Mana
Table of Contents
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The Initiate's Handbook
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The Mana sphere has receivied significant errata, applied on 8/14/22.

The Flow of Magic: Some talents or abilities in the Mana sphere, as well as some other spheres, grant temporary spell points. Only temporary spell points from different sources stack together. Temporary spell points from any source may never be used to cast Mana sphere effects. Temporary spell points granted by the Mana sphere only last 1 round per caster level if not specified otherwise. Temporary spell points must always be spent first. Finally, any effect with a non-instantaneous duration cast with temporary spell points expires when the the temporary spell points would expire, even if their duration would otherwise be longer. If an effect uses temporary spell points with different remaining durations, use the shortest remaining duration to determine the effects cast with them.

When attempting a magic skill check against a creature that does not have a magic skill defense, treat their magic skill defense as if it were 11. For creatures of strong magical or supernatural nature without a magic skill defense, treat the creature’s CR as their magic skill bonus, and their magic skill defense as 11 + their CR.

Sphere Restrictions: Unless otherwise specified, animal companions, cohorts, Conjuration sphere companions, drake companions, eidolons, familiars, followers and other similar companions or pets cannot gain this sphere or talents from this sphere.

Special: Destruction Sphere If you possess the Mana Siphon (blast type) talent, you may create manabonds on any creature you drain spell points from while using it, treating it as if it was an expunge. Additionally, temporary spell points gained from Mana Siphon benefit from the Retained Imbuement talent. Mana Siphon always drains real spell points, not temporary ones.

Spell Point Damage: Spell point damage is a type of damage that specifically targets a spherecaster’s pool of magic. When a spherecaster suffers spell point damage, they reduce their spell points by that amount. Temporary spell points are always lost first.

On Spell Point Damage: Spell point damage adds a new dynamic to a game that uses the Spheres of Power system of magic - the direct denial and draining of the resources a spherecaster uses to function. It’s important to note that these abilities were created with a player-use case primarily, and that they are balanced around the notion that a player will encounter enemies who often have their spell point capacity filled up. As a single spherecaster uses their resources across the day, their enemies do not necessarily have the same share of resources used up either. Due to this, all GM’s should take extra caution when utilizing any abilities that deal spell point damage on players - these effects damage a player’s ability to use most of their features for the rest of the day, and it can be trivial to completely shut them down before an adventuring day has even properly started. These abilities should be scarce and properly forecasted before being introduced, and should serve more to create moments of tension over a party’s resources that day rather than to completely shut down spherecasters. In the same vein, spell point damage may be artificially weaker if all enemy spherecasters are always at full power. If the situation allows, a GM should consider beginning enemy spherecasters with less than their maximum capacity of spell points, representing daily use of magic, to allow spell point damage to be an effective use of a player’s turn.


Expunge

As a standard action, you may expunge the energy from a creature within close range, applying the effects of a single (expunge) talent that you possess upon the creature.

When you gain the Mana sphere, you gain the following (expunge) talent:

Spellburn

You can damage a creature's capacity for power against a target. This attempt automatically fails against creatures that do not have at least 1 spell point. They are permitted a Will save to negate the effects, otherwise they suffer 1 spell point damage plus 1 per 10 caster levels you possess. You can spend an additional spell point as part of using this ability to also have the creature become spellburned. While spellburned, the creature must succeed at another Will save at the end of their turn for a number of rounds equal to your casting ability modifier or suffer 1d2 spell point damage, increasing by one step for every 4 caster levels beyond 1st (1d2, 1d3, 1d4, 1d6, 1d8, 2d6, etc.). On a success, the effect ends.

If this expunge is used on a creature that is already spellburned, they immediately suffer the normal spell point damage, plus the amount of spell point damage they suffer each round due to being spellburned. Multiple instances of this expunge do not stack; use the highest caster level when determining the spell point damage. A creature may spend a full-round action that provokes attacks of opportunity to re-center their magic, ending the effects of this ability without making a save.

Table: Spellburned
Caster Level Burn Size
1st 1d2
5th 1d3
9th 1d4
13th 1d6
17th 1d8
21st 2d6

Note: The expunge ability is created with the intention of being used upon other spellcasters that utilize the Spheres of Power system of magic, but can be made to work with other systems of magic as well. When used against a spellcaster that utilizes the core system of magic in the Pathfinder Roleplaying Game, a GM may allow it to damage spell slots or spells prepared. To calculate which spells are affected, total the number of spell point damage taken. The caster suffering from the spell point damage talent may then choose an amount of spell slots or prepared spells to lose. They must choose an amount of spells that amount to the points cost, following this list to determine the value of each spell level in spell points:

Level 1-2: 1 spell point, Level 3-5: 2 spell points, Level 6-8: 3 spell points, Level 9: 4 spell points.

If there is an amount of spell points remaining that the spellcaster cannot sacrifice spells of a level to make up for without going above the amount (for example, only losing 1 spell point but not having any 1st or 2nd level spell slots/prepared spells left), they may ignore the remainder without sacrificing additional spell slots. When used on creatures with psionic manifesting (Psionics Unleashed by Dreamscarred Press), the creature loses a number of power points equal to the number of spell points that would have been lost multiplied by 1 + its Hit Dice/4.

Manabond

You can create a manabond between yourself and the targeted creature as either a swift action made as part of successfully using an (expunge) or (manipulation) talent that costs a spell point and targets a creature, or as a move action by touching a creature and spending a spell point. A manabond lasts for as long as you concentrate, to a maximum of 1 minute per caster level.

You cannot create a manabond with yourself. Concentration on a manabond only requires a swift action, which cannot be further reduced unless otherwise specified. When creating a manabond, you may add a single (manabond) talent that you possess to the effect.

When creating a manabond, you are considered the host of the manabond, and the target considered the recipient. You can only be the host of a single manabond, and cannot be the recipient of multiple manabonds at the same time. If a caster attempts to place a second manabond on a target, they must succeed at a magic skill check. If they succeed, the other manabond is suppressed, causing it to remain active and ongoing as long as it is maintained, but having no effect on the recipient until the suppressing manabond has ended. If they fail, their manabond is suppressed, and the original manabond remains active. Even when suppressed, a host may still pinpoint the location of the recipient.

A manabond is a direct, invisible and intangible line of energy that connects the host and the recipient, and remains active up to close range, beyond which the manabond breaks, and the effect ends. You can always pinpoint your recipient's exact location (although this does not negate any concealment they may possess).

When you gain the Mana sphere, you gain the following (manabond) talent:

Mystical Bond (manabond)

You can assist the recipient of your manabond in their spherecasting, or hamper their efforts. When creating this manabond, you can choose to apply either a +1 competence bonus or a -1 penalty to their caster level with all sphere effects from a single sphere, chosen at the time of casting. This bonus and penalty increases by 1 for every 8 caster levels you possess, and cannot reduce a creature's caster level below 1.

Manipulation/Amp

You learn to bend the rules of magic to your advantage. As a standard action, you may use any (manipulation) that you possess, up to a range of close. You must remain within this range when maintaining a (manipulation) through concentration. When you gain the Mana sphere, you gain the Shuffle manipulation.

Some manipulations are also marked (amp). (Amp) talents modify the nature of a sphere effect as it is cast, or amplify the next sphere effect cast that it can apply to. (Amp) talents cannot modify sphere effects that are modified by metamagic feats, and likewise a sphere effect modified by an (amp) talent cannot be modified by a metamagic feat. Only a single (amp) may affect a sphere effect at any time; if multiple (amp) effects are used on a single sphere effect, the spherecaster creating the sphere effect must decide which functions. (Amp) talents may also not be affected by other (amp) talents, nor may metamagic feats be applied to them.

Unless otherwise specified, you can activate (amp) talents as an immediate action made as part of creating a sphere effect that it can be applied to, acting as an extension to that sphere effect rather than creating two sphere effects. If you fail to cast the sphere effect, the (amp) is wasted and does not carry over to any other sphere effect you attempt to create. Alternatively, you can spend a standard action to allow a willing ally within range of your manipulate to gain the benefits of that (amp) talent on the next eligible sphere effect they cast before the start of your next turn.

Some (amp) talents reduce an effect’s caster level. If the caster level would be reduced to 0 or lower, the sphere effect fails and any spell points or actions spent are wasted. Any saving throws required by (amp) talents use your Mana sphere caster level, unless otherwise specified.

Shuffle (manipulation)

You may manipulate the rules of magic within a radius of up to 10 feet + 5 feet per 10 caster levels, centered anywhere within range, affecting all magical and supernatural effects cast within or that pass through the area. You must concentrate to maintain this ability, but you may spend a spell point as a free action to allow the effect to persist without concentration for its maximum duration. The caster of an effect changed by this ability is allowed a Will Save to ignore the effects of Shuffle for that effect.

Choose one of the following effects to apply to the area at the time of casting:

  • Chaotic Rewiring: By actively ruining magical cohesiveness in the area of your shuffle, magic becomes trickier to control. When a spherecaster targets one of their allies with a targeted sphere effect in the area of their shuffle, it instead randomly selects a target from all targetable allies within the area, even if they are otherwise out of range. If the spherecaster targets an enemy with a targeted sphere effect, it instead targets a random targetable enemy within the area. At 10th caster level, any sphere effect that targets a creature within the area of the shuffle randomly targets an enemy or ally within the area, regardless of the original target, as long as they would otherwise be able to be targeted. If the sphere effect targets an area centered within your shuffle, it instead randomly changes its targeted location to a nearby area 10 feet away from the original point it targeted in a random direction (roll 1d8 to determine, moving clockwise). This distance increases by 5 feet for every 4 caster levels you possess.
  • Elemental Rewiring: Choose two energy types from the following list: acid, cold, electricity, or fire. You convert all energy damage of the first damage type into the second damage type. At 7th caster level, you add sonic to this list. At 12th caster level, you add force to this list.

Only one shuffle can be in effect in an area at a time, with any attempt to overlap areas requiring a magic skill check against the MSD of the initial shuffle effect. On success, the initial shuffle effect is dispelled, but on a failure the shuffle effect fails to cast.

Mana Talent Types

Some talents are marked (expunge). These grant you additional ways to expunge energy.

Some talents are marked (manipulation). These grant you additional ways of manipulating energy. Some manipulation talents are also marked (amp). These modify the nature of a sphere effect as it is cast, or amplifies the next sphere effect it can apply to.

Some talents are marked (manabond). These grant you additional ways of using your manabonds.


Mana Talents

Defensive Bond

Whenever you are the target of a magical sphere effect or supernatural effect, you may spend a spell point as an immediate action to create a manabond between yourself and another creature within manabond range. If the creature is unwilling, you must succeed on a magic skill check to create the manabond.

Draining Spellburn

When using the Spellburn expunge, you may cause the initial spell point damage to be treated as if the caster had spent them normally (using your caster level if one is required), causing it to trigger effects that occur when they spend spell points.

Enlarged Shuffle [Archmagi's HB]

You may spend an additional spell point as part of using Shuffle to increase its radius to a close-range radius. If you possess the Flexible Shuffle talent, you can instead spend an additional spell point to shape your shuffle in the form of 10 contiguous 5-foot squares, plus an additional square for every caster level you possess.

Explosive Expunge

When using expunge, you may spend an additional 2 spell points to instead affect a 10-foot radius burst, increasing by 5 feet for every 5 caster levels you possess, centered within your expunge range. If the ability requires a magic skill check or attack roll, make a single roll and compare it to the magic skill defense or AC, respectively, of every creature affected. Otherwise, they each roll their save as normal. The caster is unaffected by this ability if they are within the area of effect.

Even if you affect multiple creatures, you may only create a manabond with a single creature. If you possess the Magical Conduit talent, you can create a manabond with all creatures affected by this talent.

Flexible Shuffle [Archmagi's HB]

When using Shuffle, you may instead shape the shuffle in the form of contiguous 5-foot squares, up to a maximum of 3 squares + 1 square per 2 caster levels. Additionally, you gain the following options:

  • Focus Rewiring: The area you manipulate greatly eases the use of magic. When a creature creates a sphere effect or uses a sphere-like ability within the area of your shuffle, they do not provoke attacks of opportunity. Additionally, all concentration checks made within the area of your shuffle are made with a +1 bonus, increasing by 1 for every 2 caster levels you possess.
  • Spatial Rewiring: The area you manipulate extends magical energy. Whenever a magic effect that targets an area would affect at least one square within the manipulated area, it spreads and additionally affects all other squares within the area.

Hardened Bond

When creating a manabond, you may spend a spell point to allow your manabond to manifest as a physical cord connecting yourself and the target creature, although you must have line of effect to the target. These physical bonds are tough, durable chains made of raw energy that inhibit movement. The two creatures connected by such a manabond cannot move further than the maximum range for the manabond without either destroying the tether (hardness equal to your caster level, hit points equal to twice your caster level + 5, AC 10), or by making a Strength check to burst it with a DC equal to your Mana sphere DC. Destroying the tether does not end the manabond, but does cause it to lose its physicality, removing any effects granted by this talent. When moving past the maximum range of the manabond, a creature affected by this talent may make a drag attempt as a free action made as part of any movement they make, allowing them to pull the creature in the direction they move, up to a maximum amount of distance determined by the drag attempt. The host of a hardened bond may use their caster level + their casting ability modifier in place of their combat maneuver bonus, and gain a bonus equal to twice their caster level to their combat maneuver defense on drag attempts made against them using the hardened bond. In addition, you may create shorter manabonds than normal.

When creating one, they can be as short as 5 feet, or as long as your normal maximum range, but they must be measured in 5 feet increments. You can shorten or lengthen them as part of the action made to concentrate on them, although if the cord is not long enough to reach the target creature after shrinking it will break and end the effect.

Heavy Expunge [Archmagi's HB]

Whenever a creature fails their saving throw against your expunge or you succeed a magic skill check against a target using expunge, you can spend an additional spell point to further burden the caster for a number of rounds equal to your casting ability modifier. During this time, the target must spend 1 additional spell point whenever they cast a sphere effect or have the effect fail. For every 10 caster levels you possess, the amount of additional spell points the target must spend increases by 1.

Magical Conduit [mass]

You have achieved mastery over opening magical windows between yourself and others. You can create a manabond as a free action as part of casting another Mana sphere ability, creating multiple manabonds if the ability affects multiple creatures. You can also host multiple manabonds (but not benefit from being the recipient to multiple). Additionally, whenever you touch a creature to create a manabond, you may spend an additional spell point to touch an additional 1 creature per 2 caster levels (minimum 1), creating a manabond with each one.

When you spend a swift action to concentrate on a manabond, you count as if you were concentrating on all active manabonds you are the host of. You may also spend a spell point as part of creating a manabond to allow it to remain for 1 minute per caster level without concentration, although you may still activate effects that otherwise require concentrating on the manabond as a swift action.

Manasurge Strike [strike]

As a standard action, you can make one ranged or melee attack using a weapon in conjunction with using an (expunge) or (manipulation) talent. This casting cannot be reduced below a standard action and does not provoke attacks of opportunity, unless as usual if making a ranged attack. If the target is struck by the attack, they are also struck by the (expunge) or (manipulation) talent. If using a scatter weapon, the chosen effect only applies to a single target, chosen before any attack rolls are made.

Special: If you have the Counterspell feat, you may use it as part of using this talent, treating the counterspell as if it were an (expunge) talent.

Manavore

Whenever you would gain spell points (whether temporary or not) from any effect, you can instead choose to consume the spell points, fueling your vitality. The first spell point consumed this way per effect heals you for an amount of health equal to the caster level of the originating effect, plus your casting ability modifier. Spell points beyond the first heal you each for an additional amount equal to your casting ability modifier.

Overpowering Expunge

You may either increase the casting time of your expunge by one step (normally from a standard to a full-round action) or spend an additional spell point in order to apply the effects of two (expunge) talents.

Ranged Mana [range]

Your expunge and manipulation abilities have a range of medium instead of close, and your manabonds remain active up to medium range instead of close. If a recipient is beyond close range for your manabond (but still within the manabond range), the recipient may attempt a Will save at the end of each of their turns in order to end the manabond.

You can take this talent a second time, increasing the range from medium to long.

Retained Imbuement

Temporary spell points you grant from any Mana sphere effect last for 1 minute per caster level rather than 1 round per caster level.

Sudden Empowerment/Weakening

Whenever the recipient of the Mystical Bond (manabond) would cast an instantaneous sphere effect, as a free action that can be taken outside your turn, you may dismiss the manabond to empower or hinder the caster, doubling the penalty or bonus of Mystical Bond for the specific sphere effect. You may affect non-instantaneous sphere effects by spending an additional spell point as part of dismissing the manabond.

When used in this way, your Mystical Bond can reduce the caster level of a sphere effect to below 1. If this reduces the sphere effect's caster level to 0 or below, it automatically fails, and any spell points are wasted.

Swap Bond [Archmagi's HB]

As part of concentrating on your manabonds, you may choose to instead reform that manabond, swapping the (manabond) talent it was created with to any other you possess. Doing so does not extend the maximum duration of the manabond. If the (manabond) talent you chose requires spell points to be created, you must spend any spell points required.


Expunge Talents

Disorient (Expunge)

You may damage the target's control over their magic. The target must make a Will save. On a failed save, the target suffers a -2 penalty to the caster level of the next sphere effect they use within 1 minute per caster level. If this would reduce the sphere effect's caster level to 0 or below, the sphere effect automatically fails, and any spell points are wasted. This penalty increases by 1 for every 4 caster levels you possess.

Ignition (Expunge)

You may spend a spell point and make a ranged touch attack against a target within range, causing their magical essence to be set ablaze. On a successful hit, the target suffers 1d8 untyped damage, plus an additional 1d8 for every 3 caster levels beyond 1st. For every 5 points of damage the creature suffers, they suffer 1 spell point damage (minimum 0), a -1 penalty to their magic skill defense and to the next save they make for 1 round, plus 1 round per 10 caster levels you possess.

Special: If you possess the Transfer talent, you can utilize this talent on creatures that cannot normally store spell points. If you do, instead of losing spell points or suffering a penalty to their magic skill defense, they instead suffer a penalty to the next saving throw they make against a magical effect equal to the penalty they would have suffered to their magic skill defense, for the same duration.

Mark Of Instability (Expunge)

You may spend a spell point to have the target become separated from their magic. The target is permitted a Will save to resist this effect, otherwise they become unable to voluntarily spend spell points on any effect for 1 round, plus 1 round per 4 caster levels beyond 1st. This does not stop a target from using abilities that do not require a spell point to use, and can be used on creatures normally immune to Fortitude saves (such as undead and constructs). Creatures affected by this ability may attempt a new Fortitude saving throw as a standard action once each round to attempt to end its effects.

Mark Of Lifeburn (Expunge)

You may spend a spell point to have the target's magical reservoir become dangerous to tap into unless they succeed at a Fortitude saving throw. On a failed save, once per round whenever the target spends at least one spell point, they suffer 1d8 nonlethal damage per 3 caster levels you possess; or twice the amount of damage dice if they spend at least 3 spell points at once.

The target may voluntarily release 1 spell point, + 1 additional spellpoint at 5th caster level and every 5 levels thereafter, as a standard action (which does not damage them) to end this effect, otherwise lasting for 1 minute per caster level.

Melt Power (expunge) [Archmagi's HB]

You can destabilize a spherecaster’s magic, rather than burn it away. This functions as per the base Spellburn expunge, save that the initial damage dealt increases to 1d4 + 1d4 per 10 caster levels you possess, and the spell point damage taken at the start of each turn increases by two steps (1d4, 1d6, 1d8, 2d6, 2d8, 3d6, etc.). Spell point damage from this effect always results in the loss of real spell points, and for each spell point lost due to this effect, the creature gains a temporary spell point that stacks with other spell points gained from this effect.

If you use this expunge on a creature that is already spellburned due to this effect, but not due to the base Spellburn, they immediately suffer the normal spell point damage plus the amount of spell point damage they suffer each round due to being spellburned. A creature can spend a full-round action to attempt a Will save in order to convert all temporary spell points they have due to the effects of this talent back into real spell points. This also causes them to no longer be spellburned.

At 10th caster level, the target only converts half of all temporary spell points they possess due to this talent into real spell points; they may choose to have the remainder be lost, or to keep them. If the target chooses to keep the temporary spell points, they cannot attempt to convert them to real spell points again.

Note: A creature can suffer from the spellburned effect from both this talent and the base Spellburn expunge. If a creature succeeds at a Will save to end the spellburned effect, they also end it for the other effect. This talent cannot be modified by the Deep Spellburn feat.

Oversaturation Surge (expunge) [Archmagi's HB]

Your target’s magic begins to destabilize unless they succeed at a Fortitude save. At the end of the target’s next turn, they suffer 1 spell point damage for each temporary spell point they possess, and suffer 1d8 untyped damage for every spell point damage suffered (maximum 1d8 per caster level). If the target possessed temporary spell points that brought them above their normal maximum spell point total, the spell point damage and maximum amount of damage dealt by this talent are doubled (to a maximum of 2d8 per caster level). A creature affected by this talent is always aware of its effects.

Alternatively, you may spend a spell point to destabilize a creature’s heightened power unless they succeed at a Fortitude save. The target immediately suffers 2d6 untyped damage and 1 spell point damage for each caster level they possess above their Hit Dice with their highest caster level sphere, or the highest caster level sphere effect they have created in the past hour, whichever is higher. The creature also suffers a penalty to their caster level equal to the spell point damage inflicted to the next sphere effect they create within the next minute.


Manabond Talents

Control Resistance (Manabond)

As a manabond, you form a connection that attempts to bolster a creature’s spell resistance. If the recipient of this manabond has spell resistance, you can raise it up to 11 + your caster level. If the recipient does not have spell resistance, you can spend a spell point to grant them spell resistance equal to 11 + your caster level for as long as the manabond holds.

Empowering (Manabond) [Archmagi's HB]

You create a manabond that allows you to easily empower or alter your ally’s magical abilities. You can use an (amp) on a willing recipient of your manabond as part of the action used to concentrate on your manabond each round.

If you possess Magical Conduit, you may spend a spell point to use a (amp) talent on all willing recipients of your manabonds as part of the swift action used to maintain your manabond. The same (amp) talent must be applied to all recipients, and if it costs additional spell points, you must spend the spell points required for each recipient separately.

Flow (Manabond)

As a manabond, you can create a magical stream between yourself and the recipient. Each round, as part of maintaining your manabond, you may choose to either funnel or sap the recipient of this manabond.

  • Funnel: You spend a spell point, granting the recipient a single spell point. Unwilling recipients are allowed a Will save to resist this.
  • Sap: The recipient suffers 1 spell point damage, and you gain 1 temporary spell point. Unwilling recipients are allowed a Will save to resist this. The target must actually lose spell points in order for you to gain temporary spell points.

You may choose to pay any spell point costs that the recipient may incur from using their abilities with your own spell points, either partially or in whole. Any spell points granted from this talent stack with themselves. This type of (manabond) cannot be placed on a creature that cannot possess the Mana sphere, such as subordinates.

Focusing (Manabond) [Archmagi's HB]

Your manabond allows you to directly force power into the bond, creating an opening for your magical abilities for both you and your recipient. Whenever your recipient attempts a saving throw against one of your supernatural effects or magic sphere effects, the DC of that saving throw increases by 2. This bonus also affects any saving throws you attempt against sphere effects or supernatural abilities created by your recipient.

Magical Misdirection (Manabond)

You form a manabond that confounds targeted magical effects. Any time you or the recipient is targeted by a single-targeted sphere effect that is harmless or requires a Fortitude or Will saving throw, you may redirect the effect to yourself or the recipient as a free action that can be taken outside of your turn (Will negates if the recipient is unwilling).

If you or a willing recipient is targeted by a single-targeted harmless effect, you may redirect the effect to yourself or the recipient as a free action that can be taken outside of your turn. A sphere effect can be redirected multiple times across multiple willing recipients, as long as all creatures have a suitable manabond linking them.

Manabond Channeling (Manabond) [DbH]

As a manabond, you may create a magical conduit between yourself and the recipient. As long as the manabond holds, you may target the creature with any magic sphere effects with a range of touch or greater as if the creature was in range and you had line of sight and line of effect to the creature. You may not use this ability to channel effects that require an attack roll.

Soulmate (Manabond)

As a manabond, you can create a warm bond between yourself and a willing creature. Whenever you (but not the recipient) are targeted by a harmless magical effect that lasts for at least 2 rounds and does not require concentration, you may clone the effect and grant it to the recipient for 2 rounds, plus 1 round for every 10 caster levels you possess, or a number of rounds equal to half the original effect's duration, whichever is fewer.

Additionally, whenever you are magically healed any amount of hit points (except from sources such as fast healing, regeneration, etc.), you can redirect any amount of that healing to the recipient as a free action that can be taken outside of your turn. Due to the healing being redirected, the healing is still limited by effects that would limit the original healing (such as not being able to heal creatures above half health, or used to damage creatures that are usually damaged by the received healing.

Vortex (Manabond) [Archmagi's HB]

You manifest a manabond that creates a void of magical energy within the host, forcing all magic from the recipient in their direction. The recipient of this manabond cannot target any creature except the host of this manabond or themselves when utilizing targeted sphere effects, and any sphere effects that target an area must include the host of this bond in that area. The recipient may attempt a Will save when creating a sphere effect to ignore the effects of this manabond.


Manipulation Talents

Arcanodynamics (Manipulation, Amp) [Archmagi's HB]

By stretching and reshaping magic, you can reconfigure how magical effects take shape.

  • Stretched Spell (amp): You can amplify a sphere effect’s range, treating your caster level as if it were 4 higher, increasing by 1 for every 4 caster levels you possess, when calculating the maximum range of that sphere effect. When using this amplification, you can spend a spell point to treat yourself as if you had possessed the range talent for the amplified sphere effect’s sphere (or as if you had taken the range talent an additional time, if you already possess it), rather than increasing your caster level.
  • Shapeshifted Spell (amp): By spending a spell point, you can amplify a sphere effect that affects either a line-shaped area, or a cone-shaped area. If the sphere effect affects a line, it instead affects a cone half as long as the original shape (maximum 60 feet). If the sphere effect affects a cone, it instead takes the shape of a line twice as long as the original shape (maximum 120 feet). Alternatively, you can change a sphere effect that affects a line or cone to instead affect a 10-foot radius, +5 feet per 5 caster levels you possess, centered on you. You may exclude your square from the area of a sphere effect when using this (amp).
  • Extended Spell (amp): You can amplify a noninstantaneous sphere effect’s duration, treating your caster level as if it were 2 higher, increasing by 1 for every 5 caster levels you possess, when calculating the maximum duration of that sphere effect. You may spend a spell point to instead double the duration of the sphere effect.
  • Massive Spell (amp): You can spend a spell point to amplify a sphere effect that measures its area in a radius. The size of that radius increases by 50% or 10 feet, whichever increases it more.

Bulwark (Manipulation)

You can manipulate magic into a magical or physical barrier by spending a spell point. This barrier has 1 layer, plus 1 layer per 10 caster levels, the type of which can vary between each layer:

  • Magical Barrier: The next time a magical effect would affect your target, the caster must succeed at a magic skill check against your magic skill defense. On a failure, the magic effect excludes the target from its effects, otherwise functioning normally.
  • Physical Barrier: The next time the target is attacked by a weapon attack, the attacker must succeed at a magic skill check against your magic skill defense. The attacker may substitute their CR (or total hit dice, if they possess no racial hit dice) for their MSB on this check. On a failure, the attack is deflected. This effect triggers before an attack roll is made.

Whenever a barrier deflects an attack or prevents a magical effect from affecting the target, the barrier loses that layer. Layers from multiple castings do not stack, and each layer lasts for 1 minute per caster level.

Elemental Enhancement (Manipulation, Amp) [Archmagi's HB]

Your elemental magic further burdens creatures. The following (amp) effects affect creatures when they suffer damage from an amplified sphere effect; only the first instance of damage from any sphere effect applies their effects, even if the sphere effect deals continuous damage.

  • Acrid Spell (amp): You may amplify a sphere effect that deals acid damage. Creatures that are hit by an attack or fail their saving throw against the amplified sphere effect reduce either their armor bonus or natural armor bonus to AC (chosen when using this amp) by 2 for 2 rounds; the penalty and duration increase by 1 for every 8 caster levels you possess.
  • Blistering Spell (amp): You may amplify a sphere effect that deals fire damage. Creatures that are hit by an attack or fail their saving throw against the amplified sphere effect become sickened for 1 round. The duration increases by 1 round for every 8 caster levels you possess.
  • Frigid Spell (amp): You may amplify a sphere effect that deals cold damage. Creatures that are hit by an attack or fail their saving throw against the amplified sphere effect have their body become coated in ice, reducing all of their movement speeds by half for 1 round. The duration increases by 1 round for every 8 caster levels you possess.
  • Thundering Spell (amp): You may amplify a sphere effect that deals electric or sonic damage. Creatures that are hit by an attack or fail their saving throw against the amplified sphere effect become deafened for 1 minute per caster level.

Energy Modification (Manipulation, Amp) [Archmagi's HB]

You can alter the energy of your magic directly into other forms. Any time you use an (amp) talent on a sphere effect that deals damage, you may choose for that damage to become nonlethal damage.

  • Physical Spell (amp): You may amplify a sphere effect that deals bludgeoning, slashing or piercing damage to instead deal one of the other two types of damage.
  • Commixturized Spell (amp): You may spend a spell point to amplify a sphere effect that deals acid, cold, fire, force, electricity or sonic damage. Half of the damage dealt by the sphere effect becomes untyped.
  • Underwater Spell (amp): You may allow a sphere effect to ignore the effects of water around it, allowing the spherecaster to cast the effect without requiring a magic skill check for being underwater if it has the fire descriptor, and without requiring a concentration check if they have the Verbal Casting drawback.

Essentialize (Manipulation)

You may manipulate a target within range that is under the effects of a harmless sphere effect, causing the effect to end. If the effect has a duration greater than 1 minute and at least half its original duration remaining, you gain temporary spell points equal to half the effect's cost in spell points (minimum 0). You gain no spell points if the effect cost no spell points or was cast using temporary spell points (even partially), or if the effect had targeted multiple creatures. At 10th caster level, you instead gain temporary spell points equal to its full cost, but only if the duration was greater than 1 hour and had at least half its original duration remaining.

You can target yourself with this ability as a swift action. Attempting to target an unwilling creature requires you to succeed at a magic skill check against the effect with a -2 penalty. On a failure, you cannot attempt to essentialize the effect again for 24 hours. When utilized this way, Essentialize functions as a counterspell attempt and the magic skill check gains any bonuses you might have to counterspelling.

Note: In order for Essentialize to function, it must completely end any ongoing effects created as part of a sphere ability. If a sphere ability provides an ongoing effect to multiple creatures, Essentialize cannot grant temporary spell points. Likewise, effects that can be partially used such as the Mystic Shell aegis of the Protection sphere can only function be Essentialized if it has not been used (i.e all layers must still be remaining).

Gift Of Knowledge (Manipulation)

You may manipulate your magical essence, granting a target access to your own magical knowledge by spending a spell point. Choose a single base sphere or talent you possess that the target does not. The target may use this talent or base sphere ability once, using your caster level at the time this ability is cast (not including temporary bonuses or bonuses gained from items) and related sphere-specific and general drawbacks. The target must use this ability within 1 minute per caster level, and must pay any spell point costs as normal. You may not grant advanced talents with this talent, and the target must qualify for the sphere or talent in order to use it (including qualifying for it due to other instances of Gift of Knowledge).

Heightened Magic (Manipulation, Amp) [Archmagi's HB]

You can push your magical talents to new levels of power.

  • Bolstering Spell (amp): You may spend a spell point to amplify an instantaneous sphere effect that heals hit points. As part of the healing effect, increase the amount of healing by 2 per die rolled, or by your casting ability modifier (whichever is higher).
  • Splashing Spell (amp): You may amplify an instantaneous sphere effect that targets one or more creatures and deals energy damage. Any creatures that were not a target of that sphere effect and are adjacent to at least one of the creatures targeted by the sphere effect must succeed at a Reflex save or suffer damage equal to half your caster level. The damage dealt is of the same type(s) as the amplified sphere effect.
  • Forceful Spell (amp): You may spend a spell point to amplify a sphere effect that deals force damage. For each creature that suffers damage, make a trip attempt as a free action. You are not knocked prone if you fail this trip attempt by 10 or more. Your CMB for this check is your caster level + your casting ability modifier.

Imbued Vessel (Manipulation) [Archmagi's HB]

You may manipulate your own well of magic and transfer your capacity partially into a targeted creature. If the target is unwilling, they may attempt a Will save to resist this effect.

For a number of rounds equal to your caster level, that creature acts as a vessel for your magic. When you cast a sphere effect (other than a sphere effect with the strike descriptor), you may choose to have the target of this talent act as the point of origin for all purposes, although you must still have line of sight as normal. Sphere effects that require a melee attack cannot be used through an unwilling target, unless it targets the vessel. Each round, an unwilling creature may spend a standard action to attempt a new saving throw to end this effect. You may not use this ability if the target creature is out of your manipulation range.

While utilizing a sphere effect through a willing vessel, both you and the target of this talent provoke attacks of opportunity due to casting if any, and you must attempt concentration checks as normal if either you or the target is struck (attempt two concentration checks if both are struck). If the target is willing, you may allow them to make any melee touch attacks (unless it is a weapon attack) required to cast your sphere effect in your stead. You may spend a spell point to allow this talent to remain for one hour per caster level when using this talent on a willing target.

Initiate’s Training (Manipulation, Amp) [Archmagi's HB]

Subtle magics can allow a mage to utilize their powers more easily.

  • Apprentice’s Spell (amp): You can spend a spell point to allow a spherecaster to ignore one general drawback they possess when creating their next sphere effect, treating the sphere effect as if they did not possess it. For every 5 caster levels, you can pay 1 additional spell point to ignore an additional drawback. You may only allow the following general drawbacks to be ignored: Emotional Casting, Magical Signs, Material Casting, Mental Focus, Rigorous Concentration, Skilled Casting, Somatic Casting, Terrain Casting and Verbal Casting. Note: If you ignore a drawback that a drawback feat requires you to possess, you cannot apply the effects of that drawback feat to a sphere effect. Drawbacks that can be taken twice only ignore once instance, unless selected twice.
  • Delayed Spell (amp): You may spend a spell point to cause a sphere effect to be paused before it is initially activated. The amplified sphere effect does not immediately take effect, although it still emanates an aura as normal and you must still determine any targets or locations at the time of initially creating the effect. At any time within 1 minute per Mana caster level of creating the amplified sphere effect, the spherecaster who created it can spend a standard action to immediately trigger the effect. Otherwise, at the end of this time, the sphere effect activates normally. Only one sphere effect can be triggered with a standard action at a time, but a spherecaster may have as many delayed sphere effects as they can cast. You may tie the method of activation to a non-magical method (such as a specific lever being pulled, a specific keyword being spoken or a symbol being gestured) to allow other creatures to activate the magic, but such a method must be simple and be able to be purposefully activated by any creature, and still must require at least a standard action to perform, and may only cause one delayed effect to activate at a time.

Intelligent Interactions (Manipulation, Amp) [Archmagi's HB]

You can infuse your magic with a sense of intelligence, allowing it to react in special ways.

  • Careful Spell (amp): You can modify a sphere effect that affects an area. Choose a number of squares up to your caster level. If the amplified sphere effect has a duration of instantaneous, you may only choose 1 square, plus an additional square for every six caster levels you possess. These squares are excluded from the sphere effect’s area.
  • Avoidant Spell (amp): You can spend a spell point to modify a sphere effect that affects an area. Choose one creature, plus an additional creature for every 5 caster levels. These creatures automatically succeed any saving throws they must attempt against the amplified sphere effect, and do not suffer any damage, ability damage, ability drain or negative levels the effect may bestow.
  • Dismissable Spell (amp): You can amplify a sphere effect with a duration longer than instantaneous to allow it to be easily dismissed. The spherecaster who creates the amplified sphere effect can dismiss the sphere effect as an immediate action. You may tie the method of dismissal to a non-magical method (such as a specific lever being pulled, a specific keyword being spoken or a symbol being gestured) to allow other creatures to dismiss the magic, but such a method must be simple and be able to be purposefully activated by any creature and still requires at least an immediate action to perform. If the method chosen requires more than an immediate action, the creature must spend the appropriate amount of time to perform the action in order to dismiss the sphere effect.

Power Dynamics (Manipulation, Amp) [Archmagi's HB]

You can alter the intensity of magic.

  • Stable Spell (amp): You may amplify any sphere effect that deals damage or heals hit point or ability damage using d4’s or dice of a larger size. Treat any 1’s rolled with that sphere effect as if they were 2’s. If your caster level is at least 10, you may treat all 1’s and 2’s as 3’s. You may spend an additional spell point to heighten this effect, treating all 1’s, 2’s and 3’s as if they were 4’s at 20th caster level, or all 1’s, 2’s, 3’s, and 4’s as if they were 5’s at 30th caster level. This cannot cause a dice roll to be treated as higher than the maximum possible roll on the dice. Sphere effects that do not roll for damage (such as by taking the minimum possible roll) are not affected by this (amp).
  • Split-drain Spell (amp): You may amplify any instantaneous sphere effect that you create that deals damage by spending 1 spell point. The sphere effect only deals 75% of its damage (rounded down), but heals you for the remaining 25% of the sphere effect’s damage. At 10th caster level, you may have the sphere effect deal only 50% of its damage in order to heal for the remaining 50% damage. Only any initial damage is affected by this (amp); lingering damage is not reduced but does not heal you. Note: This (amp) determines its effects at the time of creating the sphere effect; for example, if you would create a destructive blast modified by Explosive Orb and would deal 40 damage, you instead deal 30 damage and heal for 10 damage, regardless of how many creatures would be affected by the sphere effect.
  • Severed Spell (amp): You may amplify any sphere effect that targets a single creature and deals damage. You may reduce the sphere effect’s damage by up to 90% (in 10% increments) to redirect the remaining damage to one other creature that would have been a valid target for the sphere effect. Only damage is redirected; any other effects from the sphere effect only affect the primary target. If the sphere effect requires an attack roll or saving throw, you must succeed at an attack roll against the second target, or they must attempt a saving throw against the sphere effect as if they were the primary target in order to be affected.

Relinquish Magic (Manipulation)

As a swift action, you can manipulate the magic of a harmless sphere effect with a non-instantaneous duration that only affects you, granting any amount of creatures within your natural reach its effects. Doing so ends the effect and divides the remaining duration of the effect across all affected creatures. The duration must be divided in the same increments the effect's duration was granted in (for example, an aegis must be divided in 1 hour increments). This talent can only be used to relinquish effects within 1 round of the effect’s creation.

You can spend a spell point to transfer non-harmless effects on creatures, requiring a successful magic skill check against the creature, and a Will saving throw if unwilling. This talent cannot be used on curse effects.

If you possess Ranged Mana, you may grant the effects of the manipulated magic to creatures within your manipulation range, rather than your natural reach.

Note: Similar to Essentialize, Relinquish must completely end an ongoing effect as it was created in order to function. If the sphere ability provides an ongoing effect to multiple creatures, Relinquish cannot be used to divide it up further. Likewise, effects that can be partially used such as the Mystic Shell aegis of the Protection sphere can only function with Relinquish if it has not been used (i.e all layers must still be remaining). Sphere effects created through Relinquish must be able to affect their target to be granted, and cannot be used on abilities that could only target the sphere caster that created them.

Spell Mastery (Manipulation, Amp) [Archmagi's HB]

You can empower and bolster your magic as you create it.

  • Favorite Spell (amp): You may amplify any nonharmless sphere effect that requires a saving throw. Creatures that fail their saving throw against the amplified sphere effect are marked for 1 minute (for sphere effects with multiple saves, only the initial saving throw counts). Further uses of an identical sphere effect that use this (amp) increases the amount of marks by one and refreshes the duration of all marks to 1 minute. Marked creatures take a -1 penalty to saving throws per mark on them against further uses of the same identical sphere effect. A creature can be marked twice, plus one additional time at 6th caster level and every 6 caster levels thereafter. Note: Identical sphere effects for the purposes of this (amp) are any sphere effects that use the exact same makeup of talents and feats, with the exception of any (amp) or metamagic feats used, to create the effect, with no additional modifications. Other decisions such as optional spell points being spent, or a choice between several effects a single talent may impose do not need to be the same (for example, a talent that bestows a curse could bestow a different curse each time). Marks are unique to spherecasters; you cannot utilize marks bestowed by another sphrecaster, even if you use an identical sphere effect.
  • Reinforced Spell (amp): You may amplify any sphere effect that can be resisted by spell resistance by spending a spell point. The spherecaster who created the sphere effect gains a +2 bonus on all magic skill checks made to overcome spell resistance with the amplified sphere effect, increasing by 2 at 10th caster level and every 10 caster levels thereafter. Bonuses from this (amp) do not stack with the bonuses from the Spell Penetration or Greater Spell Penetration feats.
  • Durable Spell (amp): You may amplify any sphere effect by spending a spell point. The magic skill defense of the amplified sphere effect gains a +2 bonus. This bonus increases by 1 at 10th caster level and every 10 caster levels thereafter.

Transfer (Manipulation)

You can spend a spell point to bestow your magical potential to a creature other than yourself, granting the target 2 temporary spell points, plus 1 for every 5 caster levels you possess. After the target uses a sphere effect that costs at least 1 spell point, all granted temporary spell points are removed, even if the effect did not use all of them.

Alternatively, you may spend a spell point as a standard action to grant your target a normal spell point (Will negates if unwilling). You may grant spell points to creatures that do not possess a spell pool, temporarily granting them access to a spell pool for as long as the granted spell points last (or until you next rest to regain spell points if they are not temporary).

Note: Occasionally, a setting might have different sources of magic that are mutually incompatible, or a GM might wish to seperate how magic can be transferred across characters. In games like this, the GM may be encouraged to add restrictions to how the Transfer and Flow talents can be used. For example, they might rule that an arcane caster cannot grant spell points to a divine caster, or that spherecasters of a specific tradition cannot grant spell points to any other tradition. GMs are encouraged to examine how magic works in their games and arbitrate what, if any, limits on transferring magic might exist.

Visual Dynamics (Manipulation, Amp) [Archmagi's HB]

You can manipulate how easy it is to witness your magic.

  • Beautiful Spell (amp): You may amplify any sphere effect that creates an easily noticed visual effect (such as a fireball, an obvious illusory trick, or a created statue) by spending a spell point. The first time a creature witnesses the sphere effect, they must succeed at a Will save against your Mana sphere DC or be fascinated for the duration of the sphere effect, to a maximum of 1 minute per caster level of the amplified sphere effect. If the sphere effect was instantaneous, they are only fascinated for a number of rounds equal to your casting ability modifier. Creatures directly harmed by the sphere effect automatically succeed their saving throw.
  • Falsified Spell (amp): You can amplify any sphere effect with obvious visual indicators that either targets a creature or an area by spending a spell point. The sphere effect is obscured against potential sensory mechanisms. Creatures that are unaffected by the amplified sphere effect (including creatures that were targeted or in the sphere effect’s area) must succeed at a Perception check against a DC of 15 + your caster level or otherwise not notice that the sphere effect took place at all, such as by not perceiving healed wounds, noticing explosions or similar. This does not stop the creature from noticing that a spherecaster used magic, only the presence of magic itself.
  • Illuminating Spell (amp): You may amplify any sphere effect that targets an area. All squares affected by the sphere effect radiate light, increasing the light level up to normal light. If the amplified sphere effect was instantaneous, the light remains for a number of rounds equal to your casting ability modifier. If the area is already under the effect of another magical effect that changes light levels, the effects of this (amp) are suppressed.
  • Shrouding Spell (amp): You may amplify any sphere effect that targets an area. All unattended non-magical sources of light, such as torches or lanterns, are extinguished and cannot be lit again while the sphere effect is maintained. Additionally, all squares affected by the sphere effect decrease their light level by one, to a minimum of dim light, for the duration of the amplified sphere effect, or one round if the sphere effect was instantaneous. If the area is already under the effect of another magical effect that changes light levels, the effects of this (amp) are suppressed, although all mundane sources of light are still extinguished.

Advanced Mana Talents

Archmagi’s Methods (Manipulation, Amp) [Archmagi's HB]

Prerequisites: Mana sphere (Initiate’s Training), caster level 5th.

Through mastery, even the most complex of rites can be accomplished.

  • Rushed Spell (amp): You may only use this amplification on yourself. You may spend two spell points as part of creating a sphere effect to reduce its cast time by one step. This cannot reduce the action required by a sphere effect to be lower than a move action. This also reduces the caster level of that sphere effect by 4, or by half (whichever reduces it more).
  • Stubborn Spell (amp): You may spend a spell point to amplify a sphere effect that targets a single creature. If the sphere effect fails to affect its target (but not due to being dispelled or countered), the sphere effect redirects itself. The spherecaster who created the effect chooses another eligible target in range. The amplified sphere effect behaves in all ways as if the new target was the original target, although the effect’s caster level is reduced by 4 against the new target. An amplified sphere effect can only redirect itself once.
  • Vindictive Spell (amp): You may spend a spell point to reinforce a non-harmless sphere effect. If a creature attempts and fails a magic skill check to dispel or otherwise suppress the sphere effect, they suffer 1 damage per caster level and 2 ability damage to their casting ability modifier (or Charisma, if they do not have one). If the creature fails by 5 or more, the sphere effect duplicates itself and affects the creature as if that effect was cast upon them again (targeting them or only their square, if it was an area effect), including the effects of this (amp).

Boosted Shuffle (Manipulation, Amp) [Archmagi's HB]

Prerequisites: Mana sphere, caster level 1st.

You gain the following (amp):
Shuffled Spell (amp): You may spend a spell point to amplify any sphere effect. You may utilize your shuffle as part of the sphere effect, allowing your shuffle to remain for the duration of the sphere effect. The chosen shuffle only affects the amplified sphere effect, although you must still select an area for it to affect. The shuffle takes place before the sphere effect is created, potentially granting bonuses as part of creating the sphere effect (such as a bonus to concentration checks due to Focus Rewiring).

Conquer (Manipulation) [Archmagi's HB]

Prerequisites: Mana sphere (Imbued Vessel), caster level 10th.

As a full-round action, you may spend two spell points and attempt to control an opponent within range of your manipulate. They are permitted a Will save to resist this effect, otherwise you begin to wrestle for control over that creature’s magical powers.

At the start of each of your turns, your target must succeed at a Will save. If the target fails their Will save, you can can force the target to cast any sphere effect you know they are capable of utilizing (such as through the Analyze Caster feat) by taking the same type of action that sphere effect requires, although you must pay any spell points required to use that sphere effect, and utilize the target’s casting tradition and caster level. Forcing a creature to use a sphere effect is a mindaffecting compulsion effect.

This talent’s effects last for 1 round per caster level. Creatures suffering from this effect can spend a full-round action to attempt a magic skill check against you to end the effect early, gaining a +1 bonus to the check for every round they have attempted this check.

If a creature succeeds in ending this effect this way, they may not be targeted with this sphere effect by the same sphere caster for 24 hours. If the target of this manipulate is willing, the effect lasts for 1 hour per caster level, does not require a magic skill check, and the creature may choose to automatically fail their Will saving throw.

Special: If you possess the Vassalize advanced talent and use it in tandem with this talent, your subject must pay all associated spell point costs and may not attempt saving throws to resist spending spell points when forced to cast sphere effects they know.

Cruel King

Prerequisites: Mana sphere (Flow (manabond), Vassalize (advanced)), caster level 15th.

When using the Vassalize advanced talent, you may target creatures that do not normally possess a spell pool. When doing so, your sphere effects are fueled by their mental capacity: On a failed save, they suffer 1 ability burn to all of their mental ability scores for each spell point needed to cast your sphere effect for 24 hours, and you may cast the sphere effect without paying its regular cost. You may use this talent as long as none of the creature’s mental ability scores would become penalized to 0 due to the ability burn. Any attempt to utilize this talent in such a way causes the effect to fail, and the action to be wasted.

Curse Of Mana [curse]

Prerequisites: Mana sphere, caster level 10th.

When you use a ‘Mark’ expunge talent, you can spend an additional 3 spell points to have the effect's duration be increased to permanent. Marks that grant additional consecutive saving throws no longer grant them. This is a curse effect. This can be only be dispelled using the Break Enchantment Life talent, break enchantment, miracle, remove curse, wish, or similar effects.

Eternal Shackles [DbH]

Prerequisites: Mana sphere (Infinite Bond (advanced), Ranged Mana x2), caster level 15th.

Your manabonds no longer have a maximum range when used on willing or unwilling targets and stay activated even when a creature is on a different plane from you. If a creature is beyond close range for your manabond, they may only attempt a magic skill check against your MSD to end the manabond once per day rather than at the end of every turn.

Flexible Knowledge (Manipulation) [Archmagi's HB]

Prerequisites: Mana sphere (Gift Of Knowledge, Transfer), caster level 5th.

When using the Gift Of Knowledge manipulation, you may grant up to 2 magic talents you know, + 1 per 5 caster levels you possess, rather than just one.

Additionally, you may spend any number of spell points to additionally grant that creature an amount of temporary spell points equal to the spell points you spent that last for 1 hour per caster level. Temporary spell points granted by this talent can only be spent on sphere effects that utilize at least 1 talent granted by this effect. When the target utilizes a sphere effect that uses at least one of the talents you granted them, they lose any unused temporary spell points granted as part of this talent and this effect ends. At the GM’s discretion, you may grant your target advanced talents.

Forced Conversion (Expunge) [Archmagi's HB]

Prerequisites: Mana sphere (Oversaturation Surge), caster level 1st.

You forcefully convert your target’s body into temporary magical power. The target suffers 1d8 untyped damage for every 2 caster levels you possess. Unwilling creatures may attempt a Fortitude save to negate this. For each die of damage suffered, the target gains a temporary spell point. This damage cannot be healed by any means except rest (a full night’s rest heals all damage caused by this ability), and automatically bypasses any temporary hit points, damage reduction or other effects that may reduce, redirect or delay the damage. When utilizing this expunge on yourself, you may do so as a move action by increasing the damage dealt by an amount equal to 1/2 your caster level. This expunge cannot be used on creatures that do not possess a spell pool.

Great Amplification [Archmagi's HB]

Prerequisites: Mana sphere (at least one (amp) talent), caster level 5th.

You can merge the power of two amplifications together. After you rest and regain spell points, you can select two (amp) effects you can create to be combined into a new combined (amp) effect, applying the effects of both as if it were a singular (amp) effect. You cannot use a combined (amp) effect as part of another. When utilizing a combined (amp) effect, both original (amp) effects must be able to be applied to the amplified sphere effect, you must pay the spell point cost for both effects, and you must spend an additional spell point. You retain the ability to create the combined (amp) effect until you rest and regain spell points again. You may create up to one combined (amp) effect at a time. You can take this talent multiple times, each time increasing the amount of combined (amp) effects you can create at a time by 2.

Harness Ambient Knowledge [DbH]

Prerequisites: Mana sphere (Gift Of Knowledge (manipulation)), Counterspell, caster level 5th, magic skill bonus +5.

When you successfully counterspell an effect, you may spend an additional spell point to gain a single base sphere or talent used in the effect for 1 round. The sphere or talent is selected at random from those you do not already possess.

Infinite Bond

Prerequisites: Mana sphere (Ranged Mana [range] x2), caster level 10th.

Your manabonds no longer have a maximum range when used on willing targets, and stays activated so long as the creature is on the same plane as you. If the creature you are bonded to leaves the plane you are on or vice-versa, the effect expires after 1 minute unless they or you return to the same plane within this time limit and you cannot activate or use the effects of your manabond unless they or you return to the same plane before it expires. If you applied Permanent Bond, the manabond does not expire, but still can only be used if you and the recipient are on the same plane.

Intrinsic Shuffle [Archmagi's HB]

Prerequisites: Mana sphere (Flexible Shuffle), caster level 10th.

You can finely alter the very essences of your magic. You can use the following options when you shuffle:

  • Stability Rewiring: By infusing a region of land with chaotic energies, you disrupt the flow of magic. Any sphere effects affected by your shuffle have a 75% chance to trigger a wild magic event, or if the sphere effect already had a chance to cause an event, it increases the chance by that amount. The chance to trigger an event increases by 25% at 15th caster level and every 5 caster levels thereafter. A sphere effect cannot have more than a 200% chance to trigger a wild magic event as a result of this ability. Creatures may not attempt a Fortitude save to ignore the effects of this shuffle.
  • Protective Rewiring: Select a single saving throw between Fortitude, Reflex and Will. Whenever a creature within the area of your shuffle must attempt a saving throw against a magical or supernatural effect, they must instead use the modifier of the saving throw you chose. The saving throw is still treated as the original type required by the magical or supernatural effect (i.e., evasion still works when switching from Reflex to Fortitude), and any conditional modifiers that apply to the original type still apply, but not from the new type.

Knowledge Drain

Prerequisites: Mana sphere (Manathief (advanced, expunge), Gift Of Knowledge (manipulation)), caster level 1st.

Your knowledge and experience in stealing the mana from others has pushed you to a new discovery; stealing their prowess in the magical arts. Whenever you successfully drain spell points from a target using Manathief, they must attempt an additional Will saving throw with a penalty equal to the amount of spell points lost from Manathief. On a failure, you steal a single magic talent you are aware they possess (or base sphere if they possess no other talents within the sphere), gaining access to it. The target cannot use the stolen sphere or talent until they rest to regain spell points. The stolen talent lasts for 24 hours, but you may spend a spell point to retain it for an additional 24 hours; each time you do so, the spell point cost increases by 1. You may only retain one talent or sphere gained this way at one time, although you may choose to replace the talent if you use this talent again. You may retain one additional talent at a time for every 10 caster levels you possess.

Laws Of Absolute Power [Archmagi's HB]

Prerequisites: Mana sphere (Enlarged Shuffle, Flexible Shuffle), caster level 20th.

Creatures may no longer attempt a saving throw to resist the effects of your shuffle. This talent cannot be combined with Reactive Shuffle.

Limited Manifestation [Archmagi's HB]

Prerequisites: Mana sphere (Gift Of Knowledge), at least 3 other spheres known, caster level 15th.

By condensing powerful magic and finely manipulating it with your knowledge, you begin to bend the fabric of reality itself. You may manifest magic once per day by spending 3 spell points. If your permanent Mana sphere caster level is 20th or higher, you may manifest magic twice per day. When you manifest magic, you may choose from one of the following options:

  • Create any single sphere effect that can be produced from a combination of all the talents you already possess and up to 3 basic magic talents you do not possess. At 20th caster level and every 5 caster levels thereafter, you may add an additional talent to the sphere effect. Sphere effects created this way use your permanent Mana sphere caster level-4 in place of the originating sphere’s caster level. The action required for this option is dependent on the sphere effect created. If the sphere effect requires additional spell points to be cast, you must spend those as well. If the sphere effect would have a duration longer than 24 hours (including permanent), it is reduced to 24 hours.
  • Automatically undo the effects of any nonharmless sphere effect with a caster level lower than your Mana sphere caster level on one willing creature.
  • Automatically dispel any sphere effect with a magic skill defense equal to or lower than your magic skill bonus + 11.

Using this talent counts as using limited wish or a similarly powerful magical effect.

Manathief (Expunge)

Prerequisites: Mana sphere, caster level 1st.

You may attempt to drain the target’s spell points rather than damage it, but doing so limits your destructive potential. Your target must make a Will save, otherwise the target suffers one spell point damage and you gain one spell point. For every 5 caster levels you possess, the spell point damage dealt and spell points received increases by one. Damaging the spell points of creatures with less than half your magic skill bonus results in no spell points being drained, and you may only gain spell points up to the amount of spell points the target lost due to damage.

Note: Manathief is considered an advanced talent for its implications in worlds it exists in, but also its mechanical powers. As Manathief costs no spell points to use, and grants spell points to the caster, it’s important to understand that this talent allows spherecasters to effectively replenish their reserves (for example, by capturing spherecasters and draining them of all the magic they can). A GM is advised to create limitations in what creatures they can drain spell points from, as well as how often they can from the same creature. For example, a spherecaster with the Conjuration sphere can create a Mage companion of which they can drain spell points from to fuel their power. Each GM should understand the possibilities of this ability, and limit it in such a way that it fits their world, and the power level they desire for their game.

Manifestation [Archmagi's HB]

Prerequisites: Mana sphere (Gift Of Knowledge, Limited Manifestation), at least 3 other spheres known, caster level 20th.

At the peak of all magic, you have come to sit on its throne, capable of producing any effect imaginable. When you manifest magic, you may choose one of the following effects in place of the normal options of Limited Manifestation:

  • Create any single sphere effect that can be produced from a combination of all the talents you already possess and any amount of magic talents you do not possess. For each talent you do not possess beyond the 5th, you must spend two additional spell points to manifest the sphere effect. At the GM’s discretion, even advanced talents can be imitated through this, but each advanced talent you do not already possess counts as two basic magic talents when determining the cost. This option otherwise functions as the first option of Limited Manifestation.
  • You may automatically undo the effects of any non-harmless sphere effect on a number of willing creatures equal to your caster level, although the undone effect must be the same on all creatures.
  • You may automatically dispel any number of sphere effects with a magic skill defense equal to or lower than your magic skill bonus + 11 in a 30-foot radius, centered within your manipulation range.

Additionally, you perform a complex version of Manifestation that requires 25,000 gp in materials to be consumed to create a more powerful effect, selected from the options below:

  • Create any sphere effect with a duration greater than 24 hours. This functions as the basic use of Manifestation, save that it does not reduce the duration of the sphere effect; sphere effects with a permanent duration can only be selected with the GM’s permission and may have an increased or lowered cost required in materials.
  • You may attempt to create an unlisted magical effect, although such an effect should imitate the power and scale of the abilities presented above; attempting to manipulate the magic of the world to an even greater extent is possible, but is extremely dangerous and liable to produce unreliable effects. (Such effects can fail outright, or can even produce unwanted and dangerous effects, or imperfectly create the desired effect. The exact manifestation of the effect is at the GM’s discretion.)

Using this talent counts as if using wish or a similarly powerful magical effect.

Note: Manifestation is an extremely powerful advanced talent that is capable of producing almost any effect, even above the norm for other advanced talents. Extreme discretion should be used when allowing players to take this talent, and a player should always confirm with their GM before picking it, even if other advanced talents are normally fine.

Mark Of Incompetency (Expunge)

Requirements: Mana sphere (Mark Of Instability), caster level 1st.

You may spend a spell point to limit the target's magical potency for 24 hours unless they succeed at a Will saving throw. On a failed save, you grant one of the following drawbacks to the target: Draining Casting, Magical Signs, Painful Casting, Rigorous Concentration, Unstable Storage, Verbal Casting. At 5th caster level, you gain additional drawbacks you can grant Center Of Power or Variant Wild Magic. For every 5 caster levels beyond 1st, you may apply an additional drawback to the target. The target does not gain additional spell points from the granted drawbacks, and they can only suffer from one instance of this ability at a time. Creatures suffering from this talent are aware of the drawbacks they are affected by. At the GM's discretion, other drawbacks not listed may be granted with this talent.

Permanent Bond

Prerequisites: Mana sphere (Magical Conduit), caster level 10th.

When you create a manabond, you can spend 3 spell points to increase the duration to permanent. If you otherwise would need to concentrate to activate the effects of such a manabond, you can instead activate it once per turn on your turn as a free action. Unwilling creatures may attempt a new save every day at the start of the day, to try and break permanent manabonds.

If a bonded creature moves outside of the range of your manabond, the effect deactivates and cannot be used until they are once again within range.

Reactive Shuffle

Requirements: Mana sphere, caster level 7th.

You may use the shuffle ability as an immediate action by spending 2 additional spell points. A shuffle ability used this way has a duration of 1 round and cannot be concentrated on.

Runic Magic (Manipulation, Amp) [Archmagi's HB]

Prerequisites: Mana sphere, caster level 5th.

You can modify magic in such a way that it understands language, and becomes more like a pact.

  • Oathbreaker’s Spell (amp): You can spend two spell points to modify a non-harmless sphere effect so that it punishes those who break an agreement. As part of casting the amplified sphere effect, the spherecaster must select a target. The target of the amplified sphere effect must be willing, or else the amplification fails to modify the sphere effect. An agreement, written or verbal, must be struck between the target and the spherecaster that created the amplified effect. So long as the target abides by this agreement, the sphere effect does not take effect. If at any time the target violates the agreement, the sphere effect immediately triggers as if cast, targeting the creature who violated the contract or their current location if it does not target creatures. This ability recognizes the spirit of the agreement, and does not trigger the sphere effect if the agreement is violated unknowingly or unwillingly. The magical agreement only lasts for up to 1 day per caster level, after which the amplified spell is discharged harmlessly. At 15th caster level, the agreement may last for as long as the spherecaster desires, even indefinitely. The amplified sphere effect gains the (curse) descriptor.
  • Contracted Spell (amp): You can spend two spell points to modify a harmless sphere effect that targets one creature so that its benefits are tied to an agreement. As part of casting the amplified sphere effect, the spherecaster who created the sphere effect must strike a written or verbal agreement between themselves and the target of the amplified sphere effect must accept the conditions. This agreement can be a promise, a goal that must be achieved before the amplified sphere effect ends or a task to be repeated intermittently, or a warning to not commit a certain prohibited behavior. If the agreement is violated (or not completed in time), the amplified sphere effect immediately ends and all of its effects are reversed (even instantaneous effects; afflictions removed will return, hit points healed will be undone and so forth). This amplification understands the spirit of the agreement, and will not consider it a violation if the target unwillingly or unknowingly violates the agreement. The target always knows if a specific action they take will trigger a violation of the agreement. The magical agreement lasts for as long as the amplified sphere effect, or up to 1 day per caster level if the sphere effect had a duration of instantaneous. At 15th caster level, the magical agreement may last for as long as the spherecaster desires, even indefinitely.
  • Written Spell (amp): You can spend a spell point to convert an instantaneous sphere effect that targets either one creature or an area and allows for a saving throw to avoid its effects into magical writing. The sphere effect remains dormant and does not trigger until a creature approaches its range and reads the magical writing, where it then activates, targeting the creature that read it or their square. Only one piece of magical writing can be written on a surface or parchment, and a creature can only trigger one magical writing each turn. You can instruct creatures on how to read the magical writing without triggering it as a standard action. The magical writing remains for 1 day per caster level but the spherecaster who created the sphere effect cannot regain any spell points spent on the sphere effect until it triggers. The writing is treated as a magical trap and may be disabled with Disable Device check (DC = 10 + the spherecaster’s caster level + the spherecaster’s casting ability modifier). Both you and the spherecaster who created the effect can remove and dispel the writing as a standard action without a check. At 15th caster level, the magical writing remains indefinitely or until removed.

Ties That Bind [DbH]

Prerequisite: Mana sphere (Infinite Bond (advanced), Magical Conduit, Ranged Mana x2), caster level 10th.

Any creature that swears an Oath of Loyalty to you is considered to have a permanent manabond on them that cannot be dispelled so long as the oath remains. You do not need to concentrate on this manabond.

Unbind Spell [DbH]

Prerequisites: Mana sphere (Essentialize (manipulation)), caster level 10th.

By spending an additional spell point, you may use Essentialize as an immediate action on a sphere effect as it is being cast with a -5 penalty to the attempt. If you possess the Counterspell Mastery feat, the penalty is reduced to 0. The targeted effect need not be harmless if you use Essentialize in this way, but this effect costs an additional spell point if the target is not harmless. You may treat instantaneous effects as if they had a duration of at least one minute for the purpose of how many temporary spell points are gained.

Vassalize

Prerequisites: Mana sphere (Flow (manabond)), caster level 7th.

Whenever you cast a sphere effect while you have the Flow manabond active, you can attempt to utilize the recipient’s spell pool to cast your own magic. The recipient must succeed at a Will saving throw or they must pay any spell point costs you would have spent otherwise. If the recipient does not have enough spell points, they take ability damage to their casting ability modifier equal to the difference in spell point cost, and you must spend your own spell points to pay the difference. If you lack the spell points to cast the sphere effect, any spell points you have spent are wasted and the sphere effect fails. Willing creatures may automatically fail this save, and this talent does not drain temporary spell points. The recipient must possess a spell pool in order for this ability to be used on them.

What’s Yours Is Ours [Jester's HB]

Prerequisites: Mana sphere (Soulmate (manabond)), caster level 1st.

When you create a manabond using the Soulmate talent, whenever the recipient of this manabond benefits from magical healing, a consumable item (such as a potion, alchemical item, etc.), or food, you may choose to clone the benefits of that effect for yourself, as though you were the target of that effect. You may not redirect effects shared to you by the recipient of this bond to other creatures.

Special: The benefits of food shared by this effect can allow one creature to eat, and two to benefit.


Mana Sphere Feats

Analyze Caster (Dual Sphere) [Archmagi's HB]

Prerequisites: Mana sphere, Divination sphere (Detect Spellcaster (divine)), caster level 9th.

Benefit: You shorten the casting time of the Detect Spellcaster (divine) talent to 1 round (or one move action, if you possess Fast Divination) and do not need to spend a spell point to use it. Additionally, you gain a +5 bonus to your Spellcraft check when determining a creature’s casting tradition this way. If you successfully determine the creature’s casting tradition, you can spend a spell point to deeply analyze that caster, allowing you to learn all base magic spheres possessed by the spherecaster, as well as their current and maximum spell points, casting ability modifier, and caster levels with each sphere they possess. At 15th caster level, you may also select a single sphere you know they possess: you learn all magic talents they possess in that sphere.

If the target is a spellcaster and utilizes spell lists and spell slots, when deeply analyzing the caster you instead learn the highest spell level they are capable of casting, which spell list they draw their spells from, and whether they prepare their spells or cast them spontaneously. At 15th caster level, you may also select a single spell level to learn all spells they have prepared, or in the case of spontaneous casters all spells they know, of that spell level.

Whenever you use a (manipulation) or (expunge) talent on a creature successfully, you may spend a spell point as a free action to analyze that creature as if using the Detect Spellcaster (divine) talent.

Bonds Of Blood And Power (Dual Sphere) [CrimDan]

Prerequisites: Blood sphere, Mana sphere.

Benefit: You may spend 1 additional spell point as a swift action, or as a free action if you possess Magical Conduit, to create a manabond as part of establishing blood control on a creature. Concentrating on your blood control also counts as concentrating on any manabonds you have formed. Creatures under the effect of your manabond count as if they were under the effect of your blood control, but you may not use (quicken) or (still) talents on such creatures without first actually establishing blood control.

Consecrated Affinity (Dual Sphere) [DbH]

Your presence warps the fabric of magic, binding creatures together.

Prerequisites: Fate sphere, Mana sphere (Magical Conduit).

Benefit: As a free action that can be taken outside of your turn when you have a consecration active, you may create a manabond with any willing creature within the area or creature which has failed its saving throw against the consecration. This manabond lasts for as long as the bonded creature remains within your consecration, but you do not otherwise need to concentrate on the manabond to continue its effects.

Deep Spellburn

Prerequisites: Mana sphere, caster level 9th.

Benefit: You can spend an additional spell point when using Spellburn to increase the initial spell point damage by 1d4, and the spell point damage for being spellburned each round by 2, plus 2 for every 6 caster levels you possess beyond 9th.

Favorite Boost [Archmagi's HB]

Prerequisites: Mana sphere (at least one (amp) talent), caster level 9th.

Benefit: Select a single (amp) effect you are capable of using; whenever you utilize this (amp), you reduce the spell point cost of utilizing it by 1 (minimum 0).

If the (amp) would reduce the caster level of the amplified sphere effect, you may reduce the caster level penalty by 2 (minimum 0) instead of lowering the spell point cost of applying that (amp). You must choose which benefit is gained at the time of using the (amp) effect.

Special: You may select this feat multiple times, each time selecting a different (amp) to gain the benefits for. You may not select the Split-Drain Spell (amp) with this feat. You may select a combined (amp) effect from the Great Amplification advanced talent; if you do so, you must select two (amp) effects, treating a combined (amp) effect using both as the (amp) effect for this feat.

Forged Arcana

Prerequisites: Spellcraft 1 rank, Mana sphere.

Benefit: Studies into the magical arts have allowed you to master a specific angle of how magic works. Choose either expunge, manipulate or manabond. When using the selected ability, treat your caster level as 1 higher, increasing by +1 per 5 ranks in Spellcraft you possess. This cannot increase your magic skill bonus or caster level above your Hit Dice.

Homeguard Magic (Dual Sphere) [Archmagi's HB]

Prerequisites: Mana sphere, Protection sphere.

Benefit: Whenever you create a ward, you may also use your shuffle inside that ward’s area of effect. You may maintain concentration on this ward and shuffle with the same action. A shuffle created this way does not alter the effects of the ward created as part of the same action.

Locked Bond (Dual Sphere) [Archmagi's HB]

Prerequisites: Mana sphere, Warp sphere (Plane Manipulator).

Benefit: When creating any manabond, you may spend an additional spell point to lock the dimensional properties of the bond. As long as the manabond holds, both the host and recipient of the manabond are affected by a dimensional anchor, as per the Plane Manipulator talent.

Magical Blending [Archmagi's HB]

Prerequisites: Mana sphere; Death sphere, Destruction sphere, Mind sphere, or Nature sphere ((water) package).

Benefit: Through your experience using all forms of magic, you learn how to sprinkle bits of it into all of your sphere effects. You learn an array of new amplifications, if you possess their associated sphere. As (amp) effects, use your Mana sphere caster level and DC for any effects required by the amplifications.

  • Afterburn (amp) (Destruction): You may amplify an instantaneous sphere effect that deals acid or fire damage. If a creature takes damage from the amplified sphere effect, at the start of each of their turns for 2 rounds they suffer 1d6 additional damage. This amplification lasts for an additional round at 8th caster level and every 8 caster levels thereafter. This damage type is the same as the sphere effect’s damage, although if the sphere effect deals both types of damage, you must select one type for the secondary damage.
  • Coercive (amp) (Mind): You may amplify any noninstantaneous sphere effect that has a saving throw by spending an additional spell point. If the target fails a save against the amplified spell, for the duration of the sphere effect or one hour (whichever is shorter), the target is affected as if they failed their save against the Lesser Suggestion charm.
  • Deadly (amp) (Death): You may amplify any sphere effect that can outright kill a creature, or that deals lethal damage. If a creature would die due to the amplified sphere effect, their death is treated as if they were slain by a death effect for the purposes of returning to life, and the amplified sphere effect gains the death descriptor.
  • Riming Spell (amp) (Nature ((water) package)): You may spend a spell point to amplify a sphere effect that has the cold descriptor. Any creatures afflicted by the sphere effect must succeed at a Reflex save or have all of their base movement speeds reduced by 10 feet (to a minimum of 5 feet), plus an additional 5 feet at 5th caster level and every 5 caster levels thereafter, for as long as they are affected by the sphere effect plus an additional 1d4 rounds.

Manabond Versatility (Dual Sphere) [DbH]

Magic can be woven and bound in all of its myriad forms.

Prerequisites: Mana sphere, any other magic sphere.

Benefit: Choose a magic sphere other than the Mana sphere that you possess. Whenever you use a magic talent with this sphere that targets a set number of creatures (such as a Fate sphere word which targets a single creature or half your caster level in creatures with Echoing Word) and costs at least 1 spell point to use, you may create a manabond with a single willing target or target that fails a saving throw against the effect as if you had targeted them with an expunge or manipulate effect. If you possess the Magical Conduit talent, you may form multiple manabonds with this effect.

Special: You may select this feat multiple times, each time selecting an additional sphere.

Mark Of Magical Ineptitude

Prerequisites: Mana sphere (Mark Of Instability, Mark Of Incompetency), caster level 7th.

Benefit: Whenever you use your Mark Of Instability talent, your target may not cast any magic based off their spherecasting as well as being prohibited from spending spell points. If your target casts spells and utilizes spell slots, they may not utilize any ability that expends spell slots or cast any spells.

Mind Joggle

Prerequisite: Mana sphere.

Benefit: Even those trained in martial techniques lose their grip under your power. When you use a Mana sphere ability that normally deals spell point damage to a target that has martial focus, you can forego the spell point damage to instead force the target to make a Will saving throw or lose their martial focus.

At 10th level, you can stomp out a creature’s ability to utilize their focus. If you spend an additional spell point when using this feat, you can instead cause your target to be unable to expend or regain their martial focus for a number of rounds equal to your casting ability modifier. A creature suffering from this effect may make a new saving throw to end it early by taking the total defense action.

Reprogram Power [Archmagi's HB]

Prerequisites: Mana sphere, Enhancement sphere, magic skill bonus +3.

Benefit: You learn the following (manipulation):

  • Reprogram Weapon (manipulation): You may spend a spell point as a swift action to manipulate the magical essences of any magic weapon you or a creature you have an active manabond with that is willing, are wielding. If that item possesses a weapon special ability, you may alter it so that it becomes any other weapon special ability that requires the same enhancement bonus to apply. (For example, you may modify a +1 keen longsword to become a +1 corrosive longsword, but you cannot modify it to become a +1 wounding longsword.) You may not select weapon special abilities that target specific factions, creature types or similar (such as bane or treasonous). You may not apply new weapon special abilities by lowering the enhancement bonus of a weapon, only temporarily swap weapon special abilities. This modification remains for a number of rounds equal to your Mana sphere caster level.

Rhythmic Chaos (Wild Magic)

Prerequisite: Mana sphere.

Benefit: Whenever you use an (expunge) talent on a creature that can use spells or sphere effects, you can spend an additional spell point to destabilize their magic, increasing their wild magic chance by 20% for a number of rounds equal to your casting ability modifier, unless they succeed a Will saving throw against your Mana sphere DC. This increase to wild magic chance increases by 10% for every wild magic feat you possess (maximum 60%).

For information regarding wild magic events and the wild magic system, see Wild Magic by Drop Dead Studios.

Shuffling Array [Archmagi's HB]

Prerequisites: Mana sphere (Flexible Shuffle).

Benefits: You can apply your knowledge of other spheres to bend the rules of magic in even more ways. When using shuffle, you gain the following options, but only if you possess the required sphere for that option.

  • Aggressive Rewiring (War sphere): You can bolster or obstruct projectile magic in the area you manipulate. When you use this Shuffle option, you must select whether to bolster or hinder magic. If you bolster, all attack rolls made as part of a sphere effect or supernatural effect affected by the shuffle resolve as touch attacks. If a sphere effect would already require a touch attack, it gains a +2 circumstance bonus to the attack roll. If you choose to hinder, all attack rolls made as part of a sphere effect or supernatural effect resolve as a regular attack roll. If a sphere effect would already require a regular attack roll, it suffers a -2 penalty to the attack roll. The bonus and penalty both increase by 1 for every 5 caster levels you possess. This ability only affects attacks made as part of a sphere effect that are not weapon attacks (such as through talents with the strike descriptor), other than ray attacks.
  • Distance Rewiring (Warp sphere): Magic entering the area you manipulate can quickly travel across large distances, even if it would otherwise be out of reach. Any sphere effect or sphere-like effect that can affect an area or that targets a creature that reaches into the area of the shuffle treats the entire area of the shuffle as well as any creatures within the area as if they were within the sphere effect’s range, effectively extending the range of the sphere effect. Effects with a range of touch can be performed against any creature within the shuffle as long as the spherecaster is within the area, even if they would otherwise be out of reach. Utilizing such an effect requires a touch attack on unwilling targets. This ability only affects touch attacks made as part of a sphere effect that are not weapon attacks (such as through talents with the strike descriptor).
  • Destined Rewiring (Fate sphere): You manipulate the alignments that spells detect within the area you manipulate. Upon using this option, you must choose a single alignment from the alignment spectrum. All creatures within the area of your shuffle are considered to be of that alignment for the purpose of any sphere effects or supernatural effects that target or affect creatures within the area. Effects with a duration treat targets that leave the area of the shuffle as their true alignment, ending if they could no longer affect the target.

Spellshock Admixture (Admixture)

Prerequisites: Destruction sphere (Admixture), Mana sphere.

Benefit: When using Admixture, you may spend an additional spell point to affect one target damaged by the blast with an (expunge) ability . If you possess Explosive Expunge, you may apply the (expunge) to all targets damaged.

Tainted Manabond [Alienist HB]

Prerequisites: Mana sphere, forbidden lore class feature.

Benefit: You may create a tainted manabond as a manabond. When an ally that you have a tainted manabond with uses a sphere ability, you may allow them to benefit from your forbidden lore class feature as a free action even if it is not your turn. A creature may refuse this benefit if they so wish. If backlash occurs, it affects only you, but the ability still fails if triggering backlash would cause it to fail. A sphere ability can only benefit from forbidden lore once.

Tethered Mana [Archmagi's HB]

Prerequisites: Mana sphere (Hardened Bond).

Benefits: You may spend a standard action to create a Hardened Bond on any creature (unwilling ones may attempt a Reflex save against your Mana sphere DC), object, or square within range of your maximum manabond range, although you may not apply a (manabond) talent to it and may allow it to continue without concentration for 1 minute per level without spending a spell point. You may ‘link’ the part of the bond attached to yourself to any other creature, object or square by spending another standard action touching them (including making a touch attack against unwilling creatures); in effect letting go of the hardened bond and linking the two other creatures, objects or thereof together for the duration. You may also ‘pick up’ one of the ends of the bond with a standard action.

Special: Possessing this feat allows you to qualify for the Tether Adept feat as if you had the Energy Tether talent, using the manabond as if it were the tether. You may also use this feat with the Rope Swing talent of the Athletics sphere, as if it were a rope or a grappling hook.

Tides Of War (Dual Sphere) [Archmagi's HB]

Prerequisites: Mana sphere (Magical Conduit), War sphere.

Benefits: You may create a manabond as part of using a rally with the target of your rally, or as part of creating a mandate on one or both creatures. If the rally or mandate does not cost a spell point to use, you must spend a spell point to create the manabond.

Additionally, when you create a totem, you may spend a spell point to create a manabond with a single creature within the area of the totem. If the creature is unwilling, they may attempt a Will save to resist the manabond. If you possess the Magical Conduit talent, you may create a manabond with each creature in the area, spending an additional spell point for each creature. An action used to concentrate on the totem counts as if you were concentrating on the manabond for the purpose of (manabond) talents.

Universal Bonding [Archmagi's HB]

Prerequisites: Mana sphere; Protection sphere, War sphere, Life sphere (Diagnose) or Mind sphere (Project Thoughts).

Benefits: Through use of specialized magic, you can enhance all of your manabonds. You may apply the effects of the following abilities to any manabond you create if you possess the associated sphere or talent.

  • Protection sphere: Recipients of your manabonds are considered as if they were under the effects of your aegis for the purposes of effects such as the Community and Status talents.
  • Mind sphere (Project Thoughts): All recipients of your manabonds may communicate telepathically with you and any other recipient of your manabonds.
  • War sphere: You may rally recipients of your manabond as if they were within range of one of your totems.
  • Life sphere (Diagnose): Instead of a swift action, you may spend a free action to learn the condition of all recipients of your manabond. You may spend a spell point once per turn as a free action to learn the exact details of these conditions, as per the Diagnose talent. If you also possess the Soulmate talent, you may always redirect healing as per the talent when you have an active manabond with a creature, even if it is not a Soulmate manabond.


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