Saga of the Northlands
This sphere grants power over changing form and taking on animal traits.
Gods: Angrboda (Jotnar), Spiritus (Christianity)
Passive Power: You gain +2 natural armor.
Active Power (Swift): When you make a skill check, you may use your Wis modifier on the check in place of the normal ability modifier associated with the skill if it is higher.
1st: Aspect of the Wolf, Claws of the Bear
2nd: Leap into Animal, Scent
3rd: Lash of the Kraken, Wolfskin
4th: Bite of the Werewolf, Winged Watcher
5th: Baleful Polymorph, Spider Shapes
6th: Beckon Nature’s Allies*, Bite of the Werebear
This sphere grants power over creating and shaping ice and snow.
Gods: Thrym (Jotnar)
Passive Power: You deal +1 cold damage per die with any attack or effect that deals cold damage.
Active Power: You can smite creatures native to Muspelheim. The extra damage dealt by the smite is cold damage.
1st: Snowdrift, Snowsight
2nd: Hailstones, Snowball Swarm
3rd: Ice Axe, Ice Storm
4th: Column of Ice, Pass Through Ice
5th: Animate Snow, Flesh to Ice
6th: Cometfall, Whiteout
This sphere grants power over the caster’s appearance and other creatures’ emotional reactions to him.
Gods: Balder (Æsir)
Passive Power: You gain +1 to all [Mind-Affecting] spell DCs against creatures who can see you clearly.
Active Power (Immediate): Any creature wishing to attack you or otherwise affect you with a harmful effect must succeed on a Will save to do so.
1st: Charm Person, Friendly Face
2nd: Animal Trance, Entice Gift
3rd: Charm Monster, Stay the Hand
4th: Blinding Beauty, Mass Charm Person
5th: Sympathy, Antipathy
6th: Mass Charm Monster, Transfix
This sphere grants power over inciting rage and confusion in other creatures.
Gods: Thrym (Jotnar), Spiritus (Christianity)
Passive Power: You can act normally while at negative hit points.
Active Power (Swift): When you make a melee attack against a creature that damaged you on its last turn, if your attack roll is a critical threat you automatically confirm the threat, otherwise treat your attack roll as a critical threat.
1st: Enrage Animal, Lesser Confusion
2nd: Blood Frenzy, Mindless Rage
3rd: Confusion, Dirge of Discord
4th: Claws of the Savage, Involuntary Shapeshifting
5th: Dire Hunger, Friend to Foe
6th: Insanity, Return to Nature
This sphere grants power over creating objects and fortifying buildings.
Gods: Freyr (Vanir), Deus (Christianity)
Passive Power: You treat all cover as improved cover instead.
Active Power: You may raise a wall of earth, stone, or other solid natural material composing the surrounding terrain; the wall must be completely flat and is either five feet high, five feet wide, and two inches thick if raised as an immediate action, or five feet high, ten feet wide, and six inches thick if raised as a standard action.
1st: Find Temple, Earthfast
2nd: Wood Shape, Stone Shape
3rd: Battlefield Fortification, Hardening
4th: Shape Metal, Leomund’s Secure Shelter
5th: Hidden Lodge, Mirage Arcana
6th: Land Womb, Move Earth
This sphere grants power over traversing the sea’s surface and controlling water.
Gods: Ægir (Jotnar)
Passive Power: You gain a 10-foot swim speed as long as you carry no more than a light load and as long as you stay within 10 feet of the surface of the water.
Active Power: When you cast any spell that manipulates water in some way, you may make a free bull rush or trip attempt against the target(s) of the spell or all creatures in the area of the spell, as appropriate, using your spellcasting ability modifier in place of Strength.
1st: Animate Water, Undertow
2nd: Control Water, Geyser
3rd: Primal Form (Water only), Standing Wave
4th: Swamp Stride, Water Walk
5th: Blackwater Tentacle, Tidal Surge
6th: Dark Tide, Extract Water Elemental
This sphere grants power over creatures’ thoughts and discovering information.
Gods: Odin (Æsir)
Passive Power: When you gain access to this sphere, choose one Knowledge or Region proficiency that you do not possess and gain basic proficiency with it.
Active Power (Swift): Choose a single metamagic feat you do not possess; you gain that feat and may use it as normal.
1st: Clear Mind, Empathy
2nd: Detect Thoughts, Insidious Insight
3rd: Clarity of Mind, Forbidden Speech
4th: Commune with Earth, Discern Shapechanger
5th: Greater Scrying, Scry Location
6th: Hindsight, Probe Thoughts
This sphere grants power over animating stone and traveling underground.
Gods: Jord (Jotnar)
Passive Power: You gain stonecunning.
Active Power: You turn the ground within Close range into difficult terrain, excluding any hexes you wish; this power is Instantaneous.
1st: Rapid Burrowing, Stalactite Trap
2nd: Earthen Grasp, Undeniable Gravity
3rd: Burrow, Meld Into Stone
4th: Stone Spiders, Sudden Stalagmite
5th: Passwall, Stone Sphere
6th: Stone to Flesh, Stonehold
This sphere grants power over gathering and enhancing animals.
Gods: Angrboda (Jotnar), Maria (Christianity)
Passive Power: You can take 10 on all Handle Animal and Ride checks.
Active Power (Immediate): When you take damage you may transfer it to a friendly animal within Close range, or if an animal within Close range takes damage you may choose to take the damage instead.
1st: Calm Animals, Charm Animal
2nd: Train Animal, Enrage Animal
3rd: Nature’s Favor, Reduce Animal
4th: Animal Growth, Unholy Beast
5th: Beckon Dire Hawk*, Winged Mount
6th: Devouring Swarm*, Favor of Yathaghera
This sphere grants power over flame and molten materials.
Gods: Surtr (Jotnar)
Passive Power: Spells you cast that deal fire damage ignore an amount of fire resistance equal to your level, and deal that much damage to creatures that are immune to fire but are not made of it.
Active Power (Swift): When you cast a [Fire] spell, you may add the Explosive Spell feat to the spell without increasing the effective spell level or casting time.
1st: Animate Fire, Kelgore’s Fire Bolt
2nd: Flaming Sphere, Lava Missile
3rd: Boiling Oil, Explosive Cascade
4th: Channeled Pyroburst, Metal Melt
5th: Fire Spiders, Wall of Magma
6th: Fire Seeds, Transmute Rock to Lava
This sphere grants power over removing maladies and caring for the caster’s companions.
Gods: Freyja (Vanir), Christus (Christianity)
Passive Power: You can roll Heal checks twice and take the better result.
Active Power (Swift): When you cast a healing spell, make a Heal check to heal a condition in addition to the spell’s normal effect.
1st: Bless, Purify Food and Drink
2nd: Remove Disease, Remove Fear
3rd: Remove Blindness/Deafness, Remove Nausea
4th: Dance of the Unicorn, Panacea
5th: Detoxify, Spread of Contentment
6th: Break Enchantment, Remove Curse
This sphere grants power over enhancing plants and getting along in the forest.
Gods: Njordr (Vanir)
Passive Power: You ignore difficult terrain due to vegetation, but not from any other sources such as uneven ground.
Active Power (Swift): You gain Hide in Plain Sight as a ranger.
1st: Evergreen, Know Direction
2nd: Acorn of Far Travel, Tree Shape
3rd: Safety, Woodland Veil
4th: Lesser Tree Healing, Safe Clearing
5th: Wall of Thorns, Forestfold
6th: Ironwood, Tree Stride*
This sphere grants power over defeating the caster’s opponents nonlethally and conforming to the codes of honor duels.
Gods: Forseti (Æsir)
Passive Power: You gain a +2 bonus on all attack and damage rolls against any creatures that your allies did not harm or attempt to harm in the previous round.
Active Power (Swift): When you cast a spell that deals damage, you may change all of the spell’s damage to deal nonlethal damage.
1st: Divine Sacrifice, Whelm
2nd: Whelming Blast, Yoke of Mercy
3rd: Hesitate, Inevitable Defeat
4th: Backlash, Mass Whelm
5th: Duelward, Power Word Disable
6th: Otiluke’s Suppressing Field, Reciprocal Gyre
This sphere grants power over making noise and communicating with allies.
Gods: Heimdall (Vanir)
Passive Power: You are immune to deafening and [Language-Dependent] effects.
Active Power: You invoke a loud blast of sound dealing 1d4 sonic damage per 2 levels to all enemies within 30 feet (Fortitude half).
1st: Animal Messenger, Herald’s Call
2nd: Warning Shout, Whispering Wind
3rd: Speak to Allies, Stunning Screech
4th: Sending, False Sending
5th: Summoning Wind, Telepathic Aura
6th: Whispering Sand, Sympathetic Vibration
This sphere grants power over transforming and enhancing weapons.
Gods: Viðar (Æsir)
Passive Power: You gain Sudden Strike +1d6 per 3 levels.
Active Power (Swift): When you make a melee attack that deals at least 1 wound to a creature, you deal +1 additional wound.
1st: Shillelagh, Silvered Weapon
2nd: Brambles, Enlarge Weapon
3rd: Keen Edge, Sense Weakness
4th: Absorb Weapon, Weapon Shift
5th: Stretch Weapon, Toxic Weapon
6th: Brilliant Blade, Weapon of the Deity
This sphere grants power over animating and communicating with inanimate substances.
Gods: Odin (Æsir), Sancti (Christianity)
Passive Power: You can take 10 on all Endurance checks and are immune to inhaled poisons and other harmful effects delivered via inhalation.
Active Power (Immediate): You can reroll a failed Fortitude save, or a failed Reflex or Will save if failing the save would result in your death.
1st: Animate Instrument, Animate Rope
2nd: Belker Claws, Freedom of Breath
3rd: Capricious Zephyr, Unseen Crafter
4th: Speak with Animals, Speak with Plants
5th: Servant Horde, Awaken
6th: Animate Objects, Stone Tell
This sphere grants power over changing size and navigating the mountains.
Gods: Jord (Jotnar)
Passive Power: You ignore difficult terrain due to poor earth or stone surfaces, but not from any other sources such as overgrown vegetation.
Active Power (Immediate): When you fall off or are pushed from a solid surface (as opposed to falling from a tree branch, a flying mount, or the like), you take no falling damage.
1st: Ease of Breath, Enlarge Person
2nd: Easy Climb, Vertigo
3rd: Mountain Stance, Walk the Mountain’s Path
4th: Hallucinatory Terrain, Mass Enlarge Person
5th: Call Avalanche, Greater Enlarge Person
6th: Giant Size, Minute Form
This sphere grants power over breathing water and traveling underwater.
Gods: Ægir (Jotnar)
Passive Power: You are always treated as rolling a 20 on Endurance checks to hold your breath.
Active Power: When submerged more than halfway, you may move yourself or an ally within Close range up to 60 feet in a straight line through the water.
1st: Aquatic Escape, Deep Breath
2nd: Fins to Feet, Swim
3rd: Siren’s Call, Tormenting Thirst
4th: Thalassemia, Water Breathing
5th: Cloak of the Seas, Transformation of the Depths
6th: Drown, Raise from the Deep
This sphere grants power over outmaneuvering and deceiving enemies.
Gods: Tyr (Æsir)
Passive Power: When you use Aid Another on an ally or an ally uses Aid Another on you, the bonus granted increases to +4.
Active Power (Immediate): When you are the target of an attack roll or an enemy moves into or out of your threatened area, you may immediately change your facing to any direction you wish without provoking any attacks of opportunity for doing so.
1st: Bless Weapon, Disarm
2nd: Tactical Precision, Phantom Foe
3rd: Phantom Battle, Phantom Guardians
4th: Ruin Delver’s Fortune, War Cry
5th: Decoy Image, Extended Diversion*
6th: Heroics, Mirror Move
This sphere grants power over changing appearance and manipulating sound.
Gods: Bragi (Vanir), Angeli (Christianity)
Passive Power: When you gain access to this sphere, choose one Occupation or Region proficiency that you do not possess and gain basic proficiency with it.
Active Power (Immediate): You may increase the effectiveness of any level-dependent skaldic music or soldier aura effects by +4 effective levels when the effect is activated; this increase is instantaneous and lasts as long as the music is performed or the aura is projected.
1st: Disguise Self, Mimicry
2nd: Crown of Veils, Enthrall
3rd: Alter Self, Sculpt Sound
4th: Celebration, Disobedience
5th: Disguise Ship, Polymorph Self*
6th: Polymorph Other*, Snowsong
This sphere grants power over darkness and remaining unseen.
Gods: Viðar (Æsir)
Passive Power: You gain +1 to all spell DCs against creatures who are unaware of your presence or are flat-footed due to not yet acting in combat.
Active Power: You gain Hide in Plain Sight as a shadowdancer.
1st: Darklight, Hide from Animals
2nd: Beastmask, Control Darkness and Shadows
3rd: Invisibility, Pass Without Trace
4th: Armor of Darkness, Damning Darkness
5th: Vengeance Halo, Creeping Darkness
6th: Hide the Path, Veil
This sphere grants power over visions and enhancing sight.
Gods: Freyja (Vanir), Maria (Christianity)
Passive Power: You can roll all initiative checks and Spot checks twice and take the better result.
Active Power (Swift): When casting a spell involving a d% roll to determine success, you may increase the percentage chance of success by 10%, even if this would exceed any limits the spell places on your percentage chance of success.
1st: Detect Magic, Omen of Peril
2nd: Augury, Bewildering Visions
3rd: Glimpse of Truth, Vision of Fear
4th: Divination, Know Opponent
5th: Dream, Nightmare
6th: Divine Insight, Dream Sight
This sphere grants power over healing wounds and relieving ailments.
Gods: Balder (Æsir), Christus (Christanity)
Passive Power: You are immune to disease and poison.
Active Power (Immediate): When you would be killed by hit point damage, make a Fortitude save (DC 10 + 1/2 killer’s level + killer’s Str) and if this saving throw succeeds you are left alive but unconscious at -1 hit points.
1st: Healer’s Vision, Resurgence
2nd: Cure Light Wounds, Ease Pain
3rd: Close Wounds, Faith Healing
4th: Cure Moderate Wounds, Healthful Slumber
5th: Shared Healing, Mass Cure Light Wounds
6th: Regenerate, Healing Lorecall
This sphere grants power over navigation and enhancing movement modes.
Gods: Uller (Vanir), Angeli (Christianity)
Passive Power: You add +10 feet to all of your movement speeds.
Active Power (Swift): You ignore penalties to dice rolls and movement due to encumbrance.
1st: Climb Walls, Lay of the Land
2nd: One with the Land, Spider Climb
3rd: Levitate, Weather Eye
4th: Balancing Lorecall, Wild Runner
5th: Divine Agility, Wind at Back
6th: Find the Path, Footsteps of the Divine
This sphere grants power over negative energy and decay.
Gods: Hel (Jotnar), Sancti (Christianity)
Passive Power: You are immune to bleeding effects and Constitution damage.
Active Power: You can touch a creature and either cause them to bleed 2 hit points per round or increase their existing bleeding by 2 (Fort negates).
1st: Chill Touch, Hemorrhage
2nd: Blood Snow, Inflict Moderate Wounds
3rd: Bloodspear, Inflict Serious Wounds
4th: Rusting Grasp, Inflict Critical Wounds
5th: Blood to Water, Eyebite
6th: Enervation, Simbul’s Skeletal Deliquescence
This sphere grants power over the winds and moving objects.
Gods: Thor (Æsir)
Passive Power: You are treated as one size larger for the purposes of determining wind effects.
Active Power: You can turn flying creatures.
1st: Cloudburst, Mage Hand
2nd: Binding Winds, Gust of Wind
3rd: Downdraft, Wind’s Favor
4th: Reverse Arrows, Wings of Air
5th: Control Winds, Cyclonic Blast
6th: Air Walk, Fly
This sphere grants power over throwing weapons and creating lightning and thunder.
Gods: Thor (Æsir), Deus (Christianity)
Passive Power: All weapons you wield gain the Throwing property.
Active Power: You can smite creatures native to Jotunheim. The extra damage dealt by the smite is electricity damage.
1st: Divine Favor, Thunderhead
2nd: Lightning Blade, Returning Weapon
3rd: Call Lightning, Great Thunderclap
4th: Ball Lightning, Eye of the Hurricane
5th: Call Lightning Storm, Sakkratar’s Triple Strike
6th: Chain Lightning, Storm Prison
This sphere grants power over smoke and concealment.
Gods: Surtr (Jotnar), Spiritus (Christianity)
Passive Power: You gain resistance to fire equal to your level.
Active Power (Swift): When you benefit from concealment, you may increase the miss chance by 5% per two levels.
1st: Silent Image, Wall of Smoke
2nd: Blur, Pyrotechnics
3rd: Control Temperature, Screen of Heat
4th: Shadow Form, Smoke Stairs
5th: Illusory Wall, Murderous Mist
6th: Incendiary Cloud, Miasma
This sphere grants power over detecting falsehoods and instilling negative emotions.
Gods: Forseti (Æsir), Deus (Christianity)
Passive Power: Adjacent enemies take a -1 penalty on all attack rolls against you and saving throw DCs for effects targeting you.
Active Power: You may force a touched creature to answer a question of twenty-five words or fewer truthfully and completely to the best of its knowledge and ability unless it succeeds on a Will save.
1st: Doom, Sorrow
2nd: Crisis of Confidence, Indifference
3rd: Discern Lies, Cruel Disappointment
4th: Lesser Geas, Zone of Truth
5th: Inquisition, Force Shapechange
6th: Commune, True Seeing
This sphere grants power over protecting and restoring vitality.
Gods: Hel (Jotnar), Christus (Christianity)
Passive Power: Whenever you are the recipient of a healing spell it is Empowered or Extended, as appropriate to the spell, without increasing its level or casting time.
Active Power: You can smite creatures native to Helheim. The extra damage dealt by the smite is fire damage.
1st: Lesser Vigor, Stupor
2nd: Bone Talisman, Feign Death
3rd: Sticks and Stones, Vigor
4th: Delay Death, Sheltered Vitality
5th: Speak with Dead, Mass Lesser Vigor
6th: Embrace of Endless Day, Undying Aura
This sphere grants power over finding creatures and things and slaying particular creatures.
Gods: Uller (Vanir)
Passive Power: When you gain access to this sphere, choose a type of creature for which you possess a relevant Knowledge proficiency. You deal +1d6 damage against all creatures of that type if you possess Expert proficiency, or +2d6 if you possess Master proficiency.
Active Power (Immediate): You can take 15 on an initiative, Listen, Spot, or Survival check.
1st: Bloodhound, Circle Dance
2nd: Locate Object, Know Greatest Enemy
3rd: Know Protections, Know Vulnerabilities
4th: Bladebane, Locate Creature
5th: Implacable Pursuer, Scrying
6th: Hunter’s Mercy, Slaying Arrow
This sphere grants power over controlling creatures and inspiring fear and obedience.
Gods: Freyr (Vanir)
Passive Power: Whenever you use Bluff to feint or Intimidate to demoralize an opponent, you may affect up to one target per two levels and the effect lasts for two rounds instead of one.
Active Power: You may touch an allied creature and attempt to dispel any Enchantment effect currently affecting it; this functions as a normal dispel attempt, except that it is automatically successful if you are of higher level than the caster of the Enchantment effect.
1st: Command, Detect Guilt
2nd: Divine Presence, Rebuke
3rd: Dominate Animal, Halt
4th: Dominate Person, Puppeteer
5th: Greater Command, Insidious Suggestion
6th: Geas/Quest, Imperious Glare
This sphere grants power over giving sentience to plants and increasing their growth.
Gods: Njordr (Vanir), Maria (Christianity)
Passive Power: You can go without food or water for twice the normal duration before needing to make Endurance checks against hunger and thirst.
Active Power (Swift): When you cast an area spell affecting plants or plant creatures, you may add the Widen Spell and Enlarge Spell feats to the spell without increasing the effective spell level or casting time.
1st: Animate Wood, Entangle
2nd: Briar Web, Snare
3rd: Kelpstrand, Plant Growth
4th: Whip of Thorns, Trip Vine
5th: Plant Body, Vine Mine
6th: Animate Plants, Liveoak
This sphere grants power over warding an area and granting new senses.
Gods: Heimdall (Vanir), Angeli (Christianity)
Passive Power: Whenever an enemy attacks an ally in melee while also threatening you, you may force the enemy to attack you instead of his intended target unless he succeeds at a Will save.
Active Power (Immediate): When an enemy attacks you in your flank or rear hexes, you may negate the benefits he receives for doing so.
1st: Alarm, Ebon Eyes
2nd: Aerial Alarm, Sentinel’s Watch
3rd: Blindsight, Arcane Seal
4th: Identify Transgressor, Sign of Sealing
5th: Forceward, Prying Eyes
6th: Lesser Globe of Invulnerability, Wall of Eyes
This sphere grants power over enhancing allies and monitoring their condition.
Gods: Tyr (Æsir), Sancti (Christianity)
Passive Power: All allies who can see and hear you gain a +4 bonus on morale checks.
Active Power (Swift): When you cast a spell that grants a bonus of any sort, you may double the affected area or number of targets affected, as appropriate.
1st: Deathwatch, Strategic Charge
2nd: Battle Hymn, Vision of Glory
3rd: Good Hope, Prayer
4th: Battle Fury*, Cavalry Call*
5th: Greater Status, Greater Heroism
6th: Heroes’ Feast, Holy Sword
This sphere grants power over the creation and movement of light.
Gods: Bragi (Vanir)
Passive Power: You are immune to blinding and Illusion (Pattern) effects.
Active Power: You see through illusions and discern the true form of shapechanged creatures; this functions automatically if you are of higher level than the caster of the illusion or polymorph effect, otherwise you must succeed at an opposed caster level check to do so.
1st: Color Spray, Dancing Lights
2nd: Faerie Fire, Grace
3rd: Glitterdust, Wall of Light
4th: Mirror Image, Rainbow Pattern
5th: Major Image, Prismatic Ray
6th: Prismatic Spray, Scintillating Pattern