Retooling Mythic Adventures and the Race Builder for Spheres of Power


Homebrew and House Rules


I'm starting up a campaign using Spheres of Power rules instead of the Vanican system. I would like to use the race builder and mythic rules, but they aren't built to work alongside Spheres of Power. I will appreciate suggestions to adapt these rules to work with Spheres of Power.


A simple fix for race builder is to use the static feat trait to add either extra SP or Basic Magical training with a specific sphere. Probably switch it so that these traits count as magic traits.

E.G. Treelings are naturally magical and good with plants
(2 RP) Extra Spell Points
(2 RP) Basic Magical Training: Plant Geomancy

I like this option because non magic characters gains 3 SP and the basic sphere which is enough to do things about 3/day which is how many native spell like abilities work. They can also take advanced magical training to buff up their racial spell casting ability without taking any casting classes which is cool.

Casters instead gain +2 SP and a bonus talent which is nothing to sneeze at either.

As for mythic I am not as familiar with the rules having only played one mythic game (where I played a martial not a caster) and having never GMed one. However I think a good option would be to bar Advanced Talents generally and only allow them to be taken via mythic powers or mythic feats.


Put bluntly, Advanced Talents can be game-changers, and should only ever be allowed with explicit GM permission. Investing a path ability to gain one approved of by the GM wouldn't be the worst way to go, though.

RPG Superstar Season 9 Top 16

You should be building the races yourself, not letting players cherrypick from the race building rules.

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