Table of Contents
|
Wiki Note: Ultimate Spheres of Power has greatly expanded the number of feats available, so this wiki is now sorting them onto separate pages by category to make it easier to find what you're looking for. Note that a feat is not a specific type of feat unless it is actually tagged as such. For example, Mystic Generosity is not actually a Proxy feat and does not count as such for any purpose, but because it relates to the use of that feat chain, it's been included there.
If you're looking for a specific feat but don't know what category it's likely to fall under, you can use the Search bar on the upper-right side of the screen. Note that Sphere-Focused feats (which are untagged but involve using a given sphere) and Dual Sphere feats are now on the respective Sphere pages.
What's a 'tag'? A tag is a descriptor that follows a feat, such as [Combat] or [Metamagic]. Some classes give you bonus feats with a certain tag, while other feats gain effects based on the number of feats with a certain tag you have. Some types of feats (like Extra feats) don't have tags, but have been put on their own page for ease of reference. All feats without tags are General feats, regardless of the page they're on.
About Caster Level Requirements/Effects: Generally speaking when a feat includes a sphere prerequisite, any mention of caster level refers to CL in that particular sphere. If a feat includes a sphere prerequisite with more than one sphere, it generally refers to the CL that is greatest between those spheres.
New Feats
Admixture Feats
Admixture feats grant new ways to utilize the Admixture talent (from the Destruction sphere), adding abilities from other spheres to your destructive blast. All admixture feats replace the second blast talent you would normally apply, with the resulting destructive blast dealing normal blast damage in addition to the effect outlined in the feat. Any additional costs incurred by the additional effect must be paid as normal. If your caster level is different for the two spheres, the destructive blast is governed by your caster level for the relevant blast type and the additional effect is governed by your caster level for the appropriate ability.
Anathema Feats
Anathema feats focus on the use of the Anathema ability, which allows you to convert several different abilities that rely on positive energy into a force of destruction.
Aristeia Feats
Aristeia feats interact with - and help power - the optional Aristeia rules.
Champion Feats [CS]
Champion feats blend Spheres of Power and Spheres of Might together, focusing on abilities useful for characters dipping into both systems. Some archetypes can select these as bonus feats.
Chance Feats
The force of kismet is mostly the domain of ordained hunters and lucky bastards, but it is possible for others to tap into its abilities. Chance feats grant kismet and a way to use it.
Channeling Feats
Channeling feats focus on the use of the channel energy power.
Combat Feats
Combat feats are combat-related options, and most notably, they can be selected as bonus feats by a number of different classes.
Companion Feats
Companion feats can be taken either by a Conjuration sphere companion or by a caster with the Conjuration sphere. If taken by the caster, the feat only applies to a single companion that qualifies for it, but may be taken multiple times. The feat may not be reassigned to a different companion for as long as the chosen companion is in your service. The effects do not stack unless noted, each time one is taken it applies to a different companion. If taken by a companion, they may only be taken once unless noted. Any caster level prerequisite must be met by the caster.
Counterspell Feats
In Spheres of Power, dispelling and countering magic is done by way of the Counterspell feat chain.
Damnation Feats
Damnation feats focus on deals, bargains, and extraplanar creatures.
Drawback Feats
Drawback feats present a way of taking advantage of a specific drawback in a manner more specific than just gaining extra spell points. At your GM’s option, you may take a drawback feat in place of a boon. An Incanter may select drawback feats as bonus feats. Note: Characters can also take Theurge Feats in place of Drawback Feats.
Dual Sphere Feats
Dual Sphere feats do not have their own page because that is an inefficient way of organizing them - instead, they can be found on the pages for their respective spheres. Note that only the effects of one Dual Sphere feat can be applied to any given use of sphere abilities.
Extra Feats
Extra feats allow characters to either use their existing abilities more times each day or learn a new ability associated with their class. There is no tag associated with this type of feat, but they have been grouped together here for easier reference.
General Feats
General feats have no tags and do not belong in any other category. They mostly feature abilities that are good for many types of characters and enhancements to specific class abilities, but anything that doesn't fit into any other category is likely to be found here.
Item Creation Feats
Item Creation feats are used to create magical items or access other types of advanced casting techniques. Spheres of Power uses an alternate set of crafting feats than Pathfinder's core rules, and those are included here. This section also includes some feats related to crafting.
Metamagic Feats
Applying a metamagic feat to a sphere effect is similar to, but slightly different from, how a spontaneous caster applies a metamagic feat to a spell. A caster may choose to augment their sphere effect with an appropriate metamagic feat at the time of casting. To use a metamagic feat, the caster must spend a number of additional spell points equal to the level increase of the metamagic feat. In addition, the sphere effect’s casting time increases by 1 step. These effects are cumulative for every metamagic feat applied.
Example: A Thaumaturge uses a powerful destructive blast with the explosive orb talent (2 spell points) augmented by the Maximize Spell (3 spell points), and Silent Spell (1 spell point) metamagic talents. This costs 6 spell points and takes 1 round to cast (+2 time increases).
The only exception to this is Quicken Spell which, instead of increasing the casting time, decreases the casting time by 2 steps to a minimum of one swift action. Like all metamagic feats, a caster cannot apply Quicken Spell multiple times to the same effect.
The following metamagic feats may all be applied to an appropriate sphere effect: Bouncing Spell, Coaxing Spell, Consecrate Spell, Disruptive Spell, Ectoplasmic Spell, Enlarge Spell, Extend Spell, Focused Spell, Jinxed Spell, Lingering Spell, Maximize Spell, Merciful Spell, Piercing Spell, Quicken Spell, Reach Spell, Selective Spell, Silent Spell (if the caster posses the Verbal Casting drawback), Still Spell (if the caster possesses the Somatic Casting drawback), Thanatopic Spell, Threnodic Spell, and Widen Spell
If the effect of a metamagic feat is determined by spell level, treat the sphere effect’s caster level/2 as its effective spell level.
Necrosis Feats
Necrosis feats represent ongoing necromantic modification, corruption, or experimentation the character has made on her body to bring it closer to undead anatomy. Necrosis feats are distinct from more common feats in three ways.
Tainted: Upon taking a Necrosis feat, the character’s body becomes contaminated with negative energy. From that point on, if the character dies, returning him to life proves to be more difficult. Any spellcaster who attempts to bring the character back from the dead must attempt an MSB check (DC = 10 + the slain character’s Hit Dice) or have the effect fail. Effects that may only bring a creature back that has died within 1 round (such as the Resuscitate talent) gain a +5 to this check. Each Necrosis feat beyond the first increases this DC by 1.
Greater Power: Necrosis feats increase in power relative to the number of Necrosis feats a character possesses. Most necrosis feats grant far greater effects to characters with at least four necrosis feats. For necrosis feats that require an immediate action to activate them, you may activate as many Necrosis feats as you desire as part of the same immediate action (although you must spend the required spell points for each activated feat).
Magical Infusion: A character gains a number of spell points equal to the number of necrosis feats he has.
Plague Feats
Plague feats focus on creating and managing diseases, especially through the Virulent Ailment (plague) feat.
Practitioner Feats
Practitioner feats include feats intended for Spheres of Might characters. These broadly include combat, extra, and general feats, and are kept separate for ease of reference.
Protokinesis Feats
Protokinesis feats represent innate telekinetic abilities, powers usable with minimal thought and effort in contrast to the magic of the telekinesis sphere. They often develop unintentionally, without need for training or even awareness of them.
Unless noted otherwise, the benefit granted by any protokinesis feat is a spell-like ability with a caster level equal to your character level. In addition, protokinesis feats do not function when you are unconscious.
The effects of protokinesis feats last indefinitely unless otherwise noted, though they may be dismissed as a free action, or restarted as a standard action if they have been dispelled or dismissed.
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 ft. Generally, using a proxy feat immediately ends the Create Proxy effect for that creature. An Incanter may select proxy feats as bonus feats.
Purring Feats
Catfolk display much of their mood through purring – affection, calming, comfort, content, happiness, hunger, and even stress. Purring is often associated with positive social situations, such as general friendliness with those they trust, grooming themselves or their children, nursing, and when content and relaxing.
Purring feats are not exclusive to catfolk and may be taken by creatures of any race or type. Non-catfolk could hum, lullaby, or produce any number of other similar mannerisms to produce the effects of a purring feat.
Racial Feats
Racial feats are intended only for characters of certain races. As such, while they may also be tagged as being part of another category (Combat, etc.), all of them have been collected here to avoid filling the other sections with feats most characters can't take.
Many - but not all - of these feats are intended for use with the races from The Player's Guide to Skybourne, a product focused on the home setting of Drop Dead Studios.
Ritual Feats
Ritual feats focus on the use of Rituals, an optional subsystem. These feats are not required for using rituals in the first place - instead, they make it easier to learn and use them.
Skybourne Feats
Skybourne feats are mainly intended for use in the Skybourne Campaign Setting. Most of them are Racial feats.
Squadron Feats
Based around the use of the Squadron Commander feat, these feats offer various ways for allies to help each other - unlike Teamwork feats, however, only one person in the party needs to know the feat being used.
Surreal Feats
Surreal feats are feats that use or rely upon the irrational and unpredictable substance known as shadowstuff. All surreal feats are spell-like abilities that are treated as (figment, shadow) illusions for the purposes of interacting with other effects. Characters with the Shadow Infusion talent or the create reality class feature may spend spell points in place of shadow points to activate abilities granted by surreal feats.
The first time you gain a surreal feat you also gain a shadow pool as the fey adept class feature, except it only contains a number of shadow points equal to the total number of surreal feats you possess. This stacks with any other shadow points.
Teamwork Feats
Teamwork feats are special in that they generally require at least two characters to know them in order to take effect, although some classes have abilities that make them easier to use.
Theurge Feats
Theurge feats are a new category of feat designed for characters who utilize multiple casting traditions. Most of them require multiple casting traditions as prerequisites, and may operate in ways that cause these multiple traditions to interact. Theurge feats can be selected in place of drawback feats.
Wild Magic Feats
Feats that modify wild magic chance for yourself or others or manipulate the result of a wild magic event carry the (Wild Magic) descriptor. Many wild magic feats have improved effects depending on the number of wild magic feats you possess.
U: Part of Ultimate Spheres of Power and does not need to be bought separately from that book