Illusion
Table of Contents
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Ultimate Spheres of Power
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You may craft images and impressions of things that are not there.

Illusion sphere abilities have a range of close, and unless stated otherwise, creatures who interact with an Illusion sphere ability may attempt a Will save to disbelieve.

All Illusion sphere effects are either a figment or a glamer.

Figment: Illusions or tricks cast on an area are called figments and are transparent when disbelieved. You may choose to believe or disbelieve your own figments at will, even switching between the two once per round as a non-action, but not both at once. Figments are not subject to spell resistance. A figment may shed as much normal light as a torch and may cast a shadow.

A figment may be created anywhere within your maximum illusion range without the need of line of sight nor line of effect, but requires line of sight to be moved, directed, or have its appearance altered after creation (all of which are done as either a standard action or as part of the action used to maintain via concentration). Figments can be moved at a speed of 20 feet + 5 feet per 5 caster levels per round and must remain within your maximum illusion range.

Glamer: Illusions or tricks cast on a creature or object are called glamers, and change the way the creature or object looks, smells, tastes, or otherwise interacts with the senses of others. The recipient of a glamer can see through the glamer and ignore its effects (for example, an invisible creature can still see itself, and while you could use Illusionary Disguise and Illusionary Touch x2 to make a glamer of someone on fire, that fire would not damage the wearer of the glamer itself). Unwilling targets may attempt a Will save to resist a glamer being placed upon them, and glamers are subject to spell resistance.

Glamers remain on the creature or object they are placed upon regardless of how quickly the target moves or distance between them and the caster. A target can be the subject of multiple glamers at once, but not the same type of glamer multiple times; for example, if a target is wearing an Illusionary Disguise and becomes subject to another Illusionary Disguise, the caster of the second Illusionary Disguise must succeed at a magic skill check against the first glamer to replace it with their own.

Illusion

As a standard action, you may spend a spell point to create an illusion within close range. This illusion may be a figment or a glamer, and has a duration of concentration, to a maximum of 1 minute per caster level. By default, these illusions are visual only. You cannot move further away from the illusion than your illusion range while maintaining it through concentration, and the illusion is limited in size according to Table: Illusion Maximum Size.

Table: Illusion Maximum Size
Caster Level Illusion Maximum Size Maximum Size in Cubes
1st Medium 5-ft. cube
3rd Large 10-ft.cube
5th Huge 15-ft. cube
8th Gargantuan 20-ft. cube
11th Colossal 30-ft. cube
15th Colossal+ 45-ft. cube
20th Colossal++ 70-ft. cube
25th Colossal+++ 100-ft. cube
30th Colossal++++ 150-ft. cube
40th Colossal+++++ 225-ft. cube
50th Colossal++++++ 340-ft. cube
60th Colossal+++++++ 500-ft. cube

Figments: You may create an illusion that is a figment of anything you may clearly imagine, which behaves according to your desires.

Glamers: You may create an illusion that is a glamer. The maximum size of creature you may apply this glamer to is determined by your illusion maximum size.

When you gain this base sphere, you gain the following type of glamer:

Illusionary Disguise

You may create a glamer that makes a creature appear as something else. This allows you to attempt a Disguise check as part of casting the glamer, even without a disguise kit. This disguise is magical for the purposes of detecting magic or for spells and effects that allow a target to see through magical effects and illusions, and interacting with it allows for a Will save to disbelieve.

You may disguise a target as something larger than itself (up to your maximum illusion size) but can only make something appear to be one size smaller than it actually is.

Special Considerations

Disbelief and Interaction: When a creature interacts with an illusion, they may attempt a Will save to disbelieve. Generally speaking, simply observing an illusion is not enough; in order to ‘interact’ with an illusion a creature may spend a move action to carefully study the illusion. Additionally, any action that requires at least a move action and similarly engages directly with the illusion counts as interaction.

For example, if there were a figment of a dragon, a character who tried to attack the dragon would receive a saving throw to disbelieve, as would a character who spent 1 minute attempting a Diplomacy check on the dragon. A character who just traded witty banter with the dragon as a free action would not, nor would a character who simply cast spells on herself or her allies and never directly confronted the illusory dragon.

For a glamer, interacting generally works the same as for a figment, except that the interaction must be limited to something the glamer affects. For instance, grabbing a creature’s ear would be an interaction for a human using disguise self to appear as an elf, but not for someone using a glamer to change their hair color. Similarly, visually studying someone would not grant a save against a glamer that purely changed their voice.

Additionally, if you or a creature who has made their saving throw against one of your illusions declares that the illusion is, indeed, an illusion, other creatures so informed gain an automatic saving throw against the illusion. While multiple declarations from multiple creatures can produce multiple saving throws, only one saving throw can be generated per illusion by any single creature; if a declaration was unconvincing, the same person simply insisting again is not helpful.

Sustained Disbelief: Allies do not automatically disbelieve your illusions, but if they have been informed about and are familiar with your particular artistry and illusion style they gain a +5 circumstance bonus to all saves made to disbelieve your illusions. You may suppress this bonus by changing your personal style if you so desire.

Creatures who successfully identify a sphere effect as belonging to the Illusion sphere as it is being cast, such as with a Spellcraft check or detect magic spell (or similar ability), also gain this +5 circumstance bonus to any Will saves made to disbelieve that illusion.

If the GM feels it is appropriate, a creature who has interacted with multiple illusions in a day (especially if they have come from the same illusionist), might gain this bonus as well, to reflect how they are looking for patterns and checking and double-checking everything in front of them to avoid being fooled ‘again’. This bonus would not apply when taking 10, taking 20, and would disallow checking a location multiple times in a row; double-checking is reflected in the bonus.

Multiple Senses: By default, the only sense that can be affected by a basic illusion is sight. However, certain talents marked with as (sensory) talents allow the caster to create illusions that also produce illusionary sound, taste, smell, or even touch.

The more complex an illusion is, the more talents it requires to be convincing, with the chart below serving as a guideline and the GM serving as the final arbiter for what talents are required to create a specific illusion. Creating an illusion without the necessary (sensory) talents often leads to disbelief; whenever a creature interacts with an illusion in a way that requires a (sensory) talent it does not possess, they may attempt a Will save to disbelieve with a +5 bonus. This bonus is cumulative for each missing (sensory) talent. This is in addition to simply learning the sensory experience is not there (for example, if a creature walks through an illusionary wall they will learn they can pass through that wall whether or not they discover the reason why is that the wall is illusionary).

If the GM deems it appropriate, certain other situations might allow a target to gain a similar +5 bonus to their Will saves (for example, a creature being damaged by illusionary ‘fire’ that is normally immune to fire damage).

Table: Example Illusions
Example of Illusion Additional Required Talents
An illusionary wall Illusionary Touch (if felt)
A glen full of trees Complex Illusion
A warrior blocking the target’s way Illusionary Sound, Illusionary Touch (to engage in combat with target)
A table laden with food Illusionary Odor, Illusionary Touch (if consumed by target)
A room filled with fire Illusionary Sound, Illusionary Touch
An army of orcs chasing the target Complex Illusion, Illusionary Sound, Illusionary Touch (to engage in combat with target)

Cover and Concealment: Figments and glamers provide concealment if they block line of sight. A figment of a wall, for example, would grant total concealment unless the attacker disbelieved the illusion, whereas a figment of fog would only grant partial concealment.

Glamers that are used to change the size of a creature to appear larger than it is grants a 10% miss chance for each size increase due to concealment. If a creature is glamered to appear larger and its larger size would provide a cover bonus to another target, it instead grants this same concealment bonus to miss chance.

Glamers and figments with the shadow descriptor which grant a miss chance or concealment also grant soft cover.

Illusionary Creatures: If creating an illusionary creature, your illusion has an attack bonus equal to your caster level + your casting ability modifier, and an AC and touch AC equal to 10 + its size modifier + 1/2 your caster level + your casting ability modifier. An illusionary creature may provide a flanking bonus against targets who fail to disbelieve it. Any creature who strikes an illusionary creature in combat (unless augmented by Illusionary Touch) receives the standard +5 circumstance bonus to disbelieve it, and any creature struck by the illusionary creature receives the same bonus (unless augmented by Illusionary Touch 2x). All actions that an illusionary creature performs must be contained within the figment of the illusion that created it, regardless of the size of the illusionary creature itself.

Powerful Senses: Senses such as see in darkness, x-ray vision, mistsight, or greensight that are designed to penetrate specific sorts of occlusion or display vision differently do not automatically interact with illusions the way they do unaltered reality, and thus tricking a character with such a sense is a difficult task, but not impossible. For example, when creating an illusionary wall to fool a creature with x-ray vision, one could create an illusion that ‘looks’ like a wall being looked through with x-ray vision. However, creating an illusion that would trick such senses can create obvious signs of trickery with those that do not possess that sight (for example, the illusion of a forest would look suspicious to a character with greensight if he could not see through it, but making the illusionary forest transparent would look suspicious to any of their allies who do not possess greensight). The Selective Illusions talent can be helpful in overcoming this problem in certain situations.

Complex and Exotic Senses: Illusions can foil all forms of perception, even unusual forms that a creature might possess.

Use the following list when dealing with unusual senses.

  • Blindsense: Illusionary Odor and Illusionary Sound
  • Blindsight: Illusionary Odor, Illusionary Sound, and Illusionary Touch
  • Detect Magic: Manipulate Aura
  • Echolocation: Illusionary Sound through air, Illusionary Touch through water
  • Scent or Keen Scent: Illusionary Odor
  • Lifesense: Manipulate Aura, Illusionary Touch
  • Thoughtsense or Detect Thoughts: Implausible Deniability feat
  • Tremorsense: Illusionary Touch

For figments, if you do not possess all of the indicated (sensory) talents required to convincingly create the illusion, creatures with that sense are automatically treated as interacting with your figment the first time the figment comes within range of that sense, and any Will save made to disbelieve the figment while within range of that sense is made with the standard +5 circumstance bonus for each missing talent.

For glamers, every sensory talent you lack to fool the listed sense causes the creature affected by that glamer to suffer a -2 penalty to any skill bonus or Disguise check granted by that glamer vs. that creature, and reduces any miss chance granted by the glamer by 10%. If the skill bonus or miss chance is reduced to zero, the creature may ignore all other effects of the glamer.

For Suppressions, if all senses that make up the complex sense are suppressed by the effect, the complex sense fails to penetrate that area.

Trick

As a standard action, you may create small, simple illusions called tricks. Unless otherwise stated, a trick persists for 1 minute per level or until dismissed.

Minor Figments

You may create unconvincing figments. This is the same as creating an illusion and can include all senses you can affect through (sense) talents, except it is obviously fake (i.e., it is translucent, unrealistic, etc.), requiring no one to attempt a Will save to disbelieve. However, the effects can still be used to create distractions, display images, draw a map, or be used for entertainment. This counts as possessing the required tools to attempt any appropriate Perform check (such as creating a melody with the Illusionary Sound talent).

Minor Glamers

You may make minor changes to objects or creatures up to your illusion maximum size, such as changing their color, making them appear clean or dirty, making writing appear, or other minor alterations.

Illusion Talent Types

Some talents are marked (glamer). These talents grant you additional glamers you can bestow.

Sensory

Sensory talents are talents that modify all illusions by expanding what senses are able to be modified, created or subverted.

The sense added is also noted in the tag.


Illusion Talents

Bestow Focus

When creating a glamer on a target you may have the target use their action to maintain concentration of the glamer instead of yourself. In all other ways the glamer still behaves as if cast by you. You may only have one creature concentrating in your place at any time. The number of creatures that can simultaneously concentrate in your place improves by an additional 1 per 10 caster levels.

Blur (glamer)

As a trick you may designate a single 5-foot cube as a figment that distorts perception. This distortion lasts for one round per caster level. Any effect originating from a source whose line of sight begins inside or crosses this area incurs a 20% miss chance + 5% per caster level (maximum 50%) due to concealment. Any creature may attempt a Will save as a free action once per round to ignore this miss chance for 1 round. You may only have one such disruption at a time. Using this trick a second time immediately end the duration of the previous casting of this trick.

As an illusion you may create a distorting figment. This creates a figment that causes a distortion as described above.

As an illusion you may create a distorting glamer. This functions in all other ways as the trick except it does not allow for a Will save to ignore the miss chance and has the duration of a standard illusion.

Committed Deception

You may increase the casting time of an illusion by one step to reduce its total spell point cost by one (minimum 0).

Complex Illusion [mass]

When creating a figment, you may spend an additional spell point to divide the figment into multiple, independent components. The combined size and range of these figments must still be within your maximum illusion size, but each component can appear differently and behave differently. While each component can be given its own set of programmed instructions, you can only actively control one component at a time. For example, when creating an illusion of a tavern, a creature with this talent could create a bustling group of people inside the tavern as part of the same illusion.

The caster could only control one such illusionary person at a time though; and the rest would only perform their last set of instructions. Giving a component a new set of instructions is a move action. If a creature succeeds at its saving throw against a complex illusion, it sees through the entire figment rather than only one component part.

When creating glamers, you may spend an additional spell point to affect multiple targets with the same glamer so long as they are all within your illusion range and the combined size of affected targets does not exceed your maximum illusion size. For example, if your maximum illusion size is Large, you could affect with this talent 2 Medium-sized targets or 4 Small-sized targets with your glamer.

Control Figment

As a full-round action you may attempt a magic skill check against the magic skill defense of the controller of an existing figment. If successful you gain control of the figment and may command it as if it was your effect. Treat the figment in all ways as if it was cast by you except this does not change any of the original variables related to caster level, Illusion sphere talents, class abilities or spell points. You however must remain within the maximum range that you may control illusions to maintain this effect as normal.

Distracting Phantoms

As a trick, you may designate a 5-foot cube within your illusion range as a flanking partner for you and your allies. This partner remains for one round per caster level. You may only have one phantasmal flanking partner at a time. Creating a new cube causes the previous one to immediately dissipate.

As a trick, you also may create a harmless sensory disruption around a target. The target must succeed at a Will save or this triggers any readied actions the target may have regardless of their actual trigger.

Decoy (glamer)

As a trick you may create an illusionary creature in the same square as a real creature, called a decoy. A decoy may perform any of the following actions.

Coaxing Decoy: The decoy immediately moves up to the speed of your figments in any direction unimpeded. The coaxing decoy is immune to damage and vanishes at the end of your turn. If the movement of the coaxing decoy would provoke an attack of opportunity from a creature, that creature must succeed at a Will save or use it on the coaxing decoy.

Defensive Decoy: The decoy follows and occupies the same square as the target. Anyone attempting to attack the target must succeed at a Will save or suffer a 50% miss chance. On a miss caused by this effect the attacker targets the illusionary creature instead, dissipating it. The decoy is unaffected by area attacks. Defensive decoys last 1 round per two caster levels (minimum 1) or until struck with a single target effect.

Additionally, as an illusion you may create a glamer that surrounds a target with a number of defensive decoys equal to 2 +1 per 3 caster levels. As long as one or more defensive decoys remain, the target gains a 50% miss chance.

If you possess the Complex Illusions talent, one or more of the defensive decoys granted by the glamer may act as the coaxing decoy trick. Once per round as a free action you may instruct one or more decoys to move up to 5 feet per 2 caster levels independently of the original target, provoking attacks of opportunity as a coaxing decoy, then disappearing.

Enlarged Illusion

Increase your illusion’s maximum size by one size category.

Focused Imagination

When you create an illusion, the illusion remains for 2 rounds after you stop concentrating, and you may maintain it through concentration for up to 10 minutes per caster level. If you possess Lingering Illusion, spending a spell point with that talent allows an illusion to remain for 10 minutes per caster level without concentration.

Greater Illusionary Disguise

When creating an Illusionary Disguise, you gain a +4 circumstance bonus to your Disguise check, +2 per (sensory) talent you possess (other than Manipulate Aura, which does not affect the normal senses).

Hostile Glamers (glamer)

You can create glamers that affect the wearer. Targets of a Hostile Glamer may attempt a saving throw to disbelieve in addition to the saving throw granted to resist the glamer being applied to them, and are considered to be ‘interacting’ with the glamer every round as if it were a figment. For example, if you created an Illusionary Disguise of someone turning into an animal, that person might believe in their own transformation unless they, like others, made their Will save to disbelieve.

Hostile Glamer: You may apply a glamer to a target that impedes it.

If you may create visual or audible illusions, you may create a glamer that blinds and/or deafens the target respectively (for example, by putting their head in a box).

If you possess Illusionary Touch, you may make a glamer that entangles the target (for example, by creating illusionary ropes to tie them up).

If you possess Illusionary Touch x2, you may create an illusion that hurts them (for example, an illusion of them on fire).

Each of these options count as their own unique hostile glamer.

Hostile Decoy: If you possess the Decoy talent, you may create hostile decoys as a trick or glamer; these function the same as a defensive decoy, except instead of granting a miss chance to attacks against the creature, they grant a miss chance to the creature itself. Any attack it makes has a 50% to strike one of the hostile decoys instead of the intended target. The wearer may intentionally strike a hostile decoy, but anyone other than the wearer attempting to target an hostile decoy has a 50% chance to instead hit the wearer.

Hostile Masque: If you possess the Masques talent, you may create a Masque glamer that grant a penalty instead of a bonus to the selected skills.

Illusionary Labyrinth

As a trick, you may choose to perform a reposition maneuver on any target within your illusion range using your (caster level + your casting modifier -5) in place of your CMB. When creating a figment you may spend an additional spell point to require anyone that has failed to disbelieve the effect to succeed at an additional Will save when attempting to move from or through the area of your figment or immediately end their movement and remain in the first space occupied by the figment that they also occupied.

Illusionary Terrain

As a trick, you may designate a single cube as difficult terrain for one round per caster level. A Will save to disbelieve is allowed by all who enter the cube. On a successful save they treat the area as normal. This difficult terrain applies to all travel through the area regardless of type of movement.

You may treat the area of your figments as difficult terrain regardless of the type of movement for those who fail to disbelieve.

Insistent Illusions

As a swift action, you may spend 2 spell points to force all creatures that currently disbelieve any of your figments to re-roll their Will saves to disbelieve. Failure indicates that they believe the illusion is real regardless of the results of previous Will saves.

Inspire Doubt

You may combine real effects and illusionary effects to effectively confuse targets as to which are real and which are not. Anyone who successfully saves against your figments takes a -1 penalty to all saving throws and MSD against your other non-Illusion sphere effects and abilities for the next minute or until they attempt a save against one of your non-Illusion sphere effects. This penalty increases by an additional one per 5 caster levels you possess.

Instill Glamer [instill]

As a standard action you may touch a small container of liquid and instill a glamer inside it, which functions as a potion or oil. The glamer cannot have a duration of concentration, and cannot be augmented by Committed Deception. You must spend an additional spell point to instill a trick.

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.

Lingering Illusion

You may spend a spell point to allow the illusion to remain for 1 minute per caster level without the need for concentration. When a figment is not maintained through concentration, it performs whatever set of actions it was last commanded to do, and cannot move beyond medium range of where it was placed. Giving a figment a new series of programmed activities is a move action.

Mage Feint

As a trick, you may force a target to succeed at a Will save or lose their Dexterity bonus to armor class until their turn. This trick is treated as a feint for feats, talents, and effects that trigger off of a feint.

As a trick, you also may use the aid another action on attack or defense within range of your illusions. Instead of an attack roll the target is allowed a Will save to ignore this effect.

Masques (glamer)

You may create glamers that subtly change the way someone is perceived, aiding in their social interactions. Choose two of the following skills: Bluff, Diplomacy, Intimidate, or Perform. You may take this talent a second time to be able to choose all four skills.

As a trick, you may aid another on any target within your illusion range with the selected skills.

As a glamer, you may grant an enhancement bonus to skill checks with the selected skills equal to half your caster level.

Novel Deception [Jester's HB]

As a standard action, you may pretend to cast an Illusion sphere effect and attempt a Bluff check. Making a Bluff check in this manner does not provoke attacks of opportunity and does not count as casting a spell. Any creature observing you must attempt a Sense Motive or Spellcraft check (whichever skill that target has a higher bonus with) against a DC equal to your Bluff check or be convinced you cast an illusion. For the next 10 minutes, the next time a creature who failed its check would make a saving throw against one of your illusions, they must roll twice and take the lower result. For every 8 caster levels you possess, creatures must roll twice on an additional saving throw against your illusions during this duration. Creatures who succeed at their check know you were bluffing and are unaffected.

This is an extraordinary effect; you can only attempt to deceive the same creature with this talent once every 24 hours.

Note: If it would be impossible for the caster to cast magic, such as while in an anti-magic field, creatures automatically succeed their Sense Motive or Spellcraft check to see through your deception.

Oblivious

When applying a glamer to a target, you may choose to do so subtly, such that they might not even realize they have been affected by one. If the target fails their saving throw against the glamer, they must attempt an additional Will saving throw. On a failure they do not realize they have been glamered. Glamers that damage or impede the target (for example, lighting someone on fire with a hostile glamer) cannot be done subtly in this fashion.

Overwhelming Sensations

As a trick you may force a target to succeed at a Will save or suffer extreme sensation for one round per two caster levels (minimum 1). Select one of the effects on Table: Overwhelming Sensations based on what sensory talents you possess.

Table: Overwhelming Sensations
Sense Effect
Magic Treat your caster level as 5 higher when creating, but not concealing or modifying, auras using the Manipulate Aura trick.
Odor Sickened
Sight Dazzled, this becomes staggered for 1 round if the target is already dazzled.
Sound Shaken, this becomes frightened for 1 round if the target is already shaken.
Touch Fatigued

Patterns

You may create disorienting and impossible forms and sensations with your figments. Targets who interact with your figments and fail their Will save to disbelieve suffer a penalty on Perception checks equal to your caster level for one round.

Programmed Illusion

Whenever you create an illusion, you may add a specific circumstance that, when met, changes the nature of the illusion immediately. You may create an additional circumstance per 5 caster levels. For example, you could create an illusion that only activates when a humanoid comes within 10 feet of it, at which point it becomes a high pitched siren and flashing bright lights. See the Contingency feat for more examples.

Ranged Illusion [range]

Increase the distance by which you may manifest an illusion or trick by one category (close to medium, medium to long). You may take this talent multiple times. The effects stack.

Selective Illusions

By spending an additional spell point at the time you create an illusion, you may designate any number of targets to be immune to the illusion. This allows you to, once per round per illusion as a free action, allow any number of targets to be treated as automatically disbelieving the illusion or completely suppress the effect without ending it (but must still concentrate if the effect is being maintained via concentration). While this allows the creature to be treated as if they disbelieved the illusion, this does not actually force them to gain knowledge of the illusion.

Example 1: When under the effects of Suppression or an Illusionary Disguise, you may allow your allies to see you as if you had no concealment or disguise while still maintaining the effect against everyone else.

Example 2: When creating a figment of a tree, you could designate a creature with greensight to ‘disbelieve’ the illusion, allowing them to see through the tree just as they normally would be able to.

Anyone you designate as unaffected is still aware of the effect just as if they had disbelieved it, allowing them to appropriately react in the case of a ruse or the need to make tactical decisions. Illusions that have effects regardless of belief or disbelief, such as a shadow illusion, still have their effects unless you opt to suppress them. Suppressing and reactivating an illusion does not force those whom already successfully disbelieved the illusion to re-roll their saves.

Shadow Infusion

When using an Illusion sphere effect you may spend an additional spell point to render the illusion quasi-real, granting it the shadow descriptor. If you have a shadow pool you may use a shadow point instead of a spell point.

Shadow magic, by its nature, has a very real effect even if disbelieved, although usually a reduced one. If you possess Illusionary Touch x2, you may transform the damage dealt by the illusion to either acid, bludgeoning, cold, fire, electricity, piercing, or slashing (chosen when the illusion is created but can be altered with the illusion), and may make it either lethal or nonlethal. If you also possess Illusionary Sound you may create shadow effects that deal sonic damage. If you also possess Manipulate Aura you may spend an additional spell point each round to create shadow effects that deal force, positive energy, or negative energy damage.

If an illusion would have a negated effect if disbelieved, a shadow version of that illusion instead has its effectiveness reduced by half (rounded down). For Will saves, this changes the save to a Will (partial) save instead of Will (negates).

Shift Glamers

As a standard action, you may move any number of your glamers still within your maximum illusion range to new targets also within your maximum illusion range.

Suppression (glamer)

As an illusion, you may create glamers that suppress and eliminate sensation rather than creating their own. Suppressions cannot be negated or disbelieved through a Will save. You may suppress any sense that you can affect when creating illusions, but each such Suppression is considered a separate glamer.

Note: If you suppress every sense required to fool a complex or exotic sense, that sense cannot automatically detect that creature.

Invisibility: When suppressing vision, you allow the target to attempt Stealth checks to hide even while being observed. This does not grant the invisible condition, but counts as invisibility for effects that interact with it (such as spells that negate it), and therefore does not stack with the invisibility spell or other, similar effects. The target also gains a +1 circumstance bonus to Stealth checks per caster level (maximum 20). Objects cannot attempt Stealth checks, but become difficult to see, requiring a Perception check to find with a DC equal to 10 + their size bonus + your caster level. If you are undetected by a creature, you gain total concealment against it, as well as a +2 bonus to attack rolls against it, and you may ignore its Dexterity bonus to AC.

Silence: When suppressing sound, you cause the creature to become muffled. The target loses its armor check penalty to Stealth and reduces the penalty associated with sniping by 1 per caster level (minimum 0). However, the target also suffers a 5% chance of arcane spell failure per caster level (maximum 100%) when using magic that requires verbal components or is language-based.

Touchless: When suppressing touch, it becomes difficult to detect the target by feel. If the target touches or makes a melee attack against a creature from Stealth, that creature must succeed at a Perception check to even feel that they have been touched or attacked (DC 10 + 1 per caster level, -1 per point of damage dealt). The target also gains a +1 circumstance bonus per caster level (maximum +20) to Sleight of Hand checks made to pick pockets.

Odorless: When suppressing taste and smell, the affected target inflicts other creatures attempting to track it or discover it through smell (such as with the scent special ability) a penalty to their Perception or Survival checks equal to -1 per caster level (maximum 20). This also applies to checks made to detect poison or identify the target via smell or taste. Additionally, if the target attempts to use smell to affect other targets (such as making them sickened or nauseated through the stench ability), targets gain a +1 bonus per caster level (maximum 20) to their saving throws.

Suppressing magical auras is described in the Manipulate Aura talent, and is assumed to be used on all magical auras (including the aura from the Suppression itself) affecting the glamered creature.

You may spend an additional spell point to create a figment that suppresses sensations just like the glamer. All targets inside the figment gain the above benefits and penalties, as if they were under the effects of the glamer. You may choose if this applies only to creatures or to all creatures and objects. Unlike other figments, a Suppression figment cannot move once placed, and has no sensory expression other than the noticeable blurring of sensation inside its area.

Swift Figments

The speed your figments may move within a single round improves to 25 feet + 5 feet per 2 caster levels. This talent may be taken twice. If taken a second time, the speed your figments may move within a single round improves to 100 feet + 10 feet per caster level.

Synesthesia

As a trick, you can link two senses allowing you to, for example, see sound or smell color. You become dazed until the end of your next turn, and gain any one complex sense you are able to fool with your illusions until the end of your next turn. The range of this sense is limited to 5 feet per caster level. If you possess Overwhelming Sensation, you may improve the range of the sense by an additional 5 feet per caster level but become deafened and blinded instead of dazed.

Talented Trickster

You may spend a spell point to use any trick you know as a swift action. For every 5 caster levels you may use an additional (maximum 5 at 20th caster level) trick you know simultaneously when using this talent.

Windtalker

As a trick you may use your illusions to signal or communicate. This functions as the deliver secret message use of the Bluff skill but you gain a +5 + caster level circumstance bonus to the Bluff check and can do so within your maximum illusion range without penalty. The recipients must still interact with the illusion in some way to get the intended message. This communication only works one way but is not language dependant and may rely on any sense or complex sense the intended recipients possess.

If you possess Selective Illusions, there is no chance of the message being intercepted.


Sensory Talents

Illusionary Odor (sensory, taste & smell)

You may add smell and taste to your illusions. For example, you may change something’s taste or create the smell of smoke.

As a trick, you may add half your caster level to the DC required to detect poison in foods or to track a target by smell.

Illusionary Sound (sensory, sound)

You may add whatever sounds you desire to an illusion. You cannot make more sound than four normal humans per caster level could make. (A horde of rats running and squeaking is equal to eight humans running and shouting. A roaring lion is equal to the noise from 16 humans, while a roaring dragon is equal to the noise from 32 humans.)

As a trick, you may create effects of non-specific noises (feet marching, laughing and muttering of a party) or throw your voice, making it appear as if it comes from somewhere else within your range. Targets are allowed a Will save as usual to disbelieve these sounds, or recognize your voice is not actually coming from where it appears to be.

Illusionary Touch (sensory, touch)

You may make an illusion that feels real to the touch, including temperature and texture. Your illusion still cannot hold weight (thus while touching the wall would only grant a new saving throw, being thrown into the wall would still cause the creature to pass through).

You may take this talent a total of twice; when taken a second time, your illusions may also cause pain. When coming into contact with an appropriate illusion (stepping into fire, being hit by an illusionary enemy, etc.), if the subject fails their Will save to disbelieve they take nonlethal damage equal to your caster level + your casting ability modifier. A target can only be damaged by your illusions once in a round, no matter how many times it thinks the illusion has hurt it.

Manipulate Aura (sensory, magic)

You may make illusions that creates or changes magical auras. As a figment or glamer you may change an area, spell, creature, or object’s magical aura to make the aura appear as a magic effect or item you specify, or as if under the effects of a spell or sphere ability you specify, or reduce the caster level of its existent aura. You cannot create or lower an aura’s perceived caster level more than up to twice your caster level. Making an aura appear to have a caster level of 0 completely conceals a magical aura as if the target was non-magical. You may make these changes as part of creating an illusion (including altering or erasing the aura of the illusion itself), or independently as a trick with a duration of up to 1 day per caster level.

As you create a figment or a glamer, you may apply this sensory talent to change what sphere of magic it belongs to for the purpose of people identifying the school of magic or sphere effect via the Spellcraft skill or detect magic (or similar spell or ability). For example, if you change the apparent sphere from Illusion to Destruction, any attempt to identify the sphere effect with the Spellcraft skill will reveal it as belonging to the Destruction sphere, not the Illusion sphere.

Instead of ‘disbelieving’ a manipulated aura, a target examining this aura through detection magic must succeed at a magic skill check against the creator of the aura. If the check succeeds, the detection effect functions normally detecting both the true aura and this trick, but on a failure the detection magic believes the manipulated aura and does not detect this trick. Effects that grant bonuses to Will saves against illusions add those bonuses to this magic skill check.

Artifacts are too powerful to have their auras hidden or altered in this manner.


Advanced Illusion Talents

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

Advanced Invisibility

Prerequisites: Illusion sphere (Suppression (glamer) (invisibility)), caster level 10th.

You may spend an additional spell point when using the Suppression glamer to make the target completely invisible. This grants them a +20 bonus to Stealth (increased to +40 if they are standing still), and they possess total concealment even when detected.

Deceive Dweomer

Prerequisites: Illusion sphere (Manipulate Aura (sensory, magic)), caster level 1st.

As a trick, you may add half your caster level as an enhancement bonus to Use Magic Device checks to emulate a race, class feature, ability score or alignment. This bonus lasts for 1 minute. In addition, you may now use the manipulate aura trick to add, modify or conceal auras of alignment, race, creature type, level or any other descriptor that may be detected or discerned by a spell or sphere effect.

When using any sphere talent or ability (not just those belonging to the Illusion sphere), you may apply Manipulate Aura to change what sphere of magic it belongs to for the purpose of people identifying the school of magic or sphere effect via the Spellcraft skill or detect magic (or similar spells or abilities).

Distant Deception

Prerequisites: Illusion sphere (Ranged Illusion x2), caster level 5th.

Your illusion range improves to 1,000 feet + 100 feet per caster level. To place glamers on a creature or object beyond long range you must be able to individually identify them. To apply sensory talents to figments at greater than long range you must be able to be experiencing the corresponding sensation created by the figment.

Expand Illusion

Prerequisites: Illusion sphere (Enlarged Illusion), caster level 1st.

When creating an illusion, you may spend an additional spell point to improve its size by one step. You may spend an additional spell point per 5 levels to improve its size by an additional step.

Permanent Image

Prerequisites: Illusion sphere (Lingering Illusion), caster level 10th.

When creating an illusion, you may spend 2 spell points to increase its duration to permanent.

Phantom Mind

Prerequisites: Illusion sphere (Lingering Illusion, Programmed Illusion), caster level 8th.

By spending an additional spell point, you no longer need to have line of sight or spend a standard action to direct, move, or alter your figments. This allows your figments to somewhat automatically adapt to situations without having to be given new orders or modifying appearances to fit the situation.

Your illusions, when behaving autonomously, act and react more or less realistically depending upon your caster level. Use the following table as a guideline for what may at most be expected from an illusion acting independently.

Table: Phantom Mind Illusion Realism
CL Maximum Expected Realistic Effect
8-10 Simple communication (as a human toddler).
11-12 Decent problem solving, moderate communication (as a very young human).
13-14 Decent communication (as a young human).
15-16 Advanced problem solving and simple planning (as an adolescent human).
17-18 Advanced communication and moderate planning (as a dumb human).
19-20 Advanced planning (as an average human).

Phantom Mind illusions resist casual testing, as they know when they should respond and how, and can outsmart less intelligent creatures without direction from you. Creatures with an Intelligence score lower than half the caster level of the illusion gain no benefits from obvious signs of trickery and cannot outsmart them with causal testing.

Phantom Pain

Prerequisites Illusion sphere (Illusionary Touch (sensory, touch) x2), caster level 5th.

Improve the damage done by figments by your casting ability modifier (applying your casting ability modifier a total of twice).

Spell Disruption

Prerequisites: Illusion sphere (Blur (glamer), Manipulate Aura (sensory, magic)), caster level 5th.

You may spend an additional spell point when using Blur to have it also cause spell failure chance equal to its miss chance. This spell failure applies to all spells, sphere effects, spell-like and supernatural abilities that go to, from, or whose line of sight or effect cross the illusion.


Illusion Sphere Feats

Asymmetrical Warfare (Dual Sphere)

Prerequisites: Illusion sphere, War sphere.

Benefit: You may use your rally abilities on those under the effects of your glamers or in the areas of your figment as if they can see and hear you and are within the area of your totems.

Aura Engineering (Dual Sphere)

Prerequisites: Divination sphere, Illusion sphere (Deceive Dweomer, Manipulate Aura (sensory, magic)).

Benefit: You may attempt Use Magic Device checks on any object within close range using the greater caster level of your Divination or Illusion spheres. Additionally you may take 10 or 20 on Use Magic Device checks and apply the bonus granted from the Deceive Dweomer trick to all Use Magic Device checks. This is a supernatural ability and attended or intelligent objects are allowed a Will save as if this was an Illusion (glamer) to negate the effect but you may use your Divination caster level to determine the DC if it is higher.

Blurred Boundary (Dual Sphere)

Prerequisites: Illusion sphere (any (glamer) talent), Protection sphere.

Benefit: Any attack that deals enough damage to break through your barrier treats all creatures that are contained within the barrier as if they were under the effects of a single (glamer) talent you possess before dealing damage. This glamer effect only applies to the attack that penetrates the barrier.

When creating a non-trick glamer you may also grant the effects of a single aegis you possess to the target. The aegis effect added this way uses the duration of the glamer instead of its normal duration. This is not an actual aegis and does not provide any other benefits, such as those granted by the Status talent of the Protection sphere.

Body Double (Dual Sphere)

Prerequisites: Dark sphere (Shadow Lurk (shadow)), Illusion sphere, ability to create glamers.

Benefit: By spending an extra spell point you may summon a single shadow lurk that remains bound to its host, serving as a combat decoy. Every successful attack requiring an attack roll from an opponent that failed to see through the shadow lurk’s disguise has a 50% chance of hitting the shadow lurk instead of the intended target. A shadow lurk acting as a body double does not stun the target if it is destroyed.

Deep Cover (Dual Sphere)

Prerequisites: Alteration sphere, Illusion sphere.

Benefit: In place of an Alteration trait you may apply the effects of your illusionary disguise to your form. This use of illusionary disguise no longer allows for a Will save to negate upon interaction, and lasts as long as the shapeshift does, requiring no additional spell points or concentration to maintain. This stacks with the Disguise bonus of the shapeshift and allows the shapeshift to attempt to assume the form of specific individuals.

Fool’s Counterspell (Counterspell)

Prerequisites: Illusion sphere or Mind sphere; Counterspell.

Benefit: When you successfully counter a spell, the caster must succeed at a Will save equal to your Illusion sphere DC or Mind sphere DC (whichever is greater), or believe the spell had its intended effect, even if they would otherwise be aware of its failure. Treat this effect as a figment with a duration equal to the countered spell, and use the rules for interacting with and investigating figments.

Illusionary Blast (Dual Sphere)

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

Benefit: When creating a destructive blast, you may spend an additional spell point to allow your destructive blast to behave as if it were an illusion in specific ways; the destructive blast deals nonlethal damage regardless of other effects, blast types, or blast shapes applied, and no longer requires line of sight or line of effect in order to be created or strike a target.

Special: If you possess the Shadow Infusion Illusion talent, you may spend an additional spell point or shadow point to have your destructive blast deal damage as normal but still gain the other benefits of this feat.

Illustrious Light (Dual Sphere)

Prerequisites: Illusion sphere, Light sphere.

Benefit: Whenever you create a figment or glamer you may, as part of the same action, affect the figment or the creature or object subject to the glamer with your glow. Concentrating on the illusion and concentrating to create bright light can be done with the same action, and spending spell points to cause the illusion to endure without concentration double as spell points spent to cause the bright light to endure without concentration.

Implausible Deniability (Dual Sphere)

Prerequisites: Illusion sphere (Manipulate Aura (sensory, magic), Programmed Illusion), Mind sphere.

Benefit: You may have your illusions interact with Detect Thoughts and similar abilities as if they had an Intelligence score of up to twice your caster level. Whenever you place a glamer on a creature, you may spend an additional spell point to create an illusionary mind complete with false memories, including a false Intelligence score (for this purpose creatures with an Intelligence 0 are treated as invisible to effects such as thoughtsense). When a creature attempts to extract information directly from the mind or compel honest responses of anyone under the effects of glamers modified by this feat, they must first attempt a magic skill check against your magic skill defense. Failure indicates the information or response given is any information of your choosing, even false information. You do not need to be aware of the mental intrusion or compulsion to choose the information gained.

The illusionary mind added to glamers modified by this feat constantly broadcasts misleading information. Abilities that would grant an insight bonus to attack rolls, combat maneuver checks, skill checks or armor class against the glamered creature instead incur a penalty of equal value. This also applies to any effects that rely on mind reading such as the battlefield relay symbiat class feature.

Special: If you possess the persuasive class feature you may add the bonus to save DC’s to Illusion sphere abilities. This feat counts as a talent with the (Sensory: Mind) tag.

Invisible Friend (Dual Sphere)

Prerequisites: Illusion sphere (Suppression (glamer)), Conjuration sphere (Shadow Creature (form)).

Benefit: When maintaining a companion with the Shadow Creature talent via concentration, it gains the benefits of the Invisibility glamer from the Suppression talent.

As a free action, you may spend a spell point to allow your shadow companion to fully manifest itself. Your companion loses the Shadow Creature talent and gains one other (form) talent of your choosing in its place for one minute per caster level.

Shade (Dual Sphere)

Prerequisites: Dark sphere, Illusion sphere.

Benefit: When creating a figment, you may, as part of the same action, create darkness as the base Dark sphere ability. Even if you do not choose to do so, the area occupied by your figments and those under the effects of your glamers counts as being within your darkness.

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).

Superpositioned (Dual Sphere)

Prerequisites: Illusion sphere (Decoy (glamer), Suppression (glamer)), Warp sphere, caster level 5th.

Benefit: While under the effects of the Suppression talent, you may use the Warp sphere teleporting only yourself and carried gear as a move action rather than a standard action. Whenever you use a Warp sphere effect on yourself, you may leave behind or appear with a copy of yourself that lasts until the start of your next turn as the Decoy trick.

Suppressed Spell (Metamagic)

Prerequisites: Illusion sphere (Suppression (glamer)).

Benefit: Spells affected by this feat have a reduced manifestation. Being subjected to the effect requires a Perception check (DC 15 + 1/2 your caster level) or the target does not perceive the presence and source of the effect.

Special: For each (sensory) talent you possess, improve the Perception check DC by an additional +2 and hide sensation associated with that (sensory) talent. This has no effect on spells or sphere abilities that rely on a suppressed sensation( s) to function, but you may always forgo the +2 bonus to the Perception DC to allow the sensation of the effect to function normally.

Cost: +2 spell points

Surreinforcement (Dual Sphere)

Prerequisites: Creation sphere; Illusion sphere (Shadow Infusion) or create reality class feature.

Benefit: When you create materials with the Creation sphere, they are laced with shadowstuff that grants you increased control over them. Objects you create with the Creation sphere regain a number of hit points equal to half your Creation caster level at the start of each of your turns and can repair themselves from the broken condition. Objects you create out of shadowstuff, such as with the fey adept’s ability to Create Reality, have a hardness equal to your Illusion caster levels (minimum 5) and may gain the properties of any material with equal or less hardness.

Tactile Illusion (Dual Sphere)

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

Benefit: By weaving your illusions together with a hint of telekinetic force you can allow them to exert force more appropriate to their apparent nature. Your illusions can support weight or block movement of creatures or objects so long as all pressure and weight on it falls within the size limit of your telekinesis. However, anyone who disbelieves the illusion may choose to ignore the telekinetic effect, moving through the illusion as normal, as well as allowing them to throw or move items through it.

In addition, you may deal lethal damage with your illusions instead of nonlethal damage.

Vudu (Dual Sphere)

Prerequisites: Death sphere, Illusion sphere (Illusionary Touch (sensory, touch) x2, Illusionary Disguise ability).

Benefit: Anyone struck by your ghost strike takes damage from your Illusionary Touch in addition to any other effects.

Special: Your reanimated undead gain the benefits of the Illusionary Disguise glamer appearing as they did when they were alive. You do not need to know what the creature looked like when it was alive to gain this benefit.

Wave-Particle Duality (Dual Sphere)

Prerequisites: Illusion sphere, Light sphere.

Benefit: The light from your bright light becomes a spread rather than an emanation allowing it to move around corners and through tight spaces and small holes as if it was a gas. This light may penetrate areas and containers that are not airtight by spreading at a rate of 1 cube per 3 caster levels each round through cracks in doors, keyholes or other small gaps in construction.

Weird Assault (Combat)

Prerequisites: Illusion sphere (Decoy (glamer), Mage Feint), base attack bonus +3.

Benefit: As part of any action requiring an attack roll, you may suppress up to two decoys surrounding you until the start of your next turn. For each decoy suppressed, you gain a temporary spell point that may only be used on the Mage Feint talent.

Special: If you possess the Weird Defense feat, you may end its effect in place of suppressing one of your illusionary copies to use this feat.

Weird Defense (Combat)

Prerequisites: Illusion sphere (Blur (glamer), Decoy (glamer)).

Benefit: As a swift action, you may grant yourself a miss chance equal to 10% + 5% per 2 caster levels (maximum 95%) until the start of your next turn or until an attack misses due to this feat. Effects that ignore concealment only reduce this miss chance by half (rounded down). This is a spell-like ability. For abilities that allow for re-rolls for attacks that miss due to concealment such as the Blind-Fight feat, instead calculate the miss chance as 10% + 5% per 3 caster levels and reroll on a miss as per normal for the ability.

Weird Motion (Combat)

Prerequisites: Illusion sphere (Mage Feint), base attack bonus +3.

Benefit: Add your casting ability modifier as a circumstance bonus to AC against attacks of opportunity incurred when charging or making ranged attacks. In addition, as a full-round action you may make a single ranged or charge attack and use your Mage Feint talent as part of the same action against that target.


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.

Wiki Note: Many surreal feats require the shadowmark class feature. The Surreal Strike (surreal) feat grants this feature.

Emulation Expert (Surreal)

Prerequisites: Illusion sphere (Manipulate Aura (sensory, magic)); Illusion sphere (Shadow Infusion) or shadow pool; Shadow Magic or create reality class feature.

Benefit: When using the Shadow Magic feat or create reality class feature to duplicate effects from another sphere, you may spend a shadow point to treat the effect as both from the Illusion sphere and the sphere it is mimicking. This allows you to apply bonuses from items, class features, talents or feats that benefit that sphere as well as the Illusion sphere.

This feat does not allow you to apply the caster level bonus from staves for two different spheres. For example, when using create reality or Shadow Magic to produce a destructive blast, you may apply Destruction talents you possess and apply the caster level bonus from either a staff of Destruction or Illusion, apply bonus damage from elementalist energy specialization class feature and treat both your fey adept and elementalist levels as full caster levels for calculating the caster level.

Gather Shadowstuff (Surreal)

Prerequisite: Shadowmark class feature.

Benefit: In place of spending a shadow point you may use shadowmark as a full-round action.

Greater Shadowmark (Surreal)

Prerequisite: Shadowmark 1d6.

Benefit: Your shadowmark deals d8s for damage instead of d6s.

Shadow Magic (Surreal)

Prerequisites: Illusion sphere (Shadow Infusion) or shadow pool.

Benefit: You may mimic other spheres of magic by shaping shadowstuff. As a free action, you may spend 1 shadow point to grant yourself a temporary magic sphere or talent you do not possess from the following list: Alteration, Conjuration, Creation, Dark, Death, Destruction, Enhancement, Light, Nature, Protection or Weather sphere for 1 minute. For every 5 surreal feats you possess, you may grant yourself an additional temporary talent from the chosen sphere. You must still meet any prerequisites that the talents possess. When gaining multiple talents with this feat, you may use a talent gained this way as a prerequisite for other gained talents.

Any sphere talents or abilities gained from this feat are treated as if they were from the Illusion sphere and possess the shadow descriptor. Shadow magic, by its nature, has a very real effect even if disbelieved, although usually a reduced one. Unless stated otherwise, objects created as shadow illusions are made of shadowstuff (stable), and creatures have 1/5th their normal hit points.

The effective caster level of effects created using this feat is equal to your caster level in the Illusion sphere -2 (minimum 1). You may not have more than one sphere effect active at a time from the spheres granted from this feat. A second use of this feat immediately ends the duration of the previous use.

Shadow Shield (Surreal)

Benefit: You may, as a swift action, spend a shadow point to create a protective layer of shadowstuff around a creature or object within 25 feet + 5 feet per 2 character level. This grants 1d4 temporary hit points for every character level you possess. Any creature that has at least 1 temporary hit point granted by your shadow shield also gains damage reduction 1/-. This damage reduction improves by an additional 1 per 5 character levels you possess. These temporary hit points last 1 minute.

Shadow Shield, Improved (Surreal)

Prerequisite: Shadow Shield.

Benefit: Improve the temporary hit points granted by your shadow shield to 1d4+1 per character level. Instead of providing DR/-, the shadow shield reduces all hit point damage from all sources by the same amount.

Shadowblast (Surreal)

Prerequisite: Shadowmark class feature.

Benefit: When using your shadowmark, you may spend an extra shadow point to change the effect from a ranged touch attack into a close-ranged cone. All creatures within this area are allowed a Reflex save for half damage. If they succeed at this Reflex save, they do not suffer the penalty to Will saves.

Shadowstuff Armament (Surreal)

Benefit: As a move action or a free action with the expenditure of a shadow point, you may create and instantaneously equip a non-magical version of a weapon, piece of ammunition, light armor, or light shield you are proficient with out of stable shadowstuff. In the case of exotic weapons, you must have studied a pre-existing version of the weapon for at least 1 week. This object dissipates one round after you are no longer in contact with it or if you use this feat a second time. Creating ammunition using this feat may be done as part of the same action required to load a weapon instead of a move action without having to spend a shadow point.

Special: You may create an additional simultaneous object with a single use of this feat per 5 character levels.

Shadowy Slay (Surreal)

Benefit: Any time you deal damage to a creature from an illusion source you may spend a shadow point to allow the creature to be briefly attacked through its shadow. Any attack made against the target may resolve as a touch attack. This effect lasts 1 minute or until the creature is hit by a touch attack.

Surreal Strike (Surreal)

Benefit: You gain shadowmark as the fey adept class feature, but use your character level -4 (minimum 1) as your fey adept level for the purposes of determining damage and Will save penalties.

Violent Shadow (Surreal)

Prerequisites: Shadowmark 3d6, shadow pool.

Benefit: You may spend a shadow point as a full-round action to make a single attack with your shadowmark. Rather than a ranged touch attack, treat your shadowmark as a melee touch attack with a 10-foot reach. Regardless of if your attack hits or not, you may make attacks of opportunity as melee touch attacks with a 10-foot reach with your shadowmark without additional expenditure of points from your shadow pool until the beginning of your next turn. If you have multiple attacks from a high base attack bonus or effects such as haste you can (as part of the full-round action) make as many attacks with your violent shadow as your base attack bonus allows.


Archetypes

Operative

Operatives are Symbiats who use their mastery of Illusion and War to manage the battlefield.

Solipsist

Solipsists are Fey Adepts who use Intelligence to analyze and control the world.


Wild Magic

Wild Magic Generator

Wild Magic Table

d100 Result
1 A longsword appropriately sized for the caster made of shadow-stuff appears in the caster’s hand. The caster is proficient with this weapon and it deals bonus damage equal to caster level. Each time it deals damage, the target is allowed a Will save; success reduces the damage dealt by half and destroys the blade. Otherwise the blade persists for 1 hour per caster level or until it leaves the caster’s possession.
2 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.
3 All creatures within close range of the caster gain the appearance and odor of being covered in excrement for 10 minutes per caster level.
4 The caster is unable to perceive the effect in any fashion, leaving him unable to control, alter, or dismiss it once cast.
5 For 1 minute per caster level, an illusory raincloud follows the caster. The caster is unable to disbelieve this raincloud.
6 An illusion depicting the caster’s greatest desire appears within long range and persists for 1 round per caster level. This figment cannot be larger than the caster’s maximum illusion size.
7 For 1 hour per caster level, an illusory duck sits on the casters head and cannot be covered by any means.
8 (Combat) All creatures within medium range gain illusory doubles. These illusory doubles impose a 50% miss chance on any attack against the creature and each duplicate disappears after one attack fails against this miss chance or after 1 minute per caster level.
9 An illusory wind surrounds fills the caster’s illusion range, acting as per the category 3 wind of the Weather sphere + 1 category per 7 caster levels. This wind blows directly toward the caster and dissipates after 1 round per caster level. Hostile creatures are unaffected.
10 For 1 round per caster level, a swarm of illusory insects covers an area out to illusion range, dealing 1 point of nonlethal damage per 2 caster levels. This effect moves with the caster. When first exposed to this effect, a creature is allowed a single Will save to negate the damage from this effect for its duration.
11 For 1 hour per caster level, dramatic effects, music, and crowd noises accompany the caster whenever he makes a Perform skill check, granting a competence bonus equal to 1/2 caster level (minimum 1) on such checks.
12 For 1 minute per caster level, all sound is amplified within close range of the caster, granting a circumstance bonus equal to 1/2 caster level on sound-based Perception checks.
13 For 10 minutes per caster level, the caster’s voice is amplified, granting a bonus on Perception checks to hear the caster speak equal to caster level.
14 Roll twice and choose the result. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
15 For 1 minute per caster level, all sound is dampened within long range of the caster, imposing a penalty equal to 1/2 caster level on sound-based Perception checks.
16 For 1 round per caster level, all of the caster’s attended objects become invisible as the Invisibility talent.
17 The caster gains knowledge of one talent of his choice from this sphere for 1 round.
18 (Combat) Rapidly shifting illusory disguises that only the caster can perceive make it impossible for the caster to distinguish friend from foe. For 1d6 rounds, the caster may not make attacks of opportunity against any creature.
19 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.
20 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).
21 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.
22 The next time that the caster enters a settlement with more than 100 inhabitants, his arrival is heralded by an intense display of illusory fireworks over his position, clearly visible and audible for 2d6 miles if in an open area.
23 Any creature making a Will save to disbelieve the effect may roll twice and take the best result.
24 (Combat) For 1d6 rounds, all creatures within medium range become invisible as the Invisibility talent.
25 For 10 minutes per caster level, the sound generated by the caster’s movements are amplified, imposing a penalty on Stealth checks equal to caster level.
26 For 1 minute per caster level, the caster is unable to see through his own illusions.
27 (Combat) The caster is stunned for 1 round.
28 For 1 hour per caster level, the caster’s clothes appear dramatically inappropriate to the surrounding area (winter clothes in a desert, beggar’s rags in a palace, etc.).
29 For 1 minute per caster level, any words the caster thinks are displayed by letters floating above his head. This may make Bluff checks fail automatically.
30 For 10 minutes per caster level, a subtle illusion alters an area out to long range from the caster, making the environment appear bright and cheery. Creatures within this area may roll twice and take the best result on saves against fear effects and any demoralization check within this area takes a penalty equal to 1/2 caster level (minimum 1).
31 The caster is fatigued.
32 The caster loses access to this sphere for 1d6 rounds.
33 The effect ends the first time a creature within 20 ft. of it succeeds on a Will save against an Illusion sphere or illusion school effect.
34 For 1 hour per caster level, an illusory fog surrounds fills the caster’s illusion range, acting as a fog per the category 2 precipitation of the weather sphere. This fog follows the caster.
35 Effect receives a +2 bonus to caster level.
36 The casting time decreases by 1 step.
37 All creatures within long range of the caster have their faces covered by an illusion of the caster’s face for 1 minute per caster level. This has no impact on their senses but may prove confusing.
38 For 10 minutes per caster level, the caster gains the appearance and odor of being covered in excrement.
39 The effect fails, but the action is not lost. Spell points or spell slots spent are lost.
40 For 10 minutes per caster level, an illusory minstrel follows the caster, singing loudly of the caster’s most embarrassing moments.
41 All allied creatures within illusion range must succeed on a Will save or gain an illusory disguise as the Illusionary Disguise talent, appearing as the nearest hostile creature for 1 minute per caster level.
42 All creatures and objects within medium range of the caster are permanently monochromatic. This effect can only be removed by the Break Enchantment talent of the Life sphere or similar magic.
43 The effect fails and the action is lost. Spell points or spell slots are lost.
44 For 1 hour per caster level, the caster leaves a trail of phantasmal gold coins whenever moving at least 5 ft., creating 1 coin per caster level per 5 ft. moved. These coins disappear 1 minute per caster level after appearing or immediately if spent.
45 The effect fails and the action is lost. Spell points or spell slots are not lost.
46 For 10 minutes per caster level, an illusory minstrel follows the caster, singing loudly of the caster’s greatest deeds.
47 (Combat) Rapidly shifting illusory disguises that only the caster can perceive make it impossible for the caster to distinguish friend from foe. For 1d6 rounds, the caster treats all creatures as hostile and must attempt attacks of opportunity against all creatures and attempt saves against all effects whenever possible.
48 All creatures and objects within medium range of the caster are permanently stained a bright color of the GM’s choice. This effect can only be removed by the Break Enchantment talent of the Life sphere or similar magic.
49 For 10 minutes per caster level, the caster is followed by a cartoonish figment of himself that mimics his actions in a mocking way.
50 For 1d6 rounds, attempts to disbelieve the effect automatically fail.
51 Effect receives a -4 penalty to caster level (minimum 1).
52 For 10 minutes per caster level, the caster leaves glowing illusory footprints wherever he travels (including while flying, swimming, and teleporting). These footsteps persist for 1 hour.
53 All creatures within close range of the caster when the effect is cast must succeed on a Will save or have every word they think displayed by letters floating above their head for 1 minute per caster level. This may make Bluff checks fail automatically.
54 Illusory heat surrounds fills the caster’s illusion range, acting as per the category 3 heat of the Weather sphere + 1 category per 7 caster levels. Hostile creatures are unaffected.
55 For 1 round per caster level, an illusory fog surrounds fills the caster’s illusion range, acting as a fog per the category 3 precipitation of the Weather sphere. This fog follows the caster.
56 All creatures within medium range of the caster when this result is triggered leave glowing illusory footprints wherever they travel (including while flying, swimming, and teleporting) for 10 minutes per caster level. These footsteps persist for 1 hour.
57 The effect appears subtly off, granting a +2 bonus to save DCs to disbelieve it.
58 For 1 hour per caster level, a dramatic illusory fog covers the area around the caster’s feet. This does not provide any concealment to the caster, but may obscure caltrops, tripwires, and other low-lying objects.
59 All creatures within illusion range gain an illusory disguise as the Illusionary Disguise talent, appearing as the caster for 1 minute per caster level.
60 For 1 minute per caster level, the caster becomes invisible as the Invisibility talent.
61 Illusory cold surrounds fills the caster’s illusion range, acting as per the category 3 cold of the Weather sphere + 1 category per 7 caster levels. Hostile creatures are unaffected.
62 A destructive blast with the Fire Blast and Explosive Orb talents of the Destruction sphere as mimicked by the Fey Adept’s create reality ability explodes centered on the target or middle of the target area.
63 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.
64 An illusory wind surrounds fills the caster’s illusion range, acting as per the category 3 wind of the Weather sphere + 1 category per 7 caster levels. This wind blows directly toward the caster and dissipates after 1 round per caster level. Allied creatures are unaffected.
65 The casting time increases by 2 steps.
66 Roll again on the Universal wild magic table.
67 For 10 minutes per caster level, a subtle illusion alters an area out to long range from the caster, making the environment appear twisted and sinister. Creatures within this area must roll twice and take the worst result on saves against fear effects and any demoralization check within this area gains a circumstance bonus equal to 1/2 caster level (minimum 1).
68 Roll twice and take both results. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
69 Creatures automatically get a Will save to disbelieve the effect upon perceiving it without any further interaction.
70 The effect blocks line of effect, even once disbelieved.
71 The caster and all his attended objects are permanently monochromatic. This effect can only be removed by the Break Enchantment talent of the Life sphere or similar magic.
72 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.
73 (Combat) The caster is dazed for 1 round.
74 For 1 round per caster level, a figment of a creature of the GM’s choice with a CR of at least the caster’s Hit Dice + 2 appears within medium range of the caster and menaces the caster and allies.
75 (Combat) All hostile creature’s within long range gain illusory doubles that only the caster’s allies can perceive. These illusory doubles impose a 50% miss chance on any attack against the creature and each duplicate disappears after one attack fails against this miss chance or after 1 minute per caster level.
76 The casting time increases by 1 step.
77 An illusion appears in the caster’s square depicting a flash of flame and the caster’s charred corpse falling to the ground. The caster becomes invisible as the Invisibility talent for 1d6 rounds.
78 (Combat) Rapidly shifting illusory disguises make it impossible for any creature within close range of the caster to distinguish friend from foe. For 1d6 rounds, the all creatures in the area must succeed on a Will save each round or treat all creatures within the area as hostile and must attempt attacks of opportunity against all creatures in the area and attempt saves against all effects originating from creatures within the area whenever possible.
79 (Combat) For 1d6 rounds, all hostile creatures within medium range become invisible as the Invisibility talent.
80 The caster and all his attended objects are permanently stained a bright color of the GM’s choice. This effect can only be removed by the Break Enchantment talent of the Life sphere or similar magic.
81 The caster makes a single magical skill check against all Illusion sphere effects and effects with the glamour and phantasm descriptors within medium range to dispel them as if using the Counterspell feat. This is resolved before the triggering effect.
82 The caster is exhausted.
83 The caster makes a single magical skill check against all Illusion sphere effects and effects with the glamour and phantasm descriptors within medium range to dispel them as if using the Counterspell feat. This is resolved after the triggering effect.
84 (Combat) For 1d6 rounds, all allied creatures within medium range become invisible as the Invisibility talent.
85 For 1 round per caster level, an illusion depicting the caster’s greatest fear appears within close range and menaces the caster. This figment cannot be larger than the caster’s maximum illusion size.
86 For 1 round per caster level, the caster appears to be weak and harmless. Any creature targeting the caster with an attack roll or non-harmless effect must succeed on a Will save or be forced to choose a different target or lose their action.
87 Illusory cold surrounds fills the caster’s illusion range, acting as per the category 3 cold of the Weather sphere + 1 category per 7 caster levels.
88 The effect ends the first time a hostile creature within 20 ft. of it succeeds on a Will save against an Illusion sphere or illusion school effect.
89 For 1d6 rounds, illusory duplicates of all creatures within close range of the caster at the time this result is triggered attack the original creatures. Treat these duplicates as having the benefit of the Illusionary Touch talent taken twice as well as the Illusionary Sound talent.
90 (Combat) The caster is nauseated for 1 round.
91 The casting time decreases by 2 steps.
92 The caster’s face is covered with a repulsive illusory disguise as the Illusionary Disguise talent for 1 minute per caster level, imposing a penalty equal to caster level on all Charisma-based checks.
93 All allied creatures within medium range gain illusory doubles. These illusory doubles impose a 50% miss chance on any attack against the creature and each duplicate disappears after one attack fails against this miss chance or after 1 minute per caster level.
94 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.
95 For 1 round per caster level, a swarm of illusory insects covers an area out to illusion range, dealing 1 point of nonlethal damage per 2 caster levels. This effect remains stationary. When first exposed to this effect, a creature is allowed a single Will save to negate the damage from this effect for its duration.
96 Creatures who disbelieve the effect treat it as opaque, blocking line of sight.
97 An illusory wind surrounds fills the caster’s illusion range, acting as per the category 3 wind of the Weather sphere + 1 category per 7 caster levels. This wind blows directly toward the caster and dissipates after 1 round per caster level.
98 Any creature making a Will save to disbelieve the effect must roll twice and take the worst result.
99 Illusory heat surrounds fills the caster’s illusion range, acting as per the category 3 heat of the Weather sphere + 1 category per 7 caster levels.
100 For 1 round per caster level, all attended objects within close range of the caster become invisible as the Invisibility talent.

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