Spheres of Power

Trial Talents

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[trial] drawbacks and talents are built on a framework of real-life tasks that a player can be expected to complete in order to gain their benefits. The specifics regarding time, repeat attempts, and level of detail are generally left ambiguous when it comes to [trial] options, as they should be adaptable to the knowledge level, age, and general comfort of the players.
Trial options are only available at GM discretion.

Casting Tradition Options

Charged Spells

If you have the Charged Spells drawback, you may apply one or both of the following additional conditions. Each condition counts as one additional drawback.
Recitation Magic: [trial] Your magic is tied to the player’s ability to understand and recite a certain phrase. When you prepare a charge, create a specific phrase with a length of at least 10 different words per spell point spent on the effect. In order to create the charge’s sphere effect, the caster’s player must recite the corresponding phrase from memory (either spoken, in sign language, or in another form at GM discretion). If the recitation is incorrect, the action is wasted but the charge is not expended.

Combat and Skill Talents

Artifice Sphere Exceptional Talents

Root-Cause Analysis [utility] [trial]

Prerequisites: Artifice Sphere

Whenever you spend skill leverage on an Artistry, Craft, Disable Device, Profession, Spellcraft, or Use Magic Device check (including as part of using a skill talent which requires one of these checks), you may have the GM present a hypothetical technological problem or error (ideally somehow related to what your character is doing). If you (as the player) provide a sufficiently sound plan for addressing and fixing the problem, you (as the character) get an additional use of skill leverage which can only be used on the triggering skill check. Other players may only assist if their characters are aiding the check.

Barroom Sphere Legendary Talents

Dungeons & Flagons [trial]

Prerequisites: Barroom Sphere

Whenever you gain the drunk status, you (as a player) may take a drink from an alcoholic beverage of your choice. If you do, you retain the benefits of the drunk status for 1 round per point of proof of the drink after expending the drunk status (though it may not be expended again during this time).
Designer note: PLEASE remember to drink responsibly.

Body Control Sphere Exceptional Talents

Exercise Lesson [utility] [trial]

Prerequisites: Body Control Sphere

Whenever you spend skill leverage on a Acrobatics, Escape Artist, Fly, Sleight of Hand, or Stealth check (including as part of using a skill talent which requires one of these checks), you may have the GM present a specific body part or physical attribute to train (ideally somehow related to what your character is doing). If you (as the player) provide an example of an exercise which works or improves the named location or attribute, you (as the character) get an additional use of skill leverage which can only be used on the triggering skill check. Other players may only assist if their characters are aiding the check. Physical demonstration of the exercise is not required.

Communication Sphere Exceptional Talents

Reasoning Exercise [utility] [trial]

Prerequisites: Communication Sphere

Whenever you spend skill leverage on an Appraise, Diplomacy, Linguistics, or Sense Motive check (including as part of using a skill talent which requires one of these checks), you may have the GM present a logically fallacious statement related to the subject you are engaging in. If you (as the player) are able to reason out why the statement is fallacious, you (as the character) get an additional use of skill leverage which can only be used on the triggering skill check. Other players may only assist if their characters are aiding the check.

Equipment Sphere Legendary Talents

Proper Discipline [trial]

Whenever you would roll to confirm a critical hit with a weapon, you (as the player) may provide a detail regarding the weapon's proper maintenance, use, composition, or history. If you provide a sufficiently interesting or novel detail, you may roll twice on the critical hit confirmation roll and take the better result.

Navigation Sphere Exceptional Talents

Safety Drill [utility] [trial]

Prerequisites: Navigation Sphere

Whenever you spend skill leverage on a Climb, Heal, Ride, Survival, or Swim check (including as part of using a skill talent which requires one of these checks), you may have the GM present a real-life emergency situation which calls for aid or safety measures of some sort (ideally somehow related to what your character is doing). If you (as the player) provide a sufficiently sound plan for handling the emergency, you (as the character) get an additional use of skill leverage which can only be used on the triggering skill check. Other players may only assist if their characters are aiding the check.

Performance Sphere Exceptional Talents

Table Thespian [utility] [trial]

Prerequisites: Performance Sphere

Whenever you spend skill leverage on a Bluff, Disguise, Handle Animal, Intimidate, or Perform check, you may (as the player) perform the interaction in an impression of your character and provide details on a specific technique for capturing a character in performance. If the GM is sufficiently entertained or convinced, you (as the character) get an additional use of skill leverage which can only be used on the triggering skill check. Other players may only assist if their characters are aiding the check.

Study Sphere Exceptional Talents

Trivia Time [utility] [trial]

Prerequisites: Study Sphere

Whenever you spend skill leverage on a Knowledge or Lore check (including as part of using a skill talent which requires a knowledge check), you may have the GM ask you (as the player) a question pertaining to a specific field of study corresponding to the Knowledge check made. If you (as the player) answer the question correctly, you (as the character) get an additional use of skill leverage which can only be used on the triggering Knowledge check. Other players may only assist if their characters are aiding the check. The question given to the player should correspond to the type of Knowledge skill used, with some suggestions below (any question given should have an answer the player has some conceivable way of knowing).

Knowledge (arcana, dungeoneering, planes): A question regarding the magic, planes, or creatures of the game’s setting.

Knowledge (engineering, nature): A question regarding real-life physics, chemistry, or biology.

Knowledge (local, geography, history, nobility, religion) or Lore: A question which may either involve the history, politics, geography, or sociology of the setting or a corresponding real-life subject relevant to the world (such as questions about a location, period, or person who inspired the setting).

Spheres of Power by Drop Dead Studios
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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

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