Table of Contents
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When attempting to 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.
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.
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 may spend a spell point and attempt a magic skill check against your target. If successful, you burn a number of spell points from the target’s spell pool, removing it from their spell pool as if they had used the spell point themselves (although this does not trigger effects that rely on spell points being spent, such as drawbacks from the target’s casting tradition, or the triggering of wild magic). The amount of spell points burned starts 1d3 and increases at 5th level and every four caster levels thereafter (up to a maximum of 3d6 at 25th caster level), as listed under Table: Burn Dice.
Table: Burn DiceCaster Level | Burn Size |
---|---|
1st | 1d3 |
5th | 1d4 |
9th | 1d6 |
13th | 2d4 |
17th | 2d6 |
21st | 3d4 |
25th | 3d6 |
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 burn spell slots or spells prepared. To calculate which spells are affected, total the number of spell points burned. The caster suffering from the Spellburn 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.
Manipulation
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 following (manipulation):
Shuffle
You may manipulate an area within range, altering the rules of magic within a radius of up to 10 feet + 5 feet per 10 caster levels. You may select a single modification to make to the manipulated area at the time of casting, listed below. This area remains for as long as you concentrate, to a maximum of 1 round per caster level, but you may always spend a spell point to allow the effect to remain without concentration for its maximum duration. All spells cast in or into the affected area, or that pass through the area (such as a ray) are subject to this ability’s effects.
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. If you succeed, the initial shuffle effect is dispelled, but on a failure you fail to cast the shuffle effect.
You may modify the rules of magic in the following ways:
Elemental Rewiring: Select a single energy type from the following list: acid, cold, electricity, or fire. You convert all energy damage from magical and supernatural effects that are affected by your shuffle into the selected type, but only if they are energy types that are on the prior list of energy types. At 7th caster level, you add sonic to this list. At 12th caster level, you add force to this list. At 17th caster level, you add negative and positive energy to this list.
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. The caster of a sphere effect changed by this ability may attempt a magic skill check against your Mana sphere DC to stop creatures from utilizing this effect against that specific sphere effect.
Manabond
As a swift action made as part of successfully using an expunge or (manipulation) that targets a creature other than yourself, or as a move action made by spending a spell point to touch a creature other than yourself, you can create a manabond between yourself and the targeted creature for as long as you concentrate, to a maximum of 1 minute per caster level. Concentration on a manabond only requires a swift action, with the action required being unable to be lowered by any means other than the Magical Conduit talent. When creating a manabond, you may add a single (manabond) talent that you possess to the effect.
A manabond is a direct, invisible and intangible line of energy that connects you and your target, and remains active up to close range, beyond which the manabond breaks, and the effect ends. As long as you have a manabond with a creature, you may always pinpoint their exact location (although this does not negate any concealment they may have).
When creating a manabond, you are considered the host of the manabond, with the targeted creature considered the recipient. A creature can only be the host of a single manabond, and cannot be the recipient of multiple manabonds at the same time. If a second manabond would be cast on a creature, the caster must attempt a magic skill check against the MSD of the currently active manabond on the target. If the caster succeeds, 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 the caster fails, their manabond becomes suppressed, with the original manabond remaining active. Even when suppressed, a host may still pinpoint the location of the recipient.
When you gain the Mana sphere, you gain the following (manabond) talent:
Mystical Bond
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 penalty or a competence bonus to their caster level, but only for a single sphere, decided at the time of casting. This bonus or penalty begins at 1, and increases by 1 every eight caster levels you possess. The penalty cannot reduce a creature’s caster level below 1.
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 talents are marked (manabond). These grant you additional ways of using your manabonds.
Mana Talents
Defensive Bond
When 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 you utilize your Spellburn expunge ability, you may cause the spell points burned to be treated as if the spellcaster had spent them normally (if a caster level is required, use your caster level), causing them to trigger effects that occur when they spend spell points such as certain Mark talents, drawbacks or similar abilities.
Explosive Expunge
By spending 2 additional spell points you may use your (expunge) talents in an area, targeting every creature within a 15-foot radius burst 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 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.
If you possess the Magical Conduit talent, you can create a manabond with all creatures affected by this talent; otherwise, you may only create a manabond with one.
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.
Magical Conduit
You have achieved mastery over opening magical windows between yourself and others. You can now create new manabonds as a free action as part of casting your other Mana sphere abilities, rather than a swift action.
In addition, you can now become the host for multiple manabonds (but not benefit from being the recipient to multiple). When you spend a swift action to concentrate on a manabond, you count it as if you were concentrating on all currently active manabonds you have created and linked to yourself. 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. If the attack successfully hits, you may choose to trigger an (expunge) or (manipulation) talent normally cast as a standard action or less, and that only targets the creature you hit as a free action even if they are normally out of range or the talent allows to affect more than one creature.
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. Each spell point consumed this way heals you for an amount of health equal to the caster level of the originating effect, plus 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 manabond, expunge, and (manipulation) abilities have a range of medium instead of close.
If a creature is beyond close range for your manabond, but still within their maximum range, the creature may attempt a concentration check against your Mana sphere DC 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.
Reactive Shuffle
You may use your Shuffle ability as an immediate action in response to a sphere effect being cast, or a supernatural effect being used, but you must spend 2 spell points to do so, and the ability only affects that particular casting or use of the ability.
If you use this talent to modify your own spells as they are cast, or that of a willing creature, you instead only need to spend 1 spell point.
Sudden Empowerment/Weakening
When the recipient of your Mystical Bond casts a sphere effect, you may, as a free action that can be taken outside of your turn, end your Mystical Bond in order to empower or hinder that spellcasting, applying double the effect of Mystical Bond for that specific casting.
The use of this talent allows your Mystical Bond to reduce the caster level of a sphere effect to below 1. If this reduces the ability to a caster level below 0, the manifested ability fails and any spell points used are lost.
Expunge Talents
Disorient (Expunge)
As an expunge, you may damage the target creature’s control over their magic. The target must succeed at a successful Will save; on failure they suffer a -2 penalty to their caster level for the next sphere ability they use during the duration of this ability. If this reduces the ability to a caster level below 0, the manifested ability fails and any spell points used are lost. This penalty is increased by an additional 1 for every four caster levels you possess. This ability lasts for up to 1 minute per caster level, or until the target uses a sphere ability.
Ignition (Expunge)
As an expunge, you set ablaze the magical powers a creature holds, damaging them and potentially causing them to lose their magic. You must make a ranged touch attack on a creature within range of your expunge. If you strike, the creature suffers 1d8 untyped damage, plus an additional 1d8 damage at 4th caster level and every 3 levels thereafter. For every 5 damage the creature suffers, they lose a spell point and suffer a -1 penalty to their magic skill defense for 1 round plus an additional round at 10th caster level and every ten levels thereafter. This talent only functions on creatures that have a spell pool, whether or not they have any spell points remaining.
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 Incompetency (Expunge)
As an expunge, you may force the target to attempt a Will save. If they fail this save, their magical potency is limited to a degree. You may bestow one of the following general drawbacks on your target: Draining Casting, Magical Signs, Painful Casting, Rigorous Concentration, Unstable Storage, Verbal Casting, or Vulnerable Spellcaster. The target gains the selected drawback for the next 24 hours, but does not gain extra spell points from them. At 5th caster level, you may also grant them the following drawbacks: Center of Power, Emotional Casting, or Variant Wild Magic.
At caster level 6th, and every five caster levels thereafter, you may apply an additional drawback to the target. A creature can only suffer from one instance of this ability at a time and any creature suffering from this talent is aware of the drawbacks they are affected by. At the GM’s discretion, other drawbacks not listed may be granted with this talent.
Mark Of Instability (Expunge)
As an expunge, you may force the target to attempt a Fortitude save. If they fail this save, they become unable to voluntarily spend spell points on any effect for 1 round, plus an additional round at 5th caster level and every four caster levels thereafter. Creatures suffering from this ability may spend a standard action to attempt another Fortitude save against this effect to remove it. This does not stop the target from using magical abilities that do not require a spell point to use. This mark can be used on undead, constructs and other creatures normally immune to Fortitude saves.
Mark Of Lifeburn (Expunge)
As an expunge, you may force the target to attempt a Fortitude save. If they fail their save, their internal spell point reservoir becomes dangerous to tap into. Every time the target expends one or more spell points, they take 1d8 nonlethal damage for every spell point they use, up to a maximum amount of dice equal to your caster level (though this does not cause the caster to attempt concentration checks). At caster level 3rd, the damage dealt per spell point increases to 2d8, and by an additional 1d8 damage every three caster levels thereafter.
The target may voluntarily release a number of spell points equal to your casting ability modifier as a standard action (which does not damage them) in order to end this effect, otherwise it lasts for 1 minute per caster level.
Manabond Talents
Control Resistance (Manabond)
As a manabond, you can create a connection that attempts to bolster or reduce a creature’s spell resistance for as long as your manabond holds. If the recipient of this manabond has spell resistance, you can reduce or raise it by an amount equal to 2, +1 per two caster levels. 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.
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.
When you funnel, you spend a spell point in order to grant the recipient a single spell point. If the creature is unwilling to be granted a spell point, you must succeed at a magic skill check. If you fail, no spell points are spent and the target does not gain spell points.
When you sap, you must attempt a magic skill check against the recipient. On a success, they lose 1 spell point, as if you had used the Spellburn expunge, and you gain 1 temporary spell point. This does not grant you a spellpoint if the target did not lose a spellpoint.
As long as a creature is a recipient of this manabond, you may choose to pay any spell point costs that a recipient may incur from using their class features or casting sphere effects with your own spell points, either partially or in whole. Any spell points granted from this talent stack with themselves.
If you possess the Magical Conduit talent, you can grant any spell points gained from sapping to any other creature that is a recipient of your manabonds.
Magical Misdirection (Manabond)
As a manabond, you can create a connection between yourself and another creature that confounds targeted magical effects. As long as the manabond holds, any time you or the recipient is targeted by a single-targeted sphere effect that requires a Fortitude or Will save, or any harmless effect, you may redirect such an effect to yourself or the recipient as an immediate action. If the recipient is unwilling to have the magical effect redirected to or away from them, they may attempt a Will save to stop the effect from being redirected. In addition, when you or a willing recipient is targeted by a single-targeted harmless effect, you may instead have it affect the other creature as a free action that can be taken outside of your turn. The redirected sphere effect can be redirected multiple times across multiple willing recipients, so long as all creatures affected have a manabond of this type linking them.
Soulmate (Manabond)
As a manabond, you can create a warm bond between yourself and a willing creature. When you (but not the recipient of this manabond) are targeted by a harmless magical effect that lasts for at least 2 rounds that does not require concentration, you may choose to clone the magical effect and allow the recipient of this manabond to benefit from that magical effect for 2 rounds, but may not last more than a number of rounds equal to half the duration that the effect is placed upon you. At 10th level and every ten levels thereafter, the magical effect lasts for an additional round on your ally.
Additionally, when you are healed for any amount of hit points originating from a magical effect (and not from sources such as fast healing, regeneration or similar), you can redirect any amount of that healing to the recipient of this manabond as a free action that can be taken outside of your turn. As the healing is redirected and not merely transferred, the healing is still limited by any effects that limited the original healing (such as not being able to heal creatures above half health, or even being used to damage creatures that are damaged by the healing you would receive.)
Manipulation Talents
Bulwark (Manipulation)
You may manipulate your magic around a creature, spending a spell point to form a bulwark of magic around the target that absorbs damage. The target of this talent gains a temporary spell point, and they gain DR 4/-, but this damage reduction only persists for as long as they retain temporary spell points from this talent. If the target would suffer damage more than twice the amount of damage the bulwark absorbs from a single attack, the bulwark is damaged and the target loses a temporary spell point granted by this talent. For every 12 points of damage absorbed by the bulwark in one round, the target loses a temporary spell point granted by this talent. If the creature has no more spell points granted by this talent, the shell shatters at the end of the creature’s next turn, ending the effect. You may spend an additional spell point as part of casting this ability for every 4 caster levels you possess, granting the target an additional temporary spell point for every extra spell point spent and allowing the shell to suffer more damage before shattering.
At 5th caster level, this damage reduction increases to 8/-, and the amount of damage a bulwark can reduce each round before losing a spell point increases by 12. These bonuses increase by 4 and 12 respectively every 5 caster levels thereafter.
Essentialize (Manipulation)
You may manipulate an ongoing magical effect that still holds most of its magical power to fuel yourself. You may target a creature within range that is currently under the effects of a harmless sphere effect, causing the effect to end. If the effect had a duration greater than 1 minute, and at least half or more of its original duration remaining, you convert it into raw energy, granting yourself temporary spell points equal to half the effect’s cost in spell points (minimum 1). If the effect cost no spell points to cast, or was cast using temporary spell points (either partially or in full), you gain no spell points. At 10th level, you instead gain spell points equal to its full cost, but only if the duration was greater than 1 hour.
Targeting yourself with this ability only requires a swift action, and targeting an unwilling creature requires you to attempt a magic skill check against the effect, with a -2 penalty on the attempt. If you possess the Counterspell feat, you reduce this penalty to 0. If you fail to use this ability on a magical effect, you may not try to dispel that effect again for 24 hours.
Gift Of Knowledge (Manipulation)
You may manipulate your magical essence, and grant others access to your own magical knowledge. By spending a spell point and targeting a creature, you may choose a single talent you possess that the target does not, or a single base sphere that 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 drawbacks. They must use this ability within an hour per caster level, otherwise the ability is wasted. They must pay any spell point costs as normal. If you attempt to grant a talent to a target that already knows that talent, this effect fails and any spell points spent are wasted.
Relinquish Magic (Manipulation)
You learn to manipulate the magic of a sphere effect that is currently affecting you. You may grant any amount of creatures the effects of any harmless sphere effect with a non-instantaneous duration currently active on you, ending the effect on yourself and dividing the duration of the effect across the creatures you touch (including yourself).
The duration must be divided in the same increments the original ability’s duration is granted in (for example, an aegis must be divided in 1 hour increments). You may also use this ability to transfer non-harmless effects on creatures, but you must spend a spell point and succeed at a magic skill check on the effect, and your target gets a Will save to resist this if they are unwilling. This talent cannot be used on curse effects.
Transfer (Manipulation)
Rather than manipulating magic, you can instead bestow your magical fuel to a creature other than yourself. You grant your target 2 temporary spell points. At 5th caster level, and every five caster levels thereafter, the amount of temporary spell points granted increases by 1. After the casting of any sphere effect that costs at least 1 spell point, all temporary spell points granted by this ability are removed, even if the sphere effect did not utilize all of them. Using this talent requires 1 spell point, and unwilling creatures may make a Will save to resist being granted spell points.
Alternatively, you may grant your target a normal spell point, rather than a temporary one, but the amount you transfer never increases.
You may grant spell points to creatures that otherwise do not have a method of holding spell points by temporarily granting them access to a spell pool for as long any spell points granted to them last (if they are not temporary, they expire after 24 hours).
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.
Advanced Mana Talents
Cruel King
Prerequisites: Mana sphere (Flow, Vassalize), 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 a -1 penalty 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 penalties bestowed. 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.
Infinite Bond
Prerequisites: Mana sphere (Ranged Mana 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.
Knowledge Drain
Prerequisites: Mana sphere (Manathief, Gift Of Knowledge), 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, the target must additionally attempt a Will save, with a penalty to this save equal to the amount of spell points they lost from the triggering effect. On a failure, you steal the use of a single magic talent you are aware they can cast (or base sphere, if they possess a sphere with no additional talents invested). The target cannot use that sphere or talent until they rest to regain spell points, and you gain access to the talent stolen. If you do not possess the base sphere when stealing a talent this way, you instead only gain access to the base sphere. You retain use of it for 24 hours, however you may spend a spell point to retain it for another 24 hours, but each extra 24 hours adds a cumulative extra spell point cost to retaining the ability. You may only gain knowledge of one talent or sphere this way at a time, although you may choose to replace the talent you have retained an additional use of this talent.
At caster level 10th, you may retain up to two talents at a time, and an additional talent every ten caster levels thereafter.
Manathief (Expunge)
Prerequisites: Mana sphere, caster level 1st.
As an expunge, you may attempt to drain the target’s spell points rather than merely burn it, however doing so limits your destructive potential. On a successful magic skill check, the target loses a single spell point and you gain a real spell point. You may not gain more spellpoints than the target loses. For every 5 caster levels you possess, the number of spell points drained increases by 1. Attempting to drain the spell points of creatures with less than half your magic skill bonus results in no spell points being drained.
Additionally, when using the Flow talent, you gain real spell points from a creature while using the sap ability rather than temporary spell points.
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.
Vassalize
Prerequisites: Mana sphere (Flow), caster level 7th.
When casting a sphere effect while having a creature linked to you with the Flow talent, you can attempt to utilize that creature’s spell pool to cast your own magic. The creature is granted a Will save. On failure, they must pay any spell point costs you would have incurred otherwise. If the creature does not have enough real spell points to do so, they take ability damage to their casting ability modifier equal to the amount of spell points they lacked to fully cast the sphere effect, and you must fuel the spellcasting with your own spell points. If you lack the spell points to cast the sphere effect, any spell points you have are wasted and the sphere effect fails. Willing creatures may automatically fail this save, and as with the Flow talent, this ability always drains real spell points, not temporary ones. The creature must be able to hold a spell pool naturally 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
Deep Spellburn
Prerequisites: Mana sphere, caster level 9th.
Benefit: You can spend 1 additional spell point when using Spellburn to create a powerful version of it that eradicates magical essences. Roll double the amount of dice when determining how many spell points you burn when using the Spellburn ability.
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, you gain a bonus to your magic skill bonus and caster level equal to half your ranks you have in the Spellcraft skill, rounded up. This cannot increase your magic skill bonus or caster level above your Hit Dice.
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.
Mind Joggle
Prerequisite: Mana sphere.
Benefit: Even those trained in martial techniques lose their grip under your power. When you use a Mana sphere talent to cause the loss of spell points in a target that has martial focus, you can forego the spell point loss to instead cause the target to lose their martial focus. The target can make a Will save against your Mana sphere DC to resist this effect.
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.
Pacified Strike (Drawback)
Prerequisites: Mana sphere, Weapon-bound drawback, caster level 3rd.
Benefit: When making a Manasurge Strike with a (manipulation) talent that targets an ally, you may choose to not deal any damage with the attack. Doing so provides you with a bonus to the attack roll equal to your 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, causing them to have a 20% chance to trigger a wild magic event every time they use magic. The target gets a Will save against your Mana sphere DC to resist this effect, and it lasts for a number of rounds equal to your casting ability modifier. The chance to trigger a wild magic event increases by 10% per additional wild magic feat you possess, to a maximum chance of 60%.
For information regarding wild magic events and the wild magic system, see Wild Magic by Drop Dead Studios.
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) or a (manipulation). If you possess Explosive Expunge, you may apply the (expunge) or (manipulation) to all targets damaged.
Archetypes Specializing in Mana
Arcanopulser [CS]
Arcanopulsers are Elementalists who specialize in mana blasts.
Corteggiare
Corteggiare are Bards who are particularly good at blending magic into their music.
Spellvampire
Spellvampires are Shifters who can steal the magic and powers of their foes.
Wild Magic
Wild Magic Generator
Wild Magic Table
d100 | Result |
---|---|
1 | The caster becomes blind, but gains 60 feet blindsight that can only be used to see creatures that can store spell points, as well as any magical effects, terrain or items. This lasts for 1 hour. |
2 | The caster’s target (if any) can always sense the location of the caster for 1 hour per caster level. |
3 | The caster gains knowledge of one talent of their choice from any sphere they qualify for for 1 round. |
4 | A flux of magic enhances all effects. An area of potent magic is created in a 20-foot radius around the caster, which remains for 24 hours. Any effects cast within this radius are treated as if any variable components rolled their maximum possible number. |
5 | Mana becomes as clear as light. You detect magic constantly as the base Divination sphere ability for 1 hour per caster level, and any attempt to identify magic items or effects with a Spellcraft check are treated as if you rolled a natural 20 on the check. |
6 | Until the end of the caster’s next turn, all spell point costs the caster must pay are waived. |
7 | Magic becomes obvious. Any creature being targeted by a magical effect within close range of the caster automatically knows the type of effect and the source of the effect. This lasts for 1 minute per caster level. |
8 | Antimagic bleeds from the world’s leylines. Each round there is a 25% chance that a random adjacent tile to the caster (roll a 1d8 to determine the tile, with 1 being north and rotating clockwise) is splashed with liquid antimagic, removing 1 spell point from any creature that walks into it (or applying a -1 penalty to a random mental ability score if they do not have spell points), but granting them a +2 bonus to all saving throws they attempt against magic for 24 hours. This effect lasts for 1 round per caster level. |
9 | Roll again on the Universal wild magic table. |
10 | Your manabonds fuse incredibly easily. You may create a manabond as a free action to any creature within close range until the end of your next turn. Unwilling creatures get a Will save to resist this. |
11 | Effect receives a -4 penalty to caster level (minimum 1). |
12 | Roll twice and choose the result. Ignore any results that require rerolls. If both rolls are ignored, there is no effect. |
13 | The effect’s spell point cost is reduced to 0. |
14 | Power becomes absolute. All penalties or bonuses to caster levels, magic skill bonuses and magic skill defenses are negated in a close range radius around you. This lasts for 1 round per caster level. |
15 | In a medium range, the weather immediately shifts 1d4 severity levels higher for Precipitation, but the clouds instead rain bright blue globs of mana. If the severity level is at least 4, each round the caster is exposed to the skies, they have a 5% chance of being struck by electrical mana, dealing 1d6 electric damage per caster level, but granting them 1 spell point per 2 caster levels. This lasts until the caster is struck once, or for 1 hour. |
16 | The effect is modified by a metamagic feat of the caster’s choosing, though they spend 1 additional spell point in the effect in addition to the extra cost of the metamagic feat. The caster may only select metamagic feats they do not possess. |
17 | The caster’s target is stunned for 1 round. Fortitude negates. |
18 | The casting time increases by 2 steps. |
19 | The caster is fatigued. If they were already fatigued, they are exhausted. |
20 | Until the end of the caster’s next turn, all spell point costs the caster must pay are waived. |
21 | The next spell cast within close range of the caster automatically targets the caster, regardless of its maximum range or intended target. This lasts for 1 hour, or until a spell is redirected to the caster. |
22 | Roll again on the Universal wild magic table. |
23 | The caster becomes blind, but gains 60 feet blindsight that can only be used to see creatures that can store spell points, as well as any magical effects, terrain or items. This lasts for 1 hour. |
24 | Mana bleeds from the world’s leylines. Each round, there is a 25% chance that a random adjacent tile to the caster (roll a 1d8 to determine the tile, with a 1 being north and rotating clockwise) is splashed with liquid mana, granting any creature that walks into it 1 spell point, but bestowing a -2 penalty to all saving throws they attempt against magic for 24 hours. This effect lasts for 1 round per caster level. |
25 | Suffer a -2 penalty to your caster level for 1 day, or until another creature grants a spell point to you, whether temporary or not. |
26 | Your mana imprints to the floor. A permanent sigil spreading around a 15-foot radius around you is engraved into the floor. Any casters utilizing sphere effects on top of this sigil gain a +2 bonus to their caster level. |
27 | The effect is fully paid by tomorrow’s energy. The sphere effect costs no spell points to cast, but the next time the spellcaster gains spell points, they subtract the amount of spell points they would have spent. |
28 | You strain your body, using your vitality by mistake. Instead of paying the spell point cost for this sphere effect, you instead take 1 Constitution drain for each spell point you would have spent (minimum 1). |
29 | Your magic takes a life of its own - and it does not appreciate your use. The spell effect gains life, as the Bestow Magic Life advanced talent (see the Enhancement sphere) and is not cast normally, instead remaining for a number of rounds equal to your caster level. It begins with an attitude initially hostile against you, and will utilize its powers to inhibit the caster for as long as it lives (including using its ability to cast sphere effects on the caster, or to grant spell points to enemies). As long as this creature lives, you cannot make use of the Mana sphere. |
30 | You confuse yourself, temporarily forgetting how to use your magic. You suffer from the Mark Of Incompetency talent, using your level as its caster level. Randomly determine the drawbacks you gain. |
31 | Mana bleeds from the world’s leylines. Each round, there is a 25% chance that a random adjacent tile to the caster (roll a 1d8 to determine the tile, with a 1 being north and rotating clockwise) is splashed with liquid mana, granting any creature that walks into it 1 spell point, but bestowing a -2 penalty to all saving throws they attempt against magic for 24 hours. This effect lasts for 1 round per caster level. |
32 | The caster’s body becomes transparent for 24 hours, granting them a +5 bonus on Stealth checks as long as they do not wear any clothing and do not hold or carry any items (including backpacks). |
33 | You gain spell resistance equal to 5 + your caster level for 1 hour. You may not lower this spell resistance. |
34 | For 1 minute, all magic items within long range of the caster shed light as a torch. |
35 | The casting time increases by 1 step. |
36 | Antimagic bleeds from the world’s leylines. Each round there is a 25% chance that a random adjacent tile to the caster (roll a 1d8 to determine the tile, with 1 being north and rotating clockwise) is splashed with liquid antimagic, removing 1 spell point from any creature that walks into it (or applying a -1 penalty to a random mental ability score if they do not have spell points), but granting them a +2 bonus to all saving throws they attempt against magic for 24 hours. This effect lasts for 1 round per caster level. |
37 | For 1 minute, all magic items within long range of the caster shed light as a torch. |
38 | All spellcasters within medium range immediately shed light as a torch, and special orbs revolve around them exposing the exact spheres they know, or magical schools they know spells of. |
39 | The caster drains a single spell point from any other creature that has spell points within close range. Creatures may attempt a Fortitude save to negate this effect. Drained spell points are removed from the drained creature, and granted to the caster as temporary spell points that remain for 1 round per caster level. |
40 | A zone of antimagic is created, stretching out in a 10-foot radius from the square the caster is in. The zone nullifies the spell that triggered it, and remains for 1 day per caster level. |
41 | The caster emits light as a torch for 1 hour. |
42 | An explosion of mana invigorates everyone. You and all allies within medium range gain 3 temporary spell points that last for 1 hour. Spells cast with these temporary spell points gain a +4 to their caster level to the effect. |
43 | The caster becomes truly enlightened. They lose half of their maximum spell points, but increases their caster level by 4, and they gain knowledge of one additional talent in each base sphere they possess. This lasts for 1 hour. |
44 | The caster suffers 2 ability drain to their casting ability modifier, even if they would normally be immune to ability drain. |
45 | You gain immunity to magic, becoming immune to all spells or spell-like abilities that allow spell resistance, but your caster level is reduced to 1. This lasts for 1 round per caster level. |
46 | Magic abandons their host. All spellcasters within close range are no longer able to utilize their spellcasting, and for each spellcaster, a random other creature within range gains all of their spellcasting capabilities. This only includes spell points, base caster levels and magic skill bonuses and defense, and not class features. This effect remains for 2 rounds, where the spellcasting capabilities return to their host (not including any spent spell points). |
47 | The next sphere effect the caster utilizes, they may add a bonus to that sphere effect up to their caster level. The next two sphere effects they cast that costs a spell point has their caster level reduced by the amount the caster chose to increase their first cast by. |
48 | The effect becomes ultrapowered. Increase the caster level of the effect by 10, but increase the spell point cost by 5. If the caster does not have enough spell points to cast the effect, they are exhausted, but the spell effect is still cast. |
49 | You gain immunity to magic, becoming immune to all spells or spell-like abilities that allow spell resistance, but your caster level is reduced to 1. This lasts for 1 round per caster level. |
50 | You gain 60 feet scent, but can smell magic instead, allowing you to spend a standard action identifying a single creature or object to learn information about magical effects on that creature or object, as the base Divination ability. The use of magic doubles the range of your scent, and dead magic zones reduce it by half. This lasts for 24 hours. |
51 | The casting time increases by 1 step. |
52 | Any manabonds the caster has active immediately become physical, as if casted with the Hardened Bond talent. This remains until the manabond otherwise expires normally. |
53 | For 1 hour, all attempts to utilize a sphere effect within medium range causes a swirling, rainbow colored orb to float around the caster. |
54 | Your magic blasts away foreign energies. In addition to its normal effects, you may make a free Counterspell attempt (as if you possessed the Counterspell feat) against any effects of your choice that your target has active upon them, and may exclude any effects you know of from this attempt. |
55 | The caster loses access to this sphere for 1d6 rounds. |
56 | You channel yourself too much into your magic; you become a creature of magic, gaining spell immunity to all spheres except the Mana sphere, but creatures can target you with antimagic effects. If you enter an antimagic field, are targeted by an antimagic effect (such as Counterspell), or otherwise enter a zone of dead magic, you must succeed at a Fortitude save each round or be slain. This lasts for 1 minute. |
57 | An errant manabond is created. You create a Funnel manabond between yourself and an enemy within close range, if any. That creature is considered the creator of this manabond, and may drain your spell points if they continue to concentrate on it. Use your caster level for the caster level of this manabond. |
58 | A magical sigil engraves on the ground, filling an area with a 30-foot radius centered on the caster. Any beneficial magical effect cast on a target within this sigil is also cloned and cast upon every other creature standing on the sigil. The sigil remains for 24 hours. |
59 | The caster gains knowledge of one talent of their choice from any sphere they qualify for for 1 round. |
60 | Effect receives a -4 penalty to caster level (minimum 1). |
61 | The caster learns an eldritch secret about mana. They gain knowledge of a Mana sphere talent they qualify for for 24 hours. |
62 | The spell point cost of the effect increases by 1d4. If the caster does not have enough spell points, they are instead dazed until the end of their next turn. |
63 | All creatures you have a manabond with are electrocuted by a sudden wave of mana. Deal 1d4 untyped damage for every odd level you have to yourself and any creature you have a manabond with. |
64 | A hostile sigil engraves into the ground, filling an area with a 30-foot radius centered on the caster. Any expenditure of spell points within this area causes the creature spending spell points to suffer 1d8 nonlethal damage for each spell point spent. This damage increases by 1 die at 3rd caster level and every 3 levels thereafter. The sigil remains for 24 hours. |
65 | Any temporary spell points that any creature possesses within close range suddenly burst in a chaotic puff of energy, dealing 1d8 untyped damage per temporary spell point lost to the creatures that had them. |
66 | You lose your sense of targeting. For 1 round per caster level, every time you utilize a targeted sphere effect, you must randomly decide the target between any creatures within valid range. |
67 | (Combat) Caster is stunned for 1 round. |
68 | If the effect has a duration longer than instantaneous, it instead only remains for 1 round, but the caster level of the effect is increased by 10. If it is instantaneous, reroll this result. |
69 | All manabonds in close range are immediately subject to a dispel attempt with a result of 11 + the caster’s caster level. |
70 | The caster learns an eldritch secret about mana. They gain knowledge of a Mana sphere talent they qualify for for 24 hours. |
71 | A catastrophic reaction occurs. All creatures within medium range must succeed at a Fortitude save or lose spell points equal to their Hit Dice. The caster loses all of their spell points on a failed save. |
72 | The effect’s spell point cost is reduced to 0. |
73 | The ultimate catastrophic decay of internal magic occurs. For each base sphere the caster knows, they must roll a wild magic event on the respective sphere’s table, in addition to rolling once on the Universal wild magic table. |
74 | The caster’s target is stunned for 1 round. Fortitude negates. |
75 | The caster gains a +2 inherent bonus to their casting ability modifier for 1 minute. |
76 | The caster’s mana separates from the caster, forming a perfect transparent blue version of themselves that moves with them but is displaced 1 foot to the left. This remains for 24 hours. |
77 | Roll twice and choose the result. Ignore any results that require rerolls. If both rolls are ignored, there is no effect. |
78 | The effect fails, but the action is not lost. Spell points or spell slots spent are lost. |
79 | Magical energies flow away from you easily. The next beneficial spell that is cast upon you is instead granted to a random enemy within close range. The caster is not aware of this effect, and the benefiting creature may choose to not activate this ability if the effect does not satisfy them, instead waiting for a different one to apply it to. This lasts for 1 hour. |
80 | You gain spell resistance equal to 5 + your caster level for 1 hour. You may not lower this spell resistance. |
81 | 1d6 random simple weapons suddenly materialize at the caster’s feet, though such weapons are made of pure mana and are worthless. They remain permanently. |
82 | The casting time increases by 2 steps. |
83 | The effect fails, the action is lost, and spell points or spell slots spent are lost. |
84 | The caster is exhausted. If they were already exhausted, they fall asleep. |
85 | For 1 hour, all penalties to the caster’s caster level are instead treated as untyped bonuses. |
86 | Roll again on the Universal wild magic table. |
87 | If the effect is instantaneous, the caster level is reduced to 1, but the effect applies again at the start of the target’s turn for a number of rounds equal to the caster’s casting ability modifier. If the effect is not instantaneous, reroll this result. |
88 | Wild energies infuse your magic. For 1 round per caster level, none of your effects may be negated by counterspells, antimagic fields or similar sources of antimagic. |
89 | For 1 hour, every time you spend a spell point, you suffer untyped damage equal to the caster level of the effect for each spell point spent. |
90 | The caster’s hair is recolored to a vibrant blue color permanently. This can be dispelled normally. |
91 | Your magic infuses itself into your target. If you were casting a sphere effect on an ally or willing creature, you reduce their spell resistance by an amount equal to your casting ability modifier (or apply a penalty all saving throws they attempt against magic effects by the same amount). If you were casting on an enemy, you instead increase their spell resistance (or grant them a bonus on such effects). This lasts for 2 rounds. |
92 | The caster gains a +2 inherent bonus to their casting ability modifier for 1 minute. |
93 | The caster emits light as a torch for 1 hour. |
94 | Your magic evaporates, with it leaving a leaking hole of mana within you. The spell fails and all spell points are lost, and you lose 1 spell point at the start of each turn until you spend a full-round action restabilizing your magic by spending 1 spell point. |
95 | For 1 minute, each time the caster attempts to utilize a magic talent that is not in the Mana sphere, they are targeted by the base Spellburn talent. Use the caster’s caster level and magic skill bonus to determine the effects of this talent. |
96 | All creatures within close range of the caster, including the caster, display obvious signs of how many spell points they have remaining, as detailed under the Unstable Storage general drawback. |
97 | The caster suffers from the Vulnerable Caster drawback for 1 day, gaining no benefits for it. |
98 | Magic becomes a beacon. All spellcasters that utilize a magic effect within medium range suffer a -1 penalty to their armor class for each magic effect they cast for the duration of this effect, and the penalty stacks with itself. This lasts for 1 minute per caster level. |
99 | For 1 hour, all penalties to the caster’s caster level are instead treated as untyped bonuses. |
100 | The caster suffers 1d6 ability damage to their casting ability, even if they would normally be immune to ability damage. |
U: Part of Ultimate Spheres of Power and does not need to be bought separately from that book