Sirene Primer+Standard Actions+Sphere_Spells+Tradition

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