Destruction
Table of Contents
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Ultimate Spheres of Power
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You can use destructive power.

Destructive Blast

As a standard action, you may deliver a burst of blunt magical force as a melee touch attack or a ranged touch attack within close range. A destructive blast is subject to spell resistance, and while it bypasses DR/magic, it does not automatically bypass other forms of damage reduction if it deals physical damage (bludgeoning, slashing, or piercing). A ranged destructive blast counts as a ray attack.

A basic destructive blast deals 1d6 bludgeoning damage for every odd caster level.

Table: Destructive Blast Damage
Level Damage
1st 1d6
3rd 2d6
5th 3d6
7th 4d6
9th 5d6
11th 6d6
13th 7d6
15th 8d6
17th 9d6
19th 10d6
21st 11d6
23rd 12d6
25th 13d6

You may spend 1 spell point when making a destructive blast to increase the damage dealt to one damage die per caster level (minimum 2d6).

Destruction Talent Types

When augmenting a destructive blast with Destruction talents, you may only apply 1 (blast type) talent and 1 (blast shape) talent to each individual destructive blast. If a blast type or blast shape grants a combat maneuver check, that maneuver ignores normal size limitations.

Blast Type Groups

Each (blast type) talent belongs to a blast type group with others of similar theme. For all purposes, the basic, unmodified destructive blast counts as its own blast type group.
Blast Type Group Blast Types
Acid Acid Blast, Adhesive Blast, Alkali Blast
Air Air Blast, Gale Blast, Hurricane Blast
Cold Drowning Blast, Frost Blast, Numbing Blast
Crystal Crystal Blast, Living Crystal Blast, Razor Blast
Electric Electric Blast, Shock Blast, Static Blast
Fire Blistering Blast, Fire Blast, Searing Blast
Force Force Blast, Invigorating Blast, Mana Siphon
Holy Paradigm Blast, Smiting Blast
Light Blinding Blast, Incandescent Blast, Radiant Blast
Negative Gloom Blast, Nether Blast, Tenebrous Blast
Sonic Reverberating Blast, Shattering Blast, Thunder Blast
Stone Battering Blast, Shrapnel Blast, Stone Blast

Destruction Talents

Admixture

You may either increase the casting time of your destructive blast by one step or spend an additional spell point to apply two (blast type) talents instead of 1. The resultant blast does half of its damage of each type and any additional effects of the blast types are applied normally. If the die size for the two blasts are d8 and d6, use d8; if d8 and d4 use d6; if d6 and d4, use d4. If two blast types have different caster levels, then use the lower caster level for determining the admixtured blast’s caster level.

Special: You do not increase the casting time or spend an additional spell point when using the Admixture talent with two blast types from the same blast type group.

Cascade Failure

When a creature receives damage from your destructive blast, it suffers a -1 penalty on all saving throws against your destructive blasts until the end of your next turn. This penalty stacks with itself if a target is damaged by your destructive blast more than once in a round.

Clinging Blast

You may spend an additional spell point to have all damage from the destructive blast be treated as continuous for the purposes of any concentration checks until the start of your next turn (Fortitude negates).

Crafted Blast

When making a destructive blast unaltered by a (blast type) talent, you may change the damage of the destructive blast to be either bludgeoning, piercing, or slashing, and may change all rolled 1’s and 2’s to 3’s.

Damage Control

You may choose to have all damage dealt by a destructive blast be nonlethal damage. Damage dealt is calculated as if the destructive blast was its original damage type as well as nonlethal (for example, an acid blast would still be subject to acid resistance), but the resulting damage is added to the target’s nonlethal damage total and not subtracted from their hit points. When using a (blast type) talent that already deals nonlethal damage, your destructive blast damage increases by +1 damage per die.

Alternatively, you may choose to deal no damage at all, only inflicting secondary effects, such as from (blast type) talents, or only expressing minor, controlled effects of the damage type you would normally deal with your destructive blast. For example, you might create a spark with a Fire Blast, drive a nail into wood with the bludgeoning force of a standard destructive blast, or make an indistinct sound with a Thunder Blast. These effects should never be powerful, and the GM is the final arbiter of what can be accomplished this way.

Demolition

You can tune your destructive blast more towards inanimate objects rather than creatures. When you use your destructive blast this way, you deal +1 damage per die and deal full damage to objects, ignoring any reduction that would normally apply from being an energy attack, ranged attack, ineffective weapon type, or similar effect, though hardness still applies. Anything other than an inanimate object struck by this kind of destructive blast only takes half damage from it.

Energetic Response

You can make attacks of opportunity with your destructive blast, as if it were a melee weapon. You are considered armed with your destructive blast, and if you possess the ability to make attacks of opportunity with ranged weapons, you may do so with a destructive blast. Using a destructive blast to make an attack of opportunity is considered a (blast shape), and you cannot use any effects that would increase its casting time, nor spend a spell point to increase its damage. Using your destructive blast this way does not provoke an attack of opportunity for the casting, though it may still provoke if used to make ranged attacks.

Wiki Note: Absent other effects, Energetic Response does not allow you to use your destructive blast as part of an attack action, and broadly does not work with talents from Spheres of Might (including the Sentinel's Opportunistic Offense ability).

Epicenter

You are immune to any damage and other effects of your own destructive blasts. This includes ignoring difficult terrain from your Crystal Blast and immunity to your own Energy Wall, Energy Cloud, and any other blast shape with a non-instantaneous duration.

Extended Range [range]

Increase the range of your destructive blast by 1 range level (close to medium, medium to long). You may select this talent multiple times. The effects stack.

Focused Blast

When making a destructive blast unaltered by a (blast shape) talent, your destructive blast damage increases by +1 damage per die.

Gather Energy

You may increase the casting time of your destructive blast by one step to reduce its spell point cost by 1 (to a minimum of 0).

Selective Blast

You may exclude one creature plus one per 10 caster levels from the area of your destructive blasts that have an instantaneous duration. You may spend a spell point to increase the number of excluded creatures by your casting ability modifier (minimum +1).

Spirit Blast

You can choose to have your destructive blasts affect spiritual targets. When used this way, your destructive blasts extend into the Ethereal Plane to affect ethereal targets normally, and does not halve damage or suffer a 50% failure chance against incorporeal targets.

Wingbind

When using a blast type that entangles, flying entangled targets that are entangled must succeed at an additional Reflex save or be unable to fly and fall to the ground. This does not affect creatures with magical flight.


Blast Shape Talents

Blast Salvo (blast shape) [BaP]

Instead of a single destructive blast, you unleash a volley of destructive power. You deliver 2 surges, each requiring a melee touch attack or a ranged touch attack within range. A ranged surge counts as a ray attack. Each surge may be delivered at the same or different targets, but all surges must be delivered simultaneously. Determine the damage dealt by each surge by distributing the damage dice dealt by your destructive blast between each surge. A surge must deal at least 1 damage die or you do not create that surge. If you spend an additional spell point, you may deliver one additional surge, plus 1 surge for every 6 caster levels you possess, and when delivering multiple surges against the same target, total the damage from all hits before applying that target’s damage reduction or energy resistance.

Additional effects from a destructive blast modified with this blast shape only affect a creature once regardless of how many times they are damaged.

Example: A destructive blast which deals 7d6 damage could be distributed between the two surges as 3d6 and 4d6, 1d6 and 6d6, or any combination the caster chooses. Each surge must deal at least 1d6 damage, or the caster does not create it and the burst is lost.

A caster would only make a single disarm attempt against a creature struck multiple times by this blast shape when modified by the Static Blast blast type, and only applies additional effects from the Admixture talent or admixture feats to the damaged creature a single time. Effects not caused by the destructive blast, such as additional damage caused by the Fate sphere Harm (word), would trigger on each successful surge. Additional damage from other sources (such as the bonus damage from the Primal Blast feat) would apply to each surge.

Blast Trap (blast shape)

You may place a destructive blast onto an adjacent, unoccupied 5-foot square. Any creature who steps onto that square is affected by your destructive blast, and is allowed a Reflex save for half damage. A blast trap lasts for 10 minutes per caster level before becoming inert. This is a magical trap with a Perception DC and Disable Device DC equal to the blast’s save DC. You may have one active blast trap at a time, +1 per 10 caster levels; placing a trap beyond this limit deactivates an earlier trap of your choice.

Chain Blast (blast shape)

You may spend a spell point to arc your destructive blast between multiple targets. Choose a number of targets no greater than 1 + half your caster level (minimum 2 targets total). Make a ranged touch attack against each of them in order. No target can be farther than 10 feet + 5 feet per 5 caster levels from the previous target and no target can be targeted more than once. Should any of the targets fail to take damage, either by a missed attack, resistances, or other method, the chain stops and no further targets are damaged.

Energy Aura (blast shape)

As a move action, you may spend a spell point to surround yourself with an aura of elemental energies for a number of rounds equal to your casting ability modifier; any creature that ends its turn within 5 feet + 5 feet per 10 caster levels of you is affected by your destructive blast, though the damage is reduced to its minimum (so a 4d6 blast would deal 4 damage, or 12 with Crafted Blast). A Reflex save negates this damage. You may only have one aura active at a time; casting it again ends the previous instance.

Energy Bomb (blast shape) [instill]

As a standard action, you may touch a small container of liquid and spend a spell point to instill a destructive blast inside it. As a standard action, this can be primed and thrown as a splash weapon. A direct hit deals the destructive blast’s damage to the target and damage equal to the minimum blast damage is dealt in a 5-foot splash radius. Any creature taking damage from either the direct hit or the splash must save against any additional effects of the blast type.

This cannot be used with the Gather Energy talent. An instilled liquid remains potent until you rest to regain spell points. If you have equipment on hand (such as an alchemy lab), the cost of bottles and water is considered negligible. You may target food (in which instead of a splash weapon it affects the target who consumes it) but not an already-magical item, such as a potion. All spell points must be spent and all variables of the sphere effect must be chosen at the time the instilled liquid is created. You cannot instill multiple effects in a single liquid, nor create multiple instilled liquids with a single action.

Energy Leap (blast shape)

You may spend a spell point to move in a straight line up to your destructive blast’s range. This movement provokes attacks of opportunity as normal. You may pass through occupied spaces by making an overrun maneuver as a free action against the targets, using your caster level + your casting ability modifier in place of your base attack bonus + your Strength modifier for this check. If a target attempts to impede you during this overrun, they suffer the effects of your destructive blast (Reflex half), whether or not they succeed in stopping your movement. You may also attempt to crash through objects or barriers, dealing your destructive blast damage to them, and passing through unimpeded if this successfully destroys them. If, however, a target successfully stops you during an overrun or you are unable to destroy an object or barrier, your movement immediately stops at the nearest unoccupied space and you are staggered for one round.

Energy Satellite (blast shape)

You may spend a spell point to form your destructive blast into a sphere that orbits your body that lasts for one minute per caster level or until used. This cannot be combined with Gather Energy or spending a spell point to increase the destructive blast’s damage. As an immediate action, you may discharge the sphere against any creature within 5 feet + 5 feet per 10 caster levels, dealing your destructive blast damage. A Reflex save halves this damage. You may only maintain one satellite at a time, +1 per 10 caster levels. Each satellite requires a separate immediate action to discharge.

Energy Sphere (blast shape)

You may shape your destructive blast into a non-instantaneous sphere that fills a 5-foot square. Any creature within this space is dealt damage from your destructive blast (Reflex negates). This sphere has a 20 feet fly speed + 5 feet per 2 caster levels and perfect maneuverability, and wind does not affect its course. The sphere has a duration of concentration, but you may spend a spell point to increase this duration to 1 round per caster level.

As a move action, you may direct this sphere to move to a new location and strike a new target. Your sphere stops to attempt to deal damage whenever it enters a space with a creature, and cannot attempt to directly damage more than one target in this manner per round. Your sphere has no mass and does not impede movement, but creatures moving through its space must succeed at a Reflex save or suffer damage. Your sphere must stay within your destructive blast range or disappear.

Energy Strike (blast shape) [strike]

As a standard action, you may make a single weapon attack in conjunction with making a destructive blast. This casting cannot be reduced below a standard action, and does not provoke attacks of opportunity, unless as usual if making a ranged attack. If the target is struck by the attack, it is also struck by the destructive blast. If using a scatter weapon, the blast only applies to a single target, chosen at the time of attack.

Energy Tether (blast shape)

You may send out a tendril of energy to bind your foe to you. Make a ranged touch attack against a target within range. If successful, the target suffers your destructive blast damage (Fortitude half). You may concentrate to maintain this tether each round, or may spend a spell point as a free action to allow it to persist for 1 round per caster level without concentration.

Each round a target remains bound by the tether, they suffer its damage (Fortitude half). The tether has 10 hit points plus 2 hit points per caster level, an AC of 5, hardness equal to 1/2 your caster level, and a Break DC equal to the blast’s DC. Neither you nor the tethered target may move further away from each other without first breaking the tether (you may dismiss a tether as a free action) or succeeding on a drag or reposition combat maneuver, pulling the other along with them. If you or the tethered target move closer to each other you may, as a swift action, shorten the tether; the new distance between you becomes the new length of the tether. You may also lengthen the tether as a swift action, but only to your maximum distance. Swarms may not be targeted with this blast shape. You cannot have more than one tether active at any one time; creating a second tether dismisses the first.

Energy Wall (blast shape)

You may craft your destructive blast into a 5-foot-by-5-foot cubic wall with a duration of concentration, so long as it is fully contained within your destructive blast range. You may spend a spell point to increase this effect and create a wall up to 20 feet high and up to 20 feet wide per caster level in a straight line, or a hemisphere with a radius up to 5 feet per 2 caster levels (minimum 5 feet). If used in either way, the duration increases to 1 round per caster level.

The wall does not block line of effect, line of sight, projectiles, or thrown objects. Creatures passing through your wall suffer your destructive blast’s damage and effects as normal. Creatures standing in the wall’s space when it is created are allowed a Reflex save to avoid damage.

Explosive Orb (blast shape)

You may transform your destructive blast into a burst effect centered anywhere within range. This destructive blast fills a single 5-foot square (Reflex negates). You may spend a spell point to increase this burst to a radius of up to 10 feet + 5 feet per 5 caster levels (Reflex half).

Guided Strike (blast shape)

You may spend a spell point to add a +20 circumstance bonus to your destructive blast’s attack roll.

Knight’s Blast (blast shape) [Jester's HB]

You may spend a spell point to create a destructive blast which sharply turns. You may create up to a close-range line emanating from yourself but excluding yourself which travels half the total distance again at the end of its length at a 90 degree angle. Creatures in the effect are allowed a Reflex saving throw for half damage.

For example, you may fire a knight’s blast which travels 40 feet forward, then turns 90 degrees and travels 20 feet left, right, up, or down.

Special: If you possess the Energy Leap talent, when you use the Energy Leap blast shape, at the end of your movement, you may spend an additional spell point to move half the total distance traveled again at a 90 degree angle.

Mutable Blast (blast shape)

You may give your destructive blast any array of strange shapes, as you require. Making a mutable blast costs 1 additional spell point. Each time you use Mutable Blast, you create any area you desire out of contiguous 5-foot cubes, up to a maximum of 5 cubes + 1 cube per 2 caster levels. At least one of these cubes must be in a square adjacent to you. All targets in the area are affected by your destructive blast, and can attempt a Reflex save to take half damage.

Rebuff (blast shape)

You may use your destructive blast to shield a target within range from ranged weapons, area effects, or even other destructive blasts for 1 round, giving them the benefits of evasion, a +2 cover bonus to AC vs. ranged attacks, and a +1 cover bonus to their Reflex saves. These bonuses increase by +2/+1 respectively for every 5 caster levels you possess.

By spending a spell point, you may perform a rebuff as an immediate action, or provide the benefits to all targets within 10-foot of you + 5 feet per 5 caster levels. You may spend 2 spell points to gain both of these benefits with the same rebuff.

Retributive Blast (blast shape)

Whenever a creature misses with a melee or melee touch attack against you, you may spend a spell point as an immediate action to affect that creature with a destructive blast. This does not provoke an attack of opportunity, and cannot be combined with Gather Energy or spending a spell point to increase its damage. The creature may attempt a Reflex save to negate the damage. You must be aware of the attack and able to act.

Sculpt Blast (blast shape)

You may spend a spell point to create a destructive blast as an area effect, affecting your choice of either a 10-foot radius + 5 feet per 5 caster levels burst, a close-range cone, or a medium-range line, each emanating from yourself but excluding yourself from the effects. You do not need to make any attack roll for area attacks, but creatures in the effect are allowed a Reflex saving throw for half damage. These ranges are not increased by the Extended Range talent or similar effects.


Blast Type Talents

Acid Blast (blast type, acid)

Your destructive blast deals acid damage. Any creature struck by the attack or that failed their Reflex saving throw if one was required suffers 1 point of acid damage per damage die the following round.

Adhesive Blast (blast type, acid)

You transmute your destructive blast into a sticky, acidic sap. Your destructive blast deals acid damage, and any creature struck by the attack or that failed their Reflex saving throw if one was required must succeed at a Reflex save or be entangled and unable to move for 1 round.

Air Blast (blast type, air)

You may change your destructive blast into a blast of air. An air blast deals nonlethal bludgeoning damage. You may make a bull rush as a free action at range against the target or targets struck by your air blast or that failed their Reflex saving throw if one was required. Your CMB for this check is your caster level + your casting ability modifier, and all targets are pushed from the point of origin of the effect. (This is usually yourself, but if using a talent such as Explosive Orb, it would be the center of the blast. If using Energy Wall, each square of wall is considered the center of effect for those who enter that section. If using Guided Strike, you may choose from which direction you want to push the target, even pushing them up or down if you should desire. Pushing a target into the ground knocks them prone if the bull rush is successful.)

If the target is knocked into a solid object, they suffer 1d6 bludgeoning damage, +1d6 for every 5 feet they would have continued past the barrier. You do not move with the targets of your bull rush.

Alkali Blast (blast type, acid)

Your destructive blast deals acid damage, using d4 instead of d6 as its damage die. You may make a trip attempt as a free action at range against the target or targets struck by your alkali blast or that failed their Reflex saving throw if one was required. Your CMB for this check is equal to your caster level + your casting ability modifier.

Battering Blast (blast type, stone)

Your destructive blast becomes a hail of smooth stones, dealing bludgeoning damage and using d4 instead of d6 as its damage die. You may make a bull rush as a free action at range against the target or targets struck by the attack or that failed their Reflex saving throw if one was required. Your CMB for this check is equal to your caster level + your casting ability modifier, and all targets are pushed from the point of origin of the effect. (This is usually yourself, but if using a talent such as Explosive Orb, it would be the center of the blast. If using Energy Wall, each square of wall is considered the center of effect for those who enter that section. If using Guided Strike, you may choose from which direction you want to push the target, even pushing them up or down if you should desire. Pushing a target into the ground knocks them prone if the bull rush is successful.)

If the target is knocked into a solid object, they suffer 1d6 bludgeoning damage, + 1d6 for every 5 feet they would have continued past the barrier. You do not move with the targets of your bull rush.

This blast ignores spell resistance, spell turning, and can penetrate a globe of invulnerability, antimagic field, or other forms of antimagic, and is not treated as a spell or magical for the purpose of bypassing damage reduction, damaging incorporeal creatures, or for creatures or classes that gain a bonus to saving throws against magic.

Blinding Blast (blast type, light)

You may spend a spell point to have your destructive blast deal untyped damage. Any creature struck by the attack or that failed their Reflex saving throw if one was required must succeed at a Fortitude save or be blinded for 1 round. The damage die size increases to d8 against undead creatures and any creatures vulnerable to sunlight.

Blistering Blast (blast type, fire)

Your destructive blast deals fire damage. Any creature struck by the attack or that failed their Reflex saving throw if one was required suffers a -2 penalty on Fortitude saves for 1d4 rounds.

Crystal Blast (blast type, crystal)

Your destructive blast becomes an explosion of crystal, growing where it strikes. A crystal blast uses d4 instead of d6 as its damage die and deals piercing damage. Any creature struck by the attack or that failed their Reflex saving throw if one was required must succeed at a Reflex save or be entangled and unable to move. In addition, the target’s square (or the blast’s affected area) becomes overgrown with crystal and counts as difficult terrain. Breaking free of the entangled condition is a move action, requiring either a Strength check or an Escape Artist check against the crystal blast’s save DC. A target may also destroy the crystal on a square or creature by dealing 3 damage per caster level to the crystal. This removes the entangled condition from the creature and destroys the difficult terrain. Crystal disappears after 1 minute.

Drowning Blast (blast type, cold)

You may spend a spell point to have your destructive blast become a stream of water, pounding your foe, disorienting and choking them. This deals bludgeoning damage and any creature struck by the attack or that failed their Reflex saving throw if one was required are considered wet and must succeed at a Fortitude save or be nauseated for 1 round. The water disappears at the end of your turn, but fires extinguished or creatures soaked by the water continue to be so.

Electric Blast (blast type, electricity)

You may change the damage type of your destructive blast from bludgeoning to electricity. Targets wearing metal armor or primarily comprised of metal suffer a -3 penalty to AC and to saving throws against an electric blast. An electric blast can ignite combustibles, and melt metals with a low melting point, such as lead, gold, copper, silver, or bronze.

Fire Blast (blast type, fire)

Your destructive blast deals fire damage. Any creature struck by the attack or that failed their Reflex saving throw if one was required must succeed at a Reflex save or catch fire. A burning creature takes 1d6 damage the following round, plus 1d6 per round until the flames are extinguished. Each round the target may attempt another Reflex save to attempt to extinguish the flames. Rolling on the ground or using a blanket to smother the flames (a full-round action) grants the target a +4 bonus to that round’s saving throw.

Force Blast (blast type, force)

You may spend a spell point to change the damage type of your destructive blast to force. Any creature struck by the attack or that failed their Reflex saving throw if one was required must succeed at a Reflex save or fall prone.

Frost Blast (blast type, cold)

You may change the damage type of your destructive blast to cold. Any creature struck by the attack or that failed their Reflex saving throw if one was required must succeed at a Fortitude save or be staggered for 1 round.

Gale Blast (blast type, air)

You may change your destructive blast into a forceful wind that deals nonlethal bludgeoning damage. You may make a trip combat maneuver as a free action at range against any creature struck by the attack or that failed their Reflex saving throw if one was required. Your CMB for this check is equal to your caster level + your casting ability modifier. If this check fails, you are not tripped in return.

Gloom Blast (blast type, negative)

Your destructive blast deals negative energy damage. Any creature struck by the attack or that failed their Reflex saving throw if one was required must succeed at a Fortitude save or be sickened for 1 round. Undead creatures take no damage, but are instead blinded for 1 round on a failed Fortitude save. This bypasses the immunities of the undead type.

Hurricane Blast (blast type, air)

You may spend a spell point to change your destructive blast into swirling winds that swirls around the target, dealing nonlethal bludgeoning damage. The target suffers a penalty to ranged attacks and Fly checks equal to 1/2 your caster level for 1d4 rounds.

Incandescent Blast (blast type, light)

Your destructive blast deals untyped damage using d4 instead of d6 as its damage die and any creature struck by the attack or that failed their Reflex saving throw if one was required suffers a -2 penalty on Perception checks and Will saves for 1d4 rounds. The damage die size increases to d8 against undead creatures and any creatures vulnerable to sunlight.

Invigorating Blast (blast type, force)

You may spend a spell point to have your destructive blast deal positive energy damage to non-living creatures using d4 instead of d6 as its damage die. Living creatures instead of taking damage gain an equal number of temporary hit points (which cannot exceed their maximum hit points) which last for 1 hour, but also must succeed at a Fortitude save or become dazed for 1 round.

Living Crystal Blast (blast type, crystal)

You may spend a spell point to create a living crystal blast, covering the target and their space in a mass of ever shifting and clinging crystals. Your destructive blast deals piercing damage. Any creature struck by the attack or that failed their Reflex saving throw if one was required must succeed at a Reflex save or be entangled and unable to move.

In addition, the target’s square (or the blast’s affected area) becomes overgrown with living crystal. Any creature entering an affected square must succeed at a Reflex save or become entangled and unable to move. Breaking free of the entangled condition is a move action, requiring either a Strength check or an Escape Artist check against the living crystal blast’s save DC. A target may also destroy the crystal on a creature by dealing 3 damage per caster level to the crystal. This removes the entangled condition from the creature. The crystal disappears after 1 minute.

Mana Siphon (blast type, force)

You may cause your destructive blast to sap the magic energy from your target, funneling it to you. A mana siphon does nonlethal force damage using d4 instead of d6 as its damage die and any creature struck by the attack or that failed their Reflex saving throw if one was required must succeed at a Fortitude save or lose 1 spell point. This loss increases by one die size (1d2, 1d3, 1d4, 1d6, etc.) for every five caster levels. You gain an equal number of temporary spell points that last for one round per caster level, though you cannot receive more spell points than your target loses. These temporary spell points do not stack with spell points from other targets, other instances of this ability, or any other source and expire after 1 round per caster level.

Nether Blast (blast type, negative)

You may change the damage type of your destructive blast to negative energy. Any creature struck by the attack or that failed their Reflex saving throw if one was required must succeed at a Will saving throw or be shaken for 1 round. A nether blast does not damage undead; instead, the undead must succeed at a Will save or become frightened for 1 round.

Numbing Blast (blast type, cold)

Your destructive blast deals cold damage. Any creature struck by the attack or that failed their Reflex saving throw if one was required suffers a -2 penalty on Reflex saves for 1d4 rounds.

Paradigm Blast (blast type, holy)

If you are of lawful alignment, you may spend a spell point to make your destructive blast deal axiomatic damage. If you are of chaotic alignment, you may spend a spell point to have your destructive blast deal anarchic damage. You cannot use this blast type if you are of neither alignment.

Note: Axiomatic damage comes from attacks that are heavily infused with the power of sheer law and carry this orderly power over as a form of harmful energy to chaos-aligned beings. Axiomatic damage deals full damage to incorporeal targets, and deals damage as if the weapon were law-aligned. As it is not a weapon damage type, it automatically bypasses all damage reduction.

Anarchic damage comes from attacks that are heavily infused with the power of sheer chaos and carry this disorderly power over as a form of harmful energy to law-aligned beings. Anarchic damage deals full damage to incorporeal targets and deals damage as if the weapon were chaos-aligned. As it is not a weapon damage type, it automatically bypasses all damage reduction.

Radiant Blast (blast type, light)

Your destructive blast deals untyped damage, and uses d4 instead of d6 as its damage die. Any creature struck by the attack or that failed their Reflex saving throw if one was required must succeed at a Fortitude save or treat all creatures as if they had concealment (20%) for 1 round. This bypasses the immunities of the undead type. The damage die size increases to d8 against undead creatures and any creatures vulnerable to sunlight.

Razor Blast (blast type, crystal)

You craft your destructive blast into a series of jagged crystal shards, dealing slashing damage and using d4 instead of d6 as its damage die. Any creature struck by the attack or that failed their Reflex saving throw if one was required must succeed at a Reflex save or have its movement speed reduced in half until 24 hours pass, or it receives at least 1 point of fast healing/magical healing/regeneration. This effect may also be healed as a caltrop wound. In addition, every space affected by the razor blast becomes covered in jagged crystals. Any creature who moves over such a space must succeed at a Reflex save or suffer 1 point of damage and have its speed reduced by half, as detailed above.

A charging or running creature must immediately stop if it fails this saving throw. Any creature moving at half speed or slower can pick its way through the area with no trouble. A creature need only attempt one saving throw per round to avoid this effect, no matter how many affected spaces they cross over that round. Crystals can also be destroyed by dealing 1 point of damage per caster level to the crystal in a particular space. Crystal also disappears after 1 minute.

Reverberating Blast (blast type, sonic)

You may spend a spell point to make your destructive blast become a thundering sonic boom, dealing sonic damage. Any creature struck by the attack or that failed their Reflex saving throw if one was required must succeed at a Fortitude save or suffer a penalty to concentration checks and all mental skill checks equal to 1/2 your caster level for 1d4 rounds.

Searing Blast (blast type, fire)

Your destructive blast deals fire damage using d8 instead of d6 as its damage die.

Shattering Blast (blast type, sonic)

Your destructive blast becomes a sonic lance, shattering whatever it strikes. A shattering blast uses d4 instead of d6 as its damage die and deals sonic damage. The blast does full damage to objects and ignores up to half your caster level in hardness.

Shock Blast (blast type, electricity)

You may spend a spell point to have your destructive blast deal electricity damage. A shock blast uses d4 instead of d6 as its damage die. Any creature struck by the attack or that failed their Reflex saving throw if one was required must succeed at a Fortitude save or be dazed for 1 round.

Shrapnel Blast (blast type, stone)

Your destructive blast becomes a stream of jagged blades, dealing slashing damage, and using d4 instead of d6 as its damage die. Any creature struck by the attack or that failed their Reflex saving throw if one was required suffers bleed damage equal to 1/2 the number of damage die rolled (minimum 1). The blast ignores spell resistance, spell turning, and can penetrate a globe of invulnerability, antimagic field, or other forms of antimagic, and is not treated as a spell or magical for the purpose of bypassing damage reduction, damaging incorporeal creatures, or for creatures or classes that gain a bonus to saving throws against magic. These blades disappear after 1 minute.

Smiting Blast (blast type, holy)

If you are of good alignment, you may spend a spell point to make your destructive blast deal sacred damage. If you are of evil alignment, you may spend a spell point to have your destructive blast deal profane damage. You cannot use this blast type if you are of neither alignment.

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. Sacred damage deals full damage to incorporeal targets, and deals damage as if the weapon were good-aligned. As it is not a weapon damage type, it automatically bypasses all damage reduction.

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. Profane damage deals full damage to incorporeal targets and deals damage as if the weapon were evil-aligned. As it is not a weapon damage type, it automatically bypasses all damage reduction.

Static Blast (blast type, electricity)

You may spend a spell point to have your destructive blast deal electricity damage. You may make a disarm attempt at range against any creature struck by the attack or that failed their Reflex saving throw if one was required. Your CMB for this check is equal to your caster level + your casting ability modifier. You receive a +4 bonus on this check against any target that is wielding a metal weapon.

Stone Blast (blast type, stone)

You may change the damage type of your destructive blast to slashing, piercing, and bludgeoning. A stone blast ignores spell resistance, spell turning, and can penetrate a globe of invulnerability, antimagic field, or other forms of antimagic, and is not treated as a spell or magical for the purpose of bypassing damage reduction, damaging incorporeal creatures, or for creatures or classes that gain a bonus to saving throws against magic. These stones disappear after 1 minute.

Tenebrous Blast (blast type, negative)

Your destructive blast deals negative energy damage. Any creature struck by the attack or that failed their Reflex saving throw if one was required suffers a -2 penalty on attack rolls for 1d4 rounds. Undead creatures take no damage, but are instead sickened for 1 round. This bypasses the immunities of the undead type.

Thunder Blast (blast type, sonic)

You may change the damage type of your destructive blast to sonic. Targets who take damage from your thunder blast must succeed at a Fortitude saving throw or be deafened for 2d4 rounds.


Advanced Destruction Talents

Advanced talents are part of an optional rule and are only available with GM permission.

Calamity (blast shape)

Prerequisites: Destruction sphere (Explosive Orb (blast shape) or Sculpt Blast (blast shape)), caster level 10th.

When creating a destructive blast, you may spend 2 spell points to shape your destructive blast into a vast shape. If you possess Explosive Orb, you may create a close range-radius burst centered within range. If you possess Sculpt Blast, you may create either a long-range line, a medium-range cone, or a close-radius burst centered on yourself. All targets are allowed a Reflex save for half damage.

Crystal Cocoon

Prerequisites: Destruction sphere (any two (blast type) talents in the crystal blast type group including either Crystal Blast or Living Crystal Blast), caster level 10th.

When using the Crystal Blast or Living 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 destructive 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 hit points as normal for the Crystal Blast and Living Crystal Blast talent.

Disintegrate (blast type)

Prerequisites: Destruction sphere, caster level 5th.

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 attempt a Fortitude save to negate this effect, but still take destructive blast damage.

The destructive blast effects even objects constructed entirely of force, but not magical effects such as a globe of invulnerability, an antimagic field, or a barrier from the Protection sphere.

Energy Cloud (blast shape)

Prerequisites: Destruction sphere, caster level 10th.

You may spend three spell points to make your destructive blast into a roiling cloud of destruction. The cloud covers a 10-foot + 5 feet per 5 caster levels radius, is 10-foot + 5 feet 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-foot + 5 feet per 2 caster levels and persists for 1 minute per caster level. 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.

Your destructive blast has a range of 1,000 feet + 100 feet 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.

Grandmaster [Jester's HB]

Prerequisites: Destruction sphere (Knight’s Blast (blast shape)).

When using the Knight’s Blast blast shape, instead of firing a straight line with a single 90 degree turn, you may instead change direction up to 90 degrees a number of times equal to your caster level provided that the total distance traveled is not greater than close-range plus half the distance.

Greater Admixture

Prerequisites: Destruction sphere (Admixture), caster level 5th.

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 caster levels, then use the lowest caster level for determining the Admixtured destructive blast’s caster level.

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. This can be used to apply two Admixture feats to a single destructive blast.

Penetrating Blast

Prerequisites: Destruction sphere, caster level 5th.

Your destructive blast ignores energy resistance equal to your caster level. You may spend a spell point to increase this effect to become twice your caster level. If a creature has immunity to your destructive blast’s damage type, treat that immunity as if it were ‘resistance 40’ instead of ‘immunity’ and calculate as normal.

Radiation Blast (blast type, fire, light)

Prerequisites: Destruction sphere (any two (blast type) talents in the fire blast type group), caster level 5th.

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 succeed at a Fortitude save with your destructive blast’s DC or suffer the effects of low radiation.

A creature suffering from radiation instead must succeed at a Fortitude save with your destructive 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 destructive blast’s affected area) becomes irradiated for 1 minute per caster level. Any creature passing through an irradiated square must succeed at 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.


Destruction Sphere Feats

Arcing Strike (Combat)

Prerequisites: Destruction sphere (Guided Strike (blast shape)), caster level 11th.

Benefit: You may spend a spell point to make your destructive blast fly in an erratic path, unerringly striking your target no matter what lies between you. Your destructive blast ignores the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.

Special: If you possess the Divination sphere Viewing talent, you can use Arcing Strike to strike any target that you can see that is within range of both your destructive blast and your divination, as long as it is not inside a completely enclosed space (GM’s discretion).

Atmospheric Imbuement (Dual Sphere)

Prerequisites: Destruction sphere, Weather sphere.

Benefit: When using (blast type) talents from the air, electrical, or sonic blast type groups, or any blast type deemed appropriate by the GM, when there is an area of rain and wind both at or above category 4, your destructive blast bypasses spell resistance.

Channel Destruction (Channeling)

Prerequisites: Destruction sphere, channel energy class feature.

Benefit: You may imbue your channel energy with a blast type talent. This channeled energy may only be used to harm, but affects all creatures in the area, not just living or undead. The channeled energy does its normal number of damage dice of a die size and damage type corresponding to the chosen blast type. Additional effects apply as usual for the chosen blast type.

If more than one blast type is known, a different blast type may be selected each time channel energy is used. For example, a 5th level soul weaver with this feat and the Crystal Blast talent could channel energy, dealing 3d4 piercing damage as well as the effects of Crystal Blast in the normal area and with the normal DC of her channel energy. If, for example, she also possesses the Searing Blast talent, the next round she can channel energy, dealing 3d8 fire damage.

If the (blast type) talent chosen has additional spell point costs, an additional use of channel energy must be used in place of each spell point required. You may spend a spell point to increase the damage to one die per level in the class that grants channel energy that you possess.

Cooperative Destruction (Dual Sphere)

Prerequisites: Creation sphere (Plasma Production (material), Potent Alteration), Destruction sphere.

Benefit: You may ready an action to assist an allied caster. When an ally within range of your alter uses a destructive blast with a blast type that deals any amount of electric or fire damage you may attempt to Repair the spell effect to increase its power. The caster level of the destructive blast increases by 1 and an additional +1 for every 4 caster levels of the Repair effect. By spending a spell point, you may instead activate this ability as an immediate action.

Additionally, you may pay a spell point and increase the casting time of your fire or electric destructive blasts by 1 step in order to attempt to strengthen your own destructive blasts following the same method. You may spend two spell points to activate this ability as a swift action instead of increasing the casting time.

If you possess Acidic Creation, you may also apply this effect to destructive blasts that deal acid damage. Other talents may increase the available damage types at GM discretion.

Corpse Explosion (Dual Sphere)

You can cause a corpse to explode like a literal bomb.

Prerequisites: Death sphere (Corpse Bomb), Destruction sphere.

Benefit: You may use a destructive blast to activate your Corpse Bomb talent instead of a ghost strike. Affected targets are allowed a Reflex save for half damage.

Deadly Targeting (Combat)

Prerequisite: Destruction sphere.

Benefit: The base critical threat range of your destructive blast increases to 19-20.

Destructive Companion (Dual Sphere)

Prerequisites: Conjuration sphere (Explosive Companion (form)), Destruction sphere.

Benefit: When you summon a companion that possesses the Explosive Companion (form) talent, you may apply a single (blast type) talent that you possess to that companion. When the explosive companion detonates, it uses the die size and damage type of the (blast type) talent and applies its additional effects as if it were a destructive blast. Any additional spell point costs associated with the chosen (blast type) talent must be paid as part of casting summon.

Destructive Radiance (Dual Sphere)

Prerequisites: Destruction sphere, Light sphere.

Benefit: Whenever you use your destructive blast, you can choose to have it take on the properties of light. A destructive blast modified in this way no longer requires line of effect to its targets, but is blocked by factors that affect normal sight (such as concealment). For example, you could fire your destructive blast through a glass window or a barrier, but it would be blocked by opaque walls, fog or darkness.

Energy Snake (Combat)

Prerequisites: Destruction sphere (Energy Sphere (blast shape)).

Benefit: When using the Energy Sphere blast shape, you may spend 2 spell points instead of 1 to form the energy sphere into a serpent, which grows with every target it damages. Whenever the energy sphere successfully deals damage to a target, its size increases by 1 5-foot square. When moving the energy sphere each round, its squares must be arranged contiguously in an arrangement that follows the movement of the ‘head’ of the serpent.

Fan The Flame (Dual Sphere)

Prerequisites: Destruction sphere (Fire Blast (blast type, fire)), Nature sphere ((fire) package), caster level 3rd.

Benefit: When a creature is set on fire by your fire blast, the fire does not deal 1d6 damage the following round, but rather deals damage equal to the largest fire you may affect. This fire reverts to normal after the first round, dealing 1d6 fire damage on subsequent rounds until extinguished, but you may choose to concentrate each round, or spend a spell point once as a free action, to cause the fire to stay at its increased size until extinguished.

Fear And Flame (Combat)

Prerequisites: Destruction sphere (Fire Blast (blast type, fire)).

Benefit: When a creature is set on fire by your destructive blast, they must succeed at a Will save each round they remain on fire or become shaken. If shaken, they become frightened. If frightened, they become panicked. A successful save reduces the severity by one step and ending the on fire condition ends the effects of this feat, though not fear conditions from other sources.

Flexible Ghost Strike (Dual Sphere)

You can make ghost strikes in a variety of configurations.

Prerequisites: Death sphere, Destruction sphere (one (blast shape) talent).

Benefit: You can apply (blast shape) talents to your ghost strikes as if they were destructive blasts. They still count as a ghost strike for all purposes, and they use your caster level for the Death sphere to determine all parameters (range, area, etc.). If the ghost strike does not allow a saving throw, your target is allowed a Will save to negate its effects.

Focused Blast Type Group

Prerequisite: Destruction sphere.

Benefit: Choose one blast type group. Treat your caster level as 1 higher for this blast type group, increasing by +1 per 5 Hit Dice you possess. This bonus cannot cause you to have a caster level greater than your Hit Dice.

Frozen To The Bone (Combat)

Prerequisites: Destruction sphere (at least one (blast type) talent that deals cold damage).

Benefit: When using a destructive blast blast shape that allows a Reflex save with a blast type that deals cold damage, you may replace the Reflex save with a Fortitude save.

Heavy Hand (Combat)

Prerequisites: Destruction sphere (at least one (blast type) talent that deals nonlethal damage).

Benefit: When using a destructive blast blast type that deals nonlethal damage, you may instead deal lethal bludgeoning damage, but your die size is reduced one step. Additionally, you gain a +1 insight bonus to attack rolls and save DCs with destructive blasts that deal nonlethal damage.

Illusionary Blast (Dual Sphere)

Prerequisites: Destruction sphere, Illusion sphere (Illusionary Touch (sensory, touch) x2).

Benefit: When creating a destructive blast, you may spend an additional spell point to allow your destructive blast to behave as if it were an illusion in specific ways; the destructive blast deals nonlethal damage regardless of other effects, blast types, or blast shapes applied, and no longer requires line of sight or line of effect in order to be created or strike a target.

Special: If you possess the Shadow Infusion Illusion talent, you may spend an additional spell point or shadow point to have your destructive blast deal damage as normal but still gain the other benefits of this feat.

Imbue With Nature (Dual Sphere)

Prerequisites: Destruction sphere, Nature sphere (any (geomancing) talent).

Benefit: When using a (blast type) talent from a blast type category corresponding to a geomancing talent you possess, you may increase the casting time by one step or spend an additional spell point to draw material from the environment to enhance your destructive blast, allowing it to bypass spell resistance.
Geomancing Talent Blast Type Categories
(Air) package Air, electric, sonic
(Earth) package Crystal, stone
(Fire) package Fire, light
(Metal) package Acid, electric
(Plant) package Acid, force
(Water) package Cold, crystal

Improved Energy Leap (Combat)

Prerequisites: Destruction sphere (Energy Leap (blast shape), Explosive Orb (blast shape)).

Benefit: When you end your movement when using Energy Leap, you may choose to also deal your destructive blast damage in a burst centered on your square with a 5-foot radius, + 5 feet per 10 caster levels. Creatures that take damage from your energy leap do not suffer additional damage from the burst.

Improved Energy Wall (Combat)

Prerequisites: Destruction sphere (Energy Wall (blast shape)).

Benefit: You may spend an additional spell point when using the Energy Wall blast shape. The wall now grants concealment from creatures on the other side and any non-magical ammunition passing through the wall are destroyed and other non-magical projectiles suffer a -2 penalty to their attack roll.

At caster level 9th the wall can also affect ammunition with a +1 enhancement bonus, increasing by +1 for every 3 caster levels thereafter. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects are not affected by this ability.

Special: If you possess the Demolition talent or apply a (blast type) talent that ignores hardness and deals full damage to objects, such as Shattering Blast or Disintegrate, treat the wall’s caster level as 3 higher for determining the effects of this feat.

Material Infusion (Dual Sphere)

Prerequisites: Destruction sphere, Nature sphere ((metal) package).

Benefit: When using a destructive blast that deals bludgeoning, piercing, or slashing damage, you may choose to have the blast count as cold iron or silver. At 15th caster level you may also choose adamantine. If other relevant materials exist in your campaign, the GM may determine at what level this talent applies to them.

Perpetual Sphere (Combat)

Prerequisites: Destruction sphere (Energy Sphere (blast shape)).

Benefit: Whenever you successfully deal damage to a target with your energy sphere, increase its duration by 1 round. You can only extend the sphere’s duration by up to a number of rounds equal to your Destruction caster level.

Primal Blast (Dual Sphere)

Prerequisites: Destruction sphere (any (blast type) talent), Nature sphere (any package).

Benefit: When using a (blast type) talent from a blast type category corresponding to a geomancing talent you possess, you may add your casting ability modifier to any attack rolls and damage rolls of the destructive blast. If you do so, you do not modify attack rolls and damage rolls with your destructive blasts with your Strength modifier, Dexterity modifier, or any other ability score (if you have an ability that allows you to modify attack rolls and/or damage rolls with that ability score). On any individual attacks of which a destructive blast is being applied to a natural or weapon attack (such as with the Energy Strike talent or similar ability), Primal Blast instead modifies the attack and damage rolls of the natural or weapon attack (replacing any other ability modifier bonuses with your casting ability modifier as normal).
Geomancing Package Blast Type Category
(Air) package Air, electric, sonic
(Earth) package Crystal, stone
(Fire) package Fire, light
(Metal) package Acid, electric
(Plant) package Acid, force
(Water) package Cold, crystal

Rebuff, Improved (Combat)

Prerequisites: Destruction sphere (Rebuff (blast shape)).

Benefit: Whenever a creature within range is the target of a ranged attack, you may spend a spell point as an immediate action to target the projectile with a destructive blast. Make an opposed attack roll using your caster level in place of your base attack bonus to destroy the projectile and negate the attack.

Unusually massive projectiles (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects are not affected by this ability.

Rebuff, Superior (Combat)

Prerequisites: Destruction sphere (Rebuff (blast shape)), Improved Rebuff, improved evasion class feature.

Benefit: When using the Rebuff talent to provide cover to allies, you also grant them the benefits of improved evasion.

Shape Expert (Combat)

Prerequisites: Destruction sphere (Energy Wall (blast shape) or Explosive Orb (blast shape)).

Benefit: When using the Energy Wall (blast shape) talent without a spell point, increase the wall’s size to a 10-foot-by-10-foot wall, plus an additional 10 feet per 10 caster levels. When using the Explosive Orb (blast shape) talent without a spell point, the radius becomes 5 feet + 5 feet per 10 caster levels.

Tether Adept (Combat)

Prerequisites: Destruction sphere (Energy Tether (blast shape)).

Benefit: When using the Energy Tether blast shape, instead of targeting a creature, you can anchor it to a solid surface within its range such as a wall or ceiling (but not floor) as a standard action. This can only work to a maximum range of close, whatever your destructive blast’s maximum range. Once the tether is anchored, you may, as a move action, attempt to move to any other legal square within the tether’s reach (as determined from the anchor point) without provoking an attack of opportunity, regardless of your normal move speed, by attempting an Acrobatics check and comparing the result to the CMD of each creature adjacent to the start and destination points; success on this check allows you to complete the movement, and failure causes you to fall prone in a square adjacent to the creature whose CMD you failed to beat. This movement can include squares on elevated or recessed surfaces, or even walls. If you have a climb speed, you may even end this movement on a wall or ceiling. You must have a clear path towards the destination (this ability does not allow you to pass through solid obstacles or opponents, though it may allow you to circumvent an enemy if you have a clear path around them within the tether’s reach). You must have a free hand to use this ability. Blast types that carry a spell point cost do not incur that cost when using this feat. The anchoring object receives no damage nor other effects of your destructive blast.

Warp Burst (Dual Sphere)

Prerequisites: Destruction sphere (Explosive Orb (blast shape)), Warp sphere.

Benefit: When teleporting yourself, you may increase the casting time by one step and spend a spell point to target your destination square with a destructive blast with the Explosive Orb blast shape, paying additional costs for the destructive blast as normal. You must have line of sight and line of effect to the target square unless you possess the Unseeing Teleport talent. You may exclude your destination square from this effect.


Admixture Feats

Admixture feats grant new ways to utilize the Admixture talent (from the Destruction sphere), adding abilities from other spheres to your destructive blast. All admixture feats replace the second blast talent you would normally apply, with the resulting destructive blast dealing normal blast damage in addition to the effect outlined in the feat. Any additional costs incurred by the additional effect must be paid as normal. If your caster level is different for the two spheres, the destructive blast is governed by your caster level for the relevant blast type and the additional effect is governed by your caster level for the appropriate ability.

Auspicious Admixture (Admixture)

Prerequisites: Destruction sphere (Admixture), Fate sphere.

Benefit: When using Admixture, you may spend an additional spell point to affect one target damaged by the destructive blast with a word effect you know in place of a second blast type. If you possess Echoing Word, you may apply the word to any targets damaged, up to your maximum targets from Echoing Word.

Blood Wrack (Admixture)

Prerequisites: Blood sphere, Destruction sphere (Admixture).

Benefit: When using Admixture, you may spend an additional spell point to have a single creature that takes damage be targeted by blood control (including the free (quicken) or (still) ability granted by initiating blood control) that you possess. Creatures already under the effects of your blood control instead may be targeted by a (quicken) or (still) ability. If you possess the Mass Control talent, you may apply the blood control to all targets damaged, up to your maximum number of targets from Mass Control, though all affected creatures must be targeted by the same (quicken) or (still) ability.

Enhancing Admixture (Admixture)

Prerequisites: Destruction sphere (Admixture), Enhancement sphere.

Benefit: When using Admixture, you may spend an additional spell point to have a single creature that takes damage be targeted by an enhancement effect that you possess. If you possess the Mass Enhancement talent, you may apply the enhancement to any targets damaged, up to your maximum targets from Mass Enhancement. This ability can only target creatures, it cannot be used to affect objects.

Ghostly Admixture (Admixture)

Prerequisites: Death sphere, Destruction sphere (Admixture).

Benefit: When using Admixture, you may spend an additional spell point to affect one target damaged by the destructive blast with a ghost strike effect you know, in place of a second blast type. If you possess the Greater Ghost Strike talent, you may pay an additional spell point to apply the ghost strike to all targets damaged.

Illuminating Admixture (Admixture)

Prerequisites: Destruction sphere (Admixture), Light sphere.

Benefit: When using Admixture, you may cause a single creature that takes damage to glow.

Mind Wrack (Admixture)

Prerequisites: Destruction sphere (Admixture), Mind sphere.

Benefit: When using Admixture, you may spend an additional spell point to have a single creature that takes damage be targeted by a charm that you possess. If you possess the Mass Charm talent, you may apply the charm to all targets damaged, up to your maximum number of targets from Mass Charm.

Morphic Admixture (Admixture)

Prerequisites: Alteration sphere, Destruction sphere (Admixture).

Benefit: When using Admixture, you may spend an additional spell point to have a single creature that takes damage save against a hostile shapeshift. If you possess the Mass Alteration talent, you may apply the hostile shapeshift to all targets damaged, up to your maximum targets from Mass Alteration.

Nebulous Admixture (admixture)

Prerequisites: Destruction sphere (Admixture), Weather sphere.

Benefit: When using Admixture, you may spend an additional spell point to affect one target damaged by the destructive blast with a shroud effect you know in place of a second blast type. If you possess Encompassing Weather, you may apply the shroud to any targets damaged, up to your maximum targets from Encompassing Weather.

Space-Rending Admixture (Admixture)

Prerequisites: Destruction sphere (Admixture), Warp sphere (Unwilling Teleport).

Benefit: When using Admixture, you may spend an additional spell point to have a single creature that takes damage targeted by Unwilling Teleport. If you possess the Mass Teleport talent, you may apply the Unwilling Teleport effect to all targets damaged, up to your maximum targets from Mass Teleport.

Spellshock Admixture (Admixture) [Mana HB]

Prerequisites: Destruction sphere (Admixture), Mana sphere.

Benefit: When using Admixture, you may spend an additional spell point to affect one target damaged by the blast with an expunge or a (manipulation). If you possess Explosive Expunge, you may apply the expunge or (manipulation) to all targets damaged.

Telekinetic Admixture (Admixture)

Prerequisites: Destruction sphere (Admixture), Telekinesis sphere.

Benefit: When using Admixture, you may spend an additional spell point to lift a creature that takes damage as per Hostile Lift. If you possess the Divided Mind talent, you may lift any number of creatures damaged by the destructive blast that do not exceed your lift limit. Maintaining the Hostile Lift requires concentration or spending one spell point as normal.

Time-Thief’s Admixture (Admixture)

Prerequisites: Destruction sphere (Admixture), Time sphere.

Benefit: When using Admixture, you may spend an additional spell point to have a single creature that takes damage targeted by an alter time ability that you possess. If you possess the Mass Time talent, you may apply the alter time effect to all targets damaged, up to your maximum targets from Mass Time.

Umbral Admixture (Admixture)

Prerequisites: Dark sphere, Destruction sphere (Admixture).

Benefit: When using Admixture, you may spend an additional spell point to center a darkness or blot effect on the target’s square or another affected square.


Archetypes Specializing in Destruction

Admixture Savant

The Admixture Savant is an Elementalist that specializes in the use of the Admixture talent, gaining new abilities to maximize their use of this power.

Blaster

The Blaster is an Armorist that gains the use of a powerful arm cannon that can make destructive blasts.

Doomblade

The Doomblade is a Mageknight that transforms their destructive blasts into a weapon they can wield.

Elemental Scion

The Elemental Scion is a Shifter with added skill at elemental transformations and destructive blasts that match their element.

Entropic Sage

The Entropic Sage is a Hedgewitch that focuses on using the Energy Strike talent to overcome their foes.

Kinetic Scourge

The Kinetic Scourge is a Mageknight that can use the Energy Tether talent in a variety of creative - and destructive - ways.

Soulfire Master

The Soulfire Master is a Thaumaturge that can burn through their vitality to improve and empower their spells.

Wandslinger

The Wandslinger is a Gunslinger that can create and use wands keyed to the Destruction sphere.


Adaptation

While there are many blast type talents, it is neither possible nor desirable to publish every imaginable combination of damage type, die size, and additional effect. If a combination that has not been published is desired, players and gamemasters are encouraged to invent new abilities appropriate to the needs of the character.

A blast type talent has four components:

  • 1. Damage Type: What form does the damage take? This is key for determining what resistances impact the total damage. DR/slashing is useless against fire, while a fire elemental will take full damage against a shrapnel blast. So far, acid, cold, electric, fire, force, negative energy, nonlethal, physical (blunt/piercing/ slashing), sonic and untyped damages have been used. Types uncommonly resisted are more valuable than commonly resisted types like fire or cold. Sonic and force damage are almost never resisted, making them prime choices from an optimization perspective, a benefit that must be considered when balancing the final talent.
  • 2. Additional Effect: Not all status effects are created equal. Dazzled is fairly trivial and thus could be applied for multiple rounds without a save, while paralyzed can lead to immediate death by coup de grace. Stone Blast bypasses spell resistance, which, combined with its ability to bypass weapon type-based DR, accounts for its lack of additional effects. The duration of these effects and the presence or absence of a saving throw is critical in balancing your new talent. Permanent effects are solely the province of advanced talents.
  • 3. Die Size: What dice do you roll to determine the blast’s damage? Largely used as a balancing factor, such as Crystal Blast, which inflicts a fairly long duration of a reasonably powerful condition, entangled, as well as creating difficult terrain, useful for controlling the battlefield, has its damage reduced to d4, yet remains one of the most useful blast types. For contrast, Searing Blast deals a commonly resisted damage type, fire, and has no additional effects, thus has its damage die increased to d8. The average damage is the same as with Acid Blast , but the lack of the delay on part of the damage is desirable, somewhat offsetting the less desirable damage type.
  • 4. Spell Point Cost: Do you need to pay additional spell points to use it? As force damage is rarely resisted and useful for its ability to damage incorporeal creatures, Force Blast, which also carries the additional effect of knocking foes prone on a failed save, costs an additional spell point to use. A blast that deals bludgeoning damage with the same die size and additional effect would not have to carry this additional SP cost.

For example, a player has a ice themed thaumaturge, taking the destruction sphere, as well as the creation sphere and the nature sphere with water geomancing. Now, after a few levels, the player has decided that the thaumaturge’s battlefield control needs some improvement, since long adventuring days have made the heavy use of creation undesirable, but doesn’t want to break the ice theme. Changing crystal blast to fit with an ice-themed character is simple enough. A single type of physical damage, piercing, is hindered by most types of damage reduction (DR), while cold damage is one of, if not the, most resisted energy damage types, so simply changing the damage type should allow a reasonable power without further adjustment. Alternatives would be reducing the duration to one round and removing the difficult terrain effect, reasonably allowing a return to the default d6 die size. Removing the Reflex save on the entangle effect, however, would require returning the die size to d4 and an additional spell point cost. For increased damage, a similar damage substitution with searing blast could be made, since fire and cold damage suffer from similar frequencies of resistance, or with acid blast, which is less commonly resisted than cold, for lingering damage. The new talents could be described in a reasonably thematic way, such as more intense cold or lingering frostbite respectively.

Creating New Blasts

Rather than filling a site with repetitive variations of the different possible combinations, a system for creating blast talents is presented below. This system is expressly optional and only to be used with the approval and participation of the GM. Careful attention should be paid to creating new blast types for characters with the focused energy drawback, as the penalty of the drawback is reduced with each additional blast type available. Choose the desired damage type and additional effects, then adjust duration, die size and cost. Final result should be between 9-11 points. Spell point cost should not exceed 1 SP unless designing an advanced talent. Effects beyond those listed may require an advanced talent. Responsibility for the final result making sense (entangling flame blasts, cold setting targets on fire) rests solely with the user. Any novel talent must of course be approved by the gamemaster.

New blast types can take the place of existing base blast types of similar type (acid, frost, etc.), be added as additional options to the existing groups, or be made into entirely new blast type groups. When making a new blast type groups, it is best to have a minimum of three blast types to populate it, even if this means simply adapting existing blasts to fit the theme by changing their name and tweaking descriptive text.

Some effects, especially those that deny standard actions such as nauseated, dazed, or stunned, should always incur a spell point cost.

Damage Type:
Damage Type Cost
Nonlethal 3
Bludgeoning, Fire, Cold, Piercing, Slashing 4
Acid, Electricity, Bludgeoning/Piercing/Slashing (combined), Negative (with alternate effect vs undead) 5
Anarchic, Axiomatic, Force, Profane, Sacred, Sonic, Untyped 6
Die Size:
Die Size Cost
+1 Die Size 4
-1 Die Size -3
Additional Cost:
Additional Cost Cost
+1 Spell Point -4
Additional Effects
Additional Effect Save Duration Cost
Att/DC Bonus Vs Specific Material (metal, plant matter, stone, etc) +3/+3 for d6 N/A N/A 5
Bleed damage = # dice N Until Healed 5
Blind Y 1 round 8
Combat Maneuver N/A N/A 5
Concealment for all creatures Y 1 round 5
Dazed Y 1 round 10
Dazzle N 1 round 2
Deafened Y 2d4 rounds 4
Difficult Terrain N/A minute/lvl 2
Drain SP (scaling, as mana siphon) Y N/A 8
Entangle & immobile Y 1 round 4
Entangle & immobile Y Until broken 6
Ignore 1/2 CL Hardness, full damage to objects N/A N/A 6
Lingering Damage (1 per die) N/A 1 round 3
Nauseated Y 1 round 8
On Fire Y Until save 4
Penalty: -2 to attacks or single save N 1 round 5
Prone Y N/A 7
Shaken or Sickened Y 1 round 5
SR: No and ignores antimagic fields (as Stone Blast) N/A N/A 4
Staggered Y 1 round 5
Add/Remove Save N/A N/A -/+3
Increase/Decrease Duration (1 round<->1d4 rounds<->2d4 rounds ) N/A N/A +4/-2

Wild Magic

Wild Magic Generator

Wild Magic Table

d100 Result
1 The caster takes a -4 penalty on all attack rolls and save DCs for destructive blasts for 1d4 rounds.
2 Increase the effect’s damage die size by 1 step (1d4, 1d6, 1d8, 1d10, 1d12).
3 Roll twice and take both results. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
4 The effect’s shape is replaced with a close range burst that includes the caster. A Reflex save halves damage.
5 The range and area of the effect are decreased by 50%.
6 (Combat) For 1d6 rounds, all allied creatures within medium range of the caster leave behind a glowing trail of destructive energy. Any creature that enters a square that has been occupied by an affected creature since the beginning of the caster’s previous turn takes damage equal to caster level of a type corresponding the (blast type) talent used. A creature may only take this damage once per turn.
7 The blast does bludgeoning damage.
8 The blast does negative energy damage.
9 The casting time decreases by 1 step.
10 The caster gains immunity to the effect’s damage type or types for 1d4 rounds. This applies after the effect’s damage.
11 The blast does slashing damage.
12 Affected creatures gain immunity to the effect’s damage type or types equal to caster level for 1d4 rounds. This applies after the effect’s damage.
13 An area out to close range of the target or center of the target area is covered in crystals as per the Crystal Blast talent.
14 For 1 round per caster level, every creature that takes damage from the effect leaves behind an energy wall of a blast type matching the effect when they move, each with a length of up to 10 ft. + 5 ft. per 2 caster levels, the most distant sections fading first.
15 The effect ignores spell resistance.
16 Any creature affected by the effect catches on fire. Instead of fire damage, the target suffers damage according to the damage type the effect.
17 All hostile creatures within close range of the caster are bull rushed per the Air Blast talent even if they take no damage from the effect.
18 The effect is accompanied by a burst of sound, destroying non-magical objects of crystal, glass, ceramic, or porcelain. All such unattended objects within a 5 ft. + 5 ft. per 5 caster level radius of the caster are smashed into dozens of pieces. Objects weighing more than 1 pound per caster level are not affected, but all other objects of the appropriate composition are shattered.
19 The blast does cold damage.
20 Affected creatures gain resistance or damage reduction to the effect’s damage type or types equal to caster level for 1d4 rounds. This applies after the effect’s damage.
21 The caster is included in the effect regardless of location. If an attack roll is made, use the same attack roll for the first target and the caster.
22 Any creature damaged by the effect is bull rushed as per the Air Blast talent.
23 The caster loses access to this sphere for 1d6 rounds.
24 The blast does force damage.
25 All of the effect’s damage die are minimized (treat as if you rolled the minimum value on all damage dice). This overrides the Maximize Spell metamagic feat.
26 Caster’s caster level is treated as 1 for determining range and area.
27 The blast does nonlethal damage of its original type.
28 The casting time increases by 2 steps.
29 In addition to the normal range and shape, the effect creates a close range burst that excludes the caster. A Reflex save halves damage from this additional area. Damage from overlapping areas does not stack.
30 The caster gains a +2 bonus on all attack rolls and save DCs for destructive blasts for 1 round.
31 The caster loses knowledge of any of the talents used in the effect (but not the base sphere) for the length of the effect (minimum 1 round).
32 The caster takes a number of points of ability damage to his casting attribute equal to the effect’s caster level/4 (minimum 1) even if he would normally be immune to ability damage.
33 The effect treats all affected creatures as if they possessed spell resistance equal to 10 + Hit Dice.
34 The effect deals minimized damage to caster, a successful Reflex save halves this damage.
35 For 1 round per caster level, an energy wall of a blast type matching the effect is left behind the caster when he moves, with a length of up to 10 ft. + 5 ft. per 2 caster levels, the most distant sections fading first.
36 The caster gains immunity to the effect’s damage type or types for 1d4 rounds. This applies before the effect’s damage.
37 Affected creatures gain immunity to the effect’s damage type or types equal to caster level for 1d4 rounds. This applies before the effect’s damage.
38 Creatures reduced to 0 or fewer hit points by the effect are disintegrated, per the disintegrate spell.
39 The effect fails, but the action is not lost. Spell points or spell slots spent are lost.
40 (Combat) For 1d6 rounds, all hostile creatures within medium range of the caster leave behind a glowing trail of destructive energy. Any creature that enters a square that has been occupied by an affected creature since the beginning of the caster’s previous turn takes damage equal to caster level of a type corresponding to the triggering effect. A creature may only take this damage once per turn.
41 The blast does sonic damage.
42 All unattended flammable objects within close range of the target or center of the target area are set on fire.
43 The spell point cost of the effect increases by 1. If the caster does not have enough spell points, he is instead staggered until the end of his next turn.
44 All allied creatures within close range of the caster are bull rushed per the Air Blast talent even if they take no damage from the effect.
45 Increase the effect’s damage die by 2 steps (1d4, 1d6, 1d8, 1d10, 1d12).
46 For 1 hour, any non-magical objects of crystal, glass, ceramic, or porcelain are instantly smashed into dozens of pieces whenever the caster touches them. Objects weighing more than 1 pound per caster level are not affected.
47 The casting time decreases by 2 steps.
48 (Combat) As an instantaneous effect, an area out to close range of the caster is covered in ice. Any creature attempting to move at more than half speed over this area must succeed on a Reflex save or fall prone. Any square receiving fire damage exceeding caster level becomes cleared of this effect. The ice melts as appropriate to the environmental conditions (1 round per caster level in hot environments, 1 minute per caster level in normal conditions).
49 The effect fails and the action is lost. Spell points or spell slots are not lost.
50 (Combat) For 1d6 rounds, all creatures within medium range of the caster leave behind a glowing trail of destructive energy. Any creature that enters a square that has been occupied by an affected creature since the beginning of the caster’s previous turn takes damage equal to caster level of a type corresponding the triggering effect. A creature may only take this damage once per turn.
51 Any armor or robes worn by the caster take half the damage that would have been dealt by the effect.
52 Affected creatures gain resistance or damage reduction to the effect’s damage type or types equal to caster level for 1d4 rounds. This applies before the effect’s damage.
53 (Combat) The caster is dazed for 1 round.
54 The caster is surrounded by an energy wall as the Energy Wall talent with a blast type matching the effect for 1d6 rounds. This wall does not move with the caster.
55 The effect fails and the action is lost. Spell points or spell slots are lost.
56 The effect receives a +2 bonus to caster level.
57 The caster catches on fire. Instead of fire damage, the caster suffers damage according to the damage type the effect. Adjacent creatures suffer the same damage (Reflex negates).
58 The caster gains resistance or damage reduction to the effect’s damage type or types equal to caster level for 1d4 rounds. This applies after the effect’s damage.
59 The effect’s shape is replaced with a close range burst that excludes the caster. A Reflex save halves damage.
60 The caster gains knowledge of one talent of his choice from this sphere for 1 round.
61 The caster is fatigued.
62 The caster catches on fire. Instead of fire damage, the caster suffers damage according to the damage type the effect.
63 The caster is exhausted.
64 The caster takes untyped nonlethal damage equal to caster level. This damage does not force concentration checks to cast or maintain sphere effects or spells.
65 The ground directly beneath the target’s space or the target area receive the effect’s damage in addition to the normal targets.
66 The blast does acid damage.
67 (Combat) The caster is stunned for 1 round.
68 The effect deals no damage, but any creature that is struck by it or in its area of effect suffer any additional effects despite not taking damage.
69 The spell point cost of the effect decreases by 1. If the effect did not require any spell points, the caster instead gains 1 temporary spell point that expires at the end of his next turn.
70 All unattended flammable objects within close range of the caster are set on fire.
71 Decrease the effect’s damage die by 2 steps (1d8, 1d6, 1d4, 1d3, 1d2).
72 Any creature that takes damage from the effect gains vulnerability (+50% damage) to the effect’s damage types until the end of the caster’s next turn.
73 Decrease the effect’s damage die by 1 step (1d8, 1d6, 1d4, 1d3, 1d2).
74 The spell point cost of the effect increases by 1d4. If the caster does not have enough spell points, he is instead dazed until the end of his next turn.
75 Any creature that would have been damaged is instead healed a number of hit points equal to the damage they would have taken, up to their normal maximum hit points.
76 The blast does piercing damage.
77 Roll again on the Universal wild magic table.
78 Half the blast’s damage is delayed until the end of the caster’s next turn.
79 All of the effect’s damage die are maximized (treat as if you rolled the maximum value on all damage dice). This does not stack with the Maximize Spell metamagic feat.
80 All creatures within close range of the caster are bull rushed per the Air Blast talent even if they take no damage from the effect.
81 An area out to close range of the caster is covered in crystals as per the Crystal Blast talent.
82 Any creature affected by the effect catches on fire. Instead of fire damage, the caster suffers damage according to the damage type the effect. Adjacent creatures suffer the same damage (Reflex negates).
83 Any creature damaged by the effect subject to a trip attempt, using caster level in place of base attack bonus and casting attribute in place of Strength to determine CMB. The caster cannot be tripped in return if failing by 5 or more.
84 The blast does electricity damage.
85 (Combat) For 1d6 rounds, the caster leaves behind a glowing trail of destructive energy. Any creature that enters a square that has been occupied by the caster since the beginning of the caster’s previous turn takes damage equal to caster level of a type corresponding the (blast type) talent used. A creature may only take this damage once per turn.
86 The blast does fire damage.
87 The effect receives a -4 penalty to caster level (minimum 1).
88 The caster takes 1d4 points of Constitution damage even if he would normally be immune to ability damage. Creatures without a Constitution score instead take Charisma damage.
89 The casting time increases by 1 step.
90 Any rods, shields, staves, or weapons held by the caster take half the damage that would have been dealt by the effect.
91 The blast does untyped damage.
92 The caster gains resistance or damage reduction to the effect’s damage type or types equal to caster level for 1d4 rounds. This applies before the effect’s damage.
93 In addition to the normal range and shape, the effect creates a close range burst that includes the caster. A Reflex save halves damage from this additional area. Damage from overlapping areas does not stack.
94 The ground directly beneath the caster’s space receives the effect’s damage in addition to the normal targets.
95 The effect is accompanied by a burst of fire. All creatures within a 5 ft. + 5 ft. per 5 caster level radius of the caster take 1d4 + 1d4 per 5 caster levels fire damage, Reflex save negates. Unattended flammable objects are set on fire.
96 (Combat) The caster is nauseated for 1 round.
97 The effect is resolved as normal, but damage and secondary effects are not applied until the end of the caster’s next turn.
98 Roll twice and choose the result. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
99 The effect is empowered as the Empower Spell metamagic feat. This does not stack with that feat.
100 Any creature that takes damage from the effect gains immunity to the effect’s damage types for 1 minute.

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