Drawback Feats
Ultimate Spheres of Power
Drawback feats present a way of taking advantage of a specific drawback in a manner more specific than just gaining extra spell points. At your GM’s option, you may take a drawback feat in place of a boon. An incanter may select drawback feats as bonus feats. Characters can also take Theurge Feats instead of drawback feats.

Addictive Power (Drawback)

Prerequisites: Enhancement sphere, Addictive Casting drawback.

Benefit: Your enhancements satisfy your addiction, to a degree; whenever you spend a spell point to relinquish concentration on an enhancement targeting yourself, the time until you begin suffering penalties extends to the end of the enhancement’s duration. In addition, you gain a +1 bonus to all saving throws while you are suffering the penalties from your addiction.

Battlecry (Drawback)

Prerequisite: Verbal Casting drawback.

Benefit: Whenever you use a sphere ability, you can unleash a powerful battlecry as part of your verbal casting. Until the end of your next turn, you receive a circumstance bonus to your Intimidate checks equal to half your caster level.

Careful Magic (Drawback)

Prerequisites: Enhancement sphere, Extended Casting drawback.

Benefit: Your slow casting style results in more firmly constructed sphere effects. You add your casting ability modifier as a bonus to your MSD (minimum +1) for the purposes of countering or dispelling your sphere effects. You may spend an additional spell point when enhancing a creature or object to force any creature attempting to dispel or counter that effect to roll twice and take the worse result.

Hidden Heretic (Drawback)

Prerequisite: Witchmarked drawback.

Benefit: As a full-round action, you may conceal your witchmark for 24 hours without the need for a Disguise check. You may even attempt to use magic without giving away your witchmark, but in order to do so you must attempt a concentration check (DC 20 + 1/2 the caster level). On a failure you may choose to either manifest your witchmark or keep your witchmark hidden but have no magical effect manifest, wasting any time and spell points spent. You may choose to re-manifest your witchmark as a free action.

Magical Focus (Drawback)

Prerequisites: Enhancement sphere; Focus Casting drawback or Galvanized drawback.

Benefit: Whenever you enhance your focus or a weapon you are wielding with Galvanized Casting, you may choose to have the effect continue without concentration without spending a spell point. This feat only applies to the spell point spent to relinquish concentration. If another feat, talent, or class feature grants you the ability to spend more spell points when relinquishing concentration to improve the effects, you still need to spend the additional spell points to gain those benefits.

Mystic Choreography (Drawback, Proxy)

Prerequisites: Enhancement sphere; at least one of the Skilled Casting, Somatic Casting, or Verbal Casting drawbacks; Circle Casting, Spell Proxy.

Benefit: Whenever you use a sphere ability, any creature currently under the effects of Create Proxy may take an immediate action to perform one of your required components for you. As long as that creature meets the criteria for the drawback in question, you may ignore it for the purposes of that sphere ability. Regardless of whether or not this attempt is successful, the Create Proxy effect ends immediately.

Push/Pull Mastery (Drawback)

Prerequisites: Telekinesis sphere (Directional Control drawback).

Benefit: You may use telekinesis to move objects both directly towards you and directly away from you. If you push or pull an object that does not move (for example, a building or the ground/an object pushed into the ground) you may instead apply the movement to yourself, using the stalled momentum of your telekinesis to push or pull yourself in the opposite direction. This means that, as a standard action, you can move yourself at a speed equal to double your telekinesis speed but only towards or away from a stationary object that you can affect with telekinesis (if you end in the air, you do not fall until the end of your next turn). You may grant yourself this ability as a sustained force, gaining a fly speed equal to twice your telekinesis speed, but may only move in a single direction per move action that is toward or away from an appropriate object for telekinesis.

Suffer By Proxy (Drawback, Proxy)

Prerequisites: Enhancement sphere, Draining Casting drawback, Circle Casting, Spell Proxy.

Benefit: Whenever you use a sphere ability, you may choose to have a creature under the effects of Create Proxy suffer the nonlethal damage for you. The creature must be within the range of one of your Proxy feats, and must not be immune to nonlethal damage. You cannot choose to split up the nonlethal damage; all of it must be dealt to a single creature.

Terrain Defiler (Drawback)

Prerequisites: Terrain Casting drawback, non-good alignment.

Benefit: Whenever you blight, corrupt, or drain an area of its nutrients with the Terrain Casting drawback, you may choose to increase the radius of the corrupted area by 10 feet + 5 feet per 5 caster levels of the sphere talent or ability used. Doing so decreases the spell point cost of any metamagic feat by 1 (minimum 0), but also increases the time required for the area to naturally recover to 10 years per caster level of the sphere talent or ability used.

Special: You cannot gain this feat if you possess the Terrain Focus feat.

Terrain Focus (Drawback)

Prerequisites: Nature sphere, Terrain Casting drawback.

Benefit: You have learned to draw upon the nutrients in some terrain more easily than others, which powers your primal magics. Choose one of the following terrains: Cold, Desert, Forest, Jungle, Mountain, Plains, Planes (pick one, other than the Material Plane), Swamp, Underground, Urban, or Water. Gain a +2 insight bonus to caster level with the Nature sphere while using magic within the chosen terrain.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new terrain. You cannot gain this feat if you possess the Terrain Defiler feat.

Thematic Augmentation (Drawback)

Prerequisite: Magical Signs drawback.

By interweaving illusions with all of your spells you change their sensory manifestation. When you select this feat chose a theme such as weapons, cubes, demons, skulls, or slime. You may change the appearance but not any other effect of any spell or sphere ability you cast to manifest instead as the chosen theme. Spells altered in this way gain a +5 to the Spellcraft DC to identify them and a +1 circumstance bonus against dispelling or counterspell attempts. Illusions you create within your theme gain a +1 competence bonus to their caster level.

This feat can only affect spells that have an obvious auditory or visual manifestation.

Wild Casting (Drawback)

Prerequisite: Somatic Casting drawback or Verbal Casting drawback.

Benefit: You may supply somatic and verbal components even when in a form not normally able to do so, such as when subject to a polymorph effect.

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