Unlike basic talents, all advanced talents are optional rules and are available only with GM permission.
Wiki Note: Due to space limitations, advanced talents from Ultimate Spheres of Power are now contained on individual sphere pages. The basic rules for advanced talents are included here for reference.
With advanced talents, advanced magic becomes part of a caster’s daily activities. Like all magic talents, advanced talents are tied to a particular sphere and either provide the caster with new abilities or else augment the base abilities included in that sphere. A caster must spend a magic talent to gain an advanced talent, as they would any other sphere talent. Unlike other talents, however, advanced talents also come with special prerequisites that the caster must meet, usually in the form of a minimum CL they must possess as well as a number of other spheres and talents they must also possess.
Wiki Note: In many Spheres of Power games, Advanced Talents are not available without explicit permission from the GM because they tend to be much stronger than normal talents.
Advanced Alteration Talents
Diffuse Swarm
Prerequisites: Alteration sphere, Swarm Transformation, 10th CL
When using swarm transformation, you may reduce the size of the creatures in the swarm to Diminutive. At 15th level, you may choose to reduce their size to Fine. Diminutive and Fine swarms are immune to weapon damage.
Energy Manipulation
Prerequisites: Alteration sphere, any talent granting energy resistance as a trait option, 10th CL
You may spend an additional spell point to add the following traits to your forms:
- Energy Immunity: You may grant the target immunity to one energy type to which it has resistance.
- Vulnerability: You may grant the target vulnerability to one energy type. Calculate this effect after any existing resistance. If the target is immune to the energy type, this trait has no effect.
Extreme Transformation
Prerequisites: Alteration sphere, Greater Transformation, 5th CL
Increase the number of traits you may apply with your shapeshift by 1. This stacks with the increase from Greater Transformation. This talent may be taken once, then one additional time at 10th CL and every 10 CLs thereafter. Its effects stack.
Fusion
Prerequisites: Alteration sphere, Mass Alteration, 5th CL
You may spend a spell point to target two creatures adjacent to each other with your shapeshift and merge them together into one amalgamated body.
- The amalgamated body has the current and maximum hit points of either creature at your choice, increasing its current and maximum hit points by those of the other creature for the duration of the fusion effect.
- You may choose one body to be the dominant body.
- The amalgamated creature retains the physical form, and extraordinary and supernatural abilities arising from that form, as well as the physical statistics, Fortitude and Reflex saves, initiative, and base attack bonus of the dominant body.
- The physical ability modifiers of the merged body are gained as enhancement bonuses to the dominate body’s physical ability scores.
- At the caster’s discretion, the dominant body may also gain the natural attacks and special abilities of the merged body by forgoing gaining any additional traits.
- The equipment of the dominant body is retained (unless also applying a form talent), with the other creature’s equipment merging.
- The amalgamated creature may only benefit from one item per magic item slot as usual, with merged equipment becoming dormant when two items share a slot.
- Both of the base creature’s minds remain independent, retaining mental ability scores and Will saves and are capable of taking purely mental actions, but they act on the same initiative.
Only one mind can control the amalgamated body at a time. At the start of their turn, if the base creatures do not agree which is to be in control, they may make opposed Will saves to take control of the body that round, but the body is staggered and takes a -4 penalty to Reflex saves and AC from the confusion. Mindless creatures are unable to contest the control of an intelligent creature but two mindless creatures will always contest each other’s control when fused. Effects that allow a Will save target the mind currently controlling the body. Ongoing magical effects on the base creatures overlap. Traits and form talents may be added to the amalgamated creature as normal. Should this ability fail to affect either target (whether by successful save, spell resistance, or other cause), the effect fails. If the amalgamated creature is killed, the effect ends and both creatures die. The appearance of the merged body may be dictated within the normal limits of shapeshift. Forms and traits may be granted to the merged creature as normal for shapeshift.
If either target creature is suffering the effects of a disease, poison, or ongoing spell effect, the amalgamated body immediately receives a new save at a +4 bonus unless both creatures are under the same effect. If the dominant body possesses immunity to such an effect, the effect is suspended until the fusion ends, though its duration is expended as normal. Ability damage, drain, or penalty to the physical statistics of the dominant body are retained, but those to mental ability scores continue to affect each creature individually.
When this effect ends, any hit point damage, ability damage, ability drain, or other such penalty incurred is split evenly between the two creatures (round up). If this damage would be sufficient to reduce either creature to death, that creature is instead reduced to 1 hit point above its death threshold and is stable, with the excess damage transferred to the other creature. If the transferred damage would kill that creature, then both creatures are reduced to 1 hit point above their death threshold and are stable. If it would reduce any ability score below 0, or 1 in the case of Constitution, or if the creature does not have that ability score (such as undead and constructs lacking a Constitution score), any excess is transferred to the other creature, to a minimum of 0, or 1 in the case of Constitution. Any spell effects, poisons, diseases, or other effects that affected the amalgamated creature continue to affect both creatures, but durations are halved and any subsequent saves are made at a +4 bonus. If the space available at the end of this effect cannot accommodate both creatures, they may make opposed Will saves. The loser is shunted to the nearest empty space, taking 1d6 damage per 10 ft. of solid material it passes through.
Homogenize
Prerequisites: Alteration sphere, Twisted Transformation, 15th CL
You may spend an additional spell point to increase the damage from twisted transformation to 10 damage per CL, with a Fortitude save to negate this increase. A creature reduced to 0 hp or below by this ability becomes a homogenous pool of organic material.
Manipulate Healing
Prerequisites: Alteration sphere, Vitality, 10th CL
You may spend an additional spell point to add the following traits to your forms:
- Regenerate Flesh: In addition to the normal healing from the fast healing option of the Vitality talent, the target’s severed body members (fingers, toes, hands, feet, arms, legs, tails, or even heads of multi-headed creatures), broken bones, and ruined organs grow back. The physical regeneration is complete in 1 round if the severed members are present and touching the creature. It takes 2d10 rounds otherwise. (Requires fast healing)
- Block Healing: You may remove any fast healing or regeneration the target possesses. Additionally, any attempt to magically heal the target requires an MSB check against your MSD.
Permanent Transformation [Core]
Prerequisites: Alteration sphere, 10th CL
When applying a shapeshift, you may spend 2 spell points to change your shapeshift into an instantaneous effect, permanently changing the creature into the new form. Because this is an instantaneous effect, it cannot be dispelled once placed. The target is still under the effect of a shapeshift, however, and any caster attempting to apply a new shapeshift to the target (except the original caster himself) must pass a magic skill check as usual; the second shapeshift replaces the first instead of adding to it. When the second shapeshift’s duration expires, the first shapeshift returns. A second application of a Permanent Transformation can be used to counter the first Permanent Transformation, returning the target to its original form.
Size Mastery
Prerequisites: Alteration sphere, Size Change, 15th CL
When using the Size Change talent, you may spend an additional spell point to increase the granted size to Gargantuan or decrease it to Fine. At CL 20, you may instead spend two additional spell points to increase the granted size to Colossal. See Table: Enlarge and Table: Reduce below for cumulative statistic changes:
Table: EnlargeAdjusted Size | Str | Dex | Con |
---|---|---|---|
Diminutive | - | -2 | - |
Tiny | +2 | -2 | - |
Small | +4 | -2 | - |
Medium | +2 | -2 | - |
Large | +4 | -2 | +2 |
Huge | +4 | -2 | +2 |
Gargantuan | +4 | - | +2 |
Colossal | +4 | - | +2 |
Adjusted Size | Str | Dex | Con |
---|---|---|---|
Fine | - | +2 | - |
Diminutive | -2 | +2 | - |
Tiny | -4 | +2 | - |
Small | -2 | +2 | - |
Medium | -4 | +2 | -2 |
Large | -4 | +2 | -2 |
Huge | -4 | - | -2 |
Gargantuan | -4 | - | -2 |
Star-Spawn Transformation
Prerequisites: Alteration sphere, Aberrant Body, 5th CL
You may spend an additional spell point to add the following traits to your forms:
- Starflight: You may grant the target the ability to survive in the void of outer space. It flies through space at an incredible speed. Although exact travel times vary, a trip within a single solar system should take 3d20 hours, while a trip beyond should take 3d20 days (or more, at the GM’s discretion). (Requires fly speed, CL 15th)
- Impossible Geometries: You may grant the target the appearance of impossible geometries, making its apparent and actual positions different. This grants a 2% miss chance per CL against all attacks. The true seeing spell or True Seeing Divination sphere talent can defeat this miss chance, but any creature that looks upon the target while under the aforementioned effects must succeed at a Will save equal to your Alteration sphere DC or be staggered for 1d4 rounds (this is a mind-affecting effect). (Requires 10th CL or higher)
If you possess the Mind sphere, you may spend an additional spell point to add the following traits to your forms:
- Unspeakable Presence: You may grant the target a fear aura with a 30 ft. radius. Hostile creatures must make a Will save versus your Alteration DC each round they end their turn within the aura or become shaken until they leave the aura and 1d4 rounds after leaving it. This effect stacks with itself, shaken creatures become frightened and frightened creatures become panicked for the same duration. This is a mind-affecting effect.
- Overwhelming Mind: You may alter the target’s mind to be overwhelming in its power and alien structure. The first time a creature other than an outsider (excluding native outsiders) or aberration makes mental contact with a creature with this trait, it must succeed at a Will save equal to your Alteration DC or be stunned for 1 round. On a successful save, the creature is merely staggered for 1 round. This effect can occur whether the target initiates mental contact (such as via a demand, dream, nightmare, or sending spell, certain Mind sphere effects or spelllike abilities, or once per round merely by telepathic communication) or another creature attempts to do so (such as via detect thoughts or the Mind sphere). Once a creature is exposed to overwhelming mind, it is immune to this effect for 24 hours. This is a mind-affecting effect. (Requires 10th CL or higher)
Transform Object
Prerequisites: Alteration sphere, Object Transformation, 1st CL
You may spend a spell point to target objects with your shapeshift. You may not apply Blank Form to an object. Use the base statistics of an animated object of the object’s size to determine the resulting creature’s statistics. The object obeys your command and understands your language, but as it is not intelligent, it can only obey simple commands such as ‘move’, ‘fight’, ‘guard’, ‘stop’, etc. Transformed objects do not gain any construct points. They take full damage from attacks and energy effects, and lose any hardness they possess while transformed. The size of object you can transform is given in the table below:
CL | Size | Sample Object | Hit Dice |
---|---|---|---|
1 | Tiny | Candelabra | 1d10 |
5 | Small | Chair | 2d10+10 |
10 | Medium | Cage | 3d10+20 |
15 | Large | Statue | 4d10+30 |
20 | Huge | Wagon | 7d10+40 |
25 | Gargantuan | Catapult | 10d10+60 |
Advanced Blood Talents
Arrest Flow (still)
Prerequisites: 15th CL or higher.
If a creature is already under the effects of your blood control, you may spend two spell points as a standard action to stop all circulation in the body of a creature. On a failed Fortitude save, the target is immediately rendered unconscious. The target is staggered for 1 round on a successful save. If rendered unconscious, the following round the creature must make a Fortitude save or die instantly. On a successful save, the target remains unconscious for 1d4 rounds. This is a (death) effect.
Drain Lifeblood
Prerequisites: 1st CL
When using the bleed (quicken) ability, you may spend 1 additional spell point to force affected creatures to suffer 1 point of Constitution bleed instead of the normal bleed damage. This is not increased by Hemorrhage. If you possess Absorb Blood, you may treat any hit points lost by this ability as bleed damage for the purpose of that talent.
Overclock
Prerequisites: Control Oxygenation, 18th CL
When using the (quicken) option of Control Oxygenation, you may spend three additional spell points to grant the target an additional standard action each round for a number of rounds equal to its Constitution modifier (minimum 1 round) or until your blood control ends, whichever comes first. In any round the target uses this extra action it takes 1d4 Constitution burn. This damage increases to 1d6 if the target is fatigued and to 1d8 if the target is exhausted. The target is exhausted at the end of this effect. This additional standard action cannot be used to cast a spell or sphere effect.
Puppet Master
Prerequisites: Blood Puppet, 10th CL
When spending an action to direct your blood puppet, you may have all creatures under your control perform the same action if it is possible for them.
Sanguine Minion
Prerequisites: Extract Blood Construct, Lengthened Control, 5th CL
When you create a blood construct, you may spend 2 spell points to make the creation an instantaneous effect. The creature exists independent of your concentration, has no duration, and cannot be dispelled. These constructs still count against the total number of blood constructs you may have created at any one time. If you create more than your total, you may select which constructs are destroyed.
Advanced Conjuration Talents
Diagram [Core]
Prerequisites: Conjuration sphere, Summoning, 1st CL
When using the Summoning advanced talent to summon hostile creatures, your traps are even harder to break than usual. If you spend 10 minutes and pass a DC 20 Spellcraft check to prepare a summoning circle before you summon a creature, that creature finds it very difficult to escape. You cannot know the result of your Spellcraft check until after the summoning is performed, but you may take 20 on this check by dedicating 3 hours and 20 minutes to creating the circle.
If your check is successful, the summoned creature cannot use its Spell Resistance to attempt to escape its prison, nor use any dimensional or teleportation effects, nor can any of its abilities or attacks cross the prison’s border. When pitting its Charisma against your trap, the DC increases by 5. While a creature cannot disturb the summoning circle, if any outside force disturbs the circle (even a hair falling across it), the summoned creature is immediately freed.
Greater Altered Size (form)
Prerequisites: Conjuration sphere, Altered size, 15th CL
You may increase the size of a Huge companion to Gargantuan or a Gargantuan companion to Colossal. You may decrease the size of a Diminutive companion to Fine. Ability score changes are cumulative:Original Size | New Size | Str | Dex | Con |
---|---|---|---|---|
Diminutive | Fine | - | +2 | - |
Huge | Gargantuan | +4 | - | +2 |
Gargantuan | Colossal | +4 | - | +2 |
This talent may be taken more than once for the same companion to enlarge the companion from Gargantuan to Colossal.
Greater Earth Creature [Companion]
Prerequisites: Earth Creature, 5th CL
Your companion gains the earth glide ability.
Earth Glide (Ex): When the creature burrows, it can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell or the Forge Earth ability of the Nature sphere cast on an area containing the burrowing creature flings it back 30 ft., stunning it for 1 round unless it succeeds on a DC 15 Fortitude save.
Greater Healing (form)
Prerequisites: Conjuration sphere, Natural Aspect (fast healing option), companion with 3 Hit Dice or greater.
Your companion’s fast healing increases by +1 per 3 Hit Dice.
Mass Summon
Prerequisites: Conjuration sphere, Extra Companion.
You may spend an additional spell point as part of your summon to call an additional companion that you possess. You may spend 1 additional spell point per companion to summon additional companions you possess.
Additional costs to summon each companion must be paid separately. Once the summon is cast, each companion counts as a separate effect.
Regenerating Companion (form)
Prerequisites: Conjuration sphere, Natural Aspect (fast healing option), 10th CL
Your companion’s fast healing becomes regeneration instead. Your companion is not dismissed if reduced to or below 0 hit points, nor are effects that trigger when the companion is reduced to 0 hit points (such as Explosive Companion) triggered, unless this regeneration is suppressed.
This regeneration is overcome by two of the following damage types of your choice: acid, bludgeoning, cold, electricity, fire, negative energy, piercing, positive energy, or slashing. You cannot select a damage type that your companion possesses resistance or immunity to from a permanent ability, such as a (form) or (type) talent.
Should your companion later gain resistance or immunity to the selected damage type from a permanent ability, you must select a new damage type.
Summoning [Core]
Prerequisites: Conjuration sphere, 1st CL
You may summon beings from other planes and bring them into your own. Summoning a creature in this manner takes 10 minutes of focused casting and costs 2 spell points. Summoning takes one of two forms: allies and hostiles. If you summon a servant of an extraplanar being with which you have a strong connection (i.e., a cleric summoning a servant of its god) they are considered an ally. All other creatures are considered hostiles, regardless of their disposition towards the caster. GMs have the final say in whether or not a character is capable of summoning allies.
To summon a target, you must choose a location within Close range for them to appear, and the kind of creature to be summoned must be known and stated. If you wish to summon a specific individual, you must use that individual’s proper name. You may summon multiple creatures with one use of this ability (up to 3 at once) but the combined Hit Dice of all summoned creatures cannot exceed your CL.
Hostiles: If a hostile creature is unwilling to be summoned, it is allowed a Will saving throw to resist. If the saving throw succeeds, the creature is not summoned. If the saving throw fails, the creature is immediately summoned (Spell Resistance does not keep it from being called).
When a hostile creature is summoned, it is rooted to a specific location within range (you can decide how much space to give it, up to a 30 ft radius). It cannot leave this area until an agreement with you has been reached. It can escape this location by successfully pitting its Spell Resistance against your magic skill check, by teleportation or dimensional travel, or with a successful Charisma check pitted against a DC of your MSD + your Charisma modifier. It can try each method once per day. If it breaks loose, it can do as it pleases including fleeing, returning to its home plane, or attacking you.
If the creature does not break free of its prison, you can keep it bound for as long as you dare. You can attempt to compel the creature to perform a service by describing the service and perhaps offering some sort of reward. You make a Charisma check opposed by the creature’s Charisma check. The check is assigned a bonus of +0 to +6 based on the nature of the service and the reward. If the creature wins the opposed check, it refuses service. New offers, bribes, and the like can be made or the old ones re-offered every 24 hours. This process can be repeated until the creature promises to serve, until it breaks free, or until you decide to dismiss it (a free action so long as it remains trapped). Impossible demands or unreasonable commands are never agreed to. If you ever roll a natural 1 on the Charisma check, the creature breaks free of the spell’s effect and can escape or attack you.
Once the requested service is completed, the creature need only to inform you to be instantly sent back whence it came. The creature might later seek revenge. If you assign some open-ended task that the creature cannot complete through its own actions, the effect remains for a maximum of 1 day per CL, and the creature gains an immediate chance to break free (with the same chance to resist as when it was trapped). Note that a clever recipient can subvert some instructions.
Allies: Allies are never hostile and do not resist, although additional payment is always expected for their services.
Payment can take a variety of forms, from donating gold or magic items to an allied temple, to a gift given directly to the creature, to a quest on your part that matches the creature’s alignment and goals. Regardless, this payment must be made before the creature agrees to perform any services. The bargaining takes at least 1 round, so any actions by the creature begin in the round after it arrives.
A task taking up to 1 minute per CL requires a payment of 100 gp per HD of the creature summoned. For a task taking up to 1 hour per CL, the creature requires a payment of 500 gp per HD. A long-term task, one requiring up to 1 day per CL, requires a payment of 1,000 gp per HD. A nonhazardous task requires only half the indicated payment, while an especially hazardous task might require a greater gift.
Few if any creatures will accept a task that seems suicidal (unlike a companion from the Conjuration sphere that simply returns to its home plane when reduced to 0 hp, a summoned creature actually dies when it is killed). However, at the GM’s discretion, if the task is strongly aligned with the creature’s ethos, it may halve or even waive the payment.
If an agreement cannot be reached, the ally returns to their home plane immediately. If you are not willing to give the requested payment, but attempt to press the target into service anyway, treat the creature as hostile. Pressing a creature in this way may have a detrimental effect on any future attempts to summon an allied outsider.
At the end of its task, or when the bargained duration expires, a summoned ally returns to its home plane (after reporting back to you, if appropriate and possible).
Swarm Companion (form)
Prerequisites: Conjuration sphere, Altered Size.
You may grant your companion the swarm subtype, with constituent members of Tiny size. Your companion’s swarm damage is 1d6 +1d6 per 3 Hit Dice. At CL 10th, you can reduce the swarm to Diminutive and at CL 15th to Fine. The swarm possesses a hive mind with the mental abilities of the companion, so it may be targeted with mind affecting effects unless possessing another ability that would prevent it. The swarm loses all natural attacks, but counts its swarm damage as a natural attack for abilities that modify a natural attack, such as the poison option of the Monstrous Attacks (form) talent.
This talent cannot be applied to a companion with the Troop Companion (form) talent.
Troop Companion (form)
Prerequisites: Conjuration sphere.
You may grant your companion the troop subtype, with constituent members of a Small or Medium size. Your companion’s troop damage is 1d6 +1d6 per 3 Hit Dice with a enhancement bonus, reach, and threatened area per the companion’s attacks (thus a companion with the Battle Companion (form) talent summoned with a reach weapon threatens as a creature of the individual’s size with a reach weapon). The troop gains no benefit from additional natural attacks, but if it possesses at least one natural attack may count its troop damage as a natural attack for abilities that modify a natural attack, such as the poison option of the Monstrous Attacks (form) talent. The companion still counts as a single creature for the purpose of being targeted by mind affecting effects.
This talent cannot be applied to a companion with the Swarm Companion (form) talent or with a size other than Medium or Small.
Vanishing Companion (form)
Prerequisites: Conjuration sphere, Camouflaged Companion, 10th CL
Your companion may use the Stealth skill to hide even while observed.
Advanced Creation Talents
Costly Creation
Prerequisites: Creation sphere, Lengthened Creation, Create Materials or Permanent Change, 15th CL
You may spend 5 additional spell points when using Create Materials or Permanent Change to spontaneously create valuable raw materials. You may now create instantaneous, conventional, nonmagical, normal versions of any material you could create, including gems, precious metals (such as gold or silver), and rare metals (such as cold iron or mithral). When using this talent your CL is halved for determining the quantity of material that can be created.
Note: This talent can be unbalancing for a game, and GMs should consider its role in their setting before allowing it to fall into player hands. However, if handled correctly, this talent can lead to interesting interactions between players and setting. For example, the players might flood a market with rare jewels only to find their value plummets as the market floods. This applies to the selling of a mass amount of mithral or adamantine as well. Also remember that towns have a maximum buy value and attempting to sell items that exceed this value cannot be done.
Additionally take note of how this talent could affect the world at large outside of PC hands. If many high level Creation casters exist, then normally rare materials might be commonplace in the setting, their rarity long since diminished by industrious casters, or perhaps the materials are not naturally occurring at all and the few mages with the ability to create them charge a fortune for their use, keeping their prices high. This ultimate secret of Creation might even be passed down only among those of a certain order, limiting the talent’s availability to a select few, like medieval guilds, with well guarded, secret recipes whose methods could be lost.
Create Materials [Core]
Prerequisites: Creation sphere, Forge, Lengthened Creation, 10th CL
You may spend 2 spell points to create raw materials. This is an instantaneous effect; you create the material as self-evident normal material, and thus it cannot be dispelled and has no duration. You cannot create complex items, i.e., you may create walls, battlements, ramps, or domes, but cannot create catapults, armor, or a complete building in this manner, although the material may be crafted as any other material after it is summoned. You can summon any material you may create, with the exception of gems, precious metals (such as gold or silver) or rare metals (such as cold iron or mithril).
Dissolution (alter)
Prerequisites: Creation sphere, Greater Destroy, Potent Alteration.
You may spend a spell point when using destroy on a non-magical, unattended object. The ability doesn’t deal damage and instead simply disintegrates as much as a 10- ft. cube of nonliving matter.
When targeting an attended non-magical object, magical object, or creature (by spending an additional spell point via Potent Alteration), you may spend another spell point to reduce the target to its component parts. The target is entitled a Fortitude saving throw. Failure results in the target taking 2d6 point of damage per CL that bypasses all hardness, resistances, and damage reduction. A successful save reduces this damage to the normal damage of the greater destroy ability. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated.
Duplicate
Prerequisites: Creation sphere, Exquisite Detail, 5th CL
You may touch a single object and, as a full-round action, create a perfect duplicate of the object either in your hand or an adjacent square. The object is an exact replica in every way, and the only way to tell the object is not the original is the lingering Creation aura surrounding the object. You must be able to create all of the materials included in its construction, otherwise the object created is crafted from materials you can create and colored to appear like the original, which could give away the ruse. Magical items duplicated are always non-magical but otherwise flawless imitations. If you possess Create Materials, you may spend an additional 2 spell points to duplicate the object as an instantaneous effect, in which case it has no lingering creation aura.
If you possess the Fleshcrafting and Bestow Life advanced talents, you may create a duplicate of a target creature. This duplicate appears to be the same as the original, but it has only half of the real creature’s levels or HD (and the appropriate hit points, feats, skill ranks, and special abilities for a creature of that level or HD). You must make a Disguise check when you cast the spell to determine how good the likeness is (you may use your CL in place of your ranks in Disguise). If you possess Exquisite Detail you may add your CL as a bonus to this check, even if you use your CL in place of your ranks in Disguise. A creature familiar with the original might detect the ruse with a successful Perception check (opposed by the caster’s Disguise check) or a DC 20 Sense Motive check. The duplicate creature is not under your control, though it recognizes you are its creator and functions as a faithful companion, as described under the Bestow Life talent. Creating a duplicate in this manner costs 1 spell point + 1 additional spell point for every 3 HD of the duplicate creature and you may not create a duplicate of a creature with more HD than your CL. These duplicates are incapable of growing in power, but otherwise age as normal (if made permanent with Create Materials). No magical effects affecting the target are duplicated.
Fabricate [Core]
Prerequisites: Creation sphere, Forge, 10th CL
When using your forge talent, you may spend an additional spell point to create items of great detail. You must pass the appropriate skill check to make complex items and work at a rate of 1 round per 10 cubic feet when working in this manner. You can only work with a material which you can create.
Fleshcraft [Core]
Prerequisites: Creation sphere, Expanded Materials, 10th CL
You may create and alter flesh as you would other materials. This means you can create the body of a creature, although it is not alive, and you must make a Disguise check if attempting to create a copy of a specific individual. You may also alter a body, although you must spend an additional spell point to alter a living creature (Fortitude negates). You may create a permanent body through the Create Materials talent.
If used in conjunction with the Change Material talent to affect a living creature, this does not kill the target; however, they do not appear to be alive for effects that would detect such things, and they may be injured as any other object. When returned to normal the creature is still alive (provided they weren’t destroyed in this alternate form), but any injuries or deformities gained in their altered state carry over to their original forms.
If you possess the Forge talent, you may sculpt a creature’s body in one of the following ways:
- You can remove or restore an arm, leg, or tail. While technically you can add a limb to a creature that wasn’t missing one, these extra limbs are too weak to hold things or be used to attack.
- You may remove or restore a sense: sight, hearing, touch, taste, or smell.
- You may attack the target’s body, dealing 2d6 Constitution damage.
- If you possess the Fabricate advanced talent, you may change a creature’s appearance permanently. Make a Disguise check if attempting to mimic a specific creature.
Other uses of this talent are up to the GM.
Material Body (alter)
Prerequisites: Creation sphere, Expanded Materials, Change Material, 5th CL
You may spend a spell point to change a willing, touched creature’s skin into another solid material you can create as long as you maintain concentration to a maximum of 1 minute per CL. You may spend an additional spell point to maintain this effect without concentration. If you possess Lengthened Creation, the duration of this ability is increased to 1 hour per CL.
The creature gains damage reduction equal to the material’s hardness. This damage reduction is bypassed by adamantine as long as the material’s hardness is 20 or less.
Once this damage reduction has prevented a number of points of damage equal to the material’s hp per inch per 3 CLs the effect ends.
If you possess the Fleshcrafting advanced talent, the effect increases, granting the target a +4 bonus to saving throws against diseases and poisons, and a 50% chance that any critical hit or sneak attack against the target is treated as a normal hit, as if the target were wearing medium fortification armor.
Magma Mastery
Prerequisites: Creation sphere, Expanded Materials: Plasma Production, Nature sphere (Fire package), CL 10th or higher.
You may create or alter lava and magma (3 cubic ft. equals a Small creature).
Mythical Material Maker
Prerequisites: Creation sphere, Expanded Materials, 15th CL or higher.
Add adamantine and any similarly incredibly rare material that is known to you, subject to GM discretion, to the list of materials you can create. Treat your CL as 1/2 for determining both size and duration for effects involving adamantine and similar extremely rare materials.
Note: Metals and other materials similar to adamantine in rarity or power may not exist in all campaign settings. In these situations, the GM is encouraged to add any setting specific extremely rare materials not normally able to be affected by create/alter to the list of affected materials granted by this talent. The purpose of this talent is to allow access to even the rarest of materials, save for those that are divine in nature.
Ooze Originator (create)
Prerequisites: Creation sphere, Expanded Materials: Acidic Creation, CL 5th or higher.
You may create and animate a self-sustaining ooze creature. You must spend an additional spell point for every 4 HD of the desired ooze; you cannot create an ooze with more HD than your CL or that is larger than you can create. The magic behind the ooze’s creation allows it to recognize you as its creator and obey basic commands such as “attack”, “defend”, or “move” and to follow them to the best of its ability, but it otherwise is a normal, mindless member of its kind and will act appropriately.
This ooze may be any un-templated creature of the ooze type or a unique creation subject to GM discretion. You may not control more Hit Dice of ooze than your CL; if you create more than this, the earliest-created oozes no longer recognize you as their creator until you are under this limit again. Oozes can be made permanent through the Create Materials advanced talent.
Permanent Change [Core]
Prerequisites: Creation sphere, Change Material, Forge, Expanded Materials, 10th CL or higher.
When using your Change Material talent, you may spend an additional spell point to make the change an instantaneous effect; the change is permanent and cannot be dispelled. If used on a target in conjunction with the Change Material and Fleshcraft talents, another application of the Fleshcraft and Change Material talents can return them to normal for a limited time, but only another use of the Permanent Change talent can permanently reverse this effect. You cannot create a permanent change involving gems, precious metals (such as gold or silver) or rare metals (such as cold iron or mithril).
Plasma Projection
Prerequisites: Creation sphere, Expanded Materials: Plasma Production, CL 5th or higher.
When holding any object that could be reasonably used as a hilt or wielding a melee weapon you may spend a spell point to create in the space above the hilt or alter the weapon into a blade of plasma. The shape of the plasma can take any form you wish, but regardless of its form treat this weapon as an energy sword (see Equipment section) that you are proficient with that lasts for 1 round per CL without concentration. You may spend an additional spell point when this duration expires to renew its duration as a free action. This duration can be extended by Lengthened Creation as normal. While the effect persists the energy blade can be turned off or on again by the wielder as a swift action.
You may spend an additional spell point as a swift action each round to increase the length and intensity of the ‘sword’ for 1 round. The sword’s damage increases by 1d10 (for a Medium energy sword) and an additional 1d10 for every 5 CLs you possess beyond 5th. When enlarged in this way, the energy sword may threaten and make attacks at a reach of 10 ft. or against adjacent targets at no penalty.
State Shift (alter)
Prerequisites: Creation sphere, Change Material, 10th CL or higher.
When using Change Material, you may turn gases, liquids, and solids into either of the other two states. If you have Plasma Production you may also convert matter into a plasma and vice versa. This is a magical effect and the change in form itself has no additional effect on the condition of the target object, dealing no damage to it. When turning a solid into a liquid or gas the resultant object disperses as normal, but recombines when the effect ends and in the same location unless its component parts have been collected and moved elsewhere. If all pieces of an object are not present, the object still regrows from the largest remaining piece.
If a magical object is converted into a new form, its magical properties cannot be used unless they are still applicable to its new state of matter.
Sustenance
Prerequisites: Creation, CL 1st or higher.
You may spend 10 minutes to create enough bland food and drink to sustain a number of Medium-sized creatures equal to your casting ability modifier. If you possess Exquisite Detail you may create any normal assortment of food or drink using Profession (Cook) and gaining a bonus to this check equal to 1/2 your CL. This is an instantaneous creation effect that costs no spell points. Alternatively, you may use this ability as a standard action by spending 1 spell point.
Additionally, by spending 1 spell point, you may create or alter any one object with normal size and material limitations to be edible. The object becomes nutritious enough to sustain a number of creatures based on its total size, with a Tiny-sized object being enough for a Medium creature. The object is treating as having a hardness of 0 against bite attacks, and creatures that do not have bite attacks can bite it to deal 1d3+1/2 Str modifier damage to the object. Objects in this way only retain this property for a limited period of time as normal for altering objects, but any part of the object that was devoured during this time is instantaneously converted into food. If you possess Permanent Change, you may make this an instantaneous effect by spending an additional spell point.
Advanced Dark Talents
Animated Shadow (shadow)
Prerequisites: Dark sphere, Shadow Lurk, 5th CL or higher.
By spending one spell point you lend your shadow animation and substance, allowing it to move and manipulate objects as if they were an additional set of limbs for 1 hour per CL. Your animated shadow has two arms and a reach of 10 ft. It can retrieve and use stored items, wield and attack with weapons, activate magical items, accomplish delicate tasks like disabling a lock, and deliver touch attacks, all using your own statistics and bonuses. These arms can not be used to make additional attacks above your normal maximum, gain extra magic item slots, or grant additional actions. You may not use other abilities or talents that allow you to use your shadow to manipulate objects, such as shadow limb and Shadow Boxing, while Animated Shadow is active.
Black and Black Morality (blot, darkness, shadow)
Prerequisites: Dark sphere, Gaze Into The Abyss, 10th CL or higher.
By spending additional 2 spell points you may empower a shadow, darkness, or blot so that the alignments of those within are rendered utterly null. Any new spell or effect targeting a creature or object of a particular alignment, or with a variable effect determined by alignment, automatically fails against targets protected by Black and Black Morality. Creatures lose the benefit of alignment-based damage reduction when affected by Black and Black Morality. Any ongoing spell or effect targeting alignment, such as a paladin’s smite ability or the penalties inflicted by a strongly aligned plane, are suspended for as long as the target is protected by Black and Black Morality, but not ended. Time spent protected by Black and Black Morality counts against the duration of ongoing effects.
Eternal Darkness [Apoc]
Prerequisites: Dark sphere, Lingering Darkness, 10th CL or higher
When creating darkness, you may spend 2 spell points to turn your darkness into a permanent effect that lasts until it is dispelled. Once created, this darkness is unmoving. It cannot be centered on a creature or object with the Clinging Darkness talent, and cannot be moved with the Rolling Blackout talent, though you can adjust its area with Shifting Shadows.
Lightless Penumbra (shadow)
Prerequisites: Dark sphere, Shadowed Mein, 1st CL or higher.
By spending an additional spell point you may render your Shadowed Mein entirely opaque, protecting the target from harm from daylight, magical or normal, and granting a bonus equal to your CL on saves against light, pattern, and vision-based effects. You are always treated as having your eyes averted with respect to gaze attacks, though you suffer none of the associated penalties. Creatures with extreme vulnerability to daylight, such as vampires and shadow demons, are protected from daylight by this talent.
Melt into Shadow
Prerequisites: Dark sphere, Animated Shadow, Flowing Darkness, 10th CL or higher.
By spending 2 spell points as a standard action you may become an area of blot for one minute per CL. You gain a climb speed equal to the land speed and may pass through small cracks and openings as if using the Flowing Darkness talent. You gain a bonus to your reach equal to the radius of your darkness.
In blot form you can manipulate objects and use your items (which also take on blot form) as if using the Animated Shadow talent. In this form you lose AC bonuses from armor and natural armor, but gain DR/- equal to 1/2 your CL. You cannot be tripped in blot form. Losing contact with a solid surface, either through your own actions or those of an ally or opponent, immediately ends Melt into Shadow.
You may imbue yourself with one (blot) talent at normal spell point cost. This talent affects all targets within the area of your reach. You may change your active (blot) talent as a standard action, though you must pay any spell point cost associated with the new talent. You may end Melt into Shadow as a swift action, rematerializing in any unoccupied space within your reach.
Midnight (darkness) [Core]
Prerequisites: Dark Sphere, Greater Darkness, 10th CL or higher.
You may spend 2 additional spell points to increase the area of your darkness to a 2 mile radius.
One with the Void
Prerequisites: Dark sphere, Step Through the Darkness, 10th CL or higher.
By spending 2 spell points as a standard action you may become an area of your own darkness for one minute per CL. You become incorporeal and gain a fly speed of 30 ft. (good). You may share spaces freely with allies and enemies, without any benefit or penalties to either party from doing so. You cannot make attacks in this form and do not threaten, though you may still cast spells and use talents.
You may adjust your size as a move action from a 5 ft. radius sphere up to the maximum volume of your darkness, and you may imbue yourself with one (darkness) talent at its normal spell point cost. Changing your active (darkness) talent is a standard action, and you must pay any spell point cost associated with the new talent. You may not manipulate objects or use your own items in this form. Ending this effect is a swift action allowing you to rematerializing in any unoccupied space within your personal area of darkness.
Pitch Black [Apoc]
Prerequisites: Dark sphere, Pure Darkness, 10th CL or higher
Pure Darkness no longer counts against the number of (darkness) talents you may apply to an area of darkness.
In addition, when you apply the effects of Pure Darkness to your darkness, you may spend an additional spell point to make an even deeper area of shadow. All areas of light, even bright light, become absolute darkness, and no mundane light sources function. Darkvision does not function in this area, and all other senses (such as blindsight, scent, and even see in darkness) are reduced to a 5 ft. range.
Shadow Double (shadow)
Prerequisites: Dark sphere, Shadow Lurk, Animated Shadow, 15th CL or higher.
You may spend 3 spell points as a standard action to split off your shadow to act as an independent creature unwaveringly loyal to you for one hour per CL. Your shadow double has the same attributes and statistics as you do, but half as many hit points, and its copies of your equipment are entirely non-magical. You may give your shadow double magical equipment, but you share one set of magic item slots and may not both benefit from an item in the same slot. It casts spells and uses spell-like abilities as you do, but you both draw from the same pool of spell points, spell-like abilities, spell slots, and memorized spells. Your shadow may move any distance from you as long as it remains on the same plane of existence.
You do not cast a shadow while this ability is active, nor may you use or be the target of any abilities or talents that affect your shadow while your shadow double is active.
Reattaching your shadow double is a move action that does not provoke attacks of opportunity. Either you or your shadow double may spend this action. If your shadow double is killed or removed from the same plane of existence as you, it winks out of existence and your shadow returns with a surge of energy that causes you to be stunned for 1d4 rounds. In either case, you immediately gain the knowledge of everything your shadow double observed and did while it was detached.
Shadow Walker (meld) [Core]
Prerequisites: Dark Sphere, Step Through Darkness, 10th CL or higher.
A target must be within an area of dim light or darkness for you to apply this (meld) talent to them. When this talent is applied, the target temporarily steps out of the Material Plane and into the place where it borders the Plane of Shadow. While within this region of shadow, the target may move at a rate of 50 miles per hour, seeing their relative place in the Material Plane, although it appears blurry and lacking in details. At any time, the target may step back into the Material Plane, at which point the effects of this (meld) talent immediately end.
Because of the blurring of reality between the Plane of Shadow and the Material Plane, the target can’t make out details of the terrain or areas you pass over during transit, nor can you predict perfectly where your travel will end. It’s impossible to judge distances accurately, making this ability ill-suited for scouting or spying. Furthermore, when stepping back into the Material Plane, the target is shunted 1d10 x 100 feet in a random horizontal direction from the desired endpoint. If this would place the target within a solid object, they are shunted 1d10 x 1,000 feet in the same direction. If this would still place them within a solid object, they are shunted to the nearest empty space available, but the strain of this activity renders the creature fatigued (no save).
Vanish in Shadow [Apoc]
Prerequisites: Dark sphere, Hide in Darkness, 5th CL or higher
When you apply the Hide in Darkness meld to a target, its benefits function in any area of dim light or darkness, not just areas of darkness you created.
In addition, when you apply the meld to a target you may spend an additional point to completely hide them from detection. Anyone that attempts to discern the target’s location must succeed on the normal Perception check to locate them while they are hiding, even those using unusual forms of perception such as blindsight or tremorsense or Divination sphere effects to directly or indirectly discover their current position.
Advanced Death Talents
Astral Projection [Core]
Prerequisites: Death sphere, Project Spirit, 10th CL or higher.
When using the Project Spirit advanced Death talent, you may spend an additional spell point to project your spirit into the Astral Plane instead of the Ethereal Plane. You may bring up to 1 additional willing creature per 2 CLs with you, provided these creatures are linked in a circle with you at the time. These fellow travelers are dependent upon you and must accompany you at all times. If something happens to you during the journey, your companions are stranded wherever you left them.
While you are on the Astral Plane, your astral body is connected at all times to your physical body by an incorporeal silver cord. If the cord is broken, you are killed, astrally and physically. Luckily, very few things can destroy a silver cord. Unlike a regular use of the Project Spirit talent, you and your companions may travel through the Astral Plane in this manner indefinitely, until you either choose to end the effect (which returns you to your body) or it is ended by some outside means. This effect may be dispelled like any other sphere effect by targeting either your astral form or your physical body. Dispelling this effect immediately returns you to your body.
Astral Travel [Core]
Prerequisites: Death sphere, Astral Projection, Project Spirit, 15th CL or higher.
When projecting yourself and/or your allies into the Astral Plane, you may spend an additional spell point (bringing the total to 3) to allow you and your allies to travel astrally to any of the other planes that border the Astral Plane. If you choose to enter one of these planes, you form a new physical body (and equipment) on that plane of existence, exactly like your true form, although the silver cord remains invisibly attached to this new body, and magic items used still count against the item’s total uses. You are still subject to the weaknesses of an astral form (you may be dispelled, your cord may be broken, etc.). If your new form is killed, you are returned to your original body, gaining 2 permanent negative levels as normal.
Corpse Forge
Prerequisites: Death sphere, Corpse Manipulation, 3rd CL or higher.
As standard action, you can destroy one undead you reanimated and control within close range (or the range of your Master’s Presence, whichever is greater) to add its Hit Dice to another undead you reanimated and control within range. The creature receiving the benefit of this talent does not gain any other abilities of the sacrificed creature beyond the increase in Hit Dice, although its own abilities are recalculated using the higher Hit Dice. Add their current hit points together (to a maximum of their new total hit points), and use the longer of their durations. You cannot fuse two undead if the newly-combined undead would be beyond your control (for example, have a total Hit Dice above 20 or greater than twice your CL). When the duration ends, all combined corpses separate into their original forms.
Note: These are bonus hit dice, not racial hit dice, and do not provide increases to ability scores.
Create Haunt
Prerequisites: Death sphere, Haunting Apparition, 5th CL or higher.
You may spend a full-round action to bind the spiritual forces in a location, causing it to function as a haunt. Choose a sphere ability with a casting time of 1 standard action or less; creatures who trigger the haunt are affected by that sphere ability. If the sphere ability does not allow a saving throw, the creature affected is allowed a Will save to negate its effects. You can create haunts with a CR up to your CL.
Haunts created using this talent count towards the maximum number of haunting apparitions you may have at a time, have a CL equal to yours, and share an alignment with you. These haunts are permanent unless destroyed by Break Enchantment and similar effects or by killing you.
Greater Undead [Core]
Prerequisites: Death Sphere, Lingering Necromancy, Permanent Undead, 5th CL or higher.
You may spend 3 spell points and 1 hour to reanimate a body as a greater form of undead, including banshees, vampires, wights, and others. This is always an instantaneous effect, creating permanent undead that cannot be dispelled.
The created undead cannot have a challenge rating above 1/2 your CL, and the created undead are not automatically under your control; alternate means of control must be established. Many undead have specific requirements for their creation listed in their descriptions (banshees are the spirits of female elves who either betrayed a lover or were betrayed by one, bodaks are extraplanar undead created in the Abyss, allips are the spirits of insane suicides, etc.). These prerequisites must be met in order to create a specific kind of undead.
At 15th CL, you may create any form of undead, regardless of CR, provided you meet its additional prerequisites. GMs always have the final say over what prerequisites an undead might require.
Mercy Killing
Prerequisites: Death sphere, Corpse Manipulation or Killing Curse.
As a standard action, you may target a conscious and willing creature with your ghost strike, and they immediately die without any pain or discomfort. However, for 1 day per CL the creature is treated as having died for no more than 1 round for the purposes of the Resuscitate talent and other spells or abilities that are used to bring creatures back from the dead. While this effect lasts, the remains of the dead creature do not decay and cannot be reanimated without a successful magic skill check made against your MSD.
Permanent Undead [Core]
Prerequisites: Death Sphere, Lingering Necromancy, 5th CL or higher.
When you reanimate a corpses as a skeleton or zombie, you may spend 2 spell points to make the reanimation an instantaneous effect. The undead creature exists independent of your concentration, has no duration, and cannot be dispelled. These undead still count against the total number of undead you may have reanimated at any one time. If you create more undead than your total, old permanent undead are not destroyed; instead, they are simply released from service and will attack you or any other nearby living creature.
Possession [Core]
Prerequisites: Death sphere, Project Spirit, 10th CL or higher.
When you project your spirit by use of the Project Spirit advanced Death talent, you may move into the same space as a material creature and attempt to possess it. You must spend a spell point to attempt a possession, and the target is allowed a Will save to negate. If their saving throw fails, the target’s soul is repressed, and yours assumes control of the body. You may only possess a physical creature with a soul (this includes most living creatures and intelligent undead but not constructs, unintelligent undead, or outsiders).
Attempting to possess a body is a full-round action. You may only attempt to possess a creature once during any individual projection of your spirit.
If you are successful, your life force occupies the host body. You keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, mental abilities, extraordinary abilities, supernatural abilities, and magical abilities such as spells and sphere abilities. The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities. A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal. You cannot choose to activate the body’s extraordinary or supernatural abilities. The creature’s spells and spell-like abilities do not stay with the body. You may possess a body for up to 1 hour per CL, but may always end the effect early as a standard action. If the host body is slain, you return to your body and suffer 2 permanent negative levels. As is usual when projecting your spirit, this effect may be dispelled at either your body or the host’s body.
Project Spirit [Core]
Prerequisites: Death sphere, 10th CL or higher.
You may spend a spell point to project your spirit out of your body for up to 1 round per CL. During this time, your body falls into a state of suspended animation; it requires neither food nor water and does not age, although it may be slain through normal means.
Your spirit manifests as an ethereal version of you with your hit points and abilities, and carries a copy of all of your equipment. It is invisible, insubstantial, and capable of moving in any direction, even up or down, albeit at half normal speed. It can move through solid objects, including living creatures, and may see and hear its surroundings, although as it is on the Ethereal Plane, it can only see and hear the Material Plane to a distance of 60 ft. When the time limit expires, your spirit immediately returns to your body. Using magic items (such as scrolls, wands, potions, and other items with a limited number of charges or uses per day) while ethereal counts against the item’s total remaining uses when you return to your body.
Your spirit cannot attack or otherwise affect creatures and objects on the Material Plane nor generally be affected by them, although some effects (such as force damage) specifically target ethereal creatures when used by material creatures. Certain material creatures or objects also have attacks or effects that can specifically affect creatures on the Ethereal Plane. These effects do not work in reverese to allow your spirit to affect material creatures.
Your spirit treats other ethereal creatures and ethereal objects as if they were material. Your spirit may use any magic you possess, but such magic can only affect other ethereal things. If your spirit self is slain, your spirit instantly returns to your body, reviving it from its state of suspended animation. This is a traumatic affair, however, and you gain two permanent negative levels.
Soul Drain
Prerequisites: Death sphere, 5th CL or higher.
Each time you use a Death sphere talent or ability that does not cause negative levels or immediately kill its target (such as Killing Curse), you can choose for it not to count as a death effect, meaning it can affect creatures normally resistant or immune to death effects, such as outsiders with the daemon subtype. This allows you to affect constructs and undead with your ghost strikes. Such creatures gain a +4 bonus to any granted saving throw, and may still be immune to the effects caused by your ghost strike (disease, etc.).
Soul Trap [Core]
Prerequisites: Death sphere, 15th CL or higher.
As a standard action, when adjacent to a creature that has died very recently (within 1 round per CL) you may spend 3 spell points to trap their soul into a gem. The target is allowed a Will save to negate the effect, and the gemstone’s value must be at least 1,000 gp per HD of the creature you are attempting to trap. If successful, the creature’s soul becomes trapped within the gemstone. A trapped creature cannot be resurrected or have its spirit summoned, unless the caster is in possession of this gemstone. The creature trapped inside the gemstone always fails its saving throws if the holder of the gemstone uses the Summon Spirit advanced Death talent on it. If the gemstone is broken, the spirit is released. If the spirit is called through the Summon Spirit advanced Death talent, the caster may choose to release the spirit, in which case it travels to the afterlife, leaving the gem empty and reusable.
Summon Spirit [Core]
Prerequisites: Death sphere, 5th CL or higher.
You may spend 3 spell points and 1 hour to summon the spirit of a dead creature. You must know the exact creature you are trying to summon and be able to designate them (such as their name or place and time of death, etc.) and the more familiar you are with the spirit and the more recently they died, the more likely they are to appear. The spirit you are trying to summon is allowed a Will save with the following modifiers depending on your knowledge and connection to the target, as well as its time of death:
Table: Familiarity (Spirit)Knowledge | Will Save Modifier |
---|---|
None* | +10 |
Secondhand (you have heard of the subject) | +5 |
Firsthand (you have met the subject) | +0 |
Familiar (you know the subject well) | -5 |
*You must have some sort of connection (see below) to a creature of which you have no knowledge.
Table: Connection (Spirit)Connection | Will Save Modifier |
---|---|
Likeness or picture | -2 |
Possession or garment | -4 |
Corpse/remains | -10 |
Time the Creature has been Dead | Will Save Modifier |
---|---|
1 year | +2 |
10 years | +4 |
100 years | +6 |
1000 years | +8 |
On a successful saving throw, the target does not appear and may choose to retaliate spiritually, giving you 2 temporary negative levels that last 24 hours (meaning you must save against them becoming permanent). While friends may choose to purposefully fail their saving throw and come willingly, in most other cases being ripped from the afterlife is a horrid experience and can turn even the nicest of spirits hostile. If a spirit makes their saving throw against this effect they cannot be summoned again by the same caster for 1 month. Sometimes, the spirits of heroes, kings, and others are protected by Deity and are simply unable to be summoned.
Once a spirit has been summoned, you may do any of the following:
- You may ask one question per two CLs. The corpse’s knowledge is limited to what it knew during life, including the languages it spoke. Answers may be brief, cryptic, or repetitive. A creature who would have opposed you in life may make a new Will save to refuse to answer or to lie with the Bluff skill.
- You may use the spirit as a component when creating an animated object or undead creature (Will negates if unwilling; if the spirit makes its save, it immediately returns to the afterlife as if it had made its original saving throw). You must create the undead creature or animated object as usual, but by placing the spirit into the target, the spirit is brought back to life within this new body. The object or undead creature gains the mental attributes, personality, memories, etc. of the selected spirit, but otherwise is normal for its new creature type. (At the GM’s discretion, a spirit bound to a permanent animated object or undead creature may recover or gain class levels over time, but loses at least 1 level per CR of its new form.) An undead creature or animated object created in this way is not automatically under your control.
- If you possess the Resurrection advanced Life talent, you may place the spirit into a new body, bringing the soul back to life, even if you do not have the target’s body, it is missing vital components, or the target has been dead for up to 1 year per CL. You must possess either a soulless body (such as one created through the Fleshcraft and Create Materials advanced Creation talents), or else a body assembled from other, recently slain bodies. (Assembly requires either the target’s body with one additional body for every replaced vital component, or else a minimum of six different bodies—one for each limb, the torso including head, and the brain. In some cases, more bodies may be necessary. Special unguents and bindings worth 500 gp are also required.) You may bring the target back to life with the Resurrection advanced Life talent. The target retains its ability scores and class levels (even those dependent on blood, such as sorcerer levels) but its race and appearance depend on the body possessed.
Advanced Destruction Talents
Calamity (blast shape) [Core]
Prerequisites: Destruction sphere, Explosive Orb, Shape Blast, 15th CL or higher.
When creating a destructive blast, you may spend 2 spell points to shape your blast into either a Long-range line, a Medium-range cone, or a Close-radius burst centered within range.
Errata: Anyone in the area of effect may make a Reflex save for half damage.
Crystal Cocoon
Prerequisites: Destruction sphere, any two blast type talents in the crystal blast type group, CL 10th or higher.
When using the Crystal Blast talent, you may spend an extra spell point to fully encase your targets in a shell of crystal. Targets that fail their Reflex saves against your blast are helpless and cannot take physical actions other than to attempt Strength or Escape Artist checks to escape the crystal, but can still breathe and take purely mental actions. The crystal blocks line of sight and line of effect to and from the encased target. Destroying the cocoon frees the victim, the crystal having HP as normal for the Crystal Blast talent.
Disintegrate (blast type)
Prerequisites: Destruction sphere, CL 5th or higher.
You may spend a spell point to have your destructive blast deal untyped damage. Any creature reduced to 0 or fewer hit points is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected. This blast type does full damage to objects and ignores all hardness, energy resistance, and energy immunity.
When targeting a single object, the destructive blast simply disintegrates as much as a 10-foot cube of nonliving matter. Thus, it disintegrates only part of any very large object or structure targeted. Attended objects may make a Fortitude save to negate this effect, but still take destructive blast damage. The blast effects even objects constructed entirely of force, but not magical effects such as a globe of invulnerability, an antimagic field, or the barrier ward of the Protection sphere.
Energy Cloud (blast shape)
Prerequisites: Destruction sphere, CL 10th or higher.
You may spend three spell points to make your destructive blast into a roiling cloud of destruction. The cloud covers a 10 ft + 5 ft per 5 CLs radius, is 10 ft + 5 ft per 5 CLs tall, and is stationary unless directed by the caster to move as a move action, which it does at a rate of 20 ft + 5 ft per 2 CLs and persists for 1 minute per CL. The cloud obscures vision as the fog cloud spell. Any creatures who begin their turn inside the cloud suffers your destructive blast damage. Affected creatures are allowed a Fortitude saving throw for half damage. You are immune to damage from your own cloud.
Extreme Range
Prerequisites: Destruction sphere, Extended Range x2, CL 5th or higher.
Your destructive blast has a range of 1,000 ft + 100 ft per CL. Destructive blasts outside of your long range but inside this range can only target squares or large objects (ones the occupy more than one square), not individual creatures and take effect one round after being used.
Greater Admixture
Prerequisites: Destruction sphere, Admixture, CL 5th or higher.
When using the admixture talent, you may spend an additional spell point to add a third blast type talent. The damage dealt is split between the three blast types and the additional effects from each blast type apply normally. If different damage die apply to the different types, use the largest. If the blast types have different CLs, then use the lowest CL for determining the admixtured blast’s CL.
Special: You do not increase the casting time or spend an additional spell point when using the admixture talent with blast types from the same blast type group. The additional spell point cost of greater admixture still applies.
Holy Smite
Prerequisites: Destruction sphere, must be of a good alignment, 1st CL or higher.
You may spend a spell point to have your destructive blast deal sacred damage.
Note: Sacred damage comes from attacks that are heavily infused with the power of sheer good and carry this holy power over as a form of harmful energy to evil-aligned beings. Attacks that inflict sacred damage inflict an additional 50% damage to evil-aligned opponents or opponents with the [evil] subtype.
Penetrating Blast
Prerequisites: Destruction sphere, CL 5th or higher.
Your destructive blast ignores energy resistance equal to your CL. You may spend a spell point to increase this effect to twice your CL. Treat Immunity as if it were Resistance 40 for this purpose.
Wiki Note: Per a discussion with the author, the last sentence means that against this ability, creatures immune to a type of energy instead have Resistance = 40 - CL, or 40 - 2x CL if the caster spends a spell point. For example, a 5th-level Incanter could throw a fire blast against Resist Fire 35, or Resist Fire 30 if they spend a spell point to improve Penetrating Blast.
Radiation Blast (blast type)
Prerequisites: Destruction sphere, any two blast type talents in the fire blast type group, CL 5th or higher.
You may spend two additional spell points to have your destructive blast do half fire and half untyped damage. Any creature damaged by the attack must pass a Fortitude save with your blast’s DC or suffer the effects of low radiation. A creature suffering from radiation instead must pass a Fortitude save with your blast’s DC or have the level of radiation increased by one step, inflicting the new levels primary effect. This effect stacks with the effects of lower radiation levels. Saves against the secondary effects of the radiation are made at their normal save DCs. The target’s square (or the blast’s affected area) becomes irradiated for 1 minute per CL. Any creature passing through an irradiated square must pass a Fortitude save DC 14 or be affected by low radiation.
Radiation
Radiation is a poison effect, whose initial effect causes Constitution drain and secondary effect causes Strength damage. Radiation dangers are organized into four categories: low, medium, high, and severe.
Radiation Level | Fort Save | Primary Effect | Secondary Effect |
---|---|---|---|
Low | 13 | 1 Con Drain | 1 Str damage/ day |
Medium | 17 | 1d4 Con Drain | 1d4 Str damage/day |
High | 22 | 2d4 Con Drain | 1d6 Str damage/day |
Severe | 30 | 4d6 Con Drain | 2d6 Str damage/day |
Pathfinder Campaign Setting: Technology Guide © 2014, Paizo Inc.; Authors: James Jacobs and Russ Taylor.
Initial Effect: Radiation initially deals Constitution drain unless the exposed character succeeds at a Fortitude saving throw. A new saving throw must be attempted to resist radiation’s initial damage each round a victim remains exposed to it.
Secondary Effect: Secondary effects from radiation deal Strength damage at a much slower rate than most poisons. This secondary effect ends only after a character succeeds at two consecutive Fortitude saving throws to resist secondary radiation damage. If a character has Strength damage equal to his current Strength score, further damage dealt a secondary effect is instead Constitution damage.
Removing Radiation Effects: All radiation damage is a poison effect, and as such it can be removed with any effect that neutralizes poison. Ability damage and drain caused by radiation damage can be healed normally.
Unholy Smite
Prerequisites: Destruction sphere, must be of an evil alignment, 1st CL or higher.
You may spend a spell point to have your destructive blast deal profane damage.
Note: Profane damage comes from attacks that are heavily infused with the power of sheer evil and carry this unholy power over as a form of harmful energy to good-aligned beings. Attacks that inflict profane damage inflict an additional 50% damage to good-aligned opponents or opponents with the [good] subtype.
Advanced Divination Talents
Alternate Divinations, Advanced (sense)
Prerequisites: Divination sphere, 1st CL or higher.
Like alternate divinations, this advanced talent grants additional divinations depending upon what other spheres you know. Unlike alternate divinations however, this advanced talent grant new sense abilities instead of divine abilities.
- Lifesense: If you possess the Life sphere, you may spend a spell point to gain the lifesense ability. You sense and locate living creatures within 30 feet, as if you had the blindsight ability.
- See in Darkness: If you possess the Dark sphere, you may spend 2 spell points to gain the See in Darkness ability. The creature can see perfectly in darkness with a range of 60 ft. When entering magical darkness that you did not create, make an opposed magic skill check to see in such darkness.
- Spirit Sense: If you possess the Death sphere, you may spend a spell point to gain the spirit sense ability, which allows you to know when immortal or deathless beings are nearby. You can sense the presence of undead; fey; outsiders; and astral, ethereal, or incorporeal creatures within 30 ft, as if you had the blindsight ability.
- Storm Vision: If you possess the Weather sphere, you may spend a spell point to gain a special sense granting the ability to negate any concealment, miss chance, and penalties to perception directly caused by weather (be they magical such as weather sphere talents and abilities or natural), with a range of 30 ft.
- Thoughtsense: If you possess the Mind sphere, you may spend 2 spell points to gain the thoughtsense ability. You automatically detect and locate conscious creatures within 30 ft. This ability functions similarly to blindsight. Nondetection, Spell Ward, and similar effects block thoughtsense. Thoughtsense can distinguish between sentient (Intelligence 3 or greater) and nonsentient (Intelligence 1–2) creatures, but otherwise provides no information about the creatures it detects. Creatures lacking an intelligence score, or otherwise less than 1 do not function to detect or locate such creatures.
- Touchsight: If you possess the Telekinesis sphere, you may spend 2 spell points to gain the touchsight ability. You gain the ability to “feel” your surroundings even when your sight would otherwise be obscured by your physical environment. Your touchsight field emanates from you out to 30 feet. You ignore invisibility, darkness, and concealment, though you must have line of effect to a creature or an object to discern it. You do not need to make Perception checks to notice creatures; you can detect and pinpoint all creatures within 30 feet. In many circumstances, comparing your regular senses to what you learn with touchsight is enough to tell you the difference between visible, invisible, hiding, and concealed creatures.
Discern Location (divine) [Core]
Prerequisites: Divination sphere, Dowsing, Greater Divine, 15th CL or higher.
You may spend 3 spell points to discern the location of any one creature or object. To find a creature, you must have seen the creature or have some item that once belonged to it. To find an object, you must have touched it at least once.
Discern location circumvents normal means of protection from scrying or other means of nondetection. Indeed, nothing short of a mind blank spell, the Unplottable advanced Protection talent, or the direct intervention of a deity keeps you from learning the exact location of the targeted individual or object. You learn the name of the creature or object’s location (place, name, business name, building name, or the like), community, county (or similar political division), country, continent, and the plane of existence where the target lies.
Divine Identity (divine)
Prerequisites: Divination sphere, Discern Individual, 1st CL or higher.
You may divine the presence of individual auras. When divining in a location, you sense which creatures have recently been in that area. This does not reveal any information about those creatures other than the strength of their aura, but each aura possesses a unique signature; if you sense the same creature more than once, you can easily connect that they are the same creature.
Divine IdentityHD | Aura Strength | Aura Duration |
---|---|---|
1-4 | Dim | 1 round |
5-8 | Faint | 1d6 rounds |
9-12 | Moderate | 1d6 minutes |
13-16 | Strong | 1d6x10 minutes |
17+ | Overwhelming | 1d6 days |
It is also possible for someone to adopt an alias, as the same aura is detected multiple places, but may be more difficult to identify as the same person. If you possess a secret identity, such as with the vigilante class or in another way with GM approval, your secret identity and primary identity will detect as different people.
Vigilantes, Fugitives, and Divine Identity
While it is very easy to identify lower level creatures individually, their auras do not last very long, which is why many petty thieves can go undetected, even in settlements that have access to this ability. However, thieves of great skill or renown can quickly become easy to spot, becoming celebrities in their own right as their deeds are easily identified, even if they themselves are difficult to capture.
Divine Knowledge (divine) [Core]
Prerequisites: Divination sphere, Read Omens, 10th CL or higher
You may spend 3 spell points to delve the universe for the answer to a specific question. Delving in this manner is not an exact practice, and the only answers you may receive are ‘yes’, ‘no’, ‘unclear’, or ‘unknown’. You have a 50% chance +1% per CL of gaining a true answer. A failed roll produces an ‘unknown’ answer, while a roll of 90% or higher produces a lie. If you use this ability to ask the same question twice, the same answer repeats.
Note: GMs are fully encouraged to use their own numbers and methods for determining when true, untrue, or unknown answers are gained. A caster divining knowledge could be asking friendly gods, bargaining with the Fates, reading the tablets of life, or using any number of alternate methods for gaining knowledge. As such, the specifics of this ability can vary widely between campaigns—friendly gods may always answer truthfully, while Fates may require specific bargains to be made in exchange for knowledge. It is always possible that the source of information being asked simply doesn’t know the answers to certain questions.
Divine Planeshift (divine)
Prerequisites: Divination sphere, Detect Teleportation, 10th CL or higher.
You may divine the exact plane where a creature you saw has teleported in the last 10 minutes. Should you find yourself on that plane while maintaining concentrating on this ability, you divine the general direction that the creature has planeshifted in and continue to hold onto the general direction of the teleportation until you come into range of the creature’s destination.
Expansive Vision
Prerequisites: Divination sphere, Widen Sight, 10th CL or higher.
You may spend an additional spell point to increase the range of your sense abilities from close range to medium range (100 ft + 10 ft per CL). This advanced talent may be taken up-to two times, increasing the range from medium to long range (400 ft +40 ft per CL).
Greater Scrying (divine)
Prerequisites: Divination sphere, Greater Divine, Scrying, Viewing; 15th CL or higher.
When using the scrying advanced talent, you may spend an additional spell point to decrease the action needed to concentrate on the effect by 1 step (normally a full-round action to a standard). In addition, you may move your sensor without following a target with a speed of 150 ft once each round as a free action.
Penetrating Divination
Prerequisites: Divination sphere, 1st CL or higher.
When using Divination sphere talents or abilities, any divine or sense abilities normally blocked by dense substances, can now penetrate 5 ft of stone, 6 inches of common metal, a half inch of lead, or 15 ft of wood. You may take this advanced talent a second time increasing the thickness you can penetrate to 10 ft of stone, 1 ft of common metal, an inch of lead, or 30 ft of wood.
Read Omens (divine) [Core]
Prerequisites: Divination sphere, 5th CL or higher.
You may spend 2 spell points to divine for knowledge of the future. You gain useful advice in reply to one question regarding a specific goal, event, or activity to occur within 1 week. This advice could be a useful phrase or a cryptic omen or rhyme. If you do not act on the information, the conditions may change so that the information is no longer useful. The base chance for a correct divination is 70% + 1% per CL, to a maximum of 90%. If the die roll fails, you receive no information and know the attempt failed, unless specific magic yielding false information is at work. Multiple divinations about the same topic by the same caster use the same dice result as the first attempt and yield the same answer each time.
Scrying [Core]
Prerequisites: Divination sphere, Greater Divine, Viewing, 10th CL or higher.
You may spend 2 spell points and 1 hour to observe a creature or object as if using the Viewing talent, but over any distance. If targeting a creature, the target is allowed a Will save to resist being viewed, which is subject to the following modifiers depending on your knowledge and connection to the desired creature. Creatures or objects on a different plane receive an extra +5 bonus to their Will save. If viewing an object, the object may make a save (if intelligent), or any creature holding the object, or that could be considered to ‘possess’ the object is allowed to make this save on its behalf. If no such creature is available, assume a default Will save of 15.
Table: Familiarity (Scrying)Knowledge | Will Save Modifier |
---|---|
None* | +10 |
Secondhand (you have heard of the subject) | +5 |
Firsthand (you have met the subject) | +0 |
Familiar (you know the subject well) | -5 |
*You must have some sort of connection (see below) to a creature of which you have no knowledge
Table: Connection (Scrying)Connection | Will Save Modifier |
---|---|
Likeness or picture | -2 |
You have one of the creature’s possessions, or have a person present who once owned the object | -4 |
You possess a piece of the subject (Body part, lock of hair, broken fragment, etc.) | -10 |
If the save fails, you can see and hear the subject and its surroundings (approximately 10 feet in all directions of the subject) as if you were present. If the saving throw succeeds, you cannot scry on the target again for 24 hours. If the subject moves, the sensor follows at a speed of up to 150 feet.
Trapfinding (sense)
Prerequisites: Divination sphere, See Hazard, 1st CL or higher.
You may spend a spell point to gain a special sense that lets you add 1/2 your CL to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). In addition, you may disable magical traps as a rogue.
True Seeing (sense) [Core]
Prerequisites: Divination sphere, Ghost Sight, True Sight, 10th CL or higher.
You may spend 2 spell points to gain the ability to see all things as they actually are for 1 minute per CL. You see through normal and magical darkness, notice secret doors hidden by magic, see the exact locations of creatures or objects under blur or displacement effects, see invisible creatures or objects normally, see through illusions, and see the true form of polymorphed, changed, or transmuted things. Further, you can focus your vision to see into the Ethereal Plane (but not into extra-dimensional spaces). The range of true seeing conferred is 120 feet.
This ability does not grant the ability to see through solid objects and does not negate concealment, including that caused by fog and the like. True seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. In addition, this sight does not work in conjunction with other viewing magic, such as Scrying or Viewing Divination talents. True Seeing cannot be given to anyone other than the caster.
Unobscured Vision (sense)
Prerequisites: Divination sphere, Ghost Sight, 10th CL or higher.
You may spend 3 spell points to gain a special sense that grants the ability to see into and through solid matter. Your range of unobscured vision is 30 feet, with the viewer seeing as if he were looking at something in normal light even if there is no illumination. Unobscured Vision despite the name, can be blocked by dense materials as if it were a divine talent or ability.
Advanced Enhancement Talents
Antimagic Aegis
Prerequisites: Enhancement sphere, Protection sphere, Magic Sink, Spell Ward
Whenever you use Magic Sink on a creature benefiting from your Spell Ward, or vice versa, you may spend an additional spell point. If you do so, any aegis or enhancement that that creature benefits from is not suppressed by any form of antimagic; the creature is otherwise affected normally by effects such as Antimagic Field or Spell Ward. This protection ends when either Magic Sink or Spell Ward end, whichever comes first.
Ascetic Control
Prerequisites: Enhancement sphere, 5th CL or higher.
By spending 10 minutes and a spell point, you may downplay the needs of your body until they vanish entirely. While Ascetic Control is active, you do not bleed, and do not need to eat, drink, breathe, or sleep. Ascetic Control lasts one month per use.
Bestow Life [Core]
Prerequisites: Enhancement sphere, Bestow Intelligence, Animate Object, 10th CL or higher.
You may spend 3 spell points and 24 hours to bring a plant, animal, or object to life. This is an instantaneous effect, and as such is a permanent change and cannot be dispelled. This has no effect on a creature with an Intelligence of 3 or higher.
This ability may manifest in one of the following ways:
- You transform a tree into an intelligent animated object, granting it the benefits of your animate object and bestow intelligence enhancements. The target’s type changes to magical creature.
- You transform an animal into an awakened animal. The target’s type changes to magical creature, and its mental ability scores change to 3d6 each. At the GM’s discretion, the animal may be recreated using whatever character creation rules the campaign has employed.
- You grant life to an empty body. This could be a body created through the Fleshcraft and Create Raw Materials Creation advanced talents or a body crafted from parts of other recently slain bodies sewed together. (Assembly requires a minimum of six different bodies—one for each limb, the torso including head, and the brain. In some cases, more bodies may be necessary. Special unguents and bindings worth 500 gp are also required.) The target becomes a living 1st level commoner of whatever race its body was crafted to mimic, but may retrain as usual.
- You transform a magical object into an intelligent item with 10 Intelligence, Wisdom, and Charisma. The item must be a permanent magical item (thus scrolls, wands, potions, etc. cannot be enhanced in this way), and the item does not gain any powers automatically; abilities and attribute bonuses must be crafted into the item as usual. Creatures and magic items created in this fashion possess your alignment and can speak one language that you know plus one additional language that you know per point of Intelligence bonus (if any). An animal affected in this manner can’t serve as an animal companion, familiar, or special mount, and a caster needs to possess the leadership feat to take a creature as a cohort.
With the exception of Intelligent items (which follow the intelligent item rules), the affected creature serves you as a faithful companion. However, as it is a living, intelligent being, it will expect good treatment in return (indeed, an animal that was treated harshly before it was enhanced in this way may feel no particular loyalty to the caster at all). A caster may only have one companion of this sort at any one time; if a second creature is awakened, the first remains friendly, but no longer undertakes tasks for the caster unless it is in its own best interests.
Give Magic Life
Prerequisites: Enhancement sphere, Bestow Intelligence, 10th CL or higher.
Whenever you use a non-instantaneous sphere ability, you may spend 2 spell points to give it the Embodiment of Magic template instead of casting it normally; if you do so, it is initially friendly towards you, and will die at the end of the effect’s duration.
If you also possess Bestow Life, you may use it on creatures created through this talent; doing so increases their potency by 3, and prevents them from dying at the end of the effect’s duration.
Referential Enhancements
Prerequisites: Enhancement sphere, Deep Enhancement, Mass Enhancement, 15th CL or higher.
Whenever you use Mass Enhancement, you may spend 2 additional spell points to have the enhancement affect a 30 ft. burst instead. If you do so, the enhancement’s duration changes to days per level and it affects all valid targets that are within the enhancement’s area; the benefits fade if the target leaves the area.
Upon using this talent, you may exclude targets from the effect based on some visible or audible criterion. This would allow you to, say, have enhance equipment affect any swords within the area, or have render clumsy apply only to creatures who are not prominently showing a particular badge.
Reverse Gravity (enhance) [Core]
Prerequisite: Enhancement sphere, Lighten, 15th CL or higher.
You may spend 2 spell points to enhance an area of up to 1 10-ft cube per CL, arranged contiguously. Unlike most enhancements, you can only maintain this effect through concentration for up to 1 round per CL. Spending an additional spell point to allow it to become self-sustaining lasts for 1 round per CL, not 1 minute per CL.
Within this area, gravity reverses. Unattached objects and creatures in the area fall upward and reach the top of the area in 1 round. If a solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it in the same manner as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, until the effect ends. At the end of the duration, affected objects and creatures fall downward.
Provided it has something to hold onto, a creature caught in the area can attempt a Reflex save to secure itself and not fall upward. Creatures who can fly or levitate can keep themselves from falling.
Advanced Fallen Fey Talents
Advanced Fate Talents
Atonement (word) [Core]
Prerequisites: Fate sphere, 10th CL or higher.
You may act as an intermediary on behalf of your alignment. If you are connected to a deity or another source of power, you may also intercede on its behalf.
By spending 2 spell points, you may allow the target to change its alignment or make amends for indiscretions in one of the following ways:
Reverse Magical Alignment Change: If a creature has had its alignment magically changed, atonement returns its alignment to its original status at no additional cost.
Restore Class or Magic: A paladin, cleric, druid, or any other caster whose casting tradition dictates their power comes from an aligned source may lose their powers through indiscretions or alignment changes. You may use this ability to restore that character’s class levels or magic powers. Sometimes you or the deity you represent may require the target to undertake a quest, make a sacrifice, or perform some other action to prove its desire to atone before it can have its power restored in this fashion.
Redemption/Temptation: You grant the creature the chance to instantly change its own alignment to match yours. The target may freely choose whether it retains its original alignment or acquiesces to your offer and changes to your alignment. No duress, compulsion, or magical influence can force the subject to take advantage of the opportunity offered if it is unwilling to abandon its old alignment. Unless specified by the GM, this cannot work on outsiders or any other creature incapable of changing its alignment naturally.
Note: Normally, changing alignment is up to the player. This use of atonement offers a method for a character to change his or her alignment drastically, suddenly, and definitively.
Compel Possessor (curse)
Prerequisites: Fate sphere, Exorcism, Mark of Judgment, 15th CL or higher.
When you successfully remove an effect or possessor using the Exorcism word, you may spend 3 spell points and one hour to bind the spirit of the target’s possessor. The originator of the effect or possession is placed under the effect of your geas or Mark of Judgment (your choice), regardless of its distance from you.
Consecrated Ground
Prerequisites: Fate sphere, Bound Consecration, 5th CL or higher.
When you use a consecration that remains in place using Bound Consecration, you may spend three spell points to allow the effect to continue for 2 hours per CL without concentration. You may take this talent a second time at 10th level, which allows you to spend three spell points to make the effect permanent.
Death (motif)
Prerequisites: Fate sphere, one other (motif) talent, 5th CL or higher.
You may grant a motif that allows a target to preserve and, ultimately, change the other motifs they bear. While this motif is active, whenever the target discharges a (motif) talent other than Death there is a 50% chance that it does not end. The target may discharge this effect to immediately bring one other (motif) talent you or they know into effect with a duration equal to this motif’s remaining duration. Granting this motif costs two spell points.
Elude Fate (word)
Prerequisites: Fate sphere, 10th CL or higher.
You may spend three spell points to place a word on a creature that protects it from a single doom. Choose a set of circumstances. If the circumstances would kill the target of this word the target is instead left at 1 hit point and the word ends.
In order for this word to function, the circumstances must be sufficiently specific. For example, “death at the hands of an orc,” “death in an ambush,” “death by fire,” or “death caused by the Telekinesis sphere” would be acceptable; “death by hit point damage” or “death at the hands of an enemy” would not. The GM is the ultimate arbiter both of what is sufficiently specific (though if a set of circumstances is ruled to not be, the caster does not spend spell points) and of whether a particular death meets the specified conditions.
This word lasts 1 hour per CL or until discharged.
Entropic Aura (consecration, curse)
Prerequisites: Fate sphere, Death sphere, 10th CL or higher.
You may spend a spell point to create a consecration that makes healing difficult. All fast healing and regeneration possessed by creatures in the area of this consecration is suppressed, and all effects within the area that would heal hp damage or restore ability damage or drain are halved. In addition, any damage dealt to creatures in the area (including you) is difficult to heal, even after this consecration ends. Half of it may be healed normally. The rest cannot be healed naturally (including by fast healing). Other effects can heal the damage only if the effect’s originator succeeds on a Heal skill check against a DC of your MSD + your casting ability modifier. This DC increases by 8 unless it is made within an area infused with positive energy, such as produced by a consecrate spell or ritual.
You must concentrate to maintain this consecration, but you may spend an additional spell point as a free action to allow this effect to continue for 1 round per CL without concentration.
Execration
Prerequisites: Fate sphere, at least one curse (word) talent, 10th CL or higher.
When you spend a spell point to allow a curse (word) talent to continue without concentration, you may spend an additional 2 spell points to increase the duration to permanent. A permanent curse cannot be dispelled, but it may be broken through the Break Enchantment Life talent, as well as spells such as break enchantment, limited wish, remove curse, miracle, or wish. You may remove a permanent curse that you placed on a target as a standard action as long as the target is within range of your (word) talents.
Falsehood (curse, word)
Prerequisites: Fate sphere, 1st CL or higher.
Any magical effect which would detect lies or force the target to speak the truth requires a magical skill check to affect the target. Failure means the effect does not detect your target’s lies or force it to speak only the truth. In addition, you may force the creature to speak only lies; this word is only a curse effect if you do. Unless the target succeeds on a Will saving throw, they cannot speak the truth as they understand it. They are always aware of this word being placed on them and the caster always knows if the target made its saving throw. An affected target may still be evasive, refuse to answer, or word their responses carefully.
You may spend an additional spell point to grant the target a bonus to Bluff checks equal to +5 plus your CL. This bonus only applies to checks made to convince another of the truth of the target’s words. It doesn’t apply to other uses of the Bluff skill, such as feinting in combat, creating a diversion to hide, or communicating a hidden message via innuendo.
This effect lasts as long as you concentrate, but you may always spend a spell point to allow the effect to endure for 1 minute per CL without concentration.
Geas (curse) [Core]
Prerequisites: Fate sphere, 10th CL or higher.
You may spend 2 spell points and 10 minutes to place a geas on a touched target with fewer hit dice than your CL. A geas is a magical command that compels the target to carry out some service or to refrain from some action or course of activity, as declared when the geas is placed. The target is allowed a Will save to negate this effect. While a geas cannot compel a creature to kill itself or perform acts that would result in certain death, it can cause almost any other course of activity.
The geased creature must follow the given instructions until the geas is completed, no matter how long it takes. If the instructions involve some open-ended task that the recipient cannot complete through his own actions, the geas remains in effect for a maximum of 1 day per CL. A clever recipient can subvert some instructions.
If the subject is prevented from obeying the geas for 24 hours, it takes a -2 penalty to each of its ability scores. Each day, another -2 penalty accumulates, up to a total of -8. No ability score can be reduced to less than 1 by this effect. The ability score penalties are removed 24 hours after the subject resumes obeying the lesser geas.
A geas cannot be dispelled, but it may be broken through the Break Enchantment Life talent, as well spells such as break enchantment, limited wish, remove curse, miracle, or wish. You may remove a geas that you placed on a target as a standard action.
Greater Geas [Core]
Prerequisites: Fate sphere, Geas, 10th CL or higher
Your geas becomes more powerful. Targets of your geas no longer gain a saving throw against the effect, and you may target any creature, not only those with fewer hit dice than your CL. In addition, the geas can only be broken through the Break Enchantment Life talent or the remove curse or break enchantment spells if the target’s CL is at least two higher than yours. Limited wish, miracle, and wish may still remove a geas.
The High Priestess (motif)
Prerequisites: Fate sphere, one other (motif) talent, 5th CL or higher.
You may grant a motif that extends the benefits of other motifs affecting a target to their allies. When you use this ability, choose a motif currently affecting the target to link this motif to. The target’s allies gain the normal effect as long as they are within 30 ft. of the target. When the target discharges the chosen motif, they may either choose a different motif affecting the target to link this motif to or discharge this motif as part of the same action to grant all allies within 30 ft. of them an insight bonus to saving throws equal to half your CL for one round. If the target discharges the chosen motif but it does not end (such as if they also have the Death motif), they may not choose a different motif to link to this motif (it instead remains linked to the chosen motif), but may discharge this motif.
Mark of Judgment (curse) [Core]
Prerequisites: Fate sphere, Geas, Greater Geas, 10th CL or higher.
Your geas gains a permanent duration, as well as a more immediate effect. If the target breaks the geas even once, it immediately suffers a permanent -8 penalty to all ability scores or another punishment of equal strength designated at the time of casting. This punishment may only be removed if the geas is removed, whether or not the target returns to obeying the geas.
Undying Obstinance (consecration)
Prerequisites: Fate sphere, Life sphere, 15th CL or higher.
You may spend a spell point to create a consecration filled with positive energy that sustains the living beyond what their bodies can withstand. While this consecration is in effect, no living creature becomes disabled or dying within its area, nor do creatures die from loss of hit points. This does not protect creatures from these effects once this consecration ends or they leave the area, nor does it protect them from death from other causes. This counts as a Life talent for the purpose of talents, drawbacks, or other abilities that change who you can affect with Life talents or abilities.
You must concentrate to maintain this consecration, but you may spend an additional spell point as a free action to allow this effect to continue for 1 round per two CLs without concentration.
Advanced Illusion Talents
Arcane Arrestment (suppression)
Prerequisites: Manipulate Aura, Silence, 5th CL or higher.
When using the Silence talent you may spend an additional spell point to suppress auras in place of or in addition to sound. Creatures affected are incapable of using magical or supernatural effects that rely on descriptors, creature type, alignment or allegiance (to include effects that only apply to “allies”). Affected targets are treated by magical and supernatural effects as if they have no name, descriptors, titles, creature type, alignment or allegiance. At GM discretion this talent may not affect some Artifacts.
Deceive Dweomer
Prerequisites: Manipulate Aura, 1st CL or higher.
As a trick, you may add half your CL as an enhancement bonus to Use Magic Device checks to emulate a race, class feature, ability score or alignment. This bonus lasts for 1 minute.
You may now use the manipulate aura trick to add, modify or conceal auras of alignment, race, creature type, level or any other descriptor that may be detected or discerned by a spell or sphere effect.
Distant Deception
Prerequisites: Ranged Illusion x2, 5th CL or higher.
Your illusion range improves to 1,000 ft. +100 ft. per CL. To place glamers on a creature or object beyond long range you must be able to individually identify them. To apply sensory talents to figments at greater than long range you must be able to experience the corresponding sensation created by the figment.
Existential Crisis
Prerequisites: Illusionary Touch (twice), 5th CL or higher.
When a spell, sphere effect, supernatural, or spell-like ability originating from you has its nonlethal damage reduced, redirected or prevented, you may force the creature to make a Will save (DC 10 + 1 per point of damage reduced, redirected or prevented). Creatures that fail their save become stunned for 1 round and become immune to this talent for 1d4 rounds. This talent bypasses immunity to the stunned condition.
Expand Illusion
Prerequisites: Enlarge Illusion, 1st CL or higher.
When creating an illusion, you may spend an additional spell point to improve its size by one step. You may spend an additional spell point per 5 levels to improve its size by an additional step.
CL | Illusion Maximum Size | Maximum Size in cubes |
---|---|---|
1st | Medium | 5-ft. cube |
3rd | Large | 10-ft. cube |
5th | Huge | 15-ft. cube |
8th | Gargantuan | 20-ft. cube |
11th | Colossal | 30-ft. cube |
15th | Colossal+ | 40-ft. cube |
20th | Colossal++ | 50-ft. cube |
25th | Colossal+++ | 60-ft. cube |
30th | Colossal++++ | 70-ft. cube |
35th | Colossal+++++ | 80-ft. cube |
40th | Colossal++++++ | 90-ft. cube |
50th | Colossal+++++++ | 100-ft. cube |
Oblivious (suppression)
Prerequisites: Silence, 5th CL or higher.
Those affected by your silence must succeed on an additional Will save to even be aware that they are under its effects. Failure indicates they behave normally despite a lack of sensation.
Ocular Oblivion (suppression)
Prerequisites: Illusion sphere, Invisibility, Silence, 10th CL or higher.
You may spend an additional spell point when using the Silence talent to have it negate sight in place of or in addition to sound. Affected targets are treated as if they were blind but become immune to Light sphere effects, gaze attacks, and any other abilities that rely on light, sight or vision. This immunity to vision grants the benefits of your Invisibility talent to affected targets with an additional +5 to Stealth checks and Perception check DCs. This effect blocks line of sight.
Permanent Image [Core]
Prerequisites: Illusion sphere, Lingering Illusion, 10th CL or higher.
When creating an illusion, you may spend 2 spell points to increase its duration to permanent.
Phantom Mind
Prerequisites: Programmed Illusion, Lingering Illusion, 8th CL or higher.
By spending an additional spell point, you no longer need to have line of sight or spend a standard action to direct, move, or alter your figments. This allows your figments to somewhat automatically adapt to situations without having to be given new orders or modifying appearances to fit the situation.
Your illusions, when behaving autonomously, act and react more or less realistically depending upon your CL. Use the following table as a guideline for what may at most be expected from an illusion acting independently.
Table: Phantom Mind illusion realismCL | Maximum Expected Realistic Effect. |
---|---|
8-10 | Simple communication (as a human toddler). |
11-12 | Decent problem solving, moderate communication (as a very young human). |
13-14 | Decent communication (as a young human). |
15-16 | Advanced problem solving and simple planning (as an adolescent human). |
17-18 | Advanced communication and moderate planning (as a dumb human). |
19-20 | Advanced planning (as an average human). |
Phantom Mind illusions resist casual testing, as they know when they should respond and how, and can outsmart less intelligent creatures without direction from you. Creatures with an Intelligence score lower than half the CL of the illusion gain no benefits from obvious signs of trickery and cannot outsmart them with causal testing.
Phantom Pain
Prerequisites: Illusionary Touch (twice), 5th CL or higher.
Improve the damage done by figments by your casting ability modifier (applying your casting ability modifier a total of twice).
Seal Savor (suppression)
Prerequisites: Illusion sphere, Illusionary Odor, Silence.
When using the Silence talent you may have it block smell and taste as well as or in place of sound. Affected targets become immune to smell and taste based effects such as the nausea created by a stinking cloud spell or the stench ability possessed by some monsters and cannot be tracked by the scent special ability. Those affected are treated as having no smell or taste and automatically fail any checks that rely on taste or touch such as tracking by smell, noticing the presence of poison by taste or appraising alchemical components or fine wine.
Spell Jamming
Prerequisites: Blur, Manipulate Aura, 5th CL or higher.
You may spend an additional spell point when using Blur to have it also cause spell failure chance equal to its miss chance. This spell failure applies to all spells, sphere effects, spell-like and supernatural abilities that go to, from, or whose line of sight or effect cross the illusion.
Tactile Thwart (suppression)
Prerequisites: Illusionary Touch (twice), Silence, 10th CL or higher.
You may spend an additional spell point when using the Silence talent to have it negate touch in place of or as well as sound. While affected by this talent, targets ignore pain, nonlethal damage, fatigue, exhaustion, and any other abilities that rely on touch or feeling.
Affected creatures are treated as completely numb, gaining a +2 circumstance bonus to Strength and Constitution as they shrug off all pain and discomfort. They also cannot be felt, granting them a +10 circumstance bonus to Sleight of Hand checks to pick pockets. Affected creatures also automatically fail all Perception checks relying solely on tactile sensation and are ignorant of even life threatening pain. The sensation of any harm they or any tools they are in direct physical contact with may cause also cannot be felt. For example, a flat-footed target attacked by an unseen assailant may not even be aware they are in combat if either party is affected by this talent unless some other sensation would alert them such as seeing a growing pool of blood around their feet.
Advanced Life Talents
Hypervitalize
Prerequisite: Life sphere, Revitalize, Greater Restore, 15th CL or higher.
When you use the Revitalize talent on a creature, you may spend 2 additional spell points to make the creature exceptionally vital on a cellular level for the duration of the revitalization. Every cell of their body is so imbued with positive energy that they are no longer a single living being, but a collection of living cells creating a gestalt. Each individual cell can survive on its own and actively fights to keep the whole body functioning: blood will crawl back into the wounds that released them, broken bones will straighten themselves, and wounds will actively close and seal shut.
The hypervitalized creature gains the following benefits:
- Immunity to bleed, death effects, damage from positive energy effects, disease (magical and non-magical), paralysis, poison, sleep effects, aging effects, and stunning.
- Not subject to nonlethal damage of any kind. Immunity to damage or drain to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects. These do not protect the character from the results of their own abilities (such as nonlethal damage caused by the Draining Casting drawback).
- Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
- Severed limbs can be reattached to the body as a standard action (and indeed, will try to reattach themselves if possible). This can be used to speed up any regeneration effect if a sufficient amount of material can be recovered.
- Not at risk of death from massive damage, not disabled at 0 hit points, and at negative hit points is unconscious but stable, even if exceeding the Constitution score. Can only be killed if the body is deliberately destroyed, such as being immolated or disintegrated, or by allowing the effect to expire while at negative hit points greater than their Constitution score. Creatures that possess abilities that allow them to stay unconscious at 0 or fewer hit points still fall unconscious if they would normally die from the amount of damage they have received.
- Does not need to breathe, eat, or sleep.
Life-Saving Cure
Prerequisite: Life sphere, 1st CL or higher.
Whenever you cure a creature, they always regain enough hit points to bring them to a minimum of 1 hit point.
Regeneration [Core]
Prerequisites: Life Sphere, CL 10th or higher.
When you restore a target, they are healed of all broken bones, severed body parts (fingers, toes, hands, feet, arms, legs, tails, or even heads of multi-headed creatures), and ruined organs. This also restores sight, hearing, and other permanent loss of senses. If body parts to be reattached are not present, they require 2d10 rounds to regrow. This cannot bring a creature back from the dead nor function on a creature that is already dead.
Restore Mind and Body [Core]
Prerequisites: Life Sphere, Break Enchantment, Restore Soul, Restore Mind, CL 15th or higher.
You may spend an additional spell point to allow your restore ability to remove all permanent negative levels from the target and to count as using a wish or miracle spell for those spells and abilities that specify they can only be removed by use of these spells (including insanity, feebleminded, geas, etc.). This does not mimic any other benefits of a wish or miracle spell, and cannot restore other conditions unless the appropriate talents are also possessed.
Resurrection [Core]
Prerequisites: Life Sphere, Resuscitate, 10th CL or higher.
You may spend 3 spell points and 1 hour to bring a dead target back to life. A target cannot have been dead for more than 1 hour per CL, the creature’s body must be reasonably intact (i.e., it cannot be missing a vital component such as its head or heart), and the target’s soul must be willing to return (an unwilling target cannot be forcibly resurrected). The target is restored to full health and any ability scores drained or damaged to 0 are raised to 1, but otherwise, any conditions the target was under when it died return when it is raised (disease, poison, curses, etc.). A restore can be applied simultaneously with the resurrection to counteract these conditions.
Missing body parts are not restored, although the wounds are sealed and do not bleed. The target also gains two permanent negative levels when it is raised or suffers 2 points of Constitution drain for every negative level it would be reduced below 1st level. If this would reduce the target’s Constitution to 0 or less, it cannot be raised. You cannot raise a target that has died of old age.
Resurrection, Greater [Core]
Prerequisites: Life Sphere, Resuscitate, Resurrection, Regeneration, 15th CL or higher.
When you bring a target back to life with your Resurrection talent, they only suffer 1 permanent negative level, they may have been dead for up to 1 day per CL, and they can be missing vital components; indeed, you need only a small piece of their body (a pinch of ash, a finger, etc.) to bring them back to life and fully restore their body to its complete form.
Transfiguration
Prerequisite: Life sphere, Restore Health, 10th CL or higher.
As a full-round action, you spend two spell points to transform an adjacent creature into a more perfect version of itself, one step closer to divinity than before. The transfigured creature is superior to its old self spiritually, and is free of many of the burdens of mortality. Any penalties for old age are suspended, and it gains immunity to all diseases, including supernatural and magical diseases, and to poisons of all kinds. Most importantly, its current and maximum hit points are raised by 5 hit points per CL. This can not bring a creature’s maximum hit points to more than twice its normal maximum hit points.
The transfiguration lasts a number of hours equal to your CL, or until they drop below 0 hit points. When the transfiguration ends, if a creature’s current hit point total is greater than their original maximum total, their current hit point total becomes their original maximum hit point total, but they otherwise do not lose any hit points from the reduction in their maximum hit points.
Advanced Light Talents
Constellation (nimbus)
Prerequisites: Light sphere, Dancing Lights, 5th CL or higher.
By spending a spell point when you create a glow effect, you may cause it to take the form of a number of motes equal to your CL. Each of these motes sheds normal light in a 5 ft. radius, and light 5 ft. beyond that is increased by one step to a maximum of normal. If you cause the glow to shed bright light, then they shed bright light in a 5 ft. radius, and and increase light 5 ft. beyond that by one step to a maximum of normal. Each of these motes acts like a glow effect created with the Dancing Lights talent, except that you may direct and affect all of them as a single glow effect for all purposes. Overlapping areas of bright light from motes do not stack their effects for purposes other than increasing light level. Unlike other (nimbus) talents, Constellation may only be applied when a glow effect is created, and you cannot switch to other (nimbus) talents once it has been applied.
Daylight (light) [Core]
Prerequisites: Light sphere, 10th CL or higher.
When causing an object to shed bright light, you may spend 2 additional spell points to cause the object to shed bright light for a 2 mile radius and normal light for 5 miles beyond that.
Diffuse Body
Prerequisites: Light sphere, Flicker, 7th CL or higher.
Your Flicker talent becomes more nuanced and refined. Rather than allowing someone to simply turn into a single body of light, you give them the ability to split themselves into multiple reflections. When a creature under the effects of your Flicker takes a move action, they may choose to move in two separate directions and end their move in two different locations. When they take their next action or the next time they are attacked or targeted at one of these locations, whichever is sooner, they must decide which of these positions they are actually in.
Everglow
Prerequisites: Light sphere, Lasting Light, 1st CL or higher.
By spending a spell point you can make a glow permanent, so long as it is not placed on an unwilling target. This also transfers control over the glow effect to anyone who holds the object, or the creature affected, allowing them to choose when to shed light or to simply glow. They may also turn the glow off completely as a move action, or turn it on again as a standard action.
These permanent glows cannot be caused to shed bright light, and cannot have (light) talents applied to them. Any alterations of the glow’s area or other qualities must be applied and determined when it is made permanent and cannot be changed; a permanent glow may only possess one unchangeable Style that cannot stain its surroundings, and may only have one (nimbus) talent applied, which cannot be changed after the glow is created, though the direction of talents such as Illuminate and Beam can be altered as a free action normally.
Incarnate Glow
Prerequisites: Light sphere, Flicker, 15th CL or higher.
When using the Flicker (light) talent, you can spend two spell points to more completely assimilate the target, turning them into a form composed of pure light. In addition to the normal effects of the Flicker talent, the target gains the following benefits:
- Immunity to nonmagical attack forms. Even when attacked with magical abilities and magic weapons, the target takes only half damage from any corporeal source. Corporeal effects that do not deal damage only have a 50% chance of working. Force effects work on the target normally.
- The target loses any natural armor bonus it possesses, but gains a deflection bonus equal to your casting ability modifier.
- The target can move in any direction with its base land speed, effectively gaining a fly speed with perfect maneuverability. In addition, the target passes through water and operates in it as easily as it does in air, becomes weightless and cannot fall or take falling damage.
- The target moves silently and cannot be heard with Perception checks if it does not wish to be heard. Nonvisual senses such as scent or blindsight are ineffective in regards to the target.
Light Speed
Prerequisites: Light Sphere, Flicker, Incarnate Glow, 15th CL or higher.
While a target is under the effects of Incarnate Glow, they can take advantage of their near-light state to move at much greater speeds. Whenever the target takes a move, run, withdraw or 5-foot step action, as long as they move in a straight line and there are no factors that block normal sight (such as concealment from darkness or fog), they may move five times the normal distance they would travel.
In addition, the target may briefly move at light speed. This functions as a single run action, following the normal rules for run and movement, except the target may not pass through factors that block normal sight (such as concealment from darkness or fog), but may otherwise run 100 miles per CL in a line as part of a single action. After taking this action, the glow and all its effects (including the effects of Flicker, Incarnate Glow, and Light Speed) immediately end.
Prismatic Radiance (light)
Prerequisites: Light sphere, Searing Light, Style, 15th CL or higher.
By spending three spell points to create bright light, you cause your glow to shed a dazzling array of beautiful and deadly colors. Each round a creature is within the area of this bright light, roll 1d8 to determine what effect the light has on them.
1d8 | Color | Effect |
---|---|---|
1 | Red | 1d4 fire damage per CL (Reflex half) |
2 | Orange | 1d6 acid damage per CL (Reflex half) |
3 | Yellow | 1d8 untyped damage per CL (Reflex half) |
4 | Green | Poison (Frequency: 1/rd. for 4 rd.; Effect: 1d2 Con damage; Cure: 2 consecutive Fort saves) |
5 | Blue | Dazed for 1d2 rounds (Fortitude negates) |
6 | Indigo | Confused for 1d4 rounds (Will negates) |
7 | Violet | Each round for one minute, 50% chance to take no actions (Will negates) |
8 | Multicolor | Roll twice more, ignoring any further results of 8 |
Radiation (light)
Prerequisites: Light sphere, Irradiance, 10th CL or higher.
When you spend a spell point to create bright light with the Irradiance talent, you may spend an additional spell point to create higher energy radiation. Creatures in the area who fail the Fortitude save against nausea also contract radiation sickness, which functions as a poison that deals 1d2 Constitution damage and 1 Constitution drain, has no onset time, has a frequency of one day, and can be cured with two consecutive saves. Radiation sickness has a Fortitude save DC equal to the save of the glow effect that inflicted it.
Star Genesis
Prerequisites: Light sphere, Intensity Control, 10th CL or higher.
When you use the Intensity Control talent you may spend a spell point to increase the radius of your normal and bright light (as well as the distance at which light is increased by one step) by 25 ft. + 5 ft. per 2 levels instead of just by 10 ft.
If you exercise this option, you may also spend an an additional spell point when creating bright light to cause the central 30 ft. + 5 ft. per 2 CL radius to be equivalent to daylight for all purposes, including for creatures that are damaged or destroyed by such light.
Advanced Mind Talents
Deadly Vision (charm) [Core]
Prerequisites: Mind sphere, Vision, 10th CL or higher.
You may spend 2 spell points to give the target a vision of the most fearsome creature imaginable, pulling its subconscious fears into a shape before its eyes. Only the target can see this vision, although you may see the vague shape of the creature the target is seeing. The target first gets a Will save to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject must succeed on a Fortitude save or die from fear.
Greater Communication [Core]
Prerequisites: Mind sphere, Read Mind, Project Thoughts, 10th CL or higher.
So long as you are personally familiar with the subject, you may spend an additional spell point to use your Project Thoughts charm across any distance, even across planes (although there is a 5% chance a cross-planar sending simply doesn’t arrive). Recipients are allowed to respond in kind (25 words for the Greater charm, no word limit for the Powerful charm), but the target must voluntarily receive and send the messages; the target may simply decide to block you out, in which case the conversation immediately ends.
Insanity (mind) [Core]
Prerequisites: Mind sphere, Confusion, 10th CL or higher.
When applying a confusion charm to a target, you may spend an additional spell point to change this charm into an instantaneous effect. The charm has no duration and cannot be dispelled. This cannot be removed except through the Restore Mind and Body advanced Life talent or through a similar effect such as a greater restoration spell.
Memetic Link
Prerequisites: Mind sphere, Enthrall, Group Charm, Powerful Charm, Project Thoughts, 10th CL or higher.
When you place a powerful Enthrall charm on a target, you may spend an extra spell point at the time of casting to create a memetic link between you and the target. This link allows the target, if they have access to the Mind sphere, enchantment spells, or similar mind-affecting effects, to treat both itself and you as the caster of any such mind-affecting effects that they produce. All calculations involving CL, saving throw DCs, magic skill checks, and other similar concerns related to the actual casting still use the target’s own casting ability, but you are treated as the caster for the purposes of the results. (For example: If your target casts Read Mind on another target, you would both gain the information gleaned from the secondary target’s mind.) If your target possesses Memetic Link as well, he or she may cede control of an Enthrall charm he or she casts to you as well, creating a potential chain of enthralled targets, though such a chain may only go as long as your casting ability modifier (not counting yourself).
Mind Control [Core]
Prerequisites: Mind Sphere, Enthrall, Powerful Charm, Project thoughts, 10th CL or higher.
When you place a Powerful enthrall charm on a target, you may spend an additional spell point to increase the duration to 1 day per CL. In addition, the target obeys all commands you give it, except for obviously suicidal ones. Commands that are against the target’s nature grant it a new saving throw with a +2 bonus to throw off the entire effect.
You may communicate your requests telepathically to the target (if you do not have a shared language, you still can only communicate basic commands such as ‘go’, ‘fight’, ‘stand still’, etc.). This can be done over any distance once established, but not across planes.
By concentrating fully on the effect (a standard action), you can receive full sensory input as interpreted by the mind of the subject, and if you possess the Read Mind talent and Greater Communication advanced talent, it can communicate with you. You can’t actually see through the subject’s eyes, but it still gives you a general idea of what’s going on.
If you don’t spend at least 1 round concentrating on the creature each day, the subject receives a new saving throw to throw off your control.
Recondite Stimuli
Prerequisites: Mind sphere, 1st CL or higher.
You can reach the minds of creatures thought, by some, to be untouchable by the mental arts. When you gain this talent, you may choose plants and oozes, or one creature type from the following list: constructs, vermin, or undead.
Once selected, you may affect creatures of that creature type with your charms and other mind-affecting effects. (Mindless constructs, oozes, plants, vermin, and undead are treated as having an Intelligence score of 1 for the purposes of this talent and are considered intelligent for these purposes.)
Special: This talent may be selected more than once. Each time, a different creature type must be selected.
Zeitgeist (cloud)
Prerequisites: Mind sphere, Group Charm, Project Thoughts, 10th CL or higher.
You may spend an additional 1, 2, or 3 spell points and take 10 minutes to affect large communities of 200 or smaller, 2,000 or smaller, or 5,000 or smaller (respectively) with a single lesser or greater version of a charm. Every individual within this community of 3 or fewer Hit Dice is automatically affected by this charm, while everyone with 4 or more Hit Dice receives a Will save as normal with a +4 bonus. This effect lasts for a number of hours equal to your CL.
Note: GMs using the Zeitgeist talent to create an entralled thorpe or all-too-sleepy little village are encouraged to not roll the WIll saves until player characters arrive "on screen", and to recall that many, many NPC citizens will have fewer than 3 Hit Dice and not be permitted a save. Waiting for the PCs to arrive will save prep time and cut down on NPC note mismanagement, even if you do realize that a plot-crucial NPC was actually unaffected and should have been active elsewhere from time to time.
Advanced Nature Talents
Earthquake (earth, geomancing) [Core]
Prerequisites: Nature sphere, Forge Earth, 15th CL or higher.
As an instantaneous effect, you may spend 3 spell points to create an earthquake, affecting an 80 ft radius area. The powerful shockwave created by this ability knocks creatures down, collapses structures, opens cracks in the ground, and more. The effect lasts for 1 round, during which time creatures on the ground cannot move or attack. A caster on the ground must make a Concentration check (DC 20 + 1/2 the CL) or lose any spell or sphere effect he or she tries to cast. The earthquake affects all terrain, vegetation, structures, and creatures in the area. The specific effect of an earthquake depends on the nature of the terrain where it is created.
Cave, Cavern, or Tunnel: The roof collapses, dealing 8d6 points of damage to any creature caught under the cave-in (Reflex DC 15 half) and pinning that creature beneath the rubble (see below). An earthquake cast on the roof of a very large cavern could also endanger those outside the actual area who are below the falling debris and rubble.
Cliffs: The earthquake causes cliffs to crumble, creating a landslide that travels horizontally as far as it falls vertically. Any creature in the path takes 8d6 points of bludgeoning damage (Reflex DC 15 half) and is pinned beneath the rubble (see below).
Open Ground: Each creature standing in the area must make a DC 15 Reflex save or fall down. Fissures open in the earth and every creature on the ground has a 25% chance to fall into one (Reflex DC 20 to avoid a fissure). The fissures are 40 feet deep. At the end of the earthquake, all fissures grind shut. Treat all trapped creatures as if they were in the bury zone of an avalanche, trapped without air (see Suffocation rules in Pathfinder GameMastery Guide for more details).
Structure: Any structure standing on open ground takes 100 points of damage, enough to collapse a typical wooden or masonry building, but not a structure built of stone or reinforced masonry. Hardness does not reduce this damage, nor is it halved as damage dealt to objects normally is. Any creature caught inside a collapsing structure takes 8d6 points of bludgeoning damage (Reflex DC 15 half) and is pinned beneath the rubble (see below).
River, Lake, or Marsh: Fissures open under the water, draining away the water from that area and forming muddy ground. Soggy marsh or swampland becomes quicksand for the duration of this effect, sucking down creatures and structures. Each creature in the area must make a DC 15 Reflex save or sink down in the mud and quicksand. After the earthquake ends, the rest of the body of water rushes in to replace the drained water, possibly drowning those caught in the mud.
Pinned Beneath Rubble: Any creature pinned beneath rubble takes 1d6 points of nonlethal damage per minute while pinned. If a pinned character falls unconscious, he or she must make a DC 15 Constitution check each minute thereafter until freed or dead, suffering 1d6 points of lethal damage for each failed save.
Eternal Steel (metal, plantlife, geomancing)
Prerequisite: Nature Sphere, Metal Geomancing, Plantlife Geomancing, Living Steel, 8th CL or higher.
As an instantaneous effect, you may as a standard action spend 3 spell points to grant one metal creature or metal object regeneration 1 (acid). The amount of regeneration increases by +1 per 10 CLs.
Freezing Geyser (fire, water, geomancing)
Prerequisite: Nature sphere, Create Water, Boil Water, 15th CL or higher.
This creates a burst of boiling water that snap-freezes once it has covered its targets. As a concentration effect, you may spend 2 spell points to create an eruption coming from a 10 ft square of solid ground within range. This deals 1d6 fire damage per CL per round to all creatures within the 10 ft square and up to 30 ft above it. A successful Reflex save halves the damage, but creatures with Evasion still suffer 3d6 fire damage on a successful save.
Starting in the second round of the geyser’s eruption, the rapidly cooling water begins raining down on all targets within 30 ft of the geyser, lasting for the length of the effect +1d3 rounds. Any creature caught in this freezing downpour takes 10d6 points of cold damage each round and is entangled by the layer of frost and ice forming on it. Even creatures affected by the main geyser who failed their Reflex save but left the area of cold rain find themselves entangled as the water on them freezes.
A successful Reflex save halves the damage and prevents the entangled condition, but still deals 2d6 Cold damage to creatures with Evasion who successfully save. While a creature outside the affected area finds their entangled condition leaves after 1 round as the ice melts, creatures who remain within the affected area are affected each round, with each additional failed save causing its speed to be reduced by 10 feet. If the creature’s speed reaches 0 feet, it is completely encased in ice, as the water package geomancing ability with ice thickness determined as usual for the caster. At this point the creature continues taking damage from the freezing water—automatically failing any saving throws—plus an additional 3d6 points of cold damage each round until freed from the ice.
If an entangled creature steps into the burning geyser, they suffer fire damage as normal and are no longer entangled, as the boiling water melts the ice.
Living Steel (metal, plantlife, geomancing)
Prerequisites: Nature Sphere, Metal Geomancing, 5th CL or higher.
Requires metal. As an instantaneous effect, you may as a standard action spend 2 spell points to permanently grant the effects of living steel to a metal object whose size is no larger than the ore that you may recover. Living Steel repairs damage to itself at a rate of 2 hit points per day, or 1 hit point per day if it has the broken condition. In addition whenever the wielder of a metal weapon rolls a natural 1 on an attack roll against a creature wearing Living Steel armor or wielding a Living Steel shield, the item must make a DC 20 Fortitude save or gain the broken condition. If the weapon already has the broken condition, it is instead destroyed. Living Steel cannot damage adamantine weapons in this way.
Materials of Legend (metal)
Prerequisite: Nature Sphere, Metal Geomancing, Expanded Ore, 10th CL or higher.
You may spend 2 additional spell points when using your recover ore ability, if you do you may treat the ore in the ground so that when it surfaces, you recover your choice of Elysian Bronze, Fire-Forged Steel, or Frost-Forged Steel.
Natural Ally (spirit)
Prerequisites: Nature sphere, Animal Friend, 1st CL or higher.
As an instantaneous effect, you may, as a standard action, spend 3 spell points to call a specific fey, magical beast, plant or vermin of a type you designate (provided the creature’s CR is equal to or less than 1/2 your CL) which then appears in a place within range at the start of your next turn, and remains for up to 1 hour per CL. Unlike Animal Friend, this advanced talent does not require that there are creatures of those type in the area. The creature will aid the caster to the best of it’s ability, but unless the caster speaks the creature’s language, only basic communication is possible (attacking an enemy, defending the caster, etc.) The creature must also be treated fairly and will not give aid that is obviously suicidal. If treated poorly, they may turn on and attack the caster. A caster may not use Natural Ally more than once per day.
Persistent Fog Cloud (water, spirit)
Prerequisites: Nature sphere, Water Geomancing, Lingering Nature, 10th CL or higher.
You may spend 2 additional spell points when using the water geomancing fog ability to change the duration of the fog from concentration to permanent. The fog in this form becomes an insubstantial object without hit points. You may concentrate on the fog to have it move up to 1/2 your speed in any direction. If targeted or otherwise in the area of an ability from the weather sphere, the caster using the weather sphere must make a magic skill check against your magic skill defense. If the weather sphere user is successful, the fog is immediately dispelled. It is otherwise not subject to the effects of weather not created by magic.
Phoenix Resurgence (fire, spirit) [Apoc]
Prerequisites: Nature Sphere, Feed on Flames, Fire Wielder, Wreath of Flames, 1st CL or higher.
In response to gaining the disabled or dying condition, as an instantaneous effect, you may as an immediate action spend 3 spell points to explode into a ball of flame dealing 1d6 fire damage per CL to all creatures within 10 ft. +5 ft. per 5 CLs. At the beginning of your next round, you return to life with 0 hit points and a number of temporary hit points equal to your CL, which remain for 1 hour.
Rapid Growth (plant, geomancing) [Core]
Prerequisites: Nature sphere, Grow Plants, 15th CL or higher.
You may spend 3 spell points to create a massive growth of plantlife. This affects up to a 1 mile area in one of the following ways:
Change Terrain: You may change the terrain in this area to forest or jungle. This does not cause animals native to the forest or jungle to appear, nor does it guarantee that the terrain type will stay that way indefinitely (some areas such as deserts or high mountains cannot support forests or jungles, and a forest or jungle created in these locations may die out over time) but in all other ways, the terrain changes to the selected type. Improve Forest: If used in an area that already contains a forest or jungle, you may cause the area to grow rapidly. Typical trees become massive trees, all areas become covered in undergrowth, and areas already covered in undergrowth gain heavy undergrowth.
A creature standing in the same square as a typical tree gains partial cover, which grants a +2 bonus to Armor Class and a +1 bonus on Reflex saves. The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4, hardness 5, and 150 hp. A DC 15 Climb check is sufficient to climb a tree.
Massive trees take up an entire square and provide cover to anyone behind them. They have AC 3, hardness 5, and 600 hp. Like their smaller counterparts, it takes a DC 15 Climb check to climb them. Space covered with light undergrowth costs 2 squares of movement to move into and provides concealment. Undergrowth increases the DC of Acrobatics and Stealth checks by 2 because the leaves and branches get in the way. Heavy undergrowth costs 4 squares of movement to move into and provides concealment with a 30% miss chance (instead of the usual 20%). It increases the DC of Acrobatics checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Stealth checks. Running and charging are impossible. Squares with undergrowth are often clustered together. Undergrowth and trees aren’t mutually exclusive; it’s common for a 5-foot square to have both a tree and undergrowth.
Increase Yield: If used in an area of developed farmland, you double the crop production in that area for the rest of the harvest season. This has no effect if used in winter or other times when crops are not being tended.
Tsunami (water, geomancing) [Core]
Prerequisites: Nature sphere, Create Water, Wave, 15th CL or higher.
As a concentration effect, you spend 2 spell points to create a wave of water 10 ft deep, 10 ft long per CL, and 2 ft tall per CL. This wave moves in a straight line at 60 ft per round over water (30 ft per round over land), and if not combined with Create Water, must originate from a large body of water. It travels perpendicular to its width, and may be maintained for no more than 5 rounds.
Creatures struck by the tsunami take 8d6 points of bludgeoning damage (a Fortitude save halves this damage) and are subject to a special CMB check. The wave’s CMB is equal to your CL + your casting ability modifier + 8 (for the wave’s size). If this CMB check defeats a creature’s CMD, the creature is knocked prone and carried along by the wave. A creature carried along by a tsunami can attempt to escape the wave on its turn as a standard action by making a CMB or Swim check opposed by the wave’s CMB check. If a creature fails to escape, it takes another 6d6 points of bludgeoning damage (Fortitude save for half) and continues being carried along by the wave.
Objects struck by a tsunami are swept up if they are Huge or smaller and are carried along by the wave, deposited in a pile at the end of the wave’s journey. Gargantuan or larger objects, as well as structures or objects firmly attached to the ground, take 8d6 points of bludgeoning damage when a tsunami passes through its space—if this is enough to destroy the object or structure, the remains are carried along by the wave. Hardness does not reduce this damage, nor is it halved as damage dealt to objects normally is. Freedom of movement or the Freedom Fate sphere talent word prevents a creature from being carried along by a tsunami but does not prevent damage caused by it hitting a creature.
A solid barrier that is taller than the tsunami that is not destroyed by the wave stops that portion of the wave from continuing onward, leaving a gap in the wave as the rest of it continues forward.
Volcano [Core]
Prerequisites: Nature sphere, Move Fire, 15th CL or higher.
As a concentration effect, you may spend 2 spell points to call lava up from deep within the earth. This lava bursts from a 10 ft wide hole in the ground centered within range and creates a spout 10 ft high per 2 CLs. Any creature in this area or who enters this area takes 10d6 points of fire damage and is hurled into the air and then tossed to the ground. A successful Reflex saving throw halves the fire damage and the creature is not tossed into the air, instead moving to the closest square adjacent to the geyser (Large-sized or larger creatures are moved enough so that they are not on top of the geyser but still adjacent to it). This movement does not provoke attacks of opportunity and does not count toward the creature’s normal movement. If the creature fails its saving throw, it suffers the full fire damage and also suffers falling damage based upon the height of the volcanic spray (e.g., if the volcano is 80 feet tall, the creature takes 8d6 falling damage) and lands prone in a random square adjacent to the spout.
In addition, the volcano sprays lava, smoke, and poison gas in a hemispherical emanation around itself. The radius of this emanation is equal to one half the volcano’s height (e.g., an 80 foot spout has a 40 foot radius emanation). All creatures within this area, including yourself, have concealment and suffer 2d6 points of fire damage each round as lava cascades on them. They also suffer 1d6 Constitution damage per round as they inhale poisonous gas (Fortitude DC 15 negates, the DC increases by 1 per previous save). Even after a creature leaves the lava-filled area, they suffer 1d6 points of damage for 1d3 rounds as the lava already on them cools.
A volcano must be created on the ground and cannot be created in other places, such as on the 2nd floor of a building. You can choose to make a smaller volcano than your level permits if an obstruction prevents it from reaching its full height, or if you simply want to create a spread of lava that’s smaller than your maximum.
Whispering Wind (air, geomancing) [Apoc]
Prerequisite: Nature sphere, CL 1st or higher. (requires air)
As an instantaneous effect, you may as a standard action spend 2 spell points to send a message or sound on the wind to a designated spot within 1 mile per CL. The message has 1 hour per CL to reach its destination. The message travels to the destination, provided that the location is familiar to you and that it can find a way to the location.
The message is as gentle and unnoticed as a zephyr until it reaches the location. It then delivers its whisper-quiet message or other sound to all creatures within 10 ft. + 5 ft. per 5 CLs of the destination. Note that the message is delivered regardless of whether anyone is present to hear it. The wind then dissipates.
At time of casting, you can prepare the effect to bear a message of no more than 20 + your CL words, cause the talent to deliver other sounds for 1 round, or merely have the message seem to be a faint stirring of the air. You can likewise cause the wind carrying the message to move as slowly as 1 mile per hour, or as quickly as 1 mile per 10 minutes.
When the message reaches its objective, it swirls and remains in place until the message is delivered, at which time the spell is discharged. The message cannot speak verbal components, use command words, or activate magical effects.
Wildfire (fire) [Apoc]
Requirements: Nature Sphere, Greater Range x2, 5th CL or higher.
When using affect fire, you may spend 3 spell points to send forth a burst of heat that targets everything within a radius of 1000 ft. + 100 ft. per CL. Creatures and objects caught within the radius of effect are dealt fire damage equal to the largest fire you can create and catch fire (if they are flammable, such as trees or cloth). A successful Reflex save halves the damage and negates catching fire.
Zoetic Geomancy
Prerequisite: Nature Sphere, Lingering Nature, 10th CL or higher.
As an instantaneous effect you may spend 10 minutes and 3 spell points to target a portion of material within Close range from one of your geomancing packages to create a correlating elemental. For these purposes, the Weather sphere counts as a geomancing package. The plantlife package, rather than producing an elemental, instead creates a treant.
The creature created is friendly toward you, and while you have no special empathy or connection with it, the creature serves you in specific tasks or endeavors if you communicate your desires to it. However, as it is a living, intelligent being, it will expect good treatment in return. If you cast zoetic geomancy again, any previously created creatures remain friendly to you, but they no longer undertake tasks for you unless it is in their best interests.
Zoetic GeomancyGeomancing Package | Required Target | Creature |
---|---|---|
Air | 15-ft cube of Air | Huge Geomancy Born Air Elemental |
Earth | 15-ft cube of Dirt, Sand, or Stone | Huge Geomancy Born Earth Elemental |
Fire | 15-ft cube of Fire or Lava | Huge Geomancy Born Fire Elemental |
Metal | Huge object of Metal | Huge Geomancy Born Cold Iron Elemental |
Plantlife | Huge Vegetation | Wyrgrove Treant |
Water | 15-ft cube of Water | Huge Geomancy Born Water Elemental |
Weather | 15-ft cube of Air | Huge Geomancy Born Air Elemental |
Advanced Protection Talents
Adaptation (aegis) [Core]
Prerequisites: Protection Sphere, Energy Resistance, Breathless, 10th CL or higher.
You may spend 2 spell points to grant a target an aegis that makes them immune to most environmental conditions. They become immune to extreme temperatures, toxicity in the air, and can breath underwater or in a vacuum. In addition, the target gains Energy Resistance to acid, frost, fire, and lightning equal to your CL.
Anti-Magic Aura [Core]
Prerequisites: Protection sphere, Spell Ward, 10th CL or higher.
When creating a spell ward, you may spend an additional spell point to improve the ward’s abilities: The ward stops all magic and summoned creatures without the need for a magic skill check. If this ward is pitted against a summoned creature that has Spell Resistance, you must still make a magic skill check against the creature’s Spell Resistance to banish it.
Complex Glyph [Abj. HB]
Prerequisite: Glyph, 5th CL or higher.
When you create a glyph, you may substitute an ability that you possess from another sphere in place of a ward.
This ability must either target an area, or must have the ability to attack creatures. When triggered, the glyph activates the ability. For an ability with a duration, it lasts for 1 round per CL (even if the original duration of the ability was longer), while an instantaneous ability activates once against whomever triggered the glyph, or a random target within range if that is not applicable. You must pay the full spell point cost of the sphere ability the glyph contains. You do not need to pay a spell point to maintain an effect without concentration - the glyph maintains the effect as if it were concentrated on. A glyph cannot discern between allies and enemies; only those who trigger them and those who haven’t.
If you possess the Cantrips feat, you may use any simple magical effect the Cantrips feat can create (such as a simple alarm, or having an illusionary mouth appear and deliver a short message) with the glyph instead of a sphere ability. Counterspell may also be substituted for a sphere ability. Similarly, you may add a non-magical trap (such as those constructed with the Craft skill) to a glyph in place of a sphere ability.
A complex glyph uses your CL with the sphere of the sphere ability to determine the effect of the sphere ability, but uses your Protection CL to determine its own properties.
Permanent Ward [Abj. HB]
Prerequisites: Enduring Protection, 10th CL or higher.
When creating a ward, you may spend 2 spell points to increase its duration to permanent. A complex glyph can be made permanent as a normal glyph can, except for those complex glyphs that trigger non-magical traps.
When a permanent glyph is triggered, it uses its ward or sphere ability. For abilities with a duration, the glyph activates the ability and then maintains it as if it were concentrating on it for as long as the trigger is satisfied. For an attack ability, the glyph attacks a randomly selected creature in range of both the ability and the glyph itself once per round until there are no longer any targets to attack.
The glyph always has an initiative equal to its CL and does not roll a d20 or add any modifiers to its initiative.
To be turned into a permanent glyph, a ward or other sphere ability must be usable as a full-round action or shorter without costing any spell points to use. If the caster has abilities that allows them to reduce spell point cost by increasing casting time, they may apply them, provided the casting time stays at a full-round action or less.
Subtlety (aegis) [Abj. HB]
Prerequisites: 5th CL or higher.
A creature with this aegis is surrounded by a field of magical energy that interferes with other forms of magic. Rather than producing an obvious spell resistance effect, however, the creature with the aegis becomes hidden from sphere abilities and supernatural abilities.
The effect is such that these abilities can not target the character properly without assistance from a creature. If a supernatural or sphere ability discerns between allies and enemies (as many totems of the War sphere do), or acts in a way that its effects only affect certain creatures (such as creatures of a creature type or a specific alignment), the creature with the aegis is unaffected. Similarly, magical traps and contingency effects (like glyphs) are not triggered by the creature’s presence, and any effect relying on a magical trigger is also not triggered, as if the creature were invisible to the trap or effect. Traps may still be sprung by physical triggers, however.
Abilities that rely on the caster choosing targets are not affected by this aegis, even if that ability only works on certain targets (such as a paladin’s smite evil ability), and this doesn’t give the bearer any special concealment from creatures using magical senses. Area effect abilities are also still effective against the creature, provided the effect affects every creature, or affects every creature save for those specifically made invulnerable by the caster.
True Protection [Abj. HB]
Prerequisites: 10th CL or higher.
Whenever you create an aegis or ward, you may tie it to a specific creature. Against that creature, the aegis or ward acts as if it had a +10 circumstance bonus to CL, but it is ineffective against any other creature. This means the aegis or ward works against attacks made by the creature, their abilities, or the attacks or abilities of other creatures it summons or controls.
To be used, the caster must be able to uniquely identify the creature. If the caster has met the target, this is sufficient, otherwise they require some other means of identifying the creature. Having a sample of the creature’s blood or tissue works, or having the creature’s true name, but a description of the creature is not sufficient.
The GM is the ultimate adjudicator of what is required.
Undying (aegis) [Abj. HB]
Prerequisites: Protection sphere, Deathless, 7th CL or higher.
When you create a deathless aegis, you may spend an additional spell point to create an undying aegis instead. In addition to the effects of the deathless aegis, the subject is immune to energy drain and any negative energy effects, including channeled negative energy.
This aegis does not remove negative levels that the subject has already gained, but it does remove the penalties from negative levels for the duration of its effect.
This aegis does not protect against other sorts of attacks, even if those attacks might be lethal.
Unplottable (aegis) [Core]
Prerequisites: Protection sphere, Resistance, 15th CL or higher.
You may grant the target an aegis that makes them undetectable through divination magic of any sort. Any magical attempt to gather information on the target (including scrying, effects that detect invisibility, detect alignment, or even miracle and wish spells when used in a similar manner) automatically fails. In the case of scrying that does not directly view the bearer of this aegis (such as instead scanning the area they happen to be in), the spell or effect works normally, but the creature isn’t detected.
Advanced Telekinesis Talents
Affix
Prerequisites: Telekinesis Sphere, Effortless Telekinesis, Idle Concentration, 10th CL or higher
By spending two spell points, you may permanently affix a single object you are lifting with your telekinesis to a specific point in space. This is an instantaneous effect that binds the object to that specific point, preventing it from moving in any direction even due to gravity.
An unwilling creature lifted through the use of Hostile Force gains an immediate opportunity to break your telekinetic hold with a Will save. If the save fails they remain held by your telekinesis, and must make a Reflex save to avoid being fixed in place permanently with no further saves. A creature affected by Affix can still take actions and can freely move their limbs, but cannot move away from the point they have been affixed to, even with teleportation effects.
Since this is an instantaneous effect, it cannot be dispelled. However, a successful application of telekinesis or brute force can break an object free with a Magic Skill check or Strength check against your MSD + 4. If applying your own telekinesis against an object you’ve affixed, you automatically succeed on your magic skill check.
Astral Affixation
Prerequisites: Telekinesis Sphere, Affix, Effortless Telekinesis, Idle Concentration, 15th CL or higher
When you affix a target permanently in place, you may spend an additional spell point to strengthen the effect by pinning them to astral leylines. A creature that has failed its Reflex save against being affixed must make a third save or be rendered paralyzed for as long as they are affixed.
In addition, regardless of whether or not this additional save is failed, breaking a target free that has been affixed in this way requires a successful Magic Skill check or Strength check against your MSD + 10. In addition, a telekinesis effect with a lower CL than the affixing will always be insufficient and cannot break a target free.
Choking Grasp
Prerequisites: Telekinesis Sphere, Telekinetic Crush, 15th CL or higher
As either a stand-alone standard action or as part of maintaining a Hostile Lift, you may spend 2 spell points to suffocate a target within your telekinesis range. The target must make a Fortitude save or have its hit points drop to 0 and fall unconscious on its next turn as if it had failed a constitution check against suffocation. In the next round the target must make a second Fortitude save or drop to -1 hit points begin dying. In the round following that they must make another Fortitude save or suffocate and die. Succeeding on any of these saves prevents further saves and stops the effects from worsening, but does not negate the effects of any previously failed saves. This talent only affects living creatures that must breathe.
Disperse Force
Prerequisites: Telekinesis Sphere, Deflect, Quick Catch,10th CL or higher
You can apply an opposing force at the right times, canceling out offensive forces. As an immediate action whenever you would take damage, you may spend two spell points to negate that damage. You may use this to respond to energy or magic based attacks, and you may even use it to insulate you against environmental hazards (such as acid rain or lava) but it is ineffective against damage from internal or nonphysical sources (such as bleed damage or a mental attack).
Effortless Telekinesis [Core]
Prerequisites: Telekinesis sphere, 10th CL or higher.
When you use your telekinesis to lift creatures or objects and spend a spell point to create a sustained force on them, the sustained force persists for 1 hour per CL instead of 1 minute per CL.
Focused Might
Prerequisites: Telekinesis Sphere, Powerful Telekinesis, 5th CL or higher
By spending a spell point you can further advance the strength of your telekinesis. Increase the maximum sized object you can affect with telekinesis by 1 size category. This effect stacks with the benefits of Powerful Telekinesis. However, you must maintain concentration as a full-round action to gain this increased power, and may not spend a spell point to maintain it with sustained force.
You may spend an additional spell point to increase your capacity by another size, but doing so demands all of your mental focus. You may only use the basic capability of telekinesis to move objects, and cannot use this in conjunction with hostile lift or bludgeon.
Gravity Manipulation
Prerequisites: Telekinesis Sphere, Gravity Shift, 15th CL or higher.
When you use Gravity Shift, you may spend two spell points instead of one to have greater control over gravity. You may create or manipulate areas of no gravity or objective gravity, and may apply any gravity trait to any area. Creatures in the area may make a Reflex save to hang onto an adjacent surface whenever you change gravity.
No Gravity: Individuals in an area of no gravity merely float in space, unless other resources are available to provide a direction for gravity's pull.
Objective Gravity: The strength of objective gravity is the same as normal, but the direction is not the traditional "down" toward the ground. It may be down towards any solid object, at an angle to the surface of the ground itself, or even upward.
Linear Acceleration
Prerequisites: Telekinesis Sphere, Acceleration, Greater Speed, 10th CL or higher
You may spend 2 spell points as a standard action to fling an object you are currently lifting at immense speeds, causing it to immediately pass out of your control as it races towards any target in line of sight, regardless of distance. By making a successful ranged touch attack against the target you deal double the normal bludgeon damage to it. If the attack misses, the object strikes the center of the target’s space.
The object’s impact into the target or their space releases a powerful shockwave and everyone in a 30 ft radius + 5 ft per five CLs, including the initial target, takes 1d6 damage per 2 CLs and is dazed for one round. A Fortitude save negates the dazed condition, though the initial target is not allowed a saving throw if the touch attack succeeded. Objects fired by linear acceleration suffer the full initial and secondary damage of the attack.
Puppet
Prerequisites: Telekinesis Sphere, Finesse, Telekinetic Maneuver, 10th CL or higher
When you lift a creature with your telekinesis you may spend a spell point to take precise control over their physical form. You can force them to run, jump, manipulate objects, and wield weapons, but you cannot force them to use special abilities such as spells that are not a function of bodily movement, and cannot take control of their vocal cords, though you can prevent them from making sounds. If you force the subject to engage in combat, use an attack bonus equal to your base attack plus your casting ability modifier, and substitute your casting ability modifier for any ability modifiers on damage rolls. In addition, substitute your casting ability modifier for the subject’s Dexterity modifier when determining armor class. When performing actions that would require a skill check, use your skill ranks plus your casting ability modifier for the check.
Since the subject is only under your physical control, on their turn they can still take purely mental actions. You must use Hostile Lift to affect an unwilling creature, and they are allowed the normal Will saves to negate the effect.
Advanced Time Talents
Improved After Image
Prerequisites: Time sphere, After Image, CL 9th or higher.
Whenever a target is under the effects of your After Image talent, they gain an increased ability to perceive and act through their state of altered time; each round the target may take 1 additional move or swift action for the duration of the after image effect.
Improved Eject (time)
Prerequisites: Time sphere, Eject, CL 17th and higher.
You may spend 5 spell points to touch a target and attempt to permanently eject a creature from the space-time continuum unless they succeed on a Will saving throw. The subject remains there in a state of suspended animation unless a freedom spell or Reclamation is cast at the locale where the ejection took place. Magical search by a crystal ball, a locate object spell, or other similar divinations (including most effects from the Divination sphere) does not reveal the fact that a creature is ejected, but the discern location spell or advanced talent does.
A wish or miracle spell will not free the recipient, but will reveal where it has been ejected.
Past Sight
Prerequisites: Time sphere, 5th CL or higher.
You peer not only through space, but through time. You may spend one minute and a spell point to view the past of your present location out to close range, viewing the past hour. You gain full sensory information based on the senses you possess.
You may concentrate on this effect, viewing an additional hour for each minute of concentration. You are considering flat-footed while concentrating on this effect.
If you possess the Group Time talent, you may share this sight with a number of willing creatures within your alter time range as defined by that talent. Such creatures are also flat-footed for the duration, though they may choose to exit the vision at any time.
If you possess the Ranged Time talent, you increase the area you may view by one step per time it is taken (close to medium, medium to long). If Ranged Time is taken three times, your viewing area increases to line of sight.
At 8th CL, you may spend an extra spell point to view one day per CL, each day requiring 10 minutes.
At 16th CL, you may spend 2 additional spell points to view one year per CL, each year requiring 1 hour.
Query Self
Prerequisites: Time sphere, 10th CL or higher.
You may spend 2 spell points to reach through time to contact a possible future self. This future self can be up to 1 hour per CL into the future. You may ask a future self a single short question, receiving a short, concise answer if your future self is able. You may concentrate on this effect, asking a different future self a different question each round. If the answer must be longer than a few words, your future self may reply over multiple rounds as long as you maintain concentration.
While your future self usually gives honest and accurate information, your new knowledge of events may change the outcome, and therefore render the advice of your future self obsolete at the GMs judgement (such as the case of outcomes tied to random chance, in which case the GM should roll a dice to roughly approximate the chance of success when determining whether a successful or not version of yourself was contacted).
Any given question has a 10% chance that no future self will respond. This result is identical to if you try to contact a version of yourself that is dead as a result of the course of action you specified.
Reclamation (time)
Prerequisites: Time sphere, Eject, 17th CL 17th or higher.
You may spend 5 spell points to return a creature ejected from the space-time continuum using Improved Eject. This ability must be used at the location where the target was first ejected. This talent may also be used to free a creature from the effects of an imprisonment or maze spell, and can be used to instantly dispel any ongoing effect created by the Time sphere, such as a slow effect, time bubble, or time clone.
Reversion
Prerequisites: Time sphere, 10th CL or higher.
You gain the ability to allow a character to completely retrain the last class level they gained by returning them to an earlier point in time. You must spend 10 spell points and remain in physical contact with the target for 1 minute, at the end of which they may immediately retrain the last class level they gained, choosing a new class, feats, spells, skills, or other class options as appropriate. The target of this ability must still rest to regain any bardic performance rounds, rage rounds, spell points, spell slots, or other limited use abilities granted by this new class level.
Reversion, Complete
Prerequisites: Time sphere, Reversion, 15th CL or higher.
When using the Reversion talent, you may allow the target to retrain any and all class levels they possess, choosing a new class, feats, spells, skills, or other class options as appropriate. The target of this ability cannot immediately use limited-use powers gained in this fashion that it did not previously have, and must rest to regain any bardic performance rounds, rage rounds, spell points, spell slots, or other limited use abilities granted by these new class levels.
Note: Reversion and Complete Reversion
The Reversion and Complete Reversion talents presented here offer some very flexible options for players in that they both allow for rapid retraining in the event that a player grows dissatisfied with their character, and in that it allows a character to swap to a different build during a short rest (albeit at some expense of character daily resource). While these abilities can be both interesting and useful, they also have the potential to severely impact play at the table if they are not managed wisely. We strongly encourage any character planning on using Reversion or Complete Reversion during play (such as to change from a Symbiat (Chronomancer) to a Fighter (Fracture) when confronted with an opponent who is immune to magic) to have their alternate build put together before they sit down at the table so that they are not trying to rebuild a character while the rest of the party is trying to move forward with the story.
We also encourage players planning to use this ability on themselves to choose alternate builds that still have access to a spell point pool and the Reversion or Complete Reversion in the event that they find they enjoyed their previous build more; once a character has trained away their ability to use these talents, they may find that they cannot easily access them again.
Temporal Stasis [Core]
Prerequisites: Time sphere, 15th CL or higher.
You may touch a target and spend 3 spell points to place it into a state of suspended animation (Fortitude negates). For the creature, time ceases to flow and its condition becomes fixed. The creature does not grow older. Its body functions virtually cease, and no force or effect can harm it. When placing this effect on a creature, you may choose to either place the target into stasis permanently or to set either a time limit or a condition on the ability. When the time limit expires or the condition is met, the temporal stasis ends. Temporal stasis may be dispelled.
Advanced War Talents
Carry the Flag
Prerequisites: War sphere, 10th CL or higher.
If you are the commander of a ship or similar large vessel weighing at least 2,000 pounds, you may create a totem attached to the vessel itself. The area of the totem includes the entire vessel, and extends outward for it to affect any creature within close range of the vessel.
Commander [Core]
Prerequisites: War sphere, 10th CL or higher.
If you are the commander of an army, that army gains a +1 bonus to its Offensive Modifier, Defensive Value, and to all morale checks.
Monument
Prerequisites: War sphere, 10th CL or higher.
The caster may attach a totem to a manufactured object that is at least 2,000 pounds and is of high quality - such as a great statue, masterwork building, or impressive sailing vessel. The object can not be animated, and can not become animated without dispelling the totem first. The range of the totem increases to 1 mile per CL, and it remains for one day per CL. Multiple totems may be attached to the same monument. The owner of a monument does not need to stay within range of it to maintain it, and they can share ownership with allies, allowing those allies to use it to rally their own allies. When created, the creator must specify an easily perceived condition by which allies of the monument will be identified, such as their race, uniform or equipment.
Creating a monument takes 8 hours.
Advanced Warp Talents
Create Demiplane [Core]
Prerequisites: Warp Sphere, Extra dimensional Room, Creation sphere, Expanded Materials, 15th CL
When using the Extradimensional Room talent, you may spend 3 spell points to create your extradimensional room as an instantaneous effect; it becomes a permanent demiplane and cannot be dispelled, no matter who is or isn’t inside. Alternately, you may use this ability to create a new portal to a permanent demiplane you have previously created. You may permanently close a portal to your demiplane as a free action, but know that only interdimensional travel can reach a demiplane without a working portal.
As a permanent demiplane, you have much more control over the composition, appearance, and contents of your room. The demiplane can be filled with air or water (your choice), and could have an earth, stone, water, or wood floor. The “walls” and “ceiling” of the plane may appear like solid earth, stone, wood, or water, or they may end in mist, a featureless void, or a similar unreal-looking border. While it is still generally featureless, you may transplant plants or animals to your demiplane to create an ecosystem and manipulate the earth, water, and/or stone of the demiplane as you would any other materials.
If you possess the Create Demiplane advanced talent and the Blood sphere, you may include blood in any place that you would normally be able to place water. This blood can be supernaturally resistant to congealing, remaining liquid for indefinite periods of time.
If you use this ability while within your demiplane, you may either permanently increase its size by an additional 10 ft cube per CL, or add or remove one of the following traits to the entire demiplane:
Energy: You grant your demiplane the (minor) negative- or positive-dominant energy trait. A plane cannot have both the negative-dominant and positive-dominant energy traits.
Magic: You may grant your plane the dead magic, enhanced magic, impeded magic, or wild magic planar trait. If you select dead magic, you are affected along with everything else and cannot cast on your plane. If you select enhanced or impeded magic, choose one type of magic to be enhanced or impeded, such as “effects with the fire descriptor or that manipulate fire” or “death spells and effects”. A plane cannot be enhanced and impeded for the same kinds of magic.
Morphic: Your plane reacts to your thoughts; you may adjust the terrain’s shape as an at-will ability. By concentrating for 1 minute, you may adjust a 150 ft square (10 ft deep) portion of earth, stone, or plantlife, shaping it however you will. This isn’t fast enough to do damage or trap creatures, but may be used to create fences and walls, ditches, human shapes, embankments, and others.
Portal: If you possess the Planeshift advanced talent, you may grant your demiplane a permanent gate to one location on another plane, which can only be used for planar travel. This location must be very familiar to you. This gate is always open and usable from both sides, but you can secure it using normal means (such as by building a door around it).
Time: By default, time passes at the normal rate in your demiplane. If you possess the Time sphere, you may make your plane have the erratic time, flowing time (half or double normal time), or timeless trait (see Time, GameMastery Guide 185).
Alignment: If you possess the Fate sphere, you can grant your plane the (mildly) chaos-, good-, evil-, law-, or neutral-aligned alignment trait (see Alignment Traits, GameMastery Guide 187). You cannot give your demiplane an alignment trait for an alignment you do not have.
Bountiful: If you possess the Nature sphere, you may grant your demiplane a thriving natural ecology, with streams, ponds, waterfalls, and plants. The demiplane provides enough plant-based food (nuts, grains, fruit, fungi, and so on) to support one Medium creature for every 10 foot cube of the demiplane. The demiplane does not have any animals unless you transport them there, but the ecology can sustain itself for as long as the demiplane exists without requiring watering, gardening, pollination, and so on; dead organic material decays and returns to the soil in the normal manner. If your demiplane has ambient light, these plants are normal, familiar surface plants; if it is a realm of twilight or darkness, these plants are fungi and other plants adapted to near-darkness or underground locations.
Elemental: You may grant your plane the air-, earth-, fire-, or water-elemental dominant trait.
Gravity: By default a demiplane’s gravity is normal and oriented in one direction, like what most creatures are used to on the Material Plane. You may adjust the plane’s gravity is heavy, light, none, objectively directional, or subjectively directional.
Weather: If you possess the Weather sphere, you may grant a weather and seasonal cycle to your demiplane, customizable as you see fit (for example, your demiplane could always be winter or have week-long seasons).
Shape: By default, the demiplane has a fixed shape and borders. You may make your plane self-contained so it loops upon itself when a creature reaches one edge. You may designate areas or locations on the edges of your plane where this occurs (such as a pair of secret doors or a path in the woods) or apply it to the entire plane.
Structure: You may give your demiplane a specific, linked physical structure, such as a giant tree, floating castle, labyrinth, mountain, and so on. (This option exists so you can pick a theme for your plane without having to worry about the small details of determining what abilities you need for every hill, hole, wall, floor, and corner.)
Dimensional Lock (space) [Core]
Prerequisites: Warp sphere, Plane Manipulator, 15th CL
You may spend 2 spell points to designate a 20-ft radius area centered within Medium range as being completely immune to extradimensional travel. For 1 day per CL, any attempt within this area to cross space or planes (including all Teleportation Sphere effects, summoning a companion from the Conjuration sphere, astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, and similar spell-like abilities) instantly fails. A dimensional lock does not interfere with the movement of creatures already in ethereal or astral form when it is created, nor does it block extradimensional perception or attack forms. Also, the spell does not prevent summoned creatures from disappearing at the end of a summoning spell.
Enduring Portal
Prerequisites: Warp sphere, Portal, Teleport Beacon, Unwilling Teleport, 15th CL
When using the Portal advanced talent, you may spend an additional spell point to cause the portal to remain without the need for concentration, and increase its maximum duration to 1 hour per CL. If you instead spend 2 spell points, the portal has a permanent duration and dispelling attempts affect it as if it were a magic item. Effects that would destroy a magic item (such as Counterspell, Greater) can also destroy the portal.
Flawless Teleport [Core]
Prerequisites: Warp sphere, True Teleport, Unseeing Teleport, Distant Teleport, 15th CL
When using the True Teleport advanced talent, the range is increased to unlimited and you no longer suffer a chance of arriving off-target, always appearing exactly where you intended. When using the Planeshift advanced talent, you no longer appear off-target from your intended destination on the other plane.
You need not have seen the destination you are trying to reach, but in that case you must have at least a reliable description of the place to which you are teleporting. If you attempt to teleport with insufficient information (or with misleading information), you disappear and simply reappear in your original location.
Mass Teleport
Prerequisites: Warp sphere, Group Teleport, Ranged Teleport, 10th CL
By spending 2 spell points, you may teleport any number of targets within close range. If you possess Unwilling Teleport, you only need to spend one spell point no matter how many unwilling targets are affected. If an unwilling target makes their saving throw, other targets are still affected as normal. If you possess Teleport Object, you may also teleport any number of objects so long as each individual object is within your weight limit (or size limit if you possess Teleport Structure).
Planeshift [Core]
Prerequisites: Warp sphere, Unseeing Teleport, Distant Teleport, True Teleport, 10th CL
You may spend 2 additional spell points to teleport to an alternate dimension or plane of existence. You must know the plane you are trying to reach, as well as where within that plane you would like to appear (if you do not know a specific location to appear on that plane you may still use this ability, but you run the risk of appearing anywhere on that plane). Even if you do have a specific location in mind, you always appear 5 to 500 miles (5 x d100) from your intended destination.
Portal [Core]
Prerequisites: Warp sphere, Unwilling Teleport, 10th CL
When using your teleport ability, you may spend an additional spell point to open a portal between your location and your destination. This portal has a maximum diameter of 5 ft per CL and opens in the air somewhere adjacent to you. The portal lasts as long as you concentrate to a maximum of 1 round per CL. Anything moving through one end of this portal arrives at the other end; it is possible to make attacks, flank, or perform other actions as if the two locations were adjacent.
Store Structure
Prerequisites: Warp sphere, Extradimensional Storage, 1st CL
By spending a spell point you can touch an object to place it in your extradimensional storage, even if it would normally be too large or dense. Objects stored this way do not count against the weight limit of your storage, but are limited by size; you may store objects whose combined size is no larger than the maximum size listed on the structure table below.
When you retrieve an object stored this way, it appears in an unoccupied, adjacent square. It must be placed on a suitably supportive surface; a boat could be placed on a relatively flat plain or a large body of water, but not midair.
Teleport Structure
Prerequisites: Warp sphere, Teleport Object, 5th CL
You can teleport objects of much greater weight and size, even whole vehicles and structures. You may teleport any object of appropriate size, shown on the structure table below.
If you use Group Teleport in conjunction with this talent, a teleported object counts as a creature in the affected group for the purposes of who may be included within the Group Teleport.
If you use Mass Teleport in conjunction with this talent, you may teleport all targets touching a teleported object or structure instead of teleporting all creatures within close range. You must use Unwilling Teleport to teleport any unwilling creatures on the object or structure.
Structure TableCL | Maximum Size | Example Object |
---|---|---|
1st | Medium | Barrel |
5th | Large | Table |
10th | Huge | Wagon |
15th | Gargantuan | Catapult |
20th | Colossal | Ship |
25th | Colossal+ | Tavern |
30th | Colossal++ | Castle |
Warp Manipulator
Prerequisites: Warp sphere, Plane Manipulator, Unwilling Teleport, 1st CL
You may spend a spell point to create a dimensional anchor as an immediate action, allowing you to use it in response to a teleportation effect.
In addition, when a teleport fails due to your dimensional anchor you may pay a spell point to redirect it, choosing its destination as if you had cast the effect instead of the caster. The caster must succeed on a Will save to avoid the effect being redirected.
True Teleport [Core]
Prerequisites: Warp sphere, Unseeing Teleport, Distant Teleport, 10th CL
When teleporting, you may spend 2 spell points to increase the range to 100 miles per CL. You must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the teleportation works. Areas of strong physical or magical energy may make teleportation more hazardous or even impossible.
To see how well the teleportation works, roll d100 and consult the following table. Refer to the following information for definitions of the terms on the table.
Table: MishapFamiliarity | On Target | Off Target | Similar Area | Mishap |
---|---|---|---|---|
Very familiar | 01–97 | 98–99 | 100 | — |
Studied carefully | 01–94 | 95–97 | 98–99 | 100 |
Seen casually | 01–88 | 89–94 | 95–98 | 99–100 |
Viewed once | 01–76 | 77–88 | 89–96 | 97–100 |
False destination | — | — | 81–92 | 93–100 |
Familiarity: “Very familiar” is a place where you have been very often and where you feel at home. “Studied carefully” is a place you know well, either because you can currently physically see it or you’ve been there often. “Seen casually” is a place that you have seen more than once but with which you are not very familiar. “Viewed once” is a place that you have seen once, possibly using magic such as the Scrying advanced talent. “False destination” is a place that does not truly exist or if you are teleporting to an otherwise familiar location that no longer exists as such or has been so completely altered as to no longer be familiar to you. When traveling to a false destination, roll 1d20+80 to obtain results on the table, rather than rolling d100, since there is no real destination for you to hope to arrive at or even be off target from.
On Target: You appear where you want to be.
Off Target: You appear safely a random distance away from the destination in a random direction. Distance off target is d100 of the distance that was to be traveled. The direction off target is determined randomly.
Similar Area: You wind up in an area that is visually or thematically similar to the target area. Generally, you appear in the closest similar place within range. If no such area exists within the spell’s range, the spell simply fails instead.
Mishap: You and anyone else teleporting with you have gotten “scrambled.” You each take 1d10 points of damage, and you reroll on the chart to see where you wind up. For these rerolls, roll 1d20+80. Each time “Mishap” comes up, the characters take more damage and must reroll.
Advanced Weather Talents
Boiling Lord
Prerequisites: Weather sphere, 5th CL or higher
When using control weather to create Precipitation of severity level 4 or above in an area of Heat severity level 4 or above, you may cause the rain to boil, dealing 1d6 fire damage per Precipitation severity level per round to all creatures within the affected area.
This supersedes the Boiling Lord basic talent in Spheres of Power.
Climate [Core]
Prerequisites: Weather Sphere, Greater Size, 10th CL or higher.
When controlling weather, you may spend an additional spell point to increase the effect’s size to a 2 mile radius. When altering weather in this manner, it takes 20 minutes of focused casting before the effects begin to manifest. Winds of severity level 7 can create tornados when combined with this talent, although you cannot control their path.
Cacaphonic Clap
Prerequisites: Weather sphere, Storm Lord, 10th CL or higher.
When you use Storm Lord to control where a lightning bolt strikes, you may spend a spell point to cause the strike to be accompanied by a great thunderclap. Any creature within 10 ft. of the strike must make a Fortitude save or be deafened for 1 hour, a Will save or be dazed for 1 round, and a Reflex save or fall prone.
Climatic Shift
Prerequisites: Weather sphere, Lengthened Weather, 15th CL or higher.
When you use control weather you may spend 3 additional spell points to change the duration to a permanent effect, replacing the natural weather. This effect remains stationary. It cannot be dispelled, although future uses of control weather may temporarily change its weather conditions and, if combined with the use of this talent, reverse it.
Cold Lord
Prerequisites: Weather sphere
When using control weather to create cold, increase the highest severity level you may create or alter by 1. In addition, you may create an area of up to 80 ft in diameter in the center of the affected area where the change in temperature is not felt. This supersedes the Cold Lord basic talent in Spheres of Power.
Dehydration Pulse
Prerequisites: Weather sphere, Desert Lord, 5th CL or higher.
While within an area with Aridity of severity level 2 or higher, you may as a standard action (but no more often than once every 1d4 rounds) spend 2 spell points to draw in the moisture from an area in a 20-ft. radius surrounding yourself. Living creatures within range (other than you) take 1d6 points of damage per CL and are staggered for 1d4 rounds. A successful Fortitude save halves the damage and negates the staggered effect. Oozes, plants, and creatures with the aquatic or water subtype take double damage from this effect.
Desert Lord
Prerequisites: Weather sphere
When using control weather to create Aridity, increase the highest severity level you may create or alter by 1. In addition, you may create an area of up to 80 ft. in diameter in the center of the affected area where the change in aridity is not felt.
Fire Tornadoes
Prerequisites: Nature sphere, Weather sphere, Fire Geomancing, Wind Lord, 15th CL or higher.
When you are using control weather to create or alter Wind of severity level 7 you may cause the tornadoes to become alive with fire. Any object or creature swept into the funnel cloud takes an additional 6d6 fire damage each round and are set on fire once they are expelled. Any flammable objects (including grass or other vegetation) in the tornadoes’ path that cannot be swept into the funnel cloud take 6d6 fire damage and are set on fire.
Haboob Lord
Prerequisites: Weather sphere, 5th CL or higher
When you are using control weather to create Wind of severity level 4 or above in an area of Aridity severity level 3 or above, you may cause a dust storm even if there is no sand or dust in the area. Dust storms blow fine grains of sand that obscure vision, smother unprotected flames, and can even choke protected flames (50% chance). At Wind severity level 5, a dust storm deals 1d3 points of nonlethal damage each round to anyone caught out in the open without shelter and also poses a choking hazard (see Drowning, except that a character with a scarf or similar protection across her mouth and nose does not begin to choke until after a number of rounds equal to 10 + her Constitution score).
Heat Lord
Prerequisites: Weather sphere
When using control weather to create heat, increase the highest severity level you may create or alter by 1. In addition, you may create an area of up to 80 ft in diameter in the center of the affected area where the change in temperature is not felt.
This supersedes the Heat Lord basic talent in Spheres of Power.
Layered Shroud
Prerequisites: Weather sphere, one (shroud) talent, 10th CL or higher.
When you use a (shroud) talent as a standard or full-round action, you may spend a spell point to use a different (shroud) talent on the same target as a swift action. If the first shroud affected multiple targets (as with Encompassing Shroud), the second affects any one of the targets and may not be combined with Encompassing Shroud.
Rain Bomb
Prerequisites: Weather sphere, Rain Lord.
When you are using control weather to create Precipitation of level 3 or above, you may spend a spell point as a free action to immediately increase the Precipitation to level 7 for one round, after which the effect ends and the Precipitation level immediately returns to its previous level.
Rain Lord
Prerequisites: Weather sphere
When using control weather to create or alter precipitation, increase the highest severity level you may create or alter by 1. In addition, when using your control weather to affect precipitation, you may choose to create an area up to 80 ft in diameter at the center of the affected area that is not subject to the precipitation. Rain, snow, and storm does not gather over that area.
This supersedes the Rain Lord basic talent in Spheres of Power.
Tornado Lord
Prerequisites: Wind Lord, 10th CL or higher.
When you use control weather to affect wind, you may alter the path of a single tornado within range more precisely. Each round as a free action you may plot a course for the tornado, which may be up to 250 ft. long and may have one turn of up to 90 degrees, plus one turn per 5 CLs above 10th. Alternatively, you may cause the tornado to remain in one place. You can alter the path of a tornado caused by magically- altered wind combined with Climate.
Volcano Lord
Prerequisites: Nature sphere, Weather sphere, Earth Geomancing, Fire Geomancing, 10th CL or higher.
You can spend 2 spell points to use your control weather to create or alter Ash or Vog. You may take this advanced talent a second time to increase the highest severity level of Ash and Vog you may create or alter by 1.
Wind Lord
Prerequisites: Weather sphere
When using control weather to create or alter wind, increase the highest severity level you may create or alter by 1. In addition, when you use your control weather to affect wind, you may also turn that wind up to 90 degrees in any direction. This can change the general direction of a tornado (provided you can affect winds of that severity) although detailed control isn’t possible.
Not only can you control the wind’s direction, but you may also create complicated patterns. You may create an “eye” of calm air up to 80 ft. in diameter at the center of the area if you so desire and may choose any of the following patterns for the wind:
- You may create a downdraft that blows from the center outward in equal strength in all directions.
- You may create an updraft that blows from the outer edges in toward the center in equal strength from all directions, veering upward before impinging on the eye in the center.
- You may create a rotation that causes the winds to circle the center in a clockwise or counterclockwise fashion.
This supersedes the Wind Lord basic talent in Spheres of Power.
U: Part of Ultimate Spheres of Power and does not need to be bought separately from that book