Adaptation And Conversion Rules

Adapting Other Casting Options

Class options that grant casting to an otherwise non-casting class can also be adapted. If you would gain casting ability at 3rd level and receive up to 4th level spells, you gain the following in place of your spells:


3rd-level feature (replaces Spellcasting)

You can combine spheres and talents to create magical effects. You gain a spell pool, magic talents, and a casting tradition.

Spell Pool

3rd-level feature (replaces the following from the Spellcasting feature: Spell Slots)

At 3rd level, you gain a small reservoir of energy you can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to one quarter of your class level (minimum 0) + your key ability modifier (minimum: 1). This pool replenishes once per day after a long rest.

Magic Talents

3rd-level feature (replaces the following from the Spellcasting feature: Cantrips and Spells Known Of 1st-Level And Higher)

You gain a magic talent at 4th level and every even numbered class level thereafter.

Casting Tradition

3rd-level feature (replaces the following from the Spellcasting feature: Spellcasting Ability)

If you do not already have a casting tradition, you gain one at 3rd level. Your casting tradition determines your key ability modifier.

Spell/Sphere Conversions

If you are using a class that grants particular effects or benefits to a particular school of magic (such as a cleric domain or wizard school), it can be difficult to convert that ability to spheres. The following table gives a rough guideline for how such conversions can happen.

Table: Schools And Spheres
School Spheres
Abjuration Fate, Protection, Universal
Conjuration Creation, Conjuration, Warp
Divination Divination
Enchantment Enhancement, Mind
Evocation Dark, Destruction, Life, Light
Illusion Illusion
Necromancy Death, Life
Transmutation Alteration, Enhancement, Nature, Weather, Telekinesis, Time

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