Spheres of Power

Power Princess (Magical Girl Archetype) (SM—)

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Baron’s Otherworldly Citadel
$4.99

Magical powers have long drawn power from cosmic spheres, but power princesses take this relationship further by shaping their magical techniques around these spheres. Moving beyond direct destructive strikes, power princesses channel their love and passion into a variety of tremendous effects.

Trade Tradition

If this is the character’s first level, they choose a trade tradition. Their trade rank is adroit. If this is not the character’s first level, they instead choose one trade talent from the Vocation sphere as a bonus talent. This replaces the magical girl’s normal class skills.

Proficiencies

Power princesses are proficient with simple weapons, as well as light armor and bucklers. In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice. This alters proficiencies.

Blended Training

A power princess gains a combat, magic, or skill talent (some of which are required to be utility talents) using the journeyman talent progression (or the virtuoso talent progressionSoG, if the power princess replaces the bonus feats class features). A power princess’ casting ability modifier determines her operative and practitioner modifiers.

Casting

The power princess may combine spheres and talents to create magical effects. The power princess is considered a Mid-Caster. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)

This replaces the cantrips and spells class features.

Spell Pool

The power princess gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his class level + his Intelligence modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest.

Internal Casting

From 1st level on, a power princess may activate any magic sphere ability which normally requires a standard action to cast as a move action, though she may only target herself with sphere effects cast in this manner. The power princess may use this ability once per day for each class level she possesses. A power princess of at least 8th level gains a +2 bonus to her MSB until the start of her next turn whenever she uses this ability. At 14th level, the bonus to MSB when using this ability increases to +4.

This replaces the spell combat, improved spell combat, and greater spell combat class features.

Signature Sphere (Su)

At 1st level, the power princess selects a single magic sphere she possesses. While transformed, the power princess uses her class level as her caster level in that sphere and may spend tension to improve effects from her chosen magic sphere as if they were her finishing move.

This replaces motif and finishing move

Magical Girl Powers

The following magical girl powers behave differently when taken by a power princess

Arcane Tension: The power princess may, as a swift action, spend a spell point to gain a point of tension plus an additional point of tension for every 4 power princess levels she possesses.

Potent Arcanum: While transformed, the power princess adds 1 to the save DC of her magic sphere effects from spheres other than her signature sphere. At 12th level and every 6 levels thereafter the power princess adds an additional 1 to the save DC of these effects. A power princess must be at least 6th level to select this power.

Selective Recall: While transformed, the power princess may choose to expend 3 rounds of transformation in place of a spell point. Spells cast in this manner have an action type one step greater than normal, (swift action spells become standard actions, standard action spells become full round actions, ect).

Signature Spell: The power princess selects an additional magic sphere. She may spend tension to improve magic sphere effects with the chosen sphere as if it were her signature sphere. This power may be selected multiple times.

Spellstrike: Whenever a power princess uses a standard action to activate any magic sphere ability that requires a touch attack, she can deliver the spell through any weapon she is wielding (including ranged weapons). Instead of making a touch attack to deliver the effect, a power princess can make one free attack with her weapon (at her highest base attack bonus) as part of activating this ability; this attack is treated as an attack action. If successful, this attack deals its normal damage as well as the effects of the magic sphere ability. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon special ability or similar effects), but the sphere effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.



Spheres of Power by Drop Dead Studios
Using Spheres of Power
Classes
Armorist Elementalist Eliciter Fey Adept
Hedgewitch Incanter Mageknight Shifter
Soul Weaver Symbiat Thaumaturge Wraith
Prestige Classes
Bokor Forest Lord Magemage Realmwalker
Tempestarii Waking Sleeper
Spheres
Alteration Blood Conjuration Creation
Dark Death Destruction Divination
Enhancement Fallen Fey Fate Illusion
Life Light Mana Mind
Nature Protection Telekinesis Time
War Warp Weather
Other Spheres
Bear Technomancy
Rules
About Advanced Magic Advanced Talents Alternate Racial Traits Casting Traditions
Incantations Magical Items Mythic Spheres Rituals
Spellcrafting Traits Wild Magic Sphere Bestiary
Equipment
Weapons Armor Equipment Special Materials
Alchemical Items Apparatuses (Metamagic) Charms Compounds
Fabled Items Implements Marvelous Items Schematics
Scrolls Spell Engines Spellzones Talent Crystals
Feats
Admixture Anathema Aristeia Champion
Chance Channeling Combat Companion
Counterspell Damnation Drawback Extra
General Item Creation Metamagic Necrosis
Plague Protokinesis Proxy Purring
Racial Ritual Squadron Surreal
Teamwork Theurge Wild Magic
Get Ultimate Spheres of Power Get the Original RulebookU
Get Expanded OptionsU Get Expanded Options 2
Alteration HandbookU Conjuration HandbookU Creation HandbookU Dark HandbookU
Death HandbookU Destruction HandbookU Divination HandbookU Enhancement HandbookU
Fate HandbookU Illusion HandbookU Life HandbookU Light HandbookU
Mind HandbookU Nature HandbookU Protection HandbookU Telekinesis HandbookU
Time HandbookU War HandbookU Warp HandbookU Weather HandbookU
Spheres Apocrypha
Apex Shifter Casting Traditions Casting Traditions 2 Cognition Talents
Cohorts and Companions Dark ApocryphaU Debilitating Talents 2 Destruction ApocryphaU
Light ApocryphaU Nature (Air) PackageU Nature (Earth) ApocryphaU Nature (Fire) ApocryphaU
Nature (M/P/W) ApocryphaU Nature (Spirit) ApocryphaU Protokinesis ApocryphaU Sidhe Court
Other Spheres Products
Archetypes of PowerU Archetypes of Power 2 The Bear Sphere The Blood SphereU
Blood and Portents Compounds of Power The Conqueror's Handbook The Fallen Fey SphereU
Initiate's Handbook Items of PowerU The Jester's Handbook Mythic Spheres of Power
The Technomancy Sphere Treasures of the Spheres Treasures: Weapons and Tools The Wraith ClassU
Wild Magic Woodfaring Adventures Worlds of Power The Youxia's Handbook
Bestiary: Fey and Feyfolk The High Magic Handbook Realmwalker's Handbook Bestiary: Fiends of the Cosmos
Adventures
Wreckage to Deliverance Wreckage to Deliverance Player's Guide

U: Part of Ultimate Spheres of Power and does not need to be bought separately from that book