Enhancement
Table of Contents
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Ultimate Spheres of Power
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You may place enhancements on creatures and objects, altering their properties.

Enhance

As a standard action, you may enhance a creature or object within close range for as long as you concentrate. You may always spend a spell point to allow an enhancement to continue for 1 minute per caster level without concentration. If targeting a creature or intelligent item that does not want to be enhanced (or an item in a creature’s possession that does not want their item enhanced), the target is allowed a Will save (DC 10 + 1/2 caster level + casting ability modifier) to negate the effect. Enhancements are subject to spell resistance.

Each time you use enhance, you choose one enhancement to bestow. When you gain the Enhancement sphere, you gain the following enhancement:

Enhance Equipment

You may enhance a weapon, suit of armor, shield, or as many as 50 pieces of ammunition grouped together (in the same container or quiver), granting it a +1 enhancement bonus. This bonus increases by 1 for every 4 caster levels possessed (maximum +5). This does not stack with any enhancement bonus already possessed by the item.

Enhancement Talents Types

Some talents are marked (enhance). These talents grant you new enhancements you may bestow.


Enhancement Talents

Crippling Strike [strike]

You may deliver enhancements through a melee touch attack. As a standard action, you may make a single weapon attack in conjunction with making an enhancement. 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 enhancement. If using a scatter weapon, the enhancement only applies to a single target, chosen at the time of attack.

Deep Enhancement

When you enhance an object or creature, the enhancement remains for 2 rounds after you stop concentrating. When you spend a spell point to make an enhancement last 1 minute per caster level without concentration, it lasts for 10 minutes per caster level instead.

Dual Enhancement

Whenever you use an enhancement that gives you multiple options, you may spend a spell point to select two options. For example, you could use Physical Enhancement to provide a bonus to Strength and Constitution simultaneously, or Steal Senses to steal two senses instead of one.

Greater Enhance Equipment

When using the Enhance Equipment enhancement, increase the enhancement bonus granted by 1, and raise the maximum enhancement cap to +6. Additionally, when spending a spell point to allow Enhance Equipment to endure for 1 minute per caster level without concentration, it instead lasts for 10 minutes per caster level. If you possess Deep Enhancement, this enhancement instead lasts for 1 hour per caster level.

Instill Enhancement [instill]

As a standard action you may touch a small container of liquid and instill an enhancement inside it, which functions as a potion or oil. You must spend a spell point to make the enhancement endure without concentration. Enhancements that create creatures (such as Animate Object) still consider you their creator, counting against your totals and following your commands.

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 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.

Mass Enhancement [mass]

When bestowing an enhancement, you may spend an additional spell point to enhance an additional 1 target per 2 caster levels (minimum 1) at the same time. Each target must be within range and must gain the same enhancement (thus, if using the Physical Enhancement talent to increase a target’s Strength, you could only target creatures, all of which would gain increased Strength). Once created, each enhancement is considered a separate sphere effect.

Natural Enhancement

You may enhance a creature with enhancements that normally only apply to weapons or armor. If it applies to weapons, it applies to one of the creature’s natural weapons as well as its unarmed strikes; if it applies to armor, it applies to any natural armor bonus that the creature possesses (creatures without natural armor are considered to have a natural armor bonus of +0).

Ranged Enhancement [range]

You may enhance targets within medium range. You may take this talent multiple times. Each time it is taken, increase the range by an additional step (close to medium, medium to long).


Enhance Talents

Alter Movement (enhance)

You may enhance creatures, increasing or decreasing their speed.

When increasing, you grant the target a +10 feet enhancement bonus to one movement speed, as well as a +2 enhancement bonus to any Acrobatics, Climb, Fly, or Swim checks they might attempt while using that movement speed. These bonuses increase by +10 and +2, respectively, per 5 caster levels.

When decreasing a target’s movement, you halve all of the target’s movement speeds (minimum 5 feet). In addition, the target provokes an attack of opportunity whenever it makes a 5-foot step unless it succeeds at an Acrobatics check against your MSD.

Animate Object (enhance)

You may spend a spell point to enhance an object, bestowing movement and a semblance of life. The object obeys your command and understands your language, but as it is not intelligent, it can only obey simple commands such as ‘move’, ‘fight’, ‘guard’, ‘stop’, etc.

If you animate an enemy’s weapon, the weapon cannot move and attack while it is being held, but the wielder must succeed at a Reflex save (DC 10 + 1/2 caster level + casting ability modifier) each round they hold the item or lose their action fighting their weapon for control. If you animate an enemy’s armor or clothing, the enemy becomes entangled and must succeed at a Reflex save each round or be staggered for that round. Animated objects are constructs, and gain Hit Dice according to their size. The maximum sized object you may animate depends on your caster level, according to Table: Animate Object.

You can only have a number of animated object Hit Dice at once equal to twice your caster level.

Table: Animate Object
Caster Level Size Sample Object Hit Dice Maximum Construction Points
1 Tiny Candelabra 1d10 1
3 Small Chair 2d10+10 1
5 Medium Cage 3d10+20 2
8 Large Statue 4d10+30 3
11 Huge Wagon 7d10+40 4
15 Gargantuan Catapult 10d10+60 5
20 Colossal Ship 13d10+80 6
30 Colossal+ House 16d10+100 7
36 Colossal++ Warehouse 19d10+120 8
42 Colossal+++ Cathedral 22d10+150 9

Animated Object Special Qualities
All animated objects possess construction qualities and construction flaws. However, these are not options the player has the power to choose; an animated object’s construction qualities and flaws are instead chosen by the GM to reflect the item in question. For example, animating an object made from cloth grants it the ‘cloth’ construction flaw, while animating a slingshot would create an animated object with the ranged attack construction quality.

Bestow Intelligence (enhance)

You may spend a spell point to enhance an animal, plant, object, or mindless creature, granting it temporary intelligence. The target becomes a magical creature (or intelligent item if an object), and gains an Intelligence, Charisma, and Wisdom score of 6 + 1/2 your caster level (or its original score, whichever is higher), as well as an alignment equal to your own, and the ability to speak and understand one language of your choice which you also speak and understand, +1 language you know per point of Intelligence bonus. It also gains normal senses to 60 feet if it did not previously possess any. However, temporary minds do not grant skill points or feats, nor the ability to move. However, a target with a bestowed mind no longer counts as mindless for purposes such as immunities.

For the most part, the new mind has a beginning disposition of friendly towards you, unless the creature already had a different disposition (for example, a hostile creature would still be hostile). The target does not gain greater insight into its surroundings before it gained intelligence (thus, an intelligent rock could not tell you who passed by it before it gained sentience, nor an intelligent tree describe a creature who climbed it the day before), nor does it automatically obey your commands, although it will usually provide favors and aid that is not too dangerous. Mindless creatures must attempt a Will saving throw against this effect unless it is a creature already under your control, such as an animated object or undead minion.

When bestowing a mind onto a creature under your control, it still continue to obey you explicitly even though it is now intelligent.

Cripple (enhance)

You may apply an enhancement to a creature, giving it a -2 penalty to all of its attack rolls, saving throws, ability checks and skill checks. This penalty increases by 1 for every 5 caster levels you possess.

Deadly Weapon (enhance)

You may enhance a weapon, granting it the keen special ability if it does not already possess it and a +1 bonus to critical hit confirmation rolls for every 3 caster levels possessed (minimum 0).

Alternatively, you may instead alter the physical properties of a weapon, enabling it to bypass damage reduction of one the following types: bludgeoning, cold iron, piercing, silver, or slashing.

Emphasize Belief (enhance)

You may enhance creatures, granting them alignment subtypes corresponding to the non-neutral components of their alignment. While under the effects of this enhancement, that creature gains damage reduction equal to 1/3 of your caster level (minimum 1), bypassed by attacks made with weapons aligned to the alignment opposed to their new subtype. This damage reduction stacks with any other source of damage reduction they might have.

Energize Body (enhance)

You may enhance a target’s physical resilience. This suppresses the fatigued condition or reduces the exhausted condition to fatigued for the duration. You may spend a spell point to instead completely suppress the exhausted condition for the duration. The target is still considered to be suffering those conditions for the purposes of effects that would render them fatigued or exhausted. If the target is sleeping, this enhancement causes them to immediately wake up.

Additionally, the target adds your caster level to their Constitution score for the purpose of how long it may hold its breath or run before attempting Constitution checks. The target also doubling their carrying capacity. This multiplier increases by 1 for every 5 caster levels possessed (thus becoming x3 at 5th caster level, x4 at 10th caster level, etc.).

Energy Enhancement (enhance)

You may enhance a weapon, granting it the corrosive, flaming, frost, or shock weapon special abilities. The weapons deal an extra point of elemental damage for every 2 caster levels possessed.

You may also apply this enhancement to a consumable item, a splash weapon, or a dose of poison. Targets who consume the item, suffer direct or splash damage from the splash weapon, or are struck with the poison (whether or not they fail their saving throw) also suffer acid, cold, electricity, or fire damage (chosen at the time the enhancement is created) equal to your caster level.

Enhance Focus (enhance)

You may enhance creatures, allowing them a higher standard of skill. Choose one skill when you grant this enhancement. The target gains an enhancement bonus to that skill equal to 5 + 1 per 4 caster levels you possess.

Harden/Weaken (enhance)

You may enhance an object to either increase or decrease its hardness, or enhance a creature to grant it or lessen its damage reduction. You may increase or decrease an object’s hardness by an amount equal to your caster level (minimum 1). Decreasing an object’s hardness gives it the fragile quality if it does not already have it. When targeting a creature, you may either grant it DR/adamantine equal to 1/2 your caster level (minimum 1), or decrease its current damage reduction by the same amount. This only affects damage reduction that can be bypassed (so it could decrease DR/cold iron, but not DR/-).

Improved Flexibility (enhance)

You may enhance a creature, allowing it to attempt Escape Artist checks that normally require a full minute to perform as a full-round action, and that normally take a full-round action as a standard action. At 6th caster level, it ignores all penalties while squeezing through narrow spaces, and may move through such spaces at full speed. At 12th caster level, it may squeeze through tight spaces at its full speed, and does not lose its Dexterity bonus to AC when doing so. At 18th level, it may use Escape Artist to squeeze through any space large enough to fit one of its fists.

Lighten (enhance)

You may spend a spell point to enhance an item or creature, reducing its weight or even making it weightless. The maximum sized object you can affect is given on Table: Lighten Object.

An enhanced object weighs half as much as normal, but if you choose, you may make objects up to one size category smaller than your limit completely weightless, or up to 2 size categories smaller float up or down as you choose at a rate of 20 feet per round. While you cannot make an object or creature move any direction other than up or down, this can easily be combined with telekinesis, wind power, or pushing off a wall (at half the target’s usual speed) to create flight-like effects. Unwilling creatures are allowed a new saving throw each round to negate this effect, but they may suffer falling damage if successful.

When determining things such as penalties for using oversized weapons, damage dealt from dropping an object like an indirect siege engine, affecting an object with telekinesis, etc., a 1/2 weight object counts as being one size category smaller and a weightless object counts as being two size categories smaller. 1/2-weight creatures suffer a -2 penalty to their CMD vs. bull rush, drag, and reposition combat maneuvers, and 1/2-weight armor has its spell failure chance decreased by 5%, its max Dexterity bonus increased by 1, and its armor check penalty decreased by 1 (minimum 0). Weightless or floating creatures/armor double these bonuses/penalties. Additionally, a levitating creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack has a -1 penalty on attack rolls, the second -2, and so on, to a maximum penalty of -5. A full-round action spent stabilizing allows the creature to begin again at -1.

Creatures floating above the ground cannot use a land speed to move without a wall or some other method of pushing themselves horizontally.

Table: Lighten Object
Caster Level Tiny Small Medium Large Huge Gargantuan Colossal
1 Weightless 1/2 weight - - - - -
3 Float Weightless 1/2 weight - - - -
5 Float Float Weightless 1/2 weight - - -
8 Float Float Float Weightless 1/2 weight - -
11 Float Float Float Float Weightless 1/2 weight -
15 Float Float Float Float Float Weightless 1/2 weight
20 Float Float Float Float Float Float Weightless
25 Float Float Float Float Float Float Float

Magic Sink (enhance)

You may enhance creatures or objects, protecting any other magic they might be subject to. Whenever a creature attempts to Counterspell or otherwise dispel a magical effect on the target, they must first roll their check against your magic sink, only rolling against the intended magical effect if this first check was a success. While Magic Sink can be countered when first cast, it is not considered its own magical effect once applied to a target and cannot be dispelled; instead, it is considered an augment to the other magical effects the target is affected by.

Mental Enhancement (enhance)

You may enhance creatures, granting them a +2 enhancement bonus to either their Intelligence, Wisdom, or Charisma scores. This increases by +2 per 7 caster levels.

Physical Enhancement (enhance)

You may enhance creatures, granting them a +2 enhancement bonus to either their Strength, Dexterity, or Constitution scores. This increases by +2 per 7 caster levels.

Ragged Edges (enhance)

You may apply an enhancement to a weapon, causing attacks made with it to deal additional bleed damage equal to half your caster level (minimum 1). You may spend a spell point to have the weapon deal additional bleed damage equal to your caster level instead.

Staunch Resistance (enhance)

You may enhance creatures, granting them a +2 untyped bonus to one saving throw. This bonus increases by +1 per 5 caster levels.

Steal Senses (enhance)

You may spend a spell point to apply an enhancement to a creature, causing it to become either blind or deaf (your choice), or to lose one special sense such as blindsense, blindsight, the scent ability, tremorsense, etc.

Steal Capacity (enhance)

You may spend a spell point to apply an enhancement to a creature, rendering it incapable of performing some action it normally could. This can be used to rob the character of the power of speech, or some other form of communication it possesses, such as telepathy, writing, or performing sign language.

This can also be used to rob a target of one of its special movement speeds, such as flight or burrow; if the creature in question has a natural flight speed, they glide safely to the ground. This cannot be used to rob a target of its base land speed, nor of its only movement speed (for example, robbing an air elemental of its fly speed).

Superior Poison (enhance)

You may enhance a dose of poison, increasing the number of successful saving throws necessary to cure the poison by 1.

Superior Reflexes (enhance)

You may enhance creatures, giving them a +1 bonus to initiative and allowing them to make an additional attack of opportunity each round. In addition, they may make attacks of opportunity while flat-footed.

At 5th caster level, and every 4 levels thereafter, increase to bonus to initiative by +1 and the number of additional attacks of opportunity by 1.

Supply Vigor (enhance)

You may enhance creatures, allowing them to ignore 2 points of ability damage, drain, or penalty they have suffered to one of their ability scores (chosen when using this talent), and reducing any such damage or drain they would suffer during the duration by half this amount. This reduction does not affect any ability damage or drain taken as part of a cost. This increases by 2 points per 7 caster levels. If you possess Physical Enhancement or Mental Enhancement, the benefits of this talent are supplied to any ability score enhanced with those talents at no extra cost.

Traveling Weapon (enhance)

You may enhance a melee weapon, granting it the throwing and returning weapon special abilities.

When used on a ranged weapon, a throwing weapon, or a weapon that already possesses the throwing special ability, this instead gives the weapon or its ammunition the ability to curve slightly; ranged attacks with that weapon ignore 2 points of the AC bonus from cover less than total cover, +2 points per 7 caster levels.


Advanced Enhancement Talents

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

Alternative Energy [Jester's HB]

Prerequisites: Enhancement sphere (Energy Enhancement (enhance)), caster level 5th.

When enhancing a weapon with Energy Enhancement, you may choose sonic damage. At 10th caster level, you may choose force damage. Treat these choices as though they were the flaming weapon special ability, but instead dealing sonic or force damage respectively.

Antimagic Aegis

Prerequisites: Enhancement sphere (Magic Sink (enhance)), Protection sphere (Spell Ward (aegis, ward)), caster level 1st.

Whenever you use Magic Sink on a creature benefiting from your Spell Ward, or vice versa, you may spend an additional spell point. If you do so, any aegis or enhancement that that creature benefits from is not suppressed by any form of antimagic; the creature is otherwise affected normally by effects such as antimagic field or Spell Ward. This protection ends when either Magic Sink or Spell Ward end, whichever comes first.

Ascetic Control

Prerequisites: Enhancement sphere, caster level 5th.

By spending 10 minutes and 2 spell points, you may downplay the needs of your body until they vanish entirely. While Ascetic Control is active, you do not bleed, and do not need to breathe, eat, drink, or sleep. Ascetic Control lasts 24 hours.

Bestow Life

Prerequisites: Enhancement sphere (Animate Object (enhance), Bestow Intelligence (enhance)), caster level 10th.

You may spend 3 spell points and 24 hours to bring a plant, animal, construct, or object to life. This is an instantaneous effect, and as such is a permanent change and cannot be dispelled. This has no effect on a creature with an Intelligence of 3 or higher.

This ability may manifest in one of the following ways:

  • You transform a tree into an intelligent animated object, granting it the benefits of your Animate Object and Bestow Intelligence enhancements. The target’s type changes to magical creature.
  • You transform an animal into an awakened animal. The target’s type changes to magical beast, and its mental ability scores change to 3d6 each. At the GM’s discretion, the animal may be recreated using whatever character creation rules the campaign has employed.
  • You grant life to an empty body. This could be a body created through the Fleshcraft and Create Raw Materials Creation advanced talents or a body crafted from parts of other recently slain bodies sewed together. (Assembly requires a minimum of six different bodies—one for each limb, the torso including head, and the brain. In some cases, more bodies may be necessary. Special unguents and bindings worth 500 gp are also required.) The target becomes a living 1st level commoner of whatever race its body was crafted to mimic, but may retrain as usual.
  • You transform a magical object into an intelligent item with a 10 Intelligence, Wisdom, and Charisma. The item must be a permanent magical item (thus scrolls, wands, potions, etc. cannot be enhanced in this way), and the item does not gain any powers automatically; abilities and attribute bonuses must be crafted into the item as usual.
  • You transform a construct into a sentient construct. The target's Intelligence changes to 3d6 and its Charisma increases by 2d6. The target gains one language the caster speaks, plus one additional language that the caster knew per point of the target's Intelligence modifier (if positive). At the GM’s discretion, the construct may be recreated using whatever character creation rules the campaign has employed.

Creatures and magic items created in this fashion possess your alignment and can speak one language that you know plus one additional language that you know per point of Intelligence bonus (if any). An animal affected in this manner cannot serve as an animal companion, familiar, or special mount, but it may serve as a cohort if the caster possesses a means for having one.

With the exception of intelligent items (which follow the intelligent item rules), the affected creature serves you as a faithful companion. However, as it is a living, intelligent being, it will expect good treatment in return (indeed, an animal that was treated harshly before it was enhanced in this way may feel no particular loyalty to the caster at all). A caster may only have one companion of this sort at any one time; if a second creature is awakened, the first remains friendly, but no longer undertakes tasks for the caster unless it is in its own best interests.

Give Magic Life

Prerequisites: Enhancement sphere (Bestow Intelligence (enhance)), caster level 10th.

Whenever you use a non-instantaneous sphere ability, you may spend 2 spell points to give it the Embodiment of Magic template instead of casting it normally; if you do so, it is initially friendly towards you, and will die at the end of the effect’s duration.

If you also possess Bestow Life, you may use it on creatures created through this talent; doing so increases their potency by 3, and prevents them from dying at the end of the effect’s duration.

Referential Enhancements

Prerequisites: Enhancement sphere (Deep Enhancement, Mass Enhancement), caster level 15th.

Whenever you use Mass Enhancement, you may spend 2 additional spell points to have the enhancement affect a 30-foot burst instead. If you do so, the enhancement’s duration changes to days per caster level and it affects all valid targets that are within the enhancement’s area; the benefits fade if the target leaves the area, but return if they do.

Upon using this talent, you may exclude targets from the effect based on some visible or audible criterion. This would allow you to, say, have Enhance Equipment affect any swords within the area, or have Render Clumsy apply only to creatures who are not prominently showing a particular badge.

Reverse Gravity (enhance)

Prerequisites: Enhancement sphere (Lighten (enhance)), caster level 15th.

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

Within this area, gravity reverses. Unattached objects and creatures in the area fall upward and reach the top of the area in 1 round. If a solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it in the same manner as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, until the effect ends. At the end of the duration, affected objects and creatures fall downward.

Provided it has something to hold onto, a creature caught in the area can attempt a Reflex save to secure itself and not fall upward. Creatures who can fly or levitate can keep themselves from falling.


Enhancement Sphere 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.

Alloy Enhancement (Dual Sphere)

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

Benefit: Whenever you use a (metal) geomancing ability which creates or affects metal (such as Recover Ore) you may choose to enhance the metal via the Enhancement sphere as part of the same action. This costs 1 additional spell point, in addition to any spell points required by the enhancement in question.

Animate Structural Features

Prerequisites: Enhancement sphere (Animate Object (enhance)).

You may use Animate Object on portions of objects or structures, such as animating a hallway within a castle or the front door of a cottage. Objects animated in this way always have the Immobile flaw. Additionally, such objects are rigidly attached to the rest of the structure, reducing its reach as if it were two size categories smaller than it actually is.

The animated portion of the structure may attack creatures that are within reach of any of its surfaces, and is immune to any effect that would move it that could not also move the structure it is a component of.

Animate Tornado (Dual Sphere)

Prerequisites: Enhancement sphere (Animate Object (enhance)), Weather sphere (Tornado Lord, Wind Lord).

Benefit: 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 feet 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.

Animated Arsenal

Prerequisites: Enhancement sphere (Animate Object (enhance)), base attack bonus +1.

Benefit: Whenever you create an animated object out of a weapon, you may change the damage type of one slam attack to either piercing or slashing. If you choose to apply the piercing attack or slashing attack abilities to one of the object’s other slam attacks, you may choose to have it also apply to the slam attack modified through this feat for no additional cost. Finally, the first application of ranged attack only costs 1 CP.

Animating Possession (Dual Sphere)

You can project your soul into an object to give it a semblance of life.

Prerequisites: Death sphere (Master’s Presence), Enhancement sphere (Animate Object (enhance)).

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 Enhancement 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.

Backdoor Control (Dual Sphere)

Prerequisites: Enhancement sphere (Bestow Intelligence (enhance)), Mind sphere (Expanded Charm).

Benefit: Whenever you use a charm against a creature or object you used Bestow Intelligence, requests you make that would normally be against their nature are instead treated as things they would not normally do. This increased control extends to creatures you create through advanced magic, such as Bestow Life, Duplicate, or Give Magic Life.

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.

Complex Animations

Prerequisites: Enhancement sphere (Animate Object (enhance)).

Benefit: When using the Animate Object enhancement, the animated objects you create gain +1 construction point.

Durable Objects

Prerequisites: Enhancement sphere (Animate Object (enhance)).

Benefit: Whenever you create an animated object, it gains bonus hit points as if it were one size larger. If the animated object already has an effective size of Colossal or greater, it instead gains 30 additional bonus hit points.

Enchanted Animation

Prerequisites: Enhancement sphere (Animate Object (enhance)).

Benefit: Whenever you create an animated object, you may spend a spell point to grant it a single use of one of your sphere abilities; if the sphere ability costs spell points to use, you must pay for that cost when granting it. It may use that sphere ability as if you had cast it yourself.

Enhanced Contingency

Prerequisites: Enhancement sphere, Contingency.

Benefit: You may enhance a contingency effect. If the contingency creates or summons a valid target for that enhancement, the enhancement is transferred to that target. Otherwise, the enhancement is transferred to the sphere effect once it takes effect. You may spend an additional spell point when applying the enhancement to tie it into the contingency; if you do so, time spent prior to the contingency triggering does not count towards the enhancement’s duration.

Enhanced Creation (Dual Sphere)

Prerequisites: Creation sphere or Shadowstuff Armament, Enhancement sphere.

Benefit: When creating an object with either the Creation sphere or the Shadowstuff Armament feat, 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 (Dual Sphere)

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 (Dual Sphere)

Prerequisites: Conjuration sphere, Enhancement 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 (enhance)).

Benefit: When you create an object, you can make it weightless as the Lighten talent.

If your floating creation is a 5-foot 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.

Floating Panoply

Prerequisites: Enhancement sphere (Mass Enhancement), Telekinesis sphere (Divided Mind), Enhancing Telekinesis, caster level 7th.

Benefit: When you use the Enhancing Telekinesis feat, you may spend a spell point to enhance every item you lift with Divided Mind, following the restrictions of Mass Enhancement.

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.

Magician’s Trade (Counterspell)

Prerequisites: Enhancement sphere, Counterspell.

Benefit: Whenever you use Counterspell, you may end an enhancement affecting yourself to increase the number of magical effects you may end with Counterspell by one. There is no limit on the number of enhancements you may cancel to improve your Counterspell; however, you may only use enhancements you created yourself to fuel this feat that are not maintained through concentration.

March Of The Treants (Dual Sphere)

Prerequisites: Enhancement sphere, Nature sphere ((plant) package).

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 feet per 5 caster levels for the duration of Pummel (or enhance if you spend an additional spell point). 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.

Master Of Small Magics

Prerequisites: Enhancement sphere, Cantrips.

Benefit: You may use leaked magic from your enhancements to improve your Cantrips. Whenever you use Cantrips while under the effects of one of your own enhancements, you may either increase the range to medium, double the duration, or double the amount of matter you can affect at one time. In addition, you may choose to use any creature or object within 30 feet that is under the effects of one of your enhancements as the origin for any Cantrip you use.

Might Of The Grave (Dual Sphere)

When you reanimate a body, you can grant it magical enhancements for a short time.

Prerequisites: Death sphere (reanimate ability), Enhancement sphere (any (enhance) ability).

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.

Militant Animation (Combat)

Prerequisites: Enhancement sphere (Animate Object (enhance)), base attack bonus +1.

Benefit: Whenever you create an animated object, you may grant it a single combat feat it qualifies for as a bonus feat. You may spend an additional spell point when using Animate Object to grant the animated object an additional bonus combat feat it qualifies for.

Normal: Animated objects are mindless, and do not possess any feats.

Mounted Magician

Prerequisites: Handle Animal 3 ranks, Ride 3 ranks, Enhancement sphere, casting class feature.

Benefit: When targeting yourself with an enhancement, your mount also gains the benefits of that enhancement. This lasts as long as you are both enhanced and mounted. If you dismount or are unseated, your mount loses the benefit of your enhancement.

Mutagenic Enhancements (Dual Sphere)

Prerequisites: Alteration sphere, Enhancement sphere (any (enhance) ability).

Benefit: Whenever you enhance a creature, you may also give them a trait of your choice, just as if you had used shapeshift on them. Doing so makes the enhancement into a polymorph effect, but this can stack with other polymorph effects. A creature may only be under the effects of one enhancement modified in this way, but the trait they gained does not count towards the limit for your shapeshift.

Nature’s Enhancement (Dual Sphere)

Prerequisites: Enhancement sphere, Nature sphere (any (spirit) talent).

Benefit: Whenever you enhance a creature, you may also imbue the target with a non-instantaneous spirit ability. The target must be a valid choice for both the enhancement and spirit ability; you may only target yourself if you cannot target others. In addition, you may maintain concentration on the enhancement and the spirit ability with a single action.

Object Familiar

Prerequisites: Enhancement sphere (Animate Object (enhance)), ability to acquire a familiar.

Benefit: When choosing a new familiar, you may select a Tiny animated object in place of a normal creature. An object familiar’s type does not change, and it does not gain the ability to speak to other creatures of its kind.

Special: You may apply the benefits of any feats that improve your use of Animate Object to your animated object familiar. If you later take Improved Familiar, you may select a Small animated object at 5th caster level instead.

Reforge Object (Dual Sphere)

Prerequisites: Enhancement sphere (Animate Object (enhance)), Creation sphere (Potent Alteration).

Benefit: You do not need to spend an additional spell point when altering an animated object you have created. In addition, you may freely re-assign a construction point when altering an Animated Object in a way that affects its material or shape.

Solid Illusions (Dual Sphere)

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

Benefit: You may enhance any illusions you create as if they were actually the creatures and objects they appear to be. Parts of the illusion can be enhanced separately - you could use the Enhance Equipment enhancement to grant an illusionary soldier an enhancement bonus to attack and damage rolls with its non-existent spear. Additional damage from enhanced illusions deal nonlethal damage of their type (nonlethal fire damage, nonlethal bleed damage, etc.) unless your illusions are dealing lethal damage because of another talent, feat or ability (such as the Shadow Infusion talent).

Tactical Animation

Prerequisites: Enhancement sphere (Animate Object (enhance)).

Benefit: Whenever you create an animated object, you may grant it a single Teamwork feat it qualifies for as a bonus feat. You may spend an additional spell point when using Animate Object to grant the object an additional bonus Teamwork feat it qualifies for.

Normal: Animated objects are mindless, and do not possess any feats.

Tribal Mark (Dual Sphere)

Prerequisites: Enhancement sphere, War sphere.

Benefit: You may 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 themselves. 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.


Proxy Feats

Proxy feats represent an enhanced ability to manipulate and take advantage of the Create Proxy enhancement, which by default is granted by the Spell Proxy feat. Unless otherwise stated, these feats only apply to Create Proxy effects that you created yourself, and only affect creatures under the effects of Create Proxy who are within 30 feet. Generally, using a proxy feat immediately ends the Create Proxy effect for that creature. An incanter may select proxy feats as bonus feats.

Defensive Proxies (Proxy)

Prerequisites: Enhancement sphere, Circle Casting, Spell Proxy.

Benefit: Whenever you fail a saving throw against a sphere effect, any creature within that is currently under the effects of Create Proxy may spend an immediate action to allow you to reroll your saving throw. Doing so causes Create Proxy to immediately end for that creature.

Maintain Proxy (Proxy)

Prerequisites: Enhancement sphere, Circle Casting, at least one Proxy feat.

Benefit: Whenever one of your Create Proxy effects would end due to a Proxy feat, you may spend 1 spell point to prevent it from ending prematurely.

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.

Mystic Generosity (Proxy)

Prerequisites: Enhancement sphere, Circle Casting, Spell Proxy.

Benefit: Whenever you use Create Proxy on a creature, you may spend a spell point to grant them the Basic Magic Training feat as a bonus feat while they are under the effects of that enhancement. The sphere they gain access to must be one that you also have access to.

Special: If the target of Create Proxy does not meet the prerequisites for Basic Magic Training, they gain Extra Magic Talent as a bonus feat instead. The bonus talent they gain must be one that you also possess.

Proxy Counterspell (Proxy)

Prerequisites: Enhancement sphere, Circle Casting, Counterspell, Spell Proxy.

Benefit: Whenever you use Counterspell, any creature under the effects of Create Proxy may spend an immediate action to allow you to end an additional effect. Doing so causes Create Proxy to end immediately for that creature.

Proxy Network (Proxy)

Prerequisites: Enhancement sphere, Circle Casting, Spell Proxy.

Benefit: Whenever you use a sphere effect with a range of touch, you may choose to have it originate from a creature under the effects of Create Proxy instead of yourself. Doing so causes Create Proxy to end immediately.

Spell Proxy (Proxy)

Prerequisites: Enhancement sphere, Circle Casting.

Benefit: You gain access to an additional enhancement, which you may use normally:

Create Proxy: You may enhance creatures, allowing them to act as aiding casters as if they themselves possessed the Circle Casting feat. They do not need to have any magic talents or a spell pool to do so.

Special: You may incorporate Create Proxy into a spell as if it were an Enhancement talent. You may not take Spell Proxy if you have the Personal Magics drawback.

Spell Proxy, Extended (Proxy)

Prerequisites: Enhancement sphere, Circle Casting, at least one Proxy feat.

Benefit: The benefits of your proxy feats apply to creatures within 60 feet.

Normal: Proxy feats only apply to creatures within 30 feet.

Spell Proxy, Improved (Proxy)

Prerequisites: Enhancement sphere, Circle Casting, Spell Proxy.

Benefit: Whenever you use Create Proxy, you may also transfer the concentration to maintain one sphere effect to the targets. If they possess spell points of their own, they may spend them in your place to have the effect continue without concentration.

Spreading Magic (Proxy)

Prerequisites: Enhancement sphere, Circle Casting, Spell Proxy.

Benefit: Whenever you use a sphere ability that targets a creature, a creature under the effects of Create Proxy may choose to become an additional target if they are also within range. Doing so causes Create Proxy to end immediately for that creature.

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.

Tactical Proxies (Proxy)

Prerequisites: Enhancement sphere, Circle Casting, Spell Proxy, any one teamwork feat.

Benefit: You may treat any creature under the effects of Create Proxy as if they shared all of your teamwork feats. They do not gain the benefits of your teamwork feats unless they actually have it themselves.

Special: If you also have Improved Spell Proxy, you may choose to grant them the benefits of one of your teamwork feats instead of transferring concentration.


Archetypes Specializing in Enhancement

Eclectic Researcher

The Eclectic Researcher is a Wizard that specializes in mixing talents to create new spells.

Herculean Scion

The Herculean Scion is a Mageknight that uses divine power to access domains and improve their own abilities.

Snake Oil Salesman

The Snake Oil Salesman is a Rogue that knows how to enhance various substances to provide interesting effects, and that gains a small selection of magic talents to support the creation of their concoctions.

Spirit-Wielder

The Spirit-Wielder is a Fighter that can coax out the spirits of their weapons to provide added benefits in combat.

Whitesmith

The Whitesmith is an Armorist who knows that maintaining everyone's things - not just their own - is often the key to success.


Animated Objects

For the most part, a player creating an animated object does not get to choose what construction points and flaws it possesses. Instead, it’s construction points and flaws are determined by the GM to best reflect the type of object that was animated.

Tiny Animated Object (CR 1/2)

XP 200
N Tiny construct
Init +2 Senses darkvision 60, low-light vision; Perception -5

Defense
AC 18, touch 14, flat-footed 16 (+2 Dex, +4 natural, +2 size)
hp 5 (1d10)
Fort +0, Ref +2, Will -5
Defensive Abilities hardness 5 Immune construct traits

Offense
Speed 15 ft.
Melee slam +1 (1d2-2)

Statistics
Str 6, Dex 14, Con -, Int -, Wis 1, Cha 1
Base Atk +1 CMB +1 CMD 9
SQ 1 construction point

Special Abilities
Construction Points Tiny animated objects have 1 construction point.

Small Animated Object (CR 2)

XP 600
N Small construct
Init +1; Senses darkvision 60, low-light vision; Perception -5

Defense
AC 16, touch 12, flat-footed 15 (+1 Dex, +4 natural, +1 size)
hp 21 (2d10+10)
Fort +0, Ref +1, Will -5
Defensive Abilities hardness 5; Immune construct traits

Offense
Speed 20 ft.
Melee slam +3 (1d3)

Statistics
Str 10, Dex 12, Con -, Int -, Wis 1, Cha 1
Base Atk +2 CMB +1 CMD 12
SQ 1 construction points

Special Abilities
Construction Points Small animated objects have 1 construction point.

Medium Animated Object (CR 3)

XP 800
N Medium construct
Init +0; Senses darkvision 60 ft., low-light vision; Perception –5

Defense
AC 14, touch 10, flat-footed 14 (+4 natural)
hp 36 (3d10+20)
Fort +1, Ref +1, Will -4
Defensive Abilities hardness 5; Immune construct traits

Offense
Speed 30 ft.
Melee slam +5 (1d6+3)

Statistics
Str 14, Dex 10, Con —, Int —, Wis 1, Cha 1
Base Atk +3; CMB +5; CMD 15
SQ 2 construction points

Special Abilities
Construction Points Medium animated objects have 2 construction points.

Large Animated Object (CR 5)

XP 1,600
N Large construct
Init -1 Senses darkvision 60, low-light vision; Perception -5

Defense
AC 14, touch 8, flat-footed 14 (-1 Dex, +6 natural, -1 size)
hp 52 (4d10+30 size)
Fort +1, Ref +0, Will -4
Defensive Abilities hardness 5 Immune construct traits

Offense
Speed 30 ft.
Melee slam +9 (1d6+9)

Statistics
Str 22, Dex 8, Con -, Int -, Wis 1, Cha 1
Base Atk +4 CMB +11 CMD 20
SQ 3 construction points

Special Abilities
Construction Points Large animated objects have 3 construction points.

Huge Animated Object (CR 7)

XP 3,200
N Huge construct
Init -2 Senses darkvision 60, low-light vision; Perception -5

Defense
AC 15, touch 6, flat-footed 15 (-2 Dex, +9 natural, -2 size)
hp 78 (7d10+40 size)
Fort +2, Ref +0, Will -3
Defensive Abilities hardness 5 Immune construct traits

Offense
Speed 30 ft.
Melee slam +15 (1d8+15)

Statistics
Str 30, Dex 6, Con -, Int -, Wis 1, Cha 1
Base Atk +7 CMB +19 CMD 27
SQ 4 construction points

Special Abilities
Construction Points Huge animated objects have 4 construction points.

Gargantuan Animated Object (CR 9)

XP 6,400
N Gargantuan construct
Init -2 Senses darkvision 60, low-light vision; Perception -5

Defense
AC 17, touch 4, flat-footed 17 (-2 Dex, +13 natural, -4 size)
hp 115 (10d10+60 size)
Fort +3, Ref +1, Will -2
Defensive Abilities hardness 5 Immune construct traits

Offense
Speed 30 ft.
Melee slam +20 (2d6+21)

Statistics
Str 38, Dex 6, Con -, Int -, Wis 1, Cha 1
Base Atk +10 CMB +28 CMD 36
SQ 5 construction points

Special Abilities
Construction Points Gargantuan animated objects have 5 construction points.

Colossal Animated Object (CR 11)

XP 12,800
N Colossal construct
Init -2 Senses darkvision 60, low-light vision; Perception -5

Defense
AC 18, touch 0, flat-footed 18 (-2 Dex, +18 natural, -8 size)
hp 151 (13d10+80 size)
Fort +4, Ref +2, Will -1
Defensive Abilities hardness 5 Immune construct traits

Offense
Speed 30 ft.
Melee slam +23 (2d8+27)

Statistics
Str 46, Dex 6, Con -, Int -, Wis 1, Cha 1
Base Atk +13 CMB +39 CMD 47
SQ 6 construction points

Special Abilities
Construction Points Colossal animated objects have 6 construction points.

Colossal+ Animated Object (CR 12)

XP 19,200
N Colossal construct
Init -2 Senses darkvision 60, low-light vision; Perception -5

Defense
AC 24, touch 0, flat-footed 24 (-2 Dex, +24 natural, -8 size)
hp 188 (16d10+100 size)
Fort +5, Ref +3, Will -0
Defensive Abilities hardness 5 Immune construct traits

Offense
Speed 30 ft.
Melee slam +30 (4d6+33)

Statistics
Str 54, Dex 6, Con -, Int -, Wis 1, Cha 1
Base Atk +16 CMB +46 CMD 54
SQ 7 construction points

Special Abilities
Construction Points Colossal animated objects have 7 construction points.

Colossal++ Animated Object (CR 14)

XP 38,400
N Colossal construct
Init -2 Senses darkvision 60, low-light vision; Perception -5

Defense
AC 31, touch 0, flat-footed 18 (-2 Dex, +31 natural, -8 size)
hp 224 (19d10+120 size)
Fort +6, Ref +4, Will +1
Defensive Abilities hardness 5 Immune construct traits

Offense
Speed 30 ft.
Melee slam +37 (4d8+39)

Statistics
Str 62, Dex 6, Con -, Int -, Wis 1, Cha 1
Base Atk +19 CMB +53 CMD 61
SQ 8 construction points

Special Abilities
Construction Points Colossal animated objects have 8 construction points.

Colossal+++ Animated Object (CR 16)

XP 76,800
N Colossal construct
Init -2 Senses darkvision 60, low-light vision; Perception -5

Defense
AC 39, touch 0, flat-footed 39 (-2 Dex, +39 natural, -8 size)
hp 271 (22d10+150 size)
Fort +6, Ref +4, Will +1
Defensive Abilities hardness 5 Immune construct traits

Offense
Speed 30 ft.
Melee slam +44 (6d6+45)

Statistics
Str 70, Dex 6, Con -, Int -, Wis 1, Cha 1
Base Atk +22 CMB +60 CMD 68
SQ 9 construction points

Special Abilities
Construction Points Colossal animated objects have 9 construction points.

Special Abilities

Construction Points

Animated objects have a number of Construction Points (CP) used to purchase abilities and defenses in addition to those presented above. A Medium-sized animated object has 2 CP; differently sized animated objects have CP totals as detailed on the size chart on this page. If an animated object spends more CP than its size category would allow, its CR increases by 1 (minimum of +1) for every 2 additional CP spent.

Construction points allow an animated object to approximate the object being animated; if a cloth shirt is being animated, it should possess the cloth flaw. If an iron bar is being animated, it should possess the ‘metal’ option listed below.

Additional Attack (Ex, 1 CP): The animated object gains an additional slam attack.

Additional Natural Attack (Ex, 1 CP): The animated object gains an additional natural attack. The animated object must have an appropriate appendage or part for the natural attack.

Additional Movement (Ex, 1 CP): The animated object gains a new mode of movement (burrow, climb, fly [clumsy], or swim) at a speed equal to its base speed.

Augmented Critical (Ex, 1 CP): Increase the threat range for the animated object’s melee attacks by 1 or the threat multiplier by 1. This cannot combine with itself or with the piercing attack or slashing attack animated object abilities.

Armor (Ex; 2 CP): The animated object is a suit of armor. When worn by another creature, it ceases to act as a creature of its own. Instead, any damage the wearer takes is dealt to the animated object instead; if the animated object loses all of its hit points, then the armor bonus it grants is reduced to +0. While worn, it grants its armor bonus to AC, as well as the benefits of any special abilities, as normal. As long as the animated object is still animated, it may be donned as a full-round action and removed as a swift action.

Burn (Ex, 1 CP): The animated object gains burn (1d6) with its slam attacks. This can be applied multiple times. Its effects stack.

Note: Most objects that deal elemental damage do so by being on fire (such as a lit torch or candlestick). If an object might deal another type of damage, such as an animated bottle of acid, use the Burn quality and replace the damage type as appropriate.

Constrict (Ex, 1 CP): The animated object gains constrict with its slam attacks (the animated object must have grab before it can take this ability).

Durable (Ex; 1 CP): The animated object is exceptionally durable. It gains 5 additional hit points for each size category it has beyond Tiny, to a maximum of 30 additional hit points for Colossal animated objects. This can be applied multiple times, and its effects stack.

Exceptional Reach (Ex, 1 CP): The animated object gains +5 feet of reach with one melee attack. Increase reach on all attacks for an additional +1 CP.

Faster (Ex, 1 CP): One of the animated object’s movement modes increases by +10 feet.

Fluid (Ex; 1 CP): The animated object is unusually fluid; it may squeeze through tight spaces as if it were two sizes smaller than it actually is.

Garrote (Ex; 1 CP): The animated object strangles creatures it grapples - it gains the strangle special attack (the object must have grab before it can select this ability).

Grab (Ex, 1 CP): The animated object gains grab special attack with slam attacks.

Graft (Su; 1 CP): The animated object can serve as a replacement limb for a creature two size categories larger than it. While attached to a creature, the animated object ceases to act as a creature of its own. Instead, the creature benefiting from the graft ignores any penalties due to missing that limb, and gains one of the animated object’s natural attacks. If the animated object possesses any special attacks modifying that natural attack, the beneficiary of the graft gains it as well, using their size in place of that of the animated object. An animated object with graft may be attached to a creature with a DC 20 Heal check.

Hollow (Ex; 1 CP): The animated object gains the swallow whole special attack with its slam attacks; creatures swallowed by the animated object do not automatically take damage (the animated object must have grab before it may select this ability). This can be applied multiple times, each time increasing the animated object’s size category for the purposes of what creatures and objects it can grab and swallow by one.

Improved Attack (Ex, 1 CP): All the animated object’s melee or ranged attacks do damage as though it were one size category larger. A crafter must purchase improved attack separately for melee and ranged attacks.

Magic Item (Su; 1 CP): The animated object is some description of magic item. It may activate itself as if it were holding or wearing itself. Magic weapons may apply their enchantments to one of their natural attacks (for example, an animated +1 dragon bane longsword would have a +1 dragon bane slam attack).

Material Properties (Ex; 1 CP): The animated object’s natural attacks are considered to be weapons made from the animated object’s special material. The animated object must have metal or special material before it may select this ability.

Metal (Ex, 2 CP): The animated object is made of common metal. Its hardness increases to 10, and it gains a +2 increase to its natural armor bonus. Mithral animated objects cost 4 CP, and gain hardness 15 plus a +4 increase to natural armor. Adamantine animated objects cost 6 CP, gain hardness 20, and receive a +6 increase to natural armor.

Special Materials (Ex; 1+ CP)

The animated object’s hardness is equal to the hardness of the Special Material it is made from. In addition, the animated object gains a natural armor bonus equal to the CP cost of this ability.

This ability costs 2 CP for every +5 increase to hardness gained from this ability, rounded up. If the special material has a hardness less than 10, it costs 1 CP instead.

If the material the animated object is created from has a hardness less than 5, use the Fragile flaw instead.

Piercing Attack (Ex, 1 CP): Replace one melee attack with an attack that does the same amount of piercing damage and has a ×3 multiplier. Replace all melee attacks for an additional +1 CP. Animated object abilities that specify slam attacks do not work on piercing attacks.

Pull (Ex, 1 CP): The animated object gains a pull (5 feet) special attack with slam attacks (the animated object must have grab before it can take this ability).

Ranged Attack (Ex, 2 CP): Replace one slam attack with a ranged attack. It does the same amount of damage, and has a range of 20 feet. Replace all attacks for an additional +2 CP. Animated object abilities that specify slam attacks do not work on ranged attacks.

Resistance (Ex, 2 CP): The animated object gains resistance 5 to one type of damage (acid, cold, electricity, or fire) chosen at the time of the animated object’s creation. This effect can be applied multiple times. Its effects do not stack; each time it is applied, it applies to a different type of damage.

Slashing Attack (Ex, 1 CP): Replace one slam attack with an attack that does slashing damage and has either a 19–20 threat range (for blade-like attacks) or a ×3 threat multiplier (for axeor scythelike attacks). Replace all melee attacks for an additional +1 CP. Animated object abilities that specify slam attacks do not work on slashing attacks.

Stone (Ex, 1 CP): The animated object is made of stone or crystal. Its hardness increases to 8 and it gains a +1 increase to its natural armor bonus.

Toxic (Ex; 1 CP): The animated object is coated with a contact or injury poison. It gains the poison special attack with its slam attacks. The crafter may spend an additional CP to have that poison apply to all of its natural attacks instead.

Trample (Ex, 2 CP): The animated object gains the trample special attack.

Trip (Ex, 2 CP) The animated object gains the trip special ability with one of its slam attacks.

Construction Flaws

Animated objects can gain more CP by applying flaws, which hamper the animated object but provide additional CP to spend on beneficial abilities. If the CP gained in this way is not spent on beneficial abilities, its CR decreases by 1 for every 2 CP conserved.

Aberration (Ex; +2 CP): The animated object is made from squirmy flesh instead of inorganic substances; change its type to aberration, give it a Constitution score equal to its Strength score, replace construct traits (Ex) with amorphous (Ex) and darkvision 60 feet, and replace its hardness with an equal amount of damage reduction bypassed by magic. It is still mindless.

Brittle (Ex, +1 CP): The animated object gains vulnerability to cold.

Cloth (Ex, +1 CP): The animated object is made of thick cloth. Its hardness decreases to 0.

Clunky (Ex, +1 CP): Treat the animated object as though it had the staggered special quality.

Flammable (Ex, +1 CP): The animated object gains vulnerability fire.

Fragile (Ex; +1 CP): The animated object gains vulnerability to bludgeoning damage.

Haunted (Ex, +1 CP): The animated object is haunted by a malevolent spirit. It takes damage from positive energy as if it were an undead creature and can be detected by detect undead.

Immobile (Ex; +2 CP): The animated object has a base land speed of 0 feet, and may not have abilities or flaws applied which alter its base land speed or grant it new movement speeds.

Slower (Ex, +1 CP): One of the animated object’s movement modes decreases by – 10 feet.


Wild Magic

Wild Magic Generator

Wild Magic Table

d100 Result
1 For 1 minute per caster level, the target suffers a temporary penalty to Strength equal to half the effect’s caster level.
2 For 1d6 rounds, the caster’s clothing, gear, and surrounding environment animate, causing the caster to be entangled.
3 (Combat) All appropriate weapons wielded by creatures within close range of the target gain the keen special ability for 1 round per caster level.
4 For 1 minute per caster level, all weapons wielded by a hostile creature within medium range of the caster gains double the benefit from its enhancement bonus to attack and damage rolls. Hardness and hit points are unaffected.
5 (Combat) For 1 round per caster level, all manufactured weapons within close range of the caster are enhanced as the Enhance Equipment ability.
6 (Combat) For 1 round per caster level, all appropriate weapons wielded by hostile creatures within close range of the caster gain the keen special ability.
7 For 10 minutes per caster level, caster takes a -1d4 penalty on all magical skill checks.
8 The caster gains knowledge of one talent of his choice from this sphere for 1 round.
9 (Combat) For 1 round per caster level, all weapons within close range of the caster gain the fragile quality, even if they are magical or masterwork.
10 Roll again on the Universal wild magic table.
11 Effect receives a +2 bonus to caster level.
12 The casting time increases by 1 step.
13 For 1 minute per caster level, all creatures within close range of the caster gain a competence bonus on all mental attribute-based skill checks equal to 1/4 caster level (minimum 1).
14 (Combat) The caster is dazed for 1 round.
15 For 1 minute per caster level, no weapon wielded by a creature within medium range of the caster benefits from its enhancement bonus to attack and damage rolls. Hardness and hit points are unaffected.
16 All objects within close range of the caster are treated as being one size category larger, multiplying their weight by 4, for 1d6 rounds.
17 For 1 minute per caster level, no weapon wielded by a hostile creature within medium range of the caster benefits from its enhancement bonus to attack and damage rolls. Hardness and hit points are unaffected.
18 For 1 day per caster level, the caster quadruples his carrying capacity. This stacks with other magic that improves carrying capacity.
19 For 1 minute per caster level, all hostile creatures within close range of the caster gain a competence bonus on all mental attribute-based skill checks equal to 1/4 caster level (minimum 1).
20 For 1 minute per caster level, all weapons wielded by a creature within medium range of the caster gains double the benefit from its enhancement bonus to attack and damage rolls. Hardness and hit points are unaffected.
21 For 1 minute per caster level, the target suffers a penalty to Constitution equal to half the effect’s caster level. Creature without a Constitution score instead suffer the penalty to Charisma. Objects instead take a penalty to hardness equal to the Constitution penalty.
22 For 1 minute per caster level, all armor and shields worn by a creature within medium range of the caster gain double the benefit from its enhancement bonus to AC. Hardness and hit points are unaffected.
23 For 1 minute per caster level, the target gains a temporary enhancement bonus to Strength equal to half the effect’s caster level.
24 The casting time decreases by 2 steps.
25 The effect fails and the action is lost. Spell points or spell slots are lost.
26 For 1d6 rounds, objects within close range of the target or center of the target area animate, causing the all creatures within the area to be entangled. A Reflex save negates this effect for 1 round for a given creature.
27 One unattended object of Diminutive size or smaller per caster level within close range of the caster become animated as per the Animate Object talent for 1 minute per caster level. This object is hostile toward the caster and attempts harm the caster to the best of its ability. The size affected increases by one category per 5 caster levels.
28 (Combat) For 1 round per caster level, all weapons within close range of the target gain the fragile quality, even if they are magical or masterwork.
29 Roll twice and take both results. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
30 For 1 minute per caster level, the caster gains a +1d4 bonus on all magical skill checks.
31 (Combat) For 1 minute per caster level, all hostile creatures within close range of the caster gain a 10 ft. enhancement bonus to all movement speeds. This bonus increases by 10 ft. per 10 caster levels.
32 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.
33 For 1 minute per caster level, the target gains a temporary enhancement bonus to Wisdom equal to half the effect’s caster level. For inanimate targets, treat this as the Bestow Intelligence talent.
34 For 1 minute per caster level, all creatures within close range of the caster take a penalty on all mental attribute- based skill checks equal to 1/4 caster level (minimum 1).
35 (Combat) For 1 round per caster level, all manufactured weapons within close range of the target are enhanced as the Enhance Equipment ability.
36 (Combat) The caster is stunned for 1 round.
37 For 1 minute per caster level, the target suffers a temporary penalty to Wisdom equal to half the effect’s caster level. This has no effect on mindless creatures or objects.
38 For 1 minute per caster level, no armor or shield worn by a creature within medium range of the caster benefits from its enhancement bonus to AC. Hardness and hit points are unaffected.
39 For 1d6 rounds, objects within close range of the caster momentarily animate, causing the all creatures within the area to be entangled. A Reflex save negates this effect for 1 round for a given creature.
40 For 1 minute per caster level, the caster gains a competence bonus on all mental attribute-based skill checks equal to 1/2 caster level (minimum 1).
41 (Combat) For 1 round per caster level, all appropriate weapons wielded by allied creatures within close range of the caster gain the keen special ability.
42 The caster is fatigued.
43 The effect fails and the action is lost. Spell points or spell slots are not lost.
44 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.
45 For 1 minute per caster level, the caster becomes magnetic. Attacks against the target with metal weapons gain a +2 circumstance bonus, but these weapons and anything else metal that touches the target stick and can only be removed through a successful Strength check (DC 15, requires a move action). Metal surfaces count as difficult terrain, but metal walls and ceilings can be traversed as easily as if they were floor.
46 For 1 minute per caster level, all armor and shields worn by a hostile creature within medium range of the caster gain double the benefit from its enhancement bonus to AC. Hardness and hit points are unaffected.
47 For 1 minute per caster level, creatures within close range of the caster gain a competence bonus on all physical attribute-based skill checks equal to 1/4 caster level (minimum 1).
48 The casting time decreases by 1 step.
49 For 1 minute per caster level, no weapon wielded by an allied creature within medium range of the caster benefits from its enhancement bonus to attack and damage rolls. Hardness and hit points are unaffected.
50 One unattended object of Diminutive size or smaller per caster level within close range of the caster become animated as per the Animate Object talent for 1 minute per caster level. This object is under the caster’s control and will aid the caster to the best of their ability. The size affected increases by one category per 5 caster levels.
51 (Combat) For 1 round per caster level, all objects and creatures within close range of the target are lightened as the Lighten talent. Creatures may succeed on a Will save to negate this effect.
52 (Combat) For 1 round per caster level, all weapons wielded by allied creatures within close range of the target gain the fragile quality, even if they are magical or masterwork.
53 For 1 hour per caster level, the caster halves their carrying capacity. This is applied after other magic that alters carrying capacity.
54 For 1 minute per caster level, bizarre magnetic fields fill the area within close range of the caster. This moves with the caster, and does not affect the caster nor their carried equipment. All unattended metal objects are ejected from this area (as if pushed by a Strength of 14). Targets may hold metal weapons but suffer a -2 penalty to all attacks, and targets in metal armor treat the area as difficult terrain.
55 The magnitude of the enhance effect is halved, reducing any bonuses and penalties granted, rounding down, minimum 1. Animated objects have half their normal hit points from this effect.
56 The caster is exhausted.
57 For 1 minute per caster level, all allied creatures within close range of the caster take a penalty on all physical attribute-based skill checks equal to 1/4 caster level (minimum 1).
58 For 1 round per caster level, all creatures within close range of the caster gain a +1 + 1/5 caster level resistance bonus to all saving throws.
59 For 1 minute per caster level, all creatures within close range of the caster gain a 10 ft. enhancement bonus to all movement speeds. This bonus increases by 10 ft. per 10 caster levels.
60 For 1d6 rounds, the targets or creatures in the target area have their clothing, gear, and surrounding environment animate, causing the them to be entangled. A Reflex save negates this effect.
61 For 1 minute per caster level, all creatures within close range of the caster take a 10 ft. penalty to all movement speeds, to a minimum of 5 feet. This penalty increases by 10 ft. per 10 caster levels.
62 Effect receives a -4 penalty to caster level (minimum 1).
63 For 1 minute per caster level, no armor or shield worn by an allied creature within medium range of the caster benefits from its enhancement bonus to AC. Hardness and hit points are unaffected.
64 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).
65 All objects within close range of the caster become weightless for 1d6 rounds.
66 For 1 minute per caster level, the target suffers a temporary penalty to Charisma equal to half the effect’s caster level. This has no effect on mindless creatures or objects.
67 For 1 minute per caster level, all hostile creatures within close range of the caster take a penalty on all mental attribute-based skill checks equal to 1/4 caster level (minimum 1).
68 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.
69 For 1 minute per caster level, all allied creatures within close range of the caster take a 10 ft. penalty to all movement speeds. This penalty increases by 10 ft. per 10 caster levels.
70 The casting time increases by 2 steps.
71 For 1 minute per caster level, all creatures within close range of the caster take a penalty on all physical attribute- based skill checks equal to 1/4 caster level (minimum 1).
72 For 1 round per caster level, the ground within a 10-ft. radius under the target or center of the target area breaks apart if it has a hardness of 10 or lower and begins to rise in the air at a rate of 20 ft. per round.
73 (Combat) For 1 round per caster level, all hostile creatures within close range of the caster gain a +1 + 1/5 caster level resistance bonus to all saving throws.
74 The caster loses access to this sphere for 1d6 rounds.
75 For 1 minute per caster level, caster gains a competence bonus on all physical attribute-based skill checks equal to 1/2 caster level (minimum 1).
76 For 1 minute per caster level, the target suffers a temporary penalty to intelligence equal to half the effect’s caster level. This has no effect on mindless creatures or objects.
77 For 1 minute per caster level, all allied creatures within close range of the caster gain a 10 ft. enhancement bonus to all movement speeds. This bonus increases by 10 ft. per 10 caster levels.
78 (Combat) For 1 round per caster level, all objects and creatures within close range of the caster are lightened as the Lighten talent. Creatures may succeed on a Will save to negate this effect.
79 For 1 minute per caster level, all hostile creatures within close range of the caster take a 10 ft. penalty to all movement speeds. This penalty increases by 10 ft. per 10 caster levels.
80 (Combat) The caster is nauseated for 1 round.
81 For 1 minute per caster level, the caster takes a penalty on all physical attribute-based skill checks equal to 1/2 caster level (minimum 1).
82 For 1 minute per caster level, all allied creatures within close range of the caster gain a competence bonus on all physical attribute-based skill checks equal to 1/4 caster level (minimum 1).
83 For 10 minutes per caster level, the caster takes a 10 ft. penalty to all movement speeds. This penalty increases by 10 ft. per 10 caster levels.
84 For 1 minute per caster level, the caster takes a penalty on all mental attribute-based skill checks equal to 1/2 caster level (minimum 1).
85 For 10 minutes per caster level, the caster gains a 10 ft. enhancement bonus to all movement speeds. This bonus increases by 10 ft. per 10 caster levels.
86 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.
87 For 1 minute per caster level, the target gains a temporary enhancement bonus to Intelligence equal to half the effect’s caster level. For inanimate targets, treat this as the Bestow Intelligence talent.
88 Roll twice and choose the result. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
89 For 1 round per caster level, all weapons wielded by hostile creatures within close range of the caster gain the fragile quality, even if they are magical or masterwork.
90 For 1 minute per caster level, the target gains a temporary enhancement bonus to Charisma equal to half the effect’s caster level. For inanimate targets, treat this as the Bestow Intelligence talent.
91 (Combat) For 1 round per caster level, all weapons wielded by allied creatures within close range of the caster gain the fragile quality, even if they are magical or masterwork.
92 One unattended object of Diminutive size or smaller per caster level within close range of the caster become animated as per the Animate Object talent for 1 minute. This object is neutral toward the caster and attempt to flee any conflict, but otherwise meanders aimlessly. The size affected increases by one category per 5 caster levels.
93 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.
94 The effect fails, but the action is not lost. Spell points or spell slots spent are lost.
95 (Combat) For 1 round per caster level, all appropriate weapons wielded by creatures within close range of the caster gain the keen special ability.
96 For 1 round per caster level, all weapons wielded by hostile creatures within close range of the target gain the fragile quality, even if they are magical or masterwork.
97 (Combat) For 1 round per caster level, all appropriate weapons wielded by allied creatures within close range of the target gain the keen special ability.
98 The magnitude of the enhance effect is doubled, doubling any bonuses and penalties granted. Animated objects gain twice their normal hit points from this effect.
99 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.
100 (Combat) For 1 round per caster level, all appropriate weapons wielded by hostile creatures within close range of the target gain the keen special ability.

Spheres of Power by Drop Dead Studios
Using Spheres of Power
Classes
Armorist Elementalist Eliciter Fey Adept
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Prestige Classes
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Waking Sleeper
Spheres
Alteration Blood Conjuration Creation
Dark Death Destruction Divination
Enhancement Fallen Fey Fate Illusion
Life Light Mana Mind
Nature Protection Telekinesis Time
War Warp Weather
Other Spheres
Bear Technomancy
Rules
About Advanced Magic Advanced Talents Alternate Racial Traits Casting Traditions
Incantations Magical Items Mythic Spheres Rituals
Spellcrafting Traits Wild Magic Sphere Bestiary
Equipment
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Implements Marvelous Items Scrolls Spell Engines
Feats
Admixture Anathema Aristeia Champion
Chance Channeling Combat Companion
Counterspell Drawback Extra General
Item Creation Metamagic Necrosis Protokinesis
Proxy Racial Ritual Squadron
Surreal Teamwork Theurge Wild Magic
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