Dual Sphere Feats

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.


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).

Benevolence (Dual Sphere)

Prerequisites: 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.

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.

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.

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.

Dimensional Aegis (Dual Sphere)

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.

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.

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)

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)

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.

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.

Invigorating Rally (Dual Sphere)

Prerequisites: Life sphere, War sphere.

Benefit: Whenever you rally an ally, you may also invigorate them.

Luminous Aegis (Dual Sphere)

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.

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.

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.

Shadow Cage (Dual Sphere)

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.

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.

Tribal Fortification (Dual Sphere)

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.

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.

Warning Sign (Dual Sphere)

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.

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.


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