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Hey there patrons! Today I present to you four compatibility archetypes that allow some akashic class archetypes that are normally incompatible with the Spheres of Might and Power subsystem to utilize it!

Spheres Compatibility Archetypes

Champion Shadeblood (Shadeblood Eclipse Archetype)

This archetype further modifies the abilities of the shadeblood archetype for the retold eclipse, published in Akasha Retold — Expanded Options,  granting it sphere abilities in place of its normal veilweaving. An eclipse must first select the shadeblood archetype to select this archetype.

Weapon and Armor Proficiencies: A champion shadeblood is proficient with all simple weapons, light armor, and bucklers. In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice.

This replaces the eclipse’s weapon and armor proficiencies.

Casting: A champion shadeblood may combine spheres and talents to create magical effects. A champion shadeblood is considered a Mid-Caster. (Note: All casters gain 2 bonus talents and a casting tradition the first time they gain the casting class feature.)

Spell Pool: A champion shadeblood gains a small reservoir of energy they can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to their class level + their casting ability modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest.

This replaces the eclipse’s veilweaving and chakra binds class features, and the shadeblood’s bloodweaver, goreveils, and blood binding class features.

Shaded Power: A champion shadeblood uses their casting ability modifier as their practitioner modifier, and uses their casting ability score in place of their Intelligence score for their shadeblood and eclipse class features.

If the champion shadeblood uses their Constitution as their casting ability modifier, they do not add half their casting ability modifier to their Constitution modifier when determining their maximum hit points or Fortitude saves from their shadows of life class feature, but does when determining the maximum number of hit points they can reach before dying. 

Bloody Darkness: At 1st level, the champion shadeblood gains the Blood sphere as a bonus magic talent.

Darkened Sight (Su): At 1st level, the champion shadeblood gains the Dark sphere as a bonus talent. This stacks normally with caster levels gained from other sources. They cannot select a drawback that would remove their Darkvision (meld) ability. If they already have the Dark sphere with such a drawback, this buys off that drawback. If they already have the Dark sphere without such a drawback, they instead gain a Dark sphere talent of their choice.

The champion shadeblood is treated as if they were under the effects of the Darkvision meld as a constant effect, and increases the range of their darkvision granted by that ability by 20 feet. At 3rd level, and every 3 levels thereafter, the range of their darkvision granted by this ability increases by an additional 20 feet. 

At 4th level, the champion shadeblood gains immunity to being blinded by supernatural effects and the dazzled condition and gains a +5 competence bonus on saving throws against gaze effects. This does not grant immunity to self-imposed blindness, such as by using the Blindman’s Folds veil.

At 8th level, the champion shadeblood can see in darkness of any kind using this ability, including magical darkness

At 16th level, the champion shadeblood gains the benefits of true seeing using this ability while they are within an area of dim light or darkness, and regardless of light conditions they can detect living creatures and their health within 60 feet, as blindsense with the additional effects of the deathwatch spell. Mind blank and nondetection prevent the champion shadeblood’s ability to sense living creatures, but not their true seeing.

This replaces the eclipse’s eyes of shadow class feature.

Blended Training: At 2nd level, and every level thereafter, the champion shadeblood gains a combat or magic talent of their choice. 

Martial Fleshwarp Infusionist (Fleshwarp Infusionist Promethean Archetype)

This archetype further modifies the abilities of the fleshwarp infusionist archetype for the promethean, published in Eldritch Akasha — Lost Esoteries, granting it sphere abilities in place of its normal veilweaving. A promethean must first select the fleshwarp infusionist archetype to select this archetype.

Proficiencies: Martial fleshwarp infusionists are proficient with simple weapons, as well as light armor and bucklers. In addition, if this is this character's first level in any class, they may select a martial tradition of their choice.

This modifies the promethean's armor and weapon proficiencies.

Combat Training: A martial fleshwarp infusionist may combine combat spheres and talents to create powerful martial techniques. Fleshwielders are considered Adept combatants and use their Intelligence as their practitioner modifier. 

This replaces the fleshwarp infusionist’s esoteric veilweaver class feature.

Alchemical Fleshwarp Infusions: At 1st level, the martial fleshwarp infusionist gains the Alchemy sphere and must select the Formulae package. If they already have the Alchemy sphere with the Formulae package, they instead gain a bonus Fleshwarp Infusion (formulae) talent (see below). If they already have the Alchemy sphere but not the Formulae package, they gain the Master Chemist talent. When the martial fleshwarp infusionist gains the Forumlae package from this class feature (either from gaining the Alchemy sphere or from the Master Chemist talent), they gain the Fleshwarp Infusion (formulae) talent as their bonus talent from the package.

The martial fleshwarp infusionist gains access to a unique Alchemy sphere talent: Fleshwarp Infusion (formulae). Only the martial fleshwarp infusionist can select this talent, and can only select it using combat talents gained from promethean levels, or from feats gained from promethean levels.

This replaces the fleshwarp infusionist’s infused fleshwarps class feature.

Empowered Infusionis: At 2nd level, and every two levels thereafter, the martial fleshwarp infusionist gains the ability to bind the veils shaped by their fleshwarp infusions to the chakras of those who imbibe them to further empower the effects of the infusion. They gain the ability to bind their infusions to chakra slots in the following order: Hands, Feet, Head, Wrists, Shoulders, Headband, Neck, Belt, Chest, Body. 

This replaces the promethean’s chakra binds class feature.

Infusion Knowledge: At 5th level, and every 4 levels thereafter, the martial fleshwarp infusionist gains Fleshwarp Infusion (formulae) as a bonus talent.

Improved Dosing: At 9th level, the martial fleshwarp infusionist has learned to improve their infusions in such a way that creatures can benefit from multiple doses of their infusions at once. An individual creature can benefit from two of their flashwarp infusions at once.

Doses of the fleshwarp infusionist's infusions cannot be combined with the doses of other fleshwarp infusionists, or with permanent fleshwarp infusions they haven't created themselves.

At 17th level, creatures can benefit from up to three of their fleshwarp infusions at once.

This modifies the fleshwarp infusionist’s improved dosing class feature.

Fleshwarp Infusion (formulae)

Craft DC: —

When you gain this talent, choose two veils with the Fleshwarp descriptor that do not have the Title descriptor. You can create fleshwarp infusions of the selected veils. This talent can be selected multiple times, allowing you to choose two additional veils each time it is selected.

You create a potent mutagen known as a fleshwarp infusion that utilizes your essence to alter the flesh of the creature who imbibes it. These infusions are created directly from your own essence and thus do not have a DC required to craft them. The exact form of your infusions is chosen the first time you gain this talent; these could be vials of liquid that must be drunk, pieces of flesh that must be consumed, strange fungus grown from their body, mutagenics drawn from their blood that must be injected, or so on. Unlike other formulae, you may only have a single fleshwarp infusion created at once for each time you have selected this talent or to a maximum of 1 + 1/3 your ranks in Craft (alchemy) rounded down, whichever is lower.

When you create a fleshwarp infusion, you choose a single Fleshwarp veil you have selected using this talent and use it as the basis for the infusion. The chosen Fleshwarp veil must be one that can be shaped in the Hands, Feet, Head, Wrists, Shoulders, Headband, Neck, Belt, Chest, or Body chakra slots. You use your ranks in the Craft (Alchemy) skill as your veilweaving level for the veil, and your Intelligence modifier as your veilweaving modifier for the veil. If you choose a veil that can be shaped in multiple slots, you choose which slot the veil is shaped in as part of creating the infusion.

Consuming or forcing another creature to consume one of their fleshwarp infusions requires the same action as ingesting or forcing a creature to consume a potion and provokes attacks of opportunity for consuming a potion as normal. When a creature consumes a fleshwarp infusion, they immediately gain the effects of the infused veil for 10 minutes per rank of Craft (alchemy) you possess. If you have the ability to bind the chosen veil to its chakra slot using the empowered infusions class feature, the infused veil is treated as being bound as well. If a creature consumes a fleshwarp infusion of a veil they already have shaped or are otherwise benefiting from, the fleshwarp infusion has no effect and is wasted. The veil does not count against the veils shaped or chakra slots of the creature who consumed the infusion.

Each fleshwarp infusion you create is considered one of your essence receptacles; each must be invested with essence individually. Any essence invested in the fleshwarp infusion is burned when it is consumed; the infused veil is treated as invested with that much essence for its duration. You cannot reinvest this effective essence, but it can be burned to activate the effects of the infused veil (lowering the amount of effective essence invested in it per point burned). The infused veil cannot otherwise be invested with essence through any other means, though it is able to be affected by akashic catalysts and similar effects. If you take the Enhanced Capacity feat, you can choose to select your fleshwarp infusions using that feat. Whenever you craft your fleshwarp infusions, you choose a single one of them to apply the effects to. If you take this feat multiple times, you can choose to select your fleshwarp infusions multiple times and effect a different fleshwarp infusion you create for each time you have applied the feat to your infusions.

If the infused veil has an ability that has a limited number of daily uses per day, that daily limit is tracked for every copy of that veil you infuse until you next complete a full night's rest, even if multiple different creatures consume a fleshwarp infusion granting that veil during the day.

Fleshwarp infusions are considered supernatural effects, but once consumed the infused fleshwarp veil the consumer gains the benefits of is considered an extraordinary effect, as normal.

Creatures can only benefit from a single fleshwarp infusion at a time; consuming one while another is active ends the effects of the first.  While the effects of a fleshwarp infusion are active, that fleshwarp infusion still counts against the maximum number of formulae you can have prepared at a time and the maximum number of fleshwarp infusions you can have prepared at a time. You can choose to end the effects of an ongoing fleshwarp as part of crafting new formulae, or by meditating for 1 minute. 

Sphere Fleshgiver (Fleshgiver Promethean Archetype)

This archetype further modifies the abilities of the fleshgiver archetype for the promethean, published in Eldritch Akasha: Obsessions of Mortality, granting it spherecasting abilities and the use of the Veilweaving sphere in place of its normal veilweaving. A promethean must first select the fleshgiver archetype to select this archetype.

Reduced Essence: The sphere fleshgiver gains 1 fewer point of essence at each class level. 

This modifies the promethean's essence pool. This ability does not conflict with other archetypes that reduce the promethean's essence pool as long as the total reduction doesn't cause the promethean to gain a negative amount of essence at any given level. 

Casting: The sphere fleshgiver may combine spheres and talents to create magical effects. The sphere fleshgiver is considered a Mid-Caster. (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 fleshgiver’s giver of flesh, improved forbidden knowledge, and improved title capacity class features, as well as the promethean’s veilweaving class feature.

Fleshwarped Titleweaving: At 1st level, the sphere fleshgiver gains the Veilweaving sphere as a bonus talent and uses their class level as their caster level with the Veilweaving sphere. This stacks normally with caster levels gained from other sources. If they already have this talent, they may select a Veilweaving talent of their choice to replace either duplicate. The sphere promethean does not learn a veil of their choice when gaining the Veilweaving sphere in this way. If they had already learned a veil from taking the Veilweaving sphere before taking this class, they lose knowledge of that veil if that veil is not part of their Fleshgiver Tradition. 

The sphere fleshgiver gains a unique tradition to their particular form of veilweaving; the Fleshgiver Tradition. This tradition grants knowledge of every veil with the Title descriptor, and functions as per a tradition talent for all purposes. 

Whenever the sphere fleshgiver shapes a Title veil using the Veilweaving sphere, it gains the Fleshwarped descriptor. Unlike a normal title veil, these special fleshwarped titles are not suppressed when outside of the range of their Titles, and the fleshgiver can choose to entitle themself with their Fleshwarped Title veils. Whenever the sphere fleshgiver entitles themself, they are not treated as one of their entitled creatures for any purpose besides determining that veil’s effects. 

Spell-like abilities produced by a Fleshwarped Title veil are still supernatural effects, and follow the normal rules for spell-like abilities. If a Fleshwarped Title veil emulates a spell effect, that effect is supernatural as well. 

While a Fleshwarped Title veil is outside of the sphere fleshgiver’s range, the sphere fleshgiver cannot invest or uninvest essence from it, nor can they choose to usuppress or nshape it using any ability that would allow them to willingly suppress the veil or unshape a veil and shape another in its place. By spending an hour in meditation, they can remove  any Fleshwarped Title veil outside of their range from the creatures they are entitled to and recover any essence invested in them. This meditation can be performed as part of their normal meditation to shape their veils for the day.

Sphere Unbound Daeva (Unbound Daeva and Sphere Daevic Archetype)

A retold daevic can select both the unbound daeva and sphere daevic despite those archetypes normally being incompatible; if they do so, the abilities of the unbound daeva archetype are modified as per the following:

Passionate Daeva (Su): At 1st level, the unbound daevic always treats the Daevic Aspect veil as shaped, and that veil counts against the number of veils they can shape each day using the Veilweaving sphere. They must choose the passion of the daeva they are bound to when first shaping this veil. This veil cannot be unshaped, and it does not count against the unbound daevic's chakra slots. This veil also cannot be invested normally with essence, it is instead treated as one of the daevic's passion veils and uses the daevic's veilweaving modifier and veilweaving level when determining its effects and the amount of essence invested in it.

At 9th level, the unbound daevic treat's this veil as if it is bound to their Blood chakra.

This modifies the unbound daeva’s passionate daeva class feature.

OGL

15. COPYRIGHT NOTICE

Open Game License v 1.0 © 2000, Wizards of the Coast, Inc.

System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.

Patreon Drop: Spheres Compatibility Archetypes © 2025 Studio M—, Authors Hal Kennette.

Akasha Retold — Expanded Options © 2024 Studio M—, Author Hal Kennette

Eldritch Akasha — Lost Esoteries © 2024 Studio M—, Authors Hal Kennette.

Akasha Retold: Daevic © 2022 Studio M—, Author Hal Kennette

Eldritch Aksasha — Obsessions of Mortality © 2021 Studio M—, Author: Hal Kennette

Pathfinder RPG Core Rulebook, © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

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