Source: Ultimate Spheres of Power

Congregation Domain (Cleric/Inquisitor Domain)

The following domain can be selected by all clerics and inquisitors as well as any other class that can select a domain.

Company of Faith: At 1st level, you gain the Faction sphere as a bonus sphere. You may use the highest of your Intelligence, Wisdom, or Charisma modifier on Knowledge (local) and Knowledge (religion) checks.

Boon of Service: At 8th level, once per day, you may gain a spellcasting service from your faction without having to spend an authorization or having access to your faction (which might take the form of a divine miracle).

Domain Spells 1st—comprehend languages, 2nd—share memory (Pathfinder Roleplaying Game: Ultimate Magic), 3rd—suggestion, 4th—sending, 5th— telepathic bond, 6th—geas/quest, 7th—demanding message (mass) (Pathfinder Roleplaying Game: Ultimate Intrigue), 8th—sympathy, 9th—heroic invocation (Pathfinder Roleplaying Game: Ultimate Combat)

Special: If using the Congregation domain with the sphere cleric archetype for a Spheres cleric, the domain’s associated sphere is War.

Fey Domain

Powerful lords of Faerie can grant a portion of their power to their followers. Druids may select this domain with their nature bond class feature.

Associated Sphere: Fallen Fey.

Granted Powers

Blessing of the Sidhe (Sp): You can touch a willing creature as a standard action, giving it a blessing. For the next round, any time the target rolls a d20, it may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your casting ability modifier.

Fey Skin (Su): At 6th level, as a swift action, you may grant yourself DR/cold iron equal to half your class level for 1 minute. You may do this a number of times per day equal to 3 + your casting ability modifier.

Domain Spells: 1st—silent image, 2nd—hideous laughter, 3rd—fey form I*, 4th—charm monster, 5th—fey form II*, 6th— mass fly, 7th—power word blind, 8th—fey form IV*, 9th—dominate monster.
*Ultimate Wilderness

Seelie Subdomain

Associated Domain: Fallen Fey.

Replacement Power: The following granted power replaces the blessing of the sidhe power of the Fey domain.

Charming Touch (Su): You can charm a living humanoid by touching it. Creatures in combat and those with a hostile attitude toward you are unaffected. Creatures receive a Will saving throw to negate the effect. Creatures that fail their save change their attitude toward you to friendly for 1 round per 2 class levels (minimum 1). The target views you and your words in favorable ways (although this does not grant the ability to communicate with the target if it cannot already understand you). You must succeed at an opposed Charisma check to convince it to do something it would not normally do, and requests that are against its nature or fatal to itself are never obeyed. Any hostile action by you or your allies breaks the effect. You can use this ability a number of times per day equal to 3 + your casting ability modifier.

Replacement Spells: 3rd—major image, 6th—geas/ quest, 8th—irresistible dance

Unseelie Subdomain

Associated Domain: Fallen Fey.

Replacement Power: The following granted power replaces the blessing of the sidhe power of the Fey domain.

Curse (Su): As a standard action, you can curse a creature within 30 feet, forcing it to roll twice and take the worse result on all saving throws until the end of your next turn. You may do this a number of times per day equal to 3 + your casting ability modifier.

Replacement Spells: 4th—confusion, 5th—dominate person, 9th—weird

Nobility Domain (Modified)

A character with the nobility domain may exchange the Leadership feat for the Leadership sphere, per the associated feat rules. If a character with the nobility domain selects bonus talents from her domains (such as the sphere cleric), she may choose to select Leadership sphere talents instead of War sphere talents. This choice is made when the nobility domain is first gained.

Tinker Domains

Source: Diamond Spheres: Expanded Tinker and Silverminds

A Tinker domain grants specific abilities and options related to the relevant Tinker sphere package.

Tinker Domains and Related Domains: A Tinker domain may be selected in place of the artifice, knowledge, and protection domains, as well as certain domains as indicated on the domain itself, listed as part of the Tinker domain’s “related domains”. Relevant subdomains belonging to a Tinker domain’s related domains may also be used to qualify accordingly.

Tinker Domains and Practitioners: When a character gains a Tinker domain, they gain the following in addition to the normal benefits of the Tinker domain:

  • A Tinker tradition (that cannot have the associated package as a banned package);
  • Allows the character to maintain martial focus as a martial practitioner; and
  • Allows the character to use their primary spellcasting attribute (normally Wisdom for a cleric) or casting ability modifier as their practitioner ability modifier.

Tinker Domains and Domain Spells: Instead of domain spells, a Tinker domain grants “domain talents” as bonus Tinker sphere talents at the indicated class levels (3rd and 12th). Each set of domain talents contains a list of Tinker talents, which gain additional options to select from at 12th level. If a Tinker domain talent has prerequisites, the character must qualify for them normally (or select a different option).

If a character would receive bonus Tinker talents from multiple domains this way, they choose one of their domains to grant their bonus talents 3 levels later - for example, a cleric which selects both the Tinker (augmentation) and Tinker (computation) domains would receive the bonus talents from augmentation at the indicated class levels (3 and 12) and the bonus talents from computation 3 levels later (6 and 15).

  • Characters without Domain Spells: A character that does not receive domain spells from their domains (such as an inquisitor selecting a domain in place of an inquisition) does not receive these talents.
  • Overlapping Talents: If a character already possesses the listed Tinker sphere talent, they instead gain a bonus Tinker sphere talent that must grant an option related to the domain’s package.
  • Restricted or Banned Talents: If a listed Tinker sphere domain talent is restricted in a game (such as an advanced talent), a different talent may be selected as appropriate.

Special - Tinker Domains and Spheres of Power: When using Spheres of Power, certain classes modify the bonus talents granted by domains (such as sphere cleric and sphere druid). Such classes do not receive the bonus talents at the indicated levels and may instead select Tinker sphere talents when they would select bonus talents associated with their domain. Bonus talents selected this way must grant an option associated with one of their Tinker domains.

Augmentation Domain (Tinker Domain)

Source: Diamond Spheres: Expanded Tinker and Silverminds

The divines blessed the machines with empowerment and the capacity to adapt.

Related Domains: Artifice, Knowledge, Protection, Strength.

Granted Powers

Augmentation Competency: At 1st level, you gain the Tinker sphere as a bonus talent, selecting the (augmentation) package.

Augmented Physiology (Su): At 1st level, your physiology begins to change. You gain a +1 sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus on saving throws made against disease, poison, and effects that inflict the sickened or nauseated conditions. This bonus increases by +1 per 5 cleric levels you have. When you succeed on a saving throw against any such effect, as an immediate action, you may create a temporary charge in a single gizmo in your possession or within your natural reach which lasts for 1 minute. This charge may be depleted as though it were a battery you created. You may create temporary charges this way a number of times each day equal to your Wisdom modifier, +1 per 6 cleric levels.

Miraculous Adaptation (Sp): At 8th level, you may concentrate upon a prosthetic in your possession as a swift action, amplifying its effects based on the type of prosthetic. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive. Bonuses granted this way are sacred (if your deity is good or neutral) or profane (if your deity is evil).

  • Arms: You may roll twice and take the better result on any Strength-based skill checks and ability checks made using these prosthetics. When you make an attack action or take the full attack action, you may make an additional attack at your full base attack bonus.
  • Eyes (or Sensory Organ): You benefit from your choice of ashen path (but not the bonus against contaminants), eyes of the void, or see invisibility while active.
  • Head: You gain +4 sacred bonus on all Will saving throws and add your Wisdom modifier as a sacred bonus on all Knowledge checks (and may attempt any such checks untrained).
  • Legs: You gain a sacred bonus to your base land speed (including any movement speed associated with this prosthetic) equal to +20 feet. Any movement made while benefitting from this increased movement speed does not provoke attacks of opportunity.
  • Organ: You become immune to disease, poison, and the sickened and nauseated conditions. If you would already be afflicted by such an effect or condition, the effect or condition’s duration continues to expire while immune due to this ability.

Domain Talents: 3rd and 12th; Choose from: Exploration Set, Pressure Jack, Primal Augmentations, Prosthetics Mastery; (12th) Advanced Augmentation, Advanced Prosthetics

Computation Domain (Tinker Domain)

Source: Diamond Spheres: Expanded Tinker and Silverminds

The divines blessed the machines with intelligence and the capacity for knowledge.

Related Domains: Artifice, Community, Knowledge, Protection.

Granted Powers

Computation Knowledge: At 1st level, you gain the Tinker sphere as a bonus talent, selecting the (computation) package.

Machine Spirit’s Insight (Sp): At 1st level, as a free action, you may prompt an AI installed in a gizmo in your possession before or as part of attempting a skill check. If you do, you gain a +3 insight bonus, +1 per 3 cleric levels, on that check. This bonus stacks with other insight bonuses granted by routines. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Conjure Simple Machine Spirit (Sp): At 8th level, once per day, as a full-round action, you may conjure a machine spirit into a host. This spontaneously creates a temporary drone-classification AI (with a gizmo level equal to your cleric level) into a gizmo of your choice, which you may immediately give a command once this action completes. This temporary drone-classification AI gains no talents (in addition to not gaining feats or skill ranks) and lasts for 1 minute per cleric level. You select its tasks known as part of using this ability. If this would target a gizmo in your possession (and not a gizmo or mechanoid within your reach), you may use this ability as a standard action.

Domain Talents: 3rd and 12th; Choose from: Cognitive Set, Exploration Set, Intelligent Systems, Medical Set, Sensory Set; (12th) Advanced Computation

Modification Domain (Tinker Domain)

Source: Diamond Spheres: Expanded Tinker and Silverminds

The divines blessed those who in turn made their things more like the machines.

Related Domains: Artifice, Knowledge, Protection, Rune.

Granted Powers

Modification Knowledge: At 1st level, you gain the Tinker sphere as a bonus talent, selecting the (modification) package.

Immediate Improvements (Sp): At 1st level, as a standard action, you may improve a piece of modified equipment, granting the appropriate benefit to its wielder. You may use this ability as a swift action to target a piece of modified equipment in your possession. This benefit lasts for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

  • Weapon: Increase the weapon’s enhancement bonus by +1.
  • Armor or Shield: Increase the armor or shield’s enhancement bonus by +1.
  • Tool: Increase the tool’s bonus to relevant skill checks by +4.

Symbols of Faith (Ex/Sp): At 8th level, you gain the following (accomodation):

  • Blessed Seals (accomodation): As an accommodation, modifications you craft are treated as holy symbols to your deity.

In addition, you may assign a single spell to each non-minor modification you craft, chosen from align weapon, bane, bless, or protection from evil (or good, law, chaos). As a swift action, the modification’s user may deplete the modification as a swift action to cast the assigned spell as a spell-like ability. The effective spell level of an effect created this way is equal to 1/2 your cleric level, and the saving throw DC is equal to 10 + 1/2 your cleric level + your Wisdom modifier.

When using this ability, a replicated spell with an alignment component matches the alignment of the cleric’s deity. For example, a protection from evil effect created this way by a Lawful Good cleric could be either protection from evil or protection from chaos, whereas an align weapon effect could be aligned as either a lawful or good weapon.

Domain Talents: 3rd and 12th; Choose from: Armor Modifications, Arsenal Set, Personal Field Projector, Ranged Set, Weapon Modifications; (12th) Advanced Arsenal, Advanced Field Projectors, or Advanced Ranged Set

Transmission Domain (Tinker Domain)

Source: Diamond Spheres: Expanded Tinker and Silverminds

The divines spoke from across great lengths, and were heard.

Related Domains: Artifice, Charm, Knowledge, Protection.

Granted Powers

Transmission Knowledge: At 1st level, you gain the Tinker sphere as a bonus talent, selecting the (transmission) package.

Miraculous Signal (Sp): At 1st level, you may emulate a transmitter to send a single message (as though using the communicator accommodation). This message’s transmission range is 1 step longer than your normal transmitter range (by default, Medium range) and is not blocked by solid materials (except lead or surfaces warded against magical divination). You can use this ability a number of times per day equal to 3 + your Wisdom modifier; you may expend multiple uses of this ability with a single use to send this message to multiple transmitters.

Aura of Jamming (Su): At 8th level, you can emit a 30-foot aura of jamming for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive. This aura interferes with hostile effects as though it were a solid sheet of lead (such as divination effects, Tinker sphere (transmission) package effects, and so on), but also interferes with any opponent’s special senses with a distance listed in feet, reducing that distance to 5 feet (including blindsense and blindsight, darkvision, tremorsense, and so on) or only allowing that vision to “see” 5 feet into the aura if the opponent is outside the area.

Domain Talents: 3rd and 12th; Choose from: Aviation Set, Excavation Set, Movement Set, Pressure Jack, Sensory Set, Transmission Mastery; (12th) Advanced Transmission, Multimedia Mastery

Transportation Domain (Tinker Domain)

Source: Diamond Spheres: Expanded Tinker and Silverminds

The divines blessed the machines with shape and purpose.

Related Domains: Artifice, Knowledge, Protection, Travel.

Granted Powers

Transportation Knowledge: At 1st level, you gain the Tinker sphere as a bonus talent, selecting the (transportation) package.

Blessed Chariot (Su): At 1st level, while piloting a mechanoid, increase each of its movement speeds by +10 feet, +5 feet per 5 cleric levels.

Rite of Reconfiguration (Sp): At 8th level, once per day, you may rapidly modify a mechanoid you created as a full-round action, exchanging one of its upgrades for another you could craft. The mechanoid retains this upgrade for 1 hour before the upgrade reverts to its original selection. If you increase the time to use this ability to 1 minute, you may exchange 2 upgrades, +1 upgrade per 4 cleric levels after 8th.

Domain Talents: 3rd and 12th; Choose from: Aviation Set, Energy Set, Exploration Set, Movement Set, Transportation Mastery; (12th) Advanced Transportation


Archived: Original version (from before Ultimate Spheres of Power)