The wiki for SoP is here.
Classes
- All Spheres of Power classes are Tier 3 and allowed, this includes all the archetypes for exisiting classes including things like Sorcerer and Druid.
- All sphere casters gain the Cantrips feat at level 1.
- Any low-caster (Armorist, Mageknight, and certain archetypes) chooses one sphere at third level to be their focused sphere. They count their class level as being a mid caster for that sphere, which stacks with other caster levels as normal.
- The Armorist gains their full Armor or Weapon Attunement from ABP with any Bound Equipment they summon. This does not count against the usual limit of attuned weapons, armor, or shield, though any enhancement bonus they add from Bound Equipment still only stacks to 1.5 times the ABP value.
- For the Hedgewitch grand secret Miracle Man the heal DC is instead 10+con score of the target.
- For the Hedgewitch Combat tradition benefit you count your class level as your BAB for qualifying for Fighter feats.
- The Incanter may choose additional specializations from existing Pathfinder or homebrew classes with DM approval.
- The Soul Weaver may expend a Bound Nexus soul to deliver a Blessing or Blight at the soul's location rather than touch range. This still requires a touch attack but they may add their Charisma modifier to the attack roll.
- The Thaumaturge no longer suffers a caster level penalty when they fail their Forbidden Lore roll but instead lose 5 current and maximum HP. In addition, they may no longer use Channel Punishment to pass the penalty off to willing targets (don't try to cheese this).
- Sphere Paladin and Sphere Ranger are instead mid-casters and gain 1 talent at 2nd level and every even level (as well as the bonus 2 at level 1).
- Sphere Bloodrager may at 4th level apply any sphere ability or talent to themselves (no matter how many targets it originally affected) when entering a bloodrage. If the duration would be greater than 1 round, it instead lasts for the duration of the bloodrage; if the duration is concentration they must expend one spell point to have it last for the duration of the bloodrage without concentration. At level 11 this ability gains +2 caster level, and at level 20 it gains +4. This replaces Sphere Bloodrage.
Spheres
- All sphere effects that add fast healing increase the amount by +1 for every 5 caster levels.
- The Permanent Alteration advanced talent is banned.
- You may only take 1 conjuration talent for every 2 levels you have in a casting class. This does not apply to the sphere Summoner archetype's Summon Mastery or other similar class features that grant (form) talents.
- Conjuration sphere is limited to 1 companion at a time.
- The Costly Creation advanced talent is banned.
- The Greater Serendipity Fate talent also causes the base sphere luck bonus to increase by +1 per 10 caster levels.
- For the Life sphere add your casting ability modifier to the temp HP granted by Invigorate and healing by Cure. The Greater Invigorate talent stacks with this.
- Nature sphere's Create Fire ability instead creates a fire up to the maximum fire size you can create with Affect Fire. Manipulate Lava allows you to use the vortex ability on a fire you may affect, though it does no bludgeoning damage, only its normal fire damage.
- Every Protection talent you possess adds 1 HP to your Barrier ward.
- Telekinesis base sphere ability Bludgeon instead uses the higher of your BAB or CL for the attack.
- The Time sphere advanced talent Temporal Haste can only grant a move action, not a swift.
- War Sphere: You may move each totem you have active 10ft as a free action once per round. All War Sphere effects that scale every 5 caster levels instead increase every 4 caster levels. All War Sphere effects that scale every 10 caster levels instead increase every 7 caster levels. Invigorating Totem grants additional temp HP every 3 levels.
System
- Practiced Spellcaster and similar effects do not apply to sphere casting.
- ABP weapon attunement can be applied to an implement such as a staff as if it were a weapon, with the base price of an implement for any specific sphere being 300 gold. Only a maximum of two implements can be attuned at one time.
- Any sphere casting ability that scales with caster level can be extrapolated to extend beyond CL 20. For example, the weather sphere severity increases by 1 at CL 7 and 14, so it would increase again at CL 21, 28, etc. Another example, the Conjuration companions would gain additional hit dice and natural armor beyond CL 20 at the same rate they do in the table.
- Caster level for purposes of sphere DCs is capped at a maximum of your MSB.
- All Advanced Talents are allowed, though with DM approval. In addition, you may develop new Advanced Talents with approval if you find there's some effect lacking.
- Rituals are not allowed.
- Spellcrafting is allowed, but does need approval due to the very wide open nature of it. You do not need to take the Spellcrafting feat to combine effects within a single sphere. Spellcrafting DCs and the time required are determined by the talents added to the base ability, you do not count your base sphere and talents it uses.
- Incantations are DM stuff, ignore it unless I bring it up.
- All casting traditions, drawbacks, and boons are allowed.
- Sphere specific drawbacks are limited to 2 per sphere.
- Sphere casters can use magic items from Spheres of Power that do not use the talent-based system or Forge Charm, but use the regular Pathfinder crafting feats. The Ring of Skilled Casting reduces spell point cost to a minimum of 1.
- Oaths are banned.
- When a temporary talent is gained via action points, it lasts its normal duration instead of expiring as a temporary talent. If any other temporary talents were added to it, it still expires as a temporary talent.
- The Specialist's Staff item has a price of half the current price [1500*(1+LVL/4)^2], but does not provide an enhancement bonus and counts as an effectively +0 implement (still able to be modified by ABP and implement abilities as normal). It only provides a benefit to the specialization it provides up to the current upgrade +3, to a maximum of your class level that grants the specialization. So a staff upgraded to level 8 for 13,500 gold would provide a maximum class level for its specialization up to 11, at class level 11, but would then need to be upgraded again to provide a benefit past that point.