This Wiki is an independent reference for some systems and powers for the Pathfinder Roleplaying Game created under the terms of the Open Game License Version 1.0a (see Legal and OGL link on the sidebar). We encourage you to buy the original products (and any supplements you’d enjoy) as a way of supporting the many people who worked to create this content. You can find their books online or by ordering through your Friendly Local Game Shop.
About the Spheres
The Spheres are a collection of three optional rule systems for the Pathfinder Roleplaying Game, published mainly by Drop Dead Studios and supported by other third-party companies. In these systems, players may choose from a range of martial, magical, and skill spheres, spending Talents to create a uniquely customized character. The Spheres rules are very flexible and allow players to build to an idea, rather than a specific class.
Spheres of Power is the original system and focused on a range of magical abilities. Content in this system uses blue links.
Spheres of Might is the second system and focuses mainly on non-magical combat and some use of skills. Content for this system uses reddish links.
Spheres of Guile focuses on a wider range of skills, from making items to running organizations. Content for this system uses purple links.
Champions of the Spheres focuses on content that blends multiple systems together (such as a character who gains both martial and magical talents). Champion content uses green links.
Spheres
Magic Spheres (Using Spheres of Power)
- Alteration · Feats · Drawbacks
- Blood · Feats · Drawbacks
- Conjuration · Feats · Drawbacks
- Creation · Feats · Drawbacks
- Dark · Feats · Drawbacks
- Death · Feats · Drawbacks
- Destruction · Feats · Drawbacks
- Divination · Feats · Drawbacks
- Enhancement · Feats · Drawbacks
- Fallen Fey · Feats · Drawbacks
- Fate · Feats · Drawbacks
- Illusion · Feats · Drawbacks
- Life · Feats · Drawbacks
- Light · Feats · Drawbacks
- Mana · Feats · Drawbacks
- Mind · Feats · Drawbacks
- Nature · Feats · Drawbacks
- Protection · Feats · Drawbacks
- Telekinesis · Feats · Drawbacks
- Time · Feats · Drawbacks
- War · Feats · Drawbacks
- Warp · Feats · Drawbacks
- Weather · Feats · Drawbacks
- Bear
Skill Spheres (Using Spheres of Guile)
- Artifice · Feats · Drawbacks
- Bluster · Feats · Drawbacks
- Body Control · Feats · Drawbacks
- Communication · Drawbacks
- Faction · Feats · Drawbacks
- Herbalism · Feats · Drawbacks
- Infiltration · Feats · Drawbacks
- Investigation · Feats · Drawbacks
- Navigation · Feats · Drawbacks
- Performance · Feats · Drawbacks
- Spellhacking · Feats · Drawbacks
- Study · Feats · Drawbacks
- Subterfuge · Feats · Drawbacks
- Survivalism · Feats · Drawbacks
- Vocation
- Occultism · Feats · Drawbacks
Combat Spheres (Using Spheres of Might)
- Alchemy · Drawbacks
- Athletics · Drawbacks
- Barrage · Drawbacks
- Barroom · Drawbacks
- Beastmastery · Drawbacks
- Berserker · Drawbacks
- Boxing · Drawbacks
- Brute · Drawbacks
- Dual Wielding · Drawbacks
- Duelist · Drawbacks
- Equipment
- Fencing · Drawbacks
- Gladiator · Drawbacks
- Guardian · Drawbacks
- Lancer · Drawbacks
- Open Hand · Drawbacks
- Scoundrel · Drawbacks
- Scout · Drawbacks
- Shield · Drawbacks
- Sniper · Drawbacks
- Trap · Drawbacks
- Warleader · Drawbacks
- Wrestling · Drawbacks
- Leadership · Drawbacks
- Tech · Drawbacks
- Tinker · Drawbacks
Character Options
Feat Types
- Feats
- Practitioner Feats
- Operative Feats
- Champion Feats
- DRS Feats
- Associated Feats & Skills (Martial)
- Associated Feats & Skills (Skill)
- Admixture
- Anathema
- Aristeia
- Chance
- Channeling
- Combat
- Companion
- Counterspell
- Damnation
- Drawback
- Extra
- General
- Item Creation
- Metamagic
- Necrosis
- Plague
- Protokinesis
- Proxy
- Purring
- Racial
- Ritual
- Skybourne
- Squadron
- Surreal
- Teamwork
- Theurge
- Wild Magic
Magic Options
Alternate Racial Traits
Alternate Racial Traits
Casting Traditions
Generation Traditions
Origins
Traits
Traits
Skill Options
Champion Options
Advanced Magic
About Advanced Magic
Advanced Talents
Divine Traditions
Incantations
Mythic Spheres
Mythic Path Archetypes
Rituals
Spellcrafting
Wild Magic
Gear
Weapons
Armor
Equipment
Special Materials
Magical Items
- Alchemical Items
- Apparatuses
- Apparatuses, Metamagic
- Charms
- Compounds
- Fabled Items
- Implements
- Marvelous Items
- Radiances
- Schematics
- Scrolls
- Spell Engines
- Spellzones
- Talent Crystals
Adventuring Gear
Mechanical Parts
Technological Gear
Practitioner Magic Items
Practitioner Weapons
Other Options
Accrual
Airship Rules
Aristeia
Churches and Powers of Faith
Gestalt Rules
Oaths
Organizations
Strain (formerly Madness)
Variant Rules
Wilderness
Creatures
Sphere Bestiary
Sphere Races
Sphere Templates
Practitioner Bestiary
Starfinder Conversion
Sample Characters
Classes
Spherecaster Classes (Using Spheres of Power)
Operative Classes (Using Spheres of Guile)
Practitioner Classes (Using Spheres of Might)
Champion Classes (Using Champions of the Spheres)
Base PF1e Classes (Archetype Rules)
Prestige Classes
Other Resources
In addition to the rulesets listed above, this site offers a number of other resources to help you run games.
-
Tools - Resources to help with character or campaign crafting, like the Character Builder and Item Crafter.
-
Archive - Retired spheres content
-
Using Polished Spheres - The rules shared by Diamond Recreational Studios’ Polished Spheres releases (Polished Dark, Leadership, Commander and Warleader).
-
Mastering Magical Items - This guide for GMs (and, to a lesser extent, players) covers some of the principles behind treasure distribution. It is particularly oriented towards newer GMs, but also contains some advice for experienced GMs.
-
Running Cataclysmic Games - This guide covers tips and concepts for running apocalyptic games with material from The Cataclysm Handbook.
-
Running Guile Games - This section has rules for running games that focus on Spheres of Guile and general intrigue.
-
Talented Monster Creation - These rules offer a streamlined approach to creating creatures.