possessing the warp way, and she treats her inquisitor level as her sphere or the talent in question. This ability caster level for the purposes of this ability. At 18th replaces third judgement. level, if the cold iron warden exceeds the Survival check DC by 10 or more, she can also sense the Heretic creature’s location as if using the discern location No change (divine) advanced talent of the divination sphere. This ability replaces track and the teamwork feats Iconoclast gained at 12th and 18th level. Detect Magic: The iconoclast does not Abyssal Scourge: At 3rd level, a cold iron gain this ability. warden gains Alignment Channel as a bonus feat Sanctioned Arbiter: The iconoclast does and must choose either chaotic or evil outsiders. not gain the divination sphere or the bonus talent at She can channel energy as a cleric of her inquisitor 8th level, nor can she use her zealot’s reserve on level – 2 a number of times per day equal to 3 + her divination sphere effects. Instead she gains Charisma modifier, but only to use Alignment Counterspell as a bonus feat, even if she does not Channel to damage outsiders. The DC of the Will meet the prerequisites) and may spend points from save to halve the damage is equal to 10 + 1/2 the her zealot’s reserve to activate its effects. inquisitor’s level + the inquisitor’s Charisma Dispelling Attack: At 5th level, once per modifier. At 6th level, the energy lingers in the day as a standard action, an iconoclast can make a affected area for 1 round as a shimmering, barely melee or ranged attack against an opponent, and if perceptible, mist that disrupts Abyssal magic. A she hits, she can immediately target the opponent creature in the mist that casts a conjuration sphere with the counterspell feat without spending a spell effect or spell-like ability with the selected point. If she misses, the attack is wasted. When alignment subtype must succeed at a concentration using this ability, she may substitute her inquisitor check or lose the spell. At 15th level, any chaotic or level as her caster level for the purposes of using evil creature that casts a warp sphere effect or the counterspell feat. spell-like ability while in the mist must succeed at a concentration check or lose the spell. The Infiltrator concentration check DC for both abilities is equal to Misdirection: At 1st level, each day when 15 + double the level of the conjuration spell. A cold the infiltrator rests to regain her spell points, she iron warden can take other feats to add to this may choose an alignment. She detects as that alignment when under scrying magics, such as the gains a +1 bonus on saving throws against sphere divination sphere. This does not change any other effects related to that sphere. Every four levels result of such divinations about her other than her beyond 3rd, the spell breaker picks a new sphere alignment, nor does it actually change her and gains this bonus against sphere effects of that alignment. This ability replaces stern gaze. sphere. Furthermore, each time a spellbreaker Forbidden Lore: While other inquisitors picks a new sphere, the bonuses for the spheres learned to track unbelievers an infiltrator learns how she has already chosen increase by 1. This ability to perform their magics. An infiltrator can cast and replaces all bonus teamwork feats. benefit from sphere effects from the Fate sphere of Foil Casting: At 3rd level, when an any alignment, even if the alignment is one she and opponent tries to cast a sphere effect within a her deity are opposed to. This ability replaces track. spellbreaker’s area, the DC for that caster to cast Necessary Lies: An infiltrator adds her defensively increases by 2. This increase stacks class level on saving throws against abilities that with the effects of the Disruptive feat. Furthermore, detect lies or force the truth, such as the truth the spellbreaker knows where to hit foes to foil (word) talent of the fate sphere. Because this casting from a distance. Each time she hits a caster require great subtlety and focus, the infiltrator is not or a creature that uses sphere-like abilities with a as visibly zealous as her fellow associates. This ranged weapon attack, the DC of any concentration replaces the infiltrator’s zealot’s reserve. checks the caster makes increases by 2 for 1 round. This ability replaces solo tactics. Preacher Impervious: At 20th level, a spellbreaker No change becomes immune to the effects of a single sphere of magic. That sphere must be the first one she Sacred Huntsmaster picked for defense against magic. Neither harmful Raise Animal Companion: At 16th level, nor helpful effects of that sphere have an effect on the sphere hunter gains the Resurrection Advanced the spellbreaker. If an effect of that sphere has an Talent as a bonus talent even if she does not meet area of effect, the sphere effect goes off as normal, the prerequisites, however you may only use it on but the spellbreaker is untouched by its effects. your Animal Companion and doing so provides you Once per day, as a swift action, the spellbreaker with a permanent negative level. This negative level can grant this imperviousness to all allies in a 60ft cannot be restored, however it does automatically burst for 1 minute. This ability replaces final go away on its own after 24 hours. At 18th level this judgement. functions as Greater Resurrection, but otherwise operates at noted above. This ability replaces third Suit Seeker judgement. No change

Sanctified Slayer Vampire Hunter No change Silversmith: At 2nd level, a vampire hunter learns the secrets of crafting silver into dangerous Sin Eater weapons. She adds a bonus equal to her class Speak with Dead: At 6th level, when the level on any Craft or Spellcraft check made to inquisitor eats an enemy’s sins, within 10 minutes create a silver item that bypasses DR/silver, such of doing so, she can call upon it’s spirit for as alchemical silver, silversheen, or silver weapon questioning as if using the summon spirit advanced blanch. Further, when using the creation sphere, talent. Unlike the talent, she need not spend one she may use it to affect silver without needing the hour casting this ability, and she uses her inquisitor expanded materials talent. A vampire hunter with level in place of her caster level, and devouring the this ability does not gain a zealot’s reserve. creature’s sin imposes a -5 penalty on the spirit’s Will modifier. This ability does not count as Witch Hunter possessing the summon spirit advanced talent, nor Spell Sage: At 1st level, a witch hunter any of its prerequisites. This ability replaces the adds her Wisdom modifier on spellcraft checks in bonus teamwork feat gained at 6th level. addition to her intelligence modifier when attempting to identify a sphere effect being cast, to Spellbreaker identify the properties of a magic item when using Defense against Magic: At 3rd level, a the divination sphere, or to decipher a scroll. This spellbreaker picks a single magical sphere. She ability replaces monster lore. Knowledgeable Defense: At 2nd level, a Racial Archetypes: witch hunter who identifies a magical effect with Spellcraft gains a bonus against its effects, either a Exarch (Dwarf) +1 on a saving throw or a +1 dodge bonus to AC Detect Chaos: The exarch does not gain against this magical effect. This bonus increases this ability. th every four levels. At 20 level, once per day as a swift action, she can grant this bonus to all her Kinslayer (Dhampir) allies within 60 feet for 1 minute. The allies gain the Undead Hunter (replaces Undead bonus when the witch hunter identifies the magical Sense): This ability functions as sanctioned arbiter, effect, and those among the allies who have at except he gains the Divination sphere/talent at 2nd least 1 rank in spellcraft can aid the witch hunter’s level, and the Fate sphere/talent at 8th level. next spellcraft check as a swift action while under Further, the Kinslayer may use the divine undead the effect of this ability. This ability replaces true talent of the Divination sphere, even if she does not judgement. possess the Death sphere. This ability otherwise Sanctioned Arbiter: A witch hunter does functions as, and replaces, sanctioned arbiter. not gain any bonus talents to the fate or divination spheres, nor can she use her zealot’s reserve with Immolator (Ifrit) them. Instead at 2nd level, she gains Counterspell No change as a bonus feat and may treat her inquisitor level as her caster level for the purposes of using this feat and meeting the prerequisites of any other feat in Shadow Hunter (3pp Dreamscarred Press, the counterspell line. She can only use her zealot’s Noral) reserve with counterspell effects. This alters the Sense the Criminal: This ability does not ability of the same name. replace any other ability Spell Scent: At 6th level when the witch Zealot’s Reserve: This ability functions as hunter uses the divination sphere to detect for normal, except the shadow hunter does not gain magical energies, she can use her training to follow access to the Fate Sphere through this ability, nor the trail of caste magic. Once per day, when she can he spend his zealot’s reserve on sphere effects identifies a lingering aura, she may use it as a from the Fate sphere. He can, however, treat points focus for the dowsing talent, replacing the in his zealot’s reserve as power points for the requirement for a clear mental image when using purposes of using them with her sense the criminal that talent. Doing so allows her to locate the caster class feature. who made the lingering aura. This does not tell her anything about the caster, only his location. This Clan Warden (3pp Dreamscarred Press, ability replaces track. Xeph) No change

Magus target of the effect. The magus must be at least 9th level to select this arcana. Arcana Maximized Magic: The magus can cast one sphere effect per day as if it were modified by the The following Magus Arcana have been altered: Maximized Spell metamagic feat. This does not Broad Study: The sphere magus may not increase the casting time of the sphere effect, or take this arcana. incur a spell point cost. The magus must be 12th Close Range: Choose 1 sphere which the level before selecting this arcana. magus possesses. The magus can now deliver Quickened Magic: The magus can cast one effects from this sphere with the range of close as a sphere effect per day as if it were modified by the melee touch attacks. This does not alter the casting Quickened Spell metamagic feat. This does not time, and any missed attack rolls result in the effect increase the casting time of the sphere effect, or (and any spell points spent on it) being wasted and incur a spell point cost. The magus must be 15th the effect harmlessly discharged. Any sphere level before selecting this arcana. effects that cover an area have their area centered Reflection: When creating a Protection on the target of the touch attack, and any non-area sphere effect that is modified by the Quicken Spell sphere effects that effect multiple targets only effect feat, the spell point cost is reduced to half, and the the target of the touch attack. effects may be cast as an immediate action instead Critical Strike: Whenever the magus scores of a swift action. The magus must be at least 15th a critical hit with a melee weapon, he may cast a level before selecting this arcana. sphere effect with a range of touch as a swift Rod Mastery: Whenever a magus uses a action, then make a touch attack with that effect rod to create a sphere effect, he may use half his against the target of the critical hit as a free action. magus level in place of ½ the rod’s caster level to This sphere effect cannot be altered by any calculate the DC of the rod’s effect. metamagic feats. The magus can use this ability Silent Magic: The magus can cast one once per day. The magus must be at least 12th level sphere effect per day as if it were modified by the before selecting this arcana Silent Spell metamagic feat. This does not increase Dispelling Strike: The magus can spend 1 the casting time of the sphere effect, or incur a spell or more spell points as a swift action to imbue his point cost weapon with a special power. He may apply the Spell Blending: The sphere magus cannot effects of the Counterspell feat to his weapon. select this arcana Doing so does not adversely affect his weapon, Still Magic: The magus can cast one instead it allows him to apply the feat’s effects to sphere effect per day as if it were modified by the his next several attacks. A successful attack Still Spell metamagic feat. This does not increase applies the feats effects against the target of the the casting time of the sphere effect, or incur a spell attack, giving the magus a bonus to his magic skill point cost. check equal to half of the attack bonus of the Wand Mastery: Whenever a magus uses a attack, while a failed attack discharges the wand to create a sphere effect, he may use half his Counterspell effect harmlessly from the weapon. magus level in place of ½ the wand’s caster level to This effect lasts for a number of attacks equal to calculate the DC of the rod’s effect. the amount of spell points spent on it. The magus must possess the Counterspell feat before Beastblade selecting this arcana. th Empowered Magic: The magus can cast Familiar Pool: At 7 level, the beastblade one sphere effect per day as if it were modified by may store spell points into his familiar as if it were a the Empowered sphere effect. This does not bonded object. As long as the familiar has points in increase the casting time of the sphere effect, or its pool, it may cast any sphere effect the incur a spell point cost. The magus must be 6th beastblade possesses, treating its caster level level before selecting this arcana. equal to ½ the beastbade’s level. To cast these Enduring Blade: The sphere magus may sphere effects, the familiar must spend one spell not select this arcana. point more than normal (minimum of 1) to cast the Hasted Assault: When using the haste effect. This ability replaces expert weaving. Harrier Familiar (replaces familiar ability of the Alter Time effect of the Time sphere, th he only spends half the required spell points to spellstrike): At 11 level, when the familiar apply the effects of the Quicken Spell metamagic successfully delivers a touch sphere effect, the feat to it. This only works if the magus is the only target provokes an attack of opportunity from the beastblade. This ability replaces improved spell recall. Eldritch Archer Ranged Weapon Bond: At 1st level, the Bladebound eldritch archer gains a bonded object as per the Spell Pool: The bladebound’s spell pool wizard’s arcane bond ability; it must be a ranged always has -2 fewer points from its max total weapon. While wielding the bonded ranged Black Blade: This ability does not alter the weapon, the eldritch archer is still considered to magus’s spell pool or arcane pool (since he no have an empty hand for the purposes of sphere longer has one). This ability otherwise functions combat, and if he took any of the somatic casting normal, except as noted below. drawbacks. Black Blade Arcane Pool: The Ranged Sphere Combat: This functions black blade has its own spell pool, equal to as sphere combat, however the attack must be a the 1+ its Int bonus. Further, any ranged attack instead of a melee attack with a light subsequent black blade ability (unless or one-handed weapon. Further, the target of both noted) functions the same, except that any the attack, and the sphere effect if it is offensive, instances of using the black blade’s arcane must be the same or at least be contained in the pool and points instead use it’s spell pool same area (such as if creating a sphere effect that and points. If the ability mentions the has a burst radius, the target of the attack must be magus’s arcane pool and points, it instead within that radius). In addition, unlike with sphere uses his spell pool and points. combat, the eldritch archer cannot accept an attack Energy Attunement: At 5th level, as penalty to increase her bonus to concentration to a free action, a magus can spend a point of cast defensively. This ability replaces sphere his black blade’s spell pool to have it deal combat, but counts as it for the purposes of other one of the following types of damage magus abilities. instead of weapon damage: acid, cold, Ranged Spherestrike At 2nd level, an electricity, or fire. He can spend 2 points eldritch archer learns to channel his magic through from the black blade’s spell pool to deal ranged weapons. When he uses a Sphere ability he sonic or force damage instead of weapon may, at the cost of a 1 spell point, instead make a damage. This effect lasts until the start of free ranged attack (thrown weapon attacks count the magus’s next turn. as ranged attacks of course) at his highest base attack bonus as a part of using that power, provided that he is not the target of the power and Bladed Scarf Dancer/Kapenia Dancer that the target he is attacking and the target of the Diminished Spellcasting: The bladed spell are the same. If this attack is successful, then scarf dancer does not gain this ability the attack deals its normal damage as well as the effects of the sphere ability, however if the attack Card Caster fails then the ability fails and all spell points spent Deadly Dealer: At 1st level, the card caster on it are lost. If the magus makes this attack in gains Deadly Dealer as a bonus feat, even if he concert with spell combat, this ranged attack takes does not meet the prerequisites. A card caster can all the penalties accrued by spell combat. This invest cards with enough magic to deal lethal ability replaces spherestrike. damage even without the Arcane Strike feat so long Ranged Arcana: At 3rd level, the eldritch as he has at least 1 point in his spell pool. Further, archer may apply the following magical weapon when using his enhancement sphere or arcana, he abilities to any ranged or thrown weapon he is may count an entire deck of cards as a single wielding, as though they were magical weapon weapon for the purposes of enhancing it. abilities he was adding via his sphere arcana Arcane Pool Focus: The card caster does ability: distance, nimble shit, returning. This ability not gain this ability. replaces the magus arcana gained at 3rd level. Harrowed Spherestrike (replaces Focused Spellstrike: The eldritch archer Harrowed Spellstrike): This ability is gained at 2nd does not gain this ability. level and functions as the spherestrike ability, except he may only channel the sphere effect Eldritch Scion through a thrown weapon attack, not a melee Casting (replaces changes to spells): attack, and the sphere effect must share, and is The Eldritch scion uses Charisma as his casting limited by, the thrown weapon’s range. This ability stat instead of Intelligence. replaces spherestrike. Spell Pool: The eldritch scion uses his Cha Improved Spell Combat: At 14th level, an bonus, instead of his Int bonus, for the purposes of eldritch scion gains the improved spell combat determining the size of his spell pool. class feature. This alters improved spell combat. Bloodline: An eldritch scion gains a Greater Spell Combat: At 18th level, an bloodrager bloodline. This bloodline is selected at eldritch scion gains the greater spell combat class 1st level, and this choice cannot be changed. An feature. This alters greater spell combat. eldritch scion’s effective bloodrager level for his Bloodline Spheres: The following bloodline powers is equal to his eldritch scion level. bloodrager bloodlines are associated with the He does not gain any bonus feats. To use any following spheres: ability normally only usable during a bloodrage, an Aberrant (Alteration), Abyssal (Warp), Arcane eldritch scion must use his Blood Weaving ability (Protection), Celestial (Light), Destined (Fate), (see below). Draconic (Destruction), Elemental (Nature), Fey If an eldritch scion takes levels in another class that (Illusion), Infernal (Conjuration), Undead (Death) grants a bloodline, the bloodline must be the same type, even if it means that the bloodline of one of Esoteric the classes must be changed. Subject to GM Diminished Spellcasting: The esoteric discretion, an eldritch scion can change his former does not gain this ability. bloodline to make it conform. Arcane Pool: The esoteric does not gain This ability replaces spell recall this ability Blood Weaving (replaces Eldritch Pool): Unarmed Spherestrike (replaces At 4th level eldritch scion learns to use his magic to Unarmed Spellstrike): This ability functions as quicken the latent energies in his blood. As a swift spherestrike, except the esoteric can only use it action, he may spend a spell point and treat his with unarmed strikes. However, when using class level as his caster level for any sphere effect spherestrike, he may choose to forgo his attack for using the sphere related to his bloodline (see the ability, causing the sphere effect to go dormant bloodline spheres below). This quickening lasts for for a number of rounds equal to his Magus level. If a number of rounds equal to ½ his class level + his he does so, he may activate it at any time as a Cha modifier. normal sphere strike, or he may instead activate it He may also spend an additional spell point while the sphere effect as a swift action while he is using this quickening to mitigate the spell point cost grappling or being grappled. The target of the to increase the duration of a sphere effect (only if sphere effect must be the creature he is grappling this effect can have a point spent to change it from or being grappled. If he does activate the sphere a concentration effect to one lasting 1 minute per effect by the time the dormancy ends, it discharges caster level) for two rounds. harmlessly and the effect, and any spell points This ability replaces enhancement weaving. spent on it, it lost. Sphere Arcana: For the purposes of using Ki Arcana: At 4th level, an esoteric’s spell magus arcana, the bloodrager uses his Cha pool is also considered a ki pool for the purposes of modifier instead of his Int modifier. This otherwise meeting feats and ability requirements. Spell points class feature functions as normal. from the esoteric’s spell pool can be used as ki Sorcerous Blood (Replaces Bonus points, and if he gains a ki pool from another class Spells): The eldritch scion gains an additional spell he may use the two pools interchangeably. In point at 7th level. He gains another one at 9th level addition, as long as he has a point in his spell pool, and every level thereafter. This ability replaces the esoteric may perform a Ki strike, and treats ½ expert weaving. his magus level as his monk level to determine how Sphere Combat: An eldritch scion can only his Ki strike advances. This ability replaces spell use sphere combat while in a state of blood recall. quickening (see blood weaving above). At 8th level, Way of the Arcane Fist (replaces an eldritch scion can use sphere combat at any Tattooed Spell): Starting at 5th level, and every six time. This alters sphere combat. levels thereafter, the esoteric learns a single Blood Spell Recall: At 11th level, this unchained monk ki power. The esoteric treats ½ his ability functions as spell recall, except he may use it magus level as his effective monk level for the with any sphere effect, not just Enhancement purposes of qualifying and using these ki powers. sphere effects, but only while in a state of blood This ability replaces bonus feats quickening (see blood weaving). This ability AC Bonus: At 7th level, when an esoteric replaces improved spell recall. wears light or no armor, he gains a dodge bonus to his AC and CMD equal to 1 + ½ his Intelligence modifier. This bonus increases to 2 + his must be 6th level before selecting this Intelligence modifier at 13th level. He loses these arcana. bonuses while immobilized or helpless, or while wearing medium armor or heavy armor, using a Hexcrafter shield, or carrying a medium or heavy load. This Accursed Strike: A hexcrafter does not ability replaces medium armor and heavy armor. gain access to this arcana. Master of the Arcane Fist (replaces Spells: The hexcrafter does not gain this Improved Tattooed Spell): At 11th level, the class adjustment. esoteric selects a single unchained monk’s style strike. When using his sphere combat or Kensai spherestrike abilities, he may instead replace his Diminished Spellcasting: The kensai melee attack for that ability with his selected style does not gain this ability. strike. This ability replaces improved spell recall. Fighter Training: This ability replaces expert weaving instead Greensting Slayer Iajutsu Master: This ability replaces Arcane Pool: The greensting slayer does sphere warrior instead. not gain this ability. Cunning Weave: Starting at 1st level, so Mindblade long as the greensting slayer has at least 1 point in Due to the nature of this archetype, its reliance his spell pool, he may perform a sneak attack as on psychic spells, and the redundancy in its the rogue ability, treating his magus level as his design compared to the fixes in the spellblade rogue level to determine the damage his sneak archetype, this archetype will go unconverted attack can deal. Further, when he performs a sneak for now. Int the future, the writer of this attack, he may choose to forgo his sneak attack document may convert this archetype to damage to instead gain a number of spell points instead work via the Psionics rules from equal to ½ the sneak attack damage rolled. The Dreamscarred Press, but such a change will not greensting slayer must announce he is altering his be happenin in the immediate future. sneak attack damage in this way before he rolls for sneak attack damage. This ability and the damage Myrmidarch he can deal counts as having the sneak attack Diminished Spellcasting: The ability for the corresponding amount of damage for myrmidarch does not gain this ability. the purposes of meeting prerequisites. IF the Ranged Spherestrike (Replaces Ranged greensting slayer possesses sneak attack damage Spellstrike): At 4th level, a myrmidarch learn to from any other source, it stacks with this sneak channel his magic through all manner of weapon. attack damage, but only while he still has a spell When he uses a Sphere ability he may, at the cost point in his spell pool. This ability replaces weaving. of a 1 spell point, instead make a free ranged th Slayer’s Arcana: Starting at 6 level, attack (thrown weapon attacks count as ranged whenever a greensting slayer would gain a magus attacks of course) at his highest base attack bonus arcana, he may instead choose to gain a single as a part of using that power, provided that he is slayer’s talent, treating his magus level as his not the target of the power and that the target he is effective slayer level for the purposes of talents attacking and the target of the spell are the same. If gained this way. this attack is successful, then the attack deals its Evasion: The greensting slayer does not normal damage as well as the effects of the sphere gain this ability ability, however if the attack fails then the ability Improved Evasion: The greensting slayer fails and all spell points spent on it are lost. If the does not gain this ability. magus makes this attack in concert with spell Magus Arcana: The following magus combat, this ranged attack takes all the penalties arcana has been altered: accrued by spell attacks. This ability cannot be Dark Shifter: While the magus used at the same time as Spherestrike. This ability standing in the range of a darkness effect replaces spell recall. he created with the Dark sphere, he may Fighter Training: This ability replaces spend 1 spell point as a move action to expert weaving instead. relocate the center of the darkness effect to Armor Training: This ability replaces the his position. Doing so also refreshes the fighter training gained at 10th level instead. duration of the darkness effect. The magus Myrmidarch’s Reach: At 8th level, when a Protection sphere effect, instead of an myrmidarch uses sphere combat he may use a Enhancement sphere effect as usual. This ability ranged or thrown weapon to deliver the attack. The replaces the magus arcana gained at 3rd level. target must be within range of the sphere effect. He Spellstrike: The skirnir does not receive must still only require the use of one hand to deliver this ability change from the archetype. this attack. Further, he may choose to use Shielded Casting (Replaces Shieldpool): spherestrike or ranged spherestrike to target either At 4th level, as a free action, a skirnir may spend a the same target as his attack, or a different one. IF spell point to apply his shield bonus to AC (not he possesses the Quick Draw feat, he may also including enhancement bonuses) on concentration draw a new weapon to use spherestrike or ranged checks to cast defensively for one round. Further, spherestrike with if he had already thrown his he may treat his shield as a weapon for the original weapon during the attack. This ability purposes of his magus arcana, and may deliver replaces improved sphere combat. pool strike arcana effects through either shield a Improved Sphere Combat: The shield bask or touch attack with his shield. This myrmidarch gains this ability at 14th level, and it ability replaces spell recall. otherwise functions as normal. This ability replaces Spellshield: At 7th level, a skirnir may treat greater sphere combat. her class level as her caster level for the purposes Arcane Aegis (replaces Armor Mastery): of determining how many spell points she can store At 20th level, a myrmidarch gains DR5/- and SR10 in her bonded shield, and may spend 10 minutes to whenever he wear armor, and half that whenever fill it with spell points. When a skirnir becomes the he is not wearing armor. Further he may, as a swift target for a magical effect, he may reflect the effect action, spend 1 spell point to double this for a either back at the caster of the magical effect, or to number of rounds equal to ½ his magus level. any valid target or area within the range (of the original caster) of the effect. Doing so is an Skirnir immediate action, and requires him to expend a Sorcerous Shield: At 1st level, skirnirs are number of spell points from his bonded shield equal proficient with all types of shields, including tower to the effect’s caster level. You may only deflect shields. If the skirnir ever takes the somatic casting single target magical effects with this ability. If the drawbacks, he does not suffer spell failure while skirnir is ever denied his shield bonus to AC from wielding the shield, and his shield-bearing hand is his bonded shield for whatever reason, he may not always considered free for the purposes of casting. use this ability until he regains his shield bonus. Further, they treat their magus level as their fighter This ability replaces expert weaving. level for the purpose of qualifying for shield-related Shielded Sphere Combat (replaces feats. This ability replaces sphere combat. Shielded Spell Combat): At 8th level, a skirnir Magical Bulwark: At 1st level, the skirnir gains the sphere combat ability, but only while gains the Protection sphere, or a bonus talent in wielding his bonded shield. The hand wielding the that sphere if he already possesses it, and may bonded shield counts as being free for the treat his magus levels as his caster level for the purposes of being able to use sphere combat. purposes of using effects from that sphere. Further, When using spell combat in this manner, he loses when fighting or casting defensively, or making a the shield bonus to AC granted by his shield until full-defense action, the skirnir may apply a single his next turn, unless his bonded shield is a buckler. ward or aegis effect to himself (and himself only) as At 14th level, he gains the benefits of improved a swift action. This effect lasts until the beginning of sphere casting. At 19th level, he retains his shield his next turn, must be wielding and uses ½ his bonus to AC when using this ability regardless of magus level as the caster level. the shield type. This ability replaces improved Additionally, at 4th, 8th, 12th, 16th, and 20th level, sphere combat, greater sphere combat and the sphere magus gains 1 additional spell point. improved spell recall. This ability replaces enhancement weaving Greater Spellshield: At 16th level, the Shielded Arcana: At 3rd level, the skirnir skirnir is able to use his spellshield ability to deflect may apply the following magical armor abilities to magical effects that are bursts, lines, cones, and any shield he is wielding, as though they were rays. Further, he may also deflect ranged projective magical weapon abilities he was adding via his attacks by spending a number of spell points from sphere arcana ability: animated, arrow catching, his shield equal to the attack roll of the ranged arrow deflection, bashing, binding, fortification attack. Doing so does not prevent or disrupt any (any), reflecting, spell resistance (any). Applying iterative ranged attacks, those must be deflected one of these abilities to your shield counts as a separately. This ability replaces counterstrike. Force Athame: At 2nd level, a spellblade Soul Forger may spend a number of spell points as a swift Diminished Spell Casting: The soul forger action to create a dagger of force, called an does not gain this ability. athame, in his off hand. The athame lasts for 1 Sphere Combat: A soul forger may only minute and has an enhancement bonus equal to use this ability when wielding his bonded weapon. the number of spell points spent to make it Spherestrike: A soul forger may only use (maximum of +5 bonus), and is considered a this ability when wielding his bonded weapon. weapon for the purposes of the effects of his Master Smith: This ability replaces expert magus arcana and Enhancement sphere effects. weaving instead. In addition to its normal features, Magus arcana used to add magical enhancements this ability allows the soul forger to treat his magus to the athame do not cost any spell points. The level as his caster level for the purposes of athame acts a dagger, but the hand holding it is still qualifying for magic crafting feats. When crafting considered free for the purposes of using sphere magic item that requires access to particular combat, delivering touch attacks, and for casting if sphere, he may use his Creation sphere instead, he possesses the somatic casting drawbacks. The though the doing so decreases the item’s caster spellblade can use the athame as if he were level by -2. fighting with two weapon, or can use that hand for Arcane Forge: The soul forger gains the casting sphere effects for sphere combat, but not Creation sphere, or a bonus talent in that sphere if both at the same time. Attacks with the athame are he already possesses it, and may treat his class force attacks and deal force damage. This ability level as his caster level for the purposes of using replaces spherestrike. effects from that sphere. Further, while wielding his Athame Shaper (Su): At 5th level, and every 5 bonded weapon, the weapon is treats as having a levels thereafter, the spellblade selects a single number of temporary hit points equal to his magus light or one-handed melee weapon he is proficient level. The temporary hit points are lost when the in. He may now form his athame in the shape of weapon leaves the soul forger’s hands, and can be that weapon, gaining the damage die, crit ranges, regained either by meditating with the weapon for and other special abilities of that weapon. This 10 minutes, or spending a spell point to regain does not change the damage type of the athame. them. Additionally, at 4th, 8th, 12th, 16th, and 20th At 15th level, he may choose to shape his athame in level, the sphere magus gains 1 additional spell the form of a two-handed weapon. Wielding it still point. allows you to treat your off hand as free as if you This ability replaces enhancement weaving. had shaped a normal one-handed or light athame. Enhancement Weaving (replaces Fortify This ability replaces fighter training. Bond): At 4th level, the soul forger gains the Enhancement sphere, or a talent in that sphere if Spellblade Arcana: The following he already possesses it. This ability replaces spell spellblade arcana have been altered. recall Imbue Athame (replaces Pool- Arcane Anvil (replaces Reforge): At 11th Source Athame): When the spellblade level a Sphere magus may, as a swift action, recall casts a sphere effect that is targeting an a spell point he has invested in a currently active enemy, he may sacrifice the athame to Creation sphere power. This ends the Creation deliver the effect through the athame. As sphere effect that he withdrew the spell point from, part of casting the effect, the spellblade and the spell point is added back to his spell pool. makes an attack roll with the athame (or This ability replaces improved spell recall. ranged attack roll if he possesses the throw Living Forge (replaces Instantaneous athame arcana) at his highest base attack Reconstruction): At 19th level, the soul forger bonus - 2. If the attack roll hits the target, becomes a master at magical blacksmithery. so does the sphere effect, and the target Whenever he creates a sphere effect from the takes both the damage from the athame, is Creation sphere, he may reduce its spell point cost affected by the sphere effect, and the by 1, to a minimum of zero. Further, he may extend athame is destroyed. If the attack misses, his casting time to further reduce its spell point cost the sphere effect is lost, but the athame by 1 point per casting time step it is increased. This remains. ability replaces greater spell access. Spellblade Parry: When an enemy makes a melee attack roll against the Spellblade spellblade, as an immediate action he may end the athame’s duration to gain a deflection bonus to his AC equal to the Racial Archetypes: number of spell points spent to make the athame. This bonus lasts until the end of Spell Dancer (Elf) his next turn. If the spellblade possesses Spell Dance: At 1st level, a sphere magus the throw athame arcana, he may also use gains the Time sphere, or a bonus talent in that this arcana when an enemy makes a sphere if he already possesses it, and may treat his ranged attack roll against him. magus levels as his caster level for the purposes of Throw Athame: The spellblade may using effects from that sphere. Further, you may now make thrown weapon attacks with his apply the effects of the Quicken Spell feat athame, with a range increment of 60ft. If whenever you use your alter time ability to give the athame misses, it automatically returns yourself haste, by spending the requisite spell to the spellblade’s hand just before his next points normally needed for the feat. This does not turn. If the athame hits, it deals damage count as possessing the feat, and he cannot apply and its duration ends, unless the spellblade it to any other sphere effect. If the spell dancer ever spends 1 spell point, in which case it does gain the quicken spell feat, he may reduce the returns back to his hand just before his next amount of spell points needed to apply it to his turn. haste effects by half. Additionally, at 4th, 8th, 12th, 16th, and 20th level, Staff Magus the spell dancer gains 1 additional spell point. This Staff Weapon (apply this change only if ability replaces enhancement weaving. you also intend to use the Spheres of Power Spell Recall: The effects of this ability magical item rules): At 10th level, a staff magus apply to sphere effects from the Time sphere treats any magical staff he is wielding as a magical instead of the Enhancement sphere. Otherwise this quarterstaff with an enhancement bonus equal to ability works the same way. the staff’s enhancement bonus to caster level. In Arcane Movement: At 5th level, whenever addition, he may spend one spell point as a move a spell dancer casts a sphere effect from the time action to increase the staff’s enhancement bonus sphere, he may spend a number of spell points as by +1. This bonus lasts for 1 minute and the staff a free action to gain a competence bonus on magus can only spend one spell point total in this Acrobatics, Climb, Escape Artist, and Stealth manner. checks equal to the amount of spell points spent. He also gains the Craft Staff feat as a bonus feat, This bonus lasts until the beginning of his next turn. even if he does not meet the prerequisites for it. This ability replaces the bonus feat gained at 5th This ability replaces fighter training. level. Increased Meter: At 7th level, the spell dancer gains the sphere specialization of the time sphere, treating his magus level – 5 as his effective incanter level. This ability replaces expert weaving. Set the Tempo: At 11th level, the spell dancer may use the effects of spell dance on other Time sphere effects, not just the haste effect. This ability replaces improved spell recall.

Fiend Flayer (Tiefling) Infernal Mortification: At 1st level, a fiend flayer can sacrifice his own infernal blood to add to his arcane pool. Sacrificing blood this way is a standard action. For every two points of Constitution damage the fiend flayer takes this way, his spell pool increases by 1. Any spell points provided this way and not spent disappear when the fiend flayer rests to regain his spell points. Unlike normal Con damage, this damage cannot be healed by magical means, only through naturally recovering over time. If the fiend flayer possesses the fortified casting boon, this decrease to Con does not change the value for his casting modifier, Oracle and the fiend flayer can ignore the first few points of nonlethal damage caused by the draining casting Revelations drawback each day equal to the amount of Constitution damage received by this ability. This The following Revelations have been altered. ability cannot be used if the fiend flayer’s Wisdom of the Ancestors (Ancestor): Once per constitution damage is equal to or greater than ½ day, you can enter a trance in which you his constitution score. commune with the spirits of your ancestors. This trance lasts for 10 minutes, which must Elemental Knight (Suli) (WiP) be uninterrupted and during which you can take no other actions. When you come out of Elemental Matrix: At 4th level, an this trance, you have gained mystical insight elemental knight gains Incremental Elemental into the future. At 1st level, this insight acts Assault as a bonus feat. In addition, at 4th level, as as the Divine sphere ability of the Divination a swift action, an elemental knight may expend Sphere. At 5th level, the insight functions as rounds of duration from her elemental assault the Read Omens advanced talent with 90% ability. For every 1 round expended, he gains 1 effectiveness. At 8th level, the knowledge you spell point. Further, he gains an additional round of gain is equivalent to the Divine Knowledge elemental assault at 4th level, and every even advanced talent. Possessing this revelation numbered level thereafter. This ability replaces does not count as possessing the Divination spell recall. Sphere, though they are Divination effects, Elemental Arcana: The following and you treat your Oracle level as your caster elemental arcana have been altered. level for these effects. Assault Synergy: As a swift action, Final Revelation (Ancestor): Upon reaching 20th the elemental knight can expend 1 round of level, you become one with the spirits of your duration from elemental assault to add ancestors. You gain a bonus on Will saving +1d6 points of energy damage to any throws equal to your Charisma modifier, Destruction sphere effect he casts. The blindsense out to a range of 60 feet, and a +4 sphere effect must deal either acid, cold, bonus on your caster level for all Divination electricity or fire damage, and the extra Sphere Effects. You may use the Astral damage from this arcana must match the Projection advanced talent once per day damage type of the sphere effect. At 10th even if you do not have the sphere or meet level, he may expend two rounds instead of the prerequisites of the sphere. You may not 1 to add +2d6 damage, at 15th he may bring any other people with you when you choose any type of energy damage to add use this talent, and you do not count as to the sphere effect, and at 20th level the possessing this talent for the purpose of damage increases to +3d6. meeting prerequisites. Energy Reflection: This arcana Final Revelation (Apocalypse): Upon reaching functions like the rebuff talent of the 20th level, you become a herald of the Destruction sphere, but may only be apocalypse and wield the awesome power to applied while using elemental assault. The fulfill such prophecy. Anytime you immediate action use of the talent can be successfully cast sphere effect or use an activated at any time by either spending 1 ability that bestows 1 or more negative levels, spell point, or one round of elemental the effect bestows 1d4 additional negative assault. levels. Whenever you confirm a critical hit against a creature (including with a melee, ranged, or spell attack), as a swift action you can curse the target of your attack, as the Curse (word) sphere effect from the Fate Sphere, except the target doesn't receive a Will saving throw to negate the effects and spell resistance does not apply against this ability. If you do not have this Curse (word) Talent, then you gain it. Field Medic (Battle, Replaces Combat Healer): When you use a Rally to affect a target within Close Range, you may heal that target as if Medium fire elemental. At 11th level, you can using the Invigorate sphere effect of the Life assume the form of a Large fire elemental, Sphere. You may use this ability a number of and the ability costs two spell points instead times per day equal to 3 + your Cha modifier. of three. At 13th level, you can assume the Voice of the Grave (Bones): You gain the Summon form of a Huge fire elemental. You must be at Spirit advanced talent as a bonus talent, even least 7th level to select this revelation. if you do not meet the prerequisites. At 5th Gaze of Flames (Flame): You can see through fire, level, and every five levels thereafter, the fog, and smoke without penalty as long as dead creature takes a cumulative –2 penalty the light is sufficient to allow you to see on its Will save to resist this effect. normally. At 7th level, you can gaze through Final Revelation (Bones): Upon reaching 20th level, any source of flame within 10 feet per oracle the oracle becomes a spirit of death. Once level, as if using Viewing talent from the per round, she can automatically stabilize Divination Sphere. You can use this ability for from bleeding or force a stabilized target a number of rounds per day equal to your within Close range to proceed bleeding oracle level, but these rounds do not need to again. Further, Reanimate now costs one be consecutive. spell-point less to use, and using Group Final Revelation (Flame): Upon reaching 20th level, Charm now affects one target for every you become a master of fire. You can apply caster level, but only when targeting undead. any one of the following feats to any fire- Dweller in Darkness (Dark Tapestry, Heavens): related sphere effect you cast without Once per day, you cast your psyche into the increasing the level or casting time: Enlarge void of space to attract the attention of a Spell, Extend Spell, Silent Spell, or Still Spell. terrible otherworldly being. The dweller in You do not need to possess these feats to darkness behaves in all ways as if you had use this ability. used the Deadly Vision advanced talent on Awesome Display (Heavens): Your your target. At 17th level, the dweller in phantasmagoric displays accurately model darkness can be perceived by more than one the mysteries of the night sky, dumbfounding creature, though no two targets may be more all who behold them. You may now take than 30ft from each other. You must be at talents from the Light Sphere and apply them least 11th level to choose this revelation. to any Illusion that you create that's being Many Forms (Dark Tapestry): Upon gaining this affected by the Daylight Talent. This also Revelation, you gain the Alteration Sphere as allows you to gain talents from the Light a bonus sphere, though you must treat your Sphere when you gain a level without Oracle Level as your caster level. You do not needing to possess said sphere. gain any bonus Talents upon taking this Guiding Star (Heavens): Whenever you can see the sphere this way. You must be at least 3rd open sky at night, you can determine your level to select this revelation. precise location. When the night sky is visible Final Revelation (Dark Tapestry): Upon reaching to you, you may also add your Charisma 20th level, you become a truly alien and modifier to your Wisdom modifier on all unnatural creature. You gain damage Wisdom-based checks. In addition, once per reduction 5/— and immunity to acid, critical night while outdoors, you can cast one hits, and sneak attacks. Also, if you possess sphere effect as if it were modified by the the Many Forms revelation, you gain two Empower Spell, Extend Spell, Silent Spell, or additional talents in the Alteration Sphere. Still Spell feat without increasing the effect’s Form of Flame (Flame): You gain the Elemental casting time or level. Transformation talent, even if you don’t Dream Haunter (Juju): You can send your spirit to possess the Alteration Sphere, and use your torment another being’s dreams. You force a Oracle level as your caster level for the creatures within 60 feet to be tormented by purpose of its effects when transforming into terrible nightmares when they sleep. This a fire elemental for. If you do not possess the creature is unable to sleep peacefully and Alteration sphere, then it costs three spell wakes up fatigued and does not regain its points instead of one to benefit from this spell points from resting or benefit from any transformation and can only choose the fire other ability that requires eight hours of sleep elemental form. When you enter this to restore. A Will save negates this effect. If transformed state you take a Small form. At the save is failed, the target must make a 9th level, you can assume the form of a new save each night, for a number of nights equal to A number of times per week equal to Sphere. Further, once the gem is occupied by 1 + your Charisma modifier, but only once a soul, you may, as a standard action, swap per night. You must be 11th level to select your essence with that in the gem, giving the this revelation. At 15th level you may also trapped soul control over your body while use this ability to send messages to the harboring your own spirit within the gem. target of your revelation. While within the gem, you have no control False Death (Juju): Any creature under the effect of over your body or the soul occupying it, an Enhancement Sphere effect you control however you have full awareness of their appears dead to any examiners. Although actions, and may apply your Enhancement affected creatures do not detect as undead, Sphere effects to them if you so desire. You they look pale and death-like while under the may, as a standard action at any point you effects of your magic. Additionally, an are within the gem, choose to either instead affected creature ordered to lie still gains a occupy the nearest soulless body within +20 circumstance bonus on Disguise skill Close range, (including the one you just Soul checks to look like a corpse. Trapped, provided someone uses some kind Juju Sight (Juju): You can recognize other wendifa of resurrection effect within one round before on sight, reading the emanations of their or after it’s death), or instead swap places magic. In addition, you gain a +2 bonus on again from the gem back into your body. Spellcraft checks made to identify juju Combat Healer (Life): Whenever you create a Life fetishes. Sphere effect, you can cast it as a swift Reminder of Death (Juju): You can imbue a handful action, as if using the Quicken Spell feat, of salt with the power of life, making it a spending an extra spell point. You can use potent ward against undead creatures. As a this ability once per day at 7th level and one standard action, you can throw salt at a additional time per day for every four levels single undead creature within 5 feet, causing beyond 7th. You must be at least 7th level to it to become completely immobile for a select this revelation. number of rounds equal to your Oracle level, Enhanced Cures (Life): You gain Greater Healing though attacking it or making it take any as a bonus talent. damage ends the effect. Alternatively, you Safe Curing (Life): Activating a Sphere effect from can spend a full-round action covering a 5- the Life Sphere does not provoke an attack of foot-square with imbued salt, causing any opportunity. single undead creature that enters this Spirit Boost (Life): Whenever your Life Sphere square within the next 10 minutes to be effects heal a target up to its maximum hit affected as noted previously. You can use points, any excess points persist for 1 round this ability a number of times per day equal to per level as temporary hit points (up to a 3 + your Charisma modifier. The save DC is maximum number of temporary hit points Charisma-based. equal to your oracle level). Spirit Vessels (Juju): You can channel wendo Arcane Archivist (Lore): You may spend a spell spirits into lifeless bodies, reanimating them point to emulate the sphere ability of a sphere to aid you. You may use the Enhance sphere you do not possess, treating 1/2 your Oracle effect to bring false life to a dead body. This level as your Caster Level. When you use a costs three spell points and functions as the sphere effect in this way, you do not count as Reanimate ability of the Death Sphere, possessing that sphere. You must be 11th treating your Caster level as 1/2 your Oracle level to select this revelation. level. If you at any point gain the Bestow Life Automatic Writing (Lore, Occult): Once per day, you advanced Talent, you may also use it to can spend a full hour in uninterrupted bestow new life to long dead bodies, provided meditation. During this period, your hands that you have at least one fresh body part produce mysterious writing that pertains to (Any of the six mentioned in the Bestow Life the future. At 1st level, this insight acts as the talent, plus a heart) to spare in addition to the Divine sphere ability of the Divination Sphere. other mandatory parts. You must be at least At 5th level, the insight functions as the Read 10th level to select this revelation Omens advanced talent with 90% Final Revelation (Juju): At 20th level, you gain the effectiveness. At 8th level, the knowledge you Soul Trap advanced Talent, even if you do gain is equivalent to the Divine Knowledge not meet the prerequisites and may use it advanced talent. Possessing this revelation without needing to possess the Death does not count as possessing the Divination Sphere, though they are Divination effects, the minor power associated with that emotion and you treat your Oracle level as your caster to everyone within the radius of the Darkness level for these effects. effect. All within this radius are allowed a Will Spontaneous Symbology (Lore): You gain an save with a DC of 10 + your Charisma insight in the usage of sigils to perform modifier to negate this effect. You must be at magic. You may pay one extra spell point least 7th level to select this revelation. when you use a sphere effect to lay a Rusting Grasp (Metal): Whenever you use your magical sigil on a flat surface (with the Alter sphere effect on a metal object, you dimensions of 5ftx5ft) instead of casting it. always deal or heal the maximum amount of The next person to make contact with this damage allowed to you by that ability. You sigil is immediately targeted by its effect, must be at least 7th level to select this regardless of the distance between the target revelation. and the caster. Sigils remain active for a Vision in Iron (Metal): You can use any piece of number of hours equal to your Oracle level, polished metal at least the size of a dagger or until triggered, and laying takes double the as a scrying device, as if using the Viewing amount of time it takes to manifest the talent of the Divination Sphere. At 15th level, chosen sphere effect. If you may treat a Sigil this functions like the Scrying advanced as a sphere effect for the purposes of the talent. You can scry for a number of rounds Contingency feat. per day equal to your oracle level; these Final Revelation (Lore): You gain the ability to take rounds do not need to be consecutive. This 20 on all Knowledge skill checks. Your revelation does not count as possessing the understanding of the fundamental Divination Sphere. You must be at least 7th underpinnings of reality has also become so level to select this revelation. advanced that once per day, you may regain Final Revelation (Metal): Upon reaching 20th level, every spell point spent since you last rested. you become a master of iron and steel. You Moonlight Clad (Lunar, Replaces Form of the gain the benefits of Weapon Focus, Greater Beast): You may clad yourself in moonlight Weapon Focus, and Improved Critical with and shadow to take on a terrible form. any one metal weapon that you are proficient Choose a Shifter's bestial trait (except Animal with. Your armor is like a second skin to Advisor or Animal Master), you may now you—while wearing metal armor you are benefit from this trait while standing in an proficient with, the armor’s maximum area of moonlight, dim light, or darker. You Dexterity bonus increases by +5 and you treat your Oracle level as your effective take no armor check penalty. In addition, any Shifter level for the purposes of gaining a trait metal object you create with the Creation through this revelation. You gain another Sphere has its hardness increased by +10. bestial trait at 9th, 11th, and 13th level. You Friend to the Animals (Nature): You gain the must be at least 7th level to gain this Animal Friend talent as a bonus talent and revelation. animals within 30 feet of you called by the Moonlit Script (Lunar): Once per night while you talent receive a bonus on all saving throws sleep, your hands produce mysterious writing equal to your Charisma modifier. If you that pertains to the future. At 1st level, this already possess this talent, then you may use insight acts as the Divine sphere ability of the it an additional time per day. Divination Sphere. At 5th level, the insight Speak with Animals (Nature): You gain the Nature functions as the Read Omens advanced talent of the same name as a bonus talent. If talent with 90% effectiveness. At 8th level, you already possess this talent, you instead the knowledge you gain is equivalent to the gain the Steal Language ability, as described Divine Knowledge advanced talent. in the Shifter Class. Possessing this revelation does not count as Transcendental Bond (Nature): You become so possessing the Divination Sphere, though attuned to the common spirit shared by all they are Divination effects, and you treat your living things that you can use it to Oracle level as your caster level for these communicate with allies. You may effects. communicate with your allies for a number of Touch of the Moon (Lunar): When you gain this rounds per day equal to your oracle level as if revelation, select an Eliciter Emotion. When using the Mind Link Psionic effect. A 10th you use your Darkness sphere effect, you level, this functions as Improved Mind Link. may spend an additional spell point to inflict Undo Artifice (Nature): At 11th-level, you gain the Planar Oracle ability to reduce a nonliving item to its Gaze into the Mystery (replaces Bonus component parts, essentially erasing the spells): This ability functions as normal, except the hand of artifice and rendering the item into a planar oracle must instead choose a sphere pile of raw natural materials. This functions associated with the Outer Plane she is attuned to. as the Destroy effect of the Creation Sphere, Each plane has two spheres associated with it, except instead of breaking the item, it however the planar oracle can only bond with one converts its parts into pieces of raw material of them. (so a hand wagon, as an example, would be The standard 9 planes have the following spheres turned into a pile of wood planks, some nails, associated with them: Heaven (Fate, Protection), and possibly a puddle of paint). Nirvana (Nature, Life), Elysium (Weather, Project Psyche (Occult): You gain the Project Spirit Enhancement), Axis (Creation, Telekinesis), advanced talent, even if you do not meet the Boneyard (Death, Divination), Limbo (Destruction, prerequisites, and may use it without needing Warp), Hell (Mind, Illusion), Gehenna (War, Time), to possess the Death Sphere. You must be at Abyss (Alteration, Conjuration) least 11th level to select this revelation. Other setting Cosmologies and planes require GM consideration to determine which spheres would be Black-Blooded Oracle associated with which planes. No change Possessed Oracle Dual-Cursed Oracle Gaze behind My Eyes (replaces bonus Gaze into the Mystery (replaces Bonus spells): Through meditation and introspection, the Spells): This ability functions as normal, except the possessed oracle learns to reach at the entity living dual-cursed oracle may expend one of its daily under her skin and draw out some of its power. uses to instead inflict the negative effects of one of Starting at 2nd level, as a full round action that her oracle curses to one target within Close range. provokes an attack of opportunity, she may treat The duration of this effect is the same as if she her CL as 1 for sphere effects from the sphere used this ability to give herself a bonus talent, and associated with her mystery (the association is the can be extended in the same way. This ability has a same as the Gaze into the Mystery ability) for one Will Save DC equal to 10 + ½ her oracle level + her minute. The amount of minutes she can use this Cha modifier, and any target that is targeted with ability increases by 1 at 4th level and every even this ability once already (regardless of if they made level thereafter, however they must be spent in 1 their will save or not) cannot be targeted again for minute increments and be activated individually. 24 hours. When activating this ability, she may increase her effective CL by 2 instead, however by doing so she Enlightened Philosopher forfeits the positive benefits of her oracle’s curse for Gaze into the Mystery (replaces Bonus the rest of the day, and cannot use this ability in Spells): This ability functions as normal, except the this way again until the next day after she rests. enlightened philosopher does not use this ability to This ability replaces gaze into the mystery. gain a bonus talent. Instead, she expends her daily uses to instead grant the positive effects of her Psychic Searcher oracle curse to one target within touch range. The Gaze into the Mystery (replaces bonus target of the curse is treated as having an effective spells): The psychic searcher does not gain this oracle level of ½ the enlightened philosopher’s ability until 4th level, and she treats her effective oracle level for the purposes of which benefits they oracle level for this ability as 2 less than it is gain from the curse. The duration of this effect is Inspiration: This ability does not replace the same as if she used this ability to give herself a any ability. bonus talent, and can be extended in the same way. This ability is harmless, but does have a Will Seeker Save DC equal to 10 + ½ her oracle level + her Seeker Lore: By 3rd level, a seeker has Cha modifier, and any target that is targeted with already learned much about his mystery, and is this ability once already (regardless of if they made comfortable using the sphere associated with her their will save or not) cannot be targeted again for mystery. She gains a +4 bonus on all concentration 24 hours. checks, checks to overcome spell resistance, and on all Knowledge (arcana) and Spellcraft checks made on topics associated with her mystery’s Racial Archetypes: associated sphere. This ability replaces the rd revelation gained at 3 level. Ancient Lorekeeper (Elf) th Seeker Magic: A 15 level, a seeker Class Skills: becomes skilled at modifying the magic of her Speaker of Ancient Blood (replaces mystery. When a seeker applies a metamagic feat Elven Arcana): The history, tales, and legends of to a sphere effect associated with her mystery elven kind are alive within the ancient lore keeper, sphere, shereduces the spell point cost of the feat and their greatness springs from her blood to her by 1 (minimum of 0). This ability replaces the tongue. This ability is identical to a bardic th revelation gained at 15 level performance (using oratory), allowing the ancient lore keeper to inspire courage at 2st level, inspire Seer competence at 4rd level, and inspire greatness at Gaze into the Mystery (replaces bonus 10th level, as a bard of the ancient lorekeeper’s spells): This ability functions as normal, except the level, usable a total number of rounds per day seer can only use this ability with the divination equal to her oracle level + her Charisma modifier. sphere, and treats divination as his mystery She may choose to extend a single performance by associated sphere. a number of rounds equal to her Charisma modifier Revelations: The following revelation for (meaning these rounds do not count against her this archetype has been altered daily limit), however by doing so she forfeits the Gift of Prophecy: This revelation positive benefits of her oracle’s curse for the rest of functions as the wisdom of the ancestors the day and cannot use this ability in this way again revelation of the ancestor mystery (see until the next day after she rests. This ability above). You must take this revelation at 3rd replaces gaze into the mystery. level. Community Guardian (Halfling) Spirit Guide Keeper of the Community (replaces No change bonus spells): The collective wisdom and will of the Halfling race’s will and hospitality emboldens Stargazer and drives the community guardian to provide Gaze into the Mystery (replaces bonus succor and aid to those under her charge. At 2nd spells): This ability functions as normal, except the level, whenever the community guardian casts an stargazer does not use it with the sphere Enhancement, Life, or Protection sphere effect on associated with her mystery. Instead, the sphere an ally, she may choose to extend it to an she can gaze into depends on the time of day it is additional ally within range. For the purposes of this and her surroundings. If it is daytime, she may use ability, the community guardian does not count as this ability with the Light sphere, and at night she her own ally. This ability can be used a number of may instead use it with the Dark sphere, and at times per day equal to ½ her oracle level. During dawn and dusk she may choose which to use. If one of her daily uses, she may instead extend the she is in any plane, dimension, or other such realm sphere effect to a number of allies equal to her with no discernable day or night, or if said day or Charisma modifier, however by doing so she night lacks any noticeable celestial bodies, she forfeits the positive benefits of her oracle’s curse for instead must use this ability with the Warp sphere. the rest of the day and cannot use this ability in this way again until the next day after she rests. This Warsighted ability replaces gaze into the mystery. No change Purifier (Aasimar) Consecrated Pariah (replaces bonus spells): The suffering of those in need cries out to the purifier’s soul, and so her soul becomes a martyr to placate the ills of others. Starting at 2nd level, as an immediate action the purifier can remove the combat conditions afflicting a single ally within close range and have them inflict her instead, bypassing any resistance or immunities she might have. If these conditions have a set duration, this duration does not change or reset when the condition is transferred to the purifier. She may use this ability a number of times per day Paladin/Antipaladin equal to her oracle level + her charisma modifier. At 10th level she may also take upon herself any Chosen One poisons, curses, or diseases the ally is suffering, No change however she is counted as having automatically failed her saves against them and they bypass any resistances or immunities she may have. During Combat Healer Squire one of these uses, she may choose to immediately No change cure herself of the conditions she takes upon herself from that one ally, however by doing so she Divine Defender forfeits the positive benefits of her oracle’s curse for No change the rest of the day and cannot use this ability in this way again until the next day after she rests. This Divine Hunter ability replaces gaze into the mystery. No change Diminished Spellcasting: The purifier does not gain this ability. Empyreal Knight Celestial Ally: At 4th level, the empyreal Shigenjo (Tengu) knight gains the Conjuration Sphere as a bonus Gaze into Enlightenment: The Shigenjo talent. If she already has the Conjuration sphere, has started on his trail to mystic understanding, and he instead gains the Aligned Creature (good) talent, has learned to glean great insights from his or another bonus conjuration talent if he already meditations. Starting at 2nd level, she may, as a full possesses that talent. Further, she may treat her round action that provokes an attack of opportunity, caster level and her Paladin level -4 for the choose to benefit from any one monk Ki power for a purposes of the conjuration sphere. number of minutes per day equal to half of her Oracle level (minimum of 1). She treats her oracle Enlightened Paladin level as her monk level, and if the ki power has a ki Sense Perfection: At 1st level, the sphere point cost, she may spend a number of spell points paladin gains Basic Magic Training as a bonus feat. equal to the ki point cost to use it. She may use this He must choose the Divination sphere with this ability once per day at 2nd level, and an additional feat. When using the Divination sphere to divine, he time per day every even level thereafter. During may also use it to divine the presence of creatures one usage she may choose to instead gain a with a Ki pool. Each such creature when divined in second ki power in addition to the first, however by this way gives off an aura lke a clereic of an aligned doing so she forfeits the positive benefits of her deity, and treats the current number of ki points as oracle’s curse for the rest of the day and cannot its Hit Dice for the purposes of how strong their use this ability in this way again until the next day aura is. This ability replaces detect alignment. after she rests. This ability replaces gaze into the mystery. Holy Guide No change Reincarnated Oracle (Samsaran) Spinner of the Samsara (replaces bonus Holy Gun (the changes to this archetype spells): At 2nd level, the reincarnated oracle has have nothing to do with SoP, it’s just learned to channel the energy and experience of something that had to be done) her past lives within herself and borrow some of Divine Deeds: At the listed levels the holy their power. This ability functions as the gaze into gun gains the following deeds. These deeds work the mystery ability, except the reincarnated oracle and interact with grit the same way as gunslinger does not choose the sphere based upon its deeds, but only the holy gun can use them. If the associated mystery. Instead, at the beginning of holy gun has gunslinger levels, she can spend grit each day after resting to regain her spell points, the points from that class to use these deeds. reincarnated oracle must randomly pick which Smiting Shot: At 3rd level, the holy sphere to use this ability with (this can be best done gun can spend 1 grit point to make a by alphabetically assigning the spheres a number smiting shot with a firearm attack as a between 1-20 and rolling a d20). standard action. This attack functions as if

she were using her smite evil ability with Oath against Chaos her firearm, though it does not count Detect Chaos: This ability functions against her daily uses of smite evil, though as the paladin’s detect evil ability, but only the effects only apply to the attack roll, and works to divine chaos instead of evil. This the holy gun does not gain the deflection ability replaces detect evil bonus to AC that smite does. This ability Oath Magic: The sphere replaces the mercy gained at 3rd level associated with this Oath is the Fate A Knight without Armor: At 9th level, Sphere. the holy gun may spend 1 grit point as an Oath against Corruption immediate action to gain a deflection bonus Oath Magic: The sphere to AC equal to her Charisma modifier. This associated with this Oath is the Mind bonus lasts for a number of rounds equal to Sphere. her Charisma modifier, though she may Oath against Fiends end this effect early to perform the smiting Anchoring Aura: At 8th level, a shot deed without paying its grit cost. This paladin’s aura hampers extradimensional ability replaces the mercy gained at 9th travel by evil outsiders. The aura extends level. 20ft from the paladin. Evil outsiders Head the Calling Wind: At 12th attempting to use teleportation abilities, level, so long as the holy gun has at least such as effects from the Warp sphere, to one point of grit in her pool, she gains a leave or enter the aura must succeed at a bonus to initiative equal her Charisma will save (DC 10 + ½ the paladin’s level + modifier. This ability replaces the mercy the paladin’s charisma modifier); failure gained at 12th level means the ability does not function, as if Humanoid Typhoon: At 18th level, the outsider were affected by plane the Holy Gun gains the benefits of the manipulator talent of the Warp sphere, and Lightning Reload and Evasive gunslinger cannot attempt to teleport again for a deeds. Further, while wielding a firearm, number of minutes equal to the paladin’s she threatens all squares within 20ft of level. This aura only functions while the herself. This ability replaces the replaces paladin is conscious, not if she is the mercy gained at 18ths level. unconscious or dead. Additionally, as an immediate action, the paladin can expend Holy Tactician one use of her smite evil ability to target an No change evil outsider within 30ft with this effect. This effect continues on even if the paladin is Hospitaler unconscious or dead. This ability replaces No change aura of resolve Oath Magic: The sphere Knight of the Sepulcher (Antipaladin) associated with this Oath is the Warp No change Sphere. Oath against Grotesquery th Oathbound Paladin Restore Beauty: At 14 level, the Oath Magic (replaces Oath Spells): At 4th paladin can expend two uses of her lay on level, when the oathbound paladin gains the cast, hands ability to attempt to dispel the he must choose the sphere associated with his negative affects magics plaguing a oath as his starting sphere. Further, he may apply creature, as though using the restore break any one metamagic feat he has to a sphere effect enchantment talent of the Life sphere. In from his Oath sphere without incurring the spell addition to removing curses, this may also point cost a number of times per day equal to ½ his be used to remove any Alteration affect paladin level. The oathbound paladin may select placed on the creature, incluing those more than one oath, so long as the only ability they applied using the permanent transformation share is Oath Magic, in which case he must choose advanced talent. This ability replaces aura one of his oath spheres to start with. He still may of faith. apply metamagic via this ability to all Oath spheres Oath Magic: The sphere he has this way. associated with this Oath is the Creation sphere. Oaths: The following Oaths have been altered. Oath against Savagery Oath Magic: The sphere her paladin level – 3, and she may spend her associated with this Oath is the Protection bonus domain talents on a talent for the sphere Sphere. associated with this domain. This ability replaces Oath against Undeath aura of resolve. Detect Undead: At 1st level, the sphere paladin gains Basic Magic Training Sacred Shield as a bonus feat. He must choose the No change Divination sphere with this feat. When using the Divination sphere, he may divine Shining Knight undead as if he had the death sphere. This No change ability replaces detect evil. Oath Magic: The sphere Sword of Valor associated with this Oath is the Light Worthy Enemy: At 11th level, when a Sphere. sword of valor critically hits an enemy with a smite, Oath against the Wyrm the target must make a saving throw (DC = 10 + ½ Oath Magic: The sphere the paladin’s level + the paladin’s Charisma bonus) associated with this Oath is the Alteration or be compelled to surrender to the paladin, as if Sphere. affected by the powerful suggestion charm of the Oath of Charity Mind sphere. An enemy that succumbs remains Oath Magic: The sphere docile until it is injured by the paladin or one of his associated with this Oath is the Life obvious allies, at which point the compulsion to Sphere. surrender immediately ends and the enemy is free Oath of Chastity to make is own choices again. If the enemy makes Oath Magic: The sphere the save, it cannot be subject to this ability again for associated with this Oath is the 24 hours. This ability is a mind-affecting effect, and Enhancement Sphere. replaces aura of justice. Oath of Loyalty Oath Magic: The sphere Tempered Champion associated with this Oath is the Fate Divine Weapon Specialization: At 4th Sphere. level and every 3 levels thereafter, a tempered Oath of Vengeance champion gains a bonus feat from the following list: Oath Magic: The sphere Disruption, Divine Fighting Technique, Penetrating associated with this Oath is the War Strike, Weapon Focus, Weapon Trick, and any feat Sphere. with the any of the previous feats as prerequisites. If the feat requires choosing a weapon or weapon Sacred Servant group, the tempered champion must choose her Casting: When the sacred servant gains deity’s favored weapon, or its group. If the deity’s spell casting for the first time, he must choose the favored weapon is an exotic weapon, or otherwise sphere associated with his chosen domain (see a weapon the tempered champion is not normally below) proficient in, then she gains proficiency in that th Domain (replaces Spells): At 4 level, the weapon when she gains this ability. The tempered sacred servant gains access to the powers of a champion must meet the prerequisites of the feat, clerical domain. The domain must be one but she treats her paladin level as her fighter level associated with her deity, and her effective cleric for the purposes of said prerequisites. Additionally, level for determining the strength of her domain at 7th level, the tempered champion gains weapon powers is equal to her paladin level – 3. Further all training as a fighter of her paladin level – 2, Wisdom based aspects of that domain instead use however she can only choose to gain training in the Charisma instead. These levels stack with any weapon group of her deity’s favored weapon. This other effective cleric levels she may have. In ability replaces casting and talents (but not spell addition, she gains a bonus talent in the sphere points). th th th associated with her domain at 9 , 14 , and 19 level. This ability replaces channel energy Temple Champion Celestial Emissary (replaces Call th Spells: The Temple Champion does not Celestial Ally): At 8 level, the sacred servant gain any changes to his casting. gains a second domain associated with her deity. Her effective cleric level for this domain is equal to Domain Granted Power: At 4th level, a Racial Archetypes: temple champion selects one domain granted by her deity. The temple champion gains the powers Stonelord (Dwarf) associated with that domain, treating her paladin Stone Speaker: At 1st level, the stonelord level as her cleric level for the purposes of her gain Basic Magic Training as a bonus feat, and domain powers. Any Wisdom based aspects of that must choose the Nature Sphere and the earth domain are instead based off of the temple geomancing package of that sphere. This ability champion’s Charisma. This ability replaces the replaces detect evil. th extra usage of smite evil gained at 4 level. Defensive Stance: At 4th level, a stonelord th Blessing: At 5 level, a temple champion gains the defensive stance ability, as a stalwart gains the minor blessing (as the warpriest class defender, and may select one defensive power at th feature) of the domain she selected at 4 level. She 7th level and every three levels thereafter. Levels of uses her paladin level as her warpriest level for the Stalwart Defender stack with her paladin levels effects of that blessing. Any Wisdom based aspects when determining the total number of rounds that of that blessing are instead based off of the temple she can maintain her defensive stance per day. th champion’s Charisma. At 11 level, she gains the Unlike a stalwart defender, a stonelord may move major blessing of her chosen domain. This ability while maintaining a defensive stance, so long as replaces divine bond. she is standing either stone, metal or any other earthy surface at the beginning and end of her Undead Scourge movement. At 13th level, she may take a barbarian No change rage power instead of a defensive power. If she does, she treats her defensive stance as her Warrior of the Holy Light barbarian rage, and her paladin level as her Shining Light: This ability replaces casting barbarian level, for the purposes of rage powers and talents (but not spell pool) instead. gained this way. If she possesses rage or rage powers from any other source, they cannot be used Purifier (3pp Dreamscarred Press) with her defensive stance, nor can rage powers Manifesting: This ability replaces the gained via stonelord levels be used during a casting, talents, and spell pool class features barbarian rage. This ability replaces casting and instead. talents (but not spell points).

Redeemer (Half-Orc) No change

Tranquil Guardian (Aasimar) No change

Sleeper’s Guardian (3pp Dreamscarred Press, Duergar) Manifesting: This replaces the casting and talents class features (but not the spell pool) instead.

nd Ranger Combat Style: At 2 level, the hooded champion must select the archery combat style.

Battle Scout Horse Lord No change th Spiritual Bond: At 17 level, the horse lord can grant his animal companion temporary hit Beastmaster points equal to his ranger level once per day. While No change these temporary hit points last, when his mount is

within 30ft of him, he may cast any sphere effect he Cinderwalker knows with a – 1 reduction to its spell point cost No change (minimum of 0). This only works on sphere effects that target his animal companion. This ability Corpse Hunter replaces hide in plain sight. Spells: The corpse hunter does not gain this ability. Ilsurian Archer/Divine Marksman Vicious Aim: At 4th level, the ilsurian Deep Walker archer gains a bonus to his attack and damage rolls No change with ranged weapons equal to half of his favored enemy bonus. This damage does not stack with Demonslayer normal his normal favored enemy bonus. He also Expanded Spell List: The demonslayer chooses either the bow, crossbow, firearm, or does not gain this ability. thrown weapon group. This ability counts as having weapon training in that group for the purposes of Divine Tracker qualifying for feats or advanced weapon training. No change Further, at 4th level and every four levels thereafter, the ilsurian archer may gain a single weapon Dragon Hunter mastery feat without meeting the prerequisites, and No change may choose another of the previous weapon groups to be treated as having weapon training in. Dungeon Rover This ability replaces casting, talents, and spell No change points Iomedae’s Influence: At 8th level, the Falconer ilsurian archer gains weapon focus (longsword) as No change a bonus feat, and gains and may apply the bonuses gained from vicious aim when wielding a Freebooter longsword. Further, the ilsurian archer may use the No change initial benefit of Iomedae’s Inspiring Sword without needing to possess the Divine Fighting Technique Galvanic Saboteur feat. This ability does not count as possessing said No change feat. This ability replaces swift tracking.

Groom Infiltrator Horse Whisperer: At 3rd level, a groom No change learns how to communicate with mounts. This ability functions as the speak with animals talent of Shapeshifter the Nature, using the groom’s ranger level in place No change of his caster level, except he may onlyuse it to talk to horses, riding dogs, and other such mounts of Skirmisher the animal type. This ability replaces Endurance. Hunter’s Tricks: At 5th level, a skirmisher ranger learns the use of hunter’s tricks, which Guide typically grant a boon or bonus to the ranger or a th No change nearby ally. At 5 level, the ranger learns one trick, selected from the hunter’s trick list (see Advanced th Hooded Champion Player’s Guide, pg128). At 7 level, and every two Deeds: This ability replaces wild empathy. levels thereafter, he learns another trick. A skirmisher can use each individual trick a number made it cannot be changed. This ability replaces of times per day equal to ½ his ranger level + his casting, talents, and spell pool. Wisdom modifier. Tricks are usually swift actions, Launch Trap: This ability is gained at 10th but sometimes move or free actions that modify level, and functions as the weaponized traps ability standard actions, usually an attack action. Once a of the vauntguard. trick is chosen, it cannot be retrained. A ranger may select an individual trick more than once, however Trophy Hunter doing so only cause that trick to be usable an No change additional number of times per day equal to her Wisdom modifier. This ability replaces the casting, Urban Ranger talents, and spell pool class features. No change

Sky Stalker Warden No change No change

Spirit Ranger Wild Hunter Spirit Bond: At 4th level, instead of forming No change a bond with an animal companion, the spirit ranger can form a bond with the spirits of nature Wild Stalker themselves. While within his favored terrain, the No change spirit ranger may use the tradition power of the hedgewitch’s spiritualism tradition, treating his Witchguard ranger level – 3 as his effective hedgewitch level for Patron: A witchguard has learned this ability. These levels stack with any hedgewitch something of his magic from the witches he levels the ranger may have, but only while within defends. At 4th level, when the witchguard learns to the ranger’s favored terrain. This ability can only be cast, he must also select a patron from the witch’s use while within one of the ranger’s favored list of patrons. This patron is often the same one terrains. This replaces hunter’s bond. th chosen by the witch he’s sworn to protect, but the Wisdom of the Spirits: At 12 level, the witchguard may choose any patron he desires. The spirit ranger can benefit from his spirit bond ability, witchguard’s first sphere must be one of the even when not in one of his favored terrains. If he is spheres associated with that patron. Further, a within one of his favored terrains, he may treat his witchguard in contact with a friendly witch’s familiar ranger level – 1 as his effective spiritualist level for may utilize the familiar’s sphere as if he where it’s his spirit bond ability. This ability replaces bonded witch, but only if the witch’s familiar and the camouflage. witchguard’s familiar possess patrons that share at least one patron sphere in common. Toxophilite No change Woodland Skirmisher Focused Terrain: This ability acts as and Trapper replaces favored terrain instead. th Trap: At 5 level, a trapper ranger learns to Sphere Specialization (replaces Spells): channel his magical powers and cunning in a At 4th level, when the woodland shirmisher first different way. This ability functions as the learns to cast, he also selects a single sphere vauntguard traps ability (from the Vauntguard class specialization, treating his ranger level – 3 as his created by Drop Dead Studios), with the ranger effective incanter level. This does not stack with treating his level – 4 as his effective vauntguard any other incanter levels or sphere specializations level, and using his Wisdom modifier in place of his the woodland skirmisher may possess th Intelligence modifier when applicable. Further, at 7 level and every other level thereafter, he gains a Yokai Hunter vauntguard aptitude. He may only choose aptitudes Resist Yokai: At 12th level, a yokai hunter that alter his vauntguard traps this way. If the can attempt to shrug off magical energies of a Trapper ever gains levels in vauntguard, these yokai. He gains a +4 insight bonus on saving levels stack with his effective vauntguard level, throws to resist any magical or supernatural effect however he must decide whether to use Wisdom or created by a yokai. In addition, once per day as a Intelligence for his traps. Once this decision is standard action, the yokai hunter can grant herself magic resistance equal to her wisdom modifier for a Racial Archetypes: number of rounds equal to her ranger level. This ability replaces camouflage. Wild Shadow (Half-Elf) No change Pack Leader (3pp Dreamscarred Press) Manifesting: This ability replaces casting, Dusk Stalker (Fetchling) talents, and the spell pool instead. No change

Wave Warden (Merfolk) Watery Summons: At 8th level, a wave warden can call upon the aid of an aquatic creature. This functions as the animal friend talent of the Nature Sphere, except it does not cost a spell point and activating it takes a full round action instead of a standard action, and when used to call the aid of an animal the animal is always with the aquatic or water subtype. The wave warden uses her ranger level as the caster level of this effect, and may use this ability once per day. The wave warden need not possess the nature sphere or the animal friend talent to use this ability, nor does this ability count as possessing said sphere or talent. If the wave warden possesses the Nature sphere and animal friend talent, then she may use the talent in this way a number of times per day equal to her wisdom modifier. This ability replaces swift tracker

Bow Nomad (Kasatha) No change

Kinslayer (3pp Dreamscarred Press, Half- Giant) Psionics: This ability replaces the casting, talents, and spell pool class features instead.

Shaman Speaker of the Past Animist Mysteries of the Past: This ability does Unto all is Given: The animist learns to not grant the spells from the ancestor or time coax magic and energy from all spirits, not just the mysteries. Otherwise it functions as normal one connected to her spirit animal. The animist Echoes of the Past: Lacking a familiar, the does not draw spell points from her familiar, speaker of the past develops a new way of coaxing instead, she may spend a standard action power, by instead beseeching it from the spirits of communing with the spirits of objects and animals magic and events that have passed. Once per day, around her. Small sized non-magical inanimate when a speaker of the past runs out of spell points, objects grant her 1 spell point, and this number he may instead spend a full-round action (that increases for each size category the item is past provokes an attack of opportunity reaching into the Small. Living non-creature plants without HD of skeins of time and fate and communing with the Tiny size grant 1 spell point, and this number spirits that walk the sideways lines of time. At the increases for each size category increase. Living beginning of his next turn, the speaker’s spell pool creatures grant a number of spell points equal to replenishes a number of spell points equal to ½ her the number of Hit Die they possess, however a oracle level. These new points can only be spend shaman cannot draw spell points from their spirits on the following: Sphere effects of her spirit’s unless they willingly allow her to, or are sphere, her spirit’s abilities, and sphere effects of unconscious. Animals can be coaxed into allowing the Time sphere. This ability replaces spiritual the shaman to draw spell points from them with a communion. successful Handle Animals check (DC 10 + the number of the animal’s Hit Die), though Friendly Spirit Warden animals are always considered willing. The animist Restless Magic: The spirit that the spirit cannot draw spell points from Undead, even if they warden draws his magic from is excitable and are willing, unless the animist has the Bones spirit erratic, so it’s hard for the spirit warden to draw a or wandering spirit. The animist cannot draw spell steady amount of magic from his spirit animal. This points from a dead body until 1 weak has passed ability functions as spiritual communion, except the after it’s death, in which case they may draw a spirit animal does not contain a set amount of spell number of spell points from the body as though it points within it. Instead, when the spirit warden where an inanimate object. Once the animist has decides to draw power from his spirit animal, roll drawn a spell point from a target in this way, they 1d4. The resulting number is the number of spell cannot draw from them again for one full week. points the spirit animal has available for the rest of Magical item can have a number of spell points the day. This amount increases by another 1d4 at th drawn from them equal to ½ their caster level, 5 level and every five levels thereafter. Once the however to do so the shaman must succeed at a spirit warden has made this roll, she cannot make spellcraft check against the magic item (DC 10 + another roll until she meditates to regain her spell the item’s caster level), though intelligent items points. This ability modifies and replaces spiritual count as creatures and thus can only provide spell communion points if they give consent. This drawing does not draw from the spell True Silvered Throne pool of the target, if they have one, as it draws this Occult Grimoire: A true silvered throne’s energy from the spirits that pervade the target, not magic comes from a combination of dealing with the target itself. An animist can only draw a number spirits and her own study of archaic lore. She does of spell points in this way equal to ½ her shaman not gain a familiar, instead she gains a grimoire, an level, and any unused spell points are lost when the ancient tome filled with a combination of ancient animist meditates to regain her spell points. These knowledge and the shaman’s own insights, as an bonus spell points can only be used on both sphere arcane bond. In order to regain her spell points effects of her spirit’s associated sphere, and on after resting, she must spend an hour studying and spirit abilities associated with her spirit. This ability communing with her grimoire. She can only use her replaces spiritual communion. arcane bond with grimoires. Wandering Ritual: At 6th level, a true Possessed Shaman silvered throne can attempt to coax a nearby spirit Shared Skill: This ability replaces spiritual into service with a 1 minute long ritual once per communion instead. day, gaining that spirit’s spirit ability. The silvered throne can maintain this bond for 1 hour, or until he dismisses the spirit as a free action. At 12th level, curses. This functions as the break enchantment he also gains this spirit’s greater spirit power while talent of the Life sphere, except the witch doctor bonded, and at 20th level gains its true spirit power need not possess the Life sphere to use it. If the as well. He can perform a wandering ritual one witch doctor does possess the Life sphere, then additional time per day at 8th level and 14th level. this ability counts as possessing the break This ability replaces wandering spirit and wandering enchantment talent, and using this ability costs one hex. less spell point to use. This ability replaces the hex gained at 8th level Unsworn Shaman Countering Hex: At 10th level, the witch Spiritual Communion (replaces Spirit doctor gains Counterspell as a bonus feat. If she Magic): The unsworn shaman gains this ability at already possesses that feat, she instead gains 2nd level instead of 1st, and has a – 1 penalty to her Improved Counterspell as a bonus feat, even if she effective shaman level for this ability. However, she doesn’t meet its prerequisites. Further, the witch may spend her spell points on the spheres doctor may treat her shaman level – 2 has her associated with any of her wandering spirits instead caster level for the purposes of meeting the of her shaman spirit (as she now lacks the latter) prerequisites of other Counterspell feats. This ability replaces the hex gained at 10th level. Visionary Discern Magical Expertise: At 4th level, when the visionary uses the read magic ability of the Divination school, she may spend 2 rounds concentrating during its duration to hone her magical senses on a single individual. This ability tells her what bloodlines, domains (subdomains count, but not inquisitions), hedgewitch traditions, hexes, mysteries, spirits, sphere specializations, and warpriest blessings the target possesses (if any). A successful will save negates this effect (DC 10 + ½ the shaman’s level + the shaman’s wisdom modifier). A creature affected by this ability cannot be affected again for 24 hours. You may also use this ability while divining, but you can still only target one creature in the range of your divination, and doing so costs a spell point instead of 2 rounds of concentration. This ability replaces the wandering spirit gained at 4th level. Vision Spirit Magic: At 6th level, the visionary may spend spell points from her spiritual communion ability on any sphere effect of the divination sphere, even if divination is not her spirit sphere. If it is her spirit sphere, she instead may treat any spell point spent on it via spiritual communion as 2 spell points instead of 1. This ability replaces the wandering hex gained at 6th level. Improved Divination: The visionary does not gain this ability. Wandering Spirit: The visionary gains her first wandering spirit at 12th level instead of 4th, and does not gain the greater spirit ability for her wandering spirit until 20th level. The visionary never gains the true spirit abilities of her wandering spirit.

Witch Doctor Counter Curse: At 8th level, the witchdoctor may use her hex magic to remove th Skald Totem Empathy: At 4 level, the totemic skald can improve the attitude of animals of the same type as his totem. This functions just like a Demon Dancer diplomacy check to improve the attitude of a No change person. The skald rolls 1d20 and adds his skald

level and his Charisma modifier to determine the Dragon Skald (WiP) totem empathy result check. The typical domestic Wind Whistler: animal has a starting animal of indifferent, while wild animals are usually unfriendly. Fated Champion In addition, at 4th level, the skald can spend a spell th Far Seer: At 5 level, a fated champion point to benefit from the effects of the animal friend has learned a method of sphere kenning more talent of the Nature sphere once per day, treating specialized for divination. This does not increase his skald level as his caster level. This ability does the casting time of the sphere effect, however the not count as possessing the Nature sphere or the far seer can only use this to gain talents from the animal fiend talent, and it only functions against Divination sphere. This alters the sphere kenning animals of the same type as the skald’s totem class feature. animal (subject to GM discretion). At 8th level and every 4 levels thereafter, he can use this ability one Herald of the Horn additional time per day Arcane Bond: At 1st level, a herald of the This ability replaces uncanny dodge and improved horn forms a powerful bond with a horn (musical uncanny dodge. instrument). This functions as arcane bond (see Totem Heart (replaces Wild Shape): At above), except the herald may only accept horns as 5th level, the totemic skald gains Alteration as a his bonded item. This ability replaces Scribe Scroll. bonus sphere, or a bonus alteration talent if he already has the sphere. When using the Alteration Spell Warrior sphere, if he takes the form of his totem animal Improved Counterspell: At 1st level, the (GM has discretion to say what traits and forms are spell warrior gains Counterspell as a bonus feat needed to emulate the totem animal) he does not even if he does not meet the prerequisites. Further, need to spend a spell point to allow the change to he may treat his caster level as his skald level – 2 endure without concentration, and he may still use for the purposes of meeting the prerequisites of perform his raging song. This ability replaces other counterspell feats. This ability replaces Scribe sphere kenning Scroll. th Greater Counterspell: At 5 level, the spell warrior learns to increase his power at counter magic, even if it’s only in a short burst. Once per day, when using the Counterspell feat, he may treat his caster level as being equal to his skald level for the purposes of that usage of the Counterspell feat. He gains an additional usage of this ability at 11th and 17th level. This ability replaces sphere kenning. Song of Arcane Manipulation: At 10th level, the spell warrior learns a unique raging song, one that weaves magic into his allies. When the spell warrior activates this raging song, he chooses one of the spheres he has access to. All allies within range of the raging song are able to use this sphere as though they had the Basic Magic Training and Advanced Magic Training, except they use the Skald’s casting modifier in place of their own casting modifier. An ally who gains caster levels from this song cannot have a total caster level greater than ½ the skald’s level. This raging song replaces dirge of doom.

Totemic Skald Sorcerer functions against creatures you can use your telepathy on. You may use this ability an additional time per day at 15th level. This The following Bloodline Powers and Arcana does not count as possessing the Nature have been altered sphere or the Animal friend talent. Aberrant: Raise the Deep: At 15th level, you Arcana: Whenever you spend a gain the power to raise and lower water as spell point to make an alteration effect you wish. This functions as the forge earth endure without concentration, the duration talent of the nature sphere (except without increases by a number of rounds equal to the spell point cost), except it effects water ½ you sorcerer level. instead of earth. Water manipulated in this Abyssal: way is stationary and does not flow out of Arcana: When you summon a the area you are manipulating. This companion using the Conjuration sphere, manipulation lasts for a number of rounds that companion gains DR/good equal to ½ equal to your sorcerer level, after which the your sorcerer level. If you have more than water is no longer stationary and moves one companion, this effect only applies to back as it naturally would. This bloodline the first companion gained when you gain power counts a geomancing effect, and the conjuration sphere. This does not stack may be used once per day. with any DR the companion may have. Arcane: th Added Summoning: At 15 level, Arcana: Whenever you apply a you may choose another companion you metamagic feat to a sphere effect that have from the Conjuration sphere. That incurs a spell point cost of at least 1 point, companion gains DR/good equal to ¼ your increase the DC of the sphere effect by +1. sorcerer level. This bonus does not stack with itself. Accursed: Arcane Bond: At 1st level, you gain th Dream Walking: At 15 level, as a an arcane bond, as a wizard equal to your standard action you can send your spirit sorcerer level. This ability does not allow into the ethereal plane. This functions as you to possess both a familiar and a the project spirit advanced talent of the bonded item. Death sphere, but with a duration of 1 Metamagic Adept: At 3rd level, you minute for every 2 sorcerer levels you can apply any one metamagic feat you possess per day. These minutes need not know to a sphere effect without increasing be consecutive, but they must be spent in 1 the casting time. You must still spend the minute increments. Once per trip, your requisite amount of spell points to apply the ethereal soul may corrupt the dreams of a metamagic feat. You can use this ability sleeping individual. This prevents the target once per day at 3rd level, and an additional from restfully sleeping (meaning they don’t time per day for every four levels you restore spell points after their sleep) and possess beyond 3rd level. At 20th level, this they take 1d10 damage and are fatigued ability is replaced by arcane apotheosis. for the next 24 hours. A Will save prevents Renew Arcana (replaces New this from occurring (DC 10 + your Charisma Arcana): At 9th level, you can change out modifier + ½ your sorcerer level). one talent you know for another talent Aquatic: which you meet the prerequisites for. Once Arcana: When using the water this choice is made, it cannot be changed. geomancing package, you may increase You may make this choice again for the range of the geomancing powers by 5ft another talent at 13th level and 17th level. for every 5 sorcerer levels you possess. Sphere Power (replaces School th Aquatic Telepathy: At 9 level, you Power): At 15th level, you gain Sphere gain telepathy (100 ft.) and can Focus as a bonus feat. communicate with creatures with a swim Arcane Apotheosis: At 20th level, speed or the aquatic or water subtype your body surges with arcane power. You regardless of intelligence. Once per day, by may add any metamagic feat that you know spending a spell point, you may benefit to your spells without increasing the casting from the effects of the animal friend talent time, although you still incur a spell point of the Nature sphere, though it only cost for doing so. Further, when wielding a wand the sorcerer may spend their own Daemon: spell points one the effect stored in the Arcana: Whenever one of your wand. sphere effects directly kills one or more Boreal: living creatures with an Intelligence score Arcana: While within cold weather greater than 3, you gain a bonus to your (severity 3 or greater), the save DCs of saving throws against death effects equal your sphere effects increase by 1/5 of your to ½ your sorcerer level for 1d4 rounds. sorcerer level. Wound Warp: At 15th level, you Icewalker: At 3rd level, you gain gain the ability to travel across the resist cold 5 and can move across snow battlefield literally by erupting from the fatal and icy surfaces without penalty and wounds of the fallen. Once per day, when without leaving tracks. At 9th level, you gain using the Warp sphere to teleport, you may resist cold 10 and can climb icy surface choose to teleport to an unoccupied space with ease. This gives you a climb speed of adjacent to any dead creature within range. 20ft when climbing across an icy surface, Any creature adjacent to the square you and you take no penalty to climb on such teleport to takes 1d4 points of acid damage surfaces. as you burst into being and shower them Snow Shroud: At 9th level, you with acidic bile and viscera. Creatures that ignore concealment and perception make a successful saving throw (DC 10 + penalties in natural or magical snow, ice, ½ your sorcerer level + your Charisma fog, and similar weather conditions. In modifier) take half damage. At 20th level, addition, as a standard action you can you can use this ability twice per day. surround yourself in a swirling cloak of Deep Earth: snow and ice for a number of rounds per No Change day equal to your sorcerer level. While Destined: wearing this cloak, you take only half Arcana: Whenever you create a damage from fire based attacks, gain a 5% sphere effect that only targets yourself, you miss chance on attacks made against you gain a luck bonus on all your saving throws for every 5 sorcerer levels you possess, a equal to ½ your sorcerer level for 1 round. bonus to stealth checks made in snowy or Djinni: icy areas equal to ½ your sorcerer level Arcana: Whenever you create a and adjacent enemies who make a melee sphere effect that causes energy damage, attack against you must succeed at a reflex you may choose to change that damage to save (DC = 10 + your sorcerer level) or electricity. This choice must be made take an amount of cold damage equal to before you cast the sphere effect. This 1d6 + 1 per sorcerer level. You can use this ability can be used a number of times per ability once per day at 9th level, and an day equal to ½ your sorcerer level. additional time per day at 17th and 20th Power of the Djinn: At 20th level, level. you gain a portion of the potent power of Blizzard: At 15th level, you can genies. You become immune to electricity create a savage winter storm. This damage and, once per day as a standard functions as the vortex geomancing power, action, you may gain access to any three using your sorcerer level as your caster talents you do not already possess. One of level, except it deals cold damage instead these talents may be used to gain access of bludgeoning damage, and travels to a sphere you do not already possess. through the air instead of in water. You may You may only do this in response to use this ability once per day. another creature making a request Celestial: beginning with the words “I wish”, and you Arcana: When you use the must do it within 1 minute of the wish, and protection sphere to create an aegis, you the talents and spheres chosen must be may have the target of the aegis gain related to fulfilling that wish (subject to GM DR/evil equal to ½ your sorcerer level for discretion). These talents gained this way the duration of the aegis. You may only last for 1 hour. If you fail to try to fulfill the have one aegis effect at a time benefit from wish during this duration, you become this. This does not stack with any DR the sickened for the rest of the day. target may have. Draconic: Arcana: Whenever you perform a the form of an efreet, you also gain the destructive blast that deals energy damage efreet’s heat ability of the type that matches your draconic Power of the Efreet: At 20th level, bloodline’s energy type, the blast deals +1 you gain a portion of the potent power of point of damage for every 2 sorcerer levels genies. You become immune to fire you possess. damage and, once per day as a standard Dreamspun: action, you may gain access to any three Arcana: Whenever you target a talents you do not already possess. One of single creature with a charm, you gain an these talents may be used to gain access insight bonus equal to ½ your sorcerer level to a sphere you do not already possess. (minimum +1) for 1 round to your AC and You may only do this in response to saving throws against any spell or attack another creature making a request made by that creature beginning with the words “I wish”, and you Lullaby: At 1st level, you may inflict must do it within 1 minute of the wish, and a single enemy within close range with the talents and spheres chosen must be terrible drowsiness as a standard action. related to fulfilling that wish (subject to GM For 1 minute the target takes a – 5 penalty discretion). These talents gained this way on perception checks and a – 4 penalty on last for 1 hour. If you fail to try to fulfill the will saves against sleep charms. You may wish during this duration, you become use this ability a number of times per day sickened for the rest of the day. equal to 3 + your Charisma modifier. Elemental: Eye of Somnus: At 15th level, once Arcana: Whenever you create a per day as a standard action, you can sphere effect that causes energy damage, project a fragment of your consciousness you may choose to change that damage to into an invisible eye comprised of magic match the type of your bloodline. This anywhere within close range. This eye is choice must be made before you cast the invisible, intangible, lasts for 10 minutes, sphere effect. This ability can be used a and you may divine from it as though you number of times per day equal to ½ your were standing where the eye is. At any sorcerer level. point you may end this ability to make this Fey: eye visible for 1 round before disappearing. Arcana: You may affect fey type All who see the eye must make a Will save creatures with your Mind sphere effects as (DC = 10 + ½ your sorcerer level + your though they were of the same creature type Charisma modifier) or fall into a catatonic as you. This only works on fey that have a sleep for 3d6 x 10 minutes. This is number of HD less than or equal to your ½ considered to be a charm effect. sorcerer level. If you already possess the Efreeti: fey type, you may instead use it to affect Arcana: Whenever you create a either humanoids or animals in this way. sphere effect that causes energy damage, You must choose one, not both, of those you may choose to change that damage to types. Once this choice is made it cannot fire. This choice must be made before you be changed cast the sphere effect. This ability can be Fleeting Glance: At 9th level, you used a number of times per day equal to ½ can turn invisible. This functions as the your sorcerer level. invisibility talent of the Illusion sphere, Efreeti Form: When using the treating your sorcerer level as you caster Alteration sphere, you no longer have to level, except you can only use it to turn spend a spell point to make the yourself invisible and it lasts for a number transformation endure, as long as you use of rounds per day equal to your sorcerer the transformation to assume the form of level. These rounds need not be an efreet. This typically includes using consecutive. This does not count as blank form to take upon yourself the possessing the Illusion Sphere or the cosmetic appearance of an efreet, and invisibility talent itself. using the size change talent to become Soul of the Fey: At 20th level, your Large or greater in size. In addition to any soul becomes one with the world of the fey. other traits you may add, when assuming You gain immunity to poison and DR 10/cold iron. Creatures of the animal type do not attack you unless compelled to do genies. You become immune to cold so through magic. Once per day, you may damage and, once per day as a standard throw a shadowmark, as the fey adept action, you may gain access to any three ability, ½ you sorcerer level as your talents you do not already possess. One of effective fey adept level for this ability. these talents may be used to gain access Infernal: to a sphere you do not already possess. Arcana: When you use a word You may only do this in response to effect of the Fate sphere, you may target another creature making a request an additional number of creatures with your beginning with the words “I wish”, and you word equal to ¼ of your sorcerer level must do it within 1 minute of the wish, and (minimum of 0). the talents and spheres chosen must be Maestro: related to fulfilling that wish (subject to GM Arcana: Choose one of the discretion). These talents gained this way following spheres: Enhancement, Mind, or last for 1 hour. If you fail to try to fulfill the Telekinesis. Whenever you cast a sphere wish during this duration, you become effect from that sphere, you gain a sickened for the rest of the day. circumstance bonus on perform checks (of Martyr: a single perform skill, chosen at first level) Arcana: Whenever you take equal to ½ your sorcerer level for 1d4 damage in battle, your effective caster level rounds increases by an amount equal to ¼ Beguiling Voice: At 1st level, when (minimum of 0) your sorcerer during your you use the suggestion charm of the Mind next turn. This effect does not apply more sphere, you may add your ranks in your than once per round. chosen perform skill to the DC. You may Eternal Martyr: At 20th level, your use this ability a number of times each day ancestor’s act of martyrdom infuses your equal ½ your sorcerer level + your spirit. You become immune to death Charisma modifier. effects, and neither your body nor your Inspire: At 15th level, your artistic spirit can be turned into an undead abilities can inspire and resonate with your creature. Further, sphere effects meant to allies. This ability functions as the Inspire bring you back to life (such as the Courage bardic performance, and lasts for resuscitate and resurrection talents) cost 1 1 round/level. You may use this ability once less spell point to cast, and you do not per day at 15th level, and an additional time revive with any negative levels or ability per day at 17th and 19th level. drain/damage Grand Maestro: At 20th level, the Oni: power of pure music flows through you. Arcana: Choose one of the You gain immunity to sonic damage and following skills: Bluff, Diplomacy, or the deafened condition, and if you have the Intimidate. Whenever you cast a sphere somatic casting drawbacks you may effect from the Mind sphere, you gain a substitute them for any sphere effect with bonus equal to ½ your sorcerer level on the verbal casting drawback, even if you checks related to that skill for 1d4 rounds. already have that drawback. Further, any Altered Form: At 3rd level, when sphere effect which deals sonic damage you create an Alteration sphere effect that that you create does an additional amount targets yourself, you may allow the effect to of sonic damage equal to your sorcerer endure without spending a spell point a level + your Charisma modifier. number of times per day equal to ½ your Marid: sorcerer level + your Charisma modifier. Arcana: Whenever you create a Windborne: At 9th level, when you sphere effect that causes energy damage, apply an alteration sphere effect to you may choose to change that damage to yourself, you may increase the casting time cold. This choice must be made before you by one step to grant that form the benefits cast the sphere effect. This ability can be of the air package of the elemental used a number of times per day equal to ½ transformation talent, even if your your sorcerer level. transformation already has another base Power of the Marid: At 20th level, form. This added air package lasts for a you gain a portion of the potent power of number of rounds per day equal to your sorcerer level. These rounds need not be Number Result consecutive. Rolled Hedonistic Master: At 20th level, 1 Grappled until next turn you fully embrace your oni heritage to 2 Is tripped and falls prone unlock its maximum potential. When using Is pulled/pushed to a random 3 the blank form shapeshift on yourself and adjacent square have the size change trait applied to it to Disarmed of one of your items increase your size to large, you no longer 4 in hand, chosen randomly. If need to spend a spell point to make the no items are in hand, reroll transformation persist, and applying the 5 Sickened until next turn transformation persists as long as you 6 Entangled until next turn want. In addition you gain SR equal to 6 + 7 Take 1d4 nonlethal damage your sorcerer level, and whenever you 8 Nothing else happens create a Charm from the mind sphere Avatar of Chaos: At 20th level, you effect, the charm’s DC increases by +2. are infused with the essence of raw chaos. Protean: You gain immunity to acid, petrification, and Arcana: When using the alter effect alteration sphere effects (except for those of the Creation sphere to repair or destroy, you cast on yourself) as well as a +2 bonus you heal/deal an additional number of hit on save DCs and checks to overcome spell points to the item equal to your sorcerer penetration against creatures with the level. lawful subtype. Reality Wrinkle: At 9th level, as a Rakshasa: standard action you can surround yourself Arcana: Add ½ your sorcerer level with a mobile 10ft radius emanation of to the DC for others to identify any sphere mutable reality. Anyone who isn’t you that effect you cast. If they fail by 5 or more, moves through this aura has their they mistakenly believe you are creating an movement speed reduced by half, and entirely different sphere effect (chosen by suffer a – 2 penalty to attack and damage you when you begin casting) rolls. Until they leave the aura. Attacks from Mind Reader: At 3rd level, you gain outside the aura suffer a 20% miss chance a bonus to the DC of your mind reader against anyone inside the aura. This aura charms equal to ½ your sorcerer level. follows you around, and you are always at Further, at a number of times per day equal the center of it. You may use this ability a to 3 + your Charisma modifier, you may number of rounds per day equal to your reduce the cost of using a mind reader sorcerer level, though this duration need charm by 1 spell point (minimum of 0) not be continuous. Hide Aura: At 15th level, you may Spatial Tear: At 15th level, once per grant yourself the ability to be undetectable day when you use the Warp sphere to by divination magics. This functions as the teleport, you may choose to rip the fabric of unplottabe advanced talent of the reality in your wake. This causes a bunch Protection sphere, except you may only of semi-real appendages of various shape target yourself with it and may apply or and size to burst in a 20ft radius from remove it freely as a move action. If the where you were before you teleported and person attempting the divination has a persist for a number of rounds equal to caster level greater than your sorcerer level your sorcerer level. Anyone within this area and is performing a divination effect that must make a Reflex save at the beginning requires a will save, you must still pass the of their turn (DC 10 + your sorcerer level) save, but gain a + 5 bonus to your saving or take damage equal to 1d6 + ¼ your throw. sorcerer level. Creatures who enter this Alter Self: At 15th level, when using radius are also attacked as soon as they the blank form ability of the Alteration do. If someone takes damage from this sphere to change your appearance to that these spectral limbs, 1d8 is rolled and they of another humanoid, you do not need to suffer an additional effect (see table below). spend a spell point to make the You may use this ability an additional time th transformation persist and you may stay in per day at 20 level. your altered form for as long as you wish. Serpentine: Shadow Master: At 20th level, you Arcana: Choose one of the can see perfectly in natural or magical following sphere: Alteration, Illusion, or darkness. When you use your shadow well Mind. You gain a bonus to saving throws ability while in an area of darkness, your against the selected sphere equal to ½ creations are 20% more real, and when you your sorcerer level. create an area of darkness with the Dark Serpentfriend: At 3rd level, you can sphere you may apply the effect of two speak with and understand reptilian darkness talents to it. animals with perfect ease, and you gain a Shaitan: viper familiar using your sorcerer level – 2 Arcana: Whenever you create a as your effective wizard level. sphere effect that causes energy damage, Den of Vipers: At 15th level, as long you may choose to change that damage to as you are in a location where you can bludgeoning and/or piercing and treat the expect to find snakes, you may call upon damage as non-magical. This choice must the aid of a writhing mass of snakes, as if be made before you cast the sphere effect. you had called them with the animal friend This ability can be used a number of times talent of the Nature sphere, treating your per day equal to ½ your sorcerer level. sorcerer level as your caster level. This Avalanche: At 9th level, when you mass of snakes uses the stats of a hit a target with a sphere effect that does centipede swarm, except their poison damage against a single target (though not inflicts Con damage and any creature one that creates damage indirectly, like sharing a space with them is entangled. lightning from the Weather sphere), you You may use this ability a number of times may make a bulrush check as a swift per day equal to your Charisma modifier. action. Your CMB for this maneuver is Shadow: equal to your sorcerer level + your Arcana: Whenever you cast a Charisma modifier. You may use this sphere effect from the Dark sphere, you maneuver even if you are not in melee gain a circumstance bonus on stealth range, and you do not provoke an attack of checks equal to ½ your sorcerer level for opportunity for this maneuver. If the target 1d4 rounds is in contact with earth, stone, or rock, you Shadow Well: At 9th level, you can gain a +4 bonus on your CMB. If the use the Stealth skill even while being sphere effect was a destructive blast with observed and without cover or either the stone or crystal blast type, you concealment, as long as you are within 10ft gain a +2 bonus to your CMB. These two of a shadow other than your own. In bonuses stack. addition, you gain a shadowstuff pool and Power of the Shaitan: At 20th level, the create reality ability as a fey adept, you gain a portion of the potent power of treating your sorcerer level – 3 as you genies. You become immune to acid effective fey adept ability. You do not need damage and, once per day as a standard to possess the Illusion sphere to create action, you may gain access to any three shadowstuff effects, instead you use the talents you do not already possess. One of darkness ability of the Dark sphere to these talents may be used to gain access emulate this ability. to a sphere you do not already possess. Enveloping Darkness: At 15th level, You may only do this in response to once per day when using the Dark sphere another creature making a request to create an area of darkness, you may beginning with the words “I wish”, and you create a darkness as though it were must do it within 1 minute of the wish, and affected by both the pure darkness and the talents and spheres chosen must be snagging darkness talents. If you already related to fulfilling that wish (subject to GM possess the pure darkness talent, then not discretion). These talents gained this way even darkvision works in this darkness, and last for 1 hour. If you fail to try to fulfill the truesight is reduced to 5ft in this darkness. wish during this duration, you become If you already possess the snagging sickened for the rest of the day. darkness talent, then the DC against being Starsoul: entangled increases by ½ your sorcerer Arcana: Whenever you cast a level. sphere effect from the Light sphere, you gain a circumstance bonus on Perception Massmorph: At 9th level, once per checks equal to ½ your sorcerer level for day as a full-round action, as part of 1d4 rounds performing either the entangle or growth Aurora Borealis: At 9th level, when powers of the plant geomancing package of you create a glow effect you may create a the Nature sphere, you may add ½ your sheet of cascading colors in a straight line sorcerer level to your caster level to between you and the target of the glow determine the area or number of plants effect. This light forms a wall 20ft high and affected by these abilities. Alternatively, anyone who touches this wall takes 2d6 once per day, as a full-round action when cold damage. One side of this aurora, using the Alteration sphere to transform designated by you when you create it, creatures using the plant transformation fascinates creatures within 10 ft. of it, up to talent, you may choose to either target an a maximum of 2 HD of creatures per additional number of creatures within range sorcerer levels. A Will save negates this equal to ½ your sorcerer level, or add an fascinate effect (DC 10 + ½ your sorcerer additional number of traits to the plant level + your Charisma modifier). You may transformation equal to ½ your sorcerer only have one aurora created in this way at level. a time, and you may use this ability for a Psychic (3pp Dreamscarred Press) number of rounds per day equal to your Arcana: Choose one of the sorcerer level, though these rounds need following sphere: Mind or Telekinesis. not be consecutive Whenever you create a sphere effect from Breaching the Gulf: At 15th level, this sphere, you gain a bonus on once per day you can teleport a single Autohypnosis checks equal to ½ your creature as if you possessed the unwilling sorcerer level for 1d4 rounds. In addition, teleport talent of the Warp sphere, using you gain Wild Talent as a bonus feat. your sorcerer level as your caster level. Deflecting Mind: At 3rd level, you However, instead of teleporting him to a set gain a bonus to your saving throws against location, you banish him to the void of Mind sphere effects, and a deflection bonus space. The target can attempt a saving to AC, while maintaining psionic focus throw as a full-round action each round to equal to ¼ your sorcerer level. return. While tripped in the airless void, the Mind over Matter: At 20th level, you target takes 6d6 points of cold damage per ascend the weaknes of the flesh and round and must hold its breath or begin to become in truth a psionic individual. You suffocate. If the sorcerer possesses the gain DR10/magic, telepathy 120ft, and are distant teleport talent, she may instead immune to a single Mind sphere charm of target a single creature within 30ft with a your choice. ranged touch attack instead of a melee touch attack. Crossblooded Sorcerer Stormborn: Bonus Spells: The crossblooded sorcerer Arcana: Whenever you perform a does not gain this ability. destructive blast that deals sonic or Drawbacks: A crossblooded sorcerer only electricity damage, you gain a bonus to gains magic talents at even numbered levels. movement speed equal to 1ft per sorcerer Further, the conflicting urges created by her dual level for 1d4 rounds. This bonus does not heritage exert a constant mental strain on her. A stack with itself. crossblooded sorcerer always takes a – 2 penalty Undead: on Will saves Arcana: When performing a ghost strike, you may perform it on yourself. Eldritch Scrapper Doing so grants you a number of temporary No change hit points equal to your sorcerer level. Verdant: Mongrel Mage Arcana: Whenever you cast a Mongrel Reservoir: At 1st level, a mongrel sphere effect from the Nature sphere, you mage has an innate pool of spell points, known as gain a competence bonus to fortitude save her mongrel reservoir, which she can draw upon to equal to ½ your sorcerer level for 1 round activate her weakened bloodline. This reservoir holds a number of spell points 3 + her sorcerer level, and refreshes each day along with her normal Bloodline Quickening (replaces spell pool. Each day when she refreshes her spell Bloodline Spells): At 7th level, the cost to pool, the mongrel mage selects one sorcerer activating the mongrel mage’s bloodlines is bloodline. She must select an ordinary bloodline, reduced by 1 spell point (minimum of 0) and, once not a wildblooded bloodline or one altered by an per day as a move action, she may move a number archetype. She gains that bloodline’s 1st level of spell points from her spell pool to her mongrel bloodline power for that day, using it as if she were reservoir equal to her Charisma modifier. At 13th a sorcerer of ½ her level. level this cost is reduced by another spell point and, As a swift action, she can spend one point from her once per day as a move action, she may transfer a mongrel reservoir to activate that bloodline, number of spell points from her mongrel reservoir allowing her to use her full sorcerer level for that to her normal spell pool. At 19th level, this cost is bloodline power, for a number of rounds equal to reduced by another spell point, and she may move her Charisma modifier. spell points between her spell pool and mongrel At 3rd level, she may instead spend 2 spell points to reservoir an unlimited number of times. This ability allow her to use her use her 1st level power at her replaces the sorcerer’s bloodline feats. full Sorcerer level, and her 3rd level power and arcana at ½ her sorcerer level for the previously Wildblooded mentioned duration. Wildblooded bloodlines are treated as normal At 7th level she may instead spend 3 spell points to bloodlines, and as such may be used with any allow her to use her use her 1st and 3rd level powers archetype, so long as the archetype does not and her bloodline arcana at her full sorcerer level, replace the bloodline power that is altered by the and the 1st level bloodline power of another wildblooded bloodline. Any changes to the bloodline (chosen at the beginning of the day along bloodline’s skills, feats, and arcana affect the with your first bloodline) at ½ her sorcerer level for wildblooded bloodline as if it were a base bloodline. a number of rounds equal to twice her charisma If using the crossblooded archetype with one or modifier. more wildblooded bloodlines, you must select the At 9th level, she may instead spend 4 points to use alternate bloodline power at its listed level. This her 1st and 3rd level powers, her bloodline arcana, means you cannot select two wildblooded and the 1st level power of her second bloodline at bloodlines that both alter bloodline powers of the her full sorcerer level, and her 9th level bloodline same level together. power at ½ her sorcerer level for a number of Wildblooded bloodlines may be selected for rounds equal to twice her Charisma modifier. the purposes of the Eldritch Heritage feat. At 15th level, she may instead spend 5 points to use The following wildblooded bloodlines have her 1st, 3rd, and 9th level powers, her bloodline been altered arcana, and the 1st level power of her second Anarchic: bloodline at her full sorcerer level, and her 15th level Arcana: Whenever you fail a bloodline power at ½ her sorcerer level for a concentration check to create a sphere number of rounds equal to twice her Charisma effect, roll on the Wild Magic Effects table. modifier. There is a percent chance (equal to ½ your At 17th level, she may instead spend 6 points to use sorcerer level x 10) this effect targets, or is her 1st, 3rd, and 9th level powers, her bloodline centered on a creature of your choice arcana, and the 1st and 3rd level powers of her within 60ft of you. Otherwise this effect second bloodline at her full sorcerer level, and her targets or is centered on you as normal. 15th level bloodline power at ½ her sorcerer level for Wild Feedback: At 3rd level, a number of rounds equal to twice her Charisma whenever you dispel or counter a sphere modifier. effect with the (whether it be with the At 20th level, she may instead spend 7 points to use Counterspell feat or another source), the her 1st, 3rd, 9th, 15th level powers, her bloodline caster of that effect takes 1d6 points of arcana, and the 1st and 3rd level powers of her damage + a number of points equal to ½ second bloodline at her full sorcerer level, and her your sorcerer level. This bloodline power second bloodline’s arcana and 9th level power at ½ replaces protean resistance. her sorcerer level for a number of rounds equal to Arial: four times her Charisma modifier. Arcana: While outdoors in an area This ability alters the bloodline and bloodline of precipitation (severity 3 or greater), the powers class features, and replaces sorcerous save DCs of your sphere effects increase blood. by 1/5 of your sorcerer level. Windcaller: At 9th level you learn to gain natural armor equal to ½ your sorcerer manipulate the wind just as easily as any level for 1 round fluid medium. You learn the Wind Lush Summoning: At 3rd level, geomancing package (even if you lack the when you use the animal friend talent, you Nature sphere), which contains the may choose to have it affect plant creatures whirlwind, dust storm, and wave instead of animals. Further, you may also geomancing powers. These powers call upon the aid of plant creatures instead function as normal, using your sorcerer of animals when using it in this way. This level as your caster level, except they use bloodline power replaces photosynthesis. wind instead of their original element, and Karmic: as such can only be performed in an areas No change of strong wind (severity 3 or higher). This Linnorm: bloodline power replaces thunderbolt. Arcana: Whenever you perform a Bedrock: destructive blast that deals energy damage Arcana: Whenever you target of the type that matches your linnorm yourself with a sphere effect, and you are bloodline’s energy type, you gain natural standing on top of dirt or stone, you gain armor equal to ½ your sorcerer level for DR/adamantine equal to ½ your sorcerer 1d4 rounds. level for 1 round. This DR does not stack Pit-Touched: with itself or any other source of DR. Arcana: Whenever you cast a Brutal: sphere effect from the Fate sphere, you Arcana: Whenever you create a gain a bonus to Intimidate checks equal to sphere effect that does hit point damage, ½ your sorcerer level for a 1d4 rounds. one target of your choice affected by the Primal: sphere effect becomes shaken for 1d4 Arcana: Whenever you cast a round. A fortitude save negate this effect sphere effect that deals energy damage (DC 10 + ½ your sorcerer level + your that matches your elemental bloodline’s Charisma modifier) type, you gain a bonus to Fortitude saves Empyreal: equal to ½ your sorcerer level for 1 round Arcana: Unlike most sorcerers, Elementalist Summoning: At 9th whose innate magic is powered by force of level, when you summon a companion via personality, you use pure will power to the Conjuration sphere, it gains energy master and fuel your magic. You use resistance 10 against the energy type that Wisdom, rather than Charisma, as your matches your elemental bloodline (if it casting ability modifier as well as for all already had such resistance, its resistance your bloodline powers and effects increases by + 5) and it’s natural attacks Special ruling: Crossblooded deal an addition 1d6 points of damage of sorcerers who select both the Empyreal the same type. This bloodline power and Sage bloodlines lose both of their replaces elemental blast. bloodline arcana, and instead they use ½ Rime-Blooded: their Intelligence modifier + ½ their Wisdom Arcana: Whenever you create a modifier – 1 as their effective casting sphere effect that does cold damage, one modifier and in place of their Charisma target of your choice affected by the sphere modifier for the purposes of bloodline effect becomes staggered for 1 round. A powers and effects. fortitude save negate this effect (DC 10 + ½ Envenomed: your sorcerer level + your Charisma Arcana: Choose one of the modifier) following skills: Acrobatics, Climb, or Sage: Stealth. Whenever you cast a sphere effect Arcana: Unlike most sorcerers, from the Alteration sphere, you gain a whose innate magic is powered by force of circumstance bonus on checks related to personality, you use your intellect to that skill equal to ½ your sorcerer level for understand and master your powers. You 1d4 rounds use Intelligence, rather than Charisma, as Groveborn: your casting ability modifier as well as for Arcana: Whenever you cast a all your bloodline powers and effects sphere effect from the Nature sphere, you Special ruling: Crossblooded When you use the Dark sphere to create a sorcerers who select both the Empyreal darkness, you may have all created inside and Sage bloodlines lose both of their the darkness make a Reflex save or take bloodline arcana, and instead they use ½ 5d6 points of cold (DC 10 + your sorcerer their Intelligence modifier + ½ their Wisdom level + your Charisma modifier). Creatures modifier – 1 as their effective casting who pass this save take half damage. You modifier and in place of their Charisma may use this ability a number of times per modifier for the purposes of bloodline day equal to ¼ your sorcerer level. This powers and effects. bloodline power replaces aurora borealis. Sanguine: Warped: Arcana: You may affect undead Arcana: Whenever you create a type creatures with your Mind sphere sphere effect from the Alteration sphere, effects as though they were of the same you may have one target of the effect creature type as you. This only works on receive one random effect from the Warped undead that have a number of HD less than Polymorph Benefits table. This bonus lasts or equal to your ½ sorcerer level. If you for a number of rounds equal to ½ your already possess the undead type, you may sorcerer level. instead use it to affect either humanoids or animals in this way. You must choose one, not both, of those types. Once this choice is made it cannot be changed Seaborn: Arcana: Whenever you cast a sphere effect from the Nature sphere, you gain a bonus to Swim checks equal to ½ your sorcerer level for 1d4 rounds Sylvan: No change Umbral: Arcana: Whenever you cast a sphere effect from the Dark sphere, you gain a deflection bonus to AC equal to ½ your sorcerer level for 1 round Visionary: Arcana: Though you can still only regain spell points once per day, you only need 1 hour of sleep prior to doing so. Vision: At 9th level, when you fall asleep, you may perform a single divination sphere effect you know. This sphere effect does not incur a spell point cost, however its duration is only as long as you sleep and you do not learn anything from this divination, until you wake up. This bloodline power replaces dreamshaper. Void-Touched: Arcana: Whenever you create a darkness effect from the Dark sphere, you may select one creature within the area of your darkness to suffer the choking airlessness of the void. This silences the creature, and they may not create any form of sounds from their mouth for a number of rounds equal to ½ your sorcerer level. Voidfield: At 9th level, you can create an area influenced by the black void. Racial Archetypes and Bloodlines: against to opponents that your allies are flanking, or opponents denied their Dexterity bonus against Imperious Bloodline (Human) your allies. You grant this bonus to yourself plus up Arcana: Whenever you create a sphere to one ally for every four sorcerer levels you effect from the War sphere, you gain a bonus to possess. The allies must have be within 30ft of you Intimidate checks equal to ½ your sorcerer level for and you must have a line of effect to each ally. You 1d4 rounds. may us this ability a number of times per day equal to ½ your sorcerer level + your Charisma modifier. Wishcrafter (Ifrit) Wishbound Arcana: At 1st level, a wishcrafter can use the wishes of other non-genie creatures other than herself in place of a single spell point when creating a sphere effect. A creature can make a wish at any time as a free action, even during the wishcrafter’s turn. The wishcrafter must be able to hear and understand a wish in order to use it in this way. A wish does not need to mention the name of a specific sphere effect, but must describe an outcome that will be accomplished by the sphere effect. The wishcrafter cannot use this ability on sphere effects that include herself as a target, though she can be affected if the sphere effects an area instead rather than a target or targets. A wishcrafter is under no compulsion to grant the wishes of others. The wishcrafter cannot affect a single sphere effect in this way more than once. This ability replaces bloodline arcana. Expanded Wishcraft: The wishcrafter does not gain this ability. Twisted Wish: At 13th level, a wishcrafter becomes adept at corrupting the wishes of others. When a wishcrafter targets a creature with a sphere effect altered by wishbound arcana using the target’s wish, she may twist the wish, applying a – 4 penalty to the creature’s saving throws against the sphere effect. The effects of wishes twisted in this way are hard to dispel, and enemies who attempt to remove it with the Counterspell feat take a – 2 penalty to their magic skill check to do so. This ability replaces the bloodline feat gained at 13th level Perfect Wishcraft: The wishcrafter does not gain this ability

Kobold Sorcerer Bloodline (Kobold) Bloodline Arcana: When you create a sphere effect that targets a creature that is denied its dexterity bonus to AC, the DC of that sphere effect is increased by a bonus equal ½ of your sorcerer bloodline. Arcane Ambush: At 9th level, as a swift action, you may grant your allies a bonus on attack and damage rolls equal to ½ your sorcerer level. This bonus lasts for 1 round, and only applies Summoner Nature’s Call: The naturalist is less focused on conjuring extraplanar creatures than Broodmaster she is with calling and communicating to with creatures of the wild. At 1st level, the naturalist Eidolon Brood: At 2nd level, instead of gains either the Conjuration or Nature sphere as a having a single eidolon companion, a broodmaster bonus sphere, or gains a bonus talent in one of summons two eidolon companions, each less those sphere if she already possesses both of powerful than a single eidolon. Each brood eidolon them. Further, she is treats her summoner levels as has its own base form and associated base levels as a Mid-Caster level for the purposes of statistics, but they share any form talents the casting from those two sphere. These caster levels original eidolon may have had. Despite being do not stack with caster levels from other classes. physically two creatures, the brood eidolons count When the naturalist gains the Nature sphere, she as a single companion, thus they may share the must take the nature spirit drawback and can only same form talents, and you must divide up their spend the bonus talent from this drawback on the companion statistics between them, including Hit animal friend talent. Further, he may ignore the Dice (minimum of 1), base attack bonus, skill spell point cost to activate this talent a number of points, number of feats, and armor bonus. You do times per day equal to ½ his summoner level + his not need to share. Each eidolon possesses the Charisma modifier. This ability replaces summoning same base saving throws, so you do not need to specialist. divide up that statistic. Unlike normal companions, you may summon any number of eidolons at a time. When applying evolutions, you may only Spirit Summoner apply an evolution to one eidolon at a time, though Spirit: A spirit summoner forms a mystical any evolutions given to other eidolons do not count bond with one spirit from the shaman class. He against your limit. When you gain a new summoner gains the spirit ability of that spirit and uses his summoner level as his shaman level for level, you may choose to either divide up your th companion statistics amongst your brood eidolons determining its effects. At 9 level, the summoner gains the abilities listed in the greater spirit version as appropriate, or instead add another eidolon to th your brood. This ability alters Eidolon. of his selected spirit. At 17 level, the summoner gains the abilities listed for the true version of his selected spirit. Evolutionist Summoning Specialist: This ability Mutate Eidolon: At 6th level, and every functions as normal, except it no longer grants the three levels thereafter, the evolutionist may apply Conjuration sphere specialization. an additional evolution to his eidolon at a time. He Eidolon: This ability functions as normal, must still pay the total amount of spell points except you may no longer apply evolutions to your needed for all evolutions applied. This ability eidolon. replaces maker’s call. Aspect: This functions as the summoner’s Transmogrify: At 12th level, the aspect ability, but is gained at 18th level. This ability evolutionist may, as a standard action, reset his replaces greater aspect. eidolon’s evolutions, replacing them with any combination of new ones. These evolutions must Synthesist have a combined spell point cost no greater than st the cost he originally spent to original evolutions. Fused Eidolon: At 1 level, the synthesist The evolutionist may use this ability once per day, chooses one of his Conjuration companions to be and gains an additional daily use of it at 18th level. his eidolon. Instead of summoning his eidolon as a This ability replaces greater shield ally. separate entity, the synthesis melds with his eidolon, and in essence becomes his eidolon. The synthesis wears his eidolon like a spectral suit, and Master Summoner the eidolon occupies the same space as the This archetype will not be converted, as its synthesis. The eidolon mimics all the synthesist’s design philosophy is far too incongruous to the movements, and the synthesist perceives the world design of the new Sphere Summoner. As such, around him with through his eidolon’s senses and this archetype is unusable with the Sphere speaks through its voice, as the two are now one Summoner. singular creature.

You do not need to concentrate to summon your Naturalist fused eidolon, nor do you need to spend a spell point to make your fused eidolon’s presence endure. While fused with his eidolon, the synthesist normal Conjuration companion of the summoner’s. uses his eidolon’s Strength, Dexterity Constitution, This ability replaces merge forms. but retains his own Intelligence, Wisdom, and Charisma. The synthesis gains his eidolon’s hit points as temporary hit points, and when these hit points reach zero the eidolon is killed and banished just like any other companion is banished. The synthesist uses the eidolon’s base attack bonus and gains his natural armor, modifiers to ability scores, and the benefits of any form talents and special companion abilities the eidolon has. The synthesis is still limited to his eidolon’s maximum number of attacks. The eidolon has no skills or feats of his own. The eidolon must be the same size or greater than the synthesist. If the synthesist possesses the somatic casting drawbacks, this his eidolon must have limbs with which the synthesist can cast, otherwise the eidolon can be of any shape or base form. While fused the synthesist loses the benefits and drawbacks of any armor he was wearing before fusing. He counts as both his original type and as an outsider for any effect related to type, whichever is worse for the synthesist. Any effects that banish or dismiss summoned companions and extraplanar creatures affect the eidolon, but not the synthesist. While fused, neither the eidolon nor the synthesist can be targeted separately, as they are one creature. The synthesist and eidolon cannot take separate actions. While fused the synthesist can use all his own abilities and gear, except for armor. In all other cases, the eidolon functions as a normal Conjuration companion. This ability replaces eidolon, bond senses, and life bond. Evolution (replaces Maker’s jump): At 6th level, while fused to his eidolon, the synthesist may spend a number of spell points as move action to apply a single evolution to his eidolon. This evolution lasts for a number of rounds equal to your summoner level, and you may have no more than one evolution applied in this way at a time. For the purposes of this ability, evolutions cost a number of spell points equal to their evolution point cost. This ability replaces maker’s call and transportation. Split Forms: At 16th level, as a swift action, the synthesist and the fused eidolon can split into two creatures: the synthesist and the eidolon. Both possess the same form talents applied to them, though the synthesist loses their effect when the eidolon leaves or is banished. All effects and spells currently targeting the fused synthesist-eidolon affect both the synthesist and the eidolon. The synthesist can use this ability a number of rounds per day equal to his summoner level. He can end this effect at any time as a full round action. For the duration of this effect, the eidolon functions as a Racial Archetypes and Bloodlines: This removes any effects previously placed on the darkness effect surrounding the eidolon. This ability Wild Caller (Half-Elf) replaces summoning specialist. Spells: The wild caller does not gain this ability Shaitan Binder (Oread) Eidolon: The wild caller does not gain any Base Form: At 1st level, if the shaitan changes to the eidolon class feature. binder’s eidolon has a biped base form, it gains a Nature’s Call (replaces Summon +2 bonus to one ability score. If it does the eidolon Nature’s Ally I): At 1st level, the wild caller gains does not gain the evasion companion ability at 2nd either the Conjuration or Nature sphere as a bonus level. sphere, or gains a bonus talent in one of those Shaitan Magic: At 4th level, a shaitan sphere if he already possesses both of them. binder’s eidolon gains the magical companion form Further, he treats his summoner levels as levels as talent as a bonus talent. At 8th level the companion a Mid-Caster level for the purposes of casting from gains the Nature sphere, and must select the earth those two sphere. These caster levels do not stack geomancing package. If it already possessed this with caster levels from other classes. When the sphere it either gains the earth geomancing wild caller gains the Nature sphere, he must take package, or a bonus talent if it already possessed the nature spirit drawback and can only spend the the earth geomancing package. At 12th level the bonus talent from this drawback on the animal eidolon gains another bonus talent. This ability friend talent. Further, he may ignore the spell point replaces shield ally and greater shield ally cost to activate this talent a number of times per Earth Glide: At 10th level, if the shaitan day equal to ½ his summoner level + his Charisma binder’s eidolon possesses the earth creature form, modifier. This ability replaces summoning it gains the earth glide universal monster ability, specialist. and can use this ability to travel at its full burrow speed. This ability replaces aspect. th Blood God Disciple (Half-Orc) Noble Eidolon: At 20 level, your eidolon’s Summoning Specialist: This ability might is on par with the shaitan pashas, if not functions as normal, except it no longer grants the greater. Your eidolon gains a +1 bonus on attack Conjuration sphere specialization. and damage rolls and a +2 bonus on opposed Blood Feast: This ability does not replace strength rolls if both the eidolon and its foe are any other ability touching the ground, and is immune to trip and bull Bloody Gift: This ability replaces shield rush attempts while its touching the ground. This ally instead ability replaces twin eidolon. Avatar Gambit: This ability replaces does not replace any other ability. Rage Power: This ability replaces greater shield ally instead.

Shadow Caller (Fetcling) Shadow Summoning: At 1st level, the shadow caller gains either the Conjuration or Dark sphere as a bonus sphere, or gains a bonus talent in one of those sphere if he already possesses both of them. Further, he treats his summoner levels as levels as a Mid-Caster level for the purposes of casting from those two sphere. These caster levels do not stack with caster levels from other classes. Whenever the shadow caller summons is his eidolon, it is permanently surrounded by an area of darkness as the Dark sphere effect that the shadow caller counts as having cast. This darkness effect surrounds the eidolon, and follows it around. Whenever the shadow caller casts a darkness effect, he may choose to instead use it to alter the darkness that surrounds his eidolon with that effect. Warpriest Witch

Champion of the Faith Beast-Bonded Detect Alignment: At 3rd level, the Familiar Form: At 8th level, when using the champion of the faith gains the Divination sphere Alteration sphere, she no longer has to spend a as a bonus sphere, or a bonus divination talent if spell point to make the effect persist, so long as she already possesses that sphere. Further, he she is using to take on the form of an animal of the may divine alignment even if he does not possess same kind as her familiar (GM discretion). This the Fate sphere. This ability replaces the bonus ability replaces the witch’s 8th level hex. feat gained at 3rd level. Twin Soul: At 10th level, if the witch or her Smite: At 4th level, a champion of the faith familiar is gravely injured or about to die, the soul of can focus his powers against his chosen foes. This the dying one immediately transfers to the other’s functions as the Paladin’s smite ability, except it body. The two souls share the surviving body affects creatures of an alignment opposite of the peaceably, can communicate freely, and both retain warpriest’s instead, and uses the warpriest’s the ability to think and reason. The host may allow Wisdom modifier in place of his Charisma modifier. the guess soul to take over the body temporarily or The champion of the faith treats his effective reclaim it as a move action. They can persist in this paladin level for this ability as being equal to his state indefinitely, or the guest can return to its own warpriest level – 2. He activate this ability once per body (if available) by touch, transfer into a suitable day at 4th level, plus an additional time per day vessel (such as a clone), or take over another body every four 4 levels beyond 4th. This ability as if using the possession advanced talent of the consumes two uses of his fervor ability, and does Death sphere. This replaces the witch’s major hex not stack with the paladin’s smite evil or the at 10th level. antipaladin’s smite good ability. This ability replaces channel energy. Gravewalker Patron’s Blessings (replaces Spells): A Cult Leader grave walker deals with the spirits of the dead, thus Enthrall: At 4th level, when using the she is limited in her patron choice. This ability enthrall charm of the Mind sphere, the cult leader functions as normal, except she may only select may, as a swift action, treat his warpriest level as from the following patrons: Ancestors, Death, her caster level for that one sphere effect. Using Dimensions, Occult, Plague, or Spirits. this ability consumes two uses of her fervor ability. Spell Poppet: A gravewalker does not gain This ability replaces channel energy a familiar from her patron. Instead she channels the power of her patron through a poppet, an inanimate Disenchanter doll stitched from human skin and stuffed with Banish Enchantment: At 6th level, the bones, fingernails, hair, grave dirt, and other such disenchanter gains the Counterspell feat as a gristly things. This poppet functions as her familiar, bonus feat, even if he does not meet its though it is not animate and cannot speak (unless prerequisites. Further, when using the feat to they have the speak with master ability), and she remove an ongoing magical effect, he may must commune with the poppet every morning to consume two uses of his fervor ability to treat her regain her spells. If the spell poppet is ever warpriest level as his caster level for the purposes destroyed, the gravewalker must make a new one of using that feat. This ability replaces the bonus using the rules for gaining a new familiar. A spell feat gained at 6th level. poppet cannot be changed by the Improved Familiar feat. This ability alters the witch’s familiar Divine Commander class feature. No change The following are changes to the familiar abilities of the spell poppet. rd Forgepriest Deliver Touch Spells: At 3 level or Smith’s Spells: At 1st level, a forgepriest higher, a gravewalker can use her poppet must choose the Creation sphere as his starting to deliver sphere effects that have a range sphere. of touch. After casting a touch sphere effect, as a full-round action, the witch can Sacred Fist designate a target within range and stab a No change pin into her poppet (doing so does not hurt the poppet), delivering the touch effect to Spells: The sea witch does not gain this the target as a ranged touch attack. The ability. target must he within range of her aura of Aquatic Auger (replaces Know desecration ability. Direction): Large bodies of water have always Living Doll: At 7th level, the been used as augers for divining the eldritch truth. gravewalker learns how to imbue her doll So long as she is near a sizable body of water (at with an animate force. As a move action, least a lake with a diameter of 1 mile or more), a the gravewalker can give her poppet the sea witch is not considered to be flat-footed when ability to move and behave on its own for a she divines with the Divination sphere. number of minutes each day equal to her witch level + her Intelligence modifier. White-Haired Witch These minutes need not be consecutive, No change but they must be spent in 1 minute increments. This animation can be ended at any time by the witch or the poppet as a free action. While animate, the poppet gains the stats of a soulbound doll, though with none of its special abilities, and may use benefit from its Basic Magic Training and Advanced Magic Training feats as a normal familiar. The soulbound doll uses its own Intelligence score gained from being a familiar, not from being a soulbound doll. This replaces the speak with animals of its own kind ability. Bonethrall: At 1st level, when performing a ghost strike that has been altered with the command undead ability, you may do so without paying the spell point cost for that talent a number of times per day equal to ½ your witch level (minimum of 1). This ability replaces the witch’s hex gained at 4th level. Possess Undead: At 8th level, a grave walker can take direct control of an undead she commands as if using the possession advanced talent of the Death sphere. This undead minion gets no saving throw against this possession. This ability replaces the witch’s hex gained at 8th level.

Hedge Witch Village Healer (replaces Spontaneous Healing): At 4th level, the hedge witch gains the Life sphere as a bonus sphere, or a bonus talent in that sphere if she already possesses it. This ability replaces the witch’s hex gained at 4th level.

Mountain Witch: Patron’s Blessing (replaces Spells): This A mountain witch wheels and deals with the spirits on rock and stone, or perhaps the very earth itself. As such she is limited in her patron selection. This ability functions as normal, except she may only select from the following list of patrons: Animals, Elements, Endurance, Strength, Time, or Wisdom

Sea Witch Racial Archetypes Spells: The dream weaver does not gain this ability nd Bonded Witch (Half-Elf) Dream Spinner: At 2 level, when a Bonded Item: At 1st level, a bonded witch dreamweaver casts a mind sphere effect on a gains a bonded item instead of a familiar. The target that is sleeping because of her slumber hex bonded witch may still access her patron’s abilities or a sphere effect she created, she gains a bonus and feats from the item as if it were a familiar, but equal to ½ her witch level to the mind sphere otherwise the bonded witch does not count as affect’s DC. If the target succeeds at the saving having a familiar. A bonded witch must spend time throw, it does not wake up nor have any meditating with her bonded item after resting to recollection of the sphere effect, unless it regain her spell points. A bonded witch may surpassed its saving throw by 5 or more. If present her bonded item to another person to, that appropriate, the dreamweaver may incorporate person may benefit from the patron’s blessing elements of a charm (such as the suggestion, within the bonded, but only so long as the witch enthrall, or project thoughts charm) you cast on the wills it. Any creature handling her bonded item sleeping target into the target’s subconscious, so it takes a – 4 penalty to will saves against abilities believes the spell’s effects originated in its dreams created by the witch, and may be treated as the (details as to how these elements fit into the dream witch for the purposes of determining the range of is up to the GM). This ability replaces the witch’s nd sphere effects created by the witch. This ability hex gained at 2 level. th replaces the witch’s familiar class feature. Dream Thief: At 6 level, when a dreamweaver uses her project thoughts charm on a Scarred Witch Doctor (Orc) target that is sleeping because of her slumber hex Constitution Dependent: Unlike most or sleep charm, she reduces the spell point cost of any charm she casts be – 1 spell point (minimum of witches, the scarred witchdoctor uses Constitution th instead of Intelligence as her casting modifier and 0). This ability replaces the witch’s hex gained at 6 for determining the size of her spell pool. This does level. not stack with the fortified casting boon, however if she gains the draining casting drawback, she instead reduces the amount of nonlethal damage gained from creating sphere effect by – 1 (minimum of 1). This alters the scarred witchdoctor’s casting and spell pool class features. Fetish Mask: At 1st level, a scarred witchdoctor forms a bond with a wooden mask as a bonded item instead of a familiar. As she gains power, her connection to the mask causes it to grow more hideous and grotesque as it absorbs the weight of the self-induced pain that fuels her magic. The scarred witch doctor may still access her patron’s abilities and feats from the mask as if it were a familiar by wearing it, but otherwise the bonded witch does not count as having a familiar. To regain her spell points after resting, a scarred witch doctor must hang her mask on a wall, tree branch or something similar and spend time contemplating the agony it represents. In addition to the other benefits it has, while wearing her mask the scarred witchdoctor gains a circumstance bonus to Heal and Intimidate checks, and on saving throws against magical effects that specifically induce pain, equal to ½ her witch level. This ability replaces the witch’s familiar class feature.

Dreamweaver (Changeling) Wizard end of the turn with a siege engine he’s bonded with. When he does, the siege engine gains an Arcane Discoveries attack bonus equal to the number of spell points spent this way, and a bonus to damage equal to the In the future, the writer of this document may 1.5x the number of spell points spent this way. This convert and change the various arcane ability replaces sphere specialization discoveries to be more spheres compliant. Until Siege School: The siege mage does not such a time, however, the arcane discoveries gain this ability. will not be converted, and it should be best to only accept them on a case by case standard. Spell Sage As of right now, the creator of this document Arcane Bomber cannot think of a way to feasibly convert this Spellblast Bomb: At 1st level, as a swift archetype due to heavy reliance this archetype action, the arcane bomber can sacrifice spell points has on Vancian casting to empower the next bomb he throws. When he does, he gains a bonus to hit with the next bomb he throws before the end of his turn equal to the Spellslinger number of spell points spent, and a bonus to Currently, due to the changes made to the damage equal to 1.5x the number of spell points Magus class and its various archetypes, this spent. This ability replaces Scribe Scroll. wizard archetype has been made redundant. School of the Bomb: The creation and Further, this archetype should have never been use of bombs is not a static skill, but evolves as the made for the wizard to begin with, as it is arcane bomber gains power and researches new thematically more appropriate for a magus. bombs. Whenever the arcane bomber would gain a This, combined with the overall ease of new feat or talent, he may instead gain an multiclassing casters in the Spheres of Power alchemist discovery, treating his wizard level as his system, has made the writer of this document alchemist level for the purposes of meeting the decide to not convert this archetype. discovery’s prerequisites. This must be a discovery that alters his bomb. This ability replaces sphere Spirit Whisperer specialization. Arcane Bond: When a spirit whisperer chooses an arcane bond, he must choose to gain a Exploiter Wizard familiar. Further, to regain his spell points he must Mystical Reservoir (replaces Arcane spend time communing with his familiar just like a nd shaman. Reservoir): At 2 level, the exploiter gains the st arcanist’s mystical reservoir class feature. The Spirit Link: At 1 level, the spirit whisperer exploiter wizard treats ½ his wizard level as his forms a mystical relationship with a spirit. The arcanist level for the purposes of this ability. This whisperer pics a spirit from the shaman’s list of spirits. At 2nd level he gains a spirit ability granted ability replaces arcane bond th nd by that spirit. At 12 level he gains the greater spirit Exploiter Exploit: At 2 level, and every 4 th levels thereafter, the exploiter wizard gains a single ability of that spirit. At 18 level he gains the true mystical exploit. The exploiter wizard uses ½ his spirit ability of that spirit. He uses ½ his wizard level wizard level as his arcanist level for the purposes of as his effective shaman level for these abilities, and these exploits. This ability replaces sphere uses his Intelligence modifier in place of his specialization. Wisdom modifier. He does not gain the hexes or manifestation of this spirit, and his wizard levels do Scrollmaster not stack with shaman levels for his spirit. This ability replaces sphere specialization Due to the changes made to the magic items rules in Spheres of Power, this archetype no longer functions, and is made pointless due to Psychic Mage (3pp Dreamscarred Press) the now flexible nature of scribing scrolls in the Psionic Infusion: The psychic mage has new system. As such, it will not be converted. has spent his research learning how to broaden the powers of his mind, rather than the powers of a single sphere. At 1st level, the psychic mage gets Siege Mage Wild Talent as a bonus feat. This ability replaces Empower Siege Engine: As a swift action, sphere specialization. a siege mage can sacrifice a number of spell points to empower the next attack he makes before the Formulaic Powers: Whenever a psychic Racial Archetypes mage would gain a talent, he may choose to instead learn how to manifest a single psionic Spellbinder (Elf) power. The power chosen must be selected from Sphere Bond (replaces Spell Bond): As the psion’s list of powers, and the psychic mage the spell binder grows in power, he learns how to cannot select a power with a level greater than ½ further manipulate the spheres he has bonded to. his wizard level, and he must have an intelligence At 5th level, the sphere binder selects a single score of at least 10 + the power’s level to manifest sphere he possesses which she does not have a the power, as well as at least one spell point still specialization in. He gains a sphere specialization within his spell pool. The psychic mage treats his in that sphere (though not a bonus talent), treating wizard level as his manifester level for the purposes ½ his wizard level as his effective incanter level for of any psionic power gained this way. that sphere. At 10th level, he makes this decision Arcanomorph: When a psychic mage again, except for this new specialization he treats ¼ manifests a psionic power, he may choose to his wizard level as his effective incanter level. At sacrifice spell points in place of power points. For 15th level he uses his full wizard level for the every power point he wishes to use on the power, specialization gained at 5th level, and ½ his wizard he may instead spend twice as many spell points level for the specialization gained at 10th level. At instead. 20th level, he may choose to either gain another sphere specialization for a sphere he possesses (treating ¼ his wizard level as his effective incanter level for it) or instead use his full wizard level for the specialization gained at 1oth level. This ability replaces arcane bond.

Cruoromancer (Dhampir) Blood Infusion: When a cruoromancer performs a ghost strike, he can opt to infuse it with his undead-tainted blood. As he increases in level, the power and effects of such infusions become more potent. Each time a cruoromancer uses a blood infusion, he drains a portion of his own blood by either cutting himself with a blade or by opening a scab from a previous wound. When he does this, he takes 1d4 points of damage. At 1st level, he can infuse his ghost strike with the following blood infusions: Focused Infusion: When the cruoromancer uses this infusion, he adds a bonus to the DC of the infused strike equal to ½ his wizard level. Sickening Infusion: When the cruoromancer uses this infusion, any creature affected by the ghost strike that fails its DC becomes sickened for a number of rounds equal to ½ his wizard level. This ability replaces arcane bond. Blood Command: At 5th level, the cruoromancer has learned to use his vile blood to enhance the power of his reanimations as well. When casting the reanimate effect of the Death sphere, the Cruoromancer may choose to deal 1 damage to himself to in order to mitigate the spell point cost of reanimate. He also gains the following blood infusion, though unlike other infusions, it effects the reanimate Death sphere effect instead creatures or items affected by invisibility, and of the ghost strike effect. magical traps. This ability replaces the bonus feat Commanding Infusion: When using gained at 5th level. this infusion with the reanimate ability the Wispy Form: At 10th level, when the wind cruoromancer increases the total HD of listener uses the Illusion sphere to make herself undead he can reanimate by an amount invisible, he may also grant himself DR10/magic equal to ½ his wizard level. while doing so. This DR lasts for a number of This ability replaces the bonus feat gained at 5th rounds per day equal to his wizard level. These level. rounds need not be consecutive, and the wind Blood Desecration: At 10th level, a listener may remove this DR at any time as a free cruoromancer gains the following blood infusion action. Desecrating Infusion: When the Listening to the Wind: At 15th level, the cruoromancer uses this infusion, he must wind listener can call upon the wind to uncover he must choose a single consecration information for her. When using the Divination effect he knows. This consecration effect is sphere to divine for information, you may extend cast and centered on him, or the target of the casting time to 10 minutes. You do not need to his reanimate or ghost strike effect. The concentrate during these 10 minutes, and the target of the ghost strike effect must have casting continues so long as you are still able to failed his saving throw against the ghost make free actions each round during the casting. strike to be targeted by this consecration The wind listener may use this ability once per effect. Unlike other blood infusions, this one week, and only in locations where fresh air can requires that the cruoromancer deal 2d4 flow. This ability replaces the bonus feat gained 15th damage to himself and already possess the level. Fate sphere to use it. This ability replaces the 15th level wizard bonus feat. Blood Ability: The Cruoromancer has learned to make the most out of the magical potency of his blood. At 15th level the cruoromancer can, as a move action, deal 1d6 points of damage to himself. This creates a number of blood spell points equal to the amount of damage taken. These blood spell points last for a number of minutes equal to his Intelligence modifier and can be used in place of normal spell points for any sphere effect he wishes. This ability replaces the bonus feat gained at 15th level.

Wind Listener (Sylph) Sphere Specialization (replaces Arcane School): The wind listener must select either the Divination, Illusion, or Weather sphere for this ability. Talk to the Wind (replaces Spontaneous Divination): When the wind listener creates a sense effect from the Divination sphere, she may increase the casting time by one step in order to mitigate its spell point cost. The wind listener must be outdoors to use this ability, and can only use it a number of times per day equal to her intelligence modifier. This ability replaces arcane bond. Wind Sense (replaces Abjuration Sense): At 5th level, a wind listener develops a sixth sense for spotting magical falsehoods. While outdoors the wind listener gain a bonus equal ½ your wizard level to Perception checks to detect