Spheres of Power

by SilverSwift

Search GM Binder Visit User Profile

Spheres of Power
For D&D 5e

Spheres of Power

Spheres of Power is magic system made for pathfinder, replacing the basic Vancian magic system with a system where each type of magic (Sphere) comes with a few basic abilities that can be enhanced by taking talents. This is an attempt at converting the Pathfinder Spheres of Power system to D&D 5e.

Spheres

Like spells, spheres grant a magic user the ability to accomplish great things that would otherwise be impossible. Shaping fire, summoning beings from other planes of existence, layering enchantments on an unsuspecting creature’s mind: all of this and more is possible for a master of the spheres.

Like spells, spheres require levels in a class that can wield magic. Using a sphere ability in melee range imposes disadvantage on ranged attack rolls, requires a concentration check in difficult situations, ceases to function where anti magic fields are present, and is subject to resistances like a Balor’s immunity to fire.

Unlike spells, however, sphere abilities are not split between Arcane, Divine and other sources of power. Therefore, just as a fighter may take levels in other martial classes without sacrificing their combat ability, a caster may take multiple casting classes without necessarily dividing their power.

Where the core magic system grants access to spells and spell levels, magic users using the Spheres of Power system use spheres and talents. Spheres provide a caster with a broad magical focus. Each sphere provides the caster with a number of at-will abilities, which may be further refined by gaining talents associated with that sphere.

Magic Talents

As a caster gains levels, they gain magic talents. Magic talents, may be spent to allow a caster to gain new powers and abilities. Whenever a caster gains a magic talent they may spend it in one of two ways: to gain a new base sphere or to gain a talent associated with a sphere they already possess.

Certain sphere abilities or talents grow more powerful depending on the number of talents you posses inside a certain sphere. These abilities do not count the talent that granted you the sphere in the first place.

The number of magic talents a caster gains differs between classes, but all characters gain two bonus magic talents the first time they gain a level in a casting class, regardless of which class is chosen. These bonus talents are granted only once per character, regardless of how many different classes they gain levels in.

There are no restrictions on which spheres can be picked by which classes.

spell points

Casters using the spheres of power system gain a spell pool, which accumulates spell points as they gain levels. Spell points are a measure of a spellcaster’s capability and are spent to use their various sphere abilities.

Each caster gains a pool of spell points defined by the spell points & Mana Limit table below. A caster adds together all their levels in Sphere casting classes when determining the size of their spell pool. If they possess levels in multiple casting classes, add those class levels together when determining the number of spell points possessed.

A caster’s spell pool refreshes every day after a long rest.

spell points & Mana Limit - High Casters
Level spell points Mana Limit Level spell points Mana limit
1st 4 2 11th 39 7
2nd 7 2 12th 42 7
3rd 12 3 13th 45 8
4th 17 3 14th 48 8
5th 22 4 15th 50 9
6th 27 4 16th 52 9
7th 30 5 17th 54 10
8th 32 5 18th 56 10
9th 34 6 19th 58 10
10th 36 6 20th 60 10

Casters are divided between high casters (Wizards, Clerics etc) and low casters (Rangers, Palladins, etc). If a character has levels in both low caster and high caster classes, they either use the low caster table and count their levels in both classes or use the high caster table, in which case they add half their levels in low caster classes (rounded down) to the levels they have in high caster classes to determine their mana limit/spell pool size.

spell points & Mana Limit - Low Casters
Level spell points Mana Limit Level spell points Mana limit
1st 0 0 11th 20 4
2nd 2 2 12th 21 4
3rd 4 2 13th 22 5
4th 6 2 14th 23 5
5th 7 3 15th 25 5
6th 9 3 16th 27 5
7th 12 3 17th 30 6
8th 14 3 18th 32 6
9th 16 4 19th 34 6
10th 18 4 20th 36 6

Certain sphere abilities and talents grow more powerful depending on the number of spell points used. In such cases, you count all the spell points expended during the initial use of that ability, including any spell points spent on talents to modify the ability, but not spell points spent after the ability was used (for instance, to extend the duration of the ability) You may always expend more spell points than required for a sphere ability.

Mana Limit

Though casters have access to a potent amount of magical energy, it takes training and practice to channel that energy. There is a limit on the number of spell points you can spend to activate a Sphere ability. The limit is based on the number of levels you have in a class that grants access to spheres as shown in the Mana Limit column of the Mana Limit table. For example, as a 3rd-level high caster, you can spend no more than 3 spell points on a Sphere each time you use it, no matter how many spell points you have.

Casting Ability

Each class uses a specific ability when setting the DC for Sphere Effects, for Sphere Attacks or for skill checks in that sphere (eg. to overcome another casters sphere ability).

This ability is referred to as their casting ability and depends on the casting class you choose (Wizards use Intelligence, Clerics use Wisdom, etc).

Unless otherwise noted the save DC and attack modifier for sphere abilities depends on your casting ability modifier.

Sphere save DC = 8 + your proficiency bonus + your casting ability modifier

Sphere arrack modifier = your proficiency bonus + your casting ability modifier

If a caster has levels in multiple classes that grant a casting ability, they may choose which ability to use each time they gain a level

Alteration Sphere

The Alteration Sphere enables casters to manipulate the physical form of themselves and others, molding muscles, flesh and skin to their liking. When you gain the Alteration Sphere, you gain access to the Shapeshift ability and the Blank Form described below.

Abilities

Shapeshift


  • Casting Time: 1 action
  • Range: Touch
  • Components: V
  • Duration: Concentration, Up to 10 minutes

As an action, you may shapeshift yourself or a touched creature, changing their form for as long as you concentrate (up to 10 minutes). If the target is unwilling, this costs an additional spell point and they are allowed a Constitution save to negate.

Shapeshift is a polymorph effect. 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, they must succeed at an ability check using their spellcasting ability against the Sphere Save DC of the original caster. If they succeed, the second shapeshift is successfully placed on the target, dismissing and dispelling the first.

You may spend a number of additional spell point equal to half the number of spell points spend on a shapeshift (rounded down, minimum 1) to allow an ongoing shapeshift to remain active for 1 hour without concentration. spell points spent this way do not count towards your mana limit and do not count towards the number of spell points spent on this shapeshift. You may dismiss your shapeshift at any time (this does not cost an action).

Speaking while shapeshifted

Note that most forms do not, by themselves, have the ability to speak. This means that a creature under the effect of a shapeshift will not be able to effectively communicate with their allies and will not be able to use most sphere abilities .

By intently focusing on a shapeshift, the caster can reduce the spell point cost of a shapeshift by one spell point (down to a minimum of 0). However, due to the mental effort this task requires, the caster has to use their action each turn to maintain the transformation. A shapeshift initiated in this way can be maintained indefinitely, but it ends immediately once the caster stops focusing on it (the duration cannot be extended by spending a spell point).

Traits

When shapeshifting a target, the caster must choose a form and 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 abilities that are added on top of the base form (natural attacks, creature size, monster special abilities, etc.).

Each trait has a spell point cost associated with it that appears in parenthesis at the end of the trait description. When applying a trait, you add these costs to the spell point cost of the form to get the base cost of the shapeshift ability.

Some traits grant natural attacks that require the base form to have an appropriate limb, this will be listed in parentheses along with the amount and type of damage inflicted by the attack. You cannot grant a natural attack to a limb that already possesses a natural attack.

Natural attacks

Natural attacks granted by the alteration sphere are true natural attacks, they do not modify the targets unarmed strike (and thus do not count for abilities like the Monks Flurry of Blows ability), but they do count as finesse weapons, allowing a shapeshifted creature to use either their Strenght or Dexterity modifier for attack and damage rolls.

The number of traits that can be used to modify a form depends on the number of levels the caster has in a class that provides access to spheres. A caster may grant 1 trait at 1st level and may add another at 5th, 10th, 15th, 20th level. A caster cannot grant the same trait more than once unless the trait indicates otherwise.

Forms

With the exception of the Blank Form, placing a form on a creature causes that creature’s physical body to change into that of another creature. The target gains the listed number of limbs and loses all others. The target loses any natural attacks, movement types and other features dependent on their original form (darkvision, scent, wings, claws, etc.) and gains the listed benefits in their place. Sources of physical traits that do not depend on the original physical form of the target (such as a draconic bloodline sorcerer’s ability to grow wings) still function.

In addition, the target’s equipment melds into their new form, causing them to lose their armor and shield bonuses and the ability to pull an item from a backpack or belt. They also cannot activate magic items (although constant bonuses from magic items still remain).

This ability cannot be used to assume the guise of a specific individual, but otherwise allows the target to disguise themselves as a different race, gender, or species.

To discern that the target is disguised, a creature can use its action to inspect their appearance and must succeed on an Intelligence (Investigation) check against your sphere save DC.

You may cause the target to cosmetically appear as whatever type of creature you desire, although if the target is not granted the right physical attributes (for example, granting the right size category or number of legs), the disguise may fail completely.

When a caster first gains the Alteration sphere, they may grant creatures the Blank Form and the traits listed below. Additional forms and traits may be gained by taking Alteration talents. Any trait may be granted to any form.

Blank Form

The Blank Form allows a caster to add traits to a creature without fundamentally changing the target first.

Unlike other forms, the Blank Form does not change the creature’s basic makeup. The target does not lose their abilities, equipment, natural attacks, or any other aspect of their unaltered form and they do not get to disguise themselves as a different race, gender, or species.

This form costs 0 spell points.

In addition, you may apply the following trait to your shapeshifts:

  • Darkvision 60 ft ( 1SP)
  • A bite attack (1d6 piercing, requires head) (1 SP)
  • A gore attack (1d6 bludgeoning, requires head) (1 SP)
  • A claw attack (1d6 slashing, requires arms or legs) (1 SP)

  • A slam attack (1d6, bludgeoning, requires arms) (1 SP)
  • A pincer attack (1d6, piercing, requires arms) (1 SP)
  • Cosmetic changes: This could include changing the target’s apparent age, making an elf into an orc, disguising a large dog as a small pony, changing a male into a female, or some other such alteration. This grants the ability to disguise yourself as a different race, gender, or species as the base shapeshift ability. This trait may only be applied to the Blank Form, as such changes are assumed with other forms. (1 SP)

General Alteration Talents

Additional Limbs

You may apply the following traits to your shapeshifts. Each trait may be granted multiple times.

  • Extra arms. You grow up to one additional pair of arms for every four spell points spend on this shapeshift (minimum 1). If you have more than one pair of arms, including any arms that came with the base form, this grants Advantage on Strength (Athletic) checks dealing with arms (Climbing, Grappling, etc). (1 SP)
  • A prehensile tail, which may be used to hold objects as if it were a hand, and retrieve objects from a backpack or pouch as bonus action. (0 SP)
  • A Tail slap attack (1d8, bludgeoning, requires tail) (1 SP)
  • Piercing Tail (Requires Tail Slap attack): Your tail slap attack deals 2d6 piercing damage instead of its normal type and amount. (1 SP)
  • Extra legs. You grow up to one additional pair of legs for every four spell points spend on this shapeshift (minimum 1). This grants a 20 ft. land speed if the target didn't possess one or an extra 10 ft if it does. If the target has at least 2 pairs of legs, including any legs that came with the base form, their carrying capacity doubles and they may serve as a mount for creatures smaller than themselves. (1 SP)
  • Extra heads. You gain up to one extra head for each spell point spent on this shapeshift. If you have 2 or more heads you gain advantage on Intelligence (Perception) checks, if you have 4 or more heads you gain advantage on Intelligence (Investigation) checks. (1SP)

Agile Transformation

You may add the following additional traits to your forms:

  • Evasion: You gain incredible reflexes. 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. (1 SP)
  • Initiative: Your reaction speed quickens, granting advantage on initiative rolls. (0 SP)
  • Uncanny Dodge: You gain gain extraordinary reactions, granting Uncanny Dodge as the rogue ability. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. (2 SP)

Amphibian Transformation

You may apply the following trait to your shapeshifts:

  • Standing Leap The targets long jump is a number of feet up to 10 + the targets Strength score + the number of spell points spend on this shapeshift and their high jump is half that, with or without a running start. (0SP)
  • Amphibious: You can breathe water and air (0 SP)
  • Tongue: The target gains a prehensile tongue that can extend to up to 10 feet, grab small objects and pull them towards the subject or serve as a natural attack (1d4, bludgeoning, reach) that can be used for off hand attacks as if it was a light one handed weapon. (1SP)
  • Poisonous The target can spend an action to coat a melee weapon, piece of ammunition or trap in a powerful toxin. The poison remains potent until potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + Constitution modifier) or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

Animal Mind

Prerequisites: 7 or more levels in classes that grant access to spheres. You may apply the following trait to your shapeshifts:

  • Animal Mind: The target must pass an Intelligence saving throw or have their mind become bestial. The targets Intelligence and Charisma scores become 1, they can't cast spells, activate magic items, understand language, or communicate in any intelligible way and they are treated as a beast for the animal handling skill and spells and abilities that only work on beasts (eg. The Speak with Animals spell). The creature can, however, identify its friends, follow them, and even protect them. (3SP)

Bestial Reflexes

You may apply the following trait to your shapeshifts:

  • Lunge: Choose one natural weapon, you double your reach with that weapon. (1SP)
  • Leaping attack: As an action, you may jump, using your normal distance for a long jump. At any point during the leap you may make a single attack against an enemy that is within range. You do not provoke an attack of opportunity for leaving a threatened square when using this ability. (1SP)
  • Pounce: Choose one natural weapon. If you move at least 20 feet straight toward a creature and then hit it with this weapon on the same turn, that creature must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + Strength modifier) or be knocked prone. If the target is knocked prone, you can make one additional attack with a different natural weapon against it as a bonus action. (1SP)
  • Ferocity: You may stay conscious and continue to fight when at zero hit points, but you have Disadvantage on Death saving throws and damage dealt to you automatically grants one failed Death saving throw. (1SP)
  • Speak with animals: Beasts can understand your speech and you gain the ability to decipher their noises and motions. Most beasts lack the Intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you any special friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any character.(1SP)
  • Rend (requires claw attack): If you hit with your claw attack, you may rend the target. The target is allowed a Constitution saving throw (DC = 8 + your proficiency bonus + Strength modifier). On a failed save, the target is rended, causing the next attack against them to have advantage. (1SP)

Diffuse Swarm

Prerequisites: Swarm Transformation, 15 or more levels in classes that grant access to spheres.

When using swarm transformation, you may spend an extra spell point to have your swarm consist of a large number of exceptionally small creatures that are almost impossible to hit with weapons. You gain immunity to slashing, piercing and bludgeoning damage.

Fuse Skin

Your shapeshift ability makes skin and flesh unusually malleable, allowing you to fuse together any parts of the targets skin that are in contact with each other.

When using the shapeshift ability on a target that you are grappling, you may, as a trait, spend an additional spell point to fuse the targets limbs together, making them useless. The target falls prone and becomes restrained.

At the start of their turn the target may make a Strength check (DC = 8 + your proficiency bonus + your casting ability modifier) to tear the fused skin apart. On a success, they take 1d8 damage per spell point spent on this shapeshift and the restrained condition ends (any other effects of the shapeshift persist as normal).

In addition, you may add the following traits to your forms:

  • Seal Eyes: The target must pass a Constitution saving throw or have its eyes sealed, blinding it. (1 SP)
  • Seal Mouth: The target becomes unable to speak and cannot supply verbal spell components. Note that most forms already do not allow verbal spell components, however, this trait also prevents the target of making loud noises like screaming or growling. (1 SP)

Giant Traits

You may grant the following additional traits to your forms:

  • Rock throwing: You can throw rocks at your enemies. You may treat rocks (or projectiles of similar shape) your size and smaller as ranged weapons that deal 1d10 bludgeoning damage with a normal range of 20 ft. + 10 ft. per 2 spell point spent on this usage of shapeshift and a long range of 4 times the normal range. You are proficient with thrown rocks. (1 SP)

  • Rock catching: You can catch rocks (or projectiles of similar shape) that are your size or smaller. Once per round, if you would normally be hit by a rock you may use your reaction to make a Dexterity saving throw to catch it. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. You must be aware of the attack in order to make a rock catching attempt. (0 SP)

Greater Transformation

Prerequisites: 3 or more levels in classes that grant access to spheres.

Increase the number of traits you may apply with your shapeshift by 1.

Extreme Transformation

Prerequisites: Greater Transformation, 13 or more levels in classes that grant access to spheres.

Increase the number of traits you may apply with your shapeshift by 1. This stacks with the increase from Greater Transformation.

Ultimate Transformation

Prerequisites: Extreme Transformation, 17 or more levels in classes that grant access to spheres.

Increase the number of traits you may apply with your shapeshift by 1. This stacks with the increase from Greater Transformation and Extreme transformation.

Lingering Transformation

Your shapeshifts last for 20 minutes while concentrating. In addition, when you spend spell points to extend a shapeshifts duration to 1 hour, you may instead extend the duration to 8 hours.

Mass Alteration

When bestowing a shapeshift, you may spend an additional spell point to target an additional number of creatures equal to your casting ability modifier. Each target must be within range and must gain the same shapeshift form and traits.

Perfect Imitation

You gain more control over the cosmetic changes that your shapeshift ability applies. Your shapeshifts now allow targets to take the guise of individual creatures with which you are familiar.

Your control is detailed and specific enough to allow you to replicate the appearance of clothes, armor, and even jewelry. Such articles cannot be removed from the creature’s possession as they are formed from the target’s body. As usual, merged armor provides no AC and any merged equipment cannot be accessed.

In addition, the option to alter a target’s cosmetic appearance with Blank Form no longer requires a trait.

You may add the following traits to your forms:

  • Camouflage: You may shift the coloration of your skin to mimic your environment, you gain advantage on Stealth checks. (1 SP)

Permanent Transformation

Prerequisites: Lingering transformation, 9 or more levels in classes that grant access to spheres.

When applying a shapeshift, you may increase the casting time of the ability to 1 hour to change your shapeshift into an instantaneous effect, permanently changing the creature into the new form.

When using this talent, the target does not gain a multiattack action from forms or talents (though a multiattack action the target already posseses can be retained with the hybrid form or retain ability talents).

Because this is an instantaneous effect, it cannot be dispelled once placed. 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 skill check as usual, the second shapeshift replaces the first instead of adding to it. When the second shapeshift’s duration expires, the first shapeshift returns. A second application of a Permanent Transformation can be used to counter the first Permanent Transformation, returning the target to its original form.

Using this talent gives the shapeshift ability a material component: agates worth 150gp per spell point spend on the transformation, which the ability consumes.

Prickly

You may add the following traits to your forms:

  • Spines: You grow spines, quills, or thorns. The spines are a natural weapon that deals 1d4 piercing damage. Whenever you hit a target with another natural weapon you may use your Bonus Action to attack the same target with the spines. Whenever you successfully initiate a grapple with a creature, that creature takes piercing damage equal to the number of spell points spent on this shapeshift. (1 SP)
  • Spine Launch (requires spines): You may launch spines as a thrown weapon (1d6, piercing) with a normal range of 40 ft. + 10 ft. per spell point spent on this usage of shapeshift and a long range of 4 times the normal range. Launched spines regenerate at the end of your turn. (1 SP)
  • Razor Claws: Choose one natural weapon that does piercing or slashing damage. On a hit with this weapon, if the target is a creature other than an undead or a construct, it must succeed on a Constitution saving throw (DC = 8 + your Dexterity modifier + your Proficiency Bonus) or lose 1d6 hit points at the start of each of its turns due to bleeding from their wounds. Each subsequent hit on the wounded target with this attack increases the damage dealt by 1d6. Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. (1 SP)

Ranged Alteration

Your shapeshift ability has a range of 30 ft. plus 5 ft. per spell point spent on the shapeshift.

You may take this talent multiple times. The second time you take it, the range increases to 100 ft. plus 10 ft. per spell point spent. The third time you take it, the range increases to 400 ft. + 40 ft. per spell point spent.

Retain Ability

Choose one ability or movement speed dependent on your target’s base form (darkvision, scent, racial breath weapon, etc.). You may choose to allow the target to retain this ability in place of a trait you would normally grant them as part of your shapeshift.

Sphere Specialization (Alteration)

Prerequisites: 5 or more levels in classes that grant access to spheres.

Your mana limit is 1 higher for abilities from the Alteration sphere, but 1 lower for abilities from other spheres. If you have multiple Sphere Specialization talents, the higher mana limit applies to all spheres you have the sphere specialization talent for and the lower mana limit applies to all spheres you do not have the sphere specialization talent for.

Size Change

As a trait, you may spend 2 spell points to change a creature’s size. You may enlarge or reduce a creature’s size by one category per 3 spell points spent on the shapeshift. You cannot enlarge a creatures size beyond Huge size or reduce it beyond Tiny.

If this trait is applied to the blank form, everything the creature is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.

Enlarge

If the target grows one size category the target's size doubles in all dimensions, if the target grows two size categories its size triples in all dimensions and if the target grows three size categories its size quadruples in all dimensions. If there isn't enough room for the targets new size, the creature attains the maximum possible size in the space available.

Size Category

Size Space Reach
Tiny 0 2.5 ft
Small 5 by 5 ft 5 ft
Medium 5 by 5 ft 5 ft
Large 10 by 10 ft 10 ft
Huge 15 by 15 ft 15 ft
Gargantuan 20 by 20 ft 20 ft

Until the shapeshift ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons (natural or otherwise) also grow to match its new size. While these Weapons are enlarged, the target's attacks with them deal 1d4 extra damage per size category increase.

Reduce.

If the target shrinks one size category, the target's size halves in all dimensions, if the target shrinks two size categories its size is reduced to one third of normal in all dimensions and if the target shrinks three size categories its size is reduced to one fourth of normal in all dimensions.

Until the shapeshift ends, the target also has disadvantage on Strength Checks and Strength saving throws. The target's weapons (natural or otherwise) also shrink to match its new size. While these Weapons are reduced, the target's attacks with them deal 1d4 less damage per size category decrease (this cannot reduce damage below 1).

Size Mastery

Prerequisites: Size Change, 17 or more levels in classes that grant access to spheres.

When using the Size Change talent, you may increase the granted size to Gargantuan. In addition, if you would enlarge enlarge a creature's size beyond Gargantuan or decrease it beyond Tiny, the creatures size, space, reach and weapon damage are all adjusted as normal (even though the target does not change size categories).

Swift Transformation

When you use the Shapeshift ability on willing targets, it is a bonus action instead of an action.

Tentacles

You may grant the following traits to your forms:

  • Tentacles Tentacles sprout from your body. You gain a tentacle attack (1d4 bludgeoning). You may grant this trait a second time. If you do, the target gains a multiattack action that allows it to make a number of tentacle attacks equal to half the number of spell points spent on this shapeshift (rounded down). (0 SP)
  • Grappler You have advantage on attack rolls against creatures you are grappling. (1 SP)

Twisted Transformation

When you use the shapeshift ability on an unwilling target, you may spend an additional spell point to deal 1d6 necrotic damage per spell point spent on the shapeshift to any target that fails their save.

In addition, you may add the following traits to your forms:

  • Flesh Pocket: You rearrange internal organs and muscles 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. (0 SP)
  • Twist Legs: The target must pass a Constitution saving throw against your sphere save DC or have one movement speed reduced by 5 ft. per spell point spent on this shapeshift, to a minimum of 5 ft. (1 SP)
  • Wrench Stomach: The target must pass a Constitution saving throw. On a fail, they have disadvantage on Attack rolls and Ability Checks while the shapeshift lasts. (1 SP)

Homogenize

Prerequisites: Twisted Transformation, 11 or more levels in classes that grant access to spheres.

The damage from twisted transformation increases to 1d8 + 1d8 damage per spell point spent. The target may make an additional Constitution save, on a succes the target takes half as much damage instead.

A creature reduced to 0 hit points by this ability is reduced to a homogenous pool of organic material.

In addition, you may add the following traits to your forms:

  • Block Healing: For the duration of the shapeshift, the target does not benefit from magical healing (1 SP)

Silent Transformation

You may ignore the verbal component of the Shapeshift ability.

Undead Traits

You may grant the following traits to your forms:

  • Undead Flesh: You gain resistance to Slashing and Piercing damage. (1SP)
  • Undead Fortitude: If damage would reduce you to 0 hit points, you may 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, you drop to 1 hit point instead. (2 SP)
  • Undead Resilience: You gain advantage on saving throws against mind-affecting effects, disease, poison, sleep, and stunning. (1SP)
  • Blood drain: While grappling another creature, you may drain their blood. The creature's constitution score is reduced by 1d2. The target dies if this reduces its constitution to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. (2SP).
  • Fear aura (Requires at least 8 spell points are spent on this shapeshift): Creatures entering within 30 ft of you must make a Charisma saving throw or be frightened for as long as they are inside the aura. Once a creature saves against this effect, they are immune for 24 hours. (2SP)
  • Incorporeal (Requires at least 8 SP are spent on this shapeshift): You gain damage resistance to Bludgeoning, Piercing, and Slashing From Nonmagical Attacks and can move through other creatures and Objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside an object. (3SP)

Vitality

You may grant the following traits to your forms:

  • Regeneration: At the start of your turn, if you have at least one hit point, you regain a number of hit points equal to the number of SP spend on this shapeshift. (2 SP)
  • Glow of Health: You gain advantage on saving throws against disease and spells of the Necromancy school. (1 SP)
  • Fey Wakefullness: You don’t need to sleep. Instead, you meditate deeply, remaining semiconscious, for 4 hours a day. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. (you need to have this ability continuously for 4 hours of meditation to gain this benefit). In addition, you gain advantage on saving throws against being charmed, and magic can’t put you to sleep. (1 SP)

Form Talents

Animalistic Transformation

You may grant the form of a land animal with your shapeshift. The target gains a head and 4 legs. The target gains a land speed of 35 ft. + 5 ft. per two spell points spent on this shapeshift, double their normal carrying capacity and they may serve as a mount for creatures smaller than themselves. The target also gains a bite attack (1d8, piercing) and a natural armor of 11.

In addition, the target gains the ability to identify other creatures within 120ft. by scent and get a vague sense of what direction they are in, though they do not know their exact location. The target also has advantage on Wisdom (Perception) and Wisdom (Survival) checks regarding smell.

For every 2 spell points spent on this shapeshift the natural armor increases by 1 and for every 3 spell points the attack damage of the bite increases to 1d10, 2d6 and then 2d8.

If you spent at least 4 spell points on this shapeshift the target gains a multiattack action to make a number of attacks equal to half the number of spell points spent on this shapeshift (rounded down). Each attack has to be made with a different natural weapon.

This form costs 1 spell point.

In addition, you may grant the following traits to any form:

  • A Land speed as that granted by the Animalistic form (grants 2 legs if the target lacked a land speed) (1SP)

  • Scent: You have advantage on Perception and Survival checks regarding smell and you can identify other creatures within 120ft by scent as the Animalistic base form. (1SP)

  • A hoof attack (1d6, bludgeoning, requires legs). (1 SP

Anthropomorphic Transformation

You may grant a humanoid form with your shapeshift. The target gains 2 legs and 2 arms with hands that can manipulate objects as a human’s can. The target gains a land speed of 30 ft. and if the targets Intelligence is less than 6 + the number of spell points spent on this shapeshift it is increased to that number. The target also gains the ability to speak and can speak one language the caster knows for every 2 spell points spent on this shapeshift.

This form costs 1 spell point.

In addition, you may grant the following traits to any form:

  • Speech: You gain the ability to speak and understand one language the caster knows. This also grants you the ability to speak in your current form if you were not already able to do so. This does not grant Intelligence to low-Intelligence creatures and such creatures will not be able to understand or convey sophisticated concepts, though they can relay what they have seen or heard in the recent past. (0 SP)

  • Hybrid Form: You may allow the target to retain its natural attacks, special abilities, and movement types that were dependent on its previous form, in essence making the target a hybrid between a humanoid and its previous form. (Can only be applied to the Anthropomorphic Form). (1SP)

Aquan Transformation

You may grant the form of a swimming animal or magical beast with your shapeshift. The form has a head, fins, and no arms or legs. The target gains Darkvision and a swim speed of 20 ft + 5 ft per 2 spell point spent on this shapeshift. as well as the ability to breathe underwater. The target also gains a bite attack (1d8, piercing), Blindsight 30 ft. (which only functions in water), and a natural armor of 11. This form costs 1 spell point.

For every 2 spell points spent on this shapeshift the natural armor increases by 1 and for every 3 spell points the attack damage of the bite increases to 1d10, 2d6 and then 2d8.

If you spent at least 4 spell points on this shapeshift the target gains a multiattack action to make a number of attacks equal to half the number of spell points spent on this shapeshift (rounded down). Each attack has to be made with a different natural weapon.

In addition, you may grant the following traits to any form:

  • Mucous Cloud: You gain the ability to release a transformative mucus cloud as a bonus action. The cloud persists for 1 round per spell point spent on this shapeshift. While surrounded by this cloud, any creature within 5 feet that touches you or that you hit with a natural weapon attack must make a Constitution saving throw (DC = 8 + your proficiency bonus + Constitution modifier).

On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater. Once you use this ability, you cannot use it again until the transformation ends or you complete a short rest. (1 SP)

  • A swim speed as that granted by the Aquan form. (1 SP)

  • Amphibious: As the trait granted by Amphibian transformation (0 SP)

  • Blindsight 30 ft. (only in water) (0 SP)

Avian Transformation

You may grant the form of a flying animal or magical beast with your shapeshift. The target gains a head, 2 legs, 2 wings, and a land speed of 20 ft + 5 ft per 2 spell points spent on this shapeshift. The target gains Darkvision and a talon attack (Action, 1d8, slashing) and a natural armor of 11. The target takes no damage when falling and may glide, moving up to 2 feet horizontally for every 1 foot they descend.

This form costs 1 spell point.

For every 2 spell points spent on this shapeshift, the natural armor increases by 1 and for every 3 spell points the attack damage of the talons increases to 1d10, 2d6 and then 2d8. If at least 4 spell points are spent on this shapeshift the target gains a fly speed of 15 ft. that increases by 5 ft. for every additional spell point spent.

If you spent at least 4 spell points on this shapeshift the target gains a multiattack action to make a number of attacks equal to half the number of spell points spent on this shapshift (rounded down). Each attack must be made with a different natural weapon.

In addition, you may grant the following traits to any form:

  • Wings and the glide ability as that granted by the Avian form. If at least 4 spell points is spent on this shapeshift the target gains a fly speed of 15 ft. that increases by 5 ft. for every additional spell point spent. (1 SP)
  • A talon attack (1d6, slashing, requires legs). (1 SP)
  • Wing slap attack (1d6, bludgeoning, requires wings). (1 SP)
  • Wing attack (Requires wings): Each creature within 10 feet that is smaller than you must succeed on a Dexterity saving throw (DC = 8 + your proficiency bonus + Strength modifier) or take 1d6 bludgeoning damage per spell point spent on this shapeshift and be knocked prone. You may then fly up to half your fly speed. (1 SP)

Dragon Transformation

You may grant the form of a dragon with your shapeshift. The form has a head, 4 legs and a tail. The target gains a land speed of 25 ft. + 5 ft per two spell points spent on this shapeshift, double their normal carrying capacity and they may serve as a mount for creatures smaller than themselves. The target also gains a natural armor of 11, darkvision 60 ft., a tail slap attack (1d8, bludgeoning) and a breath weapon.

This breath weapon is either a 5 by 30 ft. line or a 15 ft. cone, and deals either fire, electricity, acid, poison or cold damage as chosen at the time it is gained.

When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your Proficiency Bonus). A creature takes 1d6 damage per spell point spent on this shapeshift on a failed save, and half as much damage on a successful one. After the breath weapon is used it cannot be used again until the transformation ends or the target completes a short rest. This form costs 1 spell point.

For every 2 spell points spent on this shapeshift, the natural armor increases by 1 and for every 3 spell points the attack damage of the tail slap increases to 1d10, 2d6 and then 2d8.

If you spent at least 4 spell points on this shapeshift the target gains a multiattack action to make a number of attacks equal to half the number of spell points spent on this shapshift (rounded down). Each attack must be made with a different natural weapon.

In addition, you may grant the following traits to your forms:

  • A breath weapon as that granted by the Dragon form. (1SP)
  • Double the size of a breath weapon (requires a breath weapon). You may grant this trait multiple times. (1SP)

Plant Transformation

You may grant the form of a plant creature with your shapeshift. The form has 2 'arms' (which may be tree limbs or vines), but no legs or head. The target gains a land speed of 15 ft. plus 5 ft. per 2 spell points spent on this shapeshift, a slam attack (1d8, bludgeoning) and a natural armor of 13. In addition, the target gains the False Appearance ability, allowing it to appear indistinguishable from an ordinary plant as long as it remains motionless. This form costs 1 spell point.

For every 2 spell points spent on this shapeshift, the natural armor increases by 1 and for every 3 spell points the attack damage of the slam attack increases to 1d10, 2d6 and then 2d8.

If you spent at least 4 spell points on this shapeshift the target gains a multiattack action to make a number of attacks equal to half the number of spell points spent on this shapshift (rounded down). Each attack must be made with a different natural weapon.

You may grant the following traits to your forms:

  • Tough Hide: You may grant the target a +2 natural armor bonus which stacks with other sources of natural armor (1SP)

Subterranean Transformation

You may grant the form of a subterranean animal with your shapeshift. The form has a head, 4 legs, a land speed of 20 ft. + 5 ft. per 2 spell points spent on this shapeshift and a burrow speed of 5 ft + 5 ft per 2 spell points spent on this shapeshift. The target also gains gains a bite attack (1d8, piercing), darkvision 60 ft, tremorsense 20 ft. and a natural armor of 11.

This form costs 1 spell point.

For every 2 spell points spent on this shapeshift the natural armor increases by 1 and for every 3 spell points the attack damage of the bite increases to 1d10, 2d6 and then 2d8.

If you spent at least 4 spell points on this shapeshift the target gains a multiattack action to make a number of attacks equal to half the number of spell points spent on this shapshift (rounded down). Each attack must be made with a different natural weapon.

In addition, you may grant the following traits to any form:

  • A burrow speed as granted by the Subterranean form of 10 ft. + 5 ft. per 3 spell points spent on this shapeshift. (1 SP)
  • Tremorsense: You gain Tremorsense of 20 ft. (1 SP)
  • Treasure Sense: You can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 ft. (1 SP)

Serpentine Transformation

You may grant the form of a serpent with your shapeshift. The form has a head, no limbs and a tail. The target gains a land speed of 30 ft. + 5 ft. per two spell points spent on this shapeshift and they may serve as a mount for creatures smaller than themselves. The target also gains a bite attack (Action, 1d8, piercing), darkvision 60 ft. and a natural armor of 11. Serpent forms have no legs and cannot be tripped unless they gain legs from another source.

In addition, the target gains one of the following packages depending on which serpent is being mimicked (these are not traits):

  • Constrictor: Choose a natural attack, whenever you hit a creature with this attack, the target automatically becomes grappled (escape DC = 8 + your proficiency bonus + your Strength modifier). Until the grapple ends, the creature is restrained, and you can't constrict another target. For every 2 spell points you spent on this shapeshift, the escape DC increases by 1.

  • Venomous: When you make a successful bite attack the target must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) taking 1d6 + 1d6 per 2 spell points spent on this shapeshift poison damage on a failed save, or half as much damage on a successful one.

For every 2 spell points spent on this shapeshift the natural armor increases by 1 and for every 3 spell points the attack damage of bite increases to 1d10, 2d6 and then 2d8.

If you spent at least 4 spell points on this shapeshift the target gains a multiattack action to make a number of attacks equal to half the number of spell points spent on this shapshift (rounded down). Each attack must be made with a different natural weapon.

In addition, you may add the following trait to your forms:

  • Death Roll: At the end of every turn where you are grappling a creature, you may take a bonus action to deal 1d6 damage per 2 spell points spent on this shapeshift to that creature. (1 SP)
  • Strangle: An opponent grappled by you cannot speak or cast spells with verbal components. (0 SP)
  • Constrictor (requires tail): You gain the constrictor ability as per the Serpentine base form. (1 SP)
  • Swallow (requires bite attack): Whenever you hit with a bite attack against a target that is smaller than you and that you are grappling, you may swallow the target. If you do, the grapple ends, the swallowed target is blinded and restrained, it has total cover against attacks and other effects from outside your body and it takes 1d4 acid damage per spell point spent on this shapeshift at the start of each of the your turns. You can have only one target swallowed at a time. If you die, the swallowed creature is no longer restrained and can escape from your corpse using 5 feet of movement, exiting prone. (1 SP)

Swarm Transformation

You may grant the form of a swarm of creatures with your shapeshift. The swarm is composed of Tiny creatures and occupies a space of 5 ft. This size cannot be altered by the Size Change trait, the enlarge/reduce spell or any other such effects. The target can occupy another creature's space and vice versa and can move through small holes and openings that are large enough for the individual creatures.

The target gains a move speed of 20 ft. plus 5 ft. per 2 spell points spent on this shapeshift, a natural armor of 11 and a bite attack that deals 2d6 piercing damage which reduces to 1d6 damage if the target is at half HP or less.

Swarms have a reach of 0ft. and cannot regain hit points or gain temporary hit points.

For every 2 spell points spent on this shapeshift the natural armor increases by 1. If at least 6 spell points were spent on this shapeshift the swarm covers an area of 10 by 10 ft. If at least 9 spell points were spent the swarm instead covers an area of 15 by 15 ft.

The swarm does not gain the multiattack ability, but it can use an action to make one attack against each creature that it shares a space with.

In addition, you may add the following trait to your forms:

  • Divided Self: You gain advantage on saving throws against effects that target individual creatures. (Can only be applied to the Swarm Form) (0 SP)
  • Swarm Host: Your body becomes a living hive that contains a swarming mass of spiders, flies, mosquitos or similar creatures. As an action, you can unleash the swarm in a 20 ft area centred on a point that you can see within 30 ft. Each creature in the area must make a Constitution saving throws (DC = 8 + your Constitution modifier + your Proficiency Bonus). Each creature that fails their saving throw takes 1d6 poison damage per 2 spell points spent on this shapeshift and is poisoned for a number of rounds equal to your constitution modifier. Once you use this ability, you cannot use it again until the transformation ends or you complete a short rest. (1 SP)

Vermin Transformation

You may grant the form of a spider, insect, or other such creature with your shapeshift. The form has a head and either 6 or 8 legs, a land speed and a climb speed of 20 ft. + 5 ft. per 2 spell points spent on this shapeshift. The target also gains a bite attack (1d8, piercing), darkvision 60 ft and a natural armor of 11. This form costs 1 spell point.

For every 2 spell points spent on this shapeshift the natural armor increases by 1 and the attack damage of the bite increases to 1d10, 2d6 and then 2d8.

If you spent at least 4 spell points on this shapeshift the target gains a multiattack action to make a number of attacks equal to half the number of spell points spent on this shapeshift (rounded down). Each attack must be made with a different natural weapon.

In addition, you may grant the following traits to your forms:

  • Venom: Pick one natural attack. On a successful hit with that attack, the target must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier), taking 1d6 + 1d6 per 2 spell points spent on this shapeshift poison damage on a failed save, or half as much damage on a successful one. (1 SP)
  • A Climb speed, as that granted by the vermin form of 30 ft + 10 ft per 3 spell points spent on this shapeshift. (1 SP)
  • Spider Climb (requires climb speed): You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. (1 SP)
  • Web: You can spit webbing as a ranged weapon attack with a range of 30/60 ft. On a hit, the target is restrained by webbing. As an action, the restrained target can make a Strength check (DC = 8 + your proficiency bonus + your Constitution modifier), bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). (1 SP)

Destruction Sphere

The Destruction Sphere enables casters to wield terrible destructive power against their foes. When you gain the destruction sphere you gain the major and minor destructive blast abilities.

Abilities

Major Destructive Blast


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

As an action, you may expend any number of spell points (minimun 1 and limited by your mana limit as usual) to deliver a burst of magical energy to a single target within 60ft. Make a ranged spell attack, on a hit the target takes bludgeoning damage equal to 1d8 + 1d8 per spell point spend this way.

Each time you use Destructive Blast you may select up to one blast type talent and up to one blast shape talent to augment this use of the ability.

Minor Destructive Blast


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

This ability is identical to Major Destructive Blast, except it deals 1d8 bludgeoning damage. You may not expend spell points to increase the damage of this ability, but the damage increases to 2d8 once you have 5 levels in a class that grants access to spheres, to 3d8 when you have 11 such levels and to 4d8 when you have 17 such levels.

Like with Major Destructive Blast, you may select up to one blast type and up to one blast shape to augment this ability each time you use it.

Blast Types and Blast Talents

Most talents in the destruction sphere grant access to different blast types or blast shapes that can be used to augment your destructive blasts. Any effects these talents grant (such as increasing the die size of your destructive blast) only have an effect on destructive blasts to which these blast types are applied. You may only apply one blast type to each use of your destructive blasts.

Die Sizes

By default, you use d8's to determine the damage dealt by destructive blast and minor destructive blast, but certain talents in the Destruction sphere allow you to increase or decrease the size of the dice used for these abilities.

The die sizes available for destructive blast are d2, d4, d6, d8, d10 and d12. To increase or decrease a die size replace all dice you would roll to determine the damage of an abilit with the next highest/lowest size.

If you would decrease your die size below d2, you deal no damage with this destructive blast. If you would increase your die size above d12, you instead add 1 damage per die to the damage dealt.

General Destruction Talents

Admixture

You may spend an extra spell point to apply two blast type talents to a destructive blast instead of one. The resultant blast uses the damage type and die size of one blast type for half its dice and the other damage type and blast size for the other half (you may decide which blast type to use for any remaining dice). The additional effects of both blasts types are applied normally.

Greater Admixture

Prerequisites: Admixture, 11 levels in classes that grant access to spheres

When using the admixture talent, you may spend an additional spell point (two total) to add a third blast type talent. The damage dealt is split between the three blast types equally (you may decide which damage type to use for any remaining dice) and the additional effects from each blast type apply normally.

Disintegrating blast

Prerequisites: 13 levels in classes that grant access to spheres

Your destructive blasts are especially violent. You may spend a spell point to increase the die size of your destructive blast by one point and make your destructive blast turn objects and creatures to dust.

Any creatures killed by this ability are disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.

Any large or smaller nonmagical object or a creation of magical force (such as the wall created by wall of force) that gets hit by the blast is likewise turned to dust. For nonmagical objects that are huge or larger, the ability disintegrates only a portion of it. Single target blast shapes disintegrate a 10 foot cube, blast shapes that target an area disintegrate everything inside the targeted area.

This talent cannot be used in combination with the Merciful Blast or the Greater or Massive Blast talents.

Energetic Response

When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to use a destructive blast on the creature. You may not apply a Blast Shape talent to this use of destructive blast.

Energy Retribution

Prerequisites: Energetic Response

You may use energetic response whenever a creature misses with a melee or melee spell attack against you if you spend an extra spell point to do so (this spell point counts against your mana limit for the destructive blast). You must be aware of the attack and able to act in order to use this blast shape.

Greater Response

Prerequisites: Energetic Response, 9 or more levels in classes that grant access to spheres

When using energetic response you may treat all squares within 10 ft. of yourself as if they are within reach for the purpose of determining whether a creature provokes an opportunity attack from you.

Epicenter

You may choose not to be affected by the effects of your own destructive blasts. This includes damage and instantaneous effects, but also ongoing effects like the difficult terrain from Razor Blast and damage from non-instantaneous duration blast shapes like Energy Wall or Energy Cloud.

Selective Blast

Prerequisites: Epicenter

When using epicenter you may spend one spell point to instead select a number of creatures up to your casting ability modifier to be unaffected by your destructive blasts.

Extended Range

Double the range of your destructive blasts. This affects the distance to the target for unaugmented destructive blasts, and blast shapes like Energy Brand and Energy Satellites, the distance to the center of the targeted area for blast shapes like Energy Burst and Energy Cloud and the distance to the first target for Energy Chain.

You may select this talent twice. The effects stack.

Extreme Range

Prerequisites: Extended Range x2

Your destructive blasts have a range of 1 mile. Destructive blasts aimed further than 240 ft. away take effect at the start of your next turn and can only target squares or large objects or structures (ones that occupy more than one square), not individual creatures.

Greater Blast

Prerequisites: 11 Levels in classes that grant access to Spheres

You may target larger areas with some blast shapes. You may always elect to use the smaller area if doing so would be beneficial.

Massive Blast

Prerequisites: Greater Blast, 17 Levels in classes that grant access to Spheres

You may target even larger areas with some blast shapes. You may still elect to use either the original area or the area from greater blast.

Intense Blast

Prerequisites: Fire Blast, Ice Blast, Lightning Blast, Acidic Blast or Poison Blast, 9 levels in classes that grant access to spheres.

Choose Fire Blast, Ice Blast, Lightning Blast, Acidic Blast or Poison Blast. When using this blast type, you may spend one spell point to have your destructive blasts ignore resistance to the damage type dealt by this blast type and increase the die size of your destructive blasts by one step.

You may select this talent multiple times, each time you pick a different blast type.

Extreme Blast

Prerequisites: Intense Blast, 15 levels in classes that grant access to spheres.

When using Intense Blast, you may instead spend two spell points to have your destructive blasts also treat immunity to the damage type dealt by the selected blast type as resistance to that damage type and increase the die size of your destructive blasts by two steps (instead of one).

Ultimate Blast

Prerequisites: Extreme Blast, 17 levels in classes that grant access to spheres.

When using Intense Blast, you may instead spend three spell points to have your destructive blasts ignore immunity and resistance to the damage type dealt by the selected blast type and increase the die size of your destructive blasts by three steps (instead of one).

Merciful Blast

When your Destructive Blast reduces a creature to 0 hit points, you may incapacitate the target instead of dealing a killing blow. The creature falls unconscious and is stable. You may make this choice at the moment the damage is dealt.

Sphere Specialization (Destruction)

Prerequisites: 5 levels in classes that grant access to spheres.

Your mana limit is 1 higher for abilities from the Destruction sphere, but 1 lower for abilities from other spheres. If you have multiple Sphere Specialization talents, the higher mana limit applies to all spheres you have the sphere specialization talent for and the lower mana limit applies to all spheres you do not have the sphere specialization talent for.

Blast Shape Talents

Energy Blade (Blast Shape)

You may spend a bonus action to craft your destructive blast in the shape of a melee weapon. When a creature is hit by the weapon they take your destructive blast damage (instead of the damage the weapon would deal normally) and the weapon dissolves. If no target is hit by the end of your turn, the blade dissipates on its own.

If you spend at least one spell point on this ability, you may increase the die size of your destructive blast by two steps.

Energy Bomb (Blast Shape)

You may spend a spell point to create a small crystal imbued with your destructive blast. These crystals can be passed to other creatures for later use. As a standard action, any creature may prime this crystal and throw it as a ranged attack against another creature or object within 20 ft. On a hit, the crystal deals the destructive blast’s damage to the target and damage equal to the minimum blast damage to any creature in a 5 ft. radius. If unused, the crystals persist for 8 hours.

Energy Brand (Blast Shape)

You may shape your destructive blast into a brand of energy that marks a single target within 30 ft. without need for an attack roll. When you create this brand, you designate a single class of action that is forbidden, such as weapon attacks, spellcasting, or moving in a general direction.

You may choose to forbid a more specific set of actions, but any forbidden activity should be easily stated and cannot be more broad than the example categories. The GM is the final arbiter of what can be forbidden. The target of a brand automatically knows what actions have been forbidden to them.

At the end of any turn in which the target takes a forbidden action they must make a Wisdom saving throw. On a fail the target suffers the effects of your Destructive Blast and the brand is removed (on a succes the brand continues to bind the target). If the brand remains untriggered for 8 hours it fades by itself. You may only place one brand on any given target.

Energy Burst (Blast Shape)

You may spend a spell point to shape your destructive blast as a spherical explosion of power. Each creature in a 10 foot radius sphere centered on a point within 60 ft. Any creature inside the sphere must make a Dexterity saving throw. A target takes your destructive blast damage on a failed save, or half as much damage on a successful one. The blasts spreads around corners.

Larger Area: If you have the Greater Blast talent you may increase the area the burst covers to a 20 foot radius sphere. If you have the Massive Blast talent, you may increase it to a 40 foot radius sphere instead.

Energy Chain (Blast Shape)

You may spend a spell point to arc your destructive blast between multiple targets. Choose a number of creatures no greater than 1 + the number of spell points spend on this Destructive Blast. Make a ranged spell attack against each of them in order. On a hit, the target takes your destructive blast damage.

The first target must be within 60 ft. of you, each target must be within 20 ft. of the previous target and no target can be targeted more than once. Should any of the targets fail to take damage, either by a missed attack, damage immunity, or some other method, the chain stops and no further targets are damaged.

Energy Cloud (Blast Shape)

You may spend a spell point to shape your destructive blast as a 20 ft. radius sphere of fog centered on a point you choose within 60 ft. The fog spreads around corners and lasts for as long as you concentrate on it, up to a maximum of 10 minutes, or until strong wind disperses the fog. The area covered by the sphere is heavily obscured.

When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes your destructive blast damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.

The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.

Reduce the die size of your destructive blasts by two steps when using this blast shape.

Larger Area: If you have the Greater Blast talent you may increase the area the Cloud covers to a 25 foot radius sphere. If you have the Massive Blast talent, you may increase it to a 30 foot radius sphere instead.

Energy Lash (Blast Shape)

You shape your destructive blast into a whip-like emanation of energy that binds your foe to you. Make a ranged spell attack against a target within 30 ft. range. If successful, the target suffers your destructive blast damage. You may spend an action each round to maintain this tether, or you may spend two spell points to allow it to persist for 1 round per spell point spend on this destructive blast (not counting the two spell points spend on this effect).

Each round a target remains bound by the tether, they suffer its damage. The tether counts as an object with an ac of 15 and 10 HP + 4 HP for each spell point spend on this destructive blast. Neither you nor the tethered target may move away from the other without first breaking the tether (you may dismiss the tether at any time without using an action) or succeeding on an opposed strength check to pull the other creature along with them.

If you or the tethered target move closer to each other you may, as a bonus action, shorten the tether. The current distance between you becomes the new length of the tether. You may also lengthen the tether as a bonus action, but only to a maximum distance of 30ft. You cannot have more than one tether active at any one time, creating a second tether dismisses the first.

Reduce the die size of your destructive blasts by one step when using this blast shape.

Energy Nova (Blast Shape)

You may spend a spell point to channel your destructive blast outwards without aim or direction, shaping it into a sphere with a radius of 20 ft centered on you. Any creature inside the sphere, other than yourself, must make a Dexterity saving throw. A target takes your destructive blast damage on a failed save, or half as much damage on a successful one.

You may increase the die size of your destructive blasts by one step when using this blast shape.

Larger Area: If you have the Greater Blast talent you may increase the area the Nova covers to a 40 foot radius sphere. If you have the Massive Blast talent, you may increase it to a 60 foot radius sphere instead.

Energy Satellite (Blast Shape)

You may form your destructive blast into a sphere that orbits your body. If unused, the sphere lasts for 8 hours or until you take a long or short rest. As an bonus action, you may discharge the sphere by making a ranged spell attack against any creature within 10ft dealing your destructive blast damage on a hit. You may only maintain a single satellite at a time.

This talent may be taken more than once; each time the number of satellites maintained simultaneously increases by one, though each requires a separate bonus action to discharge.

Reduce the die size of your destructive blasts by one step when using this blast shape.

Energy Tendrils (Blast Shape)

You may spend a spell point to shape your destructive blast into swirling tendrils that lash out from your hands and move as you direct them.

You create any area shaped as you desire out of contiguous 5 ft. squares, up to a maximum of 10 squares. At least one of these cubes must be in a square adjacent to you. Any creature inside the area must make a Dexterity saving throw. A target takes your destructive blast damage on a failed save, or half as much damage on a successful one.

Larger Area: If you have the Greater Blast talent you may increase the area the Tendrils cover to 20 squares. If you have the Massive Blast talent, you may increase it to a 40 squares instead.

Energy Wall (Blast Shape)

You may spend a spell point to shape your destructive blast into a wall of energy on any solid surface within 120 ft. You can make a wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts as long as you concentrate on it, up to a maximum of 1 minute.

When the wall appears, each creature within its area must make a Dexterity saving throw. A creature takes the damage from your destructive blast on a failed save and half as much damage on a successful save.

One side of the wall, selected by you when you cast this spell, deals your destructive blast damage to each creature that ends its turn inside the wall or within 10 feet of that side of the wall. A creature takes the same damage when it enters the area of effect of the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

Energy Wave (Blast Shape)

You may shape your destructive blast as an area effect, manifesting it as your choice of either a 5 by 30 ft. line or a 15 ft. cone, each emanating from yourself.

Any creature inside the area must make a Dexterity saving throw. A target takes your destructive blast damage on a failed save, or half as much damage on a successful one.

Larger Area: If you have the Greater Blast talent you may increase the area the Wave covers to a 5 by 100 ft. line or 30 ft. cone. If you have the Massive Blast talent, you may increase it to a 5 by 200 ft. line or a 60 ft. cone instead

Blast Type Talents - Fire

Fire Blast (Blast Type)

Your destructive blast deals fire damage and flammable objects hit by this ability ignite unless they are being worn or carried.

You may increase the die size of your destructive blasts by one step when using this blast shape.

Blistering Blast (Blast Type)

Prerequisites: Fire Blast

Your destructive blast deals fire damage. Any creature damaged by this ability gets disadvantage on Constitution and Charisma saving throws until the end of your next turn.

Flammable objects hit by this ability ignite unless they are being worn or carried.

Incandescent Blast (Blast Type)

Prerequisites: Fire Blast

Your destructive blast deals fire damage. Any creature damaged by this ability must make a Constitution saving throw. On a fail, the creature is blinded for 1d4 rounds.

Flammable objects hit by this ability ignite unless they are being worn or carried.

Scorching Blast (Blast Type)

Prerequisites: Fire Blast

Your destructive blast deals fire damage. Any creature damaged by this ability must make a Constitution saving throw or catch fire. Until someone takes an action to douse the fire, the creature takes 1d8 fire damage at the start of each of its turns.

Explosive Blast (Blast Type)

Prerequisites: Fire Blast

Your destructive blast deals fire damage. Any creature damaged by this ability must make a Constitution saving throw or be flung 10 ft. away from the point of origin of the ability.

Flammable objects hit by this ability ignite unless they are being worn or carried.

Origin of Destructive Blast

Some Destruction Sphere talents refer to the origin of a destructive blast. For most destructive blasts the origin is simply the casters square. However for blast shapes like energy burst, energy brand or energy wall, where the energy is released from a specific spot, the origin is instead the spells target (or, for energy wall, the nearest section of the wall).

Blast Type Talents - Lightning

Lightning Blast (Blast Type)

Your destructive blast deals lightning damage.

You may increase the die size of your destructive blasts by one step when using this blast shape.

Static Blast (Blast Type)

Prerequisites: Lightning Blast

Your destructive blast deals lightning damage. Any creature damaged by this ability must make a Strength saving throw or drop all weapons and items they are holding. Any items dropped in this manner are flung 20 ft. away from their owner in a direction opposite to the origin of the destructive blast.

Thunderous Blast (Blast Type)

Prerequisites: Lightning Blast

Your destructive blast deals thunder or lightning damage (your choice). Any creature damaged by this ability must make a Constitution saving throws or be deafened for 1d4 hours.

Shocking Blast (Blast Type)

Prerequisites: Lightning Blast

You may spend a spell point to have your destructive blast arc through the targets body, stunning it.

Your destructive blast deals lightning damage. Any creature damaged by this ability must make a Constitution saving throws or be stunned until the end of your next turn.

Reverberating Blast (Blast Type)

Prerequisites: Lightning Blast

Your destructive blast deals thunder or lightning damage (your choice). Any creature damaged by this ability gains disadvantage on saving throws to maintain concentration (including any such saving throws that were caused by this ability) and on ability checks that require an action until the end of your next turn.

Blast Type Talents - Cold

Ice Blast (Blast Type)

Your destructive blast deals cold damage and you may increase the die size of your destructive blasts by one step when using this blast shape.

A creature killed by this ability becomes a frozen statue until it thaws.

Numbing Blast (Blast Type)

Prerequisites: Ice Blast

Your destructive blast permeates its target with a numbing cold.

Your destructive blast deals cold damage. Any creature damaged by this ability gets disadvantage on Dexterity and Strength saving throws until the end of your next turn.

Razor Blast (Blast Type)

Prerequisites: Ice Blast

You craft your destructive blast into a series of jagged ice shards that deal cold damage. Creatures hit by the blast must succeed on a Dexterity saving throw, or have their movement speed cut in half until 24 hours pass or they receive at least 1 point of magical healing.

In addition, every space affected by the blast (the area of the blast in case of blast shapes that target an area or the targets square for blast shapes that target individual creatures) becomes covered in jagged crystals. The area covered becomes difficult terrain until the end of your next turn.

Arctic Blast (Blast Type)

Prerequisites: Ice Blast

You may manifest your destructive blast as a flurry of icy cold winds.

Your destructive blast deals cold damage. Any creature damaged by this ability must make a Strength saving throw or fall prone.

A creature killed by this ability becomes a frozen statue until it thaws.

Freezing Blast

Prerequisites: Ice Blast

Your destructive blast deals cold damage. If the blast hits a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches. This ice lasts for 1 minute.

Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your sphere save DC to break free.

A creature killed by this ability becomes a frozen statue until it thaws.

Blast Type Talents - Poison

Poison Blast (Blast Type)

Your destructive blast deals poison damage and you may increase the die size of your destructive blasts by one step when using this blast shape.

Toxic Blast (Blast Type)

Prerequisites: Poison Blast

You may manifest your destructive blast as a cloud of powerful toxins. Your destructive blast deals poison damage. Any creature damaged by this ability must make a Constitution saving throw or become poisoned until the end of your next turn.

Hallucinogenic Blast (Blast Type)

Prerequisites: Poison Blast

Your destructive blast spreads a cloud of hallucinogenic compounds.

Your destructive blasts deal poison damage. Any creature damaged by this ability gets disadvantage on Wisdom and Intelligence saving throws until the end of your next turn.

Gloom Blast (Blast Type)

Prerequisites: Poison Blast

Your destructive blast deals poison damage. Any creature damaged by this ability must make a Constitution saving throw or have their Strength score reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.

Bramble Blast (Blast Type)

Prerequisites: Poison Blast

Your destructive blast becomes an explosion of thorny brambles coated in powerfull toxins. Your destructive blast deals poison damage, creatures hit by the blast must pass a Dexterity saving throw or be restrained.

On its turn, a restrained creature may use its action to make a Dexterity check against your sphere save DC to carefully untangle themselves from the brambles. On a fail the creature takes 1d6 poison damage, but on succes the restrained condition ends.

In addition, every space affected by the blast (the area of the blast in case of blast shapes that target an area or the targets square for blast shapes that target individual creatures) becomes overgrown with brambles and counts as difficult terrain.

After 1 minute, the brambles wither. They no longer count as difficult terrain and release any creatures that were still restrained.

Reduce the die size of your destructive blasts by one step when using this blast type.

Blast Type Talents - Acid

Acidic Blast (Blast Type)

Your destructive blast deals acid damage and you may increase the die size of your destructive blasts by one step when using this blast type.

Adhesive Blast (Blast Type)

Prerequisites: Acidic Blast

Your destructive blast deals acid damage and leaves behind a sticky, acidic sap. Creatures hit by the blast must make a Dexterity saving throw. On a fail, they are restrained for 1d4 rounds.

Siphoning Blast (Blast Type)

Prerequisites: Acidic Blast

Your destructive blast leaves behind a caustic oil that drains magical energy from your target, funneling it to you.

Your destructive blast deals Acid damage. Any creature that has a Spell Pool or unused spell slots and is damaged by this ability must make a Wisdom saving throw or lose some of their magical potential.

Targets with a spell pool lose one spell point for every spell point spent on this ability. Targets with spell slots lose one unused spell slot of the highest available level that is at most equal to the number of spell points spend on this ability - 1.

If any target of this ability fails their saving throw, you regain half the spell point spend on this ability.

Alkali Blast (Blast Type)

Prerequisites: Acidic Blast

Your destructive blast leaves behind a particularly corrosive goo. Your destructive blast deals Acid damage and deals double damage to structures (such as walls or doors) and unattended objects that are primarily made of metal or stone.

Drenching Blast (Blast Type)

Prerequisites: Acidic Blast

Your destructive blast consists of a liquid acid that splashes in all directions and hits secondary targets.

Your destructive blast deals Acid damage and any creatures damaged by your destructive blast take half the damage they took from your destructive blast again at the end of their next turn.

If this destructive blast requires a spell attack, the target takes half your destructive blast damage on a miss. If this destructive blast covers an area, any creature adjacent to the area of the attack also takes half your destructive blast damage. Secondary targets do not take the additional damage at the end of their next.

Reduce the die size of your destructive blasts by one step when using this blast type.

Blast Type Talents - Kinetic

Kinetic Blast (Blast Type)

You may deal bludgeoning, piercing, or slashing damage with your destructive blast.

You may increase the die size of your destructive blasts by one step when using this blast type.

Crafted Blast (Blast Type)

Prerequisites: Kinetic Blast

You may deal bludgeoning, piercing, or slashing damage with your destructive blast and you may change all rolled 1’s and 2’s to 3’s.

Hurling Blast (Blast Type)

Prerequisites: Kinetic Blast

You may deal bludgeoning, piercing, or slashing damage with your the destructive blast. Any creature damaged by this ability must make a Strength saving throw or be flung 30 ft. away from the origin of the blast.

Life Sphere

The Life Sphere grants its users the ability to heal wounds, recover from injuries and even bring the dead back to life. When you gain this sphere, you gain access to the Invigorate, Cure and Restore abilities.

Abilities

Invigorate


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: 1 hour

As an action, you may invigorate a touched creature, granting them temporary hit points equal to 1 + the number of talents in the life Sphere you posses. Unlike normal temporary hit points, this ability can only be used on an injured target and cannot raise a target’s current hit points plus their temporary hit points beyond their total hit point maximum. This benefit lasts for 1 hour.

Temporary hit points do not stack, only the highest bonus applies.

Cure


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

As an action, you may spend a number of spell points up to the number of talents in the life sphere you posses to touch a target and heal it for a number of hit points equal to your casting ability modifier + 1d8 per spell point spend this way. This ability has no effect on undead or constructs. You must spend at least one spell point to use this ability.

Restore


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

As a standard action, you may touch a target and spend two spell points to restore the targets physical and mental health.

This accomplishes all of the following:

  • Heals 1d4 points of ability damage to one ability score of your choice.
  • Removes one level of exhaustion.
  • Removes the frightened condition

If the condition targeted is part of an on-going effect, this suppresses the effect for a number of round equal to your casting ability modifier. This cannot be used to remove curses or instantaneous effects.

Vitality Talents

The life sphere also grants access to vitality talents. A caster with one or more vitality talents may grant a bonus to any ally they use a Life sphere ability on. This includes using Fount of Life and granting effects with a duration, such as Revitalize. Targets that are granted a latent healing charge (from the Latent Healing talent) receive the benefit of the vitality talent when the charge is triggered, rather than when it is granted.

The bonus lasts for up to 1 minute or until the ally takes damage from either failing a saving throw or being hit with an attack. If a caster possesses multiple vitality talents, only one talent takes effect when they use a Life sphere ability on an ally, but a single Life sphere ability that affects multiple allies may affect different allies with different vitality talents. A creature can benefit from a vitality talent attached to a Life ability, even if they don’t actually gain anything from the Life ability (such as using Cure on a creature at full hit points).

Aggressive Vitality

Your Life magic gives the target a fevered strength. Whenever the target makes an attack roll or a damage roll with a weapon they may roll a d4 and add the number rolled to that roll.

Energizing Vitality

Your Life magic makes your ally restless and full of energy, granting them a +30 ft. circumstance bonus to all forms of movement.

Sustaining Vitality

Your Life magic sustains and fortifies the targer. The target gains a +3 bonus to AC and whenever the target makes a saving throw they may roll a d4 and add the number rolled to the roll.

Adrenaline Surge

If you spend at least one spell point on the life sphere ability that triggered this vitality talent, you may give your target an adrenaline surge. Upon using this ability, the target may immediately do one of the following as a reaction:

  • Make a single attack (this is not an attack action and does not trigger abilities like Extra Attack).
  • Move their speed, drawing attacks of opportunity as normal.
  • Make an ability check to escape from a grapple.
  • Draw or pick up a weapon.
  • Stand up from prone.

If you target multiple allies with this ability, surges are resolved in initiative order. This vitality ability does not have a duration.

General Life Talents

Affliction


  • Casting Time: 1 action
  • Range: touch
  • Components: V, S
  • Duration: 1d6 rounds

You may use your restore ability to interfere with the life energy of living creatures. As an action, you may spend two spell points to make a melee spell attack that interferes with the life energies of the target.

The creature must make a Wisdom saving throw or gain 2 temporary levels of exhaustion that last for 1d6 rounds. If they pass their saving throw, they instead gain 1 temporary level of exhaustion that lasts for 1d6 rounds. If you use this ability on a target that is already suffering from this ability you instead add 1d6 to the duration and add 1 level of exhaustion on a failed save. On a succesful save the target does not gain any additional levels of exhaustion, but the duration of the ability is extended.

Certain talents of the life sphere allow you to inflict other conditions on your target. You may apply any number of conditions with each use of afflication (though, as normal, the number of spell points used cannot exceed your mana limit).

  • If you possess the Restore Health talent, you may spend an additional spell point to have the target make a Strength Saving throw. On a fail, the target is poisoned for 1d6 rounds.

  • If you possess the Restore Mind talent, you may spend an additional spell point to have the target make an Intelligence Saving throw. On a fail, the target is frightened for 1d6 rounds.
  • If you possess the Restore Movement talent, you may spend an additional spell point to have the target make an Dexterity Saving throw. On a fail the target to loses some control of their body, the target gains the restrained condition for 1d6 rounds.
  • If you possess the Restore Senses talent, you may spend an additional spell point to have the target make an Constitution Saving throw. On a fail, the target loses a sense of your choice that you are aware they have, they become either blinded or deafened or lose one special sense such as the scent ability, tremorsense, blindsense, blindsight, etc. The effect lasts for 2d6 rounds.
  • If you possess the Restore Soul talent, you may spend an additional spell point to have the target make an Charisma Saving throw. On a fail, choose an ability score, that ability score is reduced by 1d4 until the target completes a long rest. If the ability score reaches 0 the target becomes unconscious until the ability score is no longer 0 or until 24 hours pass (at which point the ability score damage is removed as if the target completed a long rest).
  • If you posses the Restore Essence talent, you may spend an additional spell point to inhibit the targets ability to recover either by mundane or magical means. The target does not benefit from long or short rests and cannot regain hit points or receive temporary hit points for 24 hours (ongoing effects and innate abilities that grant healing are surpressed for the duration). This effect does not allow a saving throw.

Deeper Invigorate

Your invigorate ability grants 2 temporary hit points per talent in the life sphere instead of 1.

Diagnose


  • Casting Time: 1 bonus action
  • Range: touch
  • Components: V, S
  • Duration: Instantaneous

As a bonus action, you can touch a living creature to learn any conditions that are affecting it (incapacitated, dying, blinded, charmed, deafened, exhausted, frightened, paralyzed, poisoned, diseased, etc).

By increasing the casting time of this ability to an action or by spending a spell point, 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 may use this ability on a deceased creature to determine how they died, so long as the target has been dead for no more than one day per talent you posses in the life sphere.

You may also use this ability on any creature that is currently under the effect of one of your Life sphere abilities (such as allies who currently possess temporary hit points from your invigorate ability) regardless of range or line of sight, as long as they are on the same plane of existence. This will also let you know the direction and distance to the creature.

Disruption


  • Casting Time: 1 action
  • Range: touch
  • Components: V, S
  • Duration: Instantaneous

As an action, you may spend a number of spell points up to the number of talents in the life sphere you posses to touch a living create and disrupt the life energies inside its body. On a successful hit, the target takes necrotic damage equal to your casting ability modifier + 1d8 per spell point spend this way. This ability has no effect on undead or constructs.

Esoteric Healing

Your cure and disruption abilities now work on undead (but not constructs).

Fount of Life

You may store a cure within yourself, allowing you to access that healing as needed throughout the day. You spend spell points and roll the damage healed as normal, except rather than healing by the given amount, that amount of healing is stored.

You may store multiple cures in this manner to increase the amount of stored healing, but you cannot store more healing within you than 10 x the number of talents you posses in the life sphere. Stored healing is lost when you rest to recover spell points.

You may draw on this stored healing to heal targets exactly as if using your cure ability, except you do not need to spend spell points. You may 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.

Greater Healing

You use d10's for the amount of hit points restored by your cure ability and for the damage dealt by your disruption ability. You may take this talent a second time, if you do, instead use d12's for the amount of hit points restored by your cure ability and for the damage dealt by your disruption ability.

Greater Invigorate

When placing an invigorate on a target, add your casting ability modifier to the amount of temporary hit points granted, and increase the duration to 8 hours.

Healthy Invigorate

You may spend a spell point when using invigorate to allow your invigorate to add temporary hit points in excess of the targets total hit points, as is normal with temporary hit points. This means you may use this talent to grant an invigorate to a creature already at its maximum hit points.

Hypervitalize

Prerequisite: Revitalize, 17 levels in classes that grant access to spheres

If you spend at least 10 spell points when using the Revitalize talent, the targets body becomes so suffused with positive energy for the duration of the revitalization that each individual cell in their body can survive on its own and actively fights to keep the whole body functioning: blood will crawl back into the wounds that released them, broken bones will straighten themselves, and wounds will actively close and seal shut.

The target gains the following benefits:

  • They continue to gain health from revitalize even at 0 hit points.
  • They become immune to bleed damage, disease (magical and non-magical), paralysis and poison.
  • They loses all levels of exhaustion, cannot be magically put to sleep and do not need to breathe.
  • They automatically pass constitution saving throws, unless those saving throws were caused by an effect that also works on objects.
  • The target's severed body parts, if any, start regrowing and are restored after 1 minute (body parts severed while under the effect of hypervitalize continue to regrow even after the effect ends). If the severed body part is held to the stump, the magic instantaneously causes the limb to knit to the stump.
  • They do not die from massive damage, do not fall unconscious at 0 hit points and do not have to make death saving throws, but they do still die if their body is completely destroyed, such as by being immolated or disintegrated.

Latent Healing

When you use cure or invigorate on a target, you may choose to delay its effects. You may 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 bonus action.

You may 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 for 8 hours, until the target takes a short or long rest or until used, whichever comes first. A target can only be under the effects of one latent healing at a time.

Lingering Resilience

Whenever you remove a condition completely from a creature using your restore ability, they are immune to that condition for 2 rounds. Being immune to a condition does not provide any additional defense against more severe versions of a condition, and they can not be made immune to a condition they did not have. This may not provide immunity to ability damage, incapacition or death.

Whenever an ally regains hit points from you using your cure ability, they gain damage reduction equal to 1/2 the number of talents in the life sphere you posses or the number of hit points regained (whichever is less) for 2 rounds.

Mass Healing

You may spend an additional spell point when using cure or invigorate to affect a number of creatures equal to your casting ability modifier (minimum 1). All targets must be within range.

Mass Restore

You may spend an additional spell point when using restore to affect a number of creatures equal to your casting ability modifier (minimum 1). All targets must be within range.

Ranged Healing

Your cure, invigorate, restore, affliction, diagnose and disruption abilities have a range of 30 ft. You may take this talent twice, the second time you take it, the range increases to 60 ft.

Restorative Cure

When using your cure or invigorate abilities on a target or targets, you may spend two spell points to also grant them the benefits of the restore ability.

Restore Essence

When using your restore ability, you may spent an additional 3 spell points to remove one curse from the target and end any ongoing spell or sphere ability on the target.

For sphere abilities on which more spell points were spend than on this ability or spells of a level greater than the number of spell points spend on this ability -1 you must make an ability check using your casting ability modifier or the spell or ability is not removed.

The DC for the check is 9 + the number of spell points spent on the targeted ability or 10 + the spells level.

Restore Health

Your restore ability now removes the poison condition as well as up to one disease affecting the target.

Restore Mind

Your restore ability now removes the charmed and frightened conditions.

Restore Movement

Prerequisite: 7 levels in classes that grant access to spheres.

You may spend an additional spell point to have your restore ability remove the paralyzed and restrained conditions and ends any movement-impairing spells or magical effects on the target.

Until your next turn, the target can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled.

Restore Senses

Your restore ability now removes all temporary or magical removal or reduction of their senses. This includes blindness, deafness, loss of Tremorsense, Blindsense, etc.

Restore Soul

When restoring a target, the target is also cured of all ability damage.

Resuscitate

Your cure and invigorate abilities function on creatures who have died within no more than 1 round. The target comes back to life and stabilizes at its new hit point total. Creatures brought back to life this way have their hit point maximum reduced to half their previous maximum (rounded down) until they complete a long rest. This effect stacks with itself.

Raise Dead

Prerequisites: Life Sphere, Resuscitate, 9 levels in classes that grant access to spheres.


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M
  • Duration: Instantaneous

You may spend 6 spell points and 1 hour to return a dead creature you touch 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 spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The ability can't return an undead creature to life.

This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival--its head, for instance--the ability automatically fails. If you posses the regeration talent the ability instead succeeds, but the target dies after one round unless the restore ability is used on it before then.

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 reduced by 1 until it disappears.

This ability has a material component: a diamond worth at least 500 gp, which the ability consumes.

Resurrection

Prerequisites: Raise Dead, Regeneration, 13 levels in classes that grant access to spheres.

Your raise dead ability now restores missing body parts and you may restore life to creatures that have been dead for no more than a century.

Using this ability 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 cannot use sphere abilities again, and you have disadvantage on all attack rolls, ability checks, and saving throws. In addition, the material component of the ability is 1000 gp worth of diamonds when targeting a creature that has been dead for more than a year.

True Resurrection

Prerequisites: Resurrection, 17 levels in classes that grant access to spheres.

Your raise dead ability neutralizes any poison, cures all diseases and lifts any curses affecting the creature when it died. You may now restore life to targets that have been dead for no more than two centuries.

Using this ability to restore life to a creature that has been dead for one year or longer no longer taxes you. You may now also target undead with this ability, undead that are raised are restored to their non-undead form.

The material component of the ability is 25000 gp worth of diamonds when targeting a creature that has been dead for more than a century.

Revitalize

When using the cure ability, instead of restoring the targets hit points directly, you may choose to have the target restore a number of hit points equal to the number of spell point spend on this cure ability at the start of their turn. This ability lasts for 1 minute or until the target is reduced to 0 hit points.

Sphere Specialization (Life)

Prerequisites: 5 levels in classes that grant access to spheres.

Your mana limit is 1 higher for abilities from the Life sphere, but 1 lower for abilities from other spheres. If you have multiple Sphere Specialization talents, the higher mana limit applies to all spheres you have the sphere specialization talent for and the lower mana limit applies to all spheres you do not have the sphere specialization talent for.

Self-Renewal

You may use your cure or restore ability on yourself (and only yourself) as a bonus action. You may spend a spell point to do this even if you are normally unable to spell cast due to a condition you can restore or while you are unconscious. If you are unconscious, you may use your cure or restore only on your first turn after falling unconscious.

Sudden Invigoration

By spending a spell point, you can use invigorate as a reaction in response to a creature taking damage. You must target the creature taking damage and you may choose whether the temporary hit points are gained before or after the damage is taken.

Water of Life

You can imbue a fluid or small portion of food with your Life sphere abilities. This is performed in the same way as using the Life sphere ability, but targeting the consumable instead of a creature. The consumable must be in hand, and you may only imbue one consumable at a time, even if you can affect multiple creature with your Life sphere abilities. A consumable can only be imbued once with this ability.

The consumable remains potent until you complete a long or a short rest. Once imbued, the consumable may be given to another person, who may use it is if it were a potion, receiving the benefit of the original ability once they consume it.

Potions or similar alchemical agents can also be targeted this way. In this case, the creature that consumes it receives the benefits of both the potion and the Life sphere ability.

Mind Sphere

The Mind Sphere grants its users the ability alter the minds of others, discovering secrets, swaying emotions, altering memories and even take control of their enemies entirely. When you first gain the mind sphere, you gain the charm ability and the suggestion charm.

Abilities

Charm


  • Casting Time: 1 action
  • Range: 30 ft.
  • Components: S, V
  • Duration: Varies
  • spell point Cost: Varies

You may place magical charms on a creatures mind that influences their thoughts or alters their behavior. As an action, you can place a charm on a single creature that you can see within 30 ft. The target is not automatically made aware that they have been the target of a charm unless the charm grants a saving throw that the target succeeds on.

You may only place charms on targets that are your own creature type (humanoid for humanoids, etc.) and you cannot place charms on creatures that are immune to the charmed condition or have an Intelligence of 3 or lower.

A charm can have six strengths; lesser, minor, major, greater, powerful and ultimate and has a spell point cost based on the strenght chosen (not all six strengths are available for all charms).

Charm spell point cost
Level spell points
Lesser 0
Minor 2
Major 4
Greater 6
Powerfull 8
Ultimate 10

When you first gain a charm, you may only use the lesser and minor abilities. You get access to the major, greater, powerful and ultimate abilities by taking the expert and master mindmage talents. If you use a lesser charm on a creature, you may not use another lesser charm on that creature again until you complete a long rest.

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 below are a shorthand for players and GMs hoping to quickly determine what a charmed creature may or may not be asked to do.

When you first gain the Mind sphere, you gain the suggestion charm.

Suggestion

You may plant suggestions directly into a creature’s mind.

Lesser Charm: You may plant a suggestion in the target’s mind, the target must make a Wisdom saving throw or obey the suggestion as if the thought had been their own.

The suggested course of action must be limited to a sentence or two and must be a very simple request that the creature can perform immediately. The creature performs the suggested action until it finishes or 1d6 rounds pass. If you or any of your companions take any hostile actions towards the target, the ability ends immediately.

Example Requests
Creature Very Simple Request Basic Request Would not normally do Against the creature’s nature
Paladin Provide healing to an injured person Protect an 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 professional thief Steal a simple, unattended object, visit a tavern Share non-compromising information, teach someone thieving skills Donate a few coins to charity, reveal secret plans, stab their co-conspirators in the back Give up their most valuable 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, unguarded 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 survival is unlikely, join a raid against its own people
Ancient dragon Eat an annoying humanoid Eat an unassuming humanoid 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 squadron of questionable men, help a team of adventurers as a cook and porter on their quests House wanted criminals, allow the kidnapping of his family, take up arms and become a soldier

Minor Charm: As the lesser charm, but the request can be a basic request and the duration can be up to 1 hour. If you choose, you can also specify conditions the creature should wait for, (e.g., “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 performed.

Major Charm: As the minor charm, but the duration is 1 hour per talent you posses in the mind sphere and for very simple requests the target gets disadvantage on the saving throw.

Greater Charm: As the major charm, but the target obeys any course of action so long as the suggestion is not against the target’s nature.

Powerful Charm: As the greater charm, but the target also gets disadvantage on the saving throw for basic requests and suggestion can be anything that isn't obviously fatal.

Ultimate Charm: As the powerfull charm, but the target obeys any instruction, even obviously fatal ones and the target also gets disadvantage on the saving throw for requests that it would not normally do.

Suicidal actions

Suicidal actions are almost always against a creature nature. But even beyond that, the drive to live is so powerfull that certain charms make explicit exceptions for actions that are obviously fatal.

The GM may decide that for certain creatures (like a member of a suicide cult or a magical creature created with the explicit intent to be expendable) suicidal actions fall in a lesser category and that such creatures can, for instance, be given fatal instructions with the greater suggestion charm.

General Mind Talents

Expanded Charm

You may affect creatures with an intelligence of 3 or lower and creatures of a different creature type from yourself with your charm ability (creatures immune to the charmed condition remain immune to your charm ability).

Expert Mindmage

Prerequisites: 5 levels in classes that grant access to spheres

You may use the major version of each charm you have access to. If you have 9 or more levels in classes that grant access to spheres, you may also use the Greater version of those charms.

Master Mindmage

Prerequisites: Expert Mindmage, 13 levels in classes that grant access to spheres

You may use the powerful versions of each charm you have access to. If you have 17 or more levels in classes that grant access to spheres, you may also use the ultimate version of those charms.

Instill Charm

You can imbue a fluid or small portion of food with your charms. You use the charm ability as normal, but targeting the consumable instead of a creature. The consumable must be in hand, and you may only imbue one consumable at a time, even if you can affect multiple creature with your charms. Any individual consumable can only be imbued with a charm once.

The consumable remains potent until you complete a long or a short rest. Upon consumption, the target becomes affected by the charm as if it was used on them. If the charm allows for a saving throw, the target has disadvantage on it. Lesser charms used in this way are not limited to only being used once per target.

All spell points must be spent and all variables of the charms effect must be chosen at the time the instilled liquid is created.

Invasive Charm

Prerequisites: 6 talents in the mind sphere

Your mental abilities are particularly invasive, able to slip past your enemies defenses with ease. Whenever a creature makes a wisdom or intelligence saving throw against one of your sphere abilities, it must roll a d4 and subtract the number rolled from the saving throw.

Mass Charm

When using a charm, you may spend an additional spell point to charm an additional number of creatures equal to your casting ability modifier. Each target must be within range and must be affected by the same charm. Once created, each charm is considered a separate sphere effect.

Mental Cloud

Prerequisites: Mass Charm

Whenever you use the charm ability, you may spend an additional 2 spell points to manifest the charm as a literal cloud of mental energy.

The cloud is a sphere with a radius of up to 10 feet + 5 feet per 5 talents you posses in the mind sphere, centered on a point within range of your charm ability and lasts for 1 minute per talent you posses in the mind sphere or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

The cloud is visible, but does not obscure sight or grant concealment. Whenever a legal creature enters this cloud (including allies, enemies, or even yourself) or begins their turn inside it, they become subject to the charm and may attempt a saving throw if allowed by the charm. A creature can only be affected by the cloud once, even if it spends multiple turns inside the area of effect.

All variables of the charms effect must be chosen at the time the cloud is created.

Mind Sense

Prerequisites: Read Mind


  • Casting Time: 1 action
  • Range: Self
  • Components: S, V
  • Duration: Instantaneous
  • spell point Cost: 0 spell points

As an action, you can attempt to detect the presence of thinking creatures you can't see. You know the location of any thinking creature within a radius of 30ft + 30 ft for every 5 levels you have in classes that grant access to spheres. This ability penetrates most barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks it. You can't detect creatures that are immune to your charm ability.

Creatures detected by this ability are valid targets for the charm ability even if you can't see them.

If you have 10 or more levels in classes that grant access to spheres, you may spend a spell point to search for a specific mind in a much larger area. You can look for any single creature that you have previously detected using the base detect thoughts action, if the creature is within 1 mile and not behind barriers that would block the base ability you immediately learn its location.

Ranged Mind

Double the range of your charm ability. You may select this talent twice, the effects stack.

Sphere Specialization (Mind)

Prerequisites: 5 levels in classes that grant access to spheres.

Your mana limit is 1 higher for abilities from the mind sphere, but 1 lower for abilities from other spheres. If you have multiple Sphere Specialization talents, the higher mana limit applies to all spheres you have the sphere specialization talent for and the lower mana limit applies to all spheres you do not have the sphere specialization talent for.

Silver Tongue

Whenever you make a Charisma (Intimidate), Charisma (Persuasion), Charisma (Deception) or Charisma (Performance) check you may spend a spell point to forgo rolling the d20 and get a 10 on the die.

Subtlety

If a target succeeds on a saving throw against one of your charms, they must immediately attempt a Wisdom saving throw. If they fail this second saving throw, they do not realize they were the subject of an attempted mental assault.

Thrallbirth

Prerequisites: Mind Control, Amnesia, Inception, 15 levels in classes that grant access to spheres


  • Casting Time: 1 hour
  • Range: Touch
  • Components: S, V, M
  • Duration: Instantaneous
  • spell point Cost: 8 spell points

You may spend 8 spell points in an elaborate ritual that strips all semblemce of free will from a creature with 15 or fewer maximum hit points. Once the ritual is complete the target follows any order you give it to the best of its abilities and absent any explicit instructions will do whatever it believes you would want it to do. Creatures that are invalid targets for your Charm ability are unaffected by this ability.

This ability has material components, a stone altar and an intricately etched glass sphere set in precious metals worth at least 500gp. Each such sphere can only be used for one instance of this ability and the thralls free will is restored if the sphere is ever destroyed. Otherwise, the effect is permanent unless removed by a wish spell or similarly powerfull magic.

By completing a second ritual you can transfer control of any thrall (even those not created by you) to yourself or another creature within 30ft. This ritual takes 10 minutes and does not cost any spell points, but requires that you have the glass sphere used as a material component for the ability that created the thrall.

Zeitgeist

Prerequisites: Mass Charm, Ranged Mind, 13 levels in classes that grant access to spheres

You may spend additional spell points to affect entire communities with your charms. You may spend 2, 3, or 4 spell points to target 200, 2000 or 5000 creatures within 1, 2 or 3 miles (respectively). If the charm allows a saving throw, every individual in range with 15 or fewer maximum hit points automatically fails their saving throw, while everyone with more hit points gets advantage on their saving throw. If there are more targets that can be targeted by the charm in the area than the maximum number of creatures that can be affected, only the closest 200/2000/5000 targets are affected.

When used this way, increase the casting time of the charm by 10 minutes.

Charm Talents

Amnesia

You may reach into a subject’s memory and remove information and awareness of people, places, things, or events.

Lesser Charm: The target must make a Wisdom saving throw. On a failed save, they lose any recollection of what happened in the last round, back to the beginning of your previous turn.

A reminder of the events, such as witnessing a similar action taken by one of the involved creatures or distinctive items being used in the same fashion or someone informing them about the event, allows the target to attempt a new wisdom saving throw to recall the forgotten memories.

If the inception charm is used on the target, the caster immediately becomes aware that the targets mind was tampered with and may choose to restore the removed memories instead of applying the charms normal effect.

The target may also have their memory restored through the Life sphere’s Restore Essence talent or the Dispel Magic spell.

Dispel Magic and Sphere abilities

When using dispel magic or similar spells that care about the level of spell, you treat sphere abilities as spells of a level equal to the number of spell points spent on that ability -1.

For example, a minor charm would typically cost 2 spell points and count as a first level spell.

Sphere abilities on which 1 or fewer spell points were spent count as cantrips for this purpose.

Minor Charm: As the lesser charm, but the ability now affects all memories from a time up to 10 minutes in the past and the effect may only be dispelled by the Inception charm if the number of spell points spent on that ability is greater than the number of spell points spend on this charm.

Major Charm: As the minor charm, but you may now have the target lose all memory of a single person, location, item, or event, such as the identity of someone they talked to, or a robbery they participated in. The total time of the removed memories cannot be greater than 5 minutes per talent you posses in the mind sphere.

In addition, you may specify a code word or phrase that will immediately restore the targets memories. The target needs to be able to hear the code phrase in order for the memories to return, but the phrase does not need to be in a language they understand.

Greater Charm: As the major charm, but the total duration of removed memories increases to 1 hour per talent you posses in the mind sphere and the target no longer gets a new Wisdom saving throw when something reminds them of the lost memories.

Powerful Charm: As the greater charm, but the total duration of removed memories increases to 1 day per talent you posses in the mind sphere and the memories may only be restored through the Life sphere’s restore essence talent if the caster also possesses the restore mind talent (dispel magic and the inception charm work as normal).

Ultimate Charm: As the powerful charm, but the total duration of removed memories is no longer limited. If you remove more than one year's worth of memories, the target gets an additional saving throw for each year of memories you remove. If the target fails their initial saving throw but succeeds on any of the subsequent saving throws the ability fails, but the target falls unconcious for 1d6 hours and randomly loses bits and pieces of their memory (the GM determines what memories are lost).

This version of the ability has casting time of 10 minutes and a material component: an ornately carved ivory sphere worth at least 250 gp. Each such sphere can only be used for one instance of this ability and the removed memories return if the sphere is ever destroyed. Otherwise, the memories can only be recovered by the code phrase (if you choose to set one) or a wish spell.

Other: If you have access to the greater inception charm, you may fill in the gaps left in the targets mind with fabricated memories. This works exactly like the greater version of the inception charm, except that the duration of the falsified memories is equal to to the duration of the removed memories.

You do not have to pay the spell point cost (or expend an action) for the inception charm, but you increase the cost of the amnesia charm by one spell point. Removing or dispelling the falsified memories does not automatically restore the removed memories or vice versa. You may only combine the two charms in this way if the duration of the altered memories is no longer than 24 hours

Calm

You may suppress emotions in hostile creatures and calm them down. You may deny raging creatures their battles or joyous creatures their revelry.

Lesser Charm: You surpress any strong emotions in the target. For up to 1 minute while you are concentrating you can suppress any effect causing a target to be charmed or frightened. When the ability ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.

Major Charm: As the lesser charm, but in addition you may have the target make a Wisdom saving throw or lose any desire to fight or engage in revelrous behavior for the duration of the ability. It will not attack creatures it is hostile towards and will not seek out confrontation on its own.

This indifference ends if you or any of your companions take any hostile actions towards the target or any of its allies.

Greater Charm: Like the minor charm, but the target is no longer able to care about their allies being attacked. You may now take hostile actions against the targets allies without ending the ability.

In addition, the ability now lasts for up to 10 minutes while concentrating.

Powerful Charm: Like the major charm, but on a failed saving throw the target now loses the desire to act in any way whatsoever. The target takes no actions and will not defend itself or its friends even if attacked.

Candor

You compel words of honesty in your subject, bringing truth to their voice.

Lesser Charm: The target must make a Charisma saving throw. On a fail 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 intentionally dishonest. You are not informed of whether or not the target succeeded or failed on their saving throw.

The target is aware that this charm was used on them whether they succeed on the saving throw or not and can avoid answering questions to which they would normally respond with a lie. This ability lasts until the end of your next round.

Major Charm: As the lesser charm, but you know whether or not the target succeeded or failed on their saving throw and the duration is increased to 10 minutes.

Greater Charm: The target must make a Charisma saving throw or be compelled to truthfully answer a single question directly put to it. You know whether or not the target succeeded or failed on their saving throw.

The target has to answer truthfully, but is not required to volunteer additional information beyond the immediate scope of the question and may give deliberately misleading or unhelpful answers. A successful save makes the target immune to this ability for 24 hours.

Powerful Charm: The target must make a Charisma saving throw or be compelled to truthfully answer any questions asked of it for 1 hour. The target may not give deliberately misleading answers, nor can they withhold information tangentially related to the question if they believe their questioner would want to know.

A successful save makes the target immune to this ability for 24 hours.

Cerebral Strike

You unleash a storm of psychic energy that invades and harms the mind of your target.

Lesser Charm: The target takes 1d4 psychic damage per talent you posses in the mind sphere. Note: This is a lesser charm, so once you use it on a creature, you cannot use this version of the charm on it again until you complete a long rest

Minor Charm: As the lesser charm, but the target also gains disadvantage on your choice of Intelligence, Wisdom, or Charisma saving throws until the end of your next turn.

Major Charm: As the minor charm, but the damage increases to your casting ability modifier + 1d6 per talent you have in the mind sphere.

Greater Charm: Like the major charm, but the disadvantage applies to ability checks as well as saving throws and lasts for 10 minutes.

Powerful Charm: Like the greater charm, but the target also must make an Intelligence saving throw. On a failed save, the targets intellect and personality shatter, their Intelligence and Charisma scores become 1, they cannot cast spells, activate magic items, understand language or communicate in any intelligible way. The target can, however, still identify their friends, follow them and even protect them. This effect lasts for 1 minute and the saving throw is not subject to disadvantage inflicted by the cerebral strike charm.

Ultimate Charm: Like the powerfull charm, but the duration of the reduced ability scores is no longer limited. Instead, the target may make a new intelligence saving throw every 30 days, on a succes the ability ends. The effect can also be removed by the Life sphere’s Restore Essence talent or the Dispel Magic spell.

Dreamscape

You may create and enter a dream world.

Lesser Charm: You create a quasi-real extraplanar space, a dreamscape, which consists of a 10-foot cube + another 10-foot cube for every character level you posses.

You can arrange the layout, the ambient light level, temperature and basic design of the dreamscape as you choose, but you do not have fine control over the details of the dreamscape and the specifics of how it appears will shift based on your current state of your mind (eg. you can choose to have the dreamscape appear as a castle, but not a specific castle and if you are worried or stressed it may appear to be under siege or shrouded in shadows). The dreamscape continues to exist for 1 day or until you spend an action to destroy it. You may only have one dreamscape active at a time.

Whenever you fall asleep while the dreamscape exists, you may enter the dreamscape and interact with it using a copy of your body and any items that you are carrying. While you are in the dreamscape, you have no way of interacting with the real world other than by waking up, but you may otherwise take any actions you would normally be able to do. Regardless of how you spend your time in dreamspace, you gain the normal benefits of sleep upon waking up.

This charm has a range of Self.

Minor Charm: As the lesser charm, but you may choose, as an action, to enter or leave the dreamscape while you are awake. You may now also take a number of other creatures equal to the number of talents you posses in the mind sphere with you. You can only take willing or unconscious creatures with you and all creatures need to be within 30ft of you at the time you enter the dreamscape.

When a conscious creature enters a dreamscape, their body in the real world falls unconscious. Taking any damage immediately pulls a creature out of the dreamscape and back into the real world and if you leave the dreamscape any other creatures inhabiting the dreamscape at that time are also forced back into their real bodies.

Major Charm: As the minor charm, but you may now pull unwilling creatures into your dreamscape. Unwilling creatures can make a Wisdom saving throw to prevent being dragged into the dreamscape. Once inside, any creature that chooses to may make a Wisdom saving throw at the end of each of their turns. On a success the creature tears appart the dreamscape, forcing any creatures currently inhabiting it to return to their real bodies.

Greater Charm: As the major charm, but the number of creatures you can take with you in the dreamscape is no longer limited.

Additionally, when an unwilling creature makes their saving throw to escape from your dreamscape, you may make a Wisdom saving throw to keep the dreamscape intact. On a success, the creature escapes, but any other creatures currently inhabiting the dreamscape remain behind.

Powerful Charm: As the greater charm, but your dreamscape becomes a true demiplane, allowing objects and people to physically enter it.

When you use this ability, you may create a blurry, translucent doorway on a flat solid surface you can see within range connected to a similar door inside your dreamscape. Objects and creatures that pass through the door physically enter into your dreamscape. Creatures that enter this way do not fall unconscious and unwilling creatures do not get saving throws to escape back into the real world.

Objects or creatures that are physically present in a dreamscape can only leave through the doorway they entered through or by using abilities that allow you to traverse between planes (such as the planeshift spell). When the ability ends creatures and objects still physically present in the dreamscape are ejected into the real world at the location of the door.

Ultimate Charm: As the powerful charm, but the dreamscape becomes permanent (it no longer collapses after 1 day). Whenever you use the ultimate or powerful dreamscape charm you may choose to anchor the dreamscape to a new point in the physical world instead of creating a new dreamscape. In that case, the previous entrance to the dreamscape dissapears and a new door appears on a flat solid surface you can see within range. You still cannot have more than one dreamscape active at a time.

This version of the ability has casting time of 10 minutes and a material component: a pendant in the shape of a door made of precious metals and gemstones worth at least 1000 gp that is consumed when this ability is used.

Enthrall

You may manipulate a creature's mind to make them view you more favorably.

Lesser Charm: You attempt to charm your target. The target must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, the target can't attack you or target you with harmful abilities or magical effects. This effect immediately ends if you or your companions do anything harmful to the target, but otherwise lasts as long as you concentrate, up to 10 minutes. When the ability ends, the creature knows it was charmed by you.

Minor Charm: As the lesser charm, but while the effect lasts, the target gains the charmed condition and regards you as a friendly acquaintance. The effect now lasts for 1 hour unless you or your companions take any hostile actions towards the target.

Major Charm: As the minor charm, but the effect lasts for one hour per talent you posses in the mind sphere unless you or your companions take any hostile actions towards the target.

Greater Charm: As the major charm, but the target regards you as someone they hold dear, such as a beloved family member, a lover or a good friend.

Ultimate Charm: As the greater charm, but the target regards you as someone they have a deep adoration and loyalty towards. They will tend to accept request from you that aren't against their nature without question and will defend you even from their own allies.

Domination

Prerequisites: Enthrall, Project Thoughts

You may take direct control of a creature's mind, forcing it to do your bidding.

Major Charm: The target must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature", "Run over there", or "Fetch that object". If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

Greater Charm: As the major charm, but the ability requires concentration and lasts up to one minute.

Additionally, you can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the 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.

Powerful Charm: As the greater charm, but the effect lasts up to one hour.

Ultimate Charm: As the powerfull charm, but the effect lasts up to one hour per talent you posses in the mind sphere.

Inception

You may add trivia, knowledge, and memories to a person’s mind, whether or not this information is grounded in fact.

Lesser Charm: You may insert a rumor or similarly vague piece of information into the targets mind.

The target makes a Wisdom saving throw. On a fail, they remember the information as something they “heard somewhere” or “read once”, though they cannot recall the exact source of the information.

If the amnesia charm is used on the target, the caster immediately becomes aware that the targets mind was tampered with and may choose to remove the false memories instead of applying the charms normal effect. The false memory can also be removed through the Life sphere’s Restore Essence talent or the Dispel Magic spell.

The target does not automatically believe the false memories, they just believe that they've heard or read it somewhere. An illogical or incoherent memory, such as implanting rumors of an armed squirrel rebellion threatening a nearby town, is dismissed, perhaps as a bizarre dream.

Minor Charm: As the lesser charm, but the information can relate to things within the targets own experience, such as small details about friends’ lives or small bits of memorized knowledge like the exact location of a hidden entrance to a dungeon.

This ability does not remove conflicting existing memories, though the faked memories are fresher in the targets mind than the real ones and will be recalled more easily. For example: a guard who knows the real password to a door, but has a false password implanted with this charm will likely try the false password first before recalling the actual password.

In addition, the effect may only be dispelled by the amnesia charm if the number of spell points spent on that ability exceeds the number of spell points spend on this charm.

Major Charm: Like the minor charm, but you may specify a code word or phrase that will immediately remove the implanted memories. The target needs to be able to hear the code phrase in order for the memories to be removed, but the phrase does not need to be in a language they understand. The target has no indication that the memories are removed until they try to recall them.

Greater Charm: As the minor charm, but you may now craft memories of events that the target participated in.

The total time of the falsified memories cannot be greater than than 5 minutes per talent you posses in the mind sphere.

Whenever the target is confronted with new evidence that conflicts with the falsified memories they may make an Intelligence saving throw. On a success the target realizes that the memories are false, though the memories themselves persist.

If the falsified memory involves the target doing anything they would not normally do or something that is against their nature they immediately realize the memories are false, without requiring conflicting evidence or a saving throw. Illogical or incoherent memories can still be dismissed by the target as a dream or delusion, though in that case the target may not immediately realize the memories are false.

In addition, the effect may only be dispelled by the amnesia charm if the number of spell points spent on that ability exceeds the number of spell points spend on this charm.

Powerful Charm: As the greater charm, but the duration of the modified memories can be up to 1 hour per talent you posses in the mind sphere and the memories may only be removed through the Life sphere’s restore essence talent if the caster also possesses the restore mind talent (dispel magic and the amnesia charm work as normal).

In addition, you may leave a subtle compulsion to believe the falsified memories in the targets mind. For 1 hour after using this ability the target has disadvantage on Intelligence saving throws to disbelief the falsified memories.

Ultimate Charm: As the powerful charm, but you may weave entire fabricated lives into the targets mind. The duration of the fabricated memories can now be up to 2 years per talent you posses in the mind sphere.

If you have access to the powerfull version of the amnesia charm, you may remove an equal duration of memories as per that version of the charm. If not, the target remembers living both lives but is not automatically able to distinguish which is the real version of events. The target does not posses any training or skills they acquired in the falsified memories (though they might believe that they do).

This version of the ability has casting time of 1 hour, can only be used on willing targets and has a material component: an ornately carved ebony sphere worth at least 250 gp. Each such sphere can only be used for one instance of this ability and the ability ends if the sphere is ever destroyed. Otherwise, the targets mind can only be restored by uttering the code phrase (if you choose to set one) or a wish spell.

Geas

Prerequisites: Inception

You can embed a magical command in the targets mind, forcing it to carry out some service or refrain from some action or course of activity as you decide.

Major Charm: The target must make a Wisdom saving throw. On a fail, you may give the creature your instructions and it becomes charmed by you for 1 day.

While the creature is charmed this way, if it acts in a manner directly counter to your instructions it takes 1d10 psychic damage for every two talents you posses in the mind Sphere and the ability ends. You can issue any command that the target can understand as long as it isn't against the creatures nature.

You can end the spell early by using an action to dismiss it, otherwise the Geas is treated as a curse and can only be dispelled by spells or abilities that allow you to remove curses. The casting time of this charm is 1 minute.

Greater Charm: As the major charm, but the duration is 30 days and you can issue any command that isn't obviously fatal (even if it is against the target's nature). Additionally, the ability does not end after the target takes damage from it.

Powerful Charm: As the major charm, but the duration is 1 year and the ability cannot be removed except by abilities on which 8 or more spell points were spend or spells seventh level or higher.

Ultimate Charm: As the powerful charm, but the ability is permanent unless removed by a ninth level spell or an ability on which at least 10 spell points were spend.

Mental Parasite

You can send a piece of your mind into your target to see the world through their eyes.

Lesser Charm: The target must make a Wisdom Saving throw. On a fail, you establish a mental link to the target that lasts for one hour.

While the link is active, you may use an action to see through the targets eyes until the start of your next turn. During this time, you are deaf and blind with regard to your own senses. For each time you use this charm, you may take control of the targets senses for a total number of rounds equal to the number of talents you posses in the mind sphere.

Minor Charm: As the lesser charm, but the link lasts until you complete a long rest and you gain access to all the targets senses, not just sight. This includes any special senses (like blindsight) that the target has.

Major Charm: As the minor charm, but when you spend an action to use the targets senses the connection remains active for as long as you concentrate on it. The link now lasts for 1 day per talent you posses in the mind sphere and the total time you may take control of the targets senses is 1 minute per talent you posses in the mind sphere.

Additionally, the target is now considered to be within range of your charm ability as long as both of you are on the same plane and the target has disadvantage on saving throws against your charms.

Greater Charm: As the major charm, but the link now lasts for 1 week per talent you posses in the mind sphere and the total time you may take control of the targets senses is 1 hour per talent you posses in the mind sphere. Additionally, you may now specify an event the target may experience (such as meeting a specific person or entering a specific place) upon which the connection becomes active. You can still spend an action to activate the link manually.

Ultimate Charm: As the greater charm, but the link is now permanent unless dispelled by the Life sphere’s Restore Essence talent, the Dispel Magic spell or a similar effect and the total time you may take control of the targets senses is no longer limited.

Mind Shield

You can shield the minds of yourself and others from mental attacks.

Lesser Charm: The target's mind becomes shielded against hostile intrusions for 1 minute.

During this time, whenever the target makes a Wisdom or Intelligence saving throw, they can roll a d4 and add the number rolled to the saving throw. The target is automatically aware that they are under the effect of this charm.

Major Charm: As the lesser charm, but the effect lasts until you complete a long rest and the target also gains resistance against psychic damage.

Powerfull Charm: As the major charm, but the creature becomes completely immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells and the charmed condition. Ninth level spells and abilities on which 10 or more spell points were spend ignore this effect.

Ultimate Charm: As powerfull charm, but ninth level spells and abilities on which 10 or more spell points were spend no longer pierce the shield. Even wish spells and effects of similar power used to affect the target's mind or to gain information about the target are foiled.

Project Thoughts

You inject your thoughts into the minds of others, sending messages over great distances.

Lesser Charm: You send a short message of twenty-five words or less to a creature that you can see within range of your charm ability. The creature hears the message in its mind and recognizes you as the sender if it knows you. There is no limit to the number of times you may use this lesser charm per day on the same target.

Minor Charm: As the lesser charm, but the range is 1 mile and the ability does not require line of sight. Additionally, the target can immediately send a second message of 25 words or less as an answer.

Major Charm: As the minor charm, but you can send the message across any distance and even to other planes of existence. If the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.

Additionally, the ability now enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.

Greater Charm: As the major charm, but you establish a direct psychic link to the target that allows you to communicate back and forth for a duration of up to ten minutes. You are no longer limited to 25 words per message. In addition, if the target is willing, you may use the targets senses (as per the major Mental Parasite charm) and they may use yours as long as the link is active.

Powerful Charm: As the greater charm, but the link lasts until you complete a long or short rest.

Puppeteer

You mentally pull and tug at the target’s muscles and influence the physical motions made by their limbs and extremities.

Lesser Charm: The target makes a wisdom saving throw, on a fail you gain partial control over their motions for as long as you concentrate, up to 6 rounds. Whenever the target attempts to make an attack you may use your reaction to give them disadvantage on the attack roll.

Minor Charm: As the lesser charm, but your control over the target is strong enough to impede larger motions. Whenever the target attempts to use their movement or cast a spell or ability with a somatic component while within range of your charm ability you may use your reaction to make their motions jerky and inaccurate. Spells or abilities they were in the process of casting fail and have no effect and if they were in the process of moving they fall prone and the movement is wasted.

Major Charm: As the minor charm, but the duration of the effect is 1 minute and you may prevent the target from moving entirely.

Whenever the target attempts to make an attack, use their movement, cast a spell with a somatic component or use an ability with a somatic component while within range of your charm ability you may use your reaction to cause them to become paralyzed until the start of their next turn. Spells or abilities they were in the process of casting fail and have no effect, attacks they were in the process of making automically miss and if they were in the process of moving they fall prone and the movement is wasted.

While paralyzed by this ability, the target can still speak, casts spells or use abilities that do not have somatic components and concentrate on existing spells and abilities, but they cannot take any actions that require control of their limbs.

Each turn while the target is paralyzed in this manner, you may use your bonus action to prolong the paralysis until the start of your next turn (the paralysis still ends if the ability ends).

Additionally, if you posses the ventriloquist charm talent, you may spend an additional spell point to also wrest control over the targets speech as per the major ventriloquist charm for the duration of this ability.

Greater Charm: As the major charm, but your control over the target is precise enough for you to move their body in jerky, shambling movements.

While the target is within range of your charm ability and paralyzed by this charm, you may use your action to make the target attack a creature within range, use an item, interact with an object or use the dodge, grapple, hide or shove action in a way you choose.

The targets motions are unnatural enough that it is clear to others that something strange is going on.

Powerful Charm: As the major charm, but you may wrest full control of the target's body. The duration of the ability is now one hour per talent you posses in the mind sphere and initiating the charm no longer requires concentration.

Your control now also lasts until you deliberately release it or the ability ends. While the target is under the effect of this charm and within range, you may have the target gain the paralysis condition as a bonus action on your turn or as a reaction to them attempting to make an attack, use their movement, cast a spell with a somatic component or use an ability with a somatic component. This requires concentration and the target is freed from the paralysis when you lose concentration, though the charm itself does not end and you may have them gain the paralyzed condition again by spending a bonus action or reaction as normal.

While the target is paralyzed by this ability, you can use your action to take direct control of the target. Until the end of your next turn, the target takes no actions on its own and during its turn you can force it to move, attack, use items, interact with objects or use the dash, disengage, dodge, grapple, hide or shove actions in a way you choose. You are also able to force the target to take other purely mundane actions (subject to GM approval), but you cannot force the target to use spells, sphere abilities or other types of innate magic, as such abilities are always tied to the creatures mind in some way. Likewise, most class features and innate monster abilities require a particular state of mind or are slighlty supernatural in subtle ways and as such cannot be used while under the influence of this charm.

While you are in direct control of the target you may also force them to use a reaction to make an attack of opportunity, but this requires you to use your own reaction as well. The targets movements are no longer shambling or unnatural and could be mistaken for actions the target has taken on their own, though the target can still verbally inform its allies of what is happening.

While you are in control of the targets body, any Dexterity (Acrobatics), Strength (Athletics), Dexterity (Stealth) or Dexterity (Sleight of Hand) checks the target make use your proficiency bonus (if applicable) and the targets ability modifier.

If you have acces to the greater ventriloquist charm, you may spend an additional spell point to also wrest control over the targets speech as per that version of the charm for the duration of this ability. While the target is under the influence of both charms, you have complete control over every part of the targets body. There is no longer any outward indication that the target is not in control of their actions.

Ultimate Charm: As the Powerful charm, but the duration is 1 day per talent you posses in the mind sphere. If you have access to the powerful ventriloquist charm, you may wrest control over the targets speech as per that version of the charm for the duration of this ability, this does not cost an additional spell point.

Ventriloquist

You can tamper with a mind’s language center, impeding or altering the flow of words.

Lesser Charm: You can tug on the strings of conversation, altering the sounds of words, inserting or negating vocalizations as you see fit. The target makes a wisdom saving throw. On a fail, you gain partial control over their speech for up to 6 rounds as long as you concentrate.

Whenever the target attempts a Charisma (Intimidate), Charisma (Persuasion), Charisma (Deception) or Charisma (Performance) check that relies on speech while they are within range of your charm ability you may use your reaction to give them disadvantage on the check.

Minor Charm: As the lesser charm, but your control is strong enough that the target cannot speak unless you allow it. Whenever the target attempts to speak, cast a spell with a verbal component or use an ability with a verbal component while within range of your charm ability you may use your reaction to silence them until the start of their next turn. Spells or abilities they were in the process of casting fail and have no effect.

Major Charm: As the minor charm, but the duration of the ability is 10 minutes, using the ability no longer requires concentration and you may wrest full control of the target’s speech. While the target is silenced by this ability, you may force them to speak whatever words you want. While the target is controlled this way, their speech becomes out monotone and rigid, making it clear to others that something strange is going on.

Your control now lasts until you deliberately release it or the ability ends. While the target is under the effect of this charm and within range, you may silence the target as a bonus action on your turn or as a reaction to them attempting to speak or use a spell or ability with a verbal component. This requires concentration and the target loses the silenced condition when you lose concentration, though the charm itself does not end and you may silence them again by spending a bonus action or reaction as normal.

Greater Charm: As the major charm, but the duration is one hour per talent you posses in the mind sphere and your control over the targets speech is greater still. The words you put into their mouth are spoken with the exact intonation and speech patterns the target normally has. The target still has control over the rest of their body and may gesture to make it clear that something is wrong.

Additionally, while you are speaking through the target, any Charisma (Intimidate), Charisma (Persuasion), Charisma (Deception) or Charisma (Performance) checks the target makes use your ability modifier and proficiency bonus (if applicable) instead of those of the target.

Powerful Charm: As the greater charm, but the duration is one day per talent you posses in the mind sphere.

Read Mind

Lesser Charm: The target makes a wisdom saving throw. On a fail, you get a sense of the targets emotional state, but not any specific thoughts. For instance, you'd learn that your target is angry, but not why they are angry or whom they are angry with. Creatures with an Intelligence of 3 or lower or those that don't speak any language are unaffected by this charm.

Minor Charm: As the lesser charm, but the target does not get a saving throw to prevent you detecting its emotional state, the effect lasts for 1 minute per talent you posses in the mind sphere and you are also able to read the surface thoughts of the target (what is most on its mind in that moment).

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this ability is particularly effective as part of an interrogation.

Additionally, as an action, you can attempt to probe deeper into the targets mind. The target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any) and one thing that loom large in its mind (such as something it worries over, loves, or hates).

If it succeeds, the ability ends. Either way, the target knows that you are probing into its mind and can use its action on its turn to make an Intelligence check contested by your Intelligence check. If it succeeds, the ability ends.

Major Charm: As the minor charm, but when you probe the targets mind you may also search for and view a single memory the target has that is less than a day old.

Greater Charm: As the major charm, but the duration is 1 hour per talent you posses in the mind sphere and you may search for memories that are less than a year old.

Additionally, while the target can no longer automatically identify you as the person who is using the ability.

Powerful Charm: As the major charm, but the entirity of the targets mind opens up to you. When probing the targets mind you can extract any single memory or any piece of information the target knows.

Dark Sphere

The Dark Sphere enables casters to manipulate and create areas of supernatural darkness, bend shadows and cast their enemies in both physical and mental darkness. When you gain the Dark Sphere you gain access to the Darkness Ability.

Abilities

Darkness


  • Casting Time: 1 action
  • Range: 60 ft.
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

As an action, you may spend two spell points to create a sphere of darkness with a radius of up to 15 feet centered anywhere within 60 ft.

This darkness radiates from a central point and can flow around small objects and creatures, but larger objects (like walls) block the darkness. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, also blocks the darkness.

The sphere lasts for 10 minutes, until you lose concentration or until you move more than 60ft away from the central point. You may spend an additional spell point to allow an active area of darkness to remain active for 1 hour without concentration or remaining nearby (this spell point does not count towards your mana limit).

In this darkness, bright light (including daylight) becomes dim light and dim light become absolute darkness. Sources of normal light inside the area of effect only produce dim light in a 5-foot radius and sources of dim light don't produce light at all. Creatures with Darkvision may see in this darkness as normal. You may dismiss one of your darkness effects at any time without spending an action.

Talents marked with the (darkness) tag 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.

If a Light sphere ability or spell that creates light is used inside a darkness effect, the creator of the Light sphere effect must pass an opposed ability check using their casting ability against the creator of the darkness effect. If the check succeeds, the Light sphere effect functions normally. Otherwise, it functions as any other light source.

Blot Talents

Dark talents listed with the (blot) tag are treated the same as talents with the (darkness) tag, except in addition to adding an effect, they cause the darkness to manifest as a blot. A blot is darkness effect created on a two-dimensional surface, such as the ground or a wall, appearing as an inky coating, rather than a volume of decreased illumination. Blots do not affect the light level of the area.

Only one (blot) talent may be applied to an individual blot, and a single darkness effect cannot be affected by both a (blot) and (darkness) talent at the same time, but blots and darknesses with different effects may overlap. Individual blots do not stack with themselves, nor do they stack with similar (darkness) talents.

In order for a blot to affect a target, it must be in contact with the blot. Blots count as areas of darkness with respect to melds and interactions with Light sphere effects and talents. If a talent is labeled as (blot) and (darkness), the caster may decide which tag to use when applying the talent to an area of darkness.

Meld with Darkness


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Varies

As an action, you may touch a creature to apply a Meld effect to it, changing the way it interacts with magical and non-magical darkness. If the target is unwilling, they may make a Wisdom saving throw to negate the ability.

When you first gain the dark sphere you have access to the Darkvision meld. Other melds may be gained by taking the appropriate talents.

Darkvision (Meld)

You may spend a spell point to grant the target darkvision 60 feet for 1 hour per talent you posses in the dark sphere. If the target already possesses darkvision, this instead increases the range of their darkvision by 30 feet.

Manipulate Shadow


  • Casting Time: 1 action
  • Range: 60 ft.
  • Components: V, S
  • Duration: Varies

As an action, you may infuse the shadow of a creature within 60ft. with a shadow effect, changing the way it behaves. Only one shadow effect may be applied to any one target at a time, and an unwilling target is allowed a Wisdom saving throw to negate the ability.

Shadow effects are gained by taking the appropriate dark talents, when you first gain the dark sphere, you do not have any shadow effects to apply to a target.

General Dark Talents

Clinging Darkness

You may center an area of darkness or blot on a creature or item rather than an area, causing it to cling to and move with that creature or item. If targeting a creature or an attended item, the creature may attempt a Wisdom saving throw to negate the effect and then again each round at the end of its turn. A successful saving throw ends the darkness or blot immediately.

Dappled Shadows

You may reduce the radius of your darkness or blot in 5 feet increments to create a second area of darkness or blot with a radius equal to the subtracted amount. You may do this multiple times to create multiple areas of darkness or blot. These spheres may be placed anywhere within your range that you can see, but do not overlap each other.

Flowing Darkness

Your areas of darkness and blot flow through cracks and crevices like a viscous liquid, allowing them to extend around corners and pass through small cracks and crevices to reach their full radius. Your blot and darkness can flow through porous obstacles such as the gaps around a typical door, a wall rife with rodent holes, or ill-fitting masonry, but not through sealed structures like a ship’s hull, a secure safe, or a properly mortared wall

In addition, when creating an area of darkness or blot, you may spend an additional spell point to increase the affected area. This allows you to create a sphere of darkness with a radius of 15 feet + 5 feet per two talents you posses in the dark sphere.

Hidden Darkness

When spending a spell point to create an area of darkness or blot that persists without concentration, you may opt to create a darkness or blot effect that remains dormant until triggered by a creature entering the 10-foot square area at the center of your dormant darkness or blot effect. A hidden darkness can be spotted by a Perception check equal to your Sphere save DC.

You may trigger a hidden darkness as an bonus action as long as you are within 120 feet of it. You may have multiple hidden darknesses active, but their trigger areas may not overlap. An untriggered hidden darkness persists for 1 hour or until dismissed. A triggered hidden darkness has the duration of a typical area of darkness or blot.

If you posses 7 or more levels in classes that grant access to spheres you may add extra conditions to the trigger of your hidden darkness. You may choose any of the following additional conditions:

  • You may allow a number of specific individuals up to your casting ability modifier, designated at the time of the casting, to pass through the hidden darkness without setting it off
  • You may set it to be triggered only by a certain creature type or specific individual with whom you are familiar
  • You may set your hidden darkness to go off at a specified time within the effect’s duration

Inpenetrable Darkness

Prerequisites: 3 levels in classes that grant access to spheres.

Your darkness ability reduces even bright light to complete darkness and darkvision does not allow creatures to see inside magical darkness you create, though abilities like Devil's Sight and Truesight still work as normal. You may also 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.

Additionally, your darkness can be used to dispel sources of magical light and flame (such as an Energy Wall consisting of fire) with an opposed ability check using your casting ability against that of the creator of the effect.

This is an instantaneous effect that occurs when the area of darkness is created. Creatures made of flame or other luminous materials are not harmed by this talent.

Pitch Black

Prerequisites: Inpenetrable Darkness, 11 levels in classes that grant access to spheres.

Your darkness becomes absolute, even abilities like Devil's Sight and Truesight no longer allow creatures to see inside your darkness and all other senses (such as hearing, scent and blindsight) only function up to a 5 feet range.

Eternal Darkness

Prerequisites: Lingering Darkness, 11 levels in classes that grant access to spheres.

When creating darkness, you may spend an additional 2 spell points to 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.

Using this talent increases the casting time of the darkness ability to one hour and gives it a material component: Polished jet stones worth 200gp per spell point spend, which the ability consumes.

Rolling Darknees

You double the range at which you can create and maintain darkness and blots or use the Manipulate Shadow ability and you may use the Meld with Darkness ability on targets within 30 feet.

In addition, you gain the ability to move your areas of darkness or blot. You can move one instance of darkness or blot up to 30 feet as a bonus action. If moving an area of darkness or blot causes a creature to leave its area of effect, any ongoing effects the creature is under related to that area of blot or darkness end immediately.

Midnight

Prerequisites: Flowing Darkness, Rolling Darkness, 17 levels in classes that grant access to spheres.

You may spend 3 additional spell points to increase the area of your darkness ability to a 2 mile radius.

When used in conjuction with the Eternal Darkness Talent, this ability costs yet an additional spell point (for a total of 6 additional spell points on top of the original cost).

Shadowing Darkness

When creating an area of darkness or blot you can choose to have your darkness cling to anyone who passes through it and trail from them like smoke. Anyone who leaves the area of your darkness continues to be affected by any (darkness) or (blot) talents as if they were still in an area of your darkness. These lingering effects last for one round after a creature leaves an area of your darkness.

In addition, when you create an area of darkness, you may spend an additional spell point to have the effects of this talent linger for an additional number of rounds equal to half the number of talents you posses in the Dark sphere. A creature suffering from this effect may attempt an Dexterity saving throw at the end of each of their turns to remove the clinging shadows.

Sphere Specialization (Dark)

Prerequisites: 5 levels in classes that grant access to spheres.

Your mana limit is 1 higher for abilities from the dark sphere, but 1 lower for abilities from other spheres. If you have multiple Sphere Specialization talents, the higher mana limit applies to all spheres you have the sphere specialization talent for and the lower mana limit applies to all spheres you do not have the sphere specialization talent for.

Shadow Swap

Prerequisites: Shadow lurk

As an action, you may swap places with an active shadow lurk or shadow double you control within 120 feet.

If you posses 5 or more levels in classes that grant access to spheres you may swap with any shadow lurk or shadow double you control, regardless of distance.

If you posses 7 or more levels in classes that grant access to spheres you may instead swap places as a bonus action. If you posses 13 or more of such levels your shadow lurks and shadow doubles may spend an action to swap with you or with other shadow doubles or shadow lurks you control.

Persisting shadows

Prerequisites: Shadow Lurk, 9 levels in classes that grant access to spheres.

When using Shadow Double or Shadow lurk, you may spend an additional spell point to make the created shadow creature(s) persist until you take a long rest.

In addition your shadow doubles and shadow lurks may now move any distance from you as long as they remain on the same plane of existence.

Umbral Burst

You may use your darkness ability as a bonus action. When used this way, the darkness is temporary, lasting only until the start of your next turn. You cannot concentrate to maintain it, or spend a spell point to maintain it without concentration. Talents and abilities that would normally extend its duration (such as Lingering Darkness or Eternal Darkness) cannot be applied to areas of darkness created by this talent.

Mass Meld

When using a meld, you may spend an additional spell point to affect an additional number of creatures equal to your casting ability modifier (minimum 1) with the meld at the same time. Each target must be within range and must be affected by the same meld. Once created, each meld is considered a separate sphere effect.

Blot/Darkness Talents

Black Lung (darkness)

You may spend an additional two spell points to have your darkness take on a foul, miasmic quality that causes creatures to choke and retch. Creatures within the darkness must succeed at a Constitution saving throw or become poisoned until they leave the area of Black Lung. Creatures who succeed at the save but remain in the darkness must save again at the end of their turn. While a creature is poisoned by this ability it gains disadvantage on Saving Throws.

In addition, whenever a creature attempts to cast a spell or use a sphere ability with a verbal component inside the darkness they must succeed on a Constitution saving throw or the spell or ability fails and has no effect.

Creatures that do not breathe are unaffected by this ability.

By spending an additional two spell points (six total), you make the black lung induce magical diseases in the target. Choose one of the below diseases, any target that spends a total of three turns poisoned by a single Black Lung infused Darkness is afflicted with that disease for 7 days:

Blinding Sickness: Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on Wisdom 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 Charisma saving throws and has vulnerability to all damage.

Mindfire: The creature's mind becomes feverish. The creature 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 creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.

Slimy Doom: The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is paralyzed until the end of its next turn.

Creeping Lethargy (blot, darkness)

Your darkness fogs the mind, causing those within to slip into slumber. You may spend any number of additional spell points to roll 3d8 + 2d8 for each spell point spend. The result is how many hit points of creatures this spell can affect.

Whenever a creature enters or starts their turn in the area of the darkness, if they are not unconscious and their current hit point total is less than the total number of hitpoints remaining for the ability, they fall unconscious until the ability ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract the affected creature's hit points from the total remaining hit points for the ability.

Undead and creatures immune to being charmed aren't affected by this ability.

Directional Darkness (darkness)

Your area of darkness only blocks the light from one vantage point. You may choose either for those within the area of darkness to see 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.

Disorienting Darkness (darkness)

You may spend an additional spell point to add a disorientating effect to a darkness area you create. When a creature within this area attempts to move they must make a Wisdom saving throw, on a fail, they instead move their full movement in a random direction (on a square grid, roll a d8, to determine direction: 1 is their intended direction, with 2-8 rotating around the creature in a clockwise direction). Unless this move causes the target to leave the area of darkness, they do not realize they are off-course until their next turn.

You may spend additional spell points to further empower this effect:

By spending one additional spell points (4 total) you gain a partial of control over your targets’ delusions. When a creature that has failed it save against your disorienting darkness attempts to move, you may use your reaction to choose their direction of travel instead of rolling randomly.

By spending two additional spell points instead (5 total) you gain even more influence over your victims. When a creature that has failed its saving throw against your disorienting darkness makes an attack or casts a spell or sphere ability ability with a single target, the attack or ability is randomly directed to another legal target within range (excluding the attacker itself). If there is no other legal target within range, the attack or ability is not affected. Alternatively, you may select the new target or targets as an reaction instead of determining them randomly. Chosen targets must be legal and you must be able to perceive them.

Hungry Darkness (blot, darkness)

You may spend an additional spell point to create a darkness or blot effect that saps away the lifeforce of those inside.

When you gain this talent, choose one ability score. Any creature entering or starting their turn inside the darkness or blot must succeed at a constitution saving throw or or have the chosen ability score reduced by 1.

The target dies if this reduces the chosen ability score to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. 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.

By spending an additional spell point (4 total) you may increase the ability score damage to 1d4 and then to 1d6 by spending another spell point (5 total).

Fearful Darkness (blot, darkness)

You may spend an additional spell point to create a darkness or blot effect that plays with the fears of any who enter it. Creatures within this area of darkness or blot must succeed at a Wisdom saving throw or become frightened. Creatures who succeed at this saving throw but remain in the darkness must make another saving throw at the end of your subsequent turns. When a creature fails their saving throw, they remain frightened for as long as they remain within the area of darkness and then for 1d4 rounds after.

Undead and creatures immune to being charmed aren't affected by this ability.

Looming Darkness (blot, darkness)

You may spend an additional spell point to create a darkness or blot effect that erodes the resolve of those who enter it. Whenever a creature within the area of darkness or blot makes a saving throw, they must roll a d4 and subtract the number rolled from the saving throw.

By spending an additional spell point, targets roll a d4 for both attack rolls and saving throws.

Shadow Slick (blot, shadow)

You can make your darkness take on a slick, nearly frictionless quality. When used as a blot, any creature attempting to move more than half their speed through the blot must attempt a Dexterity saving throw to avoid falling prone.

If used as a shadow ability, this ability costs two spell points and the target is affected as if they were always moving across a shadow slick blot. In addtion, the target must make a Dexterity saving throw to avoid dropping what is in their hands and must spend a full-round action to retrieve stored or dropped items as they fumble with compromised grip. The target gains advantage on ability checks made to escape from a grapple.

Shadow Tag (blot, darkness, shadow)

You may create an area of darkness or blot that seeps into the shadows of anyone who enters their area. This lets you know the relative direction and status (alive, unconscious, dead) of any one creature while they are inside the darkness and for one hour afterwards.

When using this ability, you may spend any number of additional spell points. For every spell point spend this way you may track an additional creature and the duration of the ability is extended by 1 hour.

If used as a (shadow) talent, this ability costs two spell points and you cast the ability directly upon a creature instead, gaining the same benefits (the duration is one hour in this case, but you may extend it by spending more spell points as normal).

Silent Darkness (darkness)

You may spend an additional spell point to create an area of darkness that dims sound as well as light. Creatures within the area cannot speak or converse, and any creature attempting to use a spell or sphere ability with a verbal component must succeed on a wisdom saving throw or the spell fails and has no effect.

All Perception checks made to hear noises originating from within the area of your darkness suffer a penalty equal to the number of talents you posses in the dark sphere. Creatures attempting to use sonic or language-based attacks, spells, or effects while within the area of this darkness or affecting creatures within the area of this darkness must attempt an opposed ability check using their casting ability against yours as if the effect were a magical light effect; on a failure, the sonic or language-based effect fails.

Stygian Immersion (blot)

You may spend any number of additional spell points to create a blot that acts as if it were a pool of water. This volume of liquid is an extradimensional space with a dept of 5 feet per spell point spend on this ability and does not damage the surface the blot has been cast upon.

Creatures on top of the blot when it is created can attempt a Dexterity saving throw to avoid falling in, and if a creature possesses the ability to breathe underwater, it can breathe within the blot. Light does not pass through the blot's liquid, and those within have their senses limited in the same manner as the Pure Darkness talent. Creatures are deposited safely on the surface of the blot directly above their position when the duration expires.

Any liquid that leaves the pool continues to exist for one hour after which it turns into vapor and disappears. The liquid is inky black, but otherwise behaves exactly like clean, drinkable water.

Umbral Passage (blot)

You may modify your blot to serve as a portal through a surface, passing through up to 5 feet of material. Creatures and objects can freely move through the passage from either end. If the ability ends anything inside the passage is safely expelled through the nearest end of the passage.

Light does not pass through the passage, nor does darkvision allow a creature to peer through it, though the Clearsight meld and abilities like Devil's Sight and Truesight do.

A creature standing above an umbral passage as it opens may attempt a Dexterity saving throw to avoid falling in. On a succes they safely land near the edge of the passage.

The passage cannot penetrate a surface with an AC greater than 13, though you may spend any number of spell points to increase the AC of the material that can be passed through by 2 per spell point spend this way. Attempting to create a passage through a surface that is too hard causes the spell to fail and all spell points spent to be lost.

Material AC
Substance AC Additional SP
Cloth, paper, rope 11 0
Crystal, glass, ice 13 0
Wood, bone 15 1
Stone 17 2
Iron, steel 19 3
Mithral 21 4
Adamantine 23 5

Meld Talents

Clearsight (meld)

You may spend two spell points to grant a target immunity to all negative effects from your (darkness) or (blot) talents for 1 hour. 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.

Dark Slaughter (meld)

You may spend any number of spell points (minimum 2) to grant the target the ability to partially fuse with your darkness, giving them an uncanny ability to make precision striks on any creature that is inside an area of your darkness.

The target gains the sneak attack ability, as that of the Rogue class, except that it only works against creatures that are inside an area of your Darkness. The extra damage for these sneak attacks is 1d6 for every two spellpoints spend on this ability.

If the target already has the sneak attack ability, the damage of their sneak attack against targets inside your darkness instead increases by 1d6 for every two spellpoints spend on this ability.

This meld lasts as long as you concentrate, up to 10 minutes per spell point spend on it.

Hide In Darkness (meld)

You may spend two spell points to obscure one creature's location as they move through shadowy corners and areas of darkness.

When in an area of darkness or dim light the target can use the Hide action even when another creature would otherwise be able to see them clearly. The target remains hidden this way until the end of their turn, at which point they are immediately spotted by any creature that has a clear line of sight on them. The target may not use the Hide action this way in the same turn they cast a spell, use a sphere ability or make an attack.

You may spend an additional spell point to completely mask the targets presence. For the duration of the ability, the target is completely invisible as long as they remain in areas of dim light or darkness. If the target attacks, casts a spell or use a sphere ability while shrouded this way, the ability ends immediately.

This ability lasts for as long as you concentrate, up to one hour.

Step Through Darkness (meld)

You may spend two spell points to teleport a target that is currently in dim light or darkness to another location within 30 feet that you can see and that is also in dim light or darkness.

When used this way, the meld has an instantaneous duration and you may spend an additional spell point to use this ability as a bonus action, rather than an action.

Alternatively, you may spend 6 spell points to gain the ability to freely move between different areas of darkness. You may spend 10 feet of movement to immerse yourself in darkness and emerge in another location within 500 feet. Both areas must be completely dark (either naturally or through supernatural means) and must be large enough to fit a creature of your size.

While immersed in darkness this way you become aware of each other area of complete darkness within 500 feet.

When used this way, the ability may only be aplied to yourself and lasts as long as you concentrate, up to one minute. You can transport beween areas of darkness once per round for the duration.

Shadow Talents

Shadow Lurk (shadow)

You may spend three spell points to have 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, and it only has one hit point.

The shadow lurk cannot attack, use extraordinary or supernatural abilities, cast spells or use spell-like abilities, or employ its target’s class features, though it can manipulate objects, talk and use skills. A shadow lurk must remain within 1 mile of its original source or it ceases to exist. The target lacks a shadow while this effect is active.

Dismissing 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. In either case, the target immediately gains the knowledge of everything their shadow lurk observed and did while it was detached. If not killed or dismissed the shadow lurk remains active as long as you concentrate, up to one hour.

If you posses 5 levels in classes that grant access to spheres, you may spend an additional spell point when using this ability to create a number of Shadow Lurks equal to the number of levels you posses in classes that grant access to spheres.

Animated Shadow (shadow)

Prerequisites: 5 levels in classes that grant access to spheres, Shadow Lurk

You may spend two spell points to animate your shadow's arms, giving them substance, allowing them to move in 3 dimensions and manipulate objects as if they were an additional set of limbs. Your animated shadow has the same number of arms that you do, these arms can be used to retrieve and use stored items, wield and attack with weapons, activate magical items and accomplish delicate tasks like disabling a lock.

This effect lasts as long as you concentrate, up to 1 hour and you may not use this shadow effect on creatures other than yourself.

Shadow Binding

You may spend three spell point to bind a target using their own shadow. The target's shadow jumps up from the ground and attaches itself to the target, immobilizing it.

The target becomes paralyzed for as long as you concentrate, up to 1 minute. At the end of each of its turns, the target can make Strength saving throw against your sphere save DC. On a success, they break free of their shadow and the ability ends.

You may spend any number of additional spell points to target one additional creature per spell point spend this way. The creatures must be within 30 feet of each other when you target them.

Additionally, you may spend an additional spell point to retain some control over the shadows composition. If a target succeeds on their saving throw to break free from the shadow you may, as a reaction, spend a spell point to reinforce the shadow, allowing it to continue to bind the target.

Shadow Double (shadow)

Prerequisites: Shadow Lurk (shadow), 7 levels in classes that grant access to spheres.

You may spend 5 spell points to split off your shadow to act as an independent creature unwaveringly loyal to you. Your shadow double has the same attributes and statistics as you do, but half as many hit points, and its copies of your equipment are entirely non-magical. If a shadow double drops or removes its copied equipment, the equipment disappears after 1 round.

You may give your shadow double additional equipment to use, including magical equipment, but you may only have three attuned magical items between the two of you. The shadow double cannot casts spells or use sphere abilities and it doesn't benefit from abilities that grant it extra attacks. In combat, the shadow double is limited to the following actions: Attack, Dash, Disengage, Dodge, Grapple, Help, Hide and Shove.

A shadow double must remain within 1 mile of its original source or it ceases to exist. You do not cast a shadow while this ability is active.

Dismissing your shadow double is a bonus action. Either you or your shadow double may spend this action. If your shadow double is killed or exceeds its range, it winks out of existence and drops any non-copied equipment or items it was carrying. In either case, the target immediately gains the knowledge of everything their shadow double observed and did while it was detached. If not killed or dismissed the shadow lurk remains active as long as you concentrate, up to one hour.

You may not use this shadow effect on creatures other than yourself.

Conjuration Sphere

The Conjuration Sphere grants its users the ability to make contracts with outsiders, calling them to their side in times of need. When you gain the conjuration sphere, you gain the Otherworldly Ward and Summon abilities described below.

Abilities

Summon


  • Casting Time: Action
  • Range: 90 ft.
  • Components: S, V
  • Duration: Concentration, up to one hour
  • Spell Point Cost: Varies

As an action, you may summon a creature you have made a contract with (called a companion) causing it to appear in an adjacent square. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you).

Maintaining the companions presence in this world is taxing and requires concentration. In addition, on your turn you must spend your action to sustain the magic that keeps your companion tethered to the plane you are on. Failing to do so causes the companion to dissapear at the end of you turn.

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. Thus, a companion could have the form of a knight in armor, a demonic dog, a flying anthropomorphic cat, or indeed virtually any other form, though you cannot choose a companion with the exact same appearance as another creature.

When you gain the Conjuration sphere, you automatically gain a contract with a single companion of your choice. Your companion recovers all hit points when you complete a long rest, but does not recover hit points during short rests or when dismissed and resummoned. If a companion is reduced to 0 hit points, they instantly disappear and cannot be summoned again until you complete a long rest.

Contracts

What kind of contract you have agreed upon with your companion is entirely up to you, it might be a friendly outsider that is helping you because their goals align with yours or a demon that is peforming services for you in exchange for your soul after you die.

Companions are independent creatures that have their own agenda, but while bound by the contract they will almost always follow the instructions of the caster.

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 exception to this rule is equipment gained through Conjuration talents, which automatically accompany the companion.

Otherworldly Ward


  • Casting Time: Action
  • Range: Self
  • Components: S, V
  • Duration: 1 round

Your extraplanar contacts can protect you even when they are not on the same plane of existence. You may spend an action to call forth an otherworldy partron to protect you.

You gain +5 AC against the next weapon attack made against you as the weapon is knocked off course by a demonic claw, angelic wing, strange tentacle or similar appendage that appears out of nowhere.

This ability costs no spell points

Base Forms

Every companion comes with one of the following base forms. Once made, this choice cannot be altered.

Beast Form

Your companion appears in the form of a quadruped land animal, like a wolf or a panther. it has a head, 4 legs, a tail, a land speed of 40 feet and a claw attack (1d8, slashing, uses the forelegs).

Companion Level
Level Spell Point Cost proficiency bonus Ability Score Increase Multiattacks Natural Armor Forms
1 2 +2 +0 1 12 1
2 2 +2 +0 1 12 2
3 3 +2 +0 1 12 2
4 3 +2 +1 1 12 3
5 4 +3 +1 2 13 3
6 4 +3 +1 2 13 3
7 5 +3 +1 2 13 4
8 5 +3 +2 2 13 4
9 6 +4 +2 2 14 5
10 6 +4 +2 2 14 5
11 7 +4 +2 3 14 5
12 7 +4 +3 3 14 6
13 8 +5 +3 3 15 6
14 8 +5 +3 3 15 7
15 9 +5 +3 3 15 7
16 9 +5 +4 3 15 7
17 10 +6 +4 3 16 8
18 10 +6 +4 3 16 8
19 10 +6 +5 3 16 9
20 10 +6 +5 4 16 9

Additionally, it has the ability to identify other creatures within 120 feet by scent and get a vague sense of what direction they are in, though it does not know their exact location. The target also has advantage on Wisdom (Perception) and Wisdom (Survival) checks regarding smell.

Avian Form

Your companion appears in the form of a flying animal. It has a head, 2 legs, 2 wings, a land speed of 10 ft, a fly speed of 30 feet and a talon attack (1d8, slashing, uses the legs and requires the companion to be airborne).

Aquatic form

You companion appears in the form of a water dwelling monster. It has a head, 10 tentacles and no other limbs. It has a land speed of 5 feet, a swim speed of 30 feet, a tentacle attack (1d6, bludgeoning, uses tentacles, but can be used for any number of multiattack actions), Blindsight 30 ft. (which only functions in water) and the ability to breathe both water and air.

Humanoid Form

Your companion appears in a humanoid form. It has 2 legs, 2 arms that can manipulate objects as a human’s can, Darkvision out to 30 feet and a land speed of 30 feet.

In addition, it is procient in simple weapons and is summoned with one simple weapon of your choice (this choice can't be changed once made).

Serpentine Form

Your companion appears in the form of serpent. It has a head, a tail and no other limbs. It has a land speed of 30 feet, a climb speed of 20 feet, a bite attack (1d8, piercing, uses head) and darkvision out to 60 feet.

In addition, it gains the constricter form (from the Slitherskin Companion Talent) for free. Serpentine companions have no legs and cannot be tripped unless they gain legs from another source.

Companion Level

As you grow more adept at summoning your companion into this world, the material form it takes becomes more powerfull. This growth is represented by your companions Companion Level.

You may decide your companions Companion Level any time you gain a new level in a class that grants access to spheres, but it can never be higher than the number of talents you posses in the Conjuration Sphere or your character level (whichever is lower) and you may not choose a Companion Level that increases the spell point cost for the summon ability (see below) above your mana limit.

Companion Hit points

Your companions hitpoint maximum is equal to its Companion Level times (its constitution modifier + 5).

proficiency bonus

Your companions proficiency bonus is 2 + Companion Level divided by four (rounded down). This proficiency bonus applies to ability checks, saving throws, and attack rolls, just as it does for a player characters.

Your companion is proficient in two skills you are also proficient in and speaks any language you speak (note that a companion cannot use skills that it is not physically able to use, for instance, a companion without hands will not be able to dress wounds with the medicine skill). You may reassign your companions skill proficiencies each time you gain a level in a class that grants access to spheres.

Unless stated otherwise, a companion is proficient with all natural weapons it has and not proficient with any artificial weapons. It is also proficient in one saving throw of your choice.

Ability Score increases

Your companions ability scores are 15, 14, 13, 12, 10 and 8 distributed as you choose.

Your companions ability scores increase as it gets stronger. It's ability scores increase by a total indicated in the companion level table above. You may apply the full increase to one ability score or distribute them as you choose. Companion ability scores are not limited to 20 like those of a player character.

You may redistribute the ability score increases each time you gain a level in a class that grants access to spheres.

Spell Point Cost

As your companion grows stronger, it becomes harder to draw it into this world. the spell point cost to use the summon ability on your companion is based on its Companion Level and is given in the Companion Level table below.

Multiattack

At Companion Level 5 your companion gains a multiattack action to attack twice in the same action. Each attack has to be made with a different natural weapon.

The multiattack action increases to three attacks at Companion Level 11 and to four attacks at Companion Level 20.

Natural Armor

Your companions has a natural armor as given in the Companion Level table.

Form talents

Many conjuration talents grant you ways in which to augment your companions physical shape. Each companion can only have a limited number of these augmentations, called forms, at any given time. The number of forms a companion can be granted depends on its companion level and can be found in the companion level table above. You may change which forms to grant your companion each time you gain a level in a class that grants access to spheres.

General Conjuration Talents

Anchored Companion

You have learned to anchor the magic that keeps the companion on this plane to your physical body. Your summon ability now lasts as long as you concentrate, until you complete a long rest.

You also no longer need to spend actions to sustain the connection when your companion is not in combat.

Master Summoner

Prerequisites: Anchored Companion, 13 or more levels in classes that grant access to spheres

You may now spend two spell points, rather than using your action, to sustain the magic that keeps your companion tethered to the plane you are on. You choose whether to spend spell points or an action each turn at the start of your turn (these spell points do not count towards your mana limit).

Puppet Companion

Your companion takes the form of an inanimate doll or mannequin. Your summon ability now has a casting time of 10 minutes, but doesn't require concentration and lasts until you complete a long rest.

You don't need to spend actions to sustain the summon, but your companion does not act by itself. Instead, you may spend an action to have your companion take an action, likewise you may spend a bonus action or a reaction for your companion to take a bonus action or a reaction and during your movement you must choose to move either yourself or your companion.

In addition, your companion is immune to the charmed condition.

You may not use this talent in combination with the Anchored Companion talent.

Destructive Companion

Prerequisites: Explosive Companion, Destruction sphere

When you summon a companion that possesses the Explosive Companion form, you may apply a single blast type talent that you possess to that companion. When the explosive companion detonates, it applies the die size increase and damage type of the (blast type) talent and applies its additional 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 the summon ability.

Expert Fighter

Prerequisites: Experienced Fighter

Your companions artificial weapons may now be used any number of times during a multiattack.

Extra Companion

You gain a contract with an additional companion. Whenever you summon a companion you must select one of your companions to summon and you may not have more than one companion summoned at the same time. You may select this talent multiple times.

Greater Summons

Your may assign one additional form to your companion for every three companion levels it has.

Mighty Companion

Your companions Strength score increases by one for every four companion levels it posseses.

Swift Companion

Your companions Dexterity score increases by one for every four companion levels it posseses.

Tough Companion

Your companions Constitution score increases by one for every four companion levels it posseses.

Clever Companion

Your companions Intelligence score increases by one for every four companion levels it posseses.

Wise Companion

Your companions Wisdom score increases by one for every four companion levels it posseses.

Beautiful Companion

Your companions Charisma score increases by one for every four companion levels it posseses.

Powerfull Summon

Your mana limit no longer applies to the summon ability and you may choose a companion level for your companions that would make the spell point cost of your summon ability higher than your mana limit (the companion level still cannot be higher than the number of talents you posses in the Conjuration Sphere or your character level).

If you summon a companion with a spell point cost higher than your mana limit you take 1d8 necrotic damage for each spell point spend over your mana limit.

Boon Companion

You may add half the number of levels you posses in classes that grant access to spheres to the number of talents you posses in the Conjuration Sphere when determining the maximum companion level your companion can choose.

Spell-Linked Companions

When you target yourself with a sphere ability, you may also apply the effect to your companion without additional costs. This ability may be used even on effects that normally can only target the caster.

Sphere Specialization (Conjuration)

Prerequisites: 5 or more levels in classes that grant access to spheres.

Your mana limit is 1 higher for abilities from the Conjuration sphere, but 1 lower for abilities from other spheres. If you have multiple Sphere Specialization talents, the higher mana limit applies to all spheres you have the Sphere Specialization talent for and the lower mana limit applies to all spheres you do not have the Sphere Specialization talent for.

Summon Doppelganger

  • Casting Time: 12 Hours
  • Range: Touch
  • Components: S, V, M
  • Duration: Instantaneous

In a ritual that takes twelve hours and 8 spell points to complete, you craft an outsiders body to be an exact duplicate of one beast or humanoid that is within range during the entire duration.

The duplicate appears to be the same as the original, but it has half the creature's hit point maximum and is formed without any equipment. Aside from hitpoints, the doppelganger uses all the statistics of the creature it duplicates, except that it is a construct.

The doppelganger is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The doppelganger lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots.

If the doppelganger is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it dissolves instantly.

If you use this ability a second time any doppelgangers you created earlier are instantly destroyed.

This ability has a material component: powdered ruby dust worht 1500 gp, which the ability consumes.

Summon Familiar

  • Casting Time: 1 hour
  • Range: 10 ft.
  • Components: S, V, M
  • Duration: Instantaneous

As an action, you may spend 2 spell points to gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you use this ability again.

While your familiar is within 100 feet of you, you can communicate with it telepathically.

Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

This ability has a material component: 10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier.

Superior Ward

Otherworldly Ward now protects you against the next two attacks and the duration is extended to 1 minute.

Swift Warding

By spending a spell point, you may use Otherworldly ward as a bonus action or as a reaction which you take when you are hit by an attack.

Otherworldly Servant

You make a contract with one minor otherworldly creature to act as your servant and help you with mundane activities. You gain access to the minor summon ability and may make one minor contract for every three talents you posses in the conjuration sphere (minimum one).

Minor contracts

A creature linked to a minor contract is humanoid in shape, has AC 10, 1 hit point and can't attack. If it drops to 0 hit points, the creature is dismissed and may not be re-summoned until you complete a long rest.

On your turn, as a bonus action, you can mentally command one of your servants to perform a new task. An otherworldly servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability, then waits for your next command.

Minor Summon

  • Casting Time: 10 minutes
  • Range: 60 ft.
  • Components: S, V
  • Duration: 1 hour

By spending 10 minutes performing the correct ritual, you may summon any number of creatures with which you have a minor contract to your location. The creatures spring into existence in unoccupied spaces on the ground within range and stay for 1 hour. You may spend an 2 spell points as part of using this ability to have the creatures stay around until you complete a long rest.


Otherworldly Servant

Medium humanoid, any alignment


  • Armor Class 10
  • Hit Points 1
  • Speed 15ft.

STR DEX CON INT WIS CHA
2 (-4) 2 (-4) 2 (-4) 8 (-1) 8 (-1) 8 (-1)

Form Talents

Altered Size (form)

Prerequisites: 5 or more levels in classes that grant access to spheres

Your companion increases or decreases by 1 size category. Size changes cause the same changes as detailed in the Size Change Alteration talent.

You may gain this a second time once you posses 10 levels in classes that grant access to spheres and then a third time once you posses 15 such levels. The effects stack.

Armored Companion (form)

Your companions natural armor increases by 2.

Battle Creature (form)

Your companion is learned in the ways of war. It becomes capable of weilding weapons and gains proficiency with a number of weapons equal to your casting ability modifier.

Additionally, when summoned it appears with up to 2 weapons it is proficient with. The weapons are non-magical and of unremarkable composition.

Your companion needs arms in order to weild weapons. When assigning this form, you may spend two of your companions ability score increases to give it a pair of arms if it did not already have them.

Warform (form)

Prerequisites: Battle Creature or Bestial and 5 or more levels in classes that grant access to spheres

Your companions weapons are magical in nature. If your companion has the bestial form, increase the die size of their natural weapons by 1. If your companion has the battle creature form, they are summoned with +1 weapons instead of their normal ones.

Experienced Fighter (form)

Prerequisites: Battle Creature, 5 or more levels in classes that grant access to spheres

Your companion may use artificial weapons as part of their multiattack action. Only one attack in the multiattack action may be made with artificial weapons.

Bestial

As a form, you may grant your companion a new natural attack chosen from the list below. Your companion must possess the prerequisite limbs and only one natural attack can be attached to each set of limbs, though you may overwrite existing natural attacks.

  • A bite attack (1d8, piercing, requires head)
  • A claw attack (1d8, slashing, requires arms or legs)
  • A gore attack (1d8, bludgeoning, requires head)
  • A hoof attack (1d8, bludgeoning, requires legs)
  • A pincer attack (1d8, piercing, requires arms)
  • A slam attacks (1d8, bludgeoning, requires arms)
  • A wing attack (1d8 bludgeoning, requires wings)
  • A sting attack (1d10, piercing, requires tail)
  • A tail slap attack (1d8 bludgeoning, requires tail)
  • A talons attack (1d10 slashing, requires legs, creature must be airborn to use)

Bodyguard (form)

When you are targeted by an attack, your companion can take one of the following reactions:

  • Revenge: The companion can use its reaction to make one attack against the enemy if it is within range.
  • Roar: The companion may use its reaction to let out a frightful roar to impose disadvantage on the attack roll as long as the attacker is within 30 feet of it and is able to hear it.
  • Body Shield: If your companion is within 5 feet of you when the attack is made, it can use its reaction to redirect the attack to hit it instead.

Camouflaged Companion (form)

Your companion may shift its coloration to mimic its environment. It gains advantage on stealth checks.

Additionally, if your companion you is hidden, it can move up to 10 feet in the open without revealing itself as long as it ends the move in a position where it's not clearly visible.

Draconic Creature (form)

Your companion gains a breath weapon.

The breath weapon produces either a 5 by 30 ft. line or a 15 ft. cone, and deals either fire, electricity, acid, poison or cold damage as chosen at the time the form is applied.

When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw (DC = 8 + your companions proficiency bonus + its Constitution modifier). A creature takes 1d6 damage per 2 companion levels on a failed save, and half as much damage on a successful one. After the breath weapon is used it cannot be used again until you complete a long or short rest.

Earth Creature (form)

Your companion is a creature used to living in the ground. It gains a 5 feet burrow speed that increases by 5 feet for every 4 companion levels and Tremorsense out to 10 ft.

Enhanced Companion (form)

The amount of ability score increases you may assign to your companion increases by 2.

Explosive Companion (form)

When your companion is reduced to 0 hit points or fewer it explodes in a burst of energy. All creatures within 15 feat must make a Dexterity saving throw (DC = 8 + your companions proficiency bonus + its Constitution modifier).

Each creature takes 1d6 damage per companion level on a failed save and half as much damage on a succesful one. The damage is either acid, cold, electricity, or fire, chosen when this form is applied.

Enlarged Stomach

As a form, you may grant one of the following to your companion:

  • Swallow (requires bite attack): Whenever your companion hits with a bite attack against a target that is smaller than it and that it is grappling, it may swallow the target. If it does, the grapple ends, the swallowed target is blinded and restrained, it has total cover against attacks and other effects from outside your companions body and it takes 1d4 acid damage per 2 companion levels at the start of each of the your turns. Your companion can have only one target swallowed at a time. If the companion is dismissed or dies, the swallowed creature is no longer restrained and appears prone in your companions square without having to spend movement escaping.
  • Habitable Stomach: Your companions stomach becomes able to safely sustain other creatures. As an action, your companion may swallow a willing creature that is smaller than it. The swallowed creature has total cover against attacks and other effects from outside your companions body, it is blined and restrained, but does not take acid damage. may swallow release any creatures inside its stomach as a bonus action.

For both forms, a companion may only swallow a number of creatures at a time equal to the difference in size between the companion and the creatures it swallows (so a large companion may swallow one medium creature or two small creatures). If the summon is dismissed any creatures still in the companions stomach are safely released.

Extra Limbs

As a form, you may grant one of the following to your companion:

  • Extra arms. Your companion grows up to one additional pair of arms for every 8 companion levels (minimum 1). If it has more than one pair of arms, including any arms that came with the base form, this grants Advantage on Strength (Athletic) checks dealing with arms (Climbing, Grappling, etc).
  • A prehensile tail, which may be used to hold objects as if it were a hand, and retrieve objects from a backpack or pouch as bonus action.

  • Extra legs. You grow up to one additional pair of legs for every 8 companion levels (minimum 1). This grants a 20 ft. land speed if the companion didn't possess one or an extra 10 ft if it does. If the target has at least 2 pairs of legs, including any legs that came with the base form, their carrying capacity doubles.
  • Extra heads. You gain up to one extra head for each two companion levels. If you have 2 or more heads you gain advantage on Intelligence (Perception) checks, if you have 4 or more heads you gain advantage on Intelligence (Investigation) checks.

Magical Companion (form)

Your companion possesses natural magic. It is considered to possess the casting class feature and uses Charisma as its casting ability modifier. It gains a number of spell points equal to half the number of spell points spend to summon it and a mana limit equal to yours.

The companion gains one magic talent + 1 for every three companion levels it has (it does not get the 2 bonus talents normal granted when a character gains the casting class feature. A companion can never possess the Conjuration sphere.

Mount (form)

Your companion may serve as a mount for your character. It appears equipped with a suitable military saddle for its form that does not count against its carrying capacity.

You may mount such a companion as part of using the Summon ability and you gain a bonus to dexterity checks to avoid being dismounted equal to your casting ability modifier.

Your companion acts as an intelligent mount, it moves on its own initiative and may attack independently or take any other actions it would normally be able to take.

If your companion possesses a burrow speed you may travel with it while mounted. This does not grant any ability to perceive your surroundings or any ability to breathe while underground.

Roguish Companion (form)

Your companion is a creature of guile. Your companion deals 1d6 sneak attack damage as the rogue class feature. You may take this talent as second time, if you do, the sneak attack damage increases by 1d6 for every three companion levels your companion posseses.

Skillful Companion (form)

Your companion becomes proficient in an aditional number of skills or tools of your choice equal to half your casting ability modifier (rounded up) These skills and tools are not limited to ones you are procifient in.

In addition, you companion now knows two languages you do not know.

You may take this talent a second time once you have 7 levels in classes that grant access to spheres. The effects stack.

Expert Companion (form)

Prerequisites: Skillful Companion, 4 or more levels in classes that grant access to spheres.

Choose up to two skills with which your companion is proficient. Its proficiency bonus is doubled for any ability check it makes that uses either of the chosen proficiencies.

Shield Bearer (form)

Your companion is proficient with shields and, when summoned, appears carrying a shield.

If your companion has 6 or more companion levels, it also gains the Shield Master feat.

Slitherskin Companion

As a form, you may grant one of the following to your companion:

  • Death Roll: At the end of every turn where you are grappling a creature, you may take a bonus action to deal 1d6 damage per 4 companion levels to that creature.
  • Strangle: An opponent grappled by your companion cannot speak or cast spells with verbal components.
  • Constrictor: Choose a natural attack, whenever your companion hits a creature with this attack, the target automatically becomes grappled (escape DC = 8 + your companions proficiency bonus + its Strength modifier). Until the grapple ends, the creature is restrained, and your companion can't constrict another target. The escape DC increases by 1 for every four companion levels your companion posseses.

Venomous

As a form, you may grant one of the following to your companion:

  • Venomous: Pick one natural attack. On a successful hit with that attack, the target must make a Constitution saving throw (DC = 8 + your companions proficiency bonus + its Constitution modifier), taking 1d6 + 1d6 per 4 companion levels poison damage on a failed save, or half as much damage on a successful one.
  • Poisonous: Your companion may spend an action to coat a melee weapon, piece of ammunition or trap in a powerful toxin. The poison remains potent for 1 hour or until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + Constitution modifier) or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

Waveborn Companion

As a form, you may grant one of the following to your companion:

  • Waterborn: Your companion gains a swim speed of 20 feet and can breathe underwater.
  • Fast Swimmer (requires Waterborn): Your companions swim speed increases to 40 feet.
  • Water senses: Your companion gains blindsense out to 30 feet that only functions in water.
  • Waterborn Regeneration: At the start of its turn, if your companion is submerged in water and it has at least one hit point, it regains a number of hit points equal to the half its companion level.

Webweaver Companion

As a form, you may grant one of the following to your companion:

  • Climbing: Your companion gains a Climb speed of 40 feet.
  • Spider Climb (requires climb speed): You companion can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • Web: Your companion can spit webbing as a ranged weapon attack with a range of 30/60 ft. On a hit, the target is restrained by webbing. As an action, the restrained target can make a Strength check (DC = 8 + your companions proficiency bonus + its Constitution modifier), bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

Willful Companion (form)

Your companion becomes proficient at Wisdom and Charisma Saving throws

Evasive Companion (form)

Your companion becomes proficient at Dexterity and Intelligence Saving throws

Resilient Companion (form)

Your companion becomes proficient at Constitution and Strength Saving throws

Winged Companion

As a form, you may grant one of the following to your companion:

  • Wings: Your companion grows a pair of wings, it takes no damage when falling and may glide, moving up to 2 feet horizontally for every 1 foot it descends. At companion level 5, it gains a fly speed of 20 feet.
  • Fast Flight (requires fly speed): Your companions fly speed increases to 40 feet.
  • Wing attack (requires wings): Each creature within 10 feet that is smaller than your companion must succeed on a Dexterity saving throw (DC = 8 + your companions proficiency bonus + its Strength modifier) or take 1d6 bludgeoning damag per 2 companion levels and be knocked prone. Your companion may then fly up to half its fly speed.

Undead Companion

As a form, you may grant one of the following to your companion:

  • Undead Flesh: Your companion gains resistance to Slashing or Piercing damage (you may apply this form twice to grant resistance to both).
  • Undead Resilience: Your companion has advantages on saving throws against mind-affecting effects, disease, poison, sleep, and stunning.
  • Blood drain: While grappling another creature, your companion may drain their blood. The targets constitution score is reduced by 1d2 and the target dies if this reduces their constitution to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
  • Fear aura (Requires 15 companion levels): Creatures entering within 30 ft of your companion must make a Charisma saving throw or be frightened for as long as they are inside the aura. Once a creature saves against this effect, they are immune for 24 hours.
  • Incorporeal (Requires 15 companion levels): Your companion gains damage resistance to Bludgeoning, Piercing, and Slashing From nonmagical attacks and can move through other creatures and Objects as if they were difficult terrain, but it takes 1d10 force damage if it end its turn inside an object.

Class Conversions

Sphere Cleric

Sphere Cleric
Level Proficiency Bonus Features Magic Talents* Mana Limit Spell points
1st +2 Divine Domain, Sphere Casting 1 2 4
2nd +2 Channel Divinity, Domain Feature 2 2 7
3rd +2 - 3 3 12
4th +2 Ability Score Improvement 4 3 17
5th +3 Destroy Undead 5 4 22
6th +3 Domain Feature 6 4 27
7th +3 7 5 30
8th +3 Ability Score Improvement, Divine Domain Feature 8 5 32
9th +4 - 9 6 34
10th +4 Divine Intervention 10 6 36
11th +4 - 11 7 39
12th +4 Ability Score Improvement 12 7 42
13th +5 - 13 8 45
14th +5 - 14 8 48
15th +5 15 9 50
16th +5 Ability Score Improvement 16 9 52
17th +6 Domain Feature 17 10 54
18th +6 - 18 10 56
19th +6 Ability Score Improvement 19 10 58
20th +6 Divine Intervention 20 10 60

* In addition to the 2 bonus magic talents every character gets the first time they gain a level in a class that has access to spheres.

Class Features

The sphere cleric gains the same hit points, proficiencies, starting equipment and ability score improvements as the base cleric.

Likewise they gain access to the Channel Divinity and Divine Intervention class features at the same levels as the base cleric.

Casting

As a sphere cleric you may combine spheres and talents to create magical effects. The sphere cleric is considered a High-Caster and uses Wisdom as their casting ability modifier. (Note: All characters gain 2 bonus talents the first time they gain the casting class feature.)

Spell Pool and Mana Limit

You gain a spell pool and mana limit as mentioned in the spell points and Mana Limit table for high casters.

Magic Talents

You gain 1 magic talent every level.

Divine Domain

At first level, you choose one aspect of your god to emphasize. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.

The domains a sphere cleric can choose from are the same as those for the base cleric, though some features are changed to accomodate the use of sphere abilities instead of spells.

Life Domain

Unchanged Features

The Bonus Proficiency, Preserve Life and Divine Strike features are unchanged from the base Cleric.

Life Domain Talents

When you choose this domain at first level, you gain the Life Sphere as a bonus magic talent. If you already posses the Life Sphere, you may instead choose another talent from the Life Sphere to gain. At 3rd, 5th, 7th, and 9th level, you gain an additional bonus magic talent from the life sphere.

Disciple of Life

Also starting at 1st level, whenever you use the cure ability of the life shpere, the target regains additional hit points equal to 1 + the number of spell points spent on the ability.

Blessed Healer

Beginning at 6th level, whenever you use the cure ability of the life sphere on a creature other than you, you regain hit points equal to 1 + the number of spell points spent on the ability.

Supreme Healing

Starting at 17th level, when you use the cure ability of the life sphere, you use the highest number possible for each die. For example, instead of restoring 2d8 hit points to a creature, you restore 16.

Knowledge Domain

Unchanged Features

The Blessings of Knowledge, Knowledge of the Ages, Read Thoughts and Visions of the Past features are all unchanged from the base Cleric.

Potent Spellcasting

When using the Disruption ability of the life sphere, you may add twice your casting ability modifier to the damage dealt (instead of once).

Knowledge Domain Talents

When you choose this domain at first level, you gain the Life Sphere as a bonus magic talent. If you already posses the Life Sphere, you may instead choose another talent from the Life Sphere to gain. At 3rd, 5th, 7th, and 9th level, you gain an additional bonus magic talent from the life sphere.

Trickery Domain

Unchanged Features

The Blessing of the Trickster, Invoke Duplicity, Cloak of Shadows, Divine Strike and Visions of the Past features are all unchanged from the base Cleric.

Trickery Domain Talents

When you choose this domain at first level, you gain the Life Sphere as a bonus magic talent. If you already posses the Life Sphere, you may instead choose another talent from the Life Sphere to gain. At 3rd, 5th, 7th, and 9th level, you gain an additional bonus magic talent from the life sphere.

Light Domain

Unchanged Features

The Warding Flare, Radiance of the Dawn, Improved Flare and Corona of Light features are all unchanged from the base Cleric.

Light Domain Talents

When you choose this domain at first level, you gain the Life Sphere as a bonus magic talent. If you already posses the Life Sphere, you may instead choose another talent from the Life Sphere to gain. At 3rd, 5th, 7th, and 9th level, you gain an additional bonus magic talent from the life sphere.

Potent Spellcasting

When using the Disruption ability of the life sphere, you may add twice your casting ability modifier to the damage dealt (instead of once).

Sphere Druid

Sphere Druid
Level Proficiency Bonus Features Magic Talents* Mana Limit Spell points
1st +2 Druidic, Sphere Casting 1 2 4
2nd +2 Wild Shape, Druidic Circle 2 2 7
3rd +2 - 3 3 12
4th +2 Ability Score Improvement 4 3 17
5th +3 - 5 4 22
6th +3 Druid Circle feature 6 4 27
7th +3 7 5 30
8th +3 Ability Score Improvement 8 5 32
9th +4 - 9 6 34
10th +4 Druid Circle feature 10 6 36
11th +4 - 11 7 39
12th +4 Ability Score Improvement 12 7 42
13th +5 - 13 8 45
14th +5 Druid Circle feature 14 8 48
15th +5 15 9 50
16th +5 Ability Score Improvement 16 9 52
17th +6 - 17 10 54
18th +6 Timeless Body, Beast Spells 18 10 56
19th +6 - 19 10 58
20th +6 Archdruid 20 10 60

* In addition to the 2 bonus magic talents every character gets the first time they gain a level in a class that has access to spheres.

Class Features

The sphere druid gains the same hit points, proficiencies, starting equipment and ability score improvements as the base druid.

Likewise they gain access to the druidic language, druidic circles and timeless body class features at the same levels as the base druid.

Casting

As a sphere druid you may combine spheres and talents to create magical effects. The sphere druid is considered a High-Caster and uses Wisdom as their casting ability modifier. (Note: All characters gain 2 bonus talents the first time they gain the casting class feature.)

Spell Pool and Mana Limit

You gain a spell pool and mana limit as mentioned in the spell points and Mana Limit table for high casters.

Magic Talents

You gain 1 magic talent every level.

Druidic Circles

At 2nd level, you choose to identify with a circle of druids. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

The circles a sphere druid can choose from are the same as those for the base druid, though some features are changed to accomodate the use of sphere abilities instead of spells.

Wild Shape

At level 2, you gain the Alteration Sphere as a bonus talent except that you may only target yourself with the Shapeshift ability and you get the Animalistic Transformation form and the associated traits instead of the blank form and its associated traits.

You may spend a talent to gain the full use of the Shapeshift ability, as well the blank form and its associated traits.

If you already posses the Alteration Sphere, you instead get the Animalistic Transformation talent, if you already posses both talents, you may instead choose any talent from the Alteration Sphere to get.

Beast Spells

At 18th level, whenever you are under the effect of a shapeshift ability from the alteration sphere, you gain the speech trait from the Anthropomorphic Transformation talent for free (this does not count towards the maximum number of traits that can be applied to this form)

You are also able to provide somantic components for spells and sphere abilies even if your current form would not normally be able to do so.

Archdruid

At 20th level, you no longer need to concentrate on the shapeshift ability if you target yourself (and only yourself) and the ability lasts until you dismiss it.

Druidic Circles

Circle of The Land

Unchanged Features

The Land’s Stride, Nature’s Ward and Nature’s Sanctuary features are all unchanged from the base Druid.

Bonus Cantrip

When you choose this circle at 2nd level, you learn one additional magic talent of your choice.

Natural Recovery

Starling at 2nd Level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you may recover a number of spell points equal to your Mana limit (rounded up). You can’t use this feature again until you finish a long rest.

Circle Spells

At 3rd, 5th, and 9th level, you gain a bonus magic talent.

Circle of The Moon

Unchanged Features

Druids identifying with the Circle of the Moon do not have any features that remain unchanged from the base Druid. They lose access to the Elemental Wildshape features, but gain the Natural Shifter feature detailed below.

Combat Wild Shape

Starting at 2nd level, you may use the shapeshift ability of the Alteration sphere to apply a shapeshift to yourself (and only yourself) as a bonus action.

Additionally, while under the effect of the shapeshift ability, you may use a bonus action to spend any number of spell points (up to your mana limit) and regain 1d8 hit points per spell point expended this way.

Circle Forms

At 2nd and 6th level, you gain a bonus magic talent from the Alteration Sphere.

Primal Strike

Starting at 6th level, your natural attacks while under the effect of the Shapeshift ability from the Alteration Sphere count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Natural Shifter

Starting at 10th level, if you use the Shapeshift ability from the Alteration Sphere on yourself (and only yourself) you may grant an extra trait with your shapeshift. You still pay the spell point cost for that trait as normal.

Thousand Forms

By 14th level, you have learned to use magic to alter your physical form in more subtle ways. When applying the blank form of the Alteration Sphere to yourself and granting at most one trait, the ability does not consume spell points and you can maintain the transformation indefinitely without concentrating or spending actions.

Sphere Ranger

Sphere Ranger
Level Proficiency Bonus Features Magic Talents* Mana Limit Spell points
1st +2 Favored Enemy, Natural Explorer 0 0 0
2nd +2 Fighting Style 0 2 2
3rd +2 Ranger Archetype, Primeval Awareness 1 2 4
4th +2 Ability Score Improvement 1 2 6
5th +3 Extra Attack 2 3 7
6th +3 Natural Explorer 2 3 9
7th +3 Archetype Feature 3 3 12
8th +3 Ability Score Improvement 3 3 14
9th +4 - 4 4 16
10th +4 Natural Explorer, Hide in Plain Sight 4 4 18
11th +4 Archetype Feature 5 4 20
12th +4 Ability Score Improvement 5 4 21
13th +5 Vanish 6 5 22
14th +5 Archetype Feature 6 5 23
15th +5 7 5 25
16th +5 Ability Score Improvement 7 5 27
17th +6 - 8 6 30
18th +6 Feral Senses 8 6 32
19th +6 Ability Score Improvement 9 6 34
20th +6 Foe Slayer 9 6 36

* In addition to the 2 bonus magic talents every character gets the first time they gain a level in a class that has access to spheres.

Class Features

The Sphere Ranger gains the same hit points, proficiencies, starting equipment and ability score improvements as the base Ranger.

Likewise, all class features save for spellcasting are unchanged from the base Ranger.

Casting

As a Sphere Ranger you may combine spheres and talents to create magical effects. The sphere ranger is considered a Low Caster and uses Wisdom as their casting ability modifier. (Note: All characters gain 2 bonus talents the first time they gain the casting class feature.)

Spell Pool and Mana Limit

You gains a spell pool and mana limit as mentioned in the spell points and Mana Limit table for Low casters.

Magic Talents

You gain one magic talent at 3rd level and every 2 levels thereafter

Ranger Archetypes

At 3rd level, you choose an archetype that you strive to emulate. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

If a ranger archetype grants access to additional spells, the sphere ranger instead gains a bonus magic talent for the first such such spells and then one extra talent for each further two spells (ie. the Gloomstalker archetype would grant a bonus talent at 3rd, 9th and 17th level). The archetypes for a sphere ranger are otherwise unchanged from those of the base ranger.

Sphere Paladin

Sphere Paladin
Level Proficiency Bonus Features Magic Talents* Mana Limit Spell points
1st +2 Divine Sense, Lay on Hands, Sphere Casting 0 0 0
2nd +2 Fighting Style, Divine Smite 0 2 2
3rd +2 Divine Health, Sacred Oath 1 2 4
4th +2 Ability Score Improvement 1 2 6
5th +3 Extra Attack 2 3 7
6th +3 Aura of Protection 2 3 9
7th +3 Oath Feature 3 3 12
8th +3 Ability Score Improvement 3 3 14
9th +4 - 4 4 16
10th +4 Aura of Courage 4 4 18
11th +4 Improved Divine Smite 5 4 20
12th +4 Ability Score Improvement 5 4 21
13th +5 Favored Enemy, Vanish 6 5 22
14th +5 Cleansing Touch 6 5 23
15th +5 Oath Feature 7 5 25
16th +5 Ability Score Improvement 7 5 27
17th +6 - 8 6 30
18th +6 Aura Improvements 8 6 32
19th +6 Ability Score Improvement 9 6 34
20th +6 Oath Feature 9 6 36

* In addition to the 2 bonus magic talents every character gets the first time they gain a level in a class that has access to spheres.

Class Features

The Sphere Paladin gains the same hit points, proficiencies, starting equipment and ability score improvements as the base Paladin.

Likewise, all class features save for spellcasting and Divine Smite are unchanged from the base Paladin.

Casting

As a Sphere Paladin you may combine spheres and talents to create magical effects. The Sphere Paladin is considered a Low Caster and uses Charisma as their casting ability modifier. (Note: All characters gain 2 bonus talents the first time they gain the casting class feature.)

Spell Pool and Mana Limit

You gains a spell pool and mana limit as mentioned in the spell points and Mana Limit table for Low casters.

Magic Talents

You gain one magic talent at 3rd level and every 2 levels thereafter

Divine Smite

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend up to 5 spell points to deal 1d8 radiant damage per spell point spend to the target, in addition to the weapon’s damage. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

Sacred Oath

When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it.

Your choice os oath grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include bonus magic talents and the Channel Divinity feature.

If your oath grants access to additional spells, you instead gain a bonus magic talent for the first such such spells and then one extra bonus talent for each further two spells (ie. the Oath of Devotion would grant a bonus talent at 3rd, 9th and 17th level). The oaths for a Sphere Paladin are otherwise unchanged from those of the base Paladin.

Sphere Sorcerer

Sphere Sorcerer
Level Proficiency Bonus Features Magic Talents* Mana Limit Spell points
1st +2 Sphere Casting, Sorcerous Origin 1 2 4
2nd +2 Font of Magic 2 2 7
3rd +2 Metamagic 3 3 12
4th +2 Ability Score Improvement 4 3 17
5th +3 - 5 4 22
6th +3 Sorcerous Origin Feature 6 4 27
7th +3 7 5 30
8th +3 Ability Score Improvement 8 5 32
9th +4 - 9 6 34
10th +4 Metamagic 10 6 36
11th +4 - 11 7 39
12th +4 Ability Score Improvement 12 7 42
13th +5 - 13 8 45
14th +5 Sorcerous Origin Feature 14 8 48
15th +5 15 9 50
16th +5 Ability Score Improvement 16 9 52
17th +6 Metamagic 17 10 54
18th +6 Sorcerous Origin Feature 18 10 56
19th +6 Ability Score Improvement 19 10 58
20th +6 Sorcerous Restoration 20 10 60

* In addition to the 2 bonus magic talents every character gets the first time they gain a level in a class that has access to spheres.

Class Features

The sphere Sorcerer gains the same hit points, proficiencies, starting equipment and ability score improvements as the base Sorcerer.

Likewise they gain access to the Font of Magic and Sorcerous Restoration features at the same level as the base Sorcerer.

Casting

As a sphere Sorcerer you may combine spheres and talents to create magical effects. The sphere Sorcerer is considered a High-Caster and uses Charisma as their casting ability modifier. (Note: All casters gain 2 bonus talents the first time they gain the casting class feature.)

Spell Pool and Mana Limit

You gains a spell pool and mana limit as mentioned in the spell points and Mana Limit table for high casters.

Magic Talents

You gain 1 magic talent every level.

Flexible Casting

As a bonus action, you may spend a number of sorcery points up to your mana limit to gain a number of spell points equal to the number of sorcery points you spend -1.

Likewise, you may spend a number of spell points up to your mana limit to gain a number of sorcery points equal to the number of spell points you spend -1.

Sorcerous Origin

Choose a sorcerous origin which describes the source of your innate magical power. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

The origins a Sphere Sorcerer can choose from are the same as those for the base Sorcerer, though some features are changed to accomodate the use of sphere abilities instead of spells.

Metamagic

At 3rd level, you gain the ability to further twist your sphere abilities to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.

You can use only one Metamagic option on a sphere ability when you cast it, unless otherwise noted.

Careful Spell

When you use a sphere ability that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). The chosen creatures automatically succeed on their saving throw against the sphere ability.

Distant Spell

When you use a sphere ability that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of that ability.

When you use a sphere ability that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.

Empowered Spell

When you roll damage for a sphere ability, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.

You can use Empowered Spell even if you have already used a different Metamagic option for this ability.

Extended Spell

When you use a sphere ability that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.

Heightened Spell

When you use a sphere ability that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the ability.

Quickened Spell

When you use a sphere ability that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

Subtle Spell

When you use a sphere ability, you can spend 1 sorcery point to ignore any somatic or verbal components of that ability.

Twinned Spell

When you use a sphere ability that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the number of spell points used on that ability to target a second creature in range with the same spell (1 sorcery point minimum).

Sorcerous Origins

Aberrant Mind

Unchanged features

The Invasive Thoughts, Warped Being, Psychic Defenses, Revelation in Flesh and Warp Reality features are all unchanged from the base sorcerer.

Psionic Spells

Starting at 3rd level, your aberrant nature changes your mind in subtle but profound ways. You gain one bonus talent from the mind sphere at 3rd, 5th and 9th level.

Psionic Sorcery

When paying for a sphere ability you may substitute sorcery points for spell points.

Draconic Bloodline

Unchanged Features

The Dragon Ancestor, Draconic Resilience, Dragon Wings and Draconic Presence features are all unchanged from the base sorcerer.

Elemental Affinity

Starting at 6th level, when you use a sphere ability that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.

Phoenix

Unchanged Features

The Ignite, Mantle of Flame and Phoenix Spark features are al unchanged from the base sorcerer.

Nourishing Fire

Starting at 14th level, your fire abilities soothe and restore you. When you spend spell points on a sphere ability that deals fire damage, you regain hit points equal to the number of spell points spent + your Charisma modifier.

Shadow Sorcery

Unchanged Features

The Strength of the Grave, Hound of Ill Omen and Umbral Form features are all unchanged from the base sorcerer.

Eyes of the Dark

From 1st level, you have darkvision with a range of 120 feet.

When you reach 3rd level in this class, you gain the dark sphere if you do not already posses it and you substitute sorcery points for spell points when the darkness ability.

If you spend at least one sorcery point when using the darkness ability you can your own darkness as if you were under the effect of the clearsight meld.

If you already posses the dark sphere, you may instead gain another talent from the dark sphere.

Shadow Walk

At 14th level, you gain the Step Through Darkness talent if you do not already posses it. You may teleport the target to a space within 120 feet, rather than 30 feet when using the two spell point version of that meld.

If you already posses the Step Through Darkness talent, you may instead gain another talent from the dark sphere.

Storm Sorcery

Unchanged Features

The Wind Speaker, Storm Guide, Storm's Fury and Wind Soul features are all unchanged from the base sorcerer.

Tempestuous Magic

Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you spent two or more spell points on a sphere ability. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.

Heart of the Storm

At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you spent two or more spell points on a sphere ability that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.

Wild Magic

Unchanged Features

The Bend Luck, Controlled Chaos and Spell Bombardment features are all unchanged from the base sorcerer.

Wild Magic Surge

Starting when you choose this origin at 1st level, your spherecasting can unleash surges of untamed magic. Immediately after you you spent two or more spell points on a sphere ability, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.

Tides of Chaos

Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.

Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you spent two or more spell points on a sphere ability. You then regain the use of this feature.

Sphere Warlock

Sphere Warlock
Level Proficiency Bonus Features Magic Talents* Mana Limit Spell points
1st +2 Otherworldly Patron, Pact magic 1 2 2
2nd +2 Eldritch Invocations 2 2 4
3rd +2 Pact Boon 3 3 6
4th +2 Ability Score Improvement 4 3 6
5th +3 5 4 8
6th +3 Otherworldly Patron Feature 6 4 8
7th +3 7 5 10
8th +3 Ability Score Improvement 8 5 10
9th +4 9 6 12
10th +4 Otherworldly Patron Feature 10 6 12
11th +4 Mystic Arcanum 11 6 18
12th +4 Ability Score Improvement 12 6 18
13th +5 Mystic Arcanum 13 6 18
14th +5 Otherworldly Patron Feature 14 6 18
15th +5 Mystic Arcanum 15 6 18
16th +5 Ability Score Improvement 16 6 18
17th +6 Mystic Arcanum 17 6 18
18th +6 - 18 6 18
19th +6 Ability Score Improvement 19 6 18
20th +6 Eldritch Master 20 6 18
* In addition to the 2 bonus magic talents every character gets the first time they gain a level in a class that has access to spheres.

Class Features

The Sphere Warlock gains the same hit points, proficiencies, starting equipment and ability score improvements as the base Warlock.

Pact Magic

As a sphere Warlock you may combine spheres and talents to create magical effects. The sphere Warlock is considered a High-Caster and uses Charisma as their casting ability modifier. (Note: All casters gain 2 bonus talents the first time they gain the casting class feature.)

Spell Pool and Mana Limit

You gains a spell pool and mana limit as mentioned in the Sphere Warlock table above. You gain fewer spell points and a lower mana limit than most High-Casters, but your spell points are restored at the end of a long or short rest.

Magic Talents

You gain 1 magic talent every level.

Otherworldly Patron

At 1st level, you have struck a bargain with an otherworldly being of your choice. The patrons a Sphere warlock can choose from are the same as those for the base warlock, though some features are changed to accomodate the use of sphere abilities instead of spells.

Mystic Arcanum

At eleventh level, your patron shares with you closely kept arcane secrets regarding one of the spheres you know.

Choose a sphere. When you use a sphere ability from the chosen sphere that would cost 7 or fewer spell points, you may use the ability without expending spell points (ignore your mana limit for this ability). You may not use your mystic arcanum again until you complete a long rest.

You gain an additional use of this ability at 13th, 15th and 17th level. Each new use can be used for an ability with a spell point cost that is one higher.

So at 17th level, you may use your Mystic Arcanum a total of four times, once on a sphere ability that costs 7 spell points, once on an ability that costs 8, once on one that costs 9 and once on one that costs 10.

Eldritch Invocations

The Eldritch Invocations the Sphere Warlock can choose from are the same as those of the base Warlock, though some Invocations have been modified to accomodate Sphere abilities instead of spells. In particular, all invocations that allow you to cast a spell by expending a warlock spell slot instead require that you expend a number of spell points equal to that spells level + 1 and all invocations that apply to the Eldritch Blast cantrip also apply to the Eldritch Blast talent.

Book of Ancient Secrets

Prerequisites: Pact of the Tome feature

You may add another talent to your book of shadows.

Eldritch Smite

Prerequisites: 5th level, Pact of the Blade feature

Once per turn when you hit a creature with your pact weapon, you may expend any number of spell points (up to your mana limit) to deal an additional 1d8 per spell point spent in force damage to the target and you can knock the target prone if it is Huge or smaller.

Pact Boon

At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. The pact boons the Sphere Warlock can choose from are the same as those of the base Warlock though some boons have been modified to accomodate Sphere abilities instead of spells.

Pact of the Chain

You gain the Summon Familiar talent from the Conjuration sphere (even if you do not have access to the conjuration sphere).

When you use the Summon Familiar ability, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.

Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction.

Pact of the Tome

Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose two talents from any sphere.

You can not use these talents to gain access to new spheres, but neither do you need to have access to the spheres the talents are from (though note that talents that modify abilities granted when gaining acces to the sphere do not function if you don't have those abilities). While the book is on your person, you are considered to have these talents.

If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.

Unique talents

Warlocks have unique access to the Eldritch Blast magic talent. This talent can be selected in place of a talent granted by taking a level in the Warlock class or as one of the two talents a Warlock gets when the first gain access to spheres. This talent does not require access to a specific sphere.

Eldritch Blast


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.

The ability creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Otherworldly Patrons

Like all Sphere casters, Sphere warlocks have access to all spheres and do not benefit from the expanded spell list of their patrons.

The Fiend, Archfey, Great Old One and Hexblade Patrons are all otherwise unchanged from the base warlock.

Celestial

Unchanged Features

The Healing Light, Celestial Resistance and Searing Vengeance features are all unchanged from the base sorcerer.

Bonus Cantrips

At first level, you gain one bonus magic talent.

Radiant Soul

Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you use a sphere ability that deals radiant or fire damage, you add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.

Sphere Wizard

Sphere Sorcerer
Level Proficiency Bonus Features Magic Talents* Mana Limit Spell points
1st +2 Familiar 1 2 4
2nd +2 Arcane Tradition 2 2 7
3rd +2 - 3 3 12
4th +2 Ability Score Improvement 4 3 17
5th +3 6 4 22
6th +3 Arcane Tradition 7 4 27
7th +3 8 5 30
8th +3 Ability Score Improvement 9 5 32
9th +4 10 6 34
10th +4 Arcane Tradition 12 6 36
11th +4 13 7 39
12th +4 Ability Score Improvement 14 7 42
13th +5 15 8 45
14th +5 Arcane Tradition 16 8 48
15th +5 18 9 50
16th +5 Ability Score Improvement 19 9 52
17th +6 20 10 54
18th +6 Spell Mastery 21 10 56
19th +6 Ability Score Improvement 22 10 58
20th +6 Signature Spells 24 10 60
* In addition to the 2 bonus magic talents every character gets the first time they gain a level in a class that has access to spheres.

Class Features

The sphere Wizard gains the same hit points, proficiencies, starting equipment and ability score improvements as the base Wizard.

Casting

As a sphere Wizard you may combine spheres and talents to create magical effects. The sphere Wizard is considered a High-Caster and uses Intelligence as their casting ability modifier. (Note: All casters gain 2 bonus talents the first time they gain the casting class feature.)

Spell Pool and Mana Limit

You gains a spell pool and mana limit as mentioned in the spell points and Mana Limit table for high casters.

Magic Talents

Wizards are dedicated to the study of magic and gain more magical talents than most other classes. You gain one magic talent per level and one additional talent every five levels.

Familiar

You may spend a talent to gain the Summon Familiar talent from the Conjuration Sphere, even if you do not otherwise have access to the Conjuration Sphere.

Arcane Tradition

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of the schools of magic. The traditions a Sphere Wizard can choose from are the same as those for the base Wizard, though some features are changed to accomodate the use of sphere abilities instead of spells.

Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Sphere Mastery

At 18th level, you have achieved such mastery over a certain sphere that using it becomes second nature to you. Choose a sphere. Whenever you use a sphere ability of that sphere that would costs 2 or fewer spell points (after taking into account any talents you want to apply), you do not need to pay spell points for that ability.

By spending 8 hours in study, you can exchange the choses sphere.

Signature Spells

When you reach 20th level, your mastery over your chosen sphere increases further. Once per day, you may use your spell mastery feature on a sphere ability that would cost 4 or fewer spell points.

Arcane traditions

School of Abjuration

Unchanged Features

The Projected Ward and Spell Resistance features are unchanged from the base wizard.

Abjuration Savant

You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you may recover a number of spell points equal to your mana limit. These spell points may only be used on abilities from the Life Sphere.

Arcane Ward

Starting at 2nd level, you can weave magic around yourself for protection. Whenever you spent spell points on a sphere ability from the life sphere, you can simultaneously use a strand of that abilities magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.

While the ward has 0 hit points, it can't absorb damage, but its magic remains. Whenever you spent spell points on a sphere ability from the life sphere, the ward regains a number of hit points equal to twice the number of spell points spent - 2.

Once you create the ward, you can't create it again until you finish a long rest.

Improved Abjuration

Beginning at 10th level, whenever you use a sphere ability that requires you to make an ability check as a part of the ability (as in Counterspell and Dispel Magic), you add your proficiency bonus to that ability check.

School of Conjuration

Conjuration Savant

You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you may recover a number of spell points equal to your mana limit. These spell points may only be used on abilities from the Conjuration Sphere.

Benign Transformation

You gain the Mighty Companion, Swift Companion, Tough Companion, Clever Companion, Wise Companion or Beautiful Companion talent as a bonus talent.

Focused Conjuration

Beginning at 10th level, while you are concentrating on the summon ability, your concentration can't be broken as a result of taking damage.

Durable Summons

At 14th level, Companions you summon using the conjuration sphere may be given an additional form.

School of Evocation

Evocation Savant

You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you may recover a number of spell points equal to your mana limit. These spell points may only be used on abilities from the Destruction Sphere.

Sculpt Spells

Beginning at 2nd level, you can create pockets of relative safety within the effects of your destructive blasts. When you use a destructive blast ability, you can choose a number of creatures in the blast area equal to the number of spell points spend on this ability. The chosen creatures automatically succeed on any saving throws imposed by the blast and they take no damage if they would normally take half damage on a successful save.

Potent Blast

Starting at 6th level, when a creature succeeds on a saving throw against your minor destructive blast, the creature takes half the damage (if any) but suffers no additional applied by the blast shape or type.

Empowered Evocation

Beginning at 10th level, you can add your Intelligence modifier to one damage roll for any destructive blast ability you use.

Overchannel

Starting at 14th level, whenever you spend 6 or fewer spell points points on your major destructive blast, you can deal maximum damage with that ability.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d8 necrotic damage for each spell point spend on that ability immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell point increases by 1d8. This damage ignores resistance and immunity.

School of Enchantment

Unchanged Features

The Hypnotic Gaze and Instinctive Charm features are unchanged from the base wizard.

Enchantment Savant

You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you may recover a number of spell points equal to your mana limit. These spell points may only be used on abilities from the Mind Sphere.

Split Enchantment

Starting at 10th level, when you use a charm from the Mind Sphere that targets only one creature, you can have it target a second creature.

Alter Memories

At 14th level, you gain the ability to make a creature unaware of your magical influence on it. You gain the Subtlety talent from the Mind Sphere. If you already have the Subtlety talent or later gain it from some some other source, targets are not aware of your charm even if they succeed on their saving throw.

Additionally, once before the charm ends, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your sphere save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum 1). The amount of time can't exceed the duration of your enchantment spell, but you can make the creature forget less time.

School of Transmutation

Unchanged Features

The Minor Alchemy and Master Transmuter features are unchanged from the base wizard.

Transmutation Savant

You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you may recover a number of spell points equal to your mana limit. These spell points may only be used on abilities from the Destruction Sphere.

Transmuter's Stone

Starting at 6th level, you can spend 8 hours creating a transmuter's stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature's possession.

Changelog:

Since Part I
  • Added Desctruction Sphere
  • Added Sphere Paladin
  • Changed mana limit progression to be in line with spell level progression.
  • Changed multiclass rules to be less restrictive to high caster/low caster combinations.
  • Added permanent transformation talent.
  • Reduced the number of talents per bonus spell for low caster subclasses that grant bonus spells.
Since Part II
  • Added Life Sphere
  • Added Sphere Cleric
  • Added clarification on abilities that care about the number of talents in a sphere.
  • Added spell components to sphere abilities
  • Added level restrictions for some talents
  • Minor wording and balancing changes
  • Fixed Size Change and added Size Mastery Talent
  • Added level restrictions on certain talents
  • Added the Extreme Transformation and Ultimate Transformation talents
  • Added Diffuse Swarm talent
  • Added Vitality Talent
  • Added Homogenize Talent
  • Added Silent Transformation Talent
Since Part III
  • Added Mind Sphere
  • Changed spell point cost of Mass Alteration to be in line with Mass Charm, Mass Healing and Mass Restore.
  • Fixed Paladin to use Charisma as their casting ability modifier and added divine smite.
  • Minor rewording and balancing fixes.
Since Part IV
  • Added Dark Sphere
  • Added Sphere Wizard
  • Sphere Sorcerers can now exchange spell points for sorcery points and vice versa
  • Changed the way wild shape works for the sphere druid.
  • Added Amphibian Transformation
  • Shuffled around the number of bonus talents for various classes again (I will likely keep doing this for a while)
  • Minor rewording and balancing fixes.
Since Part V
  • Added Conjuration Sphere
  • Added Sphere Warlock
  • Minor rewording and balancing fixes.

Special Thanks

Special thanks to /u/sammyp03 for making the initial framework for a 5e SoP conversion that I based this conversion on.

Artist credits

  • Academy Journeymage by Magali Villeneuve ©Wizards of the Coast LLC
  • Primal Druid by Tomasz Jedruszek ©Wizards of the Coast LLC
  • Daybreak Ranger by Steve Prescott ©Wizards of the Coast LLC
  • Simic Hybrid ©Wizards of the Coast LLC
  • Howling Chorus by Matt Stewart ©Wizards of the Coast LLC
  • Dust Stalker by Clint Cearley ©Wizards of the Coast LLC
  • Bane of Bala Ged by Chase Stone ©Wizards of the Coast LLC
  • Bedeck by Randy Vargas ©Wizards of the Coast LLC
  • Death Grasp by Raymond Swanland ©Wizards of the Coast LLC
  • Command the Storm by Jason Rainville ©Wizards of the Coast LLC
  • Fire by Dan Scott ©Wizards of the Coast LLC
  • Ice by Dan Scott ©Wizards of the Coast LLC
  • Knight Exemplar by Jason Chan ©Wizards of the Coast LLC
  • Healing Hands by Josu Hernaiz ©Wizards of the Coast LLC
  • Mending Touch by Karla Ortiz ©Wizards of the Coast LLC
  • Benevolent Offering by Ryan Yee ©Wizards of the Coast LLC
  • Annointer of Champions by Anna Steinbauer ©Wizards of the Coast LLC
  • Renewed Faith by Steve Argyle ©Wizards of the Coast LLC
  • Hidden strings by Daarken ©Wizards of the Coast LLC
  • Slave of bolas by Steve Argyle ©Wizards of the Coast LLC
  • Mass Manipulation by Anthony Palumbo ©Wizards of the Coast LLC
  • Blinding Fog by Igor Kieryluk ©Wizards of the Coast LLC
  • Ghastly Haunting by Lucas Graciano ©Wizards of the Coast LLC
  • Perilous Shadow by Clint Cearley ©Wizards of the Coast LLC
  • Zof Shade by Jason A. Engle ©Wizards of the Coast LLC
  • Dusk by Noah Bradley ©Wizards of the Coast LLC
  • Deadly Tempest by Cliff Childs ©Wizards of the Coast LLC
  • Dread presence by Anthony Palumbo ©Wizards of the Coast LLC
  • Nighthaze by Tomasz Jedruszek ©Wizards of the Coast LLC
  • House Guildmage by Winona Nelson ©Wizards of the Coast LLC
  • Kaervek-the-Spiteful by Daarken ©Wizards of the Coast LLC
  • Gloom Pangolin by YW Tang ©Wizards of the Coast LLC
  • Gyruda, Doom of Depths by Tyler Jacobson ©Wizards of the Coast LLC
  • Ukkima, Stalking Shadow by Daarken ©Wizards of the Coast LLC
  • Malfegor, by Jason Chan ©Wizards of the Coast LLC
  • Illuna apex of wishes by Chris Rahn ©Wizards of the Coast LLC
  • Dawnbringer Aurelia by Justyna Gil.

Spheres

of

Power

Spheres of Power is magic system made for pathfinder, replacing the basic Vancian magic system with a system where each type of magic (Sphere) comes with a few basic abilities that can be enhanced by taking talents. This is an attempt at converting the Pathfinder Spheres of Power system to D&D 5th edition.

There could also be stuff here.

I guess the GMBinder logo can stay. It's been a pretty great tool, all things considered.