Old Sphere-Focused Feats

Sphere-focused feats are not tagged, but emphasize the use of one specific Sphere more than any other. Due to the high number of them, they have been sorted into categories here. Note that some feats require multiple spheres to use - in these cases, they've been sorted into the sphere they are most associated with. For using multiple Spheres at once, see the Dual Spheres page.


Alteration

Companion Merger

Prerequisites: Alteration sphere, Mass Alteration, animal companion or familiar.

Benefit: You may merge your body with your adjacent animal companion or familiar. You may target your companion and yourself with a mass shapeshift, paying the normal SP cost. The merged form counts as one creature and retains the physical form of your companion or familiar (physical statistics, natural attacks, supernatural and extraordinary abilities, movement speeds, initiative, etc.) but gains your mental ability scores, casting ability, feats, BAB (if higher), and base saving throws (if higher). You may instead merge the companion or familiar with yourself, gaining the companion or familiar’s natural attacks (limited by the presence of suitable limbs), supernatural and extraordinary abilities, and movement speeds.

The merged body has the current and maximum hit points of either creature at your choice, increasing its current and maximum hit points by those of the other creature for the duration of the effect. You may add traits to the merged form as normal for your shapeshift. If the merged creature is killed, the effect ends and both you and your companion or familiar die. If either you or your companion is suffering the effects of a disease, poison, or ongoing spell effect, the amalgamated body immediately receives a new save at a +4 bonus unless both creatures are under the same effect.

When this effect ends, any hit point damage, ability damage, ability drain, or other such penalty incurred is split evenly between you (round up). If this damage would be sufficient to reduce either of you to death, that creature is instead reduced to 1 hit point above its death threshold and stabilized, and the excess damage is transferred to the other creature. If it would reduce an ability score below 0, or 1 in the case of Constitution, any excess is transferred to the other creature. Any spell effects, poisons, diseases, or other effects that affected the merged creature continue to affect both of you, but durations are halved and any subsequent saves are made at a +4 bonus. If the companion or familiar possesses immunity to an ongoing effect, the effect is suppressed until the merger ends. If the merger ends in a space too small to accommodate your body, you or your companion (your choice) is shunted to the nearest empty space, taking 1d6 damage per 10 ft. of solid material passed through.

Cursed Form

Prerequisites: Alteration sphere, 5th caster level or higher.

Benefit: You may grant your shapeshift effects the [curse] descriptor. They can only be removed by the Life sphere Break Enchantment talent, spells such as break enchantment, limited wish, miracle, remove curse, or wish, or similarly powerful magic or abilities. If you possess the Unnatural Transformation drawback, failing the save granted by the drawback still ends the effect.

Favored Form

Prerequisites: Alteration sphere.

Benefit: Choose one Alteration sphere talent that you possess that grants a form. You may increase the number of traits granted by your shapeshift when granting that form by 1.

Special: You may take this feat more than once; each time it applies to a different Alteration talent.

Shifting Disguise

Prerequisites: Alteration sphere.

Benefit: You may alter the shape, color, and texture of your body to mimic other creatures. As a full-round action, you may reshape your body, but not your clothes, armor, or equipment, to mimic another creature of your size, appearing to be of another race, sex, and build, though you cannot add or remove limbs or disguise major wounds, granting a +10 circumstance bonus on Disguise checks. This change persists until you change form again. The bonus on Disguise checks does not stack with that granted by the shapeshift ability of the Alteration sphere, a hat of disguise, the Realistic LikenessARG feat, or similar sources. You cannot assume the form of a specific individual unless you also possess the Perfect Imitation talent. This is a supernatural polymorph effect.

Special: You may gain traits from the Blank Form option of the shapeshift ability of the Alteration sphere while under the effects of this feat even though it is a polymorph effect. If you possess the Perfect Imitation talent, you may choose to merge your currently worn equipment and mimic clothing and armor per that talent. If your base form changes (such as with shapeshift or the Transformation feat), you cease to benefit from the bonus to disguise checks until using this feat again.

Shifting Mastery

Prerequisites: Combat Casting.

Benefit: When targeting only yourself with a shapeshift effect, your casting does not provoke attacks of opportunity. Additionally, you may take 10 on any concentration checks related to casting Alteration sphere effects.

Transformation (Su)

Benefit: Choose one Alteration sphere talent that grants a form but does not cost a spell point. As a full-round action, you may assume the form of a single creature whose type corresponds to this form talent (see Creature Types and Form Talents on the Alteration page) per the shapeshift ability of the Alteration sphere as a supernatural ability. The same creature (wolf, spider, treant, etc.) is mimicked and the appearance of that creature is retained each time. The chosen form may be the same as your base size or else Medium or Small. When assuming your chosen form, you gain the chosen size. This transformation lasts until you choose to revert to your original form as a full-round action. You gain all the abilities granted by this form (movement modes, natural attacks, special abilities, etc.) but but do not gain any traits from the Alteration sphere as part of this transformation. Treat your HD as your caster level for the purposes of this effect. This is a polymorph effect.

Additionally, you gain the shapechanger subtype.

Special: You may gain traits from the Blank Form option of the shapeshift ability of the Alteration sphere while under the effects of this feat even though it is a polymorph effect. This feat counts as possessing the Alteration sphere and the chosen form-granting talent for the purpose of meeting feat prerequisites. If you possess the Perfect Imitation talent or Shifting Disguise feat, you may make cosmetic changes to your Transformation form per the base Alteration sphere trait.

Transformation, Hybrid

Prerequisites: Transformation.

Benefit: When changing into the form granted by your transformation feat, you may instead assume a hybrid form, blending your base form and your transformation form. You gain all natural attacks, special abilities, and movement modes from your transformation form. You may choose to retain limbs from your base form if your transformation form lacks them, such as a humanoid keeping arms when assuming a hybrid form based on Serpentine Transformation or Vermin Transformation, adding legs to Aquan Transformation, or a winged creature retaining its wings under Animalistic Transformation.

If your transformation would grant you additional legs, you may instead gain them as arms, although they do not grant any additional attacks, are not strong enough to gain any natural attacks, and may not assist in wielding weapons, activate magic items, or wield a shield. They may hold items and as a swift action you can use them to draw a sheathed or hidden weapon, ready a shield, retrieve a stored item, load a crossbow, open a door, pick up an unattended item, sheathe or store an item, or take other non-offensive actions involving manipulating objects.

Special: Traits granted from the Improved Transformation feat apply to both your base transformation form and your hybrid form.

Transformation, Improved

Prerequisites: Transformation, 5th Character level or higher.

Benefit: Choose one trait for every 5 character levels you possess (minimum 1) from the Blank Form ability of the Alteration sphere, from the talent chosen for the Transformation feat, another Alteration sphere talent you possess, or another trait deemed appropriate to the form selected for your Transformation feat by the GM. You may not select a trait that carries an additional SP cost. You gain these traits while under the effects of your Transformation feat. Once selected, these traits cannot be changed. You may take the Perfect Imitation talent or the Retain Ability talent in place of a trait and may apply them to your Transformation form. Additionally, the time required to change shape with the Transformation feat is reduced to a swift action.

Special: Traits gained from this feat count against the maximum number of traits you may receive from the shapeshift ability of the Alteration sphere. You may choose to suppress one or more traits granted by this ability when you assume your Transformation form. Alternatively, you may choose to gain one or more traits without the base form.

Wild Casting

Prerequisites: Alteration sphere, Somatic or Verbal Casting drawbacks.

Benefit: You may supply somatic and verbal components even when in a form not normally able to do so.


Blood

Acid Blood

Prerequisites: Blood sphere, ability to cast any sphere effect, spell, or spell-like ability with the [acid] descriptor. You may not take this feat if you possess the Burning Blood feat.

Benefit: Any creature that confirms a critical hit against you with a piercing or slashing melee weapon is sprayed with your blood, suffering 1 point of acid damage per Hit Die. A successful Reflex save with a DC equal to your Blood sphere DC negates this damage. Melee weapons with reach don’t endanger their users in this way.

Additionally, you can apply your acidic blood to a weapon or natural attack by dipping it in your own blood as a swift action. This requires dealing 1d4 damage to yourself as part of the swift action unless you suffer from an ongoing bleed effect or are below half your maximum hit points. The weapon gains the corrosive special ability for a number of rounds equal to your Constitution modifier. At 10 Hit Dice, this improves to corrosive burst.

Hemokinesis using your blood adds 1 point of acid damage per Hit Die to any creature struck by a touch attack or subject to a successful combat maneuver made as part of that ability.

Blood Thirst

Prerequisites: Bite attack, Blood sphere.

Benefit: You gain the blood drain universal monster ability with your bite attack, and thus may inflict 1 point of Constitution damage whenever you end a turn grappling a creature. Additionally, each time you inflict Constitution damage with this ability, you heal a number of hit points equal to the creature’s Hit Dice. You cannot heal more than 10 hit points per character level per day using this ability.

Blood Potion

Prerequisites: Blood sphere, Brew Potion.

Benefit: You are able to create potions (or formulae from the Alchemy sphere) within your own blood. They can only target you, but you may activate one as a swift action, or 2 + 1 per 7 character levels as a standard action. This does not provoke attacks of opportunity.

Burning Blood

Prerequisites: Blood sphere, ability to cast any sphere effect, spell, or spell-like ability with the [fire] descriptor. You may not take this feat if you possess the Acid Blood feat.

Benefit: Any creature that confirms a critical hit against you with a piercing or slashing melee weapon is sprayed with your blood, which ignites on contact with the air, dealing 1 point of fire damage per Hit Die. A successful Reflex save with a DC equal to your Blood sphere DC negates this damage. Melee weapons with reach don’t endanger their users in this way.

Additionally, you can apply your flaming blood to a weapon or natural attack by dipping it in your own blood as a swift action. This requires dealing 1d4 damage to yourself as part of the swift action unless you suffer from an ongoing bleed effect or are below half your maximum hit points. The weapon gains the flaming special ability for a number of rounds equal to your Constitution modifier. At 10 Hit Dice, this improves to flaming burst.

Hemokinesis using your blood adds 1 point of fire damage per Hit Die to any creature struck by a touch attack or subject to a successful combat maneuver made as part of that ability.

Create Humor Familiar

Prerequisites: Blood sphere.

Benefit: You may create a humor familiar. Choose a tiny blood construct or a humoral ooze (choleric, melancholic, phlegmatic, or sanguine, chosen at the time of creation) as a familiar per the wizard’s arcane bond class feature. The humor familiar can be reabsorbed into your body as a standard action. The familiar gains all familiar abilities based on your levels in casting classes.

When absorbed, the humor familiar has fast healing 5 but ceases to provide bonus such as the Awareness feat. Humoral oozes count as being in contact with their master while absorbed for the purpose of their emotional touch ability. If a humor familiar is lost or dies, it can be replaced 1 week later through a ritual costing 200 gp per level in casting classes or through a specialized procedure that inflicts 1 point of Constitution damage per 2 levels (minimum 1). Replacing the familiar allows you to choose any other familiar available from this feat. The ritual takes 8 hours to complete. You may not have both a humor familiar and a familiar from another source; if you possess another ability that would grant a familiar, the effective wizard level from that ability stacks with your levels in casting classes to determine the strength of your humor familiar.

Crimson Theurgy

Prerequisites: Blood sphere, Death sphere.

Benefit: When determining the range of your ghost strike and Blood sphere effects, you may use the longer of your blood control and ghost strike ranges. This does not increase the size of the cone from the Greater Ghost Strike talent.

When you deal damage to a creature with the Bleeding Wounds ghost strike, you may spend a spell point as a move action to target that creature with blood control. If you possess both Mass Control and Greater Ghost Strike talents, you may target a number of creatures affected by the ghost strike up to the maximum allowed by Mass Control.

Construct Armor

Prerequisites: Blood sphere, Extract Blood Construct, 5th caster level or higher.

Benefit: Whenever you use the Extract Blood Construct talent to create a blood construct, you may create that construct around a willing target that is no larger than the construct. A single creature may not have more than one instance of construct armor at a time and constructs being used as armor cannot themselves gain construct armor from another construct.

The target gains the Strength, Dexterity, size, damage reduction, natural attacks, and armor class of the construct. Any damage that the target would take is instead directed to the construct. If the construct is reduced to 0 or fewer hit points, this effect ends immediately and any additional damage it transferred to the target. This effect does not affect equipment size, though the target may choose to count as its normal size for the purpose of determining penalties from inappropriately sized weapons. The construct and its wearer cannot be targeted separately; any mind affecting abilities targeting the construct automatically target the wearer instead and any effect that would move either moves them both.

Exsanguinating Strike Mastery

Prerequisites: Exsanguinating Strike.

Benefit: You do not provoke attacks of opportunity for casting when using Exsanguinating Strike.

Formed Construct

Prerequisites: Blood sphere, Extract Blood Construct talent, Conjuration sphere.

Benefit: When you create a blood construct, you grant it one (form) talent from the Conjuration sphere that you possess.

Reservoir

Prerequisites: Blood sphere.

Benefit: Whenever a creature with Hit Dice of at least half your character level under the affects of your blood control is slain or destroyed, you may spend a move action before the end of your next turn to absorb the creature’s blood, gaining 1 blood point. You may have a maximum number of blood points equal to your Constitution modifier (or Charisma modifier, if you lack a Constitution score, (Con (-))), (minimum 1). You may spend blood points any time you would take Constitution damage or bleed from a Blood sphere ability to reduce the damage or bleed by 1 per point spent. Reducing Constitution bleed in this way only reduces it for the current round. Blood points expire after 1 hour.


Conjuration

Advanced Circles

Prerequisites: Conjuration sphere, Diagram.

Benefit: When using the Diagram advanced talent, you reduce the time required to make the diagram to 1 minute, or 10 minutes if you take 20 on the spellcraft check.

Additionally, when you make a diagram with the Diagram advanced talent, you may imbue the diagram with additional effects:

If you possess the charm ability of the Mind sphere, you may cast a charm, paying the normal cost (if any), to automatically target any creature called into the circle. A charm cast this way gains a +2 bonus on its save DC and ignores the creature’s spell resistance. The duration of the charm does not begin to expire until the called creature leaves the diagram.

If you possess the ward ability of the Protection sphere, you may integrate a barrier ward into your circle, paying 1 SP plus any additional cost for improving the ward. Doing so prevents the circle from being broken until you choose to end the ward or the barrier is destroyed.

Destructive Companion

Prerequisites: Conjuration sphere, Destruction sphere, Explosive Companion.

Benefit: When you summon a companion that possesses the Explosive Companion (form) talent, you may apply a single blast type talent that you possess to that companion. When the explosive companion detonates, it uses the die size and damage type of the blast type talent and applies its additional effects as if it were a destructive blast. Any additional spell point costs associated with the chosen (blast type) talent must be paid as part of casting summon.

Focusing Direction

Prerequisites: Conjuration sphere.

Benefit: You may spend a swift action to empower a Conjuration sphere companion within close range, enabling it to touch creatures warded with the appropriate protection from (alignment) spell, the hallow word of the Fate sphere, and similar effects until the start of your next turn. You may instead affect a number of companions equal to your casting ability modifier with a move action.

If directing a companion with the puppet companion archetype, you may apply the benefits of this feat to that companion as part of directing that companion with a move, standard, or full round action.

Linked Equipment

Prerequisites: Conjuration sphere.

Benefit: When you summon a Conjuration sphere companion, you may select any number of magic items occupying magic item slots on your body, losing the benefit of those magic items and applying them to the companion for the duration of the summon. Only one companion can benefit from this ability at one time; assigning the bonus to a newly summoned companion ends its effects for any previously summoned companion. You regain the benefits of the selected items when the summon ends. You still count as possessing the item for the purpose of items that require an attunement period. You may not assign cursed items to the companion.

Greater Link

Prerequisites: Conjuration sphere, Link.

Benefit: You may choose to receive full sensory input from one of your companions. This requires a full-round action and renders you flat-footed until the start of your next turn. You do not benefit from any magical effects you are under nor any extraordinary senses you possess, but do benefit from effects and extraordinary senses your companion possesses. You use your own Perception modifier for any Perception checks made while receiving sensory input this way. Your companion’s senses are not inhibited by this ability. This full-round action counts as concentrating on the summon.

Mind over Manners

Prerequisites: Conjuration sphere, Summoning.

Benefit: You may use your casting ability modifier in place of your Charisma modifier when determining the DCs for Charisma checks made by outsiders and for making opposed Charisma checks against outsiders when using the Summoning advanced talent.


Creation

Aligned Object

Prerequisites: Animate Object, must not be True Neutral.

Benefit: Any animated object you create gains the subtypes of your alignment. In addition, you gain access to the following additional ability and flaw:

  • Aligned Weapons (Su; 1 CP): The animated object’s slam attacks deal 1d6 additional damage to creatures whose alignment opposes one of the animated object’s alignment subtypes. This ability may be chosen multiple times; its effects stack.
  • Heavily Aligned (Su; +1 CP): The animated object’s hardness is bypassed by weapons and effects that are aligned to an alignment that opposes one of the animated object’s alignment subtypes.

Before Creation Comes Destruction

Prerequisites: Creation sphere.

Benefit: You gain a pool of temporary spell points that can only be used to create objects. This pool has a maximum value equal your casting ability modifier (minimum 1). When using the destroy function of alter, if you reduce an object to 0 hp you may gain 1 temporary spell point up to your maximum value. These spell points may only be spent on create effects from the Creation sphere and only to create objects of equal or smaller size to the smallest object destroyed. Temporary spell points not spent expire when you refresh your normal spell point pool. You may gain a number of temporary spell points this way per day up to 3 + your casting ability modifier.

Creation Mastery

Prerequisites: Creation sphere, Expanded Materials (any).

Benefit: Treat your character level as your caster level for create effects. This only affects type of materials that can be created (with Expanded Materials or other talents). This has no effect on total size of materials, duration, or any use of alter.

Special: You cannot have both Creation Mastery and Master of Remaking.

Cooperative Destruction

Prerequisites: Creation sphere, Greater Repair, Expanded Materials: Plasma Production, Destruction sphere.

Benefit: You may ready an action to assist an allied caster. When an ally within range of your alter uses a destructive blast with a blast type that deals any amount of electric or fire damage you may attempt to repair the spell effect to increase its power. The caster level of the destructive blast increases by 1 and an additional +1 for every 4 caster levels of the repair effect. By spending a spell point, you may instead activate this ability as an immediate action.

Additionally, you may pay a spell point and increase the casting time of your fire or electric destructive blasts by 1 step in order to attempt to strengthen your own destructive blasts following the same method. You may spend two spell points to activate this ability as a swift action instead of increasing the casting time.

If you possess Expanded Materials: Acidic Creation, you may also apply this effect to destructive blasts that deal acid damage. Other talents may increase the available damage types at GM discretion.

Destructive Counter

Prerequisites: Creation sphere, Expanded Materials: (Any).

Benefit: When targeted by a ranged attack or spell effect that originates from another square (such as a destructive blast but not a vortex from water geomancy), or being in a square that such an effect passes through (such as an Energy Orb destructive blast), you may attempt to destroy the projectile or spell effect as an immediate action by spending 1 spell point (this spell point cost can not be reduced in any way). If the attack is a projectile, it functions as normal unless it loses half or more of its hit points and gains the broken condition, suffering the usual effects, or is destroyed at which point it deals no damage. If the target is a spell effect of a material you can affect with your alter ability (for example, a fire damage destructive blast with Expanded Materials: Plasma Production, or a dropped stone object with Expanded Materials: Classic Substances) you may attempt to damage the spell effect. You must succeed at a magic skill check against the caster in question. If you succeed then the targeted effect is damaged.

Reduce the damage the spell effect would deal by 1d6 per caster level (increasing to 1d8 per caster level plus your casting ability modifier if you possess Greater Destroy). If this would reduce the spell’s damage to 0, the effect ends when it reaches your square. If the targeted spell deals no damage, instead lower any save DC it might have by your casting ability modifier. If this would reduce the save DC to 9 or lower, the effect ends when it reaches your square. Any effect that would occur in or beyond your square is negated while any square the effect passed through prior to yours is affected normally.

Precision Bombardment

Prerequisites: Creation sphere, Create Momentum

Benefit: When using create to drop objects on a target, you may treat the attack as a weapon attack roll. When doing so the attack targets normal ac rather than touch ac, but has a range increment of 40 ft. with no maximum increment. You may treat creating and dropping an object on a target as a standard action as an attack action. Additional damage from feats or talents such as Deadly Aim or Vital Strike are not multiplied based on hardness or falling distance.

Rule Note: Dropping an object requires a ranged touch attack with a range increment of 20 feet. Normally, dropping an object on a target has a range defined from the distance between the object and the target. This means that creating an object 100 ft. above a target that is adjacent to you is treated as if 100 ft. away for the purposes of feats and effects dependent upon range, as well as range increment, the same as if you were standing on a cliff 100 ft. above the target and attempted to drop an object on them through mundane means.

Precocious Creation

Prerequisites: Creation sphere, Expanded Materials (any).

Benefit: When attempting to create or alter material, you may spend an additional spell point to treat your caster level as 5 higher for determining the types of material that you may affect. This has no effect on the size, duration, caster level, or any other numerical effect of the ability.

Master of Remaking

Prerequisites: Creation sphere.

Benefit: Treat your character level as your caster level for alter effects. This affects the types of materials that can be altered (with Expanded Materials or other talents) and damage dealt/healed. This has no effect on any use of create.

Special: You cannot have both Creation Mastery and Master of Remaking.

Wall Master

Prerequisites: Creation sphere

Benefit: When attempting to create a wall anchored into another object, double the size of the wall you can create.

Wondrous Wardrobe

Prerequisites: Creation sphere, Expanded Materials: Classic Substances

Benefit: You need not spend a spell point to create or alter non-magical clothing, non-magical fake jewelry, or other parts of a mundane disguise. You are still limited to the materials you can create. Fake jewelry created by this talent is difficult to tell apart from real jewels at a glance. A full minute of study and a DC 15 Appraise check is needed to reveal their fraudulent nature. If you possess Exquisite Detail you increase the DC of the Appraise check by 1/2 your CL. This is a permanent effect that lasts until dispelled or dismissed.

This allows you to create or alter any mundane disguise on yourself or a willing creature, treating the target as having used a disguise kit. Since the create or alter is an instantaneous effect, this is not a magical disguise. If you possess Exquisite Detail, you receive a bonus to your Disguise check equal to 1/2 the usual bonus granted by the talent. If you have the ability to change creatures’ forms (such as via the Alteration sphere or the Alternate Form racial trait) then as part of using that ability you may create or alter clothing on the affected creatures as a free action.

Additionally, as a free action, you can designate any object you have created to disappear at a specific point in time or under specific conditions which can be as detailed or vague as you desire but must only contain visible or audible triggers, such as the stroke of midnight or upon sitting down on the royal throne.


Dark

Aura of Mystery

Prerequisite: Dark sphere, Obfuscation.

Benefit: You gain the benefit of the Obfuscation talent as a constant effect whenever you are in an area of dim light or darkness, whether it is mundane or magical. You may raise and dismiss this effect as a standard action with no spell point cost.

Body Double

Prerequisites: Dark sphere, Illusion sphere, Shadow Lurk, Illusionary Disguise.

Benefit: By spending an extra spell point you may summon a single shadow lurk that remains bound to its host, serving as a combat decoy. Every successful attack requiring an attack roll from an opponent that failed to see through the shadow lurk’s disguise has a 50% chance of hitting the shadow lurk instead of the intended target. A shadow lurk acting as a body double does not stun the target if it is destroyed.

Damning Darkness

Prerequisites: Dark sphere, evil alignment.

Benefit: Any good creature that begins their turn within or enters the area of effect of your darkness must make a Fortitude save against its DC or be sickened for one minute, even if normally immune to being sickened or effects requiring a Fortitude save. A creature that succeeds on its saving throw is immune to your Damning Darkness for 24 hours.

Dark Comedy

Prerequisites: Dark sphere, Mind sphere.

Benefit: Your mental manipulations tap into shadowed depths of the psyche best left unplumbed. Any time you cast a Dark or Mind sphere effect that inflicts the fascinated condition or use the fascinate bard ability, you may, as part of the same action, spend a spell point to also inflict the sickened condition on affected targets. If a target successfully saves against the fascinated condition, it does not become sickened. The sickened condition lasts for as long as the target is fascinated, plus an additional 1d4 rounds.

Dark Portal

Prerequisites: Dark sphere, Step Through Darkness.

Benefit: When you use your Step Through Darkness meld talent, you may opt to keep a dark portal open behind you until the start of your next turn. Any creature that can reach the spot you departed from while the portal is open may spend a move action to follow you. You may not choose who is able to use the portal. Those who follow through the portal appear in any space of their choice that is adjacent to your exit point. If all such spaces are occupied, they may not follow.

Emerge from the Darkness

Prerequisite: Meld into Dark sphere-specific drawback.

Benefit: After spending a talent to buy off the Meld into Dark drawback, you retain the ability to use melds in all areas of dim light and darkness.

Extradimensional Shadow

Prerequisites: Dark sphere, Warp sphere, Extradimensional Storage, Shadow Stash.

Benefit: You deepen your shadow by making it a portal into your extradimensional space, combining your magic into one whole; you can no longer use Extradimensional Storage or Shadow Stash separately, instead treating them as a single effect. Your extradimensional shadow combines the weight limit of the two talents into a single progression (15 pounds per caster level, or 30 pounds per caster if you have invested two talents in Extradimensional Storage) and you may store and withdraw items in it using any action options either talent allows. Objects in your extradimensional shadow cannot be affected by creatures with Shadow Stash, and they do not become unavailable if your shadow is stolen: a flickering portal in the shape of your shadow remains, allowing you to access items regardless.

If you have invested two talents in Shadow Stash, your shadow may don items even if they are not your size, stretching and warping to fit into them. You must still have the appropriate body slot for the item.

You may treat your extradimensional shadow as either talent for all purposes. Among other uses, this allows you to apply the effects of feats like Stasis Storage or World in Miniature to it, which often distort the appearance of your shadow. Whenever it would be necessary to determine whether it is a Dark (shadow) effect or a Warp (space) effect (such as calculating its caster level or how it would be affected by Light), the caster may treat it as whichever they deem most advantageous to them.

Wiki Note: Despite some similarities to Dual Sphere feats, it was not published with that tag.

Event Horizon

Prerequisites: Dark sphere, Telekinesis sphere, Gravity Well.

Benefit: You may use the Gravity Well talent as a (darkness) talent covering the full area of a darkness or blot. You may do the same with the Gravity Shift talent. If you have Gravity Manipulation advanced talent, you may use it as a (darkness) or (blot) talent. When used as (darkness) or (blot) talents, Gravity Shift and Gravity Manipulation count as Dark sphere talents for determining caster level and bonus effects.

Hypnotic Darkness

Prerequisites: Dark sphere, Mind sphere, Looming Darkness.

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

Imbue Shadow

Prerequisite: Dark sphere.

Benefit: Pick up to three (darkness) or (blot) talents. You may use them as (shadow) talents. If you do not have three (darkness) or (blot) talents, or you do not wish to use all three uses of this feat immediately, you may save unspent uses of this feat and apply them to (darkness) or (blot) talents you gain later. You may take this feat more than once. Directional Darkness and Pure Darkness cannot be made into a shadow talent. (Darkness) and (blot) talents used as (shadow) talents affect a single target within close range and have a duration of concentration, but you can always spend 1 spell point as a free action to allow the effect to persist for 1 round per caster level.

Lurking Surprise

Prerequisites: Dark sphere, Shadow Lurk, Sinister Surprise.

Benefit: You may imbue your shadow lurk with the ability to cast a single persistent Dark sphere effect. You must pay the spell point cost of this effect when you create the shadow lurk. This effect may include Dark sphere talents, though not advanced talents. These spell points are lost if the shadow lurk expires or is destroyed, but regained if the lurk is retracted. Casting the Dark sphere power destroys the shadow lurk.

Shadow Doppelganger

Prerequisites: Dark sphere, Illusion sphere, Shadow Lurk, Illusionary Disguise.

Benefit: You may create your shadow lurks and shadow double with an Illusionary Disguise to look and sound like you or the target they are spawned from at no additional cost in spell points or actions. This additional effect functions exactly as the Illusionary Disguise talent, using your ranks in the disguise skill with a +10 bonus circumstance bonus to the check. Your shadow lurk can speak in your voice. Anyone physically interacting with your shadow lurk or shadow double receives a Will save to disbelieve the disguise. Certain actions, such as your shadow lurk being hit with an attack or displaying its diminished Strength, automatically reveal the ruse. If you have taken the Shadow Lurk talent a second time, your shadow lurk’s attacks deal full damage as long as its disguise remains intact.

Shadow Feast

Prerequisite: Dark sphere.

Benefit: You may consume your own shadow as a free action, gaining 1 spell point for every 2 points of burn to your casting ability score you accept. No matter how many spell points you regain, you can only consume your shadow once a day. You may not gain spell points in excess of your normal maximum spell pool. Spell points gained this way are available immediately, but the the ability burn does not take effect until the end of your turn. These spell points can only be spent on Dark sphere talents. Your shadow disappears until the burn heals, and you are immune to any spells or abilities that manipulate or target your shadow until it returns. Any items stored in your Shadow Stash are inaccessible until your shadow returns.

Shadow Swap

Prerequisites: Dark sphere, Shadow Lurk, Step Through Darkness.

Benefit: Anyone under the effects of your Step through Darkness talent and your Shadow Lurk talent may switch places with their shadow lurk as a move action as long as the distance between them does not exceed the range of Step Through Darkness. If you have the Shadow Coterie talent, they may switch places with any of their shadow lurks within range. They may switch places even if neither the user nor the shadow lurk is in an area of darkness.


Death

Anemic Wounds

Foes find the wounds you inflict hard to heal.

Prerequisites: Death sphere, Bleeding Wounds.

Benefit: Magical healing does not stop your bleed effects unless their caster succeeds at an MSB check against you. Healing from class features (such as lay on hands) use their class level as their MSB for this purpose. In addition, the DC needed to remove your bleed effects with the Heal skill increase their DC by an amount equal to your caster level.

Channeled Detonation

You can overcharge your connection with your undead using your channel energy ability.

Prerequisites: Ability to channel negative energy, Death sphere, 5th caster level or higher.

Benefit: You can spend a use of your channel energy ability as a standard action to detonate a mindless undead you control within 30 ft. (or your Master’s Presence range, whichever is greater), destroying it, but causing your channel energy to burst outwards from its location; your channel deals (or heals, as appropriate) 1 additional point of damage per Hit Dice of the undead sacrificed.

You can activate this ability as an immediate action whenever a mindless undead you control is reduced to 0 hit points by spending a spell point (and a use of channel energy, as normal).

Channel Resistance

You and undead you create are resistant to channeled energies.

Prerequisites: Death sphere.

Benefit: You and all undead you reanimate gain channel resistance +2. This stacks with other sources of channel resistance.

Dispatch the Weak

Weakened bodies make for easy targets for your death effects.

Prerequisites: Death sphere, 3rd caster level or higher.

Benefit: Creatures that are fatigued or exhausted take a -2 penalty on saving throws against death effects originating from you.

Flesh Absorption Master

Your body reaches peak conditioning for digesting prey and holding corpses for fodder.

Prerequisites: Necrotic Feeding, Tomb of Flesh.

Benefit: You gain a +2 bonus to your CMD and AC against creatures absorbed by your Tomb of Flesh, and you may carry up to 2 additional creatures inside your Tomb of Flesh at a time. When a creature within your Tomb of Flesh dies, you may target it with a Necrotic Feeding ghost strike as an immediate action, spending a spell point as usual. If the target fails its saving throw against this ghost strike, you may absorb its entire corpse into you, increasing the duration of your Necrotic Feeding bonus to hours per Hit Die rather than 10 minutes per Hit Die. Absorbing a corpse in this fashion does not absorb its equipment, which is expulsed harmlessly from your body.

Improved Cryptic Strike

Prerequisites: Cryptic Strike.

Benefit: You may activate Cryptic Strike as a swift action; your next successful melee or ranged weapon or natural weapon attack (but not a touch attack) made before the beginning of your next turn affects the target with your ghost strike in addition to its normal damage.

Melee Ghost Striker

Prerequisites: Death sphere, Combat Casting.

Benefit: You may make a ghost strike as a melee touch attack. Making a ghost strike as or as part of a melee attack or melee touch attack (including with the Cryptic Strike talent) does not provoke attacks of opportunity.

Piecemeal Animation

Prerequisites: Death Sphere, Telekinesis Sphere, Divided Mind

Benefit: When you reanimate a dead body, it does not need to be intact. So long as at least half the body remains you can animate it as if it was intact, stitching its broken form together with telekinetic forces that keep it upright and stable. You may even work with worse material than this, merging smaller pieces of different bodies and animating them as single whole so long as you have enough material and all pieces come from the same kind of creature.

Plague Lord

Diseases you inflict fester at an alarming rate.

Prerequisites: Death sphere, Inflict Disease.

Benefit: When a creature fails its save against Inflict Disease, it must make another saving throw against every disease it currently suffers from - successful saves do not count towards a disease’s cure, and failed saves immediately inflict the disease’s effect.

Superior Reanimation

Undead you create are even stronger than usual.

Prerequisites: Death sphere, Empowered Reanimate.

Benefit: All creatures you reanimate gain a +6 enhancement bonus to their Strength and Dexterity, or a +8 enhancement bonus to either Strength or Dexterity. These bonuses supercede those of Empowered Reanimate.

Undead Animal Companion

Your animal companions serve you beyond the grave.

Prerequisites: Animal companion or mount class feature; Death sphere, Undead Whisperer.

Benefit: You can gain the services of an undead animal companion with the skeleton or zombie template, either by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically is buried, or to replace (or reanimate) an animal companion that has perished. It keeps its Intelligence and Wisdom scores, and you may use the higher of its Constitution and Charisma for its new Charisma score. It retains the same feats, tricks, and skills of a living animal companion, and you can continue to use the Handle Animal skill to direct it. It keeps all special abilities gained as a part of being an animal companion (i.e. evasion) and as a member of their species. For the purposes of effects targeting creatures by type (such as a ranger’s favored enemy and bane weapons), it count as both animal and undead.

If you possess Expanded Necromancy, you may make your animal companion a bloody skeleton, burning skeleton, fast zombie, or plague zombie at no extra cost.

Variant Necromancy

You are experienced with maintaining control over unusual undead.

Prerequisites: Death sphere, Expanded Necromancy.

Benefit: When you reanimate a bloody skeleton, burning skeleton, fast zombie, or plague zombie, they only count as x1.5 their Hit Dice (rounded up) against the total amount you may have reanimated at once.

Versatile Feeding

You have learned the art of funneling necromantic power between yourself and your minions.

Prerequisites: Death sphere, Necrotic Feeding.

Benefit: Whenever you use your Necrotic Feeding ghost strike, you may make either or both of the following choices:

  • You may use Necrotic Feeding to consume a mindless undead you reanimated and control (regardless of its actual hit points); if you do, it automatically fails its saving throw.
  • You may grant the bonuses gained from your Necrotic Feeding to an undead you control within close range (or the range of your Master’s Presence, whichever is greater).

Only one creature can benefit from your Necrotic Feeding bonuses at a time, and additional uses of Necrotic Feeding overlap (do not stack).


Destruction

Arcing Strike

Prerequisites: Destruction sphere, Guided Strike, caster level 11th or higher.

You may spend a spell point to make your destructive blast fly in an erratic path, unerringly striking your target no matter what lies between you. Your destructive blast ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.

Special: If you possess the Divination sphere Viewing talent, you can use arcing blast to strike any target that you can see that is within range of both your blast and your divination, as long as it isn’t inside a completely enclosed space (GM’s discretion).

Atmospheric Imbuement

Prerequisites: Destruction sphere, Weather sphere

Benefit: When using blast talents with the air, electrical, or sonic blast type groups, or any blast type deemed appropriate by the GM, when there is an area of rain and wind both at or above category 4, your destructive blast bypasses spell resistance.

Deadly Targeting

Prerequisites: Destruction sphere

Benefit: The base critical threat range of your destructive blast increases to 19-20.

Destructive Harmonics

Prerequisites: Access to the Destruction and Enhancement spheres.

Benefit: You may spend an additional spell point when using your destructive blast to have it deal +50% damage against creatures that are under the effects of one of your enhancements.

Energy Snake

Prerequisites: Destruction sphere, Energy Sphere

Benefits: When using the Energy Sphere (blast shape), you may spend 2 spell points instead of 1 to form the energy sphere into a serpent, which grows with every target it consumes. Whenever the energy sphere successfully deals damage to a target, its size increases by 1 5-ft square. When moving the energy sphere each round, its squares may be arranged in any shape desired by the caster, so long as the squares are contiguous.

Energy Specialization

Prerequisites: Destruction sphere, 5th caster level or higher

Benefit: Choose one blast type group. Your destructive blasts using blast types from that group gain a +2 insight bonus to caster level.

Fan the Flame

Prerequisites: Destruction sphere, Fire Blast talent, Nature sphere (fire geomancing), 3rd caster level or higher

Benefit: When a creature is set on fire by your Fire Blast, the fire does not deal 1d6 damage the following round, but rather deals damage equal to the largest fire you may affect. This fire reverts to normal after the first round, dealing 1d6 fire damage on subsequent rounds until extinguished, but you may choose to concentrate each round, or spend a spell point once as a free action, to cause the fire to stay at its increased size until extinguished.

Fear and Flame

Prerequisites: Destruction sphere, Fire Blast talent

Benefit: When a creature is set on fire by your destructive blast, they must pass a Will save each round they remain on fire or become shaken. If shaken, they become frightened. If frightened, they become panicked. A successful save reduces the severity by one step and ending the on fire condition ends the effects of this feat, though not fear conditions from other sources.

Focused Blast Type Group

Prerequisites: Destruction sphere

Benefit: Choose one blast type group. Treat your caster level as 5 higher for this blast type group. This bonus cannot cause you to have a caster level greater than your HD.

Frozen to the Bone

Prerequisites: Destruction sphere, at least one (blast type) Talent that deals cold damage

Benefit: When using a destructive blast shape that allows a Reflex save with a blast type that deals cold damage, you may replace the Reflex save with a Fortitude save.

Heavy Hand

Prerequisites: Destruction sphere, at least one (blast type) talent that deals nonlethal damage

Benefit: When using a destructive blast type that deals nonlethal damage, you may instead deal lethal bludgeoning damage, but your die size is reduced one step. Additionally, you gain a +1 insight bonus to attack rolls and save DCs with destructive blasts that deal nonlethal damage.

Imbue with Nature

Prerequisites: Destruction sphere, Nature sphere (any geomancing)

Benefit: When using a blast type from a blast type category corresponding to a geomancing talent you possess, you may increase the casting time by one step or spend an additional spell point to draw material from the environment to enhance your blast, allowing it to bypass spell resistance.

Geomancing Talent Blast Type Categories
Air Geomancing Air
Earth Geomancing Crystal, Stone
Fire Geomancing Fire
Metal Geomancing Acid
Plant Geomancing Plant
Water Geomancing Cold

Other blast types may be used in conjunction with each geomancing talent as the GM deems appropriate.

Improved Energy Blade

Prerequisites: Energy Blade talent

Benefit: You may activate the Energy Blade talent as a swift action when making a melee or ranged weapon or natural weapon attack, but not a touch attack. The next successful attack deals your destructive blast damage in addition to its normal damage.

Improved Energy Leap

Prerequisites: Energy Leap talent, Explosive Orb Talent

Benefit: When you end your movement when using the Energy Leap Talent, you may choose to also deal your destructive blast damage in a burst centered on your square with a 5 ft radius, + 5 ft per 10 caster levels. Creatures that take damage from your Energy Leap do not suffer additional damage from the burst.

Improved Energy Wall

Prerequisites: Energy Wall talent

Benefit: You may spend an additional spell point when using the Energy Wall blast shape. The wall now grants concealment from creatures on the other side and any non-magical arrows or bolts passing through the wall are destroyed and other non-magical projectiles suffer a -2 penalty to their attack roll.

At caster level 9th the wall can also affect weapons with a +1 enhancement bonus, increasing by +1 for every 3 caster levels thereafter. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects are not affected by this ability.

Special: If you apply a blast type talent that ignores hardness and deals full damage to objects, such as shattering blast or disintegrate, treat the wall’s caster level as 3 higher for determining the effects of this feat.

Material Infusion

Prerequisites: Metal Geomancing or Creation sphere, Destruction sphere

Benefit: When using a destructive blast that deals bludgeoning, piercing, or slashing damage, you may choose to have the blast count as cold iron or silver. At 15th caster level you may also choose adamantine. If other relevant materials exist in your campaign, the GM may determine at what level this talent applies to them.

Melee Blaster

Prerequisites: Destruction sphere, Combat Casting

Benefit: When using a destructive blast as (or as part of) a melee attack or melee touch attack, your destructive blast does not provoke attacks of opportunity.

Orb Expert

Prerequisites: Destruction sphere, Explosive Orb talent

Benefit: Your treat your caster level as 2 higher when determining the range, burst radius, and save DC of the Explosive Orb blast shape. Additionally, you may use this shape without expending a spell point by reducing the diameter of the burst to 5 ft, + 5 ft per 10 caster levels.

Perpetual Sphere

Prerequisites: Destruction sphere, Energy Sphere talent

Benefits: Whenever you successfully deal damage to a target with your energy sphere, increase its duration by 1 round. You can only extend the sphere’s duration by up to a number of rounds equal to your caster level.

Reach Blade

Prerequisites: Destructive Blade class feature

Benefit: Your Destructive Blade may be shaped with the reach property. This property can be added or removed each time you shape the blade.

Rebuff, Improved

Prerequisites: Rebuff talent

Benefit: Whenever a creature within range is the target of a ranged attack, you may spend a spell point as an immediate action to target the projectile with a destructive blast. Make an opposed attack roll using your caster level in place of your base attack bonus to destroy the projectile and negate the attack. Unusually massive projectiles (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects are not affected by this ability.

Rebuff, Superior

Prerequisites: Destruction sphere, Rebuff, Improved Evasion.

Benefit: When using the Rebuff talent to provide cover to allies, you also grant them the benefits of Improved Evasion.

Soulfire

Prerequisites: Destruction sphere, 5th caster level or higher

Benefit: You may accept 2 or more points of Constitution burn as a free action. Doing so grants 1 temporary spell point per 2 points of burn that expires at the end of your turn. Half the damage of any destructive blast these temporary spell points are spent on becomes untyped damage and the blast bypasses spell resistance. The number of spell points granted per 2 points of burn increases by +1 every ten character levels. You cannot use this ability if doing so would reduce your constitution to 0.

Tether Adept

Prerequisites: Destruction sphere, Energy Tether talent

Benefit: When using the Energy Tether blast shape, instead of targeting a creature, you can anchor it to a solid surface within its range such as a wall or ceiling (but not floor) as a standard action. Once the tether is anchored, you may, as a move action, attempt to move to any other legal square within the tether’s reach (as determined from the anchor point) without provoking an attack of opportunity, regardless of your normal move speed, by making an Acrobatics check and comparing the result to the CMD of each creature adjacent to the start and destination points; success on this check allows you to complete the movement, and failure causes you to fall prone in a square adjacent to the creature whose CMD you failed to beat. This movement can include squares on elevated or recessed surfaces, or even walls. If you have a climb speed, you may even end this movement on a wall or ceiling. You must have a clear path towards the destination (this ability does not allow you to pass through solid obstacles or opponents, though it may allow you to circumvent an enemy if you have a clear path around them within the tether’s reach). You must have a free hand to use this ability. Blast types that carry a spell point cost do not incur that cost when using this feat. The anchoring object receives no damage nor other effects of your destructive blast.1

1 OGL reference for Akashic Mysteries as wording from lashing spinnerets veil borrowed.


Divination

Practiced Seer

Prerequisite: Divination sphere, one or more (sense) talents or abilities.

Benefit: You may use your magic skill bonus (MSB) or caster level, whichever is higher for the purposes of determining the duration of Divination (sense) talents or abilities.

Tabulated Mind

Prerequisite: Divination sphere, Sphere Focus (Divination).

Benefit: When you concentrate to maintain a divine effect, you are no longer considered flat-footed due to maintaining concentration, and may also take swift or immediate actions during the same action. In addition, as a free action you may spend a spell point to reduce the concentration action for divine effect by 1 step for 1 round per caster level, thus reducing a normally full-round action into a standard action, and also allowing for additional move actions to be performed. If you also possess the boon Easy Focus, you reduce instead the concentration action from 1 full round action to 1 move action, allowing for additional standard or move actions.

Normal: Concentrating on a divine effect is usually a full-round action, while also preventing any other standard, move, immediate and swift actions, and granting the flat-footed condition.


Enhancement

Animated Arsenal

Prerequisites: Animate Object, BAB +1.

Benefit: Whenever you create an animated object out of a weapon, you may change the damage type of one slam attack to either piercing or slashing. If you choose to apply the piercing attack or slashing attack abilities to one of the object’s other slam attacks, you may choose to have it also apply to the slam attack modified through this feat for no additional cost. Finally, the first application of ranged attack only costs 1 CP.

Complex Animations

Prerequisites: Animate Object.

Benefit: You gain an additional creation point whenever you use Animate Object.

Durable Objects

Prerequisites: Animate Object.

Benefit: Whenever you create an animated object, it gains bonus hit points as if it were one size larger. If the animated object already has an effective size of Colossal or greater, it instead gains 30 additional bonus hit points.

Enchanted Animation

Prerequisites: Animate Object, at least one additional talent from any sphere.

Benefit: Whenever you create an animated object, you may spend a spell point to grant it a single use of one of your sphere abilities; if the sphere ability costs spell points to use, you must pay for that cost when granting it. It may use that sphere ability as if you had cast it yourself.

Mounted Magician [Core]

Prerequisites: Casting class feature, Enhancement sphere, Handle Animal 3 ranks, Ride 3 ranks.

Benefit: When targeting yourself with an enhancement, your mount also gains the benefits of that enhancement. This lasts as long as you are both enhanced and mounted. If you dismount or are unseated, your mount loses the benefit of your enhancement.

Mutagenic Enhancements

Prerequisites: Access to the Alteration sphere, at least one (enhance) talent.

Benefit: Whenever you enhance a creature, you may also give them a trait of your choice, just as if you had used shapeshift on them. Doing so makes the enhancement into a polymorph effect. A creature may only be under the effects of one enhancement modified in this way; however, the trait they gained does not count towards the limit for your shapeshift.

Object Familiar

Prerequisites: Ability to acquire a new familiar, Animate Object.

Benefit: When choosing a new familiar, you may select a Tiny animated object in place of a normal creature. An object familiar’s type does not change, and it does not gain the ability to speak to other creatures of its kind.

Special: You may apply the benefits of any feats that improve your use of Animate Object to your object familiar. If you later take Improved Familiar, you may select a Small animated object at 5th caster level instead.

Reforge Object

Prerequisites: Animate Object, Potent Alteration.

Benefit: You do not need to spend an additional spell point when altering an Animated Object you’ve created. In addition, you may freely re-assign a creation point when altering an Animated Object in a way that affects its material or shape.

Tactical Animation

Prerequisites: Animate Object.

Benefit: Whenever you create an animated object, you may grant it a single Teamwork feat it qualifies for as a bonus feat. You may spend an additional spell point when using Animate Object to grant the object an additional bonus Teamwork feat it qualifies for.

Normal: Animated Objects are mindless, and do not possess any feats.


Fallen Fey

Enchanting Performance [Fey HB]

Prerequisites: Fallen Fey sphere, Enchanting Music or Beckoning Call, Bardic performance or raging song class feature.

Benefit: You may use your Beckoning Call or any of your Enchanting Music options in place of a bardic performance or raging song, starting and maintaining the effects as if it was a performance or raging song by spending performance or raging song rounds. Feats such as Lingering Performance apply to your Beckoning Call and Enchanting Music when used in this way.

Fairy Alchemy [Fey HB]

Prerequisites: Fallen Fey sphere, Fairy Dust, Alchemy sphere.

Benefit: If you possess the (poison) package of the Alchemy sphere, you may use fairy dust from the Fairy Dust talent as if it was a poison. If you possess the (formulae) package of the Alchemy sphere, you may throw fairy dust from the Fairy Dust talent as if it was a splash weapon in place of a formulae, with a 5-ft. splash radius. You may use the higher of your Alchemy sphere and Fallen Fey sphere DCs to determine the effects of this dust.

Master of Faerie [Fey HB]

Prerequisites: Fallen Fey sphere, Summon Fairy, forbidden lore class feature.

Benefit: Add your forbidden lore bonus to your caster level when determining the total Hit Dice of fey creatures you may have summoned at one time.

Unseelie Trapper [Fey HB]

Prerequisites: Fallen Fey sphere, Snare Setter, Trap Sphere.

Benefit: In place of the snare from your Snare Setter fey-blessing, you may place any snare from the Trap sphere that you possess. You do not require a trap bag to set such snares. You may use your ranks in Craft (traps) in place of your caster level when determining the effects of the Snare Setter talent.

Water Manipulator [Fey HB]

Prerequisites: Fallen Fey sphere, Water Mastery, Nature Sphere (water geomancing).

Benefit: You may use the abilities granted by Water Mastery as geomancing abilities without activating them as fey-blessings. When doing so, the range of such abilities becomes equal to your geomancing range. When using abilities granted by Water Mastery, you may use the higher of your Nature (water) and Fallen Fey caster levels.


Fate

Ecumenicism

Prerequisites: Fate sphere.

Benefit: Whenever you use a word or consecration (or spell or ritual based on a word or consecration), you may choose an alignment within one step of your own. Determine the effect of the word or consecration as if you had that alignment.


Illusion

Solid Illusions

Prerequisites: Access to the Enhancement sphere, Illusionary Touch.

Benefit: You may enhance illusions you create as if they were actually the creatures and objects they appear to be. Parts of the illusion can be enhanced separately - you could use enhance equipment to grant an illusionary soldier an enhancement bonus to attack and damage rolls with its non-existent spear.

Tactile Illusion

Prerequisites: Illusion Sphere, Telekinesis Sphere, Illusionary Touch (twice), Finesse

Benefit: By weaving your illusions together with a hint of telekinetic force you can allow them to exert force more appropriate to their apparent nature. Your illusions can support weight or block movement of creatures or objects so long as all pressure and weight on it falls within the size limit of your telekinesis. However, anyone who disbelieves the illusion may choose to ignore the telekinetic effect, moving through the illusion as normal, as well as allowing them throw or move items through it.

In addition, you may deal lethal damage with your illusions instead of nonlethal damage.


Life

Crescendo

Prerequisites: Life sphere, bardic performance or raging song.

Benefit: As a standard action you may invigorate all allies affected by your bardic performance or raging song, or you may spend a spell point to invigorate them as a swift action.

Endless Possibilities

Prerequisites: Fate sphere, Life sphere.

Benefit: Whenever you use a Life sphere ability on an ally, they receive a +1 luck bonus to all attack rolls, saving throws, skill checks and ability checks until the end of their next turn. This bonus increases by +1 for every 5 Life caster levels you possess.

Extended Resuscitate

Prerequisite: Resuscitate talent, 5th caster level or higher.

Benefit: Your cure and invigorate abilities function on creatures who have been dead for a number of rounds equal to 1/2 your caster level.

First Response

Prerequisites: Life sphere.

Benefit: When you use a standard action to use a Life sphere ability on an ally other than yourself, you may take 10 on any concentration checks required.

Fortified Healing

Prerequisites: Life sphere, combat stamina.

Benefit: Whenever you use a Life sphere ability on an ally that restores hit points or grants temporary hit points, they regain 1 point of stamina for every 5 points regained or granted, respectively. This occurs even if they do not benefit from all points granted (such as an uninjured person being healed).

Fount of Mercy

Prerequisites: Fount of life talent.

Benefit: Any ally within close range may spend a standard action to heal themselves for any number of hit points available in your fount of life. This reduces the number of healing stored by an equal amount. This is a supernatural ability that may not be used if either yourself or the ally is in an antimagic field or similar effect. You always have the option of denying or limiting the amount of healing the ally receives, and allies can not benefit while you are unconscious.

Healing Touch

Prerequisites: Life sphere, lay on hands or fervor class feature.

Benefit: Whenever you use your lay on hands or fervor ability to heal a creature, you may invigorate or restore the same creature as part of the same action. You must pay the normal spell point cost of the ability.

Psionic Vitality

Prerequisites: Life sphere, psionics class feature.

Benefit: Whenever you expend a round of your psionics, you or an ally of your choice that is affected by your psionics regains 1d6 hit points.

Rigorous Defense

Prerequisites: Life sphere, inspiration class feature.

Benefit: Whenever you use inspiration, you may invigorate yourself as part of the same action.

Studied Healing

Prerequisites: Life sphere, Heal skill.

Benefit: When you use your cure ability on yourself or one adjacent ally, you gain a bonus to your caster level equal to half the number of ranks you have in the Heal skill, rounded up. This can not increase your caster level above your Hit Dice.

Treat Injury

Prerequisites: Life sphere, Heal 1 rank.

Benefit: Whenever you treat deadly wounds, you may spend a spell point to remove any one condition (not including ability damage, ability drain, death, or energy drain) from the creature treated, even if it is a condition you can not normally restore.

Wellspring of Life

Prerequisite: Life sphere, Fount of Life talent.

Benefit: The maximum size of your fount of life increases by 2 hit points per caster level. It increases by another 2 points per caster level for each time you purchase the Greater Healing talent.


Light

Afterglow [Apoc]

Prerequisites: Light sphere.

Benefits: When you affect a creature with a positive energy ability (such as with Channel Energy, Fervor, Lay on Hands, or most Life sphere abilities), you may cause them to glow. You must spend a separate action to cause them to glow brightly.

Crimson Flash [Apoc]

Prerequisites: Light sphere.

Benefits: During combat, as a swift action, you may spend a spell point to expel a blast of light seen only by one ally that can see you who has not yet acted in combat. That ally may use your current initiative in place of their own as if they had rolled it. If used during a surprise round, that ally is no longer surprised.

Defiant Radiance

Prerequisites: Light sphere.

Benefit: You add +2 to your MSB and MSD for the purposes of Light sphere effects. Double this bonus when making an opposed magic skill check against magical darkness effects.

Lightshow [Apoc]

Prerequisites: Bardic Performance class ability, Light sphere.

Benefits: When you use your inspiring song class ability, you may cause your allies to glow. You may control which of your allies glow and may change which allies are glowing whenever you maintain your song, but you may not cause this glow to glow brightly.

When you start your performance, you may choose a (light) talent you possess that can be applied to a glow that is not bright, and apply it to your glowing allies.

Photosynthesis

Prerequisites: Con 13, Survival 3 ranks, Light Sphere.

Benefit: After a long period of meditation, you have learned how to harness the power of light. If you are in an area of bright light, you can regain hit points equal to your character level as a move action. This ability can only be used once per minute, and can only heal you up to half your normal maximum hit points; any excess healing is lost.

In addition, so long as you spend at least one full hour in an area of bright light you gain all the nourishment you need, and do not need to eat or drink that day.

The benefits of this feat are a supernatural ability.

Searing Brilliance

Prerequisites: Caster level 5th, Light sphere, Searing Light.

Benefit: Your Searing Light now deals 1 point of untyped damage per caster level per round in addition to its fire damage. Undead, oozes, and creatures harmed by daylight take 2 additional points of untyped damage per caster level per round instead.

Seraphic Glow

Prerequisites: Light sphere, good alignment.

Benefit: Any evil creature that begins their turn within your glow or enters its area of effect must make a Will save against its DC or be shaken for one minute, even if normally immune to fear or mind-affecting effects. This ability cannot cause a shaken creature to become frightened or a frightened creature to become panicked, but further fear effects can make them frightened or panicked as normal. A creature that succeeds on its saving throw is immune to your seraphic glows for 24 hours.

Sense Light

Prerequisites: Perception 5 ranks, Light Sphere.

Benefit: Through intense rituals and training you have become capable of sensing light by touch. By spending a swift action, you retain your normal visual abilities for a round when your eyes are closed, and are immune to the effects of the blinded and dazzled conditions, and all gaze attacks. You do not, however, retain the benefits of sight-based abilities (such as darkvision or low-light vision). You must be in area of dim or brighter light to gain the benefits of this feat.

The benefit of this feat is a supernatural ability.

Shining Stars

Prerequisites: Light sphere, Dancing Lights, Glory.

Benefit: You may apply the effects of your Glory talent to glow effects you create as Dancing Lights as if they were placed on yourself, though you may still only apply the effects of Glory to a single glow at a time.


Mind

Backdoor Control

Prerequisites: Bestow Intelligence, Expanded Charm

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

Dark Comedy

Prerequisites: Dark sphere, Mind sphere.

Your mental manipulations tap into shadowed depths of the psyche best left unplumbed. Any time you cast a Dark or Mind sphere effect that inflicts the fascinated condition or use the fascinate bard ability, you may, as part of the same action, spend a spell point to also inflict the sickened condition on affected targets. If a target successfully saves against the fascinated condition, it does not become sickened. The sickened condition lasts for as long as the target is fascinated, plus an additional 1d4 rounds.

Deceptive Advisor

Prerequisites: 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 ft. of you to make 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.

Dynopathy

Prerequisites: Mind sphere, emotion class feature, 5th caster level or higher.

Benefit: You may fuel raw magical energy from your spell pool and into your emotion class feature. You may spend a spell point instead of a daily use of an emotion for emotions with limited daily uses.

Silver Tongue

Prerequisite: Mind sphere.

Benefit: As a swift 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 caster levels.


Nature

Alloy Creation

Prerequisites: Creation Sphere, Metal Geomancing.

Benefit: When using your Creation sphere abilities, you may create and alter objects made from metals you can summon with your recover ore Nature sphere ability, even if you do not possess the Expanded Materials Creation talent. While this does not increase your actual recover ore size, geomancing powers dependent on your recover ore size such as magnetize or heat metal treat your recover ore size as being twice what it normally is when determining how much metal they can affect at one time.

Alloy Enhancement

Prerequisites: Enhancement Sphere, Metal Geomancing.

Benefit: Whenever you use a metal geomancing ability which creates or affects metal (such as recover ore) you may choose to enhance the metal via the enhancement sphere as part of the same action. This costs 1 additional spell point, in addition to any spell points required by the enhancement in question.

Alloy Telekinesis

Prerequisite: Telekinesis Sphere, Metal Geomancing.

Benefit: Whenever you use the metal geomancing recover ore ability, you may use telekinesis to bludgeon another target creature or object with the metal ore recovered in this way, all in the same action. If you increase the casting time by 1 step (usually from a standard to full-round action), you may utilize your caster level instead of your base attack bonus for the first attack roll, and add your casting ability modifier to damage.

Coastal Infusion

Prerequisites: Nature Sphere, Earth Geomancing and Water Geomancing.

Benefit: When using either earth geomancing or water geomancing within 30 ft of both land and a substantial body of water, you gain a +2 bonus to your caster level for those geomancing abilities.

Fertilize Nature

Prerequisite: Nature Sphere, Earth Geomancing and Plantlife Geomancing.

Benefit: Earth and Plantlife Geomancing lasts 2 additional rounds after you end concentration.

Formulae Geomancing

Prerequisite: Nature Sphere, four or more geomancing packages.

Benefit: You may read and use an alchemist’s formulae book, creating extracts for use during the day as an alchemist does. You must have a caster level with the entire Nature sphere equal to 3x the level of the extract, and must spend 1 spell point per level of the created extract, and only you can drink the extract to gain its effects.

Group Spirit [Apoc]

Prerequisites: Nature sphere, Grant Spirit, 1st caster level or higher.

Benefit: You may spend a spell point when using a Grant Spirit to affect up to 1 additional creature per 2 caster levels (minimum: 1). Each target must be within range and must be affected by the same (spirit) talent.

Heat Absorption [Apoc]

Prerequisites: Nature Sphere, Feed on Fire, 1st caster level or higher.

Benefit: When using Feed on Fire, whenever you would take damage from fire, you are instead healed an amount equal to the fire damage dealt, to a maximum amount equal to your caster level. Any healing that would put the caster’s hit points over your maximum instead become temporary hit points which last for 1 hour.

Phoenix Flight [Apoc]

Prerequisites: Nature Sphere, Ride the Flames, 5th caster level or higher.

Benefit: When using Ride the Flames, your fly speed increases by 30 ft. and you may maintain your fly speed outside your turn. In addition, you may use Ride the Flames to hover, provided you possess the required feats or abilities or make the required skill checks.

Smolder Resin

Prerequisite: Nature Sphere, Fire Geomancing and Plantlife Geomancing.

Benefit: Your pummel geomancing ability deals additional Fire damage equal to your casting ability modifier with each hit that successfully deals damage.

Steam Geomancing

Prerequisite: Nature Sphere, Fire Geomancing and Water Geomancing.

Benefit: When using any Nature sphere ability that deals Fire or Cold damage, you may spend 1 additional spell point to split the damage in half, dealing half Fire damage and half Cold damage.

Terrain Strider [Apoc]

Prerequisites: Nature sphere.

Benefit: You are much less affected by terrain that has been enchanted or magically manipulated to impede you, based upon what geomancing packages you possess. Gain a +4 circumstance bonus to saving throws against any Nature sphere talents or abilities from a geomancing package you possess.


Protection

Companionship [Abj. HB]

Prerequisites: Paladin 3rd level, Protection sphere.

Benefit: When you use an aegis on an ally, they are considered physically closer to you. Any supernatural class ability you gain as a paladin treats the ally as being within 5 ft. of you, provided you have line of sight to them and are not required to physically touch them.

Confining Circle [Abj. HB]

Prerequisites: Repel Evil/Good/Law/Chaos Ward.

Benefit: When you create a repel ward, you may invert it, so that creatures of the repelled alignment can enter freely, but must make a Will saving throw to leave the warded area.

Energy Reflection [Abj. HB]

Prerequisites: Energy Resistance.

Benefit: Whenever a creature attacks the bearer of your Energy Resistance aegis, and the damage is reduced by that aegis, that creature suffers damage equal to the amount of damage reduced by the Energy Resistance aegis. The damage is of the same type as it was originally inflicted.

Enmity [Abj. HB]

Prerequisites: Protection sphere, favored enemy class feature.

Benefit: You may create a ward that repels all your favored enemies, as the repel ward. You may apply your bonus to hit your favored enemies to the DC of this ward.

Graphomancy [Abj. HB]

Prerequisites: Protection sphere, Craft (calligraphy) 1 rank.

Benefit: You have learned to use ancient writings and symbols to enhance your Protection sphere abilities. When you create a ward, you gain a bonus to your caster level equal to half the number of ranks you have in the Craft (calligraphy) skill, rounded up. This can not increase your caster level above your Hit Dice.

Immutable Protection [Abj. HB]

Prerequisites: Protection sphere.

Benefit: You receive a +4 insight bonus to MSB and MSD for any magical skill check made by your wards. This includes casting the ward and any checks made to dispel or repress magical effects because of a ward ability.

Martial Aegis [Abj. HB]

Prerequisites: Base attack bonus +1, Protection sphere.

Benefit: When you create an aegis on yourself, you may use your base attack bonus as your caster level. If you use a (succor) talent on this aegis, you may also use your base attack bonus as your caster level for the succor.

Protective Reserve [Abj. HB]

Prerequisites: Sentinel’s reserve class feature.

Benefit: Choose an (aegis) talent from the Protection sphere. You may create that aegis as a supernatural ability, but only on yourself, using points from your reserve in place of spell points. For the purpose of this aegis, your caster level is equal to your sentinel level, and your casting ability is the ability used to determine your reserve points. You may acquire this feat multiple times; choosing a different (aegis) talent each time.

Shrouding Aegis [Abj. HB]

Prerequisites: Protection sphere, shadowstuff class feature.

Benefit: You may spend a point of shadow stuff to create a shrouding aegis. A shrouding aegis protects its bearer through the use of illusion by either obscuring their image, making them appear in a slightly different location, or disguising their movements. The illusions act intelligently and are constantly shifting, causing the creature to have a somewhat ‘unreal’ appearance.

Creatures attacking anyone with a shroud must make a Will save against a DC equal to 10 + 1/2 your Protection caster level + your casting ability modifier to determine if they can see properly through the shrouding aegis. Those who fail this saving throw can not take attacks of opportunity against the shrouded creature, can not benefit from or participate in flanking it, and can not deal any precision-based damage to the shrouded creature. Critical hits work normally, however.

Those who pass or are immune to illusions are not affected by the shroud. Once a creature passes their saving throw, they do not need to make any additional saving throws against that shroud. The shroud is considered an illusion, and benefits from your abilities that enhance illusions.


Telekinesis

Event Horizon

Prerequisites: Dark sphere, Telekinesis sphere, Gravity Well.

Benefit: You may use the Gravity Well talent as a (darkness) talent covering the full area of a darkness or blot. You may do the same with the Gravity Shift talent. If you have Gravity Manipulation advanced talent, you may use it as a (darkness) or (blot) talent. When used as (darkness) or (blot) talents, Gravity Shift and Gravity Manipulation count as Dark sphere talents for determining caster level and bonus effects.

Extradimensional Assembly

Prerequisites: Telekinesis Sphere, Warp Sphere, Extradimensional Storage, Whirlwind Assembly

Benefit: When you use your Whirlwind Assembly talent you may access and swap items in and out of your Extradimensional Storage freely, without the need to use a second action or spend a spell point.

Floating Panoply

Prerequisites: Caster level 7th, Enhancing Telekinesis, Divided Mind, Mass Enhancement

Benefit: When you use the Enhancing Telekinesis feat, you may spend a spell point to enhance every item you lift with Divided Mind, following the restrictions of Mass Enhancement.

Kinetic Creation

Prerequisites: Caster level 7th, Creation Sphere, Telekinesis Sphere

Benefit: You can create items out of telekinetic force instead of matter. Objects made this way cannot incorporate any other materials and must be simple in construction, lacking intricate details or complex moving parts. This ‘material’ has hardness 10 and 3 hit points per inch, but at the end of each round its hit points are fully replenished. Unlike other created objects, objects of telekinetic force are magical and can be dispelled, which also destroys them.

Special: Telekinetic force made with the Create Materials advanced talent reforms itself over the course of an hour if destroyed or dispelled.

Mind Against Body

Prerequisites: Telekinesis Sphere, Telekinetic Maneuver

Benefit: Rather than using your body to fight off more capable opponents, you employ your mind, fighting back with your full telekinetic power. You may substitute 10 + your caster level + your casting ability modifier for your CMD when you are defending against a combat maneuver.

Skillful Force

Prerequisites: Telekinesis Sphere, Finesse, Telekinetic Tools

Benefit: When using your telekinesis to perform skill checks as described in Finesse you do not suffer the normal -5 skill check penalty. In addition, tools you mimic with Telekinetic Tools are effectively masterwork and grant a +2 circumstance bonus on related checks.


Time

Spell Capacitor

Prerequisites: Time sphere.

Benefit: You may cast sphere effects into a temporary rift in time, creating a spell capacitor, storing them for a short time before discharging them simultaneously. This casting spends any spell points required at the time it is performed. You may cast sphere effects into this capacitor with total spell point cost not exceeding half of your casting ability modifier (minimum 1) and total caster level not exceed three times your caster level (use the highest caster level for the effects stored if you have multiple caster levels). Once an effect is cast into the capacitor, it dissipates harmlessly after 1 minute. All stored effects may be released as a 1 round action, choosing targets for each stored effect individually within the parameters of that effect.


War

Deduction

Prerequisites: War sphere, studied combat class feature.

Benefit: Whenever you create a mandate that you share with another ally, they benefit from your studied combat ability, receiving the same bonuses you do against the same target. If you possess abilities that trigger from studied combat (such as studied strike), they may trigger that ability as well. Only one ally (other than yourself) can benefit from your studied combat this way.

Ensouled Totem

Prerequisites: War sphere, bound nexus class feature.

Benefit: You may expend a soul from your bound nexus to create a bound totemic soul. A totemic soul works as a normal totem, but it can move as it were a soul (they normally orbit the character, but the soul weaver can move any number of them as a move action and they have a fly speed of 40 ft), and it has a radius of only 30 ft. A totemic soul continues to exist for 10 minutes per level in the class that grants you the bound nexus class feature without needing concentration. You must still pay the normal spell point cost for creating the totem.

Expanding Presence

Prerequisites: Totemic Aura, antipaladin or paladin.

Benefit: The range of your antipaladin or paladin auras increases to that of any totemic aura you created that is attached to you.

Forbidden Totem

Prerequisites: War sphere, forbidden lore class feature.

Benefit: Whenever you successfully use forbidden lore with a totem, all allies within the totem receive a morale bonus equal to your base forbidden lore bonus to one of the following, chosen by you when you create the totem: attack rolls, damage rolls, AC, saving throws, skill checks, magic skill checks, or CMB and CMD. Bonuses to your forbidden lore bonus do not increase this bonus. Multiple totems can give allies multiple bonuses, but two similar bonuses do not stack.

Hail

Prerequisites: War sphere, mystic focus.

Benefit: You may spend a spell point to rally an ally who has the ability to gain martial focus to restore their martial focus.

Impassion

Prerequisites: War sphere, emotion class feature.

Benefit: You may spend a spell point to rally an ally with any emotion from your emotion class feature that targets a single creature. You do not need to be within touch range, even if the emotion normally requires it.

Martial Magic

Prerequisites: Base Attack Bonus +1, War sphere.

Benefit: When you create a totem, you may use your base attack bonus as your War caster level for purposes of effect (but not size or duration).

Psionic Vigilance

Prerequisites: War sphere, psionics class feature.

Benefit: You may rally allies who are currently under the effects of your psionics. You are considered under the effects of your psionics whenever they are active.

Reflexive Magic

Prerequisites: War sphere, base attack bonus +11.

Benefit: You gain 2 spell points that can only be spent to rally yourself. You regain each of these spell points 1 minute after they are used.

Savagery

Prerequisites: War sphere, animal focus class feature.

Benefit: Whenever you create a mandate that you share with another ally, they benefit from any animal focuses you have active. Only one ally (other than yourself) can benefit from your animal focuses this way.

Spirit Beacon

Prerequisites: War sphere.

Benefit: When you create a totem, you may make it manifest as a glowing pillar of ethereal light that extends upward for hundreds of feet (though not through ceilings). Any creature within 100 ft. per caster level that can see the light is affected by your totem, even if they are seeing the totem indirectly. For enemies, it is trivial to avert their eyes (so they can choose to simply not be affected by the totem), but any ally with a line of sight to the spirit beacon can easily keep it in view.

Succor

Prerequisites: War sphere, lay on hands class feature.

Benefit: You may spend a spell point to rally an ally, and use your lay on hands class feature on them. This costs the normal number of uses of your lay on hands class feature in addition to the spell point cost of the rally, but does not require the ally to be within the normal range of your lay on hands ability.

Totem of the Darkest Aberration

Prerequisites: War sphere, forbidden lore class feature.

Benefit: You must spend a spell point to create a totem of the darkest aberration. When an ally within this totem uses a sphere ability, you may use an immediate action to allow them to benefit from your forbidden lore class feature. If backlash occurs, it affects only you, but the ability still fails. A sphere ability can only benefit from forbidden lore once.

Totem of the Deepest Curse

Prerequisites: War sphere, forbidden lore class feature.

Benefit: You must spend a spell point to create a totem of the deepest curse. The area of this totem is desecrated with the aberrations you commune with. Enemies within this totem must make a Will save or they suffer the effects you currently suffer from due to any backlash you have accumulated.

Totem of Undoing

Prerequisites: War sphere, 10th caster level or higher.

Benefit: You must spend a spell point to create a totem of undoing. Enemy creatures must make a Fortitude save or become faded for as long as they remain within the totem. A faded creature has become less real and less material than before. This is similar to being incorporeal, but the influence is reversed. A faded creature treats all other creatures as incorporeal. They can not pass through solid objects, but solid objects can pass through them without resistance as the creature is pushed out of the way. Any character can bull rush the creature just by walking into them. Faded creatures do half damage with attacks and abilities, unless that attack or ability does full damage against incorporeal creatures (such as force damage or a ghost touch weapon).

Faded creatures can fall and take double normal falling damage while the surface they fall onto takes none. Faded creatures cannot make trip or grapple attacks, but can be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, but are still subject to such actions themselves. Faded creatures have no weight and do not set off traps that are triggered by weight.

Totemic Channeling

Prerequisites: War sphere, channel energy class feature.

Benefit: When you use your channel energy feature, instead of affecting everyone in a specific radius, you may spend a spell point to have it affect all allies or all enemies in a totem you control. You do not need to be within the totem chosen.

Tribal Rhythm

Prerequisites: War sphere, bardic performance or raging song class feature.

Benefit: The character gains the ability to attach totems they create to their songs. When they do so, the totem affects all allies (but not enemies) who are affected by the song. As long as the song continues, the character may maintain the totem as part of the song without concentration or spending spell points. They must still pay its regular spell point cost to create the totem.

Allies affected by a totem attached to a song can be rallied. In the case of a raging song, the ally need only have the choice to be affected; they do not need to choose to be affected in order for the caster to be able to rally them. Whenever the character creates a new totem, they may attach it to their song or create it normally. Totems attached to songs can be ended as a free action. If the character has the ability to move totems, they may attach and detach totems from their song as if the totems were totemic auras attached to themselves.

When you begin a song, you may create a totem attached to it as part of the same action.

Witch Hunt

Prerequisites: War sphere, judgment class feature.

Benefit: Whenever you create a mandate that you share with another ally, they benefit from judgments you have active. Only one ally (other than yourself) can benefit from your judgments this way.


Warp

Companion Teleport

Prerequisites: Warp sphere.

Benefit: When you teleport yourself, you may also teleport a touched creature that has a strong bond to you, such as an animal companion, cohort, Conjuration sphere companion, eidolon, or familiar. You and such a touched creature count as a single target if you use Group Teleport.

Notes: Even if you possess Ranged Teleport, you must touch a creature to benefit from this feat. Also, other creatures than those listed may count as having a strong bond, at the GM’s discretion. Generally such a creature should have a mechanical link to you, though that may be waived under special circumstances.

Special: You may select this feat and benefit from it even if you possess the Personal Warp drawback.

Cosmologist

Prerequisites: Warp sphere, Create Demiplane, Extradimensional Room, Knowledge (planes) 15 ranks.

Benefit: When using the Create Demiplane advanced talent, you may add the Portal, Time, Alignment, Bountiful, and Weather traits to your demiplane even if you do not possess the prerequisite spheres or talents.

Dark Room

Prerequisites: Dark sphere, Warp sphere, Extradimensional Room.

Benefit: Rather than a shimmering portal, the entrance to your extradimensional room may appear as a deep shadow, difficult to discern from a normal shadow by mundane means. An active Perception check with a DC of 10 + 1/2 caster level + your casting ability modifier is required to find the entrance if it is cast in conditions of dim light or darker or positioned so as to overlap with an existing shadow. Those inside the room can look out through the portal unhindered.

Normal: The portal to an extradimensional room shimmers conspicuously.

Extradimensional Shadow

Prerequisites: Dark sphere, Warp sphere, Extradimensional Storage, Shadow Stash.

Benefit: You deepen your shadow by making it a portal into your extradimensional space, combining your magic into one whole; you can no longer use Extradimensional Storage or Shadow Stash separately, instead treating them as a single effect. Your extradimensional shadow combines the weight limit of the two talents into a single progression (15 pounds per caster level, or 30 pounds per caster if you have invested two talents in Extradimensional Storage) and you may store and withdraw items in it using any action options either talent allows. Objects in your extradimensional shadow cannot be affected by creatures with Shadow Stash, and they do not become unavailable if your shadow is stolen: a flickering portal in the shape of your shadow remains, allowing you to access items regardless.

If you have invested two talents in Shadow Stash, your shadow may don items even if they are not your size, stretching and warping to fit into them. You must still have the appropriate body slot for the item.

You may treat your extradimensional shadow as either talent for all purposes. Among other uses, this allows you to apply the effects of feats like Stasis Storage or World in Miniature to it, which often distort the appearance of your shadow. Whenever it would be necessary to determine whether it is a Dark (shadow) effect or a Warp (space) effect (such as calculating its caster level or how it would be affected by Light), the caster may treat it as whichever they deem most advantageous to them.

Wiki Note: Despite some similarities to Dual Sphere feats, it was not published with that tag.

Jump Scare

Prerequisites: Warp sphere, Intimidate 5 ranks.

Benefit: You can teleport suddenly and in an ominous burst of magic, leaping forward in an unexpected and terrifying display. After you appear, you can make an Intimidate check to demoralize an opponent in range (demoralize normally has a range of 30 ft.) as a free action.

Skillful Disappearance

Prerequisites: Warp sphere.

Benefit: The ability to teleport is only half of your ability to disappear. Whenever you teleport you can also use one of the following abilities as long as you meet the ability’s prerequisites.

Exit Stage Left (Disguise 5 ranks): When you teleport you can make a Disguise check as part of the same action, creating and donning a disguise between disappearing and reappearing. You may only disguise minor details when using this ability, and do not get the normal +5 modifier for doing so.

Flourish: When you teleport you can create a minor sensory effect (such as sparkles or a soft clap of thunder) when you depart or arrive. You may also leave a Fine-sized calling card where you depart (whether marking the spot with a smoking brand or dropping a single rose petal) that disappears after one hour.

Make Them Flinch (Intimidate 5 ranks): Immediately before you teleport you may make an Intimidate check against an opponent as a free action, as if making a demoralize check. If you succeed, casting teleport does not provoke an attack of opportunity from that opponent.

Without a Trace (Stealth 3 ranks): You take advantage of even the briefest windows of opportunity to disappear without being noticed. Immediately before teleporting you may make a Stealth check, opposed by a Perception check from any onlookers. Onlookers who fail their check do not see where you’ve gone or how you left, though they may still find out through other means.

World in Miniature

Prerequisites: Nature sphere, Warp sphere, and either Extradimensional Room or Extradimensional Storage.

Benefit: The extradimensional spaces you create are not empty void, but instead a tiny world formed from your magic. This world generates naturally and consistent across all extradimensional rooms you create as well as your extradimensional storage, and it replenishes itself every 24 hours. The elements of this world take up no space in an extradimensional storage, and its features may be placed as desired within one extradimensional room you create. By increasing the action of geomancing by one step, you can simultaneously open a portal to your world to access the elements within as if they were in your square. The world’s exact composition depend on the geomancing packages you possess:

  • Air: Your world possesses a breathable atmosphere and miniature storms. Each round, it produces enough air to sustain a Medium-sized creature or to create a single instantaneous use of air geomancing in an airless environment.
  • Earth: Your world is formed of soft soil and and sand. You may generate a dust storm from it any number of times per day, or you may open a portal beneath yourself (as if you bending space) to form a solid earthen surface to stand upon in a 5-ft. square beneath you.
  • Fire: Your world is rich in fuel and produces a constant flame. A Tiny-sized fire burns within it at all times. If it is extinguished, it reignites one round later if conditions permit.
  • Metal: Your world is shot through with veins of metal. You can use recover ore to extract a Tiny-sized piece of metal ore from your world each day.
  • Plantlife: Your world grows plantlife that produces enough food to sustain a Medium-sized creature for a day. These plants can be used for the entangle and growth abilities any number of times per day, but they are not large enough to count as a tree.
  • Water: Your world contains rivers and oceans. It produces enough clean water to sustain a Medium-sized creature for a day. You may generate fog from this water any number of times per day, though it is not large enough to produce effects such as a vortex.

Note: The Air geomancing package was introduced in Spheres Apocrypha: Nature Package: Air, and the Metal geomancing package was introduced in the Geomancer’s Handbook.

Warp Burst

Prerequisites: Destruction sphere, Explosive Orb talent, Warp sphere

Benefit: When teleporting yourself, you may increase the casting time by one step and spend a spell point to target your destination square with a destructive blast with the explosive orb blast shape, paying additional costs for the blast as normal. You must have line of sight and line of effect to the target square unless you possess the Unseeing Teleport talent. You may exclude your destination square from this effect.


Weather

Mantled Caster

Prerequisites: Weather sphere, at least one (mantle) talent, magic skill bonus 5 or higher.

Benefit: For the purposes of your (mantle) talents you are always treated as being under the effect of your mantle and gain benefits from any (mantle) talents as if the weather were one step more severe. This does not apply to other creatures you bestow your mantle on.

Thrum of Rain

Prerequisites: Bardic performance or raging song, Weather sphere.

Benefit: When you start a bardic performance or raging song, you may use your control weather ability as part of the same action. As long as the song continues, you may maintain the effect as part of the song without concentration or spending spell points. Once your performance ends, you must either begin concentrating on the effect or spend a spell point to allow it to continue without concentration.

Tornado Companion

Prerequisites: Weather sphere; class feature that functions as the druid animal companion ability (including animal companion, divine bond (mount), hunter’s bond (animal companion), nature’s bond (animal companion), and the mount class feature) with an effective druid level of 7.

Benefit: You can select a tornado to serve as your companion. You acquire and advance this creature in the same way as the companion detailed in the class feature used as a prerequisite for this feat. You can also dismiss the creature as dictated by your class feature. (See Sphere Bestiary)

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