Sphere Focused Feats
Table of Contents

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.


The Shapeshifter's Handbook

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.

Hybrid Transformation

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.

Improved Transformation

Prerequisites: Transformation, 5th Character level or higher.

Benefit: Choose one trait available to 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 gain that trait while under the effects of your Transformation feat. You may instead take the Perfect Imitation talent or the Retain Ability talent and may apply them to your Transformation form. Additionally, the time required to change shape with the Transformation feat is reduced by one step, to a minimum of a swift action.

Special: You may take this feat multiple times, up to once per 5 character levels. Its effects stack. 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.

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 Likeness 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.

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.


Conjuration


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.

The Nyctomancer's Handbook

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.

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. 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.

Normal: Clearsight only grants immunity from effects created by the caster herself.

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, Pure Darkness, Directional 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

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.


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
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.


The Diviner's Handbook

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.


The Enhancer's Handbook

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.


Fate


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, Illusory 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


Light

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.

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 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.

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 spend 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.

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.


Protection


The Telekinetic's Handbook

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


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.

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

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.

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

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