Skilled magicians can learn to combine different fields of magic, allowing them to produce new effects or wield multiple forms of magic simultaneously. While the results are powerful, doing so requires great skill and concentration. Only the effects of one Dual Sphere feat can be applied to any given use of sphere abilities.
Note that the Admixture feats do something similar, but emphasize the use of the Destructive Blast power of the Destruction sphere. If your character is particularly combat-focused, you may find that section useful. You may also wish to check out Spellcrafting, which allows for more complex and creative mixes.
Alteration
Bioluminescent Transformation (Dual Sphere)
Prerequisites: Alteration sphere, Light sphere.
Benefit: When you shapeshift a target, you may also cause that target to glow. In addition you may maintain concentration on the shapeshift and the bright light of the glow with a single action. If you apply a (light) talent to a glow created and maintained this way, it counts against the number of traits you may grant with your shapeshift.
Deep Cover (Dual Sphere)
Prerequisites: Alteration sphere, Illusion sphere, Illusionary Disguise.
Benefit: In place of an Alteration trait you may apply the effects of your illusionary disguise to your form and become able to assume the guise of a specific individual creature. Your total bonus to Disguise checks becomes 20 + any class features, feats or sphere effects that modify Illusionary Disguise or the Alteration sphere. Further, your illusionary disguise no longer allows for a Will save to negate upon interaction. This effect can be treated as either a polymorph effect, an illusion effect, or both, whatever is most advantageous.
Spirit Form (Dual Sphere) [Apoc]
Prerequisites: Alteration sphere, Nature sphere.
Benefit: When you use shapeshift on a creature, you may also imbue the target with a (spirit) talent. When you apply a (spirit) talent to a target in this way, it counts against the number of traits you may grant with your shapeshift.
Twisted Reanimation (dual sphere)
When you reanimate a corpse, its remains shifts to suit your purposes.
Prerequisites: Alteration sphere, Death sphere; Corpse Manipulation or Undead Traits.
Benefit: When you reanimate a dead body, you may apply a single trait you have access to through the Alteration sphere to the new skeleton or zombie as a polymorph effect; this effect remains as long as the undead stays reanimated. When reanimating multiple bodies at once, you must grant each body the same trait. As a standard action, you can touch an undead you control benefiting from this effect to change the trait granted.
Wound Manipulator (Dual Sphere)
Prerequisites: Alteration sphere, Life sphere.
Benefit: When you shapeshift a creature, you may spend a spell point as a free action to allow them to regain one hit point for every Hit Die they possess. If you possess the Greater Healing talent, they regain an additional hit point per Hit Die for each time you taken that talent. This healing is not positive energy.
Conjuration
Exceptional Ally
Prerequisites: Access to the Conjuration sphere, at least one (enhance) talent.
Benefit: Whenever you summon a companion, you may spend one spell point to enhance them as part of the same standard action. If you do so, the enhancement lasts for the full duration of the summoning effect.
Invisible Friend (Dual Sphere)
Prerequisites: Illusion sphere, Invisibility, Conjuration sphere, Shadow Creature.
Benefit: When maintaining a companion with the Shadow Creature talent via concentration, it gains the benefits of your Invisibility talent.
As a free action, you may spend a spell point to allow your shadow companion to fully manifest itself. Your companion loses the Shadow Creature talent and gains one other form talent of your choosing in its place for one minute per caster level.
Creation
Enhanced Creation (Dual Sphere)
Prerequisites: Creation sphere, Enhancement sphere.
Benefit: When using create to create an object you may enhance the object with one enhancement you possess as part of the same action. You may concentrate on maintaining the enhancement and the creation as part of the same action.
Any enhancement that would increase attack or damage also increases the attack roll and damage roll of the object if dropped on a target. If you possess Divided Creation you can only enhance one object created, unless you also possess Mass Enhancement, in which case you may target every object created regardless of your usual limits.
Floating Creation (Dual Sphere)
Prerequisites: Creation sphere, Enhancement sphere, lighten
Benefit: When you create an object, you can make it weightless.
If your floating creation is a 5 ft. cube of solid matter as hard as stone or harder, each floating cube can support approximately 1,000 pounds of weight. Lighter materials can only support half as much weight, and some materials may not be able to support any, at the GM’s discretion.
Forceful Creation (Dual Sphere)
Prerequisites: Creation sphere, Telekinesis sphere.
Benefit: When you create an object, as long as you maintain concentration you may initiate and maintain the sustained force or bludgeon Telekinesis abilities as part of creating the object, so long as the object is within the normal limitations of those abilities. Additionally, if you possess Lengthened Creation, by spending a spell point to maintain the item without concentration for 1 hour per caster level, you may choose to maintain sustained force on the object for the same duration without spending an additional spell point.
Hard Light (Dual Sphere)
Prerequisites: Creation sphere, Light sphere.
Benefit: When you create an object, you may make it out of hardened light instead of matter. Objects you create this way naturally shine, shedding bright light as if by your glow effect. Otherwise, an object created out of hardened light has the properties of any one material you can normally create, except that it has half its normal weight.
Surreinforcement (Dual Sphere)
Prerequisites: Creation Sphere, Illusion Sphere and either Shadow Infusion or create reality.
Benefit: Quasi-real matter becomes entangled with actual materials. Objects created with the Creation sphere regain a number of hit points equal to half your Creation caster level at the start of each of your turns and can repair themselves from the broken condition. Objects you create out of shadowstuff have a hardness equal to your Illusion spherecaster levels (minimum 5) and may gain the properties of any material with equal or less hardness.
Dark
Black Totem (Dual Sphere)
Prerequisites: Dark sphere, War sphere.
Benefit: When you create a totem, you may spend a spell point to add the effects of a darkness ability you have to it. If you do, the entire area of your totem is a darkness, and your melds work within this totem as if they were within any other darkness that you created.
Shade (Dual Sphere)
Prerequisites: Dark sphere, Illusion sphere.
Benefit: When creating a figment, you may, as part of the same action, create darkness as the base Dark sphere ability. Even if you do not choose to do so, the area occupied by your figments and those under the effects of your glamers counts as being within your darkness.
Shadow Cage (Dual Sphere) [Abj. HB]
Prerequisites: Dark sphere, Protection sphere.
Benefit: When you create a ward, you may spend a spell point to add the effects of a darkness ability you have to it. If you do, the entire area of your ward is a darkness, and your melds work within this ward as if it’s bearer were within any other darkness that you created.
Death
Animating Possession (dual sphere)
You can project your soul into an object to give it a semblance of life.
Prerequisites: Death sphere, Enhancement sphere; Necrotic Senses, Animate Object.
Benefit: When you use Animate Object, you may automatically possess the object as the Possession advanced talent. Your animated object always willingly fails its saving throw against this effect. You do not have to share a space with them, and you may possess the object despite it being a construct.
In addition, you can shift concentration of a single enhance sphere ability or effect to an undead you control as a free action. If its concentration is broken (using your concentration modifier), the enhancement is ended as normal.
Baleful Storm (dual sphere)
When thunder rolls and lightning cracks, your minions rise.
Prerequisites: Death sphere, Weather sphere; Mass Reanimate, Rain Lord.
Benefit: When you use control weather to create or control Precipitation of severity 4 or more, you may choose to spend 2 additional spell points. If you do, you may reanimate any number of corpses within the area of controlled weather each round as a move action without paying the base ability spell point cost. Your Hit Dice limits apply to the total number you may reanimate with this ability, and the reanimated undead only last as long as your control weather is creating or controlling Precipitation of at least severity level 4.
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.
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.
Might of the Grave (dual sphere)
When you reanimate a body, you can grant it magical enhancements for a short time.
Prerequisites: Death sphere, Enhancement sphere, Enhance, Reanimate.
Benefit: When you reanimate a corpse or corpses, you can apply an enhancement to them as part of the same action. Enhancements that require additional spell points must have that cost paid as well. This enhancement remains in effect as long as the undead is not destroyed, and cannot be dispelled separately, though neither Permanent Undead nor Lingering Necromancy can extend the duration of these enhancements past the base duration of reanimate.
Poltergeist’s Malice (dual sphere)
Every mistake your foes make brings them closer to your service.
Prerequisites: Death sphere, Telekinesis sphere, Poltergeist, Telekinetic Maneuver.
Benefit: You gain a bonus on CMB checks equal to your Poltergeist penalty when making Telekinetic Maneuver attempts against creatures suffering from your Poltergeist effect.
Swift Demise (dual sphere)
Your chronomantic power extends to blurring the moment between life and death.
Prerequisites: Death sphere, Time sphere
Benefit: You may use your slow and haste as ghost strikes. Additionally, when you reanimate a body or bodies, you may augment them with your haste ability as a free action.
If the undead creatures are maintained through concentration (such as through the Sustained Reanimation talent), you may concentrate on haste and the reanimation as part of the same action.
Sylvan Necromancy (dual sphere)
Plant and animal matter are equally suitable focuses for your magic.
Prerequisites: Death sphere, Nature sphere; Expanded Necromancy.
Benefit: You can use your plantlife geomancing abilities on corpses instead of plants. In addition, you can reanimate dead plant life as zombies (or skeletons, if they are made of wood) with the grab special ability. These animated plants are treated as animated objects when determining their statistics, although they do not gain construction points. If you possess Thorns, undead plant life and plant creatures you create add your thorns damage on a successful grapple attempt.
Twisted Reanimation (dual sphere)
When you reanimate a corpse, its remains shifts to suit your purposes.
Prerequisites: Alteration sphere, Death sphere; Corpse Manipulation or Undead Traits.
Benefit: When you reanimate a dead body, you may apply a single trait you have access to through the Alteration sphere to the new skeleton or zombie as a polymorph effect; this effect remains as long as the undead stays reanimated. When reanimating multiple bodies at once, you must grant each body the same trait. As a standard action, you can touch an undead you control benefiting from this effect to change the trait granted.
Vampiric Disruption (Dual Sphere)
Prerequisites: Death sphere, Disruption.
Benefit: Upon successfully using your disruption ability, you may use a swift action to use a Life sphere ability.
Vudu (Dual Sphere)
Prerequisites: Death sphere, Illusion sphere, Illusionary Touch (twice).
Benefit: Anyone struck by your ghost strike takes damage from your Illusionary Touch in addition to any other effects.
Special: If you possess the Illusionary Disguise talent, your reanimated undead gain the benefits of the Illusionary Disguise talent appearing as they did when they were alive. You do not need to know what the creature looked like when it was alive to gain this benefit.
Warded Bones (dual sphere)
Undead that you create are even harder to destroy than normal.
Prerequisites: Death sphere, Protection sphere.
Benefit: When you reanimate a corpse, you can also apply an aegis to the undead. The spell point cost of the aegis must be paid as well. This aegis remains in effect as long as the undead is not destroyed, and cannot be dispelled separately.
If combined with Mass Reanimate, each aegis must be paid for separately.
Neither Permanent Undead nor Lingering Necromancy can extend the duration of these aegis past the base duration of reanimate.
Warlord of the Damned (dual sphere)
You can rally the hearts of your people - even after they have stopped beating.
Prerequisites: Death sphere, War sphere; Master’s Presence or Unhallowed Totem.
Benefit: As a free action, you can shift concentration of a single active totem to an undead you control (using your concentration modifier); if its concentration is broken, the totem is ended as normal. In addition, undead you control can benefit from morale bonuses granted by your totems and rallies.
Destruction
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.
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.
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.
Illusionary Admixture (Admixture) (Dual Sphere)
Prerequisites: Destruction sphere, Admixture, Illusion sphere, Illusionary Touch (twice).
Benefit: When using the Admixture talent, you may have your destructive blast deal nonlethal damage regardless of other effects, blast types or blast shapes applied. This blast may seem to travel to its target but does not nor does it require line of effect. If the blast is an area effect, targets do not gain any benefit from cover, even complete cover.
Special: If you possess the Shadow Magic feat and selected Destruction as one of your spheres, you may spend a spell point and have your destructive blast deal damage as normal but still gain the other benefits of this feat.
Primal Blast (Dual Sphere) [Apoc]
Prerequisites: Nature sphere (any geomancing package), at least one (blast type) talent.
Benefit: When using a blast type from a blast type category corresponding to a geomancing package 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 don’t 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).Geomancing Package | Blast Type Category |
---|---|
Earth | Crystal, Stone |
Fire | Fire |
Metal | Acid |
Plantlife | Plant |
Water | Cold |
Other blast types or categories may be used in conjunction with each geomancing talent as the GM deems appropriate.
Author's Note: If a destructive blast is applied to a natural or weapon attack (such as with Energy Blade), Primal Blast applies instead to the natural or weapon attack, removing any other ability modifier bonus to attack or damage rolls.
Divination
Aura Engineering (Dual Sphere)
Prerequisites: Illusion sphere, Manipulate Aura, Deceive Dweomer, Divination sphere.
Benefit: You may make Use Magic Device checks on any object within close range using the greater caster level of your Divination or Illusion spheres. Additionally you may take 10 or 20 on Use Magic Device checks and apply the bonus granted from the Deceive Dweomer trick to all Use Magic Device checks. This is a supernatural ability and attended or intelligent objects are allowed a Will save as if this was an Illusion (glamer) to negate the effect but you may use your Divination caster level to determine the DC if it is higher.
Divining Beacon (Dual Sphere)
Prerequisites: Divination sphere, Warp sphere, Teleport Beacon.
Benefit: You may create teleport beacons that you can sense, giving you impressions of everything that happens around them. You know the size and movement of anything in a 10-ft. radius around a beacon created this way. In addition, you may divine to see and hear from the location of such a teleport beacon as if you were standing in its position. Using divine in this way creates a scrying sensor which can be detected with a Perception check (DC 20 + caster level), but can only be dispelled by dispelling the teleport beacon.
Enhancement
Animate Tornado (dual sphere)
Prerequisites: Enhancement sphere, Weather sphere, Animate Object, Tornado Lord.
Benefits: You may animate a tornado, whirlwind, or dust-devil using Animate Object any time you are within wind of severity level 4 or higher. Treat this as an animated object of huge size (even if you could not normally animate huge objects). It has the Whirlwind universal monster ability (10-20 ft. high, 1d8+15 damage, DC 23), but is constantly in whirlwind form and cannot leave it. It also has the fluid and additional movement (fly) abilities, but no construction points. For every 5 caster levels above 10 you have in the Weather sphere, the tornado gains +4 Strength and the DC for its whirlwind ability gains a +2 bonus (for a total increase of 4). You may use the Bestow Intelligence and Bestow Life talents on this tornado.
Animating Possession (dual sphere)
You can project your soul into an object to give it a semblance of life.
Prerequisites: Death sphere, Enhancement sphere; Necrotic Senses, Animate Object.
Benefit: When you use Animate Object, you may automatically possess the object as the Possession advanced talent. Your animated object always willingly fails its saving throw against this effect. You do not have to share a space with them, and you may possess the object despite it being a construct.
In addition, you can shift concentration of a single enhance sphere ability or effect to an undead you control as a free action. If its concentration is broken (using your concentration modifier), the enhancement is ended as normal.
Enhanced Creation (Dual Sphere)
Prerequisites: Creation sphere, Enhancement sphere.
Benefit: When using create to create an object you may enhance the object with one enhancement you possess as part of the same action. You may concentrate on maintaining the enhancement and the creation as part of the same action.
Any enhancement that would increase attack or damage also increases the attack roll and damage roll of the object if dropped on a target. If you possess Divided Creation you can only enhance one object created, unless you also possess Mass Enhancement, in which case you may target every object created regardless of your usual limits.
Enhanced Vigilance (Dual Sphere)
Prerequisites: Enhancement sphere, War sphere.
Benefit: While an ally is under the effect of one of your enhancements, you may rally that ally. The ally must be the target of the enhancement, not an object they are carrying or wielding.
Enhancing Telekinesis
Prerequisites: Enhancement Sphere, Telekinesis Sphere
Benefit: When you lift an object with your telekinesis, as part of the same action you may enhance it with one enhancement you possess. You may concentrate on lifting and enhancing the item with a single action. Only a single object can benefit from this combination, even if you can enhance or lift more than one at a time.
Exceptional Ally
Prerequisites: Access to the Conjuration sphere, at least one (enhance) talent.
Benefit: Whenever you summon a companion, you may spend one spell point to enhance them as part of the same standard action. If you do so, the enhancement lasts for the full duration of the summoning effect.
Floating Creation (Dual Sphere)
Prerequisites: Creation sphere, Enhancement sphere, lighten
Benefit: When you create an object, you can make it weightless.
If your floating creation is a 5 ft. cube of solid matter as hard as stone or harder, each floating cube can support approximately 1,000 pounds of weight. Lighter materials can only support half as much weight, and some materials may not be able to support any, at the GM’s discretion.
March of the Treants (Dual Sphere) [Apoc]
Prerequisites: Enhancement sphere, Nature sphere (plantlife geomancing).
Benefit: Whenever you cast pummel, you may choose to spend an additional spell point to enhance the target, allowing the tree to uproot itself (or break free from the tree if targeting a branch) and gain a ground movement speed of 10 + 10 ft. per 5 caster levels for the duration of pummel (or enhance if you spend an additional spellpoint). On the last round of the target’s duration, the tree or branch will plant itself (as best it could upon the space it is located), becoming once again immobile.
Might of the Grave (dual sphere)
When you reanimate a body, you can grant it magical enhancements for a short time.
Prerequisites: Death sphere, Enhancement sphere, Enhance, Reanimate.
Benefit: When you reanimate a corpse or corpses, you can apply an enhancement to them as part of the same action. Enhancements that require additional spell points must have that cost paid as well. This enhancement remains in effect as long as the undead is not destroyed, and cannot be dispelled separately, though neither Permanent Undead nor Lingering Necromancy can extend the duration of these enhancements past the base duration of reanimate.
Natural Enhancement (Dual Sphere) [Apoc]
Prerequisites: Enhancement sphere, Nature sphere.
Benefit: Whenever you enhance a creature, you may also imbue the target with a (spirit) talent. In addition, you may maintain concentration on the enhancement and the (spirit) talent with a single action.
Tribal Mark (Dual Sphere)
Prerequisites: Enhancement sphere, War sphere.
Benefit: You may use your enhance sphere ability to create enhancements that duplicate the effect of being within totems. The tribal mark works as an enhancement, using your Enhancement caster level. If used on a creature, the creature is treated as if being within the totem that is the basis for the enhancement. If used on an object, then any creature carrying the object is affected as if they were the target of the enhancement their self. Only the creature enhanced or carrying the enhanced object is considered inside the totem for effects that require another ally or an enemy to also be within the totem. The enhancement can not be used to rally.
Fate
Sanctified Vigilance (Dual Sphere)
Prerequisites: Fate sphere, War sphere, at least one (rally) talent.
Benefit: You may use rallies on allies within the area of your consecrations even if you do not share a mandate with them and they are not within range of one of your totems.
Illusion
Asymmetrical Warfare (Dual Sphere)
Prerequisites: Illusion sphere, War sphere.
Benefit: You may use your rally abilities on those under the effects of your glamers or in the areas of your figment as if they can see and hear you and are within the area of your totems.
Aura Engineering (Dual Sphere)
Prerequisites: Illusion sphere, Manipulate Aura, Deceive Dweomer, Divination sphere.
Benefit: You may make Use Magic Device checks on any object within close range using the greater caster level of your Divination or Illusion spheres. Additionally you may take 10 or 20 on Use Magic Device checks and apply the bonus granted from the Deceive Dweomer trick to all Use Magic Device checks. This is a supernatural ability and attended or intelligent objects are allowed a Will save as if this was an Illusion (glamer) to negate the effect but you may use your Divination caster level to determine the DC if it is higher.
Blurred Boundary (Dual Sphere)
Prerequisites: Illusion sphere, Protection sphere and any (glamer) talent.
Benefit: Any attack that deals enough damage to break through your barrier treats all creatures that are contained within the barrier as if they were under the effects of a single (glamer) talent you possess before dealing damage. This glamer effect only applies to the attack that penetrates the barrier. When creating a glamer you may also grant the effects of a single (aegis) talent or ability you possess to the target. The aegis effect added this way uses the duration of the glamer instead of it’s normal duration. This is not an actual aegis and does not provide any other benefits, such as those granted by the Status talent of the Protection sphere.
Deep Cover (Dual Sphere)
Prerequisites: Alteration sphere, Illusion sphere, Illusionary Disguise.
Benefit: In place of an Alteration trait you may apply the effects of your illusionary disguise to your form and become able to assume the guise of a specific individual creature. Your total bonus to Disguise checks becomes 20 + any class features, feats or sphere effects that modify Illusionary Disguise or the Alteration sphere. Further, your illusionary disguise no longer allows for a Will save to negate upon interaction. This effect can be treated as either a polymorph effect, an illusion effect, or both, whatever is most advantageous.
Illusionary Admixture (Admixture) (Dual Sphere)
Prerequisites: Destruction sphere, Admixture, Illusion sphere, Illusionary Touch (twice).
Benefit: When using the Admixture talent, you may have your destructive blast deal nonlethal damage regardless of other effects, blast types or blast shapes applied. This blast may seem to travel to its target but does not nor does it require line of effect. If the blast is an area effect, targets do not gain any benefit from cover, even complete cover.
Special: If you possess the Shadow Magic feat and selected Destruction as one of your spheres, you may spend a spell point and have your destructive blast deal damage as normal but still gain the other benefits of this feat.
Implausible Deniability (Dual Sphere)
Prerequisites: Illusion sphere, Manipulate Aura, Programmed Illusion, Mind sphere.
Benefit: You may have your illusions interact with Detect Thoughts and similar abilities as if they had an Intelligence score of up to twice your caster level.
Whenever you place a glamer on a creature, you may spend an additional spell point to create an illusionary mind and false memories. When a creature attempts to extract information directly from the mind or compel honest responses of anyone under the effects of glamers modified by this feat, they must first make a magic skill check against your magic skill defense. Failure indicates the information or response given is any information of your choosing, even false information. You do not need to be aware of the mental intrusion or compulsion to chose the information gained.
The illusionary mind added to glamers modified by this feat constantly broadcasts misleading information. Abilities that would grant an insight bonus to attacks rolls, combat maneuver checks, skill checks or armor class against the glamered creature instead incur a penalty of equal value. This also applies to any effects that rely on mind reading such as the battlefield relay symbiat class feature.
Special: If you possess the persuasive class feature you may add the bonus to save DC’s to Illusion sphere abilities. This feat counts as a talent with the (Sensory: Mind) tag.
Invisible Friend (Dual Sphere)
Prerequisites: Illusion sphere, Invisibility, Conjuration sphere, Shadow Creature.
Benefit: When maintaining a companion with the Shadow Creature talent via concentration, it gains the benefits of your Invisibility talent.
As a free action, you may spend a spell point to allow your shadow companion to fully manifest itself. Your companion loses the Shadow Creature talent and gains one other form talent of your choosing in its place for one minute per caster level.
Particle-Wave Duality (Dual Sphere)
Prerequisites: Illusion sphere, Light sphere.
Benefit: The light from your bright light becomes a spread rather than an emanation allowing it to move around corners and through tight spaces and small holes as if it was a gas. This light may penetrate areas and containers that are not airtight by spreading at a rate of 1 cube per 3 caster levels each round through cracks in doors, keyholes or other small gaps in construction.
Shade (Dual Sphere)
Prerequisites: Dark sphere, Illusion sphere.
Benefit: When creating a figment, you may, as part of the same action, create darkness as the base Dark sphere ability. Even if you do not choose to do so, the area occupied by your figments and those under the effects of your glamers counts as being within your darkness.
Superpositioned (Dual Sphere)
Prerequisites: Illusion sphere, Decoy, Invisibility, Warp sphere, 5th caster level or higher.
Benefit: While under the effects of the Invisibility talent, you may use the Warp sphere teleporting only yourself and carried gear as a move action rather than a standard action. Whenever you use a Warp sphere effect on yourself, you may leave behind or appear with a copy of yourself that lasts until the start of your next turn as the Decoy trick.
Surreinforcement (Dual Sphere)
Prerequisites: Creation Sphere, Illusion Sphere and either Shadow Infusion or create reality.
Benefit: Quasi-real matter becomes entangled with actual materials. Objects created with the Creation sphere regain a number of hit points equal to half your Creation caster level at the start of each of your turns and can repair themselves from the broken condition. Objects you create out of shadowstuff have a hardness equal to your Illusion spherecaster levels (minimum 5) and may gain the properties of any material with equal or less hardness.
Vudu (Dual Sphere)
Prerequisites: Death sphere, Illusion sphere, Illusionary Touch (twice).
Benefit: Anyone struck by your ghost strike takes damage from your Illusionary Touch in addition to any other effects.
Special: If you possess the Illusionary Disguise talent, your reanimated undead gain the benefits of the Illusionary Disguise talent appearing as they did when they were alive. You do not need to know what the creature looked like when it was alive to gain this benefit.
Life
Benevolence (Dual Sphere) [Abj. HB]
Prerequisites: Life sphere, Fount of Life, Protection sphere.
Benefit: Whenever an ally within range of your cure ability that is under the effects of an aegis is damaged, you may use an immediate action to heal them with hit points from your fount of life. This may keep the target from dying.
Invigorating Rally (Dual Sphere)
Prerequisites: Life sphere, War sphere.
Benefit: Whenever you rally an ally, you may also invigorate them.
Vampiric Disruption (Dual Sphere)
Prerequisites: Death sphere, Disruption.
Benefit: Upon successfully using your disruption ability, you may use a swift action to use a Life sphere ability.
Wound Manipulator (Dual Sphere)
Prerequisites: Alteration sphere, Life sphere.
Benefit: When you shapeshift a creature, you may spend a spell point as a free action to allow them to regain one hit point for every Hit Die they possess. If you possess the Greater Healing talent, they regain an additional hit point per Hit Die for each time you taken that talent. This healing is not positive energy.
Light
Aurora (Dual Sphere)
Prerequisites: Light sphere, Weather sphere.
Benefit: When you use control weather, you may also choose to increase the light level by one step in the same area, up to a maximum of normal light. At 10th caster level, you may increase the light level by an additional step. Areas of magical darkness in range of this effect are unaffected, their light levels remaining unchanged.
Beam Propulsion (Dual Sphere)
Prerequisites: Light sphere, Telekinesis sphere.
Benefit: By amplifying and focusing the tiny pressure exerted by light with your powers of telekinesis, you can move a target with the force of light alone. When you cause a target to glow, you may increase the casting time by one step to also lift it with your telekinesis as part of the same action. You may also concentrate to maintain concentration on the bright light of your glow and your telekinesis with a single action, though this increases the action needed to maintain concentration by one step (usually from a standard action to a full-round action).
Bioluminescent Transformation (Dual Sphere)
Prerequisites: Alteration sphere, Light sphere.
Benefit: When you shapeshift a target, you may also cause that target to glow. In addition you may maintain concentration on the shapeshift and the bright light of the glow with a single action. If you apply a (light) talent to a glow created and maintained this way, it counts against the number of traits you may grant with your shapeshift.
Coronal Shroud (dual sphere)
Prerequisites: Light sphere, at least one (mantle) or (shroud) talent.
Benefit: When you spend a spell point to cause a creature to glow with bright light, you may either choose to have them count as under the effect of your mantle as long as the bright light last or choose a type of weather, causing them to count as being under the effect of an additional shroud of that weather type.
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.
Flash Warp (Dual Sphere)
Prerequisites: Light sphere, Warp sphere.
Benefit: You can disappear or appear in a flash of brilliant light. When you teleport yourself you may briefly shed bright light as if you were targeted by your glow. You may apply the effects of (light) talents and other Light sphere talents to the glow, paying any costs normally. You choose whether the effects of the glow at your starting position or your destination, but the effects apply immediately.
This glow does not persist beyond a moment, and ends immediately after its effects have been applied.
Hard Light (Dual Sphere)
Prerequisites: Creation sphere, Light sphere.
Benefit: When you create an object, you may make it out of hardened light instead of matter. Objects you create this way naturally shine, shedding bright light as if by your glow effect. Otherwise, an object created out of hardened light has the properties of any one material you can normally create, except that it has half its normal weight.
Illuminated Vigilance (Dual Sphere)
Prerequisites: Light Sphere, War sphere.
Benefit: While an ally is within 30 ft. of any object that you have caused to glow, you may rally them.
Luminous Aegis (Dual Sphere) [Abj. HB]
Prerequisites: Light sphere, Protection sphere.
Benefit: As a swift action, you may make an ally glow if they are bearing an aegis you created. You must use a separate action to make them grow brightly, and the duration of the glow does not change.
Luminous Flame (Dual Sphere) [Apoc]
Prerequisites: Light sphere, Nature sphere (fire geomancing).
Benefit: Whenever you use the create fire geomancing ability, you may also cause the fire to glow. In addition, you may maintain concentration of any fire geomancy and the bright light of the glow with a single action.
Particle-Wave Duality (Dual Sphere)
Prerequisites: Illusion sphere, Light sphere.
Benefit: The light from your bright light becomes a spread rather than an emanation allowing it to move around corners and through tight spaces and small holes as if it was a gas. This light may penetrate areas and containers that are not airtight by spreading at a rate of 1 cube per 3 caster levels each round through cracks in doors, keyholes or other small gaps in construction.
Mind
Dreamspace (Dual Sphere)
Prerequisites: Mind sphere, Warp sphere.
Benefit: When you sleep, you may choose to project your mind into a quasi-real space, or dreamspace. This dreamspace is a single 10-ft. cube in size (increasing by a single 10-ft. cube every 4 character levels, their arrangement determined when you level) and you can select the ambient light level, temperature, and cosmetic style when entering the dreamspace or as a standard action. The cosmetic style of your dreamspace is only partially under your control, reflecting your current dreams, state of your mind, and conscious desires.
When you use an action to adjust the style it will always reflect your intended changes, but you do not have fine control over its appearance and your unconscious mind may be reflected in its subtler elements. You can choose to have it appear as a castle, but not a specific castle or place you’ve seen, and if you are worried it may appear to be under siege or shrouded in shadow.
You interact with the dreamspace using a copy of your body and all you wear, leaving behind your physical body in the real world. You may also choose to bring up to a heavy load of unattended, inanimate objects within touch range into your dreamspace with you, causing them to disappear when you fall asleep, and may choose to bring them back in a similar manner when you wake. Your dreamspace and any items left within it persist even while you aren’t in it, though they enter stasis until you return.
Because the dreamspace isn’t a true physical location, you cannot take any actions that would cause you to leave the dreamspace other than waking up, or that would affect your body or the real world. In addition, the dreamspace cannot be entered using normal teleportation or planeshifting effects. At the GM’s discretion, effects allowing travel to normal dreams can enter the dreamspace, and it may count as a dreamscape for certain effects.
Otherwise, actions have their normal effects in the dreamspace. Regardless of how you spend your time in dreamspace, you gain the normal benefits of sleep.
Author's Note: Yes, you can use this for crafting.
Implausible Deniability (Dual Sphere)
Prerequisites: Illusion sphere, Manipulate Aura, Programmed Illusion, Mind sphere.
Benefit: You may have your illusions interact with Detect Thoughts and similar abilities as if they had an Intelligence score of up to twice your caster level.
Whenever you place a glamer on a creature, you may spend an additional spell point to create an illusionary mind and false memories. When a creature attempts to extract information directly from the mind or compel honest responses of anyone under the effects of glamers modified by this feat, they must first make a magic skill check against your magic skill defense. Failure indicates the information or response given is any information of your choosing, even false information. You do not need to be aware of the mental intrusion or compulsion to chose the information gained.
The illusionary mind added to glamers modified by this feat constantly broadcasts misleading information. Abilities that would grant an insight bonus to attacks rolls, combat maneuver checks, skill checks or armor class against the glamered creature instead incur a penalty of equal value. This also applies to any effects that rely on mind reading such as the battlefield relay symbiat class feature.
Special: If you possess the persuasive class feature you may add the bonus to save DC’s to Illusion sphere abilities. This feat counts as a talent with the (Sensory: Mind) tag.
Nature
Luminous Flame (Dual Sphere) [Apoc]
Prerequisites: Light sphere, Nature sphere (fire geomancing).
Benefit: Whenever you use the create fire geomancing ability, you may also cause the fire to glow. In addition, you may maintain concentration of any fire geomancy and the bright light of the glow with a single action.
March of the Treants (Dual Sphere) [Apoc]
Prerequisites: Enhancement sphere, Nature sphere (plantlife geomancing).
Benefit: Whenever you cast pummel, you may choose to spend an additional spell point to enhance the target, allowing the tree to uproot itself (or break free from the tree if targeting a branch) and gain a ground movement speed of 10 + 10 ft. per 5 caster levels for the duration of pummel (or enhance if you spend an additional spellpoint). On the last round of the target’s duration, the tree or branch will plant itself (as best it could upon the space it is located), becoming once again immobile.
Natural Enhancement (Dual Sphere) [Apoc]
Prerequisites: Enhancement sphere, Nature sphere.
Benefit: Whenever you enhance a creature, you may also imbue the target with a (spirit) talent. In addition, you may maintain concentration on the enhancement and the (spirit) talent with a single action.
Primal Blast (Dual Sphere) [Apoc]
Prerequisites: Nature sphere (any geomancing package), at least one (blast type) talent.
Benefit: When using a blast type from a blast type category corresponding to a geomancing package 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 don’t 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).Geomancing Package | Blast Type Category |
---|---|
Earth | Crystal, Stone |
Fire | Fire |
Metal | Acid |
Plantlife | Plant |
Water | Cold |
Other blast types or categories may be used in conjunction with each geomancing talent as the GM deems appropriate.
Author's Note: If a destructive blast is applied to a natural or weapon attack (such as with Energy Blade), Primal Blast applies instead to the natural or weapon attack, removing any other ability modifier bonus to attack or damage rolls.
Spirit Form (Dual Sphere) [Apoc]
Prerequisites: Alteration sphere, Nature sphere.
Benefit: When you use shapeshift on a creature, you may also imbue the target with a (spirit) talent. When you apply a (spirit) talent to a target in this way, it counts against the number of traits you may grant with your shapeshift.
Sylvan Necromancy (dual sphere)
Plant and animal matter are equally suitable focuses for your magic.
Prerequisites: Death sphere, Nature sphere; Expanded Necromancy.
Benefit: You can use your plantlife geomancing abilities on corpses instead of plants. In addition, you can reanimate dead plant life as zombies (or skeletons, if they are made of wood) with the grab special ability. These animated plants are treated as animated objects when determining their statistics, although they do not gain construction points. If you possess Thorns, undead plant life and plant creatures you create add your thorns damage on a successful grapple attempt.
Protection
Benevolence (Dual Sphere) [Abj. HB]
Prerequisites: Life sphere, Fount of Life, Protection sphere.
Benefit: Whenever an ally within range of your cure ability that is under the effects of an aegis is damaged, you may use an immediate action to heal them with hit points from your fount of life. This may keep the target from dying.
Blurred Boundary (Dual Sphere)
Prerequisites: Illusion sphere, Protection sphere and any (glamer) talent.
Benefit: Any attack that deals enough damage to break through your barrier treats all creatures that are contained within the barrier as if they were under the effects of a single (glamer) talent you possess before dealing damage. This glamer effect only applies to the attack that penetrates the barrier. When creating a glamer you may also grant the effects of a single (aegis) talent or ability you possess to the target. The aegis effect added this way uses the duration of the glamer instead of it’s normal duration. This is not an actual aegis and does not provide any other benefits, such as those granted by the Status talent of the Protection sphere.
Defensive Vigilance (Dual Sphere)
Prerequisites: Protection sphere, War sphere.
Benefit: While an ally is within the area of one of your wards, you may rally that ally. When you rally an ally who has an aegis you created attached to them, you may sacrifice an aegis to reduce the spell point cost of the rally by 1 spell point.
Dimensional Aegis (Dual Sphere) [Abj. HB]
Prerequisites: Protection sphere, Warp sphere.
Benefit: You gain a (succor) talent that lets you sacrifice an aegis borne by an ally other than yourself to swap places with them by teleporting. They must be within range of your teleport ability, but you do not need to be normally able to teleport others. The ally must be willing or unconscious. This may be done in response to an attack before the results of the attack are determined. If so, the attack changes target to whomever is now occupying the space now occupied by the original target. The attack is not rerolled.
Forceful Hand (Dual Sphere) [Abj. HB]
Prerequisites: Protection sphere, Telekinesis sphere.
Benefit: You gain a (succor) talent that lets you sacrifice an aegis to use a telekinetic effect to defend the creature that bore the aegis. You may make a telekinetic catch on an attack made on the creature, or, if you possess the Telekinetic Push talent, you may perform a push on an enemy that is adjacent to the creature.
Guarded Step (Dual Sphere) [Abj. HB]
Prerequisites: Protection sphere, Warp sphere.
Benefit: When teleporting yourself or a group that includes yourself to a location within a ward you created, you may reduce the action required by one step, from a standard action to a move action or from a move action to a swift action, but not to an immediate action or free action.
Luminous Aegis (Dual Sphere) [Abj. HB]
Prerequisites: Light sphere, Protection sphere.
Benefit: As a swift action, you may make an ally glow if they are bearing an aegis you created. You must use a separate action to make them grow brightly, and the duration of the glow does not change.
Shadow Cage (Dual Sphere) [Abj. HB]
Prerequisites: Dark sphere, Protection sphere.
Benefit: When you create a ward, you may spend a spell point to add the effects of a darkness ability you have to it. If you do, the entire area of your ward is a darkness, and your melds work within this ward as if it’s bearer were within any other darkness that you created.
Tribal Fortification (Dual Sphere) [Abj. HB]
Prerequisites: Protection sphere, War sphere.
Benefit: When you create a ward, you may spend a spell point to add the effects of a totem ability you have to it. If you do, the entire area of your ward is a totem (even if your totem would normally be smaller), and your rallies work within this ward as if they were within any other totem that you created.
Warded Bones (dual sphere)
Undead that you create are even harder to destroy than normal.
Prerequisites: Death sphere, Protection sphere.
Benefit: When you reanimate a corpse, you can also apply an aegis to the undead. The spell point cost of the aegis must be paid as well. This aegis remains in effect as long as the undead is not destroyed, and cannot be dispelled separately.
If combined with Mass Reanimate, each aegis must be paid for separately.
Neither Permanent Undead nor Lingering Necromancy can extend the duration of these aegis past the base duration of reanimate.
Warning Sign (Dual Sphere) [Abj. HB]
Prerequisites: Protection sphere, War sphere.
Benefit: Allies receive a +1 circumstance bonus to initiative per aegis they bear that you created. This bonus stacks with itself.
Telekinesis
Beam Propulsion (Dual Sphere)
Prerequisites: Light sphere, Telekinesis sphere.
Benefit: By amplifying and focusing the tiny pressure exerted by light with your powers of telekinesis, you can move a target with the force of light alone. When you cause a target to glow, you may increase the casting time by one step to also lift it with your telekinesis as part of the same action. You may also concentrate to maintain concentration on the bright light of your glow and your telekinesis with a single action, though this increases the action needed to maintain concentration by one step (usually from a standard action to a full-round action).
Enhancing Telekinesis
Prerequisites: Enhancement Sphere, Telekinesis Sphere
Benefit: When you lift an object with your telekinesis, as part of the same action you may enhance it with one enhancement you possess. You may concentrate on lifting and enhancing the item with a single action. Only a single object can benefit from this combination, even if you can enhance or lift more than one at a time.
Forceful Creation (Dual Sphere)
Prerequisites: Creation sphere, Telekinesis sphere.
Benefit: When you create an object, as long as you maintain concentration you may initiate and maintain the sustained force or bludgeon Telekinesis abilities as part of creating the object, so long as the object is within the normal limitations of those abilities. Additionally, if you possess Lengthened Creation, by spending a spell point to maintain the item without concentration for 1 hour per caster level, you may choose to maintain sustained force on the object for the same duration without spending an additional spell point.
Forceful Hand (Dual Sphere) [Abj. HB]
Prerequisites: Protection sphere, Telekinesis sphere.
Benefit: You gain a (succor) talent that lets you sacrifice an aegis to use a telekinetic effect to defend the creature that bore the aegis. You may make a telekinetic catch on an attack made on the creature, or, if you possess the Telekinetic Push talent, you may perform a push on an enemy that is adjacent to the creature.
Poltergeist’s Malice (dual sphere)
Every mistake your foes make brings them closer to your service.
Prerequisites: Death sphere, Telekinesis sphere, Poltergeist, Telekinetic Maneuver.
Benefit: You gain a bonus on CMB checks equal to your Poltergeist penalty when making Telekinetic Maneuver attempts against creatures suffering from your Poltergeist effect.
Time
Stasis Storage (Dual Sphere)
Prerequisites: Time sphere, Warp sphere, Extradimensional Storage.
Benefit: By spending one minute in concentration, you can lock away your extradimensional storage, sending it beyond time and placing its contents in stasis. This renders the contents of the storage inaccessible until you spend another minute unlocking it, but while it is locked the contents do not suffer wear from age or from effects such as rust or rot while stored in this way, and time spent in the space does not count against the duration of abilities such as (enhance) talents, or time limits such as the time limit reviving a dead creature.
Swift Demise (dual sphere)
Your chronomantic power extends to blurring the moment between life and death.
Prerequisites: Death sphere, Time sphere
Benefit: You may use your slow and haste as ghost strikes. Additionally, when you reanimate a body or bodies, you may augment them with your haste ability as a free action.
If the undead creatures are maintained through concentration (such as through the Sustained Reanimation talent), you may concentrate on haste and the reanimation as part of the same action.
War
Asymmetrical Warfare (Dual Sphere)
Prerequisites: Illusion sphere, War sphere.
Benefit: You may use your rally abilities on those under the effects of your glamers or in the areas of your figment as if they can see and hear you and are within the area of your totems.
Black Totem (Dual Sphere)
Prerequisites: Dark sphere, War sphere.
Benefit: When you create a totem, you may spend a spell point to add the effects of a darkness ability you have to it. If you do, the entire area of your totem is a darkness, and your melds work within this totem as if they were within any other darkness that you created.
Defensive Vigilance (Dual Sphere)
Prerequisites: Protection sphere, War sphere.
Benefit: While an ally is within the area of one of your wards, you may rally that ally. When you rally an ally who has an aegis you created attached to them, you may sacrifice an aegis to reduce the spell point cost of the rally by 1 spell point.
Enhanced Vigilance (Dual Sphere)
Prerequisites: Enhancement sphere, War sphere.
Benefit: While an ally is under the effect of one of your enhancements, you may rally that ally. The ally must be the target of the enhancement, not an object they are carrying or wielding.
Illuminated Vigilance (Dual Sphere)
Prerequisites: Light Sphere, War sphere.
Benefit: While an ally is within 30 ft. of any object that you have caused to glow, you may rally them.
Invigorating Rally (Dual Sphere)
Prerequisites: Life sphere, War sphere.
Benefit: Whenever you rally an ally, you may also invigorate them.
Sanctified Vigilance (Dual Sphere)
Prerequisites: Fate sphere, War sphere, at least one (rally) talent.
Benefit: You may use rallies on allies within the area of your consecrations even if you do not share a mandate with them and they are not within range of one of your totems.
Tribal Fortification (Dual Sphere) [Abj. HB]
Prerequisites: Protection sphere, War sphere.
Benefit: When you create a ward, you may spend a spell point to add the effects of a totem ability you have to it. If you do, the entire area of your ward is a totem (even if your totem would normally be smaller), and your rallies work within this ward as if they were within any other totem that you created.
Tribal Mark (Dual Sphere)
Prerequisites: Enhancement sphere, War sphere.
Benefit: You may use your enhance sphere ability to create enhancements that duplicate the effect of being within totems. The tribal mark works as an enhancement, using your Enhancement caster level. If used on a creature, the creature is treated as if being within the totem that is the basis for the enhancement. If used on an object, then any creature carrying the object is affected as if they were the target of the enhancement their self. Only the creature enhanced or carrying the enhanced object is considered inside the totem for effects that require another ally or an enemy to also be within the totem. The enhancement can not be used to rally.
Warlord of the Damned (dual sphere)
You can rally the hearts of your people - even after they have stopped beating.
Prerequisites: Death sphere, War sphere; Master’s Presence or Unhallowed Totem.
Benefit: As a free action, you can shift concentration of a single active totem to an undead you control (using your concentration modifier); if its concentration is broken, the totem is ended as normal. In addition, undead you control can benefit from morale bonuses granted by your totems and rallies.
Warning Sign (Dual Sphere) [Abj. HB]
Prerequisites: Protection sphere, War sphere.
Benefit: Allies receive a +1 circumstance bonus to initiative per aegis they bear that you created. This bonus stacks with itself.
Warp
Dimensional Aegis (Dual Sphere) [Abj. HB]
Prerequisites: Protection sphere, Warp sphere.
Benefit: You gain a (succor) talent that lets you sacrifice an aegis borne by an ally other than yourself to swap places with them by teleporting. They must be within range of your teleport ability, but you do not need to be normally able to teleport others. The ally must be willing or unconscious. This may be done in response to an attack before the results of the attack are determined. If so, the attack changes target to whomever is now occupying the space now occupied by the original target. The attack is not rerolled.
Divining Beacon (Dual Sphere)
Prerequisites: Divination sphere, Warp sphere, Teleport Beacon.
Benefit: You may create teleport beacons that you can sense, giving you impressions of everything that happens around them. You know the size and movement of anything in a 10-ft. radius around a beacon created this way. In addition, you may divine to see and hear from the location of such a teleport beacon as if you were standing in its position. Using divine in this way creates a scrying sensor which can be detected with a Perception check (DC 20 + caster level), but can only be dispelled by dispelling the teleport beacon.
Dreamspace (Dual Sphere)
Prerequisites: Mind sphere, Warp sphere.
Benefit: When you sleep, you may choose to project your mind into a quasi-real space, or dreamspace. This dreamspace is a single 10-ft. cube in size (increasing by a single 10-ft. cube every 4 character levels, their arrangement determined when you level) and you can select the ambient light level, temperature, and cosmetic style when entering the dreamspace or as a standard action. The cosmetic style of your dreamspace is only partially under your control, reflecting your current dreams, state of your mind, and conscious desires.
When you use an action to adjust the style it will always reflect your intended changes, but you do not have fine control over its appearance and your unconscious mind may be reflected in its subtler elements. You can choose to have it appear as a castle, but not a specific castle or place you’ve seen, and if you are worried it may appear to be under siege or shrouded in shadow.
You interact with the dreamspace using a copy of your body and all you wear, leaving behind your physical body in the real world. You may also choose to bring up to a heavy load of unattended, inanimate objects within touch range into your dreamspace with you, causing them to disappear when you fall asleep, and may choose to bring them back in a similar manner when you wake. Your dreamspace and any items left within it persist even while you aren’t in it, though they enter stasis until you return.
Because the dreamspace isn’t a true physical location, you cannot take any actions that would cause you to leave the dreamspace other than waking up, or that would affect your body or the real world. In addition, the dreamspace cannot be entered using normal teleportation or planeshifting effects. At the GM’s discretion, effects allowing travel to normal dreams can enter the dreamspace, and it may count as a dreamscape for certain effects.
Otherwise, actions have their normal effects in the dreamspace. Regardless of how you spend your time in dreamspace, you gain the normal benefits of sleep.
Author's Note: Yes, you can use this for crafting.
Flash Warp (Dual Sphere)
Prerequisites: Light sphere, Warp sphere.
Benefit: You can disappear or appear in a flash of brilliant light. When you teleport yourself you may briefly shed bright light as if you were targeted by your glow. You may apply the effects of (light) talents and other Light sphere talents to the glow, paying any costs normally. You choose whether the effects of the glow at your starting position or your destination, but the effects apply immediately.
This glow does not persist beyond a moment, and ends immediately after its effects have been applied.
Guarded Step (Dual Sphere) [Abj. HB]
Prerequisites: Protection sphere, Warp sphere.
Benefit: When teleporting yourself or a group that includes yourself to a location within a ward you created, you may reduce the action required by one step, from a standard action to a move action or from a move action to a swift action, but not to an immediate action or free action.
Stasis Storage (Dual Sphere)
Prerequisites: Time sphere, Warp sphere, Extradimensional Storage.
Benefit: By spending one minute in concentration, you can lock away your extradimensional storage, sending it beyond time and placing its contents in stasis. This renders the contents of the storage inaccessible until you spend another minute unlocking it, but while it is locked the contents do not suffer wear from age or from effects such as rust or rot while stored in this way, and time spent in the space does not count against the duration of abilities such as (enhance) talents, or time limits such as the time limit reviving a dead creature.
Superpositioned (Dual Sphere)
Prerequisites: Illusion sphere, Decoy, Invisibility, Warp sphere, 5th caster level or higher.
Benefit: While under the effects of the Invisibility talent, you may use the Warp sphere teleporting only yourself and carried gear as a move action rather than a standard action. Whenever you use a Warp sphere effect on yourself, you may leave behind or appear with a copy of yourself that lasts until the start of your next turn as the Decoy trick.
Weather
Animate Tornado (dual sphere)
Prerequisites: Enhancement sphere, Weather sphere, Animate Object, Tornado Lord.
Benefits: You may animate a tornado, whirlwind, or dust-devil using Animate Object any time you are within wind of severity level 4 or higher. Treat this as an animated object of huge size (even if you could not normally animate huge objects). It has the Whirlwind universal monster ability (10-20 ft. high, 1d8+15 damage, DC 23), but is constantly in whirlwind form and cannot leave it. It also has the fluid and additional movement (fly) abilities, but no construction points. For every 5 caster levels above 10 you have in the Weather sphere, the tornado gains +4 Strength and the DC for its whirlwind ability gains a +2 bonus (for a total increase of 4). You may use the Bestow Intelligence and Bestow Life talents on this tornado.
Aurora (Dual Sphere)
Prerequisites: Light sphere, Weather sphere.
Benefit: When you use control weather, you may also choose to increase the light level by one step in the same area, up to a maximum of normal light. At 10th caster level, you may increase the light level by an additional step. Areas of magical darkness in range of this effect are unaffected, their light levels remaining unchanged.
Baleful Storm (dual sphere)
When thunder rolls and lightning cracks, your minions rise.
Prerequisites: Death sphere, Weather sphere; Mass Reanimate, Rain Lord.
Benefit: When you use control weather to create or control Precipitation of severity 4 or more, you may choose to spend 2 additional spell points. If you do, you may reanimate any number of corpses within the area of controlled weather each round as a move action without paying the base ability spell point cost. Your Hit Dice limits apply to the total number you may reanimate with this ability, and the reanimated undead only last as long as your control weather is creating or controlling Precipitation of at least severity level 4.
Coronal Shroud (dual sphere)
Prerequisites: Light sphere, at least one (mantle) or (shroud) talent.
Benefit: When you spend a spell point to cause a creature to glow with bright light, you may either choose to have them count as under the effect of your mantle as long as the bright light last or choose a type of weather, causing them to count as being under the effect of an additional shroud of that weather type.
U: Part of Ultimate Spheres of Power and does not need to be bought separately from that book