The universal sphere serves as a home for various abilities that do not fit in other spheres, interact with multiple spheres, or otherwise need a place.
When you first gain the Universal sphere, select and gain one of the following universal packages: dispel, mana, metasphere, spellcrafting, or wild magic. Some packages have additional requirements or prerequisites to use them. The Universal Package talent grants access to additional packages.
Dispel Package
The dispel package is about dealing with and disrupting magical effects. Upon gaining the dispel package, you gain the dispel ability below:
Dispel
Casting Time: 10 minutes
Range: 30 ft.
Duration: Instantaneous
Target: One creature, object, or magical effect
Saving Throw: None
Cost: 0 sp
You attempt to dispel a single active magical effect. If the spell or sphere effect on the target has a spell level or required spell points equal to or lower than half your proficiency bonus, it ends. Otherwise, make a spellcasting ability check. The DC equals 10 + the spell’s level, or 10 + the number of spell points included. On a successful check, the spell ends.
Augment 1 sp: You can attempt to dispel a number of additional magical effects equal to half your proficiency bonus.
Augment 1 sp: You automatically dispel active magical effects with a spell level or spell point cost equal to or lower than your proficiency bonus.
Augment 1 sp: The casting time is reduced to 1 action. When used in this way, you can ready this ability to disrupt a creature’s casting.
Mana Package
The mana package deals with manipulating the spell pool and spell slots of others. In addition to the Manabond ability below, when you first gain the mana package, you gain one (manabond) talent of your choice.
Manabond
Casting Time: 1 bonus action
Range: 30 ft.
Duration: Concentration, up to 10 minutes
Target: One creature or object
Saving Throw: None
Cost: 0 sp
Make a ranged spell attack against a target within your manabond range; unless otherwise stated, a magical effect has an AC equal to its spell save or sphere DC. On a hit, you form a manabond with the target.
For the duration, on each of your turns you can use your action to apply a (manabond) talent you know to the target. The manabond ends if you use your action to do anything else. The manabond also ends if the target is ever outside of the manabond’s range or if it has total cover from you.
Augment 2 sp: The effect persists for the remaining duration without concentration. This augment can be applied after the effect is cast on your turn without an action.
Metasphere Package
The metasphere package deals with establishing a firm foundation in magical theory and applying that knowledge to all other spheres you possess. Upon gaining the metasphere package, you learn the druidcraftPHB, prestidigitationPHB, and thaumaturgyPHB cantrips, and can use your key ability as your spellcasting ability when casting any cantrips you know. In addition, you gain one (metasphere) talent of your choice.
Spellcrafting Package
Using this package requires possessing two or more different magic spheres. The spellcrafting package has no base ability; instead, upon gaining the spellcrafting package, you gain a (dual sphere) talent of your choice. You can only benefit from a (dual sphere) talent while you possess the talent, its base spheres, and meet any other prerequisites. Additionally, while possessing the spellcrafting package, if you gain a bonus talent from a sphere you may instead gain a (dual sphere) talent that has that sphere as a prerequisite (excluding bonus talents from sphere variants).
Wild Magic Package
Using this package requires the optional wild magic rules found in the Wild Magic portion of this site. Spherecasters who possess a casting tradition that includes wild magic as a drawback can select (wild magic) talents from this sphere without possessing the Wild Magic package.
Chaos Aura
Casting Time: 1 action
Range: self
Duration: Concentration, up to 1 minute
Area: 5-foot radius sphere
Saving Throw: None
Cost: 0 sp
You emit an aura that twists the fabric of magic, increasing the wild magic chance of all creatures in the area by 50%. Only creatures with the wild magic package, general drawback, or similar class feature (such as sorcerers with the wild magic sorcerous origin) are innately aware of this increase. The area increases by 5 feet at 5th level (10-foot radius), 11th
level (15-foot radius), and 17th level (20-foot radius).
Augment 2 sp: The effect persists for the remaining duration without concentration. This augment can be applied after the effect is cast on your turn without an action.
Universal Basic Talents
Dispel Talents
Disorient (dispel)
Augment 1 sp: When you successfully counter a spell using Dispel, the caster must succeed on an Intelligence saving throw, or suffer disadvantage on all spell attack rolls and grant advantage on any saving throw made against their spells and magic spheres for 1 minute.
Fool’s Counterspell (dispel)
Augment 1 sp: When you successfully counter a spell using Dispel, the caster must succeed on an Intelligence saving throw equal to your sphere DC, or believe the spell had its intended effect even if they would otherwise be aware of its failure. Treat this effect as an illusion with a duration equal to the countered spell, and use the rules for interacting and investigating illusions.
Greater Dispel (dispel)
Augment 1 sp: You can attempt to dispel any number of magical effects.
Shaped Dispel (dispel)
You can treat your Dispel ability as a (blast type) talent, shaping it with (blast shape) talents and using your destructive blast’s range when doing so. Your dispel does not deal destructive blast damage when used in this way. Augmentation costs for using these blast shapes apply as normal. Spell effects that must travel to their target through a space occupied by a blast shape with a non-instantaneous duration are also subject to the dispel effect.
Spellthief (dispel)
Augment 1 sp: When you successfully counter a spell that targets a creature or object using dispel, you can instead choose to reassign the effect’s targets. If you do so, you immediately take over concentration for the original caster (if the effect requires concentration), and the original caster cannot choose to prematurely end the effect.
Vicious Dispel (dispel)
Augment 1 sp: If you successfully end an effect, the target takes 1d10 force damage, increasing by 1d10 at 5th (2d10), 11th level (3d10), and 17th level (4d10).
Dual Sphere Talents
Alloy Enhancement (dual sphere, Enhancement, Nature (metal geomancy))
Whenever you use a geomancy ability from the metal package to create or affect a metal object, you can enhance the object as a bonus action. You can use this (dual sphere) talent even if your geomancy effect has a spell point cost of 1 or higher.
Alloy Telekinesis (dual sphere, Telekinesis, Nature (metal geomancy))
When you create a metal object using any geomancy, you can use a Telekinesis sphere ability (usually levitate or projectile) on the object as a bonus action. You can use this (dual sphere) talent even if your geomancy effect has a spell point cost of 1 or higher.
Aurora (dual sphere, Light, Weather)
While in weather of severity 1 or higher, you can as a Light sphere effect magically increase the light level by one step as a bonus action (darkness becomes dim light, dim light becomes bright light). This change in light affects everything within your glow range. At 11th level, you can increase the light level by an additional step (darkness becomes bright light). Areas of magical darkness in range of this effect are unaffected, their light levels remaining unchanged.
Backdoor Control (dual sphere, Enhancement, Mind)
Whenever you use a charm against a creature or object under the effects of your Bestow Intelligence, requests you make are treated as 1 step more reasonable. See the Mind sphere for details.
Baleful Storm (dual sphere, Death, Universal (Mass (metasphere)), Weather)
When thunder rolls and lightning cracks, your minions rise.
Augment 2 sp: While you are in a Storm weather category of severity 2 or greater, you can reanimate up to your proficiency bonus number of corpses within reanimate range each round as a bonus action without paying the normal reanimate spell point cost. You still cannot have more reanimated creatures active than your proficiency bonus with this ability, and the reanimated undead only lasts as long as you are in a Storm weather category of at least severity level 2. The reanimate cannot be further augmented.
Bioluminescent Transformation (dual sphere, Alteration, Light)
When you shapeshift a target, you can also cause that target to glow. The glow ends automatically when the shapeshift does. If the glow is ended by a Dark sphere darkness or similar effect, it does not end the shapeshift. The shapeshift and brighten count as a single effect for the purposes of concentration. If you apply a (light) talent to a glow created and maintained this way, it counts against the number of traits you can grant with your shapeshift.
Coalescence (dual sphere, Death, Life)
Whenever you use a ghost strike, you can before the end of your turn cast a cure, restore, or invigorate as a bonus action. You can use this (dual sphere) talent even if your ghost strike effect has a spell point cost of 1 or higher.
Corpse Explosion (dual sphere, blast shape, Death (Corpse Bomb), Destruction)
You can use a destructive blast to activate your Corpse Bomb talent instead of a ghost strike. Affected targets are allowed a Dexterity saving throw for half damage.
Destructive Companion (dual sphere, Conjuration (Explosive Companion), Destruction)
When you summon a companion that possesses the Explosive Companion (form) talent, you can apply a single (blast type) talent that you possess to that companion. When the explosive companion detonates, it uses d8’s and the damage type of the (blast type) talent and applies its rider effects as if it were a destructive blast. Any additional spell point costs associated with the chosen (blast type) talent must be paid as part of casting summon.
Destructive Radiance (dual sphere, Destruction, Light)
Whenever you use your destructive blast, you can choose to have it take on the properties of light. A destructive blast modified in this way can pass through solid objects that are transparent (such as glass), but cannot affect any creature or object that you cannot see. Possessing special senses that allow you to see through opaque substances does not let your destructive blast pass through the normally opaque solid object.
Dimensional Aegis (dual sphere, succour, Protection, Warp)
You sacrifice an aegis you have placed on another ally to swap places with them by using teleport. They must be within range of your teleport ability. The ally must be willing or unconscious. This can be done in response to an attack before the results of the attack are determined. If so, the attack changes target to whomever is now occupying the space previously occupied by the original target.
Enhanced Creation (dual sphere, Creation, Enhancement)
When you create an object, before the end of your turn you can enhance it as a bonus action. The create and enhance count as a single effect for the purpose of concentration.
Any enhance effect that would apply to attack or damage rolls apply to any attack or damage rolls made as part of dropping the object on a target. The bonus action enhance casting can be augmented to affect multiple created objects, if they were created since the start of your turn. Use the shorter of the two effects’ durations, ending both when it expires. You can use this (dual sphere) talent even if your create effect has a spell point cost of 1 or higher.
Enhancing Telekinesis (dual sphere, Enhancement, Telekinesis)
When you target an object with a Telekinesis sphere ability, you can enhance it as a bonus action before the end of your turn. Both sphere abilities count as a single effect for the purpose of concentration, dismissing, and dispelling. Use the shorter of the two effects’ durations, ending both when it expires.
You can use this (dual sphere) talent even if your Telekinesis sphere ability has a spell point cost of 1 or higher.
Forceful Creation (dual sphere, Creation, Telekinesis)
When you create an object, before the end of your turn you can use a Telekinesis sphere ability (usually projectile or levitate) on it as a bonus action. The create and Telekinesis sphere ability count as a single effect for the purpose of concentration.
The bonus action use of the Telekinesis sphere ability can be augmented to affect multiple created objects, if they were created since the start of your turn. Use the shorter of the two effects’ durations, ending both when it expires. You can use this (dual sphere) talent even if your create effect has a spell point cost of 1 or higher.
Hypnotic Darkness (dual sphere, Dark, Mind)
Creatures inside the area of your darkness are imposed with disadvantage on saving throws made against the charm, frightened, and unconscious conditions, as well as any effect that causes confusion such as the confusion spell. This counts as a negative effect from your darkness for the purpose of interacting with the Clearsight (meld) talent.
Life-Saving Evacuation (dual sphere, Life, Warp)
Whenever you use a teleport, you can before the end of your turn cast a cure, restore, or invigorate as a bonus action. You can use this (dual sphere) talent even if your teleport effect has a spell point cost of 1 or higher.
Luminous Aegis (dual sphere, Light, Protection)
As a bonus action, you can make an ally glow if they are bearing an aegis you created. You must use a separate action to brighten them. The glow ends when the aegis ends. You can use this (dual sphere) talent even if you just cast the aegis on your ally that turn, and the aegis has a spell point cost of 1 or higher.
Luminous Flame (dual sphere, Light, Nature (fire geomancy; Create Nature))
Whenever you use Create Nature to create a fire, you can also cause the fire to glow. You can treat a geomancy ability targeting such a fire and a brighten targeting such a glow as a single effect for the purpose of concentration. Use the shorter of the two effects’ durations, ending both when it expires.
Might of the Grave (dual sphere, Death, Enhancement)
When you use reanimate to create an undead with a basic (undead) talent, you can apply an enhance to the created creature as a bonus action before the end of your turn. The enhance and reanimate count as a single effect for the purpose of concentration. Use the shorter of the two effects’ durations, ending both when it expires. The bonus action enhance casting can be augmented to affect multiple reanimated creatures with the Mass (metasphere) talent from the Universal sphere, if they were created since the start of your turn. You can use this (dual sphere) talent even if your reanimate effect has a spell point cost of 1 or higher.
Misleading Teleport (dual sphere, Illusion, Warp)
Augment 1 sp: Whenever you use a teleport, you can use an Illusion sphere talent or ability (usually Obscure (glamer) or creating a figment) as a reaction. You can choose when using this (dual sphere) talent to have your Illusion ability and teleport to take effect simultaneously.
One-Way Window (dual sphere, Dark, Light)
When you create an area of darkness, before the end of your turn you can cast a glow or lens on another creature as a bonus action. Both the darkness and Light sphere ability count as a single effect for the purpose of concentration. Creatures under the effects of the Light sphere ability do not have their senses (including vision) impaired by the area of darkness. You can use this (dual sphere) talent even if your darkness effect has a spell point cost of 1 or higher.
Precogniscient Protection (dual sphere, Divination, Protection)
When you grant a creature a sense, you can grant it an aegis as a bonus action before the end of your turn. Both sphere abilities count as a single effect for the purpose of concentration, dismissing, and dispelling. Use the shorter of the two effects’ durations, ending both when it expires. You can use this (dual sphere) talent even if your sense effect has a spell point cost of 1 or higher.
Seeking Blast (dual sphere, Destruction, Divination)
When you use a destructive blast, you ignore any bonuses to AC or Dexterity saving throws affected targets may have from half cover (+2 AC, Dexterity saves) and three-quarter cover (+5 AC, Dexterity saves).
Shadow Cage (dual sphere, Dark, Protection)
When you create a ward, you can cast darkness targeting the same area as a bonus action. The darkness affects only the area of the ward. You can apply (darkness) talents to this darkness as normal. The darkness and ward count as a single effect for the purpose of concentration. Use the shorter of the two effects’ durations, ending both when it expires. You can use this (dual sphere) talent even if your ward effect has a spell point cost of 1 or higher.
Stack The Deck (dual sphere, Divination, Fate)
Whenever you use divine as an action, you can before the end of your turn cast a consecration, motif, or word as a bonus action. You can use this (dual sphere) talent even if your divine effect has a spell point cost of 1 or higher.
Stasis Storage (dual sphere, Time, Warp (Extradimensional Storage))
By spending one minute in concentration, you can lock away part of your extradimensional storage, sending it beyond time and placing its contents in stasis. This renders the selected contents inaccessible until you spend another minute unlocking it, but while they are locked the contents do not suffer wear from age or from effects such as rust or rot while stored in this way, and time spent in the space does not count against the duration of abilities such as (enhance) talents, or time limits such as the time limit reviving a dead creature.
Swift Demise (dual sphere, Death, Time)
When you use reanimate to create an undead with a basic (undead) talent, you can apply an alter time effect that targets a creature to the created creature as a bonus action before the end of your turn. The alter time and reanimate count as a single effect for the purpose of concentration. Use the shorter of the two effects’ durations, ending both when it expires. The bonus action alter time casting can be augmented to affect multiple reanimated creatures with the Mass (metasphere) talent from the Universal sphere, if they were created since the start of your turn. You can use this (dual sphere) talent even if your reanimate effect has a spell point cost of 1 or higher.
Sylvan Necromancy (dual sphere, Death, Nature (plant geomancy))
You can use inanimate bones and corpses, instead of plants, to fulfill any additional prerequisites for plant geomancy talents and abilities.
Your ghost strike talents and abilities that normally only affect undead can also affect plant creatures.
You can target dead plantlife to fulfill the target prerequisites for any reanimate you cast to create a corporeal undead with a basic (undead) talent. The state of the vegetation determines what types of undead you can reanimate; Barren dead branches could be reanimated as skeletons, rotting branches could be reanimated as zombies, while freshly chopped shrubbery could be reanimated as ghouls, etc. Mere limbing and bucking of wood generally doesn’t disqualify the vegetation as being a valid target for reanimate, but wood that has been made into proper lumber beams is not. The GM has the final say on what vegetation is and is not a valid target for reanimate, as well as what base creature is used when determining their CR and statistics; for example a topiary elk may use the base statistics of an elk, whereas a shambling wooden humanoid may use the base statistics of a thug.
Additionally, your reanimate ability gains the following augment:
Augment 1 sp: Whenever you use reanimate to create a corporeal undead with a basic (undead) talent, you can infuse it with spores and plantlife. The reanimated creature loses the undead creature type and gains the plant creature type.
Transform Object (dual sphere, Alteration, Enhancement (Animate Object))
When you use Animate Object from the Enhancement sphere, you can apply a shapeshift to the target as a bonus action before the end of your turn. The enhance and shapeshift count as a single effect for the purpose of concentration. Use the shorter of the two effects’ durations, ending both when it expires. The bonus action shapeshift casting can be augmented to affect multiple targets with the Mass (metasphere) talent from the Universal sphere, if they were enhanced since the start of your turn. You can use this (dual sphere) talent even though your enhance effect has a spell point cost of 1 or higher.
Twilight Adept (dual sphere, Dark, Light)
Areas of darkness that you or your allies create can coexist inside areas of magical light effects that you or your allies create; both casters must agree to let their effects coexist for this talent to function. In areas where a darkness and magical light effect created by allies overlap, the area becomes dim light, while still providing additional effects as if it were an area of darkness or bright light, as applicable.
Twisted Reanimation (dual sphere, Alteration, Death)
When you use reanimate to create an undead with a basic (undead) talent, you can apply a shapeshift to the created creature as a bonus action before the end of your turn. The reanimate and shapeshift count as a single effect for the purpose of concentration. Use the shorter of the two effects’ durations, ending both when it expires. The bonus action shapeshift casting can be augmented to affect multiple reanimated creatures with the Mass (metasphere) talent from the Universal sphere, if they were created since the start of your turn. You can use this (dual sphere) talent even if your reanimate effect has a spell point cost of 1 or higher.
Vudu (dual sphere, Death, Illusion (Illusionary Disguise))
You can grant your reanimated undead the benefits of the Illusionary Disguise talent, appearing as they did when they were alive. You do not need to know what the creature looked like when it was alive to gain this benefit.
Warded Bones (dual sphere, Death, Protection)
When you use reanimate to create an undead with a basic (undead) talent, you can apply an aegis to the created creature as a bonus action before the end of your turn. The aegis and reanimate count as a single effect for the purpose of concentration.
Use the shorter of the two effects’ durations, ending both when it expires. The bonus action aegis casting can be augmented to affect multiple reanimated creatures with the Mass (metasphere) talent from the Universal sphere, if they were created since the start of your turn. You can use this (dual sphere) talent even if your reanimate effect has a spell point cost of 1 or higher.
Manabond Talents
Control Resistance (manabond)
The target loses or gains resistance against one type of damage for 1 round. The number of resistances that the target loses or gains increases by 1 at 5th level (2 resistances), 11th level (3 resistances), and 17th level (4 resistances).
Expunge (manabond)
The target makes a spellcasting ability check against your sphere DC. On a failed check, the creature loses 1 spell point or spell slot from the lowest spell level available. Spell slots and spell points lost through Expunge can be regained as normal with long or short rests. The number of spell slots or spell points lost increases by 1 at 5th level (2 spell points or slots), 11th level (3 spell points or slots), and 17th level (4 spell points or slots).
Flow (manabond)
Once during the round, you or a willing target can transfer magical energy to the other, sacrificing either spell points or spell slots. The sacrificing creature can sacrifice 1 spell point or spell slot to grant the other creature an equal number of spell points or spell slots. Granted spell slots cannot exceed the creature’s normal maximum, and cannot restore spell slots of a level higher than half the sacrificing creature’s proficiency bonus. Granted spell points are temporary, do not stack with themselves (or from other instances of Flow), and last for up to 1 minute or until used, whichever comes first. The number of spell points or spell slots that a creature can sacrifice increases by 1 at 5th level (2 spell points or slots), 11th level (3 spell points or slots), and 17th level (4 spell points or slots).
Incompetence (manabond)
The target of your manabond must successfully make a Charisma saving throw or be inflicted with a casting tradition general drawback of your choice upon the target for 1 round. The target does not gain bonus spell points from possessing these drawbacks. The number of general drawbacks inflicted on a failed saving throw increases by 1 at 5th level (2 drawbacks), 11th level (3 drawbacks), and 17th level (4 drawbacks).
Knowledge (manabond)
For 1 round, you can choose a single cantrip, magic sphere, or magic talent you possess and grant it to the target. The target can use this granted ability as if they possessed it themselves, using their own proficiency bonus and key ability modifiers. The target must pay any spell point costs as normal. If you attempt to grant a talent to a target that does not possess the base sphere, or that already knows the talent, this effect fails.
Lifeburn (manabond)
Anytime during the next round that the target casts a spell or sphere ability, they must successfully make a Charisma saving throw or take 1d10 force damage. This damage increases by 1d10 at 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Misdirection (manabond)
For 1 round, anytime you or the target becomes the target of a hostile or non-harmless spell or sphere ability, you can as a reaction redirect the effect to the other creature. If the other creature is unwilling, a successful Charisma saving throw negates having the effect redirected.
Presence (manabond)
You can reveal the location and presence of the target to all creatures within manabond range, allowing them to be automatically seen and heard for 1 round. Presence functions even if they would normally be invisible, ethereal, or using the Hide action. Ethereal creatures appear ghostly and translucent.
Soulmate (manabond)
For 1 round, anytime you or the target becomes the target of a harmless spell or sphere ability, you can as a reaction copy it and have also applied to the other creature. If the other creature is unwilling, a successful Charisma saving throw negates having the effect applied.
Tethered (manabond)
You can apply this (manabond) talent as a bonus action. There is now a very real and physical cord that connects you and your target for 1 round. These physical bonds are tough, durable chains made of raw energy that inhibit movement, including teleportation. During that round, you and the target cannot move further than the maximum range for the manabond without either destroying the tether (hit points equal to 3 times your level + 5, AC 10), or by successfully making a Strength (athletics) check made against your Mana sphere DC. Destroying the tether does not end the manabond, but does cause it to lose its physicality, removing any effects granted by this talent. While tethered, both you and the target are unable to teleport outside the manabond range unless they successfully teleport the other as well.
Metasphere Talents
Extended (metasphere)
You can augment the maximum duration of your magic sphere abilities. These augments cannot benefit a magic sphere ability with a duration of instantaneous, greater than 24 hours, or less than 1 minute, nor can it increase the maximum duration of your magic sphere abilities beyond 24 hours.
Augment 1 sp: The maximum duration of your magic sphere abilities increases by 1 step.
Augment 2 sp: The maximum duration of your magic sphere abilities increases by 2 steps.
Augment 3 sp: The maximum duration of your magic sphere abilities increases by 3 steps.
Augment 4 sp: The maximum duration of your magic sphere abilities increases by 4 steps.
Initial Duration | Concluding Duration |
---|---|
1 minute | 10 minutes |
10 minutes | 30 minutes |
30 minutes | 1 hour |
1 hour | 4 hours |
4 hours | 8 hours |
8 hours | 12 hours |
12 hours | 24 hours |
Glyph (metasphere)
Augment 1 sp: You bind a magic sphere effect onto an unoccupied 5-foot cube within range creating a glyph for 1 hour or until triggered. The augmented sphere effect must target a creature or area and have a casting time of no longer than 1 action. Any creature who enters the space activates the effect; if it is normally a targeted ability, the creature is immediately affected by that ability, though they are allowed a saving throw as normal, if appropriate. If the effect normally creates an area effect, the cube itself is used as the center of that effect (even if it would normally be centered on the caster) and all creatures within the area are immediately affected by the ability, making saving throws as normal if appropriate.
Any bound magic sphere effect with a duration longer than instantaneous lasts for 1 minute, regardless of its normal duration, though you can dismiss it on your turn with no action required.
You can only have 1 active glyph at a time; placing a second glyph dismisses the first; However, you can select this talent multiple times, increasing the number of glyphs you can have active at once by 1 each time you do so.
Augment 1 sp: Your glyph binds a magic sphere effect onto an unoccupied 10-foot cube, increasing in size at 5th level (15-foot cube), 11th level (20-foot cube), and 17th level (25-foot cube).
Augment 2 sp: Your glyph lasts for 24 hours or until triggered.
Augment 4 sp: Your glyph lasts indefinitely, until triggered, or dispelled. Your maximum spell point total is reduced by the number of spell points spent creating the glyph; this reduction goes away when the glyph is triggered or dispelled, though the spell points are not regained until such a time as you would normally regain them.
Heightened (metasphere)
Augment 0 sp: You can add half your proficiency bonus when determining the sphere effect’s effective spell level or effective number of spell points it costs for purposes such as overcoming dispels and targeting creatures with immunities to magic.
Lingering (metasphere)
If you lose concentration on a magic sphere effect, the effect continues to linger for a number of rounds equal to your proficiency bonus. You can only have one lingering sphere effect at a time; producing a second lingering sphere effect causes the first to end. Lingering (metasphere) has no effect on a magic sphere effect with a duration other than concentration (including sphere effects which have been augmented to persist without concentration).
Mass (metasphere)
You can increase the number of targets that your sphere effects can affect per casting. This can only be applied to a magic sphere ability that targets a single creature or object. This cannot be used on a magic sphere ability that targets an area and each target of the magic sphere effect must be within range.
Augmenting a magic sphere effect with Mass (metasphere) doesn’t change or remove other limitations on the sphere effect (such as the maximum size for the Telekinesis or Creation spheres), and all affected targets must have a combined size smaller than this limitation. If you use the Mass talent to make multiple attacks (such as using the augments below with Telekinesis’s projectile power, or dropping multiple objects with the Creation sphere), you still cannot make more than one attack, which increases by 1 at 5th level (2 attacks), 11th (3 attacks) and 17th levels (4 attacks).
Only one of the following augments may be used to apply the effects of the Mass (metasphere) talent to a single sphere effect.
Augment 1 sp: You can decrease the duration of a magic sphere ability with a duration of at least 10 minutes (but no greater than 24 hours) by 2 steps to increase the number of targets by your proficiency bonus. This counts as a single effect for the purpose of concentration, as well as for talents or abilities that allow them to be dismissed or expended for additional effects (such as motif and succor effects); however, when dismissed or expended, they would affect all valid targets.
Initial Duration | Concluding Duration |
---|---|
24 hours | 8 hours |
12 hours | 4 hours |
8 hours | 1 hour |
4 hours | 30 minutes |
1 hour | 10 minutes |
30 minutes | 1 minute |
10 minutes | 1 round |
Augment 2 sp: You can increase the number of targets of a magic sphere ability with a duration of instantaneous by your proficiency bonus, but the targets must all be willing.
Augment 3 sp: You can increase the number of targets of a magic sphere ability with a duration of instantaneous by your proficiency bonus.
Opportunistic (metasphere)
Augment 1 sp: When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a sphere effect at the creature, rather than making an opportunity attack. The sphere effect must have a casting time of 1 action or 1 bonus action and must target only that creature. You can only apply this augment once until the start of your next turn.
Quicken (metasphere)
Augment 1 sp: When you target only yourself or an object you are attending (holding, wearing, or wielding) with a magic sphere effect, you can reduce the casting time of a magic sphere ability from an action to a bonus action.
Augment 2 sp: You can use the Quicken (metasphere) talent augment when targeting any single willing creature, not just yourself.
Reminder: Bonus Action Casting Time
Some sphere effects have a casting time of a bonus action. Just as with spells, after using a magic sphere effect with a casting time of a bonus action, you can’t use another spell or magic sphere effect during the same turn, except for a Cantrip or a sphere effect with a final spell point cost of 0 sp and a casting time of 1 action.
Reaching (metasphere)
The range of your magic sphere abilities increases by 1 step. You can take this talent up to three times, its effects stack. When you increase the range of a magic sphere ability with an initial range of Self, the target of your ability must be a willing target. Sphere effects whose range increases as you gain levels have their level-based range increases applied after the concluding range.
Wiki Note: You can still use a shorter range if you prefer, assuming the ability could normally be cast at that shorter range. For example, if a sphere ability normally has a range of Self and the range is currently 60 feet because you took this talent repeatedly, you can still target yourself with it.
Initial Range | Concluding Range |
---|---|
Self | Touch |
Touch | 30 feet |
30 feet | 60 feet |
60 feet | 120 feet |
120 feet | 300 feet |
300 feet | 600 feet |
Augment 1 sp: Double the range of your spherecasting ability. Doubling the range of a sphere effect with a range of touch allows you to target creatures an additional 5 feet away.
Striking (metasphere)
Augment 1 sp: When using a magic sphere effect that targets a single creature or object and is cast as an action, you can deliver the effect through a single weapon attack, which replaces any spell attack (if any) required by that effect. Any creature or object damaged by the attack is also subjected to the sphere effect. All limitations of the effect must otherwise be met, including spell point cost and range.
Widen (metasphere)
Augment 1 sp: When using a magic sphere effect that targets an area, double the area of effect (a 5-foot radius becomes a 10-foot radius, a 30-foot cone becomes a 60-foot cone, etc.).
Wild Magic Talents
Blood Dampening (wild magic)
When you trigger a wild magic event (but not a major event), you can choose to negate the event by reducing your hit point maximum by 1 per level. This reduction can only be removed by completing a long rest. This decision must be made before the roll is made on the wild magic table. If you possess at least 4 wild magic talents, you can use this ability on a major event (see Variant Rules) by reducing your hit point maximum by 2 per level.
Careful Caster (wild magic)
You can spend an action or a bonus action to reduce the wild magic chance of the next sphere effect you cast before the start of your next turn by 25%. This ability does not stack with itself. This reduction increases by 5% per additional wild magic talent you possess, to a maximum reduction of 50%.
Chaotic Counter (wild magic)
Prerequisites: Counterspell or the ability to cast dispel magic.
When you successfully end a spell or sphere effect using Counterspell or dispel magic, the caster suffers a 50% increase in wild magic chance until the end of its next turn. This penalty increases by 10% per wild magic talent you possess, to a maximum of 100%. The affected caster is not aware of this increase.
Curse of Chaos (wild magic)
As a bonus action, you can spend a spell point to charge your next attack with disruptive energies. The next creature you deal damage to with a weapon attack before the start of your next turn increases its wild magic chance by 100% for a number of rounds equal to your key ability modifier (minimum 1). Affected creatures are unaware of this penalty.
Energy Shift (wild magic)
When casting a destructive blast or an evocation spell that deals damage, you can increase your wild magic chance for that destructive blast or spell by 50% to change its damage type to one of the following types: acid, bludgeoning, cold, fire, lightning, piercing, or slashing. You can instead increase your wild magic chance by 100% to change the damage type to force, necrotic, poison, psychic, or radiant.
Greater Chaos Aura (wild magic)
You learn new and exciting ways to augment your chaos aura.
Augment 1 sp: You can choose to exclude any number of creatures that you can see from the effect.
Augment 1 sp: You can target another creature within 30 feet instead of yourself. That creature emits the chaos aura instead of yourself. A successful Charisma saving throw negates the effect, and the target can make a new saving throw at the end of each of their turns to end it early.
Augment 1 sp: The wild magic chance increases to 100%.
Inspired Surge (wild magic)
Casting Time: 1 bonus action
Range: Self
Duration: 1 minute
Target: Personal
Cost: 0 sp
You can grant yourself an additional magical talent from a magic sphere you possess; you must meet any prerequisites that the talent possesses. You increase the wild magic chance by 100% any time you use the granted magic talent, either by casting a sphere ability granted by the talent, or applying the talent’s effects to another magic sphere effect you cast. You retain knowledge of this talent for the duration or until you cast Inspired Surge again, whichever is shorter. You can cast Inspired Surge twice. You regain expended uses when you finish a short or long rest.
Manipulate Result (wild magic)
When you trigger a wild magic event (but not a major event), you can spend a reaction to roll twice and choose which result to take. You can use this talent a number of times equal to the number of wild magic talents you possess. Completing a long rest restores all of these uses.
Overpower Resistance (wild magic)
Augment 1 sp: When casting a sphere effect, you can increase your wild magic chance for that effect by 100% to impose disadvantage on saving throws against that effect.
Shift Cost (wild magic)
You can reduce the spell point cost of and the maximum number of spell points you can spend on an ability or sphere effect by 1 spell point, to a minimum of 1 spell point cost. Increase your wild magic chance by 50% for that ability or effect.
At character level 10, you can double both the reduction and wild magic chance increase.
Shift Effect (wild magic)
When you trigger a wild magic event (but not a major event), you can spend a spell point as a reaction after the result is revealed to roll 1d20. On a result of 1-10, subtract the result from the result of your wild magic roll and take the new result, even if it is worse. On a result of 11-20, subtract ten from your roll, then add that number to your wild magic result, taking the new result even if it is worse. If you possess at least 6 wild magic talents, you can use this ability when triggering a major event (if the major event rules are being used).
Other Talents
Counterspell
Prerequisites: Dispel or mana package.
Augment 2 sp: As a reaction that can be taken when a creature within range that you can see is casting a spell or sphere effect, you can either attempt a Dispel to disrupt that casting, or create a Manabond with that creature.
Mystic Focus
Prerequisites: Ability to gain martial focus (see Spheres of Might).
Whenever you use a magical sphere effect as an action, you can spend 1 spell point as a bonus action to regain martial focus.
Universal Package
Choose and gain a universal package you do not already possess. You can select this talent multiple times, gaining a new package each time.
Universal Advanced Talents
Contingency (metasphere)
Prerequisites: Universal sphere, 11th level or higher.
Augment 1 sp: You can increase the casting time of a magic sphere ability by 3 steps to create a contingent sphere effect that lasts 1 week. This cannot be used on a magic sphere ability that cannot target you, or with a casting time of 1 reaction or 1 minute or greater.
Describe a circumstance, that causes the contingent sphere effect to trigger. For example, augmenting an Energy Resistance (aegis) with the Contingency (metasphere) talent might stipulate that the Energy Resistance (aegis) comes into effect when you take elemental damage.
The contingent sphere effect takes effect immediately after the circumstance is met for the first time, whether or not you want it to.
The contingent sphere effect takes effect only on you, even if it can normally target others. You can only have one contingent sphere effect at a time. If you augment another sphere effect with Contingency (metasphere), the previous contingent sphere effect ends.
Initial Casting Time | Concluding Casting Time |
---|---|
1 bonus action | 1 minute |
1 action | 10 minutes |
1 action and 1 bonus action1 | 1 hour |
1: This casting time usually only occurs with casting traditions with the Extended Casting drawback.
Extreme Duration
Prerequisites: Universal sphere (Extended (metasphere)), 5th level or higher.
You can decrease the spell point cost of the Extended (metasphere) talent augments by 1 spell point (minimum 0). You can take this advanced talent up to two times, its effects stack; each time it decreases the spell point cost of the talent augment by 1 spell point (minimum 0).
Extreme Opportunistic
Prerequisites: Universal sphere (Opportunistic (metasphere)), 5th level or higher.
You can decrease the spell point cost of the Opportunistic (metasphere) talent augment by 1 spell point (minimum 0).
Extreme Reach
Prerequisites: Universal sphere (Reaching (metasphere) (3)), 5th level or higher.
You can increase the range of your magic sphere abilities by 1 step, as if you had taken the Reaching (metasphere) talent an additional time. You can take this advanced talent up to two times; its effects stack. If the initial range of your magic sphere ability is 600 or 1,000 feet, use the table below to calculate the concluding range.
Initial Range | Concluding Range |
---|---|
600 feet | 1,000 feet |
1,000 feet | 2,000 feet |
Extreme Striking
Prerequisites: Universal sphere (Striking (metasphere)), 5th level or higher.
You can decrease the spell point cost of the Striking (metasphere) talent augment by 1 spell point (minimum 0).
Spheres of Power by Drop Dead Studios | ||||
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Using Spheres of Power | ||||
Classes | ||||
Elementalist | Incanter | Mageknight | Prodigy | Soul Weaver |
Spheres | ||||
Alteration | Conjuration | Creation | Dark | Death |
Destruction | Divination | Enhancement | Fate | Illusion |
Life | Light | Mind | Nature | Protection |
Telekinesis | Time | Universal | Warp | Weather |
Other Rules | ||||
Casting Traditions | Conditions | Feats | Magic Items | Wild Magic |
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