Magical Traditions in PF1E Spheres of Power

The list below briefly describes the traditions in question and suggest a few magical spheres traditions that could be accessible to that tradition.

Tescarana Nethvisi

Blessed by their three gods and their revered ancestors, the Nethvisi interpret omens of the gods and shape the waters and the skies according to what they see.
Spheres: Life, Nature, Destruction, Weather, War, Fate, Divination
Drawbacks: Skilled Casting, Magical Signs, Verbal Casting, Rigorous Concentration
Ability Mod: Int/Wis
   

Priests of Nuwa

Followers of the Nuwa, these priests command life and death on behalf their goddess.
Spheres: Alteration, Creation, Dark, Death, Life, Light
Drawbacks: Verbal Casting, Focus Casting, Emotional Casting
Ability Mod: Wis/Cha
 

Starseers of Exodus

Disbelieving all gods and believing in nothing except themselves and their compatriots, the Starseers nevertheless draw on unseen power to move the very planes themselves.
Spheres: Conjuration, Dark, Divination, Life, Protection, Warp
Drawbacks: Prepared Caster, Material Casting, Verbal Casting, Somatic Casting, Diagram Magic
Ability Mod: Int/Cha
 

Beirhamin Shamans

The horse-nomads of the Beirhamin pray to a sky-god, timeless and eternal.
Spheres: Fate, Life, Nature, Time, War, Weather
Drawbacks: Magical Signs, Emotional Casting, Verbal Casting
Ability Mod: Wis/Cha
 

Kilthish Maestros

The followers of the Stone God use their magic to aid their crafts.
Spheres: Enhancement, Nature, Life, Creation, Alteration, Protection
Drawbacks: Extended Casting, Somatic Casting, Rigorous Casting, Skilled Casting
Ability Mod: Int/Wis
 

Fey Adepts

Largely gnomes drawing on the strength of their fae patrons, the servants of the fae have remarkable capability for misdirection.
Spheres: Illusion, Light, Life, Mind, Nature, Fallen Fey, Dark
Drawbacks: Somatic Casting, Emotional Casting, Magical Signs, Fey-Infused Magic, Area Bound
Ability Mod: Int/Cha
 

Khelish Druids

Followers of one of the five druidic circles in Khelish society.
Spheres: Alteration, Fate, Life, Light, Nature, War
Drawbacks: Verbal Casting, Emotional Casting, Area Bound, Skilled Casting, Magical Signs
Ability Mod: Wis/Cha
 

Skalds of the Western Gods

Followers of the hero-deities of the north, the skalds sing of the deeds of their ascended heroes in their bid to imitate them.
Spheres: Life, Nature, Fate, War, Enhancement, Creation, Alteration
Drawbacks: Verbal Casting, Skilled Casting, Emotional Casting, Extended Casting, Galvanized
Ability Mod: Wis/Cha
 

Göetics

The practitioners of Göetia are varied and can spring up in any culture, following forbidden rituals to call forth Borderworld Demons to draw their power from. As such, the powers of the Göetics vary heavily depending on what secrets the entities they contact choose to regale them with.Some of these entities are somewhat benevolent or at least neutral, but many others are anything but.
Spheres: Conjuration, Warp, any
Drawbacks: Madness Mantra, Painful Magic, Verbal Casting, Prepared Casting, Diagram Magic, Somatic Casting, Skilled Casting, Unsettling Casting
Ability Mod: Int/Cha

Comments

Author's Notes

This is a rules document for playing this setting in a TTRPG, specifically on translating the magical traditions in the setting to the Spheres of Power 3rd party subsystem of first edition Pathfinder.


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