Magical Deific Talents

Creation

Functional Life
As a standard action, you may spend a spell point and target an object no larger than a cottage. The object is immediately aged and eroded one thousand years. Most objects will be destroyed or ruined by this (especially organic materials like wood), though some stronger materials (like adamantine) will be unaffected. This can be used on constructs, which may make a Fortitude Save (DC 10 + 1/2 Caster Level + Casting Ability Modifier) to negate. This is an aging effect, and so will not work on any object somehow granted immunity to aging.

Perfect Repair
You can fix anything as long as you have the materials and tools on hand. You can repair up to a 10-foot cube of materials each round (though this cannot return magic to permanently-destroyed magic items). All forms of decay, damage, and corruption can be reversed, and even rotting foods can be made like new.

Perpetual Creations
Every item you craft or make with the Creation sphere is perfect - it is impervious to decay and does not wear down with use. Only deliberate attempts to damage your items can actually hurt them.

Philosopher's Touch
You may transform one 10-foot cube of material per Caster Level of a physical substance into any other substance you can make with the Creation sphere. Items being held or used by another creature cannot be changed in this way. If you are making a rare or precious substance, you must spend 1 Spell Point for each 10-foot cube of material affected.

Ultimate Armorsmith
Any armor you craft grants an additional +3 armor bonus (on top of the normal armor bonus for the type of armor made). In addition, the Armor Check Penalty is reduced by 2 (to a minimum of 0), and the armor does not affect the wearer's speed.

Unlimited Creation
You may craft items at 100x the normal speed. You may create any item you can lift as a standard action. This item may be permanent, or it can disappear at your discretion.


Dark

Become As A Shadow
As a swift action, you may spend a spell point to become incorporeal for up to one minute per caster level. This effect is negated if you are targeted by a bright light with a caster level higher than your caster level with the Dark sphere (but you do not lose this effect just by entering such an area of bright light - it must specifically target you).

Curse Their Eyes
As a standard action, you may spend a spell point to blind a target you can see. Targets with fewer Hit Dice than you are automatically affected, while those with equal to or more Hit Dice get a Fortitude Save (DC 12 + 1/2 Caster Level + Caster Ability Modifier) to negate. You may choose to blind the target only to specific people or things. Anyone selectively blinded this way will not realize it until it's pointed out to them. For example, you could blind them to "all humanoids of the opposite gender" or "all trees". This blindness is permanent on weaker foes, but lasts for 10 minutes per caster level on anyone who qualified for a saving throw.

Dark At Noon
You may summon night in an area up to one mile across per caster level for 10 minutes per caster level. When you summon night, you may choose the phase of the moon visible overhead. While this ability is active, you can prevent anyone in its area of effect with fewer Hit Dice than you from waking up for anything less than severe physical injury.

Jump The Passages Of Night
You may step into any area of darkness (including Darkness created by the Dark sphere) and emerge from any shadow you choose within one mile of your current location. This talent cannot move you more than ten miles in any one hour.

Knife Of The Night
You can use darkness as a ranged weapon that strikes anywhere within 200 feet (except for areas lit by Bright Light with a higher Caster Level than your Caster level with the Dark sphere). This attack deals 1d10 points of magical slashing and piercing damage per caster level, with a Reflex Save (DC 14 + 1/2 Caster Level + Casting Ability Modifier) to negate. If your attack would reduce them below 0 Hit Points, you may choose to stabilize them at 0 HP, stabilize them at 0 HP and knock them asleep (no saving throw), or stabilize them at 0 HP and permanently blind them instead of allowing their HP to go any lower.

Speak In Dreams
You may communicate with any creature you have seen through shared dreams that you both recall perfectly.

The Dark Path
You can fly or move along any vertical surface (such as walls) as long as you're within your own area of darkness.

The Night Arrives
As a standard action, you may spend a spell point and select a location you can see. All targets within 50 feet of that location must make a Will Save (DC 10 + 1/2 Caster Level + Caster Ability Modifier) or fall asleep. You can dictate each target's dreams or nightmares, though these have no specific mechanical effect.

You may also send and receive messages from your willing companions and close associates while both of you are dreaming.


Death

Come Back To Me
As a standard action, you may spend a spell point to revive any normal mortal creature (i.e. not demigods, creature with mythic power, legendary beasts, and so on) that died in the last month. You must have their intact body, and they must not have received funerary rites or had their soul judged. Creatures revived this way are brought back with permanent negative levels equal to their HD - 1 (so, for example, a 5th-level creature would have four negative levels).

Curse The Land
As a standard action, you may spend a spell point and cause up to forty acres of plants around you instantly die. The affected land is cursed and will not grow any plants for a generation unless this Deific Talent is used to reverse the effect or the curse is broken. When cursing land, you may choose to turn all plants and wood (living or cut) within 60 feet (or less, at your desire) to ash. Any wooden items currently held or carried by a creature are not affected, but buildings may be destroyed. Creatures with the plant type suffer 1d12 untyped damage per caster level if they're caught in the range of this effect.

Cut The Line
As a standard action, you may curse a target in sight. They are instantly rendered sterile (Fortitude DC 14 + 1/2 Caster Level + Caster Ability Modifier negates). Each of their children immediately suffers 1d20 damage, their grandchildren suffer 1d12 damage, their great-grandchildren suffer 1d10, and descendants further than that are unaffected. You may spare specific descendants from this damage.

Gravetender
As a move action, you learn the exact location of every corpse, undead, and fragment of remains within 200 feet, as well as their identity in life. You know how they died as if you witnessed their death.

Harvest The Wheat
As a Standard Action, you may destroy all undead in sight that have fewer Hit Dice than you. All other undead suffer your Caster Level in untyped damage. This damage is tripled against swarms of undead.

I Have An Alibi
You may spend a spell point when you personally kill someone to stop others from magically uncovering that you did it. This stops auguries and divinations, magically scanning the scene, petitioning divine powers for information, and similar effects. You control the results of all such abilities. Creatures with fewer hit dice than you cannot identify you as the culprit, even if they watched you do it or hear you confess to it.

Mantle of Death
Attacking you is dangerous. Any creature with fewer Hit Dice than you that attacks you suffers one maximum hit dice plus their constitution modifier (minimum: 0) worth of negative energy damage (rounded up), and any creature reduced to 0 HP by this damage is immediately slain. If they have multiple hit dice sizes (such as from multiclassing), use the largest hit dice size to determine the damage dealt. This damage triggers before they hit you. Foes with multiple attacks only suffer this damage once per round. This negative energy damage is always harmful and does not heal undead, though creatures that normally heal from negative energy only suffer half damage from Mantle of Death.

No Mercy For The Fallen
All creatures within 200 feet of you that are reduced to 0 HP immediately die or stabilize (you may choose the result for each creature). You may choose to allow willing, living creatures at 0 HP to continue acting (without being staggered) for as many rounds as your Caster Level. At the end of this time, they fall unavoidably dead.

Nobody Will Miss You
As a standard action, you may spend a spell point and target a visible creature. If they fail a Will Save (DC 12 + 1/2 Caster Level + Casting Ability Modifier), killing them is no longer considered criminal or inherently unacceptable by society, regardless of the circumstances of their death. NPCs with strong emotional ties or a loyal sense of duty to the target (such as those sworn to protect the innocent) will still defend the target, but others will not involve themselves unless paid or given another appropriate inducement. Any creature with a strong desire to kill the target is immediately and intuitively made aware of the target's unprotected status. As a move action, you may release this effect from a target. You may only affect one creature with equal to or more hit dice than you with this effect at any given time, but you may affect any number of creatures with fewer hit dice than you.

Reaper's Command
As a standard action, you may spend a spell point and attempt to kill a creature within close range. Any creature with HD equal to your HD - 2 instantly dies. Any creature above this point may make a Fortitude Save (DC 14 + 1/2 Caster Level + Casting Ability Modifier) to avoid this effect; they automatically succeed if they are at full HP. This is a death effect.

Reject The Grave
As a Standard Action, choose one target you can see and expend a spell point. That target cannot die until you reclaim the spell point used on them (which you may do as a Standard Action, regardless of where they are). If the target would normally die, they are incapacitated for one hour (and appear dead) before reviving with 1 hit point. If their body is destroyed or scattered, it reforms in one week in the closest safe square to their point of death and they revive with 1 hit point. You always know the condition of the target of this power. You cannot use this power on yourself.

Scythe Of The Reaper
Your gaze or your weapon are exceptionally dangerous. You can make attacks with them against targets up to 200 feet away (though you do not threaten areas with this attack). This counts as a ranged gaze attack if done with your eyes, or a melee attack if done with your weapon. The attack deals 1d10 + your Casting Ability Modifier in negative energy damage. At every odd caster level beyond 1st (3rd, 5th, etc.), this attack deals an additional 1d10 negative energy damage. You cannot deal damage with this ability more than once per round.

Sow The Seeds of Death
You may make a Ghost Strike that affects the target with cancers and dangerous growths. Targets may make a Fortitude Saving Throw (DC 14 + 1/2 Caster Level + Caster Ability Modifier) to resist this effect. If they do not, they will die of cancer in 1d6 months unless they receive magical healing.

The Pale Rider Calls
As a swift action, you may use your Reanimate ability to create a single undead with up to twice your caster level in hit dice, or a mob of two undead per Caster Level (each member of the mob must be a 1 HD undead). There must be enough humanoid corpses in the area to raise these undead. Any body used to create the single strong undead with this power must not have received funeral rites or been dead for more than one month. All undead created with this ability obey your commands, but crumble after 24 hours.


Destruction

Blazing Spirit
Injuries only make you more dangerous. When you suffer lethal or nonlethal hit point damage from any source, you gain a temporary spell point, plus an additional spell point for every 50 points of damage caused by that source of damage (meaning you get spell points at 1, 50, 100, 150, etc. damage from an attack). This spell point is lost if you do not use it by the end of your next turn after receiving it. You may gain multiple temporary spell points in this way, from multiple attacks against you in a round - there is no maximum.

Destroy Bonds
As a standard action, you may spend a spell point and target a visible creature. Choose one emotional relationship they have (or a class of emotional relationships). The target and those in the relationship lose all feelings for each other, positive or negative, and cannot develop them again unless you release them from this effect. Targets with equal to or more hit dice than you may make a Will Save (DC 14 + 1/2 Caster Level + Casting Ability Modifier) to negate this effect.

Destroy Knowledge
As a standard action, you may spend a spell point and target a creature within sight. The targeted creature loses knowledge of one language you decide on, all points in one skill, or knowledge of a particular topic. This cannot erase their knowledge of their own spellcasting or other special abilities they possess. Targets get a Will Save (DC 14 + 1/2 Caster Level + Casting Ability Modifier) to negate this effect.

Disordered Mind
As a standard action, you may spend a spell point and select a visible creature while defining a specific purpose or action that creature is trying to carry out (such as killing a target, proclaiming an edict, or bartering for a good price on a rare magic item). They will immediately take the most disruptive and harmful action they can take in contradiction of that goal (except harming themselves), whether that's intentionally missing or critically misjudging things. They will be convinced that they are behaving in a sensible manner, despite all argument against them. Creatures with equal to or more hit dice than you may make a Will Save (DC 12 + 1/2 Caster Level + Casting Ability Modifier) to negate this effect.

Everything Falls Apart In Time
The damage dice of your destructive blast increases by 2 steps (typically 1d6 to 1d10). Against objects, your destructive blast always deals the maximum damage.

Sap Strength
As an immediate action, you may spend a spell point and target a creature that has just expended a resource (such as a spell point, martial focus, or something from a class resource pool). The resource is lost and the creature must spend it again (which they may do as a free action, if they have it, to continue their action) to make their effect come to pass. Targets with equal to or more hit dice than you may make a Fortitude Save (DC 10 + 1/2 Caster Level + Casting Ability Modifier) to resist this effect.


Divination

Burning Truth
As a standard action, you may choose a visible target and spend a spell point. You learn whatever knowledge of them or their plans that they least want you to know (with the specifics judged by the GM). Foes with equal to or more Hit Dice than you get a Will Save (DC 12 + 1/2 Caster Level + Casting Ability Modifier) to negate this effect.

Eyes Of The Creator
As a Move Action, you may perceive the area around any one object that you created (through crafting, the Creation sphere, or any other means). While doing so, you may spend a Spell Point to manipulate the item as if you were there to physically interact with it.

Know The Best Course
As a standard action, you may spend a spell point to gain one truthful sentence from the GM about the best way to accomplish a stated desire or goal. You cannot gain additional information with this talent until you act on the previous information or abandon the previous goal.

Know The Worst Course
As a standard action, you may spend a spell point to gain one truthful sentence from the GM about the best way to hinder a stated goal or desire (typically that of an enemy). You cannot gain additional information with this talent until you act on the previous information or abandon your attempts to hinder that plan.

Know The Enemy
As a standard action, you may spend a spell point and lay out a plan. The GM announces the most relevant problem or complication relating to the plan that you do not already known. You can only gain insight once for any particular plan you're working on, with the GM deciding what constitutes a plan. The most relevant complication is not necessarily the only complication.

Know The Maker
As a full-round action, you may inspect a crafted object to understand its purpose and how to use it. You also gain an understanding of each person who meaningfully contributed to the creation of the item and how they did so.

Know The Truth
As a standard action, you may spend a spell point to get an answer to any one question as long as the truth is not being deliberately hidden by all who know about it. The answer is typically brief (only a few sentences).

Know The Weaknesses
As a standard action, you may spend a spell point and select either a creature or institutions. You immediately learn any weaknesses it possesses, as well as what elements it's vulnerable to and how it might be killed or destroyed. Creatures have their HP revealed, but those with equal to or more Hit Dice than you gain a Will Save (DC 10 + 1/2 Caster Level + Casting Ability Modifier) to negate this effect.

Omniscience
You are a master of all mortal knowledge. You automatically succeed (with the best possible result) on any Knowledge check for information it's possible for mortals to know. At the GM's discretion, there may be limits on the use of this ability (such as only using it a certain number of times per day or on checks relevant to a specific target, such as an enemy group that a deity has tasked you to destroy).

Unblinking
As a swift action, you may spend a spell point. For 1 hour per Caster Level, you always know when someone is lying to you or otherwise trying to deceive you. You automatically see through all illusions and disguises, and do not need to interact with them to determine that they are false.

Word Of Distant Lands
As a standard action, you may spend a spell point to learn up to three sentences about what's been going on in a specific place or community you have visited. The GM decides which details you would find more interesting or relevant to your current activities.


Enhancement

Take Command
As a move action, you can take control of any door, mechanism, vehicle, or other object up to Colossal size. If you created the object, there is no size limit. You may control the object as if it were being pilot, driven, manipulated, or otherwise controlled by you. You must Concentrate each round to maintain this effect, but do not need to make any checks to successfully control the target of this ability. Other controls on your target (such as wheels on a ship) simply stop working for others while this ability is in effect unless the person trying to control things makes a Will Save (DC 14 + 1/2 your Caster Level + your Casting Ability Modifier).


Fate

Avert Calamity
As a standard action, you may spend a spell point and name a particularly disastrous event. This cannot be "losing a battle" or "failing at a task" - these are too vague. The event named must be more specific, such as the use of a particularly devastating power or the chance that allies will come to a foe's aid. The event will not occur if there is any physical way it can be avoided. Only one calamity can be averted at a time; the caster may cancel the protection against a calamity already described, but they do not regain the spend spell point.

Bloody Vengeance
As a swift action, target a creature who inflicted damage on you or one of your allies in the previous round. That creature suffers the same amount of damage they inflicted (if they harmed more than one ally, they only suffer the damage done to one ally). Foes with equal to or more hit dice than you may make a Reflex Save (DC 12 + 1/2 Caster Level + Casting Ability Modifier) to halve the damage.

Condition Of Forgiveness
As a standard action, you may spend a spell point and target a creature you can see. Name an offense they have committed. If they ever perform a substantially similar act, they immediately suffer a curse of your choice. The offense named must not be something necessary for their survival or physical health. Creatures with equal to or more hit dice than you may make a Will Save (DC 12 + 1/2 Caster Level + Caster Ability Modifier) to negate this fated punishment.

Curse The Unlucky
As a standard action, you may curse a creature you see. Targets with equal or more Hit Dice than you get a Will Save (DC 14 + 1/2 Caster Level + Casting Ability Modifier) to negate. While cursed in this way, the target will always lose games of chance, non-fatal accidents will occur on a regular basis, and they most roll twice and take the lower result whenever they roll a d20. They cannot benefit from any ability that allows them to reroll and take a better result. The curse lasts until you choose to lift it, a curse-removing power breaks it, or a specific event of your choosing occurs.

Favored By Fate
You may automatically reroll any natural 1 on any dice you roll (including dice that are not d20's). You may dictate the result of any gambling you engage in, as long as that result is possible within the rules and tools of the game. For example, you can draw a Royal Flush in Poker, but you cannot draw five Ace of Spades unless the deck already contains them.

Happening By Chance
As a standard action, you may spend a spell point and dictate an event. As long as the event is not completely improbable or impossible, it occurs. This power cannot be used to directly deal damage to a target (including by dropping things on them). It only affects physical objects and events - it does not affect emotions or minds.

Lucky Life
Automatically reroll any attack roll or saving throw that would result in your death or mortal injury. The second roll is taken, even if it is worse, and it cannot be rerolled by any other power.

Mark Of Sin
As a standard action, you may target a creature you can see and spend a spell point while accusing them of a specific offense. This offense can be against the laws of the land, your faith, or any other group. If the creature actually committed the act, they are marked with an unconcealable magical mark that imparts the truth of the accusation to anyone who sees it. Creatures with equal to or more hit dice than you may make a Will Save (DC 10 + 1/2 Caster Level + Casting Ability Modifier) to resist this effect or deface an existing mark.

Once In A Lifetime
One time, you may succeed in a conflict or immediate situation through pure, blind luck (this cannot help you become a god). While the victory may not be complete, you will accomplish your main goal. Afterwards, you lose this power and can never again regain it. No other ability can duplicate the effects of this power or return it to someone once they've used it.

Pursuit Of The Wicked
As a standard action, you may spend a spell point and choose a creature that has caused a particular offense against you or another person. This spell point remains expended until you find the creature or give up on chasing it. While the spell point is expended, you have a constant awareness of the target's location and the fastest path you can take to reach them.

Save Up The Luck
As an immediate action when you roll a d20 during a consequential act (such as attacking an enemy in combat), you may spend a spell point to save the initial result and reroll, using the second result to determine the effects of your action. The GM decides what qualifies as a consequential act. You may only save one die result at a time. As a free action, you can use the result of this die in place of another character's d20 roll as long as you can see the target (this could mean giving an ally a high saving throw or an enemy a low attack roll, among other uses). Unwilling targets get a Will Save (DC 12 + 1/2 Caster Level + Casting Ability Modifier) to resist; if successful, your saved die is lost.

Spin The Wheel Of Fate
As an immediate action, you may spend a spell point to reroll any d20 roll you are aware of.

The Pendulum Swings
When you fail or forgo a saving throw against a hostile effect, the source of that effect fails their next saving throw against an ability you use against them (as long as the ability allows one). You may always choose to forgo making a saving throw against an effect used on you.

Turn The World Against Them
You may use luck itself as a weapon, inflicting wildly improbable calamities and destruction on one target within 100 feet. This attack deals 1d10 damage per caster level. The source of this bad luck is not perceptible to any non-supernatural being, even if you have a casting tradition that would normally make it obvious. You may not deal damage with this ability more than once per round, and it never harms anyone besides the target - anyone else in range (such as other people under a sudden falling piano) miraculously escape completely unscathed.

Unmarred By Fate
You are never the target of a random effect (such as an enemy randomly deciding who to attack). You are also immune to random effects such as the Prismatic Spray spell (dice rolls for damage are not considered random for the purpose of this ability).


Illusion

Flawless Lies
Your lies cannot be detected as such by magic, special abilities, or other means of normally uncovering lies. Creatures with fewer Hit Dice than you always believe your lies unless they are completely implausible, emotionally intolerable, or would obligate the listener to hurt themselves.

Perfect Disguise
As a Swift Action, you may disguise yourself as any creature of your type (but not necessarily subtype) that you have seen. Only foes with 5 or more Hit Dice than you or those who personally know the individual you're disguising yourself as may make a Will Save (DC 14 + 1/2 Caster Level + Caster Ability Modifier) to realize you're not who you're pretending to be. They immediately get to make a saving throw if you do anything incredibly out of character (such as a beloved Healer suddenly stabbing someone). You instinctively know how to mimic the voice, clothing, mannerisms, and expected behaviors of the individual you're disguising yourself as.

Shadows In Reality
As a standard action, you may create an illusion that is perfect in sound, smell, and visual appearance. The illusion appears anywhere you can see, and may be up to 30 feet in diameter. You can make it move and seem lifelike. However, you cannot make yourself or anything else invisible with this illusion (though you could, for example, create the illusion of a box or rock around yourself). This illusion is not tangible and cannot directly affect the world.

Wear A Familiar Face
As a swift action, you may spend a spell point to blend in with any population or group for 1 hour per Caster Level. Unless they are actively vigilant for intruders, none of the group will bother you unless you wish them to, and you instinctively know how to speak, act, and generally conduct yourself so as to avoid drawing attention. This blending works with any group of creatures, even those who do not look or act like your race.


Life

Blessed Birth
You may bless a creature capable of bearing children (typically a female of their species, though this may vary by race) in such a way as to ensure the next child (or children, if more than one) is carried and delivered safely. You can even cure genetic conditions in the offspring. If you choose to, you can magically impregnate a willing target (they cannot be forced to accept this by mind control or any other power).

Giver Of Life
All creatures within 100 yards of you automatically stabilize when they go below 0 HP as long as their bodies are reasonably intact. You may choose to not allow a creature to benefit from this power.

Perfect Life
You gain an additional 2 hit points per caster level.

Restore Flesh
As a standard action, you may spend a spell point to cure all blinding, maiming, poisons, mutilations, and deformities on one target in sight. While this does not restore hit points, it can restore health and functionality to crippled limbs (and even replace lost limbs).

Return To Life
As a standard action, you may spend two spell points to revive all creatures within 100 yards that died in the last five minutes. These creatures revive with permanent negative levels equal to their Hit Dice - 1 (so a 5th-level Fighter would revive with 4 negative levels).

Salvation To The Sick
As a standard action, you may spend a spell point to cure all diseases and poisons within sight. Alternatively, you may spend two spell points to cure all diseases and poisons within half a mile of your current position. This effect penetrates all walls and other barriers within its range.

Second Life
As a standard action, you may spend a spell point to grant one creature per Caster Level healing equal to 4x your Caster Level. Any healing in excess of a creature's maximum remains as temporary hit points that last for a maximum of 1 hour per Caster Level. This is not a positive energy effect and does not harm undead.

Sense The Death Of The Land (Requires Divination Sphere)
As a standard action, you may detect all poisons, plagues, curses, and environmental damage within sight. You also know who caused each effect (if someone is responsible) unless they are currently concealed by magic. You also detect all diseases on sight and can determine the exact nature of the affliction.

Undo The Pain
As a swift action, you may spend a spell point to regain all hit points you lost since the end of your last turn.


Light

Appear In The Light
You may spend a spell point to instantly warp to any place lit by natural sunlight or bright light you created, as long as it's within 1 mile of your current location. This ability cannot move you more than one mile in any given hour.

Brilliant Body
Your light makes you incredibly hard to hit. While you are under the effect of bright light you created, enemies that can see you suffer a -6 penalty to hit. Your bright light counts as natural daylight for creatures that are susceptible to it.

Hope Of The Light
As a standard action, you may spend a spell point to grant yourself and your allies within sight immunity to fear effects and mind-affecting effects for 10 minutes per caster level. In addition, allied NPCs gain a bonus to hit and to damage equal to 1/2 your Caster Level. Those who can see you have an instinctive understanding of your wishes, though they are not compelled to obey.

Illuminate The Truth
As a standard action, you may spend a spell point to send a surge of power through all of your existing bright lights. Any area they effect illuminates other existing magical effects, banishes all forms of magical darkness, dispels all illusions, and reveals any items as magical (including those attempting to hide their natures, except for artifacts).

Purging Light
As a standard action, you may spend a spell point and dispel all unwanted magic (except other Deific Talents) out to Medium range.

Purity Of The Light
As a free action you can only take on your turn, you may spend a spell point to dispel a hostile magical effect you are aware of.

Sight Of The Sun
As a move action, you may choose a place you've visited that is currently lit by the sun. As long as you concentrate, you may hear and see as if you were present in that place. Your voice can be heard by those present in the are you're viewing.

Strike Of The Sun
As a standard action when the sun is in the sky, you may spend a spell point to strike a desired target you can see for 1d10 fire damage per caster level (Reflex halves, DC 12 + 1/2 Caster Level + Casting Ability Modifier). This blaze will penetrate any roof or ceiling to strike its target. Against undead, aberrations, and creatures particularly vulnerable to sunlight, this attack does 1d12 untyped damage instead.

Truest Sight
As a move action, you may focus to allow your sight to penetrate anything and everything out to the horizon as long as you concentrate, allowing you to see straight through objects. It takes a round to focus on something not in the immediate area. This vision automatically bypasses illusions (which you can detect as such) and sees the true form of shapeshifters (including creatures affected by the Alteration sphere).


Mind

Bearer Of The Crown
You have an uncanny way of knowing things that happen. You know all publicly-known major events in all groups and communities you control, and you can communicate your will and intentions to your subordinates (though they cannot respond in kind).

Convinced Of Importance
As a standard action, you may spend a spell point to convince all targets in sight that one person, object, or topic (that you choose) is the most important thing in their life, as long as it's not obviously self-harmful. Targets with equal to or more HD than you may make a Will Save (DC 14 + 1/2 Caster Level + Casting Ability Modifier) to negate this effect.

Convinced Of Wrongdoing
As a standard action, you may spend a spell point to convince all targets in sight that one of their beliefs (that you choose) is a horrible lie that has been imposed upon them. Targets with equal to or more HD than you may make a Will Save (DC 14 + 1/2 Caster Level + Casting Ability Modifier) to disbelieve this. This only works on sincerely-held beliefs (whether or not they are true). For example, you cannot convince someone who believes the King is a terrible ruler that he is terrible - they already think that. However, you could convince them that the King is a good ruler.

Create A Friend
As a standard action, you may spend a spell point to make a creature your friend. The target gets a Will Save (DC 10 + 1/2 Caster Level + Caster Ability Modifier) to negate this effect. The target will not question this feeling of friendship (no matter how irrational it is), and the effect will persist until you choose to lift it (a standard action) or you obviously betray or harm the target.

Enslaving Will
Your mind is so powerful that your attention alone is enough to affect people. This can take many forms, ranging from painful awe to absolute terror. As a standard action, you may assault people directly with your mind (this does not trigger any drawbacks you may have, such as Somatic Casting or Verbal Casting, but it is visibly obvious that you are using this power), dealing 1d8 untyped damage per caster level (Will negates, DC 10 + 1/2 Caster Level + Casting Ability Modifier). Creatures without minds are immune to this damage. The damage dealt by this attack affects the emotions, and any creature that would drop to 0 or less HP is instead brought to 1 HP, at which point they become the user's thrall for 1 minute per caster level and will perform any non-suicidal act until they regain their senses.

Follow The Friends
As a standard action, you may study a target to learn the six most emotionally significant people to them, including their appearance (as the target knows it), the name the target knows them as, and a brief description of their relationship. Targets with equal or more Hit Dice than you may make a Will Save (DC 14 + 1/2 Caster Level + Casting Ability Modifier) to negate.

Geas Of The Faithful
You may make the oath of a creature with equal or fewer hit dice than your character level who freely pledges their loyalty to you completely binding. Only magical coercion can force them to disobey or betray you until you release them from the effect (a standard action) - even if your orders are suicidal or unnatural for them. This ability cannot affect more than one creature per character level.

Heart Of A Lion
You gain immunity to all fear effects and all mind-affecting effects. As a swift action, you may share these immunities with allies in 300 feet for 1 minute per caster level.

Infecting Passion
As a standard action, you may plant the seeds of an emotion in a target you can see. They get a Will Save (DC 10 + 1/2 Caster Level + Casting Ability Modifier) to resist this. If the seed takes hold, they will attempt to spread this attitude to their friends and associates the next time they meet with them. Each person thus interacted with must make a Will Save (at the same DC) or become a new carrier for the emotion. The planted emotion lasts until you release the effect (a standard action) or the emotion is blatantly inappropriate for the situation.

Insane Leaps Of Logic
Creatures with fewer hit dice than you will not consider your actions unreasonable or inappropriate while you are in their presence. They will fight to defend themselves and those they care about, and will resist attempts to rob them or blatantly do harm, but they will never consider your actions illicit, irrational, or worth reporting to the authorities. At minimum, they will believe you have the right to be where you are and do whatever you're doing. If the actions are brought to their attention after you've left, they may realize the unnatural nature of these thoughts. This ability has no effect on creatures with equal to or more hit dice than you.

Invoke Terror
As a standard action, you may spend a spell point to affect all targets in medium range with the Frightened condition. Targets get a Will Save (DC 10 + 1/2 Caster Level + Casting Ability Modifier) to negate this fear. This is a fear effect.

Know The Desires
As a standard action, you may choose a visible target and learn all of their romantic tastes, any significant pleasures (from obsession over raising a pet to drug addictions), and the desire of theirs that is most relevant to your interests or goals. If the use of this ability is phrased as a question for what they want in return for a specific favor or service, the most necessary inducement is revealed according to the GM's judgement. Creatures with equal to or more hit dice than you get a Will Save (DC 12 + 1/2 Caster Level + Casting Ability Modifier) to negate this effect.

Know The Fears
As a standard action, you may choose a visible target and learn any of their fears that may be relevant to your interests, including enough context for the fears to make sense. After learning this information, you may spend a spell point as a free action to selectively mute or amplify these terrors until you choose to release the effect. If a fear is amplified, they take a penalty equal to your Casting Ability Modifier to any saving throws against the fear(s). If a fear is muted, they gain a bonus equal to your Casting Ability Modifier on saves against the fear(s). Targets with equal to or more hit dice than you get a Will Save (DC 12 + 1/2 Caster Level + Casting Ability Modifier) to negate this effect.

Know The King
You automatically spot the true leader of any group you're interacting with (if any). As a standard action, you may spend a spell point to convince all creatures in the area who have less than half your Hit Dice that you are their superior. If confronted with the strangeness of this, they must make a Will Save (DC 14 + 1/2 Caster Level + Casting Ability Modifier) to shake off the mind control.

Know The Truth
As a swift action, you may spend a spell point to know the intentions and motivations of anyone you talk to for 1 minute per Caster Level. Creatures with more Hit Dice than you get a Saving Throw (DC 14 + 1/2 Caster Level + Casting Ability Modifier) to negate this. Any creature that makes its save cannot be affected by this ability for 24 hours.

Mold The Heart
As a standard action, you may seize control of all of a visible target's emotions (Will DC 10 + 1/2 Caster Level + Casting Ability Modifier negates). You dictate how they feel and their emotional attitudes towards any subject(s) or person(s) of your choice. These emotions persist until you release them from the effect (a standard action) or for 1 day per caster level.

Obey Me!
You may give a command to a large group of NPCs (up to 1000 creatures). All of them with 1-5 Hit Dice immediately obey your commands. Their obedience only lasts for 6 rounds.

Passionate Power
As a standard action, you may spend a spell point to affect all creatures with fewer hit dice than you with a powerful emotion that you choose (acting as any effect of your choice from the Emotions ability of the Eliciter).

Puppeteer Of The Insane
As a standard action, you may take control of a visible creature that is mentally ill (such as those suffering from an insanity effect) and force them to perform an action of your choice. They will not perform any suicidal or significantly self-harming action. Targets with equal to or more hit dice than you may make a Will Save (DC 6 + 1/2 Caster Level + Casting Ability Modifier) to resist this intrusion into their thoughts. This ability is easier to resist than most Deific Talents - it's extremely difficult to control a powerful mind that isn't working correctly.

Resist The Truth
As a standard action, you may spend a spell point to convince all targets in sight to avoid thinking about or admitting a particular fact unless their physical health requires it. Even then, they will only admit it to the degree necessary to preserve their lives. For example, you could convince them to refuse to admit that a building is on fire - while they would move out of immediate danger, they would otherwise ignore it and take no action to stop it. Foes with equal to or more hit dice than you may make a Will Save (DC 12 + 1/2 Caster Level + Casting Ability Modifier) once per minute to throw off this effect. A creature can only be affected by one instance of this ability at a time.

Seize Him!
As a standard action, you may summon up to 100 Level 1 commoners or up to 6 followers of yours that are above Level 1 at your current location. These individuals must be within ten miles of you to begin with. They cannot be called to any location they could not normally reach under their own abilities. They appear wherever makes the most sense based on their previous location.

Snuff The Passion
As a standard action, you can quell an emotion in a target you can see. This could be an entire emotion (such as loyalty or love), or selectively snuffed towards particular targets (such as not feeling loyalty to a king). Foes with fewer hit dice than you are always affected, while foes with equal to or more Hit Dice may make a Will Save (DC 12 + 1/2 Caster Level + Casting Ability Modifier) to negate it. This effect lasts until you choose to end it (a standard action) or for one week per caster level.

Unbearable Visage
You gain a +5 circumstance bonus to AC against intelligent creatures that can see you. The first attack against you any intelligent creature makes is an automatic miss as they hesitate to strike you.

Unbreakable Will
You gain immunity to all mind-affecting powers and abilities that allow a Will save.

Wisdom Of The Followers
As a standard action, you may share the senses of anyone formally allied with you or part of your main group. You may also communicate telepathically with them, regardless of range. Any target can break their bond with you, but you are immediately aware of this.


Nature

Special: Some Deific Nature Talents require the corresponding geomancing package. These are marked in parentheses after the talent name.

Blade Of Flames (fire)
Your flames are exceptionally dangerous, and you can either hurl it or cover one of your weapons with them (this does not harm the weapon). When using it at a distance, you can make attacks with fire against targets up to 200 feet away (though you do not threaten areas with this attack). This counts as a ranged touch attack. Whether you're applying the flames at range or covering your weapon with them, your attack deals 1d10 + your Casting Ability Modifier in fire damage. At every odd caster level beyond 1st (3rd, 5th, etc.), this attack deals an additional 1d10 fire damage. You can only deal damage with this ability once per round.

Blessed Growth (plantlife)
As a standard action, you may spend a spell point to bless the land in a 10 mile radius. This land becomes impossibly fertile, with planted crops growing in 2d4 hours and feeding as many people as necessary. Weeds and other undesired plants will not grow at all within this range, and will disappear within 24 hours.

Blue Spring (water)
You may create a permanent water source, causing a spring to gush forth from the ground. Repeated uses can provide enough water for practically any number of people, or erode and destroy any non-magical structure within an hour. You may spend a spell point to make a spring created with this ability magically invigorating, supplying all food needs for those who drink it. The springs last until physically destroyed or dispelled by their creator (who can dispel as few or as many as they like as a move action, regardless of how distant those springs are).

Bounty Of The Land (plantlife)
As a standard action, you may spend a spell point to bless a container containing a non-magical agricultural substance (such as wheat or corn). The spell point remains committed until you choose to reclaim it (a standard action), at which point this effect ends. While the blessing remains, the supply within the container will never run out, and it can produce up to 10 tons of goods per day (assuming the opening is large enough to let such amounts out).

Burning Gaze (fire)
As a standard action, you may spend a spell point to incinerate one object in sight, up to a 20-foot cube in size. The target is consumed in flames and turns to fine ash, even if it's not normally combustible. Particularly dense or durable objects may take several rounds to burn away. Objects currently being carried by a creature are not affected. Magic items get a Saving Throw (DC 12 + 1/2 Caster Level + Casting Ability Modifier) to avoid damage. If they succeed, they cannot be affected by this power again for 24 hours.

Burning Words (fire)
As a standard action, you may spend a spell point. For 10 minutes per caster level, each foe with fewer Hit Dice than you takes 1d12 fire damage per round as long as they heard you speak in the last round. You may ignite a flammable, unattended object as a free action once per round.

Commune With Stone (earth)
As a move action, you may commune with earth or stone within 30 feet of you, seeing and hearing everything it was present for at a specific time of your choice.

Creator Of The Land (earth)
As a full-round action, you may create, modify, or destroy a stone or earth structure of up to a 20-foot cube within your line of sight. The structure may be as elaborate as you desire, though it must be structurally sound at the end. You cannot trap creatures inside earth or stone with this power, but you can create earth and stone within the 20-foot cube, even if it is not present in the area.

Curse Of The Wanderer
As a standard action, you may spend a spell point and target up to a large group of enemies (as determined by the GM). The target(s) become hopelessly lost, regardless of the simplicity or familiarity of their surroundings, and cannot find a way out of their current room or location. Even if physically moved by others, they reappear in their original location. This curse lasts until you choose to lift it. Creatures with equal to or more hit dice than you may make a Will Save (DC 12 + 1/2 Caster Level + Casting Ability Modifier) to negate the curse. Victims will not notice the curse until they attempt to leave the area they're in.

Destroyer Of The Land (earth)
As a standard action, you may destroy one visible non-magical stone or metal object that is no larger than a 20-foot cube. Things primarily composed of stone, such as stone walls, are treated as one stone for the purpose of this ability. Larger targets may be destroyed one piece at a time, and you may affect a smaller area than normal if you want to. This destruction can be destructive (which is treated as a Cave-In/Collapse; see Chapter 13 in the CRB), or it can be controlled (in which case anyone inside is unharmed and can safely leave, though the area destroyed is treated as difficult terrain).

Dusty Curse (earth)
As a standard action, you may spend a spell point to blight up to a quarter-mile of land per caster level into desert. This desert may be as rocky or as sandy as you like.

Fiery Tempest (fire)
As a standard action, you may spend a spell point and select a location within sight. Each target within 100 feet of that location is struck by falling flames dealing 1d8 points of fire damage per caster level (Reflex halves, DC 14 + 1/2 Caster Level + Casting Ability Modifier).

Flesh Of Sand (earth)
As a standard action, you may spend a spell point to transform your body into a whirl of sand for 10 minutes per caster level. While transformed, you are immune to non-magical weapons, as well as slashing and piercing damage. You cannot manipulate physical objects while transformed, but you may still make unarmed strikes and use your natural weapons. You may move at your normal speed(s) and gain a Burrow speed equal to your highest normal speed if you do not already have a Burrow speed. You may pass through any opening large enough to let a grain of sand through. Your belongings transform with you, but you may shed them (reverting them to normal) to allow others to pick them up while you remain transformed.

Fury Of The World (earth)
As a standard action, you may spend a spell point to cause the very ground to attack all targets within medium range. Each foe takes 1d12 bludgeoning, piercing, and slashing damage per Caster Level (Reflex halves, DC 14 + 1/2 Caster Level + Caster Ability Modifier). You can only target creatures with this ability - objects, including structures, are unaffected.

Jeweled Eyes (earth)
As a swift action, you can gain the ability peer through dirt and stone within 120 feet until the start of your next turn. While looking this way, the dirt and stone appear clearly transparent to you and are easy to see even if there is no source of light. Jewels, precious metals, and other substances are not transparent and are easy to distinguish from the surrounding area.

Lord Of Flames (fire)
As a standard action, you may control all flames in sight, moving them up to their size or extinguishing them.

Lord Of The Empty Lands (earth)
As a move action, you may focus and perceive any area of desert connected to the same desert you are currently standing in. If you are looking for a specific item, you immediately find it. You may spend a spell point to transport yourself and your companions to any of these connected areas of desert you can perceive. If you are not currently in a desert, you may instead spend a spell point to transport yourself and your allies to any human-sized bank of sand within one mile per caster level, appearing in the closest bank to your destination. What kind of soil qualifies as sand is up to the GM, but in general, dry dirt is not sufficient for this ability. Beaches are usually sandy. If there are no qualifying areas within range, your spell point is immediately refunded.

Lord Of Water (water) (requires Alteration)
As a standard action, you may transform into any non-magical creature larger than a Shrimp and smaller than a Kraken. You may speak with and command all natural sea life (not including Magical Beasts), sense every creature in the water up to 1 mile away, and summon the sensed creatures to you. All creatures with an Intelligence of 2 or lower obey, while creatures with an Intelligence of 3 or higher can choose whether or not to listen to your summons. Any ships or fleets in your company (i.e. that you are traveling with and want to protect) are unharmed by storms and reefs.

Mantle Of Fire (fire)
Attacking you is dangerous. Any creature with fewer Hit Dice than you that attacks you suffers one of their average hit dice worth of fire damage (rounded up). This triggers before they hit you. Foes with multiple attacks only suffer this damage once per round.

Restore The Ashes (fire)
As a standard action, you may spend a spell point to undo the effects of fire in a space up to a 20-foot cube. This repairs damage caused by fire to objects and creatures, but cannot revive any creature that died from fire. However, it can turn a cremated body back into a solid corpse, which may allow another ability to revive them.

Secrets Of The Watery World (water) (requires Divination)
As a move action, you may sense the precise location of all flowing liquid within 300 feet, including blood. You may also touch a body of water to search for a specific thing or type of object - when you do this, you are aware of every place where such a thing is floating, sunken, or wave-lapped within 10 miles of your current position.

Shake The World (earth)
As the Earthquake talent (see Advanced Talents), but reaching out 240 feet instead of 80.

Shaper Of Sand (earth)
As a standard action, you may shape sand, sedimentary rock, and dry ground within visible range into any configuration you wish within a 20-foot cube per caster level. The shaped material is as sturdy as sandstone after being formed. Walls and other building parts have hit points equal to your caster level (at the time they were made) per foot of thickness.

Spray Of Salt (water)
As an immediate action, you may dispel or resist a single magical effect targeted at you or one of your allies. For 1 minute per Caster Level, the same magical effect cannot affect the target you defended, even if it's cast or applied again.

Tame The Waters (water)
As a standard action, you may spend a spell point to change the course of water up to the size of a small river, redirecting it to flow into the air, against gravity, or in otherwise impossible directions. This water may be sufficient to sweep away buildings or creatures. When used at sea or in another large body of water, it is fast enough to move a boat at 10 times its normal speed. The water continues to flow as long as you continue concentrating on the effect, and you may manipulate it from up to 1000 feet away. You and your allies are never unwillingly moved by this water.

Torrent Of Water (water)
You can use water as a ranged attack that reaches up to 100 feat. This attack does 1d10 magical bludgeoning damage per caster level, and destroys one foot of earth or wood per round. The water used for this attack vanishes after use.

Walk Through The Earth (earth)
As a standard action, you may spend a spell point to grant yourself and one companion per Caster Level a Burrow speed equal to their highest other speed. This effect lasts for 10 minutes per caster level. While burrowing, any creature affected by this ability does not need to breathe.

Walk Through The Flames (fire)
As a standard action, you may know the location of all flames within a mile of your current location. As part of the same action, you may spend a spell point to teleport yourself and any willing companions who are touching you (up to one companion per Caster Level) to any flame larger than a candle that you detected. You cannot travel more than one mile with this ability per hour.

Walk Through The Waves (water)
As a standard action, you may spend a spell point to submerge yourself in any body of water large enough to hold you and emerge from any similar body of water within one mile. You arrive at the closest body of water to your intended destination. If the bodies of water are connected by water large enough for a creature of your size to pass through it at all times, the range of this ability increases to one hundred miles.

Wash Away The World (water)
As a standard action, you may spend a spell point to create a wave of water up to 200 feet wide, 30 feet high, and 100 feet long that extends from you and attacks everything in its area. Small buildings and fragile structures are immediately destroyed, while creatures within the area take 1d12 points of bludgeoning damage per caster level (Reflex halves, DC 14 + 1/2 Caster Level + Casting Ability Modifier). The wave does not harm any target you wish to preserve, and the waters vanish when the attack is done.

Watery Form (water)
Your flesh flows around threats and simply encapsulates poisons. You gain immunity to poison, and if struck by a poison, can absorb the effect and attempt to apply it to a weapon or a creature later (if using it on a creature, it is a melee touch attack that does not provoke an attack of opportunity). Poisons do not lose their potency regardless of how long your body holds them. In addition, you gain a +5 bonus to your natural armor.

Weight Of The Deep (water)
As a standard action, you may destroy any non-magical object you are touching, up to a 20-foot cube, as it erodes or is crushed under immense pressure. When used against a living creature, you may spend a spell point to make it as a melee touch attack that deals 1d10 bludgeoning damage per caster level (Fortitude halves, DC 12 + 1/2 Caster Level + Casting Ability Modifier).


Protection

Destiny Made Manifest
You are extremely difficult for others to harm when you are focused on protecting yourself. While you are under the effects of your aegis, you gain a +4 untyped bonus to your saving throws.

Eternally Aware
You no longer need to eat, drink, sleep, or breathe, and you cannot be surprised. If someone attempts to ambush you or perform a surprise attack, you are aware of their presence and get a full round of actions before they can act.

Meditation Of The Hero
When you are targeted or affected by a mind-affecting power, you may spend a spell point to negate all mind-affecting powers affecting you and all illusions you can see.

Reduced Impact
As an immediate action, you may spend a spell point and select an attack or harmful even that just occurred. The event is negated and the target of the bad effect is left unaffected. This ability only applies to things that deal hit point damage or other directly harmful effects (such as debuffs, poison, mind control, etc.), and does not apply to more indirect harmful events like being divorced by an angry spouse.

Resist Temptation
Whenever you make a Will Save while under the effects of an aegis, you may spend a spell point to reroll it. You may decide to use this ability after you see the result of the roll. You may continue spending spell points to reroll Will Saves as long as you have points left to spend.

Shake It Off
When you are under the effects of your aegis, you may expend a spell point as a free action when targeted by an attack that has two or more effects (such as additional damage, special weapon enchantments, or many of the bonuses to attack actions available in Spheres of Might). You negate all effects except the normal damage.

Stronger Together
Creatures under the effect of your aegis may offer their saving throws when another creature under the effect of your aegis needs to make a save. For example, if you have a +6 Fort Save, a healthier ally could allow you to use their +12 Fort Save instead. This does not happen automatically and cannot be forced - allies must willingly provide the support.

Take The Blow
As an immediate action, you may spend a spell point and forgo any saving throw you might be allowed against an effect that allows them. For 10 minutes per caster level, the attack or effect used cannot affect any of your allies in the general vicinity, though it can still affect you. For example, if you use this against a Fireball spell, your allies are immune to all Fireballs until this protection ends (even from different sources).

Undisrupted
As an immediate action, you may spend a spell point to gain immunity to HP damage and negative effects until the start of your next turn.

Ward Against The Profane
As an immediate action, you may spend a spell point to nullify any magical effect that directly targets you.

Will Of Steel
When a creature uses a talent from the Mind sphere to make a request of you while you are under the effects of an Aegis, treat each request as one step more difficult along the table of how well it matches your nature. For example, a very simple request would become a basic request. A request that is already against your nature becomes something you refuse to do, and the talent being used on you is immediately negated on you.


Time

A Hand On The Tapestry
As a standard action, you may spend a spell point and choose a single visible object or creature. You may define a particular outcome or event involving the target - this may be as broad or as narrow as you want. If that outcome is ever about to occur, you instantly become aware of it and may take one action as if you were standing next to the target. With this action, you may attack a target, manipulate an object, cast a spell, or do anything else you can normally do in one action, though you are not actually present and cannot be perceived or affected by those there. You may only affect a given target once per day, and you cannot have multiple uses of this in effect on a given target.

Echoes Of History
As a standard action, you may spend a spell point and select a specific time or known event in the past that happened at your current location. You witness the entirety of this event as if you were present (though additional time does not pass for you while you're viewing this).

Perfect Foresight
You cannot be surprised and you gain a +6 Dodge Bonus to your AC.

Prophesize
As a full-round action, you may spend a spell point and make a prophecy about a particular event involving a person present. This prophecy will come to pass unless it is completely implausible or impossible. If it involves an unwilling target, they get a Will Save (DC 14 + 1/2 Caster Level + Casting Ability Modifier) to disrupt this prophecy. Events that involve more than 100 people cannot be ordained by this power, and all prophecies involving the target's death or great ruin automatically fail.

Reweave The Tapestry
As a standard action, you may spend a spell point and choose an event that took place in the area within the last hour. You may reweave the past and produce a different outcome for the event, provided the result is possible. This reweaving cannot kill or resurrect a creature, cannot restore expended resources, and must be limited to something of more than 15 minutes. A hostile creature involved gets a Will Save (DC 12 + 1/2 Caster Level + Casting Ability Modifier) to negate this effect.

See The Future
As a standard action, you may spend a spell point and ask one question about the outcome of a situation or the future actions of a creature you have seen. The GM gives a one-sentence answer regarding the most likely outcome or actions.

Split Moment
At the start of your turn, you may spend a spell point to take your turn twice. Perform your full round of actions, then reset time to the beginning of your turn and perform another round of actions. Pick which round you prefer - that outcome becomes real while the other ceases to exist, even if you perished during it. You remember both rounds. You cannot use this talent more than once per battle.

Turn Back The Clock
As a free action you can take at the end of your turn, you may spend a spell point to undo the effects of your turn and start it over again. You may only use this talent once per round. Any resources expended by any character are not regained, but all damage and other effects are reversed.

Withering Look
As a standard action, you may deal 1d8 points of damage per caster level to one target you can see. This is an aging gaze attack. If this would kill the target, you may instead choose to arbitrarily age them up to the end of their natural lifespan.


War

Determined March
You and any companions or soldiers you are leading can march overland at twenty miles per hour, and you do not require sleep or sustenance while marching. You are not slowed by any terrain except fortified areas, regardless of hostility or environmental perils. You cannot use this ability if you are alone.

Fury Of Battle
You can prepare for desperate fights. When you are not in combat, you may spend one spell point, plus an additional spell point for every 5 Caster Levels. When you roll Initiative, you may choose to activate this power. You gain a bonus to attack rolls, damage rolls, and saving throws equal to the number of points you invested in this ability until combat ends.

Scatter The Weak
As a standard action, you may spend a spell point and target a group of enemies, the majority of whose members must be within 100 feet per caster level. The group must make a Will Save against DC 14 + 1/2 Caster Level + Caster Ability Modifier, or they will immediately lose all morale and attempt to flee. If they cannot flee, they will continue fighting, but suffer a -4 penalty to all of their attacks. This cannot be used on military formations whose average member has equal to or more hit dice than you.


Weather

Arctic Spike
As a standard action, you may spend a spell point to bring the icy cold of the polar lands down on a point within sight. Every target creature within 200 feet of that point takes 1d10 points of cold damage per caster level. Liquids within range are frozen up to 200 feet deep, and all mundane fires are extinguished.

Blade Of The Storm
Your lightning is exceptionally dangerous, and you can either hurl it or cover one of your weapons with it (this does not harm the weapon). When using it at a distance, you can make attacks with lightning against targets up to 200 feet away (though you do not threaten areas with this attack). This counts as a ranged touch attack. Whether you're applying the lightning at range or covering your weapon with bolts, your attack deals 1d10 + your Casting Ability Modifier in electricity damage. At every odd caster level beyond 1st (3rd, 5th, etc.), this attack deals an additional 1d10 electricity damage. Attacks against wet or metal-covered targets do the minimum damage if your attack misses. You can only deal damage with this ability once per round.

Frozen Chains
As a standard action, you may spend a spell point to trap up to one foe per Caster Level in icy chains for one minute. Targets with equal to or more hit dice than you may make a Fortitude Save (DC 12 + 1/2 Caster Level + Casting Ability Modifier) to resist this effect. Trapped foes cannot take any action that requires physical movement, and at your discretion may suffer one point of cold damage per caster level per round they are trapped in the ice. Trapped creatures may make a Fortitude Save each round to break free.

Fury Of The Storm
As a move action, you may spend a spell point to create a storm over the battlefield. Once per round, as a standard action, you may call down a bolt of lightning that deals 1d10 electricity damage per caster level (Fortitude halves, DC 12 + 1/2 Caster Level + Casting Ability Modifier). These blasts can destroy structures less sturdy than a stone building, but do not harm any structures made of materials with 8 or more hardness. If used on a structure with a lightning rod, the lightning rod can ground 1d6 bolts from this ability before the heat and power render it useless.

Jaws Of Winter
When you kill a creature, you gain its maximum hit dice as bonus hit points. If these points are in excess of your maximum hit points, they are lost after the fight.

Master Of The Winds
When you Control Weather, the changes happen in 1 round regardless of how many steps are being changed. When you stop controlling weather, it ends just as quickly.

Rain Of Bolts
As a standard action, you may spend a spell point and select a point you can see. Every target creature within 100 feet of that point suffers 1d10 points of electricity damage per caster level as lightning strikes down from the sky. These bolts are harmful to creatures, but cannot destroy objects.

Sculpt Ice
As a standard action, you may summon up to a 20-foot cube of ice or snow in whatever shape you desire. If made into a barrier at least one foot thick, it has three times your caster level in hit points per foot. The structure will last permanently in sub-freezing environments, but will collapse in one day and melt away in two in any warmer areas.

The Clouds Below Your Feet
You can fill the area in up to a 300 foot radius around you with fog, as the Rain effect of the Weather sphere. You and your allies can see through this fog without trouble. This fog can douse any mundane fire, and grants all allies (including you) Fire Resistance 5 while you remain within it.

The Eyes Of Birds
As a standard action, you gain a brief bird's eye view of the area for a mile around you. Your glance is swift, but you can immediately spot any specific individuals or items you're looking for (as long as they can be seen from above). This sight does not penetrate roofs or other solid cover.

Voice Of The Air
As a move action, you may focus on a point within 10 miles and hear everything happening there (unless the location is sealed from outside air). You may speak to that point and be heard by anyone in the area.

Wings Of The Storm
You may spend a spell point to double your fly speed and increase your maneuverability to perfect. If you do not have a fly speed, you gain a fly speed of 60 feet with perfect maneuverability. If you are not distracted and can move in a straight line, you can fly up to 100 miles per hour. Your flight lasts for 10 minutes per caster level.

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