House Rules: Spheres of Power

Spherecasting


Spell Points

As the spherecasting recharge rules are used, spherecaster spell point pool is divided by 4 from the original Spheres of Power rules. Abilities that allow you to regain spell points (temporary or permanent) instead must regain four spell points in order for you to regain one point in total. Points towards a gained or regained spell point are known as charges. Charges do not expire - for example, if you gain three charges towards a recharged spell point one day, you could wait a week, a month, or even a century before getting the last charge, even if the spell point itself is temporary and only lasts a short time once gained. You gain or regain a spell point immediately upon getting four charges, at which point the count resets. Any overflow is applied to the new count, repeated as necessary.

Casting Traditions


Drawbacks

All spherecasters must take at least 3 general drawbacks upon gaining their first magic talent if their casting tradition imposes less than that number or they do not have a tradition at all.

You must use your drawbacks to either gain a boon (requires two drawbacks), treat the recharge time of two spheres as two Spherecaster Levels lower, or treat the recharge time of one sphere as four SCL lower. If you have one remaining drawback that cannot be used for any of the previous options, you gain +1 bonus spell point, plus 1 for every 6 MSB.

Somatic Casting

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. Alternatively, you can choose to wear either light or medium armor but cannot use a shield without incurring a chance of arcane spell failure. Once chosen, you can cannot change your choice.

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.

Arcane spell failure applies regardless of your magic type. Arcane spell failure is ignored if you are proficient with that armor or shield.

Magic Type

Upon choosing a tradition, select one of the following to determine you magic talent type: arcane, bardic, blood, divine, nature, occult, prana, psionic/psychic.

Rules


Magic Spheres


Spherecasters


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