TEXT: An Alternative Magic System for 5E
  An Alternative Magic System for 5E
  
  1
  Spheres of Power
  An Alternative Magic System for 5E
  Credits
  Authors: Adam Meyers, Derfael Oliveira, Andrew Stoeckle
  Creative Director: Adam Meyers
  Interior Art: Phil Simpson, Wilder Surge, Forrest Imel, Critical Hit,  
  Gennifer Bone, John Stevenson, Kaliva Vagelio, Jacob Blackmon,  
  Claudio Casini, Brett Nuefeld, 1 Man Studio, Dean Spencer,  
  Mark Hyzer, Gary Dupuis, Matt Marrow,  
  Ryan Sumo, Michael Scotta, Scott Harshbarger
  Cover Art: Ben Wootten
  Editing: Joanne Loader
  Layout: Rachel Meyers
  Special Thanks: Darren Smith, Mervyn Long, Taryn Long, and Andrew Wrench 
  
  2
  Contents
  Chapter 1: Introduction .........................3
  Using a Magic Sphere .....................................................3
  Spherecasting Terms .......................................................4
  Other Rules .....................................................................6
  How to Build a Character .............................................6
  Chapter 2: Casting Traditions  ................9
  Using Casting Traditions ................................................9
  Creating New Casting Traditions .................................10
  Sample Casting Traditions .............................................10
  Drawbacks ...........................................................................16
  Balancing Drawbacks ....................................................16
  List of Drawbacks ..........................................................16
  Boons ....................................................................................19
  Variant Rule ........................................................................20
  Multiple Traditions ........................................................20
  Chapter 3: Classes ..................................21
  Spherecasting Variants ...................................................21
  Adapting Other Casting Options ..................................28
  Spell/Sphere Conversions ...............................................28
  Elementalist .........................................................................30
  Incanter ................................................................................34
  Mageknight ..........................................................................39
  Prodigy .................................................................................43
  Soul Weaver .........................................................................49
  Chapter 4: Spheres .................................54
  Alteration Sphere.................................................................54
  Conjuration Sphere .............................................................66
  Creation Sphere ...................................................................80
  Dark Sphere .........................................................................85
  Death Sphere .......................................................................90
  Destruction Sphere ..............................................................110
  Divination Sphere ...............................................................120
  Enhancement Sphere ............................................................131
  Fate Sphere ...........................................................................136
  Illusion Sphere .....................................................................142
  Life Sphere ...........................................................................148
  Light Sphere .........................................................................151
  Mind Sphere ........................................................................156
  Nature Sphere ......................................................................164
  Protection Sphere .................................................................181
  Telekinesis Sphere.................................................................186
  Time Sphere .........................................................................192
  Universal Sphere .................................................................199
  Warp Sphere .........................................................................208
  Weather Sphere ....................................................................216
  Chapter 5: Additional Rules ....................224
  Feats ................................................................................224
  Sidekicks .........................................................................225
  Wild Magic .....................................................................227
  Chapter 6: Game Master’s Guide .............239
  Creating Custom Options ..............................................239
  New Magic Items ...........................................................240
  Scrolls And Spheres of Power.........................................240
  Appendix A: Conditions .........................241
  Appendix B: Creature Statistics ..............244
  Appendix C: Weather .............................249
  
  3
  Introduction
  Chapter 1
  Welcome to Spheres of Power, an alternative magic system for 
  5th edition games. Within these pages you’ll find not only an 
  original way to create and run magic-users in your 5e fantasy 
  games, but through it, tools for telling stories and building 
  settings far beyond the scope of the core game.
  Most of the rules for making a spherecasting magic-user are 
  extremely similar to the rules you might already be familiar 
  with for making a spellcaster: sphere DC and spell DC are 
  calculated the same, choosing magic talents is very similar to 
  choosing spells known, and using spell points is, in many ways, 
  even simpler than using spell slots. Spheres of Power is bal-
  anced against the core magic system, so introducing spheres 
  can be done easily; a character using spheres can sit alongside 
  the rest of the party without issue, whether or not the rest of 
  the party is also using spheres.
  The differences between the two systems, however, open up 
  a great many options for what and how magic is played, allow-
  ing for a virtually unfettered exploration of character concepts 
  through the interaction of two systems: Casting Traditions, 
  and the Spheres.
  Casting Traditions are the “hows” and “whys” of magic. They 
  determine how a magic-user creates magic, what the source of 
  their power is, and what the scope of their capabilities are. 
  In most fantasy tabletop games, casting tradition is tied 
  to class: the possible casting traditions are artificer, cleric, 
  wizard, sorcerer, etc. With Spheres of Power, however, these 
  rules are opened so Game Masters (and with permission, even 
  players) can adapt magic to fit their needs, rather than adapt-
  ing their needs. If the Game Master wants to create a custom 
  world where elemental-wielding martial artists do battle with 
  magical pet summoners, and where super-powered heroes 
  conflict with magical-breathing swordfighters, all of this can 
  be done without any complex multiclassing or homebrewed 
  subclasses.
  The Spheres are how a magic-user determines what they 
  can do. Instead of spells known, a spherecaster gains magic 
  talents, which they can spend to either unlock a new sphere, 
  or to gain a talent from a sphere they already possess. Spheres 
  offer thematic abilities, while talents alter and augment those 
  abilities in new and interesting ways. Thus, if a player wants to 
  play a master of flame magic, instead of being limited to the 
  progression of flame magic as detailed in spells (fire bolt as a 
  cantrip, burning hands as a 1st level spell, flaming sphere as a 2nd 
  level spell, fireball as a 3rd level spell, etc.), they can instead 
  choose their progression and capabilities as they so choose 
  (With the Nature and Destruction spheres they can immedi-
  ately gain the ability to command and attack with fire, then as 
  they gain levels they can spend talents as they choose to throw 
  that fire as a fireball, wrap that fire around them as a shield, 
  summon that fire as a wall, and so on, and so on).
  The rest of this introduction details some of the different 
  rules and terms required to understand in order to use Sphere 
  of Power, as well as a walkthrough for how to build a sphere-
  casting character. Most of these rules should be familiar to 
  anyone who has played a core magic-user before, but are still 
  presented below in order to be as explicit as possible.
  Using a Magic Sphere
  Each magic sphere has one or more basic abilities granted 
  when you gain the sphere. Sphere abilities have the following 
  parameters:
  Casting Time: The required action needed to cast the 
  magic sphere effect. Like the Cast a Spell action, each sphere 
  effect has a casting time, which specifies whether the sphere-
  caster must use an action, a bonus action, a reaction, minutes, 
  or even hours to cast the spell. If a sphere effect takes more 
  than one round to cast, you must spend your action each turn 
  casting the effect and you must maintain your concentration 
  while you do so. If your concentration is broken, the effect 
  fails, but you don’t lose any spell points. If you want to try 
  casting the effect again, you must start over.
  Range: The target of a sphere effect must be within the 
  effect’s range. Once an effect is cast, its effects aren’t limited 
  by its range, unless the effect’s description says otherwise.
  Duration: How long the effect lasts. 
  Target: This defines what can be targeted by the effect. 
  Typical targets are you (the spherecaster), one or more crea-
  tures, one or more objects, or both creatures and objects. 
  Further limitations may apply (allies, hostile creatures, etc.).
  
  4
  Cost: The number of spell points required to cast the ef-
  fect, before any augments. You lose these spell points, and you 
  cannot attempt to cast a sphere effect that requires more spell 
  points than you possess.
  Saving Throw: Some sphere abilities define the saving 
  throw allowed by the effect. Creatures may always choose to 
  fail their saving throw if they wish.
  Augments applied to the effect may alter any of these pa-
  rameters.
  Spherecasting Terms
  Augment
  In many spheres, many granted abilities might be improved 
  or altered through the caster spending additional spell points. 
  These modifications are referred to as augments. The cost of 
  adding an augment is always added to any spell points required 
  to use the ability itself. The choice to apply an augment must 
  be made at the time the effect is cast, unless otherwise noted. 
  The number of spell points you can spend on a single sphere 
  effect (including augments) cannot exceed your proficiency 
  bonus, even if the augment is applied after the initial casting.
  Concentration
  Some sphere effects have a duration of “concentration”, and 
  just as with spells, that concentration can be disrupted. Any 
  factors that apply to spells with a duration of concentration 
  also apply to sphere effects with a duration of concentration.
  Many sphere effects with a duration of concentration also 
  have an augment that allows the effect to persist without con-
  centration. Sphere effects that are changed from a duration of 
  concentration to a different duration cannot be changed back.
  Counter
  Some sphere effects explicitly can counter each other (for 
  example, the Dark and Light spheres). If a sphere effect says 
  that it counters another sphere effect, applying it to a target 
  under the countered effect acts as a dispel attempt (see the 
  dispel ability of the Universal sphere).
  Damage Die
  Some classes, features, or sphere talents and abilities can 
  change how much damage a weapon or sphere effect deals, 
  decreasing or increasing its damage die size by one or more 
  steps. This table should be used as a reference guide for such 
  occasions when no such information is provided.
  Table: Damage Dice Progression
  1d2
  1d4
  1d6
  1d8
  1d10
  2d6 (or 1d12)
  2d8
  3d6
  3d8
  
  5
  Key Ability
  A character’s magic tradition determines what ability score 
  (usually Intelligence, Wisdom, or Charisma) is used to deter-
  mine the strength of their magic. This ability score is referred 
  to as their key ability. The terms “key ability” and “spherecast-
  ing ability” are used interchangeably.
  Your key ability modifier (KAM) is used to determine many 
  things, such as the Difficulty Class of your sphere abilities, 
  as well as your total number of spell points. If a character has 
  both a magic tradition and a martial tradition (See Spheres of 
  Might), they may use their spherecasting ability as their key 
  ability for both their magic and martial abilities, if it is higher.
  The Multiple Traditions optional rule can allow for a char-
  acter to have more than one key ability modifier. See Section 5 
  for further information.
  Spellcasting Ability Checks
  Sometimes, a spellcaster or spherecaster directly pits the 
  raw power of their magic against that of another caster. At 
  these times, the caster rolls a d20 + their spellcasting abili-
  ty modifier against a set DC (usually the DC of the spell or 
  sphere effect in question).
  If the effect originates from a magic item rather than a 
  caster, use Table: Item Magic Skill below to determine 
  spellcasting ability modifier or DC based on the item’s rarity. 
  Artifact level items cannot normally be countered or sup-
  pressed without the aid of other artifact-level items or rare, 
  powerful magic.
  Table: Item Magic Skill
  Rarity 
  Spellcasting 
  Ability Modifier
  DC
  Common
  +2
  12
  Uncommon
  +3
  14
  Rare
  +4
  16
  Very Rare
  +5
  18
  Legendary
  +6
  20
  Spherecasting Class
  Any class that grants the ability to cast sphere effects is a 
  spherecasting class. Sometimes, such as when a magic tradi-
  tion grants you bonus spell points, it is a character’s total lev-
  els in spellcasting classes that are important. This means that 
  all of your levels from any spherecasting classes you possess 
  are added together for this purpose.
  Magic Talent
  As a spherecaster gains levels, they gain magic talents. Magic 
  talents may be spent to allow a caster to gain new powers and 
  abilities. Whenever a spherecaster gains a magic talent, they 
  may spend it in one of three ways: to gain a new base magic 
  sphere, to gain a talent associated with a magic sphere they 
  already possess, or to remove a variant they possess from a 
  sphere (but retaining the bonus talents granted). The number 
  of magic talents a spherecaster gains differs between classes, 
  but all characters gain bonus magic talents as part of their 
  casting tradition. Once a talent is spent, it cannot be changed 
  unless retraining is allowed.
  Some class features or other options grant you a bonus 
  sphere or a particular bonus talent. If you ever gain a sphere 
  or talent which you already possess, you can gain a different 
  talent of your choice from the same sphere instead.
  Advanced Talents:  Basic talents may be taken by any 
  spherecaster that possesses the sphere the talent belongs to, 
  while advanced talents have prerequisites that the spherecast-
  er must meet before taking them. Additionally, your Game 
  Master’s permission is required to take advanced talents (see 
  chapter 6: Worldbuilding).
  Magic Tradition
  A magic-user’s casting tradition is another term for the rules 
  that bind the use of their power, as well as its source. Does 
  their magic come from an allied deity? Inborn talent? Com-
  munion with spirits? Does their magic require chanting or ges-
  turing, or perhaps rare materials and the drawing of diagrams? 
  These questions and more determine the caster’s tradition. 
  Note that in core 5th edition games a character’s class deter-
  mines these answers (wizards study magical formulae, clerics 
  commune with deities, etc.), but with Sphere of Power, class 
  no longer determines the rules that bind a magic-user. 
  A casting tradition is made up of 4 parts: a key ability mod-
  ifier, drawbacks, boons, and magic talents. Drawbacks deter-
  mine the rules that bind a magic-user and determine where 
  and how they can use magic. Boons are benefits, determining 
  the special strengths of a casting tradition’s users. Finally, ev-
  ery casting tradition grants its users two magic talents to serve 
  as the beginnings of their growth in magical power.
  Spell Attacks and Saving Throws
  Unless otherwise stated, whenever a magic sphere ability 
  calls for a saving throw, the Difficulty Class (DC) for that 
  saving throw is equal to 8 + your proficiency bonus + your key 
  ability modifier. If the targeted creature meets or exceeds this 
  number with their saving throw, they often reduce or negate 
  the effect.
  Additionally, whenever a magic sphere ability calls for an 
  attack roll, your sphere attack modifier is equal to your profi-
  ciency bonus + your key ability modifier.
  Spell Point
  All spherecasters gain a spell point pool, which accumulates 
  spell points as they gain levels. Spell points are a measure of a 
  caster’s capability and are spent to increase the power of their 
  magical abilities. The number of spell points you can spend on 
  a single sphere effect (including augments) cannot exceed your 
  proficiency bonus, even if the augment is applied after the 
  initial casting. Your spell pool refreshes after a long rest.
  A spherecaster‘s pool of spell points is defined in their class, 
  but casting traditions can sometime increase the number of 
  spell points you possess. If multiclassing is allowed, you add 
  all your spell points together in a single pool unless using the 
  multiple traditions variant rule, except you only gain addi-
  tional spell points from your key ability modifier once. For 
  example, if you have three incanter levels and two elementalist 
  levels, your spell pool would be equal to 3 + 2 + your key ability 
  
  6
  modifier + any bonus spell points from your casting tradition 
  from having 5 levels in spherecasting classes.
  Sphere
  A sphere is a group of abilities based on a theme. Each 
  sphere grants one or more abilities to any caster who possesses 
  it, and these abilities can be expanded upon with the talents in 
  that sphere.
  There are 20 magic spheres, including Alteration, Creation, 
  Conjuration, Dark, Death, Destruction, Divination, Enhance-
  ment, Fate, Illusion, Light, Life, Mind, Nature, Protection, 
  Telekinesis, Time, Universal, Warp, and Weather. The Uni-
  versal sphere is distinct from the others in that it primarily 
  consists of abilities that modify how a spherecaster interacts 
  with other spheres, as well as handles dispelling other magic 
  and wild magic.
  Sphere Effect
  A magic sphere effect is the equivalent of a spell and in most 
  ways function the same. For the purposes of interacting with 
  5e rules, all sphere effects are generally treated as spells of a 
  level equal to the number of spell points that have been spent 
  on them (a sphere effect that is cast with a final spell point 
  cost of 0 sp is considered a Cantrip).
  Other Rules
  Adding Ability Modifiers to Damage
  Regardless of what feats, features, talents, or magic items 
  you possess, you cannot add a spellcasting ability modifier or 
  key ability modifier to the damage of spherecasting abilities 
  more than once.
  Bonus Action Casting Time
  Some sphere effects have a casting time of a bonus action. 
  Just as with spells, after using a magic sphere effect with a 
  casting time of a bonus action, you can’t use another spell or 
  magic sphere effect during the same turn, except for a Cantrip 
  or a sphere effect with a final spell point cost of 0 sp and a 
  casting time of 1 action.
  Curses
  Some magic sphere talents or abilities are considered curses. 
  These talents and abilities have the [curse] descriptor by their 
  name.
  Doubling Proficiency Bonus
  A proficiency bonus cannot be more than doubled. If a class, 
  sphere, or other ability allows you to double a proficiency 
  bonus (such as to a skill, similar to the expertise rogue or bard 
  class feature), this cannot be doubled again, even if the char-
  acter also has another ability that doubles a proficiency bonus, 
  such as the expertise class feature.
  Identifying a Magic Sphere Effect
  Just as with spells, if a character wants to identify a magic 
  sphere effect that someone else is casting or that was already 
  cast, they can use their reaction to identify the magic sphere 
  effect as it’s being cast, or they can use an action on their turn 
  to identify a magic sphere ability by its effect after it is cast.
  If the character perceives the casting, the magic sphere’s ef-
  fect, or both, the character can make an Intelligence (Arcana) 
  check with an action or reaction. The DC equals 15 + the num-
  ber of spell points used. If the magic sphere effect is cast by a 
  creature possessing a similar casting tradition as the character 
  (or levels in a class with a strong association with the casting 
  tradition), the check is made with advantage. For example, if a 
  spherecaster possessing the Traditional Magic casting tradi-
  tion uses a magic sphere ability, another wizard or a character 
  with either the Traditional Magic or Magus casting tradition 
  will have advantage on the check to identify the sphere effect. 
  Some casting traditions aren’t generally associated with any 
  class, such as the Lycanthrope or Natural casting traditions.
  This Intelligence (Arcana) check represents the fact that 
  identifying a sphere effect requires a quick mind and familiar-
  ity with the theory and practice of casting. This is true even 
  for a character whose spellcasting ability is Wisdom or Charis-
  ma. Being able to use magic sphere talents or abilities doesn’t 
  by itself make you adept at deducing exactly what others are 
  doing when they use their magic.
  If the spherecaster has no drawbacks that would make cast-
  ing perceptible at all (Focus Casting, Somatic Casting, Verbal 
  Casting, etc.) and doesn’t produce an obvious effect such as a 
  fireball, an observer might still observe and identify the effect 
  being cast, but might require a Wisdom (Perception) check 
  with a DC of 15 - the number of spell points to even tell magic 
  is being cast and which person is producing the effect.
  Multiclassing
  The new classes presented in this book use their key ability 
  as their multiclassing prerequisites, so multiclassing into or 
  out of any of these classes requires a minimum score of 13 in 
  your key ability (determined by your tradition).
  Spell points and magic talents from multiple spherecasting 
  classes stack, though you only gain additional spell points 
  from your key ability modifier once.
  How to Build a Character
  Spheres of Power grants a greater degree of flexibility when 
  bringing a character to life, but this means that character cre-
  ation involves an increased number of choices. The following 
  guide demonstrates how to build a character from concept to 
  final creation, accounting for these additional choices.
  The process for building a character is, roughly:
  1. Concept
  2. Casting tradition
  3. Race and class
  4. Attributes, background, proficiencies
  5. Talents and feats
  Building Derwyrdd
  Each step of building a character includes an example of 
  that step, with a player named Simon building his character, 
  Derwyrdd.
  Concept
  Spheres of Power is a concept-based magic system, meaning 
  even more so than with core character creation, the first step 
  to creating a spherecaster is simply to determine what sort of 
  
  7
  character you want to create. What is your idea for the charac-
  ter? Is your character a shapeshifter, a mystic martial artist, or 
  perhaps a con artist? What can they do and how do they do it? 
  Remember that the answer to these questions will be at least 
  partially informed by the setting and your party members: in 
  a setting where all magic is granted through service to ancient 
  evils and casters are hunwted down by the local government, 
  magical characters will live and play very differently from a 
  setting where magic is free and easily available. Similarly, a 
  magical guardian of a wilderness shrine will have a much hard-
  er time in a game where the players will be traveling all over 
  the globe verses one that stays in the same town forever.
  Building Derwyrdd, Step 1
  Simon decides that he would like to create a fey-like 
  spherecaster who manipulates the forest around him. 
  He wants to summon plants to do his bidding and 
  do most of his fighting for him, but his party is also 
  in need of a skilled healer, so he wants to fill that niche 
  as well. He imagines a character who communes 
  with nature like a druid, but isn’t interested 
  in shapechanging, at least for the moment. 
  Instead, he sees his character summoning 
  vines to fight for him, leaping from tree 
  to tree in the heat of combat to strike 
  enemies with a well-placed attack.
  Casting Tradition
  Now that you have a 
  general concept, assuming 
  your character will use 
  magic, look at Section 
  2 for information about 
  casting traditions. What is 
  the source of your character’s 
  magic? Where and how did they 
  learn? Check with your Game Master 
  to see what traditions are allowed, as casting 
  traditions are tied to a game’s setting, and the 
  setting might include a limited number of 
  traditions or possibly custom tradi-
  tions of the GM’s own creation. 
  Feel free to speak to your GM 
  about working with you to 
  create a custom tradition if 
  preferred.
  Building Derwyrdd,  
  Step 2
  Simon’s table is allow-
  ing any casting tradition 
  published in Spheres of 
  Power. Simon looks through 
  the available casting traditions 
  and really likes Druidic, Fey 
  Magic, and Ley-Line 
  Tapper, but settles on 
  Fey Magic; his character’s power come from having a fey-like 
  nature, and possibly fey ancestry, rather than the worship of 
  nature or the tapping into the land. He notes down that he 
  gets no bonus spell points from his casting tradition, that his 
  key ability score is Charisma, and also notes his drawbacks and 
  boons. Lastly, he makes a note of the variable magic talents 
  that he could choose from: Two from Dark, Illusion, Mind, 
  Nature, or Weather. He will get back to those later.
  Race and Class
  Now that you have a concept in mind and know their 
  casting tradition, character creation now follows the format 
  typical for a core 5e game. What race is your character? What 
  class best fits your concept? Note that with Spheres of 
  Power, class does not determine concept, so feel free to 
  explore your options to determine which class features 
  seem the most appealing to you. This book contains 
  new classes and adaptations for existing classes, both of 
  which can be found in Chapter 3.
  Building Derwyrdd, Step 3
  Since he wants his character to draw power from 
  a fey-like nature, Simon decides to make his char-
  acter an elf, noting down his starting languages 
  and abilities on his character sheet. Simon 
  knows that he could very well simply use the 
  druid class with the druid 
  spherecaster variant, 
  but he doesn’t find 
  some of the class’s 
  features appealing, 
  so instead he looks 
  at the classes and 
  subclasses in 
  Spheres of Pow-
  er. Simon thinks both the elementalist and 
  incanter could be a great choice, but Simon 
  ends up choosing the elementalist, because 
  the path of the geomancer fits perfectly with 
  his character concept. He makes Der-
  wyrdd an elementalist and notes the 
  class’s proficiencies and 1st-level 
  class features on his character 
  sheet; Including the Weave 
  Energy feature that grants Der-
  wyrdd the Destruction sphere 
  as a bonus sphere.
  As a 1st-level elementalist, Derwyrdd 
  has 1 Hit Die—a d8— and starts with hit 
  points equal to 8 + his Constitution modifier. 
  Derwyrdd also starts with a number of spell 
  points equal to 1 + his key ability modifier (Cha-
  risma). Simon notes this, and will record 
  the final number after he deter-
  mines Derwyrdd’s Constitution and 
  Charisma scores. Simon also notes that the proficiency 
  bonus for a 1st-level character, which is +2.
  
  8
  Attributes, Background, Proficiencies
  Now is the perfect time to determine the final details of 
  your character, such as where they’re from, what they look 
  like, and what they can do. Generate and distribute your attri-
  butes per the method you are using in your game and deter-
  mine your character’s background, just as detailed in the core 
  game. Where is your character from? What are they skilled at? 
  At this point you should also choose your character’s profi-
  ciencies, which are determined both by your background and 
  your class. If you are also using the book Spheres of Might, 
  this is an appropriate place to choose your starting martial 
  tradition as well, if they have one.
  Building Derwyrdd, Step 4
  Simon decides to use the standard set of scores (15, 14, 13, 
  12, 10, 8) for Derwyrdd’s abilities. Since he’s first and fore-
  most a spherecaster, he puts his highest score 15, in Charisma 
  (his key ability score). His next highest, 14 goes in Dexterity. 
  Derwyrdd wants to have a decent Wisdom and Constitution, 
  so he allocates the next two highest there. After applying 
  his racial benefits (increasing Derwyrdd’s Dexterity by 2 and 
  Wisdom by 1), Derwyrdd’s ability scores and modifiers look 
  like this: Strength 8 (-1), Dexterity 16 (+3), Constitution 12 (+1), 
  Intelligence 10 (+0), Wisdom 14 (+2), Charisma 15 (+2).
  Simon fills in Derwyrdd’s final hit points: 8 + Con (+1) = 9 hit 
  points; spell points: 1 + Cha (+2) = 3 spell points; and sphere 
  DC: 8 + prof bonus (+2) + Cha (+2) = save DC 12. Simon then 
  fills in some of Derwyrdd’s basic details: his name, his sex 
  (male), his height and weight, his alignment (chaotic neutral). 
  Simon decides that Derwyrdd lives in the woods, so either 
  Hermit and Outlander are fitting backgrounds, eventually 
  settling on Hermit. He notes the proficiencies and special 
  features this background gives him.
  For personality traits, Simon decides that Derwyrdd could 
  be described as ‘utterly serene’. Derwyrdd believes in the ideal 
  of ‘live and let live’ with strong bonds to an organization of 
  isolated and wandering healers. Simon writes down the start-
  ing equipment from the elementalist class, his casting tradi-
  tion, and his background. His starting equipment includes: a 
  rapier, a shortbow (and 20 arrows), an explorer’s pack, dagger, 
  a scroll case stuffed full of notes from studies and prayer, a 
  winter blanket, a common set of clothes, an herbalism kit, and 
  5 gp.
  Building Derwyrdd, Step 4 (optional)
  Simon also owns Spheres of Might and decides to trade out 
  the elementalist’s armor proficiency, martial weapon proficien-
  cies, and Unarmored Defense feature for a martial tradition.
  Because Simon already liked the Hermit background, he de-
  cides on keeping it and chooses a martial tradition tied to that 
  background, settling on the Witch martial tradition.
  Simon updates his character sheet to include the new 
  starting equipment from his martial tradition and writes down 
  that Derwyrdd has the following martial sphere talents and 
  abilities:
  Alchemy sphere. – Talents (formulae) Salve • formulae, 
  (30 ft.), DC 12, 3 formulae
  • Salve; Restore 1 Hit Die + Cha mod hit points.
  Beastmastery sphere. – Packages tame; Talents none
  • tame, DC 12; CR 0 beast
  Equipment sphere. – Talents (discipline) Bombardier 
  Training, (other) Unarmored Training
  ◊ Bombardier Training; Treat alchemical weapons 
  (acid flasks, alchemist’s fire, etc.) as simple weapons.
  ◊ Unarmored Training; AC = 10 + Dex mod (+3) + Cha 
  mod (+2)
  Talents and Feats
  Finally, note the talents granted by your tradition and class, 
  and make any choices required. Similarly, if your race grans 
  you a bonus feat, this is the time to choose which one you 
  desire.
  Now review the character and evaluate the result. You may 
  want to go back and tweak things or even start over with a dif-
  ferent concept, possibly inspired by options you found during 
  the creation process.
  Building Derwyrdd, Step 5
  From steps 2 and 3, Simon knows that Derwyrdd has the 
  Destruction sphere from the elementalist class, as well as 
  two talents that must be purchased from his casting tradi-
  tion. Because Derwyrdd is supposed to be a plantomancer, he 
  looks through the Dark, Illusion, Mind, Nature, and Weather 
  spheres (the spheres that his casting tradition grants him two 
  talents from) to see what is appropriate for his concept and 
  finds the Nature sphere with its plant package. Simon uses 
  one talent to purchase the Nature sphere (plant package), 
  and the second talent to purchase Create Nature. Simon then 
  looks over the Destruction sphere and notes that because he 
  possesses the Nature sphere, he gains the Bramble Blast (blast 
  type).
  Simon writes down that Derwyrdd has the following magic 
  sphere talents and abilities:
  Destruction sphere. – Talents (blast type) Bramble Blast
  • destructive blast, (self), DC 10 + Cha mod, 1d8, instanta-
  neous
  ◊ Blast Shapes (Shaped); 0 sp 5-ft. radius; 1sp 30-ft.
  cone or 120-ft. line
  ◊ Blast Types (Bramble, Poison); piercing (Dex save vs
  grappled) or poison (poisoned until start of next turn)
  Nature Sphere – Packages plant; Talents (geomancy)
  Create Nature
  • geomancy, (30 ft.), DC 10 + Cha mod, instantaneous or 
  concentration (1 minute w/ 1 sp)
  ◊ Plant (Entangle, Harvest, Pummel)
  ◊ Create Nature; create one Large-sized tree or field
  of plants in 10-ft. square, 1 spoki
  
  9
  Using Casting Traditions
  Casting traditions are comprised of a key ability, draw-
  backs, boons, and magic talents, including any sphere-spe-
  cific variants. Drawbacks and boons are obtained when the 
  spherecaster gains their first level in a spherecasting class, 
  while sphere-specific variants are only applied when you gain 
  the sphere in question. Despite their mechanical implications, 
  casting traditions are primarily a tool for storytelling and 
  worldbuilding; thus, they are a Game Master tool first and a 
  player’s tool second.
  Casting traditions are designed to allow DMs free reign over 
  the how’s and why’s of magic, allowing them to forge magic to 
  fit the needs of their world and their players, rather than be 
  confined to the how’s and why’s of the usual game. While this 
  can be used to recreate the feel of traditional games (such as 
  through traditions like Traditional Magic, Divine Petitioner, 
  and Druidic), it can also be used to create more outlandish 
  games and custom worlds.
  If the players and the GM do not want to worry about the 
  why’s and how’s of magic, they may simply remove all casting 
  traditions, giving all magic users the ‘natural’ tradition by 
  default. Or, they may allow any casting tradition contained 
  within this book. Most often, however, the GM will want to 
  explore casting traditions before the campaign begins, decid-
  ing what is or is not appropriate for the needs of the game. 
  For more information on using casting traditions to build 
  unique worlds, see chapter 6.
  What is in a casting tradition?
  A casting tradition contains a description of the tradition, 
  the key ability modifier of that tradition, drawbacks, boons, 
  and two magic spheres or talents. It may also include a num-
  ber of sphere-specific variants. 
  The key ability modifier determines what attribute is used 
  for your sphere DCs, spell points, spell attack rolls, and other 
  effects. If a tradition lists a choice of attributes, this choice 
  is made when the tradition is gained and may not be changed 
  later. 
  Casting Traditions
  Drawbacks apply limitations and restrictions to how you can 
  cast, granting a combination of bonus spell points or boons in 
  exchange. 
  Boons give bonuses under particular circumstances. Draw-
  backs and boons are described in more detail in their sections 
  below. 
  Some traditions also specify that their practitioners must 
  take specific sphere variants. These variants are listed with the 
  required sphere in parenthesis. No bonus from such a variant 
  is granted until the base sphere is gained. 
  Each casting tradition also grants its users two magical 
  spheres or talents. Depending on the tradition, this could be 
  two predetermined spheres or talents, or might grant a choice 
  of spheres from a short list. 
  Some traditions also include granted items. These items 
  are needed to fulfill certain drawback requirements, such as 
  a focus or an instrument that you must play. These items are 
  gained at 1st level in addition to your normal starting equip-
  ment.
  Table: Suggested Traditions for Core Classes
  Class
  Similar Traditions
  Artificer
  Artificery
  Bard
  Bardic Magic
  Cleric
  Divine Petitioner
  Druid
  Druidic
  Paladin
  Divine Petitioner (Divine 
  Crusader)
  Ranger
  Druidic (Ranger)
  Sorcerer
  Sorcerous Blood
  Warlock
  Pact Magic
  Wizard
  Traditional Magic
  Chapter 2 
  
  10
  Creating New Casting 
  Traditions
  Casting traditions are designed to enable character concepts 
  and to allow magic in the game world to feel unique. The cast-
  ing traditions listed below cover a great many themes, but no 
  listing could exhaustively cover all the possibilities for every 
  player and setting. If a Game Master (or a player with Game 
  Master permission) wishes to create a unique casting tradition, 
  they should review the following notes and recommendations.
  1. Casting traditions should have a key ability modifier suit-
  able to the theme of the tradition. Broader concepts may 
  allow for a choice, but this is not required.
  2. Traditions that are focused on a particular theme should 
  grant 2 talents from appropriate spheres. Many traditions 
  listed below reflect broad concepts, so allow a high de-
  gree of choice, but when tailoring a tradition to a setting 
  it is often appropriate to grant narrower selections and 
  even to bar some spheres entirely.
  3. Pick a number of relevant drawbacks. These determine 
  the limitations of the tradition’s magic, as well as many 
  details of how the magic is produced.
  4. A tradition grants bonus spell points depending on the 
  number of drawbacks taken. Alternatively, a tradition may 
  grant boons; one boon for two drawbacks. Drawbacks 
  used to gain a boon do not grant bonus spell points. 
  Boons and drawbacks should make sense for the tradi-
  tion; a custom tradition is not intended to be an exercise 
  in optimizing a particular character build.
  5. Each casting tradition should include any starting equip-
  ment required to use the tradition, such as a musical 
  instrument or artisan’s tools for skilled casting or a focus 
  for focused casting.
  Table: Drawbacks and Spell Points
  Number of 
  Drawbacks
  Bonus Spell Points
  1
  +1, +1 per 6 levels in casting classes
  2
  +1, +1 per 3 levels in casting classes
  3
  +1 per odd level in a casting class (1, 3, 5, etc.)
  4
  +1, +1 per 1.5 levels in a casting class (2, 3, 5, 6, 
  etc.)
  5
  +1 per level in a casting class
  Sample Casting Traditions
  Addled
  Hidden within the ramblings of the mad, one word is often 
  repeated. Some healers theorize that this word is the name of 
  the hidden god of madness, gaining power from—and granting 
  power to—those who surrender their minds to him. There 
  must be some truth to this theory, because sometimes, when 
  those with this word on their lips are displeased with their 
  surroundings, they manifest the ability to magically change 
  them. 
  Bonus Spell Points: 1 + 1 per 3 levels in casting classes 
  Key Ability: Charisma
  Bonus Magic Talents: Mind, Illusion
  Drawbacks: Addictive Casting, Verbal Casting, Wild 
  Magic
  Variants: None
  Boons: Easy Focus
  Granted Items: None
  Artificery
  Artificers can produce magical effects through their tools, 
  crafting forces of magic as easily as they might craft wood, 
  cloth, or iron.
  Bonus Spell Points: None
  Key Ability: Intelligence
  Bonus Magic Talents:  Creation, Enhancement
  Drawbacks: Focus Casting (thieves tools or any artisan’s 
  tool), Skilled Casting (thieves tools or any artisan’s tool)
  Variants: None
  Boons: Aptitude
  Special: If using Spheres of Might, any time you would gain 
  a magic talent, you can instead gain a martial talent from the 
  Tinker sphere.
  Granted Items: Choose one from thieves’ tools or any one 
  artisan’s tool.
  Subtradition: Alchemy
  Alchemists are artificers who distill their magic into brews 
  or concoctions, which often require preparation beforehand. 
  While an alchemist’s work is often expensive, a skilled alche-
  mist can support their allies in many unique ways.
  Bonus Spell Points: None
  Key Ability: Intelligence
  Bonus Magic Talents:  Choose two: Alteration, Destruc-
  tion, Enhancement, Life
  Drawbacks: Focus Casting (alchemist’s supplies), Material 
  Casting, Prepared Caster, Skilled Casting (alchemist’s supplies)
  Variants: None
  Boons: Aptitude, Physical Magic
  Special: If using Spheres of Might, any time you would gain 
  a magic talent, you can instead gain a martial talent from the 
  Alchemy sphere.
  Granted Items: Alchemist’s supplies.
  Bardic Magic
  It’s often said there is power in music, and bardic magic 
  proves this theory correct. While many musicians might use 
  song to charm their listeners, practitioners of bardic magic 
  might, quite literally, move mountains with their songs. 
  Bonus Spell Points: 1 per odd level in casting classes 
  Key Ability: Charisma
  Bonus Magic Talents: Choose two: Dark, Divination, 
  Enhancement, Illusion, Light, Mind
  Drawbacks: Skilled Casting (Performance), Somatic Cast-
  ing, Verbal Casting
  Variants: None
  
  11
  Boons: None
  Granted Items: One musical instrument worth less than 
  20 gp
  Subtradition: Beast Charming
  Music can soothe the savage beasts of the world, but the 
  knack for doing so is a difficult and often dangerous skill to 
  develop. For those who succeed, they find in animals a true, 
  trusting source of companions.
  Bonus Spell Points: 1 per odd level in casting classes 
  Key Ability: Charisma
  Bonus Magic Talents: Mind sphere, any one other sphere.
  Drawbacks: Skilled Casting (Performance), Somatic Cast-
  ing, Verbal Casting
  Variants: Animal Shaman (requires Mind)
  Boons: None
  Granted Items: One musical Instrument worth less than 
  20 gp
  Subtradition: Song-Wielder
  Wish for it, sing for it, and it is yours. Born of an ancient 
  magical lineage, song-wielders possess an inborn power to 
  make magic through their voice, changing reality through 
  sounds and expressions that only they truly understand. 
  Because a song-wielder’s magic is tied to their voice, they 
  grow in strength the longer they sing. Often, it is only when a 
  song-wielder has sung themselves hoarse that their true power 
  manifests.
  Bonus Spell Points: None
  Key Ability: Charisma
  Bonus Magic Talents: Any two
  Drawbacks: Skilled Casting (Performance), Verbal Casting
  Variants: None
  Boons: Empowered Abilities
  Granted Items: None
  Blood Magic
  One of the most dangerous forms of magic, blood magic 
  promises great power to its practitioners, but with a price. 
  Blood magic is difficult, lengthy, complicated, and draining, 
  but for its practitioners the promise of insurmountable power 
  is worth the mere price of their life force. Blood mages are 
  constantly performing a dangerous dance, for the closer they 
  are to death’s door, the greater their power becomes.
  Bonus Spell Points: None
  Key Ability: Constitution or Intelligence (whichever is 
  higher)
  Bonus Magic Talents: Choose any two
  Drawbacks: Draining Casting, Extended Casting, Somatic 
  Casting (2), Verbal Casting
  Variants: None
  Boons: Deathful Magic, Fortified Casting, Overcharge 
  Granted Items: None
  Subtradition: Demonology
  Unsurprisingly, the demonology casting tradition is found 
  almost exclusively among demonologists, evil outsiders, and 
  fiend-worshiping spherecasters.
  Bonus Spell Points: None
  Key Ability: Constitution or Charisma (whichever is high-
  er)
  Bonus Magic Talents: Any two
  Drawbacks: Draining Casting, Mental Focus
  Variants: None
  Boons: Fortified Casting
  Granted Items: None
  Chaos Tapper
  Chaos tappers channel the pure, unadulterated power of 
  chaos through their bodies. A dangerous and often forbidden 
  practice, chaos tapping is both painful and addictive, but it is 
  also extremely powerful. 
  Bonus Spell Points: 1 per odd level in spellcasting classes 
  Key Ability: Charisma
  Bonus Magic Talents: Universal (Wild magic package), 
  one other sphere of your choice.
  Drawbacks: Addictive Casting, Magical Signs, Painful 
  Magic, Wild Magic
  Variants: None
  Boons: Wild Surge
  Granted Items: None
  Contaminated
  Somewhere in the bowels of the criminal underworld, an al-
  chemist cracked the code of magic and created Essence. This 
  powerful, addictive powder grants magical ability to anyone 
  who consumes it, and can be found readily available in most 
  black markets for anyone rich enough—and foolish enough—
  to seek it out. 
  Bonus Spell Points: 1 + 1 per 3 levels in casting classes
  Key Ability: Charisma
  Bonus Magic Talents: Choose two: Alteration, Enhance-
  ment, Destruction, Telekinesis, Time, Warp
  Drawbacks: Addictive Casting, Material Casting, Wild 
  Magic
  Variants: None
  Boons: Overcharge
  Granted Items: None
  Diagram Alchemy
  Diagram alchemists do not mix chemicals and potions, but 
  instead use diagrams drawn on the ground to empower their 
  technique of changing one form of matter into another.
  Bonus Spell Points: None
  Key Ability: Intelligence
  Bonus Magic Talents:  Creation sphere, Enhancement 
  sphere
  Drawbacks: Diagram Magic
  Variants: None
  Boons: Easy Focus
  Granted Items: None
  Divine Petitioner
  A divine petitioner gains their magic through service and 
  prayer to a divine source, such as a deity. A divine petitioner 
  must pray every day to regain their spell points, petitioning 
  not only for their magic, but specifying how they intend to 
  
  12
  use it that day. Divine petitioners do everything in the name 
  of their deity and find it difficult to even manifest their power 
  unless they have their holy symbol in hand. 
  Bonus Spell Points: 1 per odd level in casting classes 
  Key Ability: Wisdom
  Bonus Magic Talents: Two talents associated 
  with the chosen deity
  Drawbacks: Focus Casting, Prepared 
  Caster, Verbal Casting
  Variant: None
  Boons: None
  Granted Items: 1 wooden holy 
  symbol
  Subtradition: Divine 
  Crusader
  A divine Crusad-
  er doesn’t devote 
  themselves to a 
  single divine enti-
  ty, but instead to a 
  divine cause, champi-
  oning and embodying 
  something greater 
  than themselves. 
  Bonus Spell 
  Points: 1 per 
  odd level in 
  casting classes 
  Key Ability: Charisma
  Bonus Magic Talents: Choose two: Div-
  ination, Life, or 
  Protection
  Drawbacks: Focus Casting, Prepared Caster, Verbal Cast-
  ing
  Variant: None
  Boons: None
  Granted Items: 1 wooden holy symbol
  Druidic
  A druid gains their magic through communion with nature 
  and the spirits contained therein. While many casters band 
  together for mutual study and protection, druids take this a 
  step further, possessing their own secret language that identi-
  fies one druid to another. The hierarchy of the druids is a very 
  sacred thing for them, and there are only so many high-level 
  druids in the world at any one time. Indeed, a druid rising 
  through the ranks often must claim their new title by taking 
  it from another druid through a demonstration of superior 
  magic. 
  Bonus Spell Points: 1 + 1 per 3 levels in casting classes 
  Key Ability: Wisdom
  Bonus Magic Talents: Choose two: Alteration, Conjura-
  tion, Life, Mind, Nature, or Weather
  Drawbacks: Prepared Caster, Verbal Casting
  Variants: Animal Shaman (Mind)
  Boons: None
  Special: You gain Druidic as a bonus language
  Granted Items: None
  Subtradition: Blighter
  Drawing power from the destruction of life, blighters 
  are twisted spherecasters who reduce the land around 
  them to a desiccated echo of its former virility. 
  Be they worshipers of blight gods or thieves of 
  natural magics, blighters are a 
  hazard to living things wher-
  ever they tread. 
  Bonus Spell Points: 
  None 
  Key Ability: Wisdom
  Bonus Magic Talents: 
  Death, Nature or 
  Weather
  Drawbacks: 
  Terrain Casting, 
  Verbal Casting
  Variants: None
  Boons: Terrain Defiler
  Granted Items: None
  Subtradition: Ranger
  Rangers draw their power less with direct communi-
  cation with nature and more from the 
  experience and wisdom gained from 
  living and surviving in its 
  domains. 
  Bonus Spell Points: None 
  Key Ability: Wisdom
  Bonus Magic Talents: Choose 2: Enhancement, Life, 
  Nature or Weather
  Drawbacks: Skilled Casting (Herbalism kit, Nature, or 
  Survival), Verbal Casting
  Variants: None
  Boons: Aptitude
  Granted Items: None
  Fey Magic
  To the fey, magic is simply a part of life — as easy as moving 
  an arm or getting angry. For the others who attempt to repli-
  cate this style of magic, they find that dance-like movement 
  and heightened emotions are a prerequisite to unlocking their 
  power.
  Bonus Spell Points: None
  Key Ability: Charisma
  Bonus Magic Talents: Choose two: Dark, Illusion, Mind, 
  Nature, or Weather
  Drawbacks: Emotional Casting, Somatic Casting (2), Wild 
  Magic
  Variants: None
  Boons: Easy Focus, Overcharge
  Granted Items: None
  Subtradition: Ley-line Tapper
  Ley-line Tappers draw their power from the innate mystic 
  potential of the leylines connected to notable natural lo-
  
  13
  cations. Doing so takes great effort, but once the power is 
  drawn, it is in some measure self-sustaining. 
  Bonus Spell Points: 1 + 1 per 6 levels in casting classes 
  Key Ability: Wisdom
  Bonus Magic Talents: Nature, any other one
  Drawbacks: Extended Casting, Nature Warden
  Variants: None
  Boons: Easy Focus
  Granted Items: None
  Lycanthrope
  Curses are terrible things and lycanthropy more so than 
  most. For some spherecasters, however, lycanthropy is the 
  beginning of a long journey to power. These souls not only 
  learn to control their animalistic natures, but to expand them, 
  pulling power from their curse and turning it into a source 
  of magic. Practitioners of this magic should beware howev-
  er; curses are not trivial things, and a lycanthrope’s magic is 
  unpredictable at best. 
  Bonus Spell Points: 1 + 1 per 6 levels in casting classes 
  Key Ability: Wisdom
  Bonus Magic Talents: Alteration, one Alteration (form) 
  talent
  Drawbacks: Wild Magic
  Variants: Lycanthropic (Alteration)
  Boons: None
  Granted Items: None
  Subtradition: True Shapeshifter
  True shapeshifters generally do not use magic to change 
  their form, but rather supplement their natural shapeshifting 
  with magic. To them, changing form is as natural as waking up 
  in the morning. 
  Bonus Spell Points: None
  Key Ability: Wisdom
  Bonus Magic Talents: None
  Drawbacks: None
  Variants: Lycanthropic (Alteration)
  Boons: None
  Granted Items: None
  Special: Instead of bonus magic talents, you gain the Trans-
  formation feat.
  Kineticist
  No one chooses to be a kineticist, it is something that is 
  either thrust upon them by a traumatic experience or fate. 
  Regardless of how they gained their power, all kineticists 
  possess the ability to harness and channel destructive energy 
  from within. 
  Bonus Spell Points: None 
  Key Ability: Constitution
  Bonus Magic Talents: Any two from the Destruction 
  sphere
  Drawbacks: Charge Magic, Draining Casting, Magical 
  Signs
  Variants: None
  Boons: Fortified Casting, Overcharge
  Granted Items: None
  Subtradition: Air-Rider
  For the air-rider, manipulating the wind around them is as 
  easy as breathing. Unlike other subtraditions under kineti-
  cist, the air-rider generally doesn’t have flashy or particularly 
  obvious magical effects that accompany their use of elemental 
  manipulation, and instead requires a focused and still mind to 
  use properly.
  Bonus Spell Points: None
  Key Ability: Constitution or Charisma (whichever is high-
  er)
  Bonus Magic Talents: Any two from Nature (air geoman-
  cy)
  Drawbacks: Draining Casting, Mental Focus
  Variants: None
  Boons: Fortified Casting
  Granted Items: None
  Subtradition: Earth-Bound
  Earth-bound spherecasters can channel primal energy at-
  tuned with earth, sand, and stone. While their magic isn’t usu-
  ally as flashy as the flame-blooded or water-magi, it is obvious 
  to onlookers when they manipulate the terrain around them. 
  Bonus Spell Points: +1, +1 per 6 levels (1, 6, 12, etc.)
  Key Ability: Constitution or Wisdom (whichever is higher)
  Bonus Magic Talents: Destruction, Nature (earth geo-
  mancy)
  Drawbacks: Draining Casting, Magical Signs, Somatic 
  Casting
  Variants: Nature Bound (Destruction)
  Boons: Fortified Casting
  Granted Items: None
  Subtradition: Flame-Blooded
  There exist those who bear in their blood a touch of pure 
  fire. Details of their origin are spotty at best, but the tale is 
  told of a tryst between a mortal woman and the elemental 
  spirit of fire itself, granting the power of fire to all her descen-
  dants. The flame-blooded are often as brash and volatile as 
  the element that powers their magic; to cross one is to invite a 
  swift and deadly response.
  Bonus Spell Points: None
  Key Ability: Constitution or Intelligence (whichever is 
  higher)
  Bonus Magic Talents: Destruction, Nature (fire geoman-
  cy)
  Drawbacks: Draining Casting, Magical Signs, Somatic 
  Casting (2)
  Variants: Nature Bound (Destruction), Limited Warp (re-
  quires fire, Warp), Focused Weather (heat, Weather)
  Boons: Fortified Casting, Overcharge
  Granted Items: None
  
  14
  Subtradition: Water-Magi
  There exists an order of monks who pull power from an 
  ancient pact formed with the spirit of the moon. These 
  water-magi are born with the power to bend water to their 
  will, pulling it as the moon pulls the tides. Through dedicated 
  practice, they use their movements to control this liquid and 
  bring its power to bear against their enemies.
  Bonus Spell Points: None
  Key Ability: Constitution or Wisdom (whichever is higher)
  Bonus Magic Talents: Nature (water geomancy), Teleki-
  nesis
  Drawbacks: Draining Casting, Magical Signs, Somatic 
  Casting (2)
  Variants: Limited Creation (ice, Creation), Nature Bound 
  (Destruction), Limited Telekinesis (water, Telekinesis), Fo-
  cused Weather (precipitation, Weather)
  Boons: Easy Focus, Fortified Casting
  Granted Items: None
  Mysticism
  Mysticism is less about strict hierarchies and more about 
  learning from the divine forces that empower the world. As 
  students of the magical arts, those who follow the path of the 
  mystic tend to have very obvious displays of magic as they 
  channel the might of various spirits and deities. 
  Bonus Spell Points: None
  Key Ability: Wisdom
  Bonus Magic Talents: Fate sphere, any other one.
  Drawbacks: Magical Signs, Verbal Casting
  Variants: None
  Boons: Empowered Abilities
  Granted Items: None
  Subtradition: Monastic
  When the power of the spirit is properly cultivated through 
  physical discipline and meditation, it can elevate itself to a 
  form of magic. There are orders of monks who practice this 
  form of magic, using their monastic traditions to guide their 
  pursuit of magical awakening. Renowned for their versatility 
  of power, casters of these monastic orders are often solitary, as 
  the very source that gives them such great power also makes it 
  difficult to manifest that power outside of their own bodies.
  Bonus Spell Points: None
  Key Ability: Constitution or Wisdom (whichever is higher)
  Bonus Magic Talents: Any two
  Drawbacks: Draining Casting, Magical Signs, Point-Blank 
  Effects, Somatic Casting
  Variants: None
  Boons: Fortified Casting, Metasphere Specialist
  Granted Items: None
  Natural
  Natural spherecasters have inborn magical ability. This is the 
  default tradition for spherecasters with no distinct tradition 
  and for creatures that lack culture or intellect but remain 
  capable of intuitive magic use.
  Bonus Spell Points: None
  Key Ability: Charisma
  Bonus Magic Talents: Any two
  Drawbacks: None
  Variants: None
  Boons: None
  Granted Items: None
  Pact Magic
  Pact Magic focuses on forming a pact with an otherworldly 
  patron, then summoning that patron’s servants to cast magic 
  on the user’s behalf. Having another entity managing the pow-
  er makes it easy to control, but it can be hard to resist the pull 
  that entity has over the spherecaster’s mind.
  Bonus Spell Points: None
  Key Ability: Charisma
  Bonus Magic Talents: Conjuration, any other sphere suit-
  able to the chosen patron
  Drawbacks: Addictive Casting
  Variants: None
  Boons: Easy Focus
  Granted Items: None
  Psychic
  For some people, magic is an expression of their will, and a 
  little mental focus is enough to call it into being.
  Bonus Spell Points: +1, +1 per 3 levels in casting classes.
  Key Ability: Intelligence
  Bonus Magic Talents: Mind, Telekinesis
  Drawbacks: Emotional Casting, Rigorous Concentration
  Variants: None
  Boons: None
  Granted Items: None
  Runist
  Runists study the first language—the language of creation 
  itself. With this knowledge they can create magical effects by 
  writing out the appropriate runes—a time-consuming process, 
  but a powerful one. Runists spend their lives mastering true 
  names and meditating on the meaning of the runes, for once a 
  runist has mastered a rune’s essence they master that aspect of 
  creation itself. 
  Bonus Spell Points: 1 per level in casting classes 
  Key Ability: Intelligence
  Bonus Magic Talents: Any two.
  Drawbacks: Extended Casting, Skilled Casting (Calligra-
  pher’s supplies), Somatic Casting (2)
  Variants: None
  Boons: None
  Granted Items: Calligrapher’s supplies
  Sorcerous Blood
  For some individuals, magic is truly in the blood, and all it 
  takes to use is a flick of the wrist and a quick chant of arcane 
  words. Whether their magic comes from a magical ancestor 
  such as a dragon or phoenix, being touched by wild magic, or 
  from another source, magic comes naturally to them.
  Bonus Spell Points: 1 + 1 per 3 levels in casting classes 
  Key Ability: Charisma
  
  15
  Bonus Magic Talents: Any two suitable to the spherecast-
  er’s heritage
  Drawbacks: Somatic Casting, Verbal Casting
  Variants: None
  Boons: None
  Granted Items: None
  Subtradition: Inherent Divinity
  For sorcerers with inherent divinity, the magic in their blood 
  comes from having divine ancestry. For these individuals 
  gestures and arcane chanting are meaningless; all they need to 
  do is simply impress their will onto the world and speak their 
  needs, and the world itself will listen.
  Bonus Spell Points: None
  Key Ability: Charisma
  Bonus Magic Talents: Two talents associated with the 
  deity from their ancestry
  Drawbacks: Emotional Casting, Verbal Casting
  Variants: 
  Boons: Easy Focus
  Granted Items: None
  Subtradition: Wild-Born
  A wild-born is someone who was raised by magical crea-
  tures: the adopted children of dragons, fey beings, or other 
  creatures of natural inborn magic. A wild-born often has a 
  talent for magical abilities similar to their parent’s magic or 
  develops a connection with a magical sibling, drawing their 
  power through this familial bond. 
  Bonus Spell Points: None
  Key Ability: Charisma
  Bonus Magic Talents: Any two
  Drawbacks: Focus Casting, Verbal Casting
  Variants: None
  Boons: Bound Creature
  Granted Items: None
  Subtradition: Wild Magic
  Eschewing the studied and tamed paths of magic, possessers 
  of wild magic create powerful effects by simply pulling more 
  power from their souls, boosting the effect but making the 
  result unpredictable.
  Bonus Spell Points: None
  Key Ability: Charisma
  Bonus Magic Talents: Universal (Wild Magic package), 
  one other sphere of your choice.
  Drawbacks: Magical Signs, Wild Magic
  Variants: None
  Boons: Wild Surge
  Granted Items: None
  Traditional Magic
  Traditional magic is the study of the natural world, in-
  cluding astronomy, alchemy, and ancient learning, to create 
  magic through a combination of gestures, words, and magical 
  components. Traditional magic is based on performing specific 
  rites and observing various taboos, meaning its practitioners 
  must decide each morning what magic they will use that 
  day so they may perform the appropriate rituals. Traditional 
  magic is the realm of academics, making it a long and grueling 
  course of study but granting both wisdom and power in equal 
  amounts. 
  Bonus Spell Points: 1 per level in casting classes 
  Key Ability: Intelligence
  Bonus Magic Talents: Any two
  Drawbacks: Material Casting, Prepared Caster, Somatic 
  Casting (2), Verbal Casting
  Variants: None
  Boons: None
  Granted Items: Pouch with 10 gp worth of material com-
  ponents
  Subtradition: Magus
  Sometimes, such as with the magus, a practitioner of tradi-
  tional magic focuses on its application in combat to such an 
  extent that they can maintain the appropriate gestures even 
  when wearing armor, and can maintain their power even after 
  casting themselves to exhaustion. 
  Bonus Spell Points: 1, +1 per 6 levels in casting classes (1, 
  6, 12, etc.) 
  Key Ability: Intelligence
  Bonus Magic Talents: Any two
  Drawbacks: Material Casting, Somatic Casting, Verbal 
  Casting
  Variants: None
  Boons: Empowered Abilities
  Granted Items: Pouch with 10 gp worth of material com-
  ponents
  Subtradition: Occultist
  Instead of relying upon esoteric material components, 
  occultists focus their magic through an implement or relic, 
  usually a wand. Like traditional casters, their magic also ne-
  cessitates meticulous gesticulation, usually requiring full range 
  of motion, as well as verbal components such as a brief but 
  precise arcane phrase related to the desired magical effect.
  Bonus Spell Points: None 
  Key Ability: Intelligence
  Bonus Magic Talents: Any two
  Drawbacks: Focus Casting, Somatic Casting (2), Verbal 
  Casting
  Variants: None
  Boons: Easy Focus, Empowered Abilities
  Granted Items: A spellcasting focus
  
  16
  Drawbacks
  As detailed earlier in this chapter, drawbacks deal with the 
  manner in which a spherecaster uses their magic. Do they ges-
  ture? Must they speak in a resounding voice? Do they require 
  a special magical focus or magical component?
  Some drawbacks are especially powerful; these drawbacks 
  count as two drawbacks when determining the number of 
  boons or bonus spell points gained. With GM permission a 
  drawback may be removed from a tradition, but this might 
  require special training, a quest, or some instance of break-
  through or epiphany, and the spherecaster must lose the bonus 
  spell points or boons gained from that drawback.
  Balancing Drawbacks
  While some drawbacks provide 
  penalties directly to 
  the caster (Extended 
  Casting, Addictive 
  Casting, Painful 
  Casting, etc.), oth-
  ers depend on 
  the circum-
  stances and 
  situation 
  around the 
  spherecaster, 
  such as Verbal 
  Casting, Mate-
  rial Casting, Focus 
  Casting, etc.. These 
  drawbacks do not 
  penalize the caster, but 
  instead introduce situations 
  where they cannot effectively use 
  magic (when silenced, empy-hand-
  ed, etc.)
  Some of these drawbacks raise 
  questions about the setting that 
  a Game Master might need to an-
  swer. Material Casting, for example, 
  raises a lot of questions: Are materials 
  expensive? Are they common? Will the 
  player run out and need to spend time 
  hunting for more? These are questions 
  that the player and Game Master 
  should both know the answers 
  to, as it might affect player ac-
  tion throughout the game, not 
  to mention how the world might 
  react to the player as they use and replenish their 
  magic.  
  Other drawbacks might greatly affect the actions of both 
  players and NPCs in combat. For example, if a character takes 
  Focus Casting, it means they now wave an item around to cast 
  magic; this is an action many enemies will notice and try to 
  take advantage of. If this drawback has been incorporated into 
  the world itself (for example, all magic-users must use a wand 
  to cast spells), then disarming an opponent’s focus would be-
  come a common combat technique that may be employed and 
  must be guarded against. In fact, if no enemy ever attempts to 
  destroy or take the focus from the spherecaster, it could be ar-
  gued the player has gained all of the benefits of the drawback 
  with none of the actual costs.
  By discussing drawbacks with the Game Master and how 
  they affect the setting, players can create interesting stories, 
  memorable combats, and interesting tactics as they exploit 
  their enemies’ weaknesses while creating backup plans for 
  their own. All Game Masters are encouraged to discuss these 
  issues with their players so everyone knows what to expect 
  from their particular campaign.
  List of Drawbacks
  Addictive Casting
  Your magic is addictive. Whenever you spend one or 
  more spell points, you must pass a Constitution saving 
  throw against your addiction DC (Your addiction DC 
  is 8, + 1 for each roll you have previously made. 
  Thus, your first roll would be a DC 8, the 
  second a DC 9, the third a DC 10, etc.). 
  If you fail this save, you become Mana 
  Addicted. While Mana Addicted, any 
  time you have not spent a spell point 
  within the last minute, you suffer a -1 
  penalty to your proficiency bonus until 
  you spend a spell point. If you are already 
  Mana Addicted and fail your saving throw 
  from using spell points, the Mana Addicted 
  penalty to proficiency increases by 1 (minimum 
  proficiency bonus 0). 
  If you complete a long rest after having 
  gone a full day without spending any spell 
  points, you can make a Constitution saving 
  throw against your addiction DC. If suc-
  cessful, your addiction DC is reduced by 
  2. If you succeed on 2 consecutive saves 
  in this way, you are also no longer Mana 
  Addicted.  Addiction to magic cannot be 
  cured through magic, but a DC 15 Wisdom 
  (Medicine) can be used to give you advan-
  tage on these saving throws.
  This counts as 2 drawbacks when de-
  termining the number of spell points or 
  boons gained.
  Center of Power
  You have an obvious physical feature 
  which is the source of your magical power. 
  Whenever you cast, any creature that is 
  observing you can clearly tell that your magic originates 
  from your center of power. If a critical hit is made on you, 
  your center is disrupted, and you lose 1d4 spell points (if you 
  have them), are unable to cast spells or use any magical sphere 
  effects for 1 round, and automatically lose concentration. A 
  
  17
  creature can target the center of power by choosing to take 
  disadvantage on their attack roll; if successful, you are affected 
  as if they had made a critical hit (though no additional damage 
  is dealt).
  You cannot have both this and the Focus Casting drawback.
  Charge Magic
  Your magic often requires time to recharge between cast-
  ings (Recharge 6). When you spend 1 or more spell points on 
  an ability, you cannot spend any additional spell points until 
  your magic recharges. At the start of each of your turns, roll a 
  d6. If the roll is one of the numbers in the recharge notation, 
  you regain the use of spell points. You also recharge when you 
  finish a short or long rest. Your recharge value improves at 5th 
  level (Recharge 5-6), 11th level (Recharge 4-6), and 17th level 
  (Recharge 3-6). This counts as 2 drawbacks when determining 
  the number of spell points gained.
  Coy Caster
  Your magic is a fickle thing, or perhaps you’re simply pos-
  sessed of performance anxiety. Whenever you attempt to use 
  magic while you know you’re being observed, you must make 
  a key ability check (DC 10 + twice the number of spell points 
  used) to produce the desired effect. Failure means time (and 
  any spell points) are spent, but no effect happens.
  Diagram Magic
  In order to perform any magical effect, either you or your 
  target must be entirely contained within the boundaries of a 
  special diagram. Creating this diagram requires an action for 
  every 5-foot square contained within the diagram. If either 
  you or your target are within a functional circle, you can cast 
  normally.
  Effects that target an area may be centered within a circle 
  even if the spherecaster is not within the circle. Otherwise, 
  using magic without a diagram requires you to make a key 
  ability check with a DC of 10 + twice the number of spell 
  points used or lose the action and any spell points spent. If 
  you are not in a functional circle and casting an effect that 
  targets an area or multiple creatures, you must still make the 
  casting ability check; if you fail, any spaces or creatures out-
  side the circle are unaffected. If maintaining an effect through 
  concentration and you begin your turn with neither you nor 
  your target within the diagram, you must pass the key ability 
  check or your concentration breaks.
  The diagram need not be drawn with any special materials, 
  and can be done with sprinkled salt, paint, blood, or anything 
  else that may be on hand so long as it is clearly visible. If the 
  diagram is disrupted (such as someone spending an action to 
  disrupt the diagram, or through sufficient force from water, 
  wind, etc.) then the diagram is destroyed.
  This counts as 2 drawbacks when determining the number 
  of spell points gained.
  Draining Casting
  Using magic saps your lifeforce. You suffer one damage and 
  your maximum hit points are reduced by 1 for every spell 
  point you spend in any fashion. This reduction lasts until you 
  complete a long rest. At 11th level, the damage and hp reduc-
  tion increases to 2.
  Emotional Casting
  Your magic requires heightened emotional states of mind to 
  use. When subject to the charmed or frightened conditions, or 
  other effects that result in a heightened emotional state (such 
  as the hostility (charm) of the Mind sphere or the rage spell), 
  you are unable to cast or concentrate on any magic sphere 
  effect.
  Extended Casting
  Your magic takes longer to use than normal. When using a 
  magic sphere ability that takes an action to use, you cannot 
  move before or after casting it and cannot use a bonus action 
  that round. Sphere effects that require a bonus action instead 
  cost an action, and effects that require a reaction consume 
  your bonus action for next turn. Effects with longer casting 
  times are increased by one step (1 minute becomes 10 minutes, 
  10 minutes becomes 1 hour, 1 hour becomes 1 day, and times 
  greater than 1 day are doubled). This counts as two drawbacks 
  when determining the number of spell points gained.
  Focus Casting
  Your magic requires you to use an item such as a wand, holy 
  symbol, ring, or staff to create magic. Using sphere talents or 
  abilities without your focus requires you to make a key ability 
  check with a DC of 10 + twice the number of spell points used 
  to produce the desired effect. Failure means time (and any 
  spell points) are spent, but no effect happens. If a focus is lost, 
  stolen, or broken, you must create a new focus by securing 
  the necessary item. If you are polymorphed and your focus is 
  absorbed into your body, you instead function as having the 
  Center of Power drawback.
  You cannot have both this and the Center of Power draw-
  back.
  Magical Signs
  Your magic is accompanied by a tell-tale sign; for example, 
  your body glows brightly, the sound of tortured souls shriek 
  as you cast, or some other manifestation affects all creatures 
  within 30 feet. Nearby creatures know when you are using 
  magic, as well as the nature of the magic used (the sphere and 
  any talents applied).
  You cannot have both this and the Witch-Marked drawback.
  Material Casting
  Your magic requires the expenditure of specific materials: 
  precious metals, rare components, etc. The exact nature 
  of this material should be worked out with the GM. Using 
  a sphere ability that costs 0 spell points requires having a 
  component pouch readily available. Sphere abilities costing 1 
  or more spell points require expending materials worth 1 gold 
  piece per spell point.
  Marking Magic
  A mark appears on any creature or object that you target 
  with a sphere effect. This mark may appear as a painted glyph, 
  a strip of rune-inscribed paper, or almost any similar manifes-
  tation, and always appears on a body part or portion of the ob-
  ject where it is easily visible. The mark can be easily removed; 
  it can be rubbed away as an action (which requires an attack 
  roll made with advantage if the creature is not willing), or 
  
  18
  fades away after being exposed to water or another solvent 
  for one minute. Once the mark has been removed, the effect 
  ends immediately.
  Mental Focus
  Your magic requires you to have a focus that is not always 
  possible to achieve. You normally have focus, but lose it 
  whenever you gain the charmed, frightened, incapacitated, 
  or stunned conditions, have a critical hit made against you, 
  or you fail a saving throw to maintain concentration. Using 
  magic without your mental focus requires you to make a key 
  ability saving throw with a DC of 10 + twice the number of 
  spell points used to produce the desired effect. Failure means 
  time (and any spell points) are spent, but no effect happens. If 
  focus is lost, the spherecaster can refocus by meditating as an 
  action. Doing so provokes opportunity attacks from hostile 
  creatures.
  You cannot have both this and the Emotional Casting draw-
  back.
  Nature Warden
  You are mystically bonded to a single notable location such 
  as a cave, large tree, spring, or prominent stone and draw your 
  magic from it. You must remain within a number of miles 
  equal to your level to use your magic normally. Using magic 
  outside this area requires you to make a saving throw with 
  your key ability with a DC of 10 + twice the number of spell 
  points used to produce the desired effect. Failure means time 
  (and any spell points) are spent, but no effect happens. You 
  can bond to a new site of the same general type with an 8 hour 
  ritual.
  Painful Magic
  Your magic consumes you the more you rely on it. You must 
  pass a Constitution saving throw with a DC of 10 + twice the 
  number of spell points used whenever you use magic, or be 
  poisoned for 1 round. If you use magic while poisoned, you 
  must pass the saving throw or be incapacitated for 1 round. 
  The poisoned condition imposed by this drawback bypasses 
  any immunity to the poisoned condition you possess.
  Point-Blank Effects
  Magic sphere effects you cast cannot be cast at a range 
  greater than touch, even if you possess the Reaching 
  (metasphere) talent. If the magic sphere effect would have you 
  make a ranged spell attack roll, you can make a melee spell 
  attack roll instead. 
  Prepared Caster
  You must prepare your magic beforehand in order to use it. 
  After completing a long rest and regaining spell points, you 
  must assign each of your spell points to a sphere you possess. 
  You cannot spend more spell points in a given sphere in a day 
  than you have assigned to that sphere. You can assign spell 
  points to the Universal sphere even if you do not possess this 
  sphere, and draw from that sphere to power class features and 
  feats that require spell points. If your spell points are drained 
  or otherwise lost other than by casting, you can choose which 
  sphere to draw the spell points from.
  Rigorous Concentration
  Your magic requires intense amounts of concentration to 
  use. Concentrating on a sphere effect requires you to spend 
  a bonus action each round. This drawback may be applied a 
  second time; doing so requires you to spend an action each 
  round to concentrate.
  Skilled Casting
  You must create your magic through singing, drawing, or 
  some other activity. Choose a skill or tool proficiency. You 
  must succeed at a check using that skill or tool to use any 
  sphere ability. The DC of this check is 10 + twice the number 
  of spell points used. If you fail this check, the casting is treat-
  ed as if your proficiency bonus was 1 lower, or 2 lower if you 
  fail your check by 4 or more. If this would drop your effective 
  proficiency bonus below the number of spell points spent on 
  the sphere ability, the casting fails completely, wasting any 
  actions and spell points used.
  A spherecaster with Skilled Casting needn’t ‘perform’ 
  their skill in order to use magic, unless they possess other 
  drawbacks that would mimic it. For example, a spherecaster 
  with Skilled Casting (medicine), Somatic Casting, and Fo-
  cus Casting might need to be holding a healer’s kit and have 
  their hands free to actually practice medicine to enact their 
  magic. A caster with just Skilled Casting (medicine), however, 
  wouldn’t require a healer’s kit or their hands free, but their 
  magic would still require an expert knowledge of medicine to 
  use and apply. 
  Somatic Casting
  You must gesture to cast spells—a process that requires you 
  to have at least 1 hand unoccupied. If you possess Focus Cast-
  ing, holding a focus in your hand does not count as that hand 
  being ‘unoccupied’.
  You may select this drawback twice. If taken a second time, 
  you use your entire body to cast your magic. You cannot cast 
  while wearing any armor, using any shield, or while grappled or 
  restrained.
  Terrain Casting
  Your magic draws upon the primal energy and nutrients of 
  the terrain. Whenever you use a sphere ability, you must either 
  spend an additional spell point or increase your casting time 
  by one step (see the Extended Casting drawback), else your 
  magic drains and corrupts the terrain around you, creating 
  blighted terrain; additional castings increase the severity of 
  already existing blighted terrain by 1. Casters inside blighted 
  terrain who possess the Terrain Casting drawback are treated 
  as having a penalty to their proficiency bonus equal to twice 
  the blighted terrain severity; If the penalty would reduce their 
  effective proficiency bonus below 0, they cannot use any mag-
  ical sphere talents or abilities (regardless of spell point cost). 
  Blighted terrain is affected in different ways depending upon 
  location (water may turn brackish or stagnant, while soil may 
  become barren or salted, air may become putrid); regardless of 
  location, blighted areas will generally heal naturally over time, 
  based upon the severity of the blight.
  
  19
  Blighted Terrain 
  Severity
  Blighted Terrain 
  Area
  Blighted Terrain 
  Duration
  1
  30 ft. radius
  1 year
  2
  120 ft. radius
  10 years
  3
  500 ft. radius
  100 years
  4
  1 mile radius
  1000 years
  You cannot have both this and the Extended Casting draw-
  back.
  Verbal Casting
  You must speak in a loud, clear voice to cast spells. Using 
  magic alerts all hearing creatures within 60 feet to your pres-
  ence and location, effectively breaking stealth. You cannot cast 
  in an area of magical silence, or in any other situation where 
  you are unable to speak clearly, and if you are deafened you 
  have disadvantage on spell attack rolls and other targets have 
  advantage on saving throws against your magic.
  Wild Magic
  You have a base wild magic chance of 10%. This wild magic 
  chance does not stack with wild magic chance from other 
  sources. See the Wild Magic section in Chapter 5: Optional 
  Rules for the use of wild magic chance.
  Witch-Marked
  Some aspect of your characteristics is a dead giveaway 
  about your magical nature. This could be any purely cosmetic 
  feature that is hard to hide such as a vestigial tail (or tails), 
  glowing eyes, an aura visible to the naked eye, or the stench of 
  death always clinging to you. The intensity of this trait grows 
  proportional to your power. Anyone who sees you can make an 
  Intelligence (Arcana) check against a DC of 20 - 2x your profi-
  ciency bonus to learn your casting tradition and what spheres 
  you possess. You also take your proficiency bonus as a penalty 
  to any checks made to disguise your witch-mark, and using 
  magic clearly reveals your witch-mark, breaking the disguise.
  You cannot have both this and the Magical Signs drawback.
  Boons
  Boons are the opposite of drawbacks: instead of adding 
  limitations and requirements to a spherecaster’s magic, they 
  add bonuses and benefits. A spherecaster must possess 2 
  drawbacks for each boon gained. Drawbacks used to purchase 
  boons in this way are not counted toward bonus spell points.
  Note: Some boons allow you to treat your proficiency 
  bonus as if it were higher under certain conditions. The total 
  of these bonuses cannot exceed half your normal proficiency 
  bonus for any given sphere effect. These bonuses are applied 
  when the effect is cast and are fixed for the duration of the 
  effect.
  Aptitude
  You have a virtuosity in the trade associated with your 
  magic.
  You gain proficiency in the skill or tool tied to your Skilled 
  Casting drawback. If you already are proficient with the skill, 
  your proficiency bonus is doubled for any check you make that 
  uses the chosen proficiency. This does not stack with expertise 
  (or other similar features).
  A spherecaster must possess the skilled casting drawback to 
  gain this boon.
  Bound Creature
  Your magic is tied to a magical creature, who shares essence 
  and power with you.
  You gain the ability to cast find familiar as a ritual, if you 
  aren’t able to do so already. You do not require a ritual book 
  to cast this spell as a ritual. When you cast find familiar as a 
  ritual, you can choose one of the normal forms for your famil-
  iar or one of the following special forms: crawling claw, imp, 
  pseudodragon, quasit, or sprite (additional special forms may 
  be chosen with express GM permission). You do not suffer a 
  chance of failure from the Focus Casting drawback so long as 
  you are on the same plane and within 300 feet of your familiar, 
  and your familiar is conscious.
  A spherecaster must possess the focus casting drawback to 
  gain this boon.
  Deathful Magic
  The closer you are to death, the more powerful your magic. 
  When you are at half hit points or less, you treat your profi-
  ciency bonus as 1 higher for the purpose of casting your sphere 
  effects.
  Easy Focus
  You have advantage on saving throws made to maintain 
  concentration.
  Empowered Abilities
  Your magic grows in strength the more you use it. If your 
  current number of spell points is 0, you treat your proficien-
  cy bonus as 1 higher for the purpose of casting your sphere 
  effects.
  Fortified Casting
  You can use your Constitution as your key ability if it is 
  higher than your usual key ability. 
  A spherecaster must possess the Draining Casting drawback 
  to gain this boon.
  Overcharge
  You can overcharge your magic, giving yourself great power 
  at the cost of your own strength. As part of casting, you treat 
  your proficiency bonus as 1 higher for the next sphere effect 
  you cast before the start of your next turn. Doing so increases 
  your exhaustion level by 1. Creatures immune to exhaustion 
  cannot benefit from this boon.
  Overwhelming Power
  Creatures under the effects of at least 1 of your magical 
  sphere abilities suffer a -1 penalty to their saves against your 
  other magical sphere abilities. This penalty increases to -2 if 
  they are under the effects of at least 3 of your magical sphere 
  abilities.
  
  20
  Metasphere Specialist
  In addition to the bonus talents granted by your casting 
  tradition, you also gain the the Metasphere package from the 
  Universal sphere, and one additional (metasphere) talent of 
  your choice.
  Physical Magic
  Once your magical materials are prepared, you can give 
  them out to others.
  When you create a sphere effect that costs at least 1 spell 
  point (but not more spell points than 1/2 your proficiency 
  bonus) and a duration other than concentration, you can delay 
  its effects. The sphere effect is placed into an object of your 
  creation (a vial of liquid, a crystal, a dust, etc.), referred to 
  hereafter as an ‘instilled object’. Creating an instilled object 
  takes the same amount of time as it would to cast the sphere 
  effect. The cost of the object this is instilled is considered 
  negligible, being paid for through your Material Casting draw-
  back. You can target food but not an already-magical item, 
  such as a potion. 
  A creature can activate the instilled object as an action, acti-
  vating its power and choosing its targets if it is a ranged effect. 
  If unused, instilled objects lose their magic and become inert 
  after you take a long rest. You cannot place multiple effects 
  in a single object, nor create multiple instilled objects with a 
  single casting, even if augmented with the Mass (metasphere) 
  talent from the Universal sphere.
  A spherecaster must possess the Material Casting drawback 
  to gain this boon.
  Ritualist
  You have learned a number of spells that you can cast as 
  rituals. These spells are written in a ritual book, which you 
  must have in hand while casting one of them. You acquire a 
  ritual book holding two 1st-level spells of your choice. Choose 
  a spellcasting class that has access to 9th level spells. You must 
  choose your spells from that class’s spell list, and the spells you 
  choose must have the ritual tag. You use your key ability mod-
  ifier as your spellcasting ability for these spells. If you come 
  across a spell in written form, such as a magical spell scroll or 
  a wizard’s spellbook, you might be able to add it to your ritual 
  book. The spell must be on the chosen class’s spell list, the 
  spell’s level can be no higher than half your level (rounded up), 
  and it must have the ritual tag. The process of copying the 
  spell into your ritual book takes 2 hours per level of the spell, 
  and costs 50 gp per level. The cost represents material compo-
  nents you expend as you experiment with the spell to master 
  it, as well as the fine inks you need to record it.
  A spherecaster must possess the Prepared Caster drawback 
  to gain this boon.
  Spellbook
  You can attune to a ritual book or spellbook as if it were a 
  magic item. Once per long rest you can cast a spell or ritual 
  from the attuned item by expending a number of spell points 
  equal to half the spell’s level, rounded up. You cannot cast a 
  spell or a ritual in this fashion with a spell level greater than 
  your proficiency bonus. Rituals that you cast using this boon 
  are done so as spells, and do not take 10 minutes longer to 
  cast than normal. You can cast from an attuned ritual book or 
  spellbook an additional time per long rest at 5th level (twice), 
  11th level (thrice), and 17th level (four times).
  A spherecaster must possess the Prepared Caster drawback 
  to gain this boon.
  Terrain Defiler
  Whenever you increase the terrain blighted severity, you 
  treat your proficiency bonus as 1 higher for that sphere effect. 
  A spherecaster must possess the Terrain Casting drawback 
  to gain this boon.
  Wild Surge
  As part of casting, you treat your proficiency bonus as 1 
  higher for the next sphere effect you cast before the start of 
  your next turn by increasing your wild magic chance by 100% 
  for the same period. 
  A spherecaster must possess the Wild Magic drawback to 
  gain this boon.
  Variant Rule
  Multiple Traditions
  Just like a core character might multiclass cleric and wizard, 
  a spherecaster can possess multiple casting traditions if they 
  so desire. To do so, they must first multiclass two different 
  casting classes. When gaining a level in this second casting 
  class, the spherecaster may apply that level to a new tradition. 
  They gain a second casting tradition, a second key ability 
  modifier, and a second set of talents, which includes both the 
  talents granted by this second tradition as well as any magic 
  talents granted by the second class. Both traditions do, howev-
  er, draw from the same pool of spell points. Levels gained in 
  the first casting class adds talents to your first casting tra-
  dition, while levels gained in the second casting class adds 
  talents to your second casting tradition. 
  Whenever you create a magic effect, you must choose which 
  casting tradition to use. You only can use the drawbacks, 
  boons, and magic talents associated with that particular 
  tradition. Class features only apply to the casting tradition 
  associated with that class, and bonus spell points granted by a 
  casting tradition can only be used with magic effects generat-
  ed from that tradition as well.
  If you gain levels in a third or fourth casting class, you may 
  select a third or fourth casting tradition as well, following the 
  same rules above.
  
  21
  Chapter 3 
  Classes
  Spherecasting  
  Variants
  Spherecasting variants remove a class’s spells and cantrips, 
  granting magic sphere talents in their place. 
  Variant Artificer:  
  Artificer Spherecaster
  An artificer using the artificer spherecaster variant must 
  apply all these variant features where applicable.
  Spherecasting
  1st-level artificer feature (replaces Spellcasting)
  You can combine spheres and talents to create magical 
  effects. You gain a spell pool, magic talents, and a casting 
  tradition.
  Spell Pool
  1st-level artificer feature (replaces the following from the Spellcast-
  ing feature: Cantrips (0-Level Spells))
  You gain a small reservoir of energy you can call on to create 
  truly wondrous effects, called a spell pool. This pool contains a 
  number of spell points equal to your key ability modifier (min-
  imum: 1). You gain additional spell points equal to half your 
  artificer level (rounded down). This pool replenishes once per 
  day after a long rest. (Note: if multiclassing, spell points from 
  your key ability modifier are only gained once.)
  Magic Talents
  1st-level artificer feature (replaces the following from the Spellcast-
  ing feature: Preparing And Casting Spells)
  You gain 1 magic talent every odd artificer level you gain (1, 
  3, 5, etc.).
  Casting Tradition
  1st-level artificer feature (replaces the following from the Spellcast-
  ing feature: Spellcasting Ability)
  If you do not already have a casting tradition, you gain one 
  at 1st level. Your casting tradition determines your key ability 
  modifier. You can use your key ability modifier in place of your 
  Intelligence modifier for your artificer class abilities.
  Spellcasting Focus
  1st-level artificer feature (replaces Tools Required)
  Regardless of your casting tradition, you can choose to use 
  thieves’ tools or some kind of artisan’s tool as a spellcasting 
  focus when casting any spells or magic talents or abilities. 
  Ritual Casting
  1st-level artificer feature (modifies the following from the Spellcast-
  ing feature: Ritual Casting)
  You have learned a number of spells that you can cast as 
  rituals. These spells are written in a ritual book, which you 
  must have in hand while casting one of them. You acquire a 
  ritual book holding two 1st-level spells of your choice from the 
  artificer spell list. The spells you choose must have the ritual 
  tag. You use your key ability modifier as your spellcasting 
  ability for these spells. If you come across a spell in written 
  form, such as a magical spell scroll or a wizard’s spellbook, you 
  might be able to add it to your ritual book. The spell must be 
  on the artificer’s spell list, the spell’s level can be no higher 
  than half your artificer level (rounded up), and it must have 
  the ritual tag. The process of copying the spell into your ritual 
  book takes 2 hours per level of the spell, and costs 50 gp per 
  level. The cost represents material components you expend as 
  you experiment with the spell to master it, as well as the fine 
  inks you need to record it.
  Spell-Storing Item
  11th-level artificer feature (modifies the Spell-Storing Item feature)
  Instead of storing a spell, you can store any sphere effect 
  with a spell point cost of 2 or less.
  Specialist Talents
  3rd-level specialist feature (replaces Specialist Spells)
  If your artificer specialist option grants bonus spells, you 
  instead gain a bonus talent from a single sphere at 3rd, 5th, 
  9th, 13th, and 17th level. The sphere must be related to your 
  specialization; work with your GM to decide which sphere 
  best suits your artificer specialization.
  
  22
  Variant Bard:  
  Bard Spherecaster
  A bard using the bard spherecaster variant must apply all 
  these variant features where applicable.
  Spherecasting
  1st-level bard feature (replaces Spellcasting)
  You can combine spheres and talents to create magical 
  effects. You gain a spell pool, magic talents, and a casting 
  tradition.
  Spell Pool
  1st-level bard feature (replaces the following from the Spellcasting 
  feature: Spell Slots)
  You gain a small reservoir of energy you can call on to create 
  truly wondrous effects, called a spell pool. This pool contains 
  a number of spell points equal to your key ability modifier 
  (minimum: 1). You gain additional spell points equal to your 
  bard level. This pool replenishes once per day after a long 
  rest. (Note: if multiclassing, spell points from your key ability 
  modifier are only gained once.)
  Magic Talents
  1st-level bard feature (replaces the following from the Spellcasting 
  feature: Cantrips (0-Level Spells) and Spells Known Of 1st Level And 
  Higher)
  You gain a magic talent at every odd bard level (1st, 3rd, 5th, 
  etc.)
  Casting Tradition
  1st-level bard feature (replaces the following from the Spellcasting 
  feature: Spellcasting Ability)
  If you do not already have a casting tradition, you gain one 
  at 1st level. Your casting tradition determines your key ability 
  modifier. You can use your key ability modifier in place of your 
  Charisma modifier for your bard class abilities.
  Spellcasting Focus
  1st-level bard feature (modifies Spellcasting Focus)
  Regardless of your casting tradition, you can choose to use 
  a musical instrument as a spellcasting focus when casting any 
  spells, or magic talents or abilities.
  Ritual Casting
  1st-level bard feature (modifies the following from the Spellcasting 
  feature: Ritual Casting)
  You have learned a number of spells that you can cast as rit-
  uals. These spells are written in a ritual book, which you must 
  have in hand while casting one of them. You acquire a ritual 
  book holding two 1st-level spells of your choice from the bard 
  spell list. The spells you choose must have the ritual tag. You 
  use your key ability modifier as your spellcasting ability for 
  these spells. If you come across a spell in written form, such as 
  a magical spell scroll or a wizard’s spellbook, you might be able 
  to add it to your ritual book. The spell must be on the bard’s 
  spell list, the spell’s level can be no higher than half your bard 
  level (rounded up), and it must have the ritual tag. The process 
  of copying the spell into your ritual book takes 2 hours per 
  level of the spell, and costs 50 gp per level. The cost represents 
  material components you expend as you experiment with the 
  spell to master it, as well as the fine inks you need to record it.
  Magical Secrets
  10th-level bard feature (modifies Magical Secrets)
  Whenever you would gain the magical secrets feature, you 
  instead gain 2 bonus magic talents of your choice.
  Variant Cleric:  
  Cleric Spherecaster
  A cleric using the cleric spherecaster variant must apply all 
  these variant features where applicable.
  Spherecasting
  1st-level cleric feature (replaces Spellcasting)
  You can combine spheres and talents to create magical 
  effects. You gain a spell pool, magic talents, and a casting 
  tradition.
  Spell Pool
  1st-level cleric feature (replaces the following from the Spellcasting 
  feature: Preparing And Casting Spells)
  You gain a small reservoir of energy you can call on to create 
  truly wondrous effects, called a spell pool. This pool contains 
  a number of spell points equal to your key ability modifier 
  (minimum: 1). You gain additional spell points equal to your 
  cleric level. This pool replenishes once per day after a long 
  rest. (Note: if multiclassing, spell points from your key ability 
  modifier are only gained once.)
  Magic Talents
  1st-level cleric feature (replaces the following from the Spellcasting 
  feature: Cantrips)
  You gain a magic talent at every odd cleric level (1st, 3rd, 5th, 
  etc.).
  Casting Tradition
  1st-level cleric feature (replaces the following from the Spellcasting 
  feature: Spellcasting Ability)
  If you do not already have a casting tradition, you gain one 
  at 1st level. Your casting tradition determines your key ability 
  modifier. You can use your key ability modifier in place of your 
  Wisdom modifier for your cleric class abilities.
  Spellcasting Focus
  1st-level cleric feature (modifies the following from the Spellcasting 
  feature: Spellcasting Focus)
  Regardless of your casting tradition, you can choose to use a 
  holy symbol as a spellcasting focus when casting any spells or 
  magic talents or abilities.
  Ritual Casting
  1st-level cleric feature (modifies the following from the Spellcasting 
  feature: Ritual Casting)
  You have learned a number of spells that you can cast as rit-
  uals. These spells are written in a ritual book, which you must 
  have in hand while casting one of them. You acquire a ritual 
  book holding two 1st-level spells of your choice from the cleric 
  spell list. The spells you choose must have the ritual tag. You 
  use your key ability modifier as your spellcasting ability for 
  these spells. If you come across a spell in written form, such as 
  a magical spell scroll or a wizard’s spellbook, you might be able 
  to add it to your ritual book. The spell must be on the cleric’s 
  spell list, the spell’s level can be no higher than half your cleric 
  
  23
  level (rounded up), and it must have the ritual tag. The process 
  of copying the spell into your ritual book takes 2 hours per 
  level of the spell, and costs 50 gp per level. The cost represents 
  material components you expend as you experiment with the 
  spell to master it, as well as the fine inks you need to record it.
  Domain Talents
  1st-level cleric feature (replaces Domain Spells)
  You gain a bonus talent from a single sphere at 1st, 5th, 
  9th, 13th, and 17th level. The sphere must be related to your 
  domain; work with your GM to decide which sphere best suits 
  your cleric domain.
  Variant Druid:  
  Druid Spherecaster
  A druid using the druid spherecaster variant must apply all 
  these variant features where applicable.
  Spherecasting
  1st-level druid feature (replaces Spellcasting)
  You can combine spheres and talents to create magical 
  effects. You gain a spell pool, magic talents, and a casting 
  tradition.
  Spell Pool
  1st-level druid feature (replaces the following from the Spellcasting 
  feature: Preparing And Casting Spells)
  You gain a small reservoir of energy you can call on to create 
  truly wondrous effects, called a spell pool. This pool contains 
  a number of spell points equal to your key ability modifier 
  (minimum: 1). You gain additional spell points equal to your 
  druid level. This pool replenishes once per day after a long 
  rest. (Note: if multiclassing, spell points from your key ability 
  modifier are only gained once.)
  Magic Talents
  1st-level druid feature (replaces the following from the Spellcasting 
  feature: Cantrips)
  You gain a magic talent at every odd druid level (1st, 3rd, 5th, 
  etc.).
  Casting Tradition
  1st-level druid feature (replaces the following from the Spellcasting 
  feature: Spellcasting Ability)
  If you do not already have a casting tradition, you gain one 
  at 1st level. Your casting tradition determines your key ability 
  modifier. You can use your key ability modifier in place of your 
  Wisdom modifier for your druid class abilities.
  
  24
  Spellcasting Focus
  1st-level druid feature (modifies the following from the Spellcasting 
  feature: Spellcasting Focus)
  Regardless of your casting tradition, you can choose to use a 
  druidic focus as a spellcasting focus when casting any spells or 
  magic talents or abilities.
  Ritual Casting
  1st-level druid feature (modifies the following from the Spellcasting 
  feature: Ritual Casting)
  You have learned a number of spells that you can cast as rit-
  uals. These spells are written in a ritual book, which you must 
  have in hand while casting one of them. You acquire a ritual 
  book holding two 1st-level spells of your choice from the druid 
  spell list. The spells you choose must have the ritual tag. You 
  use your key ability modifier as your spellcasting ability for 
  these spells. If you come across a spell in written form, such as 
  a magical spell scroll or a wizard’s spellbook, you might be able 
  to add it to your ritual book. The spell must be on the druid’s 
  spell list, the spell’s level can be no higher than half your druid 
  level (rounded up), and it must have the ritual tag. The process 
  of copying the spell into your ritual book takes 2 hours per 
  level of the spell, and costs 50 gp per level. The cost represents 
  material components you expend as you experiment with the 
  spell to master it, as well as the fine inks you need to record it.
  Natural Recovery
  2nd-level circle feature (modifies Natural Recovery)
  If your circle would grant you natural recovery, you instead 
  regain a number of spell points equal to half your Druid level 
  (rounded up) after a short rest. You can’t use this feature again 
  until you finish a long rest.
  Circle Talents
  3rd-level circle feature (replaces Circle Spells)
  If your druid circle grants bonus spells, you instead gain a 
  bonus talent from a single sphere at 3rd, 5th, 9th, 13th, and 
  17th level. The sphere must be related to your circle; work 
  with your GM to decide which sphere best suits your druid 
  circle.
  Variant Paladin:  
  Paladin Spherecaster
  A paladin using the paladin spherecaster variant must apply 
  all these variant features where applicable
  Spherecasting
  2nd-level paladin feature (replaces Spellcasting)
  You can combine spheres and talents to create magical 
  effects. You gain a spell pool, blended training, and a casting 
  tradition.
  Spell Pool
  2nd-level paladin feature (replaces the following from the Spellcast-
  ing feature: Preparing And Casting Spells)
  You gain a small reservoir of energy you can call on to create 
  truly wondrous effects, called a spell pool. This pool contains a 
  number of spell points equal to your key ability modifier (min-
  imum: 1). You gain additional spell points equal to half your 
  paladin level (rounded down). This pool replenishes once per 
  day after a long rest. (Note: if multiclassing, spell points from 
  your key ability modifier are only gained once.)
  Blended Training
  2nd-level paladin feature
  You gain a magic talent at 3rd level and every odd paladin 
  level thereafter. If using Spheres of Might, any time you would 
  gain a magic talent, you can instead gain a martial talent.
  Casting Tradition
  2nd-level paladin feature (replaces the following from the Spellcast-
  ing feature: Spellcasting Ability)
  If you do not already have a casting tradition, you gain one 
  at 2nd level. Your casting tradition determines your key ability 
  modifier. You can use your key ability modifier in place of your 
  Charisma modifier for your paladin class abilities.
  Spellcasting Focus
  2nd-level paladin feature (modifies the following from the Spellcast-
  ing feature: Spellcasting Focus)
  Regardless of your casting tradition, you can choose to use a 
  holy symbol as a spellcasting focus when casting any spells or 
  magic talents or abilities.
  Divine Smite
  2nd-level paladin feature (modifies Divine Smite)
  You must spend a number of spell points equal to the equiv-
  alent spell level to use divine smite. You cannot spend more 
  spell points than your proficiency bonus -1 when using this 
  ability.
  Oath Talents
  3rd-level sacred oath feature (replaces Oath Spells)
  You gain a bonus talent from a single sphere at 3rd, 5th, 9th, 
  13th, and 17th level. The sphere must be related to your oath; 
  work with your GM to decide which sphere best suits your 
  paladin oath.
  Variant Ranger:  
  Ranger Spherecaster
  A ranger using the ranger spherecaster variant must apply all 
  these variant features where applicable
  Spherecasting
  2nd-level ranger feature (replaces Spellcasting)
  You can combine spheres and talents to create magical 
  effects. You gain a spell pool, blended training, and a casting 
  tradition.
  Spell Pool
  2nd-level ranger feature (replaces the following from the Spellcast-
  ing feature: Spell Slots)
  You gain a small reservoir of energy you can call on to create 
  truly wondrous effects, called a spell pool. This pool contains a 
  number of spell points equal to your key ability modifier (min-
  imum: 1). You gain additional spell points equal to half your 
  ranger level (rounded down). This pool replenishes once per 
  day after a long rest. (Note: if multiclassing, spell points from 
  your key ability modifier are only gained once.)
  Blended Training
  2nd-level ranger feature (replaces the following from the Spellcast-
  ing feature: Spells Known Of 1st Level And Higher)
  
  25
  You gain a magic talent at 3rd level and every odd ranger level 
  thereafter. If using Spheres of Might, any time you would gain a 
  magic talent, you can instead gain a martial talent.
  Casting Tradition
  2nd-level ranger feature (replaces the following from the Spellcast-
  ing feature: Spellcasting Ability)
  If you do not already have a casting tradition, you gain one 
  at 2nd level. Your casting tradition determines your key ability 
  modifier. You can use your key ability modifier in place of your 
  Wisdom modifier for your ranger class abilities.
  Ranger Archetype Talents
  3rd-level ranger archetype feature (replaces Archetype Spells)
  If your ranger archetype grants additional spells known, you 
  instead gain a bonus talent from a single sphere at 3rd, 5th, 
  9th, 13th, and 17th level. The sphere must be related to your 
  archetype; work with your GM to decide which sphere best 
  suits your ranger archetype.
  Variant Sorcerer:  
  Sorcerer Spherecaster
  A sorcerer using the sorcerer spherecaster variant must 
  apply all these variant features where applicable.
  Spherecasting
  1st-level sorcerer feature (replaces Spellcasting)
  You can combine spheres and talents to create magical 
  effects. You gain a spell pool, magic talents, and a casting 
  tradition.
  Spell Pool
  1st-level sorcerer feature (replaces the following from the Spellcast-
  ing feature: Spell Slots)
  You gain a small reservoir of energy you can call on to create 
  truly wondrous effects, called a spell pool. This pool contains 
  a number of spell points equal to your key ability modifier 
  (minimum: 1). You gain additional spell points equal to your 
  sorcerer level. This pool replenishes once per day after a long 
  rest. (Note: if multiclassing, spell points from your key ability 
  modifier are only gained once.)
  Magic Talents
  1st-level sorcerer feature (replaces the following from the Spellcast-
  ing feature: Cantrips and Spells Known Of 1st Level And Higher)
  You gain a magic talent at 3rd level and every odd sorcerer 
  level thereafter (3rd, 5th, 7th, etc.).
  Casting Tradition
  1st-level sorcerer feature (replaces the following from the Spellcast-
  ing feature: Spellcasting Ability)
  If you do not already have a casting tradition, you gain one 
  at 1st level. Your casting tradition determines your key ability 
  modifier. You can use your key ability modifier in place of your 
  Charisma modifier for your sorcerer class abilities.
  Spellcasting Focus
  1st-level sorcerer feature (modifies the following from the Spellcast-
  ing feature: Spellcasting Focus)
  Regardless of your casting tradition, you can choose to use 
  an arcane focus as a spellcasting focus when casting any spells 
  or magic talents or abilities.
  Bloodline Magic
  If your sorcerous origin gives you bonus spells or the ability 
  to choose spells from a different spell list, it instead grants you 
  a bonus talent from a single sphere at 1st, 9th, and 17th level. 
  The sphere must be related to your origin; work with your 
  GM to decide which sphere best suits your sorcerous origin.
  Sorcery Points
  2nd-level sorcerer feature (modifies the following from the Font Of 
  Magic feature: Sorcery Points)
  You do not gain sorcery points. Instead, you gain additional 
  spell points equal to your sorcerer level. You can spend spell 
  points in place of sorcery points.
  Metamagic
  3rd-level sorcerer feature (modifies Metamagic)
  You can apply Metamagic options to magic sphere effects as 
  if they were spells. You can only apply one Metamagic option 
  to a magic sphere effect when you cast it, unless otherwise 
  noted. Spell points spent applying Metamagic options to a 
  sphere effect count against the maximum number of spell 
  points that you can spend on any given sphere effect (you can-
  not spend more spell points on any given sphere effect greater 
  than your proficiency bonus).
  Alternatively, whenever you gain a metamagic option, you 
  may choose to instead gain the metasphere package from the 
  Universal sphere, or if you already have that package, a new 
  (metasphere) talent. 
  Sorcerous Restoration
  20th-level sorcerer feature (modifies Sorcerous Restoration)
  At 20th level, you regain 4 expended spell points whenever 
  you finish a short rest.
  Sorcerous Origin Options
  1st-level or higher feature
  If your sorcerous origin would have you roll on a wild magic 
  table whenever you cast a sorcerer spell of 1st level or high-
  er, you can instead roll on the Universal Wild Magic table 
  anytime you spend one or more spell points on a magic sphere 
  talent or ability.
  Variant Warlock:  
  Warlock Spherecaster
  A warlock using the warlock spherecaster variant must apply 
  all these variant features where applicable.
  Spherecasting
  1st-level warlock feature (replaces Pact Magic)
  You can combine spheres and talents to create magical 
  effects. You gain a spell pool, magic talents, and a casting 
  tradition.
  Spell Pool
  1st-level warlock feature (replaces the following from the Pact 
  Magic feature: Spell Slots)
  You gain a small reservoir of energy you can call on to create 
  truly wondrous effects, called a spell pool. This pool contains a 
  number of spell points equal to your key ability modifier (min-
  imum: 1). You gain additional spell points equal to half your 
  warlock level (rounded down). This pool replenishes once per 
  
  26
  day after a long rest. (Note: if multiclassing, spell points 
  from your key ability modifier are only gained once.)
  Magic Talents
  1st-level warlock feature (replaces the following from the Pact 
  Magic feature: Spells Known Of 1st Level And Higher and Mystic 
  Arcanum)
  You gain a magic talent at every odd warlock level (1st, 3rd, 
  5th, etc.).
  Casting Tradition
  1st-level warlock feature (replaces the following from the Pact Mag-
  ic feature: Spellcasting Ability)
  If you do not already have a casting tradition, you gain one 
  at 1st level. Your casting tradition determines your key ability 
  modifier. You can use your key ability modifier in place of your 
  Charisma modifier for your warlock class abilities.
  Spellcasting Focus
  1st-level warlock feature (modifies the following from the Pact 
  Magic feature: Spellcasting Focus)
  Regardless of your casting tradition, you can choose to use 
  an arcane focus as a spellcasting focus when casting any spells 
  or magic talents or abilities.
  Pact Recovery
  1st-level warlock feature (replaces the following from the Pact 
  Magic feature: Cantrips)
  You regain a number of spell points equal to 2 + half your 
  warlock level (rounded up) whenever you complete a short 
  rest.
  Patron Talents
  1st-level pact feature (replaces Patron Expanded Spells)
  If your warlock patron would add spells to your potential 
  warlock spell list, you instead gain a bonus talent from a single 
  sphere at 1st, 5th, 9th, 13th, and 17th level. The sphere must be 
  related to your patron; work with your GM to decide which 
  sphere best suits your warlock patron.
  Eldritch Invocation Options
  2nd-level or higher feature (enhances Eldritch Invocations)
  When you gain the Eldritch Invocations feature, the 
  Spheres Tutelage invocation is added to the list of eldritch 
  invocation options available to you.
  If you have an eldritch invocation that allows you to expend 
  spell slots to cast a spell, you instead expend a single spell 
  point (regardless of the spell’s level). The spell is cast as if 
  using a spell slot from the Pact Magic class feature, increas-
  ing the spell slot level used as normal. If you have an eldritch 
  invocation that allows you to expend spell slots to use abilities 
  other than casting a spell, you spend an amount of spell points 
  equal to the expended slot instead.
  Possessing the Ray (blast shape) talent from the Destruction 
  sphere counts as possessing the eldritch blast cantrip for the 
  purpose of meeting prerequisites of eldritch invocations. In 
  addition, eldritch invocations that apply to the eldritch blast 
  cantrip can also apply to the destructive blast ability of the De-
  struction sphere when using the Ray (blast shape) talent.
  Spheres Tutelage
  Prerequisite: Spell pool 
  Choose and gain one feat from the following list: Extra 
  Magic Talent, Extra Spell Points, or Magical Expertise. You 
  can choose and gain this eldritch invocation multiple times.
  
  27
  Pact Boon Options
  3rd-level or higher feature (enhances Pact of the Tome)
  If you select Pact of the Tome as your pact boon, you may 
  choose to have your grimoire or Book of Shadows grant a 
  magic sphere or talent you do not possess, instead of three 
  cantrips. You only have access to this magic sphere or tal-
  ent while the grimoire is in your possession. Performing the 
  1-hour ceremony to replace a Book of Shadows does not let 
  you change the granted magic sphere.
  Variant Wizard:  
  Wizard Spherecaster
  A wizard using the wizard spherecaster variant must apply 
  all these variant features where applicable.
  Spherecasting
  1st-level wizard feature (replaces Spellcasting)
  You can combine spheres and talents to create magical 
  effects. You gain a spell pool, magic talents, and a casting 
  tradition.
  Spell Pool
  1st-level wizard feature (replaces the following from the Spellcast-
  ing feature: Spell Slots)
  You gain a small reservoir of energy you can call on to create 
  truly wondrous effects, called a spell pool. This pool contains 
  a number of spell points equal to your key ability modifier 
  (minimum: 1). You gain additional spell points equal to your 
  wizard level. This pool replenishes once per day after a long 
  rest. (Note: if multiclassing, spell points from your key ability 
  modifier are only gained once.)
  Magic Talents
  1st-level wizard feature (replaces the following from the Spellcast-
  ing feature: Cantrips and Preparing And Casting Spells)
  You gain a magic talent at every odd wizard level (1st, 3rd, 
  5th, etc.).
  Casting Tradition
  1st-level wizard feature (replaces the following from the Spellcast-
  ing feature: Spellcasting Ability)
  If you do not already have a casting tradition, you gain one 
  at 1st level. Your casting tradition determines your key ability 
  modifier. You can use your key ability modifier in place of your 
  Intelligence modifier for your wizard class abilities.
  Spellbook
  1st-level wizard feature (modifies the following from the Spellcast-
  ing feature: Spellbook)
  You can attune to a ritual book or spellbook as if it were a 
  magic item. Once per long rest you can cast a spell or ritual 
  from the attuned item by expending a number of spell points 
  equal to half the spell’s level, rounded up. You cannot cast a 
  spell or a ritual in this fashion with a spell level greater than 
  your proficiency bonus. Rituals that you cast using the Spell-
  book feature are done so as spells, and do not take 10 minutes 
  longer to cast than normal. You can cast from an attuned 
  ritual book or spellbook an additional time per long rest at 5th 
  level (twice), 11th level (thrice), and 17th level (four times).
  If you already possess the Spellbook boon, you instead gain 
  an additional boon you qualify for or spell points as if you had 
  2 additional drawbacks.
  Spellcasting Focus
  1st-level wizard feature (modifies the following from the Spellcast-
  ing feature: Spellcasting Focus)
  Regardless of your casting tradition, you can choose to use 
  an arcane focus or spellbook as a spellcasting focus when cast-
  ing any spells or magic talents or abilities.
  Ritual Casting
  1st-level wizard feature (modifies the following from the Spellcast-
  ing feature: Ritual Casting)
  You have learned a number of spells that you can cast as 
  rituals. These spells are written in a spellbook, which you 
  must have in hand while casting one of them. You acquire a 
  spellbook holding two 1st-level spells of your choice from the 
  wizard spell list. The spells you choose must have the ritual 
  tag. You use your key ability modifier as your spellcasting 
  ability for these spells. If you come across a spell in written 
  form, such as a magical spell scroll or a wizard’s spellbook, 
  you might be able to add it to your spellbook. The spell must 
  be on the wizard’s spell list, the spell’s level can be no higher 
  than half your wizard level (rounded up), and it must have the 
  ritual tag. The process of copying the spell into your spellbook 
  takes 2 hours per level of the spell, and costs 50 gp per level. 
  The cost represents material components you expend as you 
  experiment with the spell to master it, as well as the fine inks 
  you need to record it.
  Arcane Recovery
  1st-level wizard feature (modifies Arcane Recovery)
  When using arcane recovery, you instead regain a number of 
  spell points equal to half your wizard level (rounded up) during 
  a short rest. You can’t use this feature again until you finish a 
  long rest.
  Sphere Mastery
  18th-level wizard feature (replaces Spell Mastery)
  At 18th level, choose one sphere. You can reduce the number 
  of spell points spent on effects from that sphere by 1, to a 
  minimum of 1 sp. This does not affect sphere effects with 
  a cost of 1 sp or less. By spending 8 hours in study, you can 
  exchange the sphere chosen for a different sphere.
  Signature Sphere
  20th-level wizard feature (replaces Signature Spells)
  At 20th level, you can affect two spheres instead of one with 
  Sphere Mastery, and can reduce the number of spell points 
  spent on those spheres by 2, to a minimum of 1 sp.
  Arcane Tradition Options
  2nd-level or higher feature (enhances Arcane Traditions)
  If your arcane tradition has features that trigger when you 
  cast spells, they also trigger when you use a relevant magic 
  sphere talent or ability, with an effective spell level equal to 
  the number of spell points spent on the effect. Work with 
  your GM to decide which sphere best suits your arcane tradi-
  tion or spell school.
  
  28
  Spellbook Talents
  2nd-level arcane tradition feature (new Arcane Tradition feature)
  You gain a bonus talent from a single sphere at 2nd, 5th, 
  9th, 13th, and 17th level. The sphere must be related to your 
  arcane tradition; work with your GM to decide which sphere 
  best suits your wizard arcane tradition. You can change these 
  bonus talents when you finish a long rest. Changing your bo-
  nus talents requires spending 1 hour studying a ritual book or 
  spellbook you are attuned to.
  All Classes
  The following variant is available to any class in the game 
  that possesses the enhanced feature.
  Fighting Style Options
  1st-level or higher feature (enhances Fighting Style)
  When you gain the Fighting Style feature, the Magic 
  Spheres Adept and Natural Weapon Fighting styles are also 
  added to the list of style options available to you.
  Magic Spheres Adept
  Prerequisites: You must have an Intelligence, Wisdom, or 
  Charisma score of 13 or higher to select this style option. 
  You gain a casting tradition. You do not, however, gain any 
  spell points. If you already possess the casting feature or gain 
  it later, you may exchange this benefit to instead gain 1 bonus 
  magic talent of your choice.
  Natural Weapon Fighting
  When you attack using only natural weapons (bites, claws, 
  slams, etc.), you score a critical hit on a roll of a 19 or 20. 
  Adapting Other 
  Casting Options
  Class options that grant casting to an otherwise non-casting 
  class can also be adapted. If you would gain casting ability at 
  3rd level and receive up to 4th level spells, you gain the follow-
  ing in place of you spells:
  Casting
  3rd-level feature (replaces Spellcasting)
  You can combine spheres and talents to create magical 
  effects. You gain a spell pool, magic talents, and a casting 
  tradition.
  Spell Pool
  3rd-level feature (replaces the following from the Spellcasting 
  feature: Spell Slots)
  At 3rd level, you gain a small reservoir of energy you can call 
  on to create truly wondrous effects, called a spell pool. This 
  pool contains a number of spell points equal to one quarter of 
  your class level (minimum 0) + your key ability modifier (mini-
  mum: 1). This pool replenishes once per day after a long rest.
  Magic Talents
  3rd-level feature (replaces the following from the Spellcasting fea-
  ture: Cantrips and Spells Known Of 1st-Level And Higher)
  You gain a magic talent at 4th level and every even num-
  bered class level thereafter.
  Casting Tradition
  3rd-level feature (replaces the following from the Spellcasting fea-
  ture: Spellcasting Ability)
  If you do not already have a casting tradition, you gain one 
  at 3rd level. Your casting tradition determines your key ability 
  modifier.
  Spell/Sphere  
  Conversions
  If you are using a class that grants particular effects or ben-
  efits to a particular school of magic (such as a cleric domain 
  or wizard school), it can be difficult to convert that ability to 
  spheres. The following table gives a rough guideline for how 
  such conversions can happen.
  Table: Schools And Spheres
  School (subset)
  Spheres
  Abjuration
  Protection, Universal, Fate
  Conjuration
  Creation, Conjuration, 
  Warp
  Divination
  Divination
  Enchantment
  Mind, Enhancement
  Evocation
  Dark, Destruction, Life, 
  Light
  Illusion
  Illusion
  Necromancy
  Death, Life 
  Transmutation
  Alteration, Enhancement, 
  Nature, Weather, Telekinesis, 
  Time
  
  29
  
  30
  Elementalist
  Note: If you are also using Spheres of Might, trade out your 
  light armor and martial weapon proficiencies as well as the 
  Unarmored Defense feature for the Weapon Master mar-
  tial tradition, gaining the Fencing and Retribution martial 
  spheres, in addition to the Unarmored Training and Duelist 
  (discipline) martial talents from the Equipment sphere.
  Class Features
  As an elementalist, you gain the following class features.
  Hit Points
  Hit Dice: 1d8 per elementalist level
  Hit Points at 1st Level: 8 + your Constitution modifier
  Hit Points at Higher Levels: 1d8 (or 5) + your Constitu-
  tion modifier per elementalist level after 1st
  Proficiencies
  Armor: Light armor
  Weapons: Simple weapons, martial weapons; If using 
  Spheres of Might and this is your first level in a class, you can 
  trade out your proficiency with martial weapons and light 
  Table: Elementalist
  Level
  Proficiency 
  Bonus
  Features
  Magic 
  Talents
  Spell 
  Points
  Favored 
  Element
  1st
  +2
  Spherecasting, Unarmored Defense, Weave Energy
  0
  1
  —
  2nd
  +2
  Admixture, Elemental Path
  1
  2
  —
  3rd
  +2
  Elemental Path feature, Favored Element
  2
  3
  1d4
  4th
  +2
  Ability Score Improvement
  3
  4
  1d4
  5th
  +3
  Elemental Defense
  3
  5
  1d4
  6th
  +3
  Elemental Path feature
  4
  6
  1d4
  7th
  +3
  Evasion
  5
  7
  1d6
  8th
  +3
  Ability Score Improvement
  6
  8
  1d6
  9th
  +4
  Elemental Movement
  6
  9
  1d6
  10th
  +4
  Elemental Aid
  7
  10
  1d6
  11th
  +4
  Elemental Path feature
  8
  11
  1d8
  12th
  +4
  Ability Score Improvement
  9
  12
  1d8
  13th
  +5
  Greater Elemental Movement
  9
  13
  1d8
  14th
  +5
  Greater Elemental Aid
  10
  14
  1d8
  15th
  +5
  Energetic Soul
  11
  15
  1d10
  16th
  +5
  Ability Score Improvement
  12
  16
  1d10
  17th
  +6
  Elemental Path feature
  12
  17
  1d10
  18th
  +6
  Superior Elemental Aid
  13
  18
  1d12
  19th
  +6
  Ability Score Improvement
  14
  19
  1d12
  20th
  +6
  Energy Body
  15
  20
  1d12
  Elementalists are masters at manipulating destructive and 
  primal energy, turning the study of elemental power into less 
  an academic exercise, and more a martial art. These warrior 
  mages can be found the world over, either as specialist battle 
  casters or as members of cultures where the division between 
  the studies of magic and warfare is blurred.
  Quick Build
  You can make an elementalist quickly by following these 
  suggestions. First, choose the Flame-Blooded casting tradi-
  tion, making Charisma your highest score. Your next-high-
  est score should be Strength or Dexterity, depending upon 
  whether you want to focus on melee weapons or ranged 
  combat (or finesse weapons). Your third-highest score should 
  be Constitution. Choose the hermit background. You gain the 
  Destruction sphere as a bonus talent from your first level in 
  the elementalist class. Choose the Nature (fire geomancy) and 
  Warp spheres as your bonus magic talents from your casting 
  tradition. You gain Quick Teleport (teleport) as the bonus 
  magic talent from your Limited Warp variant.
  
  31
  armor, as well as the unarmored defense feature for a martial 
  tradition.
  Tools: Choose one type of artisan’s tools or one musical 
  instrument
  Saving Throws: Dexterity, Charisma
  Skills: Choose two from Acrobatics, Athletics, Arcana, 
  Intimidation, Nature, Persuasion, and Stealth
  Equipment
  You start with the following equipment, in addition to the 
  equipment granted by your background:
  • (a) a light crossbow and 20 bolts or (b) a short bow and 20 
  arrows
  • (a) any simple weapon or (b) any martial weapon
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • A dagger
  Spherecasting
  You can combine spheres and talents to create magical 
  effects. You gain a spell pool and magic talents.
  Casting Tradition
  If you do not already have a casting tradition, you gain one 
  at 1st level. Your casting tradition determines your key ability 
  modifier.
  Spell Pool
  You gain a small reservoir of energy you can call on to create 
  truly wondrous effects, called a spell pool. This pool contains 
  a number of spell points equal to your key ability modifier 
  (minimum: 1). You gain additional spell points equal to your 
  elementalist level. This pool replenishes once per day after a 
  long rest. (Note: if multiclassing, spell points from your key 
  ability modifier are only gained once.)
  Magic Talents
  You gain 3/4ths of a magic talent every level, according to 
  Table: Elementalist.
  Unarmored Defense
  Beginning at 1st level, while you are wearing no armor and 
  not wielding a shield, your AC equals 10 + your Dexterity 
  modifier + your key ability modifier.
  Weave Energy
  At 1st level, you gain the Destruction sphere.
  Admixture
  At 2nd level, you can mix multiple blast types together. 
  When you create a destructive blast, you can spend a bonus 
  action to add a second blast type. If the blast types have 
  different damage types, the blast’s damage is split equally 
  between the two types. If both blast types modify the saving 
  throw allowed by any blast shape, you must choose which one 
  applies. The rider effects of both blast types are applied. The 
  admixture feature is not considered an augment for the pur-
  pose of interacting with sphere talents or abilities. You can use 
  this feature twice. You regain expended uses when you finish a 
  short or long rest.
  Elemental Path
  At 2nd level, you unlock an elemental path of your choice: 
  the Path of the Aspirant, Path of the Doomblade, Path of the 
  Geomancer, Path of the Inspired Kineticist, or the Path of the 
  Primordial, each of which are detailed at the end of the class 
  description. Your choice grants you features at 2nd level and 
  again at 3rd, 6th, 11th, and 17th level.
  Favored Element
  At 3rd level, choose one damage type. Once per turn, when 
  casting a destructive blast with that damage type, you deal an 
  additional 1d4 damage. This extra damage is applied only to 
  the initial destructive blast and not to any lingering damage. If 
  using the Blade (blast shape) or the Energy Weapon talent, 
  your favored element can instead apply to the first damage roll 
  you make with the weapon or ammunition each round. The 
  amount of additional damage changes when you reach certain 
  levels in this class. The additional damage becomes 1d6 at 7th 
  level, 1d8 at 11th level, 1d10 at 15th level, and 1d12 at 18th level. 
  
  32
  Ability Score Improvement
  When you reach 4th level, and again at 8th, 12th, 16th, and 
  19th level, you can increase one ability score of your choice by 
  2, or you can increase two ability scores of your choice by 1. As 
  normal, you can’t increase an ability score above 20 using this 
  feature.
  Elemental Defense
  At 5th level, you gain resistance to the damage type you 
  selected for your favored element.
  Evasion
  At 7th level, your instinctive agility lets you dodge out of the 
  way of certain area effects, such as a blue dragon’s lightning 
  breath or a fireball spell. When you are subjected to an effect 
  that allows you to make a Dexterity saving throw to take only 
  half damage, you instead take no damage if you succeed on the 
  saving throw, and only half damage if you fail.
  Elemental Movement
  At 9th level, you can spend a bonus action to use your 
  mastery of energy to propel yourself, increasing all movement 
  speeds you possess by 15 feet for one round.
  Elemental Aid
  Beginning at 10th level, you can use your energy to aid 
  yourself in an activity. You can add your favored element die 
  to either your armor class against an attack, or to a Strength, 
  Dexterity, or Constitution ability check or saving throw. You 
  can do this once. You regain your uses of this ability after a 
  short or long rest. This cannot be combined with bonuses 
  from additional die rolls (such as bardic inspiration, command 
  die, or the bless spell) on the same roll.
  Greater Elemental Movement
  At 13th level, your elemental movement improves. When 
  using elemental movement your speed increases by 30 feet 
  (instead of 15 feet).
  Greater Elemental Aid
  At 14th level, you can use elemental aid twice instead of 
  once.
  Energetic Soul
  By 15th level, your mastery of energy fortifies your body. You 
  gain proficiency in all saving throws. Additionally, whenever 
  you fail a saving throw, you can spend a spell point as a reac-
  tion to reroll it and take the second result.
  Superior Elemental Aid
  At 18th level, you can use elemental aid three times instead 
  of twice.
  Energy Body
  At 20th level, your body is suffused with energy, granting 
  resistance to acid, cold, fire, lightning, necrotic, poison, radi-
  ant, and thunder damage. If one of these options is already a 
  favored element, you gain immunity to it.
  Elementalist Paths
  The path of the elementalist is as diverse as there are forms 
  of energy. Some elementalists follow a path that leads them 
  to combine multiple energy types, while others embrace the 
  energy becoming as the element itself.
  Path of the Aspirant
  The path of the aspirant is for elementalists who chose to 
  master multiple elements.
  Improved Critical
  Beginning at 2nd level, your destructive blasts score a critical 
  hit on a roll of 19 or 20.
  Destructive Savant
  At 3rd level, you gain two favored elements, instead of one. 
  This also grants you resistance to a second element with your 
  elemental defense.
  Greater Admixture
  At 6th level, you can add your casting ability modifier (min-
  imum 1) to the number of times you can use your admixture 
  ability. These additional uses are regained after a short or long 
  rest.
  Greater Destructive Savant
  At 11th level, you can select a third favored element. This 
  also grants you resistance to a third element with your elemen-
  tal defense.
  Superior Destructive Savant
  At 17th level, you can select a fourth favored element. This 
  also grants you resistance to a fourth element with your ele-
  mental defense.
  Path of the Doomblade
  The path of the doomblade blends the cataclysmic power of 
  destruction with the precision of martial prowess.
  Blended Training
  At 2nd level, you gain Blade (blast shape) as a bonus magic 
  talent. If you already possess the Blade (blast shape) talent, 
  you gain an additional talent from the Destruction sphere. 
  Any time you would gain a magic talent from levels in elemen-
  talist, you can instead gain a martial talent.
  Magus
  At 3rd level, when you cast an unaugmented destructive blast 
  with the Blade (blast shape) on ammunition or weapons only 
  you are using, you can use the Magus feature to have the effect 
  persist for the remainder of the duration without concen-
  tration. Destructive blasts that you used the Magus feature on 
  cannot be augmented further, and the effect ends on any am-
  munition or weapon that is not in your hand or on your body 
  at the end of your turn.
  Extra Attack
  Starting at 6th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.
  
  33
  Greater Magus
  At 11th level, when you make a special attack with the Blade 
  (blast shape), you can inflict its secondary or rider effect with-
  out having to use a bonus action.
  Destructive Mastery
  At 17th level, you can cast any destructive blast as a bonus 
  action.
  Path of the Geomancer
  The path of the geomancer diverts its focus away from 
  destructive energies toward the primal powers of nature or 
  weather.
  Natural Casting
  At 2nd level, you gain either the Nature sphere or Weath-
  er sphere as a bonus magic talent. When you gain a favored 
  element, you can apply your favored element damage bonus 
  to any damage rolls made as a result of a Nature sphere or 
  Weather sphere effect you create or control. Using favored 
  element in this way counts against the number of uses each 
  round that you can use the feature.
  Natural Movement
  At 3rd level, you gain either a climb speed equal to your 
  walking speed with the ability to move up, down, and across 
  vertical surfaces and upside down along ceilings, or a swim 
  speed equal to your walking speed.
  Nature Surge
  At 6th level, when you cast a destructive blast, you can cast 
  a Nature sphere or Weather sphere ability as a bonus action. 
  This Nature or Weather ability must have a casting time of 1 
  action. You can use this feature twice. You regain expended 
  uses when you finish a short or long rest.
  Greater Nature Surge
  At 11th level, you can concentrate on a Nature sphere or 
  Weather sphere ability and a destructive blast at the same time.
  Natural Mastery
  At 17th level, you can use your nature surge ability at will.
  Path of the Inspired Kineticist
  The path of the inspired kineticist is an adaptable battle 
  caster that is always prepared for the trials that lie ahead.
  Destructive Flexibility
  At 2nd level, you can grant yourself an additional talent from 
  the Destruction sphere as a bonus action. You retain knowl-
  edge of this talent for 1 minute or until you use this ability 
  again, whichever is shorter. You can use this feature twice. You 
  regain expended uses when you finish a short or long rest.
  Flexible Focus
  At 3rd level, whenever you use destructive flexibility, you can 
  also temporarily gain a 2nd favored element for 1 minute or 
  until you use destructive flexibility again.
  Mutable Blast 
  At 6th level, you can add augments to or completely change 
  the blast type of a destructive blast with a duration longer than 
  instantaneous as a bonus action. If you choose to augment the 
  new blast type, any augment costs must be paid as part of this 
  action; spell points spent augmenting the original blast type 
  do not apply. If you later return to a previously selected blast 
  type, it retains its previous augments.
  Greater Flexibility
  At 11th level, you can add your casting ability modifier (min-
  imum 1) to the number of times you can use your destructive 
  flexibility ability. These additional uses are regained after a 
  short or long rest.
  Master Flexibility
  At 17th level, you can spend two uses of your destructive 
  flexibility power to gain two additional talents and favored 
  elements at the same time instead of just one.
  Path of the Primordial
  The path of the primordial is for elementalists who not only 
  channel elements, but also embody them.
  Elemental Change
  At 2nd level, you gain the Alteration sphere. You must 
  choose the Elemental (genotype) talent as your first (geno-
  type) talent. If you already possess the Elemental (genotype) 
  talent, you gain a bonus talent from either the Alteration or 
  Destruction spheres. When you gain your favored element, 
  you can add this damage to your natural weapons when in an 
  Elemental (genotype) shapeshift. Using favored element in this 
  way counts against the number of uses each round that you 
  can use the feature.
  Lingering Elemental Form
  At 3rd level, whenever you use a shapeshift on yourself using 
  Elemental (genotype) and maintain its presence through con-
  centration, the shapeshift lingers for a number of rounds equal 
  to your proficiency bonus after you cease concentrating.
  Elemental Surge
  At 6th level, when you cast a shapeshift on only yourself using 
  Elemental (genotype), you can cast a destructive blast as a bonus 
  action.
  Greater Elemental Surge
  At 11th level, you can concentrate on a shapeshift on yourself 
  involving Elemental (genotype) and a destructive blast at the 
  same time.
  Greater Elemental Form
  At 17th level, when you affect yourself with a shapeshift using 
  Elemental (genotype), its duration increases to a maximum of 
  1 hour.
  
  34
  Incanter
  The Incanter is among the purest forms of a caster, dedicat-
  ed above all to expanding their knowledge of the magical arts. 
  Their powers are almost entirely determined by their choice 
  of Spheres - whether they’re dabbling in everything or focus-
  ing their knowledge on a few areas, though, they’re a force to 
  be reckoned with.
  Quick Build
  You can make an incanter quickly by following these sugges-
  tions. First, choose the Wild-Born casting tradition, making 
  Charisma your highest score. Your next-highest score should 
  be Wisdom. Your third-highest score should be Constitution 
  or Dexterity. Choose the sage background. Choose the Conju-
  ration sphere as your first magic talent as an incanter; choose 
  the Fiend (base) talent, for your conjuration companion. 
  Choose the Destruction and Protection spheres as your bonus 
  magic talents from your casting tradition.
  Class Features
  As an incanter, you gain the following class features.
  Hit Points
  Hit Dice: 1d6 per incanter level
  Hit Points at 1st Level:  6 + your Constitution modifier
  Hit Points at Higher Levels: 1d6 (or 4) + your Constitu-
  tion modifier per incanter level after 1st
  Proficiencies
  Armor: None
  Weapons: Simple weapons
  Tools: Choose one type of artisan’s tools or one musical 
  instrument
  Saving Throws: One each of
  • Intelligence or Charisma
  • Dexterity or Wisdom
  Skills: Choose any two.
  Table: Incanter
  Level
  Proficiency Bonus
  Features
  Magic Talents
  Spell Points
  1st
  +2
  Spherecasting, Magical Potency
  1
  1
  2nd
  +2
  Magic Specialization
  2
  2
  3rd
  +2
  -
  3
  3
  4th
  +2
  Ability Score Improvement
  4
  4
  5th
  +3
  Arcane Protection
  5
  5
  6th
  +3
  Sphere Specialization feature
  6
  6
  7th
  +3
  -
  7
  7
  8th
  +3
  Ability Score Improvement
  8
  8
  9th
  +4
  -
  9
  9
  10th
  +4
  Sphere Specialization feature
  10
  10
  11th
  +4
  -
  11
  11
  12th
  +4
  Ability Score Improvement
  12
  12
  13th
  +5
  -
  13
  13
  14th
  +5
  Sphere Specialization feature
  14
  14
  15th
  +5
  -
  15
  15
  16th
  +5
  Ability Score Improvement 
  16
  16
  17th
  +6
  -
  17
  17
  18th
  +6
  Magical Flexibility
  18
  18
  19th
  +6
  Ability Score Improvement
  19
  19
  20th
  +6
  Master of Magic
  20
  20
  
  35
  Equipment
  You start with the following equipment, in addition to the 
  equipment granted by your background and tradition:
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) an explorer’s pack, a (b) priest’s pack, or (c) a scholar’s 
  pack
  • A dagger
  Spherecasting
  You can combine spheres and talents to create magical 
  effects. You gain a spell pool and magic talents.
  Casting Tradition
  If you do not already have a casting tradition, you gain one 
  at 1st level. Your casting tradition determines your key ability 
  modifier.
  Spell Pool
  You gain a small reservoir of energy that you can call on to 
  create truly wondrous effects, called a spell pool. This pool 
  contains a number of spell points equal to your key ability 
  modifier (minimum 1). You gain additional spell points equal 
  to your incanter level. This pool replenishes after a long rest. 
  (Note: if multiclassing, spell points from your key abili-
  ty 
  modifier are only gained once.)
  Magic Talents
  You gain a magic talent every level, according to Ta-
  ble: Incanter.
  Magical Potency
  At 1st level you have learned to regain some of your magical 
  energy through meditation, study, or some other fashion that 
  reflects your style of magic. Once per day when you finish a 
  short rest, you can regain spell points. You can recover a total 
  number of spell points equal to 2 + half your incanter level 
  (rounded up).
  Magic Specialization
  At 2nd level, you can choose a magic specialization, which 
  represents the style of magic you favor. You gain abilities relat-
  ed to that sphere at 2nd, 6th, 10th, and 14th levels.
  Ability Score Improvement
  When you reach 4th level, and again at 8th, 12th, 16th, and 
  19th level, you can increase one ability score of your choice by 
  2, or you can increase two ability scores of your choice by 1. 
  As normal, you can’t increase an ability score above 20 
  using this feature.
  Arcane Protection
  Beginning at 5th level, you can choose to sacrifice spell 
  points instead of hit points when taking damage. This is 
  not considered a magic sphere ability for the purpose of how 
  many spell points you can spend on an individual effect; you 
  can sacrifice more spell points than your proficiency bonus 
  when using this ability.
  Magical Flexibility
  At 18th level, your mastery over your areas of magic is 
  such that you know how to improvise abilities whenever 
  you need them. You can grant yourself an additional talent 
  from a magic sphere that you possess as an action. You retain 
  knowledge of this talent for 1 minute or until you use this 
  ability again, whichever comes first. You can use this ability a 
  number of times equal to your key ability modifier. You regain 
  expended uses when you finish a short or long rest.
  Master of Magic
  At 20th level, whenever you spend 3 or more spell points to 
  use a magical effect, decrease that spell point cost by 1. This 
  does not reduce the effective spell level of the magical effect 
  for the purposes of counterspell, dispel magic, and other 
  effects or abilities.
  Magic Specializations
  Arcanist
  Arcanists are pure spellcasters, who choose to avoid rigid 
  specialization in favor of broad mastery over magic.
  Arcane Potency
  At 2nd level, increase the number of spell points gained 
  when you use magical potency to 3 + your 
  incanter level.
  
  36
  Magical Flexibility
  Starting at 6th level, you can grant yourself an additional 
  talent from a magic sphere you possess as an action. You re-
  tain knowledge of this talent for 1 minute or until you use this 
  ability again, whichever comes first. You can use this ability 
  once, but regain its uses on a short or long rest.
  Break Magic
  Beginning at 10th level, when you use a Universal sphere 
  ability that requires you to make an ability check as a part of 
  the casting (such as when dispelling), you add your proficiency 
  bonus to that ability check.
  Greater Magical Flexibility
  At 14th level, when using magical flexibility you may grant 
  yourself 2 talents instead of 1, and may use magical flexibility 
  an additional time. At 18th level, when you would normally 
  gain magical flexibility, you instead may use this ability 2 + 
  your key ability modifier times in total, regaining uses on a 
  short or long rest.
  Esper
  Espers know mastery over the forces of the mind, including 
  both telepathy and telekinesis.
  Mind Link
  As an Esper, you possess the ability to easily read the minds 
  of your foes and connect the minds of your allies, allowing you 
  to know what your opponent is going to do just before it hap-
  pens, and allowing your allies to see things from each other’s 
  perspectives. 
  Beginning at 2nd level, you can link the minds of those 
  around you as an action or bonus action. The link lasts for 
  concentration up to 1 minute, and your concentration can be 
  interrupted like a spell. This affects you and as many creatures 
  as you desire within 100 feet of you, though you must see a 
  creature to mind link it, and unwilling creatures are allowed 
  an Intelligence saving throw against your magic sphere DC to 
  resist. Creatures without minds, like constructs and undead, 
  are immune.
  Allies within the mindlink gain advantage on attack rolls 
  against enemies within the mind link. Allies are also always 
  aware of the position of enemies within the mindlink, making 
  stealth impossible. 
  You can use mindlink twice, and regain your uses of mind 
  link after a long rest.
  Greater Mind Link
  At 6th level, your mind link improves. Enemies within your 
  mindlink have disadvantage on all attack rolls made against al-
  lies within your mind link. Your allies can also share their own 
  expertise with each other through the mind link; so long as 
  you or at least one ally is proficient with a skill, all allies within 
  the mindlink are considered proficient with that skill.
  Psychic Shield
  Beginning at 10th level, your mental and telekinetic powers 
  shield you from harm while active. While you maintain con-
  centration on a magic effect, you have a +2 bonus to AC and 
  all saving throws.
  Potent Psionics
  At 14th level, you regain your uses of mindlink after a short 
  or long rest.
  Fey Adept
  The Fey Adept copies the magical prowess of the fey, mas-
  tering illusions and shadowstuff to mislead and control.
  Lingering Illusion
  At 2nd level, you gain a bonus talent from either the Il-
  lusion, Dark, or Light spheres. Whenever you maintain an 
  Illusion or an effect from the Dark or Light spheres through 
  concentration, it remains for 1 round per 2 incanter levels 
  (rounded down) after you cease concentrating before it disap-
  pears.
  Shadowmark
  Starting at 6th level, whenever you deal direct damage to a 
  target through a weapon attack, unarmed strike, or destruc-
  tive blast, that target gains disadvantage on all saving throws 
  against your Dark, Illusion, or Light sphere effects for 1 
  minute.
  Disappear
  Beginning at level 10 you can twist and disappear at virtually 
  any time. You turn invisible for 1 round as a bonus action. You 
  can do this twice, and regain these uses after a short or long 
  rest.
  Illusory Reality
  By 14th level, you have learned the secret of weaving shadow 
  magic into your illusions to give them a semi-reality. When 
  you create an illusion, you can choose one inanimate, non-
  magical object that is part of the illusion and make that object 
  real. You can do this on your turn as a bonus action while the 
  spell is ongoing. The object remains real for 1 minute. For ex-
  ample, you can create an illusion of a bridge over a chasm and 
  then make it real long enough for your allies to cross.
  The object can’t deal damage or otherwise directly harm 
  anyone.
  Green Mage
  Green Mages walk the paths of nature, allowing them to 
  connect with the primal world. 
  Animal Advisor
  At 2nd level, you learn how to cast find familiar as a ritual, 
  even without a spell book or ritual book. Additionally, your 
  familiar gains the following changes:
  • Your familiar is a fey.
  • Your familiar can take the Attack action
  • Add your proficiency bonus to the creature’s AC, attack 
  rolls, saving throws, and damage rolls. 
  • Your familiar’s hit points maximum equals the beast’s 
  Constitution modifier + five times your level. Its hit dice 
  are d6’s, and it has a number equal to your own.
  Nature’s Renewal
  Beginning at 6th level, whenever you place a shapeshift, a 
  mantle, or a spirit ability on a creature and augment it to last 
  without concentration, you can choose to heal the target num-
  ber of hit points equal to twice your level.
  Nature’s Travel
  At 10th level, you no longer reduce your movement when 
  climbing or swimming and can breath underwater.
  
  37
  Nature’s Sanctuary
  When you reach 14th level, creatures of the natural world 
  sense your connection to nature and become hesitant to 
  attack you. When a beast or plant creature attacks you, that 
  creature must make a Wisdom saving throw against your 
  sphere save DC. On a failed save, the creature must choose a 
  different target, or the attack automatically misses. On a suc-
  cessful save, the creature is immune to this effect for 24 hours.
  The creature is aware of this effect before it makes its attack 
  against you.
  Necromancer
  The necromancer commands the powers of life and death.
  Bolster Undeath
  At 2nd level, you gain the Death sphere as a bonus sphere. 
  You can touch an undead creature under your command as an 
  Action to bolster it. The undead gains temporary hit points 
  equal to your incanter level and adds your proficiency bonus to 
  all of its saving throws and weapon damage rolls. You may only 
  have one bolstered undead at a time. Applying this benefit to 
  a 2nd target (or to a second target again) removes all previous 
  bolsterings.
  Affect All
  At 6th level, your powers of necromancy can affect the unaf-
  fectable. Your ghost strikes can affect undead and constructs, 
  and even inflict conditions the target would otherwise be 
  immune to.
  Lifesight
  Beginning at 10th level, you gain blindsight to 60 feet, but 
  only against targets that are living or undead (constructs are 
  immune). 
  Command Undead
  Starting at 14th level, you can use magic to bring undead 
  under your control, even those created by other casters. As an 
  action, you can choose one undead that you can see within 60 
  feet of you. That creature must make a Charisma saving throw 
  against your sphere save DC. If it succeeds, you can’t use this 
  feature on it again. If it fails, it becomes friendly to you and 
  obeys your commands until you use this feature again.
  Intelligent undead are harder to control in this way. If the 
  target has an Intelligence of 8 or higher, it has advantage on 
  the saving throw. If it fails the saving throw and has an Intelli-
  gence of 12 or higher, it can repeat the saving throw at the end 
  of every hour until it succeeds and breaks free.
  Priest
  You are an ordained priest of a deity, similar to a cleric. 
  Choose a deity from those available in your setting to revere.
  Divine Initiate
  Beginning at 2nd level, you gain the ability to channel 
  divine energy directly from your deity, using that energy to 
  fuel magical effects. Choose either Turn Undead, or a use of 
  channel divinity from a domain associated with your deity. You 
  may channel divinity once to create this effect. You must then 
  finish a short or long rest to use your channel divinity again.
  You also gain access to the Ceremony ritual, and can use it 
  even without a spell or ritual book.
  Ceremony
  1st-level abjuration (ritual)
  Casting Time: 1 Hour
  Range: Touch
  Components: V, S, M (25 gp worth of powdered silver, 
  which the spell consumes)
  Duration: Instantaneous
  You perform a special religious ceremony that is infused 
  with magic. When you cast the spell, choose one of the fol-
  lowing rites, the target of which must be within 10 feet of you 
  throughout the casting.
  • Atonement. You touch one willing creature whose 
  alignment has changed, and you make a DC 20 Wisdom 
  (Insight) check. On a successful check, you restore the 
  target to its original alignment.
  • Bless Water. You touch one vial of water and cause it to 
  become holy water.
  • Coming of Age. You touch one humanoid who is a 
  young adult. For the next 24 hours, whenever the tar-
  get makes an ability check, it can roll a d4 and add the 
  number rolled to the ability check. A creature can benefit 
  from this rite only once.
  • Dedication. You touch one humanoid who wishes to 
  be dedicated to your god’s service. For the next 24 hours, 
  whenever the target makes a saving throw, it can roll a 
  d4 and add the number rolled to the save. A creature can 
  benefit from this rite only once.
  • Funeral Rite. You touch one corpse, and for the next 7 
  days, the target can’t become undead by any means short 
  of a wish spell.
  • Wedding. You touch adult humanoids willing to be 
  bonded together in marriage. For the next 7 days, each 
  target gains a +2 bonus to AC while they are within 30 
  feet of each other. A creature can benefit from this rite 
  again only if widowed.
  Greater Divinity
  Beginning at 6th level, you can channel divinity twice per 
  short or long rest rather than once. Choose either Turn 
  Undead, or a use of Channel Divinity from another domain 
  associated with your deity available to a cleric of 6th level or 
  lower. You can use channel divinity to create this effect as well.
  Commune
  At 10th level, you gain the ability to use the commune ritual, 
  even if you do not have a spell or ritual book.
  
  38
  Commune
  5th-level divination (ritual)
  Casting Time: 1 minute
  Range: Self
  Components: V, S, M (incense and a vial of holy or unholy 
  water)
  Duration: 1 minute
  You contact your deity or a divine proxy and ask up to three 
  questions that can be answered with a yes or no. You must 
  ask your questions before the spell ends. You receive a correct 
  answer for each question.
  Divine beings aren’t necessarily omniscient, so you might 
  receive “unclear” as an answer if a question pertains to in-
  formation that lies beyond the deity’s knowledge. In a case 
  where a one-word answer could be misleading or contrary to 
  the deity’s interests, the GM might offer a short phrase as an 
  answer instead.
  If you cast the spell two or more times before finishing your 
  next long rest, there is a cumulative 25 percent chance for each 
  casting after the first that you get no answer. The GM makes 
  this roll in secret.
  Apotheosis
  At 14th level, you can channel divinity three times per short 
  or long rest rather than twice. Choose either Turn Undead or 
  another use of channel divinity from a domain associated with 
  your deity available to a cleric of 14th level or lower. You can 
  use channel divinity to create this effect as well.
  Soothsayer
  Soothsayers speak predictions and explain the will of Fate.
  Portent
  Starting at 2nd level, glimpses of the future begin to press in 
  on your awareness. When you finish a long rest, roll two d20s 
  and record the numbers rolled. You can replace any attack 
  roll, saving throw, or ability check made by you or a creature 
  that you can see with one of these foretelling rolls. You must 
  choose to do so before the roll, and you can replace a roll in 
  this way only once per turn.
  Each foretelling roll can be used only once. When you finish 
  a long rest, you lose any unused foretelling rolls.
  Diviner’s Eye
  Beginning at 6th level, whenever you spend 2 or more spell 
  points on a Divination sphere effect, reduce the spell point 
  cost by 1. This is applied after Master of Magic (meaning at 
  20th level, a 3 spell point effect would only cost you 1 spell 
  point).
  Master of Fate
  At 10th level, when applying a motif to yourself, you may 
  grant yourself two motifs at once. You must spend any spell 
  points for each motif individually, but if you are maintaining 
  the effect through concentration, you may maintain both 
  motifs as if they were a single effect. 
  Greater Portent
  Starting at 14th level, the visions in your dreams intensify 
  and paint a more accurate picture in your mind of what is to 
  come. You roll three d20s for your Portent feature, rather than 
  two.
  Summoner
  Summoners specialize in gaining - and enhancing - allies to 
  fight by their side.
  Lingering Companions
  At 2nd level, you gain either Creation or Conjuration as a 
  bonus sphere. Whenever you summon a companion from the 
  Conjuration sphere or an object from the Creation sphere and 
  maintain its presence through concentration, the companion 
  remains for 1 round per 2 incanter levels (rounded down) after 
  you cease concentrating before it disappears.
  Greater Companions
  Beginning at 6th level, when you summon a companion 
  from the Conjuration sphere or an object from the Creation 
  sphere, you can target it with a magic sphere effect as part of 
  the same action. You can maintain both effects through con-
  centration, but you must spend spell points on and for each 
  effect individually. If you can summon multiple companions, 
  this only applies to one.
  Self-Evident Conjuration
  Beginning at 10th level, your concentration on a companion 
  or created object can’t be broken as a result of taking damage. 
  Other sphere effects that are maintained through concentra-
  tion with the Greater Companions feature can still be broken 
  as a result of taking damage.
  Durable Summons
  Starting at 14th level, whenever you summon or create a 
  creature through a magic sphere, it gains 30 temporary hit 
  points.
  Temporalist
  Temporalists bend space and time to their whims.
  Quick
  At 2nd level, your familiarity with time and space gives you 
  a +10 bonus to your walking speed, and you can take the dash 
  action as a bonus action. 
  Greater Teleport
  At 6th level, double the distance that you can teleport 
  through any use of magic.
  Retry
  Beginning at 10th level, when you miss with an attack, abil-
  ity check, or saving throw, you can retroactively give yourself 
  advantage, letting you reroll the check. This can’t be used on a 
  roll in which you already had advantage. You can only use this 
  ability once per short or long rest.
  Freeze Time 
  Starting at 14th level, you can stop time as an Action, as the 
  time stop spell. No time passes for other creatures, while you 
  take 1d4 + 1 turns in a row, during which you can use actions 
  and move as normal.
  This effect ends if one of the actions you use during this pe-
  riod, or any effects that you create during this period, affects 
  a creature other than you or an object being worn or carried 
  by someone other than you. In addition, the effect ends if you 
  move to a place more than 1,000 feet from the location where 
  you cast it. Once you have used this ability, you cannot do so 
  again until you take a long rest.
  
  39
  Mageknight
  The Mageknight is a warrior who mixes magic and blade in 
  the heat of combat. Mageknights aren’t limited in their choice 
  of spheres, so they tend to come up with unique combinations 
  that suit their personal style. 
  Quick Build
  You can make a mageknight quickly by following these 
  suggestions. First, choose the Noble background. Choose 
  Mysticism as your casting tradition. Wisdom should be your 
  key ability and highest score. Your next-highest score should 
  be Strength or Dexterity, depending upon whether you want 
  to focus on melee weapons or ranged combat (or finesse weap-
  ons). Your third-highest score should be Constitution. You 
  gain the Fate sphere, and choose the Enhancement sphere, 
  these are the bonus magic talents from your casting tradition. 
  Note: If you are also using Spheres of Might, trade out your 
  medium armor, shield, and martial weapon proficiencies for 
  the Knight martial tradition, gaining the Armored Training 
  (x2) and Knightly Training talents, and choosing Warleader for 
  your variable talent.
  Class Features
  As a mageknight, you gain the following class features.
  Hit Points
  Hit Dice: 1d10 per mageknight level
  Hit Points at 1st Level: 10+ your Constitution modifier
  Hit Points at Higher Levels: 1d10 (or 6) + your Constitu-
  tion modifier per mageknight level after 1st
  Proficiencies
  Armor: Light armor, medium armor, shields
  Weapons: Simple weapons, martial weapons. If using 
  Spheres of Might and this is your first level in a class, you can 
  trade out your proficiency with martial weapons, medium 
  armor, and shields for a martial tradition.
  Tools: Choose one type of artisan’s tools or one musical 
  instrument
  Saving Throws: One each of
  • Strength, Intelligence, or Charisma
  • Dexterity, Constitution, or Wisdom
  Skills: Choose any two.
  Table: Mageknight
  Level
  Proficiency Bonus
  Features
  Talents
  Spell Points
  1st
  +2
  Spherecasting, Blended Training, Martial Focus
  1
  0
  2nd
  +2
  Fighting Style, Spell Combat
  1
  1
  3rd
  +2
  Mageknight Path, Path Talent
  2
  1
  4th
  +2
  Ability Score Improvement
  2
  2
  5th
  +3
  Extra Attack
  3
  2
  6th
  +3
  Mageknight Path feature
  3
  3
  7th
  +3
  Spell Combat, Path Talent
  4
  3
  8th
  +3
  Ability Score Improvement
  4
  4
  9th
  +4
  -
  5
  4
  10th
  +4
  Mageknight Path feature
  5
  5
  11th
  +4
  Stalwart
  6
  5
  12th
  +4
  Ability Score Improvement
  6
  6
  13th
  +5
  -
  7
  6
  14th
  +5
  Mageknight Path feature
  7
  7
  15th
  +5
  Path Talent, Spell Combat
  8
  7
  16th
  +5
  Ability Score Improvement, 
  8
  8
  17th
  +6
  -
  9
  8
  18th
  +6
  Mageknight Path feature, Path Talent
  9
  9
  19th
  +6
  Ability Score Improvement
  10
  9
  20th
  +6
  Path Talent, Spell Critical
  10
  10
  
  40
  Equipment
  You start with the following equipment, in addition to the 
  equipment granted by your background and traditions; You 
  must be proficient with the chosen class equipment to select 
  it as part of your starting equipment:
  • (a) five javelins or (b) any simple melee weapon
  • (a) a martial weapon and a shield or (b) two martial weap-
  ons
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • (a) studded leather armor, or (b) scale mail.
  Casting Tradition
  If you do not already have a casting tradition, you gain one 
  at 1st level. Your casting tradition determines your key ability 
  modifier.
  Spherecasting
  You can combine spheres and talents to create magical 
  effects.
  Spell Pool
  You gain a small reservoir of energy you can call on to create 
  truly wondrous effects, called a spell pool. This pool contains 
  a number of spell points equal to your key ability modifier 
  (minimum: 1). You gain additional spell points equal to 
  half your mageknight level (rounded down). This pool 
  replenishes once per day after a long rest. (Note: if 
  multiclassing, spell points from your key ability modi-
  fier are only gained once.)
  Blended Training
  You gain a magic talent at every odd level. If you are 
  using Spheres of Might, any time you would gain a 
  magic talent you can instead choose a martial talent.
  Martial Focus
  Mageknights can achieve martial focus (even if they do not 
  possess a martial tradition or martial talents). They gain their 
  martial focus after a minute of rest, or by taking the Dodge 
  action. A mageknight cannot have more than one martial 
  focus and cannot by any means regain focus more than once 
  per round.
  When a mageknight has martial focus, they can expend 
  their focus before making any single Strength, Dexterity, or 
  Constitution saving throw to treat the die as if it had rolled a 
  10. They can also expend their martial focus to gain the bene-
  fit of certain martial talents and class features, as described in 
  their entry, while other talents and abilities may require you to 
  currently have martial focus.
  Once a mageknight has gained martial focus, the 
  mageknight remains focused until they expend their focus, 
  become unconscious, or go to sleep (or enter a meditative 
  trance).
  Fighting Style
  At 2nd level, you gain a fighting style. Choose one of the 
  following options.
  • Archery: You gain a +2 bonus to attack rolls you make 
  with ranged weapons.
  • Defense: While you are wearing armor, you gain a +1 
  bonus to AC.
  • Dueling: When you are wielding a melee weapon in one 
  hand and no other weapons, you gain a +2 bonus to dam-
  age rolls with that weapon.
  • Great Weapon Fighting: When you roll a 1 or 2 on a 
  damage die for an attack you make with a melee weapon 
  that you are wielding with two hands, you can reroll the 
  die and must use the new roll, even if the new roll is a 1 
  or a 2. The weapon must have the two-handed or versatile 
  property for you to gain this benefit.
  • Protection: When a creature you can see attacks a 
  target other than you that is within 5 feet of you, you can 
  use your reaction to impose disadvantage on the attack 
  roll. You must be wielding a shield.
  • Two-Weapon Fighting: When you engage in 
  two-weapon fighting, you can add your ability modifier to 
  the damage of the second attack.
  Spell Combat
  Beginning at 2nd level, whenever you use your action 
  to use a magic sphere effect that costs 0 spell points, 
  you can expend your martial focus to make one weapon 
  attack as a bonus action.
  At 7th level, you no 
  longer need to expend your 
  martial focus to use spell 
  combat. At 15th level, you may 
  
  41
  use spell combat when using a magic sphere effect that costs 1 
  spell point.
  Mageknight Path
  At 3rd level, you can choose a path that reflects how you mix 
  magical and martial power. This path grants you Path talents 
  and a path power at 3rd level, as well as additional powers at 
  6th, 10th, 14th, and 18th levels.
  Extra Attack
  Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.
  Stalwart
  At 11th level, you may expend your martial focus to change 
  the die result of any saving throw (not just Strength, Dexterity, 
  and Constitution saving throws) to a 10, and may do so after 
  the saving throw was rolled.
  Spell Critical
  At 20th level, whenever you deal damage with a critical hit 
  with a weapon, natural attack, or unarmed strike, you can cast 
  a sphere effect that requires an action as a bonus action.
  Mageknight Paths
  Armorist Path
  An armorist is a mageknight that specializes in creating and 
  enhancing equipment, summoning the exact tool needed to 
  meet the situation at hand.
  Path Talents
  At 3rd, 7th, 15th, 18th, and 20th levels, you gain a bonus mag-
  ic talent from either the Creation or Enhancement spheres.
  Quick Enhancements
  At 3rd level, you can enhance your own worn armor or 
  wielded weapons through the Enhancement sphere as a bonus 
  action.
  Create Equipment
  At 3rd level, as a bonus action you can create a weapon, suit 
  of armor, or shield you are proficient with directly in your 
  hand or on your body for 1 minute (no concentration), even if 
  you do not have the talents normally required to do so. This 
  item is non-magical and made from common materials, and if 
  a ranged weapon, appears with 20 pieces of ammunition. This 
  equipment disappears at the end of your turn if not in your 
  hand or on your body. This equipment counts as being created 
  with the Creation sphere for all purposes.
  Enhanced Creations
  Beginning at 6th level, when you create an object through 
  the Creation sphere, you can enhance it with the Enhance-
  ment sphere as part of the same action. You can maintain both 
  effects at the same time via concentration, but must spend 
  spell points on and for each effect individually.
  Rigorous Creations
  At 10th level, when you create or enhance armor, a shield, 
  or a weapon that you are wearing or wielding, you cannot lose 
  concentration on that effect due to taking damage. Other 
  sphere effects that are maintained through concentration as 
  part of the same action as your create or enhance ability can still 
  be broken as a result of taking damage.
  Potent Enhancement
  Beginning at 14th level, whenever you enhance armor you 
  are wearing or a shield or weapon you are wielding (including 
  equipment created with quick creations), that weapon gains a 
  +1 bonus to attack and damage rolls, or that suit of armor or 
  shield grants an extra +1 to armor class. This has no effect on a 
  magic weapon that already has a bonus to attack and damage 
  rolls, or magic armor and shields that already have a bonus to 
  armor class.
  Unbreaking Creations
  Beginning at 18th level, you have advantage on all concen-
  tration checks made with Creation or Enhancement sphere 
  effects.
  Spellblade Path
  A spellblade focuses on channeling their power through 
  their weapons to damage their foes.
  Path Talents
  At 3rd, 7th, 15th, 18th, and 20th levels, you gain a bonus mag-
  ic talent from the Protection or Destruction spheres.
  Danger Sense
  At 3rd level, you gain an uncanny sense of when things 
  nearby aren’t as they should be, giving you an edge when you 
  dodge away from danger. You have advantage on Dexterity 
  saving throws against effects that you can see, such as traps 
  and spells. To gain this benefit, you can’t be blinded, deafened, 
  or incapacitated.
  Draw Power
  Beginning at 6th level, when you reduce a target to 0 hit 
  points with a weapon attack or deal damage to a creature with 
  a critical hit, you gain 1 temporary spell point that disappears 
  at the end of your next turn. The creature must have a CR of 
  at least half your character level (rounded down).
  Eldritch Strike
  At 10th level, you learn how to make your weapon strikes 
  undercut a creature’s resistance to your spells. When you hit 
  a creature with a weapon attack, that creature has disadvan-
  tage on the next saving throw it makes against a magic sphere 
  effect you cast before the end of your next turn. You cannot 
  use eldritch strike on magic sphere effects channelled through 
  weapon attacks with the Striking (metasphere) talent.
  Broadcast Blade
  Beginning at 14th level, you can spend 1 spell point when 
  making a weapon attack to twist space, affecting all enemy 
  targets within 5 ft. of the target of your attack. You may roll 
  separately for each target.
  Resist Magic
  At 18th level, you have advantage on saving throws against 
  spells and other magical effects.
  
  42
  Psionicist Path
  Through the combined power of using mind magic to read 
  an opponent’s actions and telekinesis to push their own move-
  ments to impossible speeds, psionicists are a powerful force 
  on any battlefield. 
  Path Talents
  At 3rd, 7th, 15th, 18th, and 20th levels, you gain a bonus mag-
  ic talent from either the Mind or Telekinesis spheres.
  Psychic Buffer
  Starting at 3rd level, your subtle ESP and telekinetically-en-
  hanced movement makes you much harder to kill. After a long 
  rest, you gain a psychic buffer. This buffer has hit points equal 
  to twice your mageknight level + your key ability modifier, 
  which last until your next long rest. Whenever you take dam-
  age, the buffer takes the damage instead. If this damage reduc-
  es the buffer to 0 hit points, you take any remaining damage. 
  Whenever you spend spell points in the Mind or Telekinetics 
  spheres, the buffer regains hit points equal to four times the 
  number of spell points spent.
  Pushed Movement
  Starting at 6th level, you can use telekinesis to aid in your 
  body’s natural movement. Your jump distance is doubled, and 
  you can spend a spell point to use the dodge, dash, or disen-
  gage action as a bonus action.
  Evasion
  Beginning at 10th level, you can nimbly dodge out of the 
  way of certain area effects, such as a red dragon’s fiery breath 
  or an Ice Storm spell. When you are subjected to an effect 
  that allows you to make a Dexterity saving throw to take only 
  half damage, you instead take no damage if you succeed on the 
  saving throw, and only half damage if you fail.
  Potent Psionic Buffer
  At 14th level, you may use your bonus action and expend 1 
  spell point to replenish your psychic buffer up to its maximum 
  hit points.
  Two Minds
  At 18th level, you can concentrate on up to two different 
  effects at the same time.
  Shapeshifter Path
  Shapeshifters use magic to assume the best form for any 
  given situation, then tear their enemies to shreds with bites, 
  claws, or tentacles.
  Path Talents
  At 3rd, 7th, 15th, 18th, and 20th levels, you gain a bonus mag-
  ic talent from the Alteration or Life spheres.
  Quick Transformation
  At 3rd level, you can place a shapeshift on yourself and only 
  yourself as a bonus action.
  Steal Language
  Starting at 6th level, you cannot only change your body, but 
  also your mind. You can touch a creature as an action, gaining 
  the ability to speak and understand one language that creature 
  speaks until you complete a long rest. This can work on beasts 
  and other creatures that don’t have a language, but only allows 
  communication with that particular type of creature (eagle, 
  dog, wolf, etc.). You can only have one language acquired at a 
  time in this manner; acquiring a second language dismisses the 
  first.
  Bestial Trait
  At 10th level, choose one trait you can bestow with your 
  shapeshift that doesn’t cost a spell point to use. You gain this 
  trait permanently, even in your unaltered form, and it does 
  not count against your trait total during any shapeshifts. You 
  can suppress or re-manifest this trait once per round with no 
  action.
  Extended Transformation
  At 14th level, your control over Alteration magic makes your 
  transformations unusually powerful. The duration of your 
  shapeshift when placed on yourself becomes concentration for 
  up to 1 hour. You also gain a second bestial trait, as described 
  above.
  Second Skin
  At 18th level, you become a master of Alteration magic. 
  Whenever you change your own form with shapeshift, it is no 
  longer considered a magical effect. This means it cannot be 
  dispelled or countered, and can be used within an antimagic 
  field. Changes to yourself have a duration of concentration for 
  up to forever. Gain a third permanent trait.
  
  43
  Prodigy
  “I can do that.”
  Brilliant warriors capable of combining martial and magic 
  techniques into a seamless flow, bewildering allies and con-
  founding foes with their unparalleled adaptability.
  Quick Build
  You can make a prodigy quickly by following these sugges-
  tions. First, choose the Acolyte background, with Magus as 
  your casting tradition. Your highest score should be Intelli-
  gence. Your next-highest score should be Strength or Dexteri-
  ty, depending upon whether you want to focus on melee weap-
  ons or ranged combat (or finesse weapons). Your third-highest 
  score should be Constitution. Choose the Destruction sphere 
  and Blade (blast shape) as the bonus magic talents from your 
  casting tradition. 
  Note: If you are also using Spheres of Might, trade out your 
  medium armor, shield, and martial weapon proficiencies for 
  the Shield of Faith martial tradition, gaining the Shield sphere, 
  Armored Training, and Versatile Shield, with Duelist Training 
  as your variable talent. 
  Class Features
  As a prodigy, you gain the following class features.
  Hit Points
  Hit Dice: 1d8 per prodigy level
  Hit Points at 1st Level: 8 + your Constitution modifier
  Hit Points at Higher Levels: 1d8 (or 5) + your Constitu-
  tion modifier per prodigy level after 1st
  Proficiencies
  Armor: Light armor, medium armor, shields
  Weapons: Simple weapons, martial weapons. If using 
  Spheres of Might and this is your first level in a class, you can 
  trade out your proficiency with martial weapons, medium 
  armor, and shields for a martial tradition.
  Tools: Choose two types of artisan’s tools or musical instru-
  ments
  Saving Throws: Intelligence, Dexterity
  Skills: Choose any three.
  Table: Prodigy
  Level
  Proficiency 
  Bonus
  Features
  Talents
  Spell Points
  Max Sequence 
  Length
  1st
  +2
  Spherecasting, Martial Focus, Sequence
  0
  0
  2
  2nd
  +2
  Blended Training, Prodigy’s Calling
  1
  1
  2
  3rd
  +2
  Imbue Sequence
  2
  1
  3
  4th
  +2
  Ability Score Improvement
  3
  2
  3
  5th
  +3
  Extra Attack, Prodigy’s Calling feature
  3
  2
  3
  6th
  +3
  Unbroken Sequence
  4
  3
  3
  7th
  +3
  Focused Sequence
  5
  3
  4
  8th
  +3
  Ability Score Improvement
  6
  4
  4
  9th
  +4
  Expertise
  6
  4
  4
  10th
  +4
  Prodigy’s Calling feature
  7
  5
  4
  11th
  +4
  Steady Skill
  8
  5
  5
  12th
  +4
  Ability Score Improvement
  9
  6
  5
  13th
  +5
  Flawless Sequence
  9
  6
  5
  14th
  +5
  Prodigy’s Calling feature
  10
  7
  5
  15th
  +5
  Prodigious Skill
  11
  7
  6
  16th
  +5
  Ability Score Improvement
  12
  8
  6
  17th
  +6
  Expertise
  12
  8
  6
  18th
  +6
  Prodigy’s Calling feature
  13
  9
  6
  19th
  +6
  Ability Score Improvement
  14
  9
  6
  20th
  +6
  Perfected Prodigy
  15
  10
  6
  
  44
  Equipment
  You start with the following equipment, in addition to the 
  equipment granted by your background and traditions; You 
  must be proficient with the chosen class equipment to select 
  it as part of your starting equipment:
  • (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an 
  explorer’s pack
  • (a) leather armor, or (b) scale mail
  • (a) a martial or simple weapon, or (b) a shield
  Spherecasting
  You can combine spheres and talents to create magical 
  effects. You gain a spell pool and blended training. 
  Casting Tradition
  If you do not already have a casting tradition, you gain one 
  at 1st level. Your casting tradition determines your key ability 
  modifier.
  Spell Pool
  You gain a small reservoir of energy that you can call on to 
  create truly wondrous effects, called a spell pool. This pool 
  contains a number of spell points equal to your key ability 
  modifier (minimum: 1). You gain additional spell points equal 
  to half your prodigy level (rounded down). This pool replenish-
  es once per day after a long rest. (Note: if multiclassing, spell 
  points from your key ability modifier are only gained once.)
  Blended Training
  You gain 3/4ths of a magic talent every level, according to 
  Table: Prodigy. If you are using Spheres of Might, any time 
  you would gain a magic talent you can instead choose a martial 
  talent.
  Martial Focus
  Prodigies can achieve martial focus (even if they do not 
  possess a martial tradition or martial talents, see Spheres of 
  Might). They gain their martial focus after a minute of rest, or 
  by taking the Dodge action. A prodigy cannot have multiple 
  focuses, and cannot by any means regain focus more than once 
  per round.
  When a prodigy has martial focus, they can expend their 
  focus before making any single Strength, Dexterity, or Con-
  stitution saving throw to treat the die as if it had rolled a 10. 
  They can also expend their martial focus to gain the benefit of 
  certain martial talents and class features, as described in their 
  entry, while other talents and abilities might require you to 
  currently have martial focus.
  Once a prodigy has gained martial focus, the prodigy re-
  mains focused until they expend their focus, become uncon-
  scious, or go to sleep (or enter a meditative trance).
  Sequence
  You know how to string together actions in combat, build-
  ing momentum and unbalancing enemies before executing 
  powerful finishing blows. A sequence requires the rush 
  induced by real danger; you cannot begin a sequence before 
  combat starts, and your sequence ends automatically 1 round 
  after combat ends.
  Sequences have two parts: Links and finishers. Whenev-
  er you perform an action that qualifies as a link, this either 
  begins a new sequence (being its first link), or increases the 
  number of links in your current sequence by 1. You cannot 
  have more than one sequence active at a time, and the total 
  number of links you can have in your sequence is listed on 
  Table: Prodigy. 
  You can only add 1 link to your sequence a turn. If you 
  haven’t taken an action that adds a link to your sequence for 
  1 full round, your sequence goes down by 1 instead at the be-
  ginning of your turn. If you become dead, paralyzed, petrified, 
  stunned, or unconscious, your sequence immediately ends.
  Links
  
  45
  The following things, if done as a result of an Action on 
  your part, begin a sequence. If your sequence is already active, 
  these activities can add links to your sequence whether or not 
  they are done as an Action, but no more than once per any 
  creature’s turn:
  • Attack: Successfully striking a target with an attack or a 
  magic sphere effect that requires an attack roll.
  • Overcome: Defeat a target in a contested Athletics or 
  Acrobatics check, such as when shoving or being shoved, 
  grappling or being grappled.
  • Debilitate: A hostile creature fails a saving throw 
  against a magic or martial sphere effect you created.
  • Maneuver: Take the Disengage or Dash actions.
  • Defeat: Reducing a hostile creature to 0 hit points.
  • Heal: Restore hit points to an ally or remove a condition 
  such as blinded, charmed, frightened, nauseated, poi-
  soned, stunned, or petrified.
  Finishers
  You can perform any of the following finishers. Performing a 
  finisher ends your sequence and cannot be used to start a new 
  one. Some finishers have some sort of requirement to use, usu-
  ally including a minimum number of links in your sequence. 
  If a finisher lets you target multiple creatures, you can move 
  between attempts just as when performing an Attack action 
  against multiple targets.
  The following are your basic finishers:
  • Adroit Momentum: (2 links) When making an ability 
  check, you can end your sequence to gain a +1d4 bonus. 
  This must be done before the roll is made.
  • Arcane Apocalypse: (4 links) Cast a magic sphere 
  effect that can usually be done as an Action as a bonus 
  action instead. (6 links) Spend your action and bonus 
  action to cast 3 different magic sphere effects that cost an 
  Action to use. You can use these finishers even if any of 
  your magic sphere effects cast that turn have a spell point 
  cost of 1 or higher.
  • Certain Strike: (2 links) Gain advantage on a single 
  attack roll.
  • Doombringer: (2 links) Make a single attack as a bonus 
  action. (4 links) Make an Attack action as a bonus action. 
  (6 links) Spend your action and bonus action to make 
  three Attack actions.
  • Focus: (3 links) Regain martial focus with no action 
  required.
  • Ironhide: As a reaction when someone rolls damage 
  against you, reduce that damage by the links in your 
  sequence x 5.
  • Resilience: (4 links) As a reaction, reroll a failed saving 
  throw. This cannot be done if the roll was already made 
  with advantage.
  Alchemy
  Athletics
  Barrage
  Barroom
  Beastmastery
  Berserker
  Brute
  Dual Wielding
  Fencing
  Gladiator
  Guardian
  Alchemy
  Athletics
  Barrage
  Barroom
  Beastmastery
  Berserker
  Brute
  Dual Wielding
  Fencing
  Gladiator
  Guardian
  
  46
  Retribution
  Scoundrel
  Scout
  Shield
  Sniper
  Trap
  Warleader
  Wrestling
  Retribution
  Scoundrel
  Scout
  Shield
  Sniper
  Trap
  Warleader
  Wrestling
  Creation
  Debris Field: The ground within 30 feet of you is consid-
  ered difficult terrain for everyone except you.
  Dark
  Shadow: You become the center of a darkness, but you are 
  unaffected by that darkness. You can apply a single (darkness) 
  talent to this darkness as normal, paying any spell points 
  required.
  Death
  Vampiric Blade: When making an attack action, you can 
  deal additional necrotic damage equal to half your prodigy 
  level once. When this damage is dealt, you gain a number of 
  temporary hit points equal to the necrotic damage inflicted. 
  These temporary hit points expire after 1 minute.
  Destruction
  Destructive Edge: When making an attack action, you 
  can add your class level to one damage roll. The type of this 
  damage matches a blast type of your choice you possess.
  Divination
  Clear Sighted: You gain the benefit of one sense you pos-
  sess, paying any spell points required.
  Enhancement
  Enhanced Combatant: You, a weapon you wield, or a 
  piece of armor or shield that you have equipped, gains the 
  benefit of one (enhance) talent that you possess, paying any 
  spell points required.
  Fate
  Lucky: You become the center of one non-instantaneous 
  consecration you can create. You must pay any spell points 
  required.
  Illusion
  Blurred: You can give one attack made against you each 
  round disadvantage.
  Life
  Regenerate: Regain a number of hit points equal to the 
  length of your sequence at the end of each of your turns.
  Light
  Sunrise: You shed bright light as if applying brighten to a 
  glow. You can apply a single (light) talent to this light as nor-
  mal, paying any spell points required.
  Mind
  Mind Breaker: When you deal damage, shove, or grapple a 
  target with an attack action, that creature subtracts 1d4 from 
  the result of any Wisdom saving throws it rolls until the end 
  of your next turn.
  Nature
  Aura of Flame (requires Fire Geomancy): All hostile 
  creatures within 5 feet of you at the end of their turn take fire 
  damage equal to the length of your sequence.
  Fog of War (requires Water Geomancy): You are 
  shrouded in heavy mist to a 5-foot radius per link, which is 
  considered heavily obscured.
  Greenstep (requires Plant Geomancy): You can 
  ignore difficult terrain caused by plantlife (including magical 
  plantlife) and can see unhindered through plantlife up to 30 
  feet.
  Prodigy’s Calling
  At 2nd level, the prodigy chooses a calling, which are de-
  tailed at the end of the class description. This calling grants 
  you features at 2nd level and again at 5th, 10th, 14th, and 18th 
  level.
  Imbue Sequence
  At 3rd level, as part of starting a sequence, you can infuse 
  yourself with mystic energy tied to one magic sphere you 
  possess. Only a single imbue ability can be applied at a time, 
  though the imbuement can be changed as a bonus action, and 
  its effects end immediately when the sequence does. Imbue-
  ment effects do not cost spell points or require concentration 
  unless noted. Beginning an imbuement or activating a finisher 
  are sphere effects.
  Alteration
  Minor Shapeshift: You gain one trait that you can apply 
  to a shapeshift. This is in addition to any traits otherwise grant-
  ed by shapeshift.
  Conjuration
  Double Team: You have advantage on the first attack roll 
  you make each turn against a target within your Conjuration 
  companion’s reach.
  
  47
  Steel Skin (requires Metal Geomancy): You ignore 
  disadvantage to Dexterity (stealth) checks from any armor 
  primarily composed of metal and gain advantage on any saving 
  throws or opposed ability checks to resist effects targeting 
  your armor and weapons that are primarily composed of 
  metal.
  Tunnel (requires Earth Geomancy): You gain a 10 foot 
  burrow speed. This means you can move through sand, earth, 
  mud, or ice, but not stone.
  Wind Barrier (requires Air Geomancy): Ranged weap-
  on attacks against you have disadvantage.
  Protection
  Defended: You gain the benefit of one aegis you possess, 
  paying any spell points required.
  Telekinesis
  Air Step: You fall at a rate of 60 feet per round and become 
  immune to falling damage. If you are capable of using levitate 
  on yourself, whenever you add a link to your sequence you gain 
  a 20 ft. fly speed until the end of your next turn.
  Time
  Time Slip: Your speed increases by +10 feet.
  Warp
  Step Between: You do not provoke attacks of opportunity 
  from movement.
  Universal
  Chaos Aura (requires any wild magic talent): Hos-
  tile creatures within 20 feet of you increase their wild magic 
  chance by 10% per link.
  Weaken Dweomer (requires Dispel): You gain advan-
  tage on one saving throw made against magic each round.
  Weather
  Buffeting Air: You gain advantage on any Strength (Ath-
  letics) or Dexterity (Acrobatics) check made in response to 
  something starting a contested roll against you (such as a 
  shove, tumble, or grapple).
  Ability Score Improvement
  When you reach 4th level, and again at 8th, 12th, 16th, and 
  19th level, you can increase one ability score of your choice by 
  2, or you can increase two ability scores of your choice by 1. As 
  normal, you can’t increase an ability score above 20 using this 
  feature.
  Extra Attack
  Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.
  Unbroken Sequence
  At 6th level, when your sequence would be ended by the 
  paralyzed, stunned, petrified, or unconscious conditions, you 
  can expend martial focus to prevent the sequence from ending 
  for 1 round.
  Focused Sequence
  At 7th level, you can expend your martial focus with no 
  action on your turn to increase your sequence by 1 link. Alter-
  natively, as a bonus action you can cease concentration on a 
  magic effect. This does not count against your usual total of 1 
  link per turn, but cannot be done if your sequence is already at 
  its maximum, and cannot be benefited from more than once 
  per round.
  Expertise
  At 9th level, choose two of your skill or tool Proficiencies. 
  Your Proficiency Bonus is doubled for any ability check you 
  make that uses either of the chosen Proficiencies.
  At 17th level, you can choose two more of your Proficiencies 
  to gain this benefit.
  Steady Skill
  Beginning at 11th level, whenever you make any ability check 
  and roll a 7 or lower on the d20, you can treat the roll as if it 
  had been an 8.
  Flawless Sequence
  At 13th level, you do not lose a link from your sequence if 
  you failed to add a link since the beginning of your previous 
  turn, and no longer need to expend martial focus to prevent 
  your sequence ending from the paralyzed, stunned, petrified, 
  or unconscious conditions.
  Prodigious Skill
  Beginning at 15th level, whenever you would make an ability 
  check you can spend a spell point instead of rolling the d20 to 
  treat the d20 as if it had rolled a 15.
  Perfected Prodigy
  At 20th level, when you start a sequence, it begins with 
  three links instead of one.
  Callings
  Battleborn (Spheres of Might)
  There are times when someone’s body does everything 
  perfectly; the lines of motion converge to allow the warrior 
  to jump higher, strike faster, and dodge more completely than 
  most humanoids are normally capable of. For the battleborn, 
  these moments of genius are not the exception, but the norm.
  This subclass requires Spheres of Might.
  Natural Talents
  At 2nd level, you gain 1 martial talent. Whenever you 
  complete a long rest, you can change this talent. You gain an 
  additional talent that you can change in this fashion at 10th 
  and 18th levels.
  Inspired Hit 
  At 5th level, your weapon and spell attack rolls score a criti-
  cal hit on a roll of 19 or 20.
  Natural Inspiration
  At 10th level, you can change your natural talents during a 
  short or long rest.
  Greater Extra Attack
  At 14th level, you can make three attacks instead of two 
  when making an Attack action. 
  Masterful Inspiration
  Beginning at 18th level, you can spend a spell point to 
  change a natural talent as a bonus action.
  Genius Hit
  Beginning at 20th level, your weapon and spell attack rolls 
  score a critical hit on a roll of 18-20.
  
  48
  Battleborn (Core)
  There are times when someone’s body does everything 
  perfectly; the lines of motion converge to allow the warrior 
  to jump higher, strike faster, and dodge more completely than 
  most humanoids are normally capable of. For the battleborn, 
  these moments of genius are not the exception, but the norm.
  Fighting Style
  At 2nd level, you gain a fighting style. Choose one of the 
  following options.
  • Archery: You gain a +2 bonus to attack rolls you make 
  with ranged weapons.
  • Defense: While you are wearing armor, you gain a +1 
  bonus to AC.
  • Dueling: When you are wielding a melee weapon in one 
  hand and no other weapons, you gain a +2 bonus to dam-
  age rolls with that weapon.
  • Great Weapon Fighting: When you roll a 1 or 2 on a 
  damage die for an attack you make with a melee weapon 
  that you are wielding with two hands, you can reroll the 
  die and must use the new roll, even if the new roll is a 1 
  or a 2. The weapon must have the two-handed or versatile 
  property for you to gain this benefit.
  • Protection: When a creature you can see attacks a 
  target other than you that is within 5 feet of you, you can 
  use your reaction to impose disadvantage on the attack 
  roll. You must be wielding a shield.
  • Two-Weapon Fighting: When you engage in 
  two-weapon fighting, you can add your ability modifier to 
  the damage of the second attack.
  Inspired Hit 
  At 5th level, your weapon and spell attack rolls score a criti-
  cal hit on a roll of 19 or 20.
  Additional Fighting Style
  At 10th level, you gain an additional option from the fight-
  ing style class feature.
  Greater Extra Attack
  At 14th level, you can make three attacks instead of two 
  when making an Attack action. 
  Magical Resilience
  Beginning at 18th level, whenever you make a saving throw 
  that does not include your proficiency bonus, you can spend a 
  spell point to add your proficiency bonus to that roll.
  Genius Hit
  Beginning at 20th level, your weapon and spell attack rolls 
  score a critical hit on a roll of 18-20.
  Mimic’s calling
  For a mimic, all that’s needed to master a skill is the chance 
  to see it in action.
  Mimicry
  At 2nd level, you can intuitively understand abilities that you 
  see in practice. When you observe a martial or magic sphere 
  effect, as a reaction you can attempt a key ability check (with 
  proficiency bonus) against the sphere DC of the effect. If suc-
  cessful, you gain knowledge of 1 base sphere or talent that you 
  do not possess that was used in that effect. This knowledge is 
  retained for 1 minute. You can retain knowledge of 2 talents 
  at a time; learning a third replaces a previous talent of your 
  choice.
  You can use this ability on a spell or cantrip, making the 
  check against the spell DC, and if learned, spending spell 
  points equal to half the spell’s level (rounded up), with can-
  trips costing 0 spell points. You cannot use a spell slot in this 
  manner greater than half your class level. Mimicked spells are 
  cast according to your casting tradition, though any material 
  components or focuses with a cost of greater than 10 gp must 
  still be provided.
  At 5th level, you can retain up to 3 talents or spells at a time.
  At 10th level, you retain talents or spells until your next 
  short or long rest.
  At 14th level, you can use your mimicry ability once per 
  round without expending a reaction.
  At 18th level, you can retain up to 4 talents or spells at a 
  time.
  Perfected calling
  At 20th level, you retain mimicked talents and other abili-
  ties indefinitely, though still must forget one if you gain a new 
  talent or ability beyond your limit.
  Savant’s calling
  For a very, very selective few, magic comes so naturally to 
  them that they deal not with spells, but with the pure forces 
  behind their creation. For a savant, rewriting magic is as easy 
  as breathing, and mastering new skills as easy as a night spent 
  ruminating on the subject.
  Meditative Talents
  At 2nd level, you gain 1 magic talent. Whenever you com-
  plete a long rest, you can change this talent. You gain an 
  additional talent you can change in this fashion at 10th and 
  18th levels.
  Reflect Spell 
  At 5th level, when targeted by a spell or magic sphere 
  effect, as a reaction you can expend martial focus to make 
  an opposed spellcasting ability check. If successful, the spell 
  is reflected back on the caster as if you were the caster and 
  they were the target. Whether or not you are successful, you 
  cannot take an Action on your next turn.
  Quick Rumination
  Beginning at 10th level, you can change your meditative 
  talents during a short or long rest.
  Greater Reflect Spell
  At 14th level, you can use your action normally on the turn 
  after using reflect spell and automatically regain your martial 
  focus if your spellcasting ability check succeeds.
  Instant Rumination
  Beginning at 18th level, you can expend your martial focus to 
  change a meditative talent as an Action.
  Masterful Rumination
  At 20th level, you can use instant rumination as a bonus 
  action instead of an action.
  
  49
  Soul Weaver
  Soul weavers are similar to Clerics, in that their power 
  comes from deity, spirits, and communion with the hereafter. 
  Unlike clerics, though, who approach the gods as devotee to 
  patron, a soul weaver approaches them as a student to teach-
  er, seeking knowledge sometimes through appeasement and 
  pacts, but also often from ancient traditions, communion 
  with nature spirits, mystery religions, or simply a natural sixth 
  sense that allows them to see and speak with the spirits of the 
  departed. While some soul weavers might do the work of the 
  gods and oversee a shrine, others might subjugate the dead 
  in a private cemetery or travel the land communing with lost 
  souls as they see fit.
  Quick Build
  You can make a soul weaver quickly by following these 
  suggestions. First, choose the Runist casting tradition, making 
  Intelligence your highest score. Your next-highest score should 
  be Wisdom. Your third-highest score should be Constitu-
  tion or Dexterity. Choose the Hermit background. Choose 
  the Death sphere as your first magic talent as a soul weaver. 
  Choose the Life sphere and the Universal sphere (metasphere 
  package) as your bonus magic talents from your casting tradi-
  tion.
  Class Features
  As a soul weaver, you gain the following class features.
  Hit Points
  Hit Dice: 1d8 per soul weaver level
  Hit Points at 1st Level: 8 + your Constitution modifier
  Hit Points at Higher Levels: 1d8 (or 5) + your Constitu-
  tion modifier per soul weaver level after 1st
  Proficiencies
  Armor: None
  Weapons: Simple Weapons
  Tools: Choose one type of artisan’s tools.
  Saving Throws: Wisdom, Charisma
  Skills: Choose three from Arcana, Deception, History, 
  Insight, Medicine, Performance, Persuasion, Religion, and 
  Stealth
  Equipment
  You start with the following equipment, in addition to the 
  equipment granted by your background:
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  Table: Soul Weaver
  Level
  Proficiency Bonus
  Features
  Magic Talents
  Spell Points
  1st
  +2
  Spherecasting, Soul Weaver Path
  1
  1
  2nd
  +2
  Nexus (2), Path Power
  1
  2
  3rd
  +2
  -
  2
  3
  4th
  +2
  Ability Score Improvement
  2
  4
  5th
  +3
  Nexus Powers
  3
  5
  6th
  +3
  Path Power, Nexus (3)
  3
  6
  7th
  +3
  -
  4
  7
  8th
  +3
  Ability Score Improvement
  4
  8
  9th
  +4
  -
  5
  9
  10th
  +4
  Nexus Powers
  5
  10
  11th
  +4
  -
  6
  11
  12th
  +4
  Ability Score Improvement
  6
  12
  13th
  +5
  -
  7
  13
  14th
  +5
  Path Power, Nexus (4)
  7
  14
  15th
  +5
  -
  8
  15
  16th
  +5
  Ability Score Improvement
  8
  16
  17th
  +6
  -
  9
  17
  18th
  +6
  Path Power
  9
  18
  19th
  +6
  Ability Score Improvement
  10
  19
  20th
  +6
  Nexus (5), Constant Ally
  10
  20
  
  50
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • Two daggers
  Spherecasting
  You can combine spheres and talents to create magical 
  effects. You gain a spell pool and magic talents.
  Casting Tradition
  If you do not already have a casting tradition, you gain one 
  at 1st level. Your casting tradition determines your key ability 
  modifier.
  Spell Pool
  You gain a small reservoir of energy you can call on to create 
  truly wondrous effects, called a spell pool. This pool contains a 
  number of spell points equal to your key abil-
  ity modifier 
  (minimum: 1). You gain additional spell points equal to your 
  soul weaver level. This pool replenishes once per day after a 
  long rest. (Note: if multiclassing, spell points from your key 
  ability modifier are only gained once.)
  Magic Talents
  The Magic Talents column shows the number of magic 
  talents gained from your soul weaver levels.
  Soul Weaver Path
  At 1st level you can choose a Soul Weaver Path. This path 
  gives you certain features at 1st, 2nd, 6th, 14th, and 18th level.
  Soul Nexus
  Every soul weaver carries a collection of souls, called a nex-
  us. Perhaps these are lost souls you are guiding and protecting. 
  Perhaps these are trapped souls you exploit. Perhaps they 
  are not souls at all, but rather fey beings or nature spirits you 
  commune with in exchange for power. Whatever the case, 
  these souls are integral to your magic and follow you wherever 
  you go.
  You can choose at will whether your souls are visible or in-
  visible, though usually it is only you (and some select individu-
  als with a natural sixth sense) that can hear their words. When 
  visible, souls usually appear as floating balls of ghostly light 
  that orbit your head.
  At 2nd level, you can have up to 2 souls in your nexus, which 
  increases by one at 6th (3), 14th (4) and 20th levels (5). When-
  ever you use a soul nexus power, one of these souls is expend-
  ed; it is not lost, but its power is spent, returning it to the 
  nether until you re-summon it. You can summon souls to bring 
  your nexus back to its maximum during any short or long rest.
  The following abilities each expend one soul from your soul 
  nexus. As you gain levels, you gain new abilities. If any nexus 
  power calls for a saving throw, the DC is equal to your magic 
  sphere DC.
  2nd Level Abilities
  Channel Spirit
  As an action, you can expend a soul to allow it to momen-
  tarily possess your body, lending you its power and expertise. 
  You can grant yourself the benefit of any one magic talent 
  you don’t already possess for 1 minute. You must possess that 
  talent’s base sphere and meet any prerequisites (if an advanced 
  talent). You can only have one use of this ability active at a 
  time; using it again replaces the talents gained from previous 
  uses.
  5th Level Abilities
  Greater Channel Spirit
  When using channel spirit, you can gain a base sphere you 
  do not already possess instead of only talents from base 
  spheres you know.
  Ghostpoint
  You can send a soul forth to serve as an epicenter 
  for your magic. Whenever you use a spell or magic 
  sphere, you can expend a soul to use that magic as 
  
  51
  if you were standing in a space within 30 feet of you. You can 
  calculate distances, line of sight, and even make melee spell 
  attacks as if you were standing in that space.
  10th Level Abilities
  Supreme Channel Spirit
  When using channel spirit, you can gain 2 talents instead of 
  one, and can use one talent to meet the prerequisites (if any) 
  of the second talent.
  Second Soul
  When you or an ally within 30 feet fails a saving throw, as 
  a reaction you can expend 2 souls to change that failure to a 
  success.
  Constant Ally
  At 20th level, when you roll for Initiative and have no souls 
  remaining, you regain 1 soul.
  Soul Weaver Paths
  Path of the Gothi
  Gothi awaken the ancient dead to channel their aid to 
  defend the living. Whether they are empowering allies to con-
  tinue an ancestral fight or seeking knowledge from the past, 
  the Gothi serve as a bridge between the world of the living 
  and the world of the honored fallen.
  Path Talents
  At 1st, 7th, 13th, 17th, and 20th levels, you gain a bonus mag-
  ic talent from either the Conjuration or Divination spheres.
  Remember the Ancestors
  At 1st level you gain proficiency with History and Religion.
  Empower Allies
  At 2nd level, you can expend a soul as an Action to give an 
  ally within 30 feet temporary hit points equal to 1d10 + your 
  soul weaver level. These temporary hit points last until their 
  next short or long rest.
  Consult the Ancestors
  At 6th level, you can expend a soul when making any Intelli-
  gence check to add your proficiency bonus to the check, or to 
  double your proficiency bonus if it is already added.
  Rally Allies
  At 14th level, whenever you use empower allies or second 
  soul, the target of that ability can make a single weapon attack 
  as a reaction if they so choose.
  Greater Banner
  At 18th level, when a target is benefitting from temporary 
  hit points granted by your empower allies ability, you can use 
  your action to allow them to make an attack action.
  Path of the Lichling 
  Lichlings are those who take the powers of undeath for 
  themselves, either by replacing pieces of their bodies with un-
  dead flesh, or perhaps to walk the ultimate path of becoming a 
  lich themselves.
  Path Talents
  At 1st, 7th, 13th, 17th, and 20th levels, you gain a bonus mag-
  ic talent from either the Death or Destruction spheres.
  Strength of the Undead
  At 1st level, you have begun to imbue your own body with 
  undead flesh. Perhaps you have replaced a hand with an 
  animated skeletal hand, or maybe your skin has turned grey 
  and deathlike. Whatever it is, it is visible, although you can 
  attempt to hide it if you choose.
  You gain advantage on all death saving throws, and can 
  spend a spell point to grant yourself advantage before rolling a 
  Strength (athletics) checks or Strength saving throw.
  Blight
  At 2nd level, you can expend a soul as an Action to make a 
  melee spell attack against a target. If you succeed, you cause 
  a patch of undead flesh to grow in them, which can be on the 
  surface of their skin or hidden underneath, such that a target 
  might not even know they have blight. Creatures with blight 
  have disadvantage on all saving throws against any lichling’s 
  magic spheres.
  This undead flesh cannot be placed on a construct or a dead 
  or undead creature, but dying does not remove blight from a 
  target. Blight is considered a disease and is permanent until 
  removed by lesser restoration or a DC 20 Medicine check; 
  failing this check deals 1d4 necrotic damage. Abilities that 
  require blight can work on any creature with blight, not just 
  blight you placed. 
  Lesion
  Beginning at 6th level, as an action, you can cause blight 
  on a creature within 30 feet of you to explode. This deals 1d6 
  necrotic damage per level you possess to the creature. If this 
  drops the creature to 0 hp or the creature is already dead, the 
  blight explodes with so much force that other creatures within 
  5 feet of the target also suffer this damage, except they can 
  attempt a Dexterity saving throw for half damage.
  This removes the blight.
  Undead Resistances
  At 14th level, you gain resistance to necrotic and poison 
  damage, and can’t have your maximum hit points reduced 
  unless you allow it.
  Mindblight
  Beginning at 18th level, as an action you can cause a blight 
  on a creature within 30 feet to grow and temporarily consume 
  their mind. The target must pass a Constitution saving throw 
  or be dominated by you as by an 8th level dominate monster 
  spell.
  This removes the blight, whether or not they pass their 
  saving throw.
  
  52
  Path of the Medium
  Mediums specialize in channeling spirits not just to grab a 
  bit of their knowledge, but to allow those spirits to speak to 
  the living and impact the material world for a brief while.
  Path Talents
  At 1st, 7th, 13th, 17th, and 20th levels, you gain a bonus mag-
  ic talent from either the Divination or Fate spheres.
  Whispers of the Dead 
  At 1st level, the echoes of those who have died begin to 
  cling to you and share their knowledge. Whenever you finish 
  a short or long rest, you can gain one skill or tool proficiency 
  of your choice. This proficiency lasts until you use this feature 
  again. When you gain your nexus at 2nd level, you can expend 
  a use of channel spirit as an Action to change this skill or tool 
  proficiency.
  Possess Body
  At 2nd level, whenever you use your channel spirit nexus 
  power, instead of gaining a magic talent you can instead gain 
  one of the following benefits:
  You gain proficiency with one martial weapon and a fighting 
  style, as a 1st level fighter.
  You deal 1d6 sneak attack damage, as a 1st level rogue.
  You gain temporary hit points equal to 2x your soul weaver 
  level. While you are not wearing any armor, your Armor Class 
  equals 10 + your Dexterity modifier + your Constitution modi-
  fier. You can use a shield and still gain this benefit.
  You can use Dexterity or Strength for your attack and 
  damage rolls for unarmed strikes, and they deal 1d4 damage. 
  When you use the Attack action with an unarmed strike, a 
  shortsword, or a 1-handed simple weapon, you can make one 
  unarmed strike as a bonus action. 
  Tokens of the Departed
  Beginning at 6th level, when a life ends in your presence, 
  you’re able to snatch a sliver of its life essence that takes 
  physical form. As a reaction when a creature you can see dies 
  within 30 feet of you, you open your free hand and a Tiny 
  trinket appears there, known as a soul trinket. A soul trin-
  ket often takes the form of a random object that bore some 
  significance to the departed being, but it is only a small token 
  without much practical use. You can have a maximum of three 
  soul trinkets at a time. You can’t create one while at your 
  maximum.
  While a soul trinket is on your person, you have advantage 
  on death saving throws and Constitution saving throws, as 
  your vitality is enhanced by the life essence within the object. 
  As an action, you can destroy one of your soul trinkets, no 
  matter where it’s located. When you do so, you can ask the 
  spirit associated with the trinket one question. The spirit 
  appears to you and answers in a language it knew in life, and is 
  under no obligation to answer truthfully.
  At 18th level, you can ask it a number of questions equal to 
  your proficiency bonus.
  Dual Soul
  At 14th level, you can have two uses of channel spirit active 
  at a time instead of only one, and can activate both with the 
  same Action. 
  At 18th level, you can have three uses of channel spirit active 
  at a time, and can activate all 3 with the same Action.
  Path of the Undertaker
  Undertakers are workers of death, wielding weapons of war 
  empowered by the souls of the departed to increase their own 
  destructive power.
  Combatant
  You gain proficiency with medium armor, shields, and all 
  martial weapons. If you are using Spheres of Might, you can 
  instead gain a martial tradition, or a bonus Equipment talent 
  if you already have one. You can select a martial talent in place 
  of any magic talent gained from soul weaver levels or the 
  channel spirit class feature.
  Enraged Soul
  Beginning at 2nd level, when you hit a creature with a melee 
  weapon attack, you can expend a soul to deal extra necrotic 
  damage equal to 5 + twice your soul weaver level.
  Extra Attack
  Beginning at 6th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.
  Necrotic Strike
  At 14th level, you gain the ability to infuse your weapon 
  strikes with necrotic energy. Once on each of your turns when 
  you hit a creature with a weapon attack, you can cause the 
  attack to deal an additional 2d8 necrotic damage to the target.
  Trap Soul
  At 18th level, when a creature is at 0 hit points or has died 
  within 1 round, you can expend a soul to attempt to trap the 
  departing soul within your nexus. The target gets a Charisma 
  saving throw to resist, and if it succeeds, you cannot target it 
  with this ability again for 1 day. If it fails, it dies and its soul 
  becomes part of your nexus, taking the place of the soul ex-
  pended to use this ability and becoming immediately available 
  for use.
  The creature whose soul you trapped cannot be resurrected 
  while you still live, unless you choose to release the soul from 
  your nexus and let it go to the afterlife (in which case another 
  random soul will join your nexus during your next rest). The 
  soul can speak and retains the knowledge it had in life, but is 
  under no obligation to answer questions (although bargaining 
  for a peaceful release into the afterlife is usually enough to get 
  a soul to talk).
  Path of the White 
  Necromancer 
  White necromancers walk the path of healing, using the 
  knowledge of the departed to protect and empower the living.
  Path Talents
  At 1st, 7th, 13th, 17th, and 20th levels, you gain a bonus mag-
  ic talent from either the Life or Death spheres.
  Rebuke Death
  At 1st level, whenever you use the Life sphere to heal a 
  target’s hit points or grant it temporary hit points, the number 
  granted increases by your soul weaver level.
  
  53
  Lovelorn Soul
  Beginning at 2nd level, as an action you can touch a living 
  or undead creature (but not a construct) and expend a soul to 
  restore a total number of hit points equal to your soul weaver 
  level x 5.
  Willing Allies
  At 2nd level, when you reanimate a body you can expend a 
  soul to place it inside that undead creature, giving the un-
  dead an intelligence of 10. This means it can speak and follow 
  complex orders, though it is still unfailingly loyal to you. You 
  cannot regain your expended soul so long as this benefit is still 
  possessed by the undead creature, but you can end this benefit 
  as a bonus action.
  Curative Souls
  Beginning at 6th level, when you use lovelorn soul you can 
  target two creatures (one of which can be yourself) with-
  in reach rather than 1, healing both creatures for an equal 
  amount.
  Temporary Resurrection
  At 14th level, as an action you can expend a soul to bring a 
  dead body within 30 feet temporarily back to life. The target 
  gains 1/4th it’s total hit points, but automatically dies again 
  after 1 minute. The target cannot have a level or CR higher 
  than your level.
  Supreme Healing
  Starting at 18th level, when you would normally roll one 
  or more dice to restore hit points with a magic sphere, you 
  instead use the highest number possible for each die. For 
  example, instead of restoring 2d6 hit points to a creature, you 
  restore 12.
  Path of the Wraith
  Followers of the path of the wraith are almost more ghost 
  than humanoid, taking upon themselves the traits of the 
  wraith as they not only commune with the dead, but also walk 
  alongside them.
  Wraith Form
  At 1st level, you can spend a spell point as an action to be-
  come slightly ethereal for 1 minute. If you are already slightly 
  ethereal you can reset the duration by spending a spell point 
  with no action.
  While in this slightly-ethereal form you can’t interact with 
  objects on the material plane, make unarmed or weapon 
  attacks, or see anything more than 60 feet away, but you gain 
  advantage on all Dexterity (Stealth) checks and gain resistance 
  to bludgeoning, slashing, and piercing damage from nonmagi-
  cal attacks.
  At 6th level, you can move through creatures and objects as 
  if they were difficult terrain, but you take 5 (1d10) force dam-
  age if you end your turn inside a creature or an object. While 
  in wraith form you also gain a 10 foot fly speed and can hover.
  At 14th level, you also gain resistance to acid, fire, lightning, 
  and thunder damage while in wraith form.
  At 18th level, your fly speed increases to 30 feet when in 
  wraith form.
  Possession
  Beginning at 2nd level, as an action you can expend a soul to 
  force a humanoid within 5 ft. of you to make a Charisma sav-
  ing throw against your magic sphere DC. If it fails, your body 
  immediately disappears and you take residence inside the 
  target’s body and the target becomes incapacitated and loses 
  control of its body. You now control the body, although the 
  target remains aware of its surroundings, and you cannot force 
  the body to do anything obviously suicidal, including dropping 
  its defenses while allies attack it. Any attempt to target you 
  with an attack or magic effect instead targets the body.
  The possessed body uses your alignment, Intelligence, Wis-
  dom, and Charisma scores, as well as your own proficiencies, 
  class features, and magic and martial spheres, but otherwise 
  retains its own physical ability scores, special attacks, and 
  hit points. You cannot access the target’s knowledge, class 
  features, or proficiencies.
  The possession lasts for 1 minute, or 1 round if its CR is 
  higher than your level. Possession ends if the duration expires, 
  but also if the body drops to 0 hit points, you end the posses-
  sion as a bonus action, or you are forced out by an effect such 
  as the dispel evil and good spell. If possession ends because 
  the duration has expired, you can spend a soul with no action 
  to reset the duration. When the possession ends, you reappear 
  in an unoccupied space within 5 ft. of the body. The target is 
  immune to your possession 24 hours after succeeding on the 
  saving throw or after the possession ends.
  At 6th level, you can possess any living mortal creature (not 
  undead, constructs, or outsiders). 
  At 14th level you gain access to a creature’s memories while 
  possessing it. If the target’s CR is not higher than half your 
  level, possession lasts until you take a short rest.
  At 18th level you can possess any creature. If the target’s CR 
  is not higher than half your level, possession lasts until you 
  take a long rest.
  
  54
  Alteration Sphere
  Chapter 4
  Spheres
  traits). You cannot grant the same trait more than once unless 
  the trait indicates it may be granted multiple times.
  Augment 1 sp: You can target unwilling creatures; they are 
  allowed a Constitution saving throw to negate the effect. At 
  the end of each of its turns, an affected creature can make a 
  new Constitution saving throw. On a success, the effect ends 
  for that creature. 
  Augment 2 sp: The effect persists for the remaining du-
  ration without concentration. This augment may be applied 
  after the effect is cast on your turn without an action.
  A target may only be affected by one shapeshift at any one 
  time. If a caster attempts to place a second shapeshift on a 
  target, he must succeed at a spellcasting ability check against 
  the spell save DC or sphere DC of the caster of the existing 
  effect. If he succeeds, the second shapeshift is successfully 
  placed on the target, suppressing the first (which continues to 
  expend its duration even while suppressed). The wild shape 
  ability of the druid class, as well as spells like alter self, animal 
  shapes, polymorph, and shapechange all count as a shapeshift for 
  this purpose, although alternate sources of specific physical 
  traits (for example, a class feature that lets you grow claws) 
  still function. 
  The target chooses whether it’s equipment falls to the 
  ground in it’s space, merges into its new form, or is worn by 
  it. Worn equipment functions as normal, but the GM decides 
  whether it is practical for the new form to wear a piece of 
  equipment, based on the creature’s form and size. The equip-
  ment doesn’t change size or shape to match the new form, and 
  any equipment that the new form can’t wear must either fall 
  to the ground or merge with it. Equipment that merges with 
  the form has no effect until the shapeshift ends.
  If a talent or trait has a listed AC, this AC does not stack 
  with any worn armor unless noted; use the higher value. 
  Shields may be applied normally, though not all forms have the 
  limbs required to wield them.
  You have the ability to change the 
  physical makeup of creatures. 
  When you first gain the Alteration 
  sphere, you gain the shapeshift special ability. In addition, you 
  gain one (genotype) talent that you qualify for.
  Shapeshift 
  Casting Time: 1 action
  Range: Touch
  Duration: Concentration, up to 10 minutes
  Target: One willing creature
  Saving Throw: Constitution
  Cost: 0 sp
  You change the shape of yourself or a willing creature into a 
  completely new form.
  When you shapeshift a target, you choose a form granted by 
  a (genotype) talent you possess, as well as a series of traits for 
  them. Forms constitute a creature’s basic physical makeup 
  (humanoid, draconic, animalistic, avian, etc.) while traits are 
  special characteristics or alterations (natural weapons, creature 
  size, special abilities, etc.). 
  The target’s current physical makeup changes completely 
  into that of the new form, its appearance changes into some-
  thing of your choice that matches its new shape (although 
  your control is not fine enough to mimic a specific individual 
  creature), and it loses any special abilities, natural weapons, 
  speaking ability, or movement types that were dependent on 
  the new form, gaining new ones in their place. Unless their 
  new form prevents the target from supplying the necessary 
  components of their magic, such as hands for Somatic Casting 
  or speech for Verbal Casting, shapeshifted targets do not lose 
  their ability to use magic sphere talents or abilities unless 
  stated otherwise.
  In addition to the benefits listed in the (genotype) talent, 
  you can grant the target 1 trait, plus an additional trait at 5th 
  level (two traits), 11th level (three traits), and 17th level (four 
  
  55
  Natural Weapons: Some traits grant natural weapons, 
  such as bites, claws, spines, talons, etc. These abilities alter the 
  target’s unarmed strike, letting them change the damage die 
  and damage type. Some might also grant special abilities that 
  further augment their use. Some natural weapons require the 
  target to have a particular set of limbs; a creature without the 
  required limb cannot gain the natural weapons, and cannot 
  put two natural weapons on the same limb (for example, if you 
  have one head, you could only gain one bite weapon).
  Alteration Basic Talents
  Some talents have the (genotype) descriptor, which grants 
  new forms that you can use with your shapeshift. Talents with 
  the (trait) descriptor do not grant forms, but sets of additional 
  traits that you can draw from to grant your shapeshift.
  Genotype Talents
  Animalistic (genotype)
  You grant the form of a land beast or monstrosity with your 
  shapeshift. 
  Limbs: 1 head, 4 legs with all the benefits of being a quad-
  ruped. 
  Speed: 40-foot land speed. The land speed increases by 20 
  feet at 5th level (60 feet), 11th level (80 feet), and 17th level 
  (100 feet).
  Natural weapons: bite [natural weapon] (1d6 piercing)
  AC: 13 + Dexterity modifier
  Senses: Scent ability (see below).
  Special: The target counts as being of either the beast or 
  monstrosity type (your choice) in addition to its normal type.
  Animalistic (genotype) offers the following traits, which you 
  can apply to any form:
  • Animal Speed: A land speed as that granted by the 
  Animalistic (genotype) shape (grants 2 legs if the target 
  lacked legs).
  • Scent: The target gains advantage on Wisdom (Percep-
  tion) checks that rely on smell. 
  • Hooves: [natural weapon] (requires legs) 1d4 bludgeon-
  ing. If you successfully overrun a target, it suffers damage 
  from your hooves (1d4 + Str modifier).
  Anthropomorphic (genotype)
  You grant the form of a humanoid creature with your shape-
  shift.
  Limbs: 1 head, 2 arms with hands that can manipulate ob-
  jects as a human’s can, 2 legs
  Speed: 30-foot land speed.
  Natural weapons: none
  AC: 10 + Dexterity modifier (may benefit from armor)
  Special: The target can speak and gains knowledge of one 
  language you also speak. If the target’s Intelligence is lower 
  than 6, it is increased to 6. The target counts as being of the 
  humanoid type in addition to its normal type. You can choose 
  to have the target count as being of a single humanoid race of 
  your choice in addition to its base race.
  If you so choose, you can forgo applying additional traits 
  to the target to instead allow the target to retain its natural 
  weapons, special abilities, and movement modes that were 
  dependent on its previous form, in essence making the target 
  a hybrid between a humanoid and its previous form.
  Anthropomorphic (genotype) offers the following traits, 
  which you can apply to any form:
  • Hands: The target’s arms end in hands that can perform 
  Dexterity checks as skillfully as any humanoid.
  • Eyes: The target gains a nose, eyes, and ears, with normal 
  humanoid senses, even in a form that would normally 
  prevent this.
  • Gift of Speech: The target may speak and supply verbal 
  spell components normally, even if in a form that would 
  normally prevent this.
  Aquan (genotype)
  You grant the form of a swimming beast or monstrosity with 
  your shapeshift.
  Limbs: 1 head, fins, tail 
  Speed: 5-foot land speed, 20 foot swim speed. The swim 
  speed increases by 20 feet at 5th level (40 feet), 11th level (60 
  feet), and 17th level (80 feet)
  Natural weapons: bite [natural weapon] (1d6 piercing)
  AC: 13 + Dexterity modifier
  Special: Gain the amphibious ability (see below). The 
  target counts as being of either the beast or monstrosity type 
  (your choice)  in addition to its normal type.
  Aquan (genotype) offers the following traits, which you can 
  apply to any form:
  • Amphibious: The target gains the ability to breathe 
  both air and water.
  • Ink Spray: [Recharge 5-6]. The target may shoot a jet 
  of ink. In water, this creates a 10-foot radius sphere that 
  provides total concealment and persists for 1 minute. On 
  land, this is a ranged attack with a 10/50 foot range that 
  forces a struck creature to make a Dexterity saving throw 
  or be blinded until they spend an action or two bonus 
  actions removing the ink from their eyes.
  • Jet: [Recharge 4-6]. While swimming, the target can 
  move at double its swim speed when using the dash 
  action. It must move in a straight line while jetting, and 
  does not provoke opportunity attacks when it does so. 
  (Requires a swim speed)
  
  56
  • Keen Scent: The target can notice other creatures by 
  scent in a 180-ft. radius underwater and can detect blood 
  in the water at ranges of up to a mile.
  • Shock: [Recharge 5-6]. As an action, the target may deal 
  1d8 lightning damage with a melee attack. This damage 
  increases by 1d8 at 5th (2d8), 11th (3d8), and 17th (4d8) 
  levels. If a creature successfully grapples the target, the 
  target may use this ability as a reaction. If the target is 
  in water, this ability instead functions as a 10-foot radius 
  sphere centered on the target; affected creatures are 
  allowed a Constitution saving throw for half damage. 
  The target may exclude itself from this damage. Crea-
  tures beyond 10 feet but within a 30-foot radius take half 
  this damage, with a Constitution saving throw for half 
  damage. 
  • Swim: A swim speed as that granted by the Aquan (gen-
  otype).
  • Watersight: The target can see clearly in water, prevent-
  ing them from taking any penalty to Perception due to 
  being underwater.
  Avian (genotype)
  You grant the form of a flying beast or monstrosity with 
  your shapeshift.
  Limbs: 1 head, 2 legs, 2 wings
  Speed: 20-foot land speed, 30-foot glide speed (you can 
  move 30 feet in any direction, except up, but fall 1 foot for ev-
  ery 5 feet traveled). Your glide speed improves to a 20-foot fly 
  speed at 5th level, and your fly speed increases by an addition-
  al 20 feet at 11th level (40 feet) and 17th level (60 feet).
  Natural weapons: talons [natural weapon] (1d4 slashing)
  AC: 12 + Dexterity modifier
  Special: The target counts as being of either the beast or 
  monstrosity type (your choice)  in addition to its normal type.
  Avian (genotype) offers the following traits, which you can 
  apply to any form:
  • Beak: [natural weapon] (requires head, 1d4 piercing).
  • Flight: (requires wings) gains the glide speed and fly 
  speed as granted by Avian (genotype).
  • Hover: While flying, the target does not fall if knocked 
  prone, has its speed reduced to 0, or is otherwise de-
  prived of the ability to move.
  • Talons: [natural weapon] (requires legs) 1d4 slashing.
  • Wings: You gain a pair of wings. Unless something 
  knocks you prone, you fall at a rate of 60 feet per round 
  and do not suffer falling damage.
  • Wing buffet: [natural weapon] (requires wings, 1d4 
  bludgeoning). 
  Blank Form (genotype)
  Unlike other (genotype) talents, the Blank Form does not 
  change the creature’s base makeup. They do not lose their 
  abilities, equipment, natural weapons, or any other aspect of 
  their unaltered form. Ultimately, the Blank Form talent allows 
  a caster to add traits to a creature without fundamentally 
  changing the target first.
  • Retain Trait: As a trait when applying a form other 
  than Blank Form, you can choose one ability depen-
  dent on your target’s base shape (darkvision, keen scent, 
  racial breath weapon, etc.).The target retains this ability 
  despite being under the effects of your shapeshift. You 
  can apply this trait more than once, selecting a different 
  ability each time.
  • Appearance: You may change the target’s appearance to 
  appear as something different. While you cannot change 
  the target’s form, you have great control over cosmetic 
  features; you could change a male into a female, an elf 
  into an orc, alter the appearance of its clothing, change a 
  large dog into a small pony, etc. Applying this trait gives 
  the target advantage on any Deception check made to 
  appear as whatever it is disguised as, and you can even 
  use this trait to apply a disguise to appear as a specific 
  individual. Using this trait lets you make a Disguise Kit 
  check without needing a disguise, using your Key ability 
  modifier. You can merge the target’s equipment into its 
  form and replace it with disguised clothing, as if applying 
  a different transformation as well.
  • Expert Disguise: Add your proficiency modifier to a 
  Disguise Kit check made with the Appearance trait. If 
  you are already proficient, you may instead double your 
  proficiency modifier. This may not benefit from multiple 
  features, such as Expertise, that doubles your proficiency 
  bonus.
  
  57
  • Darkvision: The target gains darkvision to 60 feet: 
  The target can see in dim light within 60 feet of it as if it 
  were bright light, and in darkness as if it were dim light. 
  The target can’t discern color in darkness, only shades of 
  gray. You can grant this trait multiple times, each time it 
  increases the range of the Darkvision by an additional 60 
  feet.
  • Claws: [natural weapon] (requires arms) 1d4 slashing. 
  You gain up to one claw per arm, and your claws are con-
  sidered light finesse weapons.
  • Bite: [natural weapon] (requires head) 1d6 piercing.
  • Natural Armor: The target gains tough, scaly skin. The 
  target’s AC becomes a minimum of 13 + its Dexterity 
  modifier. A shield’s benefits apply as normal to natural 
  armor.
  Dragon (genotype)
  You can grant the form of a dragon with your shapeshift.
  Limbs: 1 head, 2 wings, 4 legs
  Speed: 30-foot land speed
  Natural weapons: bite [natural weapon] (1d6 piercing)
  AC: 13 + Dexterity modifier
  Senses: Darkvision 60 feet
  Special: Gain a breath weapon as the trait (see below). The 
  target counts as being of dragon type in addition to its normal 
  type. Dragon forms are capable of speech and supplying verbal 
  components.
  Dragon (genotype) offers the following traits, which you can 
  apply to any form:
  • Breath Weapon: [Recharge 5-6] A 60-foot line or a 
  30-foot cone, dealing 2d6 damage, dealing either acid, 
  cold, fire, or lightning damage as chosen at the time it is 
  gained. Affected creatures may make a Dexterity sav-
  ing throw to reduce damage by half. A target may only 
  possess one breath weapon at a time. The damage of the 
  breath weapon increases by 1d6 at 5th level (3d6), 11th 
  level (4d6), and 17th level (5d6).
  • Widen Breath: Double the size of a breath weapon 
  (120-foot line or 60-foot cone) (must possess a breath 
  weapon to gain this trait).
  • Frightful Presence: (Augment 1 sp) As an action, the 
  target can create a 30-foot aura that emanates from 
  them. All creatures that enter the aura must succeed on 
  a Wisdom saving throw or be frightened for 1 minute. A 
  creature can repeat the saving throw at the end of each 
  of its turns, ending the effect on itself on a success. If a 
  creature’s saving throw is successful or the effect ends for 
  it, the creature is immune to the spherecaster’s use of this 
  ability until the caster completes a long rest.
  Elemental (genotype)
  You can grant the form of an elemental with your shapeshift.
  Limbs: mutable (the target has no limbs, and cannot gain 
  limbs or natural attacks through traits. Limb-like shapes may 
  be part of the form, but they confer no particular abilities)
  Speed: 30-foot land speed
  Natural weapons: slam [natural weapon] (1d6 bludgeon-
  ing)
  AC: 13 + Dexterity modifier
  Immune: prone
  Senses: Darkvision 60 feet
  Special: The target counts as being of the elemental type 
  in addition to its normal type.The target gains one of the 
  following packages depending on which elemental is being 
  mimicked:
  Air
  The target gains resistance to lightning damage, and gains 
  the ability to create a whirlwind (see below). The target may 
  pass through and occupy other creature’s spaces and gains the 
  float movement mode (see below).
  Float: The target may float up to 10 feet above the 
  ground, with a 30-foot horizontal movement speed. 
  When floating this way, the target may hover. When 
  falling the target may choose to descend at a slower rate 
  to control its fall and to negate all falling damage it would 
  take. Each round it descends 30 feet, and may move in 
  another direction for 30 feet. It may choose to drift side-
  ways, gliding forwards while descending, or down, safely 
  increasing its rate of descent. It may even choose to drift 
  ‘upwards’ to reduce its rate of descent, even allowing it to 
  negate it entirely and hover midair. At level 5, this speed 
  becomes a 30 foot fly speed. This fly speed increases by 
  20 feet at 11th level (50 feet) and 17th level (70 feet).
  Whirlwind (Recharge 4–6). As an action, the target 
  creates a whirlwind in a 5-foot diameter centered on itself 
  that remains until the start of their next turn. Other 
  than the target, each creature in the area must make a 
  Strength saving throw.  On a failure, affected creatures 
  take slam damage and are flung up to 5 feet away from 
  the elemental in the direction of the target’s choice and 
  knocked prone. If a thrown creature strikes an object, 
  such as a wall or floor, they take 3 (1d6) bludgeoning 
  damage for every 10 feet it was thrown. If the creature is 
  thrown at another creature, that creature must succeed 
  on a Dexterity saving throw against your sphere DC 
  or take the same damage and be knocked prone. If the 
  saving throw is successful, the creature takes no damage 
  and isn’t flung away or knocked prone. The diameter of 
  the whirlwind and the distance of the thrown creatures 
  increases by 5 feet at 5th level (10-foot diameter, 10 feet 
  thrown), 11th level (15-foot diameter, 15 feet thrown), and 
  17th level (20-foot diameter, 20 feet thrown).
  Earth
  The target gains a 30-foot burrow speed and may burrow 
  through solid rock, as well as resistance to acid damage.
  Fire
  The target sheds bright light for 30 feet and dim light for 30 
  feet beyond. Its slam attack deals fire damage instead of blud-
  geoning damage, and creatures and flammable objects struck 
  by its slam attack ignite on fire. Until a creature takes an 
  action to douse the fire, the target takes 2 (1d4) fire damage at 
  the start of each of its turns. The damage of the ignite effect 
  improves by one step at 5th level (1d6), 11th level (1d8), and 
  17th level (1d10). The target gains resistance to fire damage.
  
  58
  Water
  The target may breathe water and gains a 30-foot Swim 
  speed, which increases by 20 feet at 5th level (50 feet), 11th 
  level (70 feet), and 17th level (90 feet). The target may pass 
  through and occupy other creature’s spaces. The target also 
  gains resistance to cold, as well as the whelm ability.
  Whelm (Recharge 4–6). As an action, the target 
  creates a vortex in a 5-foot diameter centered on itself 
  that remains until the start of their next turn. Other 
  than the target, each creature in the vortex must make a 
  Strength saving throw against your sphere DC. Creatures 
  that are not entirely in the vortex gain advantage on the 
  saving throw. On a failure, affected creatures suffer the 
  target’s slam damage. If it is no more than one size larger 
  than the target, it is also Grappled (escape DC is your 
  sphere DC). Until this grapple ends, the affected creature 
  is Restrained and unable to breathe unless it can breathe 
  water. If the saving throw is successful, the affected crea-
  ture is pushed out of the vortex’s space.
  Another creature who is outside the vortex but still 
  within reach of a grappled creature inside the vortex can 
  pull the creature out of it by taking an action to make a 
  Strength check against your sphere DC and succeeding. 
  The diameter of the vortex increases by 5 feet at 5th level 
  (10-foot diameter), 11th level (15-foot diameter), and 17th 
  level (20-foot diameter).
  You can also grant the following traits to your forms:
  • Elemental Resistance: The target gains resistance to 
  either acid, cold, fire, or lightning damage. This trait may 
  be granted multiple times, selecting a different resistance 
  each time.
  Object (genotype)
  You can grant the form of an object with your shapeshift.
  Limbs: None
  Speed: 20-foot land speed
  Natural weapons: slam [natural weapon] (1d6 bludgeoning 
  or other suitable to the form as determined by the GM. If the 
  object mimicked is a weapon, the object is capable of wielding 
  itself and deals damage and gains weapon properties as the 
  mimicked weapon)
  AC: 13 + Dexterity modifier
  Special: Gain advantage on Dexterity (Stealth) or Charisma 
  (Deception) checks that involve appearing as an object match-
  ing its form. The target has resistance to poison and psychic 
  damage and counts as being of the construct type in addition 
  to its normal type.
  The target gains the appearance of a single simple object 
  composed of plant matter such as cotton, hemp, or wood.
  You can take this talent twice. Upon taking it a second time, 
  you can gain the ability to emulate other materials per the be-
  low table and to grant the form of complex objects. Complex 
  objects, such as those with moving parts, require an appropri-
  ate ability check at the object’s craft DC. Failure means the 
  target is not usable as an object. A creature under the effect of 
  this talent does not truly become an object, thus is not a valid 
  target for the Enhancement sphere Animate Object talent 
  or similar effects. A creature that takes the form of a ranged 
  weapon must be supplied with ammunition as normal, but is 
  capable of loading and firing itself. A creature under the ef-
  fects of this talent that is used as ammunition is not destroyed 
  when used as ammunition, but takes damage equal to the 
  damage dealt by the attack it was used for.
  Caster’s Level
  Material
  1st
  Ice, stone
  5th
  Basic metals (iron, steel, copper)
  11th
  Precious metals (gold, silver)
  17th
  Gems, specialty metals (mithril)
  Special: If you possess the create ability of the Creation 
  sphere, you can forgo the normal limitations on what mate-
  rials you can mimic with this ability, and instead mimic any 
  material you are capable of making with create. If you choose 
  this option, you cannot take this talent a second time.
  Ooze (genotype)
  You can grant the form of an ooze or slime creature with 
  your shapeshift.
  Limbs: mutable (the target has no limbs, and cannot gain 
  limbs or natural attacks through traits. Limb-like shapes may 
  be part of the form, but they confer no particular abilities)
  Speed: 20-foot land speed
  Natural weapons: slam [natural weapon] (1d6 bludgeoning 
  + 1d4 acid)
  AC: AC 16 (not affected by Dexterity modifier)
  Immune: prone.
  Senses: blindsight 60 feet (blind beyond this radius).
  Special: Fluid body (as the trait below). The target is blind 
  (except for blindsight) and is immune to gaze attacks, visual 
  effects, visual illusions, and other attack forms that rely on 
  sight unless gaining eyes from another source. The target 
  counts as being of the ooze type in addition to its normal 
  type.
  The target also gains one of the following packages depend-
  ing on which ooze or slime is being mimicked:
  • Amoeba, Giant: The target gains a 20-foot swim speed, 
  and the ability to breathe underwater.
  • Gelatinous Cube: The target is mostly transparent, 
  granting advantage on Dexterity (Stealth) checks. It also 
  gains resistance to lightning.
  • Jelly: The target gains a 20-foot climb speed and can 
  climb difficult surfaces, including upside down on ceil-
  ings, without needing to make an ability check.
  • Pudding: A creature that touches the target or hits it 
  with a melee attack while within 5 feet of it takes 4 (1d8) 
  acid damage. Any nonmagical weapon made of metal or 
  wood that hits the target corrodes. After dealing damage, 
  the weapon takes a permanent and cumulative −1 penalty 
  to damage rolls. If its penalty drops to −5, the weapon 
  is destroyed. Nonmagical ammunition made of metal 
  or wood that hits the target is destroyed after dealing 
  damage.
  ◊ Augment 1 sp: The target can eat through 2-inch-
  thick, nonmagical wood or metal in 1 round. 
  
  59
  You can add the following traits to your forms:
  • Engulf: As an action, the target moves up to its speed. 
  While doing so, it can enter the spaces of creatures 
  smaller than it is. Whenever entering a creature’s space, 
  the creature must make a Dexterity saving throw. On a 
  successful save, the creature can choose to be pushed 
  5 feet back or to the side of the target. A creature that 
  chooses not to be pushed suffers the consequences of 
  a failed saving throw. On a failed save, the target enters 
  the creature’s space, and the creature takes slam damage 
  and is engulfed. The engulfed creature can’t breathe, is 
  restrained, and takes slam damage at the start of each of 
  the target’s turns. When the target moves, the engulfed 
  creature moves with it. An engulfed creature can try to 
  escape by taking an action to make a Strength (Athletics) 
  or Dexterity (Acrobatics) check contested by the target’s 
  Strength (Athletics). On a success, the creature escapes 
  and enters a space of its choice within 5 feet of the target. 
  (Requires the form of an ooze or slime)
  • Fluid Body: The target can move through an area as 
  small as one-quarter its space without squeezing or one-
  eighth its space when squeezing.
  Orb (genotype)
  You can grant the form of a floating sphere, helmet, or simi-
  lar shape with your shapeshift.
  Limbs: 1 head
  Speed: 5-foot land speed, 30-foot float as the Float trait.
  Natural weapons: slam [natural weapon] (1d4 bludgeon-
  ing)
  AC: 14 + Dexterity modifier
  Immune: prone or beheading (unless limbs are added, such 
  as through traits)
  Special: The target counts as being of either the aberra-
  tion, elemental, or plant type (your choice, others may be 
  permitted by the GM) in addition to its normal type.
  Orb (genotype) offers the following trait, which you can 
  apply to any form:
  • Float: The target may float up to 10 feet above the 
  ground, with a 30-foot horizontal movement speed. 
  When floating this way, the target may hover. When 
  falling the target may choose to descend at a slower rate 
  to control its fall and to negate all falling damage it would 
  take. Each round it descends 30 feet, and may move in 
  another direction for 30 feet. It may choose to drift side-
  ways, gliding forwards while descending, or down, safely 
  increasing its rate of descent. It may even choose to drift 
  ‘upwards’ to reduce its rate of descent, even allowing it to 
  negate it entirely and hover midair. At level 5, this speed 
  becomes a 30 foot fly speed. This levitation and flight are 
  magical abilities. A creature in the form of an orb counts 
  as one size smaller for the purposes of squeezing into 
  small places. This fly speed increases by 20 feet at 11th 
  level (50 feet) and 17th level (70 feet).
  Plant (genotype)
  You can grant the form of a plant creature with your shape-
  shift.
  Limbs: 2 arms
  Speed: 20-foot land speed
  Natural weapons: slam [natural weapon] (1d6 bludgeon-
  ing)
  AC: 15 + Dexterity modifier (+2 max)
  Senses: Blindsight 30 ft.
  Special: The target gains advantage on all Stealth checks 
  made in dense foliage. The target counts as being of plant type 
  in addition to its normal type.
  Plant (genotype) offers the following trait, which you can 
  apply to any form:
  • Bark: You can grant the target the AC granted by Plant 
  (genotype)
  Serpentine (genotype)
  You can grant the form of a serpent with your shapeshift.
  Limbs: 1 head
  Speed: 40-foot land speed, 20-foot climb
  natural weapons: bite [natural weapon] (1d6 piercing)
  AC: AC 13 + Dexterity
  Special: The target counts as being of either the beast or 
  monstrosity type (your choice) in addition to its normal type.
  In addition, the target gains one of the following packages 
  depending on which serpent is being mimicked:
  • Constrictor: The target gains the Constrict trait (see 
  below) for its bite [natural weapon].
  • Venomous: When the target deals damage with a 
  successful attack with its bite [natural weapon], it may at-
  tempt to poison the damaged creature. A damaged crea-
  ture must succeed on a Constitution save or be poisoned 
  for 1 minute, taking 3 (1d6) poison damage at the start of 
  each of its turns for as long as it is poisoned. Creatures 
  are permitted a new saving throw at the end of each of 
  their turns to end the poisoned condition.
  Serpentine (genotype) offers the following traits, which you 
  can apply to any form:
  • Constrict: Choose a [natural weapon] that the target 
  possesses; the target may grapple using this [natural 
  weapon] even without a free hand. When succeeding on 
  an attack with that weapon, the target may attempt to 
  grapple the attacked creature as a bonus action. Creatures 
  grappled by the target are restrained until they escape the 
  grapple. The target may only use this ability on a single 
  creature at a time.
  • Death Roll: When the target has a creature grappled, 
  it may attempt to shove the creature prone as a bonus 
  action. It has advantage on this check.
  • Strangle: An opponent grappled by the target cannot 
  speak or cast spells with verbal components.
  • Swallow Whole: The target may attempt a swallow 
  attack against a creature it is grappling. If the attack hits, 
  the creature is swallowed, and the grapple ends. The swal-
  lowed creature is blinded and restrained, it has total cover 
  against attacks and other effects originating from outside 
  
  60
  • the shapeshifted target, and it takes 1d6 acid damage at the 
  start of each of the shapeshifted creature’s turns. The shape-
  shifted target may swallow targets up to one size smaller 
  than themselves, and can have only one target swallowed 
  at a time. The acid damage increases by 1d6 at 5th level 
  (2d6), 11th level (3d6), and 17th level (4d6). 
  The target may choose to harmlessly release a swallowed 
  creature into the nearest available space as a bonus action. 
  If a shapeshift ends while it still has a creature swallowed, the 
  swallowed creature is released harmlessly. If the shapeshifted 
  target dies, a swallowed creature is no longer restrained by 
  it and can escape from the corpse using 5 feet of movement, 
  exiting prone.
  Subterranean (genotype)
  You can grant the form of a subterranean beast or monstros-
  ity with your shapeshift.
  Limbs: 1 head, 4 legs
  Speed: 30-foot land speed, 15-foot burrow speed (the target 
  can burrow through sand, dirt, or mud). The burrow speed 
  increases by 15 feet at 5th level (30 feet), 11th level (45 feet), 
  and 17th level (60 feet)
  Natural weapons: bite [natural weapon] (1d6 piercing)
  AC: AC 13 + Dexterity
  Special: Darkvision 60 feet, Tremorsense 20 feet. The 
  target counts as being of either the beast or monstrosity type 
  (your choice) in addition to its normal type.
  Subterranean (genotype) offers the following traits, which 
  you can apply to any form:
  • Burrow: A burrow speed as granted by the Subterranean 
  form.
  • Tremorsense: Tremorsense in a 20-foot radius.
  Vermin (genotype)
  You can grant the form of a spider, insect, or other such 
  creature with your shapeshift.
  Limbs: 1 head, 6 or 8 legs
  Speed: 30-foot land speed, 30-foot climb speed. The target 
  may climb on difficult surfaces, even upside down, without an 
  ability check.
  Natural weapons: bite [natural weapon] (1d6 piercing)
  AC: 13 + Dexterity modifier
  Special: Darkvision 60 feet. The target counts as being of 
  either the beast or monstrosity type (your choice) in addition 
  to its normal type. The target also gains either the poison or 
  climb traits.
  Vermin (genotype) offers the following traits, which you can 
  apply to any form:.
  • Climb: A Climb speed, as that granted by the vermin 
  form.
  • Poison: Choose one natural weapon. When the target 
  deals damage with a successful attack with that natural 
  weapon, it may attempt to poison the damaged creature. 
  A damaged creature must succeed on a Constitution save 
  or be poisoned for 1 minute, taking 3 (1d6) poison damage 
  at the start of each of its turns for as long as it is poi-
  soned. Creatures are permitted a new saving throw at the 
  end of each of their turns to end the poisoned condition.
  • Web: [Recharge 6] As an action, the target may throw a 
  web as a net with range 30/60, which is effective against 
  targets up to 1 size larger than the target. The target is 
  proficient in throwing its web. Creatures struck with 
  the web are Restrained by webbing. As an action, the 
  Restrained creature can make a Strength check against 
  your Sphere DC, bursting the webbing on a success. The 
  webbing can also be attacked and destroyed (AC 10; hp 
  5; vulnerability to fire damage; immunity to bludgeon-
  ing, poison, and psychic damage). A web can support up 
  to twice the weight of the creating creature. The target 
  ignores movement restrictions caused by webbing, and 
  while in contact with a web, the target knows the exact 
  location of any other creature in contact with the same 
  web.
  Trait Talents
  Aberrant Body (trait)
  Aberrant Body offers the following traits, which you can 
  apply to any form. 
  • Acid Spit: [natural weapon] ranged weapon 20/60, 1d6 
  acid damage. A creature that is struck by this attack takes 
  an additional 1d6 acid damage at the end of its next turn.
  • Gibbering: All creatures within 30 feet of the target 
  have disadvantage on saving throws made to maintain 
  concentration. This ability may be suppressed or resumed 
  as a bonus action.
  • Many Eyes: The target gains advantage on vision-based 
  Wisdom (Perception) checks. If using the optional flank-
  ing rules, the target cannot be flanked.
  • Mucus: [Recharge 5-6] As an action, the target gains the 
  ability to release a mucus cloud with a radius of 5 feet, 
  increasing by 5 feet at 5th (10 feet), 11th (15 feet), and 17th 
  level (20 feet) that persists for 1 minute unless dispersed 
  by a strong wind. Any creature that comes in contact 
  with the cloud must make a Constitution saving throw 
  or for 1 minute become unable to breathe air, but able to 
  breathe underwater. Affected creatures may spend an ac-
  tion removing the mucus to end the effect on themselves 
  early. A creature unable to breathe air that remains out of 
  water begins to suffocate.
  • Tendril:  [natural weapon] The target gains a tendril. 
  This trait may be granted multiple times, granting one 
  tendril per trait, and the target can attack with each 
  tendril as part of the same attack, so long as each tendril 
  targets a different creature. Each tendril can be attacked 
  (AC 20; 10 hit points; immunity to poison and psychic 
  damage). Destroying a tendril deals no damage to the 
  target, which can extrude a replacement tendril on its 
  next turn. A tendril can also be broken if a creature 
  takes an action and succeeds on a Strength check against 
  your sphere DC. Tendril: Melee Weapon Attack, reach 50 
  ft., Hit: The target is Grappled (escape DC equals your 
  Sphere DC). Until the grapple ends, the target is Re-
  strained and has disadvantage on Strength Checks and 
  Strength Saving Throws, and the target can’t use the same 
  tendril on another target. Creatures 2 or more sizes larger 
  than the target are immune to the tendril. As a bonus 
  
  61
  action, the target can reel creatures caught in its tendrils 
  25 feet towards it.
  • Tentacles: [natural weapon] 1d4 bludgeoning damage 
  and the reach weapon property.
  Additionally, you can choose to have the target count as an 
  aberration in addition to its normal type. This choice negates 
  any additional types granted by (genotype) talents.
  Additional Limbs (trait)
  Additional Limbs offers the following traits, which you can 
  apply to any form. You can grant each trait multiple times:
  • Arms: An extra arm, which can do all things a normal 
  arm can for your form.
  • Head: A head. Creatures with two or more heads have 
  advantage on saving throws against being blinded, deaf-
  ened, stunned, and knocked unconscious.
  • Legs: A pair of legs. This grants a 20 foot land speed if 
  the target didn’t possess one. If this is not the form’s first 
  pair of legs, the target gains a +10 bonus to its land speed 
  per additional pair of legs.
  • Prehensile Tail: A prehensile tail, which may be used 
  to hold objects as if it were a hand, and retrieve objects 
  from a belt or pouch once per round with no action.
  • Stinging Tail: [natural weapon] 1d4 piercing. If the 
  target is grappling a creature, the 
  target may attack it with 
  this stinger as a bonus 
  action.
  • Powerful Tail: [natural weapon] 1d4 bludgeoning. If the 
  target attacks a creature with a weapon or unarmed strike 
  other than this tail slap, it may attack a different creature 
  within reach with this tail slap as a bonus action.
  Agile Body (trait)
  You can add the following additional traits to your forms:
  • Evasive: The target gains incredible reflexes. When the 
  target is subjected to an effect that allows it to make a 
  Dexterity saving throw to take only half damage, it in-
  stead takes no damage if it succeeds on the saving throw. 
  If this trait is granted a second time, the target only takes 
  half damage if it fails.
  • Incredible Dodge: Attackers that the target is not 
  aware of or cannot see do not gain advantage on attack 
  rolls made against the target.
  • Initiative: The target gains quickened reactions, grant-
  ing advantage on Dexterity checks for initiative.
  Additionally, you can apply the following augment to your 
  shapeshift:
  Augment 0 sp: All of your natural weapons gain the finesse 
  property.
  Bestial Mind (trait)
  Bestial Mind offers the following trait, which you can apply 
  to any form:
  • Bestial Mind: In addition to the Constitution saving 
  throw to resist the shapeshift, the target must succeed a 
  Wisdom saving throw or have their mind become bestial. 
  Their Intelligence is reduced to 2, and they are treated as 
  a beast for skills such as Wisdom (Animal Handling) and 
  spells such as speak with animals. They cannot use any 
  spells and other abilities that require sentience, al-
  though they retain other aspects of their class levels 
  such as proficiency bonuses and other abilities. The 
  GM is the final arbiter on what abilities a creature 
  under the effect of this trait may or may not use. 
  This trait has no effect on creatures who already 
  have an Intelligence score of 2 or less.
  Additionally, you can choose to have the target count 
  as a beast in addition to its normal type. This choice ne-
  gates any additional types granted by (genotype) talents.
  Bestial Reflexes (trait)
  Bestial Reflexes offers the following traits, which you can 
  apply to any form:
  • Pounce: When the target uses its action to Dash, it can 
  use a bonus action to make one melee weapon attack or 
  to shove a creature.
  • Lunge: As a bonus action, the target may double its 
  natural reach for one melee attack made before the end 
  of its turn.
  • Multi-attack: When the target makes an Attack action, 
  they may make one attack with each natural weapon they 
  possess. (Requires 5th level)  This does not stack with 
  Extra Attack.
  • Trample: As an action, the target may move overtop of 
  all creatures smaller than itself this turn, dealing 1d6+Str 
  modifier bludgeoning damage to any creatures it moves 
  over.  Creatures in the path of a trample can make attacks 
  
  62
  • of opportunity against the target, but suffer disadvantage 
  on the attacks and cannot dodge. If they instead choose 
  to dodge, they may attempt a Dexterity saving throw for 
  half damage. A trampling creature can only deal trampling 
  damage to each creature once per round, no matter how 
  many times it moves over that creature.
  Bestial Spirit (trait)
  Bestial Spirit offers the following traits, which you can apply 
  to any form:
  • Beast-tongue: The target can speak with beasts.
  • Ferocity: The target gains advantage on death saves.
  • Pack Tactics: The target gains advantage on attack rolls 
  against a creature if at least one of its allies is within 5 
  feet of the creature and isn’t incapacitated.
  • Relentless: If the target takes damage equal to or less 
  than half its maximum hit points that would reduce it to 
  0 hit points, it is reduced to 1 hit point instead. Once a 
  creature has used relentless, it may not use it again until 
  it finishes a Short or Long Rest even if granted again by 
  another shapeshift.
  • Shove: Choose one [natural weapon] the target possess-
  es; once per round when dealing damage with that natural 
  weapon as part of an action, the target may attempt to 
  shove the damaged creature as a bonus action.
  Construct Traits (trait)
  You can add the following additional traits to your forms:
  • Construct Plating: (Augment 2 sp) The target gains 
  resistance to bludgeoning, piercing, and slashing damage 
  from non-magic weapons that are not made from ada-
  mantine.
  • Metallic Blows: The target’s natural weapons are treat-
  ed as silver for the purpose of bypassing resistance. At 
  10th level, they also count as adamantine.
  • Natural Armor: The target gains a base AC of 16 (not 
  affected by Dexterity modifier). The target gains no ben-
  efit from wearing armor, but if using a shield, it can apply 
  the shield’s bonus as normal. This counts as wearing ar-
  mor for gaining the benefits of the defense fighting style.
  • Spell Resistance: (Augment 2 sp) The target gains 
  advantage on saving throws against magic.
  Additionally, you can choose to have the target count as a 
  construct in addition to its normal type. This choice negates 
  any additional types granted by (genotype) talents.
  Extreme Adaptation (trait)
  You can add the following additional traits to your forms:
  • Altitude Immunity: The target is acclimated to living 
  at high altitudes and is immune to negative effects of high 
  altitude.
  • Breathless: (Augment 1 sp) The target may survive 
  without air. The target becomes immune to effects that 
  require breathing (such as inhaled poison), can survive 
  underwater, or even in a vacuum (though does not pro-
  vide protection from extreme cold or other conditions 
  that may be encountered in such an environment). This 
  does not give immunity to cloud or gas attacks that do 
  not require breathing.
  • Endure Weather: The target suffers no harm from 
  being in a hot or cold environment and can exist comfort-
  ably in conditions between -50 and 140 degrees Fahren-
  heit (-45 and 60 degrees Celsius) without having to make 
  Constitution saving throws. The creature’s equipment is 
  likewise protected. This trait doesn’t provide any protec-
  tion from fire or cold damage, nor does it protect against 
  other environmental hazards such as smoke, lack of air, 
  and so forth.
  • Pressure Immunity: The target is immune to the 
  pressures of the ocean and takes no damage nor suffers 
  adverse effect from water pressure.
  Fey Traits (trait)
  You can also grant the following traits to your forms:
  • Fey Skin: (Augment 2 sp) The target gains resistance 
  to bludgeoning, piercing and slashing damage from 
  non-magic weapons that are not made from iron or cold 
  iron.
  • Wild Empathy: The target may improve the initial at-
  titude of a creature of the beast type within 30 feet using 
  Charisma (Persuasion). The target has proficiency on this 
  check. Typically domestic animals start as indifferent 
  and wild animals start as unfriendly and the check takes 
  1 minute. This ability may be used to influence a mon-
  strosity with an Intelligence score of 1 or 2, but the check 
  suffers disadvantage.
  ◊ Augment 1 sp: This check may be performed as an 
  action and does not take disadvantage when influenc-
  ing monstrosities.
  • Woodland Stride: The target may move through any 
  sort of undergrowth (such as natural thorns, briars, 
  overgrown areas, and similar terrain) at its normal speed 
  without taking damage or suffering impairment. This has 
  no effect on magically manipulated terrain.
  Additionally, you can choose to have the target count as a 
  fey in addition to its normal type. This choice negates any 
  additional types granted by (genotype) talents.
  Giant Traits (trait)
  You can add the following additional traits to your forms:
  • Rock catching: If a rock or similar object is hurled at 
  the target, the target can, with a successful DC 10 Dex-
  terity saving throw, catch the missile and take no blud-
  geoning damage from it.
  • Rock throwing: The target may pick up and throw large 
  rocks as a ranged attack (30/90, 2d6 bludgeoning).
  Additionally, you can choose to have the target count as a 
  giant in addition to its normal type. This choice negates any 
  additional types granted by (genotype) talents.
  Morphic Weapon (trait)
  You can add the following traits to your forms:
  • Graft Weapon: You fuse a weapon the target is wielding 
  into one of the hands wielding it. Alternatively, you can 
  transform one of the target’s arms into a weapon it is pro-
  ficient with. Ranged weapons do not come with ammuni-
  tion. A grafted weapon cannot be disarmed and is consid-
  ered both a natural weapon and a manufactured weapon. 
  The target loses other uses of this limb and might take 
  disadvantage on some ability checks as a result.
  
  63
  Odiferous (trait)
  You can add the following additional traits to your forms:
  • Inured: The target gains advantage on saving throws 
  against effects that inflict poison damage or the poisoned 
  condition.
  • Nauseating Spray: [Recharge 6] As an action, the 
  target may spray noxious chemicals in a 15-foot cone. Any 
  creature in this cone must make a Constitution saving 
  throw or be poisoned for 1 minute. Affected creatures 
  may make a new save at the end of each of their turns to 
  end the poisoned condition. The size of the cone increas-
  es by 5 feet at 5th (20 feet), 11th (25 feet) and 17th level 
  (30 feet). A creature that succeeds on this saving throw is 
  immune to any instance of it from the same caster for 24 
  hours.
  • Stench: The target secretes a stinking chemical offensive 
  to most living things. Any creature adjacent to the target 
  must make a Constitution saving throw or be poisoned 
  until they are no longer adjacent. A creature that succeeds 
  on this saving throw is immune to any instance of it from 
  the same caster for 24 hours.
  Outsider Traits (trait)
  • Celestial Resistance: The target gains resistance to 
  radiant damage and gains the celestial type in addition to 
  its normal type. This negates any additional types granted 
  by (genotype) talents.
  • Demonic Resistance: The target gains resistance to 
  poison damage and gains the fiend type and demon tag in 
  addition to its normal type. This negates any additional 
  types granted by (genotype) talents.
  • Devilish Resistance: The target gains resistance to fire 
  damage and gains the fiend type and devil tag in addition 
  to its normal type. This negates any additional types 
  granted by (genotype) talents.
  Protean Mastery (trait)
  You can add the following traits to your forms:
  • Belated Shift: (Augment 1 sp) If you leave one trait 
  option unassigned, you can assign any valid trait you have 
  access to to this slot at any time as a bonus action. The 
  cost of this augment is incurred when this bonus action is 
  taken. Once assigned, the trait persists for 1 minute and 
  cannot be changed again until 1 minute after expiring. 
  Only 1 trait may be assigned per bonus action with this 
  ability, even if multiple traits are left unassigned. Each 
  time a trait is assigned, the augment cost counts sepa-
  rately against the limit of how many spell points you can 
  spend on the effect.
  ◊ Augment 1 sp: The trait may be assigned as a reac-
  tion.
  • Camouflage: Your target may shift its coloration to 
  mimic its environment, granting advantage on Dexterity 
  (Stealth) checks.
  • Lycanthropic Hide: (Augment 2 sp) The target gains 
  resistance to bludgeoning, piercing, and slashing damage 
  that is from a nonmagical weapon that isn’t silver.
  Additionally, you can choose to give the target the shape-
  shifter tag.
  Prickly (trait)
  You can add the following traits to your forms:
  • Spiky: Your unarmed strikes and natural attacks deal an 
  additional +1d4 piercing damage.
  • Spines: [natural weapon] 1d4 piercing. Creatures that 
  attempt to grapple the target take 1d4 piercing damage.
  • Spine Launch: Your spines deal 1d6 damage instead 
  of 1d4, and can be launched as a thrown weapon with 
  a range of 20/60 feet. The spines regrow as they are 
  thrown, granting you a virtually indefinite supply. (Re-
  quires spines)
  Size Change (trait)
  Size Change: (Augment 1 sp) As a trait, you can change a 
  creature’s size. You can enlarge or reduce a creature’s size by 
  one category, plus an additional size category at 5th (2 cate-
  gories), 11th level (3 categories) and 17th level (4 categories). 
  You cannot enlarge beyond Huge size, nor reduce a creature 
  beyond Tiny size. A target’s size and the size of its equipment 
  doubles/is halved each category it moves up/down, and its 
  weight is multiplied/divided by 8. 
  When a creature is enlarged, it deals an additional 1d4 
  damage with weapon attacks and unarmed strikes and when 
  it is reduced it deals 1d4 less damage with weapon attacks and 
  unarmed strikes; this die size increases by one for every addi-
  tional category, to 1d6 for two sizes, 1d8 for three sizes, and 
  1d10 for 4 sizes. You cannot reduce damage below 1. Reach is 
  also adjusted according to the chart below:
  Table: Size and Reach
  Size Category
  Space
  Reach
  Tiny
  2 1/2 feet
  0 feet
  Small
  5 feet
  5 feet
  Medium
  5 feet
  5 feet
  Large
  10 feet
  10 feet
  Huge
  15 feet
  15 feet
  Swarm Body (trait)
  You can add the following traits to your forms:
  • Divided Self: The target gains advantage on saving 
  throws against effects that target individual creatures. 
  (requires swarm form trait)
  • Swarm Form: The target takes the form of a swarm of 
  creatures of its kind. The swarm is composed only of Tiny 
  creatures; this size cannot be altered by the Size Change 
  trait, enlarge person, or other effects. The target can move 
  through holes and openings that are large enough for 
  the individual creatures. The swarm fills a 10-foot square 
  (or cube if flying) and has a reach of 0 and can occupy 
  another creature’s space and vice versa. The target gains 
  resistance to bludgeoning, piercing, and slashing damage 
  and vulnerability to damaging effects that target an area.
  • Swarming: The target gains advantage on attacks 
  against creatures that are entirely within its space. (re-
  quires swarm form trait)
  Twisted Body (trait)
  You can add the following traits to your forms:
  • Flesh Pocket: You rearrange internal organs and mus
  
  64
  • cles to create a pocket inside the target’s body, usually 
  in the abdomen. The opening to the pocket resembles a 
  large scar. The pocket can hold creatures and objects up 
  to two sizes smaller than the target. The target gains ad-
  vantage on checks to conceal items in their flesh pocket.
  • Seal Eyes: The target must pass an additional Constitu-
  tion saving throw or have its eyes sealed, blinding it.
  • Twist Legs:The target must pass an additional Con-
  stitution saving throw or have one movement speed 
  reduced to 5 feet.
  • Vocal Theft: The target becomes unable to speak and 
  may not supply vocal spell components or make ability 
  checks that require singing or speaking.
  • Wrench Stomach: The target must pass an additional 
  Constitution saving throw or take disadvantage on all 
  attack rolls.
  Additionally, you can apply the following augment to your 
  shapeshift:
  Augment 0 sp: Your shapeshift may deal 1d8 slashing dam-
  age to all targets that fail their initial saving throw against the 
  shapeshift. This damage increases by 1d8 at 5th level (2d8), 11th 
  level (3d8) and 17th level (4d8).
  Undead Traits (trait)
  You can grant the following traits to your forms:
  • Blood Drinker: The target gains temporary hit points 
  equal to the damage dealt with one natural weapon of 
  your choice. (requires 10th level.)
  • Incorporeal: (Augment 1 sp) The target becomes in-
  corporeal (requires 15th level). While incorporeal, it can 
  move through other creatures and objects as if they were 
  difficult terrain. It takes 5 (1d10) force damage if it ends 
  its turn inside an object. 
  • Undead Resistance: The target gains advantage on 
  saving throws against charmed, disease, poison, sleep, and 
  stunning.
  Additionally, you can choose to have the target count as an 
  undead in addition to its normal type. This choice negates any 
  additional types granted by (genotype) talents.
  Vitality (trait)
  You can add the following traits to your forms:
  • Glow of Health: The target gains advantage on saves 
  versus death effects, necrotic damage, poison, and dis-
  ease.
  • Sleepless: The target gains immunity to magical sleep 
  effects.
  Additionally, you can apply the following augment to your 
  shapeshift:
  Augment 0 sp: At the time the effect is cast, the recipient 
  of your shapeshift may spend a single hit die to heal as if having 
  taken a short rest.
  Other Talents
  Enhanced Attacks
  Natural attacks granted by your shapeshifts count as magical 
  for the purpose of overcoming resistance and immunity to 
  nonmagical attacks and damage.
  Freeform Traits
  Choose two (genotype) talents you don’t already possess. 
  You add the traits made available by those talents to the traits 
  available when using shapeshift, but you don’t gain the ability to 
  use the chosen forms. If you ever gain one of the chosen (gen-
  otype) talents, you can replace the talent, choosing another 
  (genotype) talent to add traits from. You can gain this talent 
  multiple times; each time choosing two different (genotype) 
  talents to draw traits from.
  Greater Transformation 
  Augment 0 sp: Increase the number of traits you can apply 
  with your shapeshift by 1.
  Mimicry
  Casting Time: 1 action
  Range: 30 ft.
  Duration: 1 hour or until used again
  Target: One creature
  Saving Throw: None
  Cost: 0 sp
  You can study a creature you can see within range. For the 
  duration of the effect, you gain a single Alteration talent cor-
  responding to the creature or one of the creature’s apparent 
  features. A creature you have studied with this talent counts as 
  being familiar for the purposes of the Perfect Imitation talent.
  Augment 1 sp: This ability may be used with no action 
  required during your turn.
  In addition, you gain the following traits you can add to your 
  shapeshifts:
  • Vocal Mimicry: The target may perfectly imitate voices 
  and sounds with which it is familiar. The target gains 
  advantage on Charisma (Deception) checks to imitate a 
  creature type, individual, or object that they have listened 
  to for at least 10 minutes. These 10 minutes do not have 
  to have been during the duration of the shapeshift. (Must 
  be able to speak)
  Alteration Advanced Talents
  Energy Manipulation
  Prerequisites: Alteration sphere (any talent granting resis-
  tance to either acid, cold, fire, lightning, necrotic, radiant, or 
  thunder as a trait option), 11th level or higher.
  You can add the following trait to your forms:
  • Energy Immunity: (Augment 1 Sp) You can grant the 
  target immunity to one energy type (acid, cold, fire, 
  lightning, necrotic, radiant, or thunder) to which it has 
  resistance. 
  • Vulnerability: You can grant the target vulnerability 
  to one of the following damage types: acid, cold, fire, 
  lightning, necrotic, radiant, or thunder. If the target has 
  resistance to the chosen damage type, it instead loses that 
  resistance. If the target is immune to the damage type, 
  this trait reduces that immunity to resistance.
  Extreme Transformation
  Prerequisites: Alteration sphere (Greater Transformation), 
  5th level or higher.
  Increase the number of traits you can apply with your shape-
  shift by 1. This stacks with the increase from Greater Trans-
  
  65
  formation. This talent may be taken once, then one additional 
  time at 11th level and 17th level. Its effects stack.
  Fusion
  Prerequisites: Alteration sphere, Universal sphere (Mass 
  (metasphere), 5th level or higher.
  Augment 2 sp: You can target two creatures adjacent to 
  each other with your shapeshift and merge them together into 
  one amalgamated body in lieu of applying a (genotype) talent. 
  Traits may be granted to the merged creature as normal for 
  shapeshift. Should this ability fail to affect either target (wheth-
  er by successful save or another cause), the effect fails.
  • The amalgamated body has current and maximum hit 
  points equal to those of the two creatures added together.
  • You must choose one body to be the dominant body.
  • The amalgamated creature possesses the physical saving 
  throw proficiencies and proficiency bonus of the dom-
  inant body, but gains whatever the highest Strength, 
  Dexterity, and Constitution score is between the two 
  combined creatures.
  • At the caster’s discretion, the dominant body may also 
  gain the natural weapons and special abilities of the 
  merged body by forgoing gaining any additional traits.
  • The equipment of the dominant body is retained, and the 
  other creature’s equipment is merged.
  • Both of the base creatures’ minds remain independent, 
  retaining mental ability scores, and saving throw profi-
  ciencies, and are capable of taking purely mental actions, 
  but they act on the same initiative.
  Only one mind can control the amalgamated body at a time. 
  At the start of their turn, if the minds do not agree which is 
  to be in control, they may make contested Charisma checks 
  to take control of the body that round, but the body has all 
  its speeds halved, takes a disadvantage on Dexterity saving 
  throws, and grants advantage on any attacks targeting the 
  amalgamated body due to the confusion. Effects that allow a 
  mental ability saving throw target the mind currently con-
  trolling the body. 
  Ongoing effects on the base creatures overlap. If either tar-
  get creature is suffering the effects of a disease, poison, or on-
  going spell effect, the amalgamated body immediately receives 
  a new saving throw with advantage unless both creatures are 
  under the same effect. If the dominant body possesses immu-
  nity to such an effect, the effect is suspended until the fusion 
  ends, though its duration is expended as normal. Any penalty 
  or reduction to the physical statistics of the dominant body 
  are retained, but those to mental ability scores continue to 
  affect each creature individually. If the amalgamated creature 
  is killed, the effect ends and both creatures die.
  When this effect ends for any other reason, any hit point 
  damage, ability reductions, or other such penalty incurred is 
  split evenly between the two creatures (rounded up). If this 
  damage exceeds the maximum hit points of either creature, 
  that creature is reduced to 0 hit points and is stable, with 
  the excess damage transferred to the other creature. If the 
  transferred damage exceeds the remaining hit points of that 
  creature, then both creatures are reduced to 0 hit points and 
  are stable. Any spell effects, poisons, diseases, or other effects 
  that affected the amalgamated creature continue to affect 
  both creatures, but durations are halved and any subsequent 
  saves are made with advantage. If the space available at the 
  end of this effect cannot accommodate both creatures, they 
  may make contested Charisma checks. The loser is shunted 
  to the nearest empty space, taking 1d6 damage per 10 feet of 
  solid material it passes through.
  You cannot fuse with creatures like swarms or troops which 
  are generally described as being composed of multiple crea-
  tures.
  Homogenize
  Prerequisites: Alteration sphere (Twisted (genotype)), 15th 
  level or higher.
  Augment 5 sp: Creatures you damage with Twisted (gen-
  otype) that have less than 100 hit points must succeed on 
  a Constitution saving throw or be slain, reducing them to a 
  homogenous pool of organic material.
  Permanent Transformation [curse]
  Prerequisites: Alteration sphere, Universal sphere (Ex-
  tended (metasphere)), 17th level or higher.
  Augment 4 sp: When applying a shapeshift, you can change 
  your shapeshift into an instantaneous effect, permanently 
  changing the creature into the new form. Because this is an 
  instantaneous effect, it cannot be dispelled once placed, how-
  ever spells or sphere talents or abilities that explicitly remove 
  curses can end the shapeshift with a successful spellcasting 
  ability check. The target is still under the effect of a shapeshift, 
  however, and any caster attempting to apply a new shapeshift 
  to the target (except the original caster himself) must pass a 
  spellcasting ability check as usual; the second shapeshift replac-
  es the first instead of adding to it. When the second shapeshift’s 
  duration expires, the first shapeshift returns. A second appli-
  cation of a Permanent (genotype) can be used to counter the 
  first Permanent Transformation, returning the target to its 
  original form or granting it a new one.
  Variants
  Flesh Warper
  You cannot target yourself with shapeshift. You cannot pos-
  sess both this and the Lycanthropic variant. You gain Twisted 
  Body as a bonus talent.
  Lycanthropic
  You can only target yourself with your shapeshift ability. You 
  cannot combine shapeshift with the Mass (metasphere) or 
  Reaching (metasphere) talents from the Universal Sphere. You 
  cannot possess both this and the Flesh Warper variant. You 
  gain a bonus talent from the Alteration sphere.
  Material Weakness
  Choose silver or wood (or another special material with 
  GM’s explicit approval). When struck by a weapon primarily 
  composed of the chosen material, the target of your shapeshift 
  must make a Wisdom saving throw with a DC equal to 5 + the 
  damage taken or have the effect dispelled. The target may not 
  be the target of your shapeshift again for 1 hour. If the target is 
  under the effect of a Permanent Transformation, the effect is 
  suppressed for 1 hour, instead of dispelled. You gain a bonus 
  Alteration sphere talent.
  
  66
  Conjuration Sphere
  Companions may not carry equipment or items back and 
  forth when summoned and so cannot be used to store items in 
  their home plane or bring items to the caster’s plane. The ex-
  ception to this rule is equipment gained through Conjuration 
  talents. Equipment granted to the companion by Conjuration 
  sphere talents disappear one round after leaving the compan-
  ion’s possession, though may be re-summoned by the compan-
  ion as a bonus action.
  If a companion spends at least 1 hour unsummoned, it 
  counts as having completed a short rest. During a short rest a 
  companion can spend Hit Dice to regain hit points (the com-
  panion has a number of Hit Dice [d6s] equal to your level). A 
  companion is only considered to have completed a long rest if 
  the caster also completes a long rest, regardless if the com-
  panion is summoned at the time or not. Companions that are 
  summoned must still rest to complete a long rest.
  Companions have whatever alignment best matches your 
  own or fits their concept.
  Some talents are marked (form) talents. These talents, 
  instead of granting you new powers or augments, grant one 
  of your companions a new ability or benefit. Whenever you 
  select a (form) talent as a magic talent, apply its effects to only 
  a single companion. You can select (form) talents multiple 
  times, but no more than once per companion unless the talent 
  says otherwise.
  Some (form) talents might grant a companion a magic talent 
  (or a martial talent, if using Spheres of Might). A companion 
  can never possess the Conjuration magic sphere, or the Beast-
  mastery or Leadership combat spheres.
  Conjuration Basic Talents
  Aberration (base)
  Your companion is an alien, unnatural creature.
  AberrAnt CompAnion 
  Medium aberration
  Armor Class 10 + your proficiency bonus (natural armor) 
  Hit Points equal the aberration’s Constitution modifier + five 
  times your level.
  Speed 30 ft.
  STR
  DEX 
  CON
  INT 
  WIS
  CHA
  16 (+3)
  10 (+0)
  15 (+2)
  16 (+3) 
  10 (+0)
  6 (−2)
  Damage Immunities psychic 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Deep Speech, understands the languages you 
  speak 
  You have made contracts with extra-pla-
  nar creatures, calling them to your side 
  when you are in need.
  When you first gain the Conjuration sphere, you gain the 
  summon sphere ability, a single companion, and a (base) talent 
  of your choice.
  Summon
  Casting Time: 10 minutes
  Range: Touch
  Duration: Concentration, up to 1 hour
  Target: Unoccupied space sufficient to contain the com-
  panion
  Cost: 0 sp
  You can summon a creature (called a companion) using stats 
  from a (base) talent you possess, causing it to appear in an 
  adjacent square, ready to act on your following turn.
  In combat, your companion shares your initiative count, 
  but it takes its turn immediately after yours. It can move and 
  use its reaction and bonus actions on its own, but the only 
  action it takes on its turn is the Dodge action, unless you take 
  a bonus action on your turn to command it to take one of the 
  actions in its stat block or the Dash, Disengage, Help, Hide, 
  or Search action.
  Augment 1 sp: The casting time of summon becomes an 
  action.
  Augment 2 sp: The effect persists for the remaining du-
  ration without concentration. This augment may be applied 
  after the effect is cast on your turn without an action.
  Companions
  Companions can take many forms; a caster could contract 
  with sympathetic angels or demons, elemental spirits, or 
  primordial beings only given form after the contract is made. 
  A companion’s shape does not affect its statistics, and thus 
  (within the bonds of its base form), a companion could have 
  the form of a knight in armor, a demonic dog, a flying anthro-
  pomorphic cat, or indeed virtually any other form. You cannot 
  choose a companion with the exact same appearance as anoth-
  er specific creature.
  If a companion is conjured multiple times during a day, they 
  do not regain hit points or other resources spent. If a com-
  panion is reduced to 0 hit points, they instantly disappear and 
  cannot be summoned until you finish a long rest. A companion 
  may be dismissed on your turn without any action required.
  When a companion’s ability calls for a saving throw, it uses 
  the caster’s sphere DC (8 + proficiency bonus + key ability 
  modifier).
  
  67
  Whispering Aura. At the start of each of the aberration’s 
  turns, each creature within 5 feet of it must succeed on a 
  Wisdom saving throw or take 1d6 psychic damage, provided 
  that the aberration isn’t incapacitated. The amount of psychic 
  damage increases by 1d6 at 5th level (2d6), 11th level (3d6), and 
  17th level (4d6).
  Actions (RequiRes YouR Bonus Action)
  Psionic Assault. Melee or Ranged Spell Attack: 3 (Int) + your 
  proficiency bonus to hit, reach 5 ft., or range 30 ft., one crea-
  ture. Hit: 1d6 + 3 (Int) psychic damage. 
  Beast (base)
  Your companion is modeled after a great beast. Your com-
  panion gains either the Land Creature, Aerial Creature, Earth 
  Creature, Resilient Companion, Vermin Creature, or Water 
  Creature (form) talent as a bonus talent. 
  bestiAl CompAnion 
  Small beast
  Armor Class 13 + your proficiency bonus (natural armor) 
  Hit Points equal the beast’s Constitution modifier + five 
  times your level 
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 
  16 (+3) 
  16 (+3) 
  4 (−3) 
  14 (+2) 
  8 (−1) 
  Senses darkvision 60 ft., passive Perception 12 
  Languages understands the languages you speak 
  Magical Creature At 5th level, your companion’s attacks are 
  considered magic for the purpose of bypassing resistance and 
  immunity to nonmagical bludgeoning, slashing, and piercing 
  damage.
  Actions (RequiRes YouR Bonus Action) 
  Maul. Melee Weapon Attack: 3 (Str) + your proficiency bonus to 
  hit, reach 5 ft., one target. Hit: 1d8 + 3 (Str) piercing damage.
  Multiattack. Beginning at 11th level, this companion can 
  make two attacks.
  Celestial (base)
  Your companion is a being from a celestial sphere.
  CelestiAl CompAnion 
  Medium celestial
  Armor Class 10 + your proficiency bonus (natural armor) 
  Hit Points equal the celestial’s Constitution modifier + five 
  times your level 
  Speed 30 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 
  10 (+0) 
  13 (+1) 
  8 (−1) 
  16 (+3) 
  12 (+1) 
  Damage Resistances radiant 
  Condition Immunities charmed, frightened 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Celestial, understands the languages you speak 
  Actions (RequiRes YouR Bonus Action) 
  Smite. Melee or Ranged Weapon Attack: 3 (Wis) + your proficien-
  cy bonus to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 
  1d8 + 3 (Wis) radiant damage. 
  Extend Mercy. As an action, the celestial can touch a living 
  creature and transfer its own hit points to it, healing the tar-
  get and damaging itself in equal amounts. This cannot reduce 
  the celestial’s hit points below 1.
  Multiattack. Beginning at 11th level, this companion can 
  make two attacks.
  Construct (base)
  Your companion is modeled on powerful constructs.
  ConstruCt CompAnion 
  Medium construct, neutral 
  Armor Class 11 + your proficiency bonus (natural armor) 
  Hit Points equal the construct’s Constitution modifier + five 
  times your level 
  Speed 25 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 
   12 (+1) 
   14 (+2) 
   4 (−3) 
   14 (+2) 
   6 (−2)
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 12 
  Languages understands the languages you speak 
  Vigilant. The construct can’t be surprised. 
  Actions (RequiRes YouR Bonus Action) 
  Force-Empowered Rend. Melee Weapon Attack: 2 (Str) + your 
  proficiency bonus to hit, reach 5 ft., one target. Hit: 1d8 + 2 
  (Str) force damage.
  Multiattack. Beginning at 11th level, this companion can 
  make two attacks.
  ReAction
  Deflect Attack. The construct imposes disadvantage on the 
  attack roll of one creature it can see that is within 5 feet of it, 
  provided the attack roll is against a creature other than the 
  construct.
  Dragon (base)
  Your companion is modeled on great dragons. Your compan-
  ion gains either Aerial Creature (form) or Draconic Creature 
  (form) as a bonus talent.
  DrAGon CompAnion 
  Small dragon
  Armor Class 10 + your proficiency bonus (natural armor) 
  Hit Points equal the dragon’s Constitution modifier + five 
  times your level 
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 
   10 (+0) 
   13 (+1) 
   12 (+1) 
   12 (+1) 
   12 (+1)
  
  68
  Damage Immunity whatever element is chosen for its 
  breath weapon. 
  Senses blindsight 10 ft., darkvision 60 ft., passive Perception 
  11 
  Languages Draconic, understands the languages you speak 
  Magical Creature. At 5th level, your companion’s attacks are 
  considered magic for the purpose of bypassing resistance and 
  immunity to nonmagical bludgeoning, slashing, and piercing 
  damage.
  Actions (RequiRes YouR Bonus Action) 
  Bite. Melee Weapon Attack: 2 (Str) + your proficiency bonus to 
  hit, reach 5 ft., one target, Hit: 1d10 + 2 (Str) piercing damage.
  Multiattack. Beginning at 11th level, this companion can 
  make two attacks.
  Elemental (base)
  Your companion is an elemental being. Choose whether 
  your companion is an air, earth, fire, or water elemental. Air 
  elementals gain the Arial Creature (form) talent. Water ele-
  mentals gain the Water Creature (form) talent. Earth elemen-
  tals gain the Earth Creature (form) talent. Fire elementals, 
  however, gain the Elemental Creature (form) talent, selecting 
  fire as their element. These talents are already reflected in the 
  stat blocks below:
  Air elementAl CompAnion
  Tiny elemental
  Armor Class 12 + your proficiency bonus (natural armor) 
  Hit Points equal the elemental’s Constitution modifier + five 
  times your level 
  Speed 0 ft., 20 ft. fly (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 
   14 (+2) 
   17 (+3) 
   6 (−2) 
   10 (+0) 
   8 (−1)
   
  Damage Resistances lightning, thunder
  Damage Immunities poison
  Condition Immunities exhaustion, paralyzed, petrified, 
  poisoned, unconscious 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Primordial, understands the languages you speak 
  Aerial Creature. Per the talent, your companion’s fly speed 
  increases by 10 feet at 5th (30ft), 11th (40 ft.) and 17th level (50 
  ft).
  Air Form. Your companion can enter a hostile creature’s 
  space and stop there. It can move through a space as narrow 
  as 1 inch wide without squeezing.
  Magical Creature. At 5th level, your companion’s attacks are 
  considered magic for the purpose of bypassing resistance and 
  immunity to nonmagical bludgeoning, slashing, and piercing 
  damage.
  Actions (RequiRes YouR Bonus Action) 
  Slam. Melee Weapon Attack: 3 (Str) + your proficiency bonus 
  to hit, reach 5 ft., one target. Hit: 1d6 + 3 (Str) bludgeoning 
  damage
  Multiattack. Beginning at 11th level, this companion can 
  make two attacks.
  Whirlwind (Recharge 4-6). Your companion creates a 
  whirlwind in a 5-foot diameter centered on itself that re-
  mains until the start of your next turn. Each creature in the 
  whirlwind must make a Strength saving throw against your 
  sphere DC. Creatures that are not entirely in the whirlwind 
  gain advantage on the saving throw. On a failure, a target 
  takes your companion’s slam damage and is flung up to 5 feet 
  away from the elemental in the direction of your choice and 
  knocked prone. If a thrown target strikes an object, such as a 
  wall or floor, the target takes 3 (1d6) bludgeoning damage for 
  every 10 feet it was thrown. If the target is thrown at another 
  creature, that creature must succeed on a Dexterity saving 
  throw against your sphere DC or take the same damage and 
  be knocked prone. If the saving throw is successful, the target 
  takes no damage and isn’t flung away or knocked prone. The 
  diameter of the whirlwind and the distance of the thrown 
  target increases by 5 feet at 5th level (10-foot diameter, 10 feet 
  thrown), 11th level (15-foot diameter, 15 feet thrown), and 17th 
  level (20-foot diameter, 20 feet thrown).
  eArth elementAl CompAnion
  Tiny elemental
  Armor Class 12 + your proficiency bonus (natural armor) 
  Hit Points equal the elemental’s Constitution modifier + five 
  times your level 
  Speed 25 ft. burrow 15 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 
   14 (+2) 
   17 (+3) 
   6 (−2) 
   10 (+0) 
   8 (−1)
   
  Damage Immunities poison
  Condition Immunities exhaustion, paralyzed, petrified, 
  poisoned, unconscious 
  Senses darkvision 60 ft., tremorsense 10 ft, passive Percep-
  tion 10 
  Languages Primordial, understands the languages you speak 
  Earth Creature. Per the talent, the companion’s burrow 
  speed and tremorsense grow by 5 feet at 5th (20 ft., tremors-
  ense 15 ft.), 11th level (burrow 25 ft., tremorsense 20 ft.), and 
  17th level (burrow 30 ft., tremorsense 25 ft.).
  Earth Glide. The elemental can Burrow through nonmagi-
  cal, unworked earth and stone. While doing so, the elemental 
  doesn’t disturb the material it moves through.
  Siege Monster. The elemental deals double damage to Ob-
  jects and structures.
  Magical Creature. At 5th level, your companion’s attacks are 
  considered magic for the purpose of bypassing resistance and 
  immunity to nonmagical bludgeoning, slashing, and piercing 
  damage.
  Actions (RequiRes YouR Bonus Action) 
  Slam. Melee Weapon Attack: 3 (Str) + your proficiency bonus 
  to hit, reach 5 ft., one target. Hit: 1d6 + 3 (Str) bludgeoning 
  damage
  Multiattack. Beginning at 11th level, this companion can 
  make two attacks.
  
  69
  Fire elementAl CompAnion
  Tiny elemental
  Armor Class 12 + your proficiency bonus (natural armor) 
  Hit Points equal the elemental’s Constitution modifier + five 
  times your level 
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 
   14 (+2) 
   17 (+3) 
   6 (−2) 
   10 (+0) 
   8 (−1)
  Damage Immunities poison; fire
  Condition Immunities exhaustion, paralyzed, petrified, 
  poisoned, unconscious 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Primordial, understands the languages you speak 
  Fire Form. The elemental can move through a space as nar-
  row as 1 inch wide without squeezing. A creature that touches 
  the elemental or hits it with a melee Attack while within 5 ft. 
  of it takes 2 (1d4) fire damage. The amount of damage that fire 
  form deals increases by 1 step at 5th level (1d6), 11th level (1d8), 
  and 17th level (1d10).
  Illumination. The elemental sheds bright light in a 30-foot 
  radius and dim light in an additional 30 ft..
  Water Susceptibility. For every 5 ft. the elemental moves 
  in water, or for every gallon of water splashed on it, it takes 1 
  cold damage.
  Actions (RequiRes YouR Bonus Action) 
  Inferno (Recharge 4-6). The companion creates a wall of 
  flame in its space until the start of your next turn. The first 
  time a creature starts its turn in or enters that space on a turn, 
  that creature takes 2 (1d4) fire damage and catches fire; until 
  someone takes an action to douse the fire, the creature takes 2 
  (1d4) fire damage at the start of each of its turns. The amount 
  of damage that inferno deals increases by 1 step at 5th level 
  (1d6), 11th level (1d8), and 17th level (1d10).
  Touch. Melee Weapon Attack: 3 (Str) + your proficiency bonus 
  to hit, reach 5 ft., one target. Hit: 1d4 + 3 (Str) fire damage. If 
  the target is a creature or a flammable object, it ignites. Until 
  a creature takes an action to douse the fire, the target takes 2 
  (1d4) fire damage at the start of each of its turns. The damage 
  of the attack and the ignite effect improves by one step at 5th 
  level (1d6), 11th level (1d8), and 17th level (1d10).
  WAter elementAl CompAnion
  Small elemental
  Armor Class 12 + your proficiency bonus (natural armor) 
  Hit Points equal the elemental’s Constitution modifier + five 
  times your level 
  Speed 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 
   14 (+2) 
   17 (+3) 
   6 (−2) 
   10 (+0) 
   8 (−1)
  Damage Resistances acid
  Damage Immunities poison
  Condition Immunities exhaustion, paralyzed, petrified, 
  poisoned, unconscious 
  Senses darkvision 60 ft., blindsense 15 feet (only in water), 
  passive Perception 10 
  Languages Primordial, understands the languages you speak 
  Water Creature. Per the talent, the companion’s swim speed 
  increases by 10 feet and Blindsense increases by 5 feet at 5th 
  level (swim 40 ft., blindsense 20 ft.), 11th level (swim 50 ft., 
  blindsense 25 ft.), and 17th level (swim 60 ft., blindsense 30 
  ft.).
  Water Form. The elemental can enter a Hostile creature’s 
  space and stop there. The elemental can move through a space 
  as narrow as 1 inch wide without squeezing. 
  Freeze. If the elemental takes cold damage, it partially freezes; 
  its speed is reduced by 20 ft. until the end of its next turn.
  Magical Creature. At 5th level, your companion’s attacks are 
  considered magic for the purpose of bypassing resistance and 
  immunity to nonmagical bludgeoning, slashing, and piercing 
  damage.
  Actions (RequiRes YouR Bonus Action) 
  Slam. Melee Weapon Attack: 3 (Str) + your proficiency bonus 
  to hit, reach 5 ft., one target. Hit: 1d6 + 3 (Str) bludgeoning 
  damage
  Multiattack. Beginning at 11th level, this companion can 
  make two attacks.
  Whelm (Recharge 4-6). Your companion creates a vortex 
  in a 5-foot diameter centered on itself that remains until the 
  start of your next turn. Each creature in the vortex must make 
  a Strength saving throw against your sphere DC. Creatures 
  that are not entirely in the vortex gain advantage on the saving 
  throw. On a failure, a target suffers your companion’s slam 
  damage. If it is no more than one size larger than your com-
  panion, it is also Grappled (escape DC is your sphere DC). 
  Until this grapple ends, the target is Restrained and unable 
  to breathe unless it can breathe water. If the saving throw is 
  successful, the target is pushed out of the elemental’s space.
  At the start of each of the elemental’s turns, the Grappled tar-
  get suffers its slam damage. Another creature who is outside 
  the vortex but still within reach of a grappled creature inside 
  the vortex can pull the creature out of it by taking an action to 
  make a Strength check against your sphere DC and succeed-
  ing. The diameter of the vortex increases by 5 feet at 5th level 
  (10-foot diameter), 11th level (15-foot diameter), and 17th level 
  (20-foot diameter).
  Fey (base)
  Your companion is a creature of Fairie. It gains either the 
  Magical Companion (form) or Spell-Warded Companion 
  (form) talent as a bonus talent.
  
  70
  FeY CompAnion 
  Tiny fey
  Armor Class 13 + your proficiency bonus (natural armor) 
  Hit Points equal the fey’s Constitution modifier + five times 
  your level 
  Speed 10 ft., fly 30 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (−1) 
   16 (+3) 
   13 (+1) 
   10 (+0) 
   10 (+0) 
   16 (+3)
  Condition Immunities charmed 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Sylvan, understands the languages you speak 
  Actions (RequiRes YouR Bonus Action) 
  Vicious Mockery. The fey magically unleashes a string of 
  insults laced with enchantments at a creature it can see within 
  60 feet. If the target can hear the fey (though it need not 
  understand the fey), it must succeed a Wisdom saving throw 
  or take 1d4 psychic damage and have disadvantage on the next 
  attack roll it makes before the end of its next turn. The dam-
  age increases by 1d4 when you reach 5th level (2d4), 11th level 
  (3d4), and 17th level (4d4).
  Invisibility. The fey magically turns invisible until it attacks 
  or casts a spell, or until its concentration ends (as if concen-
  trating on a spell). Both Vicious Mockery and Fey Step count 
  as spells for the purpose of ending invisibility. Any equipment 
  the fey wears or carries is invisible with it.
  Bonus Action
  Fey Step. The fey can magically teleport up to 30 feet to an 
  unoccupied space it can see. 
  Fiend (base)
  Your companion resembles a tiny demon or devil. It gains 
  the Spell-Warded Companion (form) talent as a bonus talent.
  FienDish CompAnion 
  Tiny fiend (demon or devil; shapechanger)
  Armor Class 10 + your proficiency bonus (natural armor) 
  Hit Points equal the fiend’s Constitution modifier + five 
  times your level 
  Speed 40 ft. (Demon only); 10 ft., fly 30 ft. (Devil only)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 
   10 (+0) 
   13 (+1) 
   12 (+1) 
   8 (−1) 
   16 (+3)
  
  71
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 9 
  Languages Abyssal (Demon only), Infernal (Devil only), 
  telepathy 60 ft., understands the languages you speak 
  Devil’s Sight. Magical Darkness doesn’t impede the imp’s 
  Darkvision.
  Fiendish Venom (5th level). The fiendish companion’s bite 
  attacks are magical. When the fiend bites a target, it must 
  succeed on a Constitution saving throw or take 1d4 poison 
  damage and become poisoned for 1 minute. The amount of 
  poison damage increases by 1d4 at 11th level (2d4), and 17th 
  level (3d4).
  Actions (RequiRes YouR Bonus Action) 
  Bite. Melee Weapon Attack: 2 (Str) + your proficiency bonus to 
  hit, reach 5 ft., one target. Hit: 1d4 + 2 (Str) piercing damage.
  Shapechanger. The fiend can polymorph into a beast form 
  that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), 
  or a Spider (20 ft., climb 20 ft.), or back into its true form. Its 
  statistics are the same in each form, except that it adopts the 
  speed of that creature while in that form. Any equipment it 
  is wearing or carrying isn’t transformed. It reverts to its true 
  form if it dies. 
  Giant (base)
  GiAnt CompAnion 
  Medium giant, neutral
  Armor Class 9 + your proficiency bonus (natural armor) 
  Hit Points equal the giant’s Constitution modifier + five 
  times your level 
  Speed 30 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5) 
   8 (−1) 
   15 (+2) 
   8 (−1) 
   12 (+1) 
   10 (+0)
  Senses passive Perception 11 
  Languages Giant, understands the languages you speak 
  Growth Spurt (5th level). The damage a giant does with 
  any of its slam (or weapons, if gained through Battle Crea-
  ture) increase by 1d6 (2d6), in addition the companion’s size 
  increases by one step (usually Large), increasing the space and 
  reach according to the Size and Reach Table below. The giant’s 
  size and damage increases again at 11th level (usually Huge, 
  3d6) and 17th level (usually Gargantuan, 4d6). The size increas-
  es from Growth Spurt stack with those granted by the Alter 
  Size (form) talent, but does not increase the rate at which the 
  giant’s weapons increase in damage.
  Table: Size and Reach
  Size Category
  Space
  Reach
  Large
  10 feet
  10 feet
  Huge
  15 feet
  15 feet
  Gargantuan
  20 feet
  20 feet
  Powerful Build. The giant counts as one size larger when 
  determining its carrying capacity and the weight that it can 
  push, drag, or lift.
  Magical Creature. At 5th level, your companion’s attacks are 
  considered magic for the purpose of bypassing resistance and 
  immunity to nonmagical bludgeoning, slashing, and piercing 
  damage.
  Actions (RequiRes YouR Bonus Action) 
  Slam. Melee Weapon Attack: 5 (Str) + your proficiency bonus 
  to hit, reach 5 ft., one target. Hit: 1d6 + 5 (Str) bludgeoning 
  damage. 
  Rock. Ranged Weapon Attack: 5 (Str) + your proficiency bonus 
  to hit, range 60/240 ft., one target. Hit: 1d6 + 5 (Str) bludgeon-
  ing damage. If the target is a creature, it must succeed on a 
  Strength saving throw or be knocked prone.
  Humanoid (base)
  Your companion is built, and possibly can even pass as, 
  a humanoid. Your companion gains the Battle Companion 
  (form) talent (reflected in their stat block already) and one 
  other (form) talent from the following list as bonus talents: 
  Battle Companion, Magical Companion, Mystical Compan-
  ion, Roguish Companion, Raging Companion, or Skillful 
  Companion. 
  humAnoiD CompAnion 
  Medium humanoid, neutral
  Armor Class 13 + your proficiency bonus (natural armor) 
  Hit Points equal the humanoid’s Constitution modifier + five 
  times your level 
  Speed 30 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1) 
  12 (+1) 
   12 (+1) 
   12 (+1) 
   12 (+1) 
   12 (+1)
  Skills any two of your choice (add your proficiency bonus to 
  the check)
  Senses passive Perception 11
  Languages Common + 1 other language
  Basic Training. The humanoid is proficient with simple 
  weapons.
  Equipment. The humanoid is summoned with a spear and 
  a shield, which are considered magical for the purpose of 
  bypassing resistance or immunity. If you desire it to have other 
  equipment, change its armor class and attacks as necessary.
  Actions (RequiRes YouR Bonus Action) 
  Spear. Melee or Ranged Weapon Attack: 1 + your proficiency 
  bonus to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d6 
  + 1 piercing damage (1d8+1 versatile).
  Multiattack. Beginning at 11th level, this companion can 
  make two attacks.
  
  72
  Monstrosity (base)
  Your companion is a strange abomination.
  Augment 1 sp: Whenever you summon a monstrous 
  companion, you can choose a (form) talent that it does not 
  possess, but meet the prerequisites for. Apply that talent to 
  the monstrosity.
  monstrous CompAnion 
  Medium monstrosity
  Armor Class 11 + your proficiency bonus (natural armor) 
  Hit Points equal the monstrosity’s Constitution modifier + 
  five times your level 
  Speed 30 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 
  12 (+1) 
  20 (+5) 
  6 (−2) 
  12 (+1) 
  8 (−1)
  Senses passive Perception 11 
  Languages understands the languages you speak 
  Bizzare Anatomy. The monstrosity is always treated as pos-
  sessing required limbs for the purpose of interacting with the 
  Alteration sphere.
  Magical Creature. At 5th level, your companion’s attacks are 
  considered magic for the purpose of bypassing resistance and 
  immunity to nonmagical bludgeoning, slashing, and piercing 
  damage.
  Actions (RequiRes YouR Bonus Action) 
  Slam. Melee Weapon Attack: 2 (Str) + your proficiency bonus 
  to hit, reach 5 ft., one target. Hit: 1d6 + 2 (Str) bludgeoning 
  damage. 
  Multiattack. Beginning at 11th level, this companion can 
  make two attacks.
  Ooze (base)
  The ooze gains either the Ravenous Creature (form) or Re-
  silient Companion (form) talent as a bonus talent.
  ooZe CompAnion 
  Medium ooze
  Armor Class 8 + your proficiency bonus (natural armor) 
  Hit Points equal the ooze’s Constitution modifier + five 
  times your level 
  Speed 20 ft., climb 20 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 
  6 (−2) 
  20 (+5) 
  1 (−5) 
  6 (−2) 
  1 (−5)
  Damage Resistances acid
  Condition Immunities blinded, charmed, deafened, ex-
  hausted, frightened, prone
  Senses blindsight 60 ft. (blind beyond this radius), passive 
  Perception 8 
  Languages understands the languages you speak 
  Amorphous. The ooze can move through a space as narrow as 
  1 inch wide without squeezing.
  Corrosive Touch (5th level). When the ooze hits with its 
  pseudopod attack, it deals an extra 1d6 acid damage (2d6). 
  The damage increases by 1d6 at 11th level (3d6), and 17th level 
  (4d6).
  Spider Climb. The ooze can climb difficult surfaces, includ-
  ing upside down on ceilings, without needing to make an 
  ability check.
  Actions (RequiRes YouR Bonus Action) 
  Pseudopod. Melee Weapon Attack: 3 (Str) + your proficiency bo-
  nus to hit, reach 5 ft., one target. Hit: 1d6 + 3 (Str) acid damage. 
  Plant (base)
  plAnt CompAnion 
  Small plant, neutral 
  Armor Class 13 + your proficiency bonus (natural armor) 
  Hit Points equal the plant’s Constitution modifier + five 
  times your level 
  Speed 30 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  16 (+3) 
  16 (+3) 
  5 (−3) 
  10 (+0) 
  6 (−2)
  Damage Vulnerabilities fire
  Condition Immunities blinded, deafened
  Senses blindsight 60 ft. (blind beyond this radius), passive 
  Perception 10 
  Languages understands the languages you speak 
  False Appearance. While the plant remains motionless, it is 
  indistinguishable from a shrub or tree of the same size.  
  Magical Creature. At 5th level, your companion’s attacks are 
  considered magic for the purpose of bypassing resistance and 
  immunity to nonmagical bludgeoning, slashing, and piercing 
  damage.
  Actions (RequiRes YouR Bonus Action) 
  Constrict. Melee Weapon Attack: 3 (Str) + your proficiency bo-
  nus to hit, reach 10 ft., one target. Hit: 1d6 + 3 (Str) bludgeon-
  ing damage, and a target that is no more than one size catego-
  ry larger than the plant is grappled (escape DC equal to your 
  sphere DC). Until this grapple ends, the target is restrained, 
  and the plant can’t constrict another target.
  Multiattack. Beginning at 11th level, this companion can 
  make two attacks.
  Swarm (base)
  sWArm CompAnion 
  Medium swarm of tiny beasts, unaligned 
  Armor Class 13 + your proficiency bonus (natural armor) 
  Hit Points equal the swarm’s Constitution modifier + five 
  times your level 
  Speed 20 ft, climb 20 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  3 (-4) 
  16 (+3)
   10 (+0) 
  5 (−3) 
  7 (-2) 
  6 (−2)
  
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  Damage Resistance Bludgeoning, Piercing, Slashing
  Condition Immunities Charmed, Frightened, Grappled, 
  Paralyzed, Petrified, Prone, Restrained, Stunned
  Senses Blindsight 10 Ft., passive Perception 8 
  Languages understands the languages you speak 
  Magical Creature. At 5th level, your companion’s attacks are 
  considered magic for the purpose of bypassing resistance and 
  immunity to nonmagical bludgeoning, slashing, and piercing 
  damage.
  Swarm. The swarm can occupy another creature’s space and 
  vice versa, and the swarm can move through any opening large 
  enough for a Tiny insect. The swarm can’t regain hit points ex-
  cept through a long rest, and can’t gain temporary hit points.
  Swarm Weakness. The swarm has disadvantage on all saving 
  throws against spells, sphere effects, or abilities with an area 
  of effect, instead of targeting a specific number of creatures.
  Actions (RequiRes YouR Bonus Action) 
  Bites. Melee Weapon Attack: +3 (Dex) + your proficiency bonus 
  to hit, reach 0 ft., one target in the swarm’s space. Hit: (2d4+3) 
  piercing damage, or (1d4+3) piercing damage if the swarm has 
  half of its hit points or fewer.
  Multiattack. Beginning at 11th level, this companion can 
  make two attacks.
  Undead (base)
  unDeAD CompAnion 
  Medium undead, neutral 
  Armor Class 13 + your proficiency bonus (natural armor) 
  Hit Points equal the undead’s Constitution modifier + five 
  times your level 
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 
  16 (+3) 
  15 (+2) 
  4 (−3) 
  10 (+0) 
  9 (−1)
  Damage Immunities necrotic, poison 
  Condition Immunities exhaustion, frightened, paralyzed, 
  poisoned 
  Skills Athletics 1 + your proficiency bonus
  Senses darkvision 60 ft., passive Perception 10 
  Languages understands the languages you speak 
  Blood Drain. Your companion drains blood at the end of its 
  turn if it grapples a foe, inflicting 1d6 necrotic damage. This 
  damage increases by 1d6 at 5th level (2d6), 11th level (3d6), 
  and 17th level (4d6). Your companion gains 1 temporary hit 
  point per Hit Die of the grappled creature whenever it uses its 
  blood drain ability, except against creatures of the construct, 
  plant, or undead type. These temporary hit points last for 1 
  hour.
  Magical Creature. At 5th level, your companion’s attacks are 
  considered magic for the purpose of bypassing resistance and 
  immunity to nonmagical bludgeoning, slashing, and piercing 
  damage.
  Undead Fortitude. If damage reduces the companion to 0 
  hit points, it must make a Constitution saving throw with a 
  DC of 5 + the damage taken, unless the damage is radiant or 
  from a critical hit. On a success, the companion drops to 1 hit 
  point instead.
  Actions (RequiRes YouR Bonus Action) 
  Claws. Melee Weapon Attack: 3 + your proficiency bonus to hit, 
  reach 5 ft., one target. Hit: 1d4 + 3 slashing damage. When 
  using its claws to make weapon attacks, it may use its Strength 
  or Dexterity, whichever is higher.
  Multiattack. Beginning at 11th level, this companion can 
  make two attacks.
  Form Talents
  Altered Size (form) 
  Your companion increases or decreases permanently by 
  1 size category. A companion may gain this talent multiple 
  times, and the effects stack. Your companion gains a +2 bonus 
  to Strength (maximum 20) and a -2 penalty to Dexterity each 
  time its size increases by 1 step, and a +2 bonus to Dexterity 
  (maximum 20) and a -2 penalty to Strength each time its size 
  decreases by 1 step. 
  A change to its Strength modifier changes its attack and 
  damage rolls in equal amounts of Strength-based attacks, 
  while a change in its Dexterity modifier changes its AC in 
  equal amounts (as well as attack and damage rolls of Dexteri-
  ty-based attacks). These bonuses and penalties to AC, attack, 
  and damage are not in addition to the ability score increases 
  or decreases, but rather a result of having their ability scores 
  adjusted.
  Reach is also adjusted according to the Size and Reach Table 
  below.
  Table: Size and Reach
  Size Category
  Space
  Reach
  Tiny
  2 1/2 feet
  0 feet
  Small
  5 feet
  5 feet
  Medium
  5 feet
  5 feet
  Large
  10 feet
  10 feet
  Huge
  15 feet
  15 feet
  Gargantuan
  20 feet
  20 feet
  Aerial Creature (form) 
  Your companion gains wings and a 20-foot fly speed. This in-
  creases by 10 feet at 5th level (fly 30 ft.), 11th level (fly 40 ft.), 
  and 17th level (fly 50 ft.). Alternatively, your companion may 
  gain flight through magical means: it does not gain wings and 
  may hover. This then becomes a magical ability, and is subject 
  to the anti-magic field spell and other such limitations.
  Battle Creature (form) 
  Your companion is learned in the ways of war. It is proficient 
  with shields and all simple weapons and, when summoned, 
  appears with up to 2 shields or weapons of unremarkable 
  
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  composition that it is proficient with, as well as 50 pieces of 
  ammunition for each weapon that requires it. These weapons 
  are considered magical for the purpose of overcoming damage 
  resistance.
  A companion may gain this talent twice. If taken twice, it 
  becomes proficient with all martial weapons.
  Draconic Creature (form) 
  Your companion is draconic in nature. It gains a breath 
  weapon with recharge 5-6. You must decide when this talent 
  is gained whether your companion will breathe a 30-foot cone 
  or a 60-foot line and whether it deals acid, cold, fire, lightning, 
  necrotic, poison, psychic, radiant, or thunder damage. It deals 
  2d6 damage, and creatures may make Dexterity saving throws 
  for half damage. The damage of the breath weapon increases 
  by 1d6 at 5th level (3d6), 11th level (4d6), and 17th level (5d6).
  Earth Creature (form) 
  Your companion is a creature used to living in the ground. 
  It gains a 15-foot Burrow speed and Tremorsense 10 feet. Its 
  Burrow speed and Tremorsense increase by 5 feet at 5th level 
  (burrow 20 ft., tremorsense 15 ft.), 11th level (burrow 25 ft., 
  tremorsense 20 ft.), and 17th level (burrow 30 ft., tremorsense 
  25 ft.).
  Elemental Creature (form) 
  Your companion is a being attuned to a particular element. 
  Choose either acid, cold, fire, lightning, necrotic, poison, 
  psychic, radiant, or thunder. Your companion gains resistance 
  to that damage type and deals an additional 1d4 damage of 
  that type with each attack. This damage increases by one die 
  size at 5th level (1d6), 11th level (1d8), and 17th level (1d10). 
  This talent may be taken more than once; each time a differ-
  ent damage type is chosen. The bonus damage does not stack; 
  only the most advantageous type applies.
  Exemplary Companion (form)
  You can increase one of your companion’s ability scores by 2. 
  This bonus increases by +2 at 5th level (+4), 11th level (+6), and 
  17th level (+8), to a maximum score of 20. This talent may be 
  taken more than once for each companion, choose a different 
  ability score each time.
  Explosive Companion (form)
  When your companion is reduced to 0 hit points, it ex-
  plodes in a burst of energy, dealing 2d6 damage to all creatures 
  within a 5-foot radius. This damage and radius increases at 5th 
  level (4d6, 10 ft. radius), 11th level (6d6, 15 ft. radius), and 17th 
  level (8d6, 20 ft. radius). This damage is either acid, cold, fire, 
  lightning, necrotic, poison, psychic, radiant, or thunder, cho-
  sen when the talent is gained. A successful Dexterity saving 
  throw halves this damage. An individual creature can only take 
  damage from this talent once per turn, regardless of how many 
  companions are reduced to 0 hit points.
  Evolved Companion (form)
  Choose a (trait) talent from the Alteration sphere that does 
  not have a minimum level requirement. Pick a trait from that 
  talent that does not have an augment cost of 1 spell point or 
  more. Your companion permanently gains this trait. 
  Fortified Companion (form) 
  Your companion gains proficiency in one type of saving 
  throw with which it is not proficient. This talent may be taken 
  more than once; choose a different saving throw to grant pro-
  ficiency in each time.
  Frightful Presence (form)
  As an action, your companion can frighten creatures of its 
  choice within 30 feet of it. Affected creatures who are aware 
  of it must succeed on a Wisdom saving throw or become 
  frightened for 1 minute. A creature can repeat the saving 
  throw at the end of each of its turns, ending the effect on 
  itself on a success. If a creature’s saving throw is successful or 
  the effect ends for it, the creature is immune to the compan-
  ion’s Frightful Presence for the next 24 hours. The range of the 
  Frightful Presence increases by 30 feet at 5th level (60 feet), 
  11th level (90 feet), and 17th level (120 feet).
  Land Creature (form) 
  Your companion gains a +20 foot bonus to its land speed, 
  as well as advantage on all scent-based Wisdom (Perception) 
  checks. It gains an additional +10 foot bonus to its land speed 
  at 5th level (+30 ft.), 11th level (+40 ft.), and 17th level (+50 ft.).
  Magical Companion (form) 
  Your companion gains the magical training feat, select-
  ing the Natural tradition. Your companion uses your levels 
  and proficiency bonus when determining the strength of its 
  spherecasting. Your companion cannot acquire advanced 
  talents.
  This talent may be taken more than once; if the companion 
  already possesses this talent, this talent instead grants your 
  choice of the Extra Magic Talent or Extra Spell Points feat.
  Mystical Companion (form)
  Your companion gains a ki point, supernatural energy it can 
  use to accomplish amazing feats. This pool increases by 1 at 
  5th level (2 ki points), 11th level (3 ki points), and 17th level (4 
  ki points). The companion’s ki refreshes when it completes a 
  short or long rest. It may spend ki on the following abilities:
  • Flurry of Blows. Immediately after the companion 
  takes the Attack action on its turn, it can spend 1 ki 
  point to make one additional attack as a bonus action. 
  This attack deals 1d4 + Str bludgeoning damage and does 
  not benefit from creature powers that would otherwise 
  increase damage.
  • Patient Defense. The companion can spend 1 ki point 
  to take the Dodge action as a bonus action on its turn.
  • Step of the Wind. The companion can spend 1 ki point 
  to take the Disengage or Dash action as a bonus action 
  on its turn and its jump distance is doubled for the turn.
  Raging Companion (form)
  Your companion can fight with primal ferocity. On its turn, 
  it can enter a rage as a bonus action.
  While raging, it gain the following effects:
  • It has advantage on Strength checks and Strength saving 
  throws.
  • It has advantage on Strength-based attack rolls.
  
  75
  • It has resistance to bludgeoning, piercing, and slashing 
  damage.
  • Attack rolls against it have advantage.
  If the companion can cast spells or sphere effects, it can’t 
  cast them or concentrate on them while raging. Rage lasts for 
  1 minute. It ends early if the companion is knocked uncon-
  scious or if its turn ends and it hasn’t attacked a hostile crea-
  ture since its last turn or taken damage since then. It can also 
  end its rage on its turn as a bonus action. Once a companion 
  has raged, it cannot do so again until it completes a long rest.
  Your companion can use its rage more than once per long 
  rest, but you must pay 1 spell point each time after the first.
  Ravenous Creature (form)
  If this companion doesn’t possess a bite attack it gains 
  one that deals 1d4 damage. In addition, your companion can 
  swallow creatures up to 1 size category smaller than itself. The 
  companion makes a bite attack against a target it is grappling. 
  If the attack hits, the target is swallowed, and the grapple 
  ends. The swallowed target is Blinded and Restrained, it has 
  total cover against attacks and other effects outside the com-
  panion, and it takes 1d6 acid damage at the start of each of 
  the companion’s turns. This improves by 1d6 at 5th (2d6), 11th 
  (3d6) and 17th levels (4d6). The companion can have only one 
  target swallowed at a time.
  If the companion dies, a swallowed creature is no longer 
  Restrained by it and remains in the companion’s spot after it 
  disappears.
  Resilient Companion (form) 
  Your companion gains a +1 bonus to its AC and increases 
  its hit points by an amount equal to your level plus your key 
  ability modifier.
  Roguish Creature (form) 
  Your companion is a creature of guile. Your companion deals 
  +1d6 sneak attack damage as the rogue class feature, which 
  increases by 1d6 at 5th level (2d6), 11th level (3d6), and 17th 
  level (4d6).
  Shadow Creature (form) 
  Your companion is a being made of shadow. It gains Darkvi-
  sion 60 feet and has proficiency on Dexterity (Stealth) checks 
  made in dim light or darkness, using your proficiency bonus as 
  its own. If the companion already has proficiency on Dexterity 
  (Stealth) checks, it instead adds its proficiency bonus twice in 
  dim light or darkness. This does not stack with other abilities 
  that would allow adding proficiency twice.
  Skillful Companion (form) 
  Your companion gains any combination of two proficien-
  cies chosen from musical instruments, skills, or tools. When 
  summoned, your companion appears with any tools and instru-
  ments that they are proficient with. The musical instrument 
  selected cannot be larger than the companion. 
  This talent may be taken multiple times, granting your com-
  panion two additional proficiencies each time.
  Spell-Warded Companion (form)
  Your companion gains advantage on saving throws against 
  spells, sphere effects, and other magical abilities.
  Superior Senses (form)
  Choose one of the following benefits:
  Your companion gains darkvision 60 feet. If your compan-
  ion possesses darkvision from another source, increase its 
  range by 30 feet. Depending on the spheres possesed, you can 
  instead choose form the following options:
  • Lifesight: (augment 2 sp) If you or your companion pos-
  sesses the Life sphere, your companion may gain lifesense 
  30 feet. The creature notices and locates living creatures 
  within range, just as if it possessed the blindsight ability.
  • Thoughtsense: (augment 2 sp) If you or your compan-
  ion possesses the Mind sphere, your companion may gain 
  thoughtsense 30 feet. This ability functions similarly to 
  blindsight. Nondetection, mind blank, and similar effects 
  can block thoughtsense. Thoughtsense can distinguish 
  between sentient (Intelligence 5 or greater) and nonsen-
  tient (Intelligence 1-5) creatures, but otherwise provides 
  no information about the creatures it detects.
  • Earthsight: (augment 0 sp) If you or your companion 
  possesses the earth package of the Nature sphere, your 
  companion may gain the ability to see through up to 5 
  feet of dirt and stone.
  • Tremorsense: (augment 1 sp) If you or your companion 
  possesses the earth package of the Nature sphere, your 
  companion may gain tremorsense 30 feet. A companion 
  with tremorsense is sensitive to vibrations in the ground 
  and can automatically pinpoint the location of anything 
  that is in contact with the ground. Aquatic creatures 
  with tremorsense can also sense the location of creatures 
  moving through water.
  • Smokesight: (augment 0 sp) If you or your companion 
  possesses the fire package of the Nature sphere, your 
  companion may gain the ability to see through both mag-
  ical and mundane smoke, ignoring penalties and conceal-
  ment from these obstructions, up to its normal range of 
  vision.
  • Greensight: (augment 0 sp) If you or your companion 
  possesses the plant package of the Nature sphere, your 
  companion can see through thick plant matter as though 
  it were transparent, with a range of 30 feet. Leaves, vines, 
  greenery, and undergrowth offer no concealment to the 
  companion’s sight, though solid wood still blocks its line 
  of sight.
  • Mistsight: (augment 0 sp) If you or your companion 
  possesses the water package of the Nature sphere, your 
  companion may see through fog, mist, and murky water 
  as if they were perfectly clear, ignoring concealment from 
  these obstructions, up to its normal range of vision.
  • Touchsight: (augment 2 sp) If you or your companion 
  possesses the Telekinesis sphere, your companion may 
  gain blindsight 30 feet.
  • Darksight: (augment 1 sp) If you or your companion 
  possesses the Dark sphere, your companion’s darkvision 
  is not hindered by magical darkness. (requires darkvision)
  
  76
  A companion may gain this talent multiple times. Each time 
  it gains this talent, select a new sense or increase the range of 
  their darkvision by 30 feet. If a selected ability has an augmen-
  tation cost, the caster must choose to grant the ability and pay 
  the cost each time the companion is summoned.
  Transformative (form) 
  Your companion can change its appearance as an Action. 
  This is a magical effect. The companion may add your profi-
  ciency bonus to any Charisma (Deception) checks it makes to 
  disguise itself. If the companion lacks the right physical attri-
  butes (for example, the right size category or number of legs), 
  the disguise will still fail completely. Your companion may also 
  perfectly imitate voices and sounds with which it is familiar 
  (listened to for at least 10 minutes.
  Your companion may gain this talent twice. If gained twice, 
  it may mimic anything, adjusting its form to fit (though not 
  gaining or losing any attacks or traits themselves, though using 
  certain abilities might immediately break the disguise).
  Vermin Creature (form)
  Your companion may climb virtually any surface, no matter 
  how slick or sheer. It can climb and travel on vertical surfaces 
  or even traverse ceilings as well as a spider does. The compan-
  ion gains a climb speed of 30-feet; furthermore, it need not 
  make ability checks to traverse a vertical or horizontal surface 
  (even upside down).
  Additionally, your companion gains one of the following 
  benefits. This talent may be gained twice, granting both ben-
  efits:
  • Poison. Requires a bite attack. Creatures damaged by 
  your companion’s bite attack must succeed on a Consti-
  tution save or be poisoned for 1 minute, taking 3 (1d6) 
  poison damage at the start of each of its turns for as long 
  as it is poisoned. Creatures are permitted a new saving 
  throw at the end of each of their turns to end the poi-
  soned condition.
  • Web (Recharge 5-6). Ranged Weapon Attack: Dex modifi-
  er + your proficiency to hit, range 30/60 ft., one creature. 
  Hit: The target is Restrained by webbing. As an action, 
  the Restrained target can make a Strength check against 
  your Sphere DC, bursting the webbing on a success. The 
  webbing can also be attacked and destroyed (AC 10; hp 
  5; vulnerability to fire damage; immunity to bludgeon-
  ing, poison, and psychic damage). The target ignores 
  movement restrictions caused by webbing, and while in 
  contact with a web, the target knows the exact location 
  of any other creature in contact with the same web. A 
  web may support up to twice the weight of the creating 
  companion. If your companion is dismissed, any webs it 
  created immediately disappear.
  Water Creature (form) 
  Your companion gains a 30-foot Swim speed, the ability to 
  breath underwater, and Blindsense 15 feet (only in water). The 
  Swim speed increases by 10 feet and the Blindsense increases 
  by 5 feet at 5th level (swim 40 ft., blindsense 20 ft.), 11th level 
  (swim 50 ft., blindsense 25 ft.), and 17th level (swim 60 ft., 
  blindsense 30 ft.).
  Other Talents
  Amorphous Creatures
  Augment 0 sp: When summoning a companion whose 
  (base) involves a choice (such as Dragon or Elemental), each 
  time you summon your companion you may change this 
  choice. For example, if your companion is an elemental, you 
  may change it to a water, air, earth, or fire-based companion 
  each time you summon it. 
  Call the Departed
  Augment 1 sp: When summoning a companion, you may 
  summon a companion that has already been reduced to 0 hit 
  points. The companion reappears at one quarter of its maxi-
  mum hit points and takes a -1 penalty to all d20 rolls it makes. 
  Any other conditions or ongoing effects on the companion are 
  removed. This penalty lasts until you complete a long rest but 
  otherwise may not be removed. 
  Once you have summoned an ally through this augment, you 
  don’t need to use this augment again unless it is once again 
  reduced to 0 hit points. Penalties from multiple uses of this 
  ability stack. If the companion would have a penalty greater 
  than your proficiency bonus, you cannot summon it again until 
  the penalty is removed.
  Extra Companion 
  You gain an additional companion. Whenever you summon a 
  companion, you must select only one of your companions, and 
  you cannot have multiple companions summoned at once. You 
  can select this talent multiple times. Each time it is selected, 
  you gain another companion.
  
  77
  This talent cannot be gained through any ability that grants 
  talents temporarily.
  Link 
  You gain a telepathic link to each of your companions. So 
  long as you are on the same plane as one of your companions, 
  you can communicate with that creature over any distance.
  Spell Conduit
  Your companions can deliver touch spells and sphere abili-
  ties for you. If you and one of your companions are in contact 
  at the time you cast a touch spell or sphere ability requiring a 
  melee spell attack, you can designate your companion as the 
  attacker. You can touch a companion within your natural reach 
  (no action required) during your turn to initiate this contact; 
  your companion may do the same during its turn. The com-
  panion can then deliver the spell or ability just as you would 
  with the same action cost. If you cast another spell or sphere 
  effect before the effect is delivered, the spell or effect dissi-
  pates.
  You can take this talent multiple times. If taken twice, the 
  companion may be anywhere within 30 feet of you when 
  you cast the spell or ability and may also deliver ranged spell 
  attacks, using its attack modifiers and serving as the effect’s 
  point of origin. Each additional time this talent is taken, in-
  creases the range at which this ability functions; increasing to 
  120 feet, then to 300 feet.
  Spell-Linked Companions
  You can apply the following augment to any sphere effect 
  you cast that targets you:
  Augment 0 Sp: You can apply the effect to one Conju-
  ration sphere companion. The affected companion must be 
  within 30 feet. This augment may be used even on effects that 
  normally can only target the caster.
  Conjuration Advanced 
  Talents
  Calling
  Prerequisites: Conjuration sphere.
  Casting Time: 10 minutes
  Cost: 2 sp
  Range: 30 feet
  Duration: special
  You can call beings from other planes and bring them into 
  your own. Calling takes one of two forms: allies and hostiles. If 
  you call a servant of an extraplanar being with which you have 
  a strong connection (i.e., a cleric calling a servant of its god) 
  they are considered an ally. All other creatures are considered 
  hostiles, regardless of their disposition towards the caster. 
  GMs have the final say in whether or not a character is capa-
  ble of calling allies.
  To call a target, you must choose a location within 30 feet 
  for them to appear, and the kind of creature to be called must 
  be known and stated. If you wish to call a specific individu-
  al, you must use that individual’s proper name. You can call 
  multiple creatures with one use of this ability (up to 3 at once) 
  but the combined CR of all called creatures cannot exceed half 
  your level.
  Hostiles: If a hostile creature is unwilling to be called, it is 
  allowed a Wisdom saving throw to resist. If the saving throw 
  succeeds, the creature is not called. If the saving throw fails, 
  the creature is immediately called.
  When a hostile creature is called, it is rooted to a specific 
  location within range (you can decide how much space to give 
  it, up to a 30-foot radius). It cannot leave this area until an 
  agreement with you has been reached. It can escape this loca-
  tion by teleportation or dimensional travel, or with a success-
  ful Charisma saving throw. It can try each method once per 
  day. If it breaks loose, it can do as it pleases including fleeing, 
  returning to its home plane, or attacking you.
  If the creature does not break free of its prison, you can 
  keep it bound for as long as you dare. You can attempt to 
  compel the creature to perform a service by describing the 
  service and perhaps offering some sort of reward. You make a 
  Charisma check contested by the creature’s Charisma check. 
  The check may have advantage based on the nature of the ser-
  vice and the reward. If the creature wins the opposed check, 
  it refuses service. New offers, bribes, and the like can be made 
  or the old ones re-offered every 24 hours. This process can be 
  repeated until the creature promises to serve, until it breaks 
  free, or until you decide to dismiss it (a free action so long 
  as it remains trapped). Impossible demands or unreasonable 
  commands are never agreed to. If you ever roll a natural 1 on 
  the Charisma check, the creature breaks free of the effect and 
  can escape or attack you.
  Once the requested service is completed, the creature need 
  only to inform you to be instantly sent back whence it came. 
  The creature might later seek revenge. If you assign some 
  open-ended task that the creature cannot complete through 
  its own actions, the effect remains for a maximum of 1 day per 
  level, and the creature gains an immediate chance to break 
  free (with the same chance to resist as when it was trapped). 
  Note that a clever recipient can subvert some instructions.
  Allies: Allies are never hostile and do not resist, although 
  additional payment is always expected for their services.
  Payment can take a variety of forms, from donating gold or 
  magic items to an allied temple, to a gift given directly to the 
  creature, to a quest on your part that matches the creature’s 
  alignment and goals. Regardless, this payment must be made 
  before the creature agrees to perform any services. The bar-
  gaining takes at least 1 round, so any actions by the creature 
  begin in the round after it arrives.
  As a rule of thumb, a task that can be measured in minutes 
  requires a payment worth 100 gp per minute. A task mea-
  sured in hours requires 1,000 gp per hour. And a task mea-
  sured in days (up to 10 days) requires 10,000 gp per day. The 
  GM can adjust these payments based on the circumstances 
  under which you cast the spell. If the task is aligned with the 
  creature’s ethos, the payment might be halved or even waived. 
  Non-hazardous tasks typically require only half the suggested 
  payment, while especially dangerous tasks might require a 
  
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  greater gift. Creatures rarely accept tasks that seem suicidal. 
  Unlike a companion from the Conjuration sphere that simply 
  returns to its home plane when reduced to 0 hit points, a 
  called creature actually dies when it is killed.
  If an agreement cannot be reached, the ally returns to their 
  home plane immediately. If you are not willing to give the re-
  quested payment, but attempt to press the target into service 
  anyway, treat the creature as hostile. Pressing a creature in this 
  way may have a detrimental effect on any future attempts to 
  call an allied outsider.
  At the end of its task, or when the bargained duration 
  expires, a called ally returns to its home plane (after reporting 
  back to you, if appropriate and possible).
  Diagram
  Prerequisites: Conjuration sphere (Calling).
  Augment 0 sp: When using the Calling advanced talent to 
  call hostile creatures, your traps are even harder to break than 
  usual. If you spend 10 minutes and pass a DC 15 Intelligence 
  (Arcana) check to prepare a calling circle before you call a 
  creature, that creature finds it very difficult to escape. You 
  cannot know the result of your check until after the calling is 
  performed, but you can treat the result of the die roll as a 20 
  by dedicating 4 hours to creating the circle.
  If your check is successful, the called creature cannot use 
  any dimensional or teleportation effects, nor can any of its 
  abilities or attacks cross the prison’s border. When pitting its 
  Charisma against your trap, the DC increases by 5. While a 
  creature cannot disturb the calling circle, if any outside force 
  disturbs the circle (even a hair falling across it), the called 
  creature is immediately freed.
  Divided Companion (form)
  Prerequisites: Conjuration sphere.
  Your companion is not a single creature, but is rather a 
  group of creatures that all behave together in combat.
  The companion takes the form of a troop of creatures of 
  its kind. The troop is composed only of Small or Medium 
  creatures; this cannot be used on a swarm companion and this 
  companion’s size cannot be altered by Altered Size, enlarge per-
  son, or other effects. The troop fills a 20-foot square (or cube if 
  flying) and has its normal reach and can occupy another crea-
  ture’s space and vice versa. The companion can move through 
  openings that are large enough for the individual creatures. 
  Additionally, the troop has advantage on Strength checks, 
  Strength saving throws, and any saving throw made against 
  effects that target a single creature, but disadvantage on any 
  saving throw made against effects that target an area.
  Ghostly Creature (form)
  Prerequisites: Conjuration sphere.
  Your companion can move through other creatures and 
  objects as if they were difficult terrain. It takes 5 (1d10) force 
  damage if it ends its turn inside an object. 
  Group Summon
  Prerequisites: Conjuration sphere (Extra Companion).
  Augment 1 sp: You can summon an additional companion 
  that you possess. This augment may be applied multiple times 
  to summon additional companions. Losing concentration on 
  the summon causes all the companions to disappear.
  Independent Companion
  Prerequisites: Conjuration sphere.
  Allied creatures can spend their bonus action in your place 
  to allow a companion to take actions other than the Dodge 
  action. If you have multiple companions summoned, you or an 
  ally can spend a single bonus action to allow all companions to 
  take actions other than the Dodge action.
  Augment 1 sp: Your summoned companions obey any 
  verbal commands that you or an ally issue to them (no action 
  required by you or the ally). If you don’t issue any commands 
  to them, they defend themselves from hostile creatures, but 
  otherwise take no actions.
  Augment 2 sp: Your summoned companions will obey, but 
  don’t require any verbal commands to take any action other 
  than the Dodge action. Your companion will take actions on 
  their own that they believe are in the best interest of you and 
  themselves according to the circumstances of the situation. 
  For example, if you command a summoned companion to scout 
  ahead for enemies, and along the way they find a trap, they 
  will also include the trap’s location as part of their report; or 
  for example, if during combat you fall unconscious, your com-
  panion will take actions to either remove you from harm’s way, 
  wake you up, or treat your injuries.
  Vanishing Companion (form)
  Prerequisites: Conjuration sphere (Shadow Companion), 
  11th level or higher.
  Your companion may use Dexterity (Stealth) to hide even 
  while observed and lacking in concealment.
  Divided Companion Troop Damage
  To determine the damage a troop deals with a natural 
  weapon, unarmed strike, or weapon, increase the attack’s 
  damage die by two sizes and multiply the number of rolled 
  dice by x2, or x1 if the troop has half its hit points or fewer. 
  For example, if a companion’s attack would normally deal 
  1d6 damage, it would deal 2d10 damage, or 1d10 if at half 
  hit points or fewer; see Table: Damage Dice Progres-
  sion in the Introduction if you are unsure how to progress 
  a damage die.
  Spell attacks, melee or ranged, do not have their dam-
  age increased in a troop, nor do they have their damage 
  reduced in a troop if they are at half hit points or fewer.
  Divided Companion Troop Damage
  To determine the damage a troop deals with a natural 
  weapon, unarmed strike, or weapon, increase the attack’s 
  damage die by two sizes and multiply the number of rolled 
  dice by x2, or x1 if the troop has half its hit points or fewer. 
  For example, if a companion’s attack would normally deal 
  1d6 damage, it would deal 2d10 damage, or 1d10 if at half 
  hit points or fewer; see Table: Damage Dice Progres-
  sion in the Introduction if you are unsure how to progress 
  a damage die.
  Spell attacks, melee or ranged, do not have their dam-
  age increased in a troop, nor do they have their damage 
  reduced in a troop if they are at half hit points or fewer.
  
  79
  Variants
  Caller
  You do not gain the summon ability of the Conjuration 
  sphere. You gain the Calling advanced talent as a bonus talent. 
  This variant may not be selected if the Calling advanced talent 
  is not permitted in your campaign. You cannot possess this 
  variant if you possess any drawback that affects the summon 
  ability or companions granted by it.
  Constant Link
  Maintaining your companion’s presence requires great effort. 
  You must spend an action each round to maintain your sum-
  mon with concentration. The cost to summon your companion 
  is reduced by 1 sp, to a minimum of 0.
  Elongated Summoning
  Your summon has a casting time of 1 hour, and cannot be 
  augmented to have a reduced casting time. You gain a bonus 
  Conjuration sphere talent.
  Figment Companion
  Your companions are only semi-real projections. The first 
  time each round a creature is affected by an effect originating 
  from your companions, such as attacks or sphere effects, it 
  may make a Wisdom saving throw to negate the effect and any 
  others originating from your companion before the start of 
  the creature’s next turn. Succeeding on this save grants advan-
  tage on future saves made against that same companion for 
  the next 24 hours. You gain a bonus Conjuration sphere talent.
  Material Weakness
  Choose silver or wood (or another special material with 
  GM’s explicit approval). When struck by a weapon primarily 
  composed of the chosen material, your companion must make 
  a Wisdom saving throw with a DC equal to 5 + the damage 
  taken or be dismissed from the plane. The companion may 
  not be summoned again for 1 hour. You gain a bonus Conjura-
  tion sphere talent.
  Object Bound
  Choose an object for each companion you possess (for ex-
  ample: a small oil lamp, a ring, or a sword). Such objects count 
  as magic items of the Conjuration sphere.
  You must drop or throw this object as part of casting sum-
  mon. This does not affect the casting time, though additional 
  actions may be required to draw the object.
  If this object is destroyed, you cannot summon the corre-
  sponding companion. While the companion is present, the 
  object is visible on the companion and may be targeted with 
  the attacks, dispel effects, and other effects that can target 
  worn magical items. While part of the companion, the object 
  emits a sign that draws attention to itself, usually glowing. If 
  the object is destroyed or has its magic suppressed, the com-
  panion immediately disappears and may not be summoned 
  again until the object is repaired or replaced.
  Attuning a new object requires 8 hours, which can be done 
  while taking a long rest. Any damage dealt to the object is 
  also dealt to the companion without being further affected by 
  immunity, resistance, or vulnerability.
  You can choose to have a single item for any or all of your 
  companions, but no more than one companion can be sum-
  moned using a single item simultaneously.
  You gain the Reaching (metasphere) talent from the Univer-
  sal sphere as a bonus talent.
  Unwilling Summons
  Your conjuration companion only serves you by compul-
  sion. Should you lose concentration on the summon, instead of 
  disappearing, the companion instead remains for the remain-
  der of the maximum duration and attacks or otherwise acts 
  against you to the best of its abilities. You cannot dismiss an 
  uncontrolled companion. You gain a bonus Conjuration sphere 
  talent.
  
  80
  Creation Sphere
  Create
  Casting Time: 1 action
  Range: touch
  Duration: Concentration up to 1 minute
  Target: Empty space that you can see that is sufficient to 
  contain the created object
  Cost: 0 sp
  You can create objects out of magic that appear in either 
  your hand or adjacent to you. You may create a single non-mag-
  ical, unattended object out of vegetable matter such as wood, 
  hemp, or cotton that may be no larger than Tiny size, increas-
  ing to Small size at 5th level, Medium size at 11th level, and 
  Large size at 17th level.
  If you cannot carry, hold, or wield the created object with 
  two hands due to bulk, weight, or size, it must begin in an ad-
  jacent square and no part of it can be more than 30 feet away. 
  You cannot create items that require mixing, carry special 
  properties, or knowledge you don’t possess (alchemical items, 
  rare herbs, the key to a lock you didn’t create, etc.). A DC 10 
  Intelligence check reveals the object as a magical fake. Fabri-
  cated objects have a lingering magical aura that can be detect-
  ed as magic, although the objects themselves aren’t magical.
  While simple objects such as candles, folds of cloth, simple 
  furniture, or basic weapons are easy to create, particularly 
  complex objects (mechanics, crossbows, objects with mov-
  ing parts) require an ability check be made as if crafting that 
  object. Failure means the object comes into being broken and 
  unusable. You cannot create an object directly onto a target 
  (summoning manacles onto someone’s wrists, etc.).
  Augment 1 sp: The size of the object you can create may be 
  up to two sizes larger.
  Augment 2 sp: The effect persists for the remaining du-
  ration without concentration. This augment may be applied 
  after the effect is cast on your turn without an action.
  Table: Object Materials
  Substance
  AC
  Hit Points Type
  Glass
  13
  Fragile
  Paper or Cloth
  11
  Fragile
  Rope
  11
  Fragile
  Ice
  13
  Fragile
  Leather or Hide
  11
  Fragile
  Wood
  15
  Fragile
  Stone
  17
  Resilient
  Iron or Steel
  19
  Resilient
  Mithral
  21
  Resilient
  Adamantine
  23
  Resilient
  You can create and alter physical ma-
  terials.
  When you first gain the Creation sphere, 
  you gain the alter and create sphere abilities.
  Alter
  Casting Time: 1 action
  Range: Touch
  Duration: Concentration, up to 1 minute (unless noted)
  Target: One non-magical unattended object
  Cost: 0 sp
  You can alter an object with a touch. The object cannot be 
  larger than Tiny size, although you can target a Tiny-sized por-
  tion of a larger object (such as a wall). This increases to Small 
  size at 5th level, Medium size at 11th level, and Large size at 
  17th level.
  You cannot alter an animate target (such as a golem or 
  animated object) and the object must be non-magical and 
  unattended (not held, worn, or part of a creature’s equipment).
  Augment 2 sp: The effect persists for the remaining du-
  ration without concentration. This augment may be applied 
  after the effect is cast on your turn without an action.
  Augment 1 sp: The size of the object you can alter may be 
  up to two sizes larger.
  When you gain the Creation sphere, you can alter objects in 
  the following ways:
  Repair
  Duration: Instantaneous
  You can repair a damaged object, restoring a number of hit 
  points equal to 1d4 + your key ability modifier. This ability 
  cannot restore warped or transmuted items, but it can still 
  repair damage done to such items. The amount of hit points 
  restored increases by 1d4 at 5th level (2d4 + KAM), 11th level 
  (3d4 + KAM), and 17th level (4d4 + KAM).
  Destroy
  Duration: Instantaneous
  You deal bludgeoning damage to the object equal to 1d4 + 
  your key ability modifier. The amount of damage increases by 
  1d4 at 5th level (2d4 + KAM), 11th level (3d4 + KAM), and 17th 
  level (4d4 + KAM).
  Augment 1 sp: The damage dealt by destroy bypasses the 
  object’s damage threshold. 
  Talents marked (alter) grant you new ways to alter objects.
  
  81
  Object Hit Points
  Size
  Fragile
  Resilient
  Tiny
  2 (1d4)
  5 (2d4)
  Small
  3 (1d6)
  10 (3d6)
  Medium
  4 (1d8)
  18 (4d8)
  Large
  5 (1d10)
  27 (5d10)
  Huge*
  *damage threshold 10
  *damage threshold 15
  Gargantuan*
  *damage threshold 15
  *damage threshold 20
  * Huge and Gargantuan objects do not have their own hit points, but 
  are instead divided into multiple Large or smaller sections, tracking 
  each section’s Hit Points separately. For example, a Gargantuan statue 
  of a human might treat each of its limbs as a separate Large object.
  Huge and Gargantuan objects have damage thresholds. An 
  object with a damage threshold has immunity to all damage 
  unless it takes an amount of damage from a single attack or 
  effect equal to or greater than its damage threshold, in which 
  case it takes damage as normal. Any damage that fails to meet 
  or exceed the object’s damage threshold is considered superfi-
  cial and doesn’t reduce the object’s hit points.
  Examples
  The number of objects a caster could create and the uses of 
  those objects are virtually endless, and many details will need 
  to be determined by the DM. However, the following rules 
  and guidelines should help provide specific examples.
  Notes on Walls and Coverings: If you create a wall (a large but 
  thin object along a single plane) A 5 foot by 5 foot square is 
  considered a Small object. If creating cloth, a 5 foot by 5 foot 
  square is considered a Tiny object.
  Notes on Casings: If you try to create an encasement over a 
  creature (for example, covering a creature with a stone dome),  
  it counts as creating an object 1 size larger than the intended 
  target. Thus, a casing for a Medium creature is a Large object, 
  a casing for a Large creature is a Huge object, etc. A creature 
  is allowed a Dexterity saving throw to escape such an entrap-
  ment, moving them outside the targeted space in a direction 
  of their choosing. Creatures may always attack their own 
  casing.
  Notes on Falling Objects: If you create an object with the intent 
  that it falls on something else to damage it, this requires a 
  spell attack, and if successful, deals damage based on the 
  object’s size according to Table: Object Size. Particularly soft 
  objects might deal no damage (for example, when dropping 
  cloth). 
  The above assumes you are dropping an object from a 
  height of about 15-60 feet. If dropping from a lesser height, 
  you have advantage on your spell attack but deal half damage. 
  If dropping from a greater height, you have disadvantage on 
  your spell attack but deal double damage. The damage type 
  (bludgeoning, piercing, or slashing) depends on the shape of 
  the object being dropped. Objects not designed to be weapons 
  suffer their own falling damage.
  If you drop an object that is larger than what it is landing on, 
  the target (or targets) in the area instead makes a Dexterity 
  check to avoid damage, gaining advantage against a drop from 
  a great height and disadvantage against a drop from a short 
  height.
  Table: Object Size
  Object 
  Size
  Example 
  Objects
  Falling Damage (to 
  both object and target)
  Tiny
  Dagger
  1d4
  Small
  Chair
  1d6
  Medium
  Table
  1d8
  Large
  Statue
  1d10
  Huge
  Wagon
  2d6
  Gargantuan
  Catapult
  2d8
  Creation Basic Talents
  Alter Talents
  Change Material (alter)
  You can alter an object, changing its composition from one 
  material to another. Both the material you are affecting and 
  the material you are changing it into must be materials you 
  can create (i.e., you must use the Expanded Materials talent 
  to work with objects other than vegetable matter). When the 
  duration expires, the object returns to its normal material, 
  although any damage sustained while altered remains after it 
  returns to its original material. You cannot change a liquid into 
  a solid or a solid into a liquid, and you cannot create or affect 
  gases.
  Augment 1 sp: The effect persists for the remaining du-
  ration without concentration. This augment may be applied 
  after the effect is cast on your turn without an action.
  Forge (alter)
  Duration: Instantaneous
  Augment 1 sp: You can shape material with a touch. This is 
  an instantaneous effect, as you are literally changing the shape 
  of the material in question. You can only affect materials you 
  can create (i.e., you must use the Expanded Materials talent 
  to work with materials other than vegetable matter), and you 
  can only make crude changes such as forming walls, trenches, 
  doors, coffers and other basic shapes. Detailed work (such 
  as forging armor) is not possible, and there is a 30% chance 
  that anything with moving parts simply doesn’t work. You 
  can affect targets up to your normal creation size, but when 
  working with a mineral (stone, metals, gems, etc.) the size you 
  can affect is reduced by half.
  Transparency (alter)
  You can convert any material into a more transparent ver-
  sion of itself.
  This does not affect the object’s composition, damage 
  threshold, or have any effect other than offer a clear view 
  through the object.
  
  82
  The caster may choose to affect the object’s opacity in a way 
  that allows peering through an object while remaining unob-
  served from the other side. When used in this way, Wisdom 
  (Perception) checks through the object suffer disadvantage, 
  but it requires a Wisdom (Perception) check against your 
  sphere DC to notice that the object can now be seen through 
  from the other side. If you possess Exquisite Detail, it no lon-
  ger imposes disadvantage and the Wisdom (Perception) DC to 
  notice that the object is transparent gains disadvantage.
  Other Talents
  Alchemical Creation
  Augment 1 sp: You can create items that require mixing, 
  such as acid flasks, alchemist’s fire, antitoxin, basic poison, 
  and other, similar items at the GM’s discretion. You create only 
  a single item appropriate for your size.
  Altering Burst
  Augment 1 sp: You can alter all unattended non-magical 
  objects in a 10-foot radius around yourself. You can choose any 
  number of materials that you can create within this area to be 
  affected. (For example, you can choose to destroy a stone wall 
  while leaving the wooden dresser resting against it unharmed.)
  If you possess the Reaching (metasphere) Universal talent, 
  you can center this effect anywhere within range. When aug-
  menting the effect with Potent Alteration, you can alter one 
  worn or held or magical object, increasing by up to one at 5th 
  level (2 objects), 11th level (3 objects, and 17th level (4 objects). 
  These altered worn or held or magical objects are in addition 
  to other objects in the area.
  Augment 1 sp: Increase the radius to 20 feet. 
  Catapult
  Your create gains the following augments:
  Augment 0 sp: When you create an item, you may create 
  it with momentum. The object flies from the point of cre-
  ation in a straight line as wide as the object up to 60 feet in 
  a direction you choose before falling to the ground, stopping 
  early if it impacts against a solid surface. If the object would 
  strike a creature, that creature must make a Dexterity saving 
  throw. On a failed save, the object strikes the target and stops 
  moving. When the object strikes something, the object and 
  what it strikes suffer the object’s falling damage from a normal 
  height. 
  In addition, when augmenting create with the Catapult tal-
  ent, you can apply one of the following augments:
  Augment 1 sp: When determining the damage that a 
  struck target takes, roll the falling damage twice and add them 
  together.
  Augment 2 sp: When determining the damage that a 
  struck target takes, roll the falling damage thrice and add 
  them together. 
  Complex Creation
  Augment 0 sp: When you create an object, you can cre-
  ate a themed ‘creation’ that is made up of multiple different 
  objects. For example, you could create a quiver full of arrows, 
  or if creating a building you could include chairs, beds, barrels, 
  etc.). You must be able to create all materials required for the 
  complex creation.
  Augment 1 sp: When you create an object two or more 
  sizes smaller than your maximum, you can delay your creation 
  so that rather than creating a single object once, it creates 
  multiple identical objects over time. The total size of all creat-
  ed objects cannot exceed one size above your maximum create 
  size. As a general rule, two objects of a similar size count as 
  one size larger (2 Small objects equals a Medium object, 2 Me-
  dium objects equals a Large, etc.). You must set a parameter 
  when this effect is created for when and where within range 
  the items are created (for example, creating a new arrow in a 
  quiver whenever the previous arrow is removed, or dropping a 
  new anvil each round onto a target location, determined at the 
  time of casting). This continues for the duration of the create 
  effect or until the maximum size (or another limit, subject to 
  GM approval) has been reached, whichever comes first.
  Expanded Materials
  Augment 1 sp: When you create an object, you can work 
  with any solid fragile material that is non-harmful and does 
  not possess any unusual properties, such as glass, ice, or leath-
  er. You can also create harmless liquids like water (3 cubic feet 
  equals a Small creature), but not gases or flesh. You can also 
  make objects with multiple materials, provided you can create 
  all the materials required.
  As you gain levels, you also gain the ability to make steadily 
  more materials, as detailed in the table below. Adamantine 
  cannot be created or altered, except for the repair and destroy 
  abilities, and created gems cannot be used as material compo-
  nents.
  Table: Classic Substances
  Level
  Materials
  1st
  Stone
  5th
  Basic metals (copper, iron, steel)
  11th
  Precious metals (gold, silver)
  17th
  Specialty metals (mithril), gems
  Exquisite Detail
  Augment 0 sp: Items you create are more intricate, and 
  much harder to identify as fakes. You are proficient in ability 
  checks made to create detailed or complicated objects and to 
  any DC required to detect objects you create as magical fakes. 
  If you are already proficient, you instead add twice your profi-
  ciency bonus. This does not stack with similar effects. Those 
  attempting to detect magic on your created objects must pass 
  a spellcasting ability check against your sphere DC to detect 
  any lingering creation auras.
  Greater Alter
  Augment 0 sp: The damage dealt with your destroy alter 
  ability now uses d8’s instead of d4’s.
  Augment 0 sp: The amount healed with your repair alter 
  ability now uses d8’s instead of d4’s.
  Magical Creations
  Objects you create are considered magical for the purpose of 
  overcoming resistance and immunity to nonmagical attacks 
  and damage.
  
  83
  Magnify/Minimize
  You can alter an object’s size for 1 minute per level. When 
  using alter you can cause any object you can affect to increase 
  or decrease by 1 size category. This doubles or halves the 
  object’s height and width and multiplies or divides its weight 
  by 8. Effects which depend upon a target object’s size which 
  would not function due to size alterations are automatical-
  ly suppressed, continuing to count down their duration as 
  normal, when the object no longer meets the size require-
  ments. Worn items that are enlarged hinder their wearer’s 
  movements, reducing their movement speeds by 10 feet, to 
  a minimum of 5 feet. This effect fails if used to shrink worn 
  items below a size that their wearer can wear.
  If this effect is augmented by Potent Alteration to target 
  a creature per that talent, the target creature gains the same 
  adjustments as if the Size Change Alteration talent had been 
  used on them to adjust them to their size.
  Augment 1 sp: You can increase the number of steps you 
  can enlarge or shrink an object by one size category, increasing 
  by one at 5th level (2 steps), 11th level (3 steps), and 17th level 
  (4 steps) (to a maximum of Gargantuan and a minimum of 
  Tiny).
  Object of Force
  Augment 1 sp: You can create objects made of solid force. 
  Force objects have no weight and remain rigid and unmoving 
  in the location they are created, though a creature two sizes 
  larger than the object can move it. Force objects are resilient 
  and have resistance to all non-magical damage, and prevent 
  incorporeal creatures from passing through them. Objects of 
  force are translucent but easily noticeable and require no Per-
  ception check to see while imparting disadvantage to Wisdom 
  (Perception) checks to see through them. If you possess Trans-
  parency you can make the object invisible (as Illusion sphere’s 
  Invisibility) or entirely opaque without spending an additional 
  spell point, chosen at the time of its creation.
  Potent Alteration
  Augment 1 sp: When altering an object, you can affect 
  magical objects, worn or held objects, or creatures of the con-
  struct type. While this means you can repair broken magical 
  items with your repair ability, you cannot restore the magic 
  to such an object. If used against a creature or an attended 
  object, the target creature or the creature wearing or holding 
  the object is allowed a Constitution saving throw to negate 
  the effect.
  Precise Destruction
  You can destroy moving components and locks in lieu of 
  disabling them more conventionally. When attempting to dis-
  able a complex device (such as a trap or lock) you can instead 
  simply target the offending part of the object with destroy. 
  You are treated as possessing thieves tools at all times and 
  being proficient with those thieves tools and may make ability 
  checks to open locks or disable complex devices using your 
  casting ability modifier in place of the usual attribute modifier, 
  but only when the desired action can be achieved by carefully 
  destroying components (thus a door unlocked with this ability 
  would be impossible to lock again without first repairing the 
  lock).
  Restrictive Creation
  Augment 1 sp: You can create non-harmful objects direct-
  ly on a creature. An unwilling target is entitled a Dexterity 
  saving throw to avoid having an object created directly on it, 
  causing the object to fall harmlessly to the ground. This means 
  you can create bindings, manacles, or some other close-fitting 
  prison directly onto the target, making them Restrained on a 
  failed saving throw. Targets can still attack their own bindings 
  (as outlined under Notes on Casings listed above).
  If you cover the target completely with a close-fitting prison 
  they can only deal half damage to their bindings, but also have 
  complete cover while inside their casing.
  Advanced Creation Talents
  Create Materials
  Prerequisites: Creation sphere (Forge), Universal sphere 
  (Extended (metasphere)), 11th level or higher.
  Augment 2 sp: You can create raw materials. This is an 
  instantaneous effect; you create the material as self-evident 
  normal material, and thus it cannot be dispelled and has no 
  duration. You cannot create complex items, i.e., you can create 
  walls, battlements, ramps, or domes, but cannot create cata-
  pults, armor, or a complete building in this manner, although 
  the material may be crafted as any other material after it is 
  summoned. You can summon any material you can create, 
  with the exception of gems, precious metals (such as gold or 
  silver) or rare metals (such as cold iron or mithril).
  Dissolution (alter)
  Prerequisites: Creation sphere (Greater Alter, Potent 
  Alteration).
  Augment 1 sp: When using destroy on a non-magical, un-
  attended object you can disintegrate it completely. The ability 
  doesn’t deal damage and instead simply disintegrates as much 
  as a 10- foot cube of nonliving matter.
  Fabricate
  Prerequisites: Creation sphere (Forge), 11th level or high-
  er.
  Augment 1 sp: When using your Forge talent, you can cre-
  ate items of great detail. You must pass the appropriate check 
  to make complex items and work at a rate of 1 round per 10 
  cubic feet when working in this manner. You can only work 
  with a material which you can create.
  Fleshcraft
  Prerequisites: Creation sphere (Expanded Materials), 11th 
  level or higher.
  You can create and alter flesh as you would other materials. 
  This means you can create the body of a creature, although it is 
  not alive, and you must make an Intelligence check if attempt-
  ing to create a copy of a specific individual. You can also alter 
  an unliving body. You can create a permanent body through the 
  Create Materials talent.
  Augment 1 sp: You can alter a living creature. A Constitu-
  tion saving throw negates this effect. 
  If used in conjunction with the Change Material talent to 
  affect a living creature, this does not kill the target; however, 
  they do not appear to be alive for effects that would detect 
  such things, and they may be injured as any other object. 
  
  84
  When returned to normal the creature is still alive (provided 
  they weren’t destroyed in this alternate form), but any injuries 
  or deformities gained in their altered state carry over to their 
  original forms. Using Fleshcraft this way counts as a [curse] 
  effect.
  If you possess the Forge talent, you can sculpt a creature’s 
  body in one of the following ways:
  • You can remove or restore an arm, leg, or tail, or even add 
  some that were not originally there.
  • You can remove or restore a sense: sight, hearing, touch, 
  taste, or smell.
  • You can attack the target’s body, reducing it’s Constitu-
  tion by 2d6, or restore a creature to its normal Constitu-
  tion score.
  • If you possess the Fabricate advanced talent, you can 
  change a creature’s appearance permanently. Make an 
  Intelligence check if attempting to mimic a specific 
  creature.
  Other uses of this talent are up to the GM.
  Permanent Change
  Prerequisites: Creation sphere (Change Material, Expand-
  ed Materials, Forge), 11th level or higher.
  Augment 1 sp: When using your Change Material talent, 
  you can make the change an instantaneous effect; the change 
  is permanent and cannot be dispelled. You cannot create a per-
  manent change involving gems, precious metals (such as gold 
  or silver) or rare metals (such as mithril). If used on a target in 
  conjunction with the Change Material and Fleshcraft talents, 
  another application of the Fleshcraft and Change Material 
  talents can return them to normal for a limited time. Only 
  another use of the Permanent Change talent, or sufficiently 
  powerful magic such as a true resurrection or wish spell, can 
  permanently reverse this effect.
  State Shift (alter)
  Prerequisites: Creation sphere (Change Material), 11th 
  level or higher.
  When using Change Material, you can turn liquids and 
  solids into either of the other state. This is a magical effect 
  and the change in form itself has no additional effect on the 
  condition of the target object, dealing no damage to it. When 
  turning a solid into a liquid, the resultant object disperses as 
  normal, but recombines when the effect ends and in the same 
  location unless its component parts have been collected and 
  moved elsewhere. If all pieces of an object are not present, the 
  object still regrows from the largest remaining piece.
  If a magical object is converted into a new form, its magical 
  properties cannot be used unless they are still applicable to its 
  new state of matter.
  Sustenance
  Prerequisites: Creation sphere, level 1st or higher.
  Casting Time: 10 minutes
  Cost: 1 sp
  Duration: Instantaneous
  You can create enough bland food and drink to sustain a 
  number of Medium-sized creatures equal to your key ability 
  modifier. If you possess Exquisite Detail you can create any 
  normal assortment of food or drink, determining quality by 
  making a key ability modifier check with proficiency in place 
  of any ability check normally required
  Augment 1 sp: The casting time is reduced to an action.
  Variants
  Fission
  You cannot use the alter ability. If you use the create ability 
  of the Creation sphere, you do so by splitting off part of your 
  body: this reduces your maximum hit points by 1d4 + 1d4 per 
  size category of the object to be created above Small. This re-
  duction cannot be healed as long as the object exists. Howev-
  er, you can reabsorb the created object by touching it as a free 
  action, removing hit point reduction equal to that expended 
  to create it. If the object is destroyed, you cannot reabsorb it 
  but may heal normally. You can dismiss any object created in 
  this way regardless of distance. Doing so does not restore the 
  hit point reduction but allows you to recover normally as if 
  the object was destroyed. This drawback grants a bonus talent 
  from the Creation sphere. You must possess the Limited Cre-
  ation (alter) variant to have this variant.
  Limited Creation
  Choose either alter or create. You cannot use this ability, nor 
  take talents which augment this ability. You can still gain Ex-
  panded Materials if you choose not to be able to create objects. 
  You gain a bonus talent from this sphere.
  Material Focus
  You can only alter or create objects of a single, fragile special 
  substance such as ice, cloth, bones, etc. You cannot take the 
  Expanded Materials talent. You gain a bonus talent from this 
  sphere.
  You can choose a resilient special substance such as common 
  metals or stone as your material, in which case you do not gain 
  a bonus magic talent, and you increase the base spell point 
  cost of your create ability by 1 spell point.
  Material Mimic
  In order to alter or create objects you must be in physical 
  contact with another object that is composed of the material 
  that will result from the effect and no more than three size 
  categories smaller (e.g. to create a Large iron object, you would 
  need to be touching another iron object of Tiny size or larger). 
  If you possess Change Material then this restricts the materi-
  als you can change the targeted object into. If you possess the 
  Fleshcraft advanced talent then you cannot use your own body 
  to produce fleshy objects, though you can use other creatures. 
  You gain Expanded Materials as a bonus talent.
  
  85
  Dark Basic Talents
  Talents designated as (darkness) add additional effects to 
  a sphere of darkness. Only one such talent may be applied to 
  an individual sphere of darkness, but areas of darkness with 
  different effects may overlap. Individual darkness effects do not 
  stack with themselves. Talents designated as (meld) add alter-
  native effects that you can apply with your meld ability.
  Darkness Talents
  Black Lung (darkness)
  Your darkness takes on a foul, miasmic quality that causes 
  creatures to choke and retch. Creatures that enter the darkness 
  or start their turn within it must succeed on a Constitution 
  saving throw or become poisoned until they leave the darkness. 
  Creatures with the Verbal Casting drawback or attempting 
  to cast a spell with verbal components while poisoned by this 
  ability must succeed on a Constitution saving throw or have 
  the casting fail, losing the action and any spell points or spell 
  slots. Creatures that do not breathe are unaffected by Black 
  Lung.
  Augment 1 sp: You can imbue your Black Lung with a dose 
  of contact or inhalation poison held in your hand. Using this 
  ability consumes the dose of poison. Any creature that fails 
  its save against the Black Lung talent must make an addition-
  al saving throw against the poison’s DC or suffer its effects. 
  Those immune to your Black Lung are also immune to the 
  poison.
  Creeping Lethargy (darkness)
  Augment 1 sp: Your darkness fogs the mind, causing those 
  within to slip towards slumber. Creatures that enter the dark-
  ness or start their turn within your darkness must succeed on a 
  Wisdom saving throw or be able to only take actions or bonus 
  actions each turn, not both, until they start their turn outside 
  of your darkness. If a creature suffering this penalty starts its 
  turn within the darkness, it must succeed on a Wisdom saving 
  throw or fall asleep for 1 minute or until they start their turn 
  outside of the darkness, whichever happens first. Sleeping crea-
  tures receive a new saving throw to wake up at the beginning 
  of each of their turns. The creature wakes up if it takes dam-
  age or if another creature takes an action to shake it awake.
  Disorienting Darkness (darkness)
  You can create a darkness effect that has a chance to disori-
  ent anyone who enters it. When a creature attempts to enter 
  or leave a space within this darkness for the first time on its 
  turn, it must pass an Intelligence saving throw or become dis-
  oriented. If the creature fails this saving throw, they must roll 
  a d8 to determine direction: 1 is their intended direction, with 
  2-8 rotating around the creature in a clockwise direction. The 
  target moves that direction as if it were their intended course. 
  The target does not realize they are off-course until their next 
  turn or until they leave the area of darkness.
  You can take this talent a second time. Doing so grants the 
  following augmentations:
  You can create and manipulate dark-
  ness.
  When you first gain the Dark sphere, you 
  gain the darkness and meld sphere abilities
  Darkness
  Casting Time: 1 action
  Range: 120 feet
  Duration: concentration, up to 1 minute
  Area: 15-foot radius sphere
  Cost: 0 sp
  You can create a sphere of darkness, centered anywhere 
  within range. This darkness radiates from a central point, and 
  cannot extend through walls. The darkness spreads around cor-
  ners. A creature with darkvision can see through this darkness, 
  but nonmagical light cannot illuminate it.
  If a Light sphere effect is created inside your darkness effect, 
  the creator of the Light sphere effect must succeed on a spell-
  casting ability check against your sphere DC. If the check suc-
  ceeds, your darkness effect is countered, and the Light sphere 
  effect functions normally. Otherwise, it functions as any other 
  light source, as described above.
  Augment 2 sp: The effect persists for the remaining du-
  ration without concentration. This augment may be applied 
  after the effect is cast on your turn without an action.
  Meld
  Casting Time: 10 minutes
  Range: touch
  Duration: concentration, up to 1 hour.
  Target: 1 creature
  Saving Throw: none unless listed
  Cost: 0 sp
  You can grant a creature a single meld. Unwilling targets are 
  allowed a Wisdom saving throw to resist gaining a meld.
  Augment 1 sp: The casting time is reduced to 1 action.
  Augment 2 sp: The effect persists for the remaining du-
  ration without concentration. This augment may be applied 
  after the effect is cast on your turn without an action.
  When you gain the Dark sphere, you gain the following 
  (meld) ability:
  Darkvision (meld) 
  You can grant the target Darkvision 60 feet. If the target 
  already possesses Darkvision, this instead increases the range 
  of their Darkvision by 30 feet. 
  Augment 2 sp: The range of the Darkvision increases to 
  120 feet. If the target already possesses Darkvision, this in-
  stead increases the range of their Darkvision by 60 feet.
  Dark Sphere
  
  86
  Augment 0 sp: You possess a modicum of control over 
  your targets’ delusions. When a creature that has failed its 
  save against your Disorienting Darkness attempts to move, you 
  can spend a reaction to choose their direction of travel instead 
  of rolling randomly.
  Augment 1 sp: When a creature that has failed its saving 
  throw and become disoriented by your Disorientating Dark-
  ness makes an attack, casts a targeted spell or sphere effect, or 
  uses another ability with a specified target before the end of 
  the turn in which it failed its saving throw, the attack or ability 
  is randomly directed to another legal target within range. If 
  there is no other legal target within range, the attack or ability 
  is not affected. If the affected spell or ability has more than 
  one target, all its targets are randomly chosen from among the 
  legal targets within range.
  Fearful Darkness (darkness) 
  You can create a darkness effect that plays with the fears of 
  any who enter it. Creatures that enter or start their turn with-
  in this area of darkness must pass a Charisma saving throw or 
  become frightened until they end their turn outside the dark-
  ness. Creatures who succeed at this saving throw but remain in 
  the darkness may save again to end their frightened condition 
  at the start of their subsequent turns.
  Hungry Darkness (darkness) 
  You can create a darkness effect that saps away the lifeforce 
  of those inside. When a creature enters or begins its turn 
  within the area of this darkness, it must pass a Constitution 
  save or suffer 1 point of necrotic damage per Hit Die it pos-
  sesses. A creature may only be affected by Hungry Darkness 
  once per round, regardless of how many times they enter or 
  exit the area that turn.
  Looming Darkness (darkness) 
  You can create a darkness effect that 
  erodes the resolve of those who enter it. 
  All creatures within your darkness suffer 
  disadvantage on all Intelligence, Wisdom, 
  and Charisma ability checks and saving 
  throws.
  Numbing Darkness (darkness)
  You can create a darkness that 
  subtly anesthetizes those 
  inside. All creatures within 
  your darkness suffer disad-
  vantage on all Strength, 
  Dexterity, and Constitution 
  ability checks and saving throws.
  Pure Darkness (darkness) 
  You can create a darkness that 
  reduces Darkvision to 5 feet. 
  In addition, all other senses 
  (blindsight, scent, etc.) are 
  reduced by half. You can also 
  choose to dim sound as well; im-
  posing disadvantage on all Perception 
  checks made to hear noises produced inside 
  or travelling through the area of your darkness.
  Shadow Slick (darkness)
  Your darkness takes on a slick, nearly frictionless quality. 
  Any creature attempting to move more than half their speed 
  through the darkness must succeed on a Dexterity (Acrobatics) 
  ability check against your sphere DC or fall prone. Creatures 
  within your darkness have advantage on all Dexterity ability 
  checks made to escape the grappled condition.
  Shadow Tag (darkness, meld)
  Anyone passing through your area of darkness picks up a 
  bit of your magic in their shadow, allowing you to know their 
  relative direction and status (alive, unconscious, dead) for 8 
  hours. If used as a (meld) talent, you cast this ability directly 
  upon a creature instead, gaining the same benefits. You can 
  track a number of creatures equal to your proficiency bonus 
  in this way. If you are at this limit, you must cease tracking 
  an old target in order to begin tracking a new one. The effect 
  immediately ends for a target that moves more than one mile 
  away from you.
  Snagging Darkness (darkness) 
  You can create a darkness effect filled with dark tendrils that 
  snare anything that passes. When a creature enters or begins 
  its turn inside the darkness, it must pass a Dexterity saving 
  throw or become restrained until the start of its next turn. A 
  restrained creature can attempt to escape its entanglement by 
  making a Strength (Athletics) or Dexterity (Acrobatics) check 
  as a bonus action, with a DC equal to the save DC.
  Tenebrous Legerdemain (darkness)
  You create an area of darkness which you can manipulate to 
  perform minor feats of legerdemain. You can attempt to steal 
  a worn or held object from a creature within your darkness as a 
  bonus action. You must make either a ranged 
  spell attack roll or a Dexterity (Sleight 
  of Hand) check contested by that 
  creature’s Strength (Athletics) or 
  Dexterity (Acrobatics) check. If 
  you succeed, you pull the object 
  away from that creature and can 
  move it to another place within the 
  same area of darkness. If an object is 
  secured firmly or held in two hands, 
  you have disadvantage on this 
  check. Objects that are not worn 
  or held by a creature may be moved 
  without a check. This ability can move 
  objects that weigh up to 5 pounds per 
  level.
  Thick Darkness (darkness) 
  You can create a darkness effect 
  that counts as difficult terrain. 
  Creatures move at half speed 
  through your darkness and cannot 
  take the dash or withdraw actions.
  
  87
  Meld Talents
  Blindfold (meld)
  Duration: Concentration, up to 1 minute
  Saving Throw: Wisdom negates
  You concentrate a target’s shadow into a band of supernat-
  ural darkness across their heads, rendering the target blinded 
  and reducing the range of all other senses by half. A creature 
  under the effects of a blindfold receives a new saving throw to 
  end the effect every round at the end of its turn. Darkvision 
  has no effect on Blindfold, but creatures that can see in magi-
  cal darkness are immune.
  Clearsight (meld) 
  You can grant a target immunity to all negative effects from 
  your (darkness) talents. This does not grant the target the 
  ability to see in your darkness if it does not already possess the 
  means to do so, but it does allow creatures with Darkvision to 
  see in Pure Darkness. Additionally, allies may choose to allow 
  your Clearsight to apply to darkness effects they create in addi-
  tion to your own.
  Dark Slaughter (meld) 
  You can grant the target the ability to make precision 
  strikes. Whenever the target attacks a creature with advantage 
  or that is not able to perceive the target (such as through a 
  successful Dexterity (Stealth) check), it deals an additional 1d6 
  points of damage to the target. This increases by one die size 
  at 5th (1d8), 11th (1d10), and 17th levels (1d12). This damage 
  is multiplied on a critical hit and stacks with a rogue’s sneak 
  attack ability. This only functions while within an area of your 
  darkness.
  Feed on Darkness (meld) 
  Duration: Concentration, up to 10 minutes
  The target gains temporary hit points equal to your key abil-
  ity modifier each round it remains within your darkness. These 
  hit points last for 1 round after leaving the darkness.
  Hide In Darkness (meld) 
  You grant the target the ability to make Dexterity (Stealth) 
  checks to hide in areas of dim light or darkness even while 
  clearly visible. This only functions when within an area of your 
  darkness.
  Shadow Lurk (meld)
  Duration: Concentration, up to 10 minutes
  You can make a target’s shadow split off from them and 
  form a shadow lurk that acts as an independent creature, 
  unwaveringly loyal to you. A shadow lurk appears as a shaded, 
  obviously spurious version of the target. It is weightless and its 
  equipment is entirely illusionary. It has the same skills, feats, 
  and attributes as the target, except that its Strength score is 3 
  (Unless it would be lower, then use its normal Strength score), 
  and only has a number of hit points equal to your level. The 
  shadow lurk cannot attack, use class or racial abilities, cast 
  spells or sphere effects, or any other abilities, though it can 
  manipulate objects and use skills. A shadow lurk must remain 
  within 300 feet of its original source or it ceases to exist. The 
  target lacks a shadow while this effect is active.
  Retracting a shadow lurk is a bonus action. Either the target 
  or the shadow lurk may spend this action. If a shadow lurk is 
  killed or exceeds its range, it winks out of existence and the 
  target’s shadow returns to them with a surge of energy that 
  causes them to be stunned until the end of their next turn. 
  In either case, the target immediately gains the knowledge of 
  everything their shadow lurk observed and did while it was 
  detached.
  By investing a second talent in Shadow Lurk you master 
  the art of weaving shadowstuff into your shadow lurks, giving 
  them and their equipment increased substance. Your shadow 
  lurks use the full Strength score of their source, have 2 hit 
  points per level, and possess non-magical versions of their 
  sources’ equipment. It has the same reach as the creature it 
  is created from and may make a single attack per turn using 
  non-magical versions of whatever weapons or natural attacks 
  its source possesses. It attacks using its source’s full profi-
  ciency bonus, Strength score, and feats, but deals only half 
  damage. A shadowstuff-imbued lurk still may not cast spells or 
  sphere effects, or use its source’s class features. Consumable 
  items, such as acid flasks or potions, created as part of your 
  lurks do not function.
  Shadow Tag (darkness, meld)
  see Darkness Talents
  Shadowed Mien (meld)
  You cloak the target in an aura of menacing shadow that 
  conceals its appearance, subtle movements, and intentions 
  behind a curtain of disconcerting murk. This dark aura hides 
  distinguishing features from observers and grants advantage 
  on Charisma (Deception) checks to lie as well as to Charisma 
  (Intimidation) checks. Wisdom (Insight) checks to discern the 
  target’s true intentions suffer disadvantage. The target has no 
  difficulty seeing out of Shadowed Mein, but the effect cannot 
  be penetrated by Darkvision. Clearsight and abilities that al-
  low a creature to see through magical darkness allow the target 
  of Shadowed Mein to be seen clearly. Creatures that can see 
  the target clearly are not subject to the effects of this ability.
  Augment 1 sp: You can grant substance to the shadowy 
  aura. The target gains a number of temporary hit points equal 
  to your level for the duration of the effect. Exhausting these 
  temporary hit points does not end the other effects of Shad-
  owed Mein.
  Step Through Darkness (meld) 
  You can grant the target and up to a heavy load of carried 
  equipment the ability to step into one patch of darkness and 
  emerge in another. While the melded target is in dim light or 
  darkness, they can as a bonus action teleport up to half their 
  movement speed to an unoccupied space they can see that is 
  also in dim light or darkness.
  Augment 1 sp: Increase the distance teleported to their 
  full movement speed.
  
  88
  Other Talents
  Clinging Darkness
  Augment 0 sp: You can center an area of darkness on a crea-
  ture or object rather than an area. If targeting a creature or 
  its worn or held object, that creature may attempt a Wisdom 
  saving throw to negate the effect. Augmented darkness effects 
  are anchored to, and move with the target. Affected creatures 
  receive a new saving throw to end the effect each round at the 
  end of their turn.
  Directional Darkness 
  Augment 1 sp: Your area of darkness only blocks the light 
  from one vantage point. If your darkness is in the form of a 
  wall, it hampers vision from one side and appears clear from 
  the other. If it is spherical, the caster may choose either for 
  those within the area of darkness to see outside of it clearly or 
  for those outside to see within clearly. The boundaries of the 
  area of darkness remain obvious to those who can see through 
  it unhindered.
  Extinguish
  Augment 0 sp: You can opt to instantly extinguish all 
  non-magical light sources within your areas of darkness, not 
  merely suppress them. This includes fire, incandescence, and 
  alchemical sources. Coals turn cold, glowing-hot metal is made 
  cool, and luminous chemicals are rendered inert. Addition-
  ally, your darkness can be used to counter or dispel sources of 
  magical flame (such as an Energy Wall consisting of fire) with 
  a spellcasting ability check against the spell or sphere DC of 
  the magical flame. This is an instantaneous counter effect that 
  occurs when the area of darkness is created. Creatures made of 
  flame or other luminous materials or energies are not harmed 
  by this talent.
  Greater Darkness 
  Augment 1 sp: When creating an area of darkness, its radius 
  increases to 30 feet. If combined with the Wall of Darkness 
  talent, this allows you to double the number of 10-foot cubes 
  created.
  Obfuscation
  Augment 1 sp: Creatures and items within your area of 
  darkness or subject to one of your (meld) talents are treated as 
  if shielded by a veneer of lead, and any attempt to locate them 
  via scrying fails. Divination talents benefiting from a single 
  instance of Penetrating Divination may bypass obfuscation 
  with a successful spellcasting ability check against your sphere 
  DC. Those benefiting from a second instance of Penetrating 
  Divination bypass Obfuscation automatically. Obfuscation 
  does not affect the caster’s own divinations.
  Obscure Passage
  Casting Time: 1 action
  Target: see text
  Range: 30 feet
  Cost: 1 sp
  Duration: Concentration, up to 1 minute
  You place a black circle on a surface, creating a temporary 
  hole with a diameter in feet equal to your proficiency bonus 
  and a depth of 5 feet, increasing by 5 feet at 5th (10 feet), 11th 
  (15 feet), and 17th level (20 feet). Obscure Passage can not 
  penetrate a surface with exceptional hardness, such as ada-
  mantine. Attempting to create an obscure passage through a 
  target that is too thick or too hard causes the effect to fail and 
  all spell points spent to be lost. An Obscure Passage leaves the 
  surface whole and unmarred when it expires. Light does not 
  pass through an obscure passage, nor does low-light vision or 
  darkvision allow a creature to peer through it, though Clear-
  sight and any effect that allows a creature to see in magical 
  darkness do. A creature standing above an obscure passage as it 
  opens may attempt a Dexterity saving throw to avoid falling 
  in, moving to the nearest safe space if successful.
  Rolling Blackout
  Augment 0 sp: You gain the ability to move your areas of 
  darkness. You can move one instance of darkness up to 30 feet as 
  an action or bonus action, within the maximum range of the 
  effect. If moving an area of darkness causes a creature to leave 
  its area of effect, any ongoing effects the creature is under due 
  to being inside that area of darkness end immediately.
  Shadow Stash
  Casting Time: 1 bonus action
  Target: 1 object
  Range: self
  Cost: 0 sp
  Duration: instantaneous
  You can stash items in your shadow, storing each as a bonus 
  action. The items appear on your shadow as if you were 
  wearing or using them. A small item (a ring or a key) might be 
  unnoticeable, while a larger item (a greatsword, a shield) would 
  be quite obvious. You can store up to 5 pounds of non-living 
  material per level. Items have no weight while stashed and can 
  not be used, activated, or provide passive bonuses.
  You can retrieve an item as a bonus action. Items stored 
  in your shadow stash cannot be stolen or otherwise targeted 
  unless the creature attempting to do so also has the Shadow 
  Stash talent. If your shadow is removed or animated, you can-
  not access your shadow stash until your shadow returns. If you 
  die, the contents of your shadow stash immediately appear in 
  the nearest unoccupied space.
  Augment 1 sp: You can retrieve items from your shadow 
  stash with no action, if done during your turn, or as a reaction.
  Wall of Darkness 
  Augment 0 sp: Rather than create a sphere of darkness, you 
  can arrange your darkness as a number of 10-foot Cubes equal 
  to twice your proficiency bonus. These cubes must be ar-
  ranged contiguously, but otherwise may assume any shape. You 
  must be able to perceive all areas your darkness will inhabit.
  Dark Advanced Talents
  Animated Shadow (meld)
  Prerequisites: Dark sphere (Shadow Lurk), 5th level or 
  higher.
  You lend your shadow animation and substance, allowing 
  it to move and manipulate objects as if they were an addi-
  tional set of limbs. Your animated shadow has two arms and 
  a reach of 10 feet. It can retrieve and use stored items, wield 
  and attack with weapons, activate magical items, accomplish 
  delicate tasks like disabling a lock, and deliver spell attacks, all 
  
  89
  using your own statistics and bonuses. These arms can not be 
  used to make additional attacks above your normal maximum 
  or grant additional actions. You cannot use other abilities 
  or talents that allow you to use your shadow to manipulate 
  objects while Animated Shadow is active.
  Eternal Darkness
  Prerequisites: Dark sphere, 11th level or higher
  Augment 2 sp: You can turn your darkness into a permanent 
  effect that lasts until it is dispelled. Once created, this darkness 
  is unmoving. It cannot be centered on a creature or object 
  with the Clinging Darkness talent, and cannot be moved with 
  the Rolling Blackout talent.
  Lightless Penumbra (meld)
  Prerequisites: Dark sphere (Shadowed Mein), 1st level or 
  higher.
  Augment 1 sp: You can render your Shadowed Mein entire-
  ly opaque, protecting the target from harm from daylight, 
  magical or normal, and granting advantage on saves against 
  light and vision-based effects. You are always treated as having 
  your eyes averted with respect to gaze attacks, though you suf-
  fer none of the associated penalties. Creatures with extreme 
  vulnerability to daylight, such as vampires, are protected from 
  daylight by this talent.
  Midnight (darkness)
  Prerequisites: Dark sphere (Greater Darkness), 11th level 
  or higher.
  Augment 2 sp: You can increase the area of your darkness 
  to a 2 mile radius. You cannot add the effects of any (darkness) 
  talents to darkness augmented in this way.
  One With The Void
  Prerequisites: Dark sphere (Step Through Darkness), 11th 
  level or higher.
  Casting Time: 1 action
  Duration: concentration, up to 10 minutes
  Target: self
  Cost: 2 sp
  You can become an area of your own darkness. You become 
  incorporeal, allowing you to enter and move through the 
  spaces of other creatures, and gain a fly speed of 30 feet. 
  You cannot make attacks in this form and gain resistance to 
  non-magical sources of bludgeoning, slashing, and piercing 
  damage, though you can still cast spells and use sphere effects 
  (provided you do not require somatic, focus, or other com-
  ponents you cannot provide in this form). While incorporeal, 
  you can move through other creatures and objects as if they 
  were difficult terrain. You take 5 (1d10) force damage if you 
  end your turn inside an object.  You can’t fall and remain hov-
  ering in the air even when stunned or otherwise incapacitated. 
  You can adjust your size as a bonus action from a 5-foot 
  radius sphere up to the maximum volume of your darkness, 
  and you can imbue yourself with one (darkness) talent at its 
  normal spell point cost. Changing your active (darkness) talent 
  is an action, and you must pay any spell point cost associated 
  with the new talent. You cannot manipulate objects or use 
  your own items in this form. Ending this effect early is a bonus 
  action allowing you to rematerialize in any unoccupied space 
  within your personal area of darkness.
  Pitch Black
  Prerequisites: Dark sphere (Pure Darkness), 5th level or 
  higher
  Augment 1 sp: You can add Pure Darkness in addition to 
  any other (darkness) talent you apply to an area of (darkness) 
  you create.
  Shadow Walker (meld)
  Prerequisites: Dark sphere (Step Through Darkness), 11th 
  level or higher.
  Augment 1 sp: A target must be within an area of dim light 
  or darkness for you to apply this (meld) talent to them. When 
  this talent is applied, the target temporarily steps out of the 
  Material Plane and into the place where it borders the Plane 
  of Shadow. While within this region of shadow, the target may 
  move at a rate of 50 miles per hour, seeing their relative place 
  in the Material Plane, although it appears blurry and lack-
  ing in details. At any time, the target may step back into the 
  Material Plane, at which point the effects of this (meld) talent 
  immediately end.
  Because of the blurring of reality between the Plane of Shad-
  ow and the Material Plane, the target can’t make out details of 
  the terrain or areas you pass over during transit, nor can you 
  predict perfectly where your travel will end. It’s impossible 
  to judge distances accurately, making this ability ill-suited for 
  scouting or spying. Furthermore, when stepping back into 
  the Material Plane, the target is shunted 1d10 x 100 feet in 
  a random horizontal direction from the desired endpoint. 
  If this would place the target within a solid object, they are 
  shunted 1d10 x 1,000 feet in the same direction. If this would 
  still place them within a solid object, they are shunted to the 
  nearest empty space available, but the strain of this activity 
  increases the creature’s exhaustion level by 1.
  Variants
  Meld into Dark
  You cannot create darkness, and you can only target your-
  self when granting a (meld) talent. You can only select (meld) 
  talents from the Darkness sphere. However, you can also use 
  (meld) talents in all dim light and darkness, not just areas of 
  your darkness. You cannot have both this and the Shadow De-
  pendence variant. You gain a (meld) talent as a bonus talent.
  Shadow Dependence
  Rather than summon darkness from nothing, you draw upon 
  your own shadow to produce your magic. You stretch and 
  manipulate your shadow to create areas of darkness and may 
  only have one active at any given time. When your darkness is 
  active you do not cast a shadow and can’t use or be the target 
  of abilities or talents that depend on possessing a shadow. You 
  cannot have both this and the Meld into Dark variant. You 
  gain a bonus (darkness) talent.
  
  90
  You can command the powers of 
  unlife.
  When you first gain the Death sphere, you 
  gain the ghost strike and reanimate sphere abilities, and one 
  (undead) talent of your choice.
  Ghost Strike
  Casting Time: 1 action
  Range: 30 feet
  Duration: Instantaneous
  Target: one creature
  Saving Throw: varies
  Cost: 0 sp
  You can make a ghost strike, summoning negative energy 
  and throwing it at a target within range. A ghost strike has no 
  effect on creatures of the undead or construct type (although 
  some talents provide exceptions). Ghost strike effects do not 
  stack with themselves unless noted.
  You gain the following ghost strike when you gain the Death 
  sphere:
  Exhausting Strike 
  Saving Throw: Constitution
  The subject of your ghost strike has its exhaustion level 
  increased by one for 10 minutes. A successful Constitution 
  saving throw negates this increase. Multiple applications of 
  this ghost strike stack, but cannot increase a creature’s exhaus-
  tion level higher than your proficiency bonus. 
  Augment 1 sp: Instead of lasting for 10 minutes, the dura-
  tion of the exhaustion level becomes instantaneous, making it 
  a true increase in their exhaustion.
  Reanimate
  Casting Time: 1 action
  Range: 30 feet
  Target: 1 dead creature
  Cost: 0 sp
  Duration: Concentration, up to 10 minutes
  You can target the dead remains of an aberration, beast, 
  dragon, humanoid, giant, or monstrosity to reanimate it as a 
  type of undead chosen from among any (undead) talents you 
  possess. The reanimated creature does not possess any of its 
  original statistics or abilities, except for size, hit points, and 
  movement modes (though the talent can modify these as well).
  On each of your turns, you can use a bonus action to men-
  tally command any undead you made with this ability if the 
  creature is within reanimate range (if you control multiple crea-
  tures, you can command any or all of them at the same time, 
  issuing the same command to each one). You decide what 
  action the creature will take and where it will move during 
  its next turn, or you can issue a general command, such as to 
  guard a particular chamber or corridor. If you issue no com-
  mands, the creature only defends itself against hostile crea-
  tures. Once given an order, the creature continues to follow it 
  until its task is complete.
  Most basic reanimated undead cannot speak, have no 
  memory of their past, or lack the ability for complex thought. 
  This makes it difficult or impossible for the undead to answer 
  questions or reveal anything it knew in life. On the other 
  hand, reanimated undead chosen from (undead) advanced 
  talents generally have the ability to speak and possess some 
  fragmented memories of who they were in life, but are under 
  no obligation to share what they know or remember. When 
  the duration expires, the body collapses (or fades away if a 
  spirit) until reanimated again. It does not regain hit points 
  between reanimations. If reduced to 0 hit points, the undead 
  is destroyed; it cannot be reanimated again.
  You can have a total number of reanimated creatures ac-
  tive at any one time equal to your proficiency bonus. If you 
  attempt to reanimate creatures that would push your total be-
  yond this limit, you must release control of reanimated crea-
  tures of your choice until the total is low enough to permit the 
  new reanimated creatures. You cannot reanimate a target with 
  a Challenge Rating greater than one-fourth your level.
  Augment 2 sp: The effect persists for the remaining dura-
  tion without concentration. This augment can be applied after 
  the effect is cast on your turn without an action.
  Death Sphere
  
  91
  Death Basic Talents
  Some Death sphere talents are designated (ghost strike), 
  which provide you with additional types of ghost strikes. 
  Death sphere talents designated (undead) grant you different 
  options in regards to the types of undead you can reanimate. 
  Death sphere talents that are designated (reanimate) augment, 
  modify, or supplement your reanimate ability. If there is an 
  ability that you want to grant an undead, but cannot find it in 
  any existing (reanimate) talents, it might be available by using 
  the Monstrous (reanimate) talent.
  Ghost Strike Talents
  Command Undead (ghost strike) 
  Saving Throw: Charisma
  Ghost Strike 0 sp: You can make a ghost strike that grants 
  you a measure of control over an undead creature. If an un-
  dead creature fails a Charisma saving throw, it is charmed by 
  you for as long as you concentrate, up to 10 minutes or until 
  you or your allies do anything harmful to it.
  Augment 1 sp: For the duration, each round you can issue 
  a command to the undead as a bonus action. The command 
  can contain a number of words no greater than your profi-
  ciency bonus. The target must succeed a Charisma saving 
  throw or must attempt to obey the command to the best of its 
  ability until the start of your next turn. If the target is given a 
  command that it is incapable of completing, the bonus action 
  is wasted. You must be able to communicate with the undead 
  to issue commands (visual commands require that the undead 
  can see you, verbal commands require that the undead can 
  hear you, etc.).
  Augment 2 sp: The effect persists for the remaining dura-
  tion without concentration. This augment can be applied after 
  the effect is cast on your turn without an action. 
  Augment 2 sp: The duration increases to 24 hours.
  Curse (ghost strike) [curse]
  Saving Throw: Wisdom
  Ghost Strike 1 sp: You can make a ghost strike that bestows 
  a permanent curse on the target. A successful Wisdom saving 
  throw negates this effect. Curses can be removed with the 
  Break Enchantment Life sphere talent, upon your death, or by 
  your choice, requiring no action, but otherwise cannot be dis-
  pelled. Choose one of the following effects to bestow upon 
  the target (with GM permission you can invent your own 
  curse, but it should not be more powerful than these): 
  the target suffers 3 (1d6) points of radiant damage 
  every minute spent in bright light; the target be-
  comes blind except when in areas of dim light or 
  darkness; the target must eat and drink twice 
  as much as normal or begin suffering from 
  starvation; the target becomes vulnera-
  ble to a single damage type (this cannot 
  affect a creature already immune to 
  that damage type; creatures with resis-
  tance instead lose that resistance).
  Inflict Disease (ghost strike) 
  Saving Throw: Constitution
  Ghost Strike 2 sp: Your ghost strike causes the target to 
  make a Constitution saving throw or contract a disease, suffer-
  ing its effects at the start of its next turn. At the end of each 
  of the target’s turns, it must make a Constitution saving throw. 
  After failing three of these saving throws, the disease’s effects 
  last for 10 minutes, and the creature stops making these saves. 
  After succeeding on three of these saving throws, the creature 
  recovers from the disease, and the effect ends. With GM per-
  mission, you can choose to induce a disease not listed below.
  Since this ghost strike induces a natural disease in its target, 
  any effect that removes a disease or otherwise ameliorates a 
  disease’s effects apply to it. 
  Blinding Sickness. Pain grips the creature’s mind, and its 
  eyes turn milky white. The creature has disadvantage on Wis-
  dom checks and Wisdom saving throws and is blinded.
  Filth Fever. A raging fever sweeps through the creature’s 
  body. The creature has disadvantage on Strength checks, 
  Strength saving throws, and attack rolls that use Strength.
  Flesh Rot. The creature’s flesh decays. The creature has 
  disadvantage on Charisma checks and vulnerability to all 
  damage.
  Mindfire. The creature’s mind becomes feverish. The crea-
  ture has disadvantage on Intelligence checks and Intelligence 
  saving throws, and the creature behaves as if under the effects 
  of the confusion spell during combat.
  Seizure. The creature is overcome with shaking. The crea-
  ture has disadvantage on Dexterity checks, Dexterity saving 
  throws, and attack rolls that use Dexterity.
  
  92
  Augment 1 sp: The duration of the disease increases to 1 
  day. This duration increases by 2 days at 5th (3 days), 11th (5 
  days), and 17th levels (7 days).
  Lich Strike (ghost strike)
  Saving Throw: Constitution
  Ghost Strike 2 sp: You can make a ghost strike that paralyz-
  es the target for 1 round on a failed Constitution saving throw. 
  A creature that succeeds on its saving throw is immune to 
  this effect originating from you until you complete a long rest. 
  Anyone paralyzed by a lich strike seems dead, though a DC 20 
  Wisdom (Perception) check or a DC 15 Wisdom (Medicine) 
  check reveals that the victim is still alive. The paralysis dura-
  tion increases by 1 round at 5th level (2 rounds), then again at 
  11th level (3 rounds) and 17th level (4 rounds). 
  Manipulate Undeath (ghost strike) 
  Saving Throw: Wisdom
  Ghost Strike 0 sp: You can make a ghost strike that harms 
  undead, dealing 1d12 necrotic damage, increasing by 1d12 
  at 5th (2d12), 11th (3d12), and 17th level (4d12). This damage 
  bypasses all resistance and immunity to necrotic damage pos-
  sessed by creatures of the undead type. Affected targets can 
  avoid this damage with a successful Wisdom saving throw, but 
  if the final spell point cost of your ghost strike is 1 or more spell 
  points, a successful save instead reduces the damage by half.
  Augment 1 sp: You instead heal the undead for this 
  amount.
  Necrotic Feeding (ghost strike) 
  Saving Throw: Constitution
  Ghost Strike 1 sp: You can make a ghost strike that, when 
  it strikes a target with 0 hit points, kills it instantly; a Consti-
  tution saving throw negates this effect. If the target fails their 
  saving throw, you heal a number of hit points equal to twice 
  the target’s Hit Dice. If the target’s CR was no less than half 
  your level, you also gain advantage on one Strength or Dexter-
  ity ability check per Hit Die of the slain creature made within 
  the next 10 minutes.
  Sickening (ghost strike) 
  Saving Throw: Constitution
  Ghost Strike 0 sp: You can make a ghost strike that causes 
  the target to be poisoned for a number of rounds equal to your 
  proficiency bonus. A successful Constitution saving throw 
  negates this effect.
  Augment 1 sp: The target is poisoned for 10 minutes on 
  a failed save and takes disadvantage on Constitution saving 
  throws until the end of your next turn on a successful save.
  Vampiric Strike (ghost strike) 
  Saving Throw: Constitution
  Ghost Strike 1 sp: You can make a ghost strike that deals 
  1d6 necrotic damage, with a Constitution saving throw reduc-
  ing the damage by half. You gain an equal number of tempo-
  rary hit points. You cannot gain more temporary hit points in 
  this manner than the subject’s current hit points. If you affect 
  multiple targets at once with the same vampiric strike (for 
  example, through the Greater Ghost Strike talent), only the 
  highest value applies. The amount of necrotic damage your 
  ghost strike deals increases by 1d6 at 5th level (2d6), 11th level 
  (3d6), and 17th level (4d6).
  Augment 1 sp: The necrotic damage dealt changes to 1d6 + 
  1d6 per 2 levels (minimum 2d6).
  Augment 1 sp: Instead of temporary hit points, you instead 
  heal a number of hit points equal to the damage dealt.
  Vulnerability (ghost strike) 
  Saving Throw: Constitution
  Ghost Strike 0 sp: You can make a ghost strike that forc-
  es the target to succeed on a Constitution saving throw or 
  become vulnerable to bludgeoning, piercing, and slashing 
  damage for as long as you concentrate, up to 1 minute. If the 
  creature has immunity, it is instead reduced to resistance. If 
  it has resistance, it instead loses that resistance. In addition, 
  for the duration of the ghost strike, creatures that failed their 
  saving throw against the effect take an additional 1d6 damage 
  from any weapon attack.
  Augment 2 sp: This effect lasts for 1 minute without con-
  centration.
  Reanimate Talents
  Additional Attacks (reanimate)
  Your undead gains one of the actions below, chosen at the 
  time of using reanimate. You can select this talent multiple 
  times, each time granting an additional action.
  Bite. Melee Weapon Attack: Str or Dex plus your proficiency 
  bonus to hit, one target. Hit: 1d6 + Str or Dex piercing dam-
  age. 
  If the undead already has a bite attack, increase the damage 
  to 1d10 + Str or Dex piercing damage; swarms or troops with 
  this increased damage deal 4d8 + Str or Dex piercing damage, 
  or 2d8 + Str or Dex piercing damage if at half hit points or 
  less.
  Claws. Melee Weapon Attack: Str or Dex plus your profi-
  ciency bonus to hit, one target. Hit: 1d6 + Str or Dex slashing 
  damage.
  If the undead already has a claws attack, increase the dam-
  age to 1d10 + Str or Dex slashing damage; swarms or troops 
  with this increased damage deal 4d8 + Str or Dex slashing 
  damage, or 2d8 + Str or Dex slashing damage if at half hit 
  points or less.
  Slam. Melee Weapon Attack: Str or Dex plus your proficiency 
  bonus to hit, one target. Hit: 1d6 + Str or Dex bludgeoning 
  damage.
  If the undead already has a slam attack, increase the damage 
  to 1d10 + Str or Dex bludgeoning damage; swarms or troops 
  with this increased damage deal 4d8 + Str or Dex bludgeoning 
  damage, or 2d8 + Str or Dex bludgeoning damage if at half hit 
  points or less.
  Augment 1 sp: Multiattack. Your undead can make two 
  weapon attacks, melee or ranged, as an action. 
  Frightful (reanimate)
  Your undead gain one of the following fear abilities or traits:
  Dreadful Glare. As an action, the undead targets one 
  creature it can see within reanimate range of the undead. If 
  the target can see the undead, it must succeed on a Wisdom 
  saving throw or be frightened until the end of your next turn. 
  A target that succeeds on the saving throw is immune to this 
  undead’s Dreadful Glare for the next 24 hours.
  
  93
  Augment 1 sp: If the target fails the saving throw by 5 or 
  more, it is also paralyzed for the same duration.
  Frightful Wail. As an action, each non-undead creature 
  within reanimate range of the undead (other than you) that can 
  hear it must succeed on a Wisdom saving throw or be fright-
  ened until the end of your next turn. A target that succeeds on 
  the saving throw is immune to this undead’s Frightful Wail for 
  the next 24 hours.
  Augment 1 sp: If the target fails the saving throw by 5 or 
  more, it also takes 1d6 psychic damage and is deafened for 1 
  minute. The amount of psychic damage increases by 1d6 at 5th 
  level (2d6), 11th level (3d6), and 17th level (4d6).
  Horrifying Visage. As an action, each non-undead crea-
  ture within reanimate range of the undead (other than you) 
  that can see it must succeed on a Wisdom saving throw or be 
  frightened for 1 minute.  A frightened creature can repeat the 
  saving throw at the end of each of its turns, ending the fright-
  ened condition on itself on a success. If a target’s saving throw 
  is successful or the effect ends for it, the target is immune to 
  this undead’s Horrifying Visage for the next 24 hours.
  Augment 1 sp: If the saving throw fails by 5 or more, 
  the target also ages 1d4 x 10 years. The aging effect can be 
  reversed with a Greater Restore from the Life sphere (or a 
  similar effect such as a greater restoration spell), but only within 
  24 hours of it occurring.
  Grotesque (reanimate)
  Undead that you reanimate gain one of the following abilities 
  or traits, chosen at the time of reanimation:
  Bile. Ranged Spell Attack: Int, Wis, or Cha plus your profi-
  ciency bonus to hit, range 30 ft., one target. Hit: 1d6 poison 
  damage. The amount of poison damage increases by 1d6 at 
  5th level (2d6), 11th level (3d6), and 17th level (4d6). Swarms or 
  troops with this spell attack do not have its damage increased, 
  nor is it reduced if the swarm or troop has half of its hit points 
  or fewer.
  Stench. Any creature that starts its turn within reach of 
  the undead must succeed on a Constitution saving throw or 
  be poisoned until the start of your next turn. On a successful 
  saving throw, the creature is immune to the undead’s Stench 
  ability for 24 hours. 
  Horde Of The Dead (reanimate)
  Instead of reanimating individual undead, you can reanimate 
  a target as a swarm or troop. You cannot reanimate a target 
  as a swarm or troop with a Challenge Rating greater than 
  one-eighth your level. You can reanimate any swarm or troop 
  of undead that you possess the (undead) talent for. When 
  reanimating undead as a swarm or a troop, you must be within 
  reanimate range of a catacomb, crypt, graveyard, mass grave, 
  mausoleum, or similar location with a plethora of targets for 
  the reanimate ability. 
  For the purpose of how many undead you can reanimate, 
  a swarm or troop of undead counts as a number of undead 
  equal to your maximum. Stat-blocks for swarms and troops of 
  undead can be found in the Appendix.
  Incorporeal (reanimate)
  You can augment undead that you reanimate, granting them 
  incorporeal traits and characteristics.
  Augment 1 sp: Ethereal Sight. The undead can see 60 
  feet into the Ethereal Plane when it is on the Material Plane, 
  and vice versa.
  Augment 2 sp: Incorporeal Movement. Undead you cre-
  ate with reanimate can become incorporeal while moving and 
  pass through other creatures and objects as if they were diffi-
  cult terrain. If it ends its turn inside an object, it is shunted to 
  the nearest unoccupied space and takes 1d10 force damage for 
  every 5 feet traveled.
  Augment 3 sp: Possession. (requires Incorporeal Move-
  ment) One creature that the undead can see within 5 feet of 
  it must succeed on a Charisma saving throw or be possessed 
  by the undead; the undead then disappears, and the target is 
  incapacitated and loses control of its body. The undead now 
  controls the body but doesn’t deprive the target of aware-
  ness. The undead can’t be targeted by any attack, spell, or 
  other effect, except ones that turn undead or explicitly target 
  creatures possessing another creature or object, and retains 
  its alignment, Intelligence, Wisdom, Charisma, and immu-
  nities. It otherwise uses the possessed target’s statistics, but 
  doesn’t gain access to the target’s knowledge, class features, or 
  proficiencies. Once each round during a possession, the target 
  can spend a Hit Die without spending an action to make an 
  additional Charisma saving throw to end the effect; Creatures 
  that are not controlled by players generally have a number of 
  Hit Dice as determined by their stat block.
  The possession lasts until the body drops to 0 hit points, the 
  undead ends it as a bonus action, or the undead is turned or 
  forced out by an effect like the Exorcism (word) talent from 
  the Fate sphere. When the possession ends, the undead reap-
  pears in an unoccupied space within 5 feet of the body. The 
  target is immune to this undead’s Possession for 24 hours after 
  succeeding on the saving throw or after the possession ends.
  Creatures such as swarms or troops are immune to the effect 
  of the undead’s Possession.
  Monstrous (reanimate)
  Pick a (trait) or (genotype) talent from the Alteration 
  sphere, each time that you reanimate, you can apply a number 
  of traits from that talent equal to half your proficiency bonus. 
  Traits that have spell point costs must be paid as an augment 
  to your reanimate. You can take this talent multiple times, 
  each time picking an additional (trait) or (genotype) talent to 
  apply traits from.
  Physique (reanimate)
  Undead that you reanimate gain one of the following abilities 
  or traits, chosen at the time of reanimation:
  Limber And Flexible. Increase the reach of the undead 
  by 5 feet. This increases by 5 feet at 5th level (10 feet), 11th 
  level (15 feet), and 17th level (20 feet).
  Muscle And Sinew. The undead gain a bonus to attack 
  and damage rolls equal to half your proficiency bonus, and 
  becomes proficient in Strength saving throws, adding your 
  proficiency bonus to such rolls.
  Stimulated Nerve Endings. The undead gain a bonus to 
  armor class and initiative equal to half your proficiency bonus, 
  and becomes proficient in Dexterity saving throws, adding 
  your proficiency bonus to such rolls.
  
  94
  Tough Stitching. The undead gain 10 additional hit 
  points, and become proficient in Constitution saving throws, 
  adding your proficiency bonus to such rolls. The number 
  of additional hit points increases by 10 at 5th level (20 hit 
  points), 11th level (30 hit points), and 17th level (40 hit points).
  Undead Fortitude. If damage reduces the undead to 0 hit 
  points, you can make a spell attack roll against a DC of 5 + the 
  damage taken, unless the damage is radiant or from a critical 
  hit. On a success, the undead drops to 1 hit point instead.
  Additionally, you gain the following augments for undead 
  that you reanimate:
  Augment 1 sp: Increase any movement speeds your reani-
  mated undead possess by 20 feet.
  Augment 1 sp: Your reanimated undead gain a 30 feet 
  climb speed.
  Augment 1 sp: Your reanimated undead gain a 30 feet swim 
  speed.
  Augment 2 sp: Your reanimated undead gain a 20 feet 
  burrow speed.
  Augment 2 sp: Your reanimated undead gain a 20 feet fly 
  speed.
  Resistant (reanimate)
  You can augment undead that you reanimate, granting them 
  certain resistances.
  Augment 1 sp: Choose a damage type that your undead has 
  damage vulnerability to, it no longer possesses that damage 
  vulnerability.
  Augment 1 sp: Undead you reanimate gain your choice of 
  one of the following damage resistances: acid, cold, fire, force, 
  lightning, necrotic, poison, psychic, or thunder. Alternatively, 
  you can choose damage resistance to nonmagical bludgeoning, 
  piercing, and slashing damage. You cannot choose a damage 
  type that your undead currently has damage vulnerability to. 
  You can select an additional damage resistance at 5th level (2 
  damage types), 11th level (3 damage types), and 17th level (4 
  damage types).
  Augment 1 sp: Turning Resistance. Undead you rean-
  imate have advantage on saving throws against the effects of 
  the Turn Undead feature and similar abilities.
  Skilled (reanimate)
  You can augment undead that you reanimate, granting them 
  some minor semblance of sapience.
  Augment 1 sp: Undead that you reanimate gain a number of 
  proficiencies (individual armor, languages, shields, skills, tools, 
  vehicles, or weapons) equal to your proficiency bonus. Undead 
  add your proficiency bonus to any relevant checks or rolls with 
  those proficiencies.
  Trained (reanimate)
  If you reanimate a creature with class levels, your undead 
  gains all nonmagical features from those levels. This talent has 
  no effect on swarms or troops that you reanimate.
  Undead Talents
  Crawling Claw (undead)
  Target: The severed limb of a creature
  When you use reanimate, you can create a crawling claw. 
  The size of the crawling claw is two sizes smaller than the 
  creature the severed limb belonged to. Use the stat-block 
  below for the crawling claw: 
  CrAWlinG ClAW
  Undead, unaligned
  Armor Class equal to your sphere DC
  Hit Points equal to one fourth the target’s original maximum 
  hit points
  Speed possesses the original creature’s movement modes, but 
  is reduced to 20 feet.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 
  14 (+2) 
  12 (+1) 
  4 (-3) 
  10 (+0) 
  6 (-2)
  Skills Stealth +2 plus your proficiency bonus
  Damage Immunities poison
  Condition Immunities poisoned
  Senses blindsight 30 ft. (blind beyond this radius), passive 
  Perception 10
  Languages Understands the languages you speak
  Actions
  Claw. Melee Weapon Attack: +2 plus your proficiency bonus to 
  hit, one target. Hit: 4 (1d4+2) slashing damage.
  Ghoul (undead)
  Target: A fresh corpse
  When you reanimate, you can create a ghoul.
  Ghoul
  Undead, unaligned
  Armor Class equal to your sphere DC
  Hit Points equal to the target’s original maximum hit points
  Speed possesses the original creature’s movement modes, but 
  is reduced to 30 feet.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 
  16 (+3) 
  10 (+0) 
  6 (-2) 
  10 (+0) 
  4 (-3)
  Damage Immunities poison
  Condition Immunities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages Understands the languages you speak
  Actions
  Claws. Melee Weapon Attack: +3 plus your proficiency bonus to 
  hit, one target. Hit: 7 (1d6+3) slashing damage.
  
  95
  Poltergeist (undead)
  Target: An object of the deceased
  When you reanimate, you can create a poltergeist, using the 
  stat-block below.
  polterGeist
  Undead, unaligned
  Armor Class equal to your sphere DC
  Hit Points equal to half the target’s original maximum hit 
  points
  Speed possesses the original creature’s movement modes, but 
  is reduced to 30 feet.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  2 (-4) 
  16 (+3) 
  12 (+1) 
  4 (-3) 
  12 (+1) 
  14 (+2)
  Damage Vulnerabilities radiant
  Damage Immunities necrotic
  Condition Immunities grappled, petrified, restrained
  Senses darkvision 60 ft., passive Perception 11
  Languages Understands the languages you speak
  Sunlight Weakness. While in sunlight, the poltergeist has 
  disadvantage on attack rolls, ability checks, and saving throws.
  Actions
  Telekinetic Thrust. Ranged Weapon Attack: +3 plus your pro-
  ficiency bonus to hit, range 30 ft., one target. Hit: 7 (1d6+3) 
  bludgeoning damage.
  Invisibility. As an action, the poltergeist magically becomes 
  invisible until it attacks, uses magic, or until its concentration 
  ends (as if concentrating on a spell or sphere effect).
  Shadow (undead)
  Target: A prized object of a deceased
  When you use reanimate, you can create a shadow. 
  shADoW
  Undead, unaligned
  Armor Class equal to your sphere DC
  Hit Points equal to half the target’s original maximum hit 
  points
  Speed possesses the original creature’s movement modes, but 
  is reduced to 30 feet.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (-2) 
  16 (+3) 
  14 (+2) 
  4 (-3) 
  12 (+1) 
  8 (-1)
  Damage Vulnerabilities radiant
  Damage Immunities necrotic
  Condition Immunities grappled, petrified, restrained
  Senses darkvision 60 ft., passive Perception 11
  Languages Understands the languages you speak
  Amorphous. The shadow can move through a space as narrow 
  as 1 inch wide without squeezing.
  Sunlight Weakness. While in sunlight, the shadow has disad-
  vantage on attack rolls, ability checks, and saving throws.
  Actions
  Slam. Melee Weapon Attack: +3 plus your proficiency bonus to 
  hit, one target. Hit: 7 (1d6+3) bludgeoning damage.
  Skeleton (undead)
  Target: The bones of a dead creature
  When you use reanimate, you can create a skeleton utilizing 
  the stat-block below:
  skeleton
  Undead, unaligned
  Armor Class equal to your sphere DC
  Hit Points equal to the target’s original maximum hit points
  Speed possesses the original creature’s movement modes, but 
  is reduced to 30 feet.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 
  12 (+1) 
  14 (+2) 
  4 (-3) 
  8 (-1) 
  6 (-2)
  Damage Vulnerabilities bludgeoning
  Damage Immunities poison
  Condition Immunities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 9
  Languages Understands the languages you speak
  Actions
  Slam. Melee Weapon Attack: +3 plus your proficiency bonus to 
  hit, one target. Hit: 7 (1d6+3) bludgeoning damage.
  
  96
  Specter (undead)
  Target: An object of the deceased
  When you reanimate, you can create a specter, using the 
  stat-block below.
  speCter
  Undead, unaligned
  Armor Class equal to your sphere DC
  Hit Points equal to half the target’s original maximum hit 
  points
  Speed 0 ft., fly 20 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  2 (-4) 
  16 (+3) 
  12 (+1) 
  4 (-3) 
  12 (+1) 
  14 (+2)
  Damage Vulnerabilities radiant
  Damage Immunities necrotic
  Condition Immunities grappled, petrified, restrained
  Senses darkvision 60 ft., passive Perception 11
  Languages Understands the languages you speak
  Incorporeal Movement. The specter can become incorpore-
  al while moving and pass through other creatures and objects 
  as if they were difficult terrain. If it ends its turn inside an 
  object, it is shunted to the nearest unoccupied space and takes 
  1d10 force damage for every 5 feet traveled.
  Sunlight Weakness. While in sunlight, the specter has disad-
  vantage on attack rolls, ability checks, and saving throws.
  Actions
  Claws. Melee Weapon Attack: +3 plus your proficiency bonus to 
  hit, one target. Hit: 7 (1d6+3) slashing damage.
  Will-O’-Wisp (undead)
  Target: A creature at 0 hit points
  The target must make a Constitution saving throw or die. If 
  the target dies, you can create a Will-O’-Wisp, using the stat-
  block below:
  Will-o’-Wisp
  Tiny undead, unaligned
  Armor Class equal to your sphere DC
  Hit Points equal to the target’s original maximum hit points
  Speed 0 ft., fly 40 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  2 (-4) 
  16 (+3) 
  12 (+1) 
  4 (-3) 
  14 (+2) 
  12 (+1)
  Damage Immunities lightning
  Senses darkvision 60 ft., passive Perception 12
  Languages Understands the languages you speak
  Ephemeral. The will-o’-wisp can’t wear or carry anything.
  Variable Illumination. The will-o’-wisp sheds bright light in 
  a 5 to 20-foot radius and dim light for an additional number of 
  feet equal to the chosen radius. The will-o’-wisp can alter the 
  radius as a bonus action.
  Actions
  Shock. Melee Spell Attack: +1 (Cha) plus your proficiency bonus 
  to hit, reach 5 ft., one target. Hit: 5 (1d8) lightning damage. 
  This lightning damage increases by 1d8 at 5th level (2d8), 11th 
  level (3d8), and 17th level (4d8).
  Invisibility. The will-o’-wisp and its light magically becomes 
  invisible until it attacks, uses magic, or until its concentration 
  ends (as if concentrating on a spell or sphere effect).
  Zombie (undead)
  Target: The corpse of a dead creature
  When you use reanimate, you can create a zombie utilizing 
  the stat-block below:
  Zombie
  Undead, unaligned
  Armor Class equal to your sphere DC
  Hit Points equal to the target’s original maximum hit points
  Speed possesses the original creature’s movement modes, but 
  is reduced to 20 feet.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 
  10 (+0) 
  16 (+3) 
  4 (-3) 
  10 (+0) 
  6 (-2)
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages Understands the languages you speak
  Actions
  Bite. Melee Weapon Attack: +2 plus your proficiency bonus to 
  hit, one target. Hit: 6 (1d6+2) piercing damage.
  Other Talents
  Corpse Bomb
  You can make any of your ghost strikes against any corpse 
  capable of being raised as a skeleton or zombie, or against any 
  corporeal undead under your control. The target explodes in 
  a 20-foot radius, affecting all creatures in range as if they had 
  been struck by the chosen ghost strike; if the ghost strike does 
  not allow a saving throw, creatures affected are allowed a Dex-
  terity saving throw to negate its effects. The corpse or undead 
  collapses and is destroyed; it cannot be reanimated or targeted 
  by another Corpse Bomb.
  Corpse Manipulation
  Casting Time: 1 action
  Target: 1 corpse
  Range: Touch
  Cost: 0 sp unless noted
  Duration: Instantaneous unless noted
  You can alter a corpse in one of the following ways:
  You grow flesh on a decomposed or skeletonized corpse, 
  providing it with sufficient flesh that it can be animated as a 
  zombie rather than a skeleton. The corpse looks as it did just 
  before death. The new flesh is not fit for eating.
  You decompose the flesh from a corpse, leaving behind a 
  perfectly cleaned skeleton.
  Augment 1 sp: You can touch a collapsed or destroyed un-
  dead corpse, mending it so it is a valid target to be reanimated 
  again.
  
  97
  Augment 1 sp: You can preserve the remains of a dead 
  creature for 1 day per level so that they do not decay. Doing so 
  effectively extends the time limit on raising that creature from 
  the dead. Time spent under the influence of this effect doesn’t 
  count against the time limit. Additionally, this makes trans-
  porting a slain (and thus decaying) comrade less unpleasant. 
  This ability also works on severed body parts and the like.
  You can reshape the dead body to look like another creature 
  or even a specific person so long as you have firsthand knowl-
  edge of how that creature or person actually looks. You can 
  change its apparent type, gender, or age. Creatures interacting 
  with the corpse can make an Intelligence (Investigation) check 
  against your sphere DC to detect the deception. If you choose 
  to make the corpse look like a specific individual, anyone who 
  knows that individual can make an Intelligence (Investigation) 
  check against your sphere DC to realize that the corpse is not 
  actually that person. However, if a creature succeeds on its 
  check by 5 or less they believe the corpse is that of someone 
  who closely resembled the person they knew rather than a 
  deliberate fake.
  Dark Sacrifice
  Casting Time: 1 reaction
  Target: 1 undead creature under your control
  Range: 30 feet
  Cost: 1 sp
  Duration: Instantaneous
  Whenever you would take hit point damage that would re-
  duce you to 0 hit points, you can sacrifice an undead creature 
  you control within range (or the range of your Master’s Pres-
  ence, whichever is greater), destroying it instantly; reducing 
  the damage you take by the sacrificed undead’s current hit 
  points (to a minimum of 0).
  Gravetongue
  Casting Time: 1 action
  Target: 1 corpse or undead creature
  Range: 30 feet
  Cost: 1 sp
  Duration: 10 minutes
  You gain the ability to speak with undead and corpses. 
  You can communicate with, ask questions of, and receive 
  answers from them. A basic undead or corpse spoken to with 
  gravetongue does not maintain any memory of its life or death 
  - only the time that has elapsed since its death. A normal 
  corpse’s sense of its surroundings is limited, so it won’t be able 
  to give (or recognize) detailed descriptions of creatures or 
  answer questions about events outside its immediate vicinity. 
  The spell doesn’t make undead creatures any more friendly 
  or cooperative than normal. Undead that you control will 
  always answer truthfully, though their ability to answer more 
  than simple questions is limited. You do not need to share a 
  language with the target.
  Greater Ghost Strike 
  Augment 1 sp: You form your ghost strike into a 30-foot 
  cone.
  Icy Grip
  Augment 0 sp: When you use a ghost strike, instead of 
  unleashing an attack yourself, you can have an undead you 
  control within range deliver the attack as part of a melee 
  weapon attack before the start of your next turn. The first 
  successful melee weapon attack the undead makes before the 
  start of your next turn deals damage as normal in addition to 
  delivering the effects of the ghost strike.
  Augment 1 sp: You can grant a use of this ghost strike to a 
  number of undead that you control within range not exceed-
  ing your proficiency bonus. Multiple undead cannot affect the 
  same creature with that same ghost strike that round.
  Master’s Presence
  You can telepathically order and communicate with undead 
  creatures within 300 feet that you control. You do not need to 
  see or have a clear path to maintain this connection.
  Necrotic Senses 
  Casting Time: 1 action
  Target: 1 undead you control within 120 feet
  Cost: 0 sp
  Duration: Concentration, up to 10 minutes
  You perceive the target creature’s surroundings as if you 
  were standing where that creature was. While you can use the 
  creature’s special sense (i.e., Darkvision, etc.), you must use 
  your own attributes and proficiencies if making a Wisdom 
  (Insight), Intelligence (Investigation), or Wisdom (Perception) 
  check. Only targets completely under your control are valid; 
  charmed undead are not truly under your control, and as such 
  as such do not qualify. When using this ability, until the start 
  of your next turn, any creature attacking you has advantage 
  on the attack and you take disadvantage on Dexterity saving 
  throws.
  Death Advanced Talents
  Astral Projection
  Prerequisites:  Death sphere (Project Spirit), 11th level or 
  higher.
  Augment 1 sp: When using the Project Spirit advanced 
  Death talent, you can project your spirit into the Astral Plane 
  instead of the Ethereal Plane. You can bring up to 1 additional 
  willing creature per 2 levels with you, provided these crea-
  tures are linked in a circle with you at the time. These fellow 
  travelers are dependent upon you and must accompany you at 
  all times. If something happens to you during the journey, your 
  companions are stranded wherever you left them.
  While you are on the Astral Plane, your astral body is 
  connected at all times to your physical body by an incorpo-
  real silver cord. If the cord is broken, you are killed, astrally 
  and physically. Luckily, very few things can destroy a silver 
  cord. Unlike a regular use of the Project Spirit talent, you and 
  your companions can travel through the Astral Plane in this 
  manner indefinitely, until you either choose to end the effect 
  (which returns you to your body) or it is ended by some out-
  side means. This effect can be dispelled like any other sphere 
  effect by targeting either your astral form or your physical 
  body. Dispelling this effect immediately returns you to your 
  body.
  
  98
  Astral Travel
  Prerequisites:  Death sphere (Astral Projection, Project 
  Spirit), 15th level or higher.
  Augment 1 sp: When projecting yourself and/or your allies 
  into the Astral Plane, you can allow you and your allies to 
  travel astrally to any of the other planes that border the Astral 
  Plane. If you choose to enter one of these planes, you form a 
  new physical body (and equipment) on that plane of existence, 
  exactly like your true form, although the silver cord remains 
  invisibly attached to this new body, and magic items used 
  still count against the item’s total uses. You are still subject to 
  the weaknesses of an astral form (you can be dispelled, your 
  cord can be broken, etc.). If your new form is killed, you are 
  returned to your original body.
  Deadly Attacks (reanimate)
  Prerequisites:  Death sphere (Additional Attacks (reani-
  mate)), 1st level or higher
  You can modify one of your undead’s attacks, chosen when 
  you use reanimate:
  Necrotic Touch. (requires Bite, Claws, or Slam) The bite, 
  claws, or slam attack deals necrotic damage.
  Augment 2 sp: Paralyzing Touch. (requires Claws) Crea-
  tures damaged by your claws attack must succeed on a Consti-
  tution saving throw or be paralyzed for 1 round.
  Augment 1 sp: Sanguine Feeding. (requires Bite) The un-
  dead regains a number of hit points equal to half the damage 
  dealt by its bite attack.
  Sickening Touch. (requires Slam) Creatures damaged by 
  your slam attack must succeed on a Constitution saving throw 
  or be poisoned for 1 minute.
  Flameskull (undead)
  Prerequisites:  Death sphere (Skilled (reanimate), Crawl-
  ing Claw (undead))
  Target: The severed head of a spellcaster or spherecaster
  When you use reanimate, you can create a flameskull. The 
  size of the flameskull is two sizes smaller than the creature the 
  severed head belonged to. Use the stat-block below for the 
  flameskull:
  FlAmeskull
  Undead, unaligned
  Armor Class equal to your sphere DC
  Hit Points equal to one fourth the target’s original maximum 
  hit points
  Speed 0 ft., fly 20 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  2 (-4) 
  18 (+4) 
  14 (+2) 
  16 (+3) 
  10 (+0) 
  12 (+1)
  Damage Immunities fire, poison
  Condition Immunities poisoned, prone
  Senses darkvision 60 ft., passive Perception 10
  Languages speaks any languages it knew in life, understands 
  the languages you speak
  Illumination. The flameskull sheds either dim light in a 15-
  foot radius, or bright light in a 15-foot radius and dim light for 
  an additional 15 feet. It can switch between the options as an 
  action.
  Magic Resistance. The flameskull has advantage on saving 
  throws against magic sphere effects, spells, and other magical 
  effects.
  Actions
  Fire Ray. Ranged Spell Attack: +3 plus your proficiency bonus 
  to hit, range 30 ft., one target. Hit: 4 (1d6) fire damage. This 
  fire damage increases by 1d6 at 5th level (2d6), 11th level (3d6), 
  and 17th level (4d6).
  Ghast (undead)
  Prerequisites:  Death sphere (Skilled (reanimate), Ghoul 
  (undead))
  Target: A fresh corpse
  When you reanimate, you can create a ghast.
  GhAst
  Undead, unaligned
  Armor Class equal to your sphere DC
  Hit Points equal to the target’s original maximum hit points
  Speed possesses the original creature’s movement modes, but 
  is reduced to 40 feet.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 
  16 (+3) 
  10 (+0) 
  12 (+1) 
  10 (+0) 
  8 (-1)
  Damage Resistances necrotic
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages speaks any languages it knew in life, and under-
  stands the languages you speak
  Turning Defiance. The ghast, and any ghouls and troops of 
  ghouls within reanimate range of a ghast under your control 
  have advantage on saving throws against effects that turn 
  undead (and similar effects).
  Actions
  Claws. Melee Weapon Attack: +3 plus your proficiency bonus to 
  hit, one target. Hit: 7 (1d6+3) slashing damage.
  Ghost (undead)
  Prerequisites:  Death sphere (Skilled (reanimate); Polter-
  geist (undead), Shadow (undead), or Specter (undead))
  Target: An object of the deceased
  When you reanimate, you can create a ghost.
  Ghost
  Undead, unaligned
  Armor Class equal to your sphere DC
  Hit Points equal to half the target’s original maximum hit 
  points
  Speed possesses the original creature’s movement modes, but 
  is reduced to 30 feet.
  
  99
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1) 
  14 (+2) 
  10 (+0) 
  10 (+0) 
  12 (+1) 
  18 (+4)
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks
  Damage Immunities necrotic
  Condition Immunities grappled, paralyzed, poisoned, 
  restrained
  Senses darkvision 60 ft., passive Perception 11
  Languages speaks any languages it knew in life, and under-
  stands the languages you speak
  Incorporeal Movement. The ghost can become incorporeal 
  while moving and pass through other creatures and objects as 
  if they were difficult terrain. If it ends its turn inside an object, 
  it is shunted to the nearest unoccupied space and takes 1d10 
  force damage for every 5 feet traveled.
  Ghost Weaknesses. The ghost has one of the following flaws, 
  chosen by the spherecaster when it is reanimated:
  Haunt. A ghost is bound to a specific location, creature, or 
  object that held significance to it in its life. A ghost cannot 
  travel further than 500 feet from his haunt. If the haunt is 
  destroyed, the ghost is no longer tethered and fades away to 
  its respective afterlife. The GM should determine who, what, 
  or where a ghost haunts. 
  Instruments Of Its Demise. A ghost has vulnerability to 
  any damage dealt by that which killed it in life. For example, 
  if a creature died burning at the stake, then the ghost would 
  have vulnerability to fire damage. The GM should determine 
  how such a creature died before becoming a ghost, and what 
  qualifies for the damage vulnerability.
  Unfinished Business. A ghost yearns to complete some un-
  resolved task from its life. Once that task is complete, it fades 
  away to its respective afterlife. The GM should determine 
  what loose threads a ghost has.
  Actions
  Withering Touch. Melee Spell Attack: +4 (Cha) plus your profi-
  ciency bonus to hit, one target. Hit: 4 (1d6) necrotic damage. 
  This necrotic damage increases by 1d6 at 5th level (2d6), 11th 
  level (3d6), and 17th level (4d6).
  Immortal (reanimate) [curse]
  Prerequisites:  Death sphere (Vigor (reanimate))
  You can curse undead that you reanimate, preventing their 
  bodies or souls from gaining peace even if their undead form 
  is destroyed.
  Augment 1 sp: Rejuvenation. If the undead is reduced to 
  0 hit points, it is not destroyed, but merely collapses (or fades 
  away if a spirit). The undead cannot be reanimat-
  ed again until after you have completed a long 
  rest, but during such time they regain all hit 
  points between reanimations. In addition to 
  spells and sphere talents or abilities that can 
  remove curses, sprinkling holy water on the collapsed remains 
  of the cursed undead will free their body or soul from the 
  curse.
  Immunity (reanimate)
  Prerequisites:  Death sphere (Resistant (reanimate))
  You can augment undead that you reanimate, granting them 
  certain condition or damage immunities.
  Augment 1 sp: Undead you reanimate gain your choice of 
  one of the following condition immunities: charmed, exhaus-
  tion, frightened, grappled, paralyzed, petrified, poisoned, 
  prone, restrained, unconscious. You can select an additional 
  condition immunity at 5th level (2 conditions), 11th level (3 
  conditions), and 17th level (4 conditions).
  Augment 1 sp: Each time that you use reanimate, pick a 
  damage type that your undead currently has damage resis-
  tance to, your undead now has damage immunity to that type 
  of damage. If your undead currently has damage resistance to 
  nonmagical bludgeoning, piercing, and slashing damage, you 
  can instead choose immunity to those damage types. 
  Augment 2 sp: Undead you reanimate gain damage resis-
  tance to radiant damage.
  Augment 2 sp: Turn Immunity. Undead you reanimate that 
  have either the Turning Defiance or Turning Resistance abil-
  ities or traits, also become immune to the effects of the Turn 
  Undead feature and similar effects.
  
  100
  Killing Curse (ghost strike)
  Prerequisites:  Death sphere
  Saving Throw: Constitution
  Your ghost strike outright kills those who fail their saving 
  throw, provided they have hit points equal to or lower than 
  the ghost strike’s threshold. If multiple creatures fail their 
  saving throw against your ghost strike, augmenting with this 
  talent targets the creature with the lowest hit point total. 
  This ghost strike can only be augmented by a single threshold 
  augment.
  Ghost Strike 2 sp: (Threshold) The killing curse has a 
  threshold of 5 hit points.
  Ghost Strike 3 sp: (Threshold) The killing curse has a 
  threshold of 10 hit points.
  Ghost Strike 4 sp: (Threshold) The killing curse has a 
  threshold of 40 hit points
  Ghost Strike 5 sp: (Threshold) The killing curse has a 
  threshold of 70 hit points.
  Ghost Strike 6 sp: (Threshold) The killing curse has a 
  threshold of 100 hit points.
  Mummy (undead)
  Prerequisites:  Death sphere (Skilled (reanimate); Skeleton 
  (undead) or Zombie (undead))
  Target: The preserved corpse of a dead creature
  When you use reanimate, you can create a mummy utilizing 
  the stat-block below:
  mummY
  Undead, unaligned
  Armor Class equal to your sphere DC
  Hit Points equal to the target’s original maximum hit points
  Speed possesses the original creature’s movement modes, but 
  is reduced to 20 feet.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 
  8 (-1) 
  14 (+2) 
  6 (-2) 
  16 (+3) 
  12 (+1)
  Damage Vulnerabilities fire
  Damage Immunities necrotic, poison
  Condition Immunities exhaustion, frightened, poisoned
  Senses darkvision 60 ft., passive Perception 13
  Languages speaks any languages it knew in life, and under-
  stands the languages you speak
  Actions
  Slam. Melee Weapon Attack: +3 plus your proficiency bonus to 
  hit, one target. Hit: 7 (1d6+3) bludgeoning damage.
  Permanent Undead
  Prerequisites:  Death sphere, Universal sphere (Extended 
  (metasphere)), 5th level or higher.
  Augment 3 sp: When you reanimate an undead, you can 
  make the reanimation an instantaneous effect. The undead 
  creature exists independent of your concentration, has no 
  duration, and cannot be dispelled. These undead still count 
  against the total number of undead you can have reanimated 
  at any one time. If you create more undead than your total, 
  old permanent undead are not destroyed; instead, they are 
  simply released from service and will behave as is normal for 
  the undead of their type (most will simply attack you or any 
  other nearby living creature). Your maximum spell point total 
  is reduced by the number of spell points spent creating these 
  undead; this reduction goes away when the created undead are 
  destroyed, though the spell points are not regained until such 
  a time as you would normally regain them.
  Plague Of The Dead (reanimate)
  Prerequisites:  Death sphere (Horde Of The Dead)
  When reanimating swarms or troops of undead with the 
  Horde Of The Undead talent, each swarm or troop counts as 
  a single undead for the purpose of how many undead you can 
  have animated.
  Possession
  Prerequisites:  Death sphere (Project Spirit), 11th level or 
  higher.
  
  101
  Augment 2 sp: When you project your spirit by use of the 
  Project Spirit advanced Death talent, as an action you can 
  move into the same space as a material creature and attempt 
  to possess it. The target is allowed a Charisma saving throw to 
  negate the attempt. If their saving throw fails, the target’s soul 
  is repressed, and yours assumes control of the body. You can 
  only possess a physical creature with a soul (this includes most 
  living creatures and intelligent undead but not constructs or 
  unintelligent undead (those with an Intelligence score of 4 
  or lower)). The target is immune to any future attempt you 
  make to possess it using the Project Spirit advanced talent 
  for 24 hours after succeeding on the saving throw or after the 
  possession ends.
  You can only attempt to possess a creature once during any 
  individual projection of your spirit. If you are successful, your 
  life force occupies the host body. You keep your Intelligence, 
  Wisdom, Charisma, level, class, proficiencies, proficiency bo-
  nus, alignment, mental abilities, and magical abilities such as 
  spells and sphere abilities. The body retains its Strength, Dex-
  terity, Constitution, hit points, natural abilities, and automatic 
  abilities. You cannot choose to activate the body’s special 
  abilities. The creature’s spells and other casting abilities do 
  not stay with the body. Once each round during a possession, 
  the target can spend a Hit Die without spending an action to 
  make an additional Charisma saving throw to end the effect; 
  Creatures that are not controlled by players generally have a 
  number of Hit Dice as determined by their stat block. You can 
  possess a body for up to 1 hour per level, but can always end 
  the effect early as an action. If the host body is reduced to 0 
  hit points, you return to your body. As is usual when project-
  ing your spirit, this effect can be dispelled at either your body 
  or the host’s body.
  Creatures such as swarms or troops are immune to the effect 
  of Possession.
  Practitioner Training (reanimate)
  Prerequisites:  Death sphere (Training (reanimate))
  When reanimating a creature that possessed martial spheres 
  or talents from Spheres of Might, your undead gains a number 
  of those talents not exceeding twice your proficiency bonus, 
  and is able to acquire martial focus. This talent has no effect 
  on undead reanimated as swarms or troops.
  Project Spirit
  Prerequisites:  Death sphere, 11th level or higher.
  Casting Time: 1 action
  Target: self
  Cost: 2 sp
  Duration: 1 minute
  You can project your spirit out of your body. During this 
  time, your body falls into a state of suspended animation; it 
  requires neither food nor water and does not age, although it 
  can be slain through normal means.
  Your spirit manifests as an ethereal version of you with 
  your hit points and abilities, and carries a copy of all of your 
  equipment. It is invisible, insubstantial, and capable of moving 
  in any direction, even up or down, albeit at half normal speed. 
  It can move through solid objects, including living creatures, 
  and can see and hear its surroundings, although as it is on the 
  Ethereal Plane, it can only see and hear the Material Plane to 
  a distance of 60 feet. When the time limit expires, your spirit 
  immediately returns to your body. Using magic items (such as 
  scrolls, wands, potions, and other items with a limited number 
  of charges or uses per day) while ethereal counts against the 
  item’s total remaining uses when you return to your body.
  Your spirit cannot attack or otherwise affect creatures and 
  objects on the Material Plane nor generally be affected by 
  them, although some effects (such as force damage) affect 
  ethereal creatures when used by material creatures. Certain 
  material creatures or objects also have attacks or effects that 
  can specifically affect creatures on the Ethereal Plane. These 
  effects do not work in reverse to allow your spirit to affect 
  material creatures.
  Your spirit treats other ethereal creatures and ethereal 
  objects as if they were material. Your spirit can use any magic 
  you possess, but such magic can only affect other ethereal 
  things. If your spirit self is slain, your spirit instantly returns 
  to your body, reviving it from its state of suspended animation.
  Prolific (reanimate)
  Prerequisites:  Death sphere, 1st level or higher
  Each time you use reanimate, your undead gain the Cre-
  ate Spawn ability, and your choice of Life Drain or Strength 
  Drain.
  Life Drain. (Ghast, Ghoul, Mummy, Skeleton, Vampire, 
  Wight, or Zombie only) Whenever your undead deals damage 
  with a melee weapon attack, the damaged creature must suc-
  ceed a Constitution saving throw or have its hit point maxi-
  mum reduced by an amount equal to the damage taken. This 
  reduction lasts until the target finishes a long rest. The target 
  dies if this effect reduces its hit point maximum to 0.
  Strength Drain. (Ghost, Poltergeist, Shadow, Specter, 
  Will-O’-Wisp, or Wraith only) Whenever your undead deals 
  damage with a melee weapon attack, the damaged creature 
  must succeed a Strength saving throw or have its Strength 
  score reduced by 1d4. This reduction lasts until the target 
  finishes a long rest. The target dies if this effect reduces its 
  Strength score to 0. 
  Create Spawn. As an action, your undead can target a 
  non-undead creature that has died as a result of the Life Drain 
  or Strength Drain abilities. The creature is reanimated as a 
  type of undead chosen from any basic (undead) talents you 
  possess. This undead is under your control unless you have 
  reached your limit on controlled undead. Undead created in 
  this way remain for as long as the creature that used Create 
  Spawn remains reanimated.
  Soul Trap
  Prerequisites:  Death sphere, 15th level or higher.
  Casting Time: 1 action
  Target: 1 creature that died within the last minute that you 
  can see
  Range: Touch
  Cost: 3 sp
  Duration: Instantaneous
  When adjacent to a creature that has died very recently you 
  can trap their soul into a gem. The target is allowed a Charis-
  ma saving throw to negate the effect, and the gemstone’s value 
  
  102
  must be at least 1,000 gp per Hit Die of the creature you are 
  attempting to trap. If successful, the creature’s soul becomes 
  trapped within the gemstone. A trapped creature cannot be 
  resurrected or have its spirit summoned, unless the caster is 
  in possession of this gemstone. The creature trapped inside 
  the gemstone always fails its saving throws if the holder of the 
  gemstone uses the Summon Spirit advanced Death talent on 
  it. If the gemstone is broken, the spirit is released. If the spirit 
  is called through the Summon Spirit advanced Death talent, 
  the caster can choose to release the spirit, in which case it 
  travels to the afterlife, leaving the gem empty and reusable.
  Spellcaster Training (reanimate)
  Prerequisites:  Death sphere (Training (reanimate))
  Choose one of the following traits when using reanimate on a 
  creature with magical abilities.
  Innate Casting. When reanimated a creature that pos-
  sessed innate psionics or spellcasting, your undead gains all 
  those abilities as if it were still the base creature.
  Spellcaster. When reanimating a creature that cast spells 
  from spell slots, your undead creature gains any spells known 
  or prepared whose spell level does not exceed your proficiency 
  bonus, and a number of spell slots equal to half your proficien-
  cy bonus. This talent has no effect on undead reanimated as 
  swarms or troops.
  Spherecaster. When reanimating a creature that pos-
  sessed magical spheres or talents, your undead gains a number 
  of those talents not exceeding your proficiency bonus, and 
  a number of spell points equal to your proficiency bonus. 
  This talent has no effect on undead reanimated as swarms or 
  troops.
  Summon Spirit
  Prerequisites:  Death sphere, 1st level or higher.
  Casting Time: 1 hour
  Cost: 2 sp
  Duration: varies
  You can summon the soul of a dead creature in spirit form. 
  You must know the exact creature you are trying to summon 
  and be able to designate them (such as their name or place 
  and time of death, etc.) and the more familiar you are with the 
  spirit and the more recently they died, the more likely they 
  are to appear. The soul you are trying to summon is allowed a 
  Charisma saving throw with the following modifiers depend-
  ing on your knowledge and connection to the target, as well as 
  its time of death:
  Table: Familiarity (Spirit)
  Knowledge
  Charisma 
  Save Modifier
  None*
  +10
  Secondhand (you have heard of the 
  subject)
  +5
  Firsthand (you have met the subject)
  +0
  Familiar (you know the subject well)
  -5
  *You must have some sort of connection (see below) to a creature of 
  which you have no knowledge.
  Table: Connection (Spirit)
  Connection
  Charisma Save 
  Modifier
  Likeness or picture
  -2
  Possession or garment
  -4
  Corpse/remains
  -10
  Table: Time Deceased
  Time the Creature 
  has been Dead
  Charisma Save 
  Modifier
  1 year
  +2
  10 years
  +4
  100 years
  +6
  1000 years
  +8
  On a successful saving throw, the target does not appear and 
  can choose to retaliate spiritually, increasing your exhaustion 
  level by 1. While friends can choose to purposefully fail their 
  saving throw and come willingly, in most other cases being 
  ripped from the afterlife is a horrible experience and can turn 
  even the nicest of spirits hostile. If a soul makes their saving 
  throw against this effect they cannot be summoned again by 
  the same caster for 1 month. Sometimes, the souls of heroes, 
  kings, and others are protected by a Deity and are simply 
  unable to be summoned.
  Summoned souls will generally remain for as long as you 
  concentrate, up to 8 hours. If you possess a suitable vessel for 
  the soul, such as a specially prepared phylactery, and if the soul 
  enters willingly, the soul can remain indefinitely until either 
  released or the vessel is broken.
  Augment 1 sp: Once a soul has been summoned, you can 
  do any of the following:
  • You can ask one question per two levels. The corpse’s 
  knowledge is limited to what it knew during life, includ-
  ing the languages it spoke. Answers can be brief, cryptic, 
  or repetitive. A creature who would have opposed you in 
  life can make a new Charisma saving throw to refuse to 
  answer or to lie with the Charisma (Deception) skill.
  • You can use the spirit as a component when creating an 
  animated object or undead creature (a Charisma saving 
  throw negates if unwilling; if the spirit makes its save, 
  it immediately returns to the afterlife as if it had made 
  its original saving throw). You must create the undead 
  creature or animated object as usual, but by placing the 
  spirit into the target, the spirit is brought back to life 
  within this new body. The object or undead creature 
  gains the mental attributes, personality, memories, etc. 
  of the selected spirit, but otherwise is normal for its new 
  creature type. (At the GM’s discretion, a spirit bound to a 
  permanent animated object or undead creature can recov-
  er or gain class levels over time, but loses at least 1 level 
  per CR of its new form.) An undead creature or animated 
  object created in this way is not automatically under your 
  control.
  
  103
  • If you possess the Resurrection advanced Life talent, you 
  can place the spirit into a new body, bringing the soul 
  back to life, even if you do not have the target’s body, 
  it is missing vital components, or the target has been 
  dead for up to 1 year per level. You must possess either 
  a soulless body (such as one created through the Flesh-
  craft and Create Materials advanced Creation talents), or 
  else a body assembled from other, recently slain bodies. 
  (Assembly requires either the target’s body with one addi-
  tional body for every replaced vital component, or else a 
  minimum of six different bodies—one for each limb, the 
  torso including head, and the brain. In some cases, more 
  bodies might be necessary. Special unguents and bindings 
  worth 500 gp are also required.) You can bring the target 
  back to life with the Resurrection advanced Life talent. 
  The target retains its ability scores and class levels but its 
  race and appearance depend on the body possessed.
  Vampire Spawn (undead)
  Prerequisites:  Death sphere (Skilled (reanimate); Ghoul 
  (undead) or Zombie (undead))
  Undead, unaligned
  Target: A creature at 0 hit points
  The target must make a Constitution saving throw or die. 
  If the target dies, you can create a vampire spawn, using the 
  stat-block below:
  VAmpire spAWn
  Armor Class equal to your sphere DC
  Hit Points equal to the target’s original maximum hit points
  Speed possesses the original creature’s movement modes, but 
  is reduced to 30 feet.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 
  16 (+3) 
  10 (+0) 
  10 (+0) 
  8 (-1) 
  12 (+1)
  Damage Resistances necrotic; bludgeoning, piercing, and 
  slashing from nonmagical sources
  Senses darkvision 60 ft., passive Perception 10
  Languages speaks any languages it knew in life, and under-
  stands the languages you speak
  Spider Climb. The vampire can climb difficult surfaces, 
  including upside down on ceilings, without needing to make 
  an ability check.
  Vampire Weaknesses. The vampire has the following flaws:
  Forbiddance. The vampire can’t enter a residence without an 
  invitation from one of the occupants.
  Harmed by Running Water. The vampire takes 20 acid dam-
  age when it ends its turn in running water.
  Stake to the Heart. The vampire is destroyed if a piercing 
  weapon made of wood is driven into its heart while it is inca-
  pacitated in its resting place.
  Sunlight Hypersensitivity. The vampire takes 20 radiant 
  damage when it starts its turn in sunlight. While in sunlight, it 
  has disadvantage on attack rolls and ability checks.
  Actions
  Bite. Melee Weapon Attack: +3 plus your proficiency bonus to 
  hit, one target. Hit: 7 (1d6+3) piercing damage.
  
  104
  Vigor (reanimate)
  Prerequisites:  Death sphere, 5th level or higher
  You can augment undead you reanimate giving them traits 
  and abilities that allow them self-heal.
  Augment 1 sp: Consume Life. As a bonus action, your 
  undead can target a creature within reach at 0 hit points and 
  is still alive. The target must succeed a Constitution saving 
  throw or die. If the target dies, the undead regains 2d6 hit 
  points. The amount of hit points regained increases by 1d6 at 
  11th level (3d6), and 17th level (4d6).
  Augment 2 sp: Regeneration. Choose a damage type 
  other than radiant that your undead do not have resistance or 
  immunity to. The undead regains 5 hit points at the start of 
  its turn if it has at least 1 hit point. If the undead takes radiant 
  damage or the chosen type of damage, this trait doesn’t func-
  tion at the start of the undead’s next turn. The regeneration 
  increases by 5 hit points regained at 11th level (10 hit points), 
  and 17th level (15 hit points).
  Wight (undead)
  Prerequisites:  Death sphere (Skilled (reanimate); Skeleton 
  (undead) or Zombie (undead))
  Target: A fresh corpse
  When you reanimate, you can create a wight.
  WiGht
  Undead, unaligned
  Armor Class equal to your sphere DC
  Hit Points equal to the target’s original maximum hit points
  Speed possesses the original creature’s movement modes, but 
  is reduced to 30 feet.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 
  14 (+2) 
  14 (+2) 
  10 (+0) 
  12 (+1) 
  8 (-1)
  Damage Resistances necrotic; bludgeoning, piercing, and 
  slashing damage from nonmagical attacks not made with 
  silvered weapons
  Damage Immunities poison
  Condition Immunities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 11
  Languages speaks any languages it knew in life, and under-
  stands the languages you speak
  Sunlight Weakness. While in sunlight, the wight has disad-
  vantage on attack rolls, ability checks, and saving throws.
  Actions
  Claws. Melee Weapon Attack: +2 plus your proficiency bonus to 
  hit, one target. Hit: 6 (1d6+2) slashing damage.
  Wraith (undead)
  Prerequisites:  Death sphere (Skilled (reanimate); Polter-
  geist (undead), Shadow (undead), or Specter (undead))
  Target: An object of the deceased
  When you reanimate, you can create a wraith.
  WrAith
  Undead, unaligned
  Armor Class equal to your sphere DC
  Hit Points equal to half the target’s original maximum hit 
  points
  Speed 0 ft., fly 20 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (-2) 
  14 (+2) 
  16 (+3) 
  10 (+0) 
  12 (+1) 
  14 (+2)
  Damage Immunities necrotic
  Condition Immunities grappled, paralyzed, poisoned, 
  restrained
  Senses darkvision 60 ft., passive Perception 11
  Languages speaks any languages it knew in life, and under-
  stands the languages you speak
  Incorporeal Movement. The wraith can become incorporeal 
  while moving and pass through other creatures and objects as 
  if they were difficult terrain. If it ends its turn inside an object, 
  it is shunted to the nearest unoccupied space and takes 1d10 
  force damage for every 5 feet traveled.
  Sunlight Weakness. While in sunlight, the wraith has disad-
  vantage on attack rolls, ability checks, and saving throws.
  Actions
  Slam. Melee Weapon Attack: +2 plus your proficiency bonus to 
  hit, one target. Hit: 6 (1d6+2) bludgeoning damage.
  Variants
  Necromantic Limit
  Choose either ghost strike or reanimate. You cannot use this 
  ability, nor take talents which only augment this ability. If you 
  choose to lose the reanimate sphere ability, you also do not gain 
  the free (undead) talent, but if you later buy-off this variant, 
  you gain the (undead) talent back. You gain a bonus talent 
  from the Death sphere.
  Soul Keeper (requires reanimate)
  You can only have one undead creature reanimated at a 
  time, and can only target souls contained within a phylactery. 
  When you first gain this variant, you acquire a phylactery con-
  taining a single soul with a CR no greater than one fourth your 
  level, as well as the knowledge of how to create a new phy-
  lactery as a one-hour ritual should it ever be lost or broken. 
  When you target a soul in a phylactery, you can reanimate it as 
  any type of undead that you possess the (undead) talent for; 
  if reanimated as a corporeal undead, and there is no suitable 
  body available, its body will be created out of a combination 
  of negative energy and nearby materials. The reanimated 
  undead will always have a hit point maximum equal to the 
  undead’s Constitution modifier + five times your level. Unlike 
  other undead, if the reanimated creature is reduced to 0 hit 
  points, you can always target the phylactery again to reanimate 
  the soul again. You gain the Summon Spirit advanced talent as 
  a bonus talent. You cannot have both this and the Necomantic 
  Limit (reanimate) variant.
  
  105
  Undead Trainer (requires reanimate)
  Choose a creature type: aberration, beast, dragon, giant, or 
  monstrosity, or two humanoid races. You can only reanimate 
  dead creatures of the chosen type (or races). You gain a (reani-
  mate) or (undead) talent of your choice as a bonus talent. You 
  cannot have both this and the Necomantic Limit (reanimate) 
  variant.
  Appendix: Undead Swarms 
  and Troops
  Equipping A Troop
  A troop can ride a mount, wear armor if it is proficient, or 
  use a different type of weapon if it is proficient, so long as 20 
  copies of the mount or item have been supplied to outfit the 
  troop. To determine the damage a troop deals with a weapon, 
  increase a weapon’s damage die by two sizes and multiply the 
  number of rolled dice by x2, or x1 if the troop has half its hit 
  points or fewer.
  Spell attacks, melee or ranged, do not have their damage 
  increased in a troop, nor do they have their damage reduced in 
  a troop if they are at half hit points or fewer.
  sWArm oF CrAWlinG ClAWs
  Medium swarm of Tiny, Small, or Medium undead, unaligned
  Armor Class 12
  Hit Points equal to the target’s original maximum hit points
  Speed possesses the original creature’s movement modes, but 
  is reduced to 20 feet.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 
  14 (+2) 
  12 (+1) 
  4 (-3) 
  10 (+0) 
  6 (-2)
  Skills Stealth +5
  Damage Immunities poison
  Condition Immunities poisoned
  Senses blindsight 30 ft. (blind beyond this radius), passive 
  Perception 10
  Languages Understands the languages you speak
  Swarm. The swarm can occupy another creature’s space and 
  vice versa, and the troop can move through any opening large 
  enough for the largest-size crawling claw in the swarm. The 
  swarm can’t regain hit points or gain temporary hit points.
  Actions
  Claw. Melee Weapon Attack: +4 to hit, reach 0 ft., one target. 
  Hit: 10 (2d8+2) slashing damage, or 7 (1d8+2) slashing damage if 
  the swarm has half of its hit points or fewer.
  sWArm oF FlAmeskulls
  Medium swarm of Tiny, Small, or Medium undead, unaligned
  Armor Class 14
  Hit Points equal to the target’s original maximum hit points
  Speed 0 ft., fly 20 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  2 (-4) 
  18 (+4) 
  14 (+2) 
  16 (+3) 
  10 (+0) 
  12 (+1)
  Damage Immunities fire, poison
  Condition Immunities poisoned, prone
  Senses darkvision 60 ft., passive Perception 10
  Languages speaks any languages it knew in life, understands 
  the languages you speak
  Illumination. The flameskulls shed either dim light in a 15-
  foot radius, or bright light in a 15-foot radius and dim light for 
  an additional 15 feet. They can switch between the options as 
  an action.
  Magic Resistance. The flameskulls have advantage on saving 
  throws against magic sphere effects, spells, and other magical 
  effects.
  Swarm. The swarm can occupy another creature’s space 
  and vice versa, and the troop can move through any opening 
  large enough for the largest-size flameskull in the swarm. The 
  swarm can’t regain hit points or gain temporary hit points.
  Actions
  Fire Ray. Ranged Spell Attack: +6 to hit, range 30 ft., one 
  target. Hit: 4 (1d6) fire damage. This fire damage increases by 
  1d6 at 5th level (2d6), 11th level (3d6), and 17th level (4d6). This 
  damage is not reduced if the swarm has half of its hit points or 
  fewer.
  sWArm oF Will-o’-Wisps
  Medium swarm of Tiny undead, unaligned
  Armor Class 13
  Hit Points equal to four times the target’s original maximum 
  hit points
  Speed 0 ft., fly 40 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  2 (-4) 
  16 (+3) 
  12 (+1) 
  4 (-3) 
  14 (+2) 
  12 (+1)
  Damage Immunities lightning
  Senses darkvision 60 ft., passive Perception 12
  Languages Understands the languages you speak
  Ephemeral. The will-o’-wisps can’t wear or carry anything.
  Swarm. The swarm can occupy another creature’s space and 
  vice versa, and the troop can move through any opening large 
  enough for a Tiny will-o’-wisp. The swarm can’t regain hit 
  points or gain temporary hit points.
  Variable Illumination. The will-o’-wisps shed bright light in 
  a 5 to 20-foot radius and dim light for an additional number of 
  feet equal to the chosen radius. The will-o’-wisps can alter the 
  radius as a bonus action.
  Actions
  Shock. Melee Spell Attack: +4 (Cha) to hit, reach 0 ft., one 
  target. Hit: 5 (1d8) lightning damage. This lightning damage 
  increases by 1d8 at 5th level (2d8), 11th level (3d8), and 17th 
  level (4d8). This damage is not reduced if the swarm has half 
  of its hit points or fewer.
  Invisibility. The will-o’-wisps and their light magically 
  becomes invisible until they attack, use magic, or until their 
  concentration ends (as if concentrating on a spell or sphere 
  effect).
  
  106
  troop oF GhAsts
  Huge troop of Large, Medium, or Small undead, unaligned
  Armor Class 13
  Hit Points equal to four times the target’s original maximum 
  hit points
  Speed possesses the original creature’s movement modes, but 
  is reduced to 40 feet.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 
  16 (+3) 
  10 (+0) 
  12 (+1) 
  10 (+0) 
  8 (-1)
  Damage Resistances necrotic
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, and understands the languages you 
  speak
  Troop. The troop can occupy another creature’s space and 
  vice versa, and the troop can move through any opening large 
  enough for the largest-size undead in the troop. Additionally, 
  the troop has advantage on Strength checks, Strength saving 
  throws, and any saving throw made against effects that target 
  a single creature, but disadvantage on any saving throw made 
  against effects that target an area.
  Turning Defiance. The ghast troop, and any ghouls and 
  troops of ghouls within reanimate range of a ghast under your 
  control have advantage on saving throws against effects that 
  turn undead (and similar effects).
  Actions
  Claws. Melee Weapon Attack: +6 to hit, one target. Hit: 13 
  (2d10+3) slashing damage, or 9 (1d10+3) slashing damage if the 
  troop has half of its hit points or fewer.
  troop oF Ghouls
  Huge troop of Large, Medium, or Small undead, unaligned
  Armor Class 13
  Hit Points equal to four times the target’s original maximum 
  hit points
  Speed possesses the original creature’s movement modes, but 
  is reduced to 30 feet.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 
  16 (+3) 
  10 (+0) 
  6 (-2) 
  10 (+0) 
  4 (-3)
  Damage Immunities poison
  Condition Immunities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages Understands the languages you speak
  Troop. The troop can occupy another creature’s space and 
  vice versa, and the troop can move through any opening large 
  enough for the largest-size undead in the troop. Additionally, 
  the troop has advantage on Strength checks, Strength saving 
  throws, and any saving throw made against effects that target 
  a single creature, but disadvantage on any saving throw made 
  against effects that target an area.
  Actions
  Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 13 (2d10+3) bludgeoning damage, or 9 (1d10+3) bludgeoning 
  damage if the troop has half of its hit points or fewer.
  troop oF Ghosts
  Huge troop of Large, Medium, or Small undead, unaligned
  Armor Class 12
  Hit Points equal to twice the target’s original maximum hit 
  points
  Speed possesses the original creature’s movement modes, but 
  is reduced to 30 feet.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1) 
  14 (+2) 
  10 (+0) 
  10 (+0) 
  12 (+1) 
  18 (+4)
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks
  Damage Immunities necrotic
  Condition Immunities grappled, paralyzed, poisoned, 
  restrained
  Senses darkvision 60 ft., passive Perception 11
  Languages speaks any languages it knew in life, and under-
  stands the languages you speak
  Incorporeal Movement. The troop can become incorporeal 
  while moving and pass through other creatures and objects as 
  if they were difficult terrain. If the troop ends their turn inside 
  an object, they are shunted to the nearest unoccupied space 
  and take 1d10 force damage for every 5 feet traveled.
  Ghost Weaknesses. The ghost has one of the following flaws, 
  chosen by the spherecaster when it is reanimated:
  Haunt. The ghosts are bound to a specific location, creature, 
  or object that held significance to them in their life. The 
  ghosts cannot travel further than 500 feet from their haunt. If 
  the haunt is destroyed, the ghosts are no longer tethered and 
  fade away to their respective afterlife. The GM should deter-
  mine who, what, or where the ghosts haunt. 
  Instruments Of Its Demise. A troop of ghosts has vulner-
  ability to any damage dealt by that which killed them in life. 
  For example, if the creatures died from exposure while cross-
  ing a tundra, then the ghosts would have vulnerability to cold 
  damage. The GM should determine how such creatures died 
  before becoming ghosts, and what qualifies for the damage 
  vulnerability.
  Unfinished Business. The ghosts yearns to complete some 
  unresolved task from its life. Once that task is complete, it 
  fades away to its respective afterlife. The GM should deter-
  mine what loose threads the troop of ghosts has.
  Troop. The troop can occupy another creature’s space and 
  vice versa, and the troop can move through any opening large 
  enough for the largest-size undead in the troop. Additionally, 
  the troop has advantage on Strength checks, Strength saving 
  throws, and any saving throw made against effects that target 
  a single creature, but disadvantage on any saving throw made 
  against effects that target an area.
  
  107
  Actions
  Withering Touch. Melee Spell Attack: +7 to hit, one target. Hit: 
  4 (1d6) necrotic damage. This necrotic damage increases by 
  1d6 at 5th level (2d6), 11th level (3d6), and 17th level (4d6). This 
  damage is not reduced if the swarm has half of its hit points or 
  fewer.
  troop oF mummies
  Huge troop of Large, Medium, or small undead, unaligned
  Armor Class 9
  Hit Points equal to four times the target’s original maximum 
  hit points
  Speed possesses the original creature’s movement modes, but 
  is reduced to 20 feet.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 
  8 (-1) 
  14 (+2) 
  6 (-2) 
  16 (+3) 
  12 (+1)
  Damage Vulnerabilities fire
  Damage Immunities necrotic, poison
  Condition Immunities exhaustion, frightened, poisoned
  Senses darkvision 60 ft., passive Perception 13
  Languages speaks any languages it knew in life, and under-
  stands the languages you speak
  Troop. The troop can occupy another creature’s space and 
  vice versa, and the troop can move through any opening large 
  enough for the largest-size undead in the troop. Additionally, 
  the troop has advantage on Strength checks, Strength saving 
  throws, and any saving throw made against effects that target 
  a single creature, but disadvantage on any saving throw made 
  against effects that target an area
  Actions
  Slam. Melee Weapon Attack: +6 to hit, one target. Hit: 13 
  (2d10+3) bludgeoning damage, or 9 (1d10+3) bludgeoning dam-
  age if the troop has half of its hit points or fewer.
  troop oF polterGeists
  Huge troop of Large, Medium, or Small undead, unaligned
  Armor Class 13
  Hit Points equal to twice the target’s original maximum hit 
  points
  Speed possesses the original creature’s movement modes, but 
  is reduced to 30 feet.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  2 (-4) 
  16 (+3) 
  12 (+1) 
  4 (-3) 
  12 (+1) 
  14 (+2)
  Damage Vulnerabilities radiant
  Damage Immunities necrotic
  Condition Immunities grappled, petrified, restrained
  Senses darkvision 60 ft., passive Perception 11
  Languages Understands the languages you speak
  Invisibility. The troop is invisible.
  Sunlight Weakness. While in sunlight, the troop has disad-
  vantage on attack rolls, ability checks, and saving throws.
  Troop. The troop can occupy another creature’s space and 
  vice versa, and the troop can move through any opening large 
  enough for the largest-size undead in the troop. Additionally, 
  the troop has advantage on Strength checks, Strength saving 
  throws, and any saving throw made against effects that target 
  a single creature, but disadvantage on any saving throw made 
  against effects that target an area.
  Actions
  Telekinetic Thrust. Ranged Weapon Attack: +6 to hit, range 
  30 ft., one target. Hit: 13 (2d10+3) bludgeoning damage, or 9 
  (1d10+3) bludgeoning damage if the troop has half of its hit 
  points or fewer.
  Invisibility. As an action, the poltergeists magically becomes 
  invisible until they attack, use magic, or until their concentra-
  tion ends (as if concentrating on a spell or sphere effect).
  troop oF shADoWs
  Huge troop of Large, Medium, or Small undead, unaligned
  Armor Class 13
  Hit Points equal to twice the target’s original maximum hit 
  points
  Speed possesses the original creature’s movement modes, but 
  is reduced to 30 feet.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (-2) 
  16 (+3) 
  14 (+2) 
  4 (-3) 
  12 (+1) 
  8 (-1)
  Damage Vulnerabilities radiant
  Damage Immunities necrotic
  Condition Immunities grappled, petrified, restrained
  Senses darkvision 60 ft., passive Perception 11
  Languages Understands the languages you speak
  Amorphous. The troop can move through a space as narrow 
  as 1 inch wide without squeezing.
  Sunlight Weakness. While in sunlight, the troop has disad-
  vantage on attack rolls, ability checks, and saving throws.
  
  108
  Troop. The troop can occupy another creature’s space and 
  vice versa, and the troop can move through any opening large 
  enough for the largest-size undead in the troop. Additionally, 
  the troop has advantage on Strength checks, Strength saving 
  throws, and any saving throw made against effects that target 
  a single creature, but disadvantage on any saving throw made 
  against effects that target an area.
  Actions
  Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 13 (2d10+3) bludgeoning damage, or 9 (1d10+3) bludgeoning 
  damage if the troop has half of its hit points or fewer.
  troop oF skeletons
  Huge troop of Large, Medium, or Small undead, unaligned
  Armor Class 11
  Hit Points equal to four times the target’s original maximum 
  hit points
  Speed possesses the original creature’s movement modes, but 
  is reduced to 30 feet.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 
  12 (+1) 
  14 (+2) 
  4 (-3) 
  8 (-1) 
  6 (-2)
  Damage Vulnerabilities bludgeoning
  Damage Immunities poison
  Condition Immunities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 9
  Languages Understands the languages you speak
  Troop. The troop can occupy another creature’s space and 
  vice versa, and the troop can move through any opening large 
  enough for the largest-size undead in the troop. Additionally, 
  the troop has advantage on Strength checks, Strength saving 
  throws, and any saving throw made against effects that target 
  a single creature, but disadvantage on any saving throw made 
  against effects that target an area.
  Actions
  Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 13 (2d10+3) bludgeoning damage, or 9 (1d10+3) bludgeoning 
  damage if the troop has half of its hit points or fewer.
  troop oF speCters
  Huge troop of Large, Medium, or Small undead, unaligned
  Armor Class 13
  Hit Points equal to twice the target’s original maximum hit 
  points
  Speed 0 ft., fly 20 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  2 (-4) 
  16 (+3) 
  12 (+1) 
  4 (-3) 
  12 (+1) 
  14 (+2)
  Damage Vulnerabilities radiant
  Damage Immunities necrotic
  Condition Immunities grappled, petrified, restrained
  Senses darkvision 60 ft., passive Perception 11
  Languages Understands the languages you speak
  Incorporeal Movement. The specter troop can become in-
  corporeal while moving and pass through other creatures and 
  objects as if they were difficult terrain. If it ends its turn inside 
  an object, it is shunted to the nearest unoccupied space and 
  takes 1d10 force damage for every 5 feet traveled.
  Sunlight Weakness. While in sunlight, the specter troop has 
  disadvantage on attack rolls, ability checks, and saving throws.
  Troop. The troop can occupy another creature’s space and 
  vice versa, and the troop can move through any opening large 
  enough for the largest-size undead in the troop. Additionally, 
  the troop has advantage on Strength checks, Strength saving 
  throws, and any saving throw made against effects that target 
  a single creature, but disadvantage on any saving throw made 
  against effects that target an area.
  Actions
  Claws. Melee Weapon Attack: +6 to hit, one target. Hit: 13 
  (2d10+3) slashing damage, or 9 (1d10+3) slashing damage if the 
  troop has half of its hit points or fewer.
  troop oF VAmpire spAWn
  Huge troop of Large, Medium, or Small undead, unaligned
  Armor Class 15 (natural armor)
  Hit Points equal to four times the target’s original maximum 
  hit points
  Speed possesses the original creature’s movement modes, but 
  is reduced to 30 feet.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 
  16 (+3) 
  10 (+0) 
  10 (+0) 
  8 (-1) 
  12 (+1)
  Damage Vulnerabilities piercing from wooden sources
  Damage Resistances necrotic; bludgeoning and slashing 
  from nonmagical sources
  Senses darkvision 60 ft., passive Perception 9
  Languages speaks any languages it knew in life, and under-
  stands the languages you speak
  Spider Climb. The vampire troop can climb difficult surfaces, 
  including upside down on ceilings, without needing to make 
  an ability check.
  Troop. The troop can occupy another creature’s space and 
  vice versa, and the troop can move through any opening large 
  enough for the largest-size undead in the troop. Additionally, 
  the troop has advantage on Strength checks, Strength saving 
  throws, and any saving throw made against effects that target 
  a single creature, but disadvantage on any saving throw made 
  against effects that target an area.
  Vampire Weaknesses. The vampire troop has the following 
  flaws:
  Forbiddance. The vampire troop can’t enter a residence 
  without an invitation from one of the occupants.
  Harmed by Running Water. The vampire troop takes 20 
  acid damage when it ends its turn in running water.
  Sunlight Hypersensitivity. The vampire troop takes 20 ra-
  
  109
  diant damage when it starts their turn in sunlight. While 
  in sunlight, it has disadvantage on attack rolls and ability 
  checks.
  Actions
  Bite. Melee Weapon Attack: +6 to hit, one target. Hit: 13 (2d10+3) 
  piercing damage, or 9 (1d10+3) piercing damage if the troop 
  has half of its hit points or fewer.
  troop oF WiGhts
  Huge troop of Large, Medium, or Small undead, unaligned
  Armor Class 12
  Hit Points equal to four times the target’s original maximum 
  hit points
  Speed possesses the original creature’s movement modes, but 
  is reduced to 30 feet.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 
  14 (+2) 
  14 (+2) 
  10 (+0) 
  12 (+1) 
  8 (-1)
  Damage Resistances necrotic; bludgeoning, piercing, and 
  slashing damage from nonmagical attacks not made with 
  silvered weapons
  Damage Immunities poison
  Condition Immunities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 11
  Languages speaks any languages it knew in life, and under-
  stands the languages you speak
  Sunlight Weakness. While in sunlight, the troop has disad-
  vantage on attack rolls, ability checks, and saving throws.
  Actions
  Claws. Melee Weapon Attack: +5 to hit, one target. Hit: 12 
  (2d10+2) slashing damage, or 8 (1d10+2) slashing damage if the 
  troop has half of its hit points or fewer.
  troop oF WrAiths
  Huge troop of Large, Medium, or Small undead, unaligned
  Armor Class 12
  Hit Points equal to twice the target’s original maximum hit 
  points
  Speed 0 ft., fly 20 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (-2) 
  14 (+2) 
  16 (+3) 
  10 (+0) 
  12 (+1) 
  14 (+2)
  Damage Immunities necrotic
  Condition Immunities grappled, paralyzed, poisoned, 
  restrained
  Senses darkvision 60 ft., passive Perception 11
  Languages speaks any languages it knew in life, and under-
  stands the languages you speak
  Incorporeal Movement. The troop can become incorporeal 
  while moving and pass through other creatures and objects as 
  if they were difficult terrain. If it ends its turn inside an object, 
  it is shunted to the nearest unoccupied space and takes 1d10 
  force damage for every 5 feet traveled.
  Sunlight Weakness. While in sunlight, the troop has disad-
  vantage on attack rolls, ability checks, and saving throws.
  Actions
  Slam. Melee Weapon Attack: +5 to hit, one target. Hit: 12 
  (2d10+2) bludgeoning damage, or 8 (1d10+2) bludgeoning dam-
  age if the troop has half of its hit points or fewer.
  troop oF Zombies
  Huge troop of Large, Medium, or Small undead, unaligned
  Armor Class 10
  Hit Points equal to four times the target’s original maximum 
  hit points
  Speed possesses the original creature’s movement modes, but 
  is reduced to 20 feet.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 
  10 (+0) 
  16 (+3) 
  4 (-3) 
  10 (+0) 
  6 (-2)
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages Understands the languages you speak
  Troop. The troop can occupy another crea-
  ture’s space and vice versa, and the troop 
  can move through any opening large 
  enough for the largest-size undead in 
  the troop. Additionally, the troop has ad-
  vantage on Strength checks, Strength 
  saving throws, and any saving throw 
  made against effects that target a 
  single creature, but disadvantage 
  on any saving throw made against 
  effects that target an area.
  Actions
  Bite. Melee Weapon Attack: +5 to 
  hit, reach 5 ft., one target. Hit: 
  12 (2d10+2) piercing damage, 
  or 8 (1d10+2) piercing dam-
  age if the troop has half 
  of 
  its hit points or fewer.
  
  110
  You can use destructive power. 
  When you first gain the Destruction 
  sphere, you gain the destructive blast sphere 
  ability. In addition, you gain a (blast type) and a (blast shape) 
  talent of your choice. Your first (blast type) talent does not 
  need to be associated with a sphere that you already possess. 
  The Extra Blast Type talent grants access to additional blast 
  types.
  Destructive Blast
  Casting Time: 1 action
  Range: 30 feet
  Duration: Instantaneous
  Target: 1 creature or object
  Cost: 0 sp
  Choose a blast type and blast shape you possess. Affected 
  targets take 1d8 damage of a type determined by the (blast 
  type) talent being applied to the destructive blast. The destruc-
  tive blast’s damage increases by 1d8 when you reach 5th level 
  (2d8), 11th level (3d8), and 17th level (4d8).
  Augment 1 sp: The destructive blast instead deals 1d8 dam-
  age + 1d8 damage per 2 levels.
  When augmenting a destructive blast with Destruction 
  sphere talents, you can only apply 1 (blast type) talent and 1 
  (blast shape) talent to each individual destructive blast.
  Destruction Basic Talents
  Blast Type Talents
  If you possess certain other spheres, you gain additional 
  ways to employ your destructive blast. For each sphere you pos-
  sess, you also gain one free (blast type) available to that sphere 
  from the list below. 
  Regardless of how many talents or packages you possess, or 
  later possess, in an individual sphere you only ever get one free 
  (blast type) talent from that sphere. If you already possess all 
  the (blast type) talents associated with that sphere, you can 
  instead choose another blast type in its place, or exchange one 
  instance of the Extra Blast Type talent for another talent in 
  the Destruction sphere. 
  Some blast types also require you to possess particular 
  options within that sphere, such as those associated with the 
  Nature sphere requiring certain geomancy packages. The Ex-
  tra Blast Type talent grants access to additional blast types.
  Destruction Sphere
  Alteration Sphere
  Form-Breaking (blast type)
  Your blast causes affected targets to have their body bend and twist 
  in unhealthy ways, dislocating bones, pinching nerves, and tearing 
  tendons.
  Your destructive blast deals bludgeoning damage. Any (blast 
  shape) talent that allows a Dexterity saving throw instead 
  allows a Strength saving throw. Any creature damaged by the 
  blast has disadvantage on Strength (Athletics) and Dexterity 
  (Acrobatics) checks until the start of your next turn.
  Augment 1 sp: Damaged creatures have disadvantage for 1 
  minute. Affected creatures are allowed a new saving throw to 
  end the effect on themselves at the end of each of their turns.
  Poison (blast type)
  A venom spews forth from your form, poisoning those it comes into 
  contact with.
  Your destructive blast deals poison damage. Any (blast shape) 
  talent that allows a Dexterity saving throw instead allows a 
  Constitution saving throw. Any creature damaged by the blast 
  is poisoned until the start of your next turn.
  Augment 1 sp: Damaged creatures are instead poisoned for 
  1 minute. Affected creatures are allowed a new saving throw to 
  end the effect on themselves at the end of each of their turns.
  Conjuration Sphere
  Restraining (blast type)
  Limbs and tentacles reach through a hole in space, bludgeoning and 
  grasping your target. 
  Your destructive blast deals bludgeoning damage. Any blast 
  shape talent that allows a Dexterity saving throw instead 
  allows a Strength saving throw. Any creature damaged by the 
  blast is grappled until the end of your next turn.
  
  111
  Spectral (blast type)
  Otherworldly summons solidify briefly to make a flanking attack 
  before fading away into the aether. 
  Your destructive blast deals slashing damage. Any creature 
  damaged by the blast is treated as if there were always an 
  non-incapacitated enemy within 5 feet of it until the start of 
  your next turn.
  Creation Sphere
  Corrosive (blast type) [alter power]
  Deconstructive energies break apart and disintegrate slowly every-
  thing it touches.
  Your destructive blast deals acid damage. Any creature dam-
  aged by the blast takes additional acid damage equal to the 
  number of damage dice rolled at the beginning of its next 
  turn; This additional acid damage does not count as part of 
  the destructive blast’s initial damage for the purpose of inter-
  acting with other feats or abilities that would increase its 
  damage.
  Augment 1 sp: Acidic slime adheres to the ground under-
  neath the target or the area of effect for 1 minute. Any crea-
  ture that enters these squares takes acid damage equal to the 
  number of damage dice rolled. A target can only be affected 
  once per round.
  Physical (blast type) [create power]
  You summon an object that flies at the target and strikes them before 
  disappearing.
  Each time you apply this (blast type) talent, choose blud-
  geoning, piercing, or slashing. Your destructive blast deals 
  damage of the chosen type. Your destructive blast doesn’t count 
  as magic for effects that grant resistance, immunity, or other 
  benefits against magic.
  Augment 1 sp: The object or objects break apart and 
  remain for 1 minute, making the square or squares where the 
  destructive blast affected difficult terrain for 1 minute.
  Dark Sphere
  Beshadowed (blast type)
  Shadows numb the nerves and dull the senses of enemy creatures. 
  Your destructive blast deals cold damage. Any creature 
  damaged by the blast treats all creatures as having half cover 
  (+2 AC and Dexterity saving throws) and takes disadvantage 
  on all Perception checks that rely on vision until the start of 
  your next turn. Creatures with darkvision or the ability to see 
  through magical darkness ignore this effect.
  Augment 1 sp: Creatures without darkvision are instead 
  blinded for a number of rounds equal to your proficiency 
  bonus. Creatures with darkvision treat all creatures as having 
  half cover (+2 AC and Dexterity saving throws) for a number 
  of rounds equal to your proficiency bonus. Creatures able to 
  see through magical darkness suffer no penalty. A successful 
  Wisdom saving throw reduces these durations to 1 round.
  Ink (blast type)
  Dark energy lingers on those it touches.
  Your destructive blast deals necrotic damage. Any creature 
  damaged by the blast has disadvantage on saves against effects 
  of the Dark sphere until the end of your next turn. Any blast 
  shape talent that allows a Dexterity saving throw instead 
  allows a Wisdom saving throw.
  Augment 1 sp: The duration of the disadvantage increases 
  to 1 minute.
  Death Sphere
  Draining (blast type)
  Life drains away from the creature leaving the target an empty husk.
  Your destructive blast deals necrotic damage. Any creature 
  damaged by the blast must succeed on a Constitution saving 
  throw or have its exhaustion level increased by 1 for a number 
  of rounds equal to your proficiency bonus. This does not stack 
  with itself. Any (blast shape) talent that allows a Dexterity 
  saving throw instead allows a Constitution saving throw.
  Augment 2 sp: Any creature damaged by the blast is no 
  longer allowed a saving throw to avoid having its exhaustion 
  level increased.
  Necrotic (blast type)
  Negative energy saturates the target making them susceptible to death 
  magic.
  Your destructive blast deals necrotic damage. Any creature 
  damaged by the blast has disadvantage on saves against effects 
  of the Necromancy school and Death sphere until the end of 
  your next turn. Any blast shape talent that allows a Dexterity 
  saving throw instead allows a Constitution saving throw.
  Augment 1 sp: The duration of the disadvantage increases 
  to 1 minute.
  Divination Sphere
  Psionic (blast type)
  Surface thoughts are ripped from the target, and momentarily flashed 
  into your mind, granting insight into their future attacks.
  Your destructive blast deals psychic damage. Any creature 
  damaged by the blast has disadvantage on attack rolls made 
  against you until the end of your next turn. Any blast shape 
  talent that allows a Dexterity saving throw instead allows an 
  Intelligence saving throw.
  Augment 1 sp: You also have advantage on saving throws 
  made against creatures damaged by the blast.
  Psychic Deluge (blast type)
  Sensory information overloads the target’s mind, resulting in inaction. 
  Your destructive blast deals psychic damage. Any creature 
  damaged by the blast must make an Intelligence saving throw 
  or else for 1 round on its turn it can use either an action or a 
  bonus action, not both. Any blast shape talent that allows a 
  Dexterity saving throw instead allows an Intelligence saving 
  throw.
  Augment 1 sp: The duration that a damaged creature must 
  choose to use an action or bonus action increases to 1 minute. 
  Affected creatures are allowed a new saving throw to end the 
  effect on themselves at the end of their turn.
  Enhancement Sphere
  Degrading (blast type)
  The fortitude of the creature weakens, making it more susceptible to 
  your ally’s attacks.
  Your destructive blast deals force damage. Any creature 
  damaged by the blast has all attacks made against it treated as 
  magical until the start of your next turn.
  
  112
  Augment 1 sp: Damaged creatures must succeed on a Con-
  stitution saving throw or not benefit from regeneration until 
  the start of your next turn.
  Hindering (blast type)
  The limbs and muscles of the creature atrophy, making movement 
  difficult.
  Your destructive blast deals necrotic damage. Any creature 
  damaged by the blast has its move speed reduced by 10 feet 
  (to a minimum of 5 feet) for 1 minute. Multiple applications of 
  this penalty stack. 
  Augment 1 sp: Choose one ability score; damaged crea-
  tures must succeed on a Constitution saving throw or take dis-
  advantage on ability checks of the chosen type for 1 minute.
  Fate Sphere
  Cursed (blast type) [curse]
  Cosmic energy tug at the destiny and fate of those it touches.
  Your destructive blast deals necrotic damage. Any creature 
  damaged by the blast has disadvantage on its next ability 
  check or saving throw made before the end of your next turn.
  Augment 1 sp: The disadvantage applies to all attack rolls, 
  ability checks, and saving throws made before the end of your 
  next turn.
  Tribunal (blast type) [curse]
  Judgement is pronounced upon those targeted by your blast.
  Your destructive blast deals radiant damage. Any creature 
  damaged by the blast has disadvantage on saves against effects 
  of the Fate sphere until the end of your next turn. Any blast 
  shape talent that allows a Dexterity saving throw instead 
  allows a Charisma saving throw.
  Augment 1 sp: The duration of the disadvantage increases 
  to 1 minute.
  Illusion Sphere
  Bewildering (blast type)
  Illusionary destructive elements lash out causing psychosomatic burns, 
  bruises, and cuts.
  Your destructive blast deals psychic damage. Any creature 
  damaged by the blast has disadvantage on saves against effects 
  of the Illusion school and Illusion sphere until the end of 
  your next turn. Any blast shape talent that allows a Dexterity 
  saving throw instead allows a Intelligence saving throw.
  Augment 1 sp: The duration of the disadvantage increases 
  to 1 minute.
  Shadow (blast type)
  Shadowstuff is blended into your blast, giving your illusion substance.
  Each time you apply this (blast type) talent, choose a dam-
  age type. Your destructive blast deals damage of the chosen 
  type, but it deals half damage. Any blast shape talent that 
  allows a Dexterity saving throw instead allows a Intelligence 
  saving throw.
  Augment 1 sp: Your destructive blast deals normal damage 
  instead of half damage.
  Life Sphere
  Invigorating (blast type)
  Healing energy is drawn inward toward you as radiant energy burns 
  your foes.
  Your destructive blast deals radiant damage. Whenever you 
  damage creatures with your blast, you gain temporary hit 
  points equal to the number of damage dice rolled that last 
  until the beginning of your next turn.
  Augment 1 sp: The temporary hit points last for 1 minute.
  Augment 1 sp: Instead of gaining temporary hit points, 
  you regain hit points.
  Vivacity (blast type)
  Positive energy pulses out, burning the flesh of those it touches.
  Your destructive blast deals radiant damage. You have advan-
  tage on any attack rolls made as part of the destructive blast if 
  the target is undead. Undead have disadvantage on any saving 
  throws made against your destructive blast. Any blast shape 
  talent that allows a Dexterity saving throw instead allows a 
  Wisdom saving throw.
  Augment 1 sp: Undead creatures that take damage must 
  succeed a Wisdom saving throw or be turned until the start of 
  your next turn. A turned creature must spend its turns trying 
  to move as far away from you as it can, and it can’t willingly 
  move to a space within 30 feet of you. It also can’t take reac-
  tions. For its action, it can use only the Dash action or try to 
  escape from an effect that prevents it from moving. If there’s 
  nowhere to move, the creature can use the Dodge action.
  
  113
  Light Sphere
  Illuminating (blast type)
  Luminescent energy clings to those it touches, revealing their move-
  ment.
  Your destructive blast deals radiant damage. Any creature 
  damaged by the blast gains  disadvantage on all Stealth checks 
  and is made visible in dim light or only lightly obscured in 
  darkness. These effects last until the start of your next turn.
  Augment 1 sp: Creatures that take damage are made visi-
  ble in areas of darkness, instead of just lightly obscured.
  Radiant (blast type)
  Blinding light makes your enemies’ attacks less effective.
  Your destructive blast deals radiant damage. Choose one 
  creature damaged by your destructive blast. That creature has 
  disadvantage on all attack rolls made before the end of your 
  next turn.
  Augment 1 sp: The creature is instead blinded until the 
  end of your next turn.
  Mind Sphere
  Charming (blast type)
  Invasive psychic energy fills the creature’s mind and heart with the 
  power of friendship.
  Your destructive blast deals psychic damage. Any creature 
  damaged by the blast must make a Charisma saving throw 
  or be charmed until the start of your next turn. A creature 
  charmed by this blast receives a new saving throw to end the 
  condition any time they take damage. Any blast shape talent 
  that allows a Dexterity saving throw instead allows a Charisma 
  saving throw.
  Augment 1 sp: Creatures that fail their saving throw are 
  instead charmed for 1 minute. Affected creatures are allowed 
  a new saving throw to end the effect on themselves at the end 
  of their turn.
  Frightful (blast type)
  Doubt and insecurity consume the creature, leaving them in a state of 
  dread.
  Your destructive blast deals psychic damage. Any creature 
  damaged by the blast must make a Wisdom saving throw or 
  be frightened until the start of your next turn. Any blast shape 
  talent that allows a Dexterity saving throw instead allows a 
  Wisdom saving throw.
  Augment 1 sp: Creatures that fail their saving throw are 
  instead frightened for 1 minute. Affected creatures are allowed 
  a new saving throw to end the effect on themselves at the end 
  of their turn.
  Nature Sphere
  Bludgeoning (blast type) [earth geomancy]
  Earth bludgeons and bombards the creature, pushing them away from 
  the blast.
  Your destructive blast deals bludgeoning damage. Any crea-
  ture damaged by the blast is pushed 5 feet from the point of 
  origin of the effect (usually yourself). This movement does not 
  provoke opportunity attacks. Any blast shape talent that al-
  lows a Dexterity saving throw instead allows a Strength saving 
  throw. If the target is knocked into another creature or a solid 
  object, the target and creature or solid object suffer 
  1d6 bludgeoning damage, + 1d6 for every 5 feet the target 
  would have continued past the barrier. 
  Draw on nature (Augment 0 sp): If there is a 5-foot 
  cube (or equivalent volume) of dirt, sand, or stone within your 
  destructive blast range, you can choose to have your destructive 
  blast not count as magic for the purpose of affecting creatures 
  with a bonus against, or resistance or immunity to, magic. You 
  can use the augment granted by the Create Nature talent of 
  the Nature sphere as part of casting to apply this augment.
  Augment 1 sp: The distance creatures are pushed increases 
  by up to 20 feet.
  Bramble (blast type) [plant geomancy]
  Thorny vines writhe and entangling anything it touches, holding them 
  in place.
  Your destructive blast deals piercing damage. Any creature 
  damaged by the blast must succeed on a Dexterity saving 
  throw or be grappled. This condition lasts until the creature 
  succeeds on a new Dexterity saving throw made as an action 
  or until the bramble is destroyed. Each 5-foot square of bram-
  ble has 3 hit points per level of the caster and an AC of 10. The 
  bramble disappears when destroyed or after the creature es-
  capes. An affected creature whose space has been at least half 
  cleared of the bramble has advantage on their saving throws to 
  escape and may attempt them as a bonus action.
  Draw on nature (Augment 0 sp): If there is a 10-foot 
  radius of plantlife within your destructive blast range, you can 
  choose to have your destructive blast not count as magic for the 
  purpose of affecting creatures with a bonus against, or resis-
  tance or immunity to magic.  You can use the augment granted 
  by the Create Nature talent of the Nature sphere as part of 
  casting to apply this augment.
  Augment 1 sp: Creatures that fail their saving throw are 
  instead restrained.
  Drowning (blast type) [water geomancy]
  Bone chilling ice water soaks the target of your blast.
  Your destructive blast deals cold damage. Any creature dam-
  aged by the blast has disadvantage on saves against effects of 
  the water package of the Nature sphere and is considered wet 
  until the end of your next turn. In addition, any area or space 
  that your blast touches is considered doused for the purpose 
  of extinguishing open flames. Any blast shape talent that 
  allows a Dexterity saving throw instead allows a Constitution 
  saving throw.
  Draw on nature (Augment 0 sp): If there is a 5-foot cube 
  of water (or equivalent volume) within your destructive blast 
  range, you can choose to have your destructive blast not count 
  as magic for the purpose of affecting creatures with a bonus 
  
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  against, or resistance or immunity to magic. You can use the 
  augment granted by the Create Nature talent of the Nature 
  sphere as part of casting to apply this augment.
  Augment 1 sp: The duration of the disadvantage increases 
  to 1 minute.
  Fire (blast type) [fire geomancy]
  Flames linger as they suffer from the smoldering embers of your blast.
  Your destructive blast deals fire damage. Any creature dam-
  aged by the blast must succeed on a Dexterity saving throw 
  or catch fire, taking 1d8 fire damage per round at the end of 
  its turn until the flames are extinguished. The fire damage 
  from being on fire increases by 1d8 when you reach 5th level 
  (2d8), 11th level (3d8), and 17th level (4d8). Being on fire does 
  not count as part of the destructive blast’s initial damage for the 
  purpose of interacting with other feats or abilities that would 
  increase its damage. Creatures may attempt a Dexterity saving 
  throw to extinguish the flames at the end of each of their 
  turns before the damage is incurred. Using an action to roll on 
  the ground or to use a blanket to smother the flames automat-
  ically extinguishes the flame.
  Draw on nature (Augment 0 sp): If there is a fire of at 
  least medium size within your destructive blast range, you can 
  choose to have your destructive blast not count as magic for the 
  purpose of affecting creatures with a bonus against, or resis-
  tance or immunity to magic. You can use the augment granted 
  by the Create Nature talent of the Nature sphere as part of 
  casting to apply this augment.
  Augment 1 sp: Creatures that are on fire are frightened 
  until the flames are extinguished.
  Razor Wind (blast type) [air geomancy]
  Sharp winds cut away at the defenses of anything in its path.
  Your destructive blast deals slashing damage. Any creature 
  damaged by the blast is imposed with a -1 penalty to AC until 
  the end of your next round. Multiple applications of this 
  penalty stack. Any blast shape talent that allows a Dexterity 
  saving throw instead allows a Constitution saving throw.
  Draw on nature (Augment 0 sp): If there is a 5-foot cube 
  of air (or equivalent volume) within your destructive blast range, 
  you can choose to have your destructive blast not count as mag-
  ic for the purpose of affecting creatures with a bonus against, 
  or resistance or immunity to magic. You can use the augment 
  granted by the Create Nature talent of the Nature sphere as 
  part of casting to apply this augment.
  Augment 1 sp: The penalty to AC lasts for 1 minute.
  Shrapnel (blast type) [metal geomancy]
  Armor piercing shrapnel litter the area, leaving behind caltrops in the 
  wake of your blast.
  Your destructive blast deals piercing damage. All affected 
  squares (or squares directly below the affected area) become 
  covered in caltrops until the end of your next turn. These cal-
  trops use your Destruction sphere DC and deal damage equal 
  to the number of damage dice of your destructive blast.
  Draw on nature (Augment 0 sp): If there is a 5-foot cube 
  (or equivalent volume) of metal within your destructive blast 
  range, you can choose to have your destructive blast not count 
  as magic for the purpose of affecting creatures with a bonus 
  against, or resistance or immunity to magic. You can use the 
  Protection Sphere
  Confining (blast type)
  A weak barrier forms around those hit, impeding any movement 
  towards you.
  Your destructive blast deals force damage. Any creature 
  damaged by the blast must succeed on a Strength saving throw 
  or be unable to move any closer to you until the start of your 
  next turn.
  Augment 1 sp: Affected creatures also take additional force 
  damage equal to the number of damage dice rolled if they 
  willingly move from their current space before the start of 
  your next turn.
  Warding (blast type)
  A weak barrier forms around those hit, impeding their next attack 
  against you.
  Your destructive blast deals bludgeoning damage. Choose a 
  creature you damaged with your blast. You gain resistance to 
  the first damaging attack or effect that creature makes that 
  affects you before the start of your next turn.
  Augment 1 sp: You may choose up to a number of dam-
  aged creatures equal to your proficiency bonus.
  Telekinesis Sphere
  Gravity (blast type)
  A mass of dense energy surrounds those it touches, shifting gravity to 
  pull in attacks toward it. 
  Your destructive blast deals force damage. Choose a creature 
  you damaged with your blast. Other creatures have advantage 
  on attack rolls made against that creature until the start of 
  your next round. 
  Augment 1 sp: Any creature damaged by the blast has 
  disadvantage on saves against effects of the Telekinesis sphere 
  until the end of your next round.
  Kinetic (blast type)
  Telekinetic force knocks your foes off balance.
  Your destructive blast deals force damage. Any creature dam-
  aged by the blast must succeed on a Strength saving throw or 
  become prone. 
  Augment 1 sp: For 1 minute, any creature made prone 
  by the blast cannot stand up without first succeeding on a 
  Strength saving throw made as an action or bonus action. A 
  successful saving throw ends this effect.
  augment granted by the Create Nature talent of the Nature 
  sphere as part of casting to apply this augment.
  Augment 1 sp: The caltrops remain for 1 minute. Creatures 
  moving through the affected area are subject to the Dexterity 
  saving throw regardless of speed.
  
  115
  Time Sphere
  Entropic (blast type)
  Creatures suffer the pains and disadvantages of age.
  Your destructive blast deals necrotic damage. Any creature 
  damaged by the blast must make a Constitution saving throw 
  or suffer disadvantage on physical saving throws (Strength, 
  Dexterity, Constitution) for 1 round. Any blast shape talent 
  that allows a Dexterity saving throw instead allows a Consti-
  tution saving throw. Creatures who explicitly do not suffer ill 
  effects from aging are immune to this effect.
  Augment 1 sp: Creatures that fail their saving throw, suffer 
  disadvantage on all saving throws, not just physical.
  Slowing (blast type)
  Temporal energy envelopes the creature, slowing down its actions.
  Your destructive blast deals force damage. Any creature dam-
  aged by the blast must make a Wisdom saving throw or else 
  for 1 round on its turn it can use either an action or a bonus 
  action, not both. Any blast shape talent that allows a Dexteri-
  ty saving throw instead allows a Wisdom saving throw.
  Augment 1 sp: Creatures that fail their saving throw are 
  instead stunned for 1 round.
  Universal Sphere
  Chromatic (blast type) [wild magic]
  Prismatic energy that is continuously in flux, producing a random 
  effect everytime the blast is used.
  Roll a d6, your destructive blast deals a type of damage corre-
  sponding to the die roll; 1 - acid, 2 - cold, 3 - fire, 4 - lightning, 
  5 - poison, 6 - thunder. You can choose to roll on the Cantrips: 
  Wild Magic table and apply the result’s effects in addition to 
  the blast.
  Augment 1 sp: The corresponding die roll is now as fol-
  lows: 1 - force, 2 - necrotic, 3 - psychic, 4 - radiant, 5 or 6 - your 
  choice of acid, bludgeoning, cold, fire, lightning, piercing, 
  poison, slashing, or thunder.
  Augment 1 sp: You can choose to roll on the General: Wild 
  Magic table, instead of the Cantrips: Wild Magic table.
  Disrupting (blast type) [dispel]
  Disruptive energy surrounds and distracts those that use magic.
  Your destructive blast deals force damage. Creatures damaged 
  by your blast suffer disadvantage on all concentration checks 
  until the start of your next turn.
  Augment 1 sp: Until the start of your next turn, creatures 
  damaged by your blast must make a concentration check to 
  use any spell or magical effect.
  Siphoning (blast type) [mana]
  Magical energy is siphoned from a creature and into yourself.
  Your destructive blast deals psychic damage. If your destructive 
  blast successfully deals damage to one or more spellcasters, 
  spherecasters, or creatures with innate spellcasting or psion-
  ics, you gain a temporary spell point. If the final spell point 
  cost of your destructive blast is 1 or more spell points, you gain 
  a temporary spell point whenever you damage one or more 
  creatures with your destructive blast. You cannot gain more 
  than 1 spell point from any destructive blast, and if you strike 
  targets with multiple Siphoning destructive blasts in the same 
  round, you cannot gain more temporary spell points this way 
  in a single round than half your proficiency bonus. All tempo-
  rary spell points gained through this blast type disappear at 
  the start of your next turn.
  Warp Sphere
  Dismissing (blast type)
  Anti-planar energy punishes those not native to the current plane.
  Your destructive blast deals force damage. You have advantage 
  on any attack rolls made as part of the destructive blast if the 
  target is conjured or summoned (such as with the Conjuration 
  sphere or a spell from the Conjuration school). Conjured or 
  summoned creatures have disadvantage on any saving throws 
  made against your destructive blast. Any blast shape talent that 
  allows a Dexterity saving throw instead allows a Charisma 
  saving throw.
  Augment 1 sp: Dismissing works on any target that is not 
  on their native plane, not just summoned or conjured crea-
  tures.
  Augment 4 sp: Damaged conjured or summoned creatures 
  (or any target that is not on their native plane if augmented 
  with 1 sp), must succeed a Charisma saving throw or be ban-
  ished, returning to their home plane.
  Teleporting (blast type)
  Space warps around those that come into contact with your blast, 
  brutally teleporting them to a nearby location.
  Your destructive blast deals force damage. Any creature 
  damaged by the blast must pass a Wisdom saving throw or 
  be teleported 5 feet in the direction of your choosing, but 
  must end their movement on a surface capable of supporting 
  them and may not be moved into solid objects or intrinsically 
  dangerous spaces.
  Augment 1 sp: The teleportation distance increases to up 
  to 20 feet. 
  Weather Sphere
  Special: Possessing the Weather sphere grants the option of 
  taking Nature sphere’s Razor Wind blast type as if you pos-
  sessed air geomancy in place of the below options.
  Gale (blast type)
  Powerful winds howl at your target, leaving them vulnerable to other 
  wind effects.
  Your destructive blast deals thunder damage. Any creature 
  damaged by the blast has disadvantage on saves against effects 
  of the air package of the Nature sphere and (wind) talents 
  of the Weather sphere until the end of your next turn. Any 
  blast shape talent that allows a Dexterity saving throw instead 
  allows a Constitution saving throw.
  Draw on nature (Augment 0 sp): If you are within an 
  area of wind severity of 1 or higher, or if there is a 5-foot cube 
  of air (or equivalent volume) within your destructive blast range, 
  you can choose to have your destructive blast not count as mag-
  ic for the purpose of affecting creatures with a bonus against, 
  or resistance or immunity to magic. You can use the augment 
  granted by the Create Nature talent of the Nature sphere as 
  part of casting to apply this augment.
  Augment 1 sp: The duration of the disadvantage increases 
  to 1 minute.
  
  116
  Ice (blast type)
  Ice freezes over the limbs of your target hampering their movements.
  Your destructive blast deals cold damage. Any creature dam-
  aged by the blast has its move speed reduced by 10 feet (to a 
  minimum of 5 feet) for 1 minute. Any blast shape talent that 
  allows a Dexterity saving throw instead allows a Constitution 
  saving throw.
  Draw on nature (Augment 0 sp): If you are within an 
  area of precipitation and cold severity each of 1 or higher, 
  or if there is a 5-foot cube of water (or equivalent volume) 
  within your destructive blast range, you can choose to have your 
  destructive blast not count as magic for the purpose of affecting 
  creatures with a bonus against, or resistance or immunity to 
  magic. You can use the augment granted by the Create Nature 
  talent of the Nature sphere as part of casting to apply this 
  augment.
  Augment 1 sp: Damaged creatures are encased in ice in-
  stead of simply slowed, leaving them restrained for a number 
  of rounds equal to your proficiency bonus. Restrained crea-
  tures may make a Strength saving throw as an action to end 
  the restraint. Dealing 3 damage per level to the ice frees the 
  creature. The ice has an AC of 10.
  Lightning (blast type)
  Electrical energy courses through the nerves of the target, causing 
  muscles to tense up.
  Your destructive blast deals lightning damage. You have advan-
  tage on any attack rolls made as part of the destructive blast if 
  the target is wearing armor made of metal. Targets wearing 
  armor made of metal also have disadvantage on any saving 
  throws made against your destructive blast. Any creature that 
  takes damage can’t take reactions until the start of its next 
  turn.
  Draw on nature (Augment 0 sp): If you are within an 
  area of precipitation and wind severity each of 1 or higher, you 
  can choose to have your destructive blast not count as magic 
  for the purpose of affecting creatures with a bonus against, or 
  resistance or immunity to magic.
  Augment 1 sp: Affected creatures must succeed on a Con-
  stitution saving throw or be stunned until the start of your 
  next turn.
  Scorching (blast type)
  Extreme heat causes nerve damage and exhausts the creature.
  Your destructive blast deals fire damage. Any creature dam-
  aged by the blast takes an additional amount of damage equal 
  to your proficiency bonus; this additional damage is not 
  subject to damage resistance, immunity, or vulnerability. Any 
  blast shape talent that allows a Dexterity saving throw instead 
  allows a Constitution saving throw.
  Draw on nature (Augment 0 sp): If you are within an 
  area of aridity and heat severity each of 1 or higher, or if there 
  is a fire of at least medium size within your destructive blast 
  range, you can choose to have your destructive blast not count 
  as magic for the purpose of affecting creatures with a bonus 
  against, or resistance or immunity to magic. You can use the 
  augment granted by the Create Nature talent of the Nature 
  sphere as part of casting to apply this augment.
  Augment 1 sp: Creatures damaged by the blast must suc-
  ceed on a Constitution saving throw or gain 1 level of exhaus-
  tion until they take a long or short rest; this exhaustion does 
  not stack with other magical sources of exhaustion.
  Thunder (blast type)
  A concussive clap of thunder echoes in the ears of your target, deafen-
  ing them.
  Your destructive blast deals thunder damage. Any creature 
  damaged by the blast must succeed on a Constitution saving 
  throw or be deafened for 1 minute. Any (blast shape) talent 
  that allows a Dexterity saving throw instead allows a Constitu-
  tion saving throw.
  Draw on nature (Augment 0 sp): If you are within an 
  area of wind and either aridity or precipitation, each of 1 or 
  higher, you can choose to have your destructive blast not count 
  as magic for the purpose of affecting creatures with a bonus 
  against, or resistance or immunity to magic.
  Augment 1 sp: Creatures that fail their saving throw are 
  instead stunned until the start of your next turn.
  Blast Shape Talents
  Aura (blast shape)
  Duration: 1 round.
  Your destructive blast becomes an aura that you can surround 
  yourself with that extends 10 feet from you. While this aura 
  is active, you can spend a bonus action to affect all creatures 
  within the aura with your destructive blast. Affected targets may 
  avoid this damage with a successful Dexterity saving throw, 
  but if the final spell point cost of your destructive blast is 1 or 
  more spell points, a successful save instead reduces the dam-
  age by half and negates any rider effects the (blast type) would 
  otherwise inflict upon its target. As this is a single, ongoing 
  blast, the blast type and other parameters are set at the time 
  of casting.
  Augment 1 sp: The duration increases to Concentration, 
  up to 1 minute.
  Augment 2 sp: The effect persists for the remaining du-
  ration without concentration. This augment may be applied 
  after the effect is cast on your turn without an action.
  Blade (blast shape)
  Casting Time: 1 action or bonus action, chosen at the time 
  of casting.
  Duration: Concentration, up to 1 minute
  Your destructive blast targets and imbues weapons and ammu-
  nition. Choose one melee weapon, natural weapon, unarmed 
  strike, or up to 20 pieces of ammunition within range. The 
  damage dealt by the weapon or ammunition changes to that of 
  the chosen blast type. Attacks made in this way do not inflict 
  any additional damage or effects of the blast type, except as 
  described below: 
  After damaging a creature with an imbued weapon or am-
  munition, the wielder may spend a bonus action to apply the 
  blast type’s rider effect to the damaged creature as if they were 
  damaged by the destructive blast. Critical hits made with im-
  bued weapons or ammunition deal an additional 1d6 damage 
  of the chosen blast type, increasing by 1d6 at 5th level (2d6), 
  11th level (3d6), and 17th level (4d6). This additional damage is 
  not rolled twice, but rather added to the total damage dealt.
  Augment 1 sp: You can affect a number of additional melee 
  weapons, natural weapons, unarmed strikes, or sets of 20 piec-
  es of ammunition equal to your proficiency bonus.
  
  117
  Augment 2 sp: The effect persists for the remaining du-
  ration without concentration. This augment may be applied 
  after the effect is cast on your turn without an action.
  Chain Blast (blast shape)
  Your destructive blast arcs toward a target of your choice that 
  you can see within range. A target may avoid this damage with 
  a successful Dexterity saving throw, but if the final spell point 
  cost of your destructive blast is 1 or more spell points, a success-
  ful save instead reduces the damage by half and negates any 
  rider effects the (blast type) would otherwise inflict upon its 
  target.
  Augment 1 sp: When a target fails their saving throw 
  against your destructive blast, as a bonus action you can cause 
  the destructive blast to leap to another target. You can have the 
  destructive blast leap to a total number of targets in a round 
  equal to your proficiency bonus. Each target must be within 
  30 feet of the previous target and within your destructive blast 
  range. No target may be struck by the blast more than once. 
  This augment is chosen when the first target fails their saving 
  throw.
  Explosive Orb (blast shape)
  Your destructive blast targets a 5-foot cube. Affected targets 
  may avoid this damage with a successful Dexterity saving 
  throw, but if the final spell point cost of your destructive blast 
  is 1 or more spell points, a successful save instead reduces the 
  damage by half and negates any rider effects the (blast type) 
  would otherwise inflict upon its target.
  Augment 0 sp: [Globe] The explosive orb materializes in 
  your hand as a tiny globe about the size of a sling stone. At 
  any time, you or a creature you give the globe to can throw 
  the globe (to a normal range of 20 feet, long range of 60 feet) 
  or hurl it with a sling (to the sling’s normal range). It shatters 
  on impact, with the same effect as the normal casting of the 
  destructive blast. Even if thrown through a weapon, it deals 
  only the destructive blast damage, and the attack cannot be 
  used with the Striking (metasphere) talent. You can also set 
  the globe down without shattering it. After 1 minute, if the 
  globe hasn’t already shattered, it explodes. A creature may 
  shatter a globe within its reach as an action or bonus action 
  or by spending 5 feet of movement while moving through 
  the globe’s space. Creatures unaware of the globe that move 
  through its space have a 50% chance of shattering it. You 
  cannot have more globes made at a time than your proficien-
  cy bonus, and you can treat a globe as if it were an Alchemy 
  sphere formula that may be thrown for the purpose of inter-
  acting with the Trap sphere.
  Augment 1 sp: When using the globe augment, the globe 
  persists for 8 hours. If you are within destructive blast range of 
  the globe, you can cause it to explode as a reaction. At the end 
  of this time, it explodes or dissipates. This choice is made at 
  the time of casting.
  Augment 1 sp: The affected area is instead a sphere with a 
  radius of up to 20 feet.
  Leap (blast shape)
  Your destructive blast becomes a 5 foot wide by 10 foot long 
  line. When you use this blast shape, you appear in the last 
  square of the line after the effect is resolved (or the nearest 
  available space). Affected targets may avoid this damage with 
  a successful Dexterity saving throw, but if the final spell point 
  cost of your destructive blast is 1 or more spell points, a success-
  ful save instead reduces the damage by half and negates any 
  rider effects the (blast type) would otherwise inflict upon its 
  target. You do not count as having passed through any inter-
  mediate space and do not provoke opportunity attacks for 
  moving.
  Augment 1 sp: Increase the length of the line by any 
  amount you wish, up to your destructive blast range.
  Augment 1 sp: You can arrive at any point along the line 
  after the effect is resolved, provided it is an unoccupied space.
  Ray (blast shape)
  You can shoot your destructive blast as a ray, making a ranged 
  spell attack. You can make a melee spell attack instead, if the 
  target is within your natural reach.
  Augment 1 sp: You can shoot 2 rays. The number of rays 
  you can shoot increases by 1 at 5th level (3 rays), 11th level (4 
  rays), and 17th level (5 rays), but no creature or object can be 
  targeted by more than a single ray.
  Retribution (blast shape)
  Augment 1 sp: You may use this destructive blast as a 
  reaction, which you take in response to being damaged by a 
  creature within range that you can see. Your destructive blast 
  surrounds and affects the creature that damaged you. The af-
  fected target can make a Dexterity saving throw to reduce the 
  damage by half and negates any rider effects the (blast type) 
  would otherwise inflict upon its target.
  Sculpt (blast shape)
  Range: self
  Area: varies; see augment
  Augment 0 sp: Your destructive blast affects a 5-foot radius 
  area, centered within range. You can exclude yourself from 
  this area. Affected targets may avoid this damage with a suc-
  cessful Dexterity saving throw, but if the final spell point cost 
  of your destructive blast is 1 or more spell points, a successful 
  
  118
  save instead reduces the damage by half and negates any 
  rider effects the (blast type) would otherwise inflict upon its 
  target.
  Augment 1 sp: Your destructive blast becomes either a 30-
  foot cone or a 120-foot by 5-foot line, each emanating from 
  a point within range. Affected targets may avoid this damage 
  with a successful Dexterity saving throw, but if the final spell 
  point cost of your destructive blast is 1 or more spell points, a 
  successful save instead reduces the damage by half and negates 
  any rider effects the (blast type) would otherwise inflict upon 
  its target.
  Sphere (blast shape)
  Duration: 1 round
  Your destructive blast takes the form of a 5-foot-diameter 
  sphere, appearing in an unoccupied space of your choice 
  within range. Any creature that enters the sphere’s space is af-
  fected by your destructive blast. Affected targets may avoid this 
  damage with a successful Dexterity saving throw, but if the 
  final spell point cost of your destructive blast is 1 or more spell 
  points, a successful save instead reduces the damage by half 
  and negates any rider effects the (blast type) would otherwise 
  inflict upon its target.
  As a bonus action, you can move the sphere up to 30 feet. If 
  you ram the sphere into a creature, that creature may attempt 
  a Dexterity saving throw to negate the sphere’s damage and 
  the sphere stops moving this turn, ending its movement in the 
  space immediately prior to the creature. The sphere flies and 
  is never at risk of falling.
  Augment 1 sp: The duration increases to Concentration, 
  up to 1 minute.
  Augment 2 sp: The effect persists for the remaining du-
  ration without concentration. This augment may be applied 
  after the effect is cast on your turn without an action.
  Tether (blast shape)
  Duration: Concentration, up to 1 minute
  Your destructive blast tethers the target to you. Make a melee 
  (if the target is within your natural reach) or ranged spell at-
  tack against a creature or object within 30 feet to deal your de-
  structive blast damage and tether the target to you. The target 
  cannot move away from you unless you allow it. For as long 
  as the tether persists, neither you nor the target can move 
  more than 30 feet away from each other. Either may attempt 
  to drag the other, requiring a contested Strength check; if the 
  moving creature wins the check, it may move up to half its 
  speed, dragging the other. Creatures two or more sizes larger 
  can’t be dragged and may move freely at full speed, dragging 
  the smaller creature. For as long as the tether remains, you can 
  deal destructive blast damage to the tethered target as a bonus 
  action. Tethered targets may avoid this damage with a suc-
  cessful Dexterity saving throw, but if the final spell point cost 
  of your destructive blast is 1 or more spell points, a successful 
  save instead reduces the damage by half and negates any rider 
  effects the (blast type) would otherwise inflict upon its target. 
  As this is a single, ongoing blast, the blast type and other 
  parameters are set at the time of casting.
  The tether has AC equal to 10 + your proficiency bonus and 
  3 hit points per level, which refresh at the beginning or your 
  turn. The tether has immunity to psychic damage and the 
  damage type matching that of the destructive blast. 
  Augment 2 sp: The effect persists for the remaining du-
  ration without concentration. This augment may be applied 
  after the effect is cast on your turn without an action.
  Wall (blast shape)
  Duration: concentration, up to 1 minute
  Your destructive blast becomes a 5-foot-by-5-foot panel wall 
  that lasts for the duration. Panels of the wall must be placed 
  on a flat surface. Creatures passing through your wall suffer 
  your destructive blast’s damage and effects. Creatures standing 
  in the wall’s space when it is created are allowed a Dexterity 
  saving throw to avoid this damage, but if the final spell point 
  cost of your destructive blast is 1 or more spell points, a success-
  ful save instead reduces the damage by half and negates any 
  rider effects the (blast type) would otherwise inflict upon its 
  target. Upon a successful save, the creature may choose which 
  side of the wall to be on, otherwise you choose (the creature 
  must be able to fit in the available space on the chosen side). 
  The wall does not block line of effect, sight, projectiles, or 
  thrown objects. An individual creature cannot be damaged 
  by a destructive blast with this blast shape more than once per 
  turn, regardless of how many times they enter or pass through 
  a panel. The maximum number of panels you can create dou-
  bles at 5th level (2 panels), 11th level (4 panels), and 17th level 
  (8 panels). Each panel must be contiguous with another panel.
  Augment 0 sp: You can instead create a sphere or hemi-
  spherical dome with a maximum radius no greater than the 
  width or height of your panel.
  Augment 1 sp: The maximum width and height of each 
  panel increases by 5 feet (10-foot-by-10-foot), increasing again 
  at 5th level (15-foot-by-15-foot), 11th level (20-foot-by-20-foot), 
  and 17th level (25-foot-by-25-foot).
  Augment 1 sp: You can create twice as many panels; 1st 
  level (2 panels), 5th level (4 panels), 11th level (8 panels), and 
  17th level (16 panels).
  Augment 1 sp: the wall blocks sight and moving through 
  the wall requires 5 feet of movement. If you are of 11th level or 
  higher, non-magical projectiles that pass through the wall are 
  destroyed.
  Augment 2 sp: The effect persists for the remaining du-
  ration without concentration. This augment may be applied 
  after the effect is cast on your turn without an action.
  Other Talents
   Blaster Adept
  Choose one damage type. When you roll damage for a 
  destructive blast dealing the chosen damage type, you can add 
  your key ability modifier to the damage dealt. 
  Augment 1 sp: As a reaction, when you roll damage for a 
  destructive blast that deals damage of the chosen type, you can 
  treat any 1 or 2 on a damage die as a 3 for that round.
  You may take this talent multiple times, each time choosing 
  a different damage type.
  Energy Weapon
  Casting Time: 1 bonus action
  Range: Self
  
  119
  Duration: Concentration, up to 1 minute
  Cost: 0 sp
  You conjure a weapon that you are proficient with, which 
  appears to be made out of solidified energy. If you conjure a 
  ranged weapon, it also produces an amount of ammunition 
  each round equal to your proficiency bonus. Instead of dealing 
  bludgeoning, piercing, or slashing damage, the weapon deals a 
  type of damage that matches a (blast type) talent you possess. 
  Regardless of what type of damage the weapon deals, it counts 
  as magical for the purpose of damage immunity or resistance.
  If you drop the weapon or throw it, it dissipates at the end 
  of the turn. Any ammunition conjured by this effect also 
  dissipates at the end of the turn. Thereafter, while the effect 
  persists, you can use a bonus action to cause the weapon to 
  reappear in your hand.
  Augment 1 sp: For the duration, when making attacks with 
  the weapon, you can choose to make a spell attack roll instead 
  of a weapon attack roll.
  Augment 2 sp: The effect persists for the remaining dura-
  tion without concentration. This augment can be applied after 
  the effect is cast on your turn without an action.
  Epicenter
  You are immune to any damage and other effects of your 
  own destructive blasts. This includes ignoring difficult terrain 
  created by a blast type and immunity to your own (blast shape) 
  talents with a non-instantaneous duration.
  Extra Blast Type
  Choose three (blast type) talents that you don’t possess; you 
  gain those blast types. You do not need to possess the base 
  sphere (or sphere packages) associated with those blast types. 
  This talent may not be used to select advanced talents. You 
  can select this talent more than once; each time you gain three 
  additional (blast type) talents.
  Guided Strike
  Augment 1 sp: You have advantage on spell attack rolls 
  made as part of your destructive blast. Augments that grant ad-
  ditional attack rolls as part of the destructive blast (such as with 
  the Ray (blast shape) talent), grant advantage to all spell attack 
  rolls made for the casting. If you would already have advantage 
  on your spell attack roll, you can reroll one of the dice once.
  Selective Blast
  Augment 0 sp: When using a destructive blast with an in-
  stantaneous duration, you can exclude one creature; it suffers 
  no damage or effects.
  Augment 1 sp: You can exclude a number of creatures 
  equal to your proficiency bonus.
  Destruction Advanced 
  Talents
  Calamity (blast shape)
  Prerequisites: Destruction sphere (Sculpt), 11th level or 
  higher.
  Augment 1 sp: When using the Sculpt blast shape, the line 
  becomes 500 feet long, the cone becomes 90 feet long, or you 
  affect everything within 30 feet of you.
  Disintegrate (blast type)
  Prerequisites: Destruction sphere, 5th level or higher.
  Augment 1 sp: Your destructive blast deals force damage 
  and deals additional damage equal to your level. Any creature 
  reduced to 0 hit points by your destructive blast is entirely dis-
  integrated, leaving behind only a trace of fine dust, although 
  their magic items are unaffected. The creature can be restored 
  to life only by means of the Greater Resurrection talent, or 
  the true resurrection or wish spells. This blast type does dou-
  ble damage to objects.
  When targeting a non-magical object that is not worn or 
  held, the destructive blast simply disintegrates as much as a 
  10-foot cube of matter. Thus, it disintegrates only part of any 
  very large object or structure targeted. The blast affects even 
  objects constructed entirely of force, but not magical effects 
  such as a globe of invulnerability, an antimagic field, or the 
  Barrier ward of the Protection sphere.
  Cloud (blast shape)
  Prerequisites: Destruction sphere (Sphere (blast shape)), 
  5th level or higher.
  Duration: Concentration, up to 10 minutes
  Augment 3 sp: You can make your destructive blast into a 
  roiling cloud of destruction. The cloud covers a 15-foot radius, 
  15-foot tall cylinder and is stationary unless you direct it to 
  move as a bonus action, which it does at a rate of 40 feet. The 
  area within the cloud is heavily obscured. Any creatures who 
  enter or begin their turn inside the cloud suffer the effects of 
  your destructive blast. Affected targets must make a Dexterity 
  saving throw. On a successful save, they take half damage and 
  negate any rider effects the (blast type) would otherwise inflict 
  upon its target. The radius and height of the cylinder increases 
  by 5 feet at 11th level (20-foot radius, 20-foot tall), and 17th 
  level (25-foot radius, 20-foot tall).
  Augment 2 sp: The effect persists for the remaining du-
  ration without concentration. This augment may be applied 
  after the effect is cast on your turn without an action.
  Penetrating Blast
  Prerequisites: Destruction sphere, 5th level or higher.
  Augment 1 sp: Your destructive blast ignores any resistance 
  to its damage type that affected creatures and objects possess. 
  Creatures and objects with immunity to the damage type are 
  instead treated as having resistance.
  Variants
  Dedicated Evoker
  You do not gain additional (blast type) talents for possessing 
  other spheres. You gain the Blaster Adept talent as a bonus 
  talent. You may not possess both this and the Nature Bound 
  variant.
  Nature Bound
  You cannot choose any (blast type) talent of your choice 
  when you gain the Destruction sphere, but are instead limited 
  to (blast type) talents associated with the Nature and Weather 
  spheres and can only cast them if applying the draw on nature 
  augment. You gain any one Destruction talent as a bonus tal-
  ent. You may not possess both this and the Dedicated Evoker 
  variant.
  
  120
  You can predict the future and gain 
  information not available to the usual 5 
  senses.
  When you first gain the Divination sphere, you gain the di-
  vine and sense sphere abilities. In addition, you gain a (divine) 
  and a (sense) talent of your choice. Your first (divine) talent 
  does not need to be associated with a sphere that you already 
  possess. The Expanded Divinations talent grants access to 
  additional alternate divinations.
  Divine
  Casting Time: 10 minutes
  Cost: 0 sp
  Area: 120 feet
  Range: self
  Duration: Concentration up to 10 minutes
  Choose a (divine) talent you possess; the effect of divine 
  is determined by the chosen talent. Unless explicitly stated 
  otherwise, you generally cannot pinpoint the location of a 
  hidden creature or object simply by sensing the presence or 
  general direction of their aura. Divine can penetrate most 
  barriers, but it is blocked by sufficiently dense objects, unless 
  otherwise noted. Refer to Table: Density Categories and Com-
  mon Substances below to see what objects can block divining. 
  Many (divine) talents have a recall lore augment, which allow 
  the diviner to gain additional information about a subject or 
  target.
  Augment 1 sp: The casting time of divine becomes an 
  action.
  Augment 2 sp: The effect persists for the remaining du-
  ration without concentration. This augment may be applied 
  after the effect is cast on your turn without an action.
  Sense
  Casting Time: 1 action
  Cost: 0 sp
  Range: self
  Duration: Concentration up to 1 hour
  You can grant yourself paranormal senses with a range of 
  30 feet. Choose and gain the effects of one (sense) talent you 
  possess.
  Augment 1 sp: Your sense acts out to a range of 120 feet.
  Augment 2 sp: The effect persists for the remaining du-
  ration without concentration. This augment may be applied 
  after the effect is cast on your turn without an action.
  Table: Density Categories and Common Substances
  Density  
  Category
  Example Substance
  Amount that 
  blocks Divine
  Weightless
  Feathers or Balsa Wood
  30 feet
  Light
  Coal or Wood
  3 feet
  Somewhat 
  Dense
  Flesh or Stone (such as 
  Granite)
  A foot
  Dense
  Common Metal (such as 
  Copper, Iron, and Steel)
  An inch
  Very Dense
  Uncommon or Rare Met-
  al (such as Adamantium, 
  Lead, Gold, Platinum)
  A thin sheet
  Divination Basic Talents
  Talents designated as (divine) talents grant you additional 
  ways to employ your divine ability, while (sense) talents expand 
  your sense ability. 
  Alternate Divinations
  If you possess certain other spheres, you gain additional 
  ways to employ your divine ability. For each sphere you pos-
  sess, you also gain one (divine) talent available to that sphere 
  from the list below. If you already possess all the (divine) 
  talents associated with that sphere, you can instead choose 
  another alternate divination in its place, even if you do not 
  possess that sphere. Some talents also require you to possess 
  particular options within that sphere, such as those associated 
  with the Nature sphere requiring certain geomancy packages.
  Alteration
  Detect Monstrosity (divine)
  For the duration, you can potentially divine the presence of 
  monstrosities within its area. If a creature of the monstrosity 
  creature type fails a Charisma saving throw, you can see a faint 
  monstrosity aura surrounding them, allowing you to determine 
  whether or not the creature is a monstrosity. An aura can only 
  be seen while the creature is also visible; however, even if you 
  Divination Sphere
  
  121
  cannot see the creature, you do sense the presence and general 
  direction of those auras.
  Recall Lore (Augment 1 sp): You can focus on a visible 
  monstrosity aura for 1 minute and make a DC 20 Intelligence 
  (Nature) check. With a successful check, you learn what kind 
  of monstrosity the creature is. You can apply this augment 
  multiple times during the same casting of Detect monstrosity, 
  each time focusing on a different monstrosity aura.
  Detect Shapechanger (divine)
  For the duration, you can potentially divine the presence 
  of shapechangers within its area. If a creature with the 
  shapechanger tag, shapeshifter ancestry (such as a changeling), 
  or a creature affected by a petrification or polymorph effect 
  (such as the shapeshift Alteration sphere ability) fails a Charis-
  ma saving throw, you can see a faint shapeshifter aura sur-
  rounding them, allowing you to determine whether or not the 
  creature has morphic qualities. An aura can only be seen while 
  the creature is also visible; however, even if you cannot see the 
  creature, you do sense the presence and general direction of 
  those auras.
  Recall Lore (Augment 1 sp): You can focus on a visible 
  shapeshifter aura 1 minute and make a DC 20 Intelligence (Ar-
  cana) check. With a successful check, you learn what kind of 
  shapechanger the creature is, what their primary shapechanger 
  heritage is, or how the creature was petrified or polymorphed 
  as well as their original form. You can apply this augment mul-
  tiple times during the same casting of Detect Shapechanger, 
  each time focusing on a different shapeshifter aura.
  Conjuration
  Detect Aberrations (divine)
  For the duration, you can potentially divine the presence 
  of aberrations within its area. If a creature of the aberration 
  creature type fails a Charisma saving throw, you can see a faint 
  aberration aura surrounding them, allowing you to determine 
  whether or not the creature is an aberration. An aura can only 
  be seen while the creature is also visible; however, even if you 
  cannot see the creature, you do sense the presence and general 
  direction of those auras.
  Recall Lore (Augment 1 sp): You can focus on a visible 
  aberration aura for 1 minute and make a DC 20 Intelligence 
  (Arcana) check. With a successful check, you learn what kind 
  of aberration the creature is. You can apply this augment 
  multiple times during the same casting of Detect Aberrations, 
  each time focusing on a different aberration aura.
  Detect Summons (divine)
  For the duration, you can potentially divine the presence 
  of extraplanar creatures within its area. If an extraplanar or 
  summoned creature fails a Charisma saving throw, you can 
  see a faint conjuration aura surrounding them, allowing you 
  to determine whether or not the creature is extraplanar or 
  summoned. An aura can only be seen while the creature is also 
  visible; however, even if you cannot see the creature, you do 
  sense the presence and general direction of those auras.
  Recall Lore (Augment 1 sp): You can focus on a visible 
  conjuration aura for 1 minute and make a DC 20 Intelligence 
  (Arcana) check. With a successful check, you learn what kind 
  of extraplanar or summon the creature is, and what their 
  home plane is. You can apply this augment multiple times 
  during the same casting of Detect Summons, each time focus-
  ing on a different conjuration aura.
  Creation
  Detect Constructs (divine)
  For the duration, you can potentially divine the presence of 
  constructs and similar creatures within its area. If a creature of 
  the construct creature type or with construct ancestry (such 
  as warforged) fails a Charisma saving throw, you can see a faint 
  construct aura surrounding them, allowing you to determine 
  whether or not the creature has construct anatomy. An aura 
  can only be seen while the creature is also visible; however, 
  even if you cannot see the creature, you do sense the presence 
  and general direction of those auras.
  Recall Lore (Augment 1 sp): You can focus on a visible 
  construct aura for 1 minute and make a DC 20 Intelligence 
  (History) check. With a successful check, you learn what kind 
  of construct the creature is, or what their primary construct 
  heritage is. You can apply this augment multiple times during 
  the same casting of Detect Constructs, each time focusing on 
  a different construct aura.
  Detect Oozes (divine)
  For the duration, you can potentially divine the presence of 
  oozes within its area. If a creature of the ooze creature type 
  fails a Charisma saving throw, you can see a faint ooze aura 
  surrounding them, allowing you to determine whether or not 
  the creature is an ooze. An aura can only be seen while the 
  creature is also visible; however, even if you cannot see the 
  creature, you do sense the presence and general direction of 
  those auras.
  Augment 1 sp: You can focus on a visible ooze aura for 1 
  minute and make a DC 20 Intelligence (Arcana) check. With 
  a successful check, you learn what kind of ooze the creature 
  is. You can apply this augment multiple times during the same 
  casting of Detect Oozes, each time focusing on a different 
  ooze aura.
  Object Reading (divine)
  You can perform psychometry on a target object you touch, 
  gaining information about its history or previous owners. In 
  addition to the information you acquire below, you gain advan-
  tage on checks to discern the value of the object for as long 
  as you continue to divine the object. For every 1 minute you 
  divine the object you gain one additional piece of information 
  found in the following order: Last owner’s race, last owner’s 
  gender, last owner’s age, last owner’s alignment, how the last 
  owner lost or gained the object.
  Augment 1 sp: You can continue to divine the object, 
  learning information on the owner before the last at the same 
  rate in the same order. This augmentation is applied when the 
  previous information is completely divined. Should this effect 
  be interrupted for 2 or more consecutive rounds, you must 
  start again at the beginning unless you spend 1 spell point per 
  past owner.
  
  122
  Dark
  Detect Fiends (divine)
  For the duration, you can potentially divine the presence of 
  fiends, half-fiends, and similar creatures within its area. If a 
  creature of the fiend creature type or with fiendish ancestry 
  (such as half-fiends and tieflings) fails a Charisma saving throw, 
  you can see a faint fiendish aura surrounding them, allow-
  ing you to determine whether or not the creature has fiend 
  essence. An aura can only be seen while the creature is also 
  visible; however, even if you cannot see the creature, you do 
  sense the presence and general direction of those auras.
  Recall Lore (Augment 1 sp): You can focus on a visible 
  fiendish aura for 1 minute and make a DC 20 Intelligence (Ar-
  cana) check. With a successful check, you learn what kind of 
  fiend the creature is, or what their primary fiendish heritage 
  is. You can apply this augment multiple times during the same 
  casting of Detect Fiends, each time focusing on a different 
  fiendish aura.
  Detect Shadows (divine)
  For the duration, you can potentially divine the presence of 
  creatures or objects touched by the plane of shadow within its 
  area. If a creature or object native to the plane of shadow or 
  under the effects of a (meld) talent from the Dark sphere (or 
  similar shadow magic effect) fails a Charisma saving throw, you 
  can see a faint shadow aura surrounding them. An aura can 
  only be seen while the creature or object is also visible; howev-
  er, even if you cannot see the creature or object, you do sense 
  the presence and general direction of those auras.
  Augment 1 sp: You can focus on a visible shadow aura for 1 
  minute and make a DC 20 Intelligence (Arcana) check. With 
  a successful check, you learn whether the creature or object 
  is native to the plane of shadow or if it is merely imbued by 
  it. If the creature is native to the plane of shadow, you learn 
  what type of creature it is. If the creature or object is merely 
  imbued by shadow plane energy, you learn what (meld) talents 
  or shadow magic effects are affecting it. You can apply this 
  augment multiple times during the same casting of Detect 
  Shadows, each time focusing on a different shadow aura.
  Death
  Detect Curse (divine)
  For the duration, you can potentially divine the presence 
  of curses within its area. Objects or areas that are under the 
  effects of a curse, have a faint curse aura around them that you 
  can see. If a creature under the effect of a curse fails a Cha-
  risma saving throw, you can see a faint curse aura surrounding 
  them, allowing you to determine whether or not the creature 
  is cursed. An aura can only be seen while the creature is also 
  visible; however, even if you cannot see the creature, you do 
  sense the presence and general direction of those auras.
  Augment 1 sp: You can focus on a visible curse aura for 1 
  minute and make a DC 20 Intelligence (Religion) check. With 
  a successful check, you can also divine its properties and du-
  ration, and if the curse was created by a spell or sphere effect, 
  you learn which spell or sphere effect created it. You can apply 
  this augment multiple times during the same casting of Detect 
  Curse, each time focusing on a different curse aura. 
  Detect Undead (divine)
  For the duration, you can potentially divine the presence 
  of undead and similar creatures within its area. If a creature 
  of the undead creature type or with undead ancestry fails 
  a Charisma saving throw, you can see a faint undead aura 
  surrounding them, allowing you to determine whether or not 
  the creature is infused with negative energy. An aura can only 
  be seen while the creature is also visible; however, even if you 
  cannot see the creature, you do sense the presence and general 
  direction of those auras.
  Recall Lore (Augment 1 sp): You can focus on a visible 
  undead aura for 1 minute and make a DC 20 Intelligence (Re-
  ligion) check. With a successful check, you learn what kind of 
  undead the creature is, or what their primary undead heritage 
  is. You can apply this augment multiple times during the same 
  casting of Detect Undead, each time focusing on a different 
  undead aura.
  Destruction
  Detect Dragons (divine)
  For the duration, you can potentially divine the presence of 
  dragons, half-dragons, and similar creatures within its area. If 
  a creature of the dragon creature type or with draconic ances-
  try (such as dragonborn and half-dragons) fails a Charisma sav-
  ing throw, you can see a faint draconic aura surrounding them, 
  allowing you to determine whether or not the creature has 
  dragon blood. An aura can only be seen while the creature is 
  also visible; however, even if you cannot see the creature, you 
  do sense the presence and general direction of those auras.
  Recall Lore (Augment 1 sp): You can focus on a visible 
  draconic aura for 1 minute and make a DC 20 Intelligence 
  (Arcana) check. With a successful check, you learn what kind 
  of dragon the creature is, or what their primary draconic 
  heritage is. You can apply this augment multiple times during 
  the same casting of Detect Dragons, each time focusing on a 
  different draconic aura.
  Detect Hostility (divine)
  For the duration, you can divine whenever a creature or an 
  object within its area has taken hit point damage. In addition 
  to you gain knowledge as to the amount and type of damage 
  dealt and from what direction the damage was dealt from. If 
  the source of the damage is from a creature within the area of 
  your divine effect, it must succeed on a Charisma saving throw 
  or have its space have a faint hostility aura that you can see. If 
  the source of the damage is not from a creature, but is inside 
  the area of your divine effect, you can see a faint hostility aura 
  in the space of the source.
  Augment 1 sp: You can focus on a hostility aura as a bonus 
  action and make a DC 20 Intelligence (Investigation) check. 
  With a successful check, the hostility aura will continue to fol-
  low the movement of the source for the remainder of the du-
  ration, granting any creature who can see the aura advantage 
  on any attack rolls made against the source. You can apply this 
  augment multiple times during the same casting of Detect 
  Hostility, each time focusing on a different hostility aura.
  
  123
  Enhancement
  Detect Enhancement (divine)
  For the duration, you can divine the presence of short-term 
  bonuses or penalties on creatures or objects within its area. 
  If a creature (or an object attended to by a creature) that is 
  benefiting from temporary bonuses or imposed with tem-
  porary penalties fails a Charisma saving throw, you can see a 
  faint enhancement aura surrounding them. An aura can only 
  be seen while the creature or object is also visible; however, 
  even if you cannot see the creature or object, you do sense the 
  presence and general direction of those auras.
  Recall Lore (Augment 1 sp): You can focus on a visible 
  enhancement aura for 1 minute and make a DC 20 Intelli-
  gence (Arcana) check. With a successful check, you learn the 
  sources of the bonuses or penalties (magical, alchemical, etc.), 
  what they are affecting, and their respective durations. You 
  can apply this augment multiple times during the same casting 
  of Detect Enhancement, each time focusing on a different 
  enhancement aura.
  Detect Information (divine)
  Casting Time: 1 reaction
  Cost: 1sp
  You divine for information. This grants you the ability to 
  reroll a failed Intelligence check. You can only divine for infor-
  mation once per Intelligence check.
  Augment 1 sp: You can divine for information to reroll an 
  Intelligence check which you have already used this ability on.
  Fate
  Detect Alignment (divine)
  For the duration, you can divine for a specific part of the 
  alignment spectrum of a creature within its area: evil, good, 
  lawful, or chaotic. You learn whether the creature targeted by 
  this effect possess the chosen alignment unless they succeed 
  on a Charisma saving throw. An individual creature can only 
  be targeted with your Detect Alignment once per 24 hours.
  Augment 1 sp: You can focus on an individual creature for 
  1 minute, allowing you to target them an additional time, but 
  they gain advantage on their Charisma saving throw against 
  the effect. You can apply this augment multiple times during 
  the same casting of Detect Alignment, each time allowing you 
  to target an individual an additional time.
  Detect Background (divine)
  For the duration, you can divine the characteristics of a crea-
  ture within its area. When you cast this divine ability, choose 
  your choice of: personality traits, ideals, bonds, or flaws; you 
  learn that individual creature’s characteristic unless they suc-
  ceed on a Charisma saving throw. Creatures of low intelligence 
  (7 Intelligence and lower) generally do not have more than a 
  couple of character traits (if any).
  Augment 1 sp: You can focus on an individual creature 
  who failed their saving throw as a bonus action, allowing you 
  to learn all their personality traits, ideals, bonds, and flaws. 
  You can apply this augment multiple times during the same 
  casting of Detect Alignment, each time allowing you to target 
  a different individual.
  Illusion
  Detect Illusions (divine)
  For the duration, you can divine for illusions. This grants 
  you a free Intelligence (Investigation) check against the save 
  DC of any illusions within the area. A successful check against 
  an invisible creature or object will also make them visible to 
  you for the duration.
  Detect Secrets (divine) 
  Cost: 1 sp
  You can divine for things expressly designed to be hidden. 
  This includes secret doors, hidden caches, and secret compart-
  ments. Not only does this detect the presence of such secrets, 
  but it also gives you knowledge of their trigger mechanisms. 
  This only detects doors, passages, and openings specifically 
  designed to avoid detection.
  Life
  Detect Affliction (divine)
  For the duration, you can potentially divine the presence of 
  disease and poison within its area. You can see a faint afflic-
  tion aura around objects or areas that are poisoned or under 
  the effects of a disease. If a creature that is poisoned or under 
  the effects of a disease fails a Charisma saving throw, you can 
  see a faint affliction aura surrounding them. An aura can only 
  be seen while the creature or object is also visible; however, 
  even if you cannot see the creature or object, you do sense the 
  presence and general direction of those auras.
  Augment 1 sp: You can focus on a visible affliction aura for 
  1 minute and make a DC 20 Wisdom (Medicine) check. With 
  a successful check, you can also divine its type, properties, and 
  remaining duration. If the disease or poison was created by a 
  spell or sphere effect, you learn which spell or sphere effect 
  created it. You can apply this augment multiple times during 
  the same casting of Detect Affliction, each time focusing on a 
  different affliction aura.
  Detect Life (divine)
  For the duration, you can divine the location of nearby living 
  creatures. If a living creature fails a Charisma saving throw, 
  you see a faint health aura surrounding them. An aura can only 
  be seen while the creature is also visible; however, even if you 
  cannot see the creature, you do sense the presence and general 
  direction of those auras. 
  Augment 1 sp: You can focus on all visible health auras 
  within its area as a bonus action and make a DC 20 Wisdom 
  (Medicine) check. With a successful check, you determine the 
  condition and vitality of each creature with a health aura as 
  described below. You can apply this augment multiple times 
  during the same casting of Detect Life, each time allowing an 
  additional check to learn the condition and vitality of crea-
  tures with health auras.
  • Normal: Has at least 90% of full normal hit points.
  • Fair: 30% to 90% of full normal hit points remaining.
  • Poor: Less than 30% of full normal hit points remaining 
  or suffering from a debilitating injury.
  • Weak: 0 hit points, crippled, or suffering from a severe, 
  immediately life-threatening condition.
  
  124
  Light
  Detect Celestials (divine)
  For the duration, you can potentially divine the presence of 
  celestials, half-celestials, and similar creatures within its area. 
  If a creature of the celestial creature type or with celestial 
  ancestry (such as aasimar and half-celestials) fails a Charisma 
  saving throw, you can see a faint celestial aura surrounding 
  them, allowing you to determine whether or not the crea-
  ture has celestial essence. An aura can only be seen while the 
  creature is also visible; however, even if you cannot see the 
  creature, you do sense the presence and general direction of 
  those auras.
  Recall Lore (Augment 1 sp): You can focus on a visible 
  celestial aura for 1 minute and make a DC 20 Intelligence 
  (Arcana) check. With a successful check, you learn what kind 
  of celestial the creature is, or what their primary celestial 
  heritage is. You can apply this augment multiple times during 
  the same casting of Detect Celestials, each time focusing on a 
  different celestial aura.
  Ultravision (divine)
  For the duration, you can divine with an added level of per-
  ception. You gain advantage on Wisdom (Perception) checks 
  and may actively make one such check each turn with no 
  additional action required.
  Mind
  Detect Charm (divine)
  For the duration, you can potentially divine the presence 
  of charm, compulsion, domination, possession, and Mind 
  sphere effects within its area. If a creature under such effects 
  or abilities fails a Charisma saving throw, you can see a faint 
  charm aura surrounding them. An aura can only be seen while 
  the creature is also visible; however, even if you cannot see the 
  creature, you do sense the presence and general direction of 
  those auras.
  Augment 1 sp: You can focus on a visible charm aura for 
  1 minute and make a DC 20 Intelligence (Arcana) check. 
  With a successful check, you learn what charm, compulsion, 
  domination, possession, or Mind sphere effects or abilities 
  are affecting the creature, if any. You can apply this augment 
  multiple times during the same casting of Detect Charm, each 
  time focusing on a different charm aura.
  Detect Psionic Potential (divine)
  For the duration, you can potentially divine the presence 
  of creatures with psionic and psychic abilities within its area. 
  Psionic and psychic abilities include the following: innate 
  spellcasting (psionics), ki, mind blast, mind link, psychic de-
  fense, telepathy, or other abilities or features deemed appro-
  priate by the GM or setting. If a creature with one of these 
  abilities fails a Charisma saving throw, you can see a faint 
  psychic aura surrounding them, allowing you to determine 
  whether or not the creature currently has psionic potential. 
  An aura can only be seen while the creature is also visible; 
  however, even if you cannot see the creature, you do sense the 
  presence and general direction of those auras.
  Augment 1 sp: You can focus on a visible psychic aura for 1 
  minute and make a DC 20 Intelligence (Arcana) check. With 
  a successful check, you learn what psychic or psionic abilities 
  the creature has. You can apply this augment multiple times 
  during the same casting of Detect Psionic Potential, each time 
  focusing on a different psychic aura.
  Detect Thoughts (divine)
  You can divine the emotions of creatures you can see within 
  its area, gaining advantage on Wisdom (Insight) checks 
  made in regards to that creature. A creature may attempt a 
  Charisma saving throw; success prevents you from gaining 
  any information about that creature for the duration of the 
  current casting. You do not know the motivation or source 
  behind why a creature is feeling the emotion. If a creature’s 
  emotion changes while they are within its area during Detect 
  Thoughts, you immediately know.
  Sample Emotions
  Anger
  Fear
  Joy
  Sadness
  Disgust
  Shame
  Love
  Augment 1 sp: You divine not only the emotions of those 
  within its area, but also the surface thoughts.
  Nature
  Detect Elementals (divine)
  For the duration, you can potentially divine the presence 
  of elementals within its area. If a creature of the elemental 
  creature type fails a Charisma saving throw, you can see a faint 
  elemental aura surrounding them, allowing you to determine 
  whether or not the creature is an elemental. An aura can only 
  be seen while the creature is also visible; however, even if you 
  cannot see the creature, you do sense the presence and general 
  direction of those auras.
  Recall Lore (Augment 1 sp): You can focus on a visible 
  elemental aura for 1 minute and make a DC 20 Intelligence 
  (Nature) check. With a successful check, you learn what kind 
  of elemental the creature is. You can apply this augment multi-
  ple times during the same casting of Detect Elementals, each 
  time focusing on a different elemental aura.
  Detect Nature (divine)
  For the duration, you sense the presence of various aspects 
  or elements of nature within its area. Each time you use 
  Detect Nature, you can divine creatures possessing the beast 
  creature type or something else based upon what packages 
  you possess in the Nature sphere as listed below. Creatures 
  that would be divined with Detect Nature, may make a Cha-
  risma saving throw to avoid detection.
  • If you possess the air package, you can divine and identify 
  the presence of breathable air, and toxic gases or vapor 
  (or lack thereof if in a vacuum).
  • If you possess the earth package you can divine and iden-
  tify the presence of dirt, gems, sand, and stone.
  • If you possess the fire package you can divine the pres-
  ence and strength of fires.
  
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  • If you possess the metal package, you can divine and 
  identify the presence of ore deposits and metals.
  • If you possess the plant package you can divine the 
  location of plantlife and creatures possessing the plant 
  creature type.
  • If you possess the Water package you can divine the loca-
  tion and size of bodies of water. 
  Protection
  Augury (divine)
  Cost: 1sp
  You divine whether a particular action will bring good or 
  bad results for you in the immediate future. You receive an 
  omen about the results of a specific course of action that you 
  plan to take within the next 30 minutes, regardless of whether 
  the action will take place within divine range. The GM choos-
  es from the following possible omens:
  • Weal, for good results
  • Woe, for bad results
  • Weal and woe, for both good and bad results
  • Nothing, for results that aren’t especially good or bad
  The effect doesn’t take into account any possible circum-
  stances that might change the outcome, such as the casting of 
  additional spells or the loss or gain of a companion.
  If you cast the effect (or the augury spell) two or more times 
  before completing your next long rest, there is a cumulative 25 
  percent chance for each casting after the first that you get a 
  random reading. The GM makes this roll in secret.
  Detect Protection (divine)
  For the duration, you can divine all creatures you can see 
  within its area and determine which of those creatures have 
  the lowest and highest armor class. Alternatively, you can 
  divine the lowest and highest saving throw each of these crea-
  tures has. You do not however determine the values for any of 
  these attributes.
  Telekinesis
  Detect Density (divine)
  For the duration, you can divine the density and weight 
  of nearby objects and creatures that you can see. Utilize the 
  following chart when determining density:
  Chart: Divine Density
  Density
  Example
  Aura Strength
  Weightless
  Feathers or Balsa Wood
  Dim
  Light
  Coal or Wood
  Faint
  Somewhat 
  Dense
  Flesh or Stone (such as 
  Granite)
  Moderate
  Dense
  Common Metal (such as 
  Copper, Iron, and Steel)
  Strong
  Very Dense
  Uncommon or Rare Metal 
  (such as Adamantium, 
  Lead, Gold, Platinum)
  Overwhelming
  Viewing (divine) 
  Cost: 1 sp
  You can transfer your point of view 
  to any point within its area. You can see 
  and hear from this location. You do not 
  need line of sight or line of effect, but the lo-
  cale must be known—a place familiar to you, or 
  an obvious one such as a distance and direction. 
  Once you have selected the locale, the sensor 
  doesn’t move, but you can rotate it in all direc-
  tions to view the area as desired, in all ways as if 
  you were standing where your sensor is located. 
  This ability creates a scrying sensor, which can be 
  detected with a Wisdom (Perception) check against 
  your sphere DC and may be dispelled.
  Mobile sensor (Augment 1 sp): You can move the sensor 30 
  feet per round in any direction, so long as it remains 
  within your range.
  
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  Time
  Foresight (divine) 
  Duration: 24 hours
  You can divine for a glimpse of the future, giving yourself in-
  sight into the happenings of that day. At any time during that 
  day, you can roll a d4 and add the number rolled to one attack 
  roll, saving throw, or ability check you are about to make. As a 
  reaction, you can grant this benefit to an ally who can both see 
  and hear you. You can only have one use of this ability waiting 
  to be used at a time. You can take this talent multiple times, to 
  a maximum of 5 times. Every time you gain this talent beyond 
  the first, you can use this ability an additional time before 
  having to divine again. Every time you divine for the future, 
  you regain all your uses of this ability for that day.
  Hindsight (divine)
  For the duration, you can divine the events that happened 
  within its area. You can only divine what occurred up to 1 hour 
  per level ago. When you cast Hindsight you are only given the 
  following details: The number of creatures that were in the 
  area, their size, how long they remained in the area, and any 
  movements they made while in the area. In addition, if objects 
  were left unattended or unattended objects were moved 
  during this time, you learn the size and vague shape of such 
  objects.
  Universal
  Detect Magic (divine)
  For the duration, you can potentially divine the presence 
  of magic within its area. Objects or areas that are under the 
  effects of a spell or magic sphere talent or ability, have a faint 
  magic aura around them that you can see. If a creature under 
  the effect of a spell or magic sphere talent or ability fails a 
  Charisma saving throw, you can see a faint magic aura sur-
  rounding them, allowing you to determine whether or not 
  the creature is under the effects of magic. An aura can only 
  be seen while the creature or object is also visible; however, 
  even if you cannot see the creature or object, you do sense the 
  presence and general direction of those auras.
  Augment 1 sp: You can focus on a visible magic aura for 1 
  minute and make a DC 20 Intelligence (Arcana) check. With 
  a successful check, you can also divine additional information 
  about its properties. You can apply this augment multiple 
  times during the same casting of Detect Magic, each time 
  focusing on a different magic aura.
  • If the aura is on an area or creature, you learn what spells 
  or sphere abilities, if any, are currently affecting it.
  • If the aura is on a magic item or some other magic-im-
  bued object, you learn its properties and how to use 
  them, whether it requires attunement to use, and how 
  many charges it has, if any. You learn whether any spell or 
  sphere abilities are affecting the item and what they are. 
  If the item was created by a sphere ability, you learn what 
  sphere ability created it. 
  Detect Spellcaster (divine)
  You can divine the spellcasting capabilities of a creature 
  you can see within its area, utilizing the chart below. Targeted 
  individuals who have no magical abilities show up as having 
  no spellcasting aura, whereas those who have spherecasting, 
  spells, or magical abilities must succeed on a Charisma saving 
  throw or show a spellcaster aura depending on the highest 
  effective spell level of an ability they can use, or their total 
  levels in spherecasting classes. An aura can only be seen while 
  the creature is also visible; however, even if you cannot see the 
  creature, you do sense the presence and general direction of 
  those auras.
  If you are participating in a setting with other forms of mag-
  ic or spellcasting systems, they are detected as appropriate.
  Augment 1 sp: You can focus on a visible spellcaster aura 
  for 1 minute and make a DC 20 Intelligence (Arcana) check. 
  With a successful check, you can learn additional information 
  about their spellcasting abilities, such as their type of magic 
  (arcane, divine, etc.) and what spell list they draw spells known 
  from (bard, cleric, druid, wizard, etc.), if applicable. If the 
  target is a spherecaster with a named casting tradition (i.e. Di-
  vine Petitioner, Druidic, or Traditional Magic), you gain that 
  knowledge as well. Creatures with innate spellcasting show 
  up as having the natural tradition. You can apply this augment 
  multiple times during the same casting of Detect Spellcaster, 
  each time focusing on a different spellcaster aura.
  Table: Detect Spellcaster
  Spherecasting 
  Levels
  Highest Spell Level
  Aura Strength
  0
  Only natural abilities
  None
  1
  Level 0-1 spells
  Dim
  3
  Level 2-3 spells
  Faint
  7
  Level 4-5 spells
  Moderate
  11
  Level 6-7 spells
  Strong
  15
  Level 8 or higher spells
  Overwhelming
  Dowsing (divine) 
  Cost: 1 sp
  You can divine the location of a creature or object within 
  its area. This may be a specific creature or object or a kind 
  of creature or object, but either way you must have a clear 
  mental image of the creature or object to divine for it (thus, 
  you could not divine broadly for traps, creatures of a broad 
  creature type, etc.). If divining for a kind of creature or object, 
  you only locate the closest item of that kind. This method of 
  using divine is not blocked by substances of light or somewhat 
  dense materials (such as wood or stone), but is still blocked by 
  dense and super dense materials (such as iron or lead).
  Warp
  Detect Portal (divine)
  For the duration, you can divine the presence of portals, 
  rifts (including extradimensional spaces), and teleportation 
  circles, both active and inactive within its area. In addition, 
  you gain advantage on ability checks to identify the properties 
  of portals.
  Detect Teleportation (divine)
  For the duration, you can divine the general direction and 
  distance any creature within its area teleports to or has tele-
  ported to within the last 10 minutes. If the creature teleports 
  to a different plane, you immediately learn this, but you do 
  
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  not learn to what plane the creature teleported unless you 
  succeed a DC 20 Intelligence (Arcana) check.
  Weather
  Aeriology (divine)
  Cost: 1 sp
  For the duration, you can read the air to gather information 
  related to anything in a settlement you are currently in. For 
  particularly large settlements, this might only reveal informa-
  tion related to a specific district.
  At the end of each of your turns for the duration of this 
  divination, make a key ability check to gather information as 
  though you had spent 1d4 hours talking to local people, with-
  out having to use an action to do so. Multiple checks made to 
  gather information on the same topic always grants the same 
  information as the first check. You can only make a number of 
  checks equal to 1/2 your level (minimum 1) each time you use 
  this talent.
  Detect Weather (divine)
  For the duration, you can divine the weather at your lo-
  cation for the next 48 hours, providing you with advance 
  warning of storms, tornadoes, and so on. This reveals only the 
  weather that would arise naturally and does not take into ac-
  count any magical occurrences that might change the weather.
  Sense Talents
  Blindfolded Oracle (sense) 
  Cost: 1 sp
  You grant yourself Blindsight out to your sense range. You 
  must close your eyes to use this ability. For the purpose of this 
  ability, opening and closing your eyes requires no action and 
  may be done once per round.
  Comprehend Languages (sense)
  For the duration, you understand the literal meaning of any 
  spoken language that you can hear, but you must be within 
  sense range of the source of the spoken language. You also 
  understand any written language that you can see, but you 
  must be within sense range of the surface on which the words 
  are written. It takes about 1 minute to read one page of text. 
  Comprehend Languages doesn’t reveal innuendos spoken or 
  decode secret messages in a text or glyph, such as an arcane 
  sigil, that isn’t part of the written language.
  Augment 1 sp: You gain advantage on any Intelligence 
  (Investigation) and Wisdom (Insight) checks made to decode 
  secret messages in a text or glyph or to understand spoken 
  innuendos.
  Discern Individual (sense)
  You can gain a sense granting advantage on Intelligence abil-
  ity checks to recall the abilities, resistances, and weaknesses 
  of creatures. If using Spheres of Might, this sense also grants 
  advantage on Intelligence (Investigation) and Wisdom (Per-
  ception) checks when using the Scout sphere’s scout ability. 
  Discern Scrying (sense) 
  You can detect the scrying attempts of others. Any attempt 
  to scry or divine on a location or creature within range of you 
  (unless you purposefully lower this defense) becomes impos-
  sible unless the caster succeeds in a spellcasting ability check 
  against your sphere DC. In addition, you sense if any creature 
  within range is using the divine ability or a divination school 
  spell, as well as the location of any sensors in the area (such as 
  with the Viewing talent or the clairvoyance spell). You become 
  aware of any attempt to scry on you, such as with the scrying 
  spell or the Scrying advanced talent. If these spells and effects 
  originate within your sense range, you immediately know their 
  location. Otherwise, if you match or exceed the other caster 
  in a spellcasting ability check contest, you gain a visual image 
  of the diviner and know their direction and distance from you. 
  You can suppress or resume this sense without an action on 
  your turn.
  Foreshadow (sense) 
  You can gain a sense that warns you of impending danger. 
  You gain advantage on initiative checks and creatures do 
  not gain advantage on attack rolls against you when you are 
  unaware of them.
  Ghost Sight (sense) 
  You can gain a sense that gives you advantage on Wisdom 
  (Perception) checks made to notice invisible or ethereal crea-
  tures. If you succeed at this check, the creature’s outline be-
  comes visible to you. This negates both the usual penalties you 
  would suffer attacking an invisible creature, and the bonuses 
  the creature would normally gain against you. This continues 
  until you lose sight to the creature, in which case you must 
  succeed at a new Wisdom (Perception) check to see them.
  Nature Sense (sense)
  You gain a special sense that grants you proficiency on Intel-
  ligence (Nature) and Wisdom (Survival) checks. If you already 
  have proficiency, you instead gain double your proficiency 
  bonus. You can dismiss this sense at any time as a reaction to 
  reroll any failed Wisdom (Survival) check for avoiding natural 
  hazards or getting lost, gaining advantage on the roll. 
  Scent (sense)
  You gain advantage on Wisdom (Perception) checks that 
  rely on scent. You can pinpoint the location of a creature 
  within sense range by their scent as a bonus action.
  See Hazard (sense) 
  Cost: 1 sp
  You gain a +5 bonus on passive perception checks to notice 
  traps and hazards, be they mechanical (trip wires, dart throw-
  ers, etc.) magical (rune spells, sigils, etc.) or natural (quicksand, 
  pit falls, etc.). This bonus does not stack with other bonuses 
  on passive perception (such as the Observant feat). This does 
  not give you insight into disabling such traps or hazards.
  Sense Magic (sense) 
  Cost: 1 sp
  You can grant yourself the ability to sense magic, as if using 
  Detect Magic divine ability as a constant ability, but only to 
  your sense range.
  Shared Perception (sense)
  Cost: 1 sp
  You can grant a special sense to a number of creatures with-
  in range equal to your proficiency bonus. As long as the targets 
  remain within 300 feet of each other, all affected creatures 
  share in the sensory perceptions of all the others. This grants 
  the targets the ability to see, smell, hear, etc. whatever the 
  other targets do. This sense, while not requiring seeing each 
  
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  other, does require line of effect, and is blocked by dense 
  materials as if it were a divine talent or ability.
  Sniper’s Eye (sense)
  You can ignore one source of disadvantage on ranged attack 
  rolls from distance or environmental effects (wind, obscured 
  vision, etc.).
  Tremorsense (sense)
  You gain tremorsense; you can detect and pinpoint the 
  origin of vibrations within range, provided that you and the 
  source of the vibrations are in contact with the same ground 
  or substance. Tremorsense can’t be used to detect flying or 
  incorporeal creatures.
  Other Talents
  Expanded Divinations
  Pick any three alternate divinations. You gain access to those 
  alternate divinations as if you possessed the requisite spheres. 
  If the alternate divination has an additional prerequisite such 
  as the Nature sphere’s Divine Nature, you pick which one you 
  gain access to upon acquiring it. If the alternate divination is 
  one with an increased effect based on the number of times it 
  is taken, such as Foresight (divine), you can use Expanded Div-
  inations to take that alternate divination multiple times. This 
  talent may be taken multiple times, granting three alternate 
  divinations each time. Should you later gain access to a select-
  ed alternate divination by gaining its sphere, you can retrain 
  the choice of that alternate divination to another alternate 
  divination.
  Fast Divinations 
  You may augment your divine ability in the following ways:
  Augment 0 sp: The casting time of divine becomes 1 minute.
  Augment 0 sp: Focusing on an aura requires less time. If 
  the (divine) talent required focusing on an aura for 1 minute, 
  it now requires only a bonus action. If the (divine) talent re-
  quired focusing on an aura for a bonus action, it now requires 
  no additional action.
  Augment 1 sp: For the duration, you can, as an action or a 
  bonus action, switch between (divine) talents on an ongoing 
  casting of divine. Auras from (divine) talents that have been 
  switched out are not visible to you, but will be visible again if 
  switched back before the end of the duration. If switching to 
  a (divine) talent with a spell point cost, you must pay it only 
  once per this use of divine.
  Invasive Divinations
  Creatures have disadvantage on any saving throws made 
  against your (divine) talents and abilities. In addition, whenev-
  er you successfully use a recall lore augment to gain additional 
  information about a target, you also learn their immunities, 
  resistances, and vulnerabilities.
  Sensory Overload
  Casting Time: 1 action
  Range: 120 feet
  Duration: Concentration up to 1 minute
  Target: One creature that you can see
  Saving Throw: Intelligence
  Cost: 1 sp
  You can target a creature within range, causing all of its 
  senses (and temporarily granting senses that it does not 
  normally have) to overload with information. Both the caster 
  and creatures under the effect of Sensory Overload cannot 
  take any actions, cannot move, and are considered blind. A 
  successful Intelligence saving throw negates this effect for the 
  targeted creatures. When first casting Sensory Overload and 
  at the end of each round that you continue to concentrate on 
  the effect, the targeted creature takes your level in psychic 
  damage. At the end of each of its turns, an affected creature 
  can make an Intelligence saving throw. On a success, the effect 
  ends for that creature. The caster remains blind until the start 
  of the turn after ending concentration.
  Augment 1 sp: You can target a number of creatures in 
  range equal to your proficiency bonus.
  Augment 1 sp: The caster may take actions, move, and is 
  no longer considered blind during the effect.
  Augment 2 sp: The effect persists for the remaining du-
  ration without concentration. This augment may be applied 
  after the effect is cast on your turn without an action.
  Divination Advanced Talents
  Advanced Senses (sense)
  Prerequisites: Divination sphere.
  You gain the following (sense) abilities based on the spheres 
  you possess:
  • Lifesense: Cost 2 sp; Sphere Life. You can sense and 
  locate living creatures within sense range as if you had the 
  blindsight ability. Creatures of the construct and undead 
  types are undetectable with this sense.
  • See in Darkness: Cost 2 sp; Sphere Dark. You can 
  see perfectly in darkness within your sense range. When 
  entering magical darkness that you did not create, make 
  a spellcasting ability check against the spell save DC or 
  sphere DC of the magical darkness to see in it.
  • Spirit Sense: Cost 2 sp; Sphere Death. You can know 
  when immortal or deathless beings are nearby. You can 
  sense the presence of creatures of the celestial, fey, fiend, 
  and undead types as well as creatures that are ethereal or 
  incorporeal within sense range as if you had the blind-
  sight ability.
  • Storm Vision: Cost 0 sp; Sphere Weather. You gain a 
  special sense granting the ability to negate any conceal-
  ment and penalties (including disadvantage) to Wisdom 
  (Perception) directly caused by weather (be they magical 
  such as Weather sphere talents and abilities or natural), 
  within sense range.
  • Thoughtsense: Cost 2 sp; Sphere Mind. You auto-
  matically detect and locate conscious creatures within 
  sense range. This ability functions similarly to blind-
  sight. Nondetection, mind blank, and similar effects block 
  thoughtsense. Thoughtsense can distinguish between 
  sentient (creatures who can speak at least one language), 
  semi-sentient (creatures who can understand, but not 
  speak at least one language) and non-sentient (creatures 
  who do not speak or understand at least one language) 
  creatures, but otherwise provides no information about 
  
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  the creatures it detects.
  • Touchsight: Cost 3 sp; Sphere Telekinesis. You gain 
  the ability to “feel” your surroundings even when your 
  sight would otherwise be obscured by your physical envi-
  ronment. Your touchsight field emanates from you out to 
  sense range. You ignore invisibility, darkness, and conceal-
  ment, though you must have line of effect to a creature or 
  an object to discern it. You do not need to make Wisdom 
  (Perception) checks to notice creatures; you can detect 
  and pinpoint all creatures within range. In many circum-
  stances, comparing your regular senses to what you learn 
  with touchsight is enough to tell you the difference be-
  tween visible, invisible, hiding, and concealed creatures.
  Delve For Knowledge (divine)
  Prerequisites: Divination sphere (Read Omens), 11th level 
  or higher
  Augment 2 sp: You can delve the universe for the answer 
  to a specific question. Delving in this manner is not an exact 
  practice, and the only answers you can receive are ‘yes’, ‘no’, 
  ‘unclear’, or ‘unknown’. You have a 50% chance +1% per level 
  of gaining a true answer. A failed roll produces an ‘unknown’ 
  answer, while a roll of 90% or higher produces a lie. If you use 
  this ability to ask the same question twice, the same answer 
  repeats.
  Note: GMs are fully encouraged to use their own numbers 
  and methods for determining when true, untrue, or unknown 
  answers are gained. A caster divining knowledge could be 
  asking friendly gods, bargaining with the Fates, reading the 
  tablets of life, or using any number of alternate methods for 
  gaining knowledge. As such, the specifics of this ability can 
  vary widely between campaigns—friendly gods may always 
  answer truthfully, while Fates may require specific bargains to 
  be made in exchange for knowledge. It is always possible that 
  the source of information being asked simply doesn’t know 
  the answers to certain questions.
  Detect Planeshift
  Prerequisites: Divination sphere (Detect Teleportation), 
  5th level or higher.
  Augment 0 sp: When using Detect Teleportation, you also 
  divine the exact plane where a creature you saw has teleport-
  ed. Should you find yourself on that plane while maintaining 
  this ability, you divine the general direction that the creature 
  has planeshifted in and continue to hold onto the general di-
  rection of the teleportation until the effect ends. You can use 
  divine again to again ascertain this direction for as long as you 
  remain on the plane.
  Find Location (divine)
  Prerequisites: Divination sphere (Dowsing), Universal 
  sphere (Reaching (metasphere)), 15th level or higher.
  Augment 3 sp: You can find the location of any one 
  creature or object. To find a creature, you must have seen the 
  creature or have some item that once belonged to it. To find 
  an object, you must have touched it at least once. This ability 
  has unlimited range and functions across planar boundaries.
  Find Location circumvents normal means of protection 
  from scrying or other means of nondetection. Indeed, nothing 
  short of a mind blank spell, the Unplottable advanced Pro-
  tection talent, or the direct intervention of a deity keeps you 
  from learning the exact location of the targeted individual or 
  object. You learn the name of the creature or object’s location 
  (place, name, business name, building name, or the like), com-
  munity, county (or similar political division), country, conti-
  nent, and the plane of existence where the target lies.
  Greater Scrying (divine)
  Prerequisites: Divination sphere (Scrying, Viewing), Uni-
  versal sphere (Reaching (metasphere)); 15th level or higher.
  Augment 1 sp: When using the Scrying advanced talent, 
  you can move your sensor without following a target with a 
  speed of 150 feet once each round with no required action.
  Penetrating Divination
  Prerequisites: Divination sphere.
  When using Divination sphere talents or abilities, any divine 
  or sense abilities normally blocked by dense substances, can 
  now penetrate 5 feet of stone, 6 inches of common metal, a 
  half inch of lead, or 15 feet of wood. You can take this ad-
  vanced talent a second time increasing the thickness you can 
  penetrate to 10 feet of stone, 1 foot of common metal, an inch 
  of lead, or 30 feet of wood.
  Read Omens (divine)
  Prerequisites: Divination sphere (Augury), 5th level or 
  higher.
  Augment 1 sp: Your Augury allows you to divine further 
  into the future. You gain useful advice in reply to one question 
  regarding a specific goal, event, or activity to occur within 1 
  week. This advice could be a useful phrase or a cryptic omen 
  or rhyme. If you do not act on the information, the conditions 
  may change so that the information is no longer useful. The 
  base chance for a correct divination is 70% + 1% per level, to a 
  maximum of 90%. If the die roll fails, you receive no informa-
  tion and know the attempt failed, unless specific magic yield-
  ing false information is at work. Multiple divinations about 
  the same topic by the same caster use the same dice result as 
  the first attempt and yield the same answer each time.
  Scrying
  Prerequisites: Divination sphere (Viewing), Universal 
  sphere (Reaching (metasphere)), 11th level or higher.
  Augment 2 sp: You can increase the casting time of divine 
  to 1 hour to observe a creature as if using the Viewing talent, 
  but over any distance. If targeting a creature, the target is al-
  lowed a Wisdom saving throw to resist being viewed, which is 
  subject to the following modifiers depending on your knowl-
  edge and connection to the desired creature. Creatures or 
  objects on a different plane receive an extra +5 bonus to their 
  Wisdom saving throw.
  
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  Table: Familiarity (Scrying)
  Knowledge
  Wisdom Save 
  Modifier
  None*
  +10
  Secondhand (you have heard of the subject)
  +5
  Firsthand (you have met the subject)
  +0
  Familiar (you know the subject well)
  -5
  *You must have some sort of connection (see below) to a 
  creature of which you have no knowledge
  Table: Connection (Scrying)
  Connection
  Wisdom Save 
  Modifier
  Likeness or picture
  -2
  You have one of the creature’s possessions, 
  or have a person present who once owned 
  the object
  -4
  You possess a piece of the subject (Body 
  part, lock of hair, broken fragment, etc.)
  -10
  If the saving throw fails, you can see and hear the subject 
  and its surroundings as the Viewing talent. If the saving throw 
  succeeds, you cannot Scry on the target again for 24 hours. If 
  the subject moves, the sensor follows at a speed of up to 150 
  feet.
  Instead of targeting a creature, you can choose a location 
  you have seen before as the target of this spell. When you do, 
  the sensor appears at that location and doesn’t move. 
  Track Aura (divine)
  Prerequisites: Divination sphere.
  For the duration, you can divine the presence of individual 
  auras belonging to creatures that have recently been in that 
  area. This does not reveal any information about those crea-
  tures other than the strength of their aura, but each aura pos-
  sesses a unique signature. Individual auras only linger for an 
  amount of time based upon the strength of their aura. While 
  an individual aura is lingering, you can track the creature as if 
  they left tracks. You must still make Wisdom (Survival) checks 
  to follow the trail, but terrain and weather conditions have 
  no effect on your tracking ability. If you encounter the same 
  individual aura more than once while divining, you can with a 
  successful DC 20 Intelligence (Investigation) check determine 
  that they belong to the same creature.
  Table: Track Aura
  Level (CR)
  Aura Strength
  Aura Duration
  1-4 (2 or less)
  Dim
  1 minute
  5-8 (3-4)
  Faint
  10 minutes
  9-12 (5-6)
  Moderate
  1 hour
  13-16 (7-8)
  Strong
  24 hours
  17+ (9 or higher)
  Overwhelming
  1 week
  Augment 1 sp: You can remember and retain any individual 
  auras you divined with this use of Track Aura for 24 hours. 
  You can use and compare any remembered auras to individual 
  auras you encounter with additional castings of Track Aura.
   Alter Egos, Fugitives, Vigilantes, and Track Aura
  While it is very easy to identify lower level creatures indi-
  vidually, their auras do not last very long, which is why many 
  petty thieves can go undetected, even in settlements that have 
  access to this ability. However, thieves of great skill or renown 
  can quickly become easy to spot, becoming celebrities as their 
  deeds are easily identified, even if they themselves are diffi-
  cult to capture. However, members of the Alter Ego class (see 
  Spheres of Might) have special benefits in regard to detecting 
  auras: so long as a caster does not know that an Alter Ego’s 
  personas all belong to the same creature, they detect as com-
  pletely different people.
  True Seeing (sense)
  Prerequisites: Divination sphere (Advanced Senses), 11th 
  level or higher.
  Cost: 2 sp
  You can gain the ability to see all things as they actually. You 
  see through normal and magical darkness, notice secret doors 
  hidden by magic, see the exact locations of creatures or ob-
  jects under blur or displacement effects, see invisible creatures 
  or objects normally, see through illusions, and see the true 
  form of polymorphed, changed, or transmuted things. Further, 
  you can focus your vision to see into the Ethereal Plane (but 
  not into extra-dimensional spaces).
  This ability does not grant the ability to see through solid 
  objects and does not negate concealment, including that 
  caused by fog and the like. True Seeing does not help the 
  viewer see through mundane disguises, spot creatures who 
  are simply hiding, or notice secret doors hidden by mundane 
  means. In addition, this sight does not work in conjunction 
  with other viewing magic, such as Scrying or Viewing Divina-
  tion talents.
  Unobscured Vision (sense)
  Prerequisites: Divination sphere (Ghost Sight), 11th level 
  or higher.
  Cost: 3 sp
  You can gain a special sense that grants the ability to see 
  into and through solid matter. Your range of unobscured 
  vision is 30 feet, with the viewer seeing as if he were looking 
  at something in normal light even if there is no illumination. 
  Unobscured Vision despite the name, can be blocked by dense 
  materials as if it were a divine talent or ability.
  Variants
  Limited Divination
  Choose either sense or divine. You gain only this ability and 
  cannot take talents that only affect abilities you do not pos-
  sess. You gain a bonus talent of the selected type.
  Shaped Divination
  When using divine or sense, the ability only functions inside 
  a cone shaped area rather than a sphere centered upon your-
  self. This variant in no other way changes the range at which 
  you can divine targets. Once per round, on your turn, you can 
  change the direction of this cone; no action is required. You 
  gain a bonus talent from this sphere.
  
  131
  You can place enhancements on crea-
  tures and objects, altering their properties.
  When you first gain the Enhancement 
  sphere, you gain the degrade and enhance abilities and one (en-
  hance) or (degrade) talent of your choice.
  Degrade
  Casting Time: 1 action
  Range: 30 feet
  Duration: Concentration, up to 10 minutes
  Target: 1 creature or object
  Cost: 0 sp
  Saving Throw: Wisdom
  You can degrade a creature or object within range. The target 
  is allowed a Wisdom saving throw to negate the effect on itself 
  or objects in its possession.  At the end of each of its turns, 
  an affected creature can make a Wisdom saving throw. On a 
  success, the effect ends for that creature or an object in its 
  possession.
  Augment 2 sp: The effect persists for the remaining du-
  ration without concentration. This augment may be applied 
  after the effect is cast on your turn without an action.
  Enhance
  Casting Time: 1 action
  Range: 30 feet
  Duration: Concentration, up to 10 minutes
  Target: 1 creature or object
  Cost: 0 sp
  Saving Throw: Wisdom
  You can enhance a creature or object within range. If target-
  ing a creature or intelligent item that doesn’t want to be en-
  hanced (or an item in the possession of a creature that doesn’t 
  want their item enhanced), the target is allowed a Wisdom 
  saving throw to negate the effect. At the end of each of its 
  turns, an affected creature can make a Wisdom saving throw. 
  On a success, the effect ends for that creature or an object in 
  its possession.
  Augment 2 sp: The effect persists for the remaining du-
  ration without concentration. This augment may be applied 
  after the effect is cast on your turn without an action.
  If an ability grants both degrade and enhance options, at-
  tempting to apply the degrade option to a target under the 
  effects of the enhance, or vice versa, requires you to succeed 
  on a spellcasting ability check against the sphere DC of the 
  existing effect; if successful, you counter the previous effect 
  rather than applying the new one.
  Talents marked as (degrade) or (enhance) grant you new op-
  tions you can bestow. When using a degrade or enhance ability, 
  you choose one option among those you possess to bestow. 
  Some talents have a spell point cost different than the base 
  degrade or enhance abilities; these replace the base cost of the 
  ability when used.
  Enhancement Sphere
  Enhancement Basic Talents
  Enhance and Degrade Talents
  Animate Object (degrade, enhance) 
  Degrade
  You can degrade a creature of the construct type, causing it 
  to be restrained if it fails its saving throw.
  Enhance
  Cost: 2 sp
  You can enhance a Tiny object, bestowing movement and a 
  semblance of life. The object obeys your command and un-
  derstands your language, but as it is not intelligent, it can only 
  obey simple commands such as ‘move’, ‘fight’, ‘guard’, ‘stop’, 
  etc.
  If you animate an enemy’s weapon, the weapon cannot move 
  and attack while it is being held, but the wielder must pass 
  a Dexterity saving throw equal to your Enhancement sphere 
  DC each round they hold the item or lose their action fighting 
  their weapon for control. If you animate a creature’s armor 
  or clothing, the creature becomes grappled and must pass a 
  Dexterity saving throw each round or also be restrained.
  As a bonus action, you can mentally command any creature 
  you made with this effect if the creature is within 500 feet of 
  you (if you control multiple creatures, you can command any 
  or all of them at the same time, issuing the same command 
  to each one). You decide what action the creature will take 
  and where it will move during its next turn, or you can issue 
  a general command, such as to guard a particular chamber or 
  corridor. If you issue no commands, the creature only uses the 
  Disengage, Dodge, or Hide actions to defend itself the best it 
  can against hostile creatures. Once given an order, the crea-
  ture continues to follow it until its task is complete.
  An animated object is a construct with AC, hit points, 
  attacks, Strength, and Dexterity determined by its size. Its 
  Constitution is 10 and its Intelligence and Wisdom are 3, and 
  its Charisma is 1. Its speed is 30 feet; if the object lacks legs or 
  other appendages it can use for locomotion, it instead has a 
  flying speed of 30 feet and can hover. If the object is securely 
  attached to a surface or a larger object, such as a chain bolted 
  to a wall, its speed is 0. It has blindsight with a radius of 30 
  feet and is blind beyond that distance. When the animated 
  object drops to 0 hit points, it reverts to its original object 
  form, and any remaining damage carries over to its original 
  object form.
  If you command an object to attack, it can make a single 
  melee attack against a creature within 5 feet of it. It makes 
  a slam attack with an attack bonus and bludgeoning damage 
  determined by its size. The GM might rule that a specific 
  object inflicts slashing or piercing damage based on its form, 
  or other types of damage as appropriate (such as fire damage 
  for an animated torch).
  
  132
  The maximum size of the object you can target increases by 
  one size category at 5th level (Small), 11th (Medium), and 17th 
  level (Large).
  Augment 1 sp: You can target an object one size larger 
  than normal.
  Augment 2 sp: You can target an object two sizes larger 
  than normal.
  Table: Animate Object
  Size
  HP
  AC
  Str
  Dex
  Attack
  Tiny
  20
  18
  4
  18
  +8 to hit, 1d4 + 4 
  damage
  Small
  25
  16
  6
  14
  +6 to hit, 1d8 + 2 
  damage
  Medium
  40
  13
  10
  12
  +5 to hit, 2d6 + 1 
  damage
  Large
  50
  10
  14
  10
  +6 to hit, 2d10 + 2 
  damage
  Huge
  80
  10
  18
  6
  +8 to hit, 2d12 + 4 
  damage
  Gargantuan
  120
  10
  22
  4
  +10 to hit, 3d12 + 6 
  damage
  Optional Rule: Animating Structural Features
  With this optional rule, Animate Object can be used on 
  portions of structures, allowing casters to animate a hallway 
  within a castle or the front door of a cottage. Objects animat-
  ed in this way are immobile.
  In exchange for this limitation, the animated portion of the 
  structure may attack creatures that are within reach of any of 
  its surfaces, and is immune to any effect that would move it 
  that couldn’t also move the structure it is a component of.
  Bestow Intelligence (degrade, enhance) 
  Degrade
  You can degrade a creature of the construct type, reducing its 
  intelligence score to 2 (unless it would be lower) and removing 
  its ability to speak or understand any languages.
  Augment 1 sp: The affected construct is also stunned for 
  1d4 rounds. 
  Enhance
  Cost: 1 sp
  You can enhance a tree, an object, or a creature with no In-
  telligence or an Intelligence of 3 or less, granting it temporary 
  intelligence. The target gains an Intelligence of 10 and the 
  ability to speak and understand one language you know. If you 
  are targeting a magic object or tree, it also gains senses similar 
  to a human’s and a Wisdom or Charisma of 10. This does not 
  grant the target extra abilities nor the ability to move. If a tar-
  get creature had immunity to psychic damage or the charmed 
  or frightened conditions due to being mindless, it loses those 
  immunities.
  The creature or object is friendly towards you, but does 
  not gain greater insight into its surroundings before it gained 
  intelligence (thus, an intelligent rock could not tell you who 
  passed by it before it gained sentience, nor an intelligent tree 
  describe a creature who climbed it the day before), nor does 
  it automatically obey your commands, although it will usually 
  provide favors and aid that is not too dangerous. 
  If you possess the Animate Object talent, it gains the follow-
  ing augment:
  Augment 1 sp: Your animated object gains intelligence, as 
  the Bestow Intelligence enhancement. The object still obeys 
  you explicitly even though it is now intelligent.
  Deadly Weapon (degrade, enhance)
  You gain the following abilities:
  Keen Weapon
  Degrade
  You can degrade a weapon, natural weapon, or unarmed 
  strike; attacks made with this weapon treat all damage dice 
  rolled as having rolled a 1 and are incapable of making critical 
  hits.
  Enhance
  You can enhance a weapon, natural weapon, or unarmed 
  strike; attacks made with this weapon score a critical hit on a 
  roll of 19 or 20.
  Pursuant Ammunition
  Degrade
  You can degrade a ranged weapon or ranged natural weap-
  on, granting ammunition fired out of it a rudimentary mind. 
  Ranged attacks made with this weapon have disadvantage. If 
  such an attack misses and there is a creature allied with the 
  attacker within 30 feet of the target, the ammunition veers 
  toward the ally. Roll a new attack, without disadvantage from 
  this ability, against the AC of the nearest ally of the attacker 
  and apply the result of the attack to that creature.
  Enhance
  You can enhance a ranged weapon or ranged natural weap-
  on, granting ammunition fired out of it a rudimentary mind. 
  Ranged attacks with that weapon treat the target’s cover level 
  as one lower (full cover becomes three-quarters cover, three 
  quarters cover becomes half cover, half cover is ignored). To 
  target a creature with total cover, there must be a gap in the 
  cover large enough to fit the ammunition through.
  Versatile Weapon
  Enhance
  You can enhance a weapon, natural weapon, or unarmed 
  strike, causing it to be treated as a chosen type of material for 
  the purposes of bypassing damage resistance.
  Energy Weapon (enhance) 
  Enhance
  You can enhance a weapon, allowing it to deal an addition-
  al 1d6 damage of either acid, cold, fire, lightning, necrotic, 
  radiant, or thunder, chosen when the ability is cast. A weapon 
  cannot benefit from more than one instance of this effect; 
  if cast on a weapon already benefiting from this ability, the 
  previous instance ends.
  Enhance Equipment (degrade, enhance)
  Enhance
  You can enhance a weapon, natural weapon, suit of armor, or 
  shield, making it count as magic and granting it a bonus to 
  attack and damage rolls (if a weapon or natural weapon) or to 
  
  133
  AC (if armor) equal to half your proficiency bonus, rounded 
  down. This does not stack with any magic bonus to attack and 
  damage rolls or to AC already granted by the item. You can 
  treat clothing or a creature’s body as armor for the purpose of 
  applying AC. Objects that could be used as improvised weap-
  ons may benefit from this effect.
  Degrade
  You can degrade a weapon, natural weapon, suit of armor, or 
  shield. Any magical bonuses to attack, damage, or AC from 
  the target are suppressed for the duration.
  Enhance Poison (degrade, enhance)
  You gain the following abilities:
  Corrosive Poison
  Enhance
  You can enhance a natural weapon or object that deals poison 
  damage, rendering it corrosive, changing the poison damage 
  to acid damage.
  Enhance Virulence
  Degrade
  You can degrade a dose of poison; any creature making a 
  saving throw against the effects of the dose of poison has ad-
  vantage on the saving throw. You can apply this degrade effect 
  to a natural weapon that deals poison damage or inflicts the 
  poisoned condition; the effects apply to all attacks made with 
  it for the duration of the effect. You can degrade one source of 
  poison damage or the poisoned condition affecting a creature; 
  the creature gains advantage on saving throws against the 
  targeted effect.
  Enhance
  You can enhance a dose of poison; any creature making a 
  saving throw against the effects of the dose of poison have 
  disadvantage on the saving throw. You can apply this enhance 
  effect to a natural weapon that deals poison damage or inflicts 
  the poisoned condition; the effects apply to the next success-
  ful attack made with it.
  Enhance Size (degrade, enhance)
  You gain the following enhance abilities:
  Enhance Capacity
  Degrade
  You can degrade creatures, reducing their carrying capacity to 
  1/4th its usual amount.
  Augment 1 sp: The creature’s carrying capacity is instead 
  reduced to 1/8th.
  Enhance
  You can enhance creatures, doubling their carrying capacity.
  Augment 1 sp: The creature’s carrying capacity is instead 
  multiplied by 4.
  Improved Flexibility
  Degrade
  You can degrade a creature, forcing it to be treated as one 
  size larger when squeezing through tight places.
  Enhance
  You can enhance a creature, allowing it to be treated as one 
  size smaller when squeezing through tight places.
  False Energy (enhance)
  You gain the following enhance abilities:
  Ignore Exhaustion
  Enhance
  You can apply an enhancement to a creature, allowing it to 
  temporarily treat its exhaustion level as a number of levels 
  lower equal to your proficiency bonus. The target is still 
  exhausted for the purpose of effects that increase exhaustion, 
  but the target can only die of exhaustion if their reduced ex-
  haustion value is 6 or greater. The creature also adds your level 
  to their Constitution score for the purpose of how long it may 
  hold its breath or run before making Constitution checks. As 
  a side effect, applying this enhancement to a sleeping creature 
  causes it to immediately wake up.
  Resist Debilitation
  Enhance
  You can enhance creatures, allowing them to ignore a reduc-
  tion to one ability score, up to twice your proficiency bonus.
  Speed Control (degrade, enhance)
  Degrade
  You can degrade a creature, halving one movement speed. 
  Augment 1 sp: the creature cannot take the Disengage 
  action.
  Augment 1 sp: You completely remove one of a creature’s 
  special movement speeds, such as 
  flight or burrowing; if the creature in 
  question has a natural flight speed, they glide 
  safely to the ground.
  Enhance
  You can enhance creatures, grant-
  ing them a +10 foot bonus to any 
  movement speed it possesses. 
  This speed bonus increases by 
  +5 feet at 5th (15 feet), 11th 
  (20 feet), and 17th (25 feet) 
  levels.
  Weight Control (degrade, 
  enhance) 
  Degrade
  You can degrade an object 
  or creature, doubling its 
  weight and reducing all 
  movement speeds by 10 feet, 
  and making it unable to take the 
  Dash action. 
  Enhance
  You can enhance an object or 
  creature, reducing its weight 
  or even making it weightless. 
  You can make Tiny creatures 
  and objects weightless at 
  1st level, which improves 
  to Small objects at 5th 
  level, Medium objects 
  at 11th level, and Large 
  objects at 17th 
  level. 
  
  134
  Targets one size too big are instead reduced to half-weight, 
  while objects one size smaller than your maximum can instead 
  be made to float.
  The following effects happen to targets that are half-weight, 
  weightless, or floating. These effects stack (thus, a weightless 
  object would receive both the weightless and half-weight 
  effects).
  Half-Weight: A half-weight creature suffers disadvantage 
  on checks made to resist being shoved.
  Weightless: A weightless creature or object counts as being 
  one size smaller than normal when determining who can lift 
  it through effects determined by size, such as through teleki-
  nesis or the Rock Throw talent (see Spheres of Might). Larger 
  weightless weapons do not give disadvantage when wielded by 
  a creature one size too small for it.
  Floating: You can choose to move the target up or down 20 
  feet per round. While you cannot make an object or creature 
  move any direction other than up or down, this can easily be 
  combined with telekinesis, wind power, or pushing off a wall 
  (at half the target’s usual speed) to create flight-like effects. 
  Unwilling creatures are allowed a new saving throw each 
  round to negate this effect on themselves, but they may suffer 
  falling damage if successful.
  Augment 1 sp: Increase the size object you can affect 
  increases by 2 size categories.
  Manipulate Hardness (degrade, enhance) 
  You can manipulate the durability of objects. Targeting a 
  creature’s worn equipment does not grant the benefit to the 
  creature.
  Degrade
  You can degrade an object, giving it vulnerability to bludgeon-
  ing, piercing, and slashing damage. If the target has resistance 
  to one of these damage types, it loses that resistance instead 
  of gaining vulnerability. If the target was immune to a damage 
  type, it instead loses its immunity and gains resistance.
  Augment 2 sp: You can apply this effect to a creature.
  Enhance
  You can enhance an object to give it resistance to bludgeon-
  ing, piercing, and slashing damage.
  Augment 2 sp: You can apply this effect to a creature.
  Mental Enhancement (degrade, enhance) 
  You gain the following abilities:
  Enhance Focus
  Degrade
  You can degrade creatures. The target cannot add its profi-
  ciency bonus to any skill or tool ability check it makes.
  Enhance
  You can enhance creatures. Choose one skill or tool proficien-
  cy; when making an ability check using that skill or tool, the 
  affected creature may choose to treat the result as if they had 
  rolled a 10 instead of rolling.
  Enhance Mind
  Degrade
  You can degrade creatures, imposing disadvantage on Intelli-
  gence, Wisdom, and Charisma ability checks.
  Enhance
  You can enhance creatures, granting them advantage on Intel-
  ligence, Wisdom, and Charisma ability checks.
  Muffle Sound (degrade, enhance)
  Degrade
  You can degrade a creature or object, amplifying any sound it 
  creates. Wisdom (Perception) checks made to hear any sounds 
  it makes gain advantage. Affected creatures and creatures in 
  possession of affected objects take disadvantage on Stealth.
  Enhance
  You can enhance a creature or object, muffling any sound it 
  creates. Wisdom (Perception) checks made to hear any sounds 
  it makes suffer disadvantage.
  Physical Enhancement (degrade, enhance) 
  You gain the following abilities:
  Enhance Physique
  Degrade
  You can degrade creatures, imposing disadvantage on 
  Strength, Dexterity, and Constitution ability checks.
  Enhance
  You can enhance creatures, granting them advantage on ei-
  ther Strength, Dexterity, or Constitution ability checks.
  Superior Reflexes
  Degrade
  You can degrade creatures, giving them disadvantage on ini-
  tiative checks and removing their ability to make opportunity 
  attacks. If this effect is applied after initiative has been rolled, 
  roll the affected creature’s initiative again, applying disadvan-
  tage. The creature acts on the new initiative if it is lower than 
  the original, otherwise the original initiative is maintained.
  Enhance
  You can enhance creatures, giving them advantage on initia-
  tive checks and allowing them to make one opportunity attack 
  each round without spending their reaction. If this effect is 
  applied after initiative has been rolled, roll the affected crea-
  ture’s initiative again, applying advantage. The creature acts 
  on the new initiative if it is higher than the original, otherwise 
  the original initiative is maintained.
  Staunch Resistance (degrade, enhance)
  Degrade
  You can degrade creatures, giving them disadvantage on all 
  saving throws.
  Enhance
  You can enhance creatures, granting them proficiency with 
  one saving throw.
  Steal Ability (degrade)
  You gain the following abilities:
  Steal Senses
  Degrade
  Cost: 1 sp
  You can degrade creatures, causing them to become either 
  blind or deaf (your choice), or to lose one special sense such as 
  the scent ability, Tremorsense, Blindsense, Blindsight, etc.
  
  135
  Still Tongue
  Degrade
  You can degrade creatures, rendering them incapable of 
  speech and unable to supply verbal components. If it has 
  telepathy or some other means of communicating without 
  speech (including sign language or writing), you can render 
  one such means of communication impossible instead.
  Other Talents
  Dual Enhancement
  Augment 1 sp: Whenever you degrade or enhance with a (de-
  grade) or (enhance) talent that gives you multiple options, you 
  can select two options from that individual talent. For exam-
  ple, you could use Physical Enhancement to provide a bonus 
  to Strength and Constitution simultaneously or use Enhance 
  Equipment to have a shield give a bonus to attack and damage 
  (if used to make attacks) as well as AC.
  Augment 2 sp: Whenever you use a degrade or enhance 
  ability, you can choose to bestow two different options that 
  you possess with a single casting. For example if you have the 
  Energy Weapon (enhance) talent and the Enhance Equip-
  ment (enhance) talent, you can choose to bestow both enhance 
  options when using the enhance ability. The spell point costs 
  of each of the two (enhance) talents are combined, and it is 
  treated as a single sphere effect for the purpose of countering 
  and dispelling.
  Advanced Enhancement 
  Talents
  Bestow Sentience
  Prerequisites: Enhancement sphere (Animate Object, Be-
  stow Intelligence), 11th level or higher.
  Augment 3 sp: You can increase the casting time of your 
  Bestow Intelligence enhance to 24 hours to bring a beast, body, 
  tree, or magic object to full sentience. This is an instanta-
  neous effect, and as such is a permanent change and cannot be 
  dispelled. This has no effect on a creature with an Intelligence 
  of 3 or higher.
  This ability may manifest in one of the following ways:
  • You transform a tree into an intelligent animated object, 
  granting it the benefits of your Animate Object and Be-
  stow Intelligence enhancements.
  • You transform a beast into an awakened beast, giving it 
  the benefits of Bestow Intelligence permanently.
  • You grant life to an empty body. This could be a body 
  created through the Fleshcraft and Create Raw Materials 
  Creation advanced talents, or a body crafted from parts 
  of other recently slain bodies sewed together. The created 
  creature is a simple being (no background, no class, 10 in 
  all ability scores and 4 hp, race determined by the body’s 
  composition), but with GM permission may roll ability 
  scores normally and be trained to gain its own class and 
  background.
  • You transform a magical object into an intelligent item 
  with a 10 Intelligence, Wisdom, and Charisma. The item 
  must be a permanent magical item (thus scrolls, wands, 
  potions, etc. cannot be enhanced in this way), and the 
  item does not gain any powers.
  The target creature usually shares your alignment and is 
  charmed by you for 30 days or until you or your companions 
  do anything harmful to it. When the charmed condition ends, 
  the creature chooses whether to remain friendly to you, based 
  on how you treated it while it was charmed.
  Referential Enhancements
  Prerequisites: Enhancement sphere, Universal sphere (Ex-
  tended (metasphere), Mass (metasphere)), 15th level or higher.
  Augment 2 sp: Whenever you augment a degrade or enhance 
  ability with the Mass (metasphere) talent, you can have the de-
  grade or enhance ability affect a 30 foot burst instead. If you do 
  so, the effect’s duration changes to 1 week, no concentration 
  is required, and it affects all valid targets that are within the 
  area; the benefits and penalties fade immediately if the target 
  leaves the area.
  Upon using this talent, you can exclude targets from the 
  effect based on some visible or audible criterion. This would 
  allow you to, say, have Enhance Equipment affect any swords 
  within the area, or have Steal Ability apply only to creatures 
  who are not prominently showing a particular badge.
  Reverse Gravity (enhance)
  Prerequisite: Enhancement sphere (Lighten), 15th level or 
  higher.
  Augment 2 sp: You can enhance an area of up to 10 10-foot 
  cubes, arranged contiguously.
  Within this area, gravity reverses. Unattached objects and 
  creatures in the area fall upward and reach the top of the area 
  in 1 round. If a solid object (such as a ceiling) is encountered 
  in this fall, falling objects and creatures strike it in the same 
  manner as they would during a normal downward fall. If an 
  object or creature reaches the top of the area without striking 
  anything, it remains there, oscillating slightly, until the effect 
  ends. At the end of the duration, affected objects and crea-
  tures fall downward.
  Provided it has something to hold onto, a creature caught in 
  the area can attempt a Dexterity saving throw to secure itself 
  and not fall upward. Creatures who can fly or levitate can keep 
  themselves from falling.
  Variants
  Entropic Specialist
  You cannot use the enhance ability. You gain a bonus talent, 
  but both the talent gained from taking this sphere and the bo-
  nus talent gained from this variant must be (degrade, enhance) 
  talents.
  Personal Magics
  You can only target yourself and your own equipment with 
  your degrade and enhance ability, regardless of the Enhance-
  ment sphere’s range. Any enhance effect bestowed on an object 
  ceases to function when the object is not in your possession at 
  the end of your turn. You gain an (enhance) talent as a bonus 
  talent.
  
  136
  You command cosmic forces includ-
  ing luck, destiny, and alignment. 
  When you first gain the Fate sphere, you 
  gain the consecration, motif, and word sphere abilities. In 
  addition, you gain one (consecration), (motif), or (word) talent 
  of your choice.
  Consecration
  Casting Time: 1 action
  Range: Self
  Duration: Concentration, up to 1 minute
  Area: 10-foot radius
  Cost: 0 sp
  Cosmic power radiates from the target in an aura no larger 
  in size than the consecration’s area. Until the sphere effect 
  ends, the aura moves with and is centered on the target. 
  Choose and apply one consecration ability that you possess to 
  the aura. The area increases by 5 feet when you reach 5th level 
  (15-foot radius), 11th level (20-foot radius), and 17th level (25-
  foot radius).
  Augment 2 sp: The effect persists for the remaining 
  duration without concentration. This augment can be applied 
  after the effect is cast on your turn without an action.
  Motif
  Casting Time: 10 minutes
  Range: Touch
  Duration: Concentration, up to 1 hour
  Target: 1 creature
  Cost: 0 sp
  Manifest the vestige of a cosmic aspect or entity onto a 
  creature. Choose and apply one motif ability that you possess 
  to the target. An individual creature can never have more 
  than one instance of a particular (motif) talent active on them 
  at a time; a second casting replaces the first.
  Augment 1 sp: The casting time is reduced to 1 action.
  Augment 2 sp: The effect persists for the remaining 
  duration without concentration. This augment can be applied 
  after the effect is cast on your turn without an action. Each 
  motif, if augmented, can be dismissed by the target as a reac-
  tion to grant an additional benefit.
  Word
  Casting Time: 1 action
  Range: 30 feet
  Duration: Instantaneous
  Target: 1 creature or object
  Cost: 0 sp
  Alter reality through the use of cosmic words of power. 
  Choose and apply one (word) talent you know to one creature 
  or object within range.
  Augment 1 sp: The casting time is reduced to 1 bonus 
  action.
  Fate Sphere
  Fate Basic Talents
  Some talents are marked (consecration), (motif), or (word). 
  These grant you additional consecration, motif, and word 
  sphere abilities respectively.
  Consecration Talents
  Champion’s Mantle (consecration)
  You imbue cosmic energy into the weapons of nearby 
  creatures. While this consecration is in effect, every creature in 
  the aura deals an extra 1d4 radiant damage when it hits with a 
  weapon attack.
  Augment 1 sp: This consecration no longer affects every 
  creature inside the aura, but now only affects your allies.
  Consequences (consecration)
  While this consecration is in effect, any creature in the aura 
  that attacks any other creature (whether in the area or not) 
  takes psychic damage equal to your Proficiency Bonus. For the 
  purposes of this effect, an attack includes any non-harmless 
  spell, sphere effect, or ability targeting a hostile creature or 
  whose area of effect includes a hostile creature. This consecra-
  tion can only affect an individual creature once per round. The 
  number of times per round that an individual creature can be 
  affected by the consecration increases by 1 at 5th level (2 times), 
  11th level (3 times), and 17th level (4 times).
  Divine Force (consecration)
  Your consecration fills an area with the influence of an align-
  ment type you are connected to (good, evil, lawful, or chaotic). 
  You must possess this alignment type. Creatures of that align-
  ment’s opposite (good for evil, lawful for chaotic, etc.) who 
  begin their turn within the consecrations’s aura must succeed 
  a Charisma saving throw or suffer one of the following condi-
  tions for 1 round, chosen at random:
  1. blind
  2. deaf
  3. charmed
  4. poisoned
  5. frightened
  6. restrained
  As this power is cosmic in origin, it ignores immunities that 
  a creature can normally have against these conditions. If you 
  are true neutral, you can choose neutrality with this consecra-
  tion, in which case all creatures at the extremes of the align-
  ment spectrum (chaotic evil, chaotic good, lawful evil, and 
  lawful good) suffer the conditions.
   Hallow (consecration)
  Your consecration fills an area with cosmic energies protecting 
  against certain supernatural creatures: aberrations, celestials, 
  elementals, fey, fiends, and undead. Such creatures have disad-
  vantage on attack rolls made against allied creatures inside the 
  aura.
  Augment 1 sp: Allied creatures inside the aura also can’t 
  be charmed, frightened, or possessed by the supernatural 
  creatures. If an allied creature in the aura is already charmed, 
  
  137
  frightened, or possessed by such a creature, the ally has advan-
  tage on any new saving throw against the relevant effect.
  Logos (consecration) 
  While inside the area of your consecration, you and your 
  allies can understand all spoken words, regardless of language.
  Augment 1 sp: You and your allies can also be understood 
  by any creature with a language. You and your allies do not 
  learn the creature’s language, but instead every creature hears 
  what is said in whatever language is most comfortable for it.
  Misfortune (consecration) [curse]
  Your aura bestows bad luck upon your enemies. The first 
  time each hostile creature enters your aura, it must succeed 
  a Charisma saving throw or be cursed for the duration of the 
  consecration. Whenever a cursed creature inside your aura 
  makes an attack roll or saving throw, the creature must roll 
  a d4 and subtract the number rolled to the attack or saving 
  throw.
  Purity (consecration)
  Your consecration blesses creatures with hope and 
  vitality. While this consecration is in effect, you and 
  each ally in your aura has advantage on Wisdom 
  saving throws and death saving throws.
   Augment 1 sp: Your consecration also maximiz-
  es the number of hit points possible from any heal-
  ing. For example, a potion of healing which normally 
  heals 2d4+2 hit points, would automatically heal 10 
  hit points if used within the area.
  Reveal Alignment (consecration)
  Your consecration reveals the alignment of 
  all creatures inside it. While this consecration 
  is in effect, the alignment of all creatures 
  within the area is plain to any who observe 
  them. How this manifests is unique to each 
  observer—some might see a good creature 
  with a halo and an evil creature with horns, 
  while others might hear musical themes and 
  chords evoking an alignment—but however 
  it does the interpretation is unambiguous in 
  the observer’s mind. An observer must still 
  be able to sense a creature in order to discern 
  its alignment.
   Serendipity (consecration)
  Your aura bestows luck upon your allies. 
  Whenever an allied creature inside your aura 
  makes an attack roll or saving throw, the 
  creature can roll a d4 and add the number 
  rolled to the attack or saving throw. An individual 
  creature can only benefit from this consecration once 
  per round.
  Silence (consecration)
  Your aura stiffles all sound within or passing 
  through your consecration. Any creature or object 
  entirely inside the sphere gains resistance to thunder 
  damage, and creatures are deafened while entirely inside 
  it. Using any magic that includes or requires a verbal 
  component is impossible there.
  Augment 2 sp: Your aura grants immunity to thunder 
  damage.
  Tug Fate (consecration) [curse]
  Your aura manipulates the luck and fate of others. For as 
  long as this consecration is in effect, any creature within the 
  aura who rolls a 10 on the d20 of an attack roll, ability check, 
  or saving throw receives either a bonus or a penalty to their 
  roll equal to your Proficiency Bonus (your choice). 
  Augment 1 sp: Additionally, once per round any time a 
  creature within the area rolls a natural 1 or natural 20, you 
  can change the roll into the opposite. This does not require 
  an action, but can only be used once per round. Converting 
  a natural 20 to a natural 1 is a curse effect and can be negated 
  with a successful Wisdom saving throw.
  Undo Harm (consecration)
  While this consecration is in effect, the first time each round 
  any individual creature within the aura is damaged, they 
  immediately gain 5 temporary hit points. These 
  temporary hit points do not stack with them-
  selves and disappear if the creature leaves the aura 
  or the consecration ends. The number of temporary 
  hit points increase by 10 at 5th level (15 temporary 
  hit points), 11th level (25 temporary hit 
  points), and 17th level (35 temporary 
  hit points). 
  Augment 1 sp: This consecration 
  no longer affects every creature 
  inside the aura, but now only affects 
  your allies.
  Motif Talents
  The Chariot (motif)
  You can grant a motif that ensures the 
  target is always able to act. The target 
  gains advantage on saving throws against 
  effects that inflict the incapacitated, para-
  lyzed, stunned, or unconscious conditions. If the 
  target is dying, this also grants them advantage 
  on death saving throws.
  Dismissing this motif while augmented allows 
  the target to ignore one such effect for 1 minute, 
  and can dismiss the motif even when they would 
  otherwise not be able to take actions, such as if 
  they are incapacitated. If the target was dying, this 
  instead just makes them stable as if they passed 
  three death saving throws.
  The Devil (motif)
  You can grant a motif that allows the target 
  to assess other creatures. As a free action 
  once per round they can assess an opponent 
  they can see. The target learns the enemy’s 
  approximate CR (see table Enemy CR). The 
  target can assess an additional creature each 
  round at 5th level (2 opponents), 11th level 
  (3 opponents), and 17th level (4 oppo-
  nents).
  
  138
  Dismissing this motif while augmented grants the target a 
  +2 bonus to AC and attack rolls against any enemy they have 
  assessed using this motif’s benefit for 1 minute.
  Table: Enemy CR
  Enemy’s CR
  Result
  4+ lower than the target’s level
  Trivial
  1–3 lower than the target’s level
  Easy
  Equal to the target’s level
  Fair fight
  1–3 higher than the target’s level
  Difficult
  4+ higher than the target’s level
  Overwhelming
  The Emperor (motif)
  You can grant a motif that allows its bearer to better project 
  their power. Whenever the target suffers from penalties to 
  attack rolls, damage rolls, saving throws, or ability checks, 
  they reduce their total penalty by 1, to a minimum of 0. The 
  reduced penalty increases by 1 at 5th level (2 total), 11th level (3 
  total), and 17th level (4 total).
  Dismissing this motif while augmented allows the target to 
  choose one penalty they are suffering and instead add it to 
  their roll for 1 minute. Some feats or abilities can allow you 
  to apply a penalty to individual rolls or checks. This motif 
  would allow you to affect only one such roll or check with the 
  dismissal effect.
  Variant The Emperor (motif)
  You can grant a motif that allows its bearer to better project 
  their power. Whenever the target suffers from disadvantage 
  to attack rolls, damage rolls, saving throws, or ability checks, 
  they can ignore one source of disadvantage. They can ignore 
  an additional source of disadvantage each round at 5th level (2 
  total), 11th level (3 total), and 17th level (4 total).
  Dismissing this motif while augmented allows the target to 
  treat a source of disadvantage as a source of advantage instead 
  for 1 minute. Some feats or abilities can allow you to apply dis-
  advantage to individual rolls or checks. This motif would allow 
  you to affect only one such roll or check with the dismissal 
  effect.
  The Empress (motif)
  You can grant a motif that subtly improves the target’s ability 
  to make their own fate. The target gains a single temporary 
  inspiration token they can use throughout the duration of 
  this motif. An individual creature cannot be the target of The 
  Empress (motif) more times than their Proficiency Bonus per 
  long rest. The target can spend a temporary inspiration point 
  to gain advantage on an ability check, attack roll, or saving 
  throw. Spending their temporary inspiration point does not 
  cause the motif to end.
  Dismissing this motif while augmented allows the target 
  to add their Proficiency Bonus to any one attack roll, ability 
  check, or saving throw; This does not stack with expertise 
  and other similar abilities that allow adding your Proficiency 
  Bonus a second time.
  The Fool (motif)
  You can grant a motif that allows a target to surrender 
  themselves to fate. The target has disadvantage on all saving 
  throws, but gains a +5 bonus to them.
  Dismissing this motif while augmented allows the target to 
  reroll a saving throw they just failed. They do not have dis-
  advantage on or a bonus to this saving throw. The target can 
  also choose to dismiss this motif as a reaction with no further 
  effect.
  The Hanged Man (motif)
  You can grant a motif that allows the target to benefit from 
  their sacrifices. Each round as a bonus action the target can 
  decide to add double their proficiency bonus on a saving 
  throw of their choice, but lose their Proficiency Bonus on all 
  other saving throws, or to keep their saving throws as is. This 
  choice remains until they decide to change it.
  Dismissing this motif while augmented allows the target to 
  spend one of their Hit Dice, taking damage equal to the spent 
  Hit Dice and gaining this amount (minimum 1) as a bonus to a 
  single ability check, attack roll, or saving throw.
  The Hermit (motif)
  You can grant a motif that improves a target’s ability to 
  work alone. So long as the target is not within melee reach of 
  another creature, they can use the Help action on themselves 
  as a bonus action. In any round they do so, they also cannot 
  benefit from another creature using the Help action on them.
  Dismissing this motif while augmented allows the target to 
  have advantage on attack rolls against all enemies as long as 
  none of the target’s allies threaten the enemy for 1 minute. If 
  the target has the Sneak Attack (or similar) feature, they can 
  use it against enemies for 1 minute, even if a source of disad-
  vantage cancels out the granted advantage.
  The Hierophant (motif)
  You can grant a motif that allows the target to subsume 
  themselves in the group. The target gains an aura with a radius 
  of 30 feet that gives allies other than the target advantage on 
  all saving throws vs the charmed condition as well as any spell 
  belonging to the Enchantment school or Mind sphere.
  Dismissing this motif while augmented allows the target to 
  transfer up to half the damage that an ally within 30 feet takes 
  to themselves. The target can discharge this effect even if the 
  damage their ally would take would normally reduce them be-
  low 1 hit point, and even if it would kill them outright. Dam-
  age is transferred after the effects of resistance, immunity and 
  similar effects. The damage transferred is empathic in nature 
  and cannot be further reduced, divided, or transferred.
  Judgment (motif)
  You can grant a motif that heightens the target’s discern-
  ment. The target can’t be surprised while conscious, and other 
  creatures don’t gain advantage on attack rolls against them as 
  a result of being unseen. Additionally, the target does not have 
  disadvantage on attack rolls against invisible enemies they 
  can’t see.
  Dismissing this motif while augmented allows the target to 
  cause all adjacent invisible enemies to become visible for 1 
  minute, and incapable of making Dexterity (Stealth) checks 
  for that duration.
  
  139
  Justice (motif)
  You can grant a motif that enforces balance. The first time 
  each round that a hostile creature successfully deals damage 
  to the target, they become marked, taking an additional 1d6 
  damage from weapon attacks for one round.
  Dismissing this motif while augmented allows the target to 
  transfer up to half the damage that an enemy would deal to 
  them to the enemy who dealt the damage. The target can dis-
  charge this effect even if the damage they take would normally 
  reduce them below 1 hit point, and even if it would kill them 
  outright. Damage is transferred after the effects of resistance, 
  immunity, and similar effects. The damage transferred is 
  empathic in nature and cannot be further reduced, divided, or 
  transferred.
  The Lovers (motif)
  You can grant a motif that empowers a target when near 
  its allies. The target gains a bonus to all saving throws equal 
  to the number of allies adjacent to them. This bonus cannot 
  exceed your Proficiency Bonus. 
  Dismissing this motif while augmented allows the target to 
  spend one of their Hit Dice and grant that many temporary 
  hit points to an ally within 30 feet. These temporary hit points 
  last for 1 minute.
  The Magician (motif)
  You can grant a motif that helps the target make the most of 
  their current circumstances. The target gains a bonus equal to 
  half their proficiency bonus, rounded down, on ability checks 
  their proficiency bonus does not apply to.
  Dismissing this motif while augmented allows the target to 
  gain an additional action on their turn. This action can only be 
  used to take the Dash, Help or Use an Object action.
  The Moon (motif)
  You can grant a motif that safeguards the target from illu-
  sions. The target gains advantage on saving throws vs any spell 
  belonging to the Illusion school or the Illusion sphere.
  Dismissing this motif while augmented allows a target who 
  successfully disbelieved an illusion to cause all other allies 
  within 30 feet to also disbelieve the same illusion.
  The Star (motif)
  You can grant a motif that gives guidance in difficult circum-
  stances. Any attack roll made against the target during their 
  turn has disadvantage.
  Dismissing this motif while augmented allows the target to 
  avoid provoking opportunity attacks for 1 minute.
  Strength (motif)
  You can grant a motif that enhances a target’s might and will. 
  When making a Strength check, the target can substitute 
  Strength with your key ability score if it is higher.
  Dismissing this motif while augmented allows a target to 
  become immune to the frightened condition for 1 minute.
  The Sun (motif)
  You can grant a motif that ensures a glorious dawn 
  after the darkest night. Whenever the target has less 
  than half of their maximum hit points, they have ad-
  vantage on all saving throws.
  Dismissing this motif while augmented allows a tar-
  get to spend Hit Dice to regain hit points as if they 
  took a short rest.
  Temperance (motif)
  You can grant a motif that protects against the 
  whims of luck. When the target rolls a natural 1 on any 
  attack roll, ability check, or saving throw, they can re-
  roll it. If the new roll is also a natural 1, this effect does 
  not allow them to reroll again.
  Dismissing this motif while augmented allows the 
  target to force any creature within 30 feet to reroll any 
  attack roll, ability check, or saving throw. They must 
  take the result of the reroll, even if it is worse than 
  the original roll.
  The Tower (motif)
  You can grant a motif that lets the target focus the 
  vagaries of time on a creature or object. The target’s 
  unarmed strikes, natural attacks, and manufactured 
  weapons ignore resistance.
  Dismissing this motif while augmented allows the 
  target to modify a single attack of an ally so that it 
  ignores any resistance a creature or object can have.
  
  140
  The Wheel (motif)
  You can grant a motif that empowers the target almost at 
  random. Roll 1d6 when you grant the motif. The target gains a 
  +1 bonus to rolls indicated on the table below. This bonus in-
  creases by 1 at 5th level (+2), 11th level (+3), and 17th level (+4).
  Dismissing this motif while augmented allows the target to 
  gain a bonus to a single attack roll, ability check, or saving 
  throw equal to twice the granted bonus. They must choose to 
  do so before rolling.
  Table: The Wheel
  d6
  Bonus
  1-2
  Attack and damage rolls
  3-4
  Saving throws
  5-6
  Ability checks
  The World (motif)
  You can grant a motif that enhances the target’s ability to 
  succeed in all their endeavors whenever they commit their 
  efforts. Whenever they would make an ability check that lets 
  you add your proficiency bonus, you can treat a d20 roll of 9 
  or lower as a 10.
  Dismissing the motif while augmented allows the target to 
  increase the value of any d20 roll made on an ability check 
  made by any ally within 30 feet to 10.
  Word Talents
  Bless (word)
  You can bless the immediate actions of a target within 
  range. The next d20 roll the target makes before the end of 
  the next round gains advantage.
  Bondage (word) [curse]
  You can invoke a curse of bondage upon a target within 
  range. The target must make a Charisma saving throw or be-
  come restrained until the start of your next turn.
  Curse (word) [curse]
  You can curse the immediate actions of a target within 
  range. The next d20 roll the target makes before the end of 
  the next round gains disadvantage. 
  Exorcise (word)
  You can call upon cosmic forces to end a dominate or 
  possession effect on a creature or object. A creature under the 
  effect of Body Thief (or similar ability) is considered under 
  the effect of a possession. The dominated or possessed target 
  is granted a new saving throw or check to resist the effect. If 
  the dominated or possessed target succeeds on their saving 
  throw or check, the domination or possession effect ends, and 
  the target cannot be the target of a dominate or possession 
  effect for by that source for 24 hours; A possessing source, if a 
  creature, is ejected from the body and appears in the nearest 
  unoccupied space. 
  Augment 1 sp: The source of the dominate or possession 
  effect must make a Charisma saving throw or suffer 2d6 ne-
  crotic, psychic, or radiant damage, chosen when you augment 
  the effect. On a successful save, the source of the dominate or 
  possession can transfer up to half the damage it takes to the 
  target; transferred damage cannot be reduced by resistance or 
  immunity. The amount of damage increases by 1d6 at 5th level 
  (3d6), 11th level (4d6), and 17th level (5d6).
  Freedom (word)
  You can invoke a blessing of freedom to a target within 
  range. Until the start of the next turn, the target automati-
  cally succeeds on the next Dexterity (acrobatics) or Strength 
  (athletics) check made to escape a grapple, break free from 
  manacles, or untie themselves from rope. In addition, for the 
  round, the target gains immunity to the grappled, incapacitat-
  ed, paralyzed, restrained, and stunned conditions. If targeting 
  a creature who is petrified, they temporarily lose the condition 
  for the round.
  Harm (word) [curse]
  You can curse a target with increased pain. All damage taken 
  by the target is increased by your Proficiency Bonus for 1 
  round.
  Mark (word) [curse]
  Duration: Concentration, up to 1 minute
  You can curse a target, allowing you to deal an extra 1d6 
  necrotic damage to them whenever you hit it with an attack. 
  Additionally, when you place the curse, you can choose one of 
  the following:
  • Choose one ability score, the target also has disadvan-
  tage on ability checks made with the chosen ability. This 
  functions as the hex spell for the purpose of features and 
  abilities.
  • You also have advantage on any Wisdom (Perception) or 
  Wisdom (Survival) checks you make to find the cursed 
  target. This functions as the hunter’s mark spell for the 
  purpose of features and abilities.
  If the target drops to 0 hit points before the duration 
  expires, you can use a bonus action on a subsequent turn of 
  yours, to curse a new target.
  Augment 1 sp: You may apply both choices to the curse.
  Augment 2 sp: The effect persists for the remaining dura-
  tion without concentration. This augment can be applied after 
  the effect is cast on your turn without an action. 
  Mercy (word)
  You can invoke a blessing of mercy upon a target within 
  range. For 1 hour, any time that the target would reduce a 
  creature to 0 hit points with a melee attack, the attacker must 
  choose to knock the creature out (or otherwise incapacitate 
  it) instead of killing it. Additionally, the target must succeed 
  a Charisma saving throw before attacking any creature that is 
  unconscious (or otherwise incapacitated).
  Open/Close (word) [curse]
  You cause something to open or close. This word has differ-
  ent effects based upon the target and whether you are opening 
  or closing.
  • Creature: Open. The target finds that its eyes or mouth 
  are forced open (chosen at time of casting), and unable to 
  be shut. Each round, at the beginning of the target’s turn 
  they make a new Strength saving throw against the effect. 
  On a successful saving throw, the target can open or close 
  their eyes or mouth as normal.
  • Creature: Close. The target finds that its eyes or mouth 
  are forced shut (chosen at time of casting), and unable to 
  
  141
  be opened. Each round, at the beginning of the target’s 
  turn they make a new Strength saving throw against the 
  effect. On a successful saving throw, the target can open 
  or close their eyes or mouth as normal.
  • Object: Open. A target that is held shut by a mun-
  dane lock or that is stuck or barred becomes unlocked, 
  unstuck, or unbarred. If the target has multiple locks, 
  only one of them is unlocked. If the target is held shut 
  magically, the effect is suppressed for 10 minutes, during 
  which time the target can be opened and shut normally.
  • Object: Close. A target that has a mundane unlocked 
  lock becomes locked. If the target has multiple unlocked 
  locks, only one of them is locked. If the target lacks any 
  locks of their own, the target instead becomes stuck, 
  requiring a Strength check against the sphere effect to 
  burst the object open. 
  Soothe (word)
  You can bless a target with increased healing. Any hit points 
  restored to the target is increased by your Proficiency Bonus 
  for 1 round.
  Subvert (word) [curse]
  You can curse the immediate actions of a target within 
  range. The next time that the target would deal damage to 
  a creature or object, before the end of the next round, they 
  must make a Charisma saving throw or deal damage to them-
  selves instead. 
  Violence (word) [curse]
  You can invoke a curse of violence upon a target within 
  range. The target must make a Charisma saving throw or 
  attack the nearest creature (not including themselves) on its 
  next turn.
  Other Talents
  Bound Consecration
  Augment 0 sp: When using a consecration, you can choose 
  to have the aura remain in place rather than move with you. 
  Alternatively, you can apply a consecration to an object with a 
  touch. The aura is centered on the object and moves with it 
  (as normal, choose one corner of the object’s space to be the 
  center of the consecration). You must make this choice when 
  you first use the consecration.
  Fate Advanced Talents
  Atonement (word)
  Prerequisites: Fate sphere.
  Invoking cosmic forces, you act as an intermediary on behalf 
  of your alignment. If you are connected to a deity or another 
  source of power due to your casting tradition, you can also 
  intercede on its behalf. You make an Insight check using your 
  key ability score instead of Wisdom against a DC 20. On a 
  successful check, you restore the target to its original align-
  ment.
  Consecrated Ground
  Prerequisites: Fate sphere (Bound Consecration), charac-
  ter level 5th.
  Augment 2 sp: When using an augmented consecration that 
  remains in place rather than move with you, the duration is 
  increased to 8 hours. 
  Augment 3 sp: When using an augmented consecration that 
  remains in place rather than move with you, the duration is 
  increased to permanent until dispelled.
  Death (motif)
  Prerequisites: Fate sphere (one (motif) talent), character 
  level 5th.
  You can grant a motif that allows a target to preserve and ul-
  timately change the other motifs they bear. While this motif is 
  active, whenever the target dismisses a motif that is augmented 
  other than Death, there is a 50% chance that it does not end.
  Dismissing the motif while augmented allows the target to 
  cast any (motif) talent they know as part of the same action.
  Execration
  Prerequisites: Fate sphere (at least one [curse] (word) 
  talent), character level 11th.
  Augment 3 sp: Any [curse] (word) talent effect that nor-
  mally lasts until the start of the next turn instead becomes 
  permanent until dispelled. 
  The High Priestess (motif)
  Prerequisites: Fate sphere (one (motif) talent), character 
  level 5th.
  You can grant a motif that extends the benefits of other 
  motifs affecting the target to their allies. When you cast this 
  motif, choose another motif currently affecting the target to 
  link this motif to. The target’s allies gain the effect of the motif 
  effect as long as they are within 30 feet of the target. Dismiss-
  ing this motif while augmented allows the target to as part of 
  the same action dismiss the linked (motif) talent bestowing 
  the dismissed effect to all allies within 30 feet of the target.
  
  142
  You can craft images and impressions 
  of things that aren’t there.
  Using Illusions
  Illusions can be particularly difficult for players and Game 
  Masters, because most of its power comes from how they 
  affect the narrative; illusions by their very nature mislead, 
  and while using illusions against players can be done easily 
  (a Game Master can simply tell their players ‘you see a wall’ 
  without telling them it is an illusion, then see how they 
  behave), a Game Master is expected to both know when the 
  players are using illusions, as well as control NPCs who very 
  well might not know. The Illusions sphere is written with the 
  following expectations and guidelines for how figments work 
  in practice, and these guidelines should help players and game 
  masters agree on their expectations.
  Belief vs Disbelief
  In a world of magic, unless a creature knows they are dealing 
  with an illusionist, they will not automatically doubt anything 
  they see; a guard familiar with a city streets might know that 
  an illusionary wall wasn’t dividing the street yesterday, but 
  they won’t automatically know it is an illusion; it very well 
  might be a real wall summoned by a Creation caster instead. 
  Likewise, a caster who appears to summon monsters to aid in 
  Illusion Sphere
  a fight might be creating illusions, or summoning actual mon-
  sters. Thus, even if an NPC has a reason to be suspicious of 
  an illusion, they will need to at least use an action to attempt 
  to disbelieve an illusionary wall before charging through it, or 
  spend an action attacking an illusionary creature to see their 
  attack go through it (or, if the illusion is being actively guided 
  by the illusionist or possesses the Intelligent Illusions talent, 
  spend a few rounds attacking it before they become suspicious 
  that the illusion ‘somehow’ keeps dodging every attack).
  It is only if they know they are facing an illusionist (such as 
  by having seen through their earlier illusions) that they might 
  charge through the wall without waiting to examine it or ig-
  nore the creatures summoned to attack it, but even then they 
  risk a clever magic user who places illusions the first time, 
  then summons real walls and creatures the second time when 
  the guards are primed to ignore them.
  Covering Objects with Figments
  While the Illusionary Disguise talent can allow you to 
  change the appearance of a creature or object, it is also pos-
  sible to place a figment on top of something to hide it. For 
  example, you could place a figment on top of a creature to 
  give the impression it is transforming into a monster, or hide 
  a door behind a figment of a rock. These figments, however, 
  do not move with the creature or object they are placed over 
  (they must be moved as an action by the caster), and also have 
  the chance to be disbelieved and therefore turn transparent 
  once uncovered.
  
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  Illusionary Cover
  While summoning a 
  figment of a wall might 
  discourage someone from 
  trying to attack you through it, 
  the cover is not real, and so there-
  fore does not actually provide cover if 
  the target attempts to attack. If the attack 
  succeeds, the attacker will have seen their attack 
  pass through the illusion and will know the cover is fake.
  Automatic Disbelief
  Remember that once a target has seen proof that a figment 
  is illusionary (for example, a guard shoots an arrow through an 
  illusionary wall, or a guard sees the PCs enter the illusion of a 
  rock, or sees ranged attacks coming from inside a rock), they 
  automatically disbelieve the figment, and therefore automat-
  ically can see through it. A creature does not need to be next 
  to an illusion to examine it, interact with it (throwing or firing 
  ranged weapons can do so), or see something pass through it.
  Alternative Uses
  Illusions can be used in ways not tied to fooling someone. 
  You could use an audible illusion to throw your voice and 
  whisper messages at a distance. You could use visible illusions 
  to show someone the image of a person or map you have seen. 
  An Illusionary Disguise with Greater Illusion could be used 
  to give advantage on a check made with cooking utensils (in 
  essence, covering up any mistakes in the cooking with pleas-
  ant smells and tastes), or a figment could be used to make a 
  Performance check to entertain.
  When you first gain the Illusion sphere, you gain the follow-
  ing abilities:
  Figment
  Casting Time: 1 action
  Range: 60 feet
  Duration: Concentration up to 10 minutes
  Cost: 0 sp
  You can create the image of something that is not actually 
  there, known as a ‘figment’. Your figment has a maximum size 
  of a 10-foot cube, which improves by 5 feet at 5th level (15-foot 
  cube), 11th level (20-foot cube), and 17th level (25-foot cube). 
  Alternatively, you can create an illusionary sound such as a 
  lion’s roar, a speaking voice, etc.. Whether creating figments 
  or simply sounds, you cannot create illusions that can directly 
  affect the world around you; your images cannot affect objects 
  and you cannot create sounds loud enough to deafen or deal 
  thunder damage, etc..
  As long as you 
  are within range of a 
  visual figment, you can 
  use your action to cause 
  the image to move to any 
  other spot within range. As 
  the image changes location, you 
  can alter its appearance so that its movements appear natural 
  for the image. For example, if you create an image of a crea-
  ture and move it, you can alter the image so that it appears 
  to be walking. If you are not using your action to control it, 
  however, the image simply sits still and does not move.
  Physical interaction with a visual figment reveals it to be an 
  illusion, because things can pass through it. Likewise, crea-
  tures that rely primarily on a sense that your illusion does not 
  affect may often ignore your illusions completely. For example, 
  a target with a keen sense of smell (such as a wolf or dog) will 
  automatically disbelieve a figment of a person if you do not 
  have the Greater Illusions talent. 
  A creature that uses its action to examine the image or 
  sound can determine that it is an illusion with a successful In-
  telligence (Investigation) check against your spell save DC. If 
  a creature discerns the illusion for what it is, the creature can 
  see through the image, and its other sensory qualities become 
  faint to the creature.
  Augment 1 sp: Your illusion includes both sight and sound. 
  If you possess (sensory) talents, any or all of those talents are 
  also applied to the figment as you so choose.
  Augment 1 sp: Your figment increases in size to a 20-foot 
  cube. This increases by 10 feet at 5th level (30-foot cube), 11th 
  level (40-foot cube), and 17th level (50-foot cube). 
  Augment 2 sp: The effect persists for the remaining du-
  ration without concentration. This augment may be applied 
  after the effect is cast on your turn without an action.
  
  144
  Glamer
  Casting Time: 1 action
  Range: 60 feet
  Duration: Concentration up to 10 minutes
  Target: one creature or object
  If you possess a (glamer) talent, you may create an illusion 
  that alters the appearance or perceived characteristics of a 
  creature or object in some way. Unlike with a figment, you do 
  not need to use your action to move the glamer; instead, the 
  glamer moves with whatever target it is attached to as they 
  do. Whenever you use this ability, grant a target the effects of 
  one (glamer) talent you possess. Unlike figments, glamers (with 
  some exceptions noted in the talent) cannot be disbelieved; 
  for example, an invisible creature is simply invisible, whether 
  or not a target ‘believes’ it to be true.
  Augment 2 sp: The effect persists for the remaining du-
  ration without concentration. This augment may be applied 
  after the effect is cast on your turn without an action.
  Illusion Talents
  Glamer Talents
  Decoy (glamer)
  Cost: 0 sp
  You surround a target with decoy copies, making it difficult 
  to determine which is the real one. An illusory duplicate of the 
  target appears in its space. Until the effect ends, the duplicate 
  moves with the target and mimics its actions.
  Each time an enemy targets a creature under this effect with 
  an attack, roll a d20 to determine whether the attack instead 
  targets one of the duplicates. You must roll an 11 or higher to 
  strike a duplicate instead of the target. A duplicate’s AC equals 
  10 + your Dexterity modifier. If an attack hits a duplicate, the 
  duplicate is destroyed. A duplicate can be destroyed only by an 
  attack that hits it. It ignores all other damage and effects. The 
  effect ends when all duplicates are destroyed.
  Augment 1 sp: You can grant a number of additional du-
  plicates equal to half your proficiency bonus. If there are four 
  duplicates, you must roll a 4 or higher to change the attack’s 
  target to a duplicate. If there are three duplicates, you must 
  roll a 6 or higher to change the attack’s target to a duplicate. 
  With two duplicates, you must roll an 8 or higher.
  Illusionary Disguise (glamer)
  Cost: 1 sp
  You can create a glamer that changes a target’s appearance. 
  This can change the appearance of an object, or alter a crea-
  ture to seem 1 foot shorter or taller, make it appear thin, fat, 
  or in between, or change its apparent species, gender, outfit, 
  etc.. You can’t change the target’s body type, so you must 
  adopt a form that has the same basic arrangement of limbs. 
  Otherwise, the extent of the illusion is up to you. This glam-
  er only disguises the target’s appearance and voice, but can 
  extend to their smell and taste if you have Greater Illusions, 
  their magic auras if you possess Veiled Illusions, or even their 
  minds if you have Intelligent Illusions.
  Just as with a figment, the changes are not real; if a target 
  attempts to interact with the illusion (for example, pick up an 
  illusionary hat on top of your head), they pass right through it 
  and feel your hair. Also, just as with a disguise kit, a creature 
  can use its action to inspect your Appearance and attempt an 
  Intelligence (Investigation) check to see through the disguise 
  (against your spell save DC). While these actions can cause a 
  target to disbelieve the disguise, unlike with figments, dis-
  believing does not automatically let them see through the 
  disguise.
  Augment 1 sp: If you possess Greater Illusions, you can 
  give your illusionary disguise a tactile component; interacting 
  with the illusion does not reveal the deception, although your 
  illusion still does not have substance (thus, feeling the hat on 
  top of your head wouldn’t make the target disbelieve, but they 
  still could not pick it up off your head).
  Obscure (glamer)
  You gain the following glamers:
  Cost: 0 sp
  The target becomes blurred, granting disadvantage to any 
  attacks made against them and making them lightly obscured. 
  This effect ends for a target that attacks or casts a spell or 
  sphere ability.
  Augment 1 sp: The target becomes invisible instead of just 
  blurred for the duration. Anything that the target is wearing 
  or carrying is invisible as long as it remains on the target. The 
  invisibility ends for a target that attacks or casts a spell or 
  sphere ability.
  Augment 1 sp: The obscure effect does not end if the tar-
  get attacks or casts a spell or sphere ability.
  Augment 1 sp: You can muffle the target, removing 
  disadvantage on Dexterity (Stealth) checks from the target 
  produced from heavy armor, and give disadvantage on any 
  Wisdom (Perception) checks made to hear the target.
  Augment 0 sp: If you possess Greater Illusions, you can 
  give disadvantage on any Wisdom (Perception) checks made 
  to smell the target.
  Augment 1 sp: If you possess Veiled Illusions, you can sup-
  press all auras from the target, such as magical auras from its 
  equipment or its alignment or creature type aura.
  Augment 1 sp: If you possess Greater Illusions, the bene-
  fits of obscure apply even to targets with blindsight and trem-
  orsense. If you possess Intelligent Illusions, the benefits of 
  obscure apply even to targets with thoughtsense, and hide the 
  target from talents and from divination school spells that read 
  the mind such as detect thoughts or magical lie-detection.
  Sensory Talents
  Greater Illusions (sensory)
  You may create a smell instead of a sound or an image 
  when creating a figment. When augmenting your figments to 
  include both sight and sound, they now can affect the senses 
  of smell, taste, and touch as well. Illusionary swords feel sharp, 
  illusionary food smells delicious (or terrible, as you choose) 
  and illusionary fire feels hot, although the effect is all in the 
  target’s mind and they cannot be made to actually suffer 
  damage. Simply interacting with your figments or a target 
  under your Illusionary Disguise does not reveal the deception 
  anymore, although your illusions still do not have substance or 
  weight (thus, a target feeling your illusionary wall will not im-
  
  145
  mediately notice the deception, but a target attempting to run 
  through or climb on the wall will still fall through, and ranged 
  attacks would still penetrate the wall).
  Your kinetic figments become harmless, bland, and incorpo-
  real to creatures that successfully disbelieve your figments.
  Veiled Illusions (sensory)
  You can grant your figments or creatures under your Illu-
  sionary Disguise an aura, or eliminate any aura they already 
  have, such as altering how they detect through magic that 
  detects magic, alignment, creature types, etc. Your Illusion 
  sphere powers do not detect as being magical effects unless 
  you choose to let them. 
  A figment’s illusionary aura becomes obvious to a creature 
  detecting its magic that disbelieves the illusion.
  Other Talents
  Illusionary Obstruction
  You can create a figment called an obstruction that, instead 
  of creating the impression of an object, instead obstructs ev-
  erything within its area. Unlike normal figments, an obstruc-
  tion cannot be disbelieved, and cannot be moved from the 
  location where it was created.
  Augment 1 sp: Your obstruction makes everything within 
  the figment’s area blurry, becoming lightly obscured. Attacks 
  made against any target within this area suffers disadvantage, 
  whether or not the attacker is also within the area themselves.
  Augment 1 sp: Your obstruction silences the area. Any 
  creature or object entirely inside the figment is immune to 
  thunder damage, and creatures are deafened while entirely 
  inside it. Casting a spell that includes a verbal component is 
  impossible there.
  Augment 1 sp: If you possess Greater Illusions, your 
  obstruction removes touch and friction from the area. Each 
  creature standing in its area when you first create the obstruc-
  tion must succeed on a Dexterity saving throw or fall prone. A 
  creature that enters the area or ends its turn there must also 
  succeed on a Dexterity saving throw or fall prone. If a creature 
  is struck by a hidden target while within the area, they might 
  need to pass a Wisdom (Perception) check against your Sphere 
  DC to even know they’ve been damaged.
  Augment 1 sp: If you possess Greater Illusions, your ob-
  struction removes taste and smell within the area. No creature 
  within the area can smell, nor gives off any scent. Wisdom 
  (Perception) checks that rely on scent cannot be made while 
  within the obstruction. This suppresses effects dependent on 
  smell or taste, such as a troglodyte’s stench.
  Augment 1 sp: If you possess Veiled Illusions, your ob-
  struction hides the auras of all creatures within the obstruc-
  tion, making them undetectable to magic of any kind unless 
  the caster succeeds on a spellcasting ability check against your 
  sphere DC.
  Augment 1 sp: If you possess Intelligent Illusions, your 
  obstruction suppresses the thoughts of all creatures within 
  the obstruction. Creatures entirely inside the obstruction are 
  immune to psychic damage, and effects that read or communi-
  cate with the mind such as telepathy, detect thoughts, magical 
  lie-detection, etc. cannot be used by or on creatures entirely 
  inside this obstruction.
  Potent Illusions
  Your figments can be so powerful that they can affect 
  creatures in many ways, even if they disbelieve them. Depend-
  ing on what (sensory) talents you possess, this could include 
  blinding lights, thunderous noise, smells so strong they induce 
  nausea, or even fire that can kill.
  Augment 3 sp: Creatures who begin their turn within the 
  area of your figment must make an Intelligence saving throw 
  or be blinded for the round. 
  Augment 1 sp: Creatures who begin their turn within the 
  area of your figment must make an Intelligence saving throw 
  or be deafened for one minute. 
  Augment 1 sp: If you possess Greater Illusions, creatures 
  who begin their turn within the area of your figment must 
  make an Intelligence saving throw or take 1d4 psychic damage. 
  The amount of psychic damage that a creature takes when it 
  fails its saving throw increases by 1d4 at 5th level (2d4), 11th 
  level (3d4), and 17th level (4d4).
  Augment 2 sp: If you possess Greater Illusions, creatures 
  who begin their turn within the area of your figment must 
  make an Intelligence saving throw or be poisoned for the 
  round. 
  Augment 2 sp: If you possess Veiled Illusions, creatures 
  who begin their turn within the area of your figment must 
  make an Intelligence saving throw or be frightened for the 
  round. 
  Augment 2 sp: If you possess Intelligent Illusions, crea-
  tures who begin their turn within the area of your figment 
  must make an Intelligence saving throw or be charmed for as 
  long as they remain inside the figment. A creature who disbe-
  lieves the figment becomes immune to its charm effect, and 
  the charm ends if it was being affected.
  Complex Illusions
  Augment 1 sp: You can split your figments into multiple in-
  dependent illusions. Whenever you use your action to control 
  a figment, you can control all of your figments with the same 
  action. For example, instead of creating a dinner party with 
  a single figment (in which case all of the guests and the table 
  would need to be contained within your figment’s size), you 
  could create one figment for the table and another figment for 
  each guest, each of which could move independently within 
  your illusion range.
  You can create up to three figments, but each one can only 
  be half the size of your usual figments. The number of fig-
  ments you can create increases at 5th level (four figments), 
  11th level (five figments), and 17th level (six figments).
  Control Figment
  Casting Time: 1 action
  Range: as illusion
  Duration: as the targeted effect
  Target: one figment
  Cost: 0 sp
  
  146
  You can make a spellcasting ability check against the spell 
  save DC or sphere DC of the controller of an existing fig-
  ment. If successful, you gain control of the figment and may 
  command it as if it was your effect. Treat the figment in all 
  ways as if it was cast by you, except this does not change any 
  of the original variables related to level, Illusion sphere tal-
  ents, class abilities, or spell points. You however must remain 
  within your illusion range of the figment to maintain this effect 
  as normal. If the figment was being maintained by concentra-
  tion, you must assume concentration over the effect as if you 
  had cast it.
  Illusionary Terrain
  Augment 0 sp: You can create figments that alter the 
  appearance of the terrain itself or other features of the area 
  around you. For example, while you could previously cover a 
  wall with a bigger wall or use an illusionary carpet to hide a 
  pit, now you can use a figment that makes a wall of fire appear 
  as a harmless wall of mist, or change the appearance of terrain 
  from grassland to forest. Extreme changes (such as changing a 
  warm grassland into a wintery tundra) may require additional 
  (sensory) talents to be convincing. 
  Insistent Illusions
  Augment 1 sp: Choose one creature you can perceive. You 
  give that target disadvantage on their next Intelligence (Inves-
  tigation) check made to examine or disbelieve this figment, 
  made within the next minute.
  Programmed Illusion
  Augment 1 sp: When creating a figment, you can cause 
  it not to appear immediately, but instead to wait to activate 
  when a specific condition occurs. The illusion is imperceptible 
  until then. The trigger can be as general or detailed as you 
  like, though it must be based on visual or audible conditions 
  that occur within 30 feet of the figment’s location. For exam-
  ple, you could create an illusionary monster that appears when 
  someone opens a door, or a message that appears written in 
  the air when someone says the correct word or phrase.
  Your figment has a permanent duration until triggered or 
  dispelled (though you must still concentrate, unless using the 
  augment to allow it to endure without concentration), though 
  once triggered it performs a predetermined set of actions (set 
  by you when it is created) with a maximum duration of 5 min-
  utes, after which the figment disappears and the effect ends. 
  If this figment is also altered with Permanent Illusion, then 
  it will reset after 5 minutes, activating again the next time it’s 
  trigger happens.
  Selective Illusions
  You can designate creatures to automatically disbelieve your 
  figments, or to be immune to (figment) or (glamer) talents you 
  use.
  Augment 0 sp: You can choose to have a total number of 
  creatures equal to your proficiency bonus automatically disbe-
  lieve or be immune to this illusion. 
  Illusion Advanced Talents
  Intelligent Illusions (sensory)
  Prerequisites:  Illusion sphere
  When augmenting a figment to include both an image and 
  sound, you can also grant it intelligence. This means your 
  figment can fool spells and abilities such as detect thoughts or 
  telepathy and allow them to do quick calculations as if using 
  your Intelligence score. Your figments can appropriately act 
  on their own as well, responding to stimuli even if you are not 
  there to direct the illusion yourself. This means you no longer 
  need to use your action to direct your figments, although you 
  must still spend an action to give them orders (for example, 
  once you spend your action to order the illusion of a bartender 
  to talk to the patrons, it will continue to do so until you spend 
  another action to give it new orders).
  Additionally, if you give a target the Illusionary Disguise 
  (glamer), they can now fool thought-detecting and memo-
  ry-probing magic, displaying only the mind, memories, and 
  thoughts you desire unless the creature attempting the probe 
  succeeds on a an Intelligence (Investigation) check against 
  your sphere DC to notice the thoughts and memories are not 
  truly genuine. 
  Mirage
  Prerequisites:  Illusion sphere, Illusionary Terrain, 11th 
  level or higher
  Augment 2 sp: When using Illusionary Terrain, you can 
  increase the range to a 1 mile square. 
  Permanent Illusion
  Prerequisites:  Illusion sphere, Universal sphere (Extend-
  ed (metasphere)), 11th level or higher
  Your illusions  are long lasting.
  Augment 4 sp: Your figments and glamers last until dis-
  pelled, without requiring your concentration.
  Shadow Infusion
  Prerequisites:  Illusion sphere, Greater Illusions, Potent 
  Illusions, 5th level or higher.
  Whenever you use a figment to deal psychic damage, you 
  can change the damage type to any other damage type.
  Augment 1 sp: Any or all creatures within your figment are 
  grappled as you choose until they successfully disbelieve the 
  figment. A creature grappled by your illusion can make a free 
  Intelligence (Investigation) check each round to disbelieve 
  your illusion.
  Augment 3 sp: Any or all creatures within your figment are 
  restrained as you choose until they successfully disbelieve the 
  figment. A creature restrained by your illusion can make a free 
  Intelligence (Investigation) check each round to disbelieve 
  your illusion.
  
  147
  Variants
  Imageless
  You cannot create figments (except for obstructions through 
  Illusionary Obstruction). You gain one (glamer) talent or Illu-
  sionary Obstruction as a bonus talent.
  Alternative Illusions
  You cannot create figments that include a visual element; 
  you might be able to create the sound of a bear or the smell 
  of a bear, but not the image of a bear. As your illusions do not 
  have an appearance, passing through them does not automat-
  ically reveal them to be illusions (as they have no substance to 
  pass through), but you also cannot affect blind targets or deal 
  damage with Potent Illusions, as your illusions have no image 
  or substance for anyone to interact with. You gain Greater 
  Illusions as a bonus talent.
  (Optional) Figment Talents
  By design, illusions are open-ended magical abilities; often, 
  the difference between an effective illusionist and an inef-
  fective illusionist is how the player and GM interact when 
  deciding how NPCs react to those illusions. This anguish 
  sometimes results in house rules where players and GMs agree 
  to place heavy restrictions on the use of illusion magic. 
  The following talents replace the default figment power with 
  a series of ‘figment talents’. With these talents, the nature of 
  an illusion doesn’t matter; a player doesn’t need to decide if 
  they are going to summon the image of a rock or a soldier or 
  determine how ‘convincing’ something is, instead they simply 
  need to decide what effect they want to accomplish and see 
  if they have the appropriate (figment) talent. Mechanics of 
  disbelief generally do not apply to a (figment) talent, and what 
  senses a creature possesses does not determine if they are 
  affected.
  If using this variant, the figment power is replaced by the 
  following, and creatures gaining the Illusion sphere can 
  choose either a (glamer) or (figment) talent as a bonus talent 
  when they gain the sphere. If the GM chooses, both the base 
  figment power and (figment) talents might even be included 
  in the same game, although players must choose which they 
  begin with, and spend a talent to gain either a (figment) talent 
  or the base figment ability later if they desire both.
  Figment
  Casting Time: 1 action
  Range: 60 feet
  Duration: Concentration up to 10 minutes
  Target: 10-foot cube. This increases by 5 feet at 5th (15 foot 
  cube), 11th (20 foot cube), and 17th level (25 foot cube)
  Cost: 0 sp
  Choose a (figment) talent you possess. You create this effect 
  inside the target area. You can move the target area as an 
  action to any other location within range.
  Augment 1 sp: Your figment increases in size to a 20-foot 
  cube. This increases by 10 feet at 5th level (30-foot cube), 11th 
  level (40-foot cube), and 17th level (50-foot cube). 
  Augment 2 sp: The effect persists for the remaining du-
  ration without concentration. This augment may be applied 
  after the effect is cast on your turn without an action.
  Figment Talents
  Illusionary Combatants (figment)
  Cost: 1 sp
  You summon illusionary creatures to help you in combat. 
  Each round you may either choose an ally within the figment 
  and grant them advantage on their first attack for the round, 
  or choose an enemy within the figment to grant disadvantage 
  on their first attack for the round. Both the attacking and 
  attacked creatures must be within range.
  Augment 1 sp: You may affect up to 2 allies or enemies 
  each round. This improves by one creature at 5th (3 creatures), 
  11th (4 creatures), and 17th levels (5 creatures).
  Illusionary Cover (figment)
  Cost: 1 sp
  You create illusionary fog, walls, or other cover to obscure 
  the area. All creatures inside the area are heavily obscured to 
  all creatures outside the area, and vice-versa. You can shrink 
  the target area as small as you desire.
  Illusionary Terrain (figment)
  Cost: 1 sp
  You change the qualities of the terrain inside the figment, 
  changing how the ground looks and feels. Any of the ground 
  within the area that you choose becomes difficult terrain.
  Illusionary Distraction (figment)
  Cost: 1 sp
  You summon distracting sensations, phantoms, and patterns 
  to inhibit targets. Any creature of your choice inside your 
  figment suffers disadvantage on all Perception checks.
  
  148
  You wield the powers of life.
  When you gain the Life sphere, you gain 
  the cure, invigorate, and restore sphere abilities.
  Cure
  Casting Time: 1 action
  Range: touch
  Duration: Instantaneous
  Target: 1 creature
  Cost: 1 sp
  The target regains a number of hit points equal to 1d8 + your 
  key ability modifier. The amount of healing increases by 1d8 
  at 5th (2d8 + KAM), 11th (3d8 + KAM), and 17th level (4d8 + 
  KAM). This ability has no effect on undead or constructs.
  Invigorate
  Casting Time: 1 action
  Range: touch
  Duration: 1 hour
  Target: 1 creature
  Saving Throw: none
  Cost: 0 sp
  You can invigorate a creature, granting them temporary hit 
  points equal to your proficiency bonus. If used on a living 
  creature that has 0 hit points, the creature becomes stable 
  before receiving the temporary hit points. Unlike normal tem-
  porary hit points, this ability can only be used on an injured 
  target and cannot raise a target’s current hit points plus their 
  temporary hit points to be higher than their maximum hit 
  points. If an invigorated creature later receives healing that 
  would put their temporary hit points above their maximum 
  hit points, they lose temporary hit points until their current 
  hit points plus their temporary hit points is not higher than 
  their maximum hit points.
  Augment 1 sp: Increase the duration of the effect to: until 
  depleted or you finish a long rest. This augment may be ap-
  plied after the effect is cast on your turn without an action.
  Life Sphere
  Restore
  Casting Time: 1 action
  Range: touch
  Duration: Instantaneous
  Target: 1 creature
  Cost: 1 sp
  You can end either one disease or one condition afflicting 
  the target. The condition can be blinded, deafened, paralyzed, 
  or poisoned. If the condition targeted is caused by an ongoing 
  effect, this suppresses the effect for a number of rounds equal 
  to your key ability modifier. This cannot be used to remove 
  curses or instantaneous effects.
  Life Basic Talents
  Adrenaline Surge
  Augment 1 sp: When you use a Life sphere ability on an 
  ally (not yourself), you can also give them an adrenaline surge. 
  The ally may do one of the following as a reaction:
  • make a single weapon attack
  • move up to its speed
  • make a Dexterity ability check to escape bonds, grapples, 
  or other restraints
  • draw, pick up, or ready a weapon or shield
  • stand up from prone
  If you possess the Mass (metasphere) talent from the Uni-
  versal sphere, you can spend an additional spell point to apply 
  this augment to all affected creatures. Surges are resolved in 
  initiative order.
  Break Enchantment
  Augment 1 sp: You can allow your restore ability to re-
  move one magical effect from the target that has a duration. 
  This may be used against curses including cursed equipment, 
  although it does not remove the curse from the equipment, 
  but instead suppresses the effect long enough for the item to 
  be removed. If you do not specify a particular effect, a ran-
  dom one is selected. You must succeed at a spellcasting ability 
  check against the sphere or spell save DC of the magical effect 
  in order to remove it. This counts as using the remove curse 
  spell against those spells and effects that specify they can only 
  be removed through that spell. This has no effect on instanta-
  neous effects.
  Contagion
  Augment 1 sp: When you restore a creature, you can imme-
  diately attempt to inflict the conditions you just removed on 
  another living creature within range of your restore ability. The 
  creature targeted must succeed on a Constitution save against 
  your sphere DC or they receive all the conditions you just 
  restored. Immunity applies to these conditions as normal.
  These conditions last one round, regardless of the original 
  duration of the restored conditions. If the creature succeeds 
  on their saving throw, the original creature is still restored. If 
  this is used in conjunction with the Mass (metasphere) talent 
  
  149
  from the Universal sphere, multiple enemies can be targeted, 
  but each enemy can only receive conditions transferred from 
  one ally and each ally must have all their conditions trans-
  ferred to a single target.
  Diagnose
  Casting Time: 1 bonus action
  Range: touch (see text)
  Duration: Instantaneous
  Target: 1 creature
  Cost: 0 sp
  As a bonus action, you can learn any conditions that are 
  affecting a living creature (unconscious, dying, blinded, deaf-
  ened, paralyzed, poisoned, etc.).
  By increasing the casting time of this ability to an action, 
  you can learn the details of any condition they are under, such 
  as whether they have been affected by a spell or the nature of 
  any disease or poison they are afflicted with. You can use this 
  on a deceased creature to determine how they died, so long as 
  the target has been dead for no more than one day.
  You can also use this ability on any ally that is currently 
  under the effect of one of your Life sphere abilities regardless 
  of range or line of effect (such as allies who currently possess 
  temporary hit points from your invigorate ability), as long as 
  they are on the same plane of existence. You always know the 
  direction and distance to such an ally.
  Empathic Healing
  Augment -1 sp: You can restore others by taking on their 
  injuries yourself.
  When you restore a creature empathically, you gain any con-
  ditions you removed from the creature as if you had been the 
  one originally affected. You cannot transfer conditions that 
  will kill you or conditions that are the result of ongoing ef-
  fects. You cannot transfer effects that you are already affected 
  by unless the effects are cumulative (so you can restore a level 
  of exhaustion by increasing your own, but you cannot restore 
  a disease that you already have). If restoring multiple condi-
  tions, you can select which conditions to transfer and which 
  to leave untreated.
  If the effect causing the condition allows a save, you do not 
  get a new save, though any effects on you that would protect 
  you from the condition still function for the duration you 
  have them.
  Esoteric Healing
  Augment 0 sp: Your cure  ability affects undead and con-
  structs.
  Fount of Life
  You can store a cure  within yourself, allowing you to access 
  that healing as needed throughout the day. You spend a spell 
  point and roll the damage healed as normal, except rather 
  than healing by the given amount, that amount of healing is 
  stored. You can store multiple cures in this manner to increase 
  the amount of stored healing, but you cannot store more heal-
  ing within you than 10 times your level. Stored healing is lost 
  when you complete a long rest.
  You can draw on this stored healing to heal targets exactly 
  as if using your cure  ability, except you do not need to spend 
  a spell point; you can choose the amount of healing granted 
  (to a maximum amount equal to your stored healing), and 
  any healing granted to a target is subtracted from your stored 
  healing. A cure  augmented with the Revitalize talent cannot be 
  used to add to your stored healing.
  Greater Healing
  Augment 1 sp: Your cure  ability restores 5 hit points per 
  level + your key ability modifier instead of its normal amount.
  Greater Invigorate
  Augment 1 sp: Your invigorate effect grants 5 temporary hit 
  points instead of its normal amount. Additionally, your invig-
  orate may increase a target’s effective hit point total beyond 
  their hit point maximum, as is normal with temporary hit 
  points. This means you can use this talent to grant an invigo-
  rate to a creature already at its maximum hit points. The num-
  ber of temporary hit points granted by invigorate increases by 5 
  at 5th level (10 temporary hit points), 11th level (15 temporary 
  hit points), and 17th level (20 temporary hit points).
  Greater Restore
  Augment 1 sp: Your restore ability may reduce the target’s 
  exhaustion level by 1 or remove any of the following:
  • Any reduction to one of the target’s ability scores 
  • One effect reducing the target’s hit point maximum
  Latent Healing
  Augment 0 sp: When you use cure  or invigorate on a target, 
  you can choose to delay its effects. You can apply effects that 
  add additional hit points of healing at the time of the initial 
  cure, such as additional hit points from Fount of Life. At 
  any point, the subject of the effect can trigger its effects as 
  a reaction. You can even target uninjured targets when using 
  your abilities this way, though the effects can only be triggered 
  when the target is injured. Healing delayed this way lasts until 
  the target completes a short or long rest. A target can only be 
  under the effects of one Latent Healing at a time.
  Restorative Cure
  Augment 1 sp: When using your cure  or invigorate abilities 
  on a target or targets, you can restore them as well. Any aug-
  mentation costs incurred by the restore must be paid normally.
  Restore Mind
  Augment 1 sp: Your restore ability may remove any one 
  effect causing one of the following conditions:
  • Charmed
  • Frightened
  • Stunned
  • Unconscious
  Restore Movement
  Your restore ability can allow the target to stand up from 
  prone or attempt a Strength (Athletics) or Dexterity (Acrobat-
  ics) check to escape a grapple with advantage as a reaction.
  Augment 1 sp: Your restore ability may remove any one 
  effect causing one of the following conditions:
  • Petrified
  • Restrained
  • An effect that reduces a target’s speed below its normal 
  amount, such as a ray of frost spell or the Hindering Blast 
  (blast type).
  
  150
  Resuscitate
  Augment 2 sp: Your invigorate ability functions on crea-
  tures who have died within no more than 1 round, bringing 
  them back to life. Coming back from the dead is an ordeal. 
  The target’s exhaustion level increases by 1, to a maximum of 5 
  and cannot be reduced below exhaustion level 1 by any means 
  until completing a long rest. This ability requires a mostly in-
  tact body to function. This can’t return to life a creature that 
  has died of old age, nor can it restore any missing body parts. 
  This augment may be applied after the effect is cast on your 
  turn without an action.
  Augment 3 sp: This functions as the augment above except 
  you can target creatures who have died within the last minute.
  Revitalize
  Augment 0 sp: When using cure, you can choose to grant 
  the target rapid natural healing instead of directly healing 
  damage. The target heals 1 hit point per round at the start of 
  their turn for as long as you concentrate, up to 1 minute. The 
  amount healed each round increases by 1 at 5th level (2 hit 
  points), 11th level (3 hit points), and 17th level (4 hit points).
  Augment 2 sp: The effect persists for the remaining du-
  ration without concentration. This augment may be applied 
  after the effect is cast on your turn without an action.
  Life Advanced Talents
  Regeneration
  Prerequisites:  Life sphere (Revitalize), Universal sphere 
  (Extended (metasphere)), 11th level or higher.
  Augment 1 sp: For the duration, if you have the severed 
  part and hold it to the stump (an object interaction) of a 
  creature under the effect of Revitalize, the limb is instantly 
  reattached. If Revitalize is also augmented with the Extended 
  (metasphere) talent from the Universal sphere, the target’s 
  severed body members (fingers, legs, tails, and so on), if any, 
  are restored after 2 minutes. 
  Restore Mind And Body
  Prerequisites:  Life sphere,11th level or higher.
  Augment 2 sp: When using restore, you can remove any 
  number of conditions affecting the target.
  Resurrection
  Prerequisites:  Life sphere (Resuscitate), 11th level or 
  higher.
  Casting Time: 1 hour
  Range: touch
  Duration: instantaneous
  Target: 1 dead creature
  Cost: 3 sp
  You return a dead creature to life, provided that it has been 
  dead no longer than 10 days. If the creature’s soul is both 
  willing and at liberty to rejoin the body, the creature returns to 
  life with 1 hit point.
  This effect also neutralizes any poisons and cures nonmagi-
  cal diseases that affected the creature at the time it died. This 
  effect doesn’t, however, remove magical diseases, curses, or 
  similar effects; if these aren’t first removed prior to casting the 
  effect, they take effect when the creature returns to life. The 
  effect can’t return an undead creature to life.
  This effect closes all mortal wounds, but it doesn’t restore 
  missing body parts. If the creature is lacking body parts or or-
  gans integral for its survival--its head, for instance--the effect 
  automatically fails, expending all spell points and actions used 
  in the casting.
  Coming back from the dead is an ordeal. The target takes a 
  −4 penalty to all attack rolls, saving throws, and ability checks. 
  Every time the target finishes a long rest, the penalty is re-
  duced by 1 until it disappears. 
  Resurrection, Greater
  Prerequisites:  Life sphere (Resuscitate, Resurrection, 
  Regeneration), 15th level or higher.
  Augment 1 sp: You can target creatures that have been 
  dead for less than 100 years with Resurrection and may restore 
  all missing body parts.
  Using this augmentation to restore life to a creature that has 
  been dead for one year or longer taxes you greatly. Until you 
  finish a long rest, you can’t cast spells or sphere effects again, 
  and you have disadvantage on all attack rolls, ability checks, 
  and saving throws. 
  Variants
  Limited Restoration
  Choose either the restore ability or both the cure  and invig-
  orate abilities. You cannot use this ability or abilities, nor take 
  talents that only augment those abilities. You gain a bonus 
  talent from this sphere.
  Regenerate
  You can only target yourself with your Life sphere abilities. 
  You gain your choice of the Revitalize talent, or the Quick-
  en (metasphere) talent from the Universal sphere as a bonus 
  talent.
  Sympathetic
  You can only restore others by taking their afflictions unto 
  yourself. You gain the Empathic Healing talent as a bonus tal-
  ent and must use it when using restore. You cannot combine 
  this variant with any variant that removes the restore ability.
  
  151
  You can create and manipulate light.
  When you first gain the Light sphere, 
  you gain the brighten, glow, and lens sphere abilities.
  Brighten
  Casting Time: 1 bonus action
  Range: 120 feet
  Duration: Concentration, up to 1 minute
  Target: 1 glow you created
  Saving Throw: Wisdom negates
  Cost: 0 sp
  You can cause any creature or object you have caused to 
  glow that is within range to glow brightly, creating bright light 
  in a 20-foot radius and dim light in an additional 20-foot 
  radius. Unwilling targets can make a saving throw to prevent 
  their glow from being brightened. Both radii increase by 10 
  feet at 5th (30-foot radius), 11th (40-foot radius), and 17th level 
  (50-foot radius).
  Augment 1 sp: You can target a number of glows equal to 
  your proficiency bonus.
  Glow
  Casting Time: 1 action
  Range: 120 feet
  Duration: 10 minutes
  Target: 1 creature or object
  Cost: 0 sp
  You can cause an object or creature in range to glow for the 
  duration, shedding bright light in a 5-foot radius sphere and 
  dim light an additional 15 feet beyond that, which may be 
  of any color you wish. This requires a melee spell attack or 
  ranged spell attack. The object or creature becomes outlined 
  with light, giving it disadvantage on Dexterity (Stealth) checks 
  and negating all bonuses usually bestowed by invisibility, dark-
  ness, or similar effects.
  Whenever a glow effect interacts with a magical darkness 
  effect (such as from the Dark sphere) the caster of the glow 
  effect must succeed on a spellcasting ability check against the 
  sphere or spell save DC of the darkness effect’s caster. If they 
  succeed, the darkness is countered and the Light effect func-
  tions normally. If they fail, the glow effect is countered and the 
  Dark effect functions normally (outlines are swallowed, light 
  sources are hampered, etc.).
  Some talents are designated (glow), which add additional 
  effects to your glow ability. You can only apply the benefits of 
  one (glow) talent to any individual glow effect. While you can 
  only apply one such talent to an individual glow effect, areas 
  of light from different glow effects can overlap. When aug-
  menting a glow effect with a (glow) talent, the effect is applied 
  once per round, at the end of the caster’s turn. For example, 
  if a glowing object is thrown into a large group of enemies, it 
  would only affect those within the area where it landed, not 
  those targets it passed by to arrive in that area.
  Light Sphere
  Some talents are designated (nimbus), which allows you 
  to alter the appearance of light shed by your glow effects, 
  changing the area or shape in which light is increased as well 
  as where the effects of (glow) talents are applied. You can 
  only apply a single (nimbus) talent to a glow at a time, but 
  may switch between them and the normal area of your glow 
  as a bonus action at the start of your turn, though any (glow) 
  talents affect only one area in a round.
  Lens
  Casting Time: 1 action
  Range: 120 feet
  Duration: concentration, up to 1 hour
  Target: 1 creature or object
  Cost: 0 sp
  Light talents listed with the (lens) tag are talents that do not 
  create light, but instead bend it or alter its properties. Placing 
  a (lens) effect on an unwilling target requires a melee or ranged 
  spell attack.
  Augment 2 sp: The effect persists for the remaining du-
  ration without concentration. This augment may be applied 
  after the effect is cast on your turn without an action.
  Light Basic Talents
  Glow Talents
  Beacon of Hope (glow) 
  Augment 0 sp: When you place a glow on a creature, you 
  can choose to grant that creature advantage on saving throws 
  to prevent or end the frightened condition.
  Augment 1 sp: When you brighten a glow to which Beacon 
  of Hope is applied, all creatures within the area of bright light 
  gain advantage on saving throws to prevent or end the fright-
  ened condition.
  Blinding Light (glow) 
  Augment 0 sp: When you cause a creature to glow, you 
  can choose to give that target a -1 penalty to attack rolls and 
  Wisdom (Perception) checks.
  Augment 1 sp: When you brighten a glow to which Blinding 
  Light is applied, you can blind the glowing target and all crea-
  tures within the area of bright light. All creatures must make a 
  Constitution saving throw or be blinded until the end of your 
  next turn. Creatures who succeed at their saving throw still 
  take the -1 penalty on attack rolls.
  Bound Light (glow) 
  Augment 1 sp: When you brighten this glow, you can trap 
  the target inside a prison of light. The target is restrained. 
  In addition, the target must pass a spellcasting ability check 
  against your sphere DC to use any form of dimensional travel, 
  such as the dimension door spell or the teleport ability from 
  the Warp sphere.
  
  152
  Disorienting Patterns (glow)
  Augment 0 sp: When you brighten a glow, the bright light 
  covers the area in confusing colors and designs. The area of 
  this bright light is considered difficult terrain.
  Augment 1 sp: You can make the patterns of the bright 
  light even more intricate and confusing. Creatures within the 
  bright light must make a Wisdom saving throw or fall prone.
  Blind creatures (or creatures that have closed their eyes*) 
  and creatures that do not rely on sight are immune to the 
  effects of this talent.
  *For this purpose, the decision to close your eyes must be made on the 
  creature’s turn and renders it blind until the start of its next turn.
  Encompassing Light (glow) 
  Augment 0 sp: When you brighten this glow, the bright 
  light encompasses the glowing creature, allowing it 
  to function as if it were larger than it is. The 
  glowing creature deals +1d4 damage 
  with weapon attacks and increases 
  their reach by 5 feet. The bonus 
  to damage increases by one 
  step, and the reach by 5 
  feet at 5th level (10 feet, 
  +1d6), 11th level (15 feet, 
  +1d8), and 17th level 
  (20 feet, +1d10).
  Flicker (glow)
  Augment 0 
  sp: When you 
  brighten this glow 
  that is placed on 
  a creature, the 
  bright light par-
  tially assimilates 
  the glowing crea-
  ture, allowing them 
  to momentarily shed 
  their physical form. A 
  creature under this effect 
  can choose to move through 
  solid objects as long as there are 
  no factors that block normal sight 
  (such as concealment from darkness 
  or fog). This allows them to pass through 
  transparent barriers like glass or through impossibly small 
  gaps (such as a keyhole).
  Guiding Light (glow) 
  Augment 1 sp: When you cause a creature to glow, you can 
  choose to grant all creatures advantage on attack rolls against 
  that target.
  Hypnotic Light (glow)
  You gain the following augmentations:
  Hypnotic Glow
  Augment 0 sp: When you brighten a glow, the bright light 
  fascinates creatures. All creatures within this area of bright 
  light must succeed on a Charisma saving throw or take no 
  action on their turn but to stare into the light, and suffer dis-
  advantage on all Wisdom (Perception) checks. A target is al-
  lowed a new saving throw each round at the beginning of their 
  turn to throw off the effect, and on a successful save, may 
  make their actions as normal. Once a target has saved against 
  this effect, they are immune to the effect for the rest of its 
  duration. Hostile action taken against a hypnotized target 
  automatically breaks the effect, as if the target had succeeded 
  at their saving throw. If the target was already in combat when 
  this ability is used, they gain advantage on their initial saving 
  throw. Blind creatures (or creatures that have closed their 
  eyes) and creatures immune to the charmed condition are 
  immune to this effect.
  Lure Light
  Augment 0 sp: When you brighten a glow, the bright light 
  lures creatures towards it. All creatures in the area of your 
  light must make a Wisdom saving throw or be 
  compelled to move towards the source of 
  the glow on their turns. An affected 
  creature capable of movement 
  must move its speed towards 
  the source of the glow 
  each turn and cannot 
  intentionally move 
  away from it unless 
  they must back-
  track to get closer 
  to it. A creature 
  may attempt a new 
  saving throw each 
  round they are in 
  the bright light, 
  and after success-
  fully saving once 
  they are immune to 
  your use of this tal-
  ent for 24 hours. If 
  a creature is in the area 
  of multiple Lure Lights, 
  they move towards the 
  closest, or towards the glow 
  of their choice if they are equi-
  distant. A creature will not inten-
  tionally harm themselves when moving 
  towards a lure. They will not throw themselves 
  off cliffs or into lava to pursue a glow, though they will 
  move as close as possible without risking themselves.
  Blind creatures (or creatures that have closed their eyes) and 
  creatures immune to the charmed condition are immune to 
  this effect.
  Irradiance (glow)
  Augment  1 sp: When you brighten this glow, the bright 
  light sheds ionizing radiation along with visible light. Crea-
  tures within this bright light must succeed on a Constitution 
  saving throw or take 1d6 poison damage and be poisoned until 
  the start of their next turn each time they start their turn 
  within the bright light. This damage increases by 1d6 at 5th 
  (2d6), 11th (3d6), and 17th level (4d6). If a creature succeeds on 
  two consecutive saving throws, this effect ends for it.
  
  153
  Repelling Light (glow) 
  Augment 1 sp: When you brighten this glow, the bright 
  light repels unwanted creatures. Choose one creature type. 
  In the case of humanoids, you must also choose one tag. Any 
  creature of this type or with this tag within the area of bright 
  light must pass a Constitution saving throw or be unable to 
  move closer to the source of the light. Affected creatures 
  may move sideways or backwards, but cannot move closer, 
  although the source of the light may move closer to them. 
  Creatures who make their saving throw but remain within the 
  area of bright light must make a new saving throw every round 
  to avoid being affected.
  If a creature enters this area of bright light (or if the source 
  of bright light moves close to them), they must immediately 
  save or be affected.
  Revealing Light (glow) 
  Augment 1 sp: When you brighten this glow, the bright 
  light reveals all invisible creatures and objects. These creatures 
  and objects lose all the benefits of invisibility for as long as 
  they are within the area of bright light.
  Searing Light (glow) 
  Augment  0 sp: When you brighten this glow, the bright 
  light burns creatures in its area. Each round that a creature is 
  inside the area of bright light, they suffer 1d4 points of radiant 
  damage. Affected creatures may avoid this damage with a 
  successful Constitution saving throw, but if the final spell 
  point cost of your glow was 1 or more spell points, a successful 
  save instead reduces the damage by half. The radiant damage 
  increases by 1d4 at 5th level (2d4), 11th level (3d4), and 17th 
  level (4d4). You cannot augment this glow to have a duration 
  other than concentration.
  Sunstroke (glow)
  Augment 1 sp: When you place this glow effect on a crea-
  ture, you can choose to deal it 1d4 radiant damage, increasing 
  by 1d4 at 5th (2d4), 11th (3d4), and 17th level (4d4). The crea-
  ture takes this damage at the beginning of its rounds for as 
  long as the glow is in effect. A successful Constitution saving 
  throw negates the damage for that round, while two consecu-
  tive Constitution saves end the effect.
  Augment 1 sp: When you brighten a glow augmented by 
  Sunstroke, the target also gains a level of exhaustion the next 
  time they take damage from this effect. Only one level of 
  exhaustion may be applied by this effect.
  Visual Overload (glow)
  Augment 0 sp: When you brighten this glow, you can 
  overwhelm the target of the glow with visual stimulation. The 
  target must make a Wisdom saving throw each round the 
  glow is in effect on them or be able to take only an action or a 
  bonus action, not both. 
  Augment 1 sp: This effect affects all creatures within the 
  area of bright light.
  Augment 1 sp: When you brighten a glow augmented by Vi-
  sual Overload, creatures that fail their saving throw are instead 
  stunned until the start of their next turn.
  Two consecutive successful Wisdom saving throws against 
  the glow ends this effect for that creature.
  Lens Talents
  Chameleon (lens)
  Augment 0 sp: You can cause light and color to shift 
  around a target, granting it the ability to blend in with its 
  surroundings. The creature under this effect gains advantage 
  on Dexterity (Stealth). An object hidden in this way requires 
  a Wisdom (Perception) check to notice, with a DC equal to 
  your sphere DC -1 for every size category the object is above 
  tiny (-1 for small, -2 for medium, -3 for large, -4 for huge, -5 for 
  gargantuan). 
  Augment 1 sp: the target gains the ability to hide even 
  while being observed and having nowhere to hide, though the 
  target must move no more than half its speed each round to 
  use this benefit.
  Dim Light (lens)
  Augment 0 sp: You cause a target to suffer no ill effects 
  from your Light sphere abilities. The target of this (lens) tal-
  ent is immune to the negative effects of your glows, including 
  the effects of any (glow) talents applied to them. It also gains 
  no visibility related penalties from your glows.
  Infravision (lens)
  You can slightly shift the spectrum of light, granting the 
  target the ability to see heat. This allows them to ignore dis-
  advantage from obscured vision for attack rolls against living 
  creatures. In addition, the target is capable of tracking living 
  creatures by the heat they leave in their tracks. So long as the 
  trail is no more than an hour old, the target has advantage on 
  ability checks made to track living creatures, though strong 
  temperature conditions (such as winter snow or a desert noon) 
  can negate this benefit.
  Obscure (lens)
  Augment 0 sp: You allow light to partially pass through 
  your target and move in strange ways around them, making 
  it difficult to perceive their exact position. Once per round, 
  when the target is subject to an attack roll, they can spend a 
  reaction to impose disadvantage on that roll. This decision 
  must be made before the attack is rolled.
  Opponents that rely solely on non-visual senses (such as 
  blindsight) or that cannot see the target ignore this penalty.
  Periscope (lens)
  Target: One 5-foot cube
  Augment 0 sp: By altering the path of light you can see 
  from unusual positions. You can place and see from a sensor 
  in any unoccupied 5-foot cube within your range that you can 
  draw an unobstructed line to. This line may have one angle of 
  up to 90 degrees, plus an additional angle of up to 90 degrees 
  at 5th level (two 90 degree angles), 11th level (three 90 degree 
  angles), and 17th level (four 90 degree angles), but must other-
  wise be straight, and have a length no longer than the range of 
  your (lens) talents. You can see from the position of the sensor 
  as if you stood in the space it occupies. A creature that can see 
  invisible objects sees the sensor as a luminous orb about the 
  size of your fist.
  
  154
  Telescope (lens)
  Augment 0 sp: You give the target the ability to magnify 
  incoming light. The target does not take disadvantage on 
  ranged attack rolls made at a weapon’s long range and gains 
  advantage on sight-based Wisdom (Perception) checks.
  Nimbus Talents
  Beam (nimbus)
  Augment 0 sp: When you cause a glow effect to shed light, 
  you can focus this light into a line, quadrupling the affected 
  distance. For normal light this creates a 5 foot wide by 20 foot 
  long line of bright light, with dim light extending another 
  15 feet in all directions. This also quadruples the distance in 
  which brighten sheds bright light, creating a 20 foot wide and 
  80 foot long line of bright light, with dim light extending an-
  other 20 feet in all directions. Once each round on your turn, 
  without spending an action, you can change the direction the 
  line projects from the glow; changing the direction is done 
  instantaneously, and doesn’t allow you to “sweep” an area with 
  your glow.
  Illuminate (nimbus) 
  Augment 0 sp: When causing an object to shed light, you 
  can focus this light into a cone as a free action, doubling the 
  affected distance. Your glow creates a 10 foot cone of bright 
  light, with dim light extending another 30 feet beyond, while 
  brighten creates a 40 foot cone, shedding dim light another 40 
  feet beyond. You can return the light to normal or change its 
  orientation freely on your turn.
  Trail (nimbus)
  Augment 0 sp: You can cause your glow to trail light 
  behind it rather than radiate light normally. The glow sheds 
  bright light in any square it passes through during the round, 
  with dim light extending 5 feet beyond. If you brighten the 
  glow, if sheds bright light in a 5 foot radius around all squares 
  it passes through, with dim light 5 feet beyond. If you return 
  the light’s area to normal or change between (nimbus) talents, 
  any trail left behind is removed immediately.
  Other Talents
  Area Glow 
  Augment 1 sp: You can create an eruption of light, causing 
  all creatures and objects within a 15-foot radius, 30-foot high 
  cylinder centered within range to glow. You needn’t make a 
  ranged spell attack against any creature within this area, but 
  creatures are allowed a Dexterity saving throw to avoid the 
  effect. Each affected creature counts as being under a differ-
  ent glow for the purpose of using brighten, lens, and nimbus 
  effects.
  Bend Radiance
  Augment 0 sp: You can bend the light produced by your 
  glows, allowing you to create spaces untouched by their light. 
  When you create a glow, you can choose a number of 5-foot 
  cubes in the area of light it produces, up to a maximum of a 
  number of cubes equal to your proficiency bonus. These cubes 
  do not need to be contiguous. The selected area is unaffected 
  by your glow; its light level does not change, and it is not sub-
  ject to the effects of any (glow) talents applied to the glow. If 
  the glow moves, this omitted area moves with it. You can alter 
  what areas are affected and unaffected by your light with no 
  action required on your turn.
  Black Light
  Augment 0 sp: You can cause any glow within your range 
  to shed non-visible light. While shedding non-visible light, 
  a glow does not outline a creature with light, impose disad-
  vantage on Dexterity (Stealth) checks, or increase light levels 
  within its radius. However, (glow) talents applied to the glow 
  still function as if it was shedding light in its normal area. This 
  augment may be applied or removed from a glow within range 
  without any required action on your turn. Creatures can still 
  perceive the area of the effect.
  A glow shedding non-visible light functions normally even in 
  magical darkness and does not hinder the function of magical 
  darkness in the same area. No magical skill check is made 
  when a glow under the effects of Black Light interacts with 
  magical darkness.
  Dancing Lights 
  Augment 0 sp: You can create a glow effect without the 
  need for a creature or object. This allows you to create a float-
  ing ball of light that may fly up to 60 feet per round and may 
  be directed without action cost on your turn. You can give 
  these lights simple commands, such as following a creature 
  you can see or traveling in a specified pattern.
  Dual Light
  Augment 0 sp: You can simultaneously apply two (glow) 
  talents you possess to your glow. The effects of each talent is 
  resolved separately. Any augmentation costs from the (glow) 
  talents must be paid separately.
  This augmentation may not be used in conjunction with the 
  Daylight advanced talent.
  Augment 1 sp: You can apply two (nimbus) talents to a 
  single glow effect, causing it to shed light in the area defined in 
  both (nimbus) talents. Alternatively, you can choose to apply a 
  single (nimbus) talent while also shedding light in the normal 
  radius of your glow, or apply a single (nimbus) talent twice. 
  Creatures in overlapping areas are still only affected by (glow) 
  talents and other effects of your glow once.
  Augment 1 sp: When applying a lens, you can apply a sec-
  ond lens as part of the same casting. Both are considered a sin-
  gle effect for concentrating, augmenting duration, dispelling, 
  and similar effects.
  Flare
  As a bonus action, you can expend one of your glow effects 
  within range of your glow ability, causing it to blaze up mo-
  mentarily before dying completely, ending the effect. The 
  target of the glow effect takes 1d8 radiant damage, increasing 
  by 1d8 at 5th (2d8), 11th (3d8), and 17th level (4d8), while all 
  creatures within 5 feet of the target take half that damage. 
  Affected creatures may avoid this damage with a successful 
  Dexterity saving throw, but if the final spell point cost of 
  your glow was 1 or more spell points, a successful save instead 
  reduces the damage by half. If the target of your glow is Large 
  or larger, choose one of its squares and the secondary damage 
  affects creatures within 5 feet of that square.
  
  155
  If you possess the Dual Light talent, you can apply the fol-
  lowing augment:
  Augment 1 sp: You can cause a number of glows within 
  range equal to your proficiency bonus to flare. Creatures 
  within the area of multiple glows roll a single saving throw. 
  Damage from multiple glows stack.
  Flash
  You can choose to apply the effects of (glow) talents at any 
  point during your turn instead of only at the end of your turn. 
  You can still only apply the effects of (glow) talents once per 
  turn.
  Augment 1 sp: As a bonus action, you can apply the effects 
  of a (glow) talent an additional time in a single round. This 
  additional application may be activated separately from any 
  other application of your (glow) talents. This allows your 
  (glow) talent to affect a different area if the glow has moved 
  or the area of its light has changed, but does not let you affect 
  any given area more than once per round.
  Glory
  When you brighten a glow on yourself and only yourself, it 
  lasts for its duration without concentration. The radius of the 
  bright light so created is reduced to 5 feet.
  Intensity Control
  Augment 0 sp: You can add or subtract up to 10 feet from 
  the radius of your dim and bright light. If you possess talents 
  that would alter the area of your light, such as the Illuminate 
  talent, this increased or decreased radius is added in before 
  the area is multiplied. You can alter the area of your light as a 
  free action, but for the purpose of (glow) talents you can still 
  only affect one area per round.
  Augment 0 sp: So long as you do not apply any (glow) 
  talents to your glow, you can double its radius.
  You cannot alter the area of light shed by the Glory talent 
  with Intensity Control.
  Light Link 
  Augment 0 sp: You always know the direction and distance 
  to any creature or object under the effect of your glow. This 
  has no effect if the creature or object is on another plane.
  Style
  Augment 0 sp: Your glows may be composed of multiple 
  colors, allowing you to outline or highlight specific portions 
  of a glowing object or create art. When you brighten your glow, 
  you can also create patterns and different colors in the light 
  it sheds, casting intricate designs on surfaces. These patterns 
  may be highly detailed and complex, though creating art of 
  high craftsmanship requires you to succeed on an appropriate 
  check (usually Charisma (Painter’s Supplies)). You determine 
  and create the pattern as part of making the glow, but may 
  change it once per turn without spending an action.
  As an action, you can cause one of your glows that is shed-
  ding bright light to stain a surface with its light, painting its 
  current pattern on any portion of the glow’s area. The ability 
  to stain a surface is an instantaneous effect, so the resulting 
  stain is non-magical and functions as a mundane dye that can-
  not be dispelled, though it may be cleaned off or painted over. 
  Unwilling targets may make a Dexterity saving throw to 
  avoid being stained, and a 5-foot cube may be cleaned of these 
  stains with a full minute of work.
  If you also possess the Dancing Lights talent, you can alter 
  the shape and appearance of your light. It may be as large as a 
  full 5 foot cube, or as small as a mote of dust, though its size 
  has no impact on the light it sheds. Regardless of how intri-
  cate or well shaped your Dancing Light is, it is impossible to 
  mistake as anything other than a magical light.
  Advanced Light Talents
  Daylight (glow)
  Prerequisites:  Light sphere, 11th level or higher.
  Augment  2 sp: When you brighten a glow, you can cause the 
  object to shed bright light for a 2 mile radius and dim light for 
  5 miles beyond that. You cannot add the effects of any (glow) 
  talents to this glow.
  Diffuse Body
  Prerequisites:  Light sphere (Flicker), 7th level or higher.
  Augment 2 sp: Your Flicker talent becomes more nuanced 
  and refined. Rather than allowing someone to simply turn into 
  a single body of light, you give them the ability to split them-
  selves into multiple reflections. When a creature under the 
  effects of your Flicker moves, they may choose to move in two 
  separate directions and end their movement in two different 
  locations. When they take their next action, bonus action, 
  or reaction, or the next time they are attacked or targeted at 
  one of these locations, whichever is sooner, they must decide 
  which of these positions they are actually in.
  Variants
  Lens Focus
  You cannot create glow effects. You can only select (lens) 
  talents and talents that augment (lens) effects. You gain a (lens) 
  talent as a bonus talent.
  Roving Glow
  You cannot place glow effects on objects or creatures. You 
  gain Dancing Lights talent as a bonus talent.
  
  156
  You gain the ability to alter the minds of 
  others, causing them to act as you see fit.
  When you first gain the Mind sphere, you gain the charm 
  ability and one (charm) talent of your choice.
  Charm
  Casting Time: 1 action
  Range: 30 feet
  Duration: varies
  Target: 1 creature of your creature type
  Cost: 0 sp (Lesser), 1 sp (greater), 2 sp (powerful)
  You can place charms on creatures. You can only use charms 
  on targets that possess your own creature type (humanoid for 
  humanoids, etc.) although the Expanded Mind talent changes 
  this. Each charm has three strengths; lesser, greater, and pow-
  erful. Lesser charms are at-will abilities, but you cannot target 
  an individual creature more than once with any individual less-
  er charm unless noted. You can do so again after completing a 
  long rest. You must possess the Powerful Charm talent before 
  you can use any powerful charms.
  Augment 1 sp: You can use the greater charm effect of the 
  selected (charm) ability.
  Mind Sphere
  Note: Some Mind sphere abilities allow the caster to make 
  a request of the target creature and have different effects 
  depending on the particular request made. While the final 
  decision on what request falls into what category is up to the 
  GM, the examples in Table: Example Requests are a short-
  hand for players and GMs hoping to quickly determine what 
  an enchanted creature might or might not be asked to do.
  Mind Basic Talents
  Some Mind sphere talents are designated (charm) talents. 
  These talents grant you charms you can place on targets.
  Charm Talents
  Amnesia (charm)
  Duration: Instantaneous
  Saving throw: Wisdom negates
  You can reach into a subject’s memory and remove informa-
  tion and awareness of people, places, things, or events.
  Lesser Charm: The target loses any recollection of what hap-
  pened in the last round, back to the beginning of your previ-
  ous round’s actions. A reminder of the events, such as witness-
  ing a similar action taken by one of the involved creatures or 
  distinctive items being used in the same fashion or someone 
  Table: Example Requests
  Creature
  Very Simple 
  Request
  Basic Request
  Would not normally 
  do
  Against the creature’s 
  nature
  Good-Aligned Paladin
  Provide healing to 
  an injured person
  Protect the innocent 
  from danger, hunt a 
  monster in the area
  Ignore minor criminal 
  activity, hide a creature 
  of dubious guilt
  Attack teammates, 
  slaughter the innocent, 
  renounce her religion, 
  desecrate a temple
  Evil-Aligned Profes-
  sional Thief
  Steal a simple, 
  unattended object, 
  visit a tavern
  Share non-compromising 
  information, teach some-
  one thieving skills
  Donate a few coins to 
  charity, reveal secret 
  plans, stab their co-con-
  spirators in the back
  Give up their most valu-
  able magic items, reveal 
  their greatest secrets, 
  turn themselves in for 
  their crimes
  Bear
  Grab fish from a 
  stream
  Calm down and not 
  attack an unassuming 
  target.
  Ignore a humanoid 
  sitting in its den.
  Ignore the kidnapping of 
  its cubs.
  Orc Bandit
  Mug a weak, un-
  guarded target
  Join a raid on a town, or 
  the hunting of a monster.
  Help run a farm, ignore 
  a rich-looking target, 
  fight a target where 
  survival is uncertain.
  Fight a target where sur-
  vival is unlikely, join a raid 
  against its own clan.
  Ancient Dragon
  Eat an annoying 
  humanoid
  Eat an unassuming hu-
  manoid.
  Give up a valuable item.
  Give up its hoard.
  Middle-Aged Farmer
  Eat lunch
  Give a kind stranger a 
  meal and a hayloft to 
  sleep in.
  House and feed a squad-
  ron of questionable 
  men, help a team of ad-
  venturers as a cook and 
  porter on their quests.
  House wanted criminals, 
  allow the kidnapping of 
  his family, take up arms 
  and become a soldier.
  
  157
  spending a free action to inform the person about the event, 
  allows the target to make a new Wisdom saving throw to recall 
  the forgotten moment, or the target may have their memory 
  restored through the Life sphere’s Break Enchantment talent, 
  any effect that removes the confused condition, or the use 
  of the Inception talent’s lesser, greater, or powerful charms 
  being used to specifically make the target remember what was 
  forgotten.
  Greater Charm: The target loses all awareness of the imme-
  diate past. This affects all memories from up to 10 minutes 
  prior. Alternatively, a target may lose all memory of just a 
  single person, location, item, or event, such as the identity of 
  a friend or a robbery they participated in. If the memory of 
  an event is forgotten, the event’s duration in real life can only 
  have 10 minutes removed from the target’s memory. A target’s 
  memory may be restored through the Life sphere’s Break 
  Enchantment talent, or through the Inception talent’s greater 
  or powerful charms being used to specifically make the target 
  remember what was forgotten.
  Powerful Charm: The target loses all memory of events that 
  transpired in the recent past. This may erase memories going 
  back 1 week. The caster may erase all or part of the subject’s 
  memory of this time. A target’s memory may only be restored 
  through the Life sphere’s Break Enchantment effect if the 
  caster also possesses the Restore Mind talent, or through 
  the wish or miracle spells. The target’s memory may also be 
  replenished through the Inception talent’s powerful charm 
  being used to specifically make the target remember what was 
  forgotten.
  Calm (charm)
  Duration: Concentration, up to 1 minute
  Saving throw: Charisma negates
  You can suppress emotions in hostile creatures or provide 
  ease to excitement and confidence. You can deny raging crea-
  tures their battles or joyous creatures their revelry.
  Lesser Charm: You can suppress any effect causing a target to 
  be charmed or frightened, as well as suppressing a barbarian’s 
  rage feature and similar abilities at the GM’s discretion. When 
  this charm ends, any suppressed effect resumes, provided that 
  its duration has not expired in the meantime. The effects are 
  suppressed, but not dispelled. Any aggressive action toward, 
  or damage dealt to, a creature under the effect of this ability 
  automatically ends the effect.
  Greater Charm: In addition to the effects of the lesser charm, 
  this charm removes any desire to fight or engage in revelrous 
  behavior. No violent or destructive actions may be taken by 
  the creature, but the target may still defend itself normally. In 
  addition, effects that would be suppressed by the lesser charm 
  cannot be initiated. As with the lesser charm, aggressive ac-
  tion or damage will immediately end the effect.
  Powerful Charm: In addition to the effects of the greater 
  charm, the target of this ability simply loses any desire to act. 
  The target is overwhelmed with soothing peace and calm and 
  as such may take no actions, but the target may still defend 
  itself normally. As with the lesser charm, aggressive action or 
  damage will immediately end the effect.
  Candor (charm)
  Duration: Concentration, up to 1 minute
  Saving throw: Charisma negates
  You compel words of honesty in your subject, bringing truth 
  to their voice.
  Lesser Charm: The target is compelled to speak only what 
  they believe to be true. This does not compel them to speak, 
  but it does prevent any words they do say from being inten-
  tionally dishonest. A target may not realize they are magically 
  compelled to speak the truth if the caster has the Subtlety 
  talent, but even if unaware they may receive a Dexterity saving 
  throw to stop themselves from talking when they attempt to 
  tell a lie and realize that their words are changing. 
  Greater Charm: This functions as the lesser charm, but the 
  duration of the Candor is increased to 8 hours.
  Powerful Charm: The target is compelled to answer a single 
  question directly put to it. A successful save allows the target 
  to ignore any similar questions asked (with additional castings 
  of this talent) for a number of minutes equal to its Wisdom 
  score. (Ultimately the definition of “similar” is up to the GM, 
  but generally the question “Who stole the queen’s jewels?” is 
  considered similar to “Did you steal the queen’s jewels?” but is 
  not considered similar to “What were you doing on the night 
  the jewels were stolen?” because the focus shifts from identify-
  ing a culprit to stating an activity.)
  Command (charm)
  Duration: Concentration, up to 1 round
  Saving throw: Wisdom negates
  You can directly control another creature’s body. Each time 
  you have the target perform an action, it gets a new saving 
  throw to end the effect.
  Lesser Charm: For the duration, you can spend one of your 
  remaining actions to force the target to perform an action 
  with a similar cost, using the list below as a guideline. The 
  target performs these actions on your turn, and does nothing 
  on their own turn except take the Dodge action. If the target 
  takes damage while under the Command charm, they receive a 
  new saving throw to end the effect. 
  • If you have movement remaining for the round, you can 
  move the target up to your remaining speed. 
  • If you have not interacted with an object this round, you 
  can have the target interact with an object.
  • If you have a bonus action remaining, you can have the 
  target use a bonus action.
  • If you have an action remaining, you can have the target 
  use an action.
  Greater Charm: The duration changes to: Concentration, up 
  to 1 minute. This charm is the same as the Command lesser 
  charm, except that you can spend any of your remaining ac-
  tions to perform an action with a similar cost.
  Powerful Charm: This is the same as the Command greater 
  charm, except the target is only granted a new saving throw at 
  the end of each round, not after each time you have the target 
  perform an action.
  
  158
  Confusion (charm)
  Duration: 1 round
  Saving throw: Wisdom negates
  You can unravel a creature’s mind and make them behave 
  erratically.
  Lesser Charm: The target becomes confused. An affected tar-
  get can’t take reactions and must roll a d10 at the start of each 
  of its turns to determine its behavior for that turn.
  d10
  Behavior
  1
  The creature uses all its movement to move in a 
  random direction. To determine the direction, roll 
  a d8 and assign a direction to each die face. The 
  creature doesn’t take an action this turn.
  2-6
  The creature doesn’t move or take actions this turn.
  7-8
  The creature uses its action to make a melee attack 
  against a randomly determined creature within its 
  reach. If there is no creature within its reach, the 
  creature does nothing this turn.
  9-10
  The creature can act and move normally.
  Greater Charm: As the lesser charm, but the duration increas-
  es to: concentration, up to 1 minute. Affected creatures may 
  make a new saving throw at the end of each of their turns to 
  end the effect on themselves only.
  Powerful Charm: This is the same as the Confusion greater 
  charm, except in addition to being confused, the target also 
  suffers disadvantage on all mental ability score checks.
  Courage (charm)
  Duration: concentration, up to 1 minute
  Saving throw: Wisdom negates
  You inspire the target to great action.
  Lesser Charm: Once before the effect ends, the target can roll 
  a d4 and add the number rolled to one ability check, attack 
  roll, or saving throw of its choice. It can roll the die before or 
  after making the ability check. The effect then ends. 
  Greater Charm: Each turn, the target can roll a d4 and add 
  the number rolled to any one ability check, attack roll, or 
  saving throw made before the start of its next turn. It can roll 
  the die before or after making the ability check.
  Powerful Charm: This is the same as the Courage greater 
  charm, except The duration changes to: 1 hour, and the target 
  also becomes immune to the frightened condition.
  Disrupt Focus (charm)
  Duration: concentration, up to 1 minute
  Saving throw: Constitution
  You can make it harder for a target to concentrate on using 
  their magic, or focus in combat.
  Lesser Charm: When this effect is cast and at the end of 
  each subsequent turn you concentrate on it, the target must 
  succeed on a Constitution saving throw or lose their concen-
  tration on any ongoing effects. If the target has either the 
  ability to gain martial focus, or possesses the Mental Focus 
  drawback, they also lose their focus upon failing their Consti-
  tution saving throw. This effect ends once the target fails its 
  saving throw.
  Greater Charm: This effect does not end after a creature fails 
  its saving throw.
  Powerful Charm: As the greater charm, though creatures 
  must also succeed on the Constitution saving throw to cast 
  any spell or magic sphere effect, or to use any martial sphere 
  ability (see Spheres of Might).
  Enthrall (charm)
  Duration: concentration, up to 1 minute
  Saving throw: Wisdom negates
  Lesser Charm: You cause a creature to regard you as its friend, 
  making them charmed by you for the duration of the effect. If 
  you or your allies are attacking or threatening the creature, it 
  gains advantage on its saving throw against this charm.
  Greater Charm: As the Enthrall lesser charm, but the maxi-
  mum duration increases to 1 hour. You can make requests of 
  the target, but asking it to do anything it would not normally 
  do requires a Charisma check contested by the target’s Charis-
  ma check and it never obeys requests that are obviously fatal 
  or against its nature, although the target may be convinced 
  dangerous things are worth doing.
  Powerful Charm: This functions as the Enthrall greater 
  charm, except the duration increases to 8 hours.
  Fear (charm)
  Duration: 1 round
  Saving throw: Wisdom negates
  You can warp a target’s mind with fear.
  Lesser Charm: You cause the target to become frightened.
  Greater Charm: The duration becomes concentration: up to 1 
  minute.
  Powerful Charm: This is the same as the Fear greater charm, 
  except the target becomes unable to take actions. On a suc-
  cessful save, they are still frightened for 1 round.
  Gestures (charm)
  Duration: Concentration up to 1 minute
  Saving throw: Wisdom negates
  You mentally pull and tug at the target’s muscles and the 
  aspects of its mind that relate to motor functions.
  Lesser Charm: You influence the physical gestures made by 
  a target and the actions of the target’s limbs and extremities. 
  You can impose a failure chance on any other magic user 
  whose magic requires a somatic component equal to 10% + an 
  additional 5% at 5th (15%), 11th (20%), and 17th (25%) levels. 
  A spell lost in this way causes the action and spell slot or spell 
  points to be lost. In addition, the target takes a penalty equal 
  to half your proficiency bonus on all Strength and Dexterity 
  checks. Creatures affected by this ability (and the greater and 
  powerful versions of it) are allowed a new saving throw at the 
  end of each of their turns to end the effect for themselves 
  only.
  Greater Charm: In addition to the effects of the lesser charm, 
  you can enforce quick, shambling actions on the target or 
  interruptions of actions the target is taking. You can force the 
  target to pick up or drop an object in a space within its reach, 
  although the target may only be forced to drop things that are 
  
  159
  held (as opposed to worn or bound in some way). As an action, 
  you can make a key ability check contested by the creature’s 
  Strength or Dexterity (target’s choice); if you succeed, the tar-
  get falls prone. Finally, you can also prevent the usage of any 
  magical ability that requires gestures or somatic components.
  Powerful Charm: In addition to the effects of the lesser and 
  greater charms, you gain nearly full control over the quick 
  gestures and movements of the target. As a reaction, when the 
  target would be entitled to an opportunity attack (including 
  against its allies), you can force the target to make the attack 
  or deny it the ability to make such an attack that it desires to 
  make. As a bonus action, you can force the target to move up 
  to half of its move speed in any direction that you wish. You 
  can also use the target to provide the somatic components for 
  your own magical effects, and even make the target the origin 
  point of those effects so long as only somatic components 
  are required. (Casters with the Utterances talent may include 
  verbal components with no extra save required). You can also 
  allow this magic to work in either direction, allowing a willing 
  target to control you or vice versa (for example, a friendly 
  rogue might pick a lock that only you can reach using your 
  hands, or you might use your own painting skills to paint a 
  picture through a friendly paladin’s hands to impress a digni-
  tary).
  Hostility (charm)
  Duration: 1 round
  Saving throw: Wisdom negates
  You cause the target to enter a blinding rage.
  Lesser Charm: You compel the target to attack the nearest 
  creature on its next turn. The target moves until this creature 
  is within range and makes at least one attack with a weapon 
  or unarmed strike. If no such creature can be reached, the 
  target instead deals damage to itself equal to 1d8 + its Strength 
  modifier with whatever it has in hand.
  Greater Charm: The target enters a rage for 1 minute. It has 
  advantage on Strength checks and Strength saving throws and 
  on Strength-based attack rolls, gains resistance to bludgeon-
  ing, piercing, and slashing damage, but attack rolls against it 
  have advantage. In addition, the target cannot use any spells 
  or sphere effects, nor any skills or class features based off of 
  Intelligence, Wisdom, or Charisma.
  Powerful Charm: Same as the greater charm, but you can 
  grant one of the following packages to the target as well:
  Heroic Rage: The target may still use spells and sphere 
  effects, as well as class features and skills based off of Intelli-
  gence, Wisdom, or Charisma.
  Brutal Rage: The target is compelled to hostility and each 
  round attacks the nearest target to itself, be it friend or foe. If 
  the creature cannot attack something during its turn, it deals 
  1d8 + its Strength modifier damage to itself with whatever it 
  has in hand.
  Inception (charm)
  Duration: Instantaneous
  Saving throw: Wisdom negates
  You add trivia, knowledge, and memories to a person’s mind, 
  whether or not this information is grounded in fact.
  Lesser Charm: You can “create a rumor” in a target’s mind, 
  suggesting information that a target “heard somewhere” or 
  “read once” but that they haven’t actually encountered. As 
  part of the casting, you can make a spellcasting ability check 
  or Charisma (Deception) check opposed by the target’s Wis-
  dom (Insight) check to see how firmly the target adheres to 
  this new information; they may not believe this rumor even if 
  they believe that they heard it or read it somewhere.
  Evidence that conflicts with the implanted memory allows 
  a new Wisdom saving throw to realize that the information is 
  faulty, though failure on a new Wisdom saving throw doesn’t 
  mean that the target is compelled to believe the old informa-
  tion (instead believing that they had learned some faulty in-
  formation). In addition, the Life sphere’s Break Enchantment 
  talent, the break enchantment spell, or the Amnesia talent’s 
  lesser, greater, or powerful charms may be used to either 
  remove false implanted information, or to make the target 
  realize that the information is faulty.
  Greater Charm: As the lesser version of the talent, but the 
  target’s new memory can relate to things within their own 
  experience or of their own devisement (such as details about 
  friends’ lives or current news discussed at a tavern the night 
  before). The new memories will take precedence over the old 
  if they contradict, but the old memories will still remain (for 
  example, a guard may have the memory of a different combi-
  nation for a combination lock, password for a door, or route 
  through a maze, but nothing stops them from recalling the 
  true information when the implanted memories prove false.)
  Encountering evidence that contradicts the new mem-
  ory allows a new Wisdom saving throw to realize that the 
  new memories are false. In addition, the Life sphere’s Break 
  Enchantment talent, the break enchantment spell, or the Am-
  nesia talent’s greater or powerful charms may be used to either 
  remove false implanted information, or to make the target 
  realize that the information is faulty.
  Powerful Charm: As the greater version of the talent, though 
  you can now craft entirely new memories of events that the 
  target has personally witnessed. These memories are indis-
  tinguishable from actual memories, and appear to fit the flow 
  of the continuity of their memories, but do not otherwise 
  remove or alter the previous memories. A contradictory mem-
  ory offers advantage on the Wisdom saving throw to resist the 
  charm and the Wisdom (Insight) check to resist believing the 
  new memory. Similarly, memories of creatures doing some-
  thing that they would not normally do or doing things against 
  their nature also grant advantage to these checks.
  A target’s false memories may only be removed or proven 
  false through the Life sphere’s Break Enchantment effect if 
  the caster also possesses the Restore Mind talent, or through 
  the wish or miracle spells. The target’s memory may also be 
  replenished through the Amnesia talent’s powerful charm be-
  ing used to specifically make the target realize what memories 
  are faulty.
  
  160
  Inspiration (charm)
  Duration: Instantaneous
  Saving throw: Wisdom negates
  You inspire competence in the target.
  Lesser Charm: As a reaction, you can add a +1d4 to an ability 
  check check or attack roll the target has just made. This can 
  change a failure into a success. You must choose to use this 
  charm after the roll has been made, but before the results are 
  revealed.
  Greater Charm: This is the same as the Inspiration lesser 
  charm, except it adds +2d4 to the attack roll or skill check 
  instead of +1d4.
  Powerful Charm: The target may reroll, adding +2d4 to the 
  result.
  Mind Shield (charm)
  Duration: 1 minute
  Saving throw: Wisdom negates
  You can establish a ward on the mind of another, one capa-
  ble of providing protection from mental assault.
  Lesser Charm: You create a metaphysical bubble of protective 
  insight over the mind of a willing creature. This keen intel-
  lectual insight bestows proficiency on Wisdom saving throws. 
  This mind shield is nullified as soon as the target makes a 
  single Wisdom saving throw, whether or not the save was 
  successful. This does not suppress or remove existing magical 
  effects on creatures, it merely protects them from 
  further mental attacks. Unlike other lesser 
  charms, there is no limit to the number of 
  times you can use this lesser charm on a 
  target without taking a long rest.
  Greater Charm: The effect does 
  not expire until a number of rolls 
  equal to your proficiency bonus 
  have been attempted.
  Powerful Charm: You impart an 
  adamant shield of conceptual cer-
  tainty upon the mind of a willing 
  creature. This creature gains immu-
  nity to any enchantment spell or 
  effect that would require a Wisdom 
  saving throw for the duration. This 
  immunity can be overcome with 
  a spellcasting ability check against 
  your sphere DC. Even if this immu-
  nity is bypassed, the target receives 
  the benefit of the Mind Shield powerful 
  charm.
  Mind Spy (charm)
  Duration: see text
  Saving throw: Wisdom negates
  You can send a piece of your mind into your 
  target to see the world through their eyes. 
  The target gets a new Wisdom saving throw 
  every time you use this ability, although con-
  secutive rounds do not give additional saves. 
  While this link to your target remains, you can 
  choose to use this ability at any time before 
  the link expires, or have its activation linked to a specific 
  event that your target may experience.
  Lesser Charm: While the link remains active, you can use the 
  target’s senses for up to 1 minute, spend in 1 round incre-
  ments, to see and hear what they can. The rounds need not 
  be consecutive. The link remains active for up to 1 hour from 
  the time the target is first affected. Abilities that block or 
  suppress possession or remove enchantments (such as the 
  protection from good and evil spell or the Break Enchantment 
  talent) will similarly block, suppress, or remove the effect of 
  this charm on your target.
  Greater Charm: As the lesser charm, but you can use their 
  senses for 10 minutes and the link lasts for 1 day.
  Powerful Charm: As the greater charm, but you can use their 
  senses for 1 hour, and the link lasts for 1 week.
  Paralyze (charm)
  Duration: 1 round
  Saving throw: Wisdom negates
  You freeze the target in place.
  Lesser Charm: The target is restrained for 1 round.
  
  161
  Greater Charm: The target is stunned for as long as you con-
  centrate, up to 1 minute. The target is allowed a new Wisdom 
  saving throw each round at the end of its turn to end this 
  effect on itself early.
  Powerful Charm: This is the same as the Paralyze greater 
  charm, except the target is paralyzed instead of stunned.
  Project Thoughts (charm)
  Duration: Instantaneous
  Saving throw: Wisdom negates
  You can communicate directly into the mind of another.
  Lesser Charm: You project an empathic message into the 
  mind of the target. The target knows what you are feeling 
  (fear, anger, anxiety, rage, etc.), although they are not able to 
  communicate back.  You can project a telepathic message to 
  a target consisting of no more than 25 words. If you and the 
  target do not possess a shared language, this form of commu-
  nication is impossible. Unlike other lesser charms, there is no 
  limit to the number of times you can use this lesser charm on 
  a target without taking a long rest.
  Greater Charm: Your projected telepathic message does not 
  have a word limit, although communication is carried out in 
  real time and you must concentrate for as long as you commu-
  nicate. You can communicate with the target even without a 
  shared language.
  Powerful Charm: You can communicate with the target for 
  up to 8 hours without concentration. If the target leaves your 
  charm range, this communication is disrupted until they 
  re-enter range.
  Read Mind (charm)
  Duration: Instantaneous
  Saving throw: Wisdom negates
  You can pull information from a target’s mind.
  Lesser Charm: You can detect a creature’s emotional state. 
  Unlike other lesser charms, there is no limit to the number of 
  times you can use this lesser charm on a target in a day.
  Greater Charm: You can read the surface thoughts of a crea-
  ture for as long as you concentrate, up to 1 hour.
  Powerful Charm: You can pull a specific piece of information 
  out of a creature’s mind. This is usually enough information to 
  answer a single, specific question to the best of that creature’s 
  knowledge, in no more than 25 words. A creature who success-
  fully saves against this powerful charm may choose to provide 
  no answer to your question or attempt to lie with their Charis-
  ma (Deception) skill. If you use this powerful charm twice on 
  the same creature to ask the same question, the same answer 
  (correct, no answer or lie) is given again.
  Sleep (charm)
  Duration: varies
  Saving throw: Wisdom negates
  You put the target to sleep.
  Lesser Charm: You make the target lethargic, for 1d4 rounds 
  it can take either a bonus action or an action (not both) and 
  cannot make opportunity attacks.
  Greater Charm: You put the target to sleep for as long as you 
  concentrate, up to 1 minute. Targets who take damage auto-
  matically wake up, and other creatures may wake a sleeping 
  creature as an action.
  Powerful Charm: The target is placed into a deeper slum-
  ber. Whenever the sleeping target takes damage or another 
  creature attempts to wake it as an action, the target does not 
  automatically awaken, but instead makes a new Wisdom sav-
  ing throw to wake up with advantage.
  Suggestion (charm)
  Duration: until completed, up to 8 hours
  Saving throw: Wisdom negates
  You can plant thoughts into a target’s mind.
  Lesser Charm: You can plant a suggestion in a target’s mind, 
  which they obey as if the thought had been their own unless 
  they succeed on a Wisdom saving throw. The suggested course 
  of activity must be limited to a sentence or two and must be 
  a very simple request. The creature performs the suggested 
  action until it finishes, or for 8 hours, whichever comes first. 
  If you choose, you can instead specify conditions the creature 
  should look for, (i.e., “you should search the next person who 
  enters this room, looking for weapons.”) If the condition is 
  not met before this duration expires, the activity is not per-
  formed.
  Greater Charm: This is the same as the Suggestion lesser 
  charm, but may be up to a basic request. Very simple requests 
  cause the save to be made with disadvantage. The target can-
  not be asked to do anything it would not normally do.
  Powerful Charm: This is the same as the Suggestion lesser 
  charm, but the creature obeys any course of action given, so 
  long as the suggestion is not obviously fatal or against the 
  target’s nature. Basic and very simple requests cause the save 
  to be made with a disadvantage.
  Utterances (charm)
  Duration: Concentration up to 1 minute
  Saving throw: Wisdom negates
  You tamper with a mind’s language center, and the muscles 
  controlling speech to impede or alter the flow of words.
  Lesser Charm: You can tug on the strings of conversation, al-
  tering the sounds of words, inserting or negating vocalizations 
  as you see fit. You can impose a failure chance on any other 
  magic user whose magic includes a verbal component, requir-
  ing the caster to succeed a spellcasting ability check against 
  your sphere save DC to cast the spell or ability. In addition, 
  you can impose disadvantage on the target’s Charisma checks.
  Greater Charm: In addition to the effects of the lesser charm, 
  you can wrest full control from a target’s speech by stopping 
  them from speaking entirely or choosing words for them to 
  say. This can prevent a target from using magic that requires 
  verbal components or other vocalizations, and can force a tar-
  get that remains within range to only say what you want them 
  to say. A target not specifically under the mental command to 
  remain silent will be able to say whatever it wishes if it leaves 
  the range of the effect. If you attempt to make a target say 
  something that would be against the target’s nature (such as a 
  young lover renouncing affection for his or her betrothed, or 
  a dragon agreeing to a verbal contract to part with some of its 
  treasure), it gains another Wisdom saving throw to resist the 
  effect.
  
  162
  Powerful Charm: Your control over the speech of the target is 
  fluid and nearly flawless. In addition to the effects of the lesser 
  and greater charms you can make the target speak so elo-
  quently that you can roll Charisma checks through them using 
  your own proficiency bonus instead of its own, provided that 
  the check in question is vocal in nature. You can also make 
  use of the target’s proficiency yourself, borrowing the talent 
  or, if you wish, allowing the target to directly speak through 
  you. You can also use magic that requires verbal components 
  (but no other components) through the target, as if the magic 
  originated from the target’s space. Casters with the Gestures 
  talent may include somatic components with no extra saving 
  throw allowed.
  Vision (charm)
  Duration: 1 minute
  Saving throw: Intelligence negates
  You can make someone see things that are not there.
  Lesser Charm: You can alter a creature’s perception of a single 
  creature, object, sound, or effect. You can alter 1 sense (sight, 
  sound, touch/pain, taste, smell); for example, you could make 
  a thief appear to be an alley cat, make a scratch appear as a 
  gaping knife wound, or make the sound of footsteps seem like 
  the wind. You cannot use this to replicate speech or sights 
  and sounds you have never encountered before, nor to make 
  something invisible. If used to cover up pain (such as hiding 
  the target taking damage) the target gains advantage on their 
  saving throw. If the target interacts with the object of their al-
  tered perception, they are allowed an additional saving throw 
  every round they continue to do so.
  Greater Charm: This functions as the Vision lesser charm, 
  except you can affect all 5 senses in relation to the chosen 
  creature, object, sound, or effect.
  Powerful Charm: This functions as the Vision greater charm, 
  except you can change the target’s perception of everything 
  around them. This grants the target a new saving throw each 
  round they interact with any part of the altered surroundings.
  Other Talents
  Expanded Charm 
  Your charms may affect any creatures of any creature type.
  Powerful Charm 
  Augment 2 sp: You can use the Powerful charm version of 
  any charm you possess.
  Subtlety 
  Augment 0 sp: If a target succeeds on their saving throw 
  against one of your charms, they must immediately pass a 
  Wisdom saving throw. If they fail this second save, they do not 
  realize they were the subject of an attempted mental assault.
  Mind Advanced Talents
  Cloud Mind (charm)
  Prerequisites:  Mind sphere (Vision), 5th level or higher.
  Duration: 1 minute
  Saving throw: Intelligence negates
  You can make someone oblivious to a single creature or 
  object.
  Lesser Charm: You can alter a target’s perception of a single 
  creature or object. The creature or object of their altered per-
  ception is invisible and inaudible to the target. If the target in-
  teracts with the creature or object of their altered perception, 
  they are allowed an additional saving throw every round they 
  continue to do so. If the creature or object of their altered 
  perception attacks the target of the charm, the effect ends.
  Greater Charm: This functions as the Cloud Mind lesser 
  charm, except the target cannot even detect the creature or 
  object of their altered perception by means of special sens-
  es such as blindsight, tremorsense, or truesight. The target 
  cannot pinpoint the location of the creature or object of their 
  altered perception by any means..
  Powerful Charm: This functions as the Vision greater charm, 
  except the target remains unaware of any actions performed 
  by the creature or object of their altered perception, provided 
  they do not make any attacks or cause any obvious or directly 
  threatening changes in the target’s environment.
  Greater Communication
  Prerequisites:  Mind sphere (Read Mind, Project 
  Thoughts), 11th level or higher.
  Augment 1 sp: So long as you are personally familiar with 
  the subject, you can use your Project Thoughts charm across 
  any distance, even across planes (although there is a 5% 
  chance a cross-planar sending simply doesn’t arrive). Recipi-
  ents are allowed to respond in kind (25 words for the Greater 
  charm, no word limit for the Powerful charm), but the target 
  must voluntarily receive and send the messages; the target may 
  simply decide to block you out, in which case the conversation 
  immediately ends.
  Insanity
  Prerequisites:  Mind sphere (Confusion, Powerful Charm), 
  11th level or higher.
  When applying a Confusion powerful charm to a target, 
  you supplement the confusion with a random madness that 
  starts once the confusion effect ends. This madness cannot be 
  dispelled or removed except through the Restore Mind and 
  Body advanced Life talent or through a similar effect such as a 
  greater restoration spell.
  Augment 0 sp: You can afflict the target with a random 
  short-term madness that lasts 1d10 minutes after the Confu-
  sion effect has ended.
  Augment 1 sp: You can afflict the target with a random 
  long-term madness that lasts 1d10 x 10 hours after the Confu-
  sion effect has ended.
  
  163
  Augment 2 sp: You can afflict the target with a random 
  indefinite madness that remains until cured.
  Augment 3 sp: Instead of afflicting the target with a ran-
  dom madness, you can change the duration of the Confusion 
  effect to instantaneous. This augment cannot be applied if you 
  augmented the target with a random madness. Like a madness, 
  it cannot be removed except through the Restore Mind and 
  Body advanced Life talent or through a similar effect such as a 
  greater restoration spell.
  Memetic Link
  Prerequisites:  Mind sphere (Enthrall, Powerful Charm, 
  Project Thoughts), Universal sphere (Mass (metasphere)), 11th 
  level or higher.
  Augment 1 sp: When you place a powerful Enthrall charm 
  on a target, you can create a memetic link between you and 
  the target. This link allows the target, if they have access to 
  the Mind sphere, enchantment spells, or similar effects, to 
  treat both itself and you as the caster of any such effects that 
  they produce. All calculations involving level, saving throw 
  DCs, spellcasting ability checks, and other similar concerns 
  related to the actual casting still use the target’s own casting 
  ability, but you are treated as the caster for the purposes of 
  the results. (For example: If your target casts Read Mind on 
  another target, you would both gain the information gleaned 
  from the secondary target’s mind.) If your target possesses 
  Memetic Link as well, he or she may cede control of an En-
  thrall charm he or she casts to you as well, creating a potential 
  chain of enthralled targets, though such a chain may only go as 
  long as your casting ability modifier (not counting yourself).
  Mind Control
  Prerequisites:  Mind sphere (Enthrall, Powerful Charm, 
  Project thoughts), 11th level or higher.
  Augment 1 sp: When you place a Powerful Enthrall charm 
  on a target, you can increase the duration to 1 week. In addi-
  tion, the target obeys all commands you give it, except for ob-
  viously suicidal ones. Commands that are against the target’s 
  nature grant it a new saving throw with advantage to throw off 
  the entire effect.
  You can communicate your requests telepathically to the 
  target (if you do not have a shared language, you still can only 
  communicate basic commands such as ‘go’, ‘fight’, ‘stand still’, 
  etc.). This can be done over any distance once established, but 
  not across planes.
  You can use your action to dominate the target, taking total 
  and precise control of the target. Until the end of your next 
  turn, the creature only takes actions you choose, and doesn’t 
  do anything that you don’t allow it to do. During this time, 
  you can also cause the creature to use a reaction, but this 
  requires you to use your own reaction as well.
  Alternatively, you can use your action to focus fully on the 
  effect to receive sensory input as interpreted by the mind 
  of the subject, and if you possess the Read Mind talent and 
  Greater Communication advanced talent, it can communicate 
  with you. You can’t actually see through the subject’s eyes, but 
  it still gives you a general idea of what’s going on.
  The subject receives a new saving throw every 24 hours to 
  throw off your control.
  Variants
  Animal Shaman
  You can affect creatures of the beast type with your charm 
  effects, but not any other creature type.
  Blatant Side-Effects
  Your charms act more like a hammer than a scalpel, and pro-
  duce odd, unintended changes in your target, effectively giving 
  your charms a signature, recognizable trait. Deadpan speech 
  patterns accompanied by an echo and a change in vocabulary, 
  strange glowing halos, curious tremors in the earth whenev-
  er the target draws near, the temporary growth of horns or 
  antlers, or even inexplicably vibrant, sometimes swirling, eyes 
  are just some of the traces that your magical mind-affecting 
  effects might leave on their targets.
  These side effects vanish without a trace when a target is 
  no longer under the effect of one of your charms, making it 
  incredibly obvious when you are influencing someone’s mind 
  and when you are not. Whatever the nature of the signs, 
  a person speaking to or observing a target so affected will 
  recognize the creature’s signs with a DC 5 Wisdom (Percep-
  tion) check, and may know (either through personal history 
  or a DC 5 Intelligence (Arcana) check) that the target is under 
  mental control. In addition, a DC 5 Wisdom (Insight) check 
  will suggest mental coercion and allow someone to detect the 
  enchantment at work. You gain Expanded Charm as a bonus 
  talent.
  
  164
  You can command the very terrain to 
  do your bidding. 
  When you first gain the Nature sphere, you gain the geo-
  mancy and spirit sphere abilities. Select one of the following 
  Nature packages: air, earth, fire, metal, plant, or water. Having 
  a package grants specific geomancy abilities. The Expanded 
  Geomancy talent grants access to additional packages.
  Each sphere talent or ability from the Nature sphere will 
  state whether the duration is instantaneous or concentration. 
  In addition, most talents from the Nature sphere have addi-
  tional environmental or terrain requirements that must be 
  met to use the sphere talent or ability.
  Geomancy
  Casting Time: 1 action
  Range: 30 feet
  Duration: Instantaneous or concentration; up to 1 minute
  Target: Special, see talents
  Cost: 0 sp
  You can create or manipulate the elements and forces of 
  nature around you. Choose one geomancy ability that you 
  possess.
  Augment 2 sp: The effect persists for the remaining du-
  ration without concentration. This augment may be applied 
  after the effect is cast on your turn without an action.
  Spirit
  Casting Time: 1 action
  Range: self
  Duration: Concentration, up to 10 
  minutes.
  Target: one creature
  Cost: 0 sp
  You can draw power from 
  nature’s spirits, har-
  nessing their residual 
  energy to imbue yourself 
  with power. Choose and gain 
  one spirit ability that you possess. 
  (Spirit) talents grant you additional 
  spirit abilities.
  Augment 1 sp: The casting time 
  is reduced to 1 bonus action.
  Augment 2 sp: The effect per-
  sists for the remaining duration without 
  concentration. This augment may be 
  applied after the effect is cast on your 
  turn without an action.
  Nature Sphere Packages
  Air
  Possessing the air package grants you the following geoman-
  cy abilities:
  Breeze
  Target: 1 creature or object that you can see
  (concentration; requires air) You create a light wind that 
  remains swirling around its target. The breeze grants the 
  target advantage on Constitution saving throws against very 
  hot conditions, severe heat, and on all saving throws against 
  clouds, vapors, and gases (such as cloudkill, stinking cloud, and 
  inhaled poisons).
  Gust Of Wind
  Area: 10-foot wide, Range length line.
  (concentration; requires air) You can create a line-shaped 
  gust of wind emanating out from you, affecting all valid targets 
  within the area. The wind disperses nonmagical gas or vapor, 
  and it extinguishes candles, torches, and other Small-sized or 
  smaller unprotected nonmagical flames in the area. It causes 
  protected nonmagical flames, such as those of lanterns, to 
  dance wildly and has a 50 percent chance to extinguish them. 
  You can change the direction in which the line blasts from you 
  once per turn.
  Augment 1 sp: All Small-sized or smaller creatures and 
  objects within that line must succeed a Strength saving throw 
  or be pushed back 10 feet. Affected creatures in the line must 
  spend 2 feet of movement for every 1 foot it moves when 
  moving closer to you. The distance pushed back increases by 
  10 feet at 5th level (20 feet), 11th level (30 feet), and 17th level 
  (40 feet).
  Augment 1 sp: You may disperse or extinguish magical 
  fires, gases, or vapors with a successful spellcasting ability 
  check against the spell save DC. 
  Augment 1 sp: The maximum size of affected creatures 
  and flames increases by 1 size category (Medium-sized), in-
  creasing again at 5th level (Large-size), 11th level (Huge-size), 
  and 17th level (Gargantuan-size).
  Purify Air
  Area: 10-foot cube
  (concentration; requires air, gas, or vaporous substance) You 
  can convert polluted air, or a non-breathable gas or vapor into 
  a cloud of breathable air in an area within range. If targeting 
  a cloud of air, gas, or vapor that was magically created (such 
  as by a cloudkill or stinking cloud spell), a spellcasting ability 
  check against the spell save DC is required to create the cloud 
  of breathable air. For the duration, creatures who are entirely 
  within the area of the cloud are able to breathe with sufficient 
  air to sustain them. The area increases by 5 feet when you 
  reach 5th level (15-foot cube), 11th level (20-foot cube), and 
  17th level (25-foot cube).
  Nature Sphere
  
  165
  Augment 1 sp: The affected area increases to a 20 foot 
  cube, increasing by 10 feet at 5th (30-foot cube), 11th (40-foot 
  cube), and 17th level (50-foot cube).
  Earth
  Possessing the earth package grants you the following geo-
  mancy abilities:
  Bury
  Area: 10-foot square
  Cost: 1 sp
  (concentration; requires sand or dirt) You shift the sands or 
  dirt, swallowing targets in an area within range. For the dura-
  tion the area becomes difficult terrain. 
  A creature in the area of this earth geomancy must suc-
  ceed a Strength saving throw or sink one foot into the sand, 
  becoming restrained until the sphere effect ends. A creature 
  restrained may use its action to make a Strength check against 
  your sphere DC. On a success it frees itself, on a failure they 
  sink 1 foot deeper. Once a creature is completely buried, they 
  begin to suffocate. The area increases by 5 feet when you reach 
  5th level (15-foot square), 11th level (20-foot square), and 17th 
  level (25-foot square).
  Sandblast
  Area: 10-foot square
  (instantaneous; requires sand or loose dirt) You can kick up 
  sand or dirt, creating a cloud inside an area within range. Any 
  creature completely within the cloud must make a Dexterity 
  saving throw or become blinded until the start of their next 
  turn. The area increases by 5 feet when you reach 5th level (15-
  foot square), 11th level (20-foot square), and 17th level (25-foot 
  square).
  Tremor
  Area: 10-foot square
  Cost: 1 sp
  (instantaneous; requires dirt, sand, or stone) You can send 
  a tremor through the ground, affecting an area within range. 
  Creatures in the area must make a Dexterity saving throw 
  or be knocked prone. The area increases by 5 feet when you 
  reach 5th level (15-foot square), 11th level (20-foot square), and 
  17th level (25-foot square).
  Fire
  Possessing the fire package grants you the following geo-
  mancy abilities:
  Affect Fire
  Target: one fire
  (concentration; requires fire) You can increase or decrease 
  the size of a fire within range. The maximum size fire you can 
  affect is a 5-foot cube, which increases when you reach 5th 
  level (10-foot cube), 11th level (15-foot cube), and 17th level 
  (20-foot cube). You can increase the size up to your maximum 
  or decrease it as small as desired, even extinguishing it entirely 
  if you so choose.
  Move Fire
  Target: one fire
  (concentration; requires fire) You can take a fire and move 
  it to another location within range. The fire moved can be no 
  larger than a 5-foot cube. A fire moved in this way continues to 
  burn, even without fuel (although it may be drowned or extin-
  guished otherwise as normal), and dies as soon as the duration 
  ends if not moved to a new fuel source. If you augmented 
  Move Fire to maintain the effect without concentration, you 
  can move fires as a bonus action. When moving fire to a space 
  occupied by a creature, that creature must make a Dexterity 
  saving throw or take 1d8 fire damage.
  The fire damage and maximum size of fires you can move in-
  crease when you reach 5th level (2d8, 10-foot cube), 11th level 
  (3d8, 15-foot cube), and 17th level (4d8, 20-foot cube).
  Quick Light
  Casting Time: 1 bonus action
  Target: one flammable object
  (instantaneous) You can ignite a nearby campfire, candle, 
  lamp, lantern, torch, or another Small or Tiny object designed 
  to be lit. This sphere effect will light objects even if they are 
  dowsed or wet. If targeting an attended object, the attend-
  ing creature can choose to make a Dexterity saving throw to 
  negate the effect. A creature can choose to extinguish the lit 
  object by interacting with it.
  Metal
  Possessing the metal package grants you the following geo-
  mancy abilities:
  Magnetize
  Target: one metal object
  (instantaneous, requires metal) You can cause an unattended 
  object consisting mostly of metal (whose size is not larger than 
  your maximum recover ore size) to fly towards a creature or 
  object of your choice within range. You can choose to throw 
  the item harmlessly (in which case it can either be caught by 
  the target without any required action provided they have an 
  appropriate limb available or else lands in an adjacent square), 
  or you can use this as a ranged spell attack. If successful, you 
  deal either the object’s ‘ore damage’, or if it is a weapon, the 
  weapon’s damage (arrows and bolts with metal tips count as 
  daggers for this purpose, dealing 1d4 damage). Despite the 
  name of this ability, the target object or creature needn’t be 
  made of metal.
  Recover Ore
  Area: 10-foot cube
  Cost: 1 sp
  (instantaneous, requires dirt or sand) You can create a 
  Tiny-sized piece of metal ore from the ground; either by 
  combining existing metal particles or transmuting existing 
  elements in the area. You must have a large enough piece of 
  earth (sand or dirt) to pull the ore from. This piece of ore can 
  be brass, bronze, copper, or tin.
  The piece of ore you recover is formed on the surface of 
  the affected area and can be of any basic shape (a ball, a rod, a 
  sheet, even a chair), but cannot be anything complex or with 
  moving parts. You can also pull multiple pieces of ore placed 
  in different adjacent squares, so long as their combined size 
  does not exceed your maximum, and each piece of recovered 
  ore must be of the same type (such as copper or tin). For these 
  purposes, 2 Tiny-sized pieces of ore equals 1 Small-sized piece, 
  etc.
  
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  While this effect is instantaneous and thus cannot be dis-
  pelled, the recovered ore breaks down into dust after 8 hours. 
  The ore is considered made of fragile material for the purpose 
  of hit points. If a piece of ore is used as a weapon, it counts 
  as an improvised weapon, dealing either bludgeoning, pierc-
  ing, or slashing damage, chosen at the time of recovery. The 
  damage such a weapon deals is listed as ‘ore damage’ in Table: 
  Recover Ore. 
  The maximum area that you can affect and size of ore that 
  you can recover increases at 5th level (15-foot cube; Small), 
  11th (20-foot cube; Medium), and 17th level (25-foot cube; 
  Large).
  Augment 1 sp: The metal pulled forms into a more finely 
  shaped and hardier object. The ore is considered made of a 
  resilient material for the purpose of hit points. Weapons or 
  tools you shape using the recover ore ability are no longer con-
  sidered improvised weapons or tools and function in all ways 
  like the object formed; you still may not form objects with 
  complex moving parts.
  Augment 1 sp: You can recover ore that is 2 sizes larger. 
  If this would allow you to recover a Huge-sized piece of ore, 
  you can target a 30-foot cube area. If this would allow you to 
  recover a Gargantuan-sized piece of ore, you can target a 35-
  foot cube area.
  Table: Recover Ore
  Required Earth 
  to Pull From
  Ore Size 
  Recovered
  Ore 
  Damage
  Ore Weight 
  (maximum)
  10-ft. cube
  Tiny
  1d4
  8 lbs
  15-ft. cube
  Small
  1d6
  60 lbs
  20-ft. cube
  Medium
  1d8
  500 lbs
  25-ft. cube
  Large
  1d10
  4,000 lbs
  30-ft. cube
  Huge
  2d6
  16 tons
  35-ft. cube
  Gargantuan
  3d6
  125 tons
  Reforge
  Target: one metal object
  Cost: 1 sp
  (instantaneous, requires metal) You can cause an unattended 
  object (or object that you are holding) consisting mostly of 
  metal whose size is not larger than your maximum Recover 
  Ore size to be reshaped into a different object of the same 
  size. For example, you could reshape a longsword into a mace. 
  You cannot reshape metal objects into forms with complex 
  moving parts. If targeting a magical item, the effect is not 
  instantaneous, but lasts for only 1 minute before the object 
  reverts to its original form. If reshaping a magical item would 
  make it no longer qualify for specific enhancements, those en-
  hancements are suppressed for the effect’s duration. Reforge 
  does not function on artifacts.
  Plant
  Possessing the plant package grants you the following geo-
  mancy abilities:
  Entangle
  Area: 10-foot square
  (concentration; requires grass, weeds, vines, or underbrush) 
  You cause nearby vegetation to grow rapidly in an area within 
  range. For the duration, these plants turn the ground in the 
  area into difficult terrain.
  A creature that enters or starts its turn in the area of this 
  plant geomancy must succeed on a Strength saving throw or 
  be restrained by the entangling plants until the sphere effect 
  ends. A creature restrained by the plants can use its action to 
  make a Strength check against your plant geomancy DC. On a 
  success, it frees itself.
  The area increases by 5 feet at 5th level (15-foot square), 11th 
  level (20-foot square), and 17th level (25-foot square).
  Harvest
  Target: one plant
  Cost: 1 sp
  (instantaneous; requires fruit trees, berry bushes, or food 
  crops) You can cause a plant to sprout food spontaneously. 
  Each affected plant produces enough food to provide 3 me-
  dium-sized creatures or 1 large-sized creature with food for a 
  day.
  You can affect an additional plant when you reach 5th level 
  (2 plants), 11th level (3 plants), and 17th level (4 plants).
  Pummel
  Target: one branch or tree
  (concentration; requires a tree) You give life and mobility 
  to a branch or tree within range, no larger than Medium size. 
  For the duration, the affected vegetation makes one slam 
  attack each round against the designated target or until the 
  target dies or moves out of reach. You can use a bonus action 
  to designate a new target. The slam uses your spell attack 
  roll, and does 1d12 bludgeoning damage (regardless of size). 
  An individual tree or branch cannot be under the effect of 
  more than one Pummel at a time. While under the effects of 
  Pummel, a tree’s AC is equal to 10 + your key ability modifier; 
  A tree’s reach and hit points are determined by a tree’s size, as 
  determined in the table below.
  
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  The tree’s maximum size, and damage of Pummel increases 
  by 1d12 when you reach 5th level (2d12, Large), 11th level (3d12, 
  Huge), and 17th level (4d12, Gargantuan).
  Tree Size and Hit Points
  Tree Size
  Reach
  Hit Points
  Tiny
  1 foot
  5 (2d4)
  Small
  2.5 feet
  10 (3d6)
  Medium
  5 feet
  18 (4d8)
  Large
  10 feet
  27 (5d10)
  Huge
  15 feet
  39 (6d12)
  Gargantuan
  20 feet
  52 (8d12)
  Water
  Possessing the water package grants you the following geo-
  mancy abilities:
  Fog
  Area: 10-foot radius
  (concentration, requires water) You can create a cloud of 
  fog, cutting off people’s vision within an area centered with-
  in range. The cloud spreads around corners, and its area is 
  heavily obscured. It lasts for the duration or until a moderate 
  wind (at least 10 miles per hour) disperses it. Creatures with 
  watersense do not have their vision obscured by the cloud. 
  The area increases by 5 feet at 5th level (15-foot radius), 11th 
  level (20-foot radius), and 17th level (25-foot radius). 
  Freeze
  Target: one creature
  Area: 10-foot square
  (instantaneous, requires at least 5 cubic feet of water) You 
  can flash-freeze the water in an area or on a creature. You can 
  freeze the top of an area of water, or cover a wet creature in 
  ice. Squares that are frozen will support creatures who take 
  up less space than the affected area. Creatures must succeed 
  at a Dexterity saving throw or be restrained. On a failure, the 
  targets take 1d4 cold damage each round they are restrained. 
  At the end of each of their turns affected targets can make a 
  Strength saving throw to escape from the ice. Affected targets 
  can also escape from the ice if another creature uses an action 
  to break the ice around the trapped creature. The ice melts 
  naturally after one minute on an average day. If you target a 
  swarm instead of freezing an area or individual creatures, the 
  swarm is not immune to the restrained condition bestowed by 
  Freeze. 
  The area increases by 5 feet at 5th level (15-foot square), 11th 
  level (20-foot square), and 17th level (25-foot square).
  Augment 2 sp: On a successful save, the target is still 
  restrained for 1 round.
  Vortex
  Area: 10-foot cube
  (concentration, requires 5-foot cube of water) You can 
  create a spinning vortex in the area that sucks creatures and 
  objects to its center. Any creature entering this area must pass 
  a Strength saving throw or suffer 1d8 bludgeoning damage. 
  If the creature is smaller than the vortex, they must pass a 
  second Strength saving throw or be pulled into the middle 
  of the vortex. Creatures in the middle of the vortex suffer 
  bludgeoning damage once per round with no saving throw, and 
  must pass a Strength saving throw each round or be restrained 
  for the round, and on a success may only move at half their 
  speed. A vortex cannot contain more creatures than would fit 
  in its space (see table: Creature Size and Space). You can move 
  the vortex up to 30 feet per round as part of maintaining it via 
  concentration. The area increases by 5 feet and the damage 
  increases by 1d8 at 5th level (15-foot cube; 2d8), 11th level (20-
  foot cube; 3d8), and 17th level (25-foot cube; 4d8).
  Augment 1 sp: You can designate a simple pattern for the 
  vortex to move, which you can alter as a bonus action. Crea-
  tures in the middle of the vortex are carried along with it as it 
  moves. The vortex must remain within your geomancy range.
  Table: Creature Size and Space
  Size
  Space: Squares
  Space: Hexes
  Tiny
  4 per square
  4 per hex
  Small
  1 square
  1 hex
  Medium
  1 square
  1 hex
  Large
  4 squares (2 by 2)
  3 hexes
  Huge
  9 squares (3 by 3)
  7 hexes
  Gargantuan
  16 squares (4 by 4) 
  or more
  12 hexes or more
  Nature Basic Talents
  Some talents are marked (air), (plant), (water), (fire), (earth), 
  or (metal). You must possess the air, earth, fire, metal, plant, 
  or water Nature package respectively to gain a talent with its 
  designation. Talents marked (geomancy) give you new geoman-
  cy abilities.
  Some talents are marked (spirit). These talents give you ways 
  to tune your spirit with nature. Each (spirit) talent grants you 
  new spirit abilities.
  Geomancy Nature Talents
  Air Mastery (geomancy, air)
  When you use the Gust Of Wind ability, you can create a 
  cone area of effect instead of a line. Additionally, you gain the 
  following geomancy abilities:
  Absorbing Inhalation
  Cost: 1 sp
  (concentration) You can grant your lungs inhuman 
  strength and capacity, allowing you to harmlessly and 
  completely inhale one gas, fog, smoke, mist, or similar 
  cloud-like effect during the duration of the talent. The 
  cloud-like effect can have a radius effect no larger than 
  10 feet. If the targeted cloud is a magical effect, you must 
  succeed at a spellcasting ability check against the spell 
  save DC or sphere DC of the effect to inhale it. Inhal-
  ing the cloud removes it from the area, leaving normal 
  breathable air in its place. Gaseous creatures receive a 
  
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  Dexterity saving throw to avoid being inhaled. This 
  talent can only affect a cloud with a non-instantaneous 
  duration.
  You can keep the cloud harmlessly contained within 
  you for as long as the talent remains active, but you must 
  hold your breath to do so (even if you do not normally 
  have to breathe). If the cloud has a duration, the time the 
  cloud is contained within you counts toward that dura-
  tion (gaseous creatures are immediately and harmlessly 
  exhaled should their gaseous form expire in the nearest 
  empty space). 
  As an action, you can exhale, releasing the stored cloud 
  as a breath weapon, filling a 60-foot cone (or the cloud’s 
  original area, if smaller). Any creature in the breath’s area 
  is subject to its normal effects, attempting saving throws 
  as appropriate against the cloud’s original DC. The ex-
  haled cloud resumes its duration, if any. 
  Exhaling the stored cloud immediately ends the 
  duration of this talent. If you do not exhale the cloud 
  before this talent’s duration expires, you suffer the cloud’s 
  effects, automatically fail any saving throw made to resist 
  it, and exhaling any gaseous creatures inhaled into the 
  nearest empty space. The maximum radius of the inhaled 
  cloud increases by 5 feet at 5th level (15-foot radius), 11th 
  level (20-foot radius), and 17th level (25-foot radius).
  Augment 1 sp: You can instead use Absorbing Inha-
  lation as a reaction, allowing you to affect clouds with 
  instantaneous durations (such as breath weapons).
  Feather Fall 
  (concentration, requires air) One creature and their 
  equipment fall slowly, changing the rate at which they fall 
  to a mere 60 feet per round (equivalent to the end of a 
  fall from a few feet), and it takes no damage upon land-
  ing. When the duration expires, a normal rate of falling 
  resumes.
  Augment 1 sp: The casting time of this option is 
  reduced to 1 reaction.
  Augment 1 sp: You can target a number of additional 
  creatures equal to your proficiency bonus.
  Create Nature (geomancy)
  Cost: 1 sp
  (instantaneous) You can create a volume of a material 
  corresponding to a geomancy package you possess anywhere 
  within range. This creates the listed volume of one material 
  corresponding to a geomancy package that you possess, per 
  Table: Create Nature. The created material will immediately 
  displace gases, liquids, and vapors in the area, but will shortly 
  thereafter behave as normal material of its kind. For example, 
  if this talent is used underwater, a created air cloud will form a 
  bubble that will begin to ascend to the surface.
  You gain the following augment that may be applied to any 
  geomancy ability that requires a material:
  Augment 1 sp: You create a natural material as Create Na-
  ture to supply the required material for the geomancy ability.
  Destroy Elements (geomancy)
  You can remove and deconstruct your elements. You can use 
  the following geomancy abilities depending on what packages 
  you possess.
  Steal Breath (air)
  Cost: 1 sp
  Target: 1 creature
  (concentration) You pull the breath from a living 
  creature’s lungs within range, leaving it unable to speak, 
  use breath weapons, cast spells with verbal components, 
  or anything else requiring breathing. At the end of each 
  of its turns, an affected creature can make a Constitu-
  tion saving throw. On a success, the effect ends for that 
  Table: Create Nature
  Geomancy 
  Package
  Material
  Size (1st level)
  Size (5th level)
  Size (11th level)
  Size (17th level)
  Air
  Breathable Air
  10-foot cube
  15-foot cube
  20-foot cube
  25-foot cube
  Earth
  Loose soil or 
  sand
  10-foot square, 1 
  foot deep
  15-foot square, 1 
  foot deep
  20-foot square, 1 foot 
  deep
  25-foot square, 1 
  foot deep
  Fire
  Fire*
  5-foot cube (1d8 
  damage)
  Two 5-foot cubes 
  (contiguous)(2d8 
  damage)
  Four 5-foot cubes 
  (contiguous) (3d8 
  damage)
  Eight 5-foot cubes 
  (contiguous) (4d8 
  damage)
  Metal
  Base metal
  Small object
  Medium object
  Large object
  Huge object
  Plant
  Basic plants**
  One Medium-sized 
  tree or a field of 
  plants covering a 
  10-foot square.
  One Large-sized 
  tree or 15-foot 
  square
  One Huge-sized tree 
  or 20-foot square
  One Gargantu-
  an-size tree or 25-
  foot square
  Water
  Water
  5-foot cube
  Two 5-foot cubes 
  (contiguous)
  Four 5-foot cubes 
  (contiguous)
  Eight 5-foot cubes 
  (contiguous)
  *Any creature in the fire’s space upon its creation must succeed a Dexterity saving throw or take the listed fire damage. On a success, the crea-
  ture only takes half damage. A creature must also make the saving throw when it moves into the fire’s space for the first time on a turn or ends its 
  turn there. The fire ignites flammable objects in its area that aren’t being worn or carried.
  **(grains, underbrush, ivy), not rare or with inherent qualities (i.e., you cannot create rare herbs, magical plants, etc.)
  
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  creature. Being under the effects of this talent counts as 
  holding your breath, but each round counts as two rounds 
  (12 seconds) when determining how long you can hold 
  your breath. This talent has no effect on creatures that do 
  not need to breathe air. 
  You can instead target a creature comprised mostly of 
  air (such as air elementals). Air creatures must succeed 
  on a Constitution saving throw each round or suffer 1d12 
  force damage. A successful Constitution saving throw 
  reduces the damage by half. The amount of force damage 
  increases by 1d12 at 5th level (2d12), 11th level (3d12), and 
  17th level (4d12).
  Shatter (earth)
  Cost: 1 sp
  (concentration) Once each round, you can target an un-
  attended, non-magical object, regardless of composition, 
  of up to 10 lb. per level and shatter it to pieces. This can 
  be used to target objects attached to other objects (for 
  example, a door or window), but cannot target a section 
  of a larger object (for example, a portion of a stone wall). 
  You can instead target a creature composed mostly 
  of stone, crystal, or metal, once per round, dealing 1d12 
  thunder damage to the target. A successful Constitution 
  saving throw halves this damage. The amount of thunder 
  damage increases by 1d12 at 5th level (2d12), 11th level 
  (3d12), and 17th level (4d12).
  Extinguish (fire)
  Cost: 1 sp
  (Instantaneous) You can extinguish any and all fires 
  within your geomancy range. Creatures in this area 
  comprised mostly of fire (such as a fire elemental) must 
  succeed at a Constitution saving throw or suffer 1d12 cold 
  damage. A successful Constitution saving throw reduces 
  the damage by half. The amount of cold damage increases 
  by 1d12 at 5th level (2d12), 11th level (3d12), and 17th level 
  (4d12).
  Oxidize (metal)
  Cost: 1 sp
  (concentration) You can target a piece of non-magical 
  metal equipment, such as a weapon or suit of armor, or a 
  creature mostly comprised of metal. Attacks made with 
  the weapon suffer disadvantage, while the armor or the 
  metal creature’s armor class is reduced by 2, which is fur-
  ther reduced at 5th (3), 11th (4), or 17th level (5).
  Decompose (plant)
  Cost: 1 sp
  (concentration) Once each round, you cause living 
  flesh to rot, possibly even growing mold and mushrooms, 
  dealing 1d6 poison damage to all creatures and vegetable 
  matter within a 10-foot cube. This damage is doubled 
  against plants and against creatures of the plant type. A 
  successful Constitution saving throw reduces the damage 
  by half. The affected area increases by five feet and the 
  damage increases by 1d6 at 5th level (15-foot cube, 2d6), 
  11th level (20-foot cube, 3d6), and 17th level (25-foot cube, 
  4d6).
  Dehydration (water)
  Cost: 1 sp
  (concentration) Once each round, you draw water 
  from creatures and plants in a 10-foot cube, drying moist 
  surfaces and dealing 1d6 necrotic damage to creatures and 
  plants. This damage is doubled against aquatic creatures 
  and creatures entirely composed of liquid (such as most 
  oozes and water elementals). A successful Constitution 
  saving throw reduces the damage by half. If used on a 
  volume of water, the volume is reduced by up to 10 cubic 
  feet. The affected area increases by five feet and the 
  damage increases by 1d6 at 5th level (15-foot cube, 2d6), 
  11th level (20-foot cube, 3d6), and 17th level (25-foot cube, 
  4d6). 
  Earth Mastery (geomancy, earth)
  You gain the following geomancy abilities.
  Granulation
  (instantaneous; requires rock or stone) You can deal 
  1d10 bludgeoning damage to an unattended rock or 
  stone object in range, ignoring the damage threshold of 
  non-magical targets, creating vast amounts of dust and 
  sand as the object is worn down. The bludgeoning dam-
  age increases by 1d10 at 5th level (2d10), 11th level (3d10), 
  and 17th level (4d10).
  You gain the following augment for any geomancy abili-
  ty that requires sand or lose dirt:
  Augment 0 sp: You can use granulation on a stone 
  within range to supply the required sand or dirt for the 
  effect you are augmenting.
  Sandstone
  Cost: 1 sp
  (instantaneous; requires dirt or sand) You can transform 
  dirt or sand in an area within range into a Medium sized 
  rock or stone. The size of the created rock or stone in-
  creases by one step at 5th level (Large), 11th level (Huge), 
  and 17th level (Gargantuan), but is still limited by the 
  amount of dirt or stone within range. 
  Alternatively, you can encase a dirt-or-sand-covered tar-
  get in 1-inch thick sandstone. Creatures and objects are 
  allowed a Dexterity saving throw to avoid being trapped 
  in the sandstone. On a failure, creatures or objects caught 
  in the area are restrained; to escape, they must pass a 
  Dexterity (Acrobatics) or Strength (Athletics) check 
  against your sphere DC as an action; alternatively, a crea-
  ture may break free by dealing sufficient damage to the 
  sandstone. Sandstone has an AC of 15 and 10 hit points.
  You gain the following augment for any geomancy abili-
  ty that requires rock or stone:
  Augment 0 sp: You can use sandstone on sand within 
  range to supply the required rock or stone for the effect 
  you are augmenting.
  Unearth
  (concentration; requires earth, sand, or stone) you can 
  manipulate the earth surrounding a creature or object, 
  forcing them to be pushed or pulled 5 feet each round 
  toward the surface; a successful Strength saving throw 
  
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  negates this movement each round. While affected, the 
  target is unable to burrow or earth glide, but is other-
  wise unimpeded. You can only target a creature or object 
  whose location you have pinpointed (such as with a suc-
  cessful Wisdom (Perception) check or with tremorsense). 
  Unless the target has Earth Glide, the creature cannot be 
  forcefully moved through stone or lava, but rather only 
  sand or dirt.
  Elevated Nature (geomancy)
  Your basic geomancy abilities can now affect greater depths 
  and heights; rocks fly, vines reach, and fire blazes in such a way 
  as to affect creatures at much higher or lower elevations than 
  normal.
  Gust Of Wind (air)
  Augment 0 sp: Gust Of Wind no longer emanates 
  from you, but instead from anywhere within geomancy 
  range.
  Tremor (earth) 
  Augment 1 sp: The rocks ricochet into the air, affect-
  ing creatures flying up to to 10 feet above the affected 
  area. Flying creatures that fail their saving throw against 
  the Tremor fall to the ground, taking falling damage as 
  normal. This height increases by 10 feet at 5th (20 feet), 
  11th (30 feet), and 17th (40 feet) level. 
  Affect Fire (fire)
  Augment 1 sp: The affected fire becomes a burning 
  pillar that reaches into the air, affecting creatures flying 
  up to to 10 feet above the affected area. This height in-
  creases by 10 feet at 5th (20 feet), 11th (30 feet), and 17th 
  (40 feet) level.
  Magnetize (metal)
  Augment 1 sp: Double the geomancy range that you 
  can magnetize a target.
  Entangle (plant) 
  Augment 1 sp: The plants reach into the air, affecting 
  creatures flying up to to 10 feet above the affected area. 
  Flying creatures that fail their saving throw against the 
  entangle are pulled to the ground, and restrained as nor-
  mal. This height increases by 10 feet at 5th (20 feet), 11th 
  (30 feet), and 17th (40 feet) level. 
  Vortex (water)
  Augment 1 sp: Your vortex reaches new heights and 
  depths, increasing the height of the vortex by 10 feet. 
  This height increases by 10 feet at 5th (20 feet), 11th (30 
  feet), and 17th (40 feet) level.
  Fire Mastery (geomancy, fire)
  You gain the following abilities.
  Alter Light 
  (concentration, requires fire) You can alter the light 
  produced by a fire within your Affect Fire maximum. 
  You can halve or double the radius of its light, as well as 
  change its granted light from an emanation to a cone of 
  double its light radius. You can also increase its granted 
  light to bright light or decrease its granted light to dim 
  light.
  Flash
  Cost: 1 sp
  (instantaneous) You can cause a fire within range to 
  emit a 10-foot radius burst of flame, dealing 1d8 fire dam-
  age and causing creatures and flammable objects that take 
  damage to catch fire, taking 1d8 fire damage per round 
  until the flames are extinguished. Creatures may attempt 
  a new Dexterity saving throw to extinguish the flames at 
  the end of each of their turns. Using an action to roll on 
  the ground or to use a blanket to smother the flames au-
  tomatically extinguishes the flame. A successful Dexterity 
  saving throw halves the damage and negates catching 
  fire. You can use this ability to relight a non-magical fire 
  within range that was extinguished (through magical or 
  mundane means) since the end of your last turn. This can 
  be used to reignite a creature who has caught on fire and 
  extinguished the flames. This initial and on fire damage 
  increases by 1d8 and the radius increases by 5 feet at 5th 
  (2d8, 15-foot), 11th, (3d8, 20-foot) and 17th (4d8, 25 foot) 
  level.
  Augment 1 sp: The casting time of flash is reduced to 
  1 reaction. 
  Fog Mastery (water, geomancy)
  When you use the Fog ability from the water package, 
  you can add one of the following additional effects de-
  pending on what other packages you possess.
  Wind Blades (air)
  (requires air instead of water) Your cloud attacks those 
  inside it with blades of wind. Any creature or unattended 
  object moving through the cloud must succeed a Dexter-
  ity saving throw or suffer 1d6 points of slashing damage 
  for every 5 feet of movement spent entering or moving 
  through the cloud.
  Sandstorm (earth) 
  (requires sand or loose dirt instead of water) You create 
  a sandstorm. In addition to the fog, this also functions as 
  a Vortex, except it travels over land and extends into the 
  air, and can even leave the ground and travel in the air. 
  The obscuring effect only applies to the actual area of the 
  vortex, and creatures that possess earthsight or tremors-
  ense do not have their vision obscured by this effect.
  Smokescreen (fire) 
  (requires fire instead of water) Your cloud billows out 
  ash and smoke filling the area. Any creature completely 
  within the cloud at the start of their turn must make a 
  Constitution saving throw or become blinded until the 
  start of their next turn. Creatures that possess firesight 
  automatically succeed on this saving throw.
  Acid Rain (metal) 
  Augment 1 sp: Creatures that enter into or begin their 
  turn within the cloud must make a Constitution saving 
  throw or take 1d10 acid damage. On a successful save, 
  they take half damage. The acid damage increases by 1d10 
  at 5th (2d10), 11th (3d10), and 17th (4d10) levels.
  Spores (plant) 
  (requires plants or fungi instead of water) Your cloud 
  causes nearby plants and fungi to flower and burst forth 
  
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  pollen and spores. Each creature that enters or starts its 
  turn inside the cloud must make a Constitution saving 
  throw against poison. On a failed save, the creature be-
  comes poisoned until the start of its next turn. Creatures 
  that don’t need to breathe or are immune to poison au-
  tomatically succeed on this saving throw. Creatures with 
  plantsight do not have their vision obscured by the cloud.
  Solid Fog (water) 
  (requires rain, mist, or at least 10 cubic feet of water) 
  Your cloud becomes so thick that it becomes effectively 
  solid. Creatures inside the cloud have their speed halved, 
  take a -2 penalty to attack rolls, and can’t use reactions. 
  This does not stack with being slowed. Creatures and 
  objects that fall within the area of the cloud are slowed 
  so that each 10 feet of the cloud reduces the bludgeoning 
  damage of the fall by 1d6. If using a body of water as the 
  required component, the fog must be at least partially 
  over the water itself. Creatures with watersense do not 
  have their vision obscured by the cloud.
  Forge Earth (earth, geomancy)
  You gain the following geomancy abilities.
  Excavate
  (instantaneous, requires dirt or sand) You can move 
  a 5-foot cube of dirt or sand and deposit it in an unoc-
  cupied space anywhere within range. This movement 
  doesn’t involve enough force to cause damage. The affect-
  ed area increases by five feet at 5th level (10-foot cube), 
  11th level (15-foot cube), and 17th level (20-foot cube). 
  Augment 2 sp: You can target loose or unworked 
  stone with the Excavate ability.
  Inscribe
  (instantaneous, requires sand or stone) You carve imag-
  es, shapes, or words into sand or stone within a 10-foot 
  cube. The affected area increases by five feet at 5th level 
  (15-foot cube), 11th level (20-foot cube), and 17th level 
  (25-foot cube).
  Landscape
  (instantaneous, requires dirt or stone) You can cause 
  an area of dirt or stone to become difficult terrain, or re-
  move difficult terrain from an area of dirt and stone. Each 
  casting affects a 10-foot cube. The affected area increases 
  by five feet at 5th level (15-foot cube), 11th level (20-foot 
  cube), and 17th level (25-foot cube).
  Hazardous Terrain (geomancy)
  You know how to make many of your geomancy abilities 
  particularly dangerous.
  Purify Air (air)
  Augment 1 sp: Instead of purifying air, you can 
  stagnate the air. Creatures who enter or begin their turn 
  in the area must succeed a Constitution saving throw or 
  be poisoned for 1 minute. Creatures that do not need to 
  breathe automatically succeed this saving throw.
  Tremor (earth) 
  Augment 0 sp: Instead of knocking creatures prone, 
  the ground form jagged rock formations in the area, 
  acting as caltrops. These caltrops use your Nature sphere 
  DC and deal piercing damage equal to your level.
  
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  Affect Fire (fire)
  Augment 0 sp: The affected fire also creates an aura 
  of unbearable heat. Each round creatures within 5 feet 
  of the affected area must succeed a Constitution save or 
  suffer an amount of fire damage equal to your level. A 
  creature only makes a single saving throw against the aura 
  each round, no matter how many times a creature enters 
  or exits the aura. The size of this aura increases by 5 feet 
  at 5th (10 feet), 11th (15 feet), and 17th level (20 feet).
  Magnetize (metal)
  Augment 1 sp: You can use Magnetize as a concen-
  tration effect, affecting a 5-foot radius within range. Any 
  creature who enters or begins their turn inside the area 
  are attacked by the metal object. A creature may only be 
  attacked by Magnetize once each round, no matter how 
  many times a creature enters or exits the area. The size 
  of this Magnetized area increases by  5 feet at 5th level 
  (10-ft radius), 11th level (15-ft radius), and 17th level (20-ft 
  radius).
  Entangle (plant) 
  Augment 0 sp: Instead of restraining creatures, the 
  plants instead sprout thorns, inflicting 1d6 piercing dam-
  age for every 5 feet of movement through the affected 
  area. A successful Dexterity saving throw halves this 
  damage. Only 1 saving throw is made per turn, regardless 
  of distance moved. If a creature chooses to reduce its 
  movement speed by half, it gains advantage on this saving 
  throw.
  Freeze (water)
  Augment 0 sp: Instead of restraining creatures, the ice 
  forms piercing ice spikes in the area, acting as caltrops. 
  These caltrops use your Nature sphere DC and deal cold 
  damage, instead of piercing damage, equal to your level.
  Lava Mastery (geomancy, earth or fire)
  Augment 0 sp: Whenever an earth package ability would 
  require dirt sand, or stone, you can instead use lava to fulfill 
  that requirement.
  Augment 0 sp: Whenever an earth package ability would 
  deal damage, you can choose to change the damage type to 
  bludgeoning or fire. 
  You also gain the following geomancy abilities:
  Earth Oven
  Area: 10-foot cube
  (concentration; requires dirt, sand, or stone) You bake 
  the interior of an area of earth with intense heat. Buried 
  or burrowing creatures that start their turn within this 
  cube take 1d6 fire damage. A successful Constitution sav-
  ing throw halves this damage. The area increases by five 
  feet and the damage increases by 1d6 at 5th level (15-foot 
  cube, 2d6), 11th level (20-foot cube, 3d6), and 17th level 
  (25-foot cube, 4d6).
  Manipulate Lava
  Area: special
  (concentration or instantaneous, requires lava) You can 
  manipulate lava. This is exactly the same as the Freeze 
  and Vortex abilities from the water package, except you 
  must spend an additional spell point for each ability, and 
  you must target lava. Frozen lava becomes obsidian, with 
  a damage threshold of 6 and a fragile hit point value ap-
  propriate for its size (see Creation sphere), and does not 
  deal damage per round to trapped creatures.
  Melt Earth
  Area: 10-foot square
  Cost: 2 sp
  (concentration, requires sand, dirt, or stone) You can 
  target an area of dirt, sand, or stone within range, trans-
  muting the top portion into lava. Creatures who touch or 
  otherwise enter the square with lava created with Melt 
  Earth take 1d6 fire damage. A successful Constitution 
  saving throw halves this damage. A creature can only 
  be damaged by an area affected by Melt Earth once per 
  round, no matter how many times it enters its area. Even 
  after a creature leaves the lava, the creature continues to 
  take the fire damage for 1d4 rounds. 
  If this effect ends while a creature is inside the space 
  affected by this ability, the earth instantly cools around 
  the creature. The creature must succeed on a Dexter-
  ity saving throw or become restrained. As an action a 
  creature restrained with Melt Earth may free themselves 
  of the condition with a successful Strength (Athletics) or 
  Dexterity (Acrobatics) check against the Nature sphere 
  DC. Alternatively, the cooled earth may be broken by re-
  ducing its hit points to zero. The cooled earth has an AC 
  of 5, a damage threshold of 8, and 10 hit points. The area 
  increases by 5 feet, and the fire damage increases by 1d6 
  when you reach 5th level (15-foot square; 2d6), 11th level 
  (20-foot square; 3d6), and 17th level (25-foot square; 4d6).
  Manipulate Nature (geomancy)
  You can manipulate the elements to take on different 
  shapes. The geomancy abilities you gain are determined by 
  your Nature packages, as outlined below:
  Air Geyser (air)
  Target: one creature or object
  (instantaneous, requires air) You can fling a Medi-
  um-sized or smaller target within geomancy range upward 
  into the air. If the target fails its Dexterity saving throw, 
  the force of air hurls the target upward 10 feet. If a solid 
  object (such as a ceiling) is encountered, the target strikes 
  the object in the same manner as it would during a nor-
  mal fall. After this blast of air ceases, the target falls down 
  (unless it was flying), taking falling damage as normal. 
  The height hurled upward increases by 10 feet at 5th level 
  (20 feet), 11th level (30 feet), and 17th level (40 feet).
  Sculpt Stone (earth)
  Cost: 2 sp 
  (instantaneous, requires stone) You can target a stone 
  object within range of Medium size or smaller, or a 
  section of stone no more than 5 feet in any dimension. 
  The stone is then reshaped and formed into one that 
  suits your purpose. So, for example, you could shape a 
  large rock into a weapon, idol, or coffer, or make a small 
  passage through a wall, as long as the wall is less than 5 
  feet thick. You could also shape a stone door or its frame 
  to seal the door shut. The object you create can have up 
  
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  to two hinges and a latch, but finer mechanical detail isn’t 
  possible.
  Selective Flames (fire)
  (concentration, requires fire) You can choose to tempo-
  rarily dowse a 5-foot cube of flame or lava within range, 
  allowing creatures in the cube to not take fire damage 
  from environmental effects (including geomancy abilities 
  from the Fire package) for the duration. You can choose 
  an additional 5-foot cube at 5th (two 5-foot cubes), 11th 
  (three 5-foot cubes), and 17th level (four 5-foot cubes).
  Pin-Ball (metal)
  Casting Time: 1 bonus action
  Cost: 1 sp 
  (instantaneous, requires Magnetize active) When using 
  the Magnetize geomancy ability, if the attack hits, you 
  can, magnetize another creature within range and make 
  an additional ranged spell attack at that creature. You 
  can make a maximum number of additional attacks in 
  this manner equal to your proficiency bonus, but if you 
  miss once the ability ends without any further attacks. 
  You cannot make attacks twice in a row against the same 
  target.
  Shelter (plant)
  Cost: 1 sp
  (instantaneous, requires tree or branch) You can re-
  shape a tree to create a shelter. Use the Tree Size and Hit 
  Points table from the Pummel ability to determine the 
  hit points and size of a shelter based on the tree used (the 
  radius of the shelter is the reach of the tree or branch 
  used); Creatures can only benefit from a shelter whose 
  size category is equal to or greater than their own. Crea-
  tures and equipment under the shelter suffer no harm 
  from being in a hot or cold environment, and can exist 
  comfortably in conditions between –50 and 140 degrees 
  Fahrenheit (-45.5 and 60 degrees Celsius) without having 
  to attempt Constitution saving throws. In addition, the 
  shelter provides protection against other environmental 
  hazards such as smoke, lack of air, and so forth, however 
  the vessel does not protect against any environmental 
  damage such as cold or fire damage. The shelter also 
  provides three-quarters cover (+5 AC and Dexterity saving 
  throws) to and from those inside, and hostile creatures 
  cannot enter the shelter without first destroying the 
  shelter. However, if the tree or branch used to create the 
  shelter is destroyed, the effects of the shelter immediately 
  end. 
  Wave (water)
  (instantaneous; requires at least 10 cubic feet of water) 
  You can create a surge in water that pushes targets in its 
  wake. This surge may be created anywhere within range 
  and may face any direction, but once created it travels in 
  a straight line for a distance of 60 feet. This area may ex-
  tend out of the water and onto land to a maximum of 20 
  feet. The wave created is 5 feet wide. The width may be 
  doubled by halving the length. This may be done multiple 
  times, but the length cannot become smaller than 5 feet. 
  A target cannot be pushed back further than the wave’s 
  length.
  All creatures within the affected area must make a 
  Strength saving throw or be pushed back 10 feet and 
  must succeed a Dexterity saving throw or be knocked 
  prone.
  The distance the target is pushed increases by 5 feet 
  when you reach 5th level (15 feet), 11th level (20 feet), and 
  17th level (25 feet).
  Metal Mastery (geomancy, metal)
  Augment 1 sp: Whenever you use Recover Ore, you gain 
  the ability to Recover Ore of iron, lead, or steel. You can 
  expand the types of ore you can recover at 5th (silver), 11th 
  (mithril), and 17th level (adamantium).
  Augment 1 sp: When using Recover Ore, you can target 
  a living, corporeal creature with this ability, removing the 
  need for dirt or sand. Doing so inflicts 1d12 necrotic damage 
  and extracts a volume of ore two size categories smaller than 
  the target (minimum Tiny). A successful Constitution saving 
  throw halves this damage. This damage increases by 1d12 at 
  5th (2d12), 11th (3d12), and 17th (4d12).
  Augment 1 sp: When using Magnetize, you can also affect 
  the metal object with Reforge with the same action, trans-
  forming the metal object into a more dangerous form. The 
  object may take the form of a specific weapon of your choice, 
  or simply into a dangerous form which deals bludgeoning, 
  slashing, and piercing damage and deals double the ore dam-
  age normal for its size.
  You also gain the following geomancy ability:
  Fortify 
  Cost: 2 sp
  (instantaneous) You can fortify an unattended ob-
  ject (even non-metal objects) within range. The target 
  becomes fused with metal, permanently increasing or 
  decreasing the damage threshold and AC of the object 
  by your proficiency bonus. An object may only be under 
  the effects of one fortify at a time, as each future casting 
  dismisses and replaces the previous casting. This grants 
  no further benefit or penalties due to the metals used.
  Plant Mastery (geomancy, plant)
  Augment 1 sp: When using Entangle, the size of the affect-
  ed square is doubled. For example at 1st level, your Entangle 
  would affect a 20-foot square instead of a 10-foot square.
  Augment 0 sp: When using Harvest, you can produce a 
  number of magical berries equal to your key ability modifier 
  (minimum 1), along with the usual food. Any creature who 
  consumes one of these berries is healed by a number of hit 
  points equal to your proficiency bonus. These berries lose 
  their magical potency after a long rest.
  Augment 1 sp: When using Pummel, you can affect a 
  number of additional branches equal to half your proficiency 
  bonus.
  You also gain the following geomancy ability:
  Grasping Vine (plant)
  Target: one creature
  (concentration; requires ivy, vines, or similar vegetation) 
  You cause nearby vines to lash out at a creature within 
  
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  range. That creature must succeed on a Dexterity 
  saving throw or be pulled 10 feet directly toward the vine. 
  Until the effect ends, you can direct the vine to lash out 
  at the same creature or another one as a bonus action on 
  each of your turns.
  The distance the vine pulls a creature increases by 5 
  feet at 5th level (15 feet), 11th level (20 feet), and 17th level 
  (25 feet).
  Pummel Mastery (geomancy, plant)
  Augment 1 sp: When using Pummel, you can add your key 
  ability modifier to the damage dealt by Pummel’s slam attack.
  Augment 1 sp: When using Pummel, the tree branch-
  es may throw vegetation as a ranged attack instead of only 
  making melee attacks. This has a range equal to twice the tree 
  branch’s reach. The attack roll and damage otherwise remain 
  unchanged.
  Augment 1 sp: When using Pummel, instead of making a 
  slam attack, you can have a tree branch attempt to challenge a 
  creature you can see. The challenge can be auditory (creaking 
  of wood or rustling of foliage) or visual (shaking branches or 
  throwing fruit), so long as the target can perceive the chal-
  lenge. Unwilling creatures may attempt a Charisma saving 
  throw to resist, and mindless creatures cannot be challenged.
  A creature affected by your branch takes disadvantage on 
  attack rolls that do not include the branch as a target and 
  gains advantage on attack rolls targeting only the branch. If 
  the creature can’t possibly attack the branch (for example, if 
  the branch is concealed), they do not suffer disadvantage when 
  attacking something else.
  The challenge lasts for 1 minute. When you have a tree 
  branch attempt a new challenge, any previous challenge that 
  branch has active ends. A creature can be affected by multiple 
  challenges, but gains advantage so long as they are attacking at 
  least one target who has challenged them.
  Reforge Mastery (geomancy, metal)
  You gain the following abilities. If an additional package is 
  listed, you must possess it to use that ability.
  Altered Edge
  Target: one metal object
  (concentration) You can target a metal weapon within 
  range. The weapon either scores a critical hit on a roll of 
  19 or 20 or else becomes incapable of scoring a critical 
  hit.
  Chill Metal (water)
  Target: one metal object
  (concentration; requires metal) Choose a manufactured 
  metal object, such as a metal weapon or a suit of heavy or 
  medium metal armor, that you can see within range. You 
  cause the object to become extremely cold. Any creature 
  in physical contact with the object takes 1d8 cold damage. 
  As long as the effect persists, you can use a bonus action 
  on each of your subsequent turns to cause this damage 
  again.
  If a creature is holding or wearing the object and takes 
  the damage from it, the creature must succeed on a Con-
  stitution saving throw or be unable to drop or stow the 
  object as it freezes to them. If it doesn’t drop the object, 
  it has disadvantage on attack rolls and ability checks until 
  the start of your next turn. This damage increases by 1d8 
  at 5th (2d8), 11th (3d8) and 17th (4d8) level.
  Chill Metal may be used to dispel Heat Metal.
  Forged Reach
  Target: one metal object
  (concentration; requires metal weapon) You can in-
  crease the reach of a metal weapon within range by up to 
  5 feet. This increases to 10 feet at 11th level.
  Heat Metal (fire)
  Target: one metal object
  (concentration; requires metal) Choose a manufactured 
  metal object, such as a metal weapon or a suit of heavy or 
  medium metal armor, that you can see within range. You 
  cause the object to glow red-hot. Any creature in physical 
  contact with the object takes 1d8 fire damage. As long as 
  the effect persists, you can use a bonus action on each of 
  your subsequent turns to cause this damage again.
  If a creature is holding or wearing the object and takes 
  the damage from it, the creature must succeed on a 
  Constitution saving throw or drop the object if it can. If 
  it doesn’t drop the object, it has disadvantage on attack 
  rolls and ability checks until the start of your next turn. 
  This damage increases by 1d8 at 5th (2d8), 11th (3d8) and 
  17th (4d8) level.
  Heat Metal may be used to dispel Chill Metal.
  Thermoturgy (geomancy, fire)
  You gain the following abilities. If an additional package is 
  listed, you must possess it to use that ability.
  Ash Strike
  (instantaneous; requires fire) You can generate a cone of 
  ash that reaches from you to the edge of your geomancy 
  range. This ash reveals invisible characters until they can 
  wash off the ash or remove it as an action, and reveals the 
  space invisible creatures are in if they walk on the ground, 
  as they leave footprints in the ash.
  Augment 1 sp: Targets struck by the ash strike must 
  pass a Dexterity saving throw or be blinded until the start 
  of your next turn.
  Boil Water (water)
  (concentration, requires water) You can cause a 5-foot 
  cube of water within range to heat up and boil, dealing 
  1d8 Fire damage to any creature within. Each round at 
  the beginning of your turn, any creature still within the 
  boiling water suffers damage again. If a creature enters 
  the boiling water, they immediately suffer damage, but 
  only once during their movement, no matter how many 
  times that movement takes them in and out of the 
  boiling water. The fire damage and maximum size of the 
  area you can affect increase when you reach 5th level (2d8, 
  10-foot cube), 11th level (3d8, 15-foot cube), and 17th level 
  (4d8, 20-foot cube).
  Trail Blaze
  Cost: 1 sp
  (instantaneous, requires fire) You can create a wave of 
  ash, hot air and smoke in a 120-foot line which reveals a 
  
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  safe path to traverse, allowing creatures to ignore difficult 
  terrain within the affected area for 1 minute. Creatures 
  who are caught in the area of effect when first cast must 
  succeed on a Constitution saving throw or suffer 1 level of 
  exhaustion.
  Water Mastery (geomancy, water)
  Augment 0 sp: Whenever a water package ability would 
  require water, you can instead use snow to fulfill that require-
  ment. 
  You also gain the following geomancy abilities:
  Cold Snap
  (concentration) You create a 10-foot cube of bitter cold. 
  Creatures that start their turn within this cube take 1d6 
  cold damage. A successful Constitution saving throw 
  halves this damage. The affected area increases by five 
  feet and the damage increases by 1d6 at 5th level (15-foot 
  cube, 2d6), 11th level (20-foot cube, 3d6), and 17th level 
  (25-foot cube, 4d6).
  Move Water
  (concentration; requires water) You can move water. 
  You can cause a volume of water equal in size to a Me-
  dium-sized object to move up to your geomancy range. 
  The water may be moved through the air and does not 
  fall to the ground until the effect ends. If you possess the 
  Telekinesis sphere, you can use your telekinesis speed if 
  it is greater. The volume of water you can move increases 
  at 5th level (Large-sized), 11th level (Huge-sized), and 17th 
  level (Gargantuan-sized).
  If moving a volume of water of at least Small size, you 
  can attempt to shove a creature in its path, making a spell 
  attack roll in place of a Strength (Athletics) check. If the 
  volume of water is two or more sizes smaller than the 
  creature, you take disadvantage on this check. If it is two 
  or more sizes larger, you gain advantage on it.
  Purify Water
  Area: 10-foot cube
  (concentration; requires water) You can convert dirty or 
  polluted water into potable water in an area within range. 
  For the duration, the water is clear, breathable for aquatic 
  creatures, and safe to drink. Purified water that is used 
  (consumed or cooked with) while the duration is active 
  doesn’t have it revert back to being dirty or polluted once 
  the effect ends. The area increases by 5 feet when you 
  reach 5th level (15-foot cube), 11th level (20-foot cube), 
  and 17th level (25-foot cube).
  Augment 2 sp: The duration changes from concentra-
  tion to instantaneous, permanently converting dirty or 
  polluted water into potable water. 
  Spirit Nature Talents
  Beast Friend (spirit)
  Cost: 1 sp
  You can cause creatures of the beast type to treat you as a 
  friend. This means that such creatures will not attack unless 
  provoked and you can make requests of them, provided you 
  can communicate with them (if you cannot communicate with 
  a creature, only basic commands such as ‘go’, ‘come’, ‘fight’, or 
  ‘stay’ may be communicated). This has no effect on creatures 
  who are hostile to you (such as those already in combat), and 
  a creature with a master (such as summoned beast) will still 
  attack if commanded by its master.
  Once during the duration of this ability, you can call the 
  nearest beast of a particular kind you designate (provided its 
  CR is equal to or less than your level) to seek you out. The 
  beast moves toward you under its own power, so the time it 
  takes to arrive depends on how close a beast of the desired 
  kind is when you cast the effect. If there is no beast of that 
  kind capable of reaching you within this effect’s duration, you 
  are aware of this fact.
  Dragonlung (spirit)
  You gain a breath weapon [Recharge 5-6], making a 60 foot 
  line or a 30 foot cone (chosen at the time of casting), dealing 
  2d6 damage. Affected creatures may make a Dexterity saving 
  throw to reduce damage by half. The type of damage is chosen 
  when the effect is cast, with options based on the packages 
  you possess. The damage of the breath weapon increases by 
  1d6 at 5th level (3d6), 11th level (4d6), and 17th level (5d6).
  • Air Package: thunder damage
  • Earth Package: bludgeoning, piercing, or slashing 
  damage
  • Fire Package: fire damage
  • Metal Package: lightning damage
  • Plant Package: acid damage
  • Water Package: cold damage
  Meld with Nature (spirit; earth, metal, plant, or water)
  You step into a plant or metal, stone, or wooden object or 
  surface large enough to fully contain your body, melding your-
  self and all the equipment you carry with the object for the 
  duration. The substances you can meld with are determined 
  by the packages you possess; see the table below. Using your 
  movement, you step into the object at a point you can touch. 
  Nothing of your presence remains visible or otherwise detect-
  able by non-magical senses.
  While merged with the object, you can’t see what occurs 
  outside it, and any Wisdom (Perception) checks you make 
  to hear sounds outside it are made with disadvantage. You 
  remain aware of the passage of time and can cast spells on 
  yourself while merged. You can use your movement to leave 
  the object where you entered it, which ends the effect. You 
  otherwise can’t move.
  Minor physical damage to the object doesn’t harm you, but 
  its partial destruction or a change in its shape (to the extent 
  that you no longer fit within it) expels you and deals 6d6 blud-
  geoning damage to you. The object’s complete destruction (or 
  transmutation into a different substance to which your use of 
  this ability does not apply) expels you and deals 50 bludgeon-
  ing damage to you. If expelled, you fall prone in an unoccupied 
  space closest to where you first entered.
  Augment 1 sp: While melded in the substance, you can 
  spend hit dice to heal yourself as if taking a short rest.
  
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  Meld With Nature
  Nature Package
  Melded Substance
  Earth
  Sand and stone
  Metal
  Metal and ore
  Plant
  Plants and wood
  Water
  Ice
  Nature’s Carapace (spirit)
  You gain the following spirit abilities. You must possess the 
  listed geomancy package to use each ability.
  Buffeting Winds (air)
  Strong winds swirl around you. For the duration, ranged 
  attacks made against you suffer from disadvantage.
  Stoneskin (earth)
  Cost: 1 sp
  You can turn your flesh as hard as stone or steel. For the 
  duration, you gain resistance to nonmagical bludgeoning, 
  piercing, and slashing damage.
  Flame Mantle (fire)
  Cost: 1 sp
  You gain the ability to strike back against melee attacks 
  with fiery retribution. Whenever any creature within 
  5 feet of you hits you with a melee attack, the attack-
  er takes 1d4 fire damage. The amount of fire damage 
  increases by 1d4 when you reach 5th level (2d4), 11th level 
  (3d4), and 17th level (4d4). 
  Iron Body (metal)
  If you are wearing metal armor, you temporarily merge 
  with it. You gain 5 temporary hit points for the duration 
  and no longer suffer disadvantage on Stealth checks or 
  suffer a penalty to movement from your armor, if you 
  would gain either. Your number of temporary hit points 
  increases by 10 at 5th level (15 temporary hp), 11th level 
  (25 temporary hp), and 17th level (35 temporary hp).
  Barkskin (plant)
  Cost: 1 sp
  You gain a rough bark-like appearance; your AC cannot 
  be less than 15, regardless of what kind of armor you are 
  wearing. Your minimum AC increases by one at 5th level 
  (16 AC), 11th level (17 AC), and 17th level (18 AC).
  Seamantle (water)
  Your body becomes slick as wet ice; You gain advan-
  tage on all Strength (Athletics) or Dexterity (Acrobatics) 
  checks made to contest or escape a grapple check.
  Nature’s Motion (spirit)
  You can grant yourself one of the following abilities. You 
  must possess the listed (geomancy) package to use each ability.
  Airwalk (air)
  Cost: 1 sp
  You may move up to a 45 degree angle vertically when-
  ever you move horizontally, climbing 1 foot in height for 
  every 2 feet of movement. You may also choose to either 
  stay at the same elevation or, if you are already in the 
  air, move up to a 45 degree angle downward instead. If 
  you are knocked prone you fall to the ground, just as a 
  creature with a fly speed that cannot hover, though you 
  only fall at a rate of 60 feet per round, suffering no falling 
  damage.
  If you possess the ability to give this talent to another 
  then you can give it to a mount, but you must make a DC 
  20 Animal Handling check to successfully ride it into the 
  air. You can negate the need for this check if you take the 
  time to train the animal you intend to cast air walk on, 
  this training takes 1 week and a DC 25 Animal Handling 
  check. 
  Stonestep (earth)
  You can gain the ability to ignore natural difficult 
  terrain caused by earth, rock, and sand. You can attempt 
  a spellcasting ability check against the spell save DC or 
  sphere DC of the effects of difficult terrain effects caused 
  by magical manipulation of those materials to ignore 
  them. You can safely walk across quicksand and similar 
  hazards as if they were solid ground.
  Smokewalk (fire)
  You can gain the ability to walk on fire or smoke. Fire 
  and its byproducts (such as smoke) become solid to you, 
  allowing you to move over it as if it were normal ground. 
  You can always choose to sink into the fire or smoke if 
  you so desire, making you heavily obscured. Smokewalk 
  doesn’t grant any resistance or immunity to fire damage, 
  but it does grant the ability to see through smoke and 
  breathe in smoke harmlessly.
  Ironshod (metal)
  Cost: 1 sp
  You become difficult to impede with traps, hazards, and 
  difficult terrain. You gain resistance to damage caused by 
  difficult terrain, hazards, and traps, including caltrops and 
  similar effects.
  Greenstep (plant)
  You can gain the ability to ignore difficult terrain 
  caused by natural plants. You can attempt a spellcasting 
  ability check against the spell save DC or sphere DC of 
  the effects of difficult terrain caused by magical plant 
  growth and manipulation to ignore them.
  Waterwalk (water)
  Cost: 1 sp
  You gain the ability to walk on water. Water and all 
  other liquid becomes solid to you, allowing you to move 
  over it as if it were normal ground. Especially turbulent 
  water (such as during a storm) may count as difficult 
  terrain. You can always choose to sink into the water and 
  swim if you so desire, in which case you are considered to 
  have a Swim speed equal to your walking speed, granting 
  you all the usual benefits of a Swim speed. This does not, 
  however, grant you the ability to breathe underwater.
  Nature’s Weapon (spirit)
  You can grant yourself one of the following abilities. You 
  must possess the listed (geomancy) package to use each ability.
  Cacophony (air)
  Once each round, as an action you can create a torrent 
  of wind that creates a cone that reaches from you to the 
  edge of your geomancy range. Creatures caught in the 
  
  177
  area must make a Constitution saving throw or take 1d4 
  thunder damage. On a successful save, the affected crea-
  tures take no damage. Creatures damaged by cacophony 
  are deafened for 1 round. The thunder damage increases 
  by 1d4 at 5th level (2d4), 11th level (3d4), and 17th level 
  (4d4).
  Stone Fist (earth)
  Once each round, you can choose whether or not to en-
  case your fist (or similar appendage) in stone for 1 round. 
  While so encased, you cannot hold anything in that hand, 
  but you gain a +2 shield bonus to AC and your unarmed 
  strikes with that hand deal 1d6 + your Strength modifier 
  damage. The encased fist damage increases at 5th level 
  (1d8), 11th level (1d10), and 17th level (1d12). This does not 
  stack with monk levels or other effects that increase the 
  damage of unarmed strikes
  Fire Wielder (fire)
  Cost: 1 sp
  Once each round, you can choose whether or not to 
  encase your weapons in flames for 1 round. Your melee 
  weapon attacks and unarmed strikes deal an additional 
  1d4 fire damage. The amount of fire damage increases 
  when you reach 5th level (1d6), 11th level (1d8), and 17th 
  level (1d10).
  Blade Whip (metal)
  (requires metal weapon) In place of an attack, you can 
  target a metal weapon you are wielding, reshaping it into 
  a cable and sending it out to shove a creature within geo-
  mancy range to become prone. If the weapon grants any 
  bonus to attack rolls, that bonus applies to this shove. 
  After the shove has been resolved, the weapon returns to 
  its original form.
  Bramble Strike (plant)
  (requires wooden weapon) Once each round you can 
  choose whether or not to cause brambles to burst from 
  any mostly wooden weapon you are wielding (such as a 
  club, quarterstaff, or spear), or pieces of mostly-wood-
  en ammunition such as an arrow or bolt coming from a 
  ranged weapon you are using for one round. If you suc-
  cessfully hit a creature with a wooden weapon, they must 
  succeed on a Dexterity saving throw or become grappled 
  for 1 round. If they are already grappled and fail their 
  saving throw, they are instead restrained for 1 round.
  Icicles (water)
  Cost: 1 sp
  Once per round, you can create from residual mois-
  ture a dagger made of ice. These ice daggers melt if they 
  leave your hand for more than 1 round. Instead of dealing 
  piercing damage, these daggers deal cold damage, and 
  count as magical for the purpose of bypassing immunity 
  and resistance. The daggers gain a +1 bonus to attack and 
  damage at 5th level (+1), 11th level (+2), and 17th level (+3).
  Nature Sight (spirit)
  You gain an extraordinary sense depending on geomancy 
  packages you possess. Each sense has a range equal to your 
  geomancy range.
  Cloudsight (air)
  You can see through clouds of fog, mist, and smoke as if 
  they were transparent.
  Earthsight (earth)
  Cost: 1 sp
  You gain tremorsense, except only allowing you to 
  detect anything in contact with the same body of ground 
  as you.
  Firesight (fire) 
  You can see through flames, lava, and smoke as if they 
  were transparent.
  Metalsight (metal) 
  You gain the scent ability, except only allowing you 
  to detect metal objects (including creatures wearing or 
  carrying metal objects).
  Plantsight (plant) 
  You can see through leaves, vines, greenery, under-
  growth, and living wood as if they were transparent (you 
  still cannot see through dead wood).
  Watersense (water) 
  Cost: 1 sp
  You gain tremorsense, except only allowing you to 
  detect anything in contact with the same body of water 
  as you.
  Resist Elements (spirit)
  You gain resistance to a particular damage type chosen from 
  the list of geomancy packages you have access to.
  • Air Package: thunder damage
  • Earth Package: bludgeoning, piercing, or slashing 
  damage
  • Fire Package: fire damage
  • Metal Package: lightning damage
  • Plant Package: acid damage
  • Water Package: cold damage
  Augment 1 sp: You can use Resist Elements as a reaction, 
  but if you do the duration is reduced to 1 round.
  Augment 1 sp: When you successfully resist damage of the 
  chosen element, you also regain 1d6 hit points. An individual 
  can only benefit by healing from this effect once per short or 
  long rest. The amount of healing increases by 1d6 when you 
  reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
  Speak With Beasts (spirit)
  Cost: 1 sp
  You gain the ability to comprehend and verbally communi-
  cate with beasts for the duration. The knowledge and aware-
  ness of many beasts is limited by their intelligence, but at min-
  imum, beasts can give you information about nearby locations 
  and monsters, including whatever they can perceive or have 
  perceived within the past day. You might be able to persuade a 
  beast to perform a small favor for you, at the GM’s discretion.
  Speak With The Elements (spirit)
  You gain an extraordinary ability to speak with elementals 
  and other materials depending on the geomancy packages you 
  possess.
  
  178
  Speak With Clouds (air)
  Cost: 1 sp
  For the duration, you gain the Primordial language, and 
  may speak with clouds of fog or mist. This is not truly 
  accomplished with speech, but rather by interacting with 
  the cloud you can learn what else has touched it, passed 
  through it, is hidden within it, etc. You can tell depth, 
  weight, size, and number of passers-by, but not more 
  detailed information.
  Speak With Stone (earth)
  Cost: 1 sp
  For the duration, you gain the Primordial language, and 
  may speak with natural or worked stone. This is not truly 
  accomplished through speech, but rather by touching a 
  stone you can learn what else has touched it, passed by 
  it, what is hidden underneath it, etc. You can tell depth, 
  weight, size, and number of passers-by, but not more 
  detailed information.
  Speak With Fire (fire) 
  Cost: 1 sp
  For the duration, you gain the Primordial language, and 
  may speak with fire or smoke. This is not truly accom-
  plished through speech, but rather by gazing into the 
  flames and smoke you can learn what else has touched it, 
  passed by it, what is responsible for creating it, etc. You 
  can tell weight, size, and number of passers-by, but not 
  more detailed information.
  Speak With Metal (metal) 
  Cost: 1 sp
  For the duration, you gain the Primordial language, and 
  may speak with natural ore or worked metal. This is not 
  truly accomplished through speech, but rather by touch-
  ing a piece of metal you can learn what else has touched 
  it, worn it, passed by it, what is hidden inside it, details 
  of its forging, etc. You can tell depth, weight, size, and 
  number of passers-by, but not more detailed information.
  Speak With Plants (plant) 
  Cost: 1 sp
  For the duration, you gain the Primordial language, and 
  may speak with normal plants and plant creatures. You 
  can communicate with normal plants and plant creatures 
  and can ask questions and receive answers from them. 
  A normal plant’s sense of its surroundings is limited, so 
  it will not be able to give (or recognize) detailed de-
  scriptions of creatures or answer questions about events 
  outside its immediate vicinity.
  Speak With Water (water) 
  Cost: 1 sp
  For the duration, you gain the Primordial language, and 
  may speak with pools or bodies of water. This is not truly 
  accomplished through speech, but rather by dipping a 
  limb into the water you can learn what else has touched 
  it, passed by it, what is hidden inside it, etc. You can tell 
  depth, weight, size, and number of passers-by, but not 
  more detailed information. You can speak with both fresh 
  or salt bodies of water, and if attempting to converse with 
  particularly large bodies of water, such as oceans, you can 
  only acquire information from a portion of the body of 
  water, to a maximum distance of 1000 feet + 100 feet per 
  level. 
  Other Nature Talents
  Expanded Geomancy
  Choose and gain a Nature package you do not already pos-
  sess. You can select this talent multiple times, gaining a new 
  package each time.
  Master of Elements
  You count as possessing three additional Nature packages 
  of your choice when determining what (spirit) talents you 
  can gain and use. You can take this talent twice, which allows 
  you to count as possessing every package. If you later gain all 
  Nature packages except one per time you’ve gained this talent, 
  you immediately retrain this talent into Expanded Geomancy.
  Abilities from (spirit) talents that scale off of geomancy abil-
  ities (such as an ability that deals damage or determines size 
  by referencing a particular ability) function normally accord-
  ing to the statistics that ability would have if you possessed it. 
  For retraining purposes, possessing any Nature package counts 
  as having Master Of Elements.
  Nature Advanced Talents
  Earthquake (geomancy, earth)
  Prerequisites:  Nature sphere (Forge Earth), 15th level or 
  higher.
  Cost: 3 sp
  (concentration; requires earth, sand, or stone) You create a 
  seismic disturbance at a point on the ground that you can see 
  within range. For the duration, an intense tremor rips through 
  the ground in up to a 100-foot-radius circle centered on that 
  point and shakes creatures and structures in contact with the 
  ground in that area.
  The ground in the area becomes difficult terrain. Each 
  creature on the ground that is concentrating must make a 
  Constitution saving throw. On a failed save, the creature’s con-
  centration is broken.
  When you cast this spell and at the end of each turn you 
  spend concentrating on it, each creature on the ground in the 
  area must make a Dexterity saving throw. On a failed save, the 
  creature is knocked prone.
  This spell can have additional effects depending on the 
  terrain in the area, as determined by the GM.
  Fissures: Fissures open throughout the spell’s area at the 
  start of your next turn after you cast the spell. A total of 1d6 
  such fissures open in locations chosen by the GM. Each is 
  1d10 × 10 feet deep, 10 feet wide, and extends from one edge 
  of the spell’s area to the opposite side. A creature standing on 
  a spot where a fissure opens must succeed on a Dexterity sav-
  ing throw or fall in. A creature that successfully saves moves 
  with the fissure’s edge as it opens. A fissure that opens beneath 
  a structure causes it to automatically collapse (see below).
  Structures: The tremor deals 50 bludgeoning damage to any 
  structure in contact with the ground in the area when you cast 
  the spell and at the start of each of your turns until the spell 
  ends. If a structure drops to 0 hit points, it collapses and po-
  
  179
  tentially damages nearby creatures. A creature within half the 
  distance of a structure’s height must make a Dexterity saving 
  throw. On a failed save, the creature takes 5d6 bludgeoning 
  damage, is knocked prone, and is buried in the rubble, requir-
  ing a DC 20 Strength (Athletics) check as an action to escape.
  The GM can adjust the DC higher or lower, depending on 
  the nature of the rubble. On a successful save, the creature 
  takes half as much damage and doesn’t fall prone or become 
  buried.
  Freezing Geyser (geomancy, fire and water)
  Prerequisite: Nature sphere (Create Nature, Thermoturgy), 
  15th level or higher.
  Cost: 3 sp
  (concentration) You create a burst of boiling water that 
  snap-freezes once it has covered its targets. You create an 
  eruption coming from a 10-foot square of solid ground within 
  range, extending 30 feet into the air. This deals 5d6 fire dam-
  age per round to all creatures that start their turn within the 
  affected area. A successful Dexterity saving throw halves the 
  damage.
  Starting in the second round of the geyser’s eruption, the 
  rapidly cooling water begins raining down on all targets within 
  a 30-foot radius of the geyser (but not in the space in which 
  the geyser deals fire damage), lasting for the length of the 
  effect 1d4 rounds. Any creature caught in this freezing down-
  pour takes 2d6 points of cold damage each round and must 
  succeed on a Strength saving throw or be restrained by the 
  layer of frost and ice forming on it. Even creatures affected 
  by the main geyser who failed their Dexterity saving throw 
  but left the area of cold rain find themselves restrained as the 
  water on them freezes. 
  Restrained creatures may attempt a Strength saving throw as 
  an action to escape from the ice, or another creature may use 
  an action to break the ice around the trapped creature. The 
  ice melts naturally after one minute on an average day.
  Natural Ally (spirit)
  Prerequisites:  Nature sphere (Beast Friend), 5th level or 
  higher.
  Cost: 3 sp
  (instantaneous) You can call specific creatures of the beast, 
  elemental, fey, or plant type of a kind you designate (provided 
  the creature’s total combined CR is equal to or less than 1/2 
  your level) which then appears in a place within range at the 
  start of your next turn, and remains for up to 8 hours. You can-
  not call more creatures than your proficiency bonus. Unlike 
  Beast Friend, this advanced talent does not require that there 
  are creatures of those types in the area. The creatures will aid 
  you to the best of their ability, but unless the caster speaks 
  the creature’s language, only basic communication is possible 
  (attacking an enemy, defending the caster, etc.) The creatures 
  must also be treated fairly and will not give aid that is obvious-
  ly suicidal. If treated poorly, they may turn on and attack you. 
  You cannot use Natural Ally more than once per long rest.
  Persistent Cloud (geomancy, water)
  Prerequisites:  Nature sphere (Fog Mastery), Universal 
  sphere (Extended (metasphere)), 11th level or higher.
  Augment 2 sp: The duration of the abilities granted by the 
  Fog Mastery talent becomes permanent. You can spend an 
  action to have the effect move up to 15 feet in any direction. If 
  targeted or otherwise in the area of an ability from the Weath-
  er sphere, the caster using the Weather sphere must make a 
  spellcasting ability check against your sphere save DC. If the 
  Weather sphere user is successful, the fog is countered. It is 
  otherwise not subject to the effects of weather not created 
  by magic. You can dismiss an effect made permanent by this 
  augment as an action.
  Phoenix Resurgence (spirit, fire)
  Prerequisites:  Nature Sphere (Nature’s Carapace), 5th 
  level or higher.
  Casting Time: 1 Reaction
  Duration: Instantaneous
  Cost: 3 sp
  When you are reduced to 0 hit points, you can explode into 
  a ball of flame dealing 1d6 fire damage per two levels in a 15-
  foot radius sphere. A successful Dexterity saving throw halves 
  this damage. At the beginning of your next turn, you return to 
  life with a number of hit points equal to your level. 
  The radius increases by 5 feet at 11th level (20-foot) and 17th 
  level (25-foot).
  Rapid Growth (geomancy, plant)
  Prerequisites:  Nature sphere (Create Nature), 15th level 
  or higher.
  Cost: 3 sp
  (instantaneous) You can create a massive growth of plantlife. 
  This affects up to a 1 mile area in one of the following ways:
  Change Terrain: You can change the terrain in this area to 
  forest or jungle. This does not cause animals native to the for-
  est or jungle to appear, nor does it guarantee that the terrain 
  type will stay that way indefinitely (some areas such as deserts 
  or high mountains cannot support forests or jungles, and a for-
  est or jungle created in these locations may die out over time) 
  but in all other ways, the terrain changes to the selected type. 
  Improve Forest: If used in an area that already contains a 
  forest or jungle, you can cause the area to grow rapidly. Typ-
  ical trees become massive trees, all areas become covered in 
  undergrowth, and areas already covered in undergrowth gain 
  heavy undergrowth.
  A creature standing in the same square as a typical tree gains 
  half cover, which grants a +2 bonus to Armor Class and Dex-
  terity saving throws. The presence of a tree doesn’t otherwise 
  affect a creature’s fighting space, because it’s assumed that the 
  creature is using the tree to its advantage when it can.
  Massive trees take up an entire square and provide 
  three-quarters cover (+5 AC and Dexterity saving throws) to 
  anyone behind them. Space covered with light undergrowth 
  and difficult terrain and partially obscure creatures in them. 
  Squares with undergrowth are often clustered together. Un-
  dergrowth and trees aren’t mutually exclusive; it’s common for 
  a 5-foot square to have both a tree and undergrowth.
  Increase Yield: If used in an area of developed farmland, you 
  double the crop production in that area for the rest of the 
  harvest season. This has no effect if used in winter or other 
  times when crops are not being tended.
  
  180
  Tsunami (geomancy, water)
  Prerequisites:  Nature sphere (Water Mastery), 15th level 
  or higher.
  Cost: 2 sp
  (concentration; requires water) You create a wave of water 
  within range. You can make the wave up to 300 feet long, 300 
  feet high, and 50 feet thick. The wave lasts for the duration.
  When the wave appears, each creature within its area must 
  make a Strength saving throw. On a failed save, a creature 
  takes 6d10 bludgeoning damage, or half as much on a success-
  ful save.
  When you first create the wave, choose a direction. At the 
  start of each of your turns after the wave appears, the wave 
  moves 50 feet in the chosen direction. Any Huge or smaller 
  creature inside the wall or whose space the wall enters when it 
  moves must succeed on a Strength saving throw or take 5d10 
  bludgeoning damage. A creature can take this damage only 
  once per round. At the end of the turn, the wave’s height is 
  reduced by 50 feet, and the damage creatures take from the ef-
  fect on subsequent rounds is reduced by 1d10. When the wave 
  reaches 0 feet in height, the effect ends.
  A creature caught in the wave can move by swimming. 
  Because of the force of the wave, though, the creature must 
  make a successful Strength (Athletics) check against your 
  sphere DC in order to move at all. If it fails the check, it 
  can’t move. A creature that moves out of the area falls to the 
  ground.
  Volcano (geomancy, fire)
  Prerequisites:  Nature sphere (Thermoturgy), 15th level or 
  higher.
  Cost: 3 sp
  (concentration) You can call lava up from deep within the 
  earth. This lava bursts from a 10 foot wide hole in the ground 
  centered within range and creates a spout up to 100 feet 
  high. Any creature in this area or who enters this area takes 
  10d6 points of fire damage and is hurled into the air and then 
  tossed to the ground. A successful Dexterity saving throw 
  halves the fire damage and the creature is not tossed into 
  the air, instead moving to the closest square adjacent to the 
  geyser (Large-sized or larger creatures are moved enough so 
  that they are not on top of the geyser but still adjacent to it). 
  This movement does not provoke opportunity attacks and 
  does not count toward the creature’s normal movement. If the 
  creature fails its saving throw, it suffers the full fire damage 
  and also suffers falling damage based upon the height of the 
  volcanic spray (10d6 or less, depending on how high the spout 
  can reach) and lands prone in a random square adjacent to the 
  spout.
  In addition, the volcano sprays lava, smoke, and poison gas 
  in a cylinder around itself. The radius of this cylinder is equal 
  to one half the volcano’s height (e.g., a 100 foot spout has a 50 
  foot radius cylinder). All creatures within this area, including 
  yourself, are heavily obscured and suffer 2d6 points of fire 
  damage each round as lava cascades on them. They must also 
  succeed on a Constitution saving throw or be poisoned until 
  they start their turn outside of the affected area. Even after 
  a creature leaves the lava-filled area, they suffer 1d6 points of 
  fire damage at the beginning of each turn for 1d3 rounds as the 
  lava already on them cools.
  A volcano must be created on the ground and cannot be 
  created in other places, such as on the 2nd floor of a building. 
  You can choose to make a smaller volcano if an obstruction 
  prevents it from reaching its full height, or if you simply want 
  to create a spread of lava that’s smaller than your maximum.
  Whispering Wind (spirit, air)
  Prerequisites: Nature sphere, 1st level or higher.
  Cost: 2 sp
  Duration: Instantaneous
  (Requires air) You can send a message or sound on the wind 
  to a designated spot within 1 mile per level. The message has 1 
  hour per level to reach its destination. The message travels to 
  the destination, provided that the location is familiar to you 
  and that it can find a way to the location. At time of casting, 
  you can prepare the effect to bear a message of no more than 
  20 + your level words, cause the talent to deliver other sounds 
  for 1 round, or merely have the message seem to be a faint 
  stirring of the air. You can likewise cause the wind carrying the 
  message to move as slowly as 1 mile per hour, or as quickly as 1 
  mile per 10 minutes.
  When the message reaches its objective, it swirls and 
  remains in place until the message is delivered, at which time 
  the spell is discharged. The message cannot speak verbal com-
  ponents, use command words, or activate magical effects.
  The message is as gentle and unnoticed as a zephyr until it 
  reaches the location. It then delivers its whisper-quiet message 
  or other sound to all creatures within 10 feet of the destina-
  tion. Note that the message is delivered regardless of whether 
  anyone is present to hear it. The wind then dissipates.
  The affected area increases by feet at 5th level (15 feet), 11th 
  level (20 feet), and 17th level (25 feet).
  Wildfire (geomancy, fire)
  Prerequisites: Nature sphere, Universal sphere (Reaching 
  (metasphere) (3)), 5th level or higher.
  Cost: 3 sp
  Augment 3 sp: When using affect fire, you can send forth 
  a burst of heat that targets everything within a radius of up to 
  1000 feet. Creatures and flammable objects caught within the 
  radius of effect are dealt 2d8 fire damage and catch fire. A suc-
  cessful Dexterity saving throw halves the damage and negates 
  catching fire.  This damage increases by 1d8 at 11th (3d8) and 
  17th (4d8) levels.
  Augment 2 sp: The damage dealt increases to 1d8 + 1d8 per 
  two levels.
  Variants
  Nature Spirit
  You cannot use geomancy abilities, only (spirit) talents. You 
  must choose a package as normal, but do not gain any of its 
  geomancy abilities, instead only counting as possessing the 
  package for the purpose of qualifying for (spirit) talents. You 
  gain a (spirit) talent of your choice as a bonus talent.
  
  181
  You are a user of the magics of preser-
  vation.
  When you first gain the Protection sphere, you gain the 
  aegis, succor, and ward sphere abilities.
  Aegis
  Casting Time: 1 action
  Range: touch
  Duration: concentration, up to 1 hour.
  Target: 1 creature
  Saving Throw: Wisdom
  Cost: 0 sp
  You can grant a creature an aegis. Unwilling targets are al-
  lowed a Wisdom saving throw to resist gaining an aegis.
  Augment 2 sp: The effect persists for the remaining du-
  ration without concentration. This augment may be applied 
  after the effect is cast on your turn without an action.
  You gain the following aegis when you gain the Protection 
  sphere:
  Armored (aegis)
  You can create an aegis that wraps the target in protective 
  barriers, granting them a base AC equal to your sphere DC 
  (no benefit from Dexterity modifier). This does not stack with 
  other armor, though the target may still benefit from a shield.
  Succor
  Casting Time: 1 reaction
  Target: 1 creature under the effects of your aegis
  Range: 300 feet
  Cost: 0 sp
  You can create an effect by sacrificing an aegis you created. 
  Doing so immediately ends one aegis on the targeted creature. 
  The sacrificed aegis must be one that you have augmented to 
  be maintained without concentration. You cannot use succor 
  on a creature not currently under the effects of your aegis.
  The base Protection sphere does not grant any succor abili-
  ties.
  Ward 
  Casting Time: 1 action
  Range: self
  Duration: concentration, up to 1 minute
  Area: 10-foot tall cylinder with a 20-foot radius
  Cost: 0 sp
  You can create a ward centered within range. Wards remain 
  in the location they were created, even if you move. When 
  creating a ward, you can always choose to reduce the height 
  or radius below its maximum. The maximum height of the 
  cylinder increases by 5 feet and the maximum radius increas-
  es by 10 feet at 5th level (15-foot-by-30-foot radius cylinder), 
  11th level (20-foot-by-40-foot radius cylinder), and 17th level 
  (25-foot-by-50-foot radius cylinder).
  Augment 2 sp: The effect persists for the remaining du-
  ration without concentration. This augment may be applied 
  after the effect is cast on your turn without an action.
  When you gain the Protection sphere, you gain the follow-
  ing ward:
  Barrier (ward)
  You can create a ward that creates a mostly-transparent wall 
  at its perimeter, stopping attacks, movement, breath weapons, 
  and any spells or sphere effects that must travel to their desti-
  nation (such as destructive blasts, ghost strikes, or spells that 
  require attack rolls). Other spells or sphere effects, however, 
  such as teleportation effects, mind-altering magic, and gaze 
  attacks may all bypass this ward. 
  If the barrier cuts through a creature’s space when it ap-
  pears, the creature is pushed to one side of the barrier (its 
  choice). If a creature would be surrounded on all sides by 
  the barrier (or the barrier and another solid surface), that 
  creature can make a Dexterity saving throw. On a success, it 
  can use its reaction to move up to its speed so that it is no 
  longer enclosed by the barrier. The barrier also extends into 
  the Ethereal Plane, blocking ethereal travel through the ward. 
  Ethereal creatures can sometimes go under the barrier, as the 
  barrier does not cut through objects, and so usually stops at 
  ground level.
  A barrier has an AC equal to your sphere DC and hit points 
  equal to 4 + your level. If the barrier is reduced to 0 hit points, 
  the entire barrier effect ends immediately. If you maintain 
  your barrier through concentration, its hit points are renewed 
  each round on your turn. 
  If an attack deals more damage to the barrier than its cur-
  rent hit points, the attacker may burst the barrier and contin-
  ue the attack against a target on the other side. The attacker 
  makes a new attack roll against a target within range on the 
  other side of the barrier, dealing the attack’s remaining dam-
  age if successful. This also applies to area-affect damage; for 
  example, an area burst spell that can overcome the barrier’s 
  hit points can affect targets on the other side with its reduced 
  damage.
  Particularly strong creatures might be able to simply crush 
  a barrier by ramming through it. A creature can attempt to 
  break the barrier by shoving or overrunning (see the Game 
  Master’s Guide) it, shattering it completely if the creature 
  succeeds. Instead of a contested check, the creature succeeds 
  if its Strength (athletics) check exceeds your sphere DC.
  Protection Sphere
  
  182
  Protection Basic Talents
  Talents that are marked (aegis), (succor), or (ward) will grant 
  you new abilities of the respective type, while (barrier) talents 
  will modify the barrier base sphere ability specifically.  
  Aegis Talents
  Breathless (aegis) 
  You can create an aegis that allows a creature to survive with-
  out air. The creature becomes immune to effects that require 
  breathing (such as inhaled poison), can survive underwater, or 
  even in a vacuum. This does not give immunity to cloud or gas 
  attacks that do not require breathing.
  Deathless (aegis) 
  You can create an aegis that grants the subject resistance to 
  necrotic damage and grants advantage on all saving throws 
  against effects that would kill it instantaneously without deal-
  ing damage. The subject is granted a saving throw to negate 
  such effects even if one is not normally allowed. This aegis 
  does not protect against other sorts of attacks, even if those 
  attacks might be lethal. Additionally, the target automatically 
  stabilizes when reduced to 0 hit points and does not have to 
  make death saving throws at the start of its turn.
  Energy Resistance (aegis, ward) 
  You can create an aegis that grants energy resistance to one 
  damage type of your choice (acid, cold, fire, lightning, radiant, 
  thunder).
  You can also create a ward that suppresses one damage type 
  of your choice. All creatures within the ward benefit from re-
  sistance to the chosen damage type for as long as they remain 
  within the ward.
  Friendship (aegis)
  You can create an aegis that gives a creature special pro-
  tection from its allies’ magic. You can designate a number of 
  creatures up to your proficiency bonus; whenever one of the 
  designated creatures uses a spell or sphere ability that covers 
  an area, they may exclude the target of this aegis from the area 
  of effect.
  Guardian (aegis) 
  You can create an aegis that draws harmful attention to its 
  bearer and away from their allies. Any hostile creature within 
  10 feet of the bearer of this aegis who decides to target any 
  creature other than the bearer of this aegis suffers disadvan-
  tage on their attack roll. Multiple Guardian aegis do not stack; 
  if a creature attacks one creature with this aegis while within 
  the area of another creature with this aegis, they suffer no 
  disadvantage on their attack.
  Impartiality (aegis, ward)
  Creatures bearing this aegis or within this ward are treated as 
  having no alignment for all magical effects. Celestials, fiends, 
  or Undead still count as such, but do not detect as such for 
  effects such as a paladin’s divine sense. Effects that detect 
  alignment (such as the Divine Alignment alternate divination 
  from the Divination sphere) do not detect the creature or 
  creatures protected, while those that affect certain alignments 
  have no effect on protected creatures at all. This does not 
  allow a creature to disguise their alignment - they appear as 
  an absence of alignment. This also hides the creature type of 
  fiends, fey, celestials, and undead.
  
  183
  Impedance (aegis, ward)
  You can create an aegis that requires creatures to succeed on 
  a Wisdom saving throw to enter a space within 5 feet of the 
  target. Failure prevents entering such a space until the start of 
  the creature’s next turn, when it can attempt to do so, trigger-
  ing a new saving throw.
  This talent does not interfere with attacks; only movement.
  You can create a ward that makes it difficult for creatures 
  to approach the center of the ward. At the beginning of their 
  turn, or when they try to enter the ward, a creature must 
  succeed on a Wisdom saving throw or they are unable to enter 
  or move any closer to the center of the ward until the start of 
  their next turn when it can attempt to do so, triggering a new 
  saving throw.
  Augment 1 sp: the aegis option affects spaces within 10 
  feet.
  Inner Peace (aegis)
  You can create an aegis that grants resistance to psychic 
  damage and grants the target advantage on saving throws 
  against effects that would cause the charmed or frightened 
  condition or would otherwise manipulate emotions, such as 
  the calm emotions spell or the Hostility (charm) of the Mind 
  sphere.
  Obscurity (aegis, ward)
  Creatures with this aegis or within this ward appear unre-
  markable and unimportant to those around them. Creatures 
  must make an Intelligence saving throw to be able to notice 
  their presence. This is before any Wisdom (Perception) checks 
  are made. A successful save allows them to see the obscured 
  creatures normally (assuming they can see the creatures nor-
  mally), until they have left the sight of the creature by either 
  moving out of line-of-sight or making a successful Dexterity 
  (Stealth) check. Creatures who are specifically looking for the 
  protected creatures and are aware of their identity (like those 
  who have been told you are there by someone else), or who are 
  engaged in combat with them automatically succeed on this 
  saving throw.
  Obstruction (aegis) 
  You can create an aegis that absorbs damage. The target 
  gains resistance to nonmagical bludgeoning, piercing, and 
  slashing damage. 
  Punishment (aegis, succor) 
  You can create an aegis that inflicts pain on creatures that 
  hurt its bearer. Whenever a creature successfully hits the 
  bearer of this aegis with a melee or ranged attack, that creature 
  suffers 1d4 points of psychic damage, increasing by 1d4 at 5th 
  (2d4), 11th (3d4), and 17th (4d4) levels.
  As a succor, when an ally under the effects of your aegis takes 
  damage from an attack, you can dismiss an aegis to deal 1d6 
  points of psychic damage, increasing by 1d6 at 5th (2d6), 11th 
  (3d6), and 17th (4d6) levels to the attacking creature. This 
  damage stacks with that from the Punishment aegis.
  Peacebound (aegis, ward) 
  You can create an aegis that makes the target immune to 
  violent actions or magic. Any such action made against the 
  target requires the attacker to pass a Wisdom saving throw or 
  lose that action, including any spell points or spell slots spent. 
  If a creature succeeds at this saving throw (or the bearer of the 
  peacebound aegis takes an offensive action against any crea-
  ture) the aegis immediately ends.
  You can create a ward that renders all creatures incapable 
  of causing violence. Any violent action or targeted offensive 
  magical effect created within the ward requires a successful 
  Wisdom saving throw or else the action is wasted, including 
  any spell points or spell slots spent. If any creature succeeds 
  at this saving throw, the ward’s effect immediately ends for 
  all. When a peacebound ward is broken in this fashion, all 
  creatures within become immune to that caster’s peacebound 
  ward until the next dawn. 
  Protected Health (aegis, ward) 
  You can create an aegis that grants a target resistance to 
  poison damage and advantage on saving throws against all poi-
  sons and diseases, both magical and mundane. You can create 
  a ward that grants this benefit to all within its area.
  Resistance (aegis) 
  You can create an aegis that grants the target the ability to 
  spend a reaction to grant itself advantage on a saving throw.
  Shield (aegis)
  You can create an aegis that grants the target with a shield of 
  translucent force. This shield acts as a normal shield except it 
  is weightless and does not interfere with the target providing 
  material and somatic spell components. If the target takes 
  another object in the hand the shield occupies (except for 
  manipulating spell components), the shield is suppressed and 
  provides no benefit until the start of the next turn in which 
  the target has a free hand.
  Augment 1 sp: The target is always considered proficient 
  with the shield.
  Slippery (aegis) 
  You can create an aegis that protects a creature from being 
  physically restrained or manipulated. The bearer of this aegis 
  gains advantage on saving throws to resist being restrained or 
  moved, or ability checks made to avoid being shoved, escape a 
  grapple, squeeze through a tight space, or escape bonds.
  Spell Ward (aegis, ward) 
  Cost: 1 sp
  You create an aegis that grants the target advantage on all 
  saving throws against magic.
  Cost: 1 sp
  You can create a ward that represses all magic within its 
  area of effect. Make one spellcasting ability check against 
  each magical effect, magic item, or summoned creature within 
  the area. If your check exceeds the spell save DC or sphere 
  DC of the magical effect, item, or caster who summoned the 
  creature, the effect is suppressed, the magic item ceases to 
  function, or the summoned creature temporarily disappears. 
  Time spent suppressed counts toward a magical effect’s total 
  duration. Any caster attempting to use a magical ability in or 
  targeted within this area, or any summoned creature attempt-
  ing to enter this area, must pass a spellcasting ability check 
  against your sphere DC. On a success, the magical effect is 
  unimpeded, and the summoned creature is not banished by 
  that spell ward.
  
  184
  Barrier Talents
  Continuous (barrier)
  Augment 0 sp: You can form your barrier as a hemi-
  spherical dome or a sphere; regardless of form, this barrier is 
  completely sealed. If creating the barrier would cause it to go 
  through another object, the barrier cuts harmlessly through 
  the material (without compromising the integrity of the ob-
  ject, but preventing the object from being moved). If creating 
  the barrier would cause it to go through a creature or animat-
  ed object, the barrier shunts the creature as usual. These mod-
  ifications to your barriers make it so that ethereal creatures, 
  or creatures with unusual movement modes such as burrowing 
  cannot enter the warded area by going around the barrier, but 
  must instead destroy the barrier to enter or exit.
  This ability can be combined with the Greater (barrier) 
  talent to allow your barrier wall to pass through objects.
  Greater (barrier)
  Augment 0 sp: You can fashion your barrier into a flat, 
  vertical plane if you so choose. This wall must be contiguous 
  and be adjacent to you at one point, although it may extend 
  as far out as 30 feet (if you possess the Reaching (metasphere) 
  talent from the Universal sphere, it must be within range of 
  you at one point, although it may extend as far as twice your 
  range), and formed of a maximum number of 10-foot-by-10-
  foot panels equal to twice your proficiency bonus. 
  Augment 1 sp: You can increase your barrier’s Hit Points 
  to 10 per level and increase the DC of shoving or overrunning 
  the barrier by 5. The barrier’s hit points do not replenish, even 
  if maintained through concentration
  Augment 1 sp: The maximum number of panels you can 
  create increases to four times your proficiency bonus.
  Augment 2 sp: The maximum size of your panels increases 
  to 20-foot-by-20-foot.
  You also gain the following ability:
  Buttress
  Casting Time: 1 action
  Target: 1 barrier ward
  Range: 300 feet
  Cost: 1 sp
  You restore up to 5 hit points per level to one barrier you 
  created.
  Augment 1 sp: The casting time is reduced to a bonus 
  action.
  Augment 2 sp: The casting time is reduced to a reaction. 
  If used in reaction to an attack that would destroy the barrier, 
  the restored hit points can prevent the barrier from being 
  destroyed. Subtract the damage dealt from the total of the 
  barrier’s current hit point plus the hit points granted by this 
  talent to determine the final hit points. This cannot cause the 
  barrier to have more hit points than its maximum.
  Succor Talents
  Bulwark (succor)
  When an ally is targeted by an attack roll, you can dismiss 
  an aegis on that ally to give them resistance to all damage from 
  the triggering attack as a reaction.
  Luck (succor)
  You can dismiss an aegis on a target to allow them to reroll a 
  saving throw they have just made. They must take the second 
  result, even if it is worse.
  Punishment (aegis, succor) 
  See under  Aegis Talents 
  Ward Talents
  Clarity (ward)
  Within the area of this ward, attempts to conceal, obfuscate, 
  or disguise oneself are hindered. Any creature within the ward 
  must make a Wisdom saving throw or they become unable to 
  use any abilities to disguise or conceal themselves. Likewise, 
  any spell, sphere effect, or other ability that creates illusions 
  or makes it difficult to sense physical phenomena is more 
  difficult to use. When the ward is first created, the user makes 
  a single spellcasting ability check against every illusion or 
  magical concealing effect. If your check succeeds, the effect is 
  suppressed or the magic item ceases to function, respectively. 
  Time spent suppressed counts toward a magical effect’s total 
  duration. Any additional attempt to create an illusion or con-
  cealment effect requires the caster succeed on a spellcasting 
  ability check against your sphere DC. They must do this even 
  if they passed their Wisdom saving throw.
  Energy Resistance (aegis, ward) 
  See under  Aegis Talents 
  Exclusion (ward)
  You can create a ward that prevents entry of a common 
  material or element chosen when you create the ward. You 
  can choose an element based on their physical material (such 
  as stone, metal, water, or acid), form of energy (such as fire or 
  light), or based on their physical properties (such as poisonous 
  materials or living materials). Magical and non-magical mate-
  rials excluded have great difficulty entering the ward, but are 
  unaffected once inside.
  Creatures made of or carrying the material with them must 
  make a Strength check against your Protection sphere DC to 
  cross the threshold of the ward, or they can simply drop any 
  of the warded material they are carrying. An attack from out-
  side the ward that crosses into the ward that is composed of 
  the excluded material receives disadvantage on the attack roll.
  Impartiality (aegis, ward)
  See under  Aegis Talents 
  Impedance (aegis, ward)
  See under  Aegis Talents 
  Obscurity (aegis, ward)
  See under  Aegis Talents
  Peacebound (aegis, ward) 
  See under  Aegis Talents
  Protected Health (aegis, ward) 
  See under  Aegis Talents
  
  185
  Repel Alignment (ward) 
  You can create a ward that repels creatures of the fiend, ce-
  lestial, fey, and undead creature types. Any creatures of these 
  types cannot cross the edge of this ward unless they succeed 
  at a Charisma saving throw. Once a creature has succeeded at 
  this saving throw, they may cross the barrier without trouble 
  and are immune to your Repel Alignment ward until the next 
  dawn. If a creature is already within this warded area when it 
  is created, or if the ward is moved into their space, they in-
  stantly become immune to the ward, as if they had succeeded 
  at their saving throw. 
  Spell Ward (aegis, ward) 
  See under  Aegis Talents
  Other Talents
  Community
  Whenever a creature under your aegis takes damage, you can 
  transfer up to half of that damage to any other willing crea-
  ture under one of your aegis as a free action. The transferred 
  damage is of the same type and cannot be further redirected 
  by any means.
  Status 
  You always know the direction and distance to all creatures 
  benefiting from your aegis and are aware of any conditions 
  affecting them (unharmed, wounded, disabled, frightened, 
  unconscious, dying, poisoned, stunned, poisoned, diseased, 
  confused, etc.). If the target dies or moves to another plane of 
  existence, this effect ceases to function.
  Protection Advanced Talents
  Adaptation (aegis)
  Prerequisites:  Protection sphere (Breathless, Energy 
  Resistance), 11th level or higher.
  Augment 4 sp: When applying the Breathless aegis, you 
  can make them immune to most environmental conditions. 
  They become immune to extreme temperatures, toxicity in 
  the air, and can breath underwater or in a vacuum. In addition, 
  the target gains Resistance to acid, cold, fire, lightning, radi-
  ant, and thunder damage. The target also gains resistance to 
  necrotic if you possess Deathless, psychic if you possess Inner 
  Peace, and poison if you possess Protected Health.
  Anti-Magic Aura
  Prerequisites:  Protection sphere (Spell Ward), 11th caster 
  level or higher.
  Augment 2 sp: When creating a ward with Spell Ward, you 
  can improve its abilities: the ward stops all magic and sum-
  moned creatures without the need for a spellcasting ability 
  check. This ward cannot be centered anywhere other than on 
  yourself.
  Unplottable (aegis)
  Prerequisites:  Protection sphere (Obscurity), 15th level or 
  higher.
  Augment 3 sp: When granting a target the Obscurity aegis, 
  you can make them undetectable through divination magic of 
  any sort. Any magical attempt to gather information on the 
  target (including scrying, effects that detect invisibility, detect 
  alignment, or even miracle and wish spells when used in a 
  similar manner) automatically fails. In the case of scrying that 
  does not directly view the bearer of this aegis (such as instead 
  scanning the area they happen to be in), the spell or effect 
  works normally, but the creature isn’t detected.
  Variants
  Limited Protection
  Choose either ward or aegis; you only gain the chosen ability. 
  If you select aegis, you can still take and benefit from (succor) 
  talents. You gain a bonus talent of the selected type.
  Protected Soul
  You cannot target other creatures with your aegis, only your-
  self. Any ward you create immediately ends if you end your 
  turn outside of it. You gain either a (ward) or (aegis) talent of 
  your choice as a bonus talent.
  
  186
  You can lift and move objects through 
  magic.
  When you first gain the Telekinesis sphere, you gain the 
  catch, levitate, and projectile sphere abilities.
  Some telekinesis abilities target a creature or object up to 
  your telekinesis size. Your telekinesis size is a Tiny-sized tar-
  get, with the maximum size of the target increasing by 1 step 
  at 5th level (Small), 11th level (Medium), and 17th level (Large). 
  Every sphere ability in the Telekinesis sphere gains the 
  following Augment:
  Augment 1 sp: Your telekinesis size increases by 2 sizes.
  If you are lifting an object into the air, a creature up to your 
  maximum size can hang from the floating object, and must use 
  an Action to make a Strength (Athletics) check against your 
  sphere DC to move it up to 10 feet against your will. Crea-
  tures larger than your maximum size can move objects with 
  no issue. If you use telekinesis to lift something into the air 
  and drop on a target, utilize the rules found in the Creation 
  sphere. 
  Generally one-handed weapons or pieces of ammunition are 
  two sizes smaller than the creature it was designed for, while 
  armor, shields, and two-handed weapons are one size smaller. 
  If you gain the ability to affect multiple targets at once, two 
  creatures or objects of a similar size count as one size larger (2 
  small objects equals a medium, 2 mediums, equal a large, etc.)
  Catch 
  Casting Time: 1 action
  Range: 30 feet
  Duration: instantaneous
  Target: 1 projectile or thrown object that you can see
  Cost: 0 sp
  You can target a thrown weapon or launched projectile such 
  as an arrow from a bow (usually requiring the Ready action to 
  catch it after it’s fired) to stop the attack from dealing damage. 
  The target must be within your Telekinesis sphere size limit. 
  Make a ranged spell attack contested by the attacker’s attack 
  roll; if you succeed, the attack is negated. You can choose to 
  immediately drop the object (making this an instantaneous ef-
  fect) or you can choose to continue to lift the object, in which 
  case your catch becomes a levitate.
  Augment 1 sp: You can reduce the casting time to 1 reac-
  tion.
  Telekinesis Sphere
  Levitate
  Casting Time: 1 action
  Range: 30 feet
  Duration: Concentration, up to 10 minutes
  Target: 1 creature or object that you can see
  Cost: 0 sp
  You can telekinetically move a willing creature or an unat-
  tended object up to your telekinesis size within range. Targets 
  you are levitating cannot move on their own, and once each 
  round as a bonus action you can gently move the target in a 
  straight line up to 20 feet in any direction, including up. The 
  maximum distance you can move it increases at 5th level (40 
  feet), 11th level (60 feet), and 17th level (80 feet). The target 
  remains suspended in that location until you decide to move it 
  again or until the effect ends. 
  Augment 1 sp: You can lift an unwilling creature with lev-
  itate. The target is allowed a Strength saving throw to negate 
  this effect. An affected creature makes another Strength sav-
  ing throw at the end of each of its turns. On a successful save, 
  the effect ends for it. A creature may suffer falling damage if 
  they successfully save while floating high in the air.
  Augment 2 sp: This effect lasts for its remaining duration. 
  This augment may be applied without any action required on 
  your turn. Levitated targets will remain suspended until you 
  end the effect early, with either a bonus action or as a reaction, 
  causing the target to fall.
  Projectile 
  Casting Time: 1 action
  Range: 30 feet
  Duration: Instantaneous
  Target: 1 creature or object that you can see
  Cost: 0 sp
  You can telekinetically lift a willing creature or object up to 
  your telekinesis size within range, referred to as the projectile, 
  and hurl it at another target that is also within telekinesis 
  range of yourself. Make a ranged spell attack roll against the 
  target’s AC. On a successful hit, both the target and the projec-
  tile take bludgeoning damage (or another appropriate damage 
  type, such as piercing if throwing a dagger) according to the 
  chart below:
  Target Size
  Damage Die
  Tiny
  1d4
  Small
  1d6
  Medium
  1d8
  Large
  1d10
  Huge
  2d6
  Gargantuan
  2d8
  
  187
  If the projectile is a weapon, the attack instead deals damage 
  to the target equal to the weapon’s damage die (arrows and 
  bolts are treated as daggers for this purpose) and the projectile 
  suffers no damage, since weapons are designed for attacking. 
  If you are already levitating an object, it is always a valid target 
  to be made into a projectile, no matter how large it might be 
  or whether or not it is unwilling.
  Augment 1 sp: You can target an unwilling creature to be 
  your projectile. The target is allowed a Strength saving throw 
  to negate this effect.
  Telekinesis Basic Talents
  Some talents are marked (catch), or (levitate), or (projectile). 
  While these talents may interact with or offer other Telekine-
  sis sphere abilities, they mainly augment the ability they are 
  marked as. Talents that are marked (gravity) focus more on 
  magic that manipulates density, force, and mass. 
  Catch Talents
  Greater Catch (catch)
  You gain the following augments for catch. You cannot add 
  both augments to the same catch.
  Augment 1 sp: When you cast catch, you don’t have to im-
  mediately choose which projectiles you target. Until the start 
  of your next turn, you can attempt to catch a number of targets 
  up to 1 plus your proficiency bonus. Targeting a projectile in 
  this way does not require an action.
  Augment 1 sp: Instead of targeting projectiles directly, you 
  can create a kinetic field—a stationary flat surface to catch all 
  projectiles and thrown objects passing through it until the 
  beginning of your next turn. Any object that strikes the field 
  immediately loses momentum and drops to the ground if the 
  originator of the attack fails a Wisdom saving throw. This field 
  is made up of no more than two 10-foot-by-10-foot panels. 
  Each panel must be contiguous with another panel. The field 
  can only stop valid targets of your catch, and does not block 
  line of sight or line of effect. The field gains up to an addition-
  al panel at 5th level (3 panels), 11th level (4 panels), and 17th 
  level (5 panels). 
  You may concentrate to sustain a kinetic field for up to 10 
  minutes, and may move the field with you as you move. This 
  can be combined with Telekinetic Maneuver to grapple targets 
  that attempt to move through it until the beginning of their 
  next turn (at which point they can try again).
  Parry (catch)
  You can use catch to block attacks with melee weapons, 
  though the wielder retains its hold on their weapon even if 
  you successfully block their attack. However, if you also pos-
  sess the Steal talent, you can immediately apply it to a man-
  ufactured weapon as part of changing a catch into a levitate. 
  Your telekinesis must be specially tuned towards the task, so 
  if you ready an action to cast catch, you must specify whether 
  you are attempting to intercept melee or ranged attacks.
  Return (catch)
  Augment 0 sp: When you stop an attack with catch, you 
  can immediately fling it back at the attacker if they’re in 
  range. Resolve this attack as if it were a projectile, using the 
  object you were attacked with. Doing so does not interfere 
  with concentrating on other effects.
  Augment 0 sp: When you miss with a ranged weapon 
  attack, a thrown weapon, or a telekinetic projectile, you can as 
  a reaction make the projectile return back to you. You can auto-
  matically catch it when it returns without spending an action.
  Telekinetic Maneuver (catch)
  Augment 1 sp: You can target any moving creature or 
  object within your size limit, not just projectiles and thrown 
  objects. If the target is unwilling, make a spell attack roll 
  opposed by the target’s Strength (Athletics) or Dexterity 
  (Acrobatics) check (their choice). On a success, you may either 
  knock the target prone or give them the grappled condition 
  until the beginning of your next turn. Being grappled by this 
  ability can stop a creature from moving up or down as well, 
  such as when used to stop an ally from falling. You can trans-
  form this ability into levitate without spending any additional 
  spell points to target an unwilling creature. 
  Gravity Talents
  Gravity Shift (gravity)
  Casting Time: 1 action
  Range: 30 feet
  Duration: Concentration, up to 10 minutes
  Cost: 0 sp
  You manipulate the gravity affecting a 5-foot radius within 
  range, effectively increasing or decreasing the area’s gravity. 
  This area increases by 5 feet at 5th level (10-foot radius), 11th 
  level (15-foot radius), and 17th level (20-foot radius). The area 
  becomes either an area of heavy gravity or an area of light 
  gravity. You can change the gravity to heavy, normal, or light as 
  an action or bonus action. This cannot be used in areas of no 
  gravity or subjective gravity.
  Heavy Gravity: In heavy gravity areas, Strength and Dexter-
  ity checks take disadvantage, as do all attack rolls. All object 
  weights are effectively doubled, which might affect a charac-
  ter’s speed. Weapon ranges are halved. Characters that fall in 
  areas of heavy gravity take 1d10 points of bludgeoning damage 
  for each 10 feet fallen instead of 1d6, to a maximum of 20d10 
  points of damage.
  Light Gravity: Characters in an area of light gravity gain ad-
  vantage on attack rolls with heavy weapons, Dexterity saving 
  throws, and on Dexterity (Acrobatics) checks. All items weigh 
  half as much, and weapon ranges double. Falling characters in 
  light gravity take 1d4 points of bludgeoning damage for each 
  20 feet fallen instead of 1d6 per 10 feet, to a maximum of 
  10d4.
  Augment 2 sp: This effect lasts for its remaining duration. 
  This augment may be applied without any action required on 
  your turn.
  Gravity Well (gravity)
  Casting Time: 1 action
  Range: 30 feet
  Duration: Concentration, up to 10 minutes
  Cost: 0 sp
  You can create a compact point of telekinetic force that 
  draws everything towards it. Select a point within range. All 
  
  188
  creatures and unattended objects of up to your telekinesis 
  size that are within 5 feet of that spot are drawn in a straight 
  line to the unoccupied space nearest to the center of the ef-
  fect. The size of the area increases at 5th level (10-foot radius), 
  11th level (15-foot radius), and 17th level (20-foot radius).
  Unwilling targets may make a Strength saving throw to 
  resist, plus any turn they end their movement within the 
  affected space. Once a target has been pulled to the center 
  of the gravity, they are grappled for the duration, but may 
  attempt a new Strength saving throw at the beginning of their 
  turn to break free. 
  Augment 2 sp: This effect lasts for its remaining duration. 
  This augment may be applied without any action required on 
  your turn.
  Speed Zone (gravity)
  You gain the following Telekinesis sphere abilities:
  Friction Field
  Casting Time: 1 action
  Range: 30 feet
  Duration: Concentration, up to 10 minutes
  Cost: 0 sp
  You manipulate an area’s friction affecting a 5-foot radius 
  within range, flooding the area to increase friction and make 
  it more difficult to move. This area increases by 5 feet at 5th 
  level (10-foot radius), 11th level (15-foot radius), and 17th level 
  (20-foot radius). The area becomes difficult terrain, even the 
  air; flying or hovering over the ground does not avoid the 
  effect. In addition, when a creature starts its turn within the 
  area, that creature takes bludgeoning damage equal to your 
  level. You can choose to not inflict this damage on a creature 
  that you can see; this choice does not require any action.
  Augment 2 sp: This effect lasts for its remaining duration. 
  This augment may be applied without any action required on 
  your turn.
  Momentum Line
  Casting Time: 1 action
  Range: 30 feet
  Duration: Concentration, up to 10 minutes
  Cost: 0 sp
  You manipulate an area’s momentum affecting a 10 foot wide 
  line with a length of 60 feet, centered anywhere within range. 
  Movement within this area is doubled, allowing creatures to 
  move two squares for only 5 feet of movement. The length of 
  this line increases by 10 feet at 5th level (70 feet), 11th level (80 
  feet), and 17th level (90 feet).
  Augment 2 sp: This effect lasts for its remaining duration. 
  This augment may be applied without any action required on 
  your turn.
  Tether (gravity)
  Casting Time: 1 action
  Target: 2 creatures or objects that you can see
  Cost: 0 sp
  Duration: 1 minute
  You can create a telekinetic connection between two crea-
  tures or objects of any size so long as at least one is within 
  your telekinesis size, tethering them together. The targets 
  must be within 30 feet of each other; the tether prevents them 
  from moving further than 30 feet from each other without 
  either breaking the tether or dragging the other target with 
  them. An unwilling creature may make a Dexterity saving 
  throw to avoid being tethered. 
  A creature dragging an object follows the normal carrying 
  capacity and encumbrance rules. Creatures two or more sizes 
  smaller than the creature they are tethered to cannot drag 
  their partner, and cannot resist when dragged. Otherwise, to 
  drag an unwilling creature, each makes a contested Strength 
  check; if the creature attempting to move wins, it may move 
  at half speed. The tether may be broken as an action with a 
  Strength check equal to the tether’s save DC.
  Augment 1 sp: The duration increases to 1 hour.
  Levitate Talents
  Dancing Weapon (levitate)
  Your levitate ability gains the following augments, only one 
  of which can be used at a time:
  Augment 0 sp: When using levitate on an object smaller 
  than yourself, you can treat what you are lifting as a shield un-
  der your control. The object grants a +1 AC bonus (or its usual 
  bonus, if it is an actual shield) to anything in its space, though 
  creatures may still only benefit from a single shield at a time. 
  The shield can be augmented by fighting styles, feats, and 
  talents that affect shields, and if using a creature as a shield, 
  attacks that miss the guarded target are instead redirected 
  against the creature being levitated using the same attack roll.
  Augment 0 sp: When using levitate to move an object 
  smaller than yourself, that object counts as a melee or ranged 
  weapon (or improvised weapon) under your control. Your 
  allies may count it as an allied creature occupying its space, 
  you can use it to make attacks, opportunity attacks, and may 
  apply weapon-based abilities (such as fighting styles, feats, and 
  talents) to your actions with that weapon, as if you were wield-
  ing it in your hands. You may use your key ability modifier in 
  place of Strength or Dexterity when making attacks with your 
  dancing weapon, but otherwise it deals damage as normal for a 
  weapon or improvised weapon of its type.
  Finesse (levitate)
  Augment 0 sp: Instead of moving a target to a different 
  location, you can use levitate to perform fine manipulations, 
  such as turning a key in a lock, unrolling a scroll, tying a knot, 
  or using tools. You can make Dexterity checks at a distance, 
  as well as making Wisdom (Medicine) checks to stabilize a 
  creature. When performing an action at a distance, you can 
  use your key ability modifier in place of the normal ability 
  modifier, but you also suffer disadvantage on the check. 
  When augmenting levitate to be maintained without con-
  centration, you can use levitate to maintain complicated, 
  non-combat procedures such as having cutlery prepare dinner, 
  make a lute play itself, or making a shovel dig a ditch, all 
  without spending the bonus action usually required to move 
  the target.
  Orbit (levitate)
  Augment 0 sp: When you levitate a creature or object and 
  move it into your space (or immediately after catching an 
  object targeting you), you can place it in a passive orbit around 
  
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  you. An object in orbit drifts slowly around you, moving with 
  you when you move as if you carried it, and does not require 
  concentration to remain in orbit, though it does nothing 
  except drift passively. At any point you can begin concentrat-
  ing on it again to move it with levitate. You can have multiple 
  objects around you at one time so long as their total size does 
  not exceed your telekinesis maximum. If you possess the 
  Dancing Weapon talent, you count as levitating anything in 
  your orbit for the purposes of that talent. 
  If the total size of the objects in your orbit is equal or 
  greater than your size and are not being used with Dancing 
  Weapon, you can grant yourself half cover (granting a +2 bonus 
  to AC and Dexterity saving throws as usual) until the start of 
  your next turn as a bonus action.
  If the total size of the objects in your orbit is at least 2 sizes 
  greater than your size and are not being used with Dancing 
  Weapon, you can grant yourself three-quarters cover (granting 
  a +5 bonus to AC and Dexterity saving throws as usual) until 
  the start of your next turn as an action.
  Quick Motion (levitate)
  Your levitate gains the following augment:
  Augment 0 sp: When using levitate you no longer need to 
  spend a bonus action to move the target, although you may 
  still only do so once per round.
  Steal (levitate)
  Augment 0 sp: You can use levitate on a creature’s worn or 
  carried objects. You must make a ranged spell attack roll or 
  Dexterity (Sleight of Hand) check contested by that crea-
  ture’s Strength (Athletics) or Dexterity (Acrobatics) check. If 
  you succeed, you pull the object away from that creature and 
  can move it up to your levitate movement in any direction. 
  If an object is secured firmly or held in two hands, you have 
  disadvantage on this check. This ability does not require being 
  further augmented to target objects attended to by unwilling 
  creatures.
  Projectile Talents
  Crater (projectile)
  Augment 1 sp: Instead of making an attack roll against a 
  target, your projectile targets an area based on the size of the 
  projectile: Tiny (5-foot square), Small or Medium (10-foot 
  square), Large (20-foot square), Huge (30-foot square), Gar-
  gantuan (40-foot square). Creatures and unattended objects 
  inside the area who succeed on a Dexterity saving throw take 
  half damage from the projectile.
  Homing (projectile)
  You gain the following telekinesis sphere ability: 
  Casting Time: 1 reaction
  Target: 1 creature or object that you can see
  Cost: 1 sp
  Duration: 1 minute or until successful attack
  When you or an ally misses with a ranged 
  weapon attack, a thrown weapon, or a teleki-
  netic projectile, you can make the projectile 
  home back in on the target. The projectile 
  single-mindedly moves towards the target 
  without you needing to concentrate on it, 
  taking the shortest path as it attempts to 
  attack them each turn. A projectile directed 
  this way can only make one attack per turn, 
  and once it makes a single successful attack 
  it stops pursuing the target and drops to 
  the ground. 
  Augment 1 sp: (requires Mass 
  (metasphere)), You can make multiple ob-
  jects pursue a target, but as soon as any one 
  of them makes a successful attack, they all 
  stop pursuing.
  Kinetic Weapon (projectile)
  You can add your key ability modifier 
  to all damage rolls made with a projectile. 
  In addition, beginning at 5th level, when 
  using a weapon as a projectile, you deal an 
  additional 1d6 damage. The weapon must 
  be one that you are proficient with and 
  
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  that is properly sized for you. This damage increases by 1d6 
  at 11th level (2d6) and 17th level (3d6).
  Manifest Force (projectile)
  Augment 0 sp: You can attack your enemies with a visible 
  manifestation of pure telekinetic force. When using your pro-
  jectile ability in this way you do not need to target a creature 
  or object as your projectile, instead dealing damage as if lifting 
  your maximum-sized object. This projectile deals force damage 
  instead of bludgeoning, piercing, or slashing.
  Mobile Projectile (projectile)
  Augment 1 sp: When using projectile you can make two 
  attack rolls with the same projectile against the same or differ-
  ent targets within range. This cannot be combined with other 
  options that would add multiple attacks to a projectile, such 
  as the Mass (metasphere) talent, or talents that change the 
  nature of the attack, such as Crater or Linear Acceleration.
  Other Talents
  Dampening Field
  You gain the Inertial Armor ability. In addition, levitate and 
  projectile gain the following augment:
  Augment 0 sp: Objects you are levitating or using as a pro-
  jectile gain the benefit of your inertial armor. Creatures, even 
  constructs, never gain the benefits of this augment.
  Inertial Armor
  Casting Time: 1 action
  Range: 30 feet
  Duration: 1 round or concentration, up to 1 minute
  Target: 1 creature or object that you can see
  Cost: 0 sp
  You can wrap a willing creature or object in cushioning 
  force, granting them resistance to bludgeoning and slashing 
  damage, and negating any damage they might take from falling 
  or being used as a projectile.
  Augment 2 sp: This effect lasts for its remaining duration 
  without concentration. This augmentation may be applied 
  without any action required on your turn.
  Pushed Movement
  You gain the following telekinesis sphere abilities:
  Fly
  Casting Time: 1 action
  Range: 30 feet
  Duration: Concentration, up to 10 minutes
  Target: 1 creature or object that you can see
  Cost: 1 sp
  The target gains a 20 foot fly speed, increasing by 20 feet at 
  5th level (40 feet), 11th level (60 feet), and 17th level (80 feet).
  Augment 2 sp: This effect lasts for its remaining duration 
  without concentration. This augment may be applied without 
  any action required on your turn.
  Help/Hinder
  Casting Time: 1 action
  Range: 30 feet
  Duration: Concentration, up to 10 minutes
  Target: 1 creature or object that you can see
  Cost: 0 sp
  Increase or decrease (your choice) the target’s movement 
  speeds by 10 feet, +5 feet at 5th (15 feet), 11th (20 feet) and 17th 
  (25 feet) levels, to a minimum of 5 feet. The target also doubles 
  their falling damage if their speed is increased, or negates 
  falling damage if their speed is hindered. The target is allowed 
  a Strength saving throw to negate this effect.
  Augment 2 sp: This effect lasts for its remaining duration. 
  This augment may be applied without any action required on 
  your turn
  Kinetic Sense
  Augment 0 sp: You no longer need to see a target to affect 
  it with your Telekinesis sphere abilities. Instead, you may tar-
  get a 5 ft. square, discovering and affecting whatever might be 
  there. If nothing is in the space, your action is wasted though 
  you retain any spell points you would have spent.
  In addition, you gain the touchsense ability.
  Touchsense
  Casting Time: 1 action
  Target: self
  Cost: 1 sp
  Duration: Concentration, up to 10 minutes
  You gain blindsense with a 30-foot range.
  Augment 2 sp: This effect lasts for its remaining duration. 
  This augmentation may be applied without any action re-
  quired on your turn.
  Telekinetic Crush
  You gain the following augments:
  Augment 0 sp: If you are using projectile in an attempt to 
  break an object (for example, smashing someone through a 
  wall) you deal double damage to the object or objects. If an 
  ability check is called for by the GM, you have proficiency on 
  this check. 
  Augment 0 sp: When using levitate on a target, you can 
  crush it with your grip. Every round you maintain concentra-
  tion you can deal 1d6 force damage, increasing by 1d6 at 5th 
  level (2d6), 11th level (3d6), and 17th level (4d6). You can cease 
  or resume this damage on your turn with no action required.
  Whirlwind Assembly
  You gain the following Telekinesis sphere abilities:
  Call to Hand
  Casting Time: 1 bonus action
  Range: 30 feet
  Target: 1 unattended object that you can see
  Cost: 0 sp
  Duration: Instantaneous
  You can call a single object up to your telekinesis size that is 
  either unattended or carried by (but not secured to) a willing 
  creature that you can see within range instantly to your hand.
  Telekinetic Swap
  Casting Time: 1 bonus action
  Range: 30 feet
  Target: self
  Cost: 0 sp
  Duration: Instantaneous
  You can use your telekinesis to ready yourself for any given 
  situation. You can draw up to two sheathed weapons or items 
  you are carrying (even if it is stored in a backpack or similar 
  
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  container) and put away up to two objects you are holding 
  in your hands. In addition, you can don a single set of armor 
  or robes and put away any robes or armor you are currently 
  wearing, or swap out any number of smaller worn items (such 
  as gloves, hats, or rings). Each individual item equipped or put 
  away must be up to your telekinesis size.
  Telekinesis Advanced Talents
  Affix (levitation)
  Prerequisites:  Telekinesis Sphere, Tether, 11th level or 
  higher
  Augment 3 sp: With no action required, you can perma-
  nently affix a single target of your levitation to a specific point 
  in space. This is an instantaneous effect that end the levitation 
  and binds the target to that specific point, preventing it from 
  moving in any direction, even down.
  An unwilling creature may make a Dexterity saving throw to 
  avoid being fixed in place. A creature affected by Affix can still 
  take actions and can freely move their limbs, but cannot move 
  away from the point they have been affixed to, even with 
  teleportation effects.
  Since this is an instantaneous effect, it cannot be dispelled. 
  However, a successful application of telekinesis or brute force 
  from a creature or force 2 or more sizes larger than your tele-
  kinesis size, or requiring a Strength check made with disad-
  vantage against your sphere DC, can end the effect. A creature 
  cannot attempt this check on themselves without something 
  to hold on to, such as a wall. If applying your own telekinesis 
  against an object you’ve affixed, you automatically succeed on 
  your key ability check.
  Effortless Telekinesis
  Prerequisites:  Telekinesis sphere, 11th level or higher.
  Augment 1 sp: Your Telekinesis sphere abilities persist for 
  8 hours instead of 10 minutes.
  Gravity Manipulation (gravity)
  Prerequisites:  Telekinesis Sphere, Gravity Shift, 15th level 
  or higher.
  Augment 2 sp: When you use Gravity Shift, you have 
  greater control over gravity. You can create or manipulate 
  areas of no gravity or subjective gravity, and may apply any 
  gravity trait to any area. Creatures in the area may make a 
  Dexterity saving throw to hang onto an adjacent surface when-
  ever you change gravity.
  No Gravity: Individuals in an area of no gravity merely float 
  in space, unless other resources are available to provide a 
  direction for gravity’s pull.
  Objective Directional Gravity: The strength of objective direc-
  tional gravity is the same as normal, but the direction is not 
  the traditional “down” toward the ground. It may be down to-
  wards any solid object, at an angle to the surface of the ground 
  itself, or even upward.
  Linear Acceleration (levitate)
  Prerequisites:  Telekinesis Sphere, 11th caster level or 
  higher
  Augment 3 sp: When using projectile, you can fling the 
  creature or object at immense speeds, firing it towards any 
  target in line of sight up to 1 mile away and dealing double 
  damage. 
  Whether the attack succeeds or fails, the object’s impact 
  into the area releases a powerful shockwave and everyone 
  within a 30-foot radius sphere of the target square, includ-
  ing the initial target itself, take 2d6 thunder damage and are 
  stunned until the end of your next turn. A Constitution saving 
  throw negates the stunned condition.
  Puppet (levitate)
  Prerequisites:  Telekinesis Sphere, Finesse, Telekinetic 
  Maneuver, 11th level or higher
  Augment 2 sp: When you use levitate on a creature, you 
  can take precise control over their physical form. You can 
  force them to run, jump, manipulate objects, and wield weap-
  ons, but you cannot force them to use special abilities such as 
  class powers or spells that are not a function of bodily move-
  ment, and cannot take control of their vocal cords, though 
  you can prevent them from making sounds. Any actions you 
  force the target to make cost identical actions of your own; if 
  you force them to use an action, it also costs you an action. If 
  you force the subject to engage in combat or use any skill, use 
  your key ability modifier in place of their Strength or Dexter-
  ity modifier, and use your own skill and weapon proficiencies 
  when determining the bonus for their attacks or actions. 
  Since the subject is only under your physical control, on 
  their turn they can still take purely mental actions.
  Variants
  Gyrokinesis
  Your telekinesis operates entirely by manipulating the 
  gravity on objects. Your projectile and levitate abilities may only 
  move objects up and down, not laterally or sideways. You gain 
  a bonus (gravity) talent from the Telekinesis sphere.
  Limited Telekinesis
  You can only use your Telekinesis sphere abilities on one 
  type of material (water, metal, stone, etc.) chosen when you 
  gain this variant. If you choose flesh as the material, you can 
  use your telekinesis on beasts, humanoids, and monstrosities 
  (or their corpses). Other suitable creatures (such as a flesh 
  golem) may also be affected at the DM’s discretion. You gain a 
  bonus talent from the Telekinesis sphere.
  Manifestation
  Your Telekinesis sphere abilities manifest visibly as a trans-
  lucent construct, with an appearance chosen when you take 
  this variant. This manifestation links you to the effect, but 
  does not impede movement or sight. Creatures may attack 
  this manifestation, either at the area of effect or anywhere 
  along the shortest unimpeded line from you to the effect. The 
  manifestation has an AC equal to 10 + your key ability modifi-
  er and 3 hit points per level. If it is reduced to 0 hit points, the 
  effect ends immediately. These hit points are restored at the 
  start of each of your turns. You gain a bonus talent from the 
  Telekinesis sphere.
  
  192
  You can alter the flow of time itself.
  When you first gain the Time sphere, you 
  gain the alter time sphere ability, and one (chronos) talent of 
  your choice.
  Alter Time
  Casting Time: 1 action
  Range: 30 feet
  Duration: Concentration, up to 1 minute
  Target: 1 creature
  Manipulate time around a target by applying the effects of a 
  single (chronos) talent you possess.
  Augment 2 sp: Alter Time effects with non-instantaneous 
  durations persist for the remaining duration without concen-
  tration. This augment may be applied after the effect is cast 
  on your turn without an action.
  Time Basic Talents
  Some Time talents are marked (chronos). These talents 
  grant you additional alter time abilities.
  Chronos Talents
  Adjusted Frequency (chronos)
  Saving Throw: Wisdom
  Cost: 0 sp
  You can alter time in one of two ways, chosen at the time of 
  casting:
  Haste
  For the duration of the effect, the target’s speed is doubled, 
  it gains a +2 bonus to AC, and it has advantage on Dexterity 
  saving throws. 
  Augment 2 sp: For the duration, you also grant the target 
  an additional action on each of its turns. That action can be 
  used only to take the Attack (one weapon attack only), Dash, 
  Disengage, Hide, or Use an Object action. When the effect 
  ends, the target can’t move or take actions until after its next 
  turn, as a wave of lethargy sweeps over it.
  Slow
  For the duration of the effect, the target’s speed is halved, 
  it takes a −2 penalty to AC and Dexterity saving throws, and 
  it can’t use reactions. A creature affected by this effect makes 
  another Wisdom saving throw at the end of each of its turns. 
  On a successful save, the effect ends for it.
  Augment 2 sp: For the duration, the affected target also 
  has limited actions on its turn. It can use either an action or 
  a bonus action, not both. Regardless of the creature’s abilities 
  or magic items, it can’t make more than one melee or ranged 
  attack during its turn.
  If the creature attempts to cast a spell or sphere effect with 
  a casting time of 1 action, roll a d20. On an 11 or higher, the 
  spell doesn’t take effect until the creature’s next turn, and the 
  creature must use its action on that turn to complete the spell 
  or sphere effect. If it can’t, the effect is wasted.
  Time Sphere
  Age (chronos)
  Duration: Concentration, up to 1 minute (except as noted)
  Target: 1 creature or object
  Cost: 1 sp
  You can touch a creature or object and adjust its age either 
  forward or backward. Creatures are permitted a Wisdom 
  saving throw to negate this ability if they or their worn or 
  held items are targeted. Applications with a duration may be 
  dismissed as a reaction. Choose from the following effects:
  Arboreal Shift: You can increase or decrease the size cate-
  gory of a plant by 1 step, the change increasing by 1 step at 7th 
  level (2) and 14th level (3), to a maximum of Gargantuan and a 
  minimum of Tiny.
  Adjust Age: You adjust a target creature’s age. A successful 
  Constitution saving throw negates this effect. If transform-
  ing a target into a child, its size is reduced by one step and it 
  suffers a 1d4 penalty on all weapon damage rolls, and gains dis-
  advantage on all Intelligence, Wisdom, and Charisma checks. 
  If transforming a target into an elder, it suffers disadvantage 
  on all Strength, Dexterity, and Constitution saving throws.
  Restore/Weather: As an instantaneous effect, you can 
  target an item and either reduce its hit points by your level 
  or restore hit points equal to twice your level. This does not 
  restore or remove any charges to limited use items nor restore 
  expended items. This option can also be used to counter or 
  dispel the other applications of this talent with a spellcasting 
  ability check.
  Rewind Enchantment: You return an object to the state 
  it was in before it was enchanted. Make a spellcasting ability 
  check against the item’s spell save DC or sphere DC (see Item 
  Magic Skill in the introduction if necessary). If successful, the 
  object becomes non-magical for the duration of the effect.
  Spoilage: As an instantaneous effect, you can cause an 
  amount of food sufficient to feed 1 Medium creature per level 
  to spoil or cause an equal amount of spoiled food to return 
  to a palatable state. If the food had had poison or magical 
  effects added, you must succeed on a spellcasting ability check 
  against the poison or effect’s DC to remove it. Restoring the 
  food does not prevent future spoilage. 
  Broken Time (chronos)
  Saving Throw: Wisdom
  Cost: 1 sp
  You cause time to move at an unnatural pace around the 
  target, jumping and skipping in distorted shudders unless 
  they succeed at a Wisdom saving throw. Targets who fail their 
  saving throw take disadvantage on all ability checks and must 
  succeed on a Constitution check against your sphere DC 
  to cast a spell or sphere effect; failing this check means the 
  spell fails and the effort is wasted. Creatures are permitted a 
  new saving throw at the end of each of their turns to end this 
  effect on themselves.
  
  193
  Causality (chronos)
  Duration: Instantaneous
  Cost: 0 sp
  You can pull causality from an alternate timeline, making 
  cause follow effect rather than the other way around. You 
  force the target to attempt a Strength (Athletics) or Dexterity 
  (Acrobatics) check against your Sphere DC. If they fail the 
  check, something happens to hinder them; perhaps a falling 
  rock lands on them, they trip over something benign, or a 
  freak accident debilitates them in some way (the details are 
  left to the DM). The outcome of this is one of the following, 
  chosen randomly:
  1. The target is deafened for 1 minute.
  2. The target falls prone.
  3. The target is grappled for 1 round.
  4. The target’s movement speed is cut in half for 1 minute.
  5. The target is blinded for 1 round.
  6. The target drops whatever they are holding, which falls 
  10 feet away in a random direction.
  Usually a target can spend an action to rub out their eyes, 
  untie their clothing, or otherwise undo whatever happened 
  to them and end this effect early. If you are using any form of 
  critical failure rules, you may instead roll for a critical failure 
  instead of on the table above.
  Augment 1 sp: You can choose which effect they get from 
  the table.
  Delay Pain (chronos)
  Casting Time: 1 reaction
  Duration: 1 round
  Target: 1 creature or object that you can see
  Saving Throw: Wisdom
  Cost: 1 sp
  When a willing creature or object within range would take 
  damage or be subject to any effect, you can delay the onset of 
  that damage and/or effect until the end of the creature’s next 
  turn (for creatures and objects that are worn or held) or your 
  next turn (for unattended objects). The delayed damage and/or 
  effect is incurred at this time, though is subject to any chang-
  es to immunity, resistances, etc. A given effect or instance 
  of damage cannot be delayed more than once. Unwilling 
  creatures and objects worn or held by unwilling creatures are 
  allowed a Wisdom saving throw to negate this delay. If this 
  effect is dispelled before the delayed effect is incurred, it is 
  incurred immediately. Effects that would heal damage, re-
  move conditions, or dispel or otherwise counter the delayed 
  effect may have all or part of their effect directed to reduce 
  the amount of damage or remove or counter the effect being 
  delayed.
  Augment 1 sp: You can partially delay hit point damage 
  further, causing the creature to receive half (round up) of the 
  damage at the end of its next turn and the remainder at the 
  end of the following turn.
  Eject (chronos)
  Duration: 1 round
  Target: 1 creature or object
  Saving Throw: Wisdom
  Cost: 1 sp
  You can eject a creature or object from time itself for the 
  duration of the effect. Creatures are allowed a Wisdom saving 
  throw to negate this effect for themselves and objects that 
  they wear or hold. The target disappears completely and can-
  not be the target of any damage or effect while it is vanished. 
  When the effect ends, the target returns in the exact spot it 
  disappeared from (or the closest unoccupied square). From 
  the target’s perspective no time has passed, and any effect 
  already on the target with a duration (such as magic or poison) 
  continues as if the time spent ejected simply hadn’t happened. 
  Targeted objects can be no larger than medium sized, increas-
  ing to large size at 5th level, huge size and 11th level, and gar-
  gantuan size at 17th level. You can dismiss this effect on your 
  turn with no action required.
  Augment 1 sp: The duration increases to concentration, 
  up to 1 minute. This augment must be applied at the time of 
  casting.
  Augment 3 sp: The duration increases to 1 minute. This 
  augment must be applied at the time of casting.
  Fractured Image (chronos)
  Cost: 2 sp
  You can cause a target to bleed through time, blurring their 
  image so that they appear to be in multiple places at once. For 
  the duration, all creatures have disadvantage on attack rolls 
  against the target.
  Lethargy (chronos)
  Duration: Instantaneous
  Cost: 1 sp
  You can cause a target within range to experience a massive 
  amount of time in a single instant, increasing their exhaustion 
  level by 1 (to a maximum of 5) unless they succeed at a Consti-
  tution saving throw.
  Rapid Response (chronos)
  Cost: 0 sp
  For the duration, you grant the target advantage on Dex-
  terity checks for initiative and the ability to take an action or 
  bonus action in a round when surprised.
  Augment 1 sp: Affected creatures also gain evasion (when 
  the target is subjected to an effect that allows it to make a 
  Dexterity saving throw to take only half damage, it instead 
  takes no damage if it succeeds on the saving throw and half 
  damage if it fails). 
  Augment 1 sp: Attackers the target is not aware of do not 
  gain advantage on attack rolls made against the target.
  Repetition (chronos)
  Casting Time: 1 action (if self-only, 1 bonus action)
  Duration: 1 round
  Cost: 1 sp
  You can momentarily extend time for a target, allowing 
  them to take extra care when performing an action. This al-
  lows the target to treat a Strength or Dexterity ability check 
  
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  as if it had rolled a 20. This may only be used on ability 
  checks that take no more than 1 round to perform and do not 
  target and are not opposed by a hostile creature. If using this 
  ability on yourself and only yourself, you can use this ability as 
  a bonus action. You cannot use this ability as a bonus action 
  in this manner if augmenting it with the Mass (metasphere) 
  talent.
  Retroactive Preparation (chronos)
  Duration: Instantaneous
  Target: varies
  Cost: 1 sp
  You can edit the past. Choose one of the following effects:
  • Influence: Choose a creature within your alter time 
  range. You can alter the past so that you sought out 
  and influenced that creature recently. Make a Charisma 
  (Deception), Charisma (Persuasion), or Charisma (Intim-
  idate) ability check to influence the target’s attitude or 
  otherwise manipulate its behavior. The creature is treated 
  as if you had made the check in the past. The creature 
  must have been in a place you could have reasonably 
  found it within the past 1 day per level, or else the effect 
  fails, though you do not lose the spell point. This ability 
  does not increase the duration of the outcome of the 
  chosen ability check. You can expend up to 10 gp per 
  level as part of this ability check for bribes or similar pay-
  ments. This application cannot cause creatures to appear 
  in a place they would not have otherwise been (so you can 
  retroactively bribe a guard to let you pass, but you cannot 
  pay him to hire mercenaries on your behalf).
  • Purchase: You can retroactively obtain a generic object 
  worth less than 100 gp per level. The object immediately 
  appears on your person or in a container or extradimen-
  sional space in your possession. The cost of the item is 
  immediately deducted from the wealth you currently 
  carry. The object must be one that would have been 
  available in a settlement you have visited within the past 1 
  week per level. If you specify an item that could not have 
  been purchased, the casting fails, but the spell point is 
  not expended.
  • Research: You can alter the past to have spent time 
  researching a subject. You have expertise (you add your 
  proficiency bonus twice) when making Intelligence 
  checks regarding a specific subject (you could choose 
  “green dragons” or “this city” but not “arcana” or “geogra-
  phy”) for 1 hour, provided you have been near a location 
  where you could have accessed reference materials within 
  the past 1 week per level, retroactively spending time to 
  research the subject. You can expend up to 100 gp per 
  level to gain access to such research materials.
  Wealth spent on this ability is usually coins, but can be 
  non-magical gemstones or other non-magical objects used for 
  trade, and must be accessible to you at the time the effect is 
  cast. You cannot spend wealth that you do not possess. Once 
  a given creature has been targeted by this effect, you cannot 
  target it again with this ability for 24 hours.
  If you augment this ability with the Mass (metasphere) tal-
  ent, you can influence multiple creatures (rolling each ability 
  check separately), obtain multiple items, or attempt multiple 
  skill checks, with the total number of affected creatures, 
  objects, or skill checks limited by that talent. You can also 
  include willing creatures in the effect, allowing an ally to make 
  the ability checks or obtain the item(s). Each ally included 
  counts against the Mass (metasphere) limit. Each casting may 
  only select one of the options; you cannot influence a creature 
  while obtaining an item or researching a subject.
  Retry (chronos)
  Casting Time: 1 reaction
  Duration: Instantaneous
  Cost: 2 sp
  You can force a target to redo their turn (a Wisdom saving 
  throw negates this effect for unwilling creatures). The target 
  is returned to where their turn began, and any ability checks, 
  attack rolls, movement, opportunity attacks, etc. that oc-
  curred during their turn become as if they never happened. 
  The target may perform the same actions again (remaking any 
  rolls required by such actions), or they may choose completely 
  different actions. If you choose to redo your own turn in this 
  manner, you do not recover the action or spell points spent 
  using this ability.
  Rewind Mana (chronos)
  You gain the following abilities:
  Restore Mana
  Duration: Instantaneous
  Cost: varies
  You can rewind time to restore magical energy previous-
  ly spent by another creature. You expend a number of spell 
  points not exceeding your proficiency bonus to restore an 
  equal number to a willing creature within range whose CR or 
  level does not exceed your level. This cannot cause a crea-
  ture to exceed its maximum spell points; any excess are not 
  transferred. Temporary spell points cannot be transferred. If 
  augmented with the Mass (metasphere) talent in the Universal 
  sphere, you distribute the points amongst the affected crea-
  tures as you choose. This does not allow you to exceed your 
  proficiency bonus in spell points transferred.
  Cancel Dispel
  Casting Time: 1 reaction
  Duration: Instantaneous
  Target: 1 spell or sphere effect dispelled since the end of 
  your last turn
  Cost: 2 sp
  When a spell or sphere effect within range is dispelled, you 
  can rewind time to undo the dispelling.
  Shift Time (chronos)
  You gain the following abilities:
  Borrow Time
  Casting Time: 1 action (self-only: bonus or free action, see 
  text)
  Duration: Instantaneous
  Cost: 1 sp
  You can grant the target the ability to immediately take 
  an action, move up to their speed, or take a bonus action if 
  they choose. Any target who takes an action, bonus action, 
  
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  or moves with this ability loses that action, bonus action, or 
  movement distance for their next turn. You can use this ability 
  on yourself and only yourself as a bonus action, or a free ac-
  tion if you choose to take a bonus action with this ability. You 
  cannot use this ability as a bonus or free action in this manner 
  if combining it with the Mass (metasphere) talent. A creature 
  cannot benefit from Shift Time abilities (borrow time and 
  store time) more than once per round.
  Store Time
  Casting Time: 1 bonus action
  Cost: 0 sp
  You can grant a creature the ability to 
  store actions for future use for the 
  duration of the effect. On the 
  target’s turn, it may ex-
  pend an action, bonus 
  action, or its entire 
  movement. Before the 
  end of its next turn, it 
  gains an extra action 
  of the stored type or 
  the stored movement 
  distance as a free 
  action. A creature 
  may only gain one 
  additional action or 
  movement from this 
  ability in a round and 
  any unspent actions 
  are lost at the end 
  of the creature’s 
  next turn. A creature 
  cannot benefit from 
  Shift Time abilities 
  (borrow time and 
  store time) more than 
  once per round.
  Augment 1 sp: 
  Targets may store the 
  action or movement for 
  a number of rounds equal 
  to your key ability modifier 
  (minimum 2 rounds).
  Steal Time (chronos)
  Duration: Instantaneous
  Saving Throw: Wisdom
  Cost: 1 sp
  You can attempt to erase a target’s turn from existence. 
  The target is incapacitated for 1 round unless it succeeds on a 
  Wisdom saving throw.
  Augment 1 sp: The target is stunned, instead of incapaci-
  tated, on a failed saving throw.
  Augment 1 sp: If the target fails their saving throw, you 
  also immediately gain an additional action. An individual tar-
  get cannot suffer the effects of this ability more than once per 
  round. If you successfully target multiple creatures in the same 
  round with this ability (such as augmenting it with the Mass 
  (metasphere) talent from the Universal sphere), you cannot 
  gain more than a single action in a round in this manner.
  Time Freeze (chronos) 
  Duration: 1 round
  Target: 10-foot cube, increasing by 5 feet at 5th level (15-
  foot) 11th level (20-foot) and 17th level (25-foot)
  Cost: 1 sp
  You can freeze all activity within an area. If used as a readied 
  action, this can stop ranged attacks or instantaneous magical 
  effects (such as destructive blasts), but in the case of effects 
  that target areas, only the effect contained 
  within the time freeze’s area is stopped. 
  Unwilling targets (including allies 
  if they choose) are allowed a 
  Wisdom saving throw to 
  negate this effect for 
  themselves or effects 
  originating from 
  them (attacks, magic, 
  etc.). You can choose 
  whether or not to 
  affect yourself with 
  your own time freeze.
  All affected objects 
  and creatures within 
  this area cannot act 
  until the end of your 
  next turn; neither can 
  they be acted upon 
  (moved, dealt damage 
  to, etc.). Once the 
  effect is in place, 
  non-affected crea-
  tures can enter the 
  area of effect without 
  incident, though may 
  not disturb an affect-
  ed creature or object. 
  At the end of your 
  next turn, everything 
  within the area is un-
  frozen; creatures re-
  sume moving, ranged 
  attacks hit the square they were 
  targeting, and blast effects resolve as normal.
  Augment 1 sp: You can reduce the casting time to 1 reac-
  tion.
  Throttle Duration (chronos)
  Cost: 1 sp
  You can choose to speed or slow time for a creature or 
  object.
  Fleeting Duration
  You can accelerate time for a creature or object. All effects 
  on the creature or object have their duration decreased by a 
  number of rounds equal to your proficiency bonus each round. 
  This also decreases the maximum length of time an effect 
  (other than this one) can be concentrated on. This affects 
  
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  magic (spells, sphere abilities, etc.), poisons, diseases, etc., 
  but does not grant extra actions to the targets within this area 
  or provide any other benefit. Unwilling targets (including allies 
  if they choose) are allowed a Wisdom saving throw to negate 
  this effect. Fleeting duration counters the effects of relaxed 
  duration.
  Relaxed Duration
  All effects that are active on the creature or object have 
  their duration extended by a number of rounds equal to the 
  caster’s proficiency bonus, to a maximum extended duration 
  of twice the effect’s normal duration (so an effect that normal-
  ly only lasts for 1 round could not be extended in this manner 
  for more than 1 additional round). This affects magic (spells, 
  sphere abilities, etc.) poisons, diseases, etc., but does not pre-
  vent creatures from taking actions as normal. Unwilling tar-
  gets (including allies if they so choose) are allowed a Wisdom 
  saving throw to negate this effect. You can choose whether or 
  not to affect yourself with your own relaxed duration. Relaxed 
  duration counters the effects of fleeting duration
  If you apply the Time Zone augment to either of these ef-
  fects, they apply to all ongoing effects in the area, though only 
  modify the duration of the portion of the effect in this area. 
  An unwilling creature may attempt a Wisdom saving throw to 
  exclude an effect originating from it from being affected.
  Timeline Bridge (chronos)
  Cost: 0 sp
  By connecting the target to versions of themselves that exist 
  in alternate timelines, you grant the target advantage on all 
  Intelligence ability checks to recall lore.
  Augment 1 sp: As reaction, you can end this effect on the 
  target and give an attacker targeting that creature disadvan-
  tage on a single attack roll or grant the target creature advan-
  tage on a single saving throw by giving them a surge of revela-
  tion from a version of themselves that has already survived the 
  attack or effect in another timeline. This augment is applied 
  at the time the triggering condition (an attack being declared 
  against the target) is met.
  Other Talents
  Manipulate Healing
  Augment 0 sp: Creatures benefitting from your Haste may 
  spend a hit die as a bonus action to heal as if completing a 
  short rest. This does not grant any other benefit of completing 
  a short rest.
  Augment 1 sp: When you use Slow on a creature, you can 
  suspend the target’s healing abilities. Regeneration and other 
  abilities that restore hit points are suppressed. Magic effects 
  that restore hit points do not restore them unless the caster 
  succeeds on a spellcasting ability check against your sphere 
  DC.
  Second Chance
  Casting Time: 1 reaction
  Duration: Instantaneous
  Target: 1 creature that you can see currently under the 
  affects of your alter time
  Cost: 1 sp
  You can force any one creature currently under the effects 
  of one of your alter time effects to reroll a saving throw it just 
  failed. They must accept the new result even if it is worse than 
  the original roll. Unwilling targets may attempt a Wisdom 
  saving throw to negate this effect.
  Time Zone
  You can apply the following augment to any (chronos) ability 
  that targets a creature and has a duration of concentration: 
  Augment 0 sp: Your alter time effect is shaped into a sphere 
  or wall. You can imbue this area with a single alter time ability. 
  The area of the effect is visually perceptible. Creatures that 
  enter or begin their turn in this area are affected as if targeted 
  by the chosen alter time ability. If leaving the area, the effects 
  last until the start of the creature’s next turn. If the alter time 
  ability allows a saving throw, the creature must make it the 
  first time each round it enters or begins its turn within the 
  area.
  Available areas are:
  • Sphere: Your alter time has a radius of up to 10 feet, 
  increasing by 5 feet at 5th level (15 feet), 11th level (20 
  feet), and 17th level (25 feet), centered on you. This effect 
  radiates from a central point, and cannot extend through 
  walls. You can choose to exclude yourself from the effect.
  • Wall: You can arrange your alter time as up to three 5-foot 
  cubes. You must be able to perceive all areas your alter 
  time will inhabit. You must occupy a space in or adjacent 
  to one of the cubes. The number of cubes that you may 
  arrange increases by three at 5th level (6 cubes), 11th level 
  (9 cubes), and 17th level (12 cubes).
  Alter time abilities, such as Haste, applied to creatures in 
  this area end for the affected creature the first time it ends 
  its turn outside the affected area. If you possess the Reaching 
  (metasphere) talent from the Universal sphere, the selected 
  area may be anywhere within your Time sphere range and does 
  not have to be centered on or adjacent to you.
  Augment 1 sp: You can double the size of an alter time 
  effect that targets an area.
  Time Advanced Talents
  Hasten Rest (chronos)
  Prerequisites:  Time sphere, 1st level or higher.
  Duration: 10 minutes
  Range: 30 feet
  Target: 1 willing creature
  Cost: 2 sp
  You speed the flow of time surrounding a target, causing 
  them to fall unconscious for the duration. The effect ends on 
  a target early if it takes damage or someone uses an action to 
  shake or slap it awake. If the target remains unconscious for 
  the full duration, that target gains the benefits of a short rest, 
  and it can’t be affected by this sphere effect again until it fin-
  ishes a long rest. Augmenting this talent with (metasphere) tal-
  ents from the Universal sphere, such as Mass, cannot reduce 
  the duration of this sphere ability to less than 10 minutes.
  
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  Improved Fractured Image
  Prerequisites:  Time sphere (Fractured Image), 9th level or 
  higher.
  Augment 2 sp: Whenever a target is under the effects 
  of your Fractured Image talent, it gains an increased ability 
  to perceive and act through their state of altered time; each 
  round the target may take 1 additional bonus action for the 
  duration of the fractured image effect. This bonus action can-
  not be used to cast a spell or sphere effect.
  Past Sight
  Prerequisites:  Divination sphere (Hindsight), Time 
  sphere, 5th level or higher.
  Casting Time: 1 minute
  Duration: Concentration, up to 10 minutes
  Range: 30 feet.
  Target: special
  Cost: 1 sp
  You peer not only through space, but through time. You can 
  view the past of a location within range, viewing the past hour. 
  You gain full sensory information based on the senses you 
  possess. You can concentrate on this effect, viewing an addi-
  tional hour for each minute of concentration, to a maximum 
  of 10 minutes. All attacks targeting you have advantage and 
  you have disadvantage on all Strength and Dexterity ability 
  checks and saving throws while casting and concentrating on 
  this ability. 
  If you possess the Mass (metasphere) talent from the Uni-
  versal sphere, you can augment this ability to share this sight 
  with a number of targets within your alter time range as de-
  fined by that talent. Such creatures suffer the same penalties, 
  though they may choose to exit the vision at any time, though 
  may not rejoin it.
  At 11th level, you can gain the following augment:
  Augment 1 sp: The casting time of this ability increases to 
  10 minutes and you view one day. You can concentrate for up 
  to 1 hour, viewing 1 day every 10 minutes.
  At 17th level, you can gain the following augment:
  Augment 2 sp: The casting time of this ability increases to 
  1 hour and you view one year. You can concentrate for up to 8 
  hours, viewing 1 year every hour.
  Query Self
  Prerequisites:  Time sphere, 11th level or higher.
  Duration: Instantaneous or Concentration, up to 1 minute
  Target: special
  Cost: 2 sp
  You can reach through time to contact a possible future self. 
  This future self can be up to 1 hour per level into the future. 
  You can ask a future self a single short question, receiving a 
  short, concise answer if your future self is able. You can con-
  centrate on this effect, asking a different future self a different 
  question each round. If the answer must be longer than a few 
  words, your future self may reply over multiple rounds as long 
  as you maintain concentration. While your future self usually 
  gives honest and accurate information, your new knowledge of 
  events may change the outcome, and therefore render the ad-
  vice of your future self obsolete at the GMs judgement (such 
  as the case of outcomes tied to random chance, in which case 
  the GM should roll a dice to roughly approximate the chance 
  of success when determining whether a successful or not 
  version of yourself was contacted). If you cast the effect two 
  or more times before finishing your next long rest, there is a 
  cumulative 25 percent chance for each casting after the first 
  that you get no answer. The GM makes this roll in secret. This 
  result is identical to if you try to contact a version of yourself 
  that is dead as a result of the course of action you specified.
  Reversion
  Prerequisites:  Time sphere, 17th level or higher.
  Casting Time: 1 hour
  Duration: Instantaneous
  Target: one willing creature
  Cost: 6 sp
  You gain the ability to allow a character to completely 
  retrain the last class level they gained by returning them to an 
  earlier point in time. At the end of the casting, the target may 
  immediately retrain the last class level they gained, choosing a 
  new class, talents, feats (if in use), spells, or other class options 
  as appropriate. The target of this ability must still rest to 
  regain any spell points, spell slots, or other limited use abilities 
  granted by this new class level.
  The Reversion talent presented here offers a very flexible 
  option for players in that they both allow for rapid retraining 
  of a character in the event that a player grows dissatisfied with 
  their character, and in that it allows a character to swap to a 
  different build during a short rest (albeit at some expense of 
  character daily resource). While this ability can be both inter-
  esting and useful, it also has the potential to severely impact 
  play at the table if not managed wisely. We strongly encourage 
  any character planning on using Reversion during play to have 
  their alternate build put together before they sit down at the 
  table so that they are not trying to rebuild a character while 
  the rest of the party is trying to move forward with the story.
  We also encourage players planning to use this ability on 
  themselves to choose alternate builds that still have access to a 
  spell point pool and the Reversion in the event that they find 
  they enjoyed their previous build more; once a character has 
  trained away their ability to use these talents, they may find 
  that they cannot easily access them again.
  Temporal Jailor (chronos)
  Prerequisites:  Time sphere (Eject), 17th level or higher.
  You gain the following abilities:
  Improved Eject
  Augment 4 sp: You change the duration of your Eject 
  (chronos) talent to instantaneous. The subject remains in a 
  state of suspended animation unless Reclamation is cast at 
  the locale where the ejection took place. Magical search by a 
  crystal ball, a locate object spell, or other similar divinations 
  (including most effects from the Divination sphere) does not 
  reveal the fact that a creature is ejected, but the locate crea-
  ture spell or Discern Location advanced talent do. A wish or 
  miracle spell will not free the recipient, but will reveal where 
  it has been ejected.
  
  198
  Reclamation
  Duration: Instantaneous
  Target: 30-foot cube
  Cost: 5 sp
  You can return a creature ejected from the space-time 
  continuum using Improved Eject. This ability must be used at 
  the location where the target was first ejected. This talent may 
  also be used to free a creature from the effects of an impris-
  onment or maze spell, and can be used to instantly dispel any 
  ongoing effect created by the Time sphere, such as a slow 
  effect, time bubble, or time clone.
  Temporal Stasis
  Prerequisites:  Time sphere, 15th level or higher.
  Duration: Special
  Cost: 3 sp
  You can place a creature into a state of suspended anima-
  tion (a successful Constitution saving throw negates this 
  effect). For the creature, time ceases to flow and its condition 
  becomes fixed. The creature does not grow older. Its body 
  functions virtually cease, and no force or effect can harm it. 
  When placing this effect on a creature, you can choose to 
  either place the target into stasis permanently or to set either 
  a time limit or a condition on the ability. When the time limit 
  expires or the condition is met, the temporal stasis ends. Tem-
  poral stasis may be dispelled.
  Time Clone (chronos)
  Prerequisites:  Time sphere, 5th level or higher.
  Cost: 1 sp
  Target: 1 willing creature
  You can create a time clone of the target, causing it to 
  appear in an unoccupied space within range of you. This time 
  clone is a magical and translucent image of the target that 
  lasts for the duration, until it is destroyed, until you dismiss it 
  as a bonus action, or until you use Time Clone again.
  All time clones have AC 14 + your proficiency bonus, 1 hit 
  point, and immunity to all conditions. If a time clone has to 
  make a saving throw, it uses the target’s saving throw bonus 
  for the roll. It is the same size as the target, and it occupies its 
  own space.
  The target on their turn can mentally command their time 
  clone to move 30 feet in any direction (no action required). If 
  any time clone is ever more than your Time sphere range from 
  you at the end of the target’s turn, it is destroyed.
  The target can use their time clone in the following ways:
  As a bonus action, the target can teleport, magically swap-
  ping places with their time clone at the cost of their move-
  ment, regardless of the distance between them.
  When the target takes the Attack action on their turn, any 
  attack they make with that action can originate from their 
  space or their time clone’s space. The target makes this choice 
  for each attack.
  When the target casts a cantrip, or a sphere ability with a 
  spell point cost of 0 on their turn, they can have the magical 
  effect originate from their space or their time clone’s space.
  When a creature that the target can see within 5 feet of 
  their time clone moves at least 5 feet away from it, they can 
  use their reaction to make an opportunity attack against that 
  creature as if they were in their time clone’s space.
  Time Stop
  Prerequisites:  Time sphere (Time Freeze), 17th level or 
  higher.
  Duration: Instantaneous
  Target: Self
  Cost: 4 sp
  You briefly stop the flow of time for everyone but yourself. 
  No time passes for other creatures, while you take 1d4 + 1 
  turns in a row, during which you can use actions and move as 
  normal.
  This effect ends if one of the actions you use during this pe-
  riod, or any effects that you create during this period, affects 
  a creature other than you or an object being worn or carried 
  by someone other than you. In addition, the spell ends if you 
  move to a place more than 1,000 feet from the location where 
  you cast it.
  Variants
  Personal Time
  You can only target yourself when using alter time abilities 
  that target creatures. You cannot gain the Time Zone talent. 
  You gain a bonus talent from the Time sphere.
  
  199
  The universal sphere serves as 
  a home for various abilities that do 
  not fit in other spheres, interact with 
  multiple spheres, or otherwise need a place. 
  When you first gain the Universal sphere, select and 
  gain one of the following universal packages: dispel, mana, 
  metasphere, spellcrafting, or wild magic. Some packages have 
  additional requirements or prerequisites to use them. The 
  Universal Package talent grants access to additional packages.
  Dispel Package
  The dispel package is about dealing with and disrupting 
  magical effects. Upon gaining the dispel package, you gain the 
  dispel ability below:
  Dispel
  Casting Time: 10 minutes
  Range: 30 ft.
  Duration: Instantaneous
  Target: One creature, object, or magical effect
  Saving Throw: None
  Cost: 0 sp
  You attempt to dispel a single active magical effect. If the 
  spell or sphere effect on the target has a spell level or required 
  spell points equal to or lower than half your proficiency bonus, 
  it ends. Otherwise, make a spellcasting ability check. The DC 
  equals 10 + the spell’s level, or 10 + the number of spell points 
  included. On a successful check, the spell ends.
  Augment 1 sp: You can attempt to dispel a number of addi-
  tional magical effects equal to half your proficiency bonus.
  Augment 1 sp: You automatically dispel active magical 
  effects with a spell level or spell point cost equal to or lower 
  than your proficiency bonus. 
  Augment 1 sp: The casting time is reduced to 1 action. 
  When used in this way, you can ready this ability to disrupt a 
  creature’s casting.
  Mana Package
  The mana package deals with manipulating the spell pool 
  and spell slots of others. In addition to the Manabond ability 
  below, when you first gain the mana package, you gain one 
  (manabond) talent of your choice.
  Manabond
  Casting Time: 1 bonus action
  Range: 30 ft.
  Duration: Concentration, up to 10 minutes
  Target: One creature or object
  Saving Throw: None
  Cost: 0 sp
  Make a ranged spell attack against a target within your 
  manabond range; unless otherwise stated, a magical effect has 
  an AC equal to its spell save or sphere DC. On a hit, you form 
  a manabond with the target. 
  Universal Sphere
  For the duration, on each of your turns you can use your 
  action to apply a (manabond) talent you know to the target. 
  The manabond ends if you use your action to do anything else. 
  The manabond also ends if the target is ever outside of the 
  manabond’s range or if it has total cover from you.
  Augment 2 sp: The effect persists for the remaining dura-
  tion without concentration. This augment can be applied after 
  the effect is cast on your turn without an action.
  Metasphere Package
  The metasphere package deals with establishing a firm 
  foundation in magical theory and applying that knowledge to 
  all other spheres you possess. Upon gaining the metasphere 
  package, you learn the druidcraft, prestidigitation, and thauma-
  turgy cantrips, and can use your key ability as your spellcasting 
  ability when casting any cantrips you know. In addition, you 
  gain one (metasphere) talent of your choice.
  Spellcrafting Package
  Using this package requires possessing two or more different 
  magic spheres. The spellcrafting package has no base ability; 
  instead, upon gaining the spellcrafting package, you gain a 
  (dual sphere) talent of  your choice. You can only benefit from 
  a (dual sphere) talent while you possess the talent, its base 
  spheres, and meet any other prerequisites. Additionally, while 
  possessing the spellcrafting package, if you gain a bonus talent 
  from a sphere you may instead gain a (dual sphere) talent that 
  has that sphere as a prerequisite (excluding bonus talents from 
  sphere variants).
  Wild Magic Package
  Using this package requires the optional wild magic rules 
  found in the wild magic portion of Section 5: Optional Rules. 
  Spherecasters who possess a casting tradition that includes 
  wild magic as a drawback can select (wild magic) talents from 
  this sphere without possessing the Wild Magic package.
  Chaos Aura
  Casting Time: 1 action
  Range: self
  Duration: Concentration, up to 1 minute
  Area: 5-foot radius sphere
  Saving Throw: None
  Cost: 0 sp
  You emit an aura that twists the fabric of magic, increasing 
  the wild magic chance of all creatures in the area by 50%. 
  Only creatures with the wild magic package, general draw-
  back, or similar class feature (such as sorcerers with the wild 
  magic sorcerous origin) are innately aware of this increase. 
  The area increases by 5 feet at 5th level (10-foot radius), 11th 
  level (15-foot radius), and 17th level (20-foot radius).
  Augment 2 sp: The effect persists for the remaining dura-
  tion without concentration. This augment can be applied after 
  the effect is cast on your turn without an action.
  
  200
  Universal Basic Talents
  Dispel Talents
  Disorient (dispel)
  Augment 1 sp: When you successfully counter a spell using 
  Dispel, the caster must succeed on an Intelligence saving 
  throw, or suffer disadvantage on all spell attack rolls and grant 
  advantage on any saving throw made against their spells and 
  magic spheres for 1 minute.
  Fool’s Counterspell (dispel)
  Augment 1 sp: When you successfully counter a spell using 
  Dispel, the caster must succeed on an Intelligence saving 
  throw equal to your sphere DC, or believe the spell had its 
  intended effect even if they would otherwise be aware of its 
  failure. Treat this effect as an illusion with a duration equal 
  to the countered spell, and use the rules for interacting and 
  investigating illusions.
  Greater Dispel (dispel)
  Augment 1 sp: You can attempt to dispel any number of 
  magical effects.
  Shaped Dispel (dispel)
  You can treat your Dispel ability as a (blast type) talent, 
  shaping it with (blast shape) talents and using your destructive 
  blast’s range when doing so. Your dispel does not deal destructive 
  blast damage when used in this way. Augmentation costs for 
  using these blast shapes apply as normal. Spell effects that 
  must travel to their target through a space occupied by a blast 
  shape with a non-instantaneous duration are also subject to 
  the dispel effect.
  Spellthief (dispel)
  Augment 1 sp:  When you successfully counter a spell 
  that targets a creature or object using dispel, you can instead 
  choose to reassign the effect’s targets. If you do so, you imme-
  diately take over concentration for the original caster (if the 
  effect requires concentration), and the original caster cannot 
  choose to prematurely end the effect.
  Vicious Dispel (dispel)
  Augment 1 sp: If you successfully end an effect, the target 
  takes 1d10 force damage, increasing by 1d10 at 5th (2d10), 11th 
  level (3d10), and 17th level (4d10).
  Dual Sphere Talents
  Alloy Enhancement (dual sphere, Enhancement, Nature (met-
  al geomancy))
  Whenever you use a geomancy ability from the metal package 
  to create or affect a metal object, you can enhance the object 
  as a bonus action. You can use this (dual sphere) talent even if 
  your geomancy effect has a spell point cost of 1 or higher.
  Alloy Telekinesis (dual sphere, Telekinesis, Nature (metal 
  geomancy))
  When you create a metal object using any geomancy, you 
  can use a Telekinesis sphere ability (usually levitate or projectile) 
  on the object as a bonus action. You can use this (dual sphere) 
  talent even if your geomancy effect has a spell point cost of 1 or 
  higher.
  Aurora (dual sphere, Light, Weather)
  While in weather of severity 1 or higher, you can as a Light 
  sphere effect magically increase the light level by one step as a 
  bonus action (darkness becomes dim light, dim light becomes 
  bright light). This change in light affects everything within 
  your glow range. At 11th level, you can increase the light level 
  by an additional step (darkness becomes bright light). Areas of 
  magical darkness in range of this effect are unaffected, their 
  light levels remaining unchanged.
  Backdoor Control (dual sphere, Enhancement, Mind)
  Whenever you use a charm against a creature or object under 
  the effects of your Bestow Intelligence, requests you make are 
  treated as 1 step more reasonable. See the Mind sphere for 
  details.
  Baleful Storm (dual sphere, Death, Universal (Mass 
  (metasphere)), Weather)
  When thunder rolls and lightning cracks, your minions rise.
  Augment 2 sp: While you are in a Storm weather category 
  of severity 2 or greater, you can reanimate up to your profi-
  ciency bonus number of corpses within reanimate range each 
  round as a bonus action without paying the normal reanimate 
  spell point cost. You still cannot have more reanimated crea-
  tures active than your proficiency bonus with this ability, and 
  the reanimated undead only lasts as long as you are in a Storm 
  weather category of at least severity level 2. The reanimate 
  cannot be further augmented.
  Bioluminescent Transformation (dual sphere, Alteration, 
  Light)
  When you shapeshift a target, you can also cause that target 
  to glow. The glow ends automatically when the shapeshift does. 
  If the glow is ended by a Dark sphere darkness or similar effect, 
  it does not end the shapeshift. The shapeshift and brighten count 
  as a single effect for the purposes of concentration. If you 
  apply a (light) talent to a glow created and maintained this way, 
  it counts against the number of traits you can grant with your 
  shapeshift.
  Coalescence (dual sphere, Death, Life)
  Whenever you use a ghost strike, you can before the end 
  of your turn cast a cure, restore, or invigorate as a bonus action. 
  You can use this (dual sphere) talent even if your ghost strike 
  effect has a spell point cost of 1 or higher.
  Corpse Explosion (dual sphere, blast shape, Death (Corpse 
  Bomb), Destruction)
  You can use a destructive blast to activate your Corpse Bomb 
  talent instead of a ghost strike. Affected targets are allowed a 
  Dexterity saving throw for half damage.
  Destructive Companion (dual sphere, Conjuration (Explosive 
  Companion), Destruction)
  When you summon a companion that possesses the Explo-
  sive Companion (form) talent, you can apply a single (blast 
  type) talent that you possess to that companion. When the 
  explosive companion detonates, it uses d8’s and the damage 
  type of the (blast type) talent and applies its rider effects as 
  if it were a destructive blast. Any additional spell point costs 
  associated with the chosen (blast type) talent must be paid as 
  part of casting summon.
  
  201
  Destructive Radiance (dual sphere, Destruction, Light)
  Whenever you use your destructive blast, you can choose to 
  have it take on the properties of light. A destructive blast modi-
  fied in this way can pass through solid objects that are trans-
  parent (such as glass), but cannot affect any creature or object 
  that you cannot see. Possessing special senses that allow you 
  to see through opaque substances does not let your destruc-
  tive blast pass through the normally opaque solid object.
  Dimensional Aegis (dual sphere, Succour, Protection, Warp)
  You sacrifice an aegis you have placed on another ally to swap 
  places with them by using teleport. They must be within range 
  of your teleport ability. The ally must be willing or unconscious. 
  This can be done in response to an attack before the results of 
  the attack are determined. If so, the attack changes target to 
  whomever is now occupying the space previously occupied by 
  the original target.
  Enhanced Creation (dual sphere, Creation, Enhancement)
  When you create an object, before the end of your turn you 
  can enhance it as a bonus action. The create and enhance count 
  as a single effect for the purpose of concentration.
  Any enhance effect that would apply to attack or damage rolls 
  apply to any attack or damage rolls made as part of dropping 
  the object on a target. The bonus action enhance casting can 
  be augmented to affect multiple created objects, if they were 
  created since the start of your turn. Use the shorter of the two 
  effects’ durations, ending both when it expires. You can use 
  this (dual sphere) talent even if your create effect has a spell 
  point cost of 1 or higher.
  Enhancing Telekinesis (dual sphere, 
  Enhancement, Telekinesis)
  When you target an object with 
  a Telekinesis sphere ability, you 
  can enhance it as a bonus action 
  before the end of your turn. Both 
  sphere abilities count as a single 
  effect for the purpose of concen-
  tration, dismissing, and dispelling. 
  Use the shorter of the two effects’ du-
  rations, ending both when it expires. 
  You can use this (dual sphere) talent 
  even if your Telekinesis sphere ability 
  has a spell point cost of 1 or higher.
  Forceful Creation (dual sphere, Cre-
  ation, Telekinesis)
  When you create an object, before 
  the end of your turn you can use a 
  Telekinesis sphere ability (usually 
  projectile or levitate) on it as a bonus 
  action. The create and Telekinesis 
  sphere ability count as a single effect 
  for the purpose of concentration.
  The bonus action use of the Telekinesis 
  sphere ability can be augmented to affect 
  multiple created objects, if they 
  were created since the start of your turn. Use the shorter of the 
  two effects’ durations, ending both when it expires. You can 
  use this (dual sphere) talent even if your create effect has a spell 
  point cost of 1 or higher.
  Hypnotic Darkness (dual sphere, Dark, Mind)
  Creatures inside the area of your darkness are imposed with 
  disadvantage on saving throws made against the charm, fright-
  ened, and unconscious conditions, as well as any effect that 
  causes confusion such as the confusion spell. This counts as a 
  negative effect from your darkness for the purpose of interact-
  ing with the Clearsight (meld) talent.
  Life-Saving Evacuation (dual sphere, Life, Warp)
  Whenever you use a teleport, you can before the end of your 
  turn cast a cure, restore, or invigorate as a bonus action. You can 
  use this (dual sphere) talent even if your teleport effect has a 
  spell point cost of 1 or higher.
  Luminous Aegis (dual sphere, Light, Protection)
  As a bonus action, you can make an ally glow if they are 
  bearing an aegis you created. You must use a separate action 
  to brighten them. The glow ends when the aegis ends. You can 
  use this (dual sphere) talent even if you just cast the aegis on 
  your ally that turn, and the aegis has a spell point cost of 1 or 
  higher.
  Luminous Flame (dual sphere, Light, Nature (fire geomancy; 
  Create Nature))
  Whenever you use Create Nature to create a fire, you can 
  also cause the fire to glow. You can treat a geomancy abili-
  ty targeting such a fire and a brighten 
  targeting such a glow as a single effect 
  for the purpose of concentration. Use 
  the shorter of the two effects’ durations, 
  ending both when it expires.
  Might of the Grave (dual sphere, Death, 
  Enhancement)
  When you use reanimate to create an 
  undead with a basic (undead) talent, 
  you can apply an enhance to the created 
  creature as a bonus action before the end 
  of your turn. The enhance and reanimate 
  count as a single effect for the purpose 
  of concentration. Use the shorter of 
  the two effects’ durations, ending both 
  when it expires. The bonus action 
  enhance casting can be augmented 
  to affect multiple reanimated crea-
  tures with the Mass (metasphere) 
  talent from the Universal sphere, 
  if they were created since the start 
  of your turn. You can use this (dual 
  sphere) talent even if your reanimate 
  effect has a spell point cost of 1 or higher.
  
  202
  Misleading Teleport (dual sphere, Illusion, Warp)
  Augment 1 sp: Whenever you use a teleport, you can use an 
  Illusion sphere talent or ability (usually Obscure (glamer) or 
  creating a figment) as a reaction. You can choose when using 
  this (dual sphere) talent to have your Illusion ability and tele-
  port to take effect simultaneously.
  One-Way Window (dual sphere, Dark, Light)
  When you create an area of darkness, before the end of your 
  turn you can cast a glow or lens on another creature as a bonus 
  action. Both the darkness and Light sphere ability count as a 
  single effect for the purpose of concentration. Creatures under 
  the effects of the Light sphere ability do not have their senses 
  (including vision) impaired by the area of darkness. You can use 
  this (dual sphere) talent even if your darkness effect has a spell 
  point cost of 1 or higher.
  Precogniscient Protection (dual sphere, Divination, Protection)
  When you grant a creature a sense, you can grant it an aegis 
  as a bonus action before the end of your turn. Both sphere 
  abilities count as a single effect for the purpose of concentra-
  tion, dismissing, and dispelling. Use the shorter of the two 
  effects’ durations, ending both when it expires. You can use 
  this (dual sphere) talent even if your sense effect has a spell 
  point cost of 1 or higher.
  Seeking Blast (dual sphere, Destruction, Divination)
  When you use a destructive blast, you ignore any bonuses to 
  AC or Dexterity saving throws affected targets may have from 
  half cover (+2 AC, Dexterity saves) and three-quarter cover (+5 
  AC, Dexterity saves).
  Shadow Cage (dual sphere, Dark, Protection)
  When you create a ward, you can cast darkness targeting the 
  same area as a bonus action. The darkness affects only the area 
  of the ward. You can apply (darkness) talents to this darkness 
  as normal. The darkness and ward count as a single effect for 
  the purpose of concentration. Use the shorter of the two ef-
  fects’ durations, ending both when it expires. You can use this 
  (dual sphere) talent even if your ward effect has a spell point 
  cost of 1 or higher.
  Stack The Deck (dual sphere, Divination, Fate)
  Whenever you use divine as an action, you can before the 
  end of your turn cast a consecration, motif, or word as a bonus 
  action. You can use this (dual sphere) talent even if your divine 
  effect has a spell point cost of 1 or higher.
  Stasis Storage (dual sphere, Time, Warp (Extradimensional 
  Storage))
  By spending one minute in concentration, you can lock away 
  part of your extradimensional storage, sending it beyond time 
  and placing its contents in stasis. This renders the selected 
  contents inaccessible until you spend another minute unlock-
  ing it, but while they are locked the contents do not suffer 
  wear from age or from effects such as rust or rot while stored 
  in this way, and time spent in the space does not count against 
  the duration of abilities such as (enhance) talents, or time 
  limits such as the time limit reviving a dead creature.
  Swift Demise (dual sphere, Death, Time)
  When you use reanimate to create an undead with a basic 
  (undead) talent, you can apply an alter time effect that targets 
  a creature to the created creature as a bonus action before the 
  end of your turn. The alter time and reanimate count as a single 
  effect for the purpose of concentration. Use the shorter of the 
  two effects’ durations, ending both when it expires. The bonus 
  action alter time casting can be augmented to affect multiple 
  reanimated creatures with the Mass (metasphere) talent from 
  the Universal sphere, if they were created since the start of 
  your turn. You can use this (dual sphere) talent even if your 
  reanimate effect has a spell point cost of 1 or higher.
  Sylvan Necromancy (dual sphere, Death, Nature (plant geo-
  mancy))
  You can use inanimate bones and corpses, instead of plants, 
  to fulfill any additional prerequisites for plant geomancy tal-
  ents and abilities.
  Your ghost strike talents and abilities that normally only affect 
  undead can also affect plant creatures. 
  You can target dead plantlife to fulfill the target prerequi-
  sites for any reanimate you cast to create a corporeal undead 
  with a basic (undead) talent. The state of the vegetation deter-
  mines what types of undead you can reanimate; Barren dead 
  branches could be reanimated as skeletons, rotting branches 
  could be reanimated as zombies, while freshly chopped shrub-
  bery could be reanimated as ghouls, etc. Mere limbing and 
  bucking of wood generally doesn’t disqualify the vegetation 
  as being a valid target for reanimate, but wood that has been 
  made into proper lumber beams is not. The GM has the final 
  say on what vegetation is and is not a valid target for reani-
  mate, as well as what base creature is used when determining 
  their CR and statistics; for example a topiary elk may use the 
  base statistics of an elk, whereas a shambling wooden human-
  oid may use the base statistics of a thug.
  Additionally, your reanimate ability gains the following aug-
  ment:
  Augment 1 sp: Whenever you use reanimate to create a 
  corporeal undead with a basic (undead) talent, you can infuse 
  it with spores and plantlife. The reanimated creature loses the 
  undead creature type and gains the plant creature type.
  Transform Object (dual sphere, Alteration, Enhancement 
  (Animate Object))
  When you use Animate Object from the Enhancement 
  sphere, you can apply a shapeshift to the target as a bonus 
  action before the end of your turn. The enhance and shapeshift 
  count as a single effect for the purpose of concentration. Use 
  the shorter of the two effects’ durations, ending both when it 
  expires. The bonus action shapeshift casting can be augmented 
  to affect multiple targets with the Mass (metasphere) talent 
  from the Universal sphere, if they were enhanced since the start 
  of your turn. You can use this (dual sphere) talent even though 
  your enhance effect has a spell point cost of 1 or higher.
  Twilight Adept (dual sphere, Dark, Light)
  Areas of darkness that you or your allies create can coexist 
  inside areas of magical light effects that you or your allies cre-
  ate; both casters must agree to let their effects coexist for this 
  talent to function. In areas where a darkness and magical light 
  effect created by allies overlap, the area becomes dim light, 
  while still providing additional effects as if it were an area of 
  darkness or bright light, as applicable.
  
  203
  Twisted Reanimation (dual sphere, Alteration, Death)
  When you use reanimate to create an undead with a ba-
  sic (undead) talent, you can apply a shapeshift to the created 
  creature as a bonus action before the end of your turn. The 
  reanimate and shapeshift count as a single effect for the purpose 
  of concentration. Use the shorter of the two effects’ durations, 
  ending both when it expires. The bonus action shapeshift 
  casting can be augmented to affect multiple reanimated crea-
  tures with the Mass (metasphere) talent from the Universal 
  sphere, if they were created since the start of your turn. You 
  can use this (dual sphere) talent even if your reanimate effect 
  has a spell point cost of 1 or higher.
  Vudu (dual sphere, Death, Illusion (Illusionary Disguise))
  You can grant your reanimated undead the benefits of the 
  Illusionary Disguise talent, appearing as they did when they 
  were alive. You do not need to know what the creature looked 
  like when it was alive to gain this benefit.
  Warded Bones (dual sphere, Death, Protection)
  When you use reanimate to create an undead with a basic 
  (undead) talent, you can apply an aegis to the created creature 
  as a bonus action before the end of your turn. The aegis and 
  reanimate count as a single effect for the purpose of concen-
  tration. Use the shorter of the two effects’ durations, ending 
  both when it expires. The bonus action aegis casting can be 
  augmented to affect multiple reanimated creatures with the 
  Mass (metasphere) talent from the Universal sphere, if they 
  were created since the start of your turn. You can use this 
  (dual sphere) talent even if your reanimate effect has a spell 
  point cost of 1 or higher.
  Manabond Talents
  Control Resistance (manabond)
  The target loses or gains resistance against one type of 
  damage for 1 round. The number of resistances that the target 
  loses or gains increases by 1 at 5th level (2 resistances), 11th 
  level (3 resistances), and 17th level (4 resistances).
  Expunge (manabond)
  The target makes a spellcasting ability check against your 
  sphere DC. On a failed check, the creature loses 1 spell point 
  or spell slot from the lowest spell level available. Spell slots 
  and spell points lost through Expunge can be regained as nor-
  mal with long or short rests. The number of spell slots or spell 
  points lost increases by 1 at 5th level (2 spell points or slots), 
  11th level (3 spell points or slots), and 17th level (4 spell points 
  or slots).
  Flow (manabond)
  Once during the round, you or a willing target can transfer 
  magical energy to the other, sacrificing either spell points or 
  spell slots. The sacrificing creature can sacrifice 1 spell point 
  or spell slot to grant the other creature an equal number of 
  spell points or spell slots. Granted spell slots cannot exceed 
  the creature’s normal maximum, and cannot restore spell slots 
  of a level higher than half the sacrificing creature’s proficiency 
  bonus. Granted spell points are temporary, do not stack with 
  themselves (or from other instances of Flow), and last for up 
  to 1 minute or until used, whichever comes first. The num-
  ber of spell points or spell slots that a creature can sacrifice 
  increases by 1 at 5th level (2 spell points or slots), 11th level (3 
  spell points or slots), and 17th level (4 spell points or slots).
  Incompetence (manabond)
  The target of your manabond must successfully make a 
  Charisma saving throw or be inflicted with a casting tradition 
  general drawback of your choice upon the target for 1 round. 
  The target does not gain bonus spell points from possessing 
  these drawbacks. The number of general drawbacks inflicted 
  on a failed saving throw increases by 1 at 5th level (2 draw-
  backs), 11th level (3 drawbacks), and 17th level (4 drawbacks).
  Knowledge (manabond)
  For 1 round, you can choose a single cantrip, magic sphere, 
  or magic talent you possess and grant it to the target. The 
  target can use this granted ability as if they possessed it 
  themselves, using their own proficiency bonus and key ability 
  modifiers. The target must pay any spell point costs as normal. 
  If you attempt to grant a talent to a target that does not 
  possess the base sphere, or that already knows the talent, this 
  effect fails.
  Lifeburn (manabond)
  Anytime during the next round that the target casts a spell 
  or sphere ability, they must successfully make a Charisma 
  saving throw or take 1d10 force damage. This damage increas-
  es by 1d10 at 5th level (2d10), 11th level (3d10), and 17th level 
  (4d10).
  Misdirection (manabond)
  For 1 round, anytime you or the target becomes the target 
  of a hostile or non-harmless spell or sphere ability, you can 
  as a reaction redirect the effect to the other creature. If the 
  other creature is unwilling, a successful Charisma saving throw 
  negates having the effect redirected.
  Presence (manabond)
  You can reveal the location and presence of the target to all 
  creatures within manabond range, allowing them to be auto-
  matically seen and heard for 1 round. Presence functions even 
  if they would normally be invisible, ethereal, or using the Hide 
  action. Ethereal creatures appear ghostly and translucent.
  Soulmate (manabond)
  For 1 round, anytime you or the target becomes the target of 
  a harmless spell or sphere ability, you can as a reaction copy it 
  and have also applied to the other creature. If the other crea-
  ture is unwilling, a successful Charisma saving throw negates 
  having the effect applied.
  Tethered (manabond)
  You can apply this (manabond) talent as a bonus action. 
  There is now a very real and physical cord that connects you 
  and your target for 1 round. These physical bonds are tough, 
  durable chains made of raw energy that inhibit movement, 
  including teleportation. During that round, you and the target 
  cannot move further than the maximum range for the mana-
  bond without either destroying the tether (hit points equal 
  to 3 times your level + 5, AC 10), or by successfully making a 
  Strength (athletics) check made against your Mana sphere 
  DC. Destroying the tether does not end the manabond, but 
  
  204
  does cause it to lose its physicality, removing any effects 
  granted by this talent. While tethered, both you and the target 
  are unable to teleport outside the manabond range unless they 
  successfully teleport the other as well.
  Metasphere Talents
  Extended (metasphere)
  You can augment the maximum duration of your magic 
  sphere abilities. These augments cannot benefit a magic 
  sphere ability with a duration of instantaneous, greater than 
  24 hours, or less than 1 minute, nor can it increase the maxi-
  mum duration of your magic sphere abilities beyond 24 hours.
  Augment 1 sp: The maximum duration of your magic 
  sphere abilities increases by 1 step. 
  Augment 2 sp: The maximum duration of your magic 
  sphere abilities increases by 2 steps.
  Augment 3 sp: The maximum duration of your magic 
  sphere abilities increases by 3 steps.
  Augment 4 sp: The maximum duration of your magic 
  sphere abilities increases by 4 steps.
  Initial Duration
  Concluding Duration
  1 minute
  10 minutes
  10 minutes
  30 minutes
  30 minutes
  1 hour
  1 hour
  4 hours
  4 hours
  8 hours
  8 hours
  12 hours
  12 hours
  24 hours
  Glyph (metasphere)
  Augment 1 sp: You bind a magic sphere effect onto an 
  unoccupied 5-foot cube within range creating a glyph for 
  1 hour or until triggered. The augmented sphere effect 
  must target a creature or area and have a casting time 
  of no longer than 1 action. Any creature who enters 
  the space activates the effect; if it is normally 
  a targeted ability, the creature is immediately 
  affected by that ability, though they are allowed 
  a saving throw as normal, if appropriate. If the 
  effect normally creates an area effect, the cube 
  itself is used as the center of that effect (even if it 
  would normally be centered on the caster) and all 
  creatures within the area are immediately affected 
  by the ability, making saving throws as normal if appropriate. 
  Any bound magic sphere effect with a duration longer than 
  instantaneous lasts for 1 minute, regardless of its normal du-
  ration, though you can dismiss it on your turn with no action 
  required. 
  You can only have 1 active glyph at a time; placing a second 
  glyph dismisses the first; However,  you can select this talent 
  multiple times, increasing the number of glyphs you can have 
  active at once by 1 each time you do so.
  Augment 1 sp: Your glyph binds a magic sphere effect 
  onto an unoccupied 10-foot cube, increasing in size at 
  5th level (15-foot cube), 11th level (20-foot cube), and 17th level 
  (25-foot cube).
  Augment 2 sp: Your glyph lasts for 24 hours or until trig-
  gered.
  Augment 4 sp: Your glyph lasts indefinitely, until triggered, 
  or dispelled. Your maximum spell point total is reduced by the 
  number of spell points spent creating the glyph; this reduction 
  goes away when the glyph is triggered or dispelled, though the 
  spell points are not regained until such a time as you would 
  normally regain them.
  Heightened (metasphere)
  Augment 0 sp: You can add half your proficiency bonus 
  when determining the sphere effect’s effective spell level or 
  effective number of spell points it costs for purposes such as 
  overcoming dispels and targeting creatures with immunities to 
  magic.
  Lingering (metasphere)
  If you lose concentration on a magic sphere effect, the effect 
  continues to linger for a number of rounds equal to your profi-
  ciency bonus. You can only have one lingering sphere effect at 
  a time; producing a second lingering sphere effect causes the 
  first to end. Lingering (metasphere) has no effect on a magic 
  sphere effect with a duration other than concentration (in-
  cluding sphere effects which have been augmented to persist 
  without concentration).
  
  205
  Mass (metasphere)
  You can increase the number of targets that your sphere 
  effects can affect per casting. This can only be applied to a 
  magic sphere ability that targets a single creature or object. 
  This cannot be used on a magic sphere ability that targets an 
  area and each target of the magic sphere effect must be within 
  range.
  Augmenting a magic sphere effect with Mass (metasphere) 
  doesn’t change or remove other limitations on the sphere 
  effect (such as the maximum size for the Telekinesis or Cre-
  ation spheres), and all affected targets must have a combined 
  size smaller than this limitation. If you use the Mass talent to 
  make multiple attacks (such as using the augments below with 
  Telekinesis’s projectile power, or dropping multiple objects 
  with the Creation sphere), you still cannot make more than 
  one attack, which increases by 1 at 5th level (2 attacks), 11th (3 
  attacks) and 17th levels (4 attacks).
  Only one of the following augments may be used to apply 
  the effects of the Mass (metasphere) talent to a single sphere 
  effect.
  Augment 1 sp: You can decrease the duration of a magic 
  sphere ability with a duration of at least 10 minutes (but no 
  greater than 24 hours) by 2 steps to increase the number of 
  targets by your proficiency bonus. This counts as a single ef-
  fect for the purpose of concentration, as well as for talents or 
  abilities that allow them to be dismissed or expended for addi-
  tional effects (such as motif and succor effects); however, when 
  dismissed or expended, they would affect all valid targets.
  Initial Duration
  Concluding Duration
  24 hours
  8 hours
  12 hours
  4 hours
  8 hours
  1 hour
  4 hours
  30 minutes
  1 hour
  10 minutes
  30 minutes
  1 minute
  10 minutes
  1 round
   Augment 2 sp: You can increase the number of targets of a 
  magic sphere ability with a duration of instantaneous by your 
  proficiency bonus, but the targets must all be willing.
  Augment 3 sp: You can increase the number of targets of a 
  magic sphere ability with a duration of instantaneous by your 
  proficiency bonus.
  Opportunistic (metasphere)
  Augment 1 sp: When a hostile creature’s movement 
  provokes an opportunity attack from you, you can use your 
  reaction to cast a sphere effect at the creature, rather than 
  making an opportunity attack. The sphere effect must have a 
  casting time of 1 action or 1 bonus action and must target only 
  that creature. You can only apply this augment once until the 
  start of your next turn.
  Quicken (metasphere)
  Augment 1 sp: When you target only yourself or an object 
  you are attending (holding, wearing, or wielding) with a magic 
  sphere effect, you can reduce the casting time of a magic 
  sphere ability from an action to a bonus action.
  Augment 2 sp: You can use the Quicken (metasphere) 
  talent augment when targeting any single willing creature, not 
  just yourself.
  Reaching (metasphere)
  The range of your magic sphere abilities increases by 1 step. 
  You can take this talent up to three times, its effects stack. 
  When you increase the range of a magic sphere ability with 
  an initial range of Self, the target of your ability must be a 
  willing target. Sphere effects whose range increases as you gain 
  levels have their level-based range increases applied after the 
  concluding range.
  Initial Range
  Concluding Range
  Self
  Touch
  Touch
  30 feet
  30 feet
  60 feet
  60 feet
  120 feet
  120 feet
  300 feet
  300 feet
  600 feet
  Augment 1 sp: Double the range of your spherecasting 
  ability. Doubling the range of a sphere effect with a range of 
  touch, allows you to target creatures an additional 5 feet away.
  Striking (metasphere)
  Augment 1 sp: When using a magic sphere effect that 
  targets a single creature or object and is cast as an action, you 
  can deliver the effect through a single weapon attack, which 
  replaces any spell attack (if any) required by that effect. Any 
  creature or object damaged by the attack is also subjected to 
  the sphere effect. All limitations of the effect must otherwise 
  be met, including spell point cost and range.
  Widen (metasphere)
  Augment 1 sp: When using a magic sphere effect that tar-
  gets an area, double the area of effect (a 5-foot radius becomes 
  a 10-foot radius, a 30-foot cone becomes a 60-foot cone, etc.).
  Wild Magic Talents
  Blood Dampening (wild magic)
  When you trigger a wild magic event (but not a major 
  event), you can choose to negate the event by reducing your 
  hit point maximum by 1 per level. This reduction can only 
  be removed by completing a long rest. This decision must be 
  made before the roll is made on the wild magic table. If you 
  possess at least 4 wild magic talents, you can use this ability 
  on a major event (see Variant Rules) by reducing your hit point 
  maximum by 2 per level.
  Careful Caster (wild magic)
  You can spend an action or a bonus action to reduce the 
  wild magic chance of the next sphere effect you cast before 
  the start of your next turn by 25%. This ability does not stack 
  with itself. This reduction increases by 5% per additional wild 
  magic talent you possess, to a maximum reduction of 50%.
  
  206
  Chaotic Counter (wild magic)
  Prerequisites:  Counterspell or the ability to cast dispel 
  magic.
  When you successfully end a spell or sphere effect using 
  Counterspell or dispel magic, the caster suffers a 50% increase 
  in wild magic chance until the end of its next turn. This 
  penalty increases by 10% per wild magic talent you possess, to 
  a maximum of 100%. The affected caster is not aware of this 
  increase.
  Curse of Chaos (wild magic)
  As a bonus action, you can spend a spell point to charge 
  your next attack with disruptive energies. The next creature 
  you deal damage to with a weapon attack before the start of 
  your next turn increases its wild magic chance by 100% for a 
  number of rounds equal to your key ability modifier (minimum 
  1). Affected creatures are unaware of this penalty.
  Energy Shift (wild magic)
  When casting a destructive blast or an evocation spell that 
  deals damage, you can increase your wild magic chance for 
  that destructive blast or spell by 50% to change its damage type 
  to one of the following types: acid, bludgeoning, cold, fire, 
  lightning, piercing, or slashing. You can instead increase your 
  wild magic chance by 100% to change the damage type to 
  force, necrotic, poison, psychic, or radiant.
  Greater Chaos Aura (wild magic)
  You learn new and exciting ways to augment your chaos 
  aura.
  Augment 1 sp: You can choose to exclude any number of 
  creatures that you can see from the effect.
  Augment 1 sp: You can target another creature within 30 
  feet instead of yourself. That creature emits the chaos aura in-
  stead of yourself. A successful Charisma saving throw negates 
  the effect, and the target can make a new saving throw at the 
  end of each of their turns to end it early.
  Augment 1 sp: The wild magic chance increases to 100%.
  Inspired Surge (wild magic)
  Casting Time: 1 bonus action
  Range: Self
  Duration: 1 minute
  Target: Personal
  Cost: 0 sp
  You can grant yourself an additional magical talent from a 
  magic sphere you possess; you must meet any prerequisites 
  that the talent possesses. You increase the wild magic chance 
  by 100% any time you use the granted magic talent, either 
  by casting a sphere ability granted by the talent, or applying 
  the talent’s effects to another magic sphere effect you cast. 
  You retain knowledge of this talent for the duration or until 
  you cast Inspired Surge again, whichever is shorter. You can 
  cast Inspired Surge twice. You regain expended uses when you 
  finish a short or long rest.
  Manipulate Result (wild magic)
  When you trigger a wild magic event (but not a major 
  event), you can spend a reaction to roll twice and choose 
  which result to take. You can use this talent a number of times 
  equal to the number of wild magic talents you possess. Com-
  pleting a long rest restores all of these uses.
  Overpower Resistance (wild magic)
  Augment 1 sp: When casting a sphere effect, you can 
  increase your wild magic chance for that effect by 100% to 
  impose disadvantage on saving throws against that effect.
  Shift Cost (wild magic)
  You can reduce the spell point cost of and the maximum 
  number of spell points you can spend on an ability or sphere 
  effect by 1 spell point, to a minimum of 1 spell point cost. 
  Increase your wild magic chance by 50% for that ability or ef-
  fect. At character level 10, you can double both the reduction 
  and wild magic chance increase.
  Shift Effect (wild magic)
  When you trigger a wild magic event (but not a major 
  event), you can spend a spell point as a reaction after the 
  result is revealed to roll 1d20. On a result of 1-10, subtract 
  the result from the result of your wild magic roll and take the 
  new result, even if it is worse. On a result of 11-20, subtract 
  ten from your roll, then add that number to your wild magic 
  result, taking the new result even if it is worse. If you possess 
  at least 6 wild magic talents, you can use this ability when trig-
  gering a major event (if the major event rules are being used).
  Other Talents
  Counterspell
  Prerequisites: Dispel or mana package.
  Augment 2 sp: As a reaction that can be taken when a 
  creature within range that you can see is casting a spell or 
  sphere effect, you can either attempt a Dispel to disrupt that 
  casting, or create a Manabond with that creature.
  Mystic Focus
  Prerequisites:  Ability to gain martial focus (see Spheres of 
  Might).
  Whenever you use a magical sphere effect as an action, you 
  can spend 1 spell point as a bonus action to regain martial 
  focus.
  Universal Package
  Choose and gain a universal package you do not already pos-
  sess. You can select this talent multiple times, gaining a new 
  package each time.
  Universal Advanced Talents
  Contingency (metasphere)
  Prerequisites:  Universal sphere 11th level or higher.
  Augment 1 sp: You can increase the casting time of a mag-
  ic sphere ability by 3 steps to create a contingent sphere effect 
  that lasts 1 week. This cannot be used on a magic sphere abil-
  ity that cannot target you, or with a casting time of 1 reaction 
  or 1 minute or greater.
  Describe a circumstance, that causes the contingent sphere 
  effect to trigger. For example, augmenting an Energy Resis-
  tance (aegis) with the Contingency (metasphere) talent might 
  stipulate that the Energy Resistance (aegis) comes into effect 
  when you take elemental damage.
  The contingent sphere effect takes effect immediately after 
  the circumstance is met for the first time, whether or not you 
  want it to.
  
  207
  The contingent sphere effect takes effect only on you, even 
  if it can normally target others. You can only have one contin-
  gent sphere effect at a time. If you augment another sphere 
  effect with Contingency (metasphere), the previous contin-
  gent sphere effect ends.
  Initial Casting Time
  Concluding Casting Time
  1 bonus action
  1 minute
  1 action
  10 minutes
  1 action and 1 bonus action*
  1 hour
  *This casting time usually only occurs with casting traditions with 
  the Extended Casting drawback.
  Extreme Duration
  Prerequisites:  Universal sphere (Extended (metasphere)), 
  5th level or higher.
  You can decrease the spell point cost of the Extended 
  (metasphere) talent augments by 1 spell point (minimum 0). 
  You can take this advanced talent up to two times, its effects 
  stack; each time it decreases the spell point cost of the talent 
  augment by 1 spell point (minimum 0).
  Extreme Opportunistic
  Prerequisites:  Universal sphere (Opportunistic 
  (metasphere)), 5th level or higher.
  You can decrease the spell point cost of the Opportunistic 
  (metasphere) talent augment by 1 spell point (minimum 0).
  Extreme Reach 
  Prerequisites:  Universal sphere (Reaching (metasphere) 
  (3)), 5th level or higher.
  You can increase the range of your magic sphere abilities by 
  1 step, as if you had taken the Reaching (metasphere) talent 
  an additional time. You can take this advanced talent up to 
  two times, its effects stack. If the initial range of your magic 
  sphere ability is 600 or 1,000 feet, use the table below to 
  calculate the concluding range.
  Initial Range
  Concluding Range
  600 feet
  1,000 feet
  1,000 feet
  2,000 feet
  Extreme Striking
  Prerequisites:  Universal sphere (Striking (metasphere)), 
  5th level or higher.
  You can decrease the spell point cost of the Striking 
  (metasphere) talent augment by 1 spell point (minimum 0).
  
  208
  You can twist space to your whim.
  When you first gain the Warp sphere, you 
  gain the teleport and bend space sphere abilities.
  Teleport 
  Casting Time: 1 action
  Range: Touch
  Duration: Instantaneous
  Target: 1 creature
  Cost: 0 sp
  You can teleport yourself or a willing creature and anything 
  up to the target’s carrying capacity to any place within 10 feet. 
  You must have line of sight to your destination. The distance 
  that you can teleport a target increases by 10 feet at 5th level 
  (20 feet), 11th level (30 feet), and 17th level (40 feet).
  Augment 1 sp: The distance you can teleport a target 
  increases to 30 feet at 1st level, 60 feet at 5th level, 90 feet at 
  11th level, and 120 feet at 17th level.
  Talents marked (teleport) improve or grant you new ways of 
  utilizing your teleport sphere ability.
  Optional Rule: Tiring Teleportation
  A creature’s body can only stand to benefit from teleport a 
  limited number of times; after a creature completes a long 
  rest, it may benefit from this ability with no repercussions a 
  number of times equal to its proficiency bonus; each time af-
  ter this amount, the creature must succeed on a Constitution 
  saving throw with DC 10. This DC increases by 2 for every 
  additional time the creature benefits from this ability. Failure 
  causes the creature to increase its exhaustion level by 1. If the 
  teleport is augmented to cost at least 1 spell point, it does not 
  require a saving throw nor count toward the number of times 
  the creature has been affected since its last long rest.
  Bend Space 
  Casting Time: 1 action
  Range: Touch
  Duration: varies
  Target: varies
  Cost: 0 sp
  Talents marked (space) grant you ways of bending and fold-
  ing space. You must be touching the target or location to be 
  affected.
  Warp Base Talents
  Space Talents
  Blink (space)
  Duration: Concentration, up to 1 minute
  Target: 1 creature
  Cost: 1 sp
  A creature affected by this ability interacts with physical ob-
  jects erratically. You can choose to apply this effect as a benefit 
  or penalty. 
  As a benefit, creatures attacking the target suffer disadvan-
  tage on their attack roll unless first succeeding on a Wisdom 
  saving throw. As a penalty, if the target fails a Wisdom saving 
  throw against this ability, it suffers disadvantage on all attack 
  rolls. This ability has no effect on attacks made with force 
  effects or effects that pass between coterminous planes, 
  including any attack made while under the effects of the Plane 
  Manipulator talent. 
  At the end of each of its turns, an affected creature may 
  attempt a Wisdom saving throw. On a success, the effect ends 
  for that creature.
  Augment 2 sp: The effect persists for the remaining 
  duration without concentration. This augmentation may be 
  applied after the effect is cast on your turn without an action.
  Create Gap (space)
  Duration: Concentration, up to 10 minutes
  Target: 1 inanimate object
  Cost: 1 sp
  You bend space to create a gap in an otherwise solid object 
  or wall. You can create a hole in an inanimate object up to a 
  5-foot cube in size. This hole does not damage the object or 
  affect its structural integrity; since the created hole is formed 
  of added space rather than removed space, everything in the 
  affected area is still accessible, pushed to the nearest edge of 
  the created gap. If the gap is created so that a creature would 
  fall through it, they may make a Dexterity saving throw to 
  safely move to the nearest edge of the hole. The hole may 
  include an additional 5-foot cube at 5th level (2 cubes), 11th 
  level (3 cubes), and 17th level (4 cubes); the configuration of 
  the cubes must be contiguous.
  Augment 2 sp: The effect persists for the remaining 
  duration without concentration. This augmentation may be 
  applied after the effect is cast on your turn without an action.
  Distort Size (space)
  Duration: Concentration, up to 10 minutes
  Target: 1 creature or object
  You distort a target’s spatial footprint, causing it to occupy 
  a smaller or larger area. Unwilling targets can make a Wisdom 
  saving throw to negate the effect. The target occupies space as 
  if it were one size larger or smaller (your choice); this does not 
  actually change the target’s size category, though its reach now 
  extends from the new space they occupy. You can alter the 
  target’s space by an additional category at 5th level (10 feet), 
  11th level (15 feet), and 17th level (20 feet).
  You can alter the target’s space to a new size as a bonus 
  action. You can also grant a target control over its own space, 
  allowing it to spend the bonus action instead.
  Augment 2 sp: The effect persists for the remaining 
  duration without concentration. This augmentation may be 
  applied after the effect is cast on your turn without an action.
  Warp Sphere
  
  209
  Extradimensional Room (space) 
  Duration: special (see text)
  Target: special
  You can create a small pocket dimension, accessible through 
  a shimmering portal that either appears in the air before you 
  or on a touched, reasonably flat surface. This pocket dimen-
  sion measures one 10-foot cube per level, arranged as you wish 
  so long as the space is continuous. You can make the entrance 
  as small as 5-foot square or as large as 10-foot square. You can 
  select its light level and temperature (from -40°F to 120°F), 
  but otherwise it is a featureless location.
  This space does not exist until you enter the portal, and con-
  tinues to exist as long as you are inside. If the portal is placed 
  on the ground or in some other way an unwilling creature 
  might fall in, the creature is allowed a Dexterity save to avoid 
  falling in. Climbing the walls of this room requires an Athlet-
  ics check against your sphere DC. When this ability expires 
  or is dispelled, all objects and creatures within this space are 
  harmlessly ejected through the portal.
  Augment 1 sp: You can create the space without entering 
  and have it to remain for up to 1 minute regardless of whether 
  or not you are inside it. You can dismiss this ability on your 
  turn without spending an action.
  Extradimensional Storage (space) 
  Duration: special, see text
  Target: special
  You gain a permanent extradimensional space that may hold 
  up to 10 pounds per level of non-living material. You can cre-
  ate a portal to this extradimensional space within arm’s reach 
  at will. Placing an object in this space or calling an object from 
  this space requires an action, but may be done with no action 
  required by spending a spell point. Living things and unwilling 
  non-living creatures cannot be placed in your extradimension-
  al storage. If you die, all the contents of your extradimensional 
  space appear in your square or the nearest unoccupied space.
  If you also possess Extradimensional Room, your extradi-
  mensional storage becomes as large as an extradimensional 
  room, with no weight limit so long as it all can fit within that 
  space. When creating an extradimensional room, you can lay 
  out any or all of the things inside your extradimensional stor-
  age within that space, arranged as you like.
  Flex Space (space)
  Duration: Concentration, up to 10 minutes
  Area: three 10-foot Cubes
  You can choose to either contract or expand space in an 
  area, measured in 10 feet cubes. These cubes must be arranged 
  contiguously, but otherwise may assume any shape.
  Contracted space is easier to move through, allowing you to 
  move 10 feet per 5 feet of movement. Expanded space is more 
  difficult to move through, and 10 feet of movement allows you 
  to only move one 5-foot square. These effects multiply and 
  divide all other movement costs (such as difficult terrain). If 
  you occupy squares with different effects on your movement 
  speed, you move at the slowest rate of all the squares. If you 
  attempt to contract an expanded space (or vice versa) you 
  must succeed on a spellcasting ability check against the op-
  posing effect’s DC. On success, your effect functions normally 
  and the opposing effect is suppressed for the duration.
  The number of 10-foot cubes you can affect increases by 1 at 
  5th level (4 cubes), 11th level (5 cubes), and 17th level (6 cubes).
  Augment 2 sp: The effect persists for the remaining 
  duration without concentration. This augmentation may be 
  applied after the effect is cast on your turn without an action.
  Looped Space (space)
  Duration: Concentration, up to 1 minute
  Area: one 10-foot cube
  You bend the edges of an area, bounding it with your magic 
  and trapping creatures inside. The bounded area is measured 
  in 10-foot cubes that may be arranged as you wish, so long 
  as the entire area is contiguous. Anyone inside the area must 
  succeed on a Wisdom saving throw to move out of the area. 
  On a failed save, they instead move to the opposite face of the 
  area and must wait until their next turn to attempt to leave 
  it again. This does not prevent attacks across the boundary 
  in either direction, and creatures may enter the area without 
  difficulty. 
  The number of 10-foot cubes you can affect increases by 1 at 
  5th level (2 cubes), 11th level (3 cubes), and 17th level (4 cubes).
  Augment 1 sp: If you also possess Plane Manipulator, you 
  can apply its dimensional anchor effect to the area of your 
  looped space, contesting teleportation and planar travel with a 
  spellcasting ability check.
  Augment 2 sp: The effect persists for the remaining 
  duration without concentration. This augmentation may be 
  applied after the effect is cast on your turn without an action.
  Plane Manipulator (space) 
  Anchoring Aura
  Duration: Concentration, up to 10 minutes
  Target: self
  You can create a dimensional anchor emanating from your-
  self, affecting you and all creatures within 10 feet, increasing 
  by 10 feet at 5th level (20 feet), 11th level (30 feet), and 17th 
  level (40 feet). Any attempt to teleport or cross planes made 
  by any creature within this area fails unless they succeed on 
  a spellcaster ability check against your sphere DC. This also 
  applies to the summoning of companions and other extrapla-
  nar creatures. Creatures residing in the near ethereal plane or 
  other similar planes can be seen and interacted with as if they 
  were on the Material plane while within this space.
  Augment 2 sp: The effect persists for the remaining 
  duration without concentration. This augmentation may be 
  applied after the effect is cast on your turn without an action.
  Augment 2 sp: The casting time of this ability becomes 1 
  reaction.
  Augment 1 sp: When a teleportation effect fails due to 
  your dimensional anchor, you can redirect it, choosing its 
  destination as if you had cast the effect instead of the caster. 
  The caster must succeed on a Wisdom saving throw to avoid 
  the effect being redirected. This augmentation may be applied 
  after the effect is cast with no action required even when it is 
  not your turn.
  
  210
  Banishing Touch
  Cost: 1 sp
  Duration: Instantaneous
  Target: one creature that you can see that is native to a 
  different plane
  You can attempt to banish a creature back to its home 
  plane. A successful Charisma saving throw negates this effect.
  Spatial Reach (space)
  Duration: Concentration, up to 10 minutes
  Target: one creature that you can see
  Cost: 1 sp
  You can imbue a creature with magic that bridges the 
  distance between them and anything they reach or move 
  towards, contorting space to their benefit. The target gains a 
  +10 feet bonus to their movement speed and adds 10 feet to 
  their natural reach. Both bonuses increase by 5 feet at 5th (+15 
  speed, +15 reach), 11th (+20 speed, +20 reach), and 17th (+25 
  speed, +25 reach) levels.
  Augment 2 sp: The effect persists for the remaining 
  duration without concentration. This augmentation may be 
  applied after the effect is cast on your turn without an action.
  Warp Link (space)
  Duration: special
  Target: one creature, location, or object that you can see
  You can create a link to a touched spot, object, or creature, 
  allowing you to know the direction and distance to it. You 
  know if the target is on another plane and whether that plane 
  is coexistent, coterminous, or separate from the plane you are 
  on, but you do not know their direction and distance if they 
  are on another plane. If your target is unwilling to create the 
  link, and they are allowed a Wisdom saving throw to negate 
  the effect.
  The link lasts until you complete a long rest. You can only 
  maintain one link at a time; using this ability again ends any 
  previous instances. If you also possess Teleport Beacon, your 
  beacons gain all the effects of this talent as if they were also 
  links, though do not count as links for the purpose of creating 
  or ending links.
  Augment 1 sp: You create a link that does not end previous 
  links nor is it ended by future links.
  Wormhole (space)
  Duration: Concentration, up to 1 minute
  Range: 30 feet
  Target: two 5-foot cubes
  You affect two 5-foot cubes within range and link them 
  together, contracting the space between them. Anyone may 
  choose to use 5 feet of their movement to travel in a straight 
  line between two linked squares as if they were adjacent 
  (though they are not treated as adjacent for any other pur-
  pose). 
  The number of 5-foot cubes you can affect increases by 1 at 
  5th level (3 cubes), 11th level (4 cubes), and 17th level (5 cubes).
  Augment 2 sp: The effect persists for the remaining 
  duration without concentration. This augmentation may be 
  applied after the effect is cast on your turn without an action.
  Teleport Talents
  Attack Portal (teleport)
  Augment 0 sp: You can target a creature’s attack with your 
  teleport. This usually requires a readied action to catch the 
  attack as it’s being made, and requires Unwilling teleport as 
  normal if the target is unwilling. You can use this power on 
  yourself, provided you have attacks to make (an attack made 
  as a bonus action if you have that power, or through the use of 
  Quick Teleport).
  Until the end of the affected creature’s turn, they may target 
  a creature of your choosing within the distance that you can 
  teleport a target, even if they would not normally be able to. If 
  the target was unwilling, this only affects a single attack.
  Augment 1 sp: You can use teleport with the above aug-
  ment as a reaction.
  Distant Teleport (teleport)
  When you spend a spell point to augment the range of your 
  teleport, the range increases to 60 feet at 1st level, 120 feet at 
  5th level, 300 feet at 11th level, and 600 feet at 17th level.
  Emergency Teleport (teleport)
  Augment 1 sp: You can perform a teleport as a reaction. 
  The range is decreased to 5 feet, increasing to 10 feet at 11th 
  level; the distance may not be augmented. If used to avoid an 
  attack or area effect, this grants the target advantage on all 
  saving throws against the effect while also imposing disad-
  vantage on any attack rolls. If the target succeeds on a saving 
  throw against an effect that allows a save to reduce damage, it 
  instead takes no damage.
  Imbue Teleport (teleport)
  Augment 0 sp: When you would teleport a target, you can 
  imbue them with the ability to teleport instead of immediate-
  ly teleporting them. The imbued target gains the ability to 
  teleport itself once with the same details (such as range, talents, 
  spell point expenditures) as you used with the original cast-
  ing. However, the target may only teleport themselves and not 
  others.
  
  211
  The imbued teleport remains until either the target or the 
  caster completes a short or long rest or until it is used once. 
  You can maintain one imbued teleport at a time, increasing by 
  1 at 5th level (2 imbued teleports), 11th level (3 imbued tele-
  ports), and 17th level (4 imbued teleports).
  Isoport (teleport)
  Augment 0 sp: When you teleport a target you can change 
  their orientation and lower their velocity. This allows you to 
  turn the target up to 360 degrees, which lets you turn them 
  while moving (counting the movement as a straight line), 
  either give or remove the prone condition, and cancel out 
  momentum-based movement (such as falling, being thrown or 
  pushed), which effectively resets any distance they’ve fallen. 
  Using this talent to respond to actions or events outside of 
  your turn typically requires a readied action.
  You can choose to apply only the effects of Isoport, chang-
  ing a target’s spatial orientation and velocity without teleport-
  ing them to another location. Doing so reduces the casting 
  time to a bonus action instead of an action. You must still 
  apply Unwilling Teleport to affect unwilling targets.
  Augment 1 sp: You can Isoport a target as a reaction.
  Quick Teleport (teleport)
  Augment 1 sp: The casting time of teleport is reduced to 1 
  bonus action.
  Augment 1 sp: When you teleport yourself or a group that 
  includes you, you can teleport in place of your movement for 
  that round instead of as an action. Having a movement speed 
  of 0 does not prevent you from being able to teleport in this 
  fashion. 
  Recall (teleport)
  Augment 0 sp: Before you teleport yourself or a willing 
  ally, you can designate the target’s current square as a recall 
  point as a bonus action. At the end of each round, the target 
  may choose to return to the recall point, teleporting there 
  without spending an action so long as it is within the maxi-
  mum distance that you can teleport a target. The recall point 
  lasts for 1 minute or until used once, whichever comes first.
  Augment 1 sp: This ability no longer requires a bonus 
  action.
  Segmented Warp (teleport)
  Augment 1 sp: When teleporting yourself, you can split the 
  teleport in two. You cast a single teleport on yourself and pay any 
  spell point costs once, but may teleport yourself twice in quick 
  succession. Between these two teleports you can only take one 
  action of any kind you have remaining (such as a single action 
  or single bonus action). Casting the second teleport does not 
  require a second action, but counts as casting a sphere effect. 
  The combined total distance covered by both teleports cannot 
  be longer than the maximum distance that you can teleport a 
  target. If your second teleport is disrupted, it is lost.
  If used in conjunction with Pouncing Teleport you do not 
  get extra attacks, but may make your attack after either half 
  of the split teleport. Attacking this way counts as your single 
  action for the purposes of Segmented Warp.
  If you choose to augment Pouncing Teleport to allow an 
  attack action, you can instead use any number of your attacks 
  as the single allowed action, and use any remaining attacks 
  after your second teleport. Other abilities that would create 
  additional effects with your teleport only apply to one of the 
  split teleports.
  Splinter (teleport)
  Augment 0 sp: When you teleport a target, you can splinter 
  it, causing it to appear not quite as it was. This deals 1d8 slash-
  ing damage to the target, increasing by 1d8 at 5th level (2d8), 
  11th level (3d8), and 17th level (4d8).
  Augment 1 sp: The teleport instead deals 1d10 damage + 
  1d10 damage per 2 levels.
  Swap Placement (teleport)
  Augment 0 sp: When teleporting yourself or another crea-
  ture to a location already occupied by a different creature, you 
  can send the creature already occupying that location back 
  to where the teleporting creature came from. This must be a 
  willing target unless you possess the Unwilling Teleport talent. 
  If the second target is unwilling, you must pay the augmen-
  tation cost of Unwilling Teleport (this cost is only paid once 
  even if both targets are unwilling) and it is allowed a saving 
  throw as normal. If any unwilling creature succeeds on its 
  saving throw, the teleporting creature remains at their point of 
  origin, unaffected.
  Teleport Beacon (teleport)
  Casting Time: 1 action
  Target: 1 location, creature, or object that you can see
  Cost: 0 sp
  Range: Touch
  Duration: 24 hours
  
  212
  You can designate a touched spot, object, or creature as a 
  personal dimensional beacon. You can only have one teleport 
  beacon designated at a time; creating a second removes the 
  first.
  Augment 1 sp: You can create a teleport beacon without 
  removing any previous teleport beacons.
  In addition, your teleport gains the following augment:
  Augment 1 sp: You can teleport yourself to your teleport 
  beacon regardless of how far away it is, so long as it is on the 
  same plane. If your teleport beacon is a creature or object, 
  you can instead teleport your teleport beacon to you. You must 
  use the Unwilling Teleport talent to do this with an unwilling 
  creature, and they are allowed a saving throw as normal.
  If you possess multiple teleport beacons and the Mass 
  (metasphere) talent from the Universal sphere, you can use the 
  Mass (metasphere) talent to teleport multiple teleport beacons 
  at once, as if you were touching all affected targets. All affect-
  ed teleport beacons must be teleported to the same location 
  (you, or an unaffected teleport beacon of your choice).
  If you possess the Planeshift advanced talent, you can use it 
  to augment this ability to function across planar boundaries.
  Teleport Object (teleport) 
  Augment 0 sp: You can teleport objects independent of 
  people. The object must be Tiny size and cannot weigh more 
  than 10 pounds per level, and it cannot be in the possession of 
  another creature (in their hand or on their person). If a crea-
  ture is willing, you can teleport the object directly into their 
  hand or onto their person.
  If you possess the Reaching (metasphere) talent from the 
  Universal sphere, you can, as a readied action, catch a pro-
  jectile out of the air that passes within range, redirecting it 
  against another target if you wish. The creature who initiated 
  the attack is allowed a Wisdom saving throw to negate this 
  effect, and you must make a spell attack roll against the new 
  target. Damage is still determined by the creature who initiat-
  ed the attack.
  Augment 1 sp: The maximum teleported object increases 
  to Small size and 100 pounds per level.
  Unseeing Teleport (teleport)
  Augment 1 sp: When using teleport, you no longer require 
  line of sight to the location; instead of choosing a spot to 
  appear, you can instead indicate a direction and distance. If 
  the target arrives in a place that is already occupied by a solid 
  body, the target takes 4d6 force damage and the spell fails to 
  teleport it.
  Augment 1 sp: When the target or targets of a teleport 
  arrives inside a solid object, they return to its point of origin 
  unharmed. This augment may be applied at the time the tar-
  gets arrive in the solid object without any action required.
  Unwilling Teleport (teleport)
  Augment 1 sp: You can target unwilling creatures that you 
  can see with your teleport. The unwilling creature is allowed a 
  Wisdom saving throw to negate being teleported. An unwill-
  ing creature can only be teleported into open areas on solid 
  surfaces (thus, they can’t be teleported into the air or into a 
  solid object, and any such attempt instantly fails). In addi-
  tion, they gain advantage on their saving throw if the location 
  would be directly harmful to them (onto a bed of spikes, the 
  trigger area of a trap, etc.).
  Warp Advanced Talents
  Create Demiplane
  Prerequisites:  Warp sphere (Extradimensional Room), 
  15th level or higher.
  Augment 3 sp: When using the Extradimensional Room 
  talent, you can create your extradimensional room as an 
  instantaneous effect; it becomes a permanent demiplane and 
  cannot be dispelled, no matter who is or isn’t inside. Alter-
  nately, you can use this ability to create a new portal to a 
  permanent demiplane you have previously created. You can 
  permanently close a portal to your demiplane on your turn 
  with no action required, but know that only interdimensional 
  travel can reach a demiplane without a working portal.
  As a permanent demiplane, you have much more control 
  over the composition, appearance, and contents of your room. 
  The demiplane can be filled with air or water (your choice), 
  and could have an earth, stone, water, or wood floor. The 
  “walls” and “ceiling” of the plane may appear like solid earth, 
  stone, wood, or water, or they may end in mist, a featureless 
  void, or a similar unreal-looking border. While it is still gen-
  erally featureless, you can transplant plants or animals to your 
  demiplane to create an ecosystem and manipulate the earth, 
  water, and/or stone of the demiplane as you would any other 
  materials.
  If you use this ability while within your demiplane, you can 
  either permanently increase its size by an additional 10-foot 
  cube per level, or add or remove one of the following traits to 
  the entire demiplane:
  • Magic: By default, magic functions normally on your 
  plane. You can apply the following traits:
  ◊ Dead Magic: You can make your plane a dead magic 
  plane. No spell or sphere effects, including your own, 
  may be cast there. You can still use this ability to 
  remove this trait.
  ◊ Impeded Magic: You can impede all magic on your 
  plane; any attempt to cast a spell or sphere effect re-
  quires a spellcasting ability check against your sphere 
  DC. If this check fails, the action and any spell slots or 
  spell points are lost. You can choose to automatically 
  succeed on this check. You can choose to impede a 
  single sphere or school of magic, rather than all magic.
  ◊ Wild Magic: You can make your plane a wild magic 
  plane; all spells and sphere effects cast on the plane 
  trigger a wild magic event (see Section 5: Optional 
  Rules for more on wild magic events).
  • Morphic: Your plane reacts to your thoughts; you can 
  adjust the terrain’s shape as an at-will ability. By concen-
  trating for 1 minute, you can adjust a 150-foot square (10 
  foot deep) portion of earth, stone, or plantlife, shaping it 
  however you will. This isn’t fast enough to do damage or 
  trap creatures, but may be used to create fences and walls, 
  ditches, human shapes, embankments, and others.
  • Portal: If you possess the Planeshift advanced talent, 
  you can grant your demiplane a permanent gate to one 
  
  213
  location on another plane, which can only be used for 
  planar travel. This location must be very familiar to you. 
  This gate is always open and usable from both sides, but 
  you can secure it using normal means (such as by building 
  a door around it).
  • Time: By default, time passes at the normal rate in your 
  demiplane. If you possess the Time sphere, you can make 
  your flow at up to double or down to one-half speed.
  • Alignment: If you possess the Fate sphere, you force 
  creatures of a particular alignment that complete a long 
  rest in your demiplane to succeed on a DC 10 Charisma 
  saving throw or gain a level of exhaustion. This trait may 
  only affect creatures with an alignment opposed to yours 
  (good versus evil, lawful versus chaotic).
  • Bountiful: If you possess the Nature sphere, you can 
  grant your demiplane a thriving natural ecology, with 
  streams, ponds, waterfalls, and plants. The demiplane 
  provides enough plant-based food (nuts, grains, fruit, fun-
  gi, and so on) to support one Medium creature for every 
  10 foot cube of the demiplane. The demiplane does not 
  have any animals unless you transport them there, but 
  the ecology can sustain itself for as long as the demiplane 
  exists without requiring watering, gardening, pollination, 
  and so on; dead organic material decays and returns to 
  the soil in the normal manner. If your demiplane has 
  ambient light, these plants are normal, familiar surface 
  plants; if it is a realm of twilight or darkness, these plants 
  are fungi and other plants adapted to near-darkness or 
  underground locations.
  • Gravity: By default a demiplane’s gravity is normal 
  and oriented in one direction, like what most creatures 
  are used to on the Material Plane. If you possess the 
  Telekinesis sphere, you can adjust the plane’s gravity is 
  heavy, light, none, objectively directional, or subjectively 
  directional.
  ◊ Heavy Gravity: In heavy gravity areas, Strength and 
  Dexterity checks incur take disadvantage, as do all 
  weapon attack rolls. All item weights are effective-
  ly doubled, which might affect a character’s speed. 
  Weapon ranges are halved. A character’s Strength and 
  Dexterity scores are not affected. Characters that fall 
  in areas of heavy gravity take 1d10 points of bludgeon-
  ing damage for each 10 feet fallen instead of 1d6, to a 
  maximum of 20d10 points of damage.
  ◊ Light Gravity: Characters in an area of light gravity 
  gain advantage on attack rolls with heavy weapons, 
  Dexterity saving throws, and on Dexterity (Acrobat-
  ics) checks. All items weigh half as much, and weapon 
  ranges double. Strength and Dexterity don’t change as 
  a result of light gravity, but what you can do with such 
  scores does change. Falling characters in light gravity 
  take 1d4 points of bludgeoning damage for each 10 
  feet fallen instead of 1d6, to a maximum of 10d4.
  ◊ No Gravity: There is no gravity.
  ◊ Objective Gravity: All gravity functions in a set direc-
  tion.
  ◊ Subjective Gravity: Each creature determines the direc-
  tion of gravity and may choose a new direction once 
  per turn.
  • Weather: If you possess the Weather sphere, you can 
  grant a weather and seasonal cycle to your demiplane, 
  customizable as you see fit (for example, your demiplane 
  could always be winter or have week-long seasons).
  • Shape: By default, the demiplane has a fixed shape and 
  borders. You can make your plane self-contained so it 
  loops upon itself when a creature reaches one edge. You 
  can designate areas or locations on the edges of your 
  plane where this occurs (such as a pair of secret doors or 
  a path in the woods) or apply it to the entire plane.
  • Structure: If you possess the Creation sphere, you can 
  give your demiplane a specific, linked physical structure, 
  such as a giant tree, floating castle, labyrinth, mountain, 
  and so on. (This option exists so you can pick a theme 
  for your plane without having to worry about the small 
  details of determining what abilities you need for every 
  hill, hole, wall, floor, and corner.)
  Dimensional Lock (space)
  Prerequisites:  Warp sphere (Plane Manipulator), 15th 
  level or higher.
  Casting Time: 1 action
  Range: 120 feet
  Target: 40-foot cube
  Cost: 2 sp
  Duration: 1 week
  You can designate an area within range as being complete-
  ly immune to extradimensional travel. Any attempt within 
  this area to cross space or planes (including all Teleportation 
  Sphere effects, summoning a companion from the Conjuration 
  sphere, astral projection, blink, dimension door, etherealness, gate, 
  maze, plane shift, and similar spell-like abilities) instantly fails. 
  A dimensional lock does not interfere with the movement of 
  creatures already in ethereal or astral form when it is creat-
  ed, nor does it block extradimensional perception or attack 
  forms. Also, the spell does not prevent summoned creatures 
  from disappearing at the end of a summoning spell.
  Flawless Teleport
  Prerequisites:  Warp sphere (Distant Teleport, True Tele-
  port, Unseeing Teleport), 15th level or higher.
  Augment 0 sp: When using the True Teleport advanced 
  talent, the range is increased to unlimited and you no longer 
  suffer a chance of arriving off-target, always appearing exactly 
  where you intended. When using the Planeshift advanced 
  talent, you no longer appear off-target from your intended 
  destination on the other plane.
  You need not have seen the destination you are trying 
  to reach, but in that case you must have at least a reliable 
  description of the place to which you are teleporting. If you 
  attempt to teleport with insufficient information (or with 
  misleading information), you disappear and simply reappear in 
  your original location.
  
  214
  Planeshift
  Prerequisites:  Warp sphere (Distant Teleport, True Tele-
  port, Unseeing Teleport), 11th level or higher.
  Augment 2 sp: You can teleport to an alternate dimension 
  or plane of existence. You must know the plane you are trying 
  to reach, as well as where within that plane you would like to 
  appear (if you do not know a specific location to appear on 
  that plane you can still use this ability, but you run the risk 
  of appearing anywhere on that plane). You appear near your 
  intended destination (if specifying a city, you can appear at any 
  gate in that city or otherwise in view of its exterior, for exam-
  ple) though the exact location is at the GM’s discretion.
  Alternatively, if you know the sigil sequence of a telepor-
  tation circle on another plane of existence, this effect can 
  take you to that circle. If the teleportation circle is too small 
  to hold all the creatures you transported, they appear in the 
  closest unoccupied spaces next to the circle.
  to spend one spell point no matter how many unwilling targets 
  are affected. If an unwilling target makes their saving throw, 
  other targets are still affected as normal. If you possess the 
  Teleport Object talent, you can also teleport any number of 
  objects so long as each individual object is within your weight 
  limit (or size limit if you possess Teleport Structure).
  Teleport Structure
  Prerequisites:  Warp sphere (Teleport Object), 5th level or 
  higher
  You can teleport objects of much greater weight and size, 
  even whole vehicles and structures. You can teleport any ob-
  ject of appropriate size, shown on Table: Structures below.
  If you use Teleport Army in conjunction with this talent, you 
  can teleport all targets touching a teleported object or struc-
  ture in range instead of teleporting all creatures within range. 
  You must use Unwilling Teleport to teleport any unwilling 
  creatures in contact with the object or structure.
  Table: Structures
  CL
  Maximum Size
  Example Object
  1st
  Medium
  Barrel
  5th
  Large
  Table
  11th
  Huge
  Wagon
  17th
  Gargantuan
  Catapult
  True Teleport
  Prerequisites:  Warp sphere (Distant Teleport, Unseeing 
  Teleport) 11th level or higher.
  Augment 2 sp: When teleporting, your range becomes 
  1000 miles. You must have some clear idea of the location and 
  layout of the destination. The clearer your mental image, the 
  more likely the teleportation works. Areas of strong physical 
  or magical energy may make teleportation more hazardous or 
  even impossible.
  To see how well the teleportation works, roll d100 and con-
  sult the following table. Refer to the following information for 
  definitions of the terms on the table.
  Table: Mishap
  Familiarity
  Mishap
  Similar 
  Area
  Off Target
  On Target
  Permanent 
  circle
  -
  -
  -
  1-100
  Associated 
  object
  -
  -
  -
  1-100
  Very familiar
  1-5
  6-13
  14-24
  25-100
  Seen casually
  1-33
  34-43
  44-53
  54-100
  Viewed once
  1-43
  44-53
  54-73
  74-100
  Description
  1-43
  44-53
  54-73
  74-100
  False  
  destination
  1-50
  51-100
  -
  -
  Portal
  Prerequisites:  Warp sphere (Unwilling Teleport), 5th level 
  or higher.
  Augment 1 sp: When using your teleport ability, you can 
  open a portal between your location and your destination. 
  This portal has a maximum diameter of 5 feet per level and 
  opens in the air somewhere adjacent to you. The portal lasts as 
  long as you concentrate, to a maximum of 1 minute. Anything 
  moving through one end of this portal arrives at the other 
  end; it is possible to make attacks, threaten, or perform other 
  actions as if the two locations were adjacent.
  Augment 2 sp: The effect persists for the remaining 
  duration without concentration. This augmentation may be 
  applied after the effect is cast on your turn without an action.
  Augment 2 sp: The maximum duration of the portal be-
  comes 8 hours.
  Store Structure
  Prerequisites:  Warp sphere (Extradimensional Storage), 
  5th level or higher.
  Augment 1 sp: You can touch an object to place it in your 
  extradimensional storage, even if it would normally be too 
  large or dense. Objects stored this way do not count against 
  the weight limit of your storage, but are limited by size; you 
  can store objects whose combined size is no larger than the 
  maximum size listed on Table: Structures below.
  When you retrieve an object stored this way, it appears in an 
  unoccupied, adjacent square. It must be placed on a suitably 
  supportive surface; a boat could be placed on a relatively flat 
  plain or a large body of water, but not midair.
  Teleport Army
  Prerequisites:  Warp sphere, Universal sphere (Mass 
  (metasphere), Reaching (metasphere)), 11th level or higher
  Augment 2 sp: You can teleport any number of targets 
  within range. If you possess Unwilling Teleport, you only need 
  
  215
  Familiarity. “Permanent circle” means a permanent 
  teleportation circle whose sigil sequence you know. “Associ-
  ated object” means that you possess an object taken from the 
  desired destination within the last six months, such as a book 
  from a wizard’s library, bed linen from a royal suite, or a chunk 
  of marble from a lich’s secret tomb.
  “Very familiar” is a place you have been very often, a place 
  you have carefully studied, or a place you can see when you 
  cast the spell. “Seen casually” is someplace you have seen more 
  than once but with which you aren’t very familiar. “Viewed 
  once” is a place you have seen once, possibly using magic. “De-
  scription” is a place whose location and appearance you know 
  through someone else’s description, perhaps from a map.
  “False destination” is a place that doesn’t exist. Perhaps you 
  tried to scry an enemy’s sanctum but instead viewed an illu-
  sion, or you are attempting to teleport to a familiar location 
  that no longer exists.
  On Target. You and your group (or the target object) ap-
  pear where you want to.
  Off Target. You and your group (or the target object) 
  appear a random distance away from the destination in a 
  random direction. Distance off target is 1d10 × 1d10 percent of 
  the distance that was to be traveled. For example, if you tried 
  to travel 120 miles, landed off target, and rolled a 5 and 3 on 
  the two d10s, then you would be off target by 15 percent, or 18 
  miles. The GM determines the direction off target randomly 
  by rolling a d8 and designating 1 as north, 2 as northeast, 3 as 
  east, and so on around the points of the compass. If you were 
  teleporting to a coastal city and wound up 18 miles out at sea, 
  you could be in trouble.
  Similar Area. You and your group (or the target object) 
  wind up in a different area that’s visually or thematically 
  similar to the target area. If you are heading for your home 
  laboratory, for example, you might wind up in another wizard’s 
  laboratory or in an alchemical supply shop that has many of 
  the same tools and implements as your laboratory. Generally, 
  you appear in the closest similar place, but since the spell has 
  no range limit, you could conceivably wind up anywhere on 
  the plane.
  Mishap. The spell’s unpredictable magic results in a diffi-
  cult journey. Each teleporting creature (or the target object) 
  takes 3d10 force damage, and the GM rerolls on the table to 
  see where you wind up (multiple mishaps can occur, dealing 
  damage each time). 
  Variants
  Bender
  You cannot teleport, you can only bend space. You gain a 
  (space) talent as a bonus talent.
  Inanimate Teleport
  You cannot teleport creatures, only objects. You gain Teleport 
  Object as a bonus talent. You must have the teleport ability to 
  select this variant.
  Limited Warp
  You can only teleport when within an area that meets a 
  specific condition and can only choose a destination that also 
  matches that condition. Choose one of the following condi-
  tions or speak with your GM about finding another appropri-
  ate one: you can only teleport to and from areas of darkness; 
  you can only teleport to and from a body of water; you can only 
  teleport to and from fire; you can only teleport to and from a 
  living tree. You gain a (teleport) talent as a bonus talent. You 
  must have the teleport ability to select this variant.
  Personal Warp
  You can only target yourself with your teleport ability. You 
  cannot gain the Object Teleport or Unwilling Teleport talents. 
  You gain a (teleport) talent as a bonus talent. You must have 
  the teleport ability to select this variant.
  Splintering Teleport
  Whether due to the style of your teleportation, incomplete 
  training, or some other phenomenon, whenever you teleport 
  something, it suffers damage in transit. You gain Splinter as a 
  bonus talent and must always apply its effects to your teleport. 
  You must have the teleport ability to select this variant.
  Taxing Teleport
  When you teleport, you must always apply the augment to in-
  crease the distance that you can teleport a target, even if you 
  are teleporting a shorter distance. You gain a (teleport) talent as 
  a bonus talent. You must have the teleport ability to select this 
  variant.
  
  216
  You command the weather to do your 
  bidding. 
  When you first gain the Weather sphere, you gain the mantle 
  and shroud sphere abilities. In addition, you gain one (mantle) 
  or (shroud) talent of your choice.
  Mantle
  Casting Time: 10 minutes
  Range: Touch
  Duration: Concentration, up to 1 hour
  Target: 1 creature
  Cost: 0 sp
  You wrap your magic around the target, granting them ben-
  efits depending on the surrounding weather. While an individ-
  ual creature can never have more than one mantle on them at a 
  time, the creature gains the benefits of all (mantle) talents that 
  you have that are applicable to the weather in the area.
  Augment 1 sp: The casting time is reduced to 1 action.
  Augment 1 sp: You bestow the effects of one of your (man-
  tle) talents regardless of what the weather is in the area. This 
  augment may be applied multiple times, granting the effects 
  of an additional (mantle) talent each time. You can change a 
  bestowed (mantle) talent once each round as a bonus action.
  Augment 2 sp: The effect persists for the remaining du-
  ration without concentration. This augment may be applied 
  after the effect is cast on your turn without an action.
  Shroud
  Casting Time: 1 action
  Range: 30 feet
  Duration: Concentration, up to 1 minute
  Target: 1 creature or object
  Cost: 0 sp
  You alter the weather immediately surrounding the tar-
  get, applying the effects of one (shroud) talent you know. An 
  individual creature can only be under the effect of one of your 
  shrouds at a time; targeting a creature with a second shroud 
  dispels the first. While a shroud might produce rain, winds, 
  or more, its effects are not lasting on the environment; any 
  rain evaporates immediately, ice disappears when it leaves the 
  target, etc.
  Weather Sphere
  Augment 2 sp: The effect persists for the remaining 
  duration without concentration. The effect immediately ends 
  on a shrouded target once they have made 3 successful saving 
  throws against the effect. This augment may be applied after 
  the effect is cast on your turn without an action.
  Weather Basic Talents
  Talents marked (mantle) grant new effects to your mantle. 
  Talents marked (shroud) give you new shrouds you can bestow. 
  Other talents may be marked with a specific weather category, 
  such as (aridity), (cold), (heat), etc. These talents work best in 
  or modify weather of that type. 
  Use the Weather Conditions table below as a guideline when 
  determining what the current weather is. More detail and in-
  formation on the specific mechanics of each weather category 
  and its severities can be found in the Appendix.
  Mantle Talents
  Backlash (mantle)
  Choose one of the options below. While in an area with a 
  weather category of severity 1 or higher, if creatures with your 
  mantle are hit by a melee attack, the attacker takes 1d4 dam-
  age, provided that they meet the other prerequisites. The type 
  of damage is determined by the weather category. The amount 
  of damage increases at 5th level (1d6), 11th level (1d8), and 17th 
  level (1d10).
  • Biting Wind (wind). Requires Wind severity 1 or high-
  er. Attackers take piercing damage.
  • Blazing Skin (heat). Requires Heat severity 1 or higher. 
  Attackers take fire damage.
  • Freezing Skin (cold). Requires Cold severity 1 or high-
  er. Attackers take cold damage.
  • Lightning Rod (storm). Requires Storm severity 1 or 
  higher. Attackers take lightning damage.
  • Splashback (precipitation). Requires Precipitation 
  severity 1 or higher. Attackers take bludgeoning damage 
  and are doused in water.
  • Withering Hide (aridity). Requires Aridity severity 1 
  or higher. Attackers take necrotic damage from desicca-
  tion.
  Table: Weather Conditions
  Severity
  Aridity
  Cold
  Heat
  Precipitation
  Storm
  Wind
  0
  None
  Temperate
  Temperate
  None
  None
  Dead calm
  1
  Dry
  Cold
  Hot
  Light fog
  Thunderclouds
  Moderate wind
  2
  Parched
  Extreme cold
  Extreme heat
  Heavy fog
  Storm
  Strong wind
  3
  Drought
  Arctic cold
  Unbearable heat
  Rain, hail, snow
  Powerful Storm
  Gale wind
  4
  Desiccating
  Supernaturally 
  cold
  Supernaturally 
  hot
  Torrential rain,  
  driven hail, blizzard
  Haboob (A), 
  Typhoon (P)
  Tornado winds
  
  217
  Augment 1 sp: Increase the number of damage dice by 1 
  (2d4 at 1st, 2d6 at 5th, etc.).
  Dynamic (mantle)
  Creatures with your mantle gain one of the following abili-
  ties:
  • Borne Aloft (wind). While in an area of Wind of sever-
  ity 1 or higher, creatures with your mantle may levitate up 
  to 10 feet, remaining suspended there. Mantled creatures 
  can move only by pushing or pulling against a fixed object 
  or surface within reach (which allows them to move as if 
  climbing). They can change their altitude once each turn 
  by up to 10 feet in either direction as part of their move, 
  which increases at 5th level (20 feet), 11th level (40 feet), 
  and 17th level (60 feet). Should the mantle end while 
  levitating, the mantled target floats gently to the ground, 
  falling at a rate of 60 feet per round.
  • Flash Step (storm). While in an area of Storm of sever-
  ity 1 or higher, creatures with your mantle can teleport up 
  to 5 feet as a bonus action. If lightning strikes while the 
  mantle is active, the mantled creatures can also teleport 
  as a reaction. The distance mantled creatures can teleport 
  increases by 5 feet at 5th level (10 feet), 11th level (15 feet), 
  and 17th level (20 feet). 
  • Flame Zephyr (heat). While in an area of Heat of 
  severity 1 or higher, creatures with your mantle gain a 
  +5 feet bonus to all movement modes they possess. The 
  bonus to movement increases by 5 feet at 5th level (+10 
  feet), 11th level (+15 feet), and 17th level (+20 feet).
  • Fluidity (precipitation). While in an area of Precipi-
  tation of severity 1 or higher, creatures with your mantle 
  gain advantage on Strength (Athletics) and Dexterity (Ac-
  robatics) checks made to resist or escape a grapple. The 
  mantled creatures treat themselves as one size smaller for 
  the purpose of squeezing through tight spaces at 5th level 
  (1 size smaller), 11th level (2 sizes smaller), and 17th level (3 
  sizes smaller).
  • Ice Skates (cold). While in an area of Cold of severity 
  1 or higher, creatures with your mantle can ignore any 
  difficult terrain caused by ice, mud, sand, snow, or water. 
  Additionally, while moving through these terrains, man-
  tled creatures gain a +10 foot bonus to their land speed, 
  increasing by 10 feet at 5th level (+20 feet), 11th level (+30 
  feet), and 17th level (+40 feet).
  • Sand Swimmer (aridity). While in an area of Aridity 
  of severity 1 or higher, creatures with your mantle may 
  make Strength (Athletics) checks to swim through sand as 
  if it were water, and gain tremorsense 10 feet. The range 
  of the tremorsense increases by 10 feet at 5th level (20 
  feet), 11th level (30 feet), and 17th level (40 feet).
  Hostile (mantle)
  Creatures with your mantle gain one of the following 
  abilities:
  • Boreal Glare (cold). While in an area of Cold of 
  severity 1 or higher, creatures with your mantle 
  may freeze others with just a look. As an Action or 
  bonus action they may make a ranged spell attack 
  roll using your key ability modifier against a single 
  target within 30 feet. Creatures hit take 1d6 cold 
  damage. The gaze attack’s cold damage increases 
  by 1d6 at 5th level (2d6), 11th level (3d6), and 17th 
  level (4d6)
  • 
  Desiccant (aridity). While in an area of 
  Aridity of severity 1 or higher, creatures with 
  your mantle deal an additional 1d4 necrotic 
  damage from desiccation when they hit a crea-
  ture with a melee attack. The amount of bonus 
  necrotic damage increases at 5th level (1d6), 11th 
  level (1d8), and 17th level (1d10).
  • 
  Fever (heat). While in an area of Heat of 
  severity 1 or higher, creatures with your mantle 
  deal an additional 1d4 fire damage when they hit a 
  creature with a natural weapon (such as a bite, claw, 
  or slam attack). The amount of bonus fire damage 
  increases at 5th level (1d6), 11th level (1d8), and 17th 
  level (1d10).
  • Hyponatremia (precipitation). While in an area of 
  Precipitation of severity 1 or higher, creatures with your 
  mantle deal an additional 1d4 poison damage when they 
  
  218
  • hit a creature with a ranged weapon. The amount of bo-
  nus poison damage increases at 5th level (1d6), 11th level 
  (1d8), and 17th level (1d10).
  • Razor Wind (wind). While in an area of Wind of sever-
  ity 1 or higher, creatures with your mantle deal an addi-
  tional 1d4 slashing damage when they hit a creature with 
  an unarmed strike. The amount of bonus slashing damage 
  increases at 5th level (1d6), 11th level (1d8), and 17th level 
  (1d10).
  • Shock (storm). While in an area of Storm of severity 1 
  or higher, creatures with your mantle deal an additional 
  1d4 lightning damage when they hit a creature with a 
  metal weapon. The amount of bonus lightning damage 
  increases at 5th level (1d6), 11th level (1d8), and 17th level 
  (1d10).
   Augment 1 sp: Increase the number of damage dice by 1 
  (2d4 at 1st, 2d6 at 5th, etc.).
   Utility (mantle)
  • Breezespeech (mantle, wind). While in an area of 
  Wind of severity 1 or higher, creatures with your mantle 
  may talk to other creatures with a Breezespeech man-
  tle as if they were adjacent to each other, regardless of 
  distance or even if one is silenced. This works regardless 
  of distance between them, as long as they are both within 
  an unbroken area of Wind of severity 1 or higher and on 
  the same plane. This allows them to speak and hear each 
  other even if one of them is in an area of magical silence, 
  though it does not allow them to use verbal components 
  in such an area.
  • Defibulation (storm). While in an area of Storm of 
  severity 1 or higher, creatures with your mantle have 
  advantage on any death saving throw they make.
  • High Energy (heat). While in an area of Heat of sever-
  ity 1 or higher, creatures with your mantle gain a number 
  of temporary hit points equal to your proficiency bonus. 
  These temporary hit points replenish at the beginning of 
  each round.
  • Ice Box (cold). While in an area of Cold of severity 1 or 
  higher, creatures with your mantle and their equipment 
  are protected against decay and can’t become undead. 
  Additionally, mantled creatures have their time limit 
  extended on when they can be raised from the dead, 
  since rounds, minutes, and hours spent under the mantle 
  don’t count against the time limit of such spells or magic 
  sphere talents and abilities.
  • Light Load (aridity). While in an area of Aridity of 
  severity 1 or higher, creatures with your mantle may add 
  your proficiency bonus to their Strength score when de-
  termining the amount of weight that they can carry.
  • Mist Form (precipitation). While in an area of 
  Precipitation of severity 1 or higher, creatures with your 
  mantle are immune to opportunity attacks, and can enter 
  and occupy the space of another creature.
  Weathercaster (mantle)
  Creatures with your mantle gain one of the following abili-
  ties: 
  • Barometric Mantle (any). Creatures with your mantle 
  may accurately predict the natural weather within 5 miles 
  up to 48 hours into the future, and always therefore know 
  if the weather is being magically manipulated. They also 
  gain advantage on any saving throws against weather ef-
  fects (including Weather sphere effects, such as shrouds).
  • Clear Skies (any). Creatures with your mantle treat 
  weather as one step less severe, up to severity level 0. 
  This and other (mantle) talents still work according to 
  the true severity level. The mantled creature treats the 
  weather as one additional step less severe at 5th level (2 
  steps), 11th level (3 steps), and 17th level (4 steps).
  Weatherproof (mantle)
  Creatures with your mantle gain one of the following abili-
  ties:
  • Gelid Body (cold). While in an area of Cold of severity 
  1 or higher, creatures with your mantle gain resistance to 
  cold damage and nonmagical slashing damage.
  • Mirage Sheen (heat). While in an area of Heat of 
  severity 1 or higher, creatures with your mantle gain 
  resistance to nonmagical piercing damage and advantage 
  on Intelligence (Investigation) checks made to disbelieve 
  illusions.
  • Mummified Flesh (aridity). While in an area of Aridi-
  ty of severity 1 or higher, creatures with your mantle gain 
  resistance to necrotic damage and nonmagical bludgeon-
  ing damage.
  • Nonconductive (storm). While in an area of Storm of 
  severity 1 or higher, creatures with your mantle gain resis-
  tance to lightning damage. Additionally, mantled targets 
  gain advantage on all saving throws made to negate or 
  reduce lightning damage.
  • Sodden (precipitation). While in an area of Precipi-
  tation of severity 1 or higher, creatures with your mantle 
  gain resistance to fire and poison damage. Additionally, 
  mantled targets can also douse nonmagical fires of Tiny 
  size or smaller with a successful melee attack. The man-
  tled target may also douse magical fires, but it requires 
  a successful spellcasting ability check against the fire’s 
  spell save DC or sphere DC. The size of the fire they may 
  douse increases by one step at 5th level (Small size), 11th 
  level (Medium size), and 17th level (Large size).
  • Wind Tunnel (wind). Ranged weapon attacks made 
  against creatures with your mantle while in an area of 
  Wind of severity 1 or higher are made with disadvantage. 
  Additionally, mantled creatures do not automatically miss 
  when launching ordinary projectiles at targets behind a 
  wind wall (or similar effect).
  Shroud Talents
  Arctic’s Cold (shroud, cold)
  You can place one of the following shrouds on a target:
  • Black Ice. Placing this shroud on a target causes ice to 
  form around its limbs, reducing its movement speed by 
  half. A creature whose speed would be reduced to less 
  than 5 feet is restrained.
  • Diamond Dust. Placing this shroud on a target causes 
  the air around it to suddenly be filled with ice crystals. 
  
  219
  For the duration, at the end of your turn, the shrouded 
  target takes 1d6 cold damage. Affected targets may avoid 
  this damage with a successful Constitution saving throw, 
  but if the final spell point cost of your shroud is 1 or more 
  spell points, a successful save instead reduces the damage 
  by half. The cold damage increases by 1d6 at 5th level 
  (2d6), 11th level (3d6), and 17th level (4d6).
  • Karakaze. Placing this shroud on a target that creates 
  a cold dry mountain wind that numbs it, imposing a -2 
  penalty to AC and Dexterity saving throws they make.
  Coast’s Precipitation (shroud, precipitation)
  You can place one of the following shrouds on a target:
  • Drench. Placing this shroud on a target causes a small 
  cloud to follow it, pouring rain constantly. Unless the tar-
  get spends a bonus action to dry off each round, an action 
  that provokes an opportunity attack, its movement speed 
  is reduced by half, it has disadvantage on saving throws 
  against Cold weather effects, and is considered doused or 
  wet.
  • Drown. Placing this shroud on a target creates a tor-
  rent of water that sprays its way into every orifice in an 
  attempt to drown the target. For the duration, at the end 
  of your turn, the shrouded target must succeed on a Con-
  stitution saving throw or take 1d8 nonmagical bludgeon-
  ing damage. Targets who took bludgeoning damage last 
  round from the shroud, and fail their saving throw are 
  poisoned for one round. Creatures who can breathe water 
  are immune to the effect of this shroud. The bludgeoning 
  damage increases by 1d8 at 5th level (2d8), 11th level (3d8), 
  and 17th level (4d8).
  • Rip Current. Placing this shroud on a target envelopes 
  them in water, incapacitating the victim, leaving them 
  vulnerable to drowning. For the duration, at the end of 
  your turn, the shrouded target must make a Constitution 
  saving throw. A creature which fails this save is consid-
  ered grappled for one round. Creatures who fail two 
  saving throws become poisoned for as long as they are 
  grappled. Creatures who fail three saving throws become 
  restrained for the duration of the grapple. Succeeding at a 
  save releases a creature from the grapple but does not end 
  the effect. Creatures who can breathe both water and air 
  are immune to the effects of this shroud, while creatures 
  that can only breathe water have advantage on the saving 
  throws.
  Desert’s Aridity (shroud, aridity)
  You can place one of the following shrouds on a target:
  • Dust Cloud. Placing this shroud on a target fills the air 
  of its space with dry dust. For the duration, at the end of 
  your turn, the shrouded target must succeed a Constitu-
  tion saving throw or be poisoned for the round.
  • Illuminating Shaft. Placing this shroud on a target 
  creates a beam of light to reveal its position, imposing 
  disadvantage on all Dexterity (Stealth) checks they make.
  • Sirocco. Placing this shroud on a target that creates 
  a constant desiccating wind that saps its strength. The 
  shrouded target must succeed a Constitution saving 
  throw or be inflicted with level 1 exhaustion that lasts 
  for the duration of the shroud. A successful Constitution 
  saving throw will immediately end the shroud, with no 
  further effect. The level of exhaustion inflicted by a failed 
  Constitution saving throw increases by 1 at 5th level (level 
  2 exhaustion), 11th level (level 3 exhaustion), and 17th level 
  (level 4 exhaustion).
  Forest’s Storm (shroud, storm)
  You can place one of the following shrouds on a target:
  • Crackling Arc. Placing this shroud on a target caus-
  es it to be veiled in plasma that leaps to strike another 
  creature. For the duration, at the end of your turn, you 
  can choose one creature (other than the shrouded target) 
  within shroud range of the target to take 1d6 lightning 
  damage. Affected creatures may avoid this damage with 
  a successful Dexterity saving throw, but if the final spell 
  point cost of your shroud is 1 or more spell points, a 
  successful save instead reduces the damage by half. If you 
  do not choose a creature to deal lightning to, the plas-
  ma discharges harmlessly that round. Regardless of how 
  many Crackling Arc shrouds you have active at a time, no 
  individual creature can be damaged by this shroud more 
  than once per round. If this shroud has a duration other 
  than concentration, the effect immediately ends once an 
  individual creature has made 3 successful saving throws 
  against the effect.The lightning damage increases by 1d6 
  at 5th level (2d6), 11th level (3d6), and 17th level (4d6).
  • Personal Thunderhead. Placing this shroud on a tar-
  get creates a thundercloud that follows it and periodically 
  emits bursts of loud thunder. For the duration, at the 
  end of your turn, the shrouded target takes 1d6 thunder 
  damage. Affected targets may avoid this damage with 
  a successful Constitution saving throw, but if the final 
  spell point cost of your shroud is 1 or more spell points, 
  a successful save instead reduces the damage by half. The 
  thunder damage increases by 1d6 at 5th level (2d6), 11th 
  level (3d6), and 17th level (4d6).
  Intensified Weather (shroud)
  Upon placing this shroud on a target, choose Aridity, Cold, 
  Heat, Precipitation, or Wind. The shrouded target suffers 
  the effect of that weather category at severity level 1; see the 
  Control Weather advanced talent. If the target is already in 
  weather of the chosen category at the same severity or higher, 
  it suffers the effect of the chosen type of weather as if it were 
  one step more severe (maximum severity level 4). You can 
  apply this shroud multiple times to a single target, choosing 
  a different weather category each time. You can choose to 
  increase the severity level of the chosen weather category by 
  an additional one step at 5th level (severity level 2), 11th level 
  (severity level 3), and 17th level (severity level 4).
   Mountain’s Wind (shroud, wind)
  You can place one of the following shrouds on a target:
  • Battering Winds. Placing this shroud on a target 
  imposes disadvantage on ranged weapon attack rolls and 
  Dexterity saving throws.
  • Biting Wind. Placing this shroud on a target imposes 
  disadvantage on Wisdom (Perception) checks based on 
  sight.
  
  220
  • Squamish. Placing this shroud on a target creates a 
  constant forceful wind that shoves it around. For the 
  duration, at the end of your turn, the shrouded target is 
  moved 5 feet in the direction of your choosing. A success-
  ful Strength saving throw prevents this forced movement. 
  The distance moved on a failed Strength saving throw 
  increases by 5 feet at 5th level (10 feet), 11th level (15 feet), 
  and 17th level (20 feet).
  Swamp’s Heat (shroud, heat)
  You can place one of the following shrouds on a target:
  • Fata Morgana. Placing this shroud on a target imposes 
  disadvantage on all saving throws against illusions and 
  Intelligence (Investigation) checks made to disbelieve 
  illusions.
  • Glare. Placing this shroud on a target causes bright light 
  to blind it. For the duration, at the end of your turn, the 
  shrouded target must succeed a Wisdom saving throw or 
  be blinded for the round.
  • Heat Stroke. Placing this shroud on a target creates 
  a region of intense heat around it. For the duration, at 
  the end of your turn, the shrouded target takes 1d6 fire 
  damage. Affected targets may avoid this damage with a 
  successful Constitution saving throw, but if the final spell 
  point cost of your shroud is 1 or more spell points, a suc-
  cessful save instead reduces the damage by half. The fire 
  damage increases by 1d6 at 5th level (2d6), 11th level (3d6), 
  and 17th level (4d6).
  Weather Advanced Talents
  Climate
  Prerequisites:  Universal sphere (Reaching (metasphere)), 
  Weather sphere (Control Weather), 11th level or higher. 
  When using Control Weather, the duration becomes Con-
  centration up to 8 hours.
  Augment 3 sp: the range increases to 1 mile.
  Augment 4 sp: (requires 15th level): the range increases to 
  5 miles.
  Control Weather
  Casting Time: 10 minutes
  Range: 30 feet 
  Duration: Concentration, up to 1 hour
  Cost: 0 sp
  For the duration, you take control of the weather, affecting 
  only the area within range. If you are in a confined area, such 
  as inside a building, your control only extends to the edge of 
  that space.
  When using control weather, you change the weather 
  conditions, which are determined by the GM based on the 
  climate, location, and season. When you change the weather 
  conditions, find the current condition on the following tables 
  and change its severity by one step, up or down. Every 10 min-
  utes that you use control weather, you can further increase or 
  decrease the severity by one, up to the maximum severity of 1. 
  The maximum severity you can create increases by 1 when you 
  reach 5th level (severity level 2), 11th level (severity level 3), and 
  17th level (severity level 4).
  Each category of weather (aridity, cold, heat, precipitation, 
  and wind) has 5 steps of severity (0-4). Temperature is divided 
  between ‘Heat’ and ‘Cold’, each with 5 steps of severity. (If the 
  temperature is lowered below severity 0 of Heat, it becomes 
  severity 1 of Cold.) Likewise, humidity is divided between 
  ‘Precipitation’ and ‘Aridity’, which follows a similar setup. An 
  average day of no wind, and unremarkable humidity and tem-
  perature is assumed to be at severity level 0 for all categories. 
  Information on each category of weather and their severities 
  can be found in the Appendix.
  When the duration of control weather ends, the severity 
  of the altered weather returns to normal at the rate of 
  one step every 10 minutes. 
  Augment 1 sp: The casting time of control weather 
  becomes an action.
  Augment 2 sp: The effect persists for the remaining 
  duration without concentration. This augment may be applied 
  after the effect is cast on your turn without an action.
  Stormlord
  Prerequisites:  Weather sphere (Control Weather)
  When using control weather to create a Storm of severity 
  level 1 or higher, you choose the locations of the effects, such 
  as lightning; they are no longer chosen at random.
  Sudden Storm
  Prerequisites:  Universal sphere (Quicken (metasphere)), 
  Weather sphere (Control Weather)
  
  221
  Every minute that you use control weather, you can further 
  increase or decrease the severity by one, up to your maximum 
  or minimum severity.
  Augment 1 sp: Every round that you use control weather, 
  you can further increase or decrease the severity by one, up to 
  your maximum or minimum severity.
  Variants
  Aeromancy
  Instead of gaining a (mantle) or (shroud) talent when you 
  first gain the Weather sphere, you gain the Control Weather 
  advanced talent and ability.
  Focused Weather
  Choose a weather category from: aridity, cold, heat, pre-
  cipitation, or wind. When using (mantle) or (shroud) talents 
  or abilities, you are limited to those marked with (any) or the 
  chosen weather category. If you have the Control Weather 
  advanced talent, you can only modify the severity level of the 
  chosen weather category, or decrease the opposing weather 
  category to become your chosen weather category. For exam-
  ple, if you chose (heat), and you have the Control Weather 
  advanced talent, you can modify the heat severity between 
  levels 0 and 4, or you can decrease cold severity levels to reach 
  heat severity levels. You gain a bonus talent from the Weather 
  sphere when you gain this sphere variant.
  Appendix: Weather 
  Categories
  The weather categories below are based upon existing rules 
  for controlling or handling weather, but there are some key 
  changes, particularly in relation to ability checks or saving 
  throw DCs. When using the Weather sphere to magically alter 
  the weather, all ability check or saving throw DCs are always 
  equal to the spherecaster’s sphere DC. When using naturally 
  occurring weather, we recommend using the DCs listed in the 
  Weather Conditions table below, especially if you are using 
  these weather severity rules.
  Aridity
  Aridity is the opposite of Precipitation. If the Precipitation 
  is lowered below severity 0 of Precipitation it becomes severi-
  ty 1 of Aridity, and vice versa. 
  Water left in open air loses about an inch of height per 
  day for every level of combined severity between Aridity and 
  Heat. This becomes 2 inches per combined level at Aridity 
  severity level 3, and 4 inches per combined level for Aridity 
  severity 4.
  Immunities
  Creatures naturally adapted to arid climates treat Aridity 
  weather conditions as 1 severity level less. Creatures with 
  resistance to necrotic damage treat Aridity weather conditions 
  as 2 severity levels less. Creatures immune to necrotic dam-
  age automatically succeed on any saving throws made against 
  Aridity weather conditions.
  Severity 0
  In normal conditions (Aridity severity level 0), a character 
  can go without water for 1 day plus a number of hours equal to 
  their Constitution score. After this time, the character must 
  succeed at a Constitution saving throw each hour thereafter 
  or gain one level of exhaustion.
  Severity 1
  At Aridity severity level 1 and greater, all creatures gain dis-
  advantage on any Constitution saving throws against exhaus-
  tion due to dehydration. Additionally, each additional time 
  that the Constitution saving throw is made during the same 24 
  hours, the DC increases by 1.
  Severity 2
  At Aridity severity level 2, all creatures must drink twice 
  as much water each day to stay healthy, and the amount of 
  time a character can go without water before they must begin 
  attempting Constitution saving throws, as well as the time be-
  tween checks, is cut in half (12 + 1/2 Constitution score hours, 
  checks every 30 minutes).
  Severity 3
  At Aridity severity level 3, the amount of time a character 
  can go without water before they must begin attempting Con
  Table: Weather Conditions
  Severity
  Aridity
  Cold
  Heat
  Precipitation
  Wind
  Storm*
  DC
  0
  None
  Temperate
  Temperate
  None
  Dead calm
  None
  0
  1
  Dry
  Cold
  Hot
  Light fog
  Moderate wind
  Thunderclouds
  5
  2
  Parched
  Extreme cold
  Extreme heat
  Heavy fog
  Strong wind
  Storm
  10
  3
  Drought
  Arctic cold
  Unbearable 
  heat
  Rain, hail, snow
  Gale wind
  Powerful Storm
  20
  4
  Desiccating
  Supernaturally 
  cold
  Supernaturally 
  hot
  Torrential rain,  
  driven hail, blizzard
  Tornado winds
  Haboob (A), 
  Typhoon (P)
  30
  *Storms are not raised and lowered on their own, but are instead the product of raising both Precipitation or Aridity and Wind together. For 
  example, to create a level 2 Storm, both Wind and Precipitation or Aridity must be raised to level 2.
  
  222
  stitution saving throws, as well as the time between checks, 
  is cut in half again (6 + 1/4 Constitution score hours, checks 
  every 15 minutes).
  Severity 4
  At Aridity severity level 4, the amount of time a character 
  can go without water before they must begin attempting 
  Constitution saving throws is reduced to 1 hour, and the time 
  between checks is reduced to once every minute. In addition 
  to gaining a level of exhaustion for failing their Constitution 
  saving throw, the character also takes necrotic damage equal 
  to their level. This damage is caused from desiccation, and 
  cannot be healed until they have consumed the necessary 
  water.
  Cold
  Cold is the opposite of Heat. If the Heat is lowered below 
  severity 0 of Heat it becomes severity 1 of Cold, and vice 
  versa. 
  Immunities
  Creatures wearing cold weather gear (thick coats, gloves, and 
  the like) and creatures naturally adapted to cold climates treat 
  Cold weather conditions as 1 severity level less. Creatures with 
  resistance to cold damage treat Cold weather conditions as 2 
  severity levels less. Creatures immune to cold damage auto-
  matically succeed on any saving throws made against Cold 
  weather conditions.
  Severity 0
  In temperate conditions (Cold severity level 0), characters 
  are generally comfortable in common clothing without many 
  layers.
  Severity 1
  At Cold severity level 1, the temperature is between 40 and 
  0 degrees Fahrenheit (4 to -18 Celsius). Characters exposed to 
  the cold must succeed a Constitution saving throw at the end 
  of every 4 hours exposed or gain 1 level of exhaustion. Each 
  time that the check is made during the same 24 hours, the DC 
  increases by 1.
  Severity 2
  At Cold severity level 2, the temperature is between 0 
  and -40 degrees Fahrenheit (-18 to -40 Celsius). Characters 
  exposed to this extreme cold must succeed the Constitution 
  saving throw at the end of every hour exposed.
  Severity 3
  At Cold severity level 3, the temperature is between -40 and 
  -120 degrees Fahrenheit (-40 to -85 Celsius). Characters ex-
  posed to this arctic cold must succeed the Constitution saving 
  throw at the end of every 10 minutes exposed. Creatures that 
  roll a natural 1 on their saving throw (regardless if they passed 
  or failed their saving throw) take 1d8 cold damage.
  Severity 4
  At Cold severity level 4, the temperature is below -120 
  degrees Fahrenheit (-85 Celsius). Characters exposed to this 
  supernatural cold must succeed the Constitution saving throw 
  at the end of every minute exposed, and those that fail also 
  take 4d8 cold damage. Any cold damage taken from failing 
  this saving throw cannot be healed until warmed up or in an 
  area of Cold severity level 1 or less.
  Heat
  Heat is the opposite of Cold. If the Cold is lowered below 
  severity 0 of Cold it becomes severity 1 of Heat, and vice 
  versa. 
  Immunities
  Creatures wearing medium or heavy armor, or who are clad 
  in heavy clothing, have disadvantage on any saving throws 
  against Heat weather conditions. Creatures wearing warm 
  weather gear (loose linen clothing, loose head covering, and 
  the like) and creatures naturally adapted to hot climates treat 
  Heat weather conditions as 1 severity level less. Creatures with 
  resistance to fire damage treat Heat weather conditions as 2 
  severity levels less. Creatures immune to fire damage auto-
  matically succeed on any saving throws made against Heat 
  weather conditions.
  Severity 0
  In temperate conditions (Heat severity level 0), characters 
  are generally comfortable in common clothing without many 
  layers.
  Severity 1
  At Heat severity level 1, the temperature is between 80 and 
  100 degrees Fahrenheit. Characters exposed to the heat must 
  succeed a Constitution saving throw at the end of every 4 
  hours exposed or gain 1 level of exhaustion. Each time that the 
  check is made during the same 24 hours, the DC increases by 
  1.
  Severity 2
  At Heat severity level 2, the temperature is between 100 and 
  140 degrees Fahrenheit (26 to 38 Celsius). Characters exposed 
  to this extreme heat must succeed the Constitution saving 
  throw at the end of every hour exposed. 
  Severity 3
  At Heat severity level 3, the temperature is between 140 and 
  180 degrees Fahrenheit (38 to 82 Celsius). Characters exposed 
  to this unbearable heat must succeed the Constitution saving 
  throw at the end of every 10 minutes exposed. Creatures that 
  roll a natural 1 on their saving throw (regardless if they passed 
  or failed their saving throw) take 1d8 fire damage.
  Severity 4
  At Heat severity level 4, the temperature is above 180 
  degrees Fahrenheit (82 Celsius). Characters exposed to this 
  supernatural heat must succeed the Constitution saving throw 
  at the end of every minute exposed and those that fail also 
  take 4d8 fire damage. Any fire damage taken from failing this 
  saving throw cannot be healed until cooled down or in an area 
  of Heat severity level 1 or less.
  Precipitation
  Precipitation is the opposite of Aridity. If the Aridity is 
  lowered below severity 0 of Aridity, it becomes severity 1 of 
  Precipitation. If the Precipitation is lowered below severity 0 
  of Precipitation, it becomes severity 1 of Aridity.
  Severity 0
  In normal conditions (Precipitation severity level 0), a 
  character will generally not be wet, but will instead be more 
  or less dry. If there are clouds, they do not significantly impact 
  visibility.
  
  223
  Severity 1
  At Precipitation severity level 1, there is a combination of 
  light clouds or ground fog, lightly obscuring flying creatures in 
  the clouds, or creatures in the ground fog.
  Severity 2
  At Precipitation severity level 2, there is a combination of 
  overcast clouds or thick fog, heavily obscuring flying creatures 
  in the clouds, or creatures in the thick fog. Vampires and 
  other creatures with similar vulnerabilities do not suffer the ill 
  effects of sunlight while in an area with overcast clouds.
  Severity 3
  At Precipitation severity level 3, there is either rain (if Heat 
  severity 1 or higher), hail (if Cold/Heat severity 0), or snow (if 
  Cold severity 1 or higher). The affected area is lightly ob-
  scured, and all exposed flames are doused.
  Severity 4
  At Precipitation severity level 4, there is either torrential 
  rain (if Heat severity 1 or higher), driving hail (if Cold/Heat 
  severity 0), or blizzard (if Cold severity 1 or higher). The af-
  fected area is heavily obscured, all exposed flames are doused, 
  the ground is slick and considered difficult terrain, and finally 
  other creatures concentrating in the area must make Constitu-
  tion saving throws vs the effect or lose concentration.
  Storm
  Unlike other weather conditions, Storm severity only rises 
  when both humidity (Aridity/Precipitation) and Wind is 
  raised. For example, to reach Storm severity 1, both Wind 
  and either Aridity or Precipitation must also be 1 or higher. 
  This means that the effects of a storm are cumulative with the 
  effects of both the Wind and the Aridity/Precipitation.
  Severity 1
  At Storm severity 1, there are thunderclouds. Once every 
  10 minutes, there is a discharge of mostly harmless electrical 
  energy that strikes a random space within the area creating 
  a loud clap of thunder that deafens nearby creatures. While 
  the electrical energy itself is not particularly dangerous, any 
  creature within 5 feet of where the bolt struck must succeed 
  a Constitution saving throw. A creature takes 1d4 thunder 
  damage on a failed save and is deafened for 1 round. A creature 
  is only deafened for 1 round on a successful save.
  Severity 2
  At Storm severity 2, there is an actual storm. Once every 
  minute, a bolt of lightning randomly strikes a square with 
  lightning. Each creature within 5 feet of that point must make 
  a Dexterity saving throw. A creature takes 3d10 lightning dam-
  age on a failed save, or half as much on a successful one.
  Severity 3
  At Storm severity 3, there is a powerful storm. This is just 
  like Storm severity 2, except that the bolts of lightning strikes 
  a random square once every round, and that the bolts of 
  lightning deal 6d10 lightning damage on a failed save, or half 
  as much on a successful one.
  Severity 4
  At Storm severity 4, there is either a Haboob (if Aridity 
  severity 4) or a Typhoon (if Precipitation severity 4). A haboob 
  creates heavy obscurity in the area, and creatures in the area 
  suffer 1d6 slashing damage each round, and must make a Con-
  stitution saving throw each round or be poisoned for 1 minute. 
  A typhoon creates light obscurity in the area, and creatures 
  must make a Strength saving throw each round or suffer 2d6 
  bludgeoning damage, or half as much on a successful save. 
  Cover can protect a target from a haboob or typhoon.
  Wind
  In a dead calm (Wind severity level 0), there is insufficient 
  wind for vehicles to move under sail. If there is a breeze, it 
  won’t significantly impact the area.
  Severity 1
  At Wind severity level 1, there is a moderate wind that has 
  a 50% chance of extinguishing exposed flames of Tiny size or 
  smaller, such as candles.
  Severity 2
  At Wind severity level 2, the area imposes disadvantage on 
  ranged weapon attack rolls and Wisdom (Perception) checks 
  that rely on hearing. The wind also extinguishes open flames, 
  and disperses fog. Additionally, Wind at severity 2 or higher 
  makes flying require a Strength (Athletics) or Dexterity (Acro-
  batics) check against the weather effect. Those that fail, must 
  land at the end of its turn or fall. If a strong wind is present 
  in an area with alot of loose debris (such as sand in a desert), 
  the area also imposes disadvantage on Wisdom (Perception) 
  checks that rely on sight.
  Severity 3
  At Wind severity level 3, there is a gale force wind that is 
  powerful enough to bring down branches if not whole trees. 
  Such winds in addition to extinguishing open flames have a 
  75% chance to extinguish protected flames, such as lanterns. 
  Common ranged weapon attacks are impossible, and even 
  siege weapons suffer disadvantage on their ranged attack rolls. 
  The area also imposes disadvantage on all Wisdom (Percep-
  tion) checks. Creatures that are Medium sized or smaller must 
  make a Strength (Athletics) check to move against the winds. 
  Creatures that are Small sized or smaller that fail this check 
  are knocked prone and rolled 1d4 x 10 feet taking 1d4 blud-
  geoning damage per 10 feet.
  Severity 4
  At Wind severity level 4, there are tornado winds. All flames 
  are extinguished. All ranged attacks are impossible (even with 
  siege weapons), Wisdom (Perception) checks based on hearing 
  always fail, and the area is lightly obscured. Creatures that 
  are Huge sized or smaller must make a Strength (Athletics) 
  check to move against the winds. Creatures that are Large 
  sized or smaller that fail this check are picked up and thrown 
  2d4 x 10 feet taking 1d8 bludgeoning damage per 10 feet after 
  being knocked prone. Flying in this area is impossible; a flying 
  creature in tornado winds must land at the end of their turn 
  or fall.
  
  224
  Chapter 5
  Additional Rules
  Feats
  Additional Boon
  Prerequisite: Casting tradition.
  You have unlocked a new boon that augments your casting 
  tradition. You gain the following benefits:
  • You gain a casting tradition boon for which you meet the 
  prerequisites.
  Extra Magic Talent
  Prerequisite: Spell pool.
  You have devoted yourself to broadening your magical skills. 
  You gain the following benefits:
  • Increase your key ability score by 1, to a maximum of 20.
  • You gain a bonus magic talent.
  You can gain this feat multiple times.
  Extra Spell Points
  Prerequisite: Spell pool.
  Your reserves of magical energy are deeper than most. You 
  gain additional spell points equal to your proficiency bonus. 
  These spell points are refreshed as normal when completing a 
  long rest.
  Magical Training
  Prerequisite: Cannot have a casting tradition, must have a 
  13 or higher in the key ability of the tradition you choose with 
  this feat.
  You have training in a magical tradition, unlocking some 
  basic proficiency. You gain the following benefits:
  • You gain a casting tradition.
  • You gain a spell pool with a number of spell points equal 
  to your key ability modifier. These spell points are re-
  freshed once per day when completing a long rest.
  If you ever gain the spherecasting feature from class levels or 
  other sources, you immediately exchange this feat for either 
  the Extra Magic Talent, Extra Spell Points, or Magical Exper-
  tise feat.
  Magical Expertise
  Prerequisite: Spell pool.
  You have mastered a great many magical skills. You gain 
  two bonus magic talents of your choice. You can gain this feat 
  multiple times.
  Photosynthesis
  Prerequisites: Constitution 13 or higher, Light sphere.
  After a long period of meditation, you have learned how to 
  harness the power of light. You gain the following benefits:
  • Increase your Constitution score by 1, to a maximum of 
  20.
  • If you are in an area of bright light, you can expend a Hit 
  Die to heal as a bonus action. You can do this once per 
  short or long rest.
  • If you complete a short or long rest in an area of bright 
  light, any Hit Dice you expend to heal as part of that rest 
  are maximized.
  • So long as you spend at least one full hour in an area of 
  bright light, you gain all the nourishment you need and 
  do not need to eat or drink that day.
  Transformation
  Whether by inheritance, curse, gift, or training, you have the ability 
  to assume another form. 
  You gain the shapechanger tag.
  Choose one Alteration sphere (genotype) talent other than 
  Blank Form. As an action, you can assume the form of a single 
  creature that can be mimicked with this talent, as the shape-
  shift ability. The same creature (wolf, spider, treant, etc.) is 
  mimicked with the same appearance each time, although you 
  can make cosmetic changes to your form if you possess the 
  Blank Form (genotype) talent. The chosen form may be the 
  same as your base size, or else Medium or Small. This transfor-
  mation lasts until you choose to revert to your original form as 
  an action. 
  You gain all the abilities granted by this form (movement 
  modes, natural attacks, special abilities, etc.). At 5th, 11th, and 
  17th level, you can gain one trait while in this form, chosen 
  from either those available from the chosen (genotype) talent, 
  those granted by an Alteration talent that you possess, or pos-
  
  225
  sibly those deemed suitable by the GM for your chosen form. 
  These cannot be traits that cost spell points to apply (such 
  as frightful presence from Dragon (genotype)). Once chosen, 
  these traits are granted each time you transform and may not 
  be changed.
  Venomous Soul
  Prerequisites: Alteration sphere (Serpentine (genotype) or 
  Vermin (genotype) talents) or racial poison ability.
  You gain the following benefits:
  • You can spit your poison as a ranged attack with a normal 
  range of 20 feet and a long range of 60 feet. Treat the 
  poison as a contact poison for this ability.
  • Any creature that makes a critical hit against you with a 
  piercing or slashing melee weapon is sprayed with your 
  poison (treat the poison as a contact poison for this appli-
  cation). Melee weapons with the reach property don’t 
  endanger their users in this way if the user is not adjacent 
  to you.
  • You can apply your poison to a weapon or unarmed strike 
  by dipping it in your own blood as a bonus action. This 
  requires dealing 1d4 damage to yourself as part of the 
  bonus action unless you are below half your maximum hit 
  points.
  Sidekicks
  This section provides a straightforward way to add a special 
  NPC—called a sidekick—to the group of adventurers. These 
  rules take a creature with a low challenge rating and give it lev-
  els in a sidekick class, such as the Spherecaster.
  Creating A Sidekick
  A sidekick can be any type of creature with a stat block, 
  but the challenge rating in its stat block must be 1/2 or lower. 
  Some sidekick classes may have additional prerequisites. You 
  take that stat block and add to it, as explained in the “Advanc-
  ing A Sidekick” section.
  To join the adventurers, the sidekick must be the friend of 
  at least one of them. This friendship might be connected to 
  a character’s backstory or to events that have transpired in 
  play. For example, a sidekick could be a childhood friend or 
  pet, or it might be a creature the adventurers saved. The GM 
  determines whether there is sufficient trust established for the 
  creature to join the group.
  • The GM decides who plays the sidekick. Here are some 
  options:
  • A player plays the sidekick as their second character—
  ideal when you have only one or two players.
  • A player plays the sidekick as their only character—ideal 
  for a player who wants a character who’s simpler than a 
  typical player character.
  • The players jointly play the sidekick.
  • The GM plays the sidekick.
  Advancing A Sidekick
  When you create a sidekick, you choose the class
  it will have for the rest of its career: while other sidekick 
  classes exist, Spheres of Power provides the Spherecaster, 
  which is detailed below. If a sidekick class contains a choice, 
  the GM either makes the choice or let the players make it.
  Starting Level
  The starting level of a sidekick is the same as the average 
  level of the group. For example, if a 1st-level group starts out 
  with a sidekick, that sidekick is also 1st level, but if a 10th-lev-
  el group invites a sidekick to join them, that sidekick starts at 
  10th level.
  Leveling Up A Sidekick
  Whenever a group’s average level goes up, the sidekick 
  gains a level. It doesn’t matter how much of the group’s recent 
  adventures the sidekick experienced; the sidekick levels up 
  because of a combination of the adventures it shared with the 
  group and its own training.
  Hit Points
  Whenever the sidekick gains a level, it gains one Hit Die, 
  and its hit point maximum increases. To determine the 
  amount of the increase, roll the Hit Die (the type of die 
  appears in the sidekick’s stat block), and add its Constitution 
  modifier. It gains a minimum of 1 hit point per level.
  If the sidekick drops to 0 hit points and isn’t killed outright, 
  it falls unconscious and subsequently makes death saving 
  throws, just like a player character.
  Proficiency Bonus
  The sidekick’s proficiency bonus is determined by its level in 
  its class, as shown in the class’s table. Whenever the sidekick’s 
  proficiency bonus increases by 1, add 1 to the to-hit modifier 
  of all the attacks in its stat block, and increase the DCs in its 
  stat block by 1.
  Ability Score Increases
  Whenever the sidekick gains the Ability Score Improve-
  ment feature, adjust anything in its stat block that relies on an 
  ability modifier that you increase. For example, if the sidekick 
  has an attack that uses its Strength modifier, increase the 
  attack’s modifiers to hit and damage if the Strength modifier 
  increases. If it’s unclear whether a melee attack in the stat 
  block uses Strength or Dexterity, the attack can use either.
  Spherecaster
  The Spherecaster is as diverse an individual as their casting 
  tradition. They could be a mage, a priest, or a spellsword. To 
  gain the Spherecaster class, a creature must have at least one 
  language in its stat block that it can speak. A sidekick gains 
  the following class features as it gains levels, as summarized on 
  the Spherecaster table.
  Bonus Proficiencies
  1st-level Spherecaster feature
  
  226
  The sidekick gains proficiency in one saving throw of your 
  choice: Intelligence, Wisdom, or Charisma. In addition, the 
  sidekick gains proficiency in two skills of your choice from 
  the following list: Arcana, History, Insight, Medicine, Nature, 
  Performance, Persuasion, and Religion.
  Spherecasting
  1st-level Spherecaster feature
  The sidekick can combine spheres and talents to create 
  magical effects. They gain a spell pool, magic talents, and a 
  casting tradition.
  Spell Pool
  The sidekick gains a small reservoir of energy they can call 
  on to create truly wondrous effects, called a spell pool. This 
  pool contains a number of spell points equal to their key abil-
  ity modifier (minimum: 1). The spherecaster gains additional 
  spell points equal to half their spherecaster level (rounded 
  down). This pool replenishes once per day after a long rest. 
  (Note: sidekicks generally never multiclass, but if multiclass-
  ing, spell points from their key ability modifier are only gained 
  once.)
  Magic Talents
  The sidekick gains 1 magic talent every odd spherecaster 
  level they gain (1, 3, 5, etc.), according to Table: Spherecast-
  er.
  Casting Tradition
  If the sidekick does not already have a casting tradition, 
  they gain one at 1st level. A sidekick’s casting tradition deter-
  mines their key ability modifier. The sidekick also uses their 
  key ability modifier for spherecaster class abilities. 
  Ability Score Improvement
  4th-level Spherecaster feature
  At 4th level and again at 8th, 10th, 12th, 16th, and 19th level, 
  the sidekick increases one ability score of your choice by 2, or 
  the sidekick increases two ability scores of your choice by 1. 
  The sidekick can’t increase an ability score above 20 using this 
  feature.
  Table: Spherecaster
  Level
  Proficiency 
  Bonus
  Features
  Spell 
  Points
  Magic 
  Talents
  1
  +2
  Bonus Proficiencies, 
  Spherecasting
  0
  1
  2
  +2
  —
  1
  1
  3
  +2
  —
  1
  2
  4
  +2
  Ability Score  
  Improvement
  2
  2
  5
  +3
  —
  2
  3
  6
  +3
  Spherecaster  
  Recovery (1 use)
  3
  3
  7
  +3
  —
  3
  4
  8
  +3
  Ability Score  
  Improvement
  4
  4
  9
  +4
  —
  4
  5
  10
  +4
  —
  5
  5
  11
  +4
  —
  5
  6
  12
  +4
  Ability Score  
  Improvement
  6
  6
  13
  +5
  —
  6
  7
  14
  +5
  Spherecaster  
  Recovery (2 uses)
  7
  7
  15
  +5
  —
  7
  8
  16
  +5
  Ability Score  
  Improvement
  8
  8
  17
  +6
  —
  8
  9
  18
  +6
  —
  9
  9
  19
  +6
  Ability Score  
  Improvement
  9
  10
  20
  +6
  Focused Casting
  10
  10
  
  227
  Spherecaster Recovery
  6th-level Spherecaster feature
  When a sidekick finishes a short rest, they regain a number 
  of spell points equal to their proficiency bonus. When it uses 
  this feature, it can’t use the feature again until it finishes a 
  long rest. The sidekick can use this feature twice between long 
  rests starting at 14th level.
  Focused Casting
  20th-level Spherecaster feature
  Taking damage can’t break the sidekick’s concentration on a 
  magic sphere effect or spell.
  Wild Magic
  Your wild magic chance is the likelihood of a wild magic 
  event occurring whenever you cast a spell, use a magic item 
  that requires activation, or use an ability from a magic sphere. 
  It can increase or decrease through a variety of sources such as 
  class abilities, feats, boons, and drawbacks, but it can never be 
  reduced below 0. 
  When you use such a triggering ability, roll a d100. If you 
  roll at or below your wild magic chance, a wild magic event 
  occurs. A wild magic event counts as a spell or magic sphere 
  effect, but its results are random, requiring a roll on one of 
  the tables below. If your wild magic chance is over 100, then 
  a wild magic event automatically happens, then reduce your 
  wild magic chance by -100 and roll to see if a second wild 
  magic event also occurs. If two events have conflicting results, 
  the GM decides what happens. If not using the major event 
  rules (see Variant Rules), then no effect may have a wild magic 
  chance above 200%.
  If an event calls for a saving throw, the saving throw DC 
  is equal to the saving throw DC of whatever effect triggered 
  the wild magic roll (or 8 + the originator’s proficiency bonus + 
  their key ability modifier/highest mental ability score, if there 
  was no save DC). A caster’s resistance or immunity never 
  applies to wild magic events that they trigger.
  Wild magic cantrips: If you possess the wild magic draw-
  back, any wild magic talent, or another ability that imposes 
  a wild magic chance on your casting abilities, you can always 
  choose a target within 30 feet as an Action to roll 1d100 on 
  the cantrips wild magic table.  Use your normal sphere DC for 
  any cantrip results that call for a saving throw.
  Augment 1 sp: You can use this ability as a bonus action.
  Augment 1 sp: You can roll twice and choose either result.
  Augment 1 sp: You can instead roll on the general wild 
  magic table.
  Variant Rules
  If the Game Master so desires, they can use any of the fol-
  lowing variant rules:
  Dangerous concentration: When someone with a wild 
  magic chance fails a Constitution saving throw to maintain 
  concentration, the GM may decide to make a wild magic roll 
  to see if the breaking of concentration triggers an event.
  Major events: If the GM desires, wild magic chances can 
  go above 200%, and a chance of 200% or more might result in 
  a major event. These events are significantly greater in scope, 
  and might permanently alter a character, or even the world 
  itself. Creating a major wild magic event reduces the caster’s 
  wild magic chance by -200 when determining if a roll is still 
  required for a minor event as well.
  Wild Magic Tables
  Universal Wild Magic Table
  D100
  Result
  1
  The effect fails and the action is lost. Spell points or 
  spell slots are also lost.
  2
  You are treated as if you had the Verbal Casting 
  drawback until you complete a long rest.
  3
  You are treated as if you had the Draining Casting 
  drawback until you complete a long rest.
  4
  For 1 minute, all spells and sphere effects cast within 
  30 feet of you (including yours) are treated as if the 
  caster’s proficiency bonus was reduced by an amount 
  equal to your proficiency bonus.
  5
  All creatures within 30 feet of you gain immunity to 
  the magical effects of all spheres you do not possess 
  for 1 minute.
  6
  All creatures within 30 feet must succeed on a Wis-
  dom saving throw or have their proficiency bonus 
  reduced to 0 for 1 minute.
  7
  A creature of your choice within 300 feet is treated 
  as if it had the Draining Casting drawback until it 
  completes a long rest.
  8
  For 1 minute you leave behind a glowing trail of 
  flame. Any creature that passes through a space you 
  were in the previous turn takes 1d10 fire damage. A 
  creature may only take this damage once per turn.
  9
  You permanently change color to a random hue. Roll 
  1d6 to determine the color: 1: blue, 2: green, 3: red, 4: 
  yellow, 5: pink, 6: your choice.
  10
  For 1 minute, all your magic sphere effects are treat-
  ed as if their damage rolls were always their maxi-
  mum value.
  11
  Your arms and legs are replaced by tentacles for 1 
  minute. These tentacles cannot hold anything or 
  supply somatic components, and your base speed 
  becomes 10 feet and you gain a climb speed of 20 
  feet. Your tentacles are considered simple weapons 
  that deal 1d4 bludgeoning damage and have the 
  reach property.
  12
  All creatures within 120 feet of you must succeed on 
  a Dexterity saving throw or fall prone. Flying crea-
  tures instead fall 50 feet.
  13
  Nearby dead invertebrates of Tiny size and smaller 
  animate as undead and follow you for 1 hour. Their 
  noise imposes disadvantage on Stealth checks.
  
  228
  D100
  Result
  14
  A creature of your choice within 300 feet is treated 
  as if it had the Somatic Casting drawback until it 
  completes a long rest.
  15
  For 1 minute, all sphere effects cast by you have any 
  damage dice rolled treated as having rolled their 
  minimum value.
  16
  Whenever you take damage, you gain resistance to 
  that damage type until the end of your next turn or 
  until you take a different type of damage. This effect 
  lasts until you complete a long rest.
  17
  All creatures within 30 feet of you are struck by 
  lightning, suffering 1d6 lightning damage. A success-
  ful Dexterity saving throw negates this damage. The 
  lightning damage increases by 1d6 at 5th level (2d6), 
  11th level (3d6), and 17th level (4d6).
  18
  The effect is cast without any action required.
  19
  You grow extremely hungry and must succeed on 
  a Constitution saving throw each hour or be com-
  pelled to eat a day’s worth of food during that hour. 
  Failure to do so inflicts 1 level of exhaustion (to a 
  maximum of level 5). A successful save ends this 
  effect.
  20
  The effect is cast as a bonus action unless its casting 
  time would be shorter.
  21
  All creatures within 30 feet of you at the time of this 
  event become frightened for 1 round whenever they 
  see a mouse. This effect persists for 1 week.
  22
  You are restrained until the end of your next turn.
  23
  A shadow twin of you appears adjacent to you. This 
  twin possesses all of your abilities and equipment, 
  though only 1 hit point. This twin aids you for 1 min-
  ute or until reduced to 0 hp. At that time, the twin 
  and all its equipment disappear and any non-instan-
  taneous magical effect it created also disappears.
  24
  Roll twice and take both results. Ignore any results 
  that require rerolls. If both rolls are thus ignored, 
  there is no effect.
  25
  For 1 minute, all sphere effects cast within 300 feet 
  of you have any damage dice rolled treated as having 
  rolled their maximum value.
  26
  An illusory minstrel follows you for 1 hour, singing 
  loudly of your deeds.
  27
  Your perception of time slows, allowing you to take 
  two bonus actions per round for 1 minute.
  28
  You are treated as if you had the Somatic Casting 
  drawback until you complete a long rest.
  29
  A random creature within 30 feet forgets everything 
  that has happened in the last 24 hours.
  D100
  Result
  30
  You gain immunity to any magical effect you are 
  capable of creating for 1 minute.
  31
  Whenever you take damage, you gain vulnerability 
  to that damage type until the end of your next turn 
  or until you take a different type of damage. This 
  effect lasts until you complete a long rest.
  32
  The spell point cost of the triggering effect increases 
  by 1. If you do not have enough spell points, you are 
  instead unable to take actions or bonus actions until 
  the end of your next turn.
  33
  Any food carried by you at the time of casting be-
  comes infested with maggots and inedible.
  34
  All hostile creatures within 30 feet of you gain 
  immunity to all magical effects of all spheres you do 
  not possess for 1 minute.
  35
  All creatures within 100 feet are surrounded by a 
  barrier just large enough for them to stand in, but 
  otherwise holds them in place. This barrier lasts for 1 
  minute or until destroyed. It has 5 hit points
  36
  You cannot take bonus actions for 1 minute.
  37
  For 1 minute, all sphere effects that require an action 
  to cast that are cast within 120 feet of you can be 
  cast as a bonus action instead. You can always choose 
  to use the normal casting time instead.
  38
  Your body turns plantlike. You gain the plant crea-
  ture type for 1 hour and are immune to the charmed, 
  frightened, and unconscious conditions, but all your 
  movement speeds are reduced by 10 feet.
  39
  You gain the Empowered Abilities boon for 1 hour.
  40
  All creatures within 30 feet of you gain immunity to 
  the magical effects of all spheres you possess for 1 
  minute.
  41
  You are treated as if you had the Extended Casting 
  drawback until you take a long rest.
  42
  You suffer 50% spell failure chance for 1 minute. Any 
  attempt to cast a spell or sphere effect has a 50% 
  chance to fail, losing the action and the spell slot or 
  spell points.
  43
  For 1 minute, any magic sphere effect or spell you 
  cast with a duration other than instantaneous or per-
  manent have their duration (or maximum duration) 
  doubled.
  44
  Your proficiency bonus is reduced to 0 for 1 minute.
  
  229
  D100
  Result
  45
  A stationary pillar of brilliant light appears in the 
  target’s space (or in the center of the target area) 
  and follows the target (or the creature nearest the 
  center of the target area, choose randomly if multi-
  ple creatures are equidistant), moving toward it at 
  a rate of 30 feet per turn at the start of your turn, 
  passing through solid objects in the shortest possi-
  ble route. Any creature occupying a space with the 
  pillar of light at the beginning of its turn is blinded 
  until it ends its turn outside the pillar’s space. This 
  effect lasts for 1 minute. The pillar extends 20 feet 
  vertically.
  46
  You gain immunity to the magical effects of all 
  spheres you do not possess for 10 minutes.
  47
  You gain the invisible condition for 1 hour or until 
  you make a hostile action, whichever comes first.
  48
  You are stunned until the end of your next turn as 
  you receive a vision of the most recent violent death 
  of a humanoid within 10 miles.
  49
  One goblin per level appears within 30 feet of you. 
  These goblins are hostile to all creatures and attack 
  the nearest to the best of their ability.
  50
  You gain knowledge of one talent of your choice 
  from a sphere used in the triggering effect for 1 
  round.
  51
  A creature of your choice within 120 feet suffers an 
  increase to wild magic chance of all spells and sphere 
  effects of 25% until it completes a short or long rest.
  52
  One unattended object of tiny size per level within 
  30 feet of you become animated as per the Animate 
  Object talent for 1 minute. These objects are hostile 
  toward you and will harm you to the best of their 
  ability.
  53
  The effect fails and the action is lost. Spell points or 
  spell slots are not lost.
  54
  You take disadvantage on ability checks and saving 
  throws for your key ability modifier until you com-
  plete a short or a long rest.
  55
  You are poisoned and unable to take actions or bo-
  nus actions until the end of your next turn.
  56
  A creature of your choice within 300 feet gains the 
  Verbal Casting drawback, but not its benefits, until 
  it completes a long rest.
  57
  All hostile creatures within 300 feet of you shrink as 
  the Size Change talent of the Alteration sphere for 1 
  hour.
  58
  The target or creatures in the target area shrink as 
  per the Size Change talent of the Alteration sphere 
  for one minute. This stacks with other size-changing 
  effects.
  D100
  Result
  59
  All creatures within 30 feet of you must succeed on 
  a Dexterity saving throw or begin falling upward at 
  a rate of 5 feet per round. This effect prevents the 
  creature from falling but otherwise has no impact on 
  the creature’s movement for that round, provided it 
  has a move speed suitable to its environment (flight 
  if in the air, swim if below water, burrow if under-
  ground). This effect lasts for 1 minute.
  60
  For 1 minute per level, all creatures within 300 feet 
  sing loudly about their actions, as if in a musical. 
  This imparts disadvantage on Stealth checks but 
  otherwise has no impact on actions or any other 
  mechanical effect.
  61
  The spell point cost of the effect decreases by 1. 
  If the effect did not require any spell points, you 
  instead gains 1 temporary spell point that expires at 
  the end of your next turn.
  62
  All unattended flammable objects within 30 feet of 
  the target or center of the target area are set on fire.
  63
  You take necrotic damage equal to your proficiency 
  bonus. This damage does not force concentration 
  checks to cast or maintain sphere effects or spells.
  64
  You suffer a 50% increase to the wild magic chance 
  of all spells and magic spheres until your next short 
  or long rest.
  65
  You gain the undead creature type for 1 hour. You 
  are immune to necrotic and poison damage and the 
  poisoned condition, but gain vulnerability to radiant 
  damage.
  66
  For 1 hour, a creature of your choice within 30 feet 
  of you at the time this result is triggered gains the 
  Empowered Abilities boon.
  67
  All creatures treat all squares within 30 feet of you as 
  difficult terrain for 1 minute.
  68
  A shower of sparks light up the air in a 1 mile radius, 
  increasing the light level to a minimum of normal 
  light for 1 minute.
  69
  You must succeed on a Constitution saving throw or 
  have your proficiency bonus reduced by 1 until you 
  complete a short rest.
  70
  For 1 minute, you leave behind a glowing trail of 
  positive energy. Any creature that enters a square 
  you entered on your previous turn heals a number of 
  hit points equal to your proficiency bonus. Creatures 
  of the Undead type instead take an equal amount of 
  radiant damage. A creature may only be affected by 
  this ability once per turn.
  
  230
  D100
  Result
  71
  For 1 minute, all magic sphere effects or spells cast 
  within 300 feet of you that have a duration other 
  than instantaneous or permanent have their duration 
  (or maximum duration, for concentration effects) 
  doubled.
  72
  All allied creatures within 30 feet of you gain immu-
  nity to all magical effects of all spheres you do not 
  possess for 1 minute.
  73
  Each round for 1 minute you return to the location 
  where you began your previous turn. This effect 
  functions even across planar boundaries.
  74
  For 1 minute, you leave behind a shadowy trail of 
  negative energy. Any creature that enters a space you 
  occupied on your previous turn takes 1d10 necrotic 
  damage. Undead are instead healed an equal amount. 
  A creature may only be affected by this ability once 
  per turn.
  75
  For 1 minute, all magic items within 300 feet of you 
  shed light as a torch.
  76
  You lose knowledge of any of the talents used in the 
  magic effect (but not the base sphere) for the length 
  of the effect (minimum 1 minute).
  77
  Your maximum hit points are reduced by your level 
  until you complete a long rest.
  78
  All unattended flammable objects within 30 feet of 
  you are set on fire.
  79
  For 1 minute you fall prone whenever attempting 
  to move more than half your speed. If flying, you 
  instead fall 50 feet.
  80
  You lose access to all magic spheres used in the trig-
  gering effect for 1 minute.
  81
  Casting the effect requires an action on your next 
  turn in addition to its normal casting time.
  82
  All creatures within 30 feet of you must succeed on 
  a Dexterity saving throw or become entangled by 
  plants, shifting rocks, or ice as appropriate to the 
  environment, making them grappled for 1 minute.
  83
  All allied creatures within 300 feet of you shrink to 
  Tiny size for 1 hour.
  84
  You are struck by lightning once per round, dealing 
  1d4 lightning damage, for a number of rounds equal 
  to your proficiency bonus.
  85
  For 1 minute, all sphere effects cast within 300 feet 
  of you have any damage dice rolled treated as having 
  rolled their minimum value.
  D100
  Result
  86
  All flat surfaces within a 30-foot cube around you are 
  covered in small, hard, round objects. Any crea-
  ture attempting to leave a square in this area must 
  succeed on a Dexterity saving throw or fall prone. 
  These objects persist for 1 minute. A 5-foot square 
  may be cleared of them with an actions
  87
  A creature of your choice within 300 feet is treated 
  as if it had the Addictive Casting drawback until it 
  completes a long rest.
  88
  All cheese within 300 feet of you explodes harmless-
  ly, destroying the cheese.
  89
  The spell point cost of the effect increases by 1d4. If 
  you do not have enough spell points, you are instead 
  stunned until the end of your next turn.
  90
  Roll again on the Wild Cantrips table.
  91
  For 1 hour, non-magical objects you touch temporar-
  ily age. Food becomes rotten, metal tarnished, cloth 
  worn and threadbare. All objects return to their 
  previous state when this effect ends.
  92
  Feathers fall from the sky in an area out to 300 
  feet from you for 1 minute, making the area heavily 
  obscured.
  93
  The effect fails, but the action is not lost. Spell 
  points or spell slots spent are lost.
  94
  For 1 minute, all creatures within 30 feet of you are 
  incapable of gaining advantage or disadvantage on 
  any rolls.
  95
  A celestial or fiend of an alignment opposed to yours 
  (for true neutral, LG, CG, LE, or CE is randomly se-
  lected) of the GM’s choosing is called per the Calling 
  advanced talent of the Conjuration sphere, appear-
  ing adjacent to you. This creature has CR equal to 
  your level and is not bound or controlled in any way.
  96
  Your exhaustion level increases by 1, to a maximum 
  of 5.
  97
  You are treated as if you had the Addictive Casting 
  drawback until you complete a long rest.
  98
  You are stunned until the end of your next turn.
  99
  For 1 minute, all sphere effects that require an action 
  to cast that are cast within 120 feet of the target 
  or center of the target area may be cast as a bonus 
  action instead. You can always choose to use the 
  normal casting time instead.
  100
  A creature of your choice within 300 feet gains the 
  Extended Casting drawback, but not its benefits, 
  until it completes a long rest.
  
  231
  Cantrips Wild Magic Table
  D100
  Result
  1
  You suffer an increase to wild magic chance of all 
  sphere effects of 25% for 1 hour.
  2
  The target loses the ability to distinguish colors for 
  1 minute. A Constitution saving throw negates this 
  effect.
  3
  The caster is followed by a tiny, invisible fairy for 1 
  hour that glows as a torch and can’t be targeted. This 
  fairy hovers near your head until a hostile creature 
  comes within 120 feet, upon which it flies toward the 
  hostile creature at a fly speed of 120 feet and begins 
  hovering near it, yelling ‘Hey, listen!’.
  4
  As an instantaneous effect, you create a pile of ash 
  and dust which falls into a 5-foot radius area where 
  the target stands.
  5
  The target suffers an increase to wild magic chance 
  of 25% for 1 hour.
  6
  As an instantaneous effect, a grease-paint mustache 
  appears on your face (or nearest equivalent).
  7
  The target’s footsteps squeak loudly for 1 hour, im-
  posing disadvantage on Stealth checks. This does not 
  affect flying creatures.
  8
  As a free action, you can retry one failed Intelligence 
  check made within the last 24 hours.
  9
  As an instantaneous effect, a puddle of water forms 
  under the target. Any creature who moves or starts 
  their turn on the square must make a DC 5 Dexteri-
  ty saving throw or fall prone.
  10
  A grating, squeaking noise follows all creatures with-
  in 30 feet for 1 minute, imposing a -2 penalty on all 
  saving throws to maintain concentration.
  11
  A number of  gold coins equal to your proficiency 
  bonus falls on the target. Any creature in that square 
  must succeed on a Dexterity saving throw or take 1 
  point of bludgeoning damage per coin. These coins 
  disappear after 1 hour.
  12
  All creatures within 300 feet must succeed on a 
  Dexterity saving throw or be struck by flying pies, 
  dealing 1d4 bludgeoning damage.
  13
  As an instantaneous effect, an assortment of colored 
  thread, scissors, ribbons, cloth, and a sewing needle 
  spontaneously appear and begin making alterations 
  to your clothing. You become restrained for 1d4 
  rounds, but afterward your clothing is changed into 
  another outfit of your choice. This has no effect on 
  any magical properties of the clothes.
  14
  The target loses the ability to speak in anything oth-
  er than a randomly-determined language for until its 
  next short or long rest. The target does not gain the 
  ability to read or write that language.
  D100
  Result
  15
  All of the belongings on your person become sticky 
  with glue. Extracting anything from a belt, scabbard, 
  backpack, etc., requires a DC 10 Strength check. 
  You can wash everything off with water during a 
  short or long rest.
  16
  The target becomes slowed as the Time sphere 
  ability for 1 round. A successful Constitution saving 
  throw negates this effect.
  17
  A game board spontaneously appears adjacent to 
  you, which remains until any two creatures complete 
  a game or for 24 hours, whichever comes first.
  18
  The target teleports 10 feet in the direction of your 
  choice unless it succeeds on a Wisdom saving throw. 
  The direction must be decided before the affected 
  creature is chosen. This effect can only place crea-
  tures in unoccupied spaces; if the affected creature 
  cannot be moved, a different creature is selected. 
  If no creatures can be safely moved in the chosen 
  direction, the GM selects a safe direction to move a 
  randomly selected creature.
  19
  The target gains a 10-foot fly speed for 1 round.
  20
  You take a -2 penalty to AC for 1 minute.
  21
  Roll twice and take both results. Ignore any results 
  of this entry. If both rolls are this entry, there is no 
  effect.
  22
  Summon a pipe with one dose of tobacco already lit, 
  which remains until outside of your reach at the end 
  of your turn or 1 hour, whichever comes first.
  23
  A random creature or unattended object within 30 
  feet catches on fire, taking 1d6 damage per round 
  until extinguished. A successful Dexterity saving 
  throw negates this effect. Creatures are allowed a 
  saving throw at the end of their turns to end this 
  effect. Dousing the flames with water or rolling 
  on the ground as an action extinguishes the flame 
  automatically.
  24
  You fall prone.
  25
  As an instantaneous effect, candy rains from the sky, 
  covering an area centered on you with a radius of 5 
  feet. All creatures in the area suffer your proficien-
  cy bonus in bludgeoning damage. The radius area 
  increases by 5 feet at 5th level (10 foot radius), 11th 
  level (15 foot radius), and 17th level (20 foot radius).
  26
  Feathers fall from the sky around you in an area out 
  to 300 feet for 1d4 rounds, making the area lightly 
  obscured.
  27
  Semiprecious gems worth 50 gp total sprew from 
  your mouth for 1 minute, making talking impossible.
  28
  The target and caster switch places.
  
  232
  D100
  Result
  29
  A chicken appears and attempts to nest on your 
  head. This chicken persists in this behavior for 1 day 
  or until slain. If slain, the chicken disappears and 
  another appears to continue this behavior until the 
  duration expires.
  30
  You summon a Tiny beast of the GM’s choice, such 
  as a bat, cat, lizard, rat, raven, viper, toad or wea-
  sel for 1 minute. The creature is hostile to you and 
  attacks to the best of its ability.
  31
  For one hour, any time you use the Help action, the 
  creature gains a +2 bonus to the check in addition to 
  the normal effects of the Help action.
  32
  The target falls prone unless it succeeds on a Dexter-
  ity saving throw.
  33
  Your toenails grow obscenely large, reducing your 
  walking speed by 10 feet until trimmed, which re-
  quires 1 minute of effort.
  34
  A tiny object within 30 feet becomes animated per 
  the Animate Objects talent of the Enhancement 
  sphere for 1 minute. This object serves you as per 
  that talent.
  35
  You transform into an extremely old version of 
  yourself for 1 minute, suffering disadvantage on all 
  Strength, Dexterity,, and Constitution ability checks 
  and saving throws.
  36
  A goblet filled with an alcoholic beverage (worth no 
  more than 5 cp) spontaneously appears in front of 
  you. The goblet lasts for 1 hour or until the beverage 
  is no longer contained inside the vessel, whichever 
  comes first.
  37
  A swarm of hamsters overrun a 10-foot square area 
  of your choice centered within 30 feet; all creatures 
  in the area must pass a Dexterity saving throw or fall 
  prone. The hamsters disperse harmlessly immediate-
  ly after.
  38
  You divine the presence of magical auras in the area 
  similar to the Divination sphere Detect Magic abili-
  ty, except that the caster only detects the strength of 
  magical auras (not location) within 30 feet.
  39
  All containers weighing less than 30 lbs within 120 
  feet open if they are closed and close if they are 
  open.
  40
  A grating squeaking noise follows one creature of 
  your choice within 120 feet for 1 minute, imposing 
  disadvantage on saving throws to maintain concen-
  tration.
  41
  As an instantaneous effect, a page of parchment, a 
  quill, and an inkwell (with only enough ink to fill the 
  page) spontaneously appear adjacent to the caster.
  D100
  Result
  42
  You grow a tail and ears similar to a donkey’s for 1 
  hour. This grants a +1 competence bonus to Per-
  ception checks but makes most hats and helmets 
  unwearable.
  43
  All coins you touch for the next hour gain the 
  appearance of copper until 1 minute after they leave 
  your possession.
  44
  You become fascinated with the target for 1 min-
  ute. You take no action other than to move toward 
  the target. Any hostile action against you ends this 
  effect.
  45
  One random non-magical unattended object within 
  30 feet animates for 1 minute performing its created 
  purpose for that duration, indifferent to you. Exam-
  ples include: animated brooms sweeping, animated 
  swords swinging at anyone adjacent, and animated 
  sewing needles mending torn cloth.
  46
  All creatures within 30 feet sing loudly about their 
  actions for 1 minute, as if in a musical. This has no 
  impact on Stealth until the minute is over, after 
  which everyone realizes they were hearing someone 
  singing about Stealth.
  47
  One non-magical book, scroll, or tablet of your 
  choice within 120 feet reads itself aloud in a clear 
  and strong voice for 1 hour or until there is no more 
  text to read.
  48
  All creatures within 120 feet are soiled as the soil 
  function of the prestidigitation spell.
  49
  You gain the ability to speak with and understand 
  the nearest beast to you, and others of its same 
  species.
  50
  Plantlife spontaneously surrounds the target, grap-
  pling it for 1d4 rounds. A successful Dexterity saving 
  throw negates this effect. Affected creatures may 
  attempt a Strength (Athletics) check against your 
  sphere DC to escape the grapple as an action.
  51
  The target is stunned for 1 round.
  52
  The target has its skin thickened, granting a +1 bo-
  nus to AC for 1 minute.
  53
  A glowing summoning circle forms within 30 feet. 
  This circle produces an illusion which appears to be 
  of what whoever looks upon it fears the most. The il-
  lusion remains for 1 minute. A successful Intelligence 
  (Investigation) check against your sphere DC shows 
  the effect to be illusory.
  54
  You catch on fire, taking 1d6 damage per round until 
  extinguished. A successful Dexterity saving throw 
  negates this effect. You are allowed a saving throw 
  at the end of your turn to end this effect. Dousing 
  the flames with water or rolling on the ground as an 
  action extinguishes the flame automatically.
  
  233
  D100
  Result
  55
  All cheese within 30 feet of you explodes harmlessly, 
  but loudly, destroying the cheese.
  56
  As an instantaneous effect, an assortment of half-
  used colored chalk spontaneously appears in an adja-
  cent square of your choice. The chalk writes obscen-
  ities in all languages you know on the solid surface 
  nearest to the chosen square for 1d4 rounds. The 
  square is considered difficult terrain until finished.
  57
  A random 5-foot square within 30 feet has its illumi-
  nation level set to dim light for 1 minute.
  58
  The target gains advantage on the next Charisma 
  check they make in the next minute.
  59
  As an instantaneous effect, grease-paint mustaches 
  appear on all creatures within 300 feet of you.
  60
  The target suffers a -1 penalty to AC for 1 minute.
  61
  You can paint a message no longer than 25 words 
  onto an object of medium size or larger within 120 
  feet. The paint can be scrubbed off with water with 1 
  minute of effort.
  62
  You change into a perfect physical specimen for 1 
  minute, gaining a +2 bonus to all physical attributes.
  63
  A bookshelf within 300 feet telekinetically pulls out 
  each book one at a time, reads aloud the title and 
  author (if available) before replacing it. The book-
  shelf continues to do this until it has done so with 
  each piece of literature that was on the bookshelf at 
  the time of casting. If no bookshelf is present, one 
  appears adjacent to the caster containing 3d20 books 
  with random titles and disappears once the titles are 
  read.
  64
  All creatures within 30 feet of you become trans-
  lucent for 5 minutes, gaining advantage on Stealth 
  checks.
  65
  A Small-sized storm cloud hovers over the head of a 
  random creature within 30 feet for 24 hours. Once 
  per hour the affected creature has a 50% chance to 
  take either 1d4 points of cold or 1d4 points of elec-
  trical damage.
  66
  The target has their skin thickened, granting a +1 
  bonus to AC for 1 minute.
  67
  The target heals 1d6 hit points.
  68
  The target is struck by a flying pie, dealing 1d4 blud-
  geoning damage.
  69
  A towel spontaneously appears draped over your 
  shoulder and remains there until it leaves your pos-
  session or 24 hours, whichever comes first.
  70
  You are struck by a flying pie, dealing 1d4 bludgeon-
  ing damage.
  D100
  Result
  71
  Two creatures of your choice within 30 feet of you 
  immediately trade places.
  72
  One creature or unattended object of your choice 
  within 30 feet catches on fire, taking 1d6 damage 
  per round until extinguished. A successful Dexterity 
  saving throw negates this effect. Creatures are al-
  lowed a saving throw at the end of their turns to end 
  this effect. Dousing the flames with water or rolling 
  on the ground as an action extinguishes the flame 
  automatically.
  73
  A sleeping creature of your choice who is within 300 
  feet awakens.
  74
  Plantlife spontaneously surrounds you, grappling you 
  for 1d4 rounds. A successful Dexterity saving throw 
  negates this effect. You can attempt a Strength (Ath-
  letics) check against your sphere DC to escape the 
  grapple as an action.
  75
  All coins that a creature of your choice within 300 
  feet touches for the next hour gain the appearance 
  of copper until 1 minute after they leave the crea-
  ture’s possession.
  76
  Wild turnips sprout within a 30-foot radius centered 
  on the caster. If pulled from the ground, they cry like 
  mandrakes, but cause no harm to nearby creatures.
  77
  All creatures within 300 feet stabilize if dying.
  78
  For 5 minutes, the caster becomes translucent, gain-
  ing advantage on Stealth checks.
  79
  The target loses the ability to sense color for 1 min-
  ute.
  80
  A creature of your choice within 300 feet has their 
  toenails grow obscenely large, reducing their walk-
  ing speed by 10 feet until trimmed, which requires 1 
  minute of effort.
  81
  For 1 minute, every humanoid creature within 30 
  feet gains you physical appearance. This does not 
  change their general form (arms, legs, etc.).
  82
  All creatures and objects within 120 feet are cleaned 
  as the clean function of the prestidigitation cantrip.
  83
  Motes of light fill the air around you, causing all 
  creatures within 20 feet to be lightly obscured for 1 
  round.
  84
  The target has its fingers become thumbs for 1 hour, 
  imposing a -1 penalty on all attack rolls.
  85
  A random beast within 300 feet spends its actions 
  during its next turn to move adjacent to you. This 
  has no effect on changing the creature’s disposition 
  toward you.
  
  234
  D100
  Result
  86
  The target becomes fascinated with you for 1 min-
  ute. The creature will take no action other than to 
  move toward you. Any hostile action directed toward 
  the creature ends this effect.
  87
  All creatures within 300 feet with 0 hit points im-
  mediately make an additional death save.
  88
  The target teleports 30 feet in a random direction. If 
  the chosen direction would place the creature in an 
  occupied space, a different direction is selected.
  89
  You teleport 30 feet in a random direction. If the 
  chosen direction would place the creature in an oc-
  cupied space, a different direction is selected.
  90
  As an instantaneous effect, the hair of the target 
  grows extremely long, making them blind until they 
  spend an Action arranging it.
  91
  All creatures within 300 feet are afflicted with a 
  profusely runny nose for 1 day.
  92
  Plantlife spontaneously surrounds a random crea-
  ture within 30 feet, grappling it for 1d4 rounds. A 
  successful Dexterity saving throw negates this effect. 
  Affected creatures may attempt a Strength (Ath-
  letics) check against your sphere DC to escape the 
  grapple as an action.
  93
  A creature of your choice who is within 30 feet 
  becomes fascinated with the target for 1 minute. 
  The creature will take no action other than to move 
  toward the creature or object. Any hostile action 
  directed toward the creature ends this effect.
  94
  The target becomes uncontrollably flatulent for 1 
  minute, suffering disadvantage on Stealth checks.
  95
  A nonmagical wooden focus (such as a holy symbol, 
  musical instrument, or wand) that would best reflect 
  your abilities, personality, or philosophies sponta-
  neously appear in front of you and lasts for 1 hour.
  96
  For 1 hour, your fingers become thumbs, imposing a 
  -1 penalty to attack rolls.
  97
  As an instantaneous effect, a dozen six inch long 
  nails, one 4 inch nail, and a rusty hammer spon-
  taneously appear adjacent to the caster and the 
  hammer begins hammering the nails into a random 
  surface.
  98
  As an instantaneous effect, a handful of animal feed 
  is created adjacent to you in a square of your choice. 
  The type of feed is appropriate to a species of your 
  choosing.
  99
  The target becomes hasted for 1 round as the Time 
  sphere ability.
  D100
  Result
  100
  A hookah with 1d4+1 hookah hoses and a single dose 
  of tobacco already lit spontaneously appear in front 
  of you and remains for 24 hours or until the tobacco 
  is no longer present in the bowl, whichever comes 
  first.
  Major Events Table
  D100
  Result
  1
  For 1 month, benefiting from a Life sphere effect or 
  receiving any magical healing gives you the poisoned 
  condition for 1d4 rounds.
  2
  Any creature affected by the magic used to trigger 
  this event forgets everything that has happened in 
  the last year.
  3
  You must succeed on a Constitution saving throw or 
  be slain and reduced to a pile of ash.
  4
  A rift appears adjacent to you, opening a portal to a 
  random plane of existence where the inhabitants are 
  hostile to you. One creature with a CR not less than 
  your level appears out of the rift each round for 10 
  minutes and attacks you and your allies.
  5
  As an instantaneous effect, all dead creatures within 
  10 miles of you are animated as skeletons. You have 
  no control over these creatures and they are hostile 
  to all living creatures.
  6
  You incur the wrath of a powerful being. A celestial 
  or fiend (whichever is more appropriate) with a CR 
  no less than your own is sent to kill you every day 
  for 1d6 days.
  7
  Once per hour for a day, an earthquake happens, 
  centered on you.
  8
  All allied creatures within 300 feet of you must suc-
  ceed on a Wisdom saving throw or lose all current 
  spell points and spell slots.
  9
  You are immediately slain and brought back to life 
  as the reincarnate spell.
  10
  All metal within a 300 feet area of you becomes 
  incredibly heavy, multiplying their weight by 10 for 
  1 month.
  11
  You emit a 300-foot radius sphere of flame, dealing 
  1d6 fire damage per level to all creatures in the area, 
  including yourself. Creatures other than you can 
  make a Dexterity saving throw to reduce the damage 
  by half.
  12
  A 1-mile radius from your location at the time this 
  event is triggered becomes severed from magic, 
  transforming into an antimagic field for 1 month.
  13
  All beasts within 300 feet of you gain an intelligence 
  of 10 and can speak common.
  
  235
  D100
  Result
  14
  An area out to 300 feet of you becomes a dead mag-
  ic zone for 1 year. This effect remains stationary.
  15
  An area out to 300 feet from your current location 
  becomes magically devoid of breathable air. This 
  effect lasts for 1 week. This effect remains stationary.
  16
  For 1 month, all summoning and teleportation ef-
  fects within 1 mile of you automatically fail, wasting 
  any spell points, spell slots, and actions used to cast 
  them.
  17
  Darkness sweeps outward from you, reducing light 
  levels (even from magic) to no higher than dim light 
  in a 1 mile per level emanation for 1 day. Glow effects 
  from the light sphere die immediately in this area.
  18
  The temperature within 10 miles of you becomes 
  incredibly hot for 3 months (140 F, 30 C). This effect 
  is stationary.
  19
  The temperature of an area within 10 miles of you 
  becomes incredibly cold (below freezing) and is 
  filled with snowstorms for 3 months.
  20
  All creatures within 300 feet of you are pulled 100 
  feet toward you. A successful Strength saving throw 
  halves this distance.
  21
  All creatures within 30 feet of you must succeed 
  on a Constitution saving throw or become unable 
  to take bonus actions. This effect is a permanent 
  curse effect that can only be removed by the Break 
  Enchantment talent or other similar magic.
  22
  All creatures within 300 feet of you at the time of 
  the effect suffer an increase to wild magic chance of 
  all spells and sphere effects of 100%. This effect is 
  a permanent curse effect that can only be removed 
  by the Break Enchantment talent or other similar 
  magic.
  23
  All creatures within 120 feet of you must succeed on 
  a Constitution saving throw or begin falling upward 
  at a rate of 5 feet per round. This effect prevents the 
  creature from falling but otherwise has no impact 
  on the creature’s movement for that round, provid-
  ed it has a move speed suitable to its environment 
  (flight if in the air, swim if below water, burrow if 
  underground). This effect lasts for 1 hour.
  24
  All creatures within 30 feet must succeed on a Cha-
  risma saving throw or have their proficiency bonus 
  reduced to 0 for 1 week.
  25
  You lose all memory of the past year. These memo-
  ries cannot be restored by any means.
  26
  You are treated as if you had the Extended Casting 
  drawback for 1 week.
  27
  You lose all current spell slots and spell points.
  D100
  Result
  28
  You and all allies within 300 feet are shifted 1 month 
  into the future, staying in their same locations (or 
  the nearest open spaces).
  29
  The sun is blocked and provides no illumination in a 
  10 mile radius of you for 1 week. This effect remains 
  stationary.
  30
  The planar boundaries are weakened in an area in 
  a 10 mile radius of you. Every caster in this area is 
  treated as if they possessed the Summoning ad-
  vanced talent.
  31
  You are reduced to 0 hit points, but are stable.
  32
  All creatures within 30 feet of you must succeed on 
  a Constitution saving throw or become blind. This 
  effect is a permanent curse effect that can only be 
  removed by the Break Enchantment talent or other 
  similar magic.
  33
  An area out to 300 feet from your location becomes 
  overwhelmed with magic; all spells and sphere 
  effects are treated as if the caster’s proficiency bonus 
  was +2 higher, but also suffer a 50% increase to wild 
  magic chance. This effect lasts for 1 week.
  34
  All non-undead creatures within 30 feet of you 
  (including you) that dies within the next week are 
  automatically raised as an uncontrolled zombie.
  35
  You must succeed on a Constitution saving throw or 
  have all ability scores reduced to 1 until you com-
  plete a long rest.
  36
  As a permanent effect, the area within a 30-foot 
  sphere of the target or center of the target area has 
  gravity reversed.
  37
  All creatures within 300 feet of you must succeed on 
  a Constitution saving throw or be reduced to 1 hit 
  point. This has no effect on creatures already below 
  1 hit point.
  38
  You regain hit points equal to your proficiency 
  bonus each round for one minute. If this would 
  increase your hit points above your maximum, you 
  must succeed on a Constitution saving throw or 
  explode in a shower of gore, dying instantly.
  39
  You and all allies within 300 feet are teleported to 
  the location of your birth. This effect functions even 
  across planar boundaries.
  40
  As an instantaneous effect, all beasts within 120 
  feet become incredibly hostile to you, immediately 
  seeking you out to kill you.
  
  236
  D100
  Result
  41
  Shadow twins with inverted alignments of all crea-
  tures within 120 feet appear adjacent to the creature 
  they are copies of. These twins possess all of the 
  original’s abilities and equipment, though only 1/2 
  their hit points. These twins attempt to harm the 
  original creature to the best of their ability for 1 
  minute or until they are reduced to 0 hp. Each twin, 
  with all of its equipment, disappears when reduced 
  to 0 hp or the effect expires. However, if the original 
  dies before this happens, the double takes the origi-
  nal’s place permanently, no longer possessing a time 
  limit or reduced hit points.
  42
  You are treated as if you had the Addictive Casting 
  drawback for 1 week.
  43
  Your proficiency bonus is reduced to +0 until you 
  complete a long rest.
  44
  All creatures on the plane you are presently on lose 
  all memory of you permanently. This does not pre-
  vent them from gaining knowledge again (such as by 
  reading a book or encountering you).
  45
  Your creature type is changed to undead as an 
  instantaneous effect. You become immune to poison 
  damage and to the poison condition, and cannot 
  gain exhaustion. However, you also must consume 
  humanoid blood in place of food. Your appearance 
  shifts to suit (gaunt, pale, grave odors, etc.).
  46
  All creatures within 30 feet of you must succeed on 
  a Wisdom saving throw or disadvantage on all d20 
  rolls for 24 hours.
  47
  For 1 week, all effects cast within 30 feet of you have 
  their wild magic chance increased by 100%.
  48
  Magical detonations surround you. All creatures 
  within 120 feet of you must succeed on a Dexter-
  ity saving throw or take your proficiency bonus 
  in force damage each round for 1 minute. A new 
  saving throw is permitted each round. A successful 
  save ends the effect on a given creature. This effect 
  remains stationary.
  49
  Hail rains from the sky in a 1 mile per level radius, 
  dealing 1 point of bludgeoning damage per level per 
  round to all exposed creatures and objects for 1 min-
  ute per level. This effect remains stationary.
  50
  A volcano underneath you, as the Volcano advanced 
  talent of the Nature sphere.
  51
  Roll twice on this table and choose either result. 
  Ignore any results requiring further rerolls.
  52
  Roll twice on this table and take both results. Ignore 
  any results requiring further rerolls.
  53
  All hostile creatures within 300 feet of you must 
  succeed on a Strength saving throw or lose the use 
  of their arms until their next long rest.
  D100
  Result
  54
  All plants within 30 feet of you gain an intelligence 
  of 10 and the ability to speak common.
  55
  Your body transforms into a plant. Your appearance 
  shifts (green and brown coloration, leaves in place 
  of hair, etc.), but you can otherwise act as normal, 
  except you become vulnerable to fire, but you also 
  become immune to poison damage, the poisoned 
  condition.
  56
  For 1 week, your wild magic chance increases by 
  100%.
  57
  You and every creature within 30 feet are imme-
  diately killed and reincarnated, as the reincarnate 
  spell.
  58
  You must succeed on a Constitution saving throw or 
  have your Intelligence reduced to 1 until you finish a 
  long rest. You retain general attitudes toward known 
  creatures but otherwise may only act on an instinc-
  tual level.
  59
  All creatures within 30 feet of you must succeed on 
  a Constitution saving throw or be turned to stone 
  permanently.
  60
  All creatures within 30 feet of you are shunted into 
  an empty demiplane 120 feet across. The hostile 
  creature with the highest Hit Dice may determine 
  the planar traits of this demiplane. If no hostile 
  creatures are affected, a random creature may 
  instead determine the planar traits. All affected crea-
  tures are trapped in the demiplane for 1 minute.
  61
  You suffer an increase to wild magic chance of all 
  sphere effects of 200% until you take a long rest.
  62
  You become completely imperceptible to your 
  allies for 1 week. The results of your actions can be 
  perceived (such as creating a wall of stone or slaying 
  an enemy) but you, your equipment, and any magical 
  signs or effect originating from you are invisible, 
  inaudible, and immune to any special senses or 
  divinations.
  63
  A wave appears centered on you, traveling in a 
  random direction, as the Tsunami advanced talent of 
  the Nature sphere.
  64
  The temperature of an area out to 10 miles per level 
  of you at the moment the effect is cast is perma-
  nently decreased by 1 step (per the Weather sphere) 
  from its normal conditions.
  65
  All allied creatures within 300 feet of you shrink as 
  the Size Change talent of the Alteration sphere for 1 
  day per level. This effect gains advantage on checks 
  to resist being dispelled or to overwrite it with an-
  other polymorph effect.
  
  237
  D100
  Result
  66
  An earthquake is centered on you, as the Earth-
  quake advanced talent of the Nature sphere.
  67
  You return to the place and moment you previously 
  finished resting, with complete knowledge of the 
  events that transpired since then.
  68
  Roll again on this table. The result occurs, but is de-
  layed 1d6 days. Ignore any results requiring further 
  rerolls.
  69
  You become confused as the lesser charm of the 
  Mind sphere’s Confusion talent. This effect is a per-
  manent curse effect that can only be removed by the 
  Break Enchantment talent or other similar magic.
  70
  An area out to 300 feet from your location becomes 
  imbued with fire, dealing 1d6 points of fire damage 
  each round to all creatures and objects in the area. 
  This effect lasts for 24 hours. The amount of fire 
  damage increases by 1d6 at 5th level (2d6), 11th level 
  (3d6), and 17th level (4d6).
  71
  You become blind. This effect is a permanent curse 
  effect that can only be removed by the Break En-
  chantment talent or other similar magic.
  72
  Fire rains from the sky in a 1 mile per level radius, 
  dealing 1 point of fire damage per level to all ex-
  posed creatures and objects for 1d6 minutes, igniting 
  any flammable objects.
  73
  All spell and sphere effects within 10 miles of you 
  end as if dispelled by the Dispel talent of the Uni-
  versal sphere.
  74
  The area within 100 miles of you is permanently 
  transformed into a sandy desert.
  75
  For 1 week, you take a -20 penalty on all initiative 
  checks.
  76
  One creature of the elemental type (appropriate to 
  your surroundings) with a CR equal to your level is 
  summoned each round for a number of rounds equal 
  to your level, appearing to within 300 feet of you. 
  These elementals are hostile to all creatures other 
  than each other.
  77
  All creatures within 300 feet of you are immediately 
  charmed by you, and hostile to all other charmed 
  beings.
  78
  An area out to 2 miles of you is plunged into dark-
  ness as the Dark sphere with both the Pure Dark-
  ness talent and the Midnight advanced talent. This 
  effect remains stationary and persists for 1 day per 
  level.
  79
  As an instantaneous effect, you gain the form of a 
  Tiny, harmless beast of the GM’s choice. Apply the 
  Size Change and Animalistic talents of the Alter-
  ation sphere to determine statistics.
  D100
  Result
  80
  All non-magical objects within 30 feet of you are 
  disintegrated as the disintegrate spell, including the 
  ground.
  81
  All creatures within 120 feet take 10 points of radi-
  ant damage per level. A Constitution saving throw 
  negates this damage.
  82
  Each day, you lose the ability to remember anything 
  that occurred since the previous dawn. This is a 
  permanent effect that may not be removed by any 
  means short of divine intervention.
  83
  You are immediately teleported to the place of your 
  birth. This effect may force you to cross planar 
  boundaries.
  84
  All creatures within 120 feet of you must succeed on 
  a Charisma saving throw or be affected by the brutal 
  rage option of the greater charm ability of the Hos-
  tility (charm) talent of the Mind sphere for 1 round 
  per level. A new saving throw is granted to end the 
  effect on an individual creature the first time that 
  creature takes damage each round.
  85
  Roll twice and take both results. Ignore any results 
  of this entry. If both rolls are this entry, there is no 
  effect.
  86
  You become incapacitated. This effect is a perma-
  nent curse effect that can only be removed by the 
  Break Enchantment talent or other similar magic.
  87
  An exact copy of you is created adjacent to you one 
  minute after the next time you finish a long rest. 
  This copy retains all your memories and knowledge 
  and is compelled to kill and replace you. The copy 
  possesses copies of all your equipment at the time 
  of creation, but these items do not function for any 
  creature but the copy. If the copy is successful or if 
  it is slain, the equipment becomes nonmagical and 
  disappears within the hour.
  88
  You become poisoned. This effect is a permanent 
  curse effect that can only be removed by the Break 
  Enchantment talent or other similar magic.
  89
  Your last class level you gained is replaced by a dif-
  ferent, random class.
  90
  You and all creatures within 120 feet have your ages 
  permanently reduced by half.
  91
  You emit an 120-foot aura that impedes all mag-
  ic spheres but the base sphere or spheres of the 
  triggering effect. Any creature attempting to use an 
  impeded sphere must make a magical skill check 
  against your magic skill defense or have the effect 
  fail. This aura lasts for 1 week.
  
  238
  D100
  Result
  92
  The next time you are targeted by an attack roll, all 
  creatures within 300 feet must succeed on a Wis-
  dom saving throw against the powerful charm effect 
  of the Mind sphere’s Sleep (charm) talent as if cast 
  by you.
  93
  Each minute for one hour, you return to the location 
  where you began your previous turn. This effect 
  functions even across planar boundaries.
  94
  All creatures within 300 feet of you are pushed 100 
  feet away from you. A successful Strength saving 
  throw reduces this distance by half.
  95
  No one within 300 feet of you (including yourself) 
  can get advantage on any roll for 1 month.
  96
  All creatures within 30 feet of you must succeed on 
  a Constitution saving throw or be reduced to 1 hit 
  point.
  97
  The terrain within 10 miles of you changes perma-
  nently into a dense forest.
  98
  All magic items that grant a continuous effect with-
  in 300 feet of you have their effects suppressed until 
  your next long rest.
  99
  The terrain within 10 miles of you is permanently 
  changed into a lake.
  100
  All creatures within 1 mile per level of you lose all 
  remaining spell points and spell slots. These can be 
  regained later by normal means.
  
  239
  Chapter 6
  Game Master's Guide
  One idea that has been stressed throughout this book is 
  that the Spheres of Power system is not only designed to allow 
  players more control over creating and realizing their charac-
  ter concepts, but also to give Game Masters greater control 
  over their worldbuilding. Specifically, Spheres of Power divides 
  magic into multiple parts, making it easy for a Game Master 
  to customize magic to fit their needs. 
  As previously discussed in this book, casting traditions grant 
  you a level of freedom when building a world by allowing you 
  to break the usual assumptions of a 5th edition game. Like-
  wise, the distinction in magic spheres between basic talents 
  and advanced talents allows you a greater level of freedom 
  when deciding not just what types of magic exist in your set-
  ting, but also what magic can accomplish.
  Certain magic changes the way a world works. For example, 
  a world where resurrection is impossible is very different from 
  a world where the wealthy can simply pay for a resurrection 
  when their relative dies. Likewise, a game where even power-
  ful wizards must ride horses is a different experience from a 
  game where long-range teleportation is readily available. 
  With advanced magic, instead of going through every spell 
  to determine what magic might not be appropriate for your 
  world (and possibly leaving magic users with few high-level 
  spells they can choose), you can instead decide to allow or dis-
  allow advanced talents as a part or a whole depending on your 
  needs. Perhaps in your world advanced talents are common, 
  and magic is readily available to all. Perhaps advanced talents 
  are only available to a select few, and gaining the knowledge of 
  an advanced talent requires a quest in order to learn. Remem-
  ber: characters do not need advanced talents to stay competa-
  tive at high levels. While advanced talents can certainly do 
  things basic talents cannot, they are not inherently better than 
  basic talents, they are simply talents that have the possibility 
  to change the way a game or campaign setting works. 
  When designing a world for a game, if you take the time to 
  first determine which casting traditions are available, and then 
  decide what advanced talents might or might not exist, you 
  will find yourself with many more options than are normally 
  available with your core 5th edition game.
  Example: Tess is building a game in a custom world. In this world 
  she has no interest in classic 5th edition tropes, and instead imagines a 
  world where magic comes in two forms: those born with innate power, 
  verses those that summon demons to perform magic on their behalf. 
  She imagines these two groups being at odds, because while those who 
  summon demons are more plentiful, only those with innate magic can 
  sometimes possess powerful quirks. The campaign will center around 
  this conflict, as the players will be tasked with finding and defending 
  someone with the gift of resurrection magic so they can bring back an 
  assassinated king.
  Looking through the casting traditions in Spheres of Power, Tess de-
  cides that in her game, all magic users must have either the Natural or 
  Pact Magic casting traditions. Pact Magic users are the only ones who 
  can take the Conjuration sphere and may take its advanced talents, 
  while Natural casters are the only ones that can take advanced talents 
  from other spheres.
  With this handful of choices, Tess has already created a world 
  primed to create a unique player experience. She has created an 
  original take on magic without homebrewing any classes, and has even 
  determined how hard it might be to find advanced magic (a difficult 
  quest to find someone with the right quirk, but not impossible). Now, 
  she is ready to start planning out her campaign, knowing that the 
  mechanics of the game will reflect the idea in her head with minimal 
  adjustment or compromise.
  Creating Custom Options
  While expansive, the options presented within Spheres of 
  Power are not exhaustive. Indeed, it would be impossible for 
  any book to contain every possible expression of magic, which 
  is part of why magic is such a wonderful thing.
  At times, you may wish to expand the options available with 
  Spheres of Power by creating new talents to cover a possibility 
  not handled in this book.
  When this happens, you need only to decide which sphere 
  the ability will fall under, then compare the desired effect to 
  other talents within that sphere. Since most spheres have a 
  uniformity across their abilities (range, duration, etc.) the only 
  important variables are whatever ability the new talent should 
  represent. Remember: abilities too powerful to be used at-will 
  
  240
  cost a spell point, with additional spell points being required 
  as the ability increases in power.
  Example: As Tess’s game progresses, she decides to add some aspects 
  of modern technology to her world, and wants some sphere effects that 
  might specifically interact with that technology.  She wants technom-
  ages who can turn technology on or off with magic, as well as magic 
  that can grant administrative access to a computer. Since this feels like 
  manipulating a computer as if it were a mind, she looks to the Mind 
  sphere.
  Since Mind sphere (charm) talents all have a specific format, she 
  borrows that format and writes the following talent:
  Command Computer (charm)
  Duration: concentration, up to 1 minute
  Saving throw: Intelligence negates (if the computer is a 
  creature).
  Lesser Charm: You can power a computer device, so long as it 
  isn’t broken.
  Greater Charm: As the Command Computer lesser charm, 
  but you may also search and read one file on the computer, 
  learning its contents instantly.
  Powerful Charm: This functions as the Command Computer 
  greater charm, except you may also issue one command to the 
  computer, as if you had full administrative access.
  The capabilities of this talent depend a lot on the setting and the 
  computer in question (she will need either careful notes, or simply 
  the improvisational skills to decide what each computer contains or 
  can do), but as far as the talent is concerned, it is already finished; by 
  tying the talent to the Mind sphere, she has already determined range, 
  targets, cost, and how the talent interacts with other talents.
  In general, new talents should not exceed the power level of 
  talents presented in this book, and comparing any new talent 
  to other offerings of its sphere is important. When in doubt, 
  always increase the spell point cost of a talent you fear might 
  be too powerful.
  New Magic Items
  Below are three new magical items provided to supplement 
  spherecasters. GMs should not feel constrained to limiting the 
  appearance of these rewards as described. There is no reason 
  that a Robe of the Spherecaster couldn’t instead be a Chainmail 
  of the Spherecaster. Making such modifications should have 
  little (if any) effect on the mechanical aspects of the item. For 
  example, making the Rod of the Spherecaster into a Longbow of 
  the Spherecaster shouldn’t make its bonuses suddenly apply also 
  to weapon attack rolls and damage rolls.
  Robe of the Spherecaster
  Wondrous item, major, uncommon (+1), rare (+2), very rare (+3) 
  (requires attunement by a spherecaster)
  While wearing this robe, you gain a bonus to AC and saving 
  throws against three magic spheres of your choice, chosen 
  at the time of attunement. The bonus is determined by the 
  item’s rarity. With GM permission, these bonuses can also ap-
  ply against individual spells that they believe are closely asso-
  ciated with a chosen sphere; for example if one of the chosen 
  spheres is Nature, the bonuses would also apply against the 
  entangle spell.
  In addition, you can as a reaction grant yourself advantage 
  on a saving throw against any magical effect. You can’t use this 
  property again until you finish a short rest.
  Rod of the Spherecaster
  Rod, major, uncommon (+1), rare (+2), very rare (+3) (requires 
  attunement by a spherecaster)
  While holding this rod, you gain a bonus to spell attack 
  rolls and to the saving throw DCs with three magic spheres of 
  your choice, chosen at the time of attunement. The bonus is 
  determined by the rod’s rarity. While you are attuned, you can 
  treat this rod as a focus.
  In addition, you can reduce the spell point cost from a cho-
  sen sphere ability by 1 while holding the rod. You can’t use this 
  property again until you finish a long rest.
  Wand of the Spherecaster
  Wand, minor, uncommon (2 charges), rare (4 charges), very rare (6 
  charges) (requires attunement by a spherecaster)
  The wand has a number of charges determined by the 
  wand’s rarity. While holding it, you are treated as possessing 
  a magic sphere of your choice, chosen at the time of attune-
  ment. You cannot spend your own spell points to use or aug-
  ment a wand’s sphere abilities, but you can spend charges from 
  the wand as if they were spell points to use any magic sphere 
  ability granted by the wand. You cannot spend more charges 
  on any magic sphere effect greater than your proficiency bo-
  nus. While you are attuned, you can treat this wand as a focus. 
  The wand regains 1d3 expended charges daily at dawn.
  Scrolls And Spheres of Power
  Scrolls, unlike most other magical items, are generally more 
  commonly found by PCs. Unfortunately, in order to use a 
  scroll, the player must have that scroll’s spell on their class’s 
  spell list. In a game where only spherecasters are played, this 
  could mean the players lose access to tools that are meant to 
  be used in the adventure. GMs should consider using one of 
  the following suggestions when handling scrolls and similar 
  items:
  • When a spherecaster gains a casting tradition, assign 
  them a spell list that best fits the theme of the character. 
  That spherecaster is considered to possess that spell list 
  for the purpose of using spell scrolls and similar items.
  • A spherecaster can use a scroll if they possess a sphere 
  that might be associated with that spell. For example, 
  healing scrolls can be used by a character with the Life 
  sphere, while a scroll of fireball could be used by a charac-
  ter with the Destruction sphere.
  • Restrict the use of scrolls to spherecasters who can also 
  use rituals, either by means of a boon, feat, or other fea-
  ture. Allow spherecasters who can cast spells as rituals to 
  also be able to use spell scrolls and similar items, provided 
  the spell is on the same spell list as the spherecaster’s 
  rituals.
  
  241
  In addition to conditions published in core rulebooks, 
  Spheres of Might and Spheres of Power utilizes a number of 
  terms for effects that could almost be classified as conditions. 
  For player and GM convenience these conditions and terms 
  have been reprinted below:
  Blinded
  • A blinded creature can’t see and automatically fails any 
  ability check that requires sight.
  • Attack rolls against the creature have advantage, and the 
  creature’s attack rolls have disadvantage.
  Challenged
  (specific to the Guardian sphere in Spheres of Might)
  • A challenged creature has disadvantage on attack rolls 
  that do not include the challenger as a target, and gains 
  advantage on attack rolls targeting only the challenger.
  • If the challenged creature can’t possibly attack the chal-
  lenger (for example, if the challenger is hidden), they do 
  not suffer disadvantage when attacking something else.
  • A challenged creature may be imposed with further 
  penalties based on what Guardian sphere talents the 
  challenger possesses.
  Charmed
  • A charmed creature can’t attack the charmer or target the 
  charmer with harmful abilities or magical effects.
  • The charmer has advantage on any ability check to inter-
  act socially with the creature.
  Confused
  (sphere effects such as the Confusion (charm) or the confusion spell 
  inflict the confused condition)
  • A confused creature must roll a d10 at the start of each of 
  their turns to determine its behavior for that turn.
  Appendix A
  Conditions
  d10
  Behavior
  1
  The creature uses all its movement to move in a ran-
  dom direction. To determine the direction, roll a d8 
  and assign a direction to each die face. The creature 
  doesn’t take an action this turn.
  2-6
  The creature doesn’t move or take actions this turn.
  7-8
  The creature uses its action to make a melee attack 
  against a randomly determined creature within its 
  reach. If there is no creature within its reach, the 
  creature does nothing this turn.
  9-10
  The creature can act and move normally.
  Deafened
  • A deafened creature can’t hear and automatically fails any 
  ability check that requires hearing.
  Dominated
  (sphere effects such as the Mind Control advanced talent or the 
  dominate beast or dominate monster spells can inflict the dominated 
  condition)
  • A dominating source takes total and precise control of 
  the dominated creature. 
  • A dominated creature only takes actions that the domi-
  nating source chooses, and doesn’t do anything that the 
  source doesn’t allow it to do.
  Exhaustion
  Some special abilities and environmental hazards, such as 
  starvation and the long-term effects of freezing or scorching 
  temperatures, can lead to a special condition called exhaus-
  tion. Exhaustion is measured in six levels. An effect can give a 
  creature one or more levels of exhaustion, as specified in the 
  effect’s description.
  Level Effect
  1. Disadvantage on ability checks
  2. Speed halved
  3. Disadvantage on attack rolls and saving throws
  4. Hit point maximum halved
  5. Speed reduced to 0
  
  242
  1. Death
  If an already exhausted creature suffers another effect that 
  causes exhaustion, its current level of exhaustion increases by 
  the amount specified in the effect’s description.
  A creature suffers the effect of its current level of exhaustion 
  as well as all lower levels. For example, a creature suffering 
  level 2 exhaustion has its speed halved and has disadvantage 
  on ability checks.
  An effect that removes exhaustion reduces its level as 
  specified in the effect’s description, with all exhaustion effects 
  ending if a creature’s exhaustion level is reduced below 1.
  Finishing a long rest reduces a creature’s exhaustion level by 
  1, provided that the creature has also ingested some food and 
  drink. Also, being raised from the dead reduces a creature’s 
  exhaustion level by 1.
  Frightened
  • A frightened creature has disadvantage on ability checks 
  and attack rolls while the source of its fear is within line 
  of sight.
  • The creature can’t willingly move closer to the source of 
  its fear.
  Grappled
  • A grappled creature’s speed becomes 0, and it can’t bene-
  fit from any bonus to its speed. The condition ends if the 
  grappler is incapacitated (see the condition).
  • The condition also ends if an effect removes the grap-
  pled creature from the reach of the grappler or grappling 
  effect, such as when a creature is forcefully hurled away 
  by a sphere talent or ability.
  Hidden
  • A hidden creature is one that is both unseen and unheard. 
  After you make an attack, you lose the hidden condition 
  regardless if the attack hits or misses. The creature’s loca-
  tion can be detected by any noise it makes or any tracks 
  it leaves.
  • Attack rolls against the creature have disadvantage, and 
  the creature’s attack rolls have advantage.
  Incapacitated
  • An incapacitated creature can’t take actions or reactions.
  Invisible
  • An invisible creature is impossible to see without the aid 
  of magic or a special sense. For the purpose of hiding, the 
  creature is heavily obscured. The creature’s location can 
  be detected by any noise it makes or any tracks it leaves.
  • Attack rolls against the creature have disadvantage, and 
  the creature’s attack rolls have advantage.
  Marked
  (specific to the Berserking sphere in Spheres of Might)
  • The one who initiated the mark has advantage on any 
  opportunity attack made against the marked creature 
  until the end of their next turn. The opportunity attack 
  doesn’t expend the attacker’s reaction, but the one who 
  marked the creature can’t make the attack if anything, 
  such as the incapacitated condition or the shocking grasp 
  spell, is preventing it from taking reactions. The attacker 
  is limited to one opportunity attack per turn.
  • A marked creature may be imposed with further penalties 
  based on what Berserking sphere talents the one who 
  initiated the mark possesses.
  Paralyzed
  • A paralyzed creature is incapacitated (see the condition) 
  and can’t move or speak.
  • The creature automatically fails Strength and Dexterity 
  saving throws.
  • Attack rolls against the creature have advantage.
  • Any attack that hits the creature is a critical hit if the 
  attacker is within 5 feet of the creature.
  Petrified
  • A petrified creature is transformed, along with any 
  nonmagical object it is wearing or carrying, into a solid 
  inanimate substance (usually stone). Its weight increases 
  by a factor of ten, and it ceases aging.
  
  243
  • The creature is incapacitated (see the condition), can’t 
  move or speak, and is unaware of its surroundings.
  • Attack rolls against the creature have advantage.
  • The creature automatically fails Strength and Dexterity 
  saving throws.
  • The creature has resistance to all damage.
  • The creature is immune to poison and disease, although 
  a poison or disease already in its system is suspended, not 
  neutralized.
  Poisoned
  • A poisoned creature has disadvantage on attack rolls and 
  ability checks.
  Possessed
  (creatures like ghosts and intellect devourers can inflict the possessed 
  condition, as well as the Possession advanced talent)
  • A possessed creature is incapacitated (see the condition) 
  and loses control over its body to the possessing creature.
  Prone
  • A prone creature’s only movement option is to crawl, 
  unless it stands up and thereby ends the condition.
  • The creature has disadvantage on attack rolls.
  • An attack roll against the creature has advantage if the 
  attacker is within 5 feet of the creature. Otherwise, the 
  attack roll has disadvantage.
  Restrained
  • A restrained creature’s speed becomes 0, and it can’t ben-
  efit from any bonus to its speed.
  • Attack rolls against the creature have advantage, and the 
  creature’s attack rolls have disadvantage.
  • The creature has disadvantage on Dexterity saving 
  throws.
  Scouted
  (specific to the Scout sphere in Spheres of Might)
  • A scouted creature reveals their Damage Vulnerabilities, 
  Damage Resistances, Damage Immunities, and Con-
  dition Immunities to the one who initiated the scout 
  ability.
  • A scouted creature may be imposed with further penal-
  ties based on what (research) talents the Scout sphere 
  user possesses.
  Stunned
  • A stunned creature is incapacitated (see the condition), 
  can’t move, and can speak only falteringly.
  • The creature automatically fails Strength and Dexterity 
  saving throws.
  • Attack rolls against the creature have advantage.
  Unconscious
  • An unconscious creature is incapacitated (see the condi-
  tion), can’t move or speak, and is unaware of its surround-
  ings
  • The creature drops whatever it’s holding and falls prone.
  • The creature automatically fails Strength and Dexterity 
  saving throws.
  • Attack rolls against the creature have advantage. Any 
  attack that hits the creature is a critical hit if the attacker 
  is within 5 feet of the creature. 
  
  244
  Appendix B
  Creature Statistics
  Equipping A Troop
  A troop can ride a mount, wear armor if it is proficient, or 
  use a different type of weapon if it is proficient, so long as 20 
  copies of the mount or item have been supplied to outfit the 
  troop. To determine the damage a troop deals with a weapon, 
  increase a weapon’s damage die by two sizes and multiply the 
  number of rolled dice by x2, or x1 if the troop has half its hit 
  points or fewer.
  Spell attacks, melee or ranged, do not have their damage 
  increased in a troop, nor do they have their damage reduced in 
  a troop if they are at half hit points or fewer.
  sWArm oF CrAWlinG ClAWs
  Medium swarm of Tiny, Small, or Medium undead, unaligned
  Armor Class 12
  Hit Points equal to the target’s original maximum hit points
  Speed possesses the original creature’s movement modes, but 
  is reduced to 20 feet.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 
  14 (+2) 
  12 (+1) 
  4 (-3) 
  10 (+0) 
  6 (-2)
  Skills Stealth +5
  Damage Immunities poison
  Condition Immunities poisoned
  Senses blindsight 30 ft. (blind beyond this radius), passive 
  Perception 10
  Languages Understands the languages you speak
  Swarm. The swarm can occupy another creature’s space and 
  vice versa, and the troop can move through any opening large 
  enough for the largest-size crawling claw in the swarm. The 
  swarm can’t regain hit points or gain temporary hit points.
  Actions
  Claw. Melee Weapon Attack: +4 to hit, reach 0 ft., one target. 
  Hit: 10 (2d8+2) slashing damage, or 7 (1d8+2) slashing damage if 
  the swarm has half of its hit points or fewer.
  sWArm oF FlAmeskulls
  Medium swarm of Tiny, Small, or Medium undead, unaligned
  Armor Class 14
  Hit Points equal to the target’s original maximum hit points
  Speed 0 ft., fly 20 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  2 (-4) 
  18 (+4) 
  14 (+2) 
  16 (+3) 
  10 (+0) 
  12 (+1)
  Damage Immunities fire, poison
  Condition Immunities poisoned, prone
  Senses darkvision 60 ft., passive Perception 10
  Languages speaks any languages it knew in life, understands 
  the languages you speak
  Illumination. The flameskulls shed either dim light in a 15-
  foot radius, or bright light in a 15-foot radius and dim light for 
  an additional 15 feet. They can switch between the options as 
  an action.
  Magic Resistance. The flameskulls have advantage on saving 
  throws against magic sphere effects, spells, and other magical 
  effects.
  Swarm. The swarm can occupy another creature’s space and 
  vice versa, and the troop can move through any opening large 
  enough for the largest-sized flameskull in the swarm. The 
  swarm can’t regain hit points or gain temporary hit points.
  Actions
  Fire Ray. Ranged Spell Attack: +6 to hit, range 30 ft., one 
  target. Hit: 4 (1d6) fire damage. This fire damage increases by 
  1d6 at 5th level (2d6), 11th level (3d6), and 17th level (4d6). This 
  damage is not reduced if the swarm has half of its hit points or 
  fewer.
  sWArm oF Will-o’-Wisps
  Medium swarm of Tiny undead, unaligned
  Armor Class 13
  Hit Points equal to four times the target’s original maximum 
  hit points
  Speed 0 ft., fly 40 ft. (hover)
  
  245
  STR
  DEX
  CON
  INT
  WIS
  CHA
  2 (-4) 
  16 (+3) 
  12 (+1) 
  4 (-3) 
  14 (+2) 
  12 (+1)
  Damage Immunities lightning
  Senses darkvision 60 ft., passive Perception 12
  Languages Understands the languages you speak
  Ephemeral. The will-o’-wisps can’t wear or carry anything.
  Swarm. The swarm can occupy another creature’s space and 
  vice versa, and the troop can move through any opening large 
  enough for a Tiny will-o’-wisp. The swarm can’t regain hit 
  points or gain temporary hit points.
  Variable Illumination. The will-o’-wisps shed bright light in 
  a 5 to 20-foot radius and dim light for an additional number of 
  feet equal to the chosen radius. The will-o’-wisps can alter the 
  radius as a bonus action.
  Actions
  Shock. Melee Spell Attack: +4 (Cha) to hit, reach 0 ft., one 
  target. Hit: 5 (1d8) lightning damage. This lightning damage 
  increases by 1d8 at 5th level (2d8), 11th level (3d8), and 17th 
  level (4d8). This damage is not reduced if the swarm has half 
  of its hit points or fewer.
  Invisibility. The will-o’-wisps and their light magically 
  becomes invisible until they attack, use magic, or until their 
  concentration ends (as if concentrating on a spell or sphere 
  effect).
  troop oF GhAsts
  Huge troop of Large, Medium, or Small undead, unaligned
  Armor Class 13
  Hit Points equal to four times the target’s original maximum 
  hit points
  Speed possesses the original creature’s movement modes, but 
  is reduced to 40 feet.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 
  16 (+3) 
  10 (+0) 
  12 (+1) 
  10 (+0) 
  8 (-1)
  Damage Resistances necrotic
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, and understands the languages you 
  speak
  Troop. The troop can occupy another creature’s space and 
  vice versa, and the troop can move through any opening large 
  enough for the largest-size undead in the troop. Additionally, 
  the troop has advantage on Strength checks, Strength saving 
  throws, and any saving throw made against effects that target 
  a single creature, but disadvantage on any saving throw made 
  against effects that target an area.
  Turning Defiance. The ghast troop, and any ghouls and 
  troops of ghouls within reanimate range of a ghast under your 
  control have advantage on saving throws against effects that 
  turn undead (and similar effects).
  Actions
  Claws. Melee Weapon Attack: +6 to hit, one target. Hit: 13 
  (2d10+3) slashing damage, or 9 (1d10+3) slashing damage if the 
  troop has half of its hit points or fewer.
  troop oF Ghouls
  Huge troop of Large, Medium, or Small undead, unaligned
  Armor Class 13
  Hit Points equal to four times the target’s original maximum 
  hit points
  Speed possesses the original creature’s movement modes, but 
  is reduced to 30 feet.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 
  16 (+3) 
  10 (+0) 
  6 (-2) 
  10 (+0) 
  4 (-3)
  Damage Immunities poison
  Condition Immunities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages Understands the languages you speak
  Troop. The troop can occupy another creature’s space and 
  vice versa, and the troop can move through any opening large 
  enough for the largest-size undead in the troop. Additionally, 
  the troop has advantage on Strength checks, Strength saving 
  throws, and any saving throw made against effects that target 
  a single creature, but disadvantage on any saving throw made 
  against effects that target an area.
  Actions
  Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 13 (2d10+3) bludgeoning damage, or 9 (1d10+3) bludgeoning 
  damage if the troop has half of its hit points or fewer.
  troop oF Ghosts
  Huge troop of Large, Medium, or Small undead, unaligned
  Armor Class 12
  Hit Points equal to twice the target’s original maximum hit 
  points
  Speed possesses the original creature’s movement modes, but 
  is reduced to 30 feet.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1) 
  14 (+2) 
  10 (+0) 
  10 (+0) 
  12 (+1) 
  18 (+4)
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks
  Damage Immunities necrotic
  Condition Immunities grappled, paralyzed, poisoned, 
  restrained
  Senses darkvision 60 ft., passive Perception 11
  Languages speaks any languages it knew in life, and under-
  stands the languages you speak
  Incorporeal Movement. The troop can become incorporeal 
  while moving and pass through other creatures and objects as 
  if they were difficult terrain. If the troop ends their turn inside 
  an object, they are shunted to the nearest unoccupied space 
  and take 1d10 force damage for every 5 feet traveled.
  
  246
  Ghost Weaknesses. The ghost has one of the following flaws, 
  chosen by the spherecaster when it is reanimated:
  Haunt. The ghosts are bound to a specific location, creature, 
  or object that held significance to them in their life. The 
  ghosts cannot travel further than 500 feet from their haunt. If 
  the haunt is destroyed, the ghosts are no longer tethered and 
  fade away to their respective afterlife. The GM should deter-
  mine who, what, or where the ghosts haunt. 
  Instruments Of Its Demise. A troop of ghosts has vulner-
  ability to any damage dealt by that which killed them in life. 
  For example, if the creatures died from exposure while cross-
  ing a tundra, then the ghosts would have vulnerability to cold 
  damage. The GM should determine how such creatures died 
  before becoming ghosts, and what qualifies for the damage 
  vulnerability.
  Unfinished Business. The ghosts yearns to complete some 
  unresolved task from its life. Once that task is complete, it 
  fades away to its respective afterlife. The GM should deter-
  mine what loose threads the troop of ghosts has.
  Troop. The troop can occupy another creature’s space and 
  vice versa, and the troop can move through any opening large 
  enough for the largest-size undead in the troop. Additionally, 
  the troop has advantage on Strength checks, Strength saving 
  throws, and any saving throw made against effects that target 
  a single creature, but disadvantage on any saving throw made 
  against effects that target an area.
  Actions
  Withering Touch. Melee Spell Attack: +7 to hit, one target. Hit: 
  4 (1d6) necrotic damage. This necrotic damage increases by 
  1d6 at 5th level (2d6), 11th level (3d6), and 17th level (4d6). This 
  damage is not reduced if the swarm has half of its hit points or 
  fewer.
  troop oF mummies
  Huge troop of Large, Medium, or small undead, unaligned
  Armor Class 9
  Hit Points equal to four times the target’s original maximum 
  hit points
  Speed possesses the original creature’s movement modes, but 
  is reduced to 20 feet.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 
  8 (-1) 
  14 (+2) 
  6 (-2) 
  16 (+3) 
  12 (+1)
  Damage Vulnerabilities fire
  Damage Immunities necrotic, poison
  Condition Immunities exhaustion, frightened, poisoned
  Senses darkvision 60 ft., passive Perception 13
  Languages speaks any languages it knew in life, and under-
  stands the languages you speak
  Troop. The troop can occupy another creature’s space and 
  vice versa, and the troop can move through any opening large 
  enough for the largest-size undead in the troop. Additionally, 
  the troop has advantage on Strength checks, Strength saving 
  throws, and any saving throw made against effects that target 
  a single creature, but disadvantage on any saving throw made 
  against effects that target an area
  Actions
  Slam. Melee Weapon Attack: +6 to hit, one target. Hit: 13 
  (2d10+3) bludgeoning damage, or 9 (1d10+3) bludgeoning dam-
  age if the troop has half of its hit points or fewer.
  troop oF polterGeists
  Huge troop of Large, Medium, or Small undead, unaligned
  Armor Class 13
  Hit Points equal to twice the target’s original maximum hit 
  points
  Speed possesses the original creature’s movement modes, but 
  is reduced to 30 feet.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  2 (-4) 
  16 (+3) 
  12 (+1) 
  4 (-3) 
  12 (+1) 
  14 (+2)
  Damage Vulnerabilities radiant
  Damage Immunities necrotic
  Condition Immunities grappled, petrified, restrained
  Senses darkvision 60 ft., passive Perception 11
  Languages Understands the languages you speak
  Invisibility. The troop is invisible.
  Sunlight Weakness. While in sunlight, the troop has disad-
  vantage on attack rolls, ability checks, and saving throws.
  Troop. The troop can occupy another creature’s space and 
  vice versa, and the troop can move through any opening large 
  enough for the largest-size undead in the troop. Additionally, 
  the troop has advantage on Strength checks, Strength saving 
  throws, and any saving throw made against effects that target 
  a single creature, but disadvantage on any saving throw made 
  against effects that target an area.
  Actions
  Telekinetic Thrust. Ranged Weapon Attack: +6 to hit, range 
  30 ft., one target. Hit: 13 (2d10+3) bludgeoning damage, or 9 
  (1d10+3) bludgeoning damage if the troop has half of its hit 
  points or fewer.
  Invisibility. As an action, the poltergeists magically becomes 
  invisible until they attack, use magic, or until their concentra-
  tion ends (as if concentrating on a spell or sphere effect).
  troop oF shADoWs
  Huge troop of Large, Medium, or Small undead, unaligned
  Armor Class 13
  Hit Points equal to twice the target’s original maximum hit 
  points
  Speed possesses the original creature’s movement modes, but 
  is reduced to 30 feet.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (-2) 
  16 (+3) 
  14 (+2) 
  4 (-3) 
  12 (+1) 
  8 (-1)
  Damage Vulnerabilities radiant
  Damage Immunities necrotic
  Condition Immunities grappled, petrified, restrained
  Senses darkvision 60 ft., passive Perception 11
  Languages Understands the languages you speak
  
  247
  Amorphous. The troop can move through a space as narrow 
  as 1 inch wide without squeezing.
  Sunlight Weakness. While in sunlight, the troop has disad-
  vantage on attack rolls, ability checks, and saving throws.
  Troop. The troop can occupy another creature’s space and 
  vice versa, and the troop can move through any opening large 
  enough for the largest-size undead in the troop. Additionally, 
  the troop has advantage on Strength checks, Strength saving 
  throws, and any saving throw made against effects that target 
  a single creature, but disadvantage on any saving throw made 
  against effects that target an area.
  Actions
  Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 13 (2d10+3) bludgeoning damage, or 9 (1d10+3) bludgeoning 
  damage if the troop has half of its hit points or fewer.
  troop oF skeletons
  Huge troop of Large, Medium, or Small undead, unaligned
  Armor Class 11
  Hit Points equal to four times the target’s original maximum 
  hit points
  Speed possesses the original creature’s movement modes, but 
  is reduced to 30 feet.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 
  12 (+1) 
  14 (+2) 
  4 (-3) 
  8 (-1) 
  6 (-2)
  Damage Vulnerabilities bludgeoning
  Damage Immunities poison
  Condition Immunities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 9
  Languages Understands the languages you speak
  Troop. The troop can occupy another creature’s space and 
  vice versa, and the troop can move through any opening large 
  enough for the largest-size undead in the troop. Additionally, 
  the troop has advantage on Strength checks, Strength saving 
  throws, and any saving throw made against effects that target 
  a single creature, but disadvantage on any saving throw made 
  against effects that target an area.
  Actions
  Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 13 (2d10+3) bludgeoning damage, or 9 (1d10+3) bludgeoning 
  damage if the troop has half of its hit points or fewer.
  troop oF speCters
  Huge troop of Large, Medium, or Small undead, unaligned
  Armor Class 13
  Hit Points equal to twice the target’s original maximum hit 
  points
  Speed 0 ft., fly 20 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  2 (-4) 
  16 (+3) 
  12 (+1) 
  4 (-3) 
  12 (+1) 
  14 (+2)
  Damage Vulnerabilities radiant
  Damage Immunities necrotic
  Condition Immunities grappled, petrified, restrained
  Senses darkvision 60 ft., passive Perception 11
  Languages Understands the languages you speak
  Incorporeal Movement. The specter troop can become in-
  corporeal while moving and pass through other creatures and 
  objects as if they were difficult terrain. If it ends its turn inside 
  an object, it is shunted to the nearest unoccupied space and 
  takes 1d10 force damage for every 5 feet traveled.
  Sunlight Weakness. While in sunlight, the specter troop has 
  disadvantage on attack rolls, ability checks, and saving throws.
  Troop. The troop can occupy another creature’s space and 
  vice versa, and the troop can move through any opening large 
  enough for the largest-size undead in the troop. Additionally, 
  the troop has advantage on Strength checks, Strength saving 
  throws, and any saving throw made against effects that target 
  a single creature, but disadvantage on any saving throw made 
  against effects that target an area.
  Actions
  Claws. Melee Weapon Attack: +6 to hit, one target. Hit: 13 
  (2d10+3) slashing damage, or 9 (1d10+3) slashing damage if the 
  troop has half of its hit points or fewer.
  troop oF VAmpire spAWn
  Huge troop of Large, Medium, or Small undead, unaligned
  Armor Class 15 (natural armor)
  Hit Points equal to four times the target’s original maximum 
  hit points
  Speed possesses the original creature’s movement modes, but 
  is reduced to 30 feet.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 
  16 (+3) 
  10 (+0) 
  10 (+0) 
  8 (-1) 
  12 (+1)
  Damage Vulnerabilities piercing from wooden sources
  Damage Resistances necrotic; bludgeoning and slashing 
  from nonmagical sources
  Senses darkvision 60 ft., passive Perception 9
  Languages speaks any languages it knew in life, and under-
  stands the languages you speak
  Spider Climb. The vampire troop can climb difficult surfaces, 
  including upside down on ceilings, without needing to make 
  an ability check.
  Troop. The troop can occupy another creature’s space and 
  vice versa, and the troop can move through any opening large 
  enough for the largest-size undead in the troop. Additionally, 
  the troop has advantage on Strength checks, Strength saving 
  throws, and any saving throw made against effects that target 
  a single creature, but disadvantage on any saving throw made 
  against effects that target an area.
  Vampire Weaknesses. The vampire troop has the following 
  flaws:
  Forbiddance. The vampire troop can’t enter a residence 
  without an invitation from one of the occupants.
  Harmed by Running Water. The vampire troop takes 20 
  acid damage when it ends its turn in running water.
  Sunlight Hypersensitivity. The vampire troop takes 20 ra-
  diant damage when it starts their turn in sunlight. While 
  
  248
  in sunlight, it has disadvantage on attack rolls and 
  ability checks.
  Actions
  Bite. Melee Weapon Attack: +6 to hit, one target. Hit: 13 (2d10+3) 
  piercing damage, or 9 (1d10+3) piercing damage if the troop 
  has half of its hit points or fewer.
  troop oF WiGhts
  Huge troop of Large, Medium, or Small undead, unaligned
  Armor Class 12
  Hit Points equal to four times the target’s original maximum 
  hit points
  Speed possesses the original creature’s movement modes, but 
  is reduced to 30 feet.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 
  14 (+2) 
  14 (+2) 
  10 (+0) 
  12 (+1) 
  8 (-1)
  Damage Resistances necrotic; bludgeoning, piercing, and 
  slashing damage from nonmagical attacks not made with 
  silvered weapons
  Damage Immunities poison
  Condition Immunities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 11
  Languages speaks any languages it knew in life, and under-
  stands the languages you speak
  Sunlight Weakness. While in sunlight, the troop has disad-
  vantage on attack rolls, ability checks, and saving throws.
  Actions
  Claws. Melee Weapon Attack: +5 to hit, one target. Hit: 12 
  (2d10+2) slashing damage, or 8 (1d10+2) slashing damage if the 
  troop has half of its hit points or fewer.
  troop oF WrAiths
  Huge troop of Large, Medium, or Small undead, unaligned
  Armor Class 12
  Hit Points equal to twice the target’s original maximum hit 
  points
  Speed 0 ft., fly 20 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (-2) 
  14 (+2) 
  16 (+3) 
  10 (+0) 
  12 (+1) 
  14 (+2)
  Damage Immunities necrotic
  Condition Immunities grappled, paralyzed, poisoned, 
  restrained
  Senses darkvision 60 ft., passive Perception 11
  Languages speaks any languages it knew in life, and under-
  stands the languages you speak
  Incorporeal Movement. The troop can become incorporeal 
  while moving and pass through other creatures and objects as 
  if they were difficult terrain. If it ends its turn inside an object, 
  it is shunted to the nearest unoccupied space and takes 1d10 
  force damage for every 5 feet traveled.
  Sunlight Weakness. While in sunlight, the troop has disad-
  vantage on attack rolls, ability checks, and saving throws.
  Actions
  Slam. Melee Weapon Attack: +5 to hit, one target. Hit: 12 
  (2d10+2) bludgeoning damage, or 8 (1d10+2) bludgeoning dam-
  age if the troop has half of its hit points or fewer.
  troop oF Zombies
  Huge troop of Large, Medium, or Small undead, unaligned
  Armor Class 10
  Hit Points equal to four times the target’s original maximum 
  hit points
  Speed possesses the original creature’s movement modes, but 
  is reduced to 20 feet.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 
  10 (+0) 
  16 (+3) 
  4 (-3) 
  10 (+0) 
  6 (-2)
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages Understands the languages you speak
  Troop. The troop can occupy another creature’s space and 
  vice versa, and the troop can move through any opening large 
  enough for the largest-size undead in the troop. Additionally, 
  the troop has advantage on Strength checks, Strength saving 
  throws, and any saving throw made against effects that target 
  a single creature, but disadvantage on any saving throw made 
  against effects that target an area.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 
  12 (2d10+2) piercing damage, or 8 (1d10+2) piercing damage if 
  the troop has half of its hit points or fewer.
  
  249
  Appendix C
  Weather
  The weather categories below are based upon existing rules 
  for controlling or handling weather, but there are some key 
  changes, particularly in regards to ability check or saving 
  throw DCs. When using the Weather sphere to magically alter 
  the weather, all ability check or saving throw DCs are always 
  equal to the spherecaster’s sphere DC. When using naturally 
  occurring weather, we recommend using the DCs listed in the 
  Weather Conditions table below, especially if you are using 
  these weather severity rules.
  Table: Weather Conditions
  Severity
  Aridity
  Cold
  Heat
  Precipitation
  Wind
  Storm*
  DC
  0
  None
  Temperate
  Temperate
  None
  Dead calm
  None
  0
  1
  Dry
  Cold
  Hot
  Light fog
  Moderate wind
  Thunderclouds
  5
  2
  Parched
  Extreme cold
  Extreme heat
  Heavy fog
  Strong wind
  Storm
  10
  3
  Drought
  Arctic cold
  Unbearable 
  heat
  Rain, hail, snow
  Gale wind
  Powerful Storm
  20
  4
  Desiccating
  Supernaturally 
  cold
  Supernaturally 
  hot
  Torrential rain,  
  driven hail, blizzard
  Tornado winds
  Haboob (A), 
  Typhoon (P)
  30
  *Storms are not raised and lowered on their own, but are instead the product of raising both Precipitation or Aridity and 
  Wind together. For example, to create a level 2 Storm, both Wind and Precipitation or Aridity must be raised to level 2.
  Aridity
  Aridity is the opposite of Precipitation. If the Precipitation 
  is lowered below severity 0 of Precipitation it becomes severi-
  ty 1 of Aridity, and vice versa. 
  Water left in open air loses about an inch of height per 
  day for every level of combined severity between Aridity and 
  Heat. This becomes 2 inches per combined level at Aridity 
  severity level 3, and 4 inches per combined level for Aridity 
  severity 4.
  Immunities
  Creatures naturally adapted to arid climates treat Aridity 
  weather conditions as 1 severity level less. Creatures with 
  resistance to necrotic damage treat Aridity weather conditions 
  as 2 severity levels less. Creatures immune to necrotic dam-
  age automatically succeed on any saving throws made against 
  Aridity weather conditions.
  Severity 0
  In normal conditions (Aridity severity level 0), a character 
  can go without water for 1 day plus a number of hours equal to 
  their Constitution score. After this time, the character must 
  succeed at a Constitution saving throw each hour thereafter 
  or gain one level of exhaustion.
  Severity 1
  At Aridity severity level 1 and greater, all creatures gain dis-
  advantage on any Constitution saving throws against exhaus-
  tion due to dehydration. Additionally, each additional time 
  that the Constitution saving throw is made during the same 24 
  hours, the DC increases by 1.
  Severity 2
  At Aridity severity level 2, all creatures must drink twice 
  as much water each day to stay healthy, and the amount of 
  time a character can go without water before they must begin 
  attempting Constitution saving throws, as well as the time be-
  tween checks, is cut in half (12 + 1/2 Constitution score hours, 
  checks every 30 minutes).
  
  250
  Severity 3
  At Aridity severity level 3, the amount of time a character 
  can go without water before they must begin attempting Con-
  stitution saving throws, as well as the time between checks, 
  is cut in half again (6 + 1/4 Constitution score hours, checks 
  every 15 minutes).
  Severity 4
  At Aridity severity level 4, the amount of time a character 
  can go without water before they must begin attempting 
  Constitution saving throws is reduced to 1 hour, and the time 
  between checks is reduced to once every minute. In addition 
  to gaining a level of exhaustion for failing their Constitution 
  saving throw, the character also takes necrotic damage equal 
  to their level. This damage is caused from desiccation, and 
  cannot be healed until they have consumed the necessary 
  water.
  Cold
  Cold is the opposite of Heat. If the Heat is lowered below 
  severity 0 of Heat it becomes severity 1 of Cold, and vice 
  versa. 
  Immunities
  Creatures wearing cold weather gear (thick coats, gloves, and 
  the like) and creatures naturally adapted to cold climates treat 
  Cold weather conditions as 1 severity level less. Creatures with 
  resistance to cold damage treat Cold weather conditions as 2 
  severity levels less. Creatures immune to cold damage auto-
  matically succeed on any saving throws made against Cold 
  weather conditions.
  Severity 0
  In temperate conditions (Cold severity level 0), characters 
  are generally comfortable in common clothing without many 
  layers.
  Severity 1
  At Cold severity level 1, the temperature is between 40 and 
  0 degrees Fahrenheit (4 to -18 Celsius). Characters exposed to 
  the cold must succeed a Constitution saving throw at the end 
  of every 4 hours exposed or gain 1 level of exhaustion. Each 
  time that the check is made during the same 24 hours, the DC 
  increases by 1.
  Severity 2
  At Cold severity level 2, the temperature is between 0 
  and -40 degrees Fahrenheit (-18 to -40 Celsius). Characters 
  exposed to this extreme cold must succeed the Constitution 
  saving throw at the end of every hour exposed.
  Severity 3
  At Cold severity level 3, the temperature is between -40 and 
  -120 degrees Fahrenheit (-40 to -85 Celsius). Characters ex-
  posed to this arctic cold must succeed the Constitution saving 
  throw at the end of every 10 minutes exposed. Creatures that 
  roll a natural 1 on their saving throw (regardless if they passed 
  or failed their saving throw) take 1d8 cold damage.
  Severity 4
  At Cold severity level 4, the temperature is below -120 
  degrees Fahrenheit (-85 Celsius). Characters exposed to this 
  supernatural cold must succeed the Constitution saving throw 
  at the end of every minute exposed, and those that fail also 
  take 4d8 cold damage. Any cold damage taken from failing 
  this saving throw cannot be healed until warmed up or in an 
  area of Cold severity level 1 or less.
  Heat
  Heat is the opposite of Cold. If the Cold is lowered below 
  severity 0 of Cold it becomes severity 1 of Heat, and vice 
  versa. 
  Immunities
  Creatures wearing medium or heavy armor, or who are clad 
  in heavy clothing, have disadvantage on any saving throws 
  against Heat weather conditions. Creatures wearing warm 
  weather gear (loose linen clothing, loose head covering, and 
  the like) and creatures naturally adapted to hot climates treat 
  Heat weather conditions as 1 severity level less. Creatures with 
  resistance to fire damage treat Heat weather conditions as 2 
  severity levels less. Creatures immune to fire damage auto-
  matically succeed on any saving throws made against Heat 
  weather conditions.
  Severity 0
  In temperate conditions (Heat severity level 0), characters 
  are generally comfortable in common clothing without many 
  layers.
  Severity 1
  At Heat severity level 1, the temperature is between 80 and 
  100 degrees Fahrenheit. Characters exposed to the heat must 
  succeed a Constitution saving throw at the end of every 4 
  hours exposed or gain 1 level of exhaustion. Each time that the 
  check is made during the same 24 hours, the DC increases by 
  1.
  Severity 2
  At Heat severity level 2, the temperature is between 100 and 
  140 degrees Fahrenheit (26 to 38 Celsius). Characters exposed 
  to this extreme heat must succeed the Constitution saving 
  throw at the end of every hour exposed. 
  Severity 3
  At Heat severity level 3, the temperature is between 140 and 
  180 degrees Fahrenheit (38 to 82 Celsius). Characters exposed 
  to this unbearable heat must succeed the Constitution saving 
  throw at the end of every 10 minutes exposed. Creatures that 
  roll a natural 1 on their saving throw (regardless if they passed 
  or failed their saving throw) take 1d8 fire damage.
  Severity 4
  At Heat severity level 4, the temperature is above 180 
  degrees Fahrenheit (82 Celsius). Characters exposed to this 
  supernatural heat must succeed the Constitution saving throw 
  at the end of every minute exposed and those that fail also 
  take 4d8 fire damage. Any fire damage taken from failing this 
  saving throw cannot be healed until cooled down or in an area 
  of Heat severity level 1 or less.
  Precipitation
  Precipitation is the opposite of Aridity. If the Aridity is 
  lowered below severity 0 of Aridity, it becomes severity 1 of 
  Precipitation. If the Precipitation is lowered below severity 0 
  of Precipitation, it becomes severity 1 of Aridity.
  
  251
  Severity 0
  In normal conditions (Precipitation severity level 0), a 
  character will generally not be wet, but will instead be more 
  or less dry. If there are clouds, they do not significantly impact 
  visibility.
  Severity 1
  At Precipitation severity level 1, there is a combination of 
  light clouds or ground fog, lightly obscuring flying creatures in 
  the clouds, or creatures in the ground fog.
  Severity 2
  At Precipitation severity level 2, there is a combination of 
  overcast clouds or thick fog, heavily obscuring flying creatures 
  in the clouds, or creatures in the thick fog. Vampires and 
  other creatures with similar vulnerabilities do not suffer the ill 
  effects of sunlight while in an area with overcast clouds.
  Severity 3
  At Precipitation severity level 3, there is either rain (if Heat 
  severity 1 or higher), hail (if Cold/Heat severity 0), or snow (if 
  Cold severity 1 or higher). The affected area is lightly ob-
  scured, and all exposed flames are doused.
  Severity 4
  At Precipitation severity level 4, there is either torrential 
  rain (if Heat severity 1 or higher), driving hail (if Cold/Heat 
  severity 0), or blizzard (if Cold severity 1 or higher). The af-
  fected area is heavily obscured, all exposed flames are doused, 
  the ground is slick and considered difficult terrain, and finally 
  other creatures concentrating in the area must make Constitu-
  tion saving throws vs the effect or lose concentration.
  Storm
  Unlike other weather conditions, Storm severity only rises 
  when both humidity (Aridity/Precipitation) and Wind is 
  raised. For example, to reach Storm severity 1, both Wind 
  and either Aridity or Precipitation must also be 1 or higher. 
  This means that the effects of a storm are cumulative with the 
  effects of both the Wind and the Aridity/Precipitation.
  Severity 1
  At Storm severity 1, there are thunderclouds. Once every 
  10 minutes, there is a discharge of mostly harmless electrical 
  energy that strikes a random space within the area creating 
  a loud clap of thunder that deafens nearby creatures. While 
  the electrical energy itself is not particularly dangerous, any 
  creature within 5 feet of where the bolt struck must succeed 
  a Constitution saving throw. A creature takes 1d4 thunder 
  damage on a failed save and is deafened for 1 round. A creature 
  is only deafened for 1 round on a successful save.
  Severity 2
  At Storm severity 2, there is an actual storm. Once every 
  minute, a bolt of lightning randomly strikes a square with 
  lightning. Each creature within 5 feet of that point must make 
  a Dexterity saving throw. A creature takes 3d10 lightning dam-
  age on a failed save, or half as much on a successful one.
  Severity 3
  At Storm severity 3, there is a powerful storm. This is just 
  like Storm severity 2, except that the bolts of lightning strikes 
  a random square once every round, and that the bolts of 
  lightning deal 6d10 lightning damage on a failed save, or half 
  as much on a successful one.
  Severity 4
  At Storm severity 4, there is either a Haboob (if Aridity 
  severity 4) or a Typhoon (if Precipitation severity 4). A haboob 
  creates heavy obscurity in the area, and creatures in the area 
  suffer 1d6 slashing damage each round, and must make a Con-
  stitution saving throw each round or be poisoned for 1 minute. 
  A typhoon creates light obscurity in the area, and creatures 
  must make a Strength saving throw each round or suffer 2d6 
  bludgeoning damage, or half as much on a successful save. 
  Cover can protect a target from a haboob or typhoon.
  Wind
  In a dead calm (Wind severity level 0), there is insufficient 
  wind for vehicles to move under sail. If there is a breeze, it 
  won’t significantly impact the area.
  Severity 1
  At Wind severity level 1, there is a moderate wind that has 
  a 50% chance of extinguishing exposed flames of Tiny size or 
  smaller, such as candles.
  Severity 2
  At Wind severity level 2, the area imposes disadvantage on 
  ranged weapon attack rolls and Wisdom (Perception) checks 
  that rely on hearing. The wind also extinguishes open flames, 
  and disperses fog. Additionally, Wind at severity 2 or higher 
  makes flying require a Strength (Athletics) or Dexterity (Acro-
  batics) check against the weather effect. Those that fail, must 
  land at the end of its turn or fall. If a strong wind is present 
  in an area with alot of loose debris (such as sand in a desert), 
  the area also imposes disadvantage on Wisdom (Perception) 
  checks that rely on sight.
  Severity 3
  At Wind severity level 3, there is a gale force wind that is 
  powerful enough to bring down branches if not whole trees. 
  Such winds in addition to extinguishing open flames have a 
  75% chance to extinguish protected flames, such as lanterns. 
  Common ranged weapon attacks are impossible, and even 
  siege weapons suffer disadvantage on their ranged attack rolls. 
  The area also imposes disadvantage on all Wisdom (Percep-
  tion) checks. Creatures that are Medium sized or smaller must 
  make a Strength (Athletics) check to move against the winds. 
  Creatures that are Small sized or smaller that fail this check 
  are knocked prone and rolled 1d4 x 10 feet taking 1d4 blud-
  geoning damage per 10 feet.
  Severity 4
  At Wind severity level 4, there are tornado winds. All flames 
  are extinguished. All ranged attacks are impossible (even with 
  siege weapons), Wisdom (Perception) checks based on hearing 
  always fail, and the area is lightly obscured. Creatures that 
  are Huge sized or smaller must make a Strength (Athletics) 
  check to move against the winds. Creatures that are Large 
  sized or smaller that fail this check are picked up and thrown 
  2d4 x 10 feet taking 1d8 bludgeoning damage per 10 feet after 
  being knocked prone. Flying in this area is impossible; a flying 
  creature in tornado winds must land at the end of their turn 
  or fall.
  
  252
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. 
  System Reference Document 5.1 Copyright 2016, Wizards of the Coast, 
  LLC.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney 
  Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, 
  Chris Sims, and Steve Townshend, based on original material by E. Gary 
  Gygax and Dave Arneson.
  Spheres of Power, Copyright 2021, Drop Dead Studios, Authors: Adam 
  Meyers, Derfael Oliveira, Andrew Stoeckle
  END OF LICENSE
  
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