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The Leadership Sphere is a new sphere for Spheres of Might, transforming a character into a walking army. With Leadership you can gain and building cohorts, caravans, and followers, expanding a single character into an entire regiment.
Why should conjurers have all the fun? Become an army with the Leadership sphere!

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The Geomancer’s Handbook is an expansion to the Nature sphere from the Spheres of Power magic system. Inside these pages you’ll find new talents, new packages, new magic items, new rituals and incantations, and even nature-themed monsters transposed to using the Spheres of Power system.

The Geomancer’s Handbook is book 1 in a multi-part series, funded via Patreon.

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The bells toll, the dead walk again, and heroes and villains take on the mantle of the grave! The Gravecaller's Handbook is a player-oriented supplement for Pathfinder 1e using Ultimate Spheres of Power, as well as materials from Spheres of Might, Champions of the Spheres, and other Drop Dead Studio products, bringing you a revitalized Death sphere, new feats, archetypes, items, and talents.

Harness the supernatural shadows with the Nocturnus, knit and sew together flesh into monstrosities as a Stitcher, materialize your emotions into a powerful phantom as a Sympath, or guide the lost to their afterlife as a Shepherd of the Lost. Take advantage of magical coffins and palanquins, raise and command the dead with new (dominion) talents, and harness their power with new necrosis feats.

The Gravecaller's Handbook is a Pathfinder 1e supplement and companion to Spheres Bestiary: Undead and the Immortal Forlorn.

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Made for Pathfinder 1st edition and the Spheres of Might system, the Harmacist is a scholar who specializes in inflicting poison and disease on their opponents. With this archetype you will have all manner of damaging effects at your fingertips, including inflicting malpractice on enemies through the Heal skill and special stinkbombs instead of flashbangs.

Go beyond with Spheres Apocrypha!

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Created for Pathfinder 1st edition and the Spheres of Power system, witness the grand potential of magic unbridled! The high magic handbook offers options for Players and Game Masters to suffuse their settings with tremendous miracles, offering insights into the ways magic might sculpt the world.

Erect mighty spellzones that can permanently infuse a region with magic or unearth the secrets of mythic rituals and crafting! Harness magic's new forms through the Universal Magic or dual-classing Gestalt options!

Push beyond 20th level with mighty new Epic Level rules or expand your magical reach through sphere-based Mass Combat abilities! The limitless avenues of the arcane are open to all who dream of them and The High Magic Handbook serves as your guide along these infinite paths.

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The Highlander’s Handbook is an expansion to the Spheres of Might system that grants new talents, equipment, and game guidelines inspired by the real-life Scottish highlands and its history.

Whether you are interested in a Highland campaign or simply want to play a unique and powerful martial, the Highlander’s Handbook is a great resource for your table.

Conquer the Highlands with the Highlander’s Handbook!

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A new ancestry for Pathfinder 2nd Edition!

Divine-touched monkeys, hokins are friendly and joyful. Always ready for an adventure, they make great adventuring companions, given you are willing to endure the occasional practical joke.

Hokins are known to be full of life and a pleasure to be around, despite frequently attracting and causing trouble. Often oblivious to the traditional social etiquette, they do as they please when they please, appreciating the pleasures of life. Their lack of knowledge or concern for order and hierarchy tends to get them in trouble with the authorities, in which case they feign innocence or claim having done nothing wrong but a harmless prank.

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The Illuminator’s Handbook is an expansion to the Light sphere from the Spheres of Power magic system. Inside these pages you’ll find new talent types including light archetypes, new talent types including lens and nimbus talents, new feats and magic items, and more to make light a valuable addition to any magician’s arsenal.

The Illuminator’s Handbook is book 6 in a multi-part series.

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The Initiate's Handbook introduces a brand new sphere, the Mana sphere, to the Spheres of Power system for Pathfinder 1st edition. Learn to manipulate pure magic on a brand new level, including forging manabonds between casters, turning a caster's own spell points against them, and other methods of manipulating essence.

Become a master of magic like never before with the Mana sphere!

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The Tech Sphere is a new sphere for the Spheres of Might martial system. Useful for dabblers and full technicians alike, this sphere expands what your Pathfinder RPG character can do into realms hitherto unknown!

Build drones and amazing gadgets!

Expand firearm options from the simple to the modern!

Graft artificial limbs to your body!

With options from the medieval to steampunk modern, the inventor’s handbook greatly expands the options for adventurer-engineers of all types.

Long live invention!

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The Inventor's Handbook 2 expands on the first Inventor's Handbook with even more Tech sphere options, including working with AIs, expanded tech item creation, and more, allowing you to do far more with the Tech Sphere and the role of technology in your world.

Within these pages you'll find:

  • New talents and legendary talents for even more expansive Tech abilities!
  • AIs and technological procedures!
  • Alternate tech item creation!
  • GM advice!
  • And more.

Take tech to the next level with The Inventor's Handbook 2!
Long live invention!

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Spheres of Power introduced a new method of creating magic items to align better with the spheres system. Items of Power includes an updated version of those rules as well as new items, weapon qualities, artifacts, and more for your gaming pleasure. Expand your games with Items of Power!

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The heroes find themselves caught between a halfling merchant and a town of Cherufe, all under attack by an ancient evil
and a horde of undead dinosaurs.

Designed for a party of PCs of 7th-8th level, for
use with the Skybourne campaign setting.

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Welcome to The Jester's Handbook, a supplement for both the Spheres of Power and Spheres of Might systems filled with terrible puns, horrible references, and other excruciating jokes.

Battle your enemies with the citric power of your elemontalist, destroy them with your hemogoblin hoards, or cast others aside depending on whether they do or do not sparkjoy. Whatever you desire, there is at least one terrible, groan-inducing pun in this book to meet your needs!

(Warning: Due to a time travel incident, this book contains some content for products that haven't been written yet. So... consider it a sneak peak?)

Released April 1st.

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Masked warrior, hero, actor, and villain. You will be all these things at some point in your career, and occasionally more. Specializing in maneuvers, holds, and unarmed attacks, you do not seek to kill your opponent, but rather to defeat them, basking in the glory of your victory and the shame of your opponent's defeat. Leaving a defeated foe alive is both just and proper; after all, how can you have the rematch of the century if you don't leave your opponent alive for a second bout?

The Luchador is a new class made for Pathfinder 2nd Edition.

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Presented by Drop Dead Studios, the Luchador is a new 20-level Monk/Vigilante hybrid class for the Pathfinder Roleplaying Game!

These masters of the ring traverse the world in search of greater and greater foes to battle. Like the vigilante, the luchador lives a double-life: one as an unassuming citizen, and one as a great hero of the people. Unlike the vigilante, who hides their identity to protect their loved ones from reprisals, the luchador wears a mask to inspire those around him with his inhuman feats of strength, allowing him to move unassumingly around society while his masked identity’s fame spreads abroad.

The luchador is a master of grappling, unarmed combat, and manipulating their enemies around the battlefield before lining up the finishing blow. Through their stable talents, a luchador can become an expert at any of three different styles of combat, breaking down their enemy’s strength before knocking it unconscious with their submission specialization. Unlike other adventurers, the luchador excels at defeating their enemies in spectacular fashion while keeping the villain alive—for how can the fallen return for the rematch of the century if they are not alive to seek one?

This book not only details the luchador class, but also includes new feats, magic items, favored class bonuses, and racial information to help both players and GMs make the most of this new class, as well as better integrate them into a campaign.

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The Mentalist’s Handbook is an expansion to the Mind sphere from the Spheres of Power magic system. Inside these pages you’ll fi nd new talents, new feats, new class options, and more for making the most of Mind magic in your games.

The Mentalist’s Handbook is book 10 in a multi-part series.

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There are two sides to every game; that which happens in the world, and that which happens around the table. Now you can mess with both with Metafeats!

Want to reward a player for good behavior? Want to incentize someone to get into character or run a one-shot session? Want a justification for messing with the GM and throwing his perfectly good plans out the window? Now you can!

This PDF features 3 pages of content for $0.99, and includes everything you need to introduce the concept of metafeats to your game.

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Champions, your time has come! This companion book gives mythic support to characters who blend the Spheres of Power and Spheres of Might system together and includes:

  • Mythic class features for champion classes and prestige classes
  • New mythic feats
  • Powerful new mythic magical items
  • Rules for establishing and strengthening churches
  • Powers of faith for mythic characters ascending towards godhood
  • A newly-updated prestige class for truly epic casters

Mythic Champions of the Spheres completes the basic mythic trilogy for the Spheres systems, offering new powers and storytelling opportunities for characters ready to shake the world!

Note: Using some parts of this book properly requires access to content from Mythic Spheres of Power and/or Mythic Spheres of Might. This book is a companion to those tomes, not a wholly standalone product.

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Prepare yourselves, heroes! This standalone compendium adds mythic support to the Spheres of Might system, and includes:

  • An expanded mythic tradition system with new qualities and boons, building off the original from Mythic Spheres of Power, that allows players and GMs to customize the attributes of each mythic hero to suit the story they want to tell
  • A new mythic path dedicated to practitioners, with many abilities compiled and updated for compatibility with combat talents
  • Mythic sphere talents and sphere masteries that offer new powers for the most capable heroes of the land
  • Mythic class abilities that can help characters master their non-talent abilities
  • Multiple new mythic feats
  • Advice and rule changes for running games with mythic practitioners
  • Take your heroes further than ever with Mythic Spheres of Might!

Note: This book includes a small amount of material from Mythic Spheres of Power (especially parts of the mythic tradition system and the rules recommendations), allowing it to function as an entirely independent product for games that aren't using mythic spherecasting.

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Mythic Spheres of Power takes the Pathfinder mythic rules and adapts them for better use with the Spheres of Power magic system.

Within these pages, you'll find:

  • Mythic Traditions for expanding and explaining the source of your mythic power.
  • The Spheremaster Mythic Path for use with mythic spherecasters.
  • Mythic sphere talents.
  • Mythic class features.
  • Guidelines for mythic play and various alternate rules for making mythic play what you want it to be.
  • And much more!
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The Necromancer’s Handbook is an expansion to the Death sphere from the Spheres of Power magic system. Inside these pages you’ll find new talents, new feats, new archetypes, and more for making the most of necromancy in your games!

The Necromancer’s Handbook is book 18 in a multi-part series.

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The Nyctomancer’s Handbook is an expansion to the Dark sphere from the Spheres of Power magic system. Inside these pages you’ll find new talents, new feats, new rules, new monster templates, and more for making the most of Dark magic in your games.

The Nyctomancer’s Handbook is book 9 in a multi-part series.

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"I have become the destroyer of worlds."

So begins a player's adventures in Skybourne. A wizard's arrogance left a world broken, ravaged by a sentient forest, and surrounded by the planar wound called the maelstrom. Yet in this aftermath lies a world of adventure, where airship pilots delve a world's worth of ruins looking for ancient treasure, where aasimar kings and barbarian lords battle for control of a dozen new cultures, and where anyone with a ship and a will can make their fortune, if they have luck on their side.

Built for both the traditional and Spheres of Power magic systems, Skybourne is a campaign setting for the Pathfinder Roleplaying Game built around the adventures of an airship and its crew, and borrows as much in tone from Firefly, Star Wars, and other shows as it does from classic sword and sorcery adventures. In this, the Player's Guide to Skybourne, you'll find:

  • A host of new races, including the plant-born Alraun, the octopus-like Cacaelia, the dinosaur-blooded Cherufe, the magically-constructed Created, the draconic Cuazaj, the pheonix-like Fenghaung, the plant-like Leshy, the fey-blooded Sidhier, and the insectoid alien Tatulani.
  • Over a dozen new archetypes, including the Halfling dragonrider, the tranquil barbarian, the Alraune bodysnatcher, the gun chemist, and more!
  • New traditions, a 'tradition trait' system, and the Fallen Fey racial sphere for the Spheres of Power magic system.
  • Religions and magic rituals.
  • Rules for using crews- swarm-like groups of hired hands that aid the PCs in sailing ships and attacking their enemies!
  • Airship rules, including sailing, customization, and combat!
  • New feats, new skills, new equipment, new magic items, and more!

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Walk through fantastic realms, from hot deserts to stormy jungles and the cosmos beyond!

The Realmwalker's Handbook introduces a new prestige class, the Realmwalker, a planar traveler and explorer which can survive the harshest of climates and open pathways to faraway places.

New options and class archetypes, including the Mistwalker Symbiat, an elusive infiltrator. Barbarians can cloak themselves with the power of the stars themselves while eliciters harness a new emotion, the crushing squall of futility in the vastness of the cosmos. New feats and talents for traveling and mapping new and undiscovered places and harnessing planar energies. New items allow adventurers to explore a wide bazaar of exotic elemental implants and focus components.

This handbook also contains two large sections for worldbuilding: Planar Magics and Ley Lines. Planar magics are localized restrictions on spellcasting which may force certain requirements on the creation of magic. Ley lines are primordial pathways from which energies may spill out, creating manifestations, empowering spellcasters, and creating unique phenomenon. New rituals are also included to interact with these planar phenomenon, from locating and mapping ley lines to teleporting through them or even permanently binding new ley lines to the terrain.

This supplement is a Pathfinder 1st edition product using Ultimate Spheres of Power, Spheres of Might, and Champions of the Spheres.

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As one of the “Core 4,” the rogue is a mainstay of any roleplaying fantasy adventure. Sadly, the Pathfinder rogue, while the best incarnation yet, has begun to be eclipsed by other, more expansive classes. This book revitalizes the rogue by providing expanded options, revised rules, and suggestions for rogue-centric games.

This volume includes:

  • 13 new Archetypes including, Chemist, Dungeon Runner, Imperial Flanker, Mageslayer and Street Urchin.
  • 50 new Rogue Talents, 16 new Feats and 6 new Traits.
  • Expanded Slight of Hand, Stealth, Bluff, Disable Device, and Craft (trapmaking) skills, as well as variants for sneak attack and ranger traps.
  • New, optional class abilities that address the rogue’s power gap with other classes.
  • Extensive information, advice, and idea seeds to help GMs and players alike make the most out of their rogue characters.
Whether you are an RPG veteran or novice, a game master or player, Rogue Glory promises to be a welcome addition to any gaming group that includes, or does battle with, the wondrous, elusive creatures called rogues.

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The Sanguinist’s Handbook is a brand new sphere for the Spheres of Power magic system, for the Pathfinder Roleplaying Game. This new sphere-the Blood Sphere-grants its wielders the power to control the blood within a body, bleeding targets dry, empowering allies, or crafting the fluid into a Blood Construct to do their bidding, and much more! Complete with new archetypes and class features for making the most of this new branch of magic, the Blood Sphere will be a wonderful addition to your games!

The Sanguinist's Handbook was funded via Patreon.

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The Shapeshifter's Handbook is an expansion to the Alteration sphere from the Spheres of Power magic system. Inside these pages you’ll find new talents, new feats, new racial abilities, new incantations, and GM information for making the most of alteration magic in your games.

The Shapeshifter's Handbook is book 7 in a multi-part series.

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Ships of Skybourne is a comprehensive vehicle guide for the Skybourne campaign setting, detailing methods, options, and mechanics for land, air, and sea vehicles of mundane, mechanical, and magical construction, but bending mostly to the airships an adventurer will use in their pursuit of fame and fortune.

While Ships of Skybourne is bent toward the Skybourne campaign setting and is intended for use with the Player's Guide to Skybourne, virtually everything contained herein is usable on its own and is easily adaptable to a multitude of campaign settings.

Inside its pages, you'll find:

  • Comprehensive rules for vehicle movement and vehicle combat through land, sea, air, underground, underwater, and planar travel!
  • Vehicle construction and customization rules, ranging from adding simple armor and engines to outfitting a ship with mechanical arms, atmosphere control, and a host of other options!
  • Dozens of sample vehicles for easy use!
Whether you're a sailor, soldier, or part of a pirate crew, Ships of Skybourne has everything you need to sail the land, seas, and skies in search of danger, wealth, and adventure!

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This PDF features 5 new Nature talents and 5 new spellcraftings, all focused around the Earth package of the Nature sphere of the Spheres of Power system. Designed for use with the Pathfinder Roleplaying Game.

Go beyond the basics with Spheres Apocrypha!

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This PDF features 7 new Nature talents, 2 new advanced talents, and 3 feats, all focused around the Fire package of the Nature sphere of the Spheres of Power system. Designed for use with the Pathfinder Roleplaying Game.

Go beyond the basics with Spheres Apocrypha!

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This PDF features 5 new Nature talents, 2 new spellcraftings, 3 new feats, and a new Nature sphere drawback, all focused around the Plant, Water, and Metal packages of the Nature sphere from the Spheres of Power system.

Designed for use with the Pathfinder Roleplaying Game. Go beyond the basics with Spheres Apocrypha!

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Spheres Apocrypha: Alchemical Formulae is an expansion to the Alchemy sphere from Spheres of Might, granting new talents and new options for making the most of this incredible sphere.

Take your Alchemy to new heights with Spheres Apocrypha!

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This spheres apocrypha is filled with new Alchemy talents and powers, particularly poisons. Expand your poison powers when working with ingested poisons, create poisons that penalize your target's ability scores, and transform your splash poisons into dangerous noxious breath!

Go beyond with Spheres Apocrypha!

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This apocrypha further expands the amount of options available for poisoners and workers of blighted craft that interact with the world. Whether you want to enhance your allies or debilitate your foes, there is something for you in Alchemy Poisons 2!

For Pathfinder 1st edition and the Spheres of Might system. Go beyond with spheres apocrypha!

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Even more martial talents for making the most out of your armor, including Armored Evasion, Armored Momentum, and even using alchemical components to improve the power of your armor!

For Pathfinder 1st edition and the Spheres of Might system.

Go beyond with Spheres Apocrypha!

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An astrologian is a scholar who gains power from the stars. Made for the Spheres of Might system for Pathfinder 1st edition, the astrologian invokes star signs to gain powers and adapt to the situaion around her.

Go beyond with Spheres Apocrypha!

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With the Hunt Master reaper archetype, the Symbol of Valor Vigilante archetype, and 4 new feats, Spheres Apocrypha: Banners gives you all sorts of new ways to hold your banner high and become a beacon for your allies!

For Spheres of Power and Spheres of Might and Pathfinder 1st edition. Go beyond with Spheres Apocrypha!

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"They said when she opened her mouth, the ground shook, the air trembled and the world seemed to fear her words. In the end, there was nothing but a whimpered shriek."

For Pathfinder 1st edition and the Spheres of Power/Spheres of Might systems, this apocrypha introduces a new path for the Hedgewitch focused around vocal powers reminiscent of the mythical banshees, as well as an assortment of talents and feats relating to the undead spirits and their powers. Shriek and spread myseries to your opponents until the beg for their lives.

Go beyond with Spheres Apocrypha!

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Want to use teleportation magic to more lethally shunt enemies around the battlefield? Suck away the elements from a nature-caster? Damage your enemies with bullets of pure vaccum? All this and more can be done with Spheres Apocrypha: Battlefield Manipulation Talents!

Made for Spheres of Power and Pathfinder 1st edition.

Go beyond with Spheres Apocrypha!

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Spheres Apocrypha: Casting Traditions gives you new drawbacks and sphere-specific drawbacks to help you create new and intriguing casting traditions for your characters.

Do you require magic runes, or perhaps you must pre-charged your spells? Perhaps you can even lend your casting to your allies temporarily? These and more options become available with Spheres Apocrypha: Casting Traditions!

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Spheres Apocrypha: Casting Traditions 2 gives you EVEN MORE new drawbacks and drawback feats to customize your casting traditions and build the characters you want to play.

Within these pages you'll find new options for curse-fueled magic, expanded combat casting, new diagram powers, and more for making your casters fun and original.

Go beyond with Spheres Apocrypha!

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Cognition Talents are a new type of Mind sphere talent for the Spheres of Power system; rather than placing enchantments onto others, Cognition talents expand the mind of the user, granting them all manner of new abilities as they use magic to increase the power and reach of their thoughts.

For the Pathfinder Roleplaying Game 1st edition.

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In this Spheres Apocrypha, we build on everything from the Leadership Sphere to the Conjuration Spheres and even the Warp sphere, giving you new options for making the most of your followers and companions. In this apocrypha you can store your minions in extradimensional spaces, recruit cohorts from the outer planes, improve your ability to use magic through the intermediary of your companions, and more!

For both Spheres of Power and Spheres of Might, go beyond with Spheres Apocrypha!

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This PDF features 10 new Dark talents, designed to give you new ways to enjoy the Spheres of Power system for your Pathfinder games.

Go beyond the basics with Spheres Apocrypha!

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Spheres Apocrypha: Debilitating Talents is a series of new talents for the Spheres of Might system for Pathfinder 1st edition that grant you all sorts of new ways to debilitate and weaken your enemies, ensuring you the edge in combat that decides victory or defeat. Overcome your enemies with alchemical diseases, tackle your foes at the end of a charge, and use new types of traps to slowly destroy your enemy's strengths and take them down at your ease.

Go beyond with Spheres Apocrypha!

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Crack the ground with alteration magic, redirect the flow of blood through an enemy's body, or read someone's fate and force their actions; all of this and more can be yours with the power of Debilitating talents!

For Spheres of Might/Spheres of Power and Pathfinder 1st edition.

Go beyond with Spheres Apocrypha!

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This PDF features 10 new Destruction talents, designed to give you new ways ot enjoying the Spheres of Power system for your Pathfinder games. Use destructive blasts for demolition, brand your enemies with deadly tattoos that limit their actions, or even make destructive blasts as attacks of opportunity!

Go beyond the basics with Spheres Apocrypha!

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Spheres Apocrypha: Dipsomania features a new Unchained Monk archetype and several new Talents for the Alchemy and Barroom spheres, all around drawing power from drink! Play as the Stupor Monk and gain power as you give in to alcohol, craft drinks that grant power to those who consume them, and more!

Go beyond with Spheres Apocrypha!

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This apocrypha is a collection of 10 new Alteration sphere trait options for existing Alteration sphere forms, specifically dragon, giant, morphic weapon, orb, plant, and subterranean. Now you can do even more, from firing beams out of your orby eye, spread pollen and spores from your plant forms, or even use your subettraining digging claws to shred an enemy's armor to pieces.

Go beyond with Spheres Apocrypha!

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This PDF features 7 new Light talents and 3 new feats, designed to give you new ways to wield the Light sphere and enjoy the Spheres of Power system for your Pathfinder games. Create weapons of light, fold your effects into halos, and more with these new expanded options!

Go beyond the basics with Spheres Apocrypha!

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Sometimes it isn't what a character's power, but rather their limitations, that make them most interesting.

Made for Pathfinder 1 and the Spheres of Might system, Martial Drawbacks 2 gives you all sorts of sphere-specific drawbacks and alternative starting options for combat spheres.

Whether you are a berzerker who smashes everything around them, a boxer who can't punch, or any other form of alternative start, go beyond with Spheres Apocrypha!

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This PDF features 8 new talents and 1 new feat, all for use with the Spheres of Might system. These talents grant new ranged options for different spheres, including Athletics, Barroom, Boxing, Berzerker, Dual Wielding, Equipment, and Fencing.

Go beyond the basics with Spheres Apocrypha!

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For Pathfinder 1st edition and the Spheres of Power/Might systems, this apocrypha deals with talents specifically made for monsters. This apocrypha deals with brutish monsters that devour their foes whole, as well as granting new options for monsters that focus on ranged combat.

Go beyond with Spheres Apocrypha!

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Designed for the Spheres of Power system, this PDF features an entirely new Nature package: Air!

With a full base package, 11 new talents and 1 Advanced Talent, this new package brings a whole new dimension to the Nature sphere.

Go beyond the basics with Spheres Apocrypha!

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This PDF features 3 new Nature talents, 4 new feats, and a new general drawback, all focused around expanding the spirit options of the Nature sphere of the Spheres of Power system. Designed for use with the Pathfinder Roleplaying Game.

Go beyond the basics with Spheres Apocrypha!

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For Pathfinder 1st edition, this Swashbuckler archetype that glows as brilliantly as possible, bending the rules of space and magic! Use Phase Shift Strike to cancel out your enemy's magic, bleed away your enemy's power with Manaleak, and more with all the style of a shining swashbuckling hero!

For Spheres of Power and Spheres of Might. Go beyond with Spheres Apocrypha!

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Spheres Apocrypha: Protokinesis Feats expand the Protokinesis feats introducted in The Telekinetic's Handbook, granting new passive effects for your telekinetic character to gain. Within these pages you'll find Aggressive Mind Limb, that greatly expands your abilities to use telekinesis as if it were an extra hand, Telekinetic Trigger, which lets you activate all manner of magic items held in your telekinetic limbs, and much, much more!

Take your powers to new heights with Spheres Apocrypha!

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This apocrypha is a collection of new Barroom, Boxing, and Duelist sphere options as well as the Barfighter Striker archetype. Designed for Pathfinder 1st edition and the Spheres of Might system.

Go beyond with Spheres Apocrypha!

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This PDF features 11 new Martial talents that convert some favorite racial feats from the core Pathfinder feats into martial talents available to all, including goblin weapon disciplines and conversions for Stabbing Shot, Demoralizing Lash, and more!

Go beyond the basics with Spheres Apocrypha!

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This spheres apocrypha contains over 10 new feats to expand the power of the Guardian sphere and other options for characters who specialize in protecting those around them.

Use Desperate Focus to become even more deadly when on the verge of death. Use Harnessed Virtue to turn an imbued strike into a more deadly aligned strike. Or, build onto I Will Hear and I Will Come with the culimation feat I Will Save You.

Go beyond with Spheres Apocrypha!

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For Pathfinder 1st edition and the Spheres systems, This PDF features two archetypes for those who have good dealings with fey: Disciple of Goibniu for blacksmiths who forge cold iron weapons for use in Fey wars, and Master of the Hunt, for those who think themselves worthy to join in the Great Hunt alongside the Hounds of Flidais.

Fitting in particualrly well with the lore of the Skybourne Sidhe race but perfectly usable for all, Spheres Apocrypha: Sidhe Court is a welcome addition to any table where players may deal with the Fair Folk.

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This PDF outlines two new archetypes, the Grinning Brigand (unchained rogue) and the Baobhan Sith (wraith), to hand you new hero options for those who have dealings with the Fey. Specifically, those who have dealings with the dark Unseelie fey; beings of evil ark malice and dangerous tricks that can easily serve as tricky PCs or dangerous foes for your players.

For Pathfinder 1st edition and the Spheres of Power/Spheres of Might systems.

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This spheres apocrypha contains a new archetype, new deeds of renown, and new talents and feats, all built around making Swashbucklers more fun to use with the Spheres! Fence, counter, and defy death with the best of them, and go beyond with Spheres Apocrypha!

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Tandem Talents are Spheres of Might talents designed to empower groups, allowing a combatant to aid his allies and coordinate to greater and more powerful effect. Including talents for a variety of spheres including Scout, Scoundrel, Athletics, Brute, Shield and more.

Empower your allies and take down enemies together with Tandem talents!

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The barista grinds coffee and steeps tea leaves, brewing refreshing, bold and delicious drinks for himself, his companions, and anyone around him in need of a pick-me-up. A barista is a warm and welcome member to any adventuring party who can prepare miraculous and invigorating brews.

Made for use with Pathfinder 1st edition and the Spheres of Might system, this new Blacksmith archetype gives a new way to provide benefits for your team. Where the blacksmith and iron chef provide static, reliable buffs to their party, the barista instead offers a more conditional (but often more potent) boost exactly when it is most needed, letting allies reroll crucial checks with scaling bonuses at the cost of a self-stacking debuff that is as customizable as the benefits.

Go beyond with Spheres Apocrypha!

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The Essence Smith takes the powers of our own Artisan class and transports them to the Spheres of Might Blacksmith, allowing for getter magic item crafting and a whole new way of exploring the heroes of the forge!

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Tricks and Traps features a series of new talents for the Trap sphere from Spheres of Might, including talents that let you combine traps with other spheres! Make traps that let you perform Brute bull rushes, Duelist disarms, and more in this wonderful expansion to your trap options!

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The Unknown Reaches Out!

For every intrepid “hero” who probes the secrets of ancient ruins or cosmic frontiers, there is an alien being which will meet them.

The Aberration Bestiary contains a variety of such adversaries utilizing the Spheres of Power and Spheres of Might system, with 20 such entities in all. Ranging from classic foes such as the Aboleth and Drider to the versatile Phrenic Auxiliary to the mighty Great Old One Ravasion, GMs should find no shortage of mighty and distinct foes within this book.

Beyond the creatures themselves, The Aberration Bestiary offers new mechanics for tremendous vehicle-scale creatures, new feats and talents for monsters, and a revised and compiled set of rules for psychological strain mechanics.

Unlock the possibilities of Aberrations and introduce players to dangers beyond understanding.

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Through the sand-buried ruins and glittering oasis, the deserts host all manner of creatures and individuals, from cinder wolves to wasteland slavers, or even the harsh desert itself. Spheres Bestiary: Desert Encounters has everything you need to build your adventures through the sands for level 1-4 characters.

For Pathfinder 1st edition and the Spheres of Power and Spheres of Might systems.

Best with the Skybourne Campaign Setting!

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A chromatic dragon is meant to be a terrifying encounter for any adventuring party; power, resistance, and magic to shock and awe. This supplmenet provides 5 new templates that make dragons into sphere champions, making them both more unforgettable and easier to run. For Pathfinder 1st edition and utilizing the Spheres of Power and Spheres of Might systems.

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Whether they be friend or foe, fey are always a welcome addition into any story, from local nuisances to miniaturized catastrophes in their own right.

This bestiary introduces a number of fey spirits from Japanese mythology, the bakemono and kappa, as well as Native American mythology, the jogoah and powerful trickster coyote spirits, and many others. Also included is more information on courts of Faerie, the fey nobles, powerful lords of their domains and the gifts they bestow upon those they bargain with or request tasks from.

For use with Pathfinder 1st edition and the Spheres of Power/Spheres of Might systems.

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Powers of Corruption!

Long have tales spoken of inhuman evils, entities of corruption and ruin with countless names and faces. Their abilities are incredible, their intentions nightmarish…

And now, their secrets revealed!

Spheres Bestiary: Fiends of Cosmos introduces players to 18 mighty fiendish foes ranging from the lowly Imp to the corrupting Nightmare Prophet to the alien Elemental Cyst to the mighty Abyss-born Tyrant. Also contained within this book are numerous new feats for outsiders and seven expansive templates for creating new fiends of your own design. Seize upon this archive of strange powers and witness what the Fiends of the Cosmos truly have to offer.

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The wonderful, wild, and great creatures that lurk just under the waves, just beyond the next dune, slumber deep in the forests, or high above in the clouds. Magical beasts are a diverse and unique mainstay for any setting or world.

From the small to large, this book contains a wide variety of new magical beasts. From tremorlizards scrabbling inside of great caves, to hourglass jian cranes maintaining their tranquil homes, to the humble lava toad and the aggressive and territorial behir or remorhaz. Creature variants of unique owlbears which live in snowy mountains and dark forests, great and massive metallic tortoises, and the air and seaborne cousins to the unicorn.

In addition to new creatures, climactic encounters are a wide set of guidelines for creating cinematic and memorable encounters, adding powerful one-time actions, arena actions, or even additional initiatives to diversify Pathfinder "boss" fight execution. Alongside new creatures are new companions and familiars, including new magical beast companions and improved familiars, as well as ways to add templates to old companions to allow them to align with the planes, elements, become mechanical, giant, or even possessed.

Spheres Bestiary: Magical Beasts and Climactic Encounters is a Pathfinder 1st edition supplement and companion to the Beast Tamer's Handbook using Ultimate Spheres of Power, as well as materials from Spheres of Might, Champions of the Spheres, and other Drop Dead Studio products.

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Spheres Bestiary: Undead and the Immortal Forlorn brings you a staggering variety of tools and bestiary content, including new stat blocks, monster variants, templates, template variants, incantations and artifacts, and talent packages.

Discover terrifying new variants of both vampirism and lichdom, from the blood empowered crimson master to the iron-pumping power lich.

Raise, fight, or run from incarnate emotions, the remnants, or pray the heavy boots of the dullahan aren't coming for your soul.

This Spheres bestiary brings you a massive trove of undead-fueled content to make your Pathfinder 1st edition games using the Spheres of Power/Spheres of Might systems thematic and vibrant.

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From shadowy organizations to evil cults, high profile bandits, mobsters and more comes a Spheres of Power and Might NPC Codex! Take your games to a new level with prebuilt NPC characters for the Spheres subsystem, including how these NPCs were built, adjustment recommendations, and tactics blocks!

These NPCs are the working hands and elite members of three unique factions: the nefarious outlaw group the Blackthorn Consortium, the mysterious evangelical Cult of Kas’shan, and the tight-knit Rat Skull Mafia. From fusiliers and striker leaders to zealots, evangelists, and thugs, this NPC Codex features a wide variety of spheres-built NPC characters to stage frightening encounters with.

This NPC Codex was made with the help of the Drop Dead Studios community through suggestions and entries. This NPC Codex requires Ultimate Spheres of Power, Spheres of Might, and other Drop Dead Studios releases.

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Adventuring demands characters test their skills across many spheres of life—heroes explore their world, discover dangerous secrets, find hidden treasures, pull off incredible trickery, talk their way out of trouble, and pull off skillful maneuvers in combat.

The new rules in Spheres of Guile allow characters to use their skills in hundreds of new ways, including things otherwise possible only with magic. New guidance also helps players and GMs to take advantage of understanding character motivations, whether to have more satisfying roleplaying encounters or to thwart enemies more dramatically with specialized talents and class features.

Spheres of Guile introduces fifteen skill spheres that unlock extraordinary and highly customizable options for every skill in the game. You can build a character all your own by choosing numerous talent from these spheres as one of five new classes—the agent, trained spy and thief; the courser, a master wilderness survivor; the envoy, an inspiring virtuoso wielding words like weapons; the mastermind, always prepared to exploit enemy weaknesses; and the professional, an expert in whatever she chooses. In addition, trade traditions, feats, archetypes, and other customization options open up the flexibility of skill spheres to characters of any class.

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Starfinder Compatible!!

There's so much more to martial combat than swinging a sword, and so much more to martial characters than waiting for the next fight.

Spheres of Might is a brand new approach to building martial characters in the Pathfinder Roleplaying Game. From the makers of Spheres of Power, Spheres of Might changes combat into a cinematic experience, replacing boring, repetitive combats with tactical decisions, dynamic exchanges, and a host of options that let martial characters be as fun to play outside of combat as they are inside.

Within this book, you'll find:

8 New Classes — including the armiger, the blacksmith, the commander, the conscript, the scholar, the sentinel, the striker, and the technician.

23 Combat Spheres — granting a host of new abilities based on concept, including alchemy, athletics, barrage, barroom, beastmastery, berserker, boxing, brute, dual wielding, duelist, equipment, fencing, gladiator, guardian, lancer, open hand, scoundrel, scout, shield, sniper, trap, warleader, and wrestler.

Full Archetype Support — both for new classes and old classes, giving a breadth of new options for creating and enjoying martial play.

Legendary Talents — for when games deserve to become truly epic, legendary talents allow games to reach beyond the gritty to truly mythical proportions, including leaping mountains, stealing skills, and bending armies of monsters to your will through sheer force of personality.

Non-Magic Support — with the help of the scholar's knowledge, the blacksmith's skills, and the technician's inventions, Spheres of Might gives a variety of options to facilitate games with little or no magic at all, greatly expanding the stories that can be told with the Pathfinder Roleplaying Game without requiring extensive re-balancing.

GM Support — including monsters from CR 1-21, along with guidelines for making the most of cinematic combat and the Spheres of Might system in your games.

NPCs for every new class to spark ideas or drop into a game.

Starfinder Conversion — giving you the information needed to adapt the system to Starfinder rules.

And much, much more!

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Who you Wish! As you like it!

An infinite variety of adventures wander this world, shaped by circumstances mundane and magical into unique individuals with distinct abilities and approaches.

Spheres of Origin allows players and GMs alike to customize their characters and backstories to their liking, offering the tools to design unique Origin Traditions that emphasize distinct experiences and unique advantages.

Making up these Origin Traditions are talents from three all-new Origin Spheres, more than a 150 unique abilities which can be used to shape a character’s Aptitude, Essence, and Form into whatever shape best suits their concept.

Building on the system of Origin Traditions and Talents are a variety of other options for players to develop characters as they see fit.

Revised rules for Favored Class Bonuses and Subordinates expand the possibilities for each of these systems, while new class options for the Conscript and Shifter classes expand the options and possibilities of Origin Talents through all character levels.

Finally, a number of new feats, revised magic talents, and the expansive Generation Tradition system offer a number of frontiers and options for players and GMs to explore.

With Spheres of Origin, players and GMs alike are given new power to make their game world their own.

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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. Spheres of Power lets you adapt magic to fit your needs rather than forcing games to adapt to the magic, and contains everything players and GMs need to bring a multiplicity of concepts to life through a system of at-will abilities, talent-based magic, and a ki-like system of Spell Points.

Included in this book you will find:

  • 20 Magic Spheres—including alteration, creation, conjuration, dark, death, destruction, divination, enhancement, fate, illusion, life, light, mind, nature, protection, telekinesis, time, war, warp, and weather.
  • 11 New Base Classes—including the thaumaturge, the elementalist, the mageknight, the armorist, the occultist, the eliciter, the soul weaver, the fey adept, the symbiat, the hedgewitch, the shifter.
  • 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.
  • Casting Traditions—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.
  • NPCs for every new base class to spark ideas or drop into a game.
  • Guilds and Organizations to sprinkle throughout your world.
  • Sample Worlds, ready to play or to provide guidelines for adapting Spheres of Power to a variety of different world and game ideas.
  • And much, much more!
4.70/5 (based on 14 ratings)

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. Spheres of Power lets you adapt magic to fit your needs rather than forcing games to adapt to the magic, and contains everything players and GMs need to bring a multiplicity of concepts to life through a system of at-will abilities, talent-based magic, and a ki-like system of Spell Points.

Included in this book you will find:

  • 20 Magic Spheres—including alteration, creation, conjuration, dark, death, destruction, divination, enhancement, fate, illusion, life, light, mind, nature, protection, telekinesis, time, war, warp, and weather.
  • 11 New Base Classes—including the thaumaturge, the elementalist, the mageknight, the armorist, the occultist, the eliciter, the soul weaver, the fey adept, the symbiat, the hedgewitch, the shifter.
  • 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.
  • Casting Traditions—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.
  • NPCs for every new base class to spark ideas or drop into a game.
  • Guilds and Organizations to sprinkle throughout your world.
  • Sample Worlds, ready to play or to provide guidelines for adapting Spheres of Power to a variety of different world and game ideas.
  • And much, much more!
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Spheres of Power: Expanded Options is the first supplemental product in the Spheres of Power line, giving players and GMs even more toys to play with for the Spheres magic system.

Inside this 29-page supplement, you'll find:

  • Favored Class Options for all Spheres of Power classes for both the core and several expanded races!
  • Conversion Archetypes for all non-alchemy casting classes from the Pathfinder Roleplaying Game: Advanced Player's Guide and Advanced Class Guide!
  • Multiple archetypes for all Spheres of Power classes, including the Lichling (soul weaver), the Warlock (incanter), the hypnotist (eliciter), the Geomancer (elementalist), and more!

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Gods are for wimps.

The spiritualist is a divine caster who summons and manipulates their own spirit, rather than call down power from on-high. Through monk-like training, inherent second-sight, and great meditation, these combatants learn to enact rituals that delve the future, raise the dead, transform their bodies, and enact blasts of pure energy to shatter the mountains themselves.

The 5th installment in the Summer Class Blitz, the spiritualist brings a Japanese bend to the Asian warrior, allowing characters to tap into stories such as Inu Yasha, Naruto, and Dragon Ball to empower their Pathfinder characters.

Also includes a small selection of custom spiritualist extras (spells, feats, magic items,) and like all Summer Class Blitz products, is fully linked to the D20pfsrd.

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The Telekinetic’s Handbook is an expansion to the Telekinesis sphere from the Spheres of Power magic system. Inside these pages you’ll find new talents, new feats, new magic items, expansions and explanations of telekinetic mechanics, new rituals and incantations, and more to help make the most out of this great branch of magic.

The Telekinetic’s Handbook is book 2 in a multi-part series, funded via Patreon.

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The Tempestarians Handbook is an expansion to the Weather sphere from the Spheres of Power magic system, for the Pathfinder Roleplaying Game. Within these pages you’ll find new archetypes, new talents, new magic items, and new monsters for making the most of weather manipulation and it’s possibilities in your games!

The Tempestarian’s Handbook is book 19 in a 20 book series and is funded by patreon.

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Treasures of the Spheres is a massive compendium of premade magic items, designed to work with games using Ultimate Spheres of Power and Spheres of Might for the Pathfinder Roleplaying Game (1st Edition).

In this book, you'll get over 100 pages filled with content like:

  • A Crafting Tradition system that adds benefits and penalties to items based on how they're made
  • Apparatuses that grant powerful ongoing bonuses for characters
  • A huge expansion of metamagic for Ultimate Spheres of Power
  • Numerous consumable items
  • Powerful implements ready to boost a caster's level in a sphere
  • Marvelous items with daily uses and a brand-new system for improving them over time so they can be given to players as early as the start of the game
  • Fabled items that demonstrate more and more power in the hands of the worthy
  • Rare artifacts known as talent crystals that can instantly teach magical or martial skills
  • Numerous new weapons, including guidelines on how to apply talent-like effects to them
  • An in-depth guide on the techniques and principles for distributing items in games
  • Random treasure tables separated by price
  • ...And more!

As the comprehensive expansion of magical items for Ultimate Spheres of Power and Spheres of Might, Treasures of the Spheres has material for countless character styles and every level of play. Whether you're looking for new ways to improve your character or want to surprise your players with fantastic new items, this incredible book has it all.

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For Pathfinder 1e and the spheres system.

The vault opens again! This tome introduces dozens of new magical items for varying levels of play, ranging from stylish weapons capable of awakening new powers to classbased equipment, powerful radiances that bless their bearers, and more!

Take your game even further with Treasures of the Spheres: Weapons and Tools, the latest trove of items for games using the Spheres of Power or Spheres of Might rules.

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The Trickster’s Handbook is an expansion to the Illusion sphere from the Spheres of Power magic system. Inside these pages you’ll find new talents, new feats, new archetypes, and more for making the most of Illusions in your games.

The Trickster’s Handbook is book 16 in a multi-part series.

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Ultimate Engineering is a comprehensive and ambitious combat sphere for the Spheres of
Might system. Whether a character is a magitech engineer, stylistic clocksmith, or mad scientist, the Tinker sphere offers a sprawling set of talents to customize, design, and develop mastery over technology.

With five packages, Tinker sphere practitioners can customize and outfit themselves and their allies with powerful technology:

Augmentation: Directly improve the capabilities of the user. Run faster, lift stronger, survive more, or even create powerful prosthetics.
Computation: Program routines to assist, guide, and provide insight - or specialized routines and Artificial Intelligence.
Modification: Improve equipment directly, make it stronger, hit harder, reload faster, and be more useful to its wielder.
Transmission: Send signals, detect information, and gather information to make decisions.
Transportation: Construct mechanoids - bikes, planes, tanks, and even mech suits and mobile combat platforms.

The book also contains rules to let you build, create, and further customize with a robust GM toolkit for Tinker traditions and optional rules!

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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.
  • 12 New Base Classes — including the thaumaturge, the elementalist, the mageknight, the armorist, the occultist, 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.
  • Casting Traditions — 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.
  • Bestiary — Giving you all manner of creatures adapted for use with the system; GMs should have fun too!
  • And much, much more!
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Drop Dead Studios is proud to announce their latest Pathfinder Roleplaying Game class, the Vauntguard!

Located at the intersection of soldier and spy, the vauntguard is the first line of defense for a government or society; he is the troubleshooter and undercover agent, who must seek out information and neutralize deadly threats. Whether he serves a King, a secret society, or is simply a renegade working alone, vauntguards follow in the footsteps of action heroes such as James Bond, MacGyver, Jason Bourne and Solid Snake, bringing the world of empowered agents and secret missions to the Pathfinder RPG.

Whether infiltrating a cult, setting traps for his enemies, or surviving the impossible through his sheer force of personality, the vauntguard is a welcome addition to any gaming table!

(This is the first class in Drop Dead Studio's Summer Class Blitz: a series of releases every week through the months of May and June 2013, giving players and GMs everything they need to dominate their summer gaming tables in style.

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In the skies above the great Forest, many adventurers hide their true identities behind masks. Some are pirates hunting treasure, some are saviors protecting the weak, and some are simply renegades, seeking their fortune however they see fit.

'Vigilantes of Skybourne' is a book of expansion options for the Vigilante base class. Within these pages are new options for those seeking to lead a double-life, including:

  • Enigma Specialization: (Requires Spheres of Power) Rather than specializing in stealth strikes or upfront combat, your vigilante can now specialize in strange powers such as eye beams, weather control, or bodily transformations.
  • New Archetypes: Not only does this book contain new vigilante archetypes such as the Masked Duelist, the Sky Marine, the Uncanny Archer, and the Possessed, but it also contains the Beast Tamer luchador, the Swordsmith fighter, the Mutator alchemist, and more!
  • Prestige Classes: The Hellsworn who sold his soul, and the Shrouded Captain who leads his crew to fame and fortune.
  • Expanded Race Support: Favored class bonuses and racial archetypes for more races, including the aasimar, the tatulani, the cherufe, and more!
  • New Talents: New social and vigilante talents that greatly expand vigilante options!
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The Vivomancer's Handbook is an expansion to the Life sphere from the Spheres of Power magic system. Inside these pages you’ll find new archetypes, new talents, new feats, new class options, and more for making the most of Life magic in your games.

The Vivomancer's Handbook is book 11 in a multi-part series.

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Mystic warriors hailing from the primal lands, war dancers are powerful manipulators of the battlefield. These men and women read the signs and omens of combat, feel the flows of his enemy's energy, and manipulate it to their own advantage.

The war dancer is a martial controller, manipulating opponents just like a wizard, but doing it from the front lines. He may not be as physically powerful as a barbarian nor as technically trained as a fighter, but few can change the course of a battle as quickly, or as effectively, as a war dancer.

The third class in our Summer Class Blitz, the war dancer is a class for anyone who loves hard hitting, tactical combat, and staying ahead of their enemies by manipulating them into submission. Aside from the basic class, this pdf includes 2 new war dancer spells, 5 war dancer feats, and two additional archetypes (southern war dancer and arcane war dancer,) showing the different ways war dancing can be incorporated into different societies.

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This handbook introduces a new class &mdash The Warden — as well as provides a host of new options for supporting and aiding your allies. Whether you protect your allies through magic or mettle, within these pages you'll find all manner of new options standing steadfast between your allies and those that would mean them harm.

For use with both the Spheres of Power and Spheres of Might systems. For Pathfinder 1st edition.

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Grace. Loyalty. War. Your credo is established in these three facets served to an honorable family house, ideal, or organization. Even those not in service to a house, the ronin, serve themselves and train to further their swordsmanship and devote themselves to a personal honor code.

This new archetype and associated feats are available for Pathfinder 2nd edition.

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Whether you want to make the most out of the wild magic drawback or just want some enormous random events tables, Wild Magic is a handy resource for both players and GMs for making the most out of unstable magic in their games. With archetypes, feats, traits, and pages upon pages of wild magic events, Wild Magic adds a wonderfully unpredictable element to any game.

Included in this book you’ll find:

The arcanophage and Wild Mage archetypes!

New class options, such as arsenal tricks, mystic combats, material impositions, and more!

Over 60 pages of wild magic events!

This book is designed to work with the Spheres of Power magic system. Some options require the Spheres of Might system as well.

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NOTE: This volume includes FANTASTIC CREATURES AND HOW TO SURVIVE THEM, which is necessary for running this adventure.

Windfell Academy is an enigmatic place. Alongside their traditional studies, students can gain personalized summoning advice from a reformed succubus, delve the library’s many tomes with the aid of the library troll, or simply pass the time visiting with the school’s goblin groundskeeper as he explains the finer points of goblin holidays. But the school is also in jeopardy; the headmaster is missing, students are disappearing, and if the PCs can’t uncover the culprit in time, no one will survive until graduation!

In Wizard’s Academy, the PCs are tasked to join and explore an enigmatic academy of magic, delving the secret dungeons underneath the school while retaining their cover as innocent students. Alongside classic dungeon-crawling adventures, the PCs will also have the chance to attend classes, encounter school-related events such as a divination contest and a dueling club, all while searching for clues related to the missing headmaster and students.

With 8 possible villains and an adaptable encounter system, Wizard’s Academy is an adventure module that can easily be adapted for any party of PCs be they level 1 or 20, and can also be adapted in length, taking either a few gaming sessions to complete or becoming a small campaign unto itself!

Delve the school’s secrets and protect its students, but beware: Windfell Academy is a dangerous place, and death is not considered an acceptible excuse for missing detention.

Wizard’s Academy is an adventure module designed for the Pathfinder Roleplaying Game and the Sphere of Power magic system.

This volume also comes complete with Fantastical Creatures and How to Survive Them, a Spheres of Power bestiary with over 100 monsters, including both original creatures and classic fantasy monsters adapted to the Spheres of Power magic system.

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Woodfarers are a breed apart from normal men and women; they journey to the dark parts of the great Forest and come back with riches, knowledge, and lost relics, only to return again the moment their purses grow light.

Designed for the Skybourne campaign setting, Woodfaring Adventures is filled with the aids and tools a GM needs to run sandbox woodfaring adventures, and the information players need to take to the skies like a veteran. Within these pages you’ll find encounter tables, an extended bestiary, new player options, information on the world of Khrone, and even a lexicon of aeronaut slang so your characters can play the part as they take to the skies in style.

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Drawn from the entries of the 2015 Spheres of Power Worldbuilding Contest, this 45 page PDF features three entire worlds for your campaigning pleasure!

Along with setting info, story hooks, and adventuring guidelines, each world comes with its own set of custom mechanics that can easily be adapted to a variety of worlds, including new magic talents, alternate classes and class features, custom XP systems, and fun alternative methods of item crafting and handling player wealth!

Inside this volume you'll find:

  • Grimoire: Featuring new and alternative classes including the Mage, the Wunderkind, the Exemplar, the Shaman, and the Dendrite, guidelines for chapter-based character progression, and a new material: Pirium!

First the Strangers came and elevated the animals and taught them magic. Then, the world cracked like an egg as the North Axis was flung into orbit. In this world, adventurers take their place in an infant world struggling through its childhood as numerous new races learn to live with each other, and the aftermath of the world's breaking...

  • Erda: Featuring Paragon rules, coin-less item creation, a handful of new feats and Ki powers, and 3 fully-stated NPCs for use with Spheres of Power!

The mad prophet Kothar and his empire march across the land, razing nations to the ground and assassinating any king who would dare to oppose them. With nothing but a handful of refugees and the Bloodmother's united orcish horde standing in his way, the time has come for heroes to choose the course of the world...

  • Irhardt: Featuring the Affinity system that exchanges alignment for elemental focus, several new Destruction talents, and a new race (the angelic aielari)!

With their advanced technology, the Zethian Empire has made it their mission to slaughter the divinities. With their Dragon divinities, the Kingdom of Atonia matched them to a stalemate. But now that the Elemental Dragons have vanished, there's no telling what the Zethians might do, or who might have the power to stop them...

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The Worldwalker’s Handbook is an expansion to the Warp sphere from the Spheres of Power magic system. Inside these pages you’ll find new talents, new feats, new archetypes, and more for making the most of teleportation magic in your games.

The Worldwalker’s Handbook is book 20 in a multi-part series.

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Made for use with the Pathfinder Roleplaying Game as well as the Spheres of Power and Spheres of Might systems, the wraith is a dark power given form. Whether through training in forbidden arts or their own ghost-like nature, the wraith has the ability to enter into objects, animals, allies, or opponents, consuming their will and taking control.

Wraiths are the stuff of nightmares, spreading fear wherever they go and a score of broken hosts in their wake. Complete with archetypes, two NPCs, and even options for other classes, the wraith is a perfect option for unorthodox players, horror games, or just a Halloween-themed adventure.

Wills were meant to be broken.

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The old world has ended, and its ruins are filled with treasures for those brave enough to seek them.

Join the crew of the Merlin and seek your fortune in the depths of old-world delves. But beware; the skies are trecherous, and the best delvers know that even the most-prepared crews might find their day of reckoning on the surface, where wind, sand, and animals all conspire to end the lives of unlucky delvers.

Wreckage to Deliverance is a perfect introduction to the campaign world of Skybourne and the Spheres of Power/Spheres of Might systems, as well as other fun 3rd party materials for Pathfinder 1st edition, and introduction to any campaign that will see itself delving the ruins of the desert seeking for gold and glory.

For Pathfinder 1st edition and 1st level characters. Best if combined with the Skybourne Campaign Setting and the Spheres of Power/Spheres of Might systems.

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Wreckage to Deliverance is an adventure for 4 to 6 players at 1st level in the Skybourne campaign setting. In it, players experience the dangers of airship travel, battling the elements, and trying to survive in harsh environments.

In this, the player's guide, you will find all sorts of information designed to help both players and GMs make the most of this adventure, including character creation guidelines and sample characters, campaign traits, new equipment, and guidelines for the skill challenges that are found in the adventure itself.

Whether you are playing Wreckage to Deliverance or wanting to explore other desert-themed adventures, hopefully Wreckage to Deliverance: Player's Guide will have the information you need to help you make the most of your game.

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The Youxia's Handbook is a collection of archetypes, Spheres of Might talents, and optional rules for any kind of game using Spheres of Power or Spheres of Might. The primary focus of the book is to introduce new options for martially-focused characters, to introduce (stance) talents to every single martial sphere, and bring more diverse options to the Athletics, Gladiator, and Open Hand spheres.

This book focuses on the wūxiá genre of Chinese fantasy and their characters, known as yóuxiá. Wuxia as a genre stretches back thousands of years through many different media, from epic novels like Romance of the Three Kingdoms to films like Crouching Tiger, Hidden Dragon to even cartoons like Avatar: The Last Airbender. Wuxia stories often feature high-flying acrobatics, stunning displays of martial arts prowess, and dramatic heroes with intense personalities. The Youxia's Handbook can help capture the feel of these stories with new rules and options while also presenting useful content for any style of game using spheres content. It is my hope that this handbook inspires players who aren't familiar with wuxia to explore the genre, while providing fans of wuxia the tools to add wuxia influence to their games.

For use with the Spheres of Power and Spheres of Might systems.

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The Abjurer’s Handbook is an expansion to the Protection sphere from the Spheres of Power magic system. Inside these pages, you’ll find new talents, new feats, new archetypes, and more for making the most of protection magic in your games. ... The Abjurer’s Handbook is book 15 in a multi-part...

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Command the Uncanny! ... The powers of the multiverse do not exist for mortals alone, nor are all their secrets meant to be mastered by such finite creatures. Harnessing such forces can offer untold possibilities, although those who touch the alien never step away the same. ... The Alienist's...

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The Old World has ended. What survivors there were needed a place to survive. ... That place was Andrus. ... Designed for the Skybourne campaign setting, Andrus is a world in miniature; with nowhere to go and a hostile world beating at the walls, Andrus houses hundreds of races and thousands of...

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Archetypes of Power is a book all about character options; with content for both the Spheres of Might and Spheres of Power systems, Archetypes of Power is sure to give something new to your gaming table! ... Within this volume you’ll find feats, class options, and 20 different archetypes for a...

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Archetypes of Power 2 is a collection of new archetypes and class options for the Spheres of Power and Spheres of Might systems. Whether you're a wraith whose power mimics the dreaded banshees, a professional soldier looking to make your fortune, or a blacksmith who forges spells as well as...

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Crafting has never been so much fun! ... The Artisan is a new base class from Drop Dead Studios for players who love crafting and making the most of their magical equipment. Building off the mechanics of the Master Craftsman feat, the artisan uses his crafting skills to create magic items, giant...

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Empowered by the spark of divinity, Aspects serve as the mortal voice and embodiment of a divine being. Greater than a Cleric, an aspect is a living piece of their god, walking the line between mortal and deity like never before. ... This 20-level base class takes the powers of Pathfinder deities...

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The Auspician’s Handbook is an expansion to the Fate sphere from the Spheres of Power magic system. Inside these pages you’ll find new talents, new feats, new archetypes, and GM advice for making the most out of the Fate sphere and the magic of alignment and other metaphysical aspects in your...

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The Battlemage’s Handbook is an expansion to the War sphere from the Spheres of Power magic system. Inside these pages you’ll find new talents, new magic items, new incantations, and new archetypes for making the most of War magic in your games. ... The Battlemage’s Handbook is book 8 in a...

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The Bear Sphere is an impawsible creation: the majesty and power of the bear distilled into a playable form for your Pathfinder table. ... To be honest, you probably shouldn’t use this sphere. Despite years of game development experience, nothing could have koalafied us to handle a topic as...

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From great beast tamers, wild children, and those who mimic and channel the strength of the wilds, The Beast Tamer's Handbook is a massive collection of new archetypes, feats, talents, and class options focused on handing new tools to characters to interact with animals, tame them, and bolster...

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The Blood and Portents Handbook is a collection of archetypes, class options, talents, and more for expanding the Blood sphere and giving other thematic options for characters ranging from crafters of magical toys, masters of winter magic, and more. ... Introduced in this book is a new Blood...

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There has always been something enticing about end-of-the-world stakes, and something even more fascinating which compels us to tell stories about what happens when the heroes lose. Why did everything fall apart, and who are the survivors that somehow endured the end of the world? ... The...

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Originally Released April 1st ... This handbook is the cat's meow! ... Find all new options that help you or your fuzzy friends pounce, wiggle, and purr their way to victory! Harness the inheritor's blade Expawlibur or outfit your adventurers with comfortable boxes and all sorts of strains of...

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Spheres of Power changed the way casters worked. Spheres of Might did the same for martial combatants. In Champions of the Spheres, both of the ‘Spheres' systems are married together into a unified whole to provide players with a plethora of options to craft a multitude of characters to fit...

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Champions of the Spheres: Study and Practice introduces two new systems to the Spheres system: Oaths, which allow a character to take sacred vows in exchange for power, and Techniques, which allow a character to combine magic and martial prowess into powerful custom maneuvers! ... Complete with...

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Sometimes magic isn't about finesse or manipulation. Sometimes it's about power. Raw, unadulterated power. ... The channeler is a spellcaster who channels his power through his own body, trading hit points for spells. On one hand, he can achieve heights of arcane prowess his fellows can rarely...

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The Chronomancer’s Handbook is an expansion to the Time sphere from the Spheres of Power magic system. Inside these pages you’ll find new talents, new feats, new archetypes, and more for making the most of time magic in your games. ... The Chronomancer’s Handbook is book 17 in a multi-part series.

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Potions, oils, and dusts; in the hands of a talented magic-user or alchemist, these items can contain magic beyond imagining. ... Within these pages you'll find all sorts of magical compounds for the use of your characters, meeting all of their magical needs. Whether they're crafting arcane...

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The Conjurer’s Handbook is an expansion to the Conjuration sphere from the Spheres of Power magic system. Inside these pages you’ll find new talents, new feats, new archetypes, companion archetypes, and more for making the most of conjured companions in your games. ... The Conjurer’s Handbook is...

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The Conqueror's Handbook is a collection of archetypes, talents, and other options all built around the theme of Conquest. Whether you're a mercenary looking for pay, a plundering army looking for victims, or an explorer out for fame and fortune, The Conqueror's Handbook has options for you to...

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The Creator’s Handbook is an expansion to the Creation sphere from ... the Spheres of Power magic system. Inside these pages you’ll fi nd new ... talents, new feats, new archetypes, rules expansions, and more for ... making the most of Creation magic in your games. ... The Creator’s Handbook is...

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Blood and elegance paves the way! ... Blood and guts, cysts and plagues; All horrible, disgusting things that afflict the people of the world. But within all matters gross and bloody, there lies a disciplined path of warriors who hew and dash between, inflicting bodily horrors while dancing...

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The Lower Planes are home to many foul and dangerous denizens. ... The demon race is particularly dangerous, given their propensity for destruction and the pleasure they gain from corrupting that which is good and lawful. ... Formed from the souls of those evil, chaotic souls that succumbed to...

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The Lower Planes are home to many foul and dangerous denizens. The demon race is particularly dangerous, given their propensity for destruction and the pleasure they gain from corrupting that which is good and lawful. ... Formed from the souls of those evil, chaotic souls that succumbed to the...

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The Destroyer's Handbook is an expansion to the Destruction sphere from the Spheres of Power magic system. This book contains new talents, new feats, new magic items, alternate destruction-themed racial powers, new monsters, rituals and incantations, and more! ... The Destroyer's Handbook is book...

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Into The Darkness... ... Scattered across ancient tomes and the whispers of reclusive mages lie the secrets of dark powers, designs of the immortal horrors humankind knows only as Fiends. These incarnations of cruelty and ruin offer wondrous secrets and incredible power, but never without a...

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Need a fighter? A wizard? A cleric? A rogue? Why not someone who can be all 4? ... The dilettante is an adventurer who studies everything she can, from odd bits of arcane theory, to new fighting styles, to outlandish gods and religions. True jacks of all trade, dilettantes can shift easily...

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The Diviner’s Handbook is an expansion to the Divination sphere from the Spheres of Power magic system. Inside these pages you’ll find new talents, new magic items, new rules, new racial abilities, new rituals and incantations, and even divination-themed monsters for use in your games. ... The...

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The Enhancer's Handbook expands the powers and abilities of the Enhancement sphere from Spheres of Power, adding new talents, new feats, new magic items, and new archetypes built around enhancing either yourself or your allies to give them a powerful edge in combat. ... The Enhancer's Handbook is...

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A new cause for the Pathfinder 2nd edition Champion! ... Your cause is your own. As an errant champion, you are not charged with the divinity your cousin champions are granted to perform their oathbound duties. You have forsaken or given up such divine blessings and favors, instead seeking to...

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For Pathfinder 2nd edition, this PDF offers new options for the assassin, the pirate, the poisoner, and the talisman dabbler archetypes. Whether you are increasing your skill against those you've Marked For Death, or expanding your performances with sea shanties, you'll find all sorts of new...

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Expanded Options 2 is a collection of new archetypes, feats, talents, and more that expands both the Spheres of Power and Spheres of Might systems. Within these pages you'll find: New Champion Archetypes: New options for building cross-system characters with a variety of classes!; New Prestige...

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NOTE: This book contains information already presented in the book Wizard's Academy, here separated into its own for Wizard's Academy players and others who want the bestiary without the attached adventure! ... Within these pages, famed Windfell graduate Winterlynn Graysun reveals her secrets and...

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The Fey Binder’s Handbook is an expansion and reimagining of the Fallen Fey Sphere, first introduced to the world in the Skybourne campaign setting and designed for the Pathfinder Roleplaying Game. ... This sphere grants its users the ability to mimic and command the elusive powers of the fey,...

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The Leadership Sphere is a new sphere for Spheres of Might, transforming a character into a walking army. With Leadership you can gain and building cohorts, caravans, and followers, expanding a single character into an entire regiment. ... Why should conjurers have all the fun? Become an army...

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The Geomancer’s Handbook is an expansion to the Nature sphere from the Spheres of Power magic system. Inside these pages you’ll find new talents, new packages, new magic items, new rituals and incantations, and even nature-themed monsters transposed to using the Spheres of Power system. ... The...

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The bells toll, the dead walk again, and heroes and villains take on the mantle of the grave! The Gravecaller's Handbook is a player-oriented supplement for Pathfinder 1e using Ultimate Spheres of Power, as well as materials from Spheres of Might, Champions of the Spheres, and other Drop Dead...

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Made for Pathfinder 1st edition and the Spheres of Might system, the Harmacist is a scholar who specializes in inflicting poison and disease on their opponents. With this archetype you will have all manner of damaging effects at your fingertips, including inflicting malpractice on enemies through...

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Created for Pathfinder 1st edition and the Spheres of Power system, witness the grand potential of magic unbridled! The high magic handbook offers options for Players and Game Masters to suffuse their settings with tremendous miracles, offering insights into the ways magic might sculpt the world....

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The Highlander’s Handbook is an expansion to the Spheres of Might system that grants new talents, equipment, and game guidelines inspired by the real-life Scottish highlands and its history. ... Whether you are interested in a Highland campaign or simply want to play a unique and powerful...

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A new ancestry for Pathfinder 2nd Edition! ... Divine-touched monkeys, hokins are friendly and joyful. Always ready for an adventure, they make great adventuring companions, given you are willing to endure the occasional practical joke. ... Hokins are known to be full of life and a pleasure to be...

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The Illuminator’s Handbook is an expansion to the Light sphere from the Spheres of Power magic system. Inside these pages you’ll find new talent types including light archetypes, new talent types including lens and nimbus talents, new feats and magic items, and more to make light a valuable...

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The Initiate's Handbook introduces a brand new sphere, the Mana sphere, to the Spheres of Power system for Pathfinder 1st edition. Learn to manipulate pure magic on a brand new level, including forging manabonds between casters, turning a caster's own spell points against them, and other methods...

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The Tech Sphere is a new sphere for the Spheres of Might martial system. Useful for dabblers and full technicians alike, this sphere expands what your Pathfinder RPG character can do into realms hitherto unknown! ... Build drones and amazing gadgets! ... Expand firearm options from the simple to...

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The Inventor's Handbook 2 expands on the first Inventor's Handbook with even more Tech sphere options, including working with AIs, expanded tech item creation, and more, allowing you to do far more with the Tech Sphere and the role of technology in your world. ... Within these pages you'll find:...

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Spheres of Power introduced a new method of creating magic items to align better with the spheres system. Items of Power includes an updated version of those rules as well as new items, weapon qualities, artifacts, and more for your gaming pleasure. Expand your games with Items of Power!

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The heroes find themselves caught between a halfling merchant and a town of Cherufe, all under attack by an ancient evil ... and a horde of undead dinosaurs. ... Designed for a party of PCs of 7th-8th level, for ... use with the Skybourne campaign setting.

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Welcome to The Jester's Handbook, a supplement for both the Spheres of Power and Spheres of Might systems filled with terrible puns, horrible references, and other excruciating jokes. ... Battle your enemies with the citric power of your elemontalist, destroy them with your hemogoblin hoards, or...

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Masked warrior, hero, actor, and villain. You will be all these things at some point in your career, and occasionally more. Specializing in maneuvers, holds, and unarmed attacks, you do not seek to kill your opponent, but rather to defeat them, basking in the glory of your victory and the shame...

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Presented by Drop Dead Studios, the Luchador is a new 20-level Monk/Vigilante hybrid class for the Pathfinder Roleplaying Game! ... These masters of the ring traverse the world in search of greater and greater foes to battle. Like the vigilante, the luchador lives a double-life: one as an...

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The Mentalist’s Handbook is an expansion to the Mind sphere from the Spheres of Power magic system. Inside these pages you’ll fi nd new talents, new feats, new class options, and more for making the most of Mind magic in your games. ... The Mentalist’s Handbook is book 10 in a multi-part series.

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There are two sides to every game; that which happens in the world, and that which happens around the table. Now you can mess with both with Metafeats! ... Want to reward a player for good behavior? Want to incentize someone to get into character or run a one-shot session? Want a justification...

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Champions, your time has come! This companion book gives mythic support to characters who blend the Spheres of Power and Spheres of Might system together and includes: Mythic class features for champion classes and prestige classes ; New mythic feats; Powerful new mythic magical items; Rules...

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Prepare yourselves, heroes! This standalone compendium adds mythic support to the Spheres of Might system, and includes: An expanded mythic tradition system with new qualities and boons, building off the original from Mythic Spheres of Power, that allows players and GMs to customize the...

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Mythic Spheres of Power takes the Pathfinder mythic rules and adapts them for better use with the Spheres of Power magic system. ... Within these pages, you'll find: Mythic Traditions for expanding and explaining the source of your mythic power.; The Spheremaster Mythic Path for use with mythic...

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The Necromancer’s Handbook is an expansion to the Death sphere from the Spheres of Power magic system. Inside these pages you’ll find new talents, new feats, new archetypes, and more for making the most of necromancy in your games! ... The Necromancer’s Handbook is book 18 in a multi-part series.

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The Nyctomancer’s Handbook is an expansion to the Dark sphere from the Spheres of Power magic system. Inside these pages you’ll find new talents, new feats, new rules, new monster templates, and more for making the most of Dark magic in your games. ... The Nyctomancer’s Handbook is book 9 in a...

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I have become the destroyer of worlds. ... So begins a player's adventures in Skybourne. A wizard's arrogance left a world broken, ravaged by a sentient forest, and surrounded by the planar wound called the maelstrom. Yet in this aftermath lies a world of adventure, where airship pilots delve a...

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Walk through fantastic realms, from hot deserts to stormy jungles and the cosmos beyond! ... The Realmwalker's Handbook introduces a new prestige class, the Realmwalker, a planar traveler and explorer which can survive the harshest of climates and open pathways to faraway places. ... New options...

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As one of the “Core 4,” the rogue is a mainstay of any roleplaying fantasy adventure. Sadly, the Pathfinder rogue, while the best incarnation yet, has begun to be eclipsed by other, more expansive classes. This book revitalizes the rogue by providing expanded options, revised rules, and...

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The Sanguinist’s Handbook is a brand new sphere for the Spheres of Power magic system, for the Pathfinder Roleplaying Game. This new sphere-the Blood Sphere-grants its wielders the power to control the blood within a body, bleeding targets dry, empowering allies, or crafting the fluid into a...

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The Shapeshifter's Handbook is an expansion to the Alteration sphere from the Spheres of Power magic system. Inside these pages you’ll find new talents, new feats, new racial abilities, new incantations, and GM information for making the most of alteration magic in your games. ... The...

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Ships of Skybourne is a comprehensive vehicle guide for the Skybourne campaign setting, detailing methods, options, and mechanics for land, air, and sea vehicles of mundane, mechanical, and magical construction, but bending mostly to the airships an adventurer will use in their pursuit of fame...

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This PDF features 5 new Nature talents and 5 new spellcraftings, all focused around the Earth package of the Nature sphere of the Spheres of Power system. Designed for use with the Pathfinder Roleplaying Game. ... Go beyond the basics with Spheres Apocrypha!

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This PDF features 7 new Nature talents, 2 new advanced talents, and 3 feats, all focused around the Fire package of the Nature sphere of the Spheres of Power system. Designed for use with the Pathfinder Roleplaying Game. ... Go beyond the basics with Spheres Apocrypha!

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This PDF features 5 new Nature talents, 2 new spellcraftings, 3 new feats, and a new Nature sphere drawback, all focused around the Plant, Water, and Metal packages of the Nature sphere from the Spheres of Power system. ... Designed for use with the Pathfinder Roleplaying Game. Go beyond the...

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Spheres Apocrypha: Alchemical Formulae is an expansion to the Alchemy sphere from Spheres of Might, granting new talents and new options for making the most of this incredible sphere. ... Take your Alchemy to new heights with Spheres Apocrypha!

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This spheres apocrypha is filled with new Alchemy talents and powers, particularly poisons. Expand your poison powers when working with ingested poisons, create poisons that penalize your target's ability scores, and transform your splash poisons into dangerous noxious breath! ... Go beyond with...

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This apocrypha further expands the amount of options available for poisoners and workers of blighted craft that interact with the world. Whether you want to enhance your allies or debilitate your foes, there is something for you in Alchemy Poisons 2! ... For Pathfinder 1st edition and the Spheres...

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Even more martial talents for making the most out of your armor, including Armored Evasion, Armored Momentum, and even using alchemical components to improve the power of your armor! ... For Pathfinder 1st edition and the Spheres of Might system. ... Go beyond with Spheres Apocrypha!

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An astrologian is a scholar who gains power from the stars. Made for the Spheres of Might system for Pathfinder 1st edition, the astrologian invokes star signs to gain powers and adapt to the situaion around her. ... Go beyond with Spheres Apocrypha!

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With the Hunt Master reaper archetype, the Symbol of Valor Vigilante archetype, and 4 new feats, Spheres Apocrypha: Banners gives you all sorts of new ways to hold your banner high and become a beacon for your allies! ... For Spheres of Power and Spheres of Might and Pathfinder 1st edition. Go...

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They said when she opened her mouth, the ground shook, the air trembled and the world seemed to fear her words. In the end, there was nothing but a whimpered shriek. ... For Pathfinder 1st edition and the Spheres of Power/Spheres of Might systems, this apocrypha introduces a new path for the...

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Want to use teleportation magic to more lethally shunt enemies around the battlefield? Suck away the elements from a nature-caster? Damage your enemies with bullets of pure vaccum? All this and more can be done with Spheres Apocrypha: Battlefield Manipulation Talents! ... Made for Spheres of...

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Spheres Apocrypha: Casting Traditions gives you new drawbacks and sphere-specific drawbacks to help you create new and intriguing casting traditions for your characters. ... Do you require magic runes, or perhaps you must pre-charged your spells? Perhaps you can even lend your casting to your...

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Spheres Apocrypha: Casting Traditions 2 gives you EVEN MORE new drawbacks and drawback feats to customize your casting traditions and build the characters you want to play. ... Within these pages you'll find new options for curse-fueled magic, expanded combat casting, new diagram powers, and more...

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Cognition Talents are a new type of Mind sphere talent for the Spheres of Power system; rather than placing enchantments onto others, Cognition talents expand the mind of the user, granting them all manner of new abilities as they use magic to increase the power and reach of their thoughts. ......

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In this Spheres Apocrypha, we build on everything from the Leadership Sphere to the Conjuration Spheres and even the Warp sphere, giving you new options for making the most of your followers and companions. In this apocrypha you can store your minions in extradimensional spaces, recruit cohorts...

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This PDF features 10 new Dark talents, designed to give you new ways to enjoy the Spheres of Power system for your Pathfinder games. ... Go beyond the basics with Spheres Apocrypha!

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Spheres Apocrypha: Debilitating Talents is a series of new talents for the Spheres of Might system for Pathfinder 1st edition that grant you all sorts of new ways to debilitate and weaken your enemies, ensuring you the edge in combat that decides victory or defeat. Overcome your enemies with...

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Crack the ground with alteration magic, redirect the flow of blood through an enemy's body, or read someone's fate and force their actions; all of this and more can be yours with the power of Debilitating talents! ... For Spheres of Might/Spheres of Power and Pathfinder 1st edition. ... Go beyond...

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This PDF features 10 new Destruction talents, designed to give you new ways ot enjoying the Spheres of Power system for your Pathfinder games. Use destructive blasts for demolition, brand your enemies with deadly tattoos that limit their actions, or even make destructive blasts as attacks of...

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Spheres Apocrypha: Dipsomania features a new Unchained Monk archetype and several new Talents for the Alchemy and Barroom spheres, all around drawing power from drink! Play as the Stupor Monk and gain power as you give in to alcohol, craft drinks that grant power to those who consume them, and...

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This apocrypha is a collection of 10 new Alteration sphere trait options for existing Alteration sphere forms, specifically dragon, giant, morphic weapon, orb, plant, and subterranean. Now you can do even more, from firing beams out of your orby eye, spread pollen and spores from your plant...

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This PDF features 7 new Light talents and 3 new feats, designed to give you new ways to wield the Light sphere and enjoy the Spheres of Power system for your Pathfinder games. Create weapons of light, fold your effects into halos, and more with these new expanded options! ... Go beyond the basics...

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Sometimes it isn't what a character's power, but rather their limitations, that make them most interesting. ... Made for Pathfinder 1 and the Spheres of Might system, Martial Drawbacks 2 gives you all sorts of sphere-specific drawbacks and alternative starting options for combat spheres. ......

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This PDF features 8 new talents and 1 new feat, all for use with the Spheres of Might system. These talents grant new ranged options for different spheres, including Athletics, Barroom, Boxing, Berzerker, Dual Wielding, Equipment, and Fencing. ... Go beyond the basics with Spheres Apocrypha!

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For Pathfinder 1st edition and the Spheres of Power/Might systems, this apocrypha deals with talents specifically made for monsters. This apocrypha deals with brutish monsters that devour their foes whole, as well as granting new options for monsters that focus on ranged combat. ... Go beyond...

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Designed for the Spheres of Power system, this PDF features an entirely new Nature package: Air! ... With a full base package, 11 new talents and 1 Advanced Talent, this new package brings a whole new dimension to the Nature sphere. ... Go beyond the basics with Spheres Apocrypha!

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This PDF features 3 new Nature talents, 4 new feats, and a new general drawback, all focused around expanding the spirit options of the Nature sphere of the Spheres of Power system. Designed for use with the Pathfinder Roleplaying Game. ... Go beyond the basics with Spheres Apocrypha!

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For Pathfinder 1st edition, this Swashbuckler archetype that glows as brilliantly as possible, bending the rules of space and magic! Use Phase Shift Strike to cancel out your enemy's magic, bleed away your enemy's power with Manaleak, and more with all the style of a shining swashbuckling hero!...

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Spheres Apocrypha: Protokinesis Feats expand the Protokinesis feats introducted in The Telekinetic's Handbook, granting new passive effects for your telekinetic character to gain. Within these pages you'll find Aggressive Mind Limb, that greatly expands your abilities to use telekinesis as if it...

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This apocrypha is a collection of new Barroom, Boxing, and Duelist sphere options as well as the Barfighter Striker archetype. Designed for Pathfinder 1st edition and the Spheres of Might system. ... Go beyond with Spheres Apocrypha!

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This PDF features 11 new Martial talents that convert some favorite racial feats from the core Pathfinder feats into martial talents available to all, including goblin weapon disciplines and conversions for Stabbing Shot, Demoralizing Lash, and more! ... Go beyond the basics with Spheres Apocrypha!

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This spheres apocrypha contains over 10 new feats to expand the power of the Guardian sphere and other options for characters who specialize in protecting those around them. ... Use Desperate Focus to become even more deadly when on the verge of death. Use Harnessed Virtue to turn an imbued...

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For Pathfinder 1st edition and the Spheres systems, This PDF features two archetypes for those who have good dealings with fey: Disciple of Goibniu for blacksmiths who forge cold iron weapons for use in Fey wars, and Master of the Hunt, for those who think themselves worthy to join in the Great...

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This PDF outlines two new archetypes, the Grinning Brigand (unchained rogue) and the Baobhan Sith (wraith), to hand you new hero options for those who have dealings with the Fey. Specifically, those who have dealings with the dark Unseelie fey; beings of evil ark malice and dangerous tricks that...

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This spheres apocrypha contains a new archetype, new deeds of renown, and new talents and feats, all built around making Swashbucklers more fun to use with the Spheres! Fence, counter, and defy death with the best of them, and go beyond with Spheres Apocrypha!

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Tandem Talents are Spheres of Might talents designed to empower groups, allowing a combatant to aid his allies and coordinate to greater and more powerful effect. Including talents for a variety of spheres including Scout, Scoundrel, Athletics, Brute, Shield and more. ... Empower your allies and...

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The barista grinds coffee and steeps tea leaves, brewing refreshing, bold and delicious drinks for himself, his companions, and anyone around him in need of a pick-me-up. A barista is a warm and welcome member to any adventuring party who can prepare miraculous and invigorating brews. ... Made...

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The Essence Smith takes the powers of our own Artisan class and transports them to the Spheres of Might Blacksmith, allowing for getter magic item crafting and a whole new way of exploring the heroes of the forge!

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Tricks and Traps features a series of new talents for the Trap sphere from Spheres of Might, including talents that let you combine traps with other spheres! Make traps that let you perform Brute bull rushes, Duelist disarms, and more in this wonderful expansion to your trap options!

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The Unknown Reaches Out! ... For every intrepid “hero” who probes the secrets of ancient ruins or cosmic frontiers, there is an alien being which will meet them. ... The Aberration Bestiary contains a variety of such adversaries utilizing the Spheres of Power and Spheres of Might system, with 20...

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Through the sand-buried ruins and glittering oasis, the deserts host all manner of creatures and individuals, from cinder wolves to wasteland slavers, or even the harsh desert itself. Spheres Bestiary: Desert Encounters has everything you need to build your adventures through the sands for level...

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A chromatic dragon is meant to be a terrifying encounter for any adventuring party; power, resistance, and magic to shock and awe. This supplmenet provides 5 new templates that make dragons into sphere champions, making them both more unforgettable and easier to run. For Pathfinder 1st edition...

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Whether they be friend or foe, fey are always a welcome addition into any story, from local nuisances to miniaturized catastrophes in their own right. ... This bestiary introduces a number of fey spirits from Japanese mythology, the bakemono and kappa, as well as Native American mythology, the...

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Powers of Corruption! ... Long have tales spoken of inhuman evils, entities of corruption and ruin with countless names and faces. Their abilities are incredible, their intentions nightmarish… ... And now, their secrets revealed! ... Spheres Bestiary: Fiends of Cosmos introduces players to 18...

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The wonderful, wild, and great creatures that lurk just under the waves, just beyond the next dune, slumber deep in the forests, or high above in the clouds. Magical beasts are a diverse and unique mainstay for any setting or world. ... From the small to large, this book contains a wide variety...

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Spheres Bestiary: Undead and the Immortal Forlorn brings you a staggering variety of tools and bestiary content, including new stat blocks, monster variants, templates, template variants, incantations and artifacts, and talent packages. ... Discover terrifying new variants of both vampirism and...

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From shadowy organizations to evil cults, high profile bandits, mobsters and more comes a Spheres of Power and Might NPC Codex! Take your games to a new level with prebuilt NPC characters for the Spheres subsystem, including how these NPCs were built, adjustment recommendations, and tactics...

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Adventuring demands characters test their skills across many spheres of life—heroes explore their world, discover dangerous secrets, find hidden treasures, pull off incredible trickery, talk their way out of trouble, and pull off skillful maneuvers in combat. ... The new rules in Spheres of Guile...

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Starfinder Compatible!! ... There's so much more to martial combat than swinging a sword, and so much more to martial characters than waiting for the next fight. ... Spheres of Might is a brand new approach to building martial characters in the Pathfinder Roleplaying Game. From the makers of...

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Who you Wish! As you like it! ... An infinite variety of adventures wander this world, shaped by circumstances mundane and magical into unique individuals with distinct abilities and approaches. ... Spheres of Origin allows players and GMs alike to customize their characters and backstories to...

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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. Spheres of Power lets you adapt magic to fit your needs rather than forcing games to adapt to the magic, and...

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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. Spheres of Power lets you adapt magic to fit your needs rather than forcing games to adapt to the magic, and...

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Spheres of Power: Expanded Options is the first supplemental product in the Spheres of Power line, giving players and GMs even more toys to play with for the Spheres magic system. ... Inside this 29-page supplement, you'll find: Favored Class Options for all Spheres of Power classes for both the...

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Gods are for wimps. ... The spiritualist is a divine caster who summons and manipulates their own spirit, rather than call down power from on-high. Through monk-like training, inherent second-sight, and great meditation, these combatants learn to enact rituals that delve the future, raise the...

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The Telekinetic’s Handbook is an expansion to the Telekinesis sphere from the Spheres of Power magic system. Inside these pages you’ll find new talents, new feats, new magic items, expansions and explanations of telekinetic mechanics, new rituals and incantations, and more to help make the most...

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The Tempestarians Handbook is an expansion to the Weather sphere from the Spheres of Power magic system, for the Pathfinder Roleplaying Game. Within these pages you’ll find new archetypes, new talents, new magic items, and new monsters for making the most of weather manipulation and it’s...

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Treasures of the Spheres is a massive compendium of premade magic items, designed to work with games using Ultimate Spheres of Power and Spheres of Might for the Pathfinder Roleplaying Game (1st Edition). ... In this book, you'll get over 100 pages filled with content like: A Crafting Tradition...

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For Pathfinder 1e and the spheres system. ... The vault opens again! This tome introduces dozens of new magical items for varying levels of play, ranging from stylish weapons capable of awakening new powers to classbased equipment, powerful radiances that bless their bearers, and more! ... Take...

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