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View Full Version : Pathfinder Spheres of Power All Class Conversions



Saidoro
2015-01-14, 01:15 PM
Base Classes
Arcanist
Casting: The sphere arcanist may combine spheres and talents to create magical effects. The sphere arcanist is considered a High-Caster and uses Intelligence as her casting ability modifier. (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 spells class feature.
Spell Pool: The sphere arcanist gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her level + her Intelligence modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.
Magic Talents: A sphere arcanist gains 1 magic talent every time she gains a caster level.
Arcane Reservoir: The arcanist may exped a point from their arcane reservoir to augment a sphere power rather than a spell. This also applies to any explot which modifies a spell.
The arcanist does not gain Consume Spells, nor can they the Quick Study exploit.
The following exploits are modified as follows:
Any exploit which refers to a school of magic instead refers to its corresponding sphere.
Counter Drain: Restores one point per six caster levels of the sphere effect.
Counterspell: Rather than expend a spell slot, expend a number of spell points equal to the number spent on the sphere ability you wish to counter + 1.
School Understanding: Grants a sphere specialization as sphere wizard instead of a school specialization.
Suffering Knowledge: On being targeted by a sphere ability the arcanist can gain that base sphere plus one of the talents employed. Otherwise works as normal.

Bloodrager
Casting: At 4th level, the sphere bloodrager may combine spheres and talents to create magical effects. The sphere bloodrager is considered a Low-Caster and uses Charisma as his casting ability modifier. (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 spells class feature.
Spell Pool: The sphere bloodrager 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 Charisma modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.
Magic Talents: A sphere bloodrager gains one magic talent at 5th level and every 2 levels thereafter.
Hunter
Casting: The sphere hunter may combine spheres and talents to create magical effects. The sphere hunter is considered a Mid- Caster and uses Wisdom as his casting ability modifier. (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 spells class feature.
Spell Pool: The sphere hunter gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her level + her Wisdom modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.
Magic Talents: A sphere hunter gains 1 magic talent every time she gains a caster level.
Inquisitor
Casting: The sphere inquisitor may combine spheres and talents to create magical effects. The sphere inquisitor is considered a Mid- Caster and uses Wisdom as his casting ability modifier. (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 spells class feature.
Spell Pool: The sphere inquisitor gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her level + her Wisdom modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.
Magic Talents: A sphere inquisitor gains 1 magic talent every time she gains a caster level.
Magus
Casting: The sphere Magus may combine spheres and talents to create magical effects. The sphere Magus is considered a Mid- Caster and uses Intelligence as his casting ability modifier. (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 spells class feature.
Spell Pool: The sphere magus gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her level + her Intelligence modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.
Magic Talents: A sphere magus gains 1 magic talent every time she gains a caster level.
Focus Sphere: At 4th level, the magus selects a sphere and gains an extra talent from that sphere and +1 to their caster level when using abilities from that sphere. This replaces spell recall.
Spell Combat and Spellstrike apply to sphere abilities rather than spells.
Oracle
Casting: The sphere oracle may combine spheres and talents to create magical effects. The sphere oracle is considered
a High-Caster and uses Charisma as his casting ability modifier. (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 spells class feature.
Spell Points: The sphere oracle 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 + his Charisma modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.
Oracular Might: The sphere oracle gains 1 additional spell point for every oracle level gained.
This replaces all mystery spells.
Magic Talents: A sphere oracle gains a magic talent at second level and every two levels thereafter.
Life or Death: A sphere oracle gains access to either the life sphere or the death sphere as a bonus talent at first level.
Shaman
Casting: The sphere shaman may combine spheres and talents to create magical effects. The sphere shaman is considered a High-Caster and uses Wisdom as his casting ability modifier. (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 spells class feature.
Spell Pool: The sphere shaman 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 + his Wisdom modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.
Magic Talents: A sphere cleric gains 1 magic talent at 2nd level and every 2 levels thereafter.
Spirit Spells: At first level and every second level thereafter, the sphere shaman gains a bonus talent which must be used to gain access of their spirit's chosen spheres or to gain a talent from one of those spheres.
This replaces Spirit Magic.
The spirits and their associated spheres are listed as follows: Battle(Destruction, War), Bones(Death, Fate), Flame(Destruction, Nature), Heavens(Light, Weather), Life(Life, Protection), Lore(Divination, Time), Mammoth(Alteration, Enhancement), Nature(Alteration, Nature), Stone(Creation, Nature), Waves(Nature, Telekinesis), Wind(Destruction, Weather)
Skald
Casting: The sphere skald may combine spheres and talents to create magical effects. The sphere skald is considered a Mid-Caster and uses Charisma as his casting ability modifier. (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 spells class feature.
Spell Pool: The sphere skald gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her level + her Charisma modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.
Magic Talents: A sphere skald gains 1 magic talent every time she gains a caster level.
Spell Lore: Once per day, a skald can use a sphere ability as though they had one talent or access to one sphere that they do no possess. This increases the activation time by one step. At 11th level this can be done twice per day. At 17th level this can be done three times per day. This replaces Spell Kenning.
Summoner
Casting: The sphere summoner may combine spheres and talents to create magical effects. The sphere summoner is considered a Mid-Caster and uses Charisma as his casting ability modifier. (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 spells class feature.
Spell Pool: The sphere summoner gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her level + her Charisma modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.
Magic Talents: A sphere summoner gains 1 magic talent st second level and every two levels thereafter.
Summoning Specialist: At first level, a summoner gains access to the Conjuration sphere as a bonus magical talent and treats their caster level for the Conjuration sphere as being equal to their class level. (This stacks normally with caster level gained from other classes.) At third level and every two levels thereafter they gain a bonus talent in the conjuration sphere. The summoner cannot use any sphere abilities from the Conjuration sphere while their Eidolon is summoned nor summon their Eidolon while they have any creatures summoned through the Conjuration sphere. This replaces Summon Monster.
Warpriest
Casting: The sphere warpriest may combine spheres and talents to create magical effects. The sphere warpriest is considered a Mid- Caster and uses Wisdom as his casting ability modifier. (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 spells class feature.
Spell Pool: The sphere warpriest gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her level + her Wisdom modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.
Magic Talents: A sphere warpriest gains 1 magic talent every time she gains a caster level.
Witch
Casting: The sphere witch may combine spheres and talents to create magical effects. The sphere witch is considered a High-Caster and uses Intelligence as his casting ability modifier. (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 spells class feature.
Spell Points: The sphere witch gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her level + her Intelligent modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.
Magic Talents: A sphere witch gains 1 magic talent every time she gains a caster level.
Patron Spheres: At second level and every two levels thereafter, the sphere witch gains a bonus talent in a sphere associated with their patron.
The spheres associated with each Patron are as follows: Agility (Enhancement, Time), Ancestors (Divination, Fate), Animals (Alteration, Nature), Boundaries (Protection, Warp), Death (Dark, Death), Deception (Illusion, Mind), Devotion (Enhancement, Fate), Dimensions (Conjuration, Warp), Elements (Destruction, Nature), Enchantment (Mind, Illusion), Endurance (Enhancement, Protection), Healing (Life, Protection), Insanity (Mind, Illusion), Light (Destruction, Light), Moon (Alteration, Dark), Occult (Death, Divination), Plague (Darkness, Death), Portents (Divination, Protections), Shadow (Dark, Illusion), Spirits (Conjuration, Divination), Stars (Divination, Illusion), Strength (Alteration, Enhancement), Time (Time, Warp), Transformation (Alteration, Creation), Trickery (Illusion, Telekinesis), Vengeance (Destruction, Weather), Water (Fate, Nature), Winter (Destruction, Weather), Wisdom (Enhancement, Protection).
This modifies the Patron Spells class feature.

(May take a look at Alchemist and Investigator at some point.)

Saidoro
2015-01-14, 01:20 PM
Classes I'm not doing: Eldritch Knight(Going to be either redundant or OP depending on how I swing it), Collegiate Arcanist(loses almost all of its class features), False Priest(Entirely focused around granting cleric spells to arcanists, which are no longer a thing), Natural Alchemist(Same reason I'm not doing the normal one at this time), Sanctified Prophet(Not even gonna try and balance this)

New General Rule: the caster level bonus from multiple Focus Spheres never stacks.

Basic Conversion Rules:
If a character manages to enter a prestige casting class without a casting ability modifier already selected, they can choose between intelligence, wisdom and charisma.
Class abilities which normally apply to spells instead apply to sphere abilities with no other changes except where otherwise noted.

Agent of the Grave (http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/a-b/agent-of-the-grave)
Requirements: Rather than be able to cast spells, the prospective agent of the grave must have a sphere magic caster level of 5 and possess at least 7 magic talents. They must also have access to the death sphere's reanimate ability.
Caster Level: An agent of the grave is a High-Caster, meaning they gains a caster level for their sphere effects each time they gains a new agent of the grave level.
This replaces the spells class feature.
Magic Talents: An agent of the grave gains 1 magic talent every level.
Spell Points: An agent of the grave gains 1 spell point for every agent of the grave level they possess.
Focus Sphere: At 5th level, the agent of the grave selects a sphere and gains an extra talent from that sphere and +1 to their caster level when using abilities from that sphere. This replaces Secrets of Death.
Arcane Archer (http://www.d20pfsrd.com/classes/prestige-classes/core-rulebook/arcane-archer)
Requirements: Rather than be able to cast spells, the prospective arcane archer must have a sphere magic caster level of 1 and possess at least 2 magic talents.
Caster Level: An arcane archer is a Mid-Caster, meaning they gain ¾ caster levels for their sphere effects each time they gain a new arcane archer level.
This replaces the spells class feature.
Magic Talents: An arcane archer gains 1 magic talent every time they gain a caster level.
Spell Points: An arcane archer gains 1 spell point for every arcane archer level they possess.
Arcane Trickster (http://www.d20pfsrd.com/classes/prestige-classes/core-rulebook/arcane-trickster)
Requirements: Rather than be able to cast spells, the prospective arcane trickster must have a sphere magic caster level of 3 and have access to the telekinesis sphere with the flair and finesse talents.
Caster Level: An arcane trickster is a High-Caster, meaning they gains a caster level for their sphere effects each time they gains a new arcane trickster level.
This replaces the spells class feature.
Magic Talents: An arcane trickster gains 1 magic talent every level.
Spell Points: An arcane trickster gains 1 spell point for every arcane trickster level they possess.
Arcane Savant (http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/a-b/arcane-savant)
Requirements: Rather than be able to cast spells, the prospective arcane savant must have a sphere magic caster level of 3 and possess at least 5 magic talents.
Caster Level: An arcane savant is a High-Caster, meaning they gains a caster level for their sphere effects each time they gains a new arcane savant level.
This replaces the spells class feature and Esoteric Magic.
Magic Talents: An arcane savant gains 1 magic talent every level and an additional talent at first level.
Spell Points: An arcane savant gains 1 spell point for every arcane savant level they possess.
Counterspell: At seventh level, the arcane savant gains Counterspell as a bonus feat. If they already have Counterspell, they instead gain a bonus talent. This replaces Dispelling Master.
Bloodmage (http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/a-b/bloatmage)
Requirements: Rather than be able to cast spells, the prospective bloodmage must have a sphere magic caster level of 3 and possess at least 5 magic talents. Substitute Sphere Focus for Spell Focus.
Caster Level: A bloodmage is a High-Caster, meaning they gains a caster level for their sphere effects each time they gains a new bloodmage level.
This replaces the spells class feature.
Magic Talents: A bloodmage gains 1 magic talent every level.
Spell Points: A bloodmage gains 1 spell point for every bloodmage level they possess.
Blood Pool: The bloodmage can expend 2 blood points to gain one spell point rather than expending them to regain spells.

Spheres of Power Bloodmage Initiate:
Prerequisite: Sphere Focus (any sphere).
Benefit: You learn the basics of the ancient art of hemotheurgy.
Pick one sphere of magic in which you possess the Sphere Focus feat—you gain +1 to your caster level for that sphere. This counts as a focus sphere for the purpose of stacking.
Unfortunately, the side effects cause you to be constantly under the effects of a medium load—your maximum bonus to AC from Dexterity is +3, you gain an armor check penalty of –3, and your speed decreases as appropriate (generally from 30 feet to 20 feet for a Medium creature).
Crimson Assassin (http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/c-d/crimson-assassin)
Casting: At 4th level, the sphere crimson assassin may combine spheres and talents to create magical effects. The crimson assassin is considered a Mid-Caster and uses Charisma as his casting ability modifier. (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 spells class feature.
Spell Pool: The crimson assassin 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 Charisma modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.
Magic Talents: A crimson assassin gains 1 magic talent every time she gains a class level.
Cyphermage(To do when magic items are rolled out)
Daivrat (http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/c-d/daivrat)
Requirements: Rather than be able to cast spells, the prospective Daivrat must have a sphere magic caster level of 5 and possess at least 7 magic talents. Change Spell Focus(Conjuration) to Sphere Focus(Warp)
Caster Level: A Daivrat is a High-Caster, meaning they gains a caster level for their sphere effects each time they gains a new Daivrat level.
This replaces the spells class feature.
Magic Talents: A Daivrat gains 1 magic talent every level.
Spell Points: A Daivrat gains 1 spell point for every Daivrat level they possess.
Elemental Skill: Choose Air, Earth, Water or Fire, when using a sphere ability which incorporates one of that element's preferred talents the Daivrat is considered to have the Sphere Focus feat for that ability. Preferred talents listed below, organized by sphere.
Air: Destruction(Air Blast, Electric Blast, Thunder Blast), Weather(Wind Lord)
Earth:Destruction(Crystal Blast, Stone Blast), Nature(Any Earth Talent)
Water:Destruction(Frost Blast), Nature(Any Water Talent)
Fire:Destruction(Fire Blast), Nature(Any Fire Talent)
This replaces Elemental Focus.
Spell-Find:At fifth level, after resting to regain spell points, the Daivrat may gain a bonus talent in any sphere. They keep this talent until they again rest to regain spells. This replaces spell-fetch.
Greater Elemental Skill: At seventh level, when using Elemental Skill, the Daivrat increases the ability's DC by another +1. This replaces Greater Elemental Focus.
Darkfire Adept (http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/c-d/darkfire-adept)
Requirements: Rather than be able to cast spells or have the listed feats, the prospective darkfire adept must have a sphere magic caster level of 5 and possess at least 7 magic talents in the conjuration sphere.
Caster Level: A darkfire adept is a High-Caster, meaning they gains a caster level for their sphere effects each time they gains a new darkfire adept level.
This replaces the spells class feature.
Magic Talents: A darkfire adept gains 1 magic talent every level. These talents can only be applied to the conjuration sphere, and only to augment or add Companions of Evil alignment.
Spell Points: A darkfire adept gains 1 spell point for every darkfire adept level they possess.
Darkfire Pact applies to allies called through the Summoning advanced talent instead of those called with planar ally or planar binding. Any evil Companions the Darkfire adept possesses are treated as having the Daemon, Demon or Devil subtypes if they are Neutral, Chaotic or Lawful, though only for the purpose of effects which interact with those subtypes specifically, they do not gain the normal traits associated with those subtypes.
Darkfire Eruption requires the sacrifice of a spell point rather than a spell.
Demoniac (http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/c-d/demoniac)
Caster Level: A demoniac is a High-Caster, meaning they gains a caster level for their sphere effects each time they gains a new demoniac level. They use Charisma as their casting ability modifier if they don't already have one.
This replaces the spells class feature.
Magic Talents: A demoniac gains 1 magic talent every level.
Spell Points: A demoniac gains 1 spell point for every demoniac level they possess.
Demonic Mark adds the Chaotic and Evil descriptors to a sphere ability and reduces the spell point expenditure by one, rather than interacting with spells.
Demon Summoning:At fourth level and again at eighth level, the Demoniac either gains access to the Conjuration sphere or the Extra Companion talent. The Companion gained this way must be chaotic evil and gains the Demon subtype with all that entails, save the Summon ability. This replaces Summon Demon.
Diabolist (http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/c-d/diabolist)
Requirements: Rather than being required to have conjured a devil with Planar Ally or Planar Binding, the Diabolist may have used the Summoning advanced talent or any applicable Ritual or Incantation.
Caster Level: A diabolist is a High-Caster, meaning they gains a caster level for their sphere effects each time they gains a new diabolist level.
This replaces the spells and augment summoning class features.
Magic Talents: A diabolist gains 1 magic talent every level and another at third level and every three levels thereafter.
Spell Points: A diabolist gains 1 spell point for every diabolist level they possess.
Infernal Bargain applies to the Summoning advanced talent or any applicable Ritual or Incantation.
Dissident of Dawn (http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/c-d/dissident-of-dawn)
Requirements: Rather than be able to cast spells, the prospective dissident of dawn must have a sphere magic caster level of 5 and possess at least 4 magic talents in the light sphere.
Caster Level: A dissident of dawn is a High-Caster, meaning they gains a caster level for their sphere effects each time they gains a new dissident of dawn level.
This replaces the spells class feature.
Magic Talents: A dissident of dawn gains 1 magic talent every level.
Spell Points: A dissident of dawn gains 1 spell point for every dissident of dawn level they possess.
Divine Dissent: A dissident of dawn adds a sacred bonus equal to 1/2 his level on Bluff or Sense Motive checks to send, interpret, or intercept coded messages, and increases the DC of Spellcraft checks made to identify his sphere abilities by the same amount. The dissident of dawn gains access to the illusion sphere or one of its talents as a bonus talent, and whenever they spend a spell point to apply an illusion or protection sphere ability to an ally of the same faith without concentration, its duration doubles. This replaces Divine Deception.
Eschew Focus: The dissident of dawn may choose to remove the Focus Casting, Material Casting or Magical Signs drawbacks from themself even if they would normally be required by their casting tradition. This entirely removes the drawback, including all bonus spell points or boons based on those drawbacks. This replaces the eschew materials class feature.
Divine Assessor (http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/c-d/divine-assessor)
Requirements: Rather than be able to cast spells, the prospective divine assessor must have a sphere magic caster level of 5 and possess at least 7 magic talents.
Caster Level: A divine assessor is a High-Caster, meaning they gains a caster level for their sphere effects each time they gains a new divine assessor level.
This replaces the spells class feature.
Magic Talents: A divine assessor gains 1 magic talent every level.
Spell Points: A divine assessor gains 1 spell point for every divine assessor level they possess.
Divine Scion (http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/c-d/divine-scion)
Requirements: Rather than be able to cast spells, the prospective divine scion must have a sphere magic caster level of 1 and possess at least 2 magic talents.
Caster Level: A divine scion is a High-Caster, meaning they gains a caster level for their sphere effects each time they gains a new divine scion level.
This replaces the spells class feature.
Magic Talents: A divine scion gains 1 magic talent every level.
Spell Points: A divine scion gains 1 spell point for every divine scion level they possess.
Domain Specialization heals the divine scion a number of hit points equal to their caster level whenever they spend a spell point to activate a sphere ability in the sphere associated with their chosen domain.
Dragon Disciple (http://www.d20pfsrd.com/classes/prestige-classes/core-rulebook/dragon-disciple)
Requirements: Rather than be able to cast spells, the prospective dragon disciple must have a sphere magic caster level of 1 and not have the prepared casting drawback.
Caster Level: A dragon disciple is a Mid-Caster, meaning they gain ¾ caster levels for their sphere effects each time they gains a new dragon disciple level.
This replaces the spells class feature.
Magic Talents: A dragon disciple gains 1 magic talent every time they gain a caster level.
Spell Points: A dragon disciple gains 1 spell point for every dragon disciple level they possess.
Draconic Form: At seventh level and again at tenth level the dragon disciple gains a bonus talent in the alteration sphere. When using shapeshift to assume the dragon base form the dragon disciple retains their fly speed, any natural attacks granted by this class, their blindsense ability and any spellcasting ability based on their form. Additionally, they may use their dragon disciple level in place of their caster level when shapeshifting into a dragon base form that corresponds to their bloodline. This stacks normally with caster level gained from other classes. This replaces Dragon Form.
Envoy of Balance (http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/e-h/envoy-of-balance)
Requirements: Rather than be able to cast spells, the prospective envoy of balance must have a sphere magic caster level of 5 and possess at least 7 magic talents. Replace the Improved Counterspell feat with the Counterspell feat. Remove Augment Summoning.
Caster Level: An envoy of balance is a High-Caster, meaning they gains a caster level for their sphere effects each time they gains a new envoy of balance level.
This replaces the spells class feature.
Magic Talents: An envoy of balance gains 1 magic talent every level and another at third level and every three levels thereafter.
Spell Points: An envoy of balance gains 1 spell point for every envoy of balane level they possess.
Exalted (http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/e-h/exalted)
Requirements: Rather than be able to cast spells, the prospective exalted must have a sphere magic caster level of 5 and possess at least 7 magic talents.
Caster Level: A exalted is a High-Caster, meaning they gains a caster level for their sphere effects each time they gains a new exalted level.
This replaces the spells class feature.
Magic Talents: A exalted gains 1 magic talent every level.
Spell Points: A exalted gains 1 spell point for every exalted level they possess.
Focus Sphere: At 5th level, the exalted selects a sphere from the list of spheres corresponding to their deity's domains and gains an extra talent from that sphere and +1 to their caster level when using abilities from that sphere. This ability replaces Expanded Portfolio.
Perform Miracle: Rather than replicating spells, this ability can replicate any effect that could be performed using only the life, death, dark, light or fate spheres and a number of talents less than one third of the exalted's caster level.
Genie Binder (http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/e-h/genie-binder)
Requirements: Rather than be able to cast spells, the prospective genie binder must have a sphere magic caster level of 11 and possess the summoning advanced talent. Replace spell focus(Conjuration) with sphere focus(Conjuration).
Caster Level: A genie binder is a High-Caster, meaning they gains a caster level for their sphere effects each time they gains a new genie binder level.
This replaces the spells class feature.
Magic Talents: A genie binder gains 1 magic talent every level and another at second level and fourth level.
Spell Points: A genie binder gains 1 spell point for every genie binder level they possess.
Gray Warden (http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/e-h/gray-warden)
Requirements: Rather than be able to cast spells, the prospective gray warden must have a sphere magic caster level of 3 and possess at least 5 magic talents.
Caster Level: A gray warden is a Mid-Caster, meaning they gain ¾ caster levels for their sphere effects each time they gains a new gray warden level.
This replaces the spells class feature.
Magic Talents: A gray warden gains 1 magic talent every time they gain a caster level.
Spell Points: A gray warden gains 1 spell point for every gray warden level they possess.
Green Faith Acolyte (http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/e-h/green-faith-acolyte)
Requirements: Rather than be able to cast spells, the prospective Green Faith Acolyte must have a sphere magic caster level of 5 and possess at least 7 magic talents.
Caster Level: A Green Faith Acolyte is a High-Caster, meaning they gains a caster level for their sphere effects each time they gains a new green faith acolyte level.
This replaces the spells class feature.
Magic Talents: A green faith acolyte gains 1 magic talent every level.
Spell Points: A green faith acolyte gains 1 spell point for every green faith acolyte level they possess.
Wild Link interacts with Wild Heart instead of Wild Shape.
Focus Sphere: At 10th level, the Green Faith Acolyte selects a sphere and gains an extra talent from that sphere and +1 to their caster level when using abilities from that sphere. This ability replaces the extra spells prepared from Grand Druid.
Harrower (http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/e-h/harrower)
Requirements: Rather than be able to cast spells, the prospective harrower must have a sphere magic caster level of 5 and possess at least 7 magic talents, at least 3 of which must be invested in the divination sphere..
Caster Level: A harrower is a High-Caster, meaning they gains a caster level for their sphere effects each time they gains a new harrower level.
This replaces the spells class feature.
Magic Talents: A harrower gains 1 magic talent every level and another at every even level.
Spell Points: A harrower gains 1 spell point for every harrower level they possess.
Hell Knight Signifier (http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/e-h/hellknight-signifer)
Requirements: Rather than be able to cast spells, the prospective hell knight signifier must have a sphere magic caster level of 5 and possess at least 7 magic talents.
Caster Level: A hell knight signifier is a High-Caster, meaning they gains a caster level for their sphere effects each time they gains a new hell knight signifier level.
This replaces the spells class feature.
Magic Talents: A hell knight signifier gains 1 magic talent every level.
Spell Points: A hell knight signifier gains 1 spell point for every hell knight signifier level they possess.
Holy Vindicator (http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/e-h/holy-vindicator)
Requirements: Rather than be able to cast spells, the prospective holy vindicator must have a sphere magic caster level of 1 and possess at least 3 magic talents.
Caster Level: A holy vindicator is a Mid-Caster, meaning they gain ¾ caster levels for their sphere effects each time they gains a new holy vindicator level.
This replaces the spells class feature.
Magic Talents: A holy vindicator gains 1 magic talent every time they gain a caster level.
Spell Points: A holy vindicator gains 1 spell point for every holy vindicator level they possess.
Faith Healing applies to life sphere abilities instead of cure wounds spells.
Divine Wrath, Divine Judgement and Divine Retribution require the sacrifice of a spell point instead of a spell.
Optional rule: Divine wrath, Judgement and Retribution don't require you to sacrifice anything, because seriously.
Inheritor's Crusader (http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/i-m/inheritor-s-crusader)
Caster Level: An inheritor's crusader is a High-Caster, meaning they gains a caster level for their sphere effects each time they gains a new crusader level.
This replaces the spells class feature.
Magic Talents: A crusader gains 1 magic talent every level.
Spell Points: A crusader gains 1 spell point for every crusader level they possess.
Loremaster (http://www.d20pfsrd.com/classes/prestige-classes/core-rulebook/loremaster)
Requirements: Rather than be able to cast spells, the prospective loremaster must have a sphere magic caster level of 5 and possess at least 7 magic talents, at least 3 of which must be invested in the divination sphere.
Caster Level: A loremaster is a High-Caster, meaning they gains a caster level for their sphere effects each time they gains a new loremaster level.
This replaces the spells class feature.
Magic Talents: A loremaster gains 1 magic talent every level and another at every even level.
Spell Points: A loremaster gains 1 spell point for every loremaster level they possess.
Mage of the Third Eye (http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/i-m/mage-of-the-third-eye)
Requirements: Rather than be able to cast spells, the prospective mage of the third eye must have a sphere magic caster level of 5 and possess at least 7 magic talents, invested in at least 6 different spheres.
Caster Level: A mage of the third eye is a High-Caster, meaning they gains a caster level for their sphere effects each time they gains a new mage of the third eye level.
This replaces the spells class feature.
Magic Talents: A mage of the third eye gains 1 magic talent every level and another at every even level.
Spell Points: A mage of the third eye gains 1 spell point for every mage of the third eye level they possess.
Arcane Architect applies to creation sphere abilities instead of conjuration(creation) spells.
Master of Storms (http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/i-m/master-of-storms)
Requirements: Rather than be able to cast spells, the prospective master of storms must have a sphere magic caster level of 3 and possess at least 5 magic talents.
Caster Level: A master of storms is a High-Caster, meaning they gains a caster level for their sphere effects each time they gains a new master of storms level.
This replaces the spells class feature.
Magic Talents: A master of storms gains 1 magic talent every level.
Spell Points: A master of storms gains 1 spell point for every master of storms level they possess.
Mystery Cultist (http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/i-m/mystery-cultist)
Caster Level: A mystery cultist is a High-Caster, meaning they gains a caster level for their sphere effects each time they gains a new mystery cultist level.
Magic Talents: A mystery cultist gains 1 magic talent every level.
Spell Points: A mystery cultist gains 1 spell point for every mystery cultist level they possess.
Celestial Summoning:At fourth level and again at eighth level, the Demoniac either gains access to the Conjuration sphere or the Extra Companion talent. The Companion gained this way must be good and gains the Azata subtype with all that entails. This replaces Summon Celestial.

Note: At the DM's discretion, the applied subtype can be modified to better represent other sorts of celestials, though the absolute power of the subtype should not be increased.
Nature Warden (http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/n-r/nature-warden)
Requirements: Rather than be able to cast spells, the prospective nature warden must have a sphere magic caster level of 3 and possess at least 5 magic talents.
Caster Level: A nature warden is a Mid-Caster, meaning they gain ¾ caster level for their sphere effects each time they gains a new nature wardenlevel.
This replaces the spells class feature.
Magic Talents: A nature warden gains 1 magic talent every time they gain a caster level.
Spell Points: A nature warden gains 1 spell point for every nature warden level they possess.
Silverclaw and Ironpaw apply to creatures summoned with the Conjuration sphere.
Companion Walk applies to Warp sphere abilities.
Planes Walker (http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/n-r/planes-walker)
Requirements: Rather than be able to cast spells, the prospective Planes Walker must have a sphere magic caster level of 5 and possess at least 7 magic talents, 2 of which must come from the protection or fate spheres. Replace Spell Focus(Abjuration) With Sphere Focus(Fate)
Caster Level: A planes walker is a High-Caster, meaning they gains a caster level for their sphere effects each time they gains a new planes walker level.
This replaces the spells class feature.
Magic Talents: A planes walker gains 1 magic talent every time they gain a caster level.
Spell Points: A planes walker gains 1 spell point for every planes walker level they possess.
Summoning Counter: A planes walker gains Counterspell as a bonus feat. They can ready an action to counter abilities of the conjuration sphere as a swift action. At fifth level, this can be done as an immediate action. This replaces Counter-Summons.
Counterport, Improved Counterport and Greater Counterport apply to warp sphere abilities and the counterspell feat.
Rage Prophet (http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/n-r/rage-prophet)
Requirements: Rather than be able to cast spells, the prospective rage prophet must have a sphere magic caster level of 1 and possess at least 2 magic talents.
Caster Level: A rage prophet is a Mid-Caster, meaning they gain ¾ caster levels for their sphere effects each time they gains a new rage prophet level.
This replaces the spells class feature and the rage prophet mystery class feature.
Magic Talents: A rage prophet gains 1 magic talent every time they gain a caster level.
Spell Points: A rage prophet gains 1 spell point for every rage prophet level they possess.
Raging Healer applies to Life sphere abilities
Raging Spellstrength applies to any sphere ability with a range of touch when the rage prophet uses it on themselves
Soul Warden (http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/s-z/soul-warden)
Requirements: Rather than be able to cast spells, the prospective Soul Warden must have a sphere magic caster level of 3 and possess at least 5 magic talents, at least 2 of which must be from the Death or Fate spheres.
Caster Level: A soul warden is a High-Caster, meaning they gain a caster level for their sphere effects each time they gains a new soul warden level.
This replaces the spells class feature.
Magic Talents: A soul warden gains 1 magic talent every level.
Spell Points: A soul warden gains 1 spell point for every soul warden level they possess.
Channel Casting doesn't add to spells known. It allows the expenditure of a use of channel damage to activate a fate or life sphere ability.
Souleater (http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/s-z/souleater)
Caster Level: A souleater is a High-Caster, meaning they gain a caster level for their sphere effects each time they gains a new souleater level.
This replaces the spells class feature.
Magic Talents: A souleater gains 1 magic talent every level.
Spell Points: A souleater gains 1 spell point for every souleater level they possess.
Soul Pool: Rather than being able to use soul points to recover spell slots, the souleater decrease the spell point cost of a sphere ability by 1 by expending soul points equal to half its caster level. This can never reduce the cost of sphere abilities that remove or suppress negative levels. This modifies the standard Soul Pool.
Spherewalker (http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/s-z/spherewalker)
Caster Level: A spherewalker is a High-Caster, meaning they gain a caster level for their sphere effects each time they gains a new spherewalker level.
This replaces the spells class feature.
Magic Talents: A spherewalker gains 1 magic talent every level and another at every even level.
Spell Points: A spherewalker gains 1 spell point for every spherewalker level they possess.
Sun Seeker (http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/s-z/sun-seeker)
Requirements: Rather than be able to cast spells, the prospective sun seeker must have a sphere magic caster level of 3 and possess at least 5 magic talents.
Caster Level: A sun seeker is a Mid-Caster, meaning they gain ¾ caster levels for their sphere effects each time they gains a new sun seeker level.
This replaces the spells class feature.
Magic Talents: A sun seeker gains 1 magic talent every time they gain a caster level.
Spell Points: A sun seeker gains 1 spell point for every sun seeker level they possess.
Tattooed Mystic (http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/s-z/tattooed-mystic)
Requirements: Rather than be able to cast spells, the prospective tattooed mystic must have a sphere magic caster level of 3 and possess at least 5 magic talents.
Caster Level: A tattooed mystic is a High-Caster, meaning they gain a caster level for their sphere effects each time they gains a new tattooed mystic level.
This replaces the spells class feature.
Magic Talents: A tattooed mystic gains 1 magic talent every level.
Spell Points: A tattooed mystic gains 1 spell point for every tattooed mystic level they possess.
Any Mystic Tattoo effects which refer to a specific school of magic instead interact with the corresponding sphere.

Spheres of Power Mage's Tattoo
Prerequisite: Sphere Focus
Benefit: Select a Sphere of magic in which you have Sphere Focus—you cast spells from this school at +1 caster level. This counts as a focus sphere for the purpose of stacking bonuses.
Technomancer (http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/s-z/technomancer)
Requirements: Rather than be able to cast spells, the prospective technomancer must have a sphere magic caster level of 5 and possess at least 7 magic talents.
Caster Level: A technomancer is a High-Caster, meaning they gain a caster level for their sphere effects each time they gains a new technomancer level.
This replaces the spells class feature and the Technic Spell Mastery class feature.
Magic Talents: A technomancer gains 1 magic talent every level and another at third level and every three levels thereafter.
Spell Points: A technomancer gains 1 spell point for every technomancer level they possess.
Arcane Battery requires the expenditure of one spell point and grants one charge per 5 caster levels.
Unified Energy requires one charge per 2 caster levels.
Umbral Agent (http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/s-z/umbral-agent)
Requirements: Rather than be able to cast spells, the prospective umbral agent must have a sphere magic caster level of 3 and possess at least 5 magic talents.
Caster Level: An umbral agent is a High-Caster, meaning they gain a caster level for their sphere effects each time they gains a new umbral agent level.
This replaces the spells class feature.
Magic Talents: An umbral agent gains 1 magic talent every level.
Spell Points: An umbral agent gains 1 spell point for every umbral agent level they possess.
Tenebrous Magic allows Tenebrous Spell to be applied to sphere abilities without adjusting casting time or cost and applies its increased modifiers to abilities in the Darkness sphere.
Veiled Illusionist (http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/s-z/veiled-illusionist)
Requirements: Rather than be able to cast spells, the prospective Veiled Illusionist must have a sphere magic caster level of 3 and possess at least 4 magic talents in the Illusion sphere. Substitute Sphere Focus(Illusion) for Spell Focus(Illusion).
Caster Level: A Veiled Illusionist is a High-Caster, meaning they gain a caster level for their sphere effects each time they gains a new Veiled Illusionist level.
This replaces the spells class feature.
Magic Talents: A Veiled Illusionist gains 1 magic talent every level.
Spell Points: A Veiled Illusionist gains 1 spell point for every Veiled Illusionist level they possess.
Any class abilities interacting with illusion spells instead apply to Illusion sphere abilities.
The Human Veil ability changes to: You get +1 to caster level for all Illusion sphere abilities. Treat this as a focus sphere for the purpose of stacking.
The Gnome Veil ability allows the veiled illusionist to concentrate on Illusion sphere abilities as a swift action rather than glamers or figments
Winter Witch (http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/s-z/winter-witch)
Requirements: Rather than be able to cast spells, the prospective Winter Witch must have a sphere magic caster level of 5 and possess at least 7 magic talents.
Caster Level: A Winter Witch is a High-Caster, meaning they gain a caster level for their sphere effects each time they gains a new Winter Witch level.
This replaces the spells class feature.
Magic Talents: A Winter Witch gains 1 magic talent every level and another at every even level.
Spell Points: A Winter Witch gains 1 spell point for every Winter Witch level they possess.

Sphere abilities that include the following spheres or talents count as spells with the cold descriptor for any winter witch abilities:
Conjuration(Any coompanion with Elemental Creature(Cold) and Resistance(Cold))
Creation(Any object made of Ice)
Death(Reanimating any undead with the cold subtype)
Destruction(Any use of Frost Blast)
Enhancement(Any use of Energy Weapon to deal Frost Damage)
Nature(And use of the Freeze ability)
Protection(Any use of Energy Resistance to protect against Cold)
War(Any use of Scourging Totem to deal Cold Damage)
Weather(Any attempt to make the weather colder/less hot)

Saidoro
2015-01-14, 01:21 PM
Reserved just in case.

Vhaidara
2015-01-14, 01:21 PM
I think the summoner is a bit redundant, since the Companions from Conjuration are more like Eidolons than regular summons. As in I could never see a purpose to using the eidolon, because I could have 2 equivalent Companions.

Your Oracle still references Sorcerer level in a few spots.

Doc_Maynot
2015-01-14, 01:33 PM
Arcanist still says Sphere Bard at points.

Almarck
2015-01-14, 01:34 PM
You're forgetting hunter a little. It has spells more so than a normal ranger.

Saidoro
2015-01-14, 01:45 PM
You're forgetting hunter a little. It has spells more so than a normal ranger.
I completely forgot that that was a casting class, fixed.

I think the summoner is a bit redundant, since the Companions from Conjuration are more like Eidolons than regular summons. As in I could never see a purpose to using the eidolon, because I could have 2 equivalent Companions.
You've gotta burn quite a few form talents on a Companion to make them match an Eidolon. Plus, the Eidolon is free. It should be fine.

Vhaidara
2015-01-14, 01:51 PM
You've gotta burn quite a few form talents on a Companion to make them match an Eidolon. Plus, the Eidolon is free. It should be fine.

Yeah, but the other side is that if you don't, then you have no reason to use the Companion.

Also, it isn't as many as you thought. I made an Incanter for a playtest who, at level 6 as a human, had dumped all of his talents into conjuration and all his feats on Extra Magic Talent. I had 3 companions, all of whom could be summoned at once, all of whom lasted 24 hours, and they covered a caster-model (Destruction, focused for blasting), a skillmonkey model, and a melee brute model (and I invested in using a greatsword instead of just using naturals.

Summoner just doesn't work properly in a system with Summon Monster, where anyone can get an eidolon for the cost of like 6 talents (yes, a lot for low-casters but not really for high casters)

Saidoro
2015-01-14, 02:15 PM
Yeah, but the other side is that if you don't, then you have no reason to use the Companion.

Also, it isn't as many as you thought. I made an Incanter for a playtest who, at level 6 as a human, had dumped all of his talents into conjuration and all his feats on Extra Magic Talent. I had 3 companions, all of whom could be summoned at once, all of whom lasted 24 hours, and they covered a caster-model (Destruction, focused for blasting), a skillmonkey model, and a melee brute model (and I invested in using a greatsword instead of just using naturals.

Summoner just doesn't work properly in a system with Summon Monster, where anyone can get an eidolon for the cost of like 6 talents (yes, a lot for low-casters but not really for high casters)

Fair. On the other hand, my intention was to make a quick patch so people could use the old classes with these new rules if they wanted to, not to homebrew a whole new summoner class. If you would like to suggest an alternative quick patch, I will happily swap it in, but I'm not planning to spend much time on the summoner.

Vhaidara
2015-01-14, 03:05 PM
Honestly, I feel the summoner patch should be: play either an Incanter or a Hedgewitch, and invest at least half of your points into Conjuration.

The problem is that the Summon has 2 things going for it: Ediolon (Anyone who puts a moderate investment in conjuration can match you) and Summons (which this system removes).

Ssalarn
2015-01-14, 04:45 PM
You're forgetting hunter a little. It has spells more so than a normal ranger.

Oh my goodness, this just made me realize how awesome the Hunter would be under this system. You could go alteration and have a whole Kiba & Akamaru thing going, Enhancement to go beefcake and combat juggle with your pet....


This is now something I have to explore more thoroughly.
To the 3pp hack cave!!!

Kaidinah
2015-01-14, 05:14 PM
I tried the same thing actually.

https://docs.google.com/document/d/1CULq0l9XGrox-4J40dPQulavcaS0SmYviC5W_W7jLvQ/edit?usp=sharing

I see that we had a lot of similar ideas, but our Witches, Oracles, and Summoners are vastly different.

Edit: I have a feeling Dragon Disciple would be significantly stronger if converted to Spheres of power.

Saidoro
2015-01-15, 02:27 AM
Pretty much all of the prestige classes are now up. I will be doing a second pass through sometime within the next week or so and reevaluating talent progressions and balance on new abilities and all that, but everything's done enough to comment on. Any feedback would be appreciated.

Kaidinah
2015-01-15, 12:40 PM
I really like how you converted prestige classes that skip caster levels to be medium casters.

How come your witch does nothing with the patron spells class feature?

Saidoro
2015-01-15, 03:39 PM
I really like how you converted prestige classes that skip caster levels to be medium casters.

How come your witch does nothing with the patron spells class feature?

Well, some of them. Some were converted to full casters and just given cleric-speed talent acquisition. My goal is that all of them should be strong enough to be playable on their own merits, but not so strong people feel they're gimping themselves by not taking them. As opposed to the paizo default where 80% of the prestige classes are self-nerfing dross, most of the rest are crazy powerful and only a handful are equivalent to the base classes.

Because I forgot about the patron spells feature when I was writing up the witch, I'll fix it up in the second pass.

Kaidinah
2015-01-16, 05:48 PM
Yeah, this feels much more natural as prestige classes. Thanks for all the hard work!

EldritchWeaver
2015-01-28, 09:38 AM
One thing I loathe when doing/seeing conversions is that the conversion removes options which previously were available. Sometimes it is unavoidable, but I'd rather increase access when doing so is an alternative. That's why I am unhappy with Dragon Disciple conversion.

The original requirements state any class which can cast spontaneously arcane spells (also, if any bloodline, then it has to be draconic; this one still works for SoP, actually). There is no requirement that the caster needs to be Charisma based. This means that an Arcanist (with Int) can multiclass into a DD*. Or there is the 3rd party class Spellblade which uses also Int. As there is no arcane/divine divide anymore, it can be argued that previously divine spontaneous casters can now multiclass into DD as well. So a Hunter (uses Wis) would fit if doing a naive conversion. Or take a multiclassed Wizard/Bard. After SoP conversion, the Bard part uses Intelligence as casting stat.**

*While the text states the Arcanist prepares spells, mechanic-wise he is a Sorcerer who can switch spells daily. So this is a bit interpretation to allow the Arcanist.

**Actually, you could go Bard/DD first and add then Wizard, at which point of time you might decide to use Intelligence as casting stat. Which would make the character automatically illegal. Considering that the rules state that you have to choose the casting stat whenever you take a level in a new casting class, you'd break a fundamental rule with your restriction and would prevent that after taking DD levels anyone could switch the casting stat.

All of these examples would be forbidden, if you insist on Charisma casters. But you don't need to throw out this requirement completely. "Spontaneous spellcaster" can be approximated by barring casters with the Prepared Caster drawback, which is used in the wizard conversion. If you add in the missing "Must have a Draconic bloodline or choose the Draconic bloodline", then the conversion is as close as you can get.


BTW, instead using Arcane Trickster, I'd use a Hedgewitch with Charlatanism and combat traditions and the Trapfinding option. Probably the best way doing Arcane Trickster short of gestalting Rogue/Incanter.

Bardarok
2015-02-14, 09:30 PM
This looks like some good stuff. I just got Spheres and am in the process of converting things myself. With the magus I am worried about allowing spell strike now since basic sphere abilities are unlimited. I was thinking of having Magi use class level as caster level for Destruction but no spell strike instead like the elementalist. Have you run into problems with infinite spell strike?

Vhaidara
2015-02-14, 09:50 PM
This looks like some good stuff. I just got Spheres and am in the process of converting things myself. With the magus I am worried about allowing spell strike now since basic sphere abilities are unlimited. I was thinking of having Magi use class level as caster level for Destruction but no spell strike instead like the elementalist. Have you run into problems with infinite spell strike?

Um, there's a talent called Energy Weapon that is basically the single hit Spellstrike.

Bardarok
2015-02-15, 12:23 AM
Um, there's a talent called Energy Weapon that is basically the single hit Spellstrike.

I didn't see that I am just starting to look through this. I guess I'll just give them that as a bonus talent or something. Thanks.

EldritchWeaver
2015-03-19, 09:03 AM
Looking at the Arcanist's conversion I noticed the Counterspell feature.


Counterspell: Rather than expend a spell slot, expend a number of spell points equal to the number spent on the sphere ability you wish to counter + 1.

This is worse than the actual Counterspell feat which merely requires a single spell point. So to make this ability useful enough that people actually take it is to provide the feat Counterspell as an exploit.

Mehangel
2015-06-25, 01:46 PM
I homebrewed a Spheres of Power archetype for the Vigilante Class: Here you go (http://www.giantitp.com/forums/showthread.php?423989-Sphere-Vigilante-Archetype).