Making a Balance of Power between PF and KF


Homebrew and House Rules


I recently have gotten back into PF and gotten a curiosity about several kinds of homebrew. Spheres of Might and Kirthfinder.

However this isn't necessarily specifically relevant aside from this. Both 'vanilla' Pathfinder and the major homebrew rework Kirthfinder have so many unique and incredibly useful things that I absolutely adore, but I also feel like KF is a bit... Excessive at times, and is pretty much entirely non-compatible with a lot of more usual pathfinder things. So I was wondering if anyone on Paizo would be able to help me to work out a few things to rebalance something that could still look something like Pathfinder whilst also having some of the interesting new abilities. Also I'd like to make sure that Kirth Gersen (hopefully I spelt your name right) gets all the credit for making his system "Kirthfinder"

Major points

1: Numen & Gold: The Numen system is simply one of the greatest things to come out of homebrew ever in my personal opinion, but at the same time I feel that there is benefit to having some significance to gold. Obviously not nearly as much as pathfinder standard puts into it (Everyone who's played D&D of any kind probably knows how it gets 'The WoW problem' where you spend all of your money on more gear just so you can adventure to get better gear to adventure with), But still make it that there's SOMETHING in the wealth system to be significant rather than handwaving it away entirely.

2: Scaling feats: Another thing from Kirth that I feel is absolutely beautiful. I only mention toning it down here just because I have a feeling things would absolutely break and break easily if you just cut and paste it.

3: Making Classes Unique: Yet another chance to compliment Kirth, every single class in the game gets a facelift and gets more unique abilities to work with. but like before with scaling feats, it needs to be re-balanced. below are some specific things
*Making Fighters Great Again: Unique Combat Talents to make every Fighter unique
*Sorcerous Snowflakes: eldritch blasts and more unique bloodlines whilst still rebalancing back towards PF power
*Bawdy Bards: Letting bards select their background and particular talents to suit their concept, whilst again still toning back the power just enough.
*Monks that are finally good: Once again having unique powers and a much more interesting way of handling unarmed damage. Though I prefer the Ki pool mechanic over Ki Powers
*Blades in the Dark: rogues making a splash with... God they have a lot of new tricks, Skill Trick spell lists, Combat talents and Social talents like they're some kind of Vigilante, free finesse when finesse is way better than it used to be.

4: Equipment: One of the few things that I would make any risk towards saying it can go in wholesale. But once again, with how PF works and all the classes we're bringing back, all the weird niche weapons that PF has published that no longer exist, etc. all need to be accounted for to figure out what different abilities characters can use (and this becomes doubly true with Spheres of Might involved, since it has its various discipline talents).

5: SoM and SoP Support: My singular favorite magic system Spheres of Power, and the new kid martial system on the block Spheres of Might, I'd love to bring them both to a group.

6: Giving each Race more options for customization built in without making it overwhelming

Thank you all in advance for any advice you give me.


Spheres of Power support isn't too difficult. Just turning Spell Capacity into caster level and handing out the requisite number of magic talents is generally enough to grease the gears. Then there's some transition between certain spheres and PF/KF spell schools, like how Necromancy (Healing) is now the Life Sphere while all other aspects of Necromancy is under the Death Sphere.

It might also be a good idea to rule that every character who wants to take a reserved feat must first have the "Prepared Caster" General Drawback. This way, said reserve feats only work so long as you have a number of spell points dedicated to that Sphere equal to the level of the reserve spell needed.

Spheres of Might support is a bit more iffy. A lot of things in Spheres of Might were built on the PF framework for how certain skills and feats worked. Switching them over to their KF counterpart will likely result in a non-insignificant power increase, and as you've already mentioned, such an increase in the power discrepancy between PF and KF isn't something you're after.

That said, I'm probably overblowing the power increase, since KF is already stronger than most of what SoM has to offer, so it's not like the power discrepancy will be that much greater, if at all. SOM characters with access to Kirthfinder will certainly be way stronger. But Kirthfinder characters with access to Spheres of Might material will be...roughly at the same level, with marginal boosts at most.

Aside from power concerns, SoM integration into KF is pretty simple, I think. Just note that all SoM characters only start with a simple level of proficiency in weapons, and must use the Equipment Sphere to gain Martial Proficiency in any weapons of their choosing. You could allow them to take a talent twice for Exotic Proficiency, but I think it's probably more balanced if they take the Exotic Weapon Proficiency feat instead.

If bringing SoP/SoM classes into the Kirthfinder system, do note that you'll need to make a judgement call on whether or not any particular class gets a good Intuition save, or has to trade out their good Will save for a good Intuition save instead.


Thanks for the comment Kaouse, though... maybe I'm overblowing the power increase in KF as well, but I can't help but think that there are some small things that go just a hair too far for me in KF (Fighters eventually getting no iterative penalties on top of them already being buffed from the start in that regard, the Ranger randomly grabbing a skill that allows at will teleportation for no reason..) I feel like I want to tone things back very slightly whilst bringing in new mechanics to allow players to still be unique and powerful.


Fighters getting no iterative penalties seems powerful, until you realize that natural attackers in PF also get no iterative penalties, and generally have more attacks per round.

As for at will teleportation from a skill, are you talking about Planar Sense? Because that generally takes time and levels, and can be quite imprecise since it's basically Planar Travel (unless I'm thinking of something else?). For short range teleportation, Spheres of Power has the Warp Sphere, which is at will (and also allows characters to take Dimensional Agility as early as level 1).

The only real issue I've had with Kirthfinder isn't so much the new abilities, but rather that it's much easier to get really high numbers across the board. The skill floor is much, MUCH higher than regular PF. That said, the fact that all bonuses are typed means that the skill ceiling and optimization ceiling is actually lower than in PF.

I will note though, that KF characters will always be more difficult to take down than PF characters. Sphere-users are also more difficult to take down than their PF counterparts, so if you combine the two be ready to pull out all of the stops if you even want to challenge characters using both.


Kaouse wrote:

Fighters getting no iterative penalties seems powerful, until you realize that natural attackers in PF also get no iterative penalties, and generally have more attacks per round.

As for at will teleportation from a skill, are you talking about Planar Sense? Because that generally takes time and levels, and can be quite imprecise since it's basically Planar Travel (unless I'm thinking of something else?). For short range teleportation, Spheres of Power has the Warp Sphere, which is at will (and also allows characters to take Dimensional Agility as early as level 1).

The only real issue I've had with Kirthfinder isn't so much the new abilities, but rather that it's much easier to get really high numbers across the board. The skill floor is much, MUCH higher than regular PF. That said, the fact that all bonuses are typed means that the skill ceiling and optimization ceiling is actually lower than in PF.

I will note though, that KF characters will always be more difficult to take down than PF characters. Sphere-users are also more difficult to take down than their PF counterparts, so if you combine the two be ready to pull out all of the stops if you even want to challenge characters using both.

1: I thought that natural attackers suffered a -5 to all of their attacks even if they used their full bab on all of them, and multiattack changed that

2: I admit I kinda pulled the ranger one out of my ass because I realized that the fighters not having iterative penalties were the only really BIG ones


Natural attacks only take the -5 penalty when they are secondary natural attacks, decreased to -2 with multiattack. Attacking with a manufactured weapon makes all of your subsequent natural attacks into secondary natural attacks, but aside from that corner case, most natural attack users make all of their attacks at full BAB with zero iterative penalties.

A Wereboar Skinwalker can get 3 primary natural attacks from first level (Gore + 2 hooves). Take a class like Barbarian and you can get Bite + 2 Claws added to that in short order. That's 6 natural attacks, all primary unless otherwise stated, and thus all at Full BAB. You could easily get all of that done by Level 4.

Sort of puts it's all in perspective, doesn't it?


Kaouse wrote:

Natural attacks only take the -5 penalty when they are secondary natural attacks, decreased to -2 with multiattack. Attacking with a manufactured weapon makes all of your subsequent natural attacks into secondary natural attacks, but aside from that corner case, most natural attack users make all of their attacks at full BAB with zero iterative penalties.

A Wereboar Skinwalker can get 3 primary natural attacks from first level (Gore + 2 hooves). Take a class like Barbarian and you can get Bite + 2 Claws added to that in short order. That's 6 natural attacks, all primary unless otherwise stated, and thus all at Full BAB. You could easily get all of that done by Level 4.

Sort of puts it's all in perspective, doesn't it?

Well damn, I confess that I totally read the natural attack rules wrong. I thought it was saying that once you use one of your natural weapons OR manufactured weapons, all of the other become secondary for the rest of your full attack


So I guess looking at this, maybe a more suitable title for this would have been something to do with a Spheres conversion, since the rest of it was basically just trying to take KF concepts and pull them back into Pathfinder.

AND SO...

Let us begin then. Transcendence of the Spheres

Step 1: The simplest part, figuring out Intuition.

Version 1

Transcendence of Power
Armorist gets Intuition but not will (wisdom casting stat)
Evoker gets Will but not Inituition (the fluff of being a pyromancer type, and a Charisma locked Casting stat)
Eliciter gets Will but not Intuition (Master of Mind magic but not of illusion)
Fey Adept gets Intuition but not will (Master of Illusions but not other effects)
Hedgewitch: Gets both mental saves up
Incanter: Gets both mental saves up
Mageknight: Not sure as of yet, since they get fortitude AND will already
Shifter: Intuition but not Will (Locked wisdom and bestial style lacking willpower)
Soul Weaver: Will and Intuition or just will
Symbiat: Both (fluff is about having an otherworldly psionic abomination inside their head, so the idea that they can both disbelieve illusions well and toss off enchantment makes sense)
Thaumaturge: Will but not intuition (Warlocky and pacts with extraplanar creatures tends to strengthen the will)

Transcendence of Might
Only really changing the saves for those with High Will Saves

Blacksmith: Gets both. Blacksmiths seem like those who would have stalwart minds, and a life of appraising and searching for every little detail seems like they'd be able to see flaws in reality as well.
Commander: Will but not intuition: since the commander shows to have more force of personality than anything else
Scholar: Intuition but not willpower
Sentinel: both mental saves. They need to be able to protect their fellows in order to make sure their friends don't literally walk into the mouth of that dragon.
Technician: Intuition but not will: A bit for the same reason as Blacksmith in that they need to be able to see the finest details, but I can strangely see the technician as being a bit less stalwart when he knows damn well he's reliant on his machines.
Blacksmith:


Spheres < -- > Spell School Conversion

Alteration == Transmutation (Polymorph)
Conjuration == Conjuration (Calling + Summoning)
Creation == Conjuration (Creation)
Dark == Evocation (Darkness)
Death == Necromancy (non-Healing)
Destruction == Evocation
Divination == Divination
Enhancement == Transmutation
Fate == Divination
Illusion == Illusion
Life == Necromancy (Healing) [Previously Conjuration (Healing)]
Light == Evocation (Light)
Mind == Enchantment (Charm + Compulsion + mind-affecting)
Nature == ??? Transmutation ???
Protection == Abjuration
Telekinesis == ??? Transmutation ???
Time == ??? Transmutation ???
War == Enchantment (Morale)
Warp == Conjuration (Teleportation)
Weather == ??? Transmutation ???

Transmutation is quite the varied school it seems. No wonder it requires a wizard who specializes in it to give up more schools.


That is quite the shock... And now for some more complex things

Transcendence of Might
Coiled Blade as a Fighter Talent
Note: Figure out how to make Offensive Pressure work without making Weapon training or Signature weapon a prerequisite. Seems relatively balanced seeing as the whole tension ability set itself only sacrifices Armor Training (assumedly all parts of it) which is equal to a talent as is.

Runic Knight orders as Wutan or whatever they are called for battle sorcerers, giving them a proficient martial progression and bonuses specific to those orders.

Monks: Allow monks to replace their Ki powers with Proficient Martial progression.

Rogues: allow Rogues to replace their skill tricks with adept martial progression.

Paladins: They're a Prestige class now. meaning we need to figure out how each of the 8 new classes can multiclass into it (And more generally whether they need rebalancing to be on the same level as KF classes)

Transcendence of Power
Give the Sphere Sorcerer Destruction as a bonus sphere and force them to take Energy Focus as a drawback, making each bloodline have its own abilities.

Wizards need to figure out what to do about Arcane Bond simply because the Sphere Wizard no longer is forced to be prepared (I'd say sphere wizards are just worse incanters now but at the same time KF gave them sage and arcanas, though Arcana is just magic related bonus feats so... yeah it's still just a worse incanter)

And like with Spheres of Might, generally figuring out if Spheres of Power classes need re-balancing to fit KF (especially since Numen somewhat neuters my favorite class in the Spheres of power bunch, Armorists)

Reserve Feats: I think that these abilities would be completely different on a Spherecaster, in that essentially they can forcibly put spell points into reserve just for these feats.


Equipment Sphere

Replacing disciplines

Discipline (Discipline)
With GM permission a character may choose 7 weapons that share certain themes (work with your GM as to what these 7 are and the theme) and gain a relevant secondary effect.

Short list of potential secondary effects.
Bounty Hunter: Deal Nonlethal damage with no penalty and treat all sensible choices as having the Grapple property
War Dancer: You may add your Dexterity modifier in place of your Charisma modifier when making Perform (dance) checks.
Slinger/Ammo Drop:Reload time decrease for certain weapons (taken from Halfling Heritage's advantages)
Far Shot: you only suffer a –1 penalty per full range increment between you and your target when using a ranged weapon. Associated Feat: Far Shot.
Charging Headlong: . When performing a charge, you only suffer a -1 penalty to your AC rather than -2.
Mechanical edge: Crossbows that can be fired with one hand reduce the penalty for doing so by half.
Outrider: whenever you make a ranged attack from atop a mount, you take only half the usual attack penalty.
Bracer: r. Whenever you use a readied action to make an attack with a weapon with the brace weapon special feature against a target moving into your threatened area, that attack deals an additional +2 damage. At +10 base attack bonus, this bonus damage is instead increased to +4.
Pirates!: you gain a +2 competence bonus to Profession (sailor) checks made to sail a ship. At +10 base attack bonus, this bonus increases to +4.
Slippery like a fox: you gain a +2 competence bonus to Sleight of Hand checks made to conceal a weapon on your person. At +10 base attack bonus, this competence bonus increases to +4.
Disposable Weapon: . Whenever you roll a critical hit with a fragile weapon, you may give it the broken condition to automatically confirm the critical hit. Associated Feat: Disposable Weapon.
Hopefully more, but these are the ones used in nactual SoM


Equipment Continued

Expert reload only decreases reload times by 1 step instead of 2 (though someone explain how reload works now)
Either Remove Finesse fighting or just change it to work as the weapon finesse feat works?

Sadly the many, many ways that you can change firearms (assuming we don't just remove these abilities entirely) means I probably have to go back to PF firearms or a semblance of them

(since Technicians with Railgun and a Musket in my version of the system means they can reach out and touch someone at around 330 feet. Which granted I guess that isn't that big a deal just because of how rarely you actually get to use that long a distance, but SOMEONE is going to abuse that.)

Coat Pistol
Same stats as Hand crossbow except it has a reload time 1 step longer and can hit touch AC in the first range increment
Pistol: all 1 handed
Simple: 1d6 x2 30 foot range touch ac Standard action reload
Martial: 1d8 2x 45 foot range touch ac move/partial action reload
Exotic: 1d8 x3 50 foot range touch AC Iterative/immediate action reload
Musket: all 2 handed
Simple: 1d8 2x 40 foot range touch AC full action reload
Martial: 1d10 2x 50 foot range Touch AC Move action reload
Exotic 1d12 3x 50 foot range touch ac Iterative reload


There's a table for converting spell schools to spheres right here.


I think the easiest way to convert the Equipment Sphere is to just rule that taking a discipline talent upgrades your proficiency with those weapons from Simple proficiency (i.e. the baseline), to Martial proficiency. If you want Expert Proficiency, you'll have to spend the feats for it on every weapon. That way, the Fighter gets to keep some of his niche protection. Everything else that isn't a discipline weapon can probably work the same way.


Kaouse wrote:
I think the easiest way to convert the Equipment Sphere is to just rule that taking a discipline talent upgrades your proficiency with those weapons from Simple proficiency (i.e. the baseline), to Martial proficiency. If you want Expert Proficiency, you'll have to spend the feats for it on every weapon. That way, the Fighter gets to keep some of his niche protection. Everything else that isn't a discipline weapon can probably work the same way.

True, but the issue is the fact that many of these talents have weapons that no longer exist in the context of Kirthfinder.

Just to list a few talents that have weapons that no longer exist

Bounty Hunter's Tools: You gain proficiency with the bola, garrote, grappling hook, harpoon, kyoketsu shogi, lasso, mancatcher, net, net launcher, sap, and whip. You may deal nonlethal damage with any of these weapons at no penalty and treat them all as having the grapple special feature.

Bushido Training: You gain proficiency with the double-chained kama, double walking stick katana, dual blade, katana, kama, kusarigama, longbow, naginata, nodachi, tetsubo and wakizashi.

Dancer Training: You are proficient with the intricacies of music and dance, and can apply that precision in battle. You are proficient with the battle poi, bladed scarf, chakram, fighting fan, gladius, rapier, scimitar, shortsword, war flute, war lute, war mallet, and whip. You may add your Dexterity modifier in place of your Charisma modifier when making Perform (dance) checks.

Duelist Training: You gain proficiency with the bastard sword, butterfly knife, double chicken saber, dual blade, duelist sword, estoc, greatsword, longsword, pistol, rapier, shortsword and swordbreaker dagger.

Every single Racial Heritage one (Which luckily the races have their analogues for these anyway)

Firearm Proficiency (kinda)
Firearms are a very, VERY controversial back and forth thing. But either way there are a number of things that can end up breaking them how they are done in KF, whether they act like spell items in weapon form or like crossbows but with touch ac hits instead of bonus damage. (Technician is really the one that can break these, with the Railgun and Rifled Barrel attachments tripling and doubling their range increment respectively, which the spellgun version has no increment and the crossbow based versions have enough range that tripling it makes them have ridiculous ranges for a 1 handed weapon)

Gladiator Training: You gain proficiency with the throwing shield, as well as the amentum, battleaxe, gladius, lasso, net, pilum, scizore, short sword, shortbow, trident, and whip. You may take this talent twice; the second time you take it you gain proficiency with the aklys, flying blade, hooked axe, knuckle axe, madu, quadrens, sica, and shotel.

Huntsman Training: You gain proficiency with the atlatl, bolas, boomerang, handaxe, harpoon, longbow, net, shortbow, throwing axe, and tube arrow shooter. In addition, you only suffer a –1 penalty per full range increment between you and your target when using a ranged weapon. Associated Feat: Far Shot.

Mechanical training: You gain proficiency with the battle wrench and with all crossbows, including exotic ones such as the net launcher. Crossbows that can be fired with one hand reduce the penalty for doing so by half.

Monk Weapon training: Monk weapons were completely eliminated from the game and so was flurry of blows

Outrider training: You gain proficiency with the bola, lance, lasso, longbow, musket, pistol, scimitar, and shortbow. In addition, whenever you make a ranged attack from atop a mount, you take only half the usual attack penalty.
this one's not bad except for lassos and bolas (please correct me if I'm wrong)

Peasant Training: You are proficient at using the tools of farming, fishing, mining, and herding in war. You gain proficiency with the ankus, crook, fishing tackle, handaxe, heavy pick, light hammer, light pick, machete, net, pickaxe, scythe, and trident.

Pikeman training: I could be wrong but I'm pretty sure most of these weapons were consolidated into one or two weapons

Pirate Training: Luckily all we miss is the 'sea knife' and the 'boarding' weapons, which we can likely just make specialized forms of normal weapons

Rogue Training:You gain proficiency with the blade boot, butterfly knife, garrote, hand crossbow, kukri, rapier, sap, short sword, shortbow, starknife, switchblade knife, sword cane, war razor, and whip. Additionally, you gain a +2 competence bonus to Sleight of Hand checks made to conceal a weapon on your person. At +10 base attack bonus, this competence bonus increases to +4.

Toolkit Training: You are adept at using adventurering tools as impromptu weapons of war. You gain proficiency with the battle ladder, battle stein, battle wrench, climbing pick, fishing tackle, garrote, grappling hook, iron brush, machete, net, ten foot pole, torch, and whip.

Tribal Training: You gain proficiency with the atlatl dart, battle poi, boomerang, greatclub, hunga munga, klar, knobkerrie, rhomphaia, tepoztopilli, terbutje, and the wahaika. You may treat each of these weapons as if they possessed the fragile weapon special feature for the purpose of feats or talents you possess. Whenever you roll a critical hit with a fragile weapon, you may give it the broken condition to automatically confirm the critical hit. Associated Feat: Disposable Weapon.

honestly it would have been simpler to list the ones that DON'T have any weapons that no longer exist in kf since Knightly training is the only one.

I know some of these will have simple solutions, but some will be complex because of not having an analogue. And some will end up making them only gain proficiency in one or two weapons (Pikeman in particular)


ok I'll try to take these and an fill out what we do know.

Bushido Training: You gain Martial proficiency with the double-chained kama, double walking stick katana (leaving these because I don't know what to do with them, and I'd assume that they'd be double versions of their respective weapons anyway), dual blade (keeping this in case we can make something out of it), Longsword, Sickle, Chain Whip (with Kusarigama being a double weapon of a sickle and chain whip), longbow, Glaive, Bastard Sword (or Greatsword), Greatclub and Cutlass.

Bounty Hunter's Tools: You gain martial proficiency with the bola, garrote, grappling hook, harpoon, Meteor Hammer, lasso, mancatcher, net, sap, and whip. You may deal nonlethal damage with any of these weapons at no penalty and treat them all as having the grapple special feature.

Dancer Training: You are proficient with the intricacies of music and dance, and can apply that precision in battle. You gain martial proficiency with the battle poi (light flail?), chain whip, chakram, War Fan, Shortsword, rapier, Scimitar, war flute, war lute, war mallet, (Leaving the instruments because they're just enhancements and can be easily statted out as clubs or maces or something) and whip. You may add your Dexterity modifier in place of your Charisma modifier when making Perform (dance) checks.

Duelist Training: You gain martial proficiency with the bastard sword, dagger, double chicken saber (this has no equivalent as far as I know), dual blade (still leaving this to see what it can be made into), Longsword, estoc, greatsword, longsword, pistol (need to stat guns), rapier, and shortsword.

Gladiator Training: You gain martial proficiency with the throwing shield (would this exist?), as well as the atlatl, battleaxe, lasso, net, javelin, scizore (gauntlets maybe? or punching dagger?), short sword, shortbow, Spear (and perhaps shortspear too), and whip.

Huntsman Training: You gain martial proficiency with the atlatl, bolas, boomerang, handaxe, harpoon, longbow, net, shortbow, throwing axe, and all types of blowgun. In addition, you only suffer a –1 penalty per full range increment between you and your target when using a ranged weapon. Associated Feat: Far Shot.

Mechanical training: You gain martial proficiency with the 'battle wrench' and with all crossbows, including exotic ones such as the net launcher. Crossbows that can be fired with one hand reduce the penalty for doing so by half. (Battle wrench treated as a heavy mace but having the special property to be used as a wrench maybe?)

Outrider Training: just remove the lasso? or give it something equivalent?

Peasant Training: You are proficient at using the tools of farming, fishing, mining, and herding in war. You gain proficiency with the ankus (sickle?), quarterstaff, fishing tackle, handaxe, heavy pick, light hammer, light pick, cutlass, net, pickaxe, scythe, and trident.

Pikeman training: You gain proficiency with all polearms, the Spear, and Longspear. you also gain the bonuses to bracing that I'm too lazy to go get)

Rogue Training: You gain martial proficiency with the garrote, hand crossbow, kukri, rapier, sap, short sword, shortbow, dagger, longsword, Smallsword, and whip. Additionally, you gain a +2 competence bonus to Sleight of Hand checks made to conceal a weapon on your person. At +10 base attack bonus, this competence bonus increases to +4.

Tribal Training: I have no idea what most of these equate to


Seems things have gotten rather quiet...


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Well I've got another slightly exciting thing I can say. I've started working out base classes to spheres!
Admittedly I used Archetypes for this so that's a bit of an issue... but I think so far it's coming along well.

Sphere Bard
Sphere bards gain a unique casting tradition based on what Bardic Tradition they choose.

Minstrel: Focus Casting (instrument), Skilled Casting (Perform (Music)), Vocal Casting, and Somatic casting.. In exchange for these drawbacks they can use the same action to both cast a sphere effect and concentrate on an Inspiration or even another sphere effect at the same time. Their drawbacks are unusual in that they only apply to half of your spells. When casting a spell through word or song you use your Vocal drawback, whilst playing your instrument to cast you use your Focus casting and Somatic drawbacks

Skald: Skalds gain just the Vocal and Skilled Casting (Linguistics) drawbacks, and can maintain concentration on a spell or Inspration as a Move action whilst using a weapon to attack with a Standard action.

Sphere Cleric
Casting: The sphere cleric may combine spheres and talents to create magical effects. The sphere cleric is considered a High-Caster and uses Wisdom as his casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.) This replaces the spells class feature.
Spell Pool: The sphere cleric gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his level + his Wisdom modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.
Magic Talents: A sphere cleric gains 1 magic talent at 2nd level and every 2 levels thereafter.
Necromantic Focus: A sphere cleric who chooses to channel positive energy at 1st level gains the Life sphere as a bonus magic talent. A sphere cleric who chooses to channel negative energy gains the Death sphere as a bonus magic talent. They gain an additional talent from this sphere at every odd level beyond 1st. This replaces spontaneous casting.
Domains: A sphere cleric gains domains as normal, but does not gain domain spells. Instead, they gain a bonus magic talent at 1st level, chosen from the spheres associated with his selected domains. He gains an additional magic talent from one of those domains at 5th, 9th, 13th, and 17th levels.

The spheres associated with each domain are as follows:
Domain
Associated Sphere

Air
Weather

Ancestors
Fate

Animal
Alteration

Archery
War

Artifice
Creation

Chaos
Fate

Charm
Mind

Community
Protection

Cudgel
???

Cultist
Dependent on your Patron

Darkness
Dark

Death
Death

Desert
Nature

Destruction
Destruction

Earth
Nature

Entropy
Destruction?

Evil
Fate

Fire
Nature

Glory
Enhancement

Good
Fate

Healing
Life

Inquisition
??? (unsure just because this specifically centers around the inquisitor powers)
Knowledge
Divination

Law
Fate

Liberation
Warp

Luck
Fate

Madness
Mind

Magic
Divination

Mind
Mind

Nobility
War

Plant
Nature

Possession
Mind or Death (noting death because isn’t the actual possession talent in the death sphere?)

Protection
Protection

Repose
Life

Rune
Enhancement

Scalykind
Alteration

Strength
Enhancement

Suffering
Destruction or Death (only talents relating to ghost touch)

Sun
Light

Time
Time

Travel
Warp

Trickery
Illusion

Vermin
???

Void
Warp

War
War

Water
Nature

Weather
Weather

Winter
Weather (cold stuff)

Incarnate: The Base Sphere Oracle actually works almost perfectly for KF's incarnate because the mystery spells are removed.

Casting: The sphere oracle may combine spheres and talents to create magical effects. The sphere oracle is considered a High-Caster and uses Charisma as his casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)
This replaces the spells class feature.
Spell Pool: The sphere oracle gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his level + his Charisma modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.
Magic Talents: A sphere oracle gains 1 magic talent every level.
Oracle’s Strength (Su): A sphere oracle gains +1 spell point at 2nd level and every 2 levels thereafter. This replaces mystery spells.
Oracle’s Curse: If the sphere oracle selects a curse that normally grants bonus spells (for example, Haunted), he does not gain spells. Instead, he gains a bonus magic talent at 1st, 5th, 10th, and 15th levels, chosen from the sphere associated with that curse (for example, Haunted would grant magic talents from the Telekinesis sphere).

Druid
Druid’s special abilities based around summoning can stay the same because these are SLAs..

And druidic initiations are somewhat of a mixed bag regarding Spheres characters because the spells tend towards not having a common theme to replicate with one sphere.. But here are some of the simpler ones

Blighter: Death (ghost touch related powers)

Sorcerer
Eldritch Blast: when a Sorcerer would normally gain their Eldritch blast, you instead gain the Destruction sphere as a bonus sphere, the Element focus drawback, and a blast based on your choice of bloodline.

Here are some things worth note.

Arcane: use the Basic blast and gain Crafted Blast.
Amber: Electric Blast
Bestial: Shrapnel Blast
Celestial: Fire blast, can freely choose to gain Holy Smite if they meet the normal prerequisites, ignoring their Energy Focus drawback for this specific Case (and ignoring GM Fiat on)
Demons and Devils and infernal types: Fire blast, can freely choose to gain Unholy smite with normal prerequisites, ignoring their normal energy focus drawback.
Sevenfold Veil: Not approrpriate for Spherecasters, perhaps allow them to gain new blasts as they level?

Battle Sorcerer
High caster with ¾ bab that gains sphere abilities at half of their normal speed. (similar to Thaumaturge and Sphere Cleric)
Any Wutan that primarily uses Force damage as its blast instead gives you the Base Blast with Crafted Blast

Wizard
Luckily the wizard does gain some new toys, I'd just give them high casting with either Incanter progression as it normally does or standard 1 per level progression with the caveat that you can spend your arcanas on getting another bonus talent.

Improved Spell Capacity: You instead gain one Advanced sphere talent of your choice, regardless of GM Fiat, but you still need to meet the prereqs.
Arcane Fire: Not sure what to do with this arcarnum just because it requires you to have spell slots, and 1 spell point for 40d6 seems utterly broken.
Epic mage Armor: this is a SLA so it can stay

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