Sphere Wilder
Casting
The sphere wilder may combine spheres and talents to create magical effects. The sphere wilder is considered a High-Caster. (Note: All casters gain 2 bonus talents and a casting tradition the first time they gain the casting class feature.)
This replaces the powers and talents class features.
Spell Points
The sphere wilder 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 level + her casting ability modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest.
Wild Surge
The sphere wilder’s wild surge applies as a bonus to their caster level rather than their manifester level, though it cannot provide spell points in the same way that a normal wilder’s wild surge can provide power points. Wild surge cannot be used in conjunction with similar class abilities such as a thaumaturge’s forbidden lore and can only be used with effects on which the sphere wilder spends at least one spell point. Wild surges that do not increase the manifester level, such as efficient surge, cannot be used with this archetype.
This modifies wild surge.
Psychic Enervation
Whenever a sphere wilder’s psychic enervation would cause them to lose power points, the sphere wilder instead loses 1 spell point for each point of bonus granted by their wild surge.
This modifies psychic enervation.
U: Part of Ultimate Spheres of Power and does not need to be bought separately from that book