Sirene Primer+Standard Actions+Sphere_Spells
You must create your magic through singing, drawing, or performing some other activity. Your magic is tied to a particular Perform, Profession, or Craft skill (although with GM permission another skill may be substituted). You must succeed at a skill check to use any sphere ability. The DC of this skill check is 15 + the ability’s caster level. For every 2 points by which this skill check falls short of this DC, the ability manifests at -1 caster level. If this reduces the ability to a caster level below 0, the manifested ability fails and any spell points used are lost.
A caster with Skilled Casting must be able to perform their skill to use their magic, which is similar to but not the same as possessing other drawbacks. For example, a caster who must draw to create magic must have at least one hand free, although unless he also possesses Somatic Casting he may do so while wearing any armor without a chance of arcane spell failure. Likewise, a caster who uses music to create magic must be able to speak, but unless he also possesses Verbal Casting he can do so by whispering and thus not automatically break stealth.
At the GM’s discretion, this drawback may count as two drawbacks if the skill involved requires bulky equipment or the use of both hands (for example, the Perform (strings) skill, or Craft (stonework)).
Appears In : Ultimate Spheres of Power
You must gesture to cast spells—a process that requires you to have at least 1 hand unoccupied. When using magic, you cannot wear armor heavier than light without incurring a chance of arcane spell failure.
You may select this drawback twice. If taken a second time, you cannot wear any armor or use a shield without incurring a chance of arcane spell failure.
Note: With GM permission, it is possible to modify this drawback so that, when taken once, the caster may wear either light or medium armor but cannot use a shield without incurring a chance of arcane spell failure, mimicking the core bloodrager.
Appears In : Ultimate Spheres of Power
You have a base wild magic chance of 10%. This wild magic chance does not stack with wild magic chance from other sources. You may not possess both this drawback and the Wild Magic general drawback found in Spheres of Power.
Appears In : Wild Magic Handbook
Wild Magic Chance: Wild magic chance is the likelihood of a wild magic event occurring and can be increased or decreased by a variety of sources, such as class abilities, feats, boons, and drawbacks. Wild magic chance changes from different sources always stack unless noted. The result of all bonuses and penalties to an effect’s wild magic chance is referred to as its total wild magic chance. A creature is always aware of its wild magic chance unless otherwise noted. Total wild magic chance cannot be reduced below 0%.
Wild magic chance applies to the casting of all spells and sphere abilities. Spell-like abilities and activated items do not normally have a base wild magic chance (unless an item is crafted with one as described in “wild magic and talent-based item crafting”), but effects that would increase wild magic chance - such as the Aura of Chaos mystic combat - apply to any spell-like ability or item that requires activation each time it is used or activated. Extraordinary abilities, supernatural abilities, and items that grant a continuous effect are not subject to wild magic chance.
Wild Magic Event: Wild magic events vary widely in effect. If an event calls for a save, the save DC is always that of the effect that triggered the event. If the event is triggered by an ability that does not have a defined save DC, such as using the Shift Cost feat on a mageknight’s mystic combat ability, the DC is equal to 10 + 1/2 the creature that originated the effect’s Hit Dice + the creature’s casting ability modifier (or highest mental ability score, if it does not possess the casting class feature).
If multiple events are triggered by one effect, resolve them in the order they are rolled. If two or more events have conflicting results, such as each changing the damage type of a destructive blast, the last result rolled supersedes the previous results. Duplicate results do not stack.
Events that modify the effect are applied before the triggering effect is resolved. All other events are resolved immediately after the triggering event is resolved.
A wild magic event is subject to spell resistance if the triggering effect was subject to spell resistance. A caster’s spell resistance never applies to wild magic events triggered by that caster, nor are casters ever immune to the results of their own wild magic events, the chaotic nature of wild magic overcoming even creature type-based immunities. Any saves required by the wild magic result should be rolled before the result is revealed.
Making The Rolls: For a total wild magic chance up to 100%, you risk a single wild magic event. Roll 1d100; If the result is less than or equal to the wild magic chance, then a wild magic result roll must be made. Roll 1d100 on the table corresponding to the effect’s base sphere to determine the result of the wild magic event. For wild magic chance of 100% to 200%, one wild magic event is guaranteed and a second is possible. Roll 1d100; if this result is less than or equal to the wild magic chance -100, then roll a d100 twice and apply both results. If rolling above the wild magic chance -100, then roll a single d100 and apply the result.
If not using the major event rules (see Variant Rules), then no effect may have a wild magic chance above 200%. Any effect that would have its wild magic chance increased to above 200% simply fails. The spell points and actions are still spent and the caster takes untyped backlash damage equal to the effect’s caster level.
Multiple Spheres: If more than one sphere is used in the effect, divide the total wild magic chance, up to 200%, by the number of base spheres, rounding up, then roll that wild magic result on the tables for each base sphere. If using the major events rules (see Variant Rules), wild magic chance over 200% is rolled on the major events table as usual, then the remaining 200% chance is divided by the total number of spheres and rolled on the sphere specific result tables.
No Base Sphere:If an effect does not have a base sphere, such as applying a wild magic chance to a mystic combat or other class ability, roll on the universal wild magic table instead.
For convenience, here's links to each wild magic table:
http://spheresofpower.wikidot.com/wild-magic#toc29
http://spheresofpower.wikidot.com/alteration#toc106
http://spheresofpower.wikidot.com/blood#toc86
http://spheresofpower.wikidot.com/conjuration#toc138
http://spheresofpower.wikidot.com/creation#toc90
http://spheresofpower.wikidot.com/dark#toc108
http://spheresofpower.wikidot.com/death#toc128
http://spheresofpower.wikidot.com/destruction#toc152
http://spheresofpower.wikidot.com/divination#toc118
http://spheresofpower.wikidot.com/enhancement#toc116
http://spheresofpower.wikidot.com/fallen-fey#toc84
http://spheresofpower.wikidot.com/fate#toc122
http://spheresofpower.wikidot.com/illusion#toc98
http://spheresofpower.wikidot.com/life#toc90
http://spheresofpower.wikidot.com/light#toc103
http://spheresofpower.wikidot.com/mana#toc108
http://spheresofpower.wikidot.com/mind#toc95
http://spheresofpower.wikidot.com/nature#toc106
http://spheresofpower.wikidot.com/protection#toc109
http://spheresofpower.wikidot.com/telekinesis#toc94
http://spheresofpower.wikidot.com/time#toc68
http://spheresofpower.wikidot.com/war#toc171
http://spheresofpower.wikidot.com/warp#toc101
http://spheresofpower.wikidot.com/weather#toc112
http://spheresofpower.wikidot.com/technomancy#toc92
Sphere: Alteration
Casting Time: Standard action
Range: Personal
Duration: Concentration (1 minute per caster level for 1 SP)
As a standard action you may shapeshift yourself or a touched creature, changing their form for as long as you concentrate. If the target is unwilling, this costs a spell point, and they are allowed a Fortitude save to negate. Shapeshifts are subject to spell resistance. You may spend a spell point to allow a shapeshift to remain for 1 minute per caster level without concentration. You may dismiss your shapeshift as a standard action.
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, he must succeed at a magic skill check. If he succeeds, the second shapeshift is successfully placed on the target, dismissing and dispelling the first.
When shapeshifting a target, the caster must choose a transformation and a series of traits for them. Transformations change a creature’s basic physical makeup (humanoids, dragons, land animals, birds, etc.) while traits are special characteristics or alterations (natural attacks, creature size, monster special abilities, etc.). A caster may grant up to 1 trait + 1 per 5 caster levels and cannot grant the same trait more than once unless the trait indicates it may be granted multiple times.
With the exception of Blank Transformation (detailed below), placing a transformation 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 extraordinary or supernatural abilities, natural attacks, and movement types dependent on their original form (darkvision, scent, wings, claws, etc.) and gains the listed benefits in their place.
Alternate sources of physical traits (such as a dragon sorcerer’s ability to grow claws) still function. In addition, if the target changes their basic shape (for example, from humanoid to non-humanoid), the target’s equipment melds into their new form, causing them to lose their armor and shield bonuses and the ability to pull any item from a backpack or belt. They also cannot activate magic items
(although constant bonuses from magic items still remain).
This cannot be used to assume the guise of a specific individual creature, but otherwise adds a +10 circumstance bonus to Disguise checks made to appear as a different race, gender, or species. The caster may cause the target to cosmetically appear as whatever type of creature he desires, 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 Transformation and the traits listed below. A target must possess the appropriate limb where listed, and cannot grant a natural attack to a limb that already possesses a natural attack.
• Darkvision 60 ft
• Low-light vision
• Two claw attacks (primary, 1d4 Medium, 1d3 Small, requires arms or the front pair of at least 4 legs). You may grant this trait multiple times.
• One bite attack (primary, 1d6 Medium, 1d4 Small, requires head). You may grant this trait multiple times.
• One gore attack (primary, 1d6 Medium, 1d4 Small, requires head). You may grant this trait multiple times.
• Two slam attacks (primary, 1d4 Medium, 1d3 Small, requires arms). You may grant this trait multiple times.
• Two pincers (secondary, 1d6 Medium, 1d4 Small, requires arms). You may grant this trait multiple times.
Serpentine Transformation
You may grant the form of a serpent with your shapeshift.
Limbs: 1 head, 1 tail
Speech: No; Hands: No
Speed: 40 ft. land speed, 20 ft. climb speed
Natural weapons: bite (primary, 1d6 Medium, 1d4 Small)
AC: +2 natural armor bonus, +1 per 5 caster level
Special: Low-light vision, treated as a quadruped for the purpose of carrying capacity.
In addition, the target gains one of the following packages depending on which serpent is being mimicked:
Constrictor: The target gains the grab universal monster ability attached to its bite natural attack, as well the constrict special attack (1d6 Medium, 1d4 Small, + Strength modifier). The target gains the normal +4 bonus on checks made to start and maintain a grapple from the grab ability, but this bonus increases by 1 per 5 caster levels.
Poisonous: When the target makes a successful bite attack, it automatically attempt to poison its target (save Fort DC 10 + 1/2 Hit Dice + Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save).
Serpentine Transformation offers the following traits, which you may apply to any form:
Death Roll: Whenever you maintain a grapple and choose to deal damage to the target with a natural attack, you may attempt a second grapple combat maneuver check as a free action. If successful, the grappled creature is knocked prone. This additional grapple check does not count as maintaining the grapple and does not add any other effects on a successful grapple (such as constrict). Serpentine Tail: The shapeshifted target gains a tail and a circumstance bonus on Acrobatics checks equal to +1 + 1 per 5 caster levels. In addition, the shapeshifted target may use this tail to perform trip combat maneuvers within their natural reach, gaining a bonus on trip combat maneuvers made this way equal to 1/2 the circumstance bonus granted to Acrobatics checks from this talent
(minimum 1). If you gain the ability to use this tail with a tail slap natural attack, attacks made with this tail gain the trip universal monster ability. Special: When granting this trait, you may choose to have this tail replace the shapeshifted target’s legs. If you do, the shapeshifted target’s base land speed is reduced by 10 (to a minimum of 5 feet) and the target cannot be tripped. If the shapeshifted target gains legs through another ability or Alteration sphere trait, such as the Additional Limbs “a pair of legs” trait, the shapeshifted target loses any benefits or adjustments from replacing their legs with this tail.
Strangle: An opponent grappled by the target cannot speak or cast spells with verbal components.
Swallow Whole: The target gains the swallow whole ability, dealing 1d6 bludgeoning damage + an additional 1d6 acid damage per 3 caster levels. The target may swallow creatures up to one size smaller than themselves. This trait may be taken twice; the second time allows the target to swallow creatures up to their own size and grants a bonus to CMB and CMD equal to 1 + 1 per 3 caster levels on grapple checks made to swallow creatures or to prevent them from escaping once swallowed. More than one creature may be swallowed at a time, but may not exceed the maximum total size that can be swallowed, counting two Tiny creatures as one Small creature, two Small creatures as one Medium creature, etc. A swallowed creature can try to cut its way free with any light slashing or piercing weapon, or it can just try to escape the grapple. The amount of cutting damage required to get free is equal to 1/10 the creature’s total hit points. This damage is inflicted on the swallowing creature as normal. The AC of the interior of a creature that swallows whole is 10 + 1/2 its natural armor bonus, with no modifiers for size or Dexterity. If a swallowed creature cuts its way out, the swallowing creature cannot use swallow whole again until the damage is healed. If the swallowed creature escapes the grapple, success puts it back in the attacker’s mouth, where it may be bitten or swallowed again. (You must possess a bite attack with the grab ability to gain this trait.)
Sphere: Illusion (sensory)
SP Cost: 1
Casting Time: Standard action
Range: Close (25 + 5 ft./2 CL)
Duration: Concentration
Saving Throw: Will disbelief
As a standard action, you may spend a spell point to create an illusion within close range. This illusion may be a figment or a glamer, and has a duration of concentration, to a maximum of 1 minute per caster level. By default, these illusions are visual only. You cannot move further away from the illusion than your illusion range while maintaining it through concentration, and the illusion is limited in size according to Table: Illusion Maximum Size.
Table: Illusion Maximum Size
Caster Level Illusion Maximum Size Maximum Size in cubes
Table: Illusion Maximum Size
Caster Level | Illusion Maximum Size | Maximum Size in Cubes |
---|---|---|
1st | Medium | 5-ft. cube |
3rd | Large | 10-ft.cube |
5th | Huge | 15-ft. cube |
8th | Gargantuan | 20-ft. cube |
11th | Colossal | 30-ft. cube |
15th | Colossal+ | 45-ft. cube |
20th | Colossal++ | 70-ft. cube |
25th | Colossal+++ | 100-ft. cube |
30th | Colossal++++ | 150-ft. cube |
40th | Colossal+++++ | 225-ft. cube |
50th | Colossal++++++ | 340-ft. cube |
60th | Colossal+++++++ | 500-ft. cube |
Figments: You may create an illusion that is a figment of anything you may clearly imagine, which behaves according to your desires.
Glamers: You may create an illusion that is a glamer. The maximum size of creature you may apply this glamer to is determined by your illusion maximum size.
Minor Figmets:
Sphere: Illusion (figment)
Casting Time: Standard action
Duration: 1 minute per caster level
You may create unconvincing figments. This is the same as creating an illusion and can include all senses you can affect through (sense) talents, except it is obviously fake (i.e., it is translucent, unrealistic, etc.), requiring no one to attempt a Will save to disbelieve. However, the effects can still be used to create distractions, display images, draw a map, or be used for entertainment. This counts as possessing the required tools to attempt any appropriate Perform check (such as creating a melody with the Illusionary Sound talent).
Minor Glamers
Sphere: Illusion (glamer)
Casting Time: Standard action
Duration: 1 minute per caster level
You may make minor changes to objects or creatures up to your illusion maximum size, such as changing their color, making them appear clean or dirty, making writing appear, or other minor alterations.
Appears In : Ultimate Spheres of Power
Illusionary Touch:
You may make an illusion that feels real to the touch, including temperature and texture. Your illusion still cannot hold weight (thus while touching the wall would only grant a new saving throw, being thrown into the wall would still cause the creature to pass through).
You may take this talent a total of twice; when taken a second time, your illusions may also cause pain. When coming into contact with an appropriate illusion (stepping into fire, being hit by an illusionary enemy, etc.), if the subject fails their Will save to disbelieve they take nonlethal damage equal to your caster level + your casting ability modifier. A target can only be damaged by your illusions once in a round, no matter how many times it thinks the illusion has hurt it.
Appears In : Ultimate Spheres of Power
Shadow Infusion:
SP Cost: 1
When using an Illusion sphere effect you may spend an additional spell point to render the illusion quasi-real, granting it the shadow descriptor. If you have a shadow pool you may use a shadow point instead of a spell point. Illusions that you grant the (shadow) descriptor to with the Shadow Infusion talent are modified in the following ways:
If you possess Illusionary Touch x2, you may transform the damage dealt by the illusion to either acid, bludgeoning, cold, fire, electricity, piercing, or slashing (chosen when the illusion is created but can be altered with the illusion), and may make it either lethal or nonlethal. If you also possess Illusionary Sound you may create shadow effects that deal sonic damage. If you also possess Manipulate Aura you may spend an additional spell point each round to create shadow effects that deal force, positive energy, or negative energy damage.
If an illusion would have a negated effect if disbelieved, a shadow version of that illusion instead has its effectiveness reduced by half (rounded down). For Will saves, this changes the save to a Will
(partial) save instead of Will (negates).
Appears In : Ultimate Spheres of Power
Theme Fixation (Snakes)
You may only create figments and glamers within a specific and narrow theme such as dragons, cubes, insects, cards, weapons, hands, etc.
The exact nature of this concept should be worked out with the GM, but as a rule of thumb, this should consist of a consistent singular theme; you might only be able to create figments or glamers of dragons, or be able to create a figment of fire if it originated from the mouth of a dragon glamer. The GM is the final arbiter on whether an image or idea fits into the dedicated theme. You must take a (sensory) talent as the bonus talent granted by this drawback.
Incompatible: Disappearance, Glamered Brew
Appears In : Ultimate Spheres of Power
Sphere: Illusion (glamer)
Saving Throw: Will disbelief
You may create a glamer that makes a creature or object appear as something else. This allows you to attempt a Disguise check as part of casting the glamer, even without a disguise kit. This disguise is magical for the purposes of detecting magic or for spells and effects that allow a target to see through magical effects and illusions, and interacting with it allows for a Will save to disbelieve.
You may disguise a target as something larger than itself (up to your maximum illusion size) but can only make something appear to be one size smaller than it actually is.
Appears In : Ultimate Spheres of Power
Illusionary Touch:
You may make an illusion that feels real to the touch, including temperature and texture. Your illusion still cannot hold weight (thus while touching the wall would only grant a new saving throw, being thrown into the wall would still cause the creature to pass through).
You may take this talent a total of twice; when taken a second time, your illusions may also cause pain. When coming into contact with an appropriate illusion (stepping into fire, being hit by an illusionary enemy, etc.), if the subject fails their Will save to disbelieve they take nonlethal damage equal to your caster level + your casting ability modifier. A target can only be damaged by your illusions once in a round, no matter how many times it thinks the illusion has hurt it.
Appears In : Ultimate Spheres of Power
Theme Fixation (Snakes)
You may only create figments and glamers within a specific and narrow theme such as dragons, cubes, insects, cards, weapons, hands, etc.
The exact nature of this concept should be worked out with the GM, but as a rule of thumb, this should consist of a consistent singular theme; you might only be able to create figments or glamers of dragons, or be able to create a figment of fire if it originated from the mouth of a dragon glamer. The GM is the final arbiter on whether an image or idea fits into the dedicated theme. You must take a (sensory) talent as the bonus talent granted by this drawback.
Incompatible: Disappearance, Glamered Brew
Appears In : Ultimate Spheres of Power
Sphere: Illusion (sensory)
SP Cost: 1
Casting Time: Standard action
Range: Close (25 + 5 ft./2 CL)
Duration: 1 minute per caster level
Saving Throw: Will disbelief
You may make illusions that creates or changes magical auras. As a figment or glamer you may change an area, spell, creature, or object’s magical aura to make the aura appear as a magic effect or item you specify, or as if under the effects of a spell or sphere ability you specify, or reduce the caster level of its existent aura. You cannot create or lower an aura’s perceived caster level more than up to twice your caster level. Making an aura appear to have a caster level of 0 completely conceals a magical aura as if the target was non-magical. You may make these changes as part of creating an illusion (including altering or erasing the aura of the illusion itself), or independently as a trick with a duration of up to 1 day per caster level.
As you create a figment or a glamer, you may apply this sensory talent to change what sphere of magic it belongs to for the purpose of people identifying the school of magic or sphere effect via the Spellcraft skill or detect magic (or similar spell or ability). For example, if you change the apparent sphere from Illusion to Destruction, any attempt to identify the sphere effect with the Spellcraft skill will reveal it as belonging to the Destruction sphere, not the Illusion sphere.
Instead of ‘disbelieving’ a manipulated aura, a target examining this aura through detection magic must succeed at a magic skill check against the creator of the aura. If the check succeeds, the detection effect functions normally detecting both the true aura and this trick, but on a failure the detection magic believes the manipulated aura and does not detect this trick. Effects that grant bonuses to Will saves against illusions add those bonuses to this magic skill check.
Artifacts are too powerful to have their auras hidden or altered in this manner.
Appears In : Ultimate Spheres of Power
Sphere: Life
SP Cost: 1
Casting Time: Standard action
Range: Touch
Duration: Instantaneous
Saving Throw: Will half
As a standard action, you may spend a spell point to touch a target and heal it an amount of damage equal to 1d8 + your caster level. This is a positive energy effect, and as such may be used to harm undead (Will half).
Appears In : Ultimate Spheres of Power
Sphere: Life
Casting Time: Standard action
Range: Touch
Duration: 1 hour
Saving Throw: Harmless,Will negates
As a standard action, you may invigorate a touched creature, granting them temporary hit points equal to your caster level
(minimum 1). Unlike normal temporary hit points, this ability can only be used on an injured target and cannot raise a target’s current hit points plus their temporary hit points to be higher than their total hit points. This benefit lasts for 1 hour (Will negates
(harmless)).
Appears In : Ultimate Spheres of Power
Sphere: Life
SP Cost: 1
Casting Time: Standard action
Range: Touch
Duration: Instant or 1 round per caster level
As a standard action, you may touch a target and spend a spell point to restore their health (Will negates (harmless)). When using restore, you must choose to restore mind, body, or soul. If affecting multiple targets, this choice becomes the same for all targets.
If restoring mind, this accomplishes all of the following:
• Removes the dazzled condition.
• Removes the shaken condition or lessens frightened to shaken, or panicked to frightened.
• Removes the staggered condition.
If restoring body, this accomplishes all of the following:
• Removes the battered condition. (See Spheres of Might.)
• Removes the fatigued condition or lessens exhaustion to fatigued.
• Removes the sickened condition or lessens nauseated to sickened.
If restoring soul, this:
Heals 1d4 points of ability damage to one ability score of your choice.
If the condition targeted is part of an on-going effect, restore instead suppresses the condition for a number of rounds equal to your caster level. This cannot be used to remove curses or instantaneous effects.
Appears In : Ultimate Spheres of Power
At 2nd level, once per round a mountebank can decide to attempt to hide her spell’s manifestations from others, making it appear as though she is doing nothing at all. The attempt to hide the spell slows her casting slightly, such that spells that normally take a swift action now take a move action, spells that take a move action now take a standard action, and spells that take a standard action now take a full-round action, and spells that normally take longer than a standard action take twice as long (free action spells still take a free action).
To discover the mountebank’s ruse, a creature must succeed at a Perception or Spellcraft check (the creature receives an automatic check with whichever of those skills has the highest bonus) against a DC equal to 15 + the mountebank’s number of ranks in Stealth + her casting ability modifier. If the mountebank has a drawback which has an obvious visual or auditory display such as somatic casting or verbal casting, this DC is reduced by 5 for each such drawback, to a minimum of DC 0 (this ability does not hide the visual or auditory display, but rather causes those who see the mountebank casting and fail this check to not notice the display is due to spellcasting). If the mountebank has the virtuoso boon, the DC increases by 5 (the skilled caster drawback does not add to the DC in this circumstance).
If an opponent fails its check, the mountebank’s casting also does not provoke attacks of opportunity, and an opponent that fails its check can’t use readied actions that depend on realizing that the mountebank is casting a spell, or readied actions such as counterspelling that require identifying the spell the mountebank is casting. Spells such as those from the Destruction sphere that create an additional obvious effect (aside from the manifestation of casting that all spells share) still create that effect, though it might not be obvious who cast the spell unless it emanates from the mountebank.
If a character interacts with the mountebank long enough to attempt a Sense Motive check without realizing she have been casting spells, that character can use Sense Motive to gain a hunch that she’s behaving unusually.
Swift Veil (Ex)
At 7th level, the mountebank no longer increases the casting time needed while using her veiled magic class feature.