Mind
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Ultimate Spheres of Power
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You gain the ability to alter the minds of others, causing them to act as you see fit. All (charm) and (cloud) effects are enchantment (compulsion) mind-affecting abilities.

Note: Some Mind sphere abilities allow the caster to make a request of the target creature and have different effects depending on the particular request made. While the final decision on what request falls into what category is up to the GM, the examples in Table: Example Requests are a shorthand for players and GMs hoping to quickly determine what an enchanted creature might or might not be asked to do.

Table: Example Requests
Creature Very Simple Request Basic Request Would not normally do Against the creature’s nature
Paladin Provide healing to an injured person Protect the innocent from danger, hunt a monster in the area Ignore minor criminal activity, hide a creature of dubious guilt Attack teammates, slaughter the innocent, renounce her religion, desecrate a temple
Evil-aligned professional thief Steal a simple, unattended object, visit a tavern Share non-compromising information, teach someone thieving skills Donate a few coins to charity, reveal secret plans, stab their co-conspirators in the back Give up their most valuable magic items, reveal their greatest secrets, turn themselves in for their crimes
Bear Grab fish from a stream Calm down and not attack an unassuming target Ignore a humanoid sitting in its den Ignore the kidnapping of its cubs
Orc bandit Mug a weak, unguarded target Join a raid on a town, or the hunting of a monster Help run a farm, ignore a rich-looking target, fight a target where survival is uncertain Fight a target where survival is unlikely, join a raid against its own people
Ancient dragon Eat an annoying humanoid Eat an unassuming humanoid Give up a valuable item Give up its hoard
Middle-aged farmer Eat lunch Give a kind stranger a meal and a hayloft to sleep in House and feed a squadron of questionable men, help a team of adventurers as a cook and porter on their quests House wanted criminals, allow the kidnapping of his family, take up arms and become a soldier

Charm

You may place charms on creatures. Charms require a standard action to use, have a range of close, and are subject to spell resistance. You may only use charms on targets that possess your own creature type (humanoid for humanoids, etc.) although the Expanded Charm talent changes this. Each charm has three strengths; lesser, greater, and powerful. Lesser charms are at-will abilities, but you may not target an individual creature more than once in a day with any individual lesser charm. Greater charms cost a spell point to use and powerful charms cost 2 points to use. You must possess the Powerful Charm talent before you may use any powerful charms.

When you gain the Mind sphere, you gain the following charm:

Suggestion

You may plant thoughts into a target’s mind.

Lesser Charm: You may plant a suggestion in a target’s mind, which they obey as if the thought had been their own (Will negates). The suggested course of activity must be limited to a sentence or two and must be a very simple request. The creature performs the suggested action until it finishes, or for 1 hour per caster level, whichever comes first. If you choose, you can instead specify conditions the creature should look for, (i.e., “you should search the next person who enters this room, looking for weapons.”) If the condition is not met before this duration expires, the activity is not performed.

Greater Charm: This works as the lesser charm, but may be up to a basic request. Very simple requests cause the save to be made with a -2 penalty. The target cannot be asked to do anything it would not normally do.

Powerful Charm: This works as the lesser charm, but the creature obeys any course of action given, so long as the suggestion is not obviously fatal or against the target’s nature. Basic requests cause the save to be made with a -2 penalty, while very simple requests cause the save to be made with a -4 penalty.


Mind Talent Types

Some mind talents are designated (charm) talents. These talents grant you additional charms you may place on targets.

Cloud

Talents marked with the (cloud) tag allow the caster to spend a standard action to create clouds of mental energy that emanate from an area, object, or creature within close range. When applying a cloud to an unwilling creature or an attended object they are allowed a Will save to resist, and both placing a cloud and the effects of a cloud are subject to spell resistance. A creature is immune to cloud effects placed upon itself or its worn and carried equipment.

An imbued area may either be 10 feet in radius + an extra 5 feet per caster level, or a 10-foot wide area that extends for a length of 10 feet + 10 feet per caster level (such as would be appropriate to fill a 10-foot wide hallway). An imbued item may be no larger than 5 cubic feet per caster level in size. A creature may be up to the caster’s size + 1 size category for every 5 caster levels. It is possible to imbue a portion of an item or creature (a single head of a massive, two-headed dragon or a single segment of a lengthy carpet with blood smeared over it, for instance) but hiding a portion of an item or creature will not prevent the whole of it from being noticed. Unless otherwise specified, a cloud’s radius extends from an item or creature as if the creature was the center of an imbued area measured as a radius.

As with charms, most clouds have three strengths; lesser, greater, and powerful. Spell point expenditures remain the same for the three strengths, and you may only affect a creature with a cloud if you could also affect it with a charm. Similarly, the Powerful Charm talent is required to use the powerful versions of clouds and you may only imbue the same item, creature, or area with a lesser cloud once per day. With the exception of Mass Charm, (cloud) talents are affected by talents that affect charms.

Cognition

Some talents are marked (cognition). These talents grant you additional mental powers, increasing your ability to analyze and think. All (cognition) talents are personal range, benefiting only the person that uses them.


Mind Talents

Charming Strike [strike]

You may deliver charms via a melee touch attack. As a standard action, you may make a single weapon attack in conjunction with using a charm. 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, it is also affected by the charm. If using a scatter weapon, the charm only applies to a single target, chosen at the time of attack.

Expanded Charm

Your charms may affect creatures of any creature type, instead of just your own. This does not allow you to affect creatures immune to mind-affecting effects with your charms.

Instill Charm [instill]

As a standard action you may touch a small container of liquid and instill a charm inside it, which functions as a potion or oil. You may create an instilled liquid of a greater or powerful charm, but must spend a spell point to create a lesser charm. Lesser charms created in this way are not limited to only being usable once per target.

An instilled liquid remains potent until you rest to regain spell points. If you have equipment on hand (such as an alchemy lab), the cost of bottles and water is considered negligible. You may target food but not an already-magical item, such as a potion. All spell points must be spent and all variables of the sphere effect must be chosen at the time the instilled liquid is created. You cannot instill multiple effects in a single liquid, nor create multiple instilled liquids with a single action.

Mass Charm [mass]

When using a charm, you may spend an additional spell point to charm an additional 1 creature per 2 caster levels (minimum 1) at the same time. Each target must be within range and must be affected by the same charm. Once created, each charm is considered a separate sphere effect.

Mental Backdoor [Apoc]

Source: Spheres Apocrypha: Debilitating Talents 2

If a target would fail their saving throw against one of your charms, you may spend a spell point to force them to immediately attempt a second Will saving throw. If they fail this second saving throw, a mental weakness is created with the creatures mind, allowing you to bypass the creature’s will easier.

For 1 minute per caster level, the creature takes a -2 penalty on Will saving throws made against your charms. This penalty increases by 1 for every 10 caster levels you possess.

Powerful Charm

You may spend 2 spell points to use the powerful charm and powerful cloud version of any charm or cloud you possess.

Psychic Vengeance [Alienist HB]

When you succeed at a Will save against a mind-affecting effect, you may spend 1 spell point as an immediate action to target the source of that effect with a charm that you can create. You must pay the spell point cost of the charm as normal.

Ranged Mind [range]

Increase the range you may charm targets by 1 step (close to medium, medium to long). You may select this talent multiple times. The effects stack.

Subtlety

If a target succeeds on their save against one of your charms, they must immediately attempt a second Will save. If they fail this second save, they do not realize they were the subject of an attempted mental assault.


Charm Talents

Amnesia (charm)

You may reach into a subject’s memory and remove information and awareness of people, places, things, or events.

Lesser Charm: The target loses any recollection of what happened in the last round, back to the beginning of your previous round’s actions (Will negates). A reminder of the events, such as witnessing a similar action taken by one of the involved creatures or distinctive items being used in the same fashion or someone spending a free action to inform the person about the event, allows the target to attempt a new Will save to recall the forgotten moment, or the target may have their memory restored through the Life sphere’s Break Enchantment talent, the break enchantment spell, any effect that removes the confused condition, or the use of the Inception talent’s lesser, greater, or powerful charms being used to specifically make the target remember what was forgotten.

Greater Charm: The target loses all awareness of the immediate past (Will negates). This affects all memories from up to 1 minute per caster level. Alternatively, a target may lose all memory of just a single person, location, item, or event, such as the identity of someone they talked to, or a robbery they participated in. No matter what in their memory is targeted, no more than 1 minute per caster level can be altered or removed from the target’s memory. A target’s memory may be restored through the Life sphere’s Break Enchantment talent, the break enchantment spell, or through the Inception talent’s greater or powerful charms being used to specifically make the target remember what was forgotten.

Powerful Charm: The target loses all memory of events that transpired in the recent past (Will negates). This may erase memories going back 1 day per caster level. The caster may erase all or part of the subject’s memory of this time. A target’s memory may only be restored through the Life sphere’s Break Enchantment effect if the caster also possesses the Restore Senses talent, or through the miracle or wish spells. The target’s memory may also be replenished through the Inception talent’s powerful charm being used to specifically make the target remember what was forgotten.

Calm (charm)

You may suppress emotions in hostile creatures or provide ease to excitement and confidence. You may deny raging creatures their battles or joyous creatures their revelry.

Lesser Charm: The target loses the benefit of any spell or effect with the emotion descriptor, as well as any morale bonus from magical or extraordinary effects (Will negates). This includes a paladin’s auras, the good hope spell, the effects of an eliciter’s emotions, bardic music, or a barbarian’s rage. The effects are suppressed, but not dispelled. This effect lasts a number of rounds equal to your caster level. Any aggressive action toward or damage dealt to a creature under the effect of this ability automatically ends the effect.

Greater Charm: In addition to the effects of the lesser charm, this charm removes any desire to fight or engage in revelrous behavior. No violent actions or destructive actions may be taken by the creature, but the target may still defend itself normally. In addition, effects related to emotion that grant effects beyond simple bonuses (such as a bard’s fascinate ability or certain eliciter emotions) cannot be initiated (Will negates).

Powerful Charm: In addition to the effects of the greater charm, the target of this ability simply loses any desire to act. The target is overwhelmed with soothing peace and calm and as such may take no actions, but the target may still defend itself normally (Will negates).

Candor (charm)

You compel words of honesty in your subject, bringing truth to their voice.

Lesser Charm: The target is compelled to speak only what they believe to be true. This does not compel them to speak, but it does prevent any words they do say from being intentionally dishonest (Will negates). A target may not realize they are magically compelled to speak the truth if the caster has the Subtlety talent, but even if unaware they may receive a Reflex save to stop themselves from talking when they attempt to tell a lie and realize that their words are changing. This lasts for a number of rounds equal to your caster level.

Greater Charm: This functions as the lesser charm, but the duration of the Candor is increased to a number of hours equal to your caster level (Will negates).

Powerful Charm: The target is compelled to answer a single question directly put to it. A successful save allows the target to ignore any similar questions asked with this talent for a number of minutes equal to its Wisdom score. (Ultimately the definition of “similar” is up to the GM, but generally the question “Who stole the queen’s jewels?” is considered similar to “Did you steal the queen’s jewels?” but is not considered similar to “What were you doing on the night the jewels were stolen?” because the focus shifts from identifying a culprit to stating an activity.)

Cerebral Strike (charm)

You unleash a storm of psychic energy that invades the mind of your subject.

Lesser Charm: The force of your mind directly attacks the psyche of your enemy. The target takes 1d8 points of nonlethal damage per 2 caster levels (minimum 1d8, Will negates).

Greater Charm: The mental damage you deal is lasting and no longer superficial. In addition to dealing 1d8 points of nonlethal damage per 2 caster levels (minimum 1d8), you also deal 1d4 points of ability damage to the target’s Intelligence, Wisdom, or Charisma (your choice) + an additional 1 point of ability damage per 6 caster levels. Against a successful Will save, you instead deal half of the nonlethal damage you would have dealt and no ability damage. (For example, a 10th level caster would deal 5d8 points of nonlethal damage + 1d4+1 points of ability score damage to either Intelligence, Wisdom, or Charisma, but against a successful save would only deal half of 5d8 nonlethal damage.) Ability damage dealt this way cannot decrease an ability score below 1.

Powerful Charm: The force of your mental assault causes a physiological backlash in the target, along with self-inflicted wounds. You deal 1d8 points of nonlethal damage per 2 caster levels (no save) and 1d8 + 1 per 6 caster levels of ability damage to your choice of the target’s Intelligence, Wisdom, or Charisma (Will halves).

Command (charm)

You may directly control another creature’s body.

Lesser Charm: You may force the target to perform one move, swift, or free action of your choice on its next turn (Will negates). This could include yelling loudly, falling to the ground, dropping its weapon, or moving in a generalized direction (away, toward, left, right, etc.). For the purpose of this talent, standing still is a free action. The target cannot use its other actions on that turn to undo the effect of this lesser charm (pick up a dropped weapon, move back to its old square, stand up if it fell down, etc.).

Greater Charm: You take control of the target for as long as you concentrate, to a maximum of 1 round per caster level. (Will negates). The target is allowed a new saving throw as a free action each round at the end of its turn to throw off this control. Other than verbal actions, the target cannot perform an action of its own choice on its turn. While under your control, the target mentally fights you, and so can only be made to perform a single move action or standard action each round.

The creature can move up to its speed and attack in the same round as a charge action. While you may command a target to use an item or perform magic, this does not grant you knowledge of the target’s magical abilities or inventory. While you can command a creature to stand still and take no action, you cannot command a creature to become helpless or give up its Dexterity bonus to AC.

Powerful Charm: This is the same as the greater charm, except the target is not limited to a single standard action or move action each round.

Confusion (charm)

You may unravel a creature’s mind and make them behave erratically.

Lesser Charm: The target becomes confused for 1 round (Will negates).

Greater Charm: The target becomes confused for 1 minute per caster level (Will negates).

Powerful Charm: This is the same as the Confusion greater charm, except in addition to being confused, the target also suffers a -2 penalty to their caster level and a -4 penalty to all their mental ability scores.

Courage (charm)

You inspire the target to great action.

Lesser Charm: The target may choose one attack roll, saving throw, ability check, or skill check it makes within the next minute. The target gains a morale bonus equal to 2 + 1 per 5 caster levels on that roll. If no roll is selected before 1 minute passes, this effect ends.

Greater Charm: The target gains a morale bonus equal to 1 + 1 per 5 caster levels to all attack rolls, saving throws, ability checks, and skill checks for 1 minute per caster level.

Powerful Charm: This is the same as the greater charm, except the target also becomes immune to fear and gains temporary hit points equal to your caster level.

Disrupt Focus (charm)

You can make it harder for a target to concentrate on using their magic.

Lesser Charm: Your target must succeed at a concentration check with a DC equal to 10 + your casting ability modifier + half your caster level for any spell, talent, or similar effect that might otherwise be subject to a concentration check under adverse conditions (Will negates). You must concentrate to maintain this effect, up to a maximum number of rounds equal to half your caster level (minimum 1) or until the target fails a concentration check, whichever comes first.

Greater Charm: As the lesser charm, though you no longer need to concentrate to maintain the effect, the duration is equal to your caster level (or until the target fails a concentration check, whichever comes first), and the concentration DC equals 10 + your casting ability modifier + your caster level.

Powerful Charm: As the greater charm, though the effect persists even if the target fails a concentration check, lasting for up to a maximum duration of a number of rounds equal to your caster level.

Enthrall (charm)

You cause a creature to regard you as its friend. If you or your allies are attacking or threatening the creature, they gain a +5 bonus to their saving throw against this charm. A DC 25 Sense Motive check reveals the target of this charm has been enchanted. This is an enchantment (charm) effect instead of an enchantment (compulsion) effect.

Lesser Charm: You increase the target’s disposition toward you by 1 step to a maximum of friendly for 1 minute per caster level (Will negates).

Greater Charm: You increase the target’s disposition toward you to friendly for 1 minute per caster level (Will negates). You may make requests of the target, but asking it to do anything it would not normally do requires an opposed Charisma check, and it never obeys requests that are obviously fatal or against its nature, although the target may be convinced dangerous things are worth doing.

Powerful Charm: This functions as the greater charm, except the duration increases to 1 hour per caster level.

Esteem (charm)

You imbue a target with an increased sense of self-worth, capacity for persuasion, and force of personality (Will negates).

Lesser Charm: You grant a competence bonus to a single Intelligence, Wisdom, or Charisma-based skill check of the target’s choice equal to 1/2 your caster level (minimum 1) that is performed within 1 hour + 1 hour per 5 caster levels. The target counts as enchanted while under the effects of this charm, and a DC 25 Sense Motive check will determine that the target is not wholly acting as themselves.

Greater Charm: This acts the same as the lesser charm, but the bonus to the check now equals your caster level. As a drawback to this charm, this DC of the Sense Motive check to detect the charm on the target is reduced to 15. This level of the charm may only be used once per day on a target.

Powerful Charm: As the greater charm, but the check may be performed within 1 day + 1 day per 5 caster levels. This level of the charm may only be used once per week on a target.

Fascinate (charm) [Apoc]

Source: Spheres Apocrypha: Debilitating Talents 2

You distract the target from the world around them.

Lesser Charm: The target suffers a -2 penalty to Perception checks for 1 round per caster level. This penalty increases by 1 per 5 caster levels you possess (Will negates).

Greater Charm: The target is fascinated for 1 round per caster level (Will negates). The fascinated creature does not immediately break from this condition if they see an obvious threat, but instead receives a new saving throw against this effect. If the creature is damaged while fascinated, the creature immediately breaks free from this effect.

Powerful Charm: This is the same as the greater charm, except that the target is instead fascinated for 1 minute per caster level (Will negates). Additionally, whenever the fascinated creature would receive a new saving throw due to hostile actions or threats directed towards them, the saving throw is made at a -4 penalty. If the creature would be damaged while fascinated, the creature instead receives a new saving throw against this effect.

Fear (charm)

You may warp a target’s mind with fear.

Lesser Charm: You cause the target to become shaken for 1 round per caster level (Will negates).

Greater Charm: You cause a target to become frightened for 1 round per caster level (Will negates). On a successful save, they are still shaken for 1 round per caster level.

Powerful Charm: This is the same as the greater charm, except the target becomes panicked instead of frightened. On a successful save, they are still shaken for 1 round per caster level.

Flabbergast (charm) [LotS]

You bombard the target with shocking revelations and displays which leave them reeling.

Lesser Charm: The target gains the uncertain condition for 1 minute per caster level (Will negates).

Greater Charm: The target gains the shocked condition for 1 minute per caster level (Will negates). On a successful saving throw, they gain the uncertain condition for 1 minute.

Powerful Charm: This functions as the greater charm, except the target gains the dumbfounded condition for 10 minutes per caster level on a failed saving throw.

Gestures (charm)

You mentally pull and tug at the target’s muscles and the aspects of its mind that relate to motor functions.

Lesser Charm: You influence the physical gestures made by a target and the actions of the target’s limbs and extremities (Will negates). You may impose a failure chance on any other magic user whose magic requires a somatic component equal to 10% + an additional 5% for every 5 caster levels (this effect stacks with similar failure chances, such as the arcane spell failure chance that accompanies armor).

In addition, you may impose a circumstance penalty to any of the target’s skill checks that would ordinarily be subject to an armor check penalty equal to 2 + 1 per every 5 caster levels. This effect lasts for a number of minutes equal to your caster level.

Greater Charm: In addition to the effects of the lesser charm, you may enforce quick, shambling actions on the target or interruptions of actions the target is taking. You may force the target to pick up or drop an object in a space within its reach, although the target may only be forced to drop things that are held (as opposed to worn or bound in some way). As a standard action that does not provoke attacks of opportunity, you may make a flat-footed target fall prone, or otherwise make a ranged trip attempt against a target that uses your caster level in place of your base attack bonus and your casting ability modifier in place of your Strength modifier. If the target is flat-footed you may cause a check that would be affected by an armor check penalty to automatically fail. Finally, you may also prevent the usage of any magical ability that requires gestures or somatic components.

Powerful Charm: In addition to the effects of the lesser and greater charms, you gain nearly full control over the quick gestures and movements of the target. If your target threatens a square where another creature provokes an attack of opportunity, you may force the target to take an attack of opportunity against that target if they have any attacks of opportunity remaining (this counts as one of your attacks of opportunity).

You may force the target to move up to half of its move speed in any direction that you wish. You may also use the target to provide the somatic components for your own magical effects, and even make the target the origin point of those effects so long as only somatic components are required. (Casters with the Utterances talent may include verbal components with no extra save required). You may also allow this magic to work in either direction, allowing a willing target to control you or vice versa (for example, a friendly rogue might pick a lock that only you can reach using your hands, or you might use your own painting skills to paint a picture through a friendly paladin’s hands to impress a dignitary).

Hostility (charm)

You cause the target to enter a blinding rage.

Lesser Charm: You compel the target to attack the nearest creature on it next turn (Will negates). The target moves until this creature is within range and makes at least one attack with a weapon, natural attack, or unarmed strike. If no such creature can be reached, the target instead deals damage to itself equal to 1d8 + its Strength modifier with whatever it has in hand.

Greater Charm: The target enters a rage for 1 round per caster level (Will negates if unwilling). The target gains a +2 morale bonus to Strength and Constitution, a +1 bonus to Will saves, and a -2 penalty to AC. In addition, the target cannot use any spells, nor any skills or class features based off of Intelligence, Wisdom, or Charisma. This counts as a barbarian’s rage, except the target is not fatigued at the end.

Powerful Charm: Same as the greater charm, but you may grant one of the following packages to the target as well:

  • Heroic Rage: The target’s bonus to Strength and Constitution increases to +4, and their bonus to Will saves increases to +2. The target may still use spells, as well as class features and skills based off of Intelligence, Wisdom, or Charisma.
  • Brutal Rage: The target is compelled to hostility and each round attacks the nearest target to itself, be it friend or foe. If the creature cannot attack something during its turn, it deals 1d8 + its Strength modifier damage to itself with whatever it has in hand.

Incense (charm) [LotS]

You stoke the target’s anger into a raging inferno.

Lesser Charm: The target gains either the angry or livid condition towards a target of your choice for 1 round per caster level (Will negates).

Greater Charm: This functions as the lesser charm, except that you may make the target enraged for the duration rather than angry or livid. On a successful saving throw, the target still becomes angry for 1 round.

Powerful Charm: This functions as the greater charm, except that you may make the target frenzied for the duration. In addition, you may change the target of the target’s frenzy as a standard action.

Inception (charm)

You add trivia, knowledge, and memories to a person’s mind, whether or not this information is grounded in fact.

Lesser Charm: You may “create a rumor” in a target’s mind, suggesting information that a target “heard somewhere” or “read once” but that they have not actually encountered (Will negates). As part of the casting, you may attempt a magic skill check or Bluff check opposed by the target’s Sense Motive check (using modifiers as listed for the Bluff skill) to see how firmly the target adheres to this new information; as with a Bluff check, they may not believe this rumor even if they believe that they heard it or read it somewhere.

Evidence that conflicts with the implanted memory allows a new Will save to realize that the information is faulty, though failure on a new Will save does not mean that the target is compelled to believe the old information (instead believing that they had learned some faulty information). In addition, the Life sphere’s Break Enchantment talent, the break enchantment spell, any effect that removes the confused condition, or the Amnesia talent’s lesser, greater, or powerful charms may be used to either remove false implanted information, or to make the target realize that the information is faulty.

Greater Charm: As the lesser charm, but the target’s new memory can relate to things within their own experience or of their own devisement (such as details about friends’ lives or current news discussed at a tavern the night before). The new memories will take precedence over the old if they contradict, but the old memories will still remain (for example, a guard may have the memory of a different combination for a combination lock, password for a door, or route through a maze, but nothing stops them from recalling the true information when the implanted memories prove false.)

Encountering evidence that contradicts the new memory allows a new Will save to realize that the new memories are false. In addition, the Life sphere’s Break Enchantment talent, the break enchantment spell, or the Amnesia talent’s greater or powerful charms may be used to either remove false implanted information, or to make the target realize that the information is faulty.

Powerful Charm: As the greater charm, though you may now craft entirely new memories of events that the target has personally witnessed (Will negates). These memories are indistinguishable from actual memories, and appear to fit the flow of the continuity of their memories, but do not otherwise remove or alter the previous memories. A contradictory memory offers a +4 bonus to both the Will save to resist the charm and the Sense Motive check to resist believing the new memory. Similarly, memories of creatures doing something that they would not normally do or doing things against their nature give a further +2 or +4 bonus to these checks, respectively.

A target’s false memories may only be removed or proven false through the Life sphere’s Break Enchantment effect if the caster also possesses the Restore Senses talent, or through the miracle or wish spells. The target’s memory may also be replenished through the Amnesia talent’s powerful charm being used to specifically make the target realize what memories are faulty.

Inspiration (charm)

You inspire competence in the target.

Lesser Charm: As an immediate action, you may add a +2 competence bonus to a skill check or attack roll the target has just made. This can change a failure into a success. You must choose to use this charm after the roll has been made, but before the results are revealed.

Greater Charm: This is the same as the lesser charm, except it adds +2d4 to the attack roll or skill check instead of +2.

Powerful Charm: This is the same as the greater charm, except it adds +2d4 + 1 per 2 caster levels (minimum 1) to the roll instead of only +2d4.

Mind Shield (charm)

You may establish a ward on the mind of another, one capable of providing protection from mental assault.

Lesser Charm: You create a metaphysical bubble of protective insight over the mind of a willing creature. This bestows a morale bonus equal to 1 + 1/2 your caster level to mind-altering effects for a number of rounds equal to your caster level. This mind shield is nullified as soon as the target attempts a single Will save vs. such an effect, whether or not the save was successful. This does not suppress or remove existing magical effects on creatures, it merely protects them from further mental attacks. This charm may be used multiple times per day on targets.

Greater Charm: You establish a notional cloud of ablative thought over the mind of a willing creature. This blur of ideological presence bestows a morale bonus to Will saves vs. mind-affecting effects equal to your caster level for a number of rounds equal to your caster level. This mind shield is halved in effectiveness with each Will save made vs. such an effect, whether or not the save was successful. This does not suppress or remove existing magical effects on creatures, it merely protects them from further mental attacks.

Powerful Charm: You impart an adamant shield of conceptual certainty upon the mind of a willing creature. This creature gains immunity to any mind-altering spell or effect that would require a Will save for a number of rounds equal to your caster level. This immunity can be overcome with a magic skill check against your MSD. Even if this immunity is bypassed, the target receives a bonus to saves against such effects equal to your caster level.

Mind Spy (charm)

You can send a piece of your mind into your target to see the world through their eyes (save negates). The target gets a new Will save every time you use this ability, although consecutive rounds do not give additional saves. While this link to your target remains, you can choose to use this ability at any time before the link expires, or have its activation linked to a specific event that your target may experience. If a target fails their saving throw against this ability, they do not realize it is being used on them.

Lesser Charm: While the link remains active, you can use the target’s senses for 1 round per caster level and see and hear what they can. The rounds need not be consecutive. The link remains active for up to 1 hour per caster level from the time the target is first affected. Abilities that block or suppress possession or remove enchantments (such as the protection from evil spell or the Break Enchantment talent) will similarly block, suppress, or remove the effect of this charm on your target.

Greater Charm: As the lesser charm, but you can use their senses for 1 minute per caster level, and the link lasts for 1 day per caster level.

Powerful Charm: As the greater charm, but you can use their senses for 1 hour per caster level, and the link lasts for 1 week per caster level.

Paralyze (charm)

You freeze the target in place.

Lesser Charm: The target is dazed for 1 round (Will negates).

Greater Charm: The target is stunned for 1 round per caster level (Will negates). The target is allowed a new Will save each round to end this effect early. This is a full-round action that does not provoke an attack of opportunity.

Powerful Charm: This is the same as the Paralyze greater charm, except the target is paralyzed instead of stunned.

Project Thoughts (charm)

You can communicate directly into the mind of another.

Lesser Charm: You may project a telepathic message to a target consisting of no more than 25 words. If you and the target do not possess a shared language, this form of communication is impossible. Unlike other lesser charms, there is no limit to the number of times you may use this on a target in a day.

Greater Charm: Your projected telepathic message does not have a word limit, although communication is carried out in real time and you must concentrate for as long as you communicate. You can communicate with the target even without a shared language.

Powerful Charm: This functions the same as the greater charm, except the target may also respond to you with their own projected telepathic messages, allowing for two-way communication. However, the target is under no obligation to respond in any way and can simply remain silent if they so choose.

Read Mind (charm)

You can pull information from a target’s mind.

Lesser Charm: You may detect a creature’s emotional state (Will negates if unwilling). Unlike other lesser charms, there is no limit to the number of times you may use this lesser charm on a target in a day.

Greater Charm: You may read the surface thoughts of a creature (Will negates if unwilling) for as long as you concentrate.

Powerful Charm: You may pull a specific piece of information out of a creature’s mind (Will negates). This is usually enough information to answer a single, specific question to the best of that creature’s knowledge, in no more than 25 words. A creature who successfully saves against this powerful charm may choose to provide no answer to your question or attempt to lie with their Bluff skill. If you use this powerful charm twice on the same creature to ask the same question, the same answer (correct, no answer or lie) is given again.

Recommend (charm) [Jester's HB]

You point out obvious things the target did wrong, hoping they’ll do better next time.

Lesser Charm: For 1 round per caster level, whenever the target fails an attack roll, skill check, saving throw, or ability check, at the start of the target’s next turn, the target gains a +1 morale bonus on their first roll with that type of check for 1 round.

Greater Charm: This functions as the lesser charm, except the duration increases to 1 minute per caster level and the bonus increases to +1 + 1 per 4 caster levels.

Powerful Charm: This functions as the greater charm, except the duration increases to 1 hour per caster level.

What is “Failure”: For the purposes of this talent, a failure occurs when an action or roll that carried real risk does not succeed; most checks made in combat can fail, but a target of this sphere effect cannot perform simple skill checks in hopes of failing before attempting a more important check. The GM is the final arbiter of which checks are capable of failure.

Some examples include an attack roll missing a target or provoking an attack of opportunity when using the Acrobatics skill to move through an enemy’s threatened area, etc.

Sleep (charm)

You put the target to sleep.

Lesser Charm: You make the target lethargic, making it staggered for 1d4 rounds (Will negates).

Greater Charm: You put the target to sleep for 1 minute per caster level (Will negates). Targets who take damage automatically wake up, and other creatures may wake a sleeping creature as a standard action (an application of the aid another action).

Powerful Charm: The target is placed into a deeper slumber. Whenever the sleeping target takes damage or another creature attempts to wake it as a standard action, the target does not automatically awaken, but instead attempts a new Will save to wake up with a +4 bonus.

Utterances (charm)

You tamper with a mind’s language center, and the muscles controlling speech to impede or alter the flow of words. Will save negates.

Lesser Charm: You can tug on the strings of conversation, altering the sounds of words, inserting or negating vocalizations as you see fit. You may impose a failure chance on any other magic user whose magic requires a verbal component equal to 10% + an additional 5% for every 5 caster levels (this effect stacks with similar failure chances, such as the 20% chance that accompanies the deafened condition). In addition, you may impose a circumstance bonus or penalty to the target’s Bluff, Diplomacy, Intimidate, or Perform checks equal to 2 + 1 per every 5 caster levels. This effect lasts for a number of minutes equal to your caster level.

Greater Charm: In addition to the effects of the lesser charm, you may wrest full control from a target’s speech by stopping them from speaking entirely or choosing words for them to say. This can prevent a target from using magic that requires verbal components or other vocalizations, and can force a target that remains within range to only say what you want them to say. A target not specifically under the mental command to remain silent will be able to say whatever it wishes if it leaves the range of the effect. If you attempt to make a target say something that would be against the target’s nature (such as a young lover renouncing affection for his or her betrothed, or a dragon agreeing to a verbal contract to part with some of its treasure), it gains another Will save to resist the effect.

Powerful Charm: Your control over the speech of the target is fluid and nearly flawless. In addition to the effects of the lesser and greater charms, you may make the target speak so eloquently that you may roll a Bluff, Diplomacy, Intimidate, or Perform check through them using your own ranks instead of its own, provided that the check in question is vocal in nature. You may also make use of the target’s ranks in these skills yourself, borrowing the talent or, if you wish, allowing the target to directly speak through you. You may also use magic that requires verbal components (but no other components) through the target, as if the magic originated from the target’s space. Casters with the Gestures talent may include somatic components with no extra save required.

Vision (charm)

You may make someone see things that are not there.

Lesser Charm: You may alter a creature’s perception of a single creature, object, sound, or effect for 1 round per caster level (Will negates). You may alter 1 sense (sight, sound, touch/pain, taste, smell); for example, you could make a thief appear to be an alley cat, make a scratch appear as a gaping knife wound, or make the sound of footsteps seem like the wind. You cannot use this to replicate speech or sights and sounds you have never encountered before, nor to make something invisible. If used to cover up pain (such as hiding the target taking damage) the target gains a +4 bonus to their Will save. If the target interacts with the object of their altered perception, they are allowed an additional save every round they continue to do so.

Greater Charm: This functions as the lesser charm, except you may affect all 5 senses in relation to the chosen creature, object, sound, or effect.

Powerful Charm: This functions as the greater charm, except you may change the target’s perception of everything around them. This grants the target a new saving throw each round they interact with any part of the altered surroundings.

Wrack (charm) [Alienist HB]

You flood your target with disturbing sensations

Lesser Charm: You cause the target to become sickened for 1 round per caster level (Will negates).

Greater Charm: You cause a target to become nauseated for 1 round per caster level (Will negates). On a successful save, they are still sickened for 1 round per caster level.

Powerful Charm: This is the same as the greater charm, except the target becomes stunned for 1 round in addition to being nauseated. On a successful save, they are still sickened for 1 round per caster level.


Cloud Talents

Dispersion (cloud)

You imbue a creature or object with a field of refracting cognitive energy that makes it difficult to focus on what or where the field masks.

Lesser Cloud: The creature or object becomes difficult to locate intentionally and almost impossible to stumble across accidentally. Perception checks made to recognize a creature or locate such an object or person have their DCs increased by 1 + 1 for every 2 caster levels, and any creature with this ability placed upon them may immediately attempt to hide even if observed or without cover or concealment. Loud noises, sudden actions, or other typically noticeable events allow creatures near such an effect to attempt a Perception check (still modified by the lesser cloud’s boost to DCs) to notice the creature. This effect lasts for a number of hours equal to your caster level. If the creature makes an attack against another creature, the effect automatically ends.

Greater Cloud: In addition to the effects of the lesser cloud, a magic skill check may be rolled at the time of casting, prompting a Will save from anyone in the cloud’s line of sight. If the check result is higher than any given observer’s Will save, then when the target is successfully hidden from direct observation the observer will forget about their active presence in the environment. If the observer is reminded about the target by being told of its presence or directly observing it, the observer gains another Will save to recall the target and the target’s significance to the current situation. (Successfully hiding again may, however, cause the observer to forget the target again.)

Powerful Cloud: In addition to the effects of the lesser and greater cloud, the warded area, object, or creature becomes supernaturally difficult to observe. Even if a creature is aware of the target, they must succeed at a Will save every round to actively engage with the target, such as through conversation, attacking, searching, or medical treatment. Skill checks that are carried out over the course of minutes, hours, or days (or similar unit of time) instead of rounds impose a Will save for every unit of time involved instead of every round due to the increased intentional focus of the people performing such tasks (up to the duration of the Dispersion effect).

Lure (cloud)

You may cause a location or object to radiate a cloud that invites or repels either creatures of a given type (such as monstrous humanoids or outsiders with the fire subtype), a specific kind of creature (such as blue dragons or red-furred hobgoblins), or creatures of a specific alignment (such as lawful neutral creatures).

If the effect is used to invite creatures, they feel elated and pleased to be in the area of the effect, or desire to touch or possess the affected item. They have an overpowering desire to stay in the area or remain in contact with the item. If the effect is used to repel creatures, they feel an urge to leave the area or avoid the object in question. The creatures will actively shun the area and not willingly return to it while the talent’s effect is active.

If a save to resist the invitation effect is successful, the creature is unaffected, but they must reattempt the save after 1d6 x 10 minutes if they are still within range and the effect is still continuing.

Lesser Cloud: The lure effect can invite or repel creatures of up to 1/2 your caster level in Hit Dice (Will negates). The effect applies to any creature who comes within close range of the effect. The effect lasts for a number of minutes equal to your caster level.

Greater Cloud: As the lesser cloud, except it can affect creatures of up to your caster level in Hit Dice, applies to any creature who comes within medium range of the effect, and lasts for a number of hours equal to your caster level.

Powerful Cloud: As the lesser cloud, except the lure effects creatures of up to twice your caster level in Hit Dice, applies to any creature who comes within long range of the effect, and lasts for a number of days equal to your caster level. Casters with the Ranged Mind talent may extend the range to extreme range (1,000 feet + 100 feet per level). Casters with both the Ranged Mind talent and the Zeitgeist advanced talent may make the lure’s effect cover either 1 mile/caster level, or communities of up to 10,000 or smaller.

Misdirect (cloud)

You imbue an area to persuade travelers to wander elsewhere.

Lesser Cloud: A creature entering the cloud must succeed on a Will save. Failure causes them to, potentially, change directions. Roll a d8 as if throwing a splash weapon that missed its target square; on a 1, the creature continues moving in its intended direction. On a 2 through 8, count around the target creature’s adjacent squares in a clockwise direction to determine the direction it walks in. It finishes moving after the intended distance has been traversed, or after it moves into an obstruction (such as a wall). If it was moving faster than its typical movement speed (such as by running) the creature takes 1d4 nonlethal damage. This cloud lasts for one minute per caster level.

Greater Cloud: As the lesser cloud, but you determine the new direction of travel when imbuing the area with the cloud and may select a number of familiar creatures equal to your casting ability modifier to be immune to the cloud’s effects.

Powerful Cloud: As the greater cloud, but you may alter the direction of every target moving through the cloud as a free action as long as you remain within close range of the cloud.

Suppress (cloud) [EO3]

You imbue an area, creature or object with a field of disruptive cognitive energy, making it difficult to communicate or convey expression and meaning. This cloud lasts for one minute per caster level. Additionally, whenever a creature benefiting from a sphere effect granting them additional languages or insights into language would enter the cloud, you may attempt a magic skill check against the effect’s magic skill defense. If you succeed, the effect is dispelled; if you fail, the effect is not affected and cannot be dispelled by the same cloud for 24 hours. If you possess the Mass Charm talent, you may choose to have the cloud ignore any amount of creatures you designate, which can be changed as a free action.

Lesser Cloud: Creatures within the cloud suffer a -2 penalty to all Charisma-based skills checks, in addition to a +2 circumstance bonus to saving throws against language-dependant effects. These bonuses and penalties increase by 1 per 3 caster levels.

Greater Cloud: As the lesser cloud, except that they lose all languages that they possess that require verbal speech (this excludes telepathy or non-verbal languages) for as long as they remain within the cloud. These creatures can still shout and act out simple concepts, but the capabilities of speech are lost to them.

Powerful Cloud: As the greater cloud, except that they lose all ability to communicate in all forms, including non-verbal languages and telepathy, for as long as they remain within the cloud. This also means that these creatures cannot act out simple concepts or emote in any way, except for volume.


Cognition Talents

Arcane Calculation (Cognition) [Apoc]

When you use Perception to intentionally search for stimuli (typically a move action), you may measure a single aspect of whatever you perceive. You may calculate this aspect with perfect accuracy depending on how your Perception check compares to the DC to perceive it, requiring higher results to estimate from vague or incomplete information (see the table below).

Alternately, you may focus on a target you wish to attack as a standard action. This allows you to roll twice on the first attack roll you make against them within the next minute and take the better result. If you focus again before making such an attack, you lose the benefits of any previous focus attempts.
Perception Check ≥ Examples
DC Number of seen objects, weight of a held object
DC + 1 Speed of something seen, exact time based on the sun’s position
DC + 5 Number of people from their footsteps, distance from a singing bird
DC + 10 Distance from smelled food, number of soldiers milling in an army

Intuit Knowledge (Cognition) [Apoc]

You may spend a spell point as a full-round action to gain temporary understanding of a subject. This allows you to use half your caster level in place of your ranks in one Knowledge or Profession skill, chosen when you use this ability. This effect grants you the ability to use the skill as if you were trained, and lasts for 1 hour per caster level. Multiple applications of this effect do not stack, the latest effect replaces the previous one.

Mental Archive (Cognition) [Apoc]

You construct a magical mental system to perfectly memorize information. By concentrating as long it requires to perceive something (such as the duration of a speech or while reading a book), you can archive it. Once a memory is archived you can concentrate to remember it. This can allow you to notice new details by attempting Perception checks. This does not allow you to use senses or similar abilities that you did not use or possess at the time of memorization (such as a Divination sphere effect, or blindsight).

You can archive a number of memories equal to your casting ability modifier + 1 per 2 caster levels. A single memory can be up to one book (roughly 400 pages or 100,000 words), one hour of sound, or one minute of full sensory experience. Larger works can be archived by using multiple memories. You may memorize the content of magical texts and similar information, but cannot use their magical properties from memory (such as casting from scrolls, scribing spells, or preparing spells from a spellbook). You may unarchive memories as a free action, losing your ability to perfectly recall them. You may permanently archive a memory by spending a spell point; over the next 24 hours, you engrave it perfectly into your memory. You cannot replenish the spent spell point until the 24 hours are complete. At the end of this time, the memory no longer counts against your archived memories.

Tracking Memories: Mental Archive allows characters to store and replace memories, which can require keeping track of. It is recommended that players keep a clear list of what they have temporarily and permanently memorized.

Parallel Cognition (Cognition) [Apoc]

As a standard action you can divide your mental attention to gain two sets of actions each turn, one physical and one mental.

Your physical actions are limited to a simple, repetitive task (such as following a road, loading a cart, or digging a hole) or a task that exactly follows detailed instructions (such as playing from sheet music or cooking from a recipe). You cannot effectively engage in combat: you lose your Dexterity bonus to armor class and automatically miss against targets with an AC greater than 10. Your mental actions can be any purely mental actions, such as using magic without verbal or somatic components, attempting Perception, Knowledge, Sense Motive, or similar skill checks. As a standard mental action you can change what task your physical body is assigned to or end this effect.

Polyglot (Cognition) [Apoc]

As a standard action you may gain a rough understanding of a target’s language. You can grasp basic concepts (such as ‘danger,’ ‘help,’ or ‘wait’) but not complex details. This also allows you to communicate in the same language as long as you continue concentrating, though with the same limitation to basic concepts. The effects of this last for as long as you concentrate.

By spending a spell point, you may understand and communicate in a target’s language without any limitations and maintain the effect without concentration for 1 hour per caster level. The effects of this talent apply to all mediums of communication (such as spoken, signed, or written) but you only understand the mediums you observe (so you cannot write a language you have only heard, or speak a language you have only read).

Rapid Processing (Cognition) [Apoc]

You can analyze information with a glance. As a swift or move action you can read up to 500 words or analyze a complex work of art, value an item with Appraise, get a hunch or sense enchantment with Sense Motive, search for tracks with Survival, or intentionally search with Perception.

By spending a spell point as a swift action you can make passive analysis effortless for 1 hour per caster level. You no longer need to spend an action for any of the following: reading up to 1000 words, analyzing complex art, rolling Appraise to value an item after handling or touching it, rolling Sense Motive to sense enchantment when an enchanted creature passes within close range (this check should be made in secret by the GM), and rolling Sense Motive to make a hunch after one round speaking to them. In addition, you may more rapidly perform tasks that require continual analysis, allowing you to follow tracks at any speed without penalty or perform research in half the usual time.

At a GM’s discretion, other similar skill checks and uses can benefit from this talent.

Terrifying Mind (Cognition) [SA:BG]

Source: Spheres Apocrypha: Banshee's Gasp

Whenever you succeed a saving throw against a mind-affecting effect, you may spend 1 spell point as a free action that can be taken outside of your turn to terrify the source of that effect, provided you can identify and see the effect’s source.

This causes the creature to be shaken for 1 round per caster level. A successful Will save negates this effect. At 10th caster level, the creature is instead frightened for 1 round per caster level, and on a successful save the creature is still shaken for one round per caster level. This is a mind-affecting fear effect.

Additionally, you may spend 1 spell point as a standard action to ready your mind, and grant yourself a +2 morale bonus to all saving throws made against mind-affecting effects for the next 24 hours. This bonus is doubled against fear effects. This bonus increases by +1 at 8th caster level and every 8 levels thereafter.


Advanced Mind Talents

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

Catatonia [Catgirl HB]

You wrap the weary kittens in a soft and warm blanket so they might drift off to sleep.

Prerequisites: Mind sphere (Powerful Charm, Sleep (charm)), caster level 10th.

Whenever you use the Sleep (charm) powerful charm, you may spend an additional spell point. If you do, the duration of this (charm) effect becomes permanent. Whenever the sleeping target would receive a new Will saving throw to wake up, they roll twice on their saving throw, taking the worse result. A target put to sleep this way does not receive a +4 on their saving throw to wake up.

If your permanent Mind sphere caster level is 15th or higher, a creature who fails their saving throw against a Sleep (charm) powerful charm modified with this advanced talent may only receive a single new Will saving throw to wake up every 24 hours (such as through an attempt to rouse or from taking damage).

Deadly Vision (charm)

Prerequisites: Mind sphere (Vision (charm)), caster level 10th.

As a greater charm, you may spend 2 spell points to give the target a vision of the most fearsome creature imaginable, pulling its subconscious fears into a shape before its eyes. Only the target can see this vision, although you may see the vague shape of the creature the target is seeing. The target first gets a Will save to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject must succeed on a Fortitude save or die from fear. This is a fear effect.

Discern Alien Cognition [Alienist HB]

Prerequisite: Mind sphere.

You may spend 1 spell point to have a Mind sphere effect you create ignore any immunity to fear, sleep, paralysis, and mind-affecting effects that a creature possesses as a result of a racial ability or subtype. This does not allow you to affect creatures whose creature type is immune to mind-affecting effects (for example, a character with this talent could charm a sinspawn or a chernobue qlippoth, but not an iron golem or an id ooze).

Epiphany (Cognition) [Apoc]

Prerequisites: Mind sphere (Intuit Knowledge (cognition)), caster level 5th.

When you attempt an ability or skill check to gain information (such as a Knowledge check, Profession checks to answer questions, or Diplomacy checks to gather information) you may spend a spell point to bend your entire mind to the task. The GM then determines the success or failure of the roll secretly. If the check is successful, for each five caster levels you possess you learn an additional detail or piece of related information (such as additional rumors about a city or the casting tradition of a magical effect you have identified).

On a failed check you still learn the information a basic success would have revealed. However, the GM may then remove a single detail from the information gained or reveal a piece of false information alongside true information (such as revealing a real ability of a monster and a fake vulnerability during a monster lore check, or telling a player all the rules of etiquette for a situation except for one).

Flawless Precision (Cognition) [Apoc]

Prerequisites: Mind sphere (Arcane Calculation (cognition), Rapid Processing (cognition)), caster level 10th.

By spending 2 spell points as a standard action you may enter a heightened state of mind. In this state you can analyze and measure all aspects of your surroundings effortlessly, allowing you to use the benefits of Rapid Processing as if you had spent a spell point on it. Further, once per round as a free action you may use Arcane Calculation as if you had used Perception to intentionally search for stimuli. Finally, you gain a pool of rerolls equal to your casting ability modifier; you may spend a reroll once per failed attack roll, ability check, skill check, or saving throw to reroll it, always keeping the second result. The effect of this talent last for 1 minute per caster level.

Greater Communication

Prerequisites: Mind sphere (Project Thoughts (charm)), caster level 10th.

So long as you are personally familiar with the subject, you may spend an additional spell point to use your Project Thoughts charm across any distance, even across planes (although there is a 5% chance a cross-planar sending simply does not arrive). Recipients are allowed to respond in kind, but the target must voluntarily receive and send the messages; the target may simply decide to block you out, in which case the conversation immediately ends.

You no longer require line of sight or line of effect when using the Project Thoughts charm when you are personally familiar with the target.

Insanity

Prerequisites: Mind sphere (Confusion (charm)), caster level 10th.

When applying a Confusion charm to a target, you may spend an additional spell point to change this charm into an instantaneous effect. The charm has no duration and cannot be dispelled. This cannot be removed except through the Make Whole advanced Life talent or through a similar effect such as a greater restoration spell.

Memetic Link

Prerequisites: Mind sphere (Enthrall (charm), Mass Charm [mass], Powerful Charm, Project Thoughts (charm)), caster level 10th.

When you place a powerful Enthrall charm on a target, you may spend an extra spell point at the time of casting to create a memetic link between you and the target. This link allows the target, if they have access to the Mind sphere, enchantment spells, or similar mind-affecting effects, to treat both itself and you as the caster of any such mind-affecting effects that they produce. All calculations involving caster level, saving throw DCs, magic skill checks, and other similar concerns related to the actual casting still use the target’s own casting ability, but you are treated as the caster for the purposes of the results. (For example: If your target uses the Read Mind charm on another target, you would both gain the information gleaned from the secondary target’s mind.) If your target possesses Memetic Link as well, he or she may cede control of an Enthrall charm he or she casts to you as well, creating a potential chain of enthralled targets, though such a chain may only go as long as your casting ability modifier (not counting yourself).

Mind Control

Prerequisites: Mind sphere (Enthrall (charm), Powerful Charm, Project Thoughts (charm)), caster level 10th.

When you place a powerful Enthrall charm on a target, you may spend an additional spell point to increase the duration to 1 day per caster level. In addition, the target obeys all commands you give it, except for obviously suicidal ones. Commands that are against the target’s nature grant it a new saving throw with a +2 bonus to throw off the entire effect.

You may communicate your requests telepathically to the target (if you do not have a shared language, you can only communicate basic commands such as ‘go’, ‘fight’, ‘stand still’, etc.). This can be done over any distance once established, but not across planes.

By concentrating fully on the effect (a standard action), you can receive full sensory input as interpreted by the mind of the subject, and if you possess the Read Mind talent and Greater Communication advanced talent, it can communicate with you. You cannot actually see through the subject’s eyes, but it still gives you a general idea of what’s going on.

If you do not spend at least 1 round concentrating on the creature each day, the subject receives a new saving throw to throw off your control.

Psychic Backlash [Alienist HB]

Prerequisites: Mind sphere (Psychic Vengeance).

When you use Psychic Vengeance in response to a charm effect, you may use the charm talent that was targeting you as part of Psychic Vengeance even if you do not possess the talent yourself.

Recondite Stimuli

Prerequisites: Mind sphere, caster level 1st.

You can reach the minds of creatures thought, by some, to be untouchable by the mental arts. When you gain this talent, you may choose plants and oozes, or one creature type from the following list: constructs, vermin, or undead.

Once selected, you may affect creatures of that creature type with your charms and other mind-affecting effects, bypassing any type-based immunity to mind-affecting effects these creatures may have, and treating mindless creatures as having an Intelligence score of 1 for the purposes of Mind sphere talents.

Special: This talent may be selected more than once. Each time, a different creature type must be selected.

Zeitgeist (cloud)

Prerequisites: Mind sphere (Mass Charm [mass], Project Thoughts (charm)), caster level 10th.

You may spend an additional 1, 2, or 3 spell points and take 10 minutes to affect large communities of 200 or smaller, 2,000 or smaller, or 5,000 or smaller (respectively) with a single lesser or greater version of a charm. Every individual within this community of 3 or fewer Hit Dice is automatically affected by this charm, while everyone with 4 or more Hit Dice receives a Will save as normal with a +4 bonus. This effect lasts for a number of hours equal to your caster level.

Note: GMs using the Zeitgeist talent to create an enthralled thorpe or all-too-sleepy little village are encouraged to not roll the Will saves until player characters arrive “on screen”, and to recall that many, many NPC citizens will have fewer than 3 Hit Dice and not be permitted a save. Waiting for the PCs to arrive will save prep time and cut down on NPC note mismanagement, even if you do realize that a plot-crucial NPC was actually unaffected and should have been active elsewhere from time to time.


Mind Sphere Feats

Backdoor Control (Dual Sphere)

Prerequisites: Enhancement sphere (Bestow Intelligence (enhance)), Mind sphere (Expanded Charm).

Benefit: Whenever you use a charm against a creature or object you successfully used Bestow Intelligence on, requests you make that would normally be against their nature are instead treated as things they would not normally do. This increased control extends to creatures you create through advanced magic, such as Bestow Life, Duplicate, or Give Magic Life.

Deceptive Advisor

Prerequisite: Mind sphere.

Benefit: When you attempt to influence the attitude of an individual with the Diplomacy skill or deceive an individual with the Bluff skill, your very words are laced with deceptive, incantatory cadences. As a swift action, you may cause a target within 30 feet of you to attempt a Will save with a DC equal to 10 + 1/2 your Mind sphere caster level + your casting ability modifier. Failure means that your Bluff checks are treated as if your statements are one step more reasonable to the target (for example, an impossible lie that would ordinarily impose a -20 penalty to your Bluff checks would instead be treated as merely far-fetched and would only impose a -10 penalty to your Bluff check).

In addition, failure means that the target is treated as one stage friendlier to you for the purposes of shifting his or her attitude by one step (for instance, changing the attitude of a creature from unfriendly to indifferent normally requires a DC equal to 20 + the creature’s Charisma modifier, but would now only require a DC equal to 15 + the creature’s Charisma modifier). These effects last a number of hours equal to your casting ability modifier, but the normal rules for the frequency with which a creature may be influenced by Bluff or Diplomacy are still in effect. This is a mind-affecting, language-dependent effect.

Doublespeak (Dual Sphere) [DbH]

What might spell doom for one listener brings the greatest of joy to another.

Prerequisites: Fate sphere (Echoing Word [mass]), Mind sphere; or Fate sphere, Mind sphere (Mass Charm [mass]).

Benefit: When you use a charm, cloud, or word, you may spend 1 additional spell point to affect the target, targets, or creatures in the area with a different charm, cloud, or word you may create if they are of a certain alignment (designations may include specifications such as lawful good, any good, or any nongood). Creatures of that alignment are instead affected by a different charm or cloud effect of your choice of the same strength that you may create, or a word you may cast, chosen when you cast the first effect. You must spend spell points for the secondary effect as normal.

Dreamspace (Dual Sphere)

Prerequisites: Mind sphere, Warp sphere.

Benefit: When you sleep, you may choose to project your mind into a quasi-real space, or dreamspace. This dreamspace is a single 10-foot cube in size (increasing by a single 10-foot cube every 4 character levels, their arrangement determined when you level) and you can select the ambient light level, temperature, and cosmetic style when entering the dreamspace or as a standard action. The cosmetic style of your dreamspace is only partially under your control, reflecting your current dreams, state of your mind, and conscious desires.

When you use an action to adjust the style it will always reflect your intended changes, but you do not have fine control over its appearance and your unconscious mind may be reflected in its subtler elements. You can choose to have it appear as a castle, but not a specific castle or place you have seen, and if you are worried it may appear to be under siege or shrouded in shadow.

You interact with the dreamspace using a copy of your body and all you wear, leaving behind your physical body in the real world. You may also choose to bring up to a heavy load of unattended, inanimate objects within touch range into your dreamspace with you, causing them to disappear when you fall asleep, and may choose to bring them back in a similar manner when you wake. Your dreamspace and any items left within it persist even while you are not in it, though they enter stasis until you return.

Because the dreamspace is not a true physical location, you cannot take any actions that would cause you to leave the dreamspace other than waking up, or that would affect your body or the real world. In addition, the dreamspace cannot be entered using normal teleportation or planeshifting effects. At the GM’s discretion, effects allowing travel to normal dreams can enter the dreamspace, and it may count as a dreamscape for certain effects.

Otherwise, actions have their normal effects in the dreamspace. Regardless of how you spend your time in dreamspace, you gain the normal benefits of sleep.

Fool’s Counterspell (Counterspell)

Prerequisites: Illusion sphere or Mind sphere; Counterspell.

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

Hypnotic Darkness (Dual Sphere)

Prerequisites: Dark sphere (Looming Darkness (blot, darkness)), Mind sphere.

Benefit: Those within your darkness are particularly vulnerable to your charms. Your areas of darkness and blot are always treated as if imbued with Looming Darkness when you use the Confusion, Fear, or Sleep charms.

Hypochondriac’s Terror (Dual Sphere) [CrimDan]

When you take over a creature’s bodily functions, you may also blend in your mental manipulation to torture them from the inside out.

Prerequisites: Blood sphere, Mind sphere, caster level 5th.

Benefit: When you successfully establish blood control on a target, you may spend a spell point as a swift action to manipulate their mind, granting them a Will save against your Mind sphere DC. On failure, their body’s response system is under your control for the duration of the blood control. If used alongside Mass Blood Magic, you may affect any amount of creatures with this feat, but must pay the additional spell point per creature you affect.

When the creature fails their Will save against this feat, you select an ailment for the creature to suffer from, chosen from the following:

  • Fight or Flight: The target is shaken until the start of their next turn.
  • Hallucination: If you possess the Visions talent, you may cause the creature to suffer as if they failed a save against the Vision lesser charm, but the effects only persist for one round.
  • Pustule Burst: The target suffers nonlethal damage equal to 1d4 + half your caster level with the Blood sphere.
  • Queasy: The target is sickened until the start of their next turn.
  • Spasm: The target moves 5 feet in any direction you choose. You cannot move the target into a square that is intrinsically dangerous or into an obstacle, and the target may still take a 5-foot step afterwards.
  • Twitches: If you possess the Gestures talent, you may cause the creature to suffer as if they failed a save against the Gestures lesser charm, but the effects only persist for one round.

The target suffers from that ailment at the beginning of each of its turns. You may change the ailment as a free action. Additionally, whenever you successfully use a (still) or (quicken) ability on the target, you may cause them to suffer from an additional ailment for one round.

Implausible Deniability (Dual Sphere)

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

Benefit: You may have your illusions interact with Detect Thoughts and similar abilities as if they had an Intelligence score of up to twice your caster level.

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

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

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

Mental Aura [DbH]

Your very presence can be enough to exert your inhuman will on others.

Prerequisites: Mind sphere (Mass Charm [mass]).

Benefit: You may create an effect known as a mental aura attached to yourself or to other creatures by spending a spell point. A mental aura functions as a cloud attached to a creature (with the normal radius of 10 feet in radius + an extra 5 feet per caster level) except that it becomes inactive if that creature is knocked unconscious and is dispelled if they are killed. Mental auras continue to function if they go beyond the range of their creator. The mental aura has a duration of concentration or 1 minute per caster level if you spend an additional spell point.

Any creature that enters or starts its turn in a mental aura is affected by a single lesser charm that you can create (chosen at the time you create the aura). At your discretion, you may choose to omit allies or enemies from the effects of the mental aura. Creatures are allowed saving throws as normal to negate the effects of these charms. For effects that are dependent upon input or orders by the caster (such as Suggestion or Command), this input is decided when the mental aura is created. A creature that has been affected by a mental aura cannot be affected by the same aura again (or the charm it replicated) for 24 hours. Effects such as Minor Charm Specialist which would increase the number of times a creature may be affected by a charm increase the number of times they may be affected by mental aura as if it were a charm.

The recipient must be within touch range or within close range if you possess the Ranged Mind talent). An unwilling creature can have a mental aura attached to them as a touch attack and they may attempt a Will save to negate the effect initially. A successful save in this context ends the mental aura immediately. An enemy which fails their saving throw to have a mental aura attached to them is considered to have failed the saving throw to avoid being affected if the creator of the mental aura allows them to be affected. Spell resistance can prevent a mental aura from being attached to a creature.

Mental Cloud

Prerequisites: Mind sphere (Mass Charm).

Benefit: You may spend 2 spell points to manifest a (charm) as an actual, literal cloud of mental energy. This cloud has a radius of up to 10 feet + 5 feet per 5 caster levels, centered within your maximum charm range, and lasts for 1 minute per caster level. This cloud does not obscure sight or grant concealment, and the cloud remains for 1 minute per caster level. A moderate wind ( 11+ mph) will disperse it within 4 rounds, while a strong wind (21+ mph) will dissipate it at the start of your next turn. Whenever a legal creature enters this cloud (including allies, enemies, or even yourself) or begins their turn inside it, they become subject to the charm and may attempt a saving throw if allowed and desired. Once a creature has either saved against or become subject to the charm, they cannot be affected again even if they remain with the cloud or leave and return.

Mind Over Matter (Combat)

Prerequisites: Mind sphere, caster level 5th.

Benefit: When you take hit point damage and are not flat-footed against the damage’s source, you may choose to spend spell points as a free action (even when it is not your turn) to delay some or all of the damage, effectively nullifying it for the moment when it occurs. For every spell point spent, you may delay an amount of damage equal to twice your Mind caster level (meaning a level 7 thaumaturge could delay 28 points of damage by spending 2 spell points). The damage is delayed for a number of rounds equal to your casting ability modifier.

In addition, by spending a spell point as a standard action, you may will your metabolic functions to respond differently. You may delay the effect of poison on yourself by altering its frequency by one step (rounds to minutes, minutes to hours, or hours to days, only usable once per poison), you may use your casting ability score instead of Constitution for holding your breath, and you may add your casting ability modifier as a bonus to checks to disguise your health under close observation (such as when feigning death).

This is treated as a supernatural ability. Any delayed damage can be taken at a point prior to the expiration of the delay by dismissing the effect, as if dismissing a spell. Healing received while damage is delayed can preemptively negate the damage before the effect ends if you wish. If an attack’s damage is negated entirely, secondary effects of the damage are also negated if the secondary effect would be negated through damage reduction.

Minor Charm Specialist [Warden]

Prerequisite: Mind sphere.

Benefit: You may target an individual creature with a lesser charm an additional amount of times per day equal to your casting ability modifier (minimum 1). Additionally, if a creature would successfully save against your lesser charms, it does not count towards the maximum amount of times you may target an individual creature in a day.

Never Really There (Dual Sphere) [DbH]

Your escape masks any memory of your presence.

Prerequisites: Mind sphere (Amnesia (charm)), Warp sphere.

Benefit: When you use the Amnesia charm from the Mind sphere, you may extend the casting time by 1 step or spend an additional spell point to teleport yourself as part of the same action. You may teleport other creatures as part of this action but must include yourself among the targets.

Pressure Point Proficiency (Combat)

Prerequisites: Mind sphere, Improved Unarmed Strike.

Benefit: By studying precisely where and how to strike your enemies, you can interrupt the biological processes that contribute to mental stability. If you make a successful unarmed strike against an opponent, it takes a -1 penalty to all Will saves until the end of your next turn. Multiple strikes you make against the same target do not stack, and the penalty to Will saves can apply to mind-affecting effects channeled through the strike.

Pressure Point Pugilist (Combat)

Prerequisites: Mind sphere, Improved Unarmed Strike, Pressure Point Proficiency, character level 5th.

Benefit: The penalty from Pressure Point Proficiency increases to -2 if you successfully hit the target a second time in the same round.

Silver Tongue

Prerequisite: Mind sphere.

Benefit: As an immediate action, you may spend a spell point to reroll a single Bluff, Diplomacy, or Intimidate check with a +2 enhancement bonus. You may make the decision to use this ability after rolling the check, and you must keep the result of the second roll even if it is lower. This bonus increases by +1 per 3 Mind caster levels.

Vampire’s Guile (Dual Sphere) [CrimDan]

Prerequisites: Blood sphere, Mind sphere.

Benefit: Creatures taking bleed damage suffer a -2 penalty to saves against your Mind sphere abilities. Creatures under the effect of one of your non-harmless Mind sphere effects count as being below half their hit points for the purpose of determining saving throw penalties against your Blood sphere abilities.


Archetypes Specializing in Mind

Banshee

Banshees are a type of Soul Weaver who specializes in manipulating the mental states of others.

Beastlord

The Beastlord is a Shifter who can command and control animals, magical beasts, and vermin.

Cerebral Analyst

Cerebral Analysts are Investigators who focus their mental powers inward.

Egregore

The Egregore is a Symbiat who has mastered using the Mind sphere to link and empower their allies.

Fright Wright

The Fright Wright is an Eliciter who uses powerful mind magic to cause debilitating fear in their foes.

Impressor

The Impressor is a Fighter who has learned how to apply the Emotions of an Eliciter to targets (friends or foes) during combat.


Wild Magic

Wild Magic Generator

Wild Magic Table

d100 Result
1 The caster must succeed on a Will save or believe himself to be a chicken for 1 round per caster level. The caster will flee if attacked, but otherwise stands still and pecks at the ground looking for food.
2 The casting time decreases by 1 step.
3 Effect receives a +2 bonus to caster level.
4 The target learns every detail of the caster’s life, including their backstory and their entire stat block. More detailed information requires a DC 10 Wisdom check to sift through the barrage of memories.
5 The next time the caster is targeted by an attack roll, all creatures within close range of the target must make Will saves or be confused for 1 round.
6 The next time the caster is targeted by an attack roll, all hostile creatures within close range of the caster must make Will saves or be confused for 1 round.
7 The next time the caster is targeted by an attack roll, all allied creatures within close range of the caster must make Will saves or be panicked for 1 round.
8 For 1 round, the target’s mind is filled with the voice of its mother or a similar creature, which shouts constant criticism at it, giving it a penalty to all d20 rolls equal to 1/4 caster level.
9 The next time the caster is targeted by an attack roll, all allied creatures within close range of the target must make Will saves or be stunned for 1 round.
10 The target is affected normally but also but gains a gaze attack for 1d6 rounds. Any creature affected by the gaze attack must succeed on a Will save equal to the original effect’s save or be affected by the effect until the target loses the gaze attack.
11 For 1 minute per caster level, the caster takes a -4 penalty on all saves against (emotion) effects and abilities granted by the eliciter’s emotion class feature.
12 (Combat) The caster is stunned for 1 round.
13 The caster makes a single magical skill check against all Mind sphere effects and effects with the charm, compulsion, or emotion descriptors within medium range to dispel them as if using the Counterspell feat. This is resolved before the triggering effect.
14 The caster takes 1d4 points of Constitution damage even if he would normally be immune to ability damage. Creatures without a Constitution score instead take Charisma damage.
15 For 1 minute per caster level, the caster emits an aura out to close range that imposes a -4 penalty on all saves against (emotion) effects and against abilities granted by the eliciter’s emotion class feature.
16 The caster forgets all languages gained from his base race for 1 minute per caster level. This does not prevent supplying verbal spell components.
17 Roll again on the Universal wild magic table.
18 The next time the caster is targeted by an attack roll, all hostile creatures within close range of the caster must make Will saves or be frightened for 1 round.
19 The casting time increases by 1 step.
20 The caster gains knowledge of one talent of his choice from this sphere for 1 round.
21 The caster perceives the surface emotions of all creatures within charm range as the lesser charm option of the Read Thoughts talent for 1 minute per caster level. All creatures may attempt a Will save to prevent their emotions from being detected for the duration of this effect. If the caster ever receives input from a number of creatures greater than his caster level, he is staggered from the overflow of emotion until the number of creatures decreases.
22 The effect fails, but the action is not lost. Spell points or spell slots spent are lost.
23 The caster is forced to cast all spells and sphere abilities defensively for 1 hour.
24 The next time the caster is targeted by an attack roll, all hostile creatures within close range of the target or center of the target area must make Will saves or be dazed for 1 round.
25 All hostile creatures within close range of the caster grow tired and must succeed on Will saves or fall asleep for 1 round as the greater charm option of the Sleep talent. On a successful save they instead staggered for 1 round.
26 The triggering effect fails, but for one minute per caster level the caster believes that it worked flawlessly in spite of any evidence to the contrary.
27 For 1 minute per caster level, the caster emits an aura out to close range that grants a +2 bonus on all saves against (emotion) effects and against abilities granted by the eliciter’s emotion class feature.
28 Roll twice and take both results. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
29 The caster takes untyped nonlethal damage equal to caster level. This damage does not force concentration checks to cast or maintain sphere effects or spells.
30 The target becomes aware of any animal within long range and as a swift action may focus on one such creature, perceiving whatever it is perceiving. This lasts for 1 minute per caster level.
31 Every creature within close range becomes telepathically linked for 1d6 days. This telepathy does not function across planar boundaries.
32 All creatures within close range of the caster must succeed on a Will save or be confused for 1d6 rounds.
33 The next time the caster is targeted by an attack roll, all hostile creatures within close range of the caster must make Will saves or be panicked for 1 round.
34 The next time the caster is targeted by an attack roll, all creatures within close range of the caster must make Will saves or be panicked for 1 round.
35 The next time the caster is targeted by an attack roll, all hostile creatures within close range of the target must make Will saves or be confused for 1 round.
36 The caster is unable to remember his own name for 1 hour per caster level.
37 The next time the caster is targeted by an attack roll, all hostile creatures within close range of the caster must make Will saves or be dazed for 1 round.
38 The caster is unable to recall any proper nouns for 10 minutes per caster level.
39 The caster is exhausted.
40 For 1 round per caster level, any creature within close range of the caster can issue a command, as the lesser charm option of the Command talent, to the caster as a move action. Only the first creature issuing such a command after the caster’s turn is obeyed.
41 The next time the caster is targeted by an attack roll, all allied creatures within close range of the caster must make Will saves or be stunned for 1 round.
42 (Combat) The caster is nauseated for 1 round.
43 The spell point cost of the effect increases by 1. If the caster does not have enough spell points, he is instead staggered until the end of his next turn.
44 As an instantaneous effect, any creature affected by the triggering effect forgets everything that has happened in the last 24 hours. This result may be removed per the Amnesia talent of the Mind sphere.
45 The casting time decreases by 2 steps.
46 The target must succeed on a Will save or become hopelessly infatuated with the next creature it sees. If a romantic attachment is possible with that creature, the target falls in love. The effect is permanent until dispelled.
47 For one hour per caster level, whenever a request is politely made of the caster (as determined by the GM), the caster must attempt to fulfill the request as the lesser charm option of the Suggestion (charm) talent.
48 The caster and the caster’s closest ally within charm range switch minds for 1 round per caster level. Each retains his own mental ability scores, base attack bonus, base saves, and casting ability but uses the physical ability scores of the possessed body. The possessor does not gain access to any supernatural or spell-like abilities possessed by the body.
49 The next time the caster is targeted by an attack roll, all hostile creatures within close range must succeed on a Will save against the lesser charm option of the Sleep talent as if cast by the caster. This result is resolved prior to the attack roll being made.
50 The next time the caster is targeted by an attack roll, all hostile creatures within close range of the caster must make Will saves or be stunned for 1 round.
51 The next time the caster is targeted by an attack roll, all allied creatures within close range of the target or center of the target area must make Will saves or be dazed for 1 round.
52 All creatures within close range of the target or center of the target area grow tired and must make Will saves or fall asleep for 1 round as the greater charm option of the Sleep talent. On a successful save they are instead staggered for 1 round.
53 As an instantaneous effect, the caster forgets everything that has happened since last resting to regain spell points. This result may be removed per the Amnesia talent of the Mind sphere.
54 The casting time increases by 2 steps.
55 All allied creatures within close range of the target grow tired and must succeed on Will saves or fall asleep for 1 round as the greater charm option of the Sleep talent. On a successful save they instead staggered for 1 round.
56 The caster takes a number of points of ability damage to his casting attribute equal to the effect’s caster level/4 (minimum 1) even if he would normally be immune to ability damage.
57 All creatures that the caster encounters in the next hour that are not immune to mind-affecting effects have their dispositions toward the caster lowered by 1 step for 1 day.
58 All creatures that the caster encounters in the next hour that are not immune to mind-affecting effects have their dispositions toward the caster lowered by 2 steps for 1 day.
59 The caster must succeed on a Will save or be confused for 1d6 rounds.
60 All hostile creatures within close range of the target or center of the target area grow tired and must succeed on Will saves or fall asleep for 1 round as the greater charm option of the Sleep talent. On a successful save they are instead staggered for 1 round.
61 For 10 minutes per caster level, the caster becomes paranoid and may not benefit from teamwork feats or flanking bonuses and must attempt saving throws against all spells and sphere abilities that allow them.
62 The next time the caster is targeted by an attack roll, all allied creatures within close range of the target must make Will saves or be confused for 1 round.
63 All allied creatures within close range of the caster grow tired and must succeed on Will saves or fall asleep for 1 round as the greater charm option of the Sleep talent. On a successful save they instead staggered for 1 round.
64 For 1 round per caster level, any creature within close range of the caster can issue a command, as the greater charm option of the Command talent, to the caster as a standard action. Only the first creature issuing such a command after the caster’s turn is obeyed.
65 The next time the caster is targeted by an attack roll, all allied creatures within close range of the caster must make Will saves or be dazed for 1 round.
66 The next time the caster is targeted by an attack roll, he must succeed on a Will save or be affected by the greater charm option of the Sleep talent as if cast by the caster. This result is resolved after the attack is resolved.
67 For 1 minute per caster level, the caster emits an aura out to close range that imposes a -4 penalty on all saves by allied creatures against (emotion) effects and against abilities granted by the eliciter’s emotion class feature.
68 The effect fails and the action is lost. Spell points or spell slots are not lost.
69 The next time the caster is targeted by an attack roll, all creatures within close range of the caster must make Will saves or be confused for 1 round.
70 The next time the caster is targeted by an attack roll, all allied creatures within close range of the caster must make Will saves or be confused for 1 round.
71 The caster must succeed on a Will save or become hopelessly infatuated with the next creature it sees. If a romantic attachment is possible with that creature, the caster falls in love. The effect is permanent until dispelled.
72 The ability functions as normal, but the caster forgets the act of casting, and must spend the next round trying to cast an identical effect (or as close as possible) on the same target(s).
73 The caster loses access to this sphere for 1d6 rounds.
74 The target must succeed on a Will save or believe itself to be a chicken for 1 round per caster level. The target will flee if attacked, but otherwise stands still and pecks at the ground looking for food.
75 The caster perceives all creatures as babies (or nearest equivalent) for 1d6 rounds.
76 The spell point cost of the effect decreases by 1. If the effect did not require any spell points, the caster instead gains 1 temporary spell point that expires at the end of his next turn.
77 The next time the caster is targeted by an attack roll, all allied creatures within close range must succeed on a Will save against the lesser charm option of the Sleep talent as if cast by the caster. This result is resolved after the attack is resolved.
78 All creatures that the caster encounters in the next hour that are not immune to mind-affecting effects gain an antipathy for the caster and unconsciously try to avoid him for 1 day.
79 All creatures within close range of the caster grow tired and must make Will saves or fall asleep for 1 round as the greater charm option of the Sleep talent. On a successful save they are instead staggered for 1 round.
80 The next time the caster is targeted by an attack roll, he is stunned until the start of his next turn.
81 For 1 minute per caster level, the caster emits an aura out to close range that grants a +2 bonus on all saves by hostile creatures against (emotion) effects and against abilities granted by the eliciter’s emotion class feature.
82 The caster is fatigued.
83 Effect receives a -4 penalty to caster level (minimum 1).
84 The next time the caster is targeted by an attack roll, all hostile creatures within close range of the target or center of the target area must make Will saves or be stunned for 1 round.
85 Roll twice and choose the result. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
86 The next time the caster is targeted by an attack roll, all allied creatures within close range of the target must make Will saves or be panicked for 1 round.
87 The caster loses knowledge of any of the talents used in the effect (but not the base sphere) for the length of the effect (minimum 1 round).
88 The spell point cost of the effect increases by 1d4. If the caster does not have enough spell points, he is instead dazed until the end of his next turn.
89 The next time the caster is targeted by an attack roll, all creatures within close range of the target must make Will saves or be panicked for 1 round.
90 (Combat) The caster is dazed for 1 round.
91 The caster broadcasts his thoughts to all creatures within long range for 1 minute per caster level, allowing them to perceive his thoughts as if using the greater charm option of the Read Thoughts talent as a free action.
92 For one hour per caster level, whenever a request is politely made of the caster (as determined by the GM), the caster must attempt to fulfill the request as the greater charm option of the Suggestion talent.
93 The caster makes a single magical skill check against all Mind sphere effects and effects with the charm, compulsion, or emotion descriptors within medium range to dispel them as if using the Counterspell feat. This is resolved after the triggering effect.
94 The target perceives all creatures as babies (or nearest equivalent) for 1d6 rounds.
95 The target is not affected but gains a gaze attack for 1d6 rounds. Any creature affected by the gaze attack is affected by the triggering effect until the target loses the gaze attack. The gaze uses the original effect’s save, if any.
96 The next time the caster is targeted by an attack roll, all hostile creatures within close range of the target must make Will saves or be panicked for 1 round.
97 The effect fails and the action is lost. Spell points or spell slots are lost.
98 The next time the caster is targeted by an attack roll, all creatures within close range must succeed on a Will save against the lesser charm option of the Sleep talent. This result is resolved prior to the attack being resolved.
99 The caster grows tired and must succeed on a Will save or fall asleep for 1 round as the greater charm option of the Sleep talent. On a successful save the caster is staggered for 1 round.
100 All creatures that the caster encounters in the next hour that are not immune to mind-affecting effects have their dispositions toward the caster increased by 1 step for 1 day.

About Dreamscapes

Some of the material on this site will reference dreamscapes, subrealities that exist within the minds of most sentient beings, often whether they are aware that they exist or not. No one knows exactly how or why dreamscapes first came to be, but they seem to exist as interconnected islands of psychic energy separated by an unknown sea of consciousness that has, so far, defied most attempts at classification by scholars of the arcane.

The rules for dreamscapes closely resemble the rules for mindscapes as found in Paizo’s Occult Adventures, though most fall into the category of overt immersive mindscapes. Dreamscapes similarly assume that they are located not on the Astral plane, but rather on the plane of whoever creates them unless physical travel to one’s own dreamscape occurs. These demiplanes may be located through scrying or similar divination effects just as if scrying on the dreamer who causes the dreamscape to exist. For the most part, the material that references dreamscapes will work just as well for the mindscape, but varying outside of the overt immersive category may lead to unexpected results. Dream safely!

One noteworthy variation from the mindscape rules is the inclusion of thought constructs. These metaphysical structures of pure thought and dream are usually purely aesthetic, but some provide noticeable benefits (or potentially detriments) to the one who has them in their dreamscape, and they are sometimes built with the intention of protecting a dreamscape (or people within it) from certain kinds of threats, or to allow the dreamscapes to function in new ways. The small number of examples here may be added to with GM permission, either through player research or as a potential story element. The majority of thought constructs are aesthetic and offer no (or negligible) benefits, such as a cottage, windmill, small castle, tree, or even clouds that provide gentle rains. Thought constructs that provide active bonuses or significant changes impart some mental strain, and as such an individual may only have a number of these notably beneficial thought constructs equal to their highest mental ability score modifier.

Thought constructs are metaphysically tangible, and have some substance that visitors to the dreamscapes can manipulate. Regular attacks or talents won’t hurt them, but for those attacks specifically designed to harm thought constructs or do damage in a dreamscape, treat the “typical” thought construct as having hit points equal to ten times the dreamscape owner’s highest mental ability score modifier. Thought constructs designated as resilient may have up to double this amount, and ones designated as fragile as little as half. A thought construct reduced to half its hit points or less becomes non-functional, and one reduced to zero hit points ceases to exist. The constructs will heal themselves over time, restoring health equal to its owner’s highest mental ability score modifier every day that the creature doesn’t experience extreme confusion, fear, intimidation, or other similarly stressors.

Finally, the knowledge of an individual’s dreamscape is a powerful thing in the wrong hands, but the complexities involved make keeping track of that knowledge baffling to some. Scrying on an individual, with the intent to discover their dreamscape, is the most common way to learn the coordinates of a dreamscape, as opposed to that which one normally determines via scrying. One’s capacity for understanding the metaphysical “space” of a dreamscapes is limited in a manner similar to that of knowing spells (see Spellcrafting). Apart from the location of one’s own dreamscape, which is always intuitively known, the location of other dreamscapes takes up the same mental space as a spell known via Spellcrafting. Learning a dreamscape’s coordinates beyond this limit requires either forgetting a previously known set of coordinates, or copying coordinates into a spellbook as per the Craft Spellbook feat.

(For most purposes, treat this as a spell with only the Mind sphere as a prerequisite. For each point of an individual’s mental ability modifiers above 3, and each time an individual has the Sphere Focus or Spell Focus feats, increase the complexity of the spell by 1 (as if the theoretical spell required an additional talent)).

Example: An incanter with an Intelligence of 20 and a Wisdom of 18, plus the Sphere Focus (Mind) feat would have the coordinates of his dreamscape treated as a spell with a complexity of 5 (Mind sphere + 4 talents), meaning his coordinates would take up 5 pages and require 5 hours to copy.


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

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

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