Combat
Combat Healer (Combat)
Benefit: You can use the first aid aspect of the Heal skill as a swift action instead of a standard action, and Heal is always a class skill for you.
Practiced Aim (Combat)
Benefit: You gain a +1 trait bonus on attack rolls with your destructive blast.
Iron-Plated Mind (Combat)
Benefit: Choose a sphere: you gain a +4 trait bonus on magic skill checks to cast defensively with that sphere.
Schooled Avoidance (Combat)
Benefit: You gain a +2 trait bonus on all saves versus destructive blasts.
Sense of Self-Preservation (Combat)
Benefit: You may always use an immediate action to rally yourself, if you have one.
Strangely Resistant (Combat) [Abj. HB]
Benefit: Choose a sphere. You gain a +2 trait bonus to all saving throws vs the effects of that sphere.
Tinnitus (Combat)
Benefit: You have a slight but persistent ringing in your ears. You gain a +1 trait bonus to Will saves against sonic and language dependent effects using spoken languages. This bonus also applies to illusions with an auditory component
Equipment
Magic Wardrobe (Equipment)
You can use a hint of teleportation magic to instantly change clothes. As a swift action, you can swap a outfit you’re currently wearing for another outfit in your possession, as well as don or remove individual pieces of clothing or jewelry. If you choose to affect a magical piece of clothing (such as a hat or ring) you are limited to only affecting it, either swapping it with another magical item of the same slot, removing it, or donning it. You may not use this trait to don or remove armor. This trait is a supernatural ability.
Sky Dancer (Equipment)
Benefit: You begin play with a personal skyrider, which has bonus hit points equal to twice your ranks in Craft (airship). You can repair this vehicle by spending 4 hours and making a Craft (airship) check, restoring a number of hit points equal to the result. If it is destroyed, you may replace it by spending 20 gp and 8 hours. Any other creature attempting to pilot this craft takes a -8 penalty to their Fly check. You may also accelerate, decelerate, or turn a skyrider as a move action.
Faith
Allied with the Spirits (Faith)
Benefit: When determining the effect of your totems, gain a +2 trait bonus to your caster level. This can not increase your caster level above your character level.
Blood Cult Survivor (Faith)
Benefit: You have survived attempts to use your blood to fuel dark (or at least questionable) rituals. You gain a +1 trait bonus on saves against blood control and effects that cause bleed damage. Additionally, the first point of bleed damage you take each round is treated as nonlethal damage. This increases by 1 point per round at 5 Hit Dice and every 5 Hit Dice thereafter.
Conscious Cultist (Faith)
Prerequisite: You must openly belong to a community of psychic influence (i.e. an agency or guild).
Benefit: Gain a +1 trait bonus to CL when using talents and abilities from the Divination, Mind and Telekinesis spheres. This increase in caster level may not raise your caster level over your hit dice. In addition, as a member of good standing with the psychic community, you may attend, if not participate in occult rituals or incantations as a secondary caster or performer.
Defender of the Faith (Faith) [Abj. HB]
Prerequisite: You must openly belong to a publicly known religious organization.
Benefit: You gain a +1 trait bonus to CL when using talents and abilities from the Fate, Life and Protection spheres. This increase in caster level may not raise your caster level over your hit dice. In addition, you may participate in rituals or incantations associated with your religious organization.
Force of Spirit (Faith)
Benefit: When you create a totem and pay a spell point to make it continue without concentration, the duration of the totem increases by 2 rounds.
Grove Neophyte (Faith)
Prerequisite: You must openly worship a spirit of nature, be it an element, ideal or actual spirit.
Benefit: You gain a +1 trait bonus to your caster level when using talents and abilities from the Nature, Weather, or Alteration spheres. This increase in caster level may not raise your caster level over your hit dice. In addition, you may attend, if not participate in, rituals and incantations performed inside hallowed druid stone circles.
Pilgrim (Faith)
You are a mystic wanderer, initiated into the mysteries of the path. Your caster level is treated as 2 higher when determining the distance you can travel with teleport effects.
Skeptical (Faith)
Benefit: You gain a +1 trait bonus to Sense Motive checks and a +1 Will saves vs. illusions, enchantments, and Mind sphere effects.
Magic
Additional Medium (Magic)
Benefit: If you possess the Limited Warp drawback, you may select a second condition that you may teleport to or from. So long as both your starting position and your destination meet one of your two conditions, you may teleport.
Chronosense (Magic)
Benefit: You have an acute innate sense time; you always know the date and time of day. You can automatically sense auras (see the Divination Sphere’s divine base ability) left by Time sphere effects (and similar magic, as the GM rules appropriate) within 20 feet.
Creative Knack (Magic)
Benefit: You gain a +2 trait bonus to the caster level of the Creation sphere. This bonus cannot cause your CL to exceed your HD.
Daysense (Magic)
Benefit: You can sense the positions of the celestial bodies, even when you are underground or they are out of sight. This allows you to always know the precise time and the direction of true north. In addition, you gain a +1 trait bonus on Knowledge (Geography) and Survival checks, and one of these skills (of your choice) becomes a class skill.
Destructive Adept (Magic)
Benefit: The damage dealt by alter (destroy) increases to 1d8 + 1/2 your caster level. If you possess Greater Destroy, the damage is increased to 1d10 + your caster level.
Destructive Reservoir (Magic)
Benefit: Once per day you may cause yourself to become fatigued as a free action. You immediately gain 2 temporary spell points. These points persist until the start of your next turn and can only be spend on a destructive blast. If you are already fatigued, you instead become exhausted. If you are exhausted or immune to fatigue or exhaustion you may not use this trait.
Destructive Talent (Magic)
Benefit: Your destructive blasts gain a +1 trait bonus to damage. This bonus increases by 1 for every 10 character levels. This bonus damage is of the same type as the destructive blast. If the blast deals more than one damage type, as with the admixture talent, you may choose which type this bonus applies to.
Differing Worldview (Magic)
Pick a creature type that can usually be affected by mind-affecting effects other than your own. Your Mind sphere talents affect this type of creature in addition to your own.
Dramatic Teleportation (Magic)
When you teleport you can create a minor sensory effect so long as it is related to a Perform skill you have at least one rank in (such as a leaving behind echoing laughter with (comedy) or using (wind instruments) to herald your arrival with a flute’s flourish). Perform is always a class skill for you. If it is already a class skill for you, or you later gain it as a class skill from another source, you instead gain a +1 trait bonus to a Perform skill of your choice.
Dual Creation (Magic)
Whatever prevents you from following conventional teachings and Creation processes hasn’t deterred your spirit. Through great effort, you’ve mastered a second material and are equally able to work with two now. If you possess the Limited Material drawback, you may select an additional material that you can create or alter with Creation.
Special: If you later buy off the Limited Material drawback, you may immediately replace this trait with the Creative Knack or another Magic trait at your GM’s discretion.
Dual Limit (Magic)
Benefit: If you possess the Limited Telekinesis drawback, you may select an additional material that you can manipulate with telekinesis.
Special: If you later buy off the Limited Telekinesis drawback, you may immediately replace this trait with the Kinetic Drain or Potential Energy trait.
Fairy Magic (Magic)
You are particularly proficient in fey magic. You gain a +1 trait bonus to your caster level for the Fallen Fey, Illusion, and Mind spheres. This bonus cannot cause your caster level to exceed your Hit Dice.
Favored Curse (Magic)
Benefit: Choose one form talent. When using this talent while applying your shapeshift to an unwilling target, you gain a +1 trait bonus to the effect’s DC.
Favored Damage (Magic)
Benefit: Choose one blast type group. You gain a +2 trait bonus to your caster level for destructive blasts to which you apply (blast type) talents from that blast type group. This bonus cannot cause you to have a caster level greater than your HD.
Flair for Fate (Magic)
Benefit: You gain a +2 trait bonus to your caster level with the Fate sphere. This bonus cannot cause your CL to exceed your HD.
Friendly Fortune Teller (Magic)
Benefit: Two times per day, while touching a creature or an object, you may as a free action decrease the spell point cost of a (divine) talent or ability by 1. You only divine information about the touched creature or object when using this trait.
Favorite Shape (Magic)
Benefit: Choose one form talent. Twice per day as a swift action when using shapeshift to apply this form to yourself, you may extend the shapeshift’s duration without spending a spell point.
Gift for Magic (Magic)
Benefit: Choose a sphere. You gain a +2 trait bonus to your caster level with that sphere. This bonus cannot cause your caster level to exceed your HD.
Healing Reserve (Magic)
Benefit: You have learned to use your own blood to fuel your magic. Once per day, you may spend a free action to gain a temporary spell point, but you lose one hit point. This cost can not be reduced in any way and can not be a temporary hit point. The spell point persists until the start of your next turn, and must be spent on talents and effects related to the Life sphere.
Kinetic Drain (Magic)
Benefit: You know how to harness the power of motion and use it for spellcasting. Once per day, you may spend a move action to gain a temporary spell point. This point persists until the start of your next turn, and must be spent on talents and effects related to the Telekinesis Sphere.
Necrotic Tinkerer (Magic)
Benefit: You begin play with a battered necrotic marionette with 1 Hit Dice. Creatures other than you cannot reanimate it. It can only be sold for scrap (it’s worth 1d10 gp when sold), but it can be upgraded normally.
Nightbringer (Magic)
Benefit: You gain a +2 trait bonus to the MSD of Dark sphere effects that interact with Light sphere effects.
Omen Reader (Magic)
Benefit: You may cast read magic as a spell-like ability which you may use at-will as a standard action. For the purpose of this spell-like ability, your effective caster level is equal to 1/2 your HD (minimum 1).
Photosynthetic Magic (Magic)
Benefit: The light of the sun is powerful, and you can harness it for your own magic. After spending at least one hour in true sunlight over the course of a day, you gain an additional spell point that can only be spent on talents and effects related to the Light sphere. Time spent in the sun does not need to be consecutive. You cannot gain more than one spell point a day this way.
Pocket Space (Magic)
You have slight talent or training in the magical art of bending space. This grants you a permanent extradimensional space that can hold up to 5 pounds plus an additional 5 pounds for every five character levels you possess, and nothing larger than a Small-sized object (or a combination of smaller objects equal in size to one Small object). You may place any inanimate, unattended object you touch into your pocket space as a full-round action, and may retrieve any one object from your pocket space as a full-round action. If you die, all contents of your pocket space appear in your square, or the nearest unoccupied space.
Potential Energy (Magic)
Benefit: You learn to conserve but ready your energy, poising it on the edge but holding it back until you need it most. You gain a second spell point pool that can hold two spell points. This spell pool never refreshes, but you may fill it by shifting points from your primary spell point pool as a full round action. These spell points may only be spent on talents and effects related to the Telekinesis Sphere.
Practiced Surge (Magic)
Benefit: Your intense study has granted you some measure of control over your wild magic events. Once per day, when you make a wild magic event roll, you may choose to add or subtract 1d6 from the roll after the result of the roll has been revealed. You must choose whether to add or subtract before rolling the 1d6. You gain an additional daily use of this ability at 5 Hit Dice and every 5 Hit Dice thereafter.
Predetermined Caster (Magic)
Benefit: You have been visited by beings of another dimension, who prepared you for your destiny. You gain a +1 trait bonus to CL when using talents or abilities from the Fate, Time, or Warp spheres. This bonus cannot cause your CL to exceed your HD. In addition, 1/ day you may cast the cantrip guidance as a spell-like ability.
Prosperian Prodigy (Magic)
Benefit: You gain a +2 trait bonus to the caster level of the Weather sphere. This bonus cannot cause your CL to exceed your HD.
Restorative Adept (Magic)
Benefit: The damage healed by alter (repair) increases to 1d8 + 1/2 your caster level. If you possess Greater Repair, the amount is increased to 1d10 + your caster level.
Scotopic Arcana (Magic)
Benefit: You gain darkvision 60 ft. with respect to your own areas of darkness only.
Smoke and Mirrors (Magic)
Benefit: Gain a +1 trait bonus to caster level with the Dark, Illusion and Light spheres and a +2 trait bonus to Perform skill checks when you augment a performance with magic. This bonus cannot cause your caster level to exceed your HD.
Transcendent Intuition (Magic)
Benefit: Choose a knowledge skill. You may use your Wisdom modifier or Charisma modifier (whichever is higher) instead of your Intelligence modifier when making checks with this skill.
Unorthodox Casting (Magic)
Benefit: Perhaps you are a druid trained in nature magic by a fey such as a nymph or satyr; maybe you grew up in a great library where you studied the magic of nature and geography; or perhaps you learned magic from an academic who combined study and meditation in equal measures. Either way, you embrace unorthodox techniques that change your approach to magic.
Choose any one mental ability score, you use that score as your casting ability score for any sphere casting classes you have, thus affecting the use of spheres, talents, spell points, etc. This does not change or otherwise affect any class specific features they may have based on another ability score, unless that class feature specifically calls out a casting ability score anywhere in the class feature.
Unrealized Telekinetic (Magic)
Benefit: You may use the mage hand cantrip as an at will spell-like ability with a caster level equal to half your level. In addition, you can qualify for Protokinesis feats without possessing the Telekinesis Sphere. For the purposes of these feats you are treated as having a caster level equal to half your character level, and may choose one mental ability as your casting ability score.
Special: If you later gain access to the Telekinesis Sphere, you may immediately replace this trait with the Kinetic Drain or Potential Energy trait.
Waking Dreamer (Magic)
Benefit: Twice per day as a full-round action you may grant yourself a temporary spell point. This spell point may only be used on Illusion or Divination sphere effects and dissipates after a number of rounds equal to your Hit Dice.
Racial
Bonded Ally (Racial)
Benefit: You gain a +2 trait bonus to your caster level with the Conjuration sphere, but only for a single companion. This bonus cannot cause your caster level to exceed your Hit Dice.
Inured to Chaos (Racial)
Benefit: Resistance to chaotic magic runs in your blood. You may roll twice and take the best result on any save against a wild magic event.
Fey-blood (Racial)
You have traces of fey blood in your veins, granting you an affinity for fey magic. Twice per day, you may spend a standard action to activate a fey-blessing, reducing the spell point cost by 1.
Minor Bioluminescence (Racial)
Benefit: Your skin (or a patterned portion of it) shines with a strange luminescence that many find to be mesmerizing. You shed light as a candle, increasing the light level by one step 5 ft. around you, and may turn this light on or off as a free action. So long as the light is on, you gain a +1 bonus on Bluff checks. In addition, Bluff is a class skill for you.
Special: A member of any race may select this trait, representing distant ancestry to celestial or other light based creatures, or an atypical mutation of some kind.
Natural Shifter (Racial)
Benefit: You gain a +2 trait bonus to your caster level with the Alteration sphere. This bonus cannot cause your caster level to exceed your HD.
Umbral Blood (Racial)
Benefit: You gain a +2 trait bonus to your caster level with the Dark sphere. This bonus cannot cause your caster level to exceed your HD.
Region
Focused Hearing (Region)
Benefit: As a full-round action you may grant yourself blindsense 10 ft. for one round.
Ink in the Blood (Region)
Benefit: Gain a shadow point and a shadow pool. You are treated as having the create reality class feature for the purposes of meeting prerequisites for surreal feats.
Tetrachromacy (Region)
Benefit: You experience a broader spectrum of color. Gain a +2 circumstance bonus to Perception against creatures and objects receiving a circumstance bonus to Stealth and a +2 circumstance bonus to Will saves against visual figments that do not include the Artisan Figments or Complex Illusions talents.
Religion
Aura (Religion)
Benefit: You shed light as a torch, illuminating a 10 ft. radius with normal light and increasing light by one step (to a maximum of normal) 10 ft. beyond that. This light is a supernatural ability, and you may turn this light on or off as a standard action. In addition, you gain a +1 trait bonus on Knowledge (Religion) checks, and Knowledge (Religion) is a class skill for you.
Born Healer (Religion)
Benefit: Your cure ability heals an additional 1d8 hit points.
Doom Cultist (Religion)
Benefit: You gain a +1 trait bonus to caster level for the Blood, Death, and Destruction spheres. This bonus cannot cause your caster level to exceed your Hit Dice.
Sun Worship (Religion)
Benefit: By dedicating yourself to the sun, you have become inured to its effects and attuned to its nature. You are immune to the dazzled condition. In addition, you may qualify for the Photosynthesis and Sense Light feats as if you possessed the Light Sphere.
Untethered (Religion)
Benefit: You follow a spiritual path of freedom, distancing yourself from the world in order to achieve enlightenment. You may choose to count yourself as either one size smaller or one size larger when you would be affected by telekinesis due to your ability to detach yourself from worldly bonds.
Social
Compassion (Social)
Benefit: You may use Charisma in place of Wisdom when you use your Heal skill, and Heal is always a class skill for you.
Guardian of the Real (Social) [Abj. HB]
Benefit: You gain a +2 trait bonus to Knowledge (planes) to identify monsters. The Knowledge (planes) skill is always a class skill for you.
Impersonator (Social)
Benefit: You gain a +2 trait bonus to Bluff checks to impersonate another creature and Bluff is always a class skill for you.
Meditative (Social)
Benefit: You may two times per day when casting divination (sense) abilities increase the casting time to 10 minutes to reduce the spell point cost by 1. You may not apply any metamagic feats to any sense modified by this trait.
Military Historian (Social)
Benefit: You gain a +4 trait bonus to Knowledge (history) checks and Knowledge (local) checks when dealing with military history, important military leaders, famous soldiers, or historic battlefields. One of these skills (your choice) is a class skill for you.
Paranoid (Social)
Benefit: You gain a +2 trait bonus to Sense Motive checks and Will saves vs. illusions, enchantments, and Mind sphere effects. This bonus does not apply to fear effects and is instead a -1 penalty.
Planar Dealing (Social)
Benefit: You gain a +2 trait bonus on Charisma-based checks against outsiders. If you have an ability to substitute another ability score when making such checks, this bonus still applies. Additionally, you receive a 10% discount whenever bargaining for the services of a called outsider.
Tradition
A tradition trait is a form of character trait that relates to a creature’s use of magic. Like all character traits, a tradition trait may be taken at character creation (if using the optional character trait rules), but tradition traits can also be gained through multiclassing, as outlined below. When a caster takes levels in two casting classes that use different traditions but the same magic type (arcane, divine, psychic), they must choose one tradition to be ‘dominant’; this is the tradition that they use when activating magic. The creature does not gain any of the benefits, drawbacks, etc., of the other tradition or traditions they possess, but instead they gain a tradition trait for each of their non-dominant traditions.
A tradition trait represents a way a caster has learned to mix two traditions together, blending elements of one into the other to expanding his magical options. A tradition trait may only be used with the magic type its tradition is associated with, and a caster cannot gain or use a tradition trait associated with their dominant tradition (thus, a wizard could make use of the Artificery Training trait, but not the Clerical Training trait nor the Wizard Training trait).
Wiki Note: This ruleset for traditions and traits is optional.
Artificery Training (arcane, artificery tradition)
You may construct and maintain a single artificer's focus at a time, as the artificer tradition. This device is usable with a single magic sphere (chosen upon creation) and adds the Wild Magic drawback (but with a 20% chance of wild magic instead of 10%) and the Easy Focus boon to effects from that sphere, so long as the artificer's focus is equipped. You must still fulfill all requirements of your own casting tradition when using this artificer's focus. If you construct another artificer's focus, it replaces the first.
Bardic Training (arcane, bardic magic tradition)
If you possess a tradition with the Focus Casting drawback, you may make a Perform check rather than a concentration check when casting without your focus. The DC of this check is 15 + the effect’s caster level. For every 2 points by which this check falls short of the DC, the effect manifests at -1 caster level. If this reduces the effect to a caster level of 0 or below, it does not manifest and any spell points used are lost. You must be capable of using the Perform skill in question (i.e., must be playing a lute to use Perform (strings), sing to use Perform (sing), etc.).
Blood Training (arcane, blood magic tradition)
By taking an amount of nonlethal damage equal to 1/2 your caster level (this damage cannot be healed by magic and only goes away after roughly 8 hours of rest), you may add the effects of the Overcharge boon to that use of magic, suffering fatigue afterward as normal. You cannot use this trait if you are immune to nonlethal damage.
Clerical Training (divine, divine petitioner tradition)
Choose one end of the alignment spectrum that you possess (Good, Evil, Lawful, or Chaotic). You may augment your Destruction sphere effects such as they only deal half damage to anyone not of your opposed alignment (Evil for Good, Lawful for Chaotic, etc.). If you are True Neutral, your opposed alignment is the extremities of the alignment spectrum (Lawful Evil, Lawful Good, Chaotic Evil, Chaotic Good).
Dragon Training (arcane, dragon magic tradition)
If you possess the Conjuration sphere, you may designate one of your companions as a bound creature, as the Bound Creature boon. This does not change one of your companions into a Bound Creature, but instead allows you to use one of your ‘companion’ slots to bind a creature, as the boon. However, the creature advances at half the usual rate, using 1/2 your caster level when determining its Hit Dice. The Boon Companion talent can improve this companion as usual. If you possess the Focused Casting drawback, you may choose to use the creature as your focus, replacing your usual focus. If you do not possess the Focused Casting drawback, the bound creature does not give you that drawback.
Druidic Training (divine, druidic tradition)
If you possess the Expanded Charm talent from the Mind Sphere, you may also affect vermin, although your DCs are 2 less when targeting them.
Fey Magic Training (arcane, fey magic tradition)
You may increase an effect’s casting time by 1 step to incorporate fey movements and revelry into your casting. You must be unbound and free of emotional effects (as the Somatic Casting and Emotional Casting drawbacks) and suffer a chance of arcane spell failure if wearing any armor or using a shield. Once you are finished, the effect gains the effect of the overcharge boon, and you suffer fatigue afterward as normal.
Inherent Spark (divine, inherent divinity training)
You may increase an effect’s casting time by 1 step to assert your own divine will in congruence with your magic. You must be able to speak and be free from emotional manipulation (as the Verbal and Emotional Casting drawbacks) to assert yourself in this fashion. You gain the Easy Focus boon for that effect.
Mystic Training (divine, mystic tradition)
When you have 0 spell points, you may increase your casting time by 1 step to call for the aid of spirits in your time of need, gaining a +2 bonus to your caster level for an effect.
Pact Magic Training (arcane, pact magic tradition)
When you rest to regain spell points, you may designate one sphere you possess and summon a spirit to aid in its casting. You gain the Easy Focus boon when using that sphere, but also suffer the Addictive Casting drawback when using it.
Psychic Training (psychic, any psychic class)
If you possess levels in multiple psychic classes that use different casting ability modifiers, you may always use the higher modifier as your casting ability modifier, switching as needed to reflect changes due to magic, ability drain, etc.
Sorcerous Training (arcane, sorcerous blood tradition)
When using a sphere effect, you may spend an additional spell point to ignore any one drawback you possess (other than Somatic Casting or Verbal Casting), drawing on your own magical nature to fuel the magic instead. You can only ignore one drawback per effect in this fashion, and must pay this cost again for every effect you so manifest.
Spiritual Training (divine, spiritual training)
You may increase an effect’s casting time by 1 step to infuse your own spiritual energy into the effect, increasing it’s power. You suffer 1 point of nonlethal damage +1 per 5 caster levels of the effect, and this damage cannot be healed nor prevented, only being removed after roughly 8 hours of sleep (if a creature is immune to nonlethal damage, they cannot benefit from this trait). You gain the benefits of the Overcharge boon for that effect, and are fatigued afterward as normal.
Wizardry Training (arcane, wizardry tradition)
When you rest to regain spell points, you may designate a single sphere effect and a series of metamagic feats you possess that you wish to augment it with (minimum: 1), in essence preparing the casting before hand. During that day, when you use that prepared sphere effect, the effect manifests at +1 caster level. You must spend 1 gp’s worth of magical components per caster level of the produced effect at the time of preparation.