Advanced Talents
Table of Contents

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 caster level 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. We encourage you to talk to your GM about the powers you want to take before picking anything from this list.

Alteration Talents

Diffuse Swarm

Prerequisites: Alteration sphere, Swarm Transformation, 10th caster level or higher.

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 caster level or higher.

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 caster level or higher.

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 caster level and every 10 caster levels thereafter. Its effects stack.

Fusion

Prerequisites: Alteration sphere, Mass Alteration, 5th caster level or higher.

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 caster level or higher.

You may spend an additional spell point to increase the damage from twisted transformation to 10 damage per caster level, 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 caster level or higher.

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

Prerequisites: Alteration sphere, 10th caster level or higher.

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 caster level or higher.

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 caster level 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: Enlarge
Adjusted 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
Table: Reduce
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 Transformation, 5th caster level or higher.

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 caster level 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 caster level 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 caster level or higher)

Transform Object

Prerequisites: Alteration sphere, Object Transformation, 1st caster level or higher.

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:

Caster Level 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

Conjuration Talents

Diagram

Prerequisites: Conjuration sphere, Summoning, 1st caster level or higher.

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.

Summoning

Prerequisites: Conjuration sphere, 1st caster level or higher.

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 caster level.

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 caster level, 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 caster level requires a payment of 100 gp per HD of the creature summoned. For a task taking up to 1 hour per caster level, the creature requires a payment of 500 gp per HD. A long-term task, one requiring up to 1 day per caster level, 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).


Creation Talents

Create Materials

Prerequisites: Creation sphere, Forge, Lengthened Creation, 10th caster level or higher.

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).

Fabricate

Prerequisites: Creation sphere, Forge, 10th caster level or higher.

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

Prerequisites: Creation sphere, Expanded Materials, 10th caster level or higher.

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.

Permanent Change

Prerequisites: Creation sphere, Change Material, Forge, Expanded Materials, 10th caster level 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).


Dark Talents

Animated Shadow (shadow)

Prerequisites: Dark sphere, Shadow Lurk, 5th caster level 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 caster level. 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 caster level 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.

Lightless Penumbra (shadow)

Prerequisites: Dark sphere, Shadowed Mein, 1st caster level 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 caster level 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 caster level or higher.

By spending 2 spell points as a standard action you may become an area of blot for one minute per caster level. 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 caster level. 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)

Prerequisites: Dark Sphere, Greater Darkness, 10th caster level 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 caster level or higher.

By spending 2 spell points as a standard action you may become an area of your own darkness for one minute per caster level. 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.

Shadow Double (shadow)

Prerequisites: Dark sphere, Shadow Lurk, Animated Shadow, 15th caster level 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 caster level. 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)

Prerequisites: Dark Sphere, Step Through Darkness, 10th caster level 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).


Death Talents

Astral Projection

Prerequisites: Death sphere, Project Spirit, 10th caster level 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 caster levels 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

Prerequisites: Death sphere, Astral Projection, Project Spirit, 15th caster level 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.

Greater Undead

Prerequisites: Death Sphere, Lingering Necromancy, Permanent Undead, 15th caster level or higher.

You may spend 3 spell points and 1 hour to reanimate a body as a greater form of undead, including banshees, vampires, wrights, and others. This is always an instantaneous effect, creating permanent undead that cannot be dispelled. These undead are not automatically under your control; alternate means of control must be established beyond your usual HD limits. 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, Bodak’s are extraplanar undead created in the Abyss, Allip’s are the spirits of insane suicides, etc.). These prerequisites must be met in order to create a specific kind of undead.

Permanent Undead

Prerequisites: Death Sphere, Lingering Necromancy, 5th caster level 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

Prerequisites: Death sphere, Project Spirit, 10th caster level 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 caster level, 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

Prerequisites: Death sphere, 10th caster level or higher.

You may spend a spell point to project your spirit out of your body for up to 1 round per caster level. 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 Trap

Prerequisites: Death sphere, 15th caster level or higher.

As a standard action, when adjacent to a creature that has died very recently (within 1 round per caster level) 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

Prerequisites: Death sphere, 5th caster level 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
Table: Time Deceased
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 caster levels. 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 caster level. 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.

Destruction Talents

Calamity (blast shape)

Prerequisites: Destruction sphere, Explosive Orb, Shape Blast, 15th caster level 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.

Crystal Cocoon

Prerequisites: Destruction sphere, any two blast type talents in the crystal blast type group, caster level 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, caster level 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, caster level 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 caster levels radius, is 10 ft + 5 ft per 5 caster levels 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 caster levels 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, caster level 5th or higher.

Your destructive blast has a range of 1,000 ft + 100 ft per caster level. 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, caster level 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 caster level 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, caster level 5th or higher.

Your destructive blast ignores energy resistance equal to your caster level. You may spend a spell point to increase this effect to twice your caster level. Treat Immunity as if it were Resistance 40 for this purpose.

Radiation Blast (blast type)

Prerequisites: Destruction sphere, any two blast type talents in the fire blast type group, caster level 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 caster level. 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 caster level 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.


Divination Talents

Alternate Divinations, Advanced (sense)

Prerequisites: Divination sphere, 1st caster level 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)

Prerequisites: Divination sphere, Dowsing, Greater Divine, 15th caster level 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 caster level 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 Identity
HD 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)

Prerequisites: Divination sphere, Read Omens, 10th caster level 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 caster level 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 caster level 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 caster level 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 caster level 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 caster level 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)

Prerequisites: Divination sphere, 5th caster level 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 caster level, 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

Prerequisites: Divination sphere, Greater Divine, Viewing, 10th caster level 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 caster level or higher.

You may spend a spell point to gain a special sense that lets you add 1/2 your caster level 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)

Prerequisites: Divination sphere, Ghost Sight, True Sight, 10th caster level or higher.

You may spend 2 spell points to gain the ability to see all things as they actually are for 1 minute per caster level. 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 caster level 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.


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 caster level 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

Prerequisites: Enhancement sphere, Bestow Intelligence, Animate Object, 10th caster level 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 a 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 caster level 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 caster level 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)

Prerequisite: Enhancement sphere, Lighten, 15th caster level or higher.

You may spend 2 spell points to enhance an area of up to 1 10-ft cube per caster level, arranged contiguously. Unlike most enhancements, you can only maintain this effect through concentration for up to 1 round per caster level. Spending an additional spell point to allow it to become self-sustaining lasts for 1 round per caster level, not 1 minute per caster level.

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.


Fate Talents

Atonement (word)

Prerequisites: Fate sphere, 10th caster level 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.

Geas

Prerequisites: Fate sphere, 10th caster level 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 caster level. 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 caster level. 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

Prerequisites: Fate sphere, Geas, 10th caster level 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 caster level. 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 caster level is at least two higher than yours. Limited wish, miracle, and wish may still remove a geas.

Mark of Judgment

Prerequisites: Fate sphere, Geas, Greater Geas, 10th caster level 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.


Illusion Talents

Permanent Image

Prerequisites: Illusion sphere, Lingering Illusion, 10th caster level or higher.

When creating an illusion, you may spend 2 spell points to increase its duration to permanent.


Life Talents

Regeneration

Prerequisites: Life Sphere, caster level 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

Prerequisites: Life Sphere, Break Enchantment, Restore Soul, Restore Mind, caster level 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

Prerequisites: Life Sphere, Resuscitate, 10th caster level 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 caster level, 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

Prerequisites: Life Sphere, Resuscitate, Resurrection, Regeneration, 15th caster level 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 caster level, 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.


Light Talents

Constellation (nimbus)

Prerequisites: Light sphere, Dancing Lights, 5th caster level 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 caster level. 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)

Prerequisites: Light sphere, 10th caster level 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 caster level 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 caster level 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 caster level 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 caster level 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 caster level 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 caster level 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 caster level (Reflex half)
2 Orange 1d6 acid damage per caster level (Reflex half)
3 Yellow 1d8 untyped damage per caster level (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 caster level 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 caster level 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 caster level radius to be equivalent to daylight for all purposes, including for creatures that are damaged or destroyed by such light.


Mind Talents

Deadly Vision (charm)

Prerequisites: Mind sphere, Vision, 10th caster level 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

Prerequisites: Mind sphere, Read Mind, Project Thoughts, 10th caster level 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)

Prerequisites: Mind sphere, Confusion, 10th caster level 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.

Mind Control

Prerequisites: Mind Sphere, Enthrall, Powerful Charm, Project thoughts, 10th caster level 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 caster level. 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.


Nature Talents

Earthquake (earth, geomancing)

Prerequisites: Nature sphere, Forge Earth, 15th caster level 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 caster level) 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 caster level 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 caster levels.

Freezing Geyser (fire, water, geomancing)

Prerequisite: Nature sphere, Create Water, Boil Water, 15th caster level 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 caster level 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 caster level 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 caster level 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 caster level 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 caster level) which then appears in a place within range at the start of your next turn, and remains for up to 1 hour per caster level. 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 caster level 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.

Rapid Growth (plant, geomancing)

Prerequisites: Nature sphere, Grow Plants, 15th caster level 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)

Prerequisites: Nature sphere, Create Water, Wave, 15th caster level or higher.

As a concentration effect, you spend 2 spell points to create a wave of water 10 ft deep, 10 ft long per caster level, and 2 ft tall per caster level. 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 caster level + 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

Prerequisites: Nature sphere, Move Fire, 15th caster level 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 caster levels. 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.

Zoetic Geomancy

Prerequisite: Nature Sphere, Lingering Nature, 10th Caster Level 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 Geomancy
Geomancing Package Required Target Creature
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

Protection Talents

Adaptation (aegis)

Prerequisites: Protection Sphere, Energy Resistance, Breathless, 10th caster level 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 caster level.

Anti-Magic Aura

Prerequisites: Protection sphere, Spell Ward, 10th caster level 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.

Unplottable (aegis)

Prerequisites: Protection sphere, Resistance, 15th caster level 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.


Telekinesis Talents

Affix

Prerequisites: Telekinesis Sphere, Effortless Telekinesis, Idle Concentration, 10th caster level 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 caster level 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 caster level than the affixing will always be insufficient and cannot break a target free.

Choking Grasp

Prerequisites: Telekinesis Sphere, Telekinetic Crush, 15th caster level 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 caster level 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

Prerequisites: Telekinesis sphere, 10th caster level 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 caster level instead of 1 minute per caster level.

Focused Might

Prerequisites: Telekinesis Sphere, Powerful Telekinesis, 5th caster level 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 caster level 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 caster level 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 caster levels, including the initial target, takes 1d6 damage per 2 caster levels 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 caster level 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.


Time Talents

Temporal Stasis

Prerequisites: Time sphere, 15th caster level 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.


War Talents

Carry the Flag

Prerequisites: War sphere, 10th caster level 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

Prerequisites: War sphere, 10th caster level 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 caster level 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 caster level, and it remains for one day per caster level. 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.


Warp Talents

Create Demiplane

Prerequisites: Warp Sphere, Extra dimensional Room, Creation sphere, Expanded Materials, 15th caster level or higher.

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 use this ability while within your demiplane, you may either permanently increase its size by an additional 10 ft cube per caster level, 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)

Prerequisites: Warp sphere, Plane Manipulator, 15th caster level or higher.

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 caster level, 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.

Flawless Teleport

Prerequisites: Warp sphere, True Teleport, Unseeing Teleport, Distant Teleport, 15th caster level or higher.

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.

Planeshift

Prerequisites: Warp sphere, Unseeing Teleport, Distant Teleport, True Teleport, 10th caster level or higher.

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

Prerequisites: Warp sphere, Unwilling Teleport, 10th caster level or higher.

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 caster level and opens in the air somewhere adjacent to you. The portal lasts as long as you concentrate to a maximum of 1 round per caster level. 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.

True Teleport

Prerequisites: Warp sphere, Unseeing Teleport, Distant Teleport, 10th caster level or higher.

When teleporting, you may spend 2 spell points to increase the range to 100 miles per caster level. 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: Mishap
Familiarity 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.


Weather Talents

Climate

Prerequisites: Weather Sphere, Greater Size, 10th caster level 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.

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