Spheres of Power is a completely new magic system for the Pathfinder RPG and other D20 systems, built from the ground up to provide an easy and intuitive approach to concept-based magic.

In this, the Ultimate version of Spheres of Power, we have compiled the original volume, over 22 handbooks, and numerous smaller expansion products into one enormous volume, giving you a compiled and rebalanced system that greatly expands on what sorts of worlds and characters you can use with the Pathfinder Roleplaying Game 1st edition!

Included in this book you will find:

22 Magic Spheres — including alteration, blood, creation, conjuration, dark, death, destruction, divination, enhancement, fallen fey, fate, illusion, life, light, mind, nature, protection, telekinesis, time, war, warp, and weather.

— including alteration, blood, creation, conjuration, dark, death, destruction, divination, enhancement, fallen fey, fate, illusion, life, light, mind, nature, protection, telekinesis, time, war, warp, and weather. 12 New Base Classes — including the thaumaturge, the elementalist, the mageknight, the armorist, the incanter, the eliciter, the soul weaver, the fey adept, the symbiat, the hedgewitch, the shifter, and the wraith.

— including the thaumaturge, the elementalist, the mageknight, the armorist, the incanter, the eliciter, the soul weaver, the fey adept, the symbiat, the hedgewitch, the shifter, and the wraith. Advanced Magic — including rituals, spellcrafting, advanced talents, and incantations. These systems may be implemented in part or en masse to grant a gaming table complete control over how magic interacts with their setting.

— including rituals, spellcrafting, advanced talents, and incantations. These systems may be implemented in part or en masse to grant a gaming table complete control over how magic interacts with their setting. Casting Traditions — allowing both players and GMs to customize not only their characters, but even the entire concept of magic itself.

— allowing both players and GMs to customize not only their characters, but even the entire concept of magic itself. Magic Item Creation Rules — adapting the entirety of magic item creation to the new system.

— adapting the entirety of magic item creation to the new system. Bestiary— Giving you all manner of creatures adapted for use with the system; GMs should have fun too!

And much, much more!



Ultimate Spheres of Power contains content from the following volumes:

Spheres of Power

Spheres of Power: Expanded Options

Archetypes of Power

Items of Power

The Wraith

The Geomancer’s Handbook

The Telekinetic’s Handbook

The Enhancer’s Handbook

The Diviner’s Handbook

The Abjurer’s Handbook

The Auspician’s Handbook

The Battlemage’s Handbook

The Chronomancer’s Handbook

The Conjurer’s Handbook

The Creator’s Handbook

The Destroyer’s Handbook

The Fey Binder’s Handbook

The Illuminator’s Handbook

The Mentalist’s Handbook

The Necromancer’s Handbook

The Nyctomancer’s Handbook

The Sanguinist’s Handbook

The Shapeshifter’s Handbook

The Tempestarian’s Handbook

The Trickster’s Handbook

The Vivomancer’s Handbook

The Worldwalker’s Handbook

Spheres Apocrypha: Light Talents

Spheres Apocrypha: Dark Talents

Spheres Apocrypha: Destruction Talents

Spheres Apocrypha: Nature Talents, Earth

Spheres Apocrypha: Nature Package, Air

Spheres Apocrypha: Nature Talents, Fire

Spheres Apocrypha: Nature Talents, Metal, Plant, Water

Spheres Apocrypha: Nature Talents, Spirit

Sphere’s Apocrypha: Protokinesis Feats