Spheres of Power

Sphere Vizier

spheres-of-akasha.jpg
Spheres of Akasha
$9.95

Casting

The sphere vizier may combine spheres and talents to create magical effects. The sphere vizier is considered a High-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 vizier’s veilweaver, essence pool, and improved essence capacity class features.

Spell Pool

The sphere vizier gains a small reservoir of energy they can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to their level + their casting ability modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.

Magic Talents

A sphere vizier gains 1 magic talent every time they gain a caster level. This does not stack with caster levels gained from other sources.

Veilweaver

At 1st level, the sphere vizier gains the Veilweaving sphere and the Vizier’s Tradition advanced talent as bonus talents. If they already have either of these talents, they may select a Veilweaving talent of their choice to replace either duplicate. The sphere vizier does not learn a veil of their choice when gaining the Veilweaving sphere in this way. If they had already learned a veil from taking the Veilweaving sphere before taking this class, they lose knowledge of that veil if that veil is not part of their Tradition.

Adorned in Veils

At 1st level, the sphere vizier can use their Veilweaving sphere to shape an additional veil each day. They can shape an additional two veils in this way at 10th level, and an additional three veils in this way at 20th level.

Akashic Weaponry

At 1st level, whenever a sphere vizier uses a weapon-like veil or weapon created by a veil with the Enhanced tag (see optional rules), they may use their class level in place of their base attack bonus granted by their vizier levels when determining their attack bonus with that weapon, their CMB when using that weapon as part of a maneuver, and the number of attacks they may make as part of a full attack with that weapon. This increase in effective attack bonus can be used to meet the requirements for feats and can be used to determine the effectiveness of feats that having a scaling effect based off of base attack bonus (such as Power Attack), but those feats only affect your weapons created by an Enhanced veil until you meet the normal base attack bonus requirements for said feats. This effective base attack bonus increase does not apply to any other effects, such as when determining the effectiveness of Combat spheres.

Eldritch Insight

The sphere vizier has used intense study and natural cunning to develop a unique connection to the flow of mystical energies through themselves and through the world around them. The sphere vizier gains the ability to invest their essence into any wand, staff, spell engine, or wondrous item that normally uses charges or spell points; the normal limitations for essence capacity apply. The sphere vizier chooses how much essence to invest at the start of the day when they shape their veils, and essence distributed to magical items in this way cannot be redistributed for 24 hours. The item gains a number of additional charges or spell points equal to the amount of essence invested; these charges or spell points dissipate if not used within 24 hours and cannot be used to activate spells of 8th level or higher, sphere effects of caster level 15 or higher, or advanced talents that have a prerequisite of caster level 15 or higher. The vizier is considered to meet all qualifications for use of an item they invest essence into and never needs to make a Use Magic Device check to activate an item they currently have invested essence into.

This ability modifies the vizier’s eldritch insight ability. A sphere vizier may still take other archetypes that modify or remove their eldritch insight ability.


City of 7 Seraphs by Lost Spheres Publishing
Classes
Aegis Aethernaut Echo
Eclipse Nexus Radiant
Shadow Weaver Sphereshaper Theurge
Races
Ceptu Judow Mirrorkin Rhyzala Shadow Fey Veryx
Xodai
Luminous Organizations
Ashlords Children of Dreams Everlasting Dawn Foreseers House of Prominence Steamstriders
Neutral Organizations
Cocoon Pact Descendants of Thunder
Umbral Organizations
Blackswords Booksealers Church of Coin Frozen Graves Hands of Burden Scarlet Sovereignty
Get The City of 7 Seraphs
Get Spheres of Akasha
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