Ultimate Spheres of Power

Dark Passenger

At 1st level, an invidian gains the Mind and Dark spheres as bonus magic talents. This ability replaces mental powers.

Blackened Psyche (Su)

An invidian’s inner demon empowers him with strength and subtlety far beyond what most casters can achieve. If a blackened psyche effect calls for a saving throw, the DC is equal to 10 + 1/2 his indivian level + his casting ability modifier. This functions and counts as the symbiat’s psionics ability, with the following modifications:

Shadow Manipulation

The invidian may use his influence over shadows to manipulate the battlefield. So long as this effect is active, the invidian may, as an immediate action, grant concealment to an ally within 60 feet of him until the beginning of the invidian’s next turn. The miss chance for this concealment is 20% + 5% for every three levels in invidian. Darkvision and see in darkness do not thwart this ability, but creatures that lack the ability to see are immune to this effect.

This replaces telekinetic manipulation.

Jumping at Shadows

At 6th level, the invidian may attempt to make an opponent jump at their own shadow, flinching away from perceived movement at just the right moment to leave them open to another attack. One target within 60 feet counts as being flanked for one attack of the invidian’s choice each round. The invidian may affect an additional target at 9th level and every 3 levels thereafter, to a maximum of 5 targets at 18th level. In place of an additional target, he may affect an additional attack on the same target. Darkvision and see in darkness do not thwart this ability, but creatures that lack the ability to see are immune to this effect.

This replaces telekinetic edge.

Afraid of the Dark

At 11th level, through subtle manipulation of psyche and clever use of lighting, the invidian can influence the minds of his enemies. Opponents within 60 feet of the invidian must succeed at a Will save or become shaken until they leave the area of effect or the invidian ends the ability. Re-entering the area of effect forces a new saving throw. This is a fear effect, and escalates fear conditions already on a target.

This replaces psionic fortress.

Shadow Puppetry

At 16th level, the invidian may bind and manipulate a target’s shadow to hinder their movements. The invidian may affect one creature within 60 feet, plus an additional creature for every 2 levels beyond 16th. The target must succeed at a Will save every round at the beginning of its turn or be staggered and take a -6 penalty to Strength and Dexterity for 1 round.

This replaces telekinetic colossus.

Shadow Leap

At 1st level the invidian gains Step Through Darkness as a bonus talent. He is constantly under the effects of this (meld) talent and does not need to spend any spell points to activate its effect. At 3rd level he increases the range of his personal Step Through Darkness by +10 feet, and another +10 feet for every three invidian levels possessed beyond 3rd, to a maximum of +60 feet at 18th level.

This ability replaces pushed movement.

Spheres of Power by Drop Dead Studios
Using Spheres of Power
Armorist Elementalist Eliciter Fey Adept
Hedgewitch Incanter Mageknight Shifter
Soul Weaver Symbiat Thaumaturge Wraith
Prestige Classes
Bokor Forest Lord Magemage Tempestarii
Waking Sleeper
Alteration Blood Conjuration Creation
Dark Death Destruction Divination
Enhancement Fallen Fey Fate Illusion
Life Light Mana Mind
Nature Protection Telekinesis Time
War Warp Weather
Other Spheres
Bear Technomancy
About Advanced Magic Advanced Talents Alternate Racial Traits Casting Traditions
Incantations Magical Items Mythic Spheres Rituals
Spellcrafting Traits Wild Magic Sphere Bestiary
Weapons Armor Equipment Special Materials
Alchemical Items Apparatuses (Metamagic) Charms Compounds
Implements Marvelous Items Scrolls Spell Engines
Fabled Items Talent Crystals
Admixture Anathema Aristeia Champion
Chance Channeling Combat Companion
Counterspell Drawback Extra General
Item Creation Metamagic Necrosis Protokinesis
Proxy Racial Ritual Squadron
Surreal Teamwork Theurge Wild Magic
Get Ultimate Spheres of Power Get the Original RulebookU
Get Expanded OptionsU Get Expanded Options 2
Alteration HandbookU Conjuration HandbookU Creation HandbookU Dark HandbookU
Death HandbookU Destruction HandbookU Divination HandbookU Enhancement HandbookU
Fate HandbookU Illusion HandbookU Life HandbookU Light HandbookU
Mind HandbookU Nature HandbookU Protection HandbookU Telekinesis HandbookU
Time HandbookU War HandbookU Warp HandbookU Weather HandbookU
Spheres Apocrypha
Apex Shifter Casting Traditions Casting Traditions 2 Cognition Talents
Cohorts and Companions Dark ApocryphaU Debilitating Talents 2 Destruction ApocryphaU
Light ApocryphaU Nature (Air) PackageU Nature (Earth) ApocryphaU Nature (Fire) ApocryphaU
Nature (M/P/W) ApocryphaU Nature (Spirit) ApocryphaU Protokinesis ApocryphaU Sidhe Court
Other Spheres Products
Archetypes of PowerU Archetypes of Power 2 The Bear Sphere The Blood SphereU
Blood and Portents Compounds of Power The Conqueror's Handbook The Fallen Fey SphereU
Initiate's Handbook Items of PowerU The Jester's Handbook Mythic Spheres of Power
The Technomancy Sphere Treasures of the Spheres The Wraith ClassU Wild Magic
Woodfaring Adventures Worlds of Power The Youxia's Handbook Bestiary: Fey and Feyfolk

U: Part of Ultimate Spheres of Power and does not need to be bought separately from that book

This website uses cookies. See the Legal & OGL page for important information. Any material NOT covered by the Open Game License Version 1.0a is covered by the Creative Commons Attribution-ShareAlike 3.0 License.