TEXT: The Jester’s 
  The Jester’s 
  Handbook
  Handbook
  The Jester’s 
  The Jester’s 
  Handbook
  Handbook
  
  Credits
  Author: Steven Alpert
  Creative Director: Adam Meyers
  Interior Art: Rick Hershey, Brett Neufeld, Gary Dupuis
  Cover Art: Wilder Surge
  Layout: Rachel Meyers
  Editing: Johannes Luber
  Special Thanks: James Allen, Brad Whittingham, David Spektorov, Wren Rosario
  The Jester’s Handbook
  This Handbook was created by
  Visit https://www.patreon.com/DropDeadStudios to lend your support.
  
  Contents
  Introduction .......................................................................................3
  Sphere Content from “Beyond the Horizon” ...........................................3
  Class Options .....................................................................................4
  Elemontalist (Elementalist Archetype) .....................................................4
  Knightknight (Mageknight Archetype) .......................................................4
  Monkmentum (Monk and Unchained Monk Archetype) ..........................5
  Prestige Class: Magemage .......................................................................6
  Basic Sphere Talents ........................................................................7
  Advanced, Exceptional, and Legendary Talents ...............................14
  Player Options ..................................................................................18
  Alternate Racial Traits............................................................................18
  Casting Traditions ....................................................................................18
  Feats .........................................................................................................18
  Magic Items and Treasures .....................................................................19
  
  Chapter 1 
  Introduction
  Foreword: A Note From The Author
  This handbook is a fine meritage of creative talent and labor, 
  distilled using pure, ethically-harvested rainforest springwater. 
  It is a labor of love, and I hope everyone reading and using its 
  content enjoy it. The contents of this handbook are meant to 
  integrate smoothly with any regular game using Ultimate Spheres 
  of Power and Spheres of Might. Although many of these talents 
  are puns, jokes, or otherwise a little silly, they work perfectly 
  fine. In all seriousness, or as much seriousness I can muster for 
  a project of this scope, this was a fun and interesting project to 
  work on. It is a unique mental exercise to make sure these are 
  all somewhat witty, while remaining useful, so I hope you enjoy 
  the contents of this book.
  A general disclaimer, some of the contents of this book might 
  not fit the setting or game you are offering, and excluding tal-
  ents, such as Break Dancing in a world without snappy dancing 
  barbarians or Muenster Traits in a setting where cheese mon-
  sters do not roam, is a perfectly valid decision.
  Sphere Content from “Beyond the 
  Horizon”
  Due to a time travel mistake, some mechanics fell out of a 
  portal. Consequently, this book contains options for material 
  that has not been published yet. Please excuse this paradox. 
  Content marked as being “Beyond the Horizon”, uses rules or 
  references content which has not been officially printed yet, 
  such as being in open playtest, or is not available whatsoever 
  but may be coming in the future.
  Talents marked as being “Beyond the Horizon” are usable once 
  the supporting rules for them are properly released.
  
  Elemontalist (Elementalist 
  Archetype)
  Elemontalists are proud warriors of the citric arts, drawing 
  powerful and refreshing might from the most powerful of scur-
  vy deterrents.
  Limelife (Su): At 1st level, whenever the elemontalist casts 
  a sphere effect that deals energy damage, the elemontalist can 
  change the damage dealt by that sphere effect to acid. When 
  used to change the damage dealt by a destructive blast, this ef-
  fect changes that destructive blast’s blast type to the acid blast 
  type group.
  Note: For the purposes of this ability, energy damage is fire, 
  cold, acid, electricity, and sonic.
  Citric Focus (Su): At 3rd level, the elemontalist adds 1/2 his 
  elemontalist level to all damage dealt with destructive blasts 
  from the acid blast type group. At 9th level, this bonus damage 
  increases to become equal to his elemontalist level.
  This alters favored element.
  Hearty Rind (Ex): At 4th level, an elemontalist’s skin be-
  comes thicker, like a hearty citrus fruit. The elemontalist gains 
  a +1 natural armor bonus which stacks with other sources of 
  natural armor. This bonus increases by 1 every 4 levels there-
  after. The elemontalist retains the benefits of this ability even 
  while under the effects of a polymorph effect (or other effect 
  that would suppress abilities reliant on the target’s natural 
  form).
  This ability replaces dodge bonus.
  Elemontal Defense (Su): At 5th level, an elemontalist’s 
  gains resistance 10 to acid and a +2 bonus on saving throws 
  against disease and poison effects. At 11th level, this resistance 
  increases to 15, and the bonus on saving throws increases to +4. 
  At 17th level, this resistance increases to 20, and the bonus on 
  saving throws increases to +6.
  This alters elemental defense.
  Sugar, Lemon, and Water: The elemontalist is an innova-
  tor, always looking to create the next and greatest mixture. At 
  6th level, and every 4 levels thereafter, the elemontalist gains 
  an alchemist discovery, using his elemontalist level in place of 
  alchemist level for meeting prerequisites and casting ability 
  modifier in place of Intelligence for determining their effects. 
  His elemontalist level stacks with his alchemist level for the 
  purpose of determining effective alchemist level for qualifying 
  for discoveries.
  Fruit Almighty: At 20th level, the elemontalist ascends to 
  the zenith of citrus might. The elemontalist’s type changes to 
  plant, and he acquires all plant traits. In addition, the elemon-
  talist gains immunity to acid.
  This ability replaces energy body.
  Special: When choosing this archetype, a player may not want 
  to be a mighty elemontalist, or lemons just are not in the set-
  ting. For example, players may want to be a cool blue raspberry 
  dude, a spicy hot poblanomancer, or an electric currant master.
  When choosing this archetype, players can exchange the acid 
  theme and abilities from this archetype for fire, cold, or elec-
  tricity respectively (sonic is not an appropriate choice for this 
  archetype). Doing so changes all abilities granted by this ar-
  chetype to that energy type or appropriate blast type group 
  (fire blast type, cold blast type, and electricity blast type 
  respectively).
  Knightknight (Mageknight Archetype)
  Truly a paragon of martial prowess, the knightknight reigns 
  over the battlefield as lord and conqueror without the need for 
  pitiful magic. Knightknights are often knights.
  Class Skills: A knightknight adds Intimidate (Cha) and 
  Knowledge (local) (Int) to her list of class skills instead of 
  Knowledge (arcana) (Int) and Spellcraft (Int).
  This alters class skills.
  Saving Throws: The knightknight has good Fortitude and 
  Reflex saves, and poor Will saves.
  This alters saving throws.
  Proficiencies: Knightknights are proficient with simple 
  weapons, as well as light armor and bucklers. In addition, if 
  this is this character’s first level in any class, they may select a 
  martial tradition of their choice.
  Chapter 2
  Class Options
  
  This alters proficiencies.
  Combat Training: A knightknight may combine combat 
  spheres and talents to create powerful martial techniques. 
  Knightknights are considered Adept combatants and use their 
  choice of Intelligence, Wisdom, or Charisma as their practi-
  tioner modifier.
  This replaces casting, spell pool, and magic talents.
  Special: This archetype cannot be combined with archetypes 
  which gain or alter magic talents or otherwise retain sphere-
  casting. If an effect or ability would grant the knightknight a 
  bonus magic talent (such as the Human favored class bonus), 
  the knightknight instead gains a combat talent.
  Man-At-Arms (Ex): At 1st level, the knightknight gains 
  Knightly Training as a bonus Equipment sphere talent.
  In addition, the knightknight uses her practitioner modifier in 
  place of her casting modifier for all mageknight class features. 
  The knightknight may not select mystic combats that grant 
  magic talents or feats that require casting.
  This ability alters mystic combats.
  Gallantry (Ex): At 1st level, the knightknight gains a gallant-
  ry pool, containing a number of gallantry points equal to her 
  practitioner modifier + 1/4 her knightknight level. This pool 
  replenishes after 30 minutes of rest, or 15 minutes if you have 
  access to reasonably comfortable accommodations (such as a 
  bed, cushions, or other fineries of comfort).
  Whenever the knightknight would spend a spell point to use 
  or activate a knightknight class feature, such as a mystic com-
  bat, the knightknight may instead expend a number of gallant-
  ry points equal to the number of spell points required by that 
  ability.
  Knight’s Order (Ex): At 1st level, the knightknight chooses 
  an order, as the cavalier class feature, treating her knightknight 
  level as her cavalier level when determining its effects. If the 
  knightknight already has a cavalier order (or gains one later), 
  the knightknight must choose one order to belong to (losing 
  any benefits from a second order she may have belonged to) 
  and her knightknight levels stack with levels of the class that 
  granted the cavalier order when determining the effects and 
  abilities of her order.
  The knightknight must follow the edicts of her order, gains 
  the skill benefits of her order, as well as her order’s abilities. 
  The knightknight uses her practitioner modifier in place of her 
  Charisma modifier when determining the effects of abilities 
  gained from her order.
  This ability replaces draw power and spell critical.
  Marked for Justice (Ex): At 3rd level, the knightknight may 
  choose one target within sight to mark as a swift action. The 
  knightknight treats the marked target as though she issued 
  a challenge against the target for the purposes of her order’s 
  challenge benefits. This mark lasts for 1 minute. The knight-
  knight may not have more than one creature marked by this 
  ability at a time; applying a second mark causes the first to end.
  This ability counts as the cavalier’s challenge ability and the 
  mageknight’s marked ability for the purposes of other feats, 
  items, and class features.
  Special: If the knightknight gains the challenge package from 
  the Guardian sphere, she may treat targets of the challenge abil-
  ity provided by Guardian sphere as being marked by this abil-
  ity. If she would gain the ability to challenge multiple targets, 
  such as using the Guardian sphere Mass Challenge talent, the 
  knightknight may only mark one target.
  This ability replaces marked.
  Monkmentum (Monk and Unchained 
  Monk Archetype)
  “Speed. I am speed.” - Mantras of Speed, VI
  Monkmentum Training (Ex): At 3rd level, the monkmen-
  tum gains the Athletics sphere as a bonus talent and must se-
  lect either the (leap) or (run) package. If the monkmentum al-
  ready possesses the Athletics sphere, and does not possess the 
  (leap) or (run) package, he instead gains Expanded Training as 
  a bonus talent and must choose the (leap) or (run) package as 
  one of his two choices. If the monkmentum already possess-
  es both the (leap) and (run) packages, he gains a talent of his 
  choice from the Athletics sphere as a bonus talent.
  This replaces fast movement.
  Speedborne (Ex): At 6th level, the monkmentum gains 
  Store Momentum as a bonus Athletics sphere talent. Instead of 
  being limited to only one stored kinetic energy when using the 
  Store Momentum talent, the monkmentum may store multiple 
  instances of kinetic energy, to a maximum of his practitioner 
  modifier. The monkmentum cannot expend kinetic energy 
  more than once per move action.
  Normal: Only one instance of kinetic energy may be stored 
  at any time.
  Swift and Strike (Ex): At 12th level, whenever the monk-
  mentum expends stored kinetic energy, he gains a +2 circum-
  stance bonus on all attack rolls he makes until the start of his 
  next turn.
  
  the following criteria.
  Skills: Spellcraft 5 ranks.
  Special: The character must be a mageknight with the knight-
  knight archetype and possess the mark for justice ability.
  Class Skills
  The Magemage’s class skills are Knowledge (arcana) (Int), 
  Spellcraft (Int), and Use Magic Device (Cha).
  Skill Points at each Level: 6 + Int modifier.
  Hit Die: d8.
  Class Features
  The following are class features of the magemage prestige class.
  Weapons and Armor Proficiency: A magemage gains no 
  additional weapon or armor proficiencies.
  Casting: A magemage may combine spheres and talents to 
  create magical effects. A magemage is considered a Low-Caster. 
  (Note: All casters gain 2 bonus talents and may select a casting 
  tradition the first time they gain the casting class feature).
  Spell Pool: A magemage gains a small reservoir of energy she 
  can call on to create truly wondrous effects, called a spell pool. 
  This pool contains a number of spell points equal to her class 
  level + her casting ability modifier (minimum 1). This pool re-
  plenishes once per day after roughly 8 hours of rest.
  Magic Talents: A magemage gains a magic talent at every lev-
  el, according to Table: Magemage.
  Aligned Class (Ex): Starting at 1st level, the magemage gains 
  all the class features she would otherwise gain as a mageknight, 
  essentially adding every magemage level to her mageknight 
  level to determine what class features she gains and the effects 
  of her mageknight class abilities. She still retains the Hit Dice, 
  base attack bonus, saving throw bonuses, and skill ranks of the 
  prestige class, but gains all other mageknight class features as 
  well as those of the magemage prestige class.
  Don Robes and Magecap (Ex): At 1st level, the magemage 
  may use their practitioner modifier instead of the casting abili-
  ty modifier associated with their casting tradition. In addition, 
  the magemage gains Advanced Magic Training as a bonus feat. 
  If the magemage already possesses Advanced Magic Training, 
  she instead gains Extra Magic Talent.
  Sagacity (Ex): At 2nd level, the magemage’s new policy of 
  learning, and even sometimes reading, before slaying her foes 
  has given her a new outlook on magic. She gains a bonus on all 
  Spellcraft checks equal to 2 + half her magemage level.
  Spellwrought Mark (Su): At 3rd level, when the magemage 
  uses her knightknight mark of justice ability, the target suffers 
  a -2 penalty to saving throws against the spells, spell-like abili-
  ties, and sphere abilities of the magemage, and the magemage 
  gains a +2 bonus to saving throws against the spells, spell-like 
  abilities, and sphere abilities of the target.
  Knowledge Is My Sword (Ex): At 4th level, the magemage 
  learns to leverage her power to her needs. Each day when the 
  magemage regains spell points, she chooses one magic sphere 
  she possesses. Until the magemage rests and regains spell 
  points again, she gains a bonus to her caster level equal to her 
  magemage level when using that sphere. This bonus cannot in-
  crease the magemage’s caster level with that sphere above her 
  Hit Dice.
  Wisdom Is My Orb (Ex): At 6th level, the magemage gains 
  a circumstance bonus on all concentration checks equal to half 
  her magemage level.
  Might Is My Scepter (Ex): At 8th level, as long as the mage-
  mage has a point of gallantry, her resist magic mageknight 
  ability applies to all saving throws the magemage makes, not 
  just saving throws against spells, spell-like abilities, and magic 
  sphere effects.
  Magic Is My Crown (Su): At 10th level, the magemage may 
  treat her weapon as an implement for the sphere selected with 
  knowledge is my sword. The implement’s effective enhance-
  ment bonus is equal to the weapon’s enhancement bonus (max-
  imum +5).
  Table: Magemage
  C l a s s 
  Level
  Base Attack 
  Bonus
  F o r t 
  Save
  Reflex 
  Save
  Wi l l 
  Save
  Special
  Caster 
  Level
  M a g i c 
  Talents
  1
  +0
  +0
  +0
  +1
  Aligned class, casting, don 
  robes and magecap
  +0
  1 (+2)
  2
  +1
  +1
  +1
  +1
  Sagacity
  +1
  2
  3
  +1
  +1
  +1
  +2
  Spellwrought mark
  +1
  3
  4
  +2
  +1
  +1
  +2
  Knowledge is my sword
  +2
  4
  5
  +2
  +2
  +2
  +3
  -
  +2
  5
  6
  +3
  +2
  +2
  +3
  Wisdom is my orb
  +3
  6
  7
  +3
  +2
  +2
  +4
  -
  +3
  7
  8
  +4
  +3
  +3
  +4
  Might is my scepter
  +4
  8
  9
  +4
  +3
  +3
  +5
  -
  +4
  9
  10
  +5
  +3
  +3
  +5
  Magic is my crown
  +5
  10
  Prestige Class: 
  Magemage
  Sometimes, a knightknight realiz-
  es the value of magic, and endeav-
  ors to become more well-rounded 
  to better engage foes on the field 
  of battle. Not all knightknights 
  become magemages, but those 
  who do walk this path learn to 
  understand the arcane to a great-
  er degree, and better leverage 
  knowledge and mentorship as a 
  tool to hone their edge for battle.
  Requirements
  To qualify to become a mage-
  mage, a character must fulfill all
  
  2 caster levels and is entangled for 1d6 rounds unless they suc-
  ceed at a Reflex save with a DC equal to the caster’s Alteration 
  sphere DC. A creature that succeeds at its save takes half dam-
  age and is not entangled.
  Holey: At 11th caster level, choose either the holy or unholy 
  special ability. Any weapon the target wields gains that special 
  ability. This costs an additional spell point.
  Athletics Sphere
  Store Momentum (leap or run)
  As long as you have martial focus, you are always considered 
  to have a running start when attempting an Acrobatics check 
  to jump.
  As a move action, you may store kinetic energy. Kinetic energy 
  may be stored indefinitely, but you may only have one instance 
  of stored kinetic energy at any time.
  Whenever you move more than 5 feet during your turn using a 
  movement mode corresponding to a package you possess, you 
  may expend this stored kinetic energy to increase your speed 
  with that package by +10 feet, increasing by +10 for every 5 
  ranks in in a skill associated with a package you possess.
  Barrage Sphere
  Double Tap (blitz)
  You fire an extra piece of ammunition for each attack made. 
  Increase the base damage die dealt by your attacks by one step 
  (e.g. 1d8 increased to 1d10). Abilities that replace the base dam-
  age die of the weapon such as the warpriest’s sacred weapon do 
  not stack with this talent. At +10 base attack bonus, increase 
  the size of the ammunition’s base damage die by two steps in-
  stead (e.g. 1d8 increased to 2d6).
  Alchemy Sphere
  Improved Liquid Nice (formulae)
  Craft DC: 10
  You create a flask of pleasant thought distillate that functions 
  as a splash weapon you can use as a ranged touch attack with 
  a range increment of 10 feet. Anyone standing in the square of 
  impact or adjacent squares must attempt Will saves. Creatures 
  who fail their saving throw have their disposition toward you 
  increased by 1 step to a maximum of friendly for 1 minute per 
  rank in Craft (alchemy). This is a mind-affecting compulsion 
  effect.
  You can increase the Craft DC for this weapon in increments 
  of 10; each time you do so, the radius increases by 5 feet. You 
  can separately increase the Craft DC for this weapon by an 
  increment of 20 to increase its potency; when you do so, any 
  creature who fails its Will save against this effect instead have 
  their disposition towards you increase to friendly for the 
  duration.
  Alteration Sphere
  Muensterous Traits (body)
  You may add the following traits to your forms:
  Cheese Body: The target’s body becomes strengthened by ar-
  tisanal aging techniques, gaining DR 5/slashing. This improves 
  by 1 per 4 caster levels.
  Dangerously Cheesy: Whenever a creature damages the 
  target with a melee attack, they are overwhelmed by the pun-
  gent smell of cheese. That creature is sickened for a number 
  of rounds equal to your casting ability modifier unless they 
  succeed at a Fortitude save with a DC equal to the caster’s 
  Alteration sphere DC. The target gains a +1 circumstance bo-
  nus to attack and damage rolls against creatures sickened by 
  this trait. This trait’s DC is equal to your Alteration sphere 
  DC.
  Spray Fondue: Once per minute, as a standard action the 
  target may spray thick, hot, sticky cheese in a 20-foot cone. 
  Any creature in this cone takes 1d4 points of fire damage per 
  Chapter 3
  Basic Sphere Talents
  
  Barroom Sphere
  Boozehound
  As long as you have martial focus, you can sense nearby alcohol 
  or creatures with the drunk condition within 30 feet. This ef-
  fect functions as blindsense.
  In addition, as long as you have the drunk status, whenever you 
  attempt a Perception or Survival check, you gain a +2 compe-
  tence bonus on that check. This bonus increases by +1 for every 
  5 base attack bonus you have.
  Bear Sphere
  Slumbear (bearacteristic)
  As a standard action, you may spend a spell point to cause one 
  target creature to fall into a deep, restful slumber for one min-
  ute, immediately recovering 1 hit point per level and curing 1 
  point of ability damage for each ability score as though rest-
  ing for 8 hours. Each round the target sleeps, they regain 1 hit 
  point + 1 hit point per 3 caster levels (this counts as natural 
  healing). If the sleeping target takes damage or another crea-
  ture attempts to wake them as a standard action, the target 
  does not automatically awaken, but instead must succeed at a 
  Will save to wake up. An unwilling creature can attempt a Will 
  save to negate this effect, and on a successful save the creature 
  is staggered for 1 round as they resist the urge to curl up and 
  sleep. This is a mind-affecting sleep effect.
  Berserker Sphere
  Break Dancing
  After making a sunder attempt, you may attempt an Acrobatics 
  or Perform (dance) check as a swift action with a DC equal 
  to the target of your sunder’s CMD. If you succeed, you may 
  move up to half your speed. This movement does not provoke 
  attacks of opportunity. If you succeed at this check by 10 or 
  more, your sweet moves restore your martial focus.
  Blood Sphere
  Hemo Goblin
  You may spend a spell point to target a creature within blood 
  control range that is taking bleed damage, under the effects of 
  your blood control, or has less than half their hit points remain-
  ing. You summon a hemo goblin, an otherwise ordinary goblin 
  (Pathfinder RPG Bestiary pg. 156), into a square adjacent to the 
  target. The hemo goblin gains a bonus to its armor class, attack 
  rolls, saving throws, and skill checks equal to your caster level. 
  The hemo goblin fights the target to the death, and will relent-
  lessly pursue the target if they try to run. The goblin cannot be 
  given commands nor can it be convinced to do anything but 
  attack the target. This sphere effect lasts for 24 hours, until 
  the hemo goblin is killed, or when the target dies, whichever 
  comes first. A hemo goblin disappears when this sphere effect 
  ends or when it dies. A hemo goblin does not leave a corpse.
  The hemo goblin has an unnatural sense of where the target 
  is as though it were constantly locating the target’s general 
  position with as though using the Divination sphere Dowsing 
  sphere effect and automatically succeeds at Survival checks to 
  follow the target’s tracks. A hemo goblin does not automat-
  ically locate the target if they are hidden or difficult to find 
  (such as invisibility or a safe house), or traveled a large distance 
  in a short period of time (such as using the Warp sphere True 
  Teleport advanced talent). If you possess the Mass Control 
  talent, you may spend an additional spell point to summon a 
  goblin for each additional valid target.
  
  Boxing Sphere
  Passive Fist
  As long as you have a readied action to perform a counter punch, 
  you may abandon your readied action as a free action (even 
  if it is not your turn) and regain martial focus. Abandoning a 
  readied action with this talent does not grant you additional 
  actions.
  In addition, you may forgo selecting an additional trigger in 
  favor of self defense. For each additional trigger you forgo se-
  lecting when readying your counter punch, you gain a +1 circum-
  stance bonus to your armor class until the start of your next 
  turn.
  Brute Sphere
  Slapper
  You may use a natural weapon, unarmed strike, or weapon 
  held in one hand to perform a shove, adding its bonuses to your 
  shove’s attack roll and its enhancement bonus to your shove’s 
  damage, as well as damage from appropriate special abilities 
  such as flaming, holy, etc.
  In addition, whenever you successfully perform a bull rush, 
  drag, reposition, or overrun combat maneuver (assuming the 
  target decided to block you and did not simply move out of 
  the way), the target gains the battered condition until the end 
  of your next turn.
  Conjuration Sphere
  Muensterous Companion (form)
  The target gains one of the following traits from the Muenster 
  Traits talent from the Alteration sphere: Cheese Body, 
  Dangerously Cheesy, Spray Fondue.
  Dark Sphere
  Edge Of Night (darkness)
  You may create a darkness that is unnaturally edgy. Any creature 
  inside the darkness must succeed at a Reflex save or take 1d6 
  slashing damage per 3 caster levels (minimum 1d6). Creatures 
  who remain within this area of darkness must save at the end 
  of your subsequent turns or take additional slashing damage.
  If a creature enters this area of darkness after it is created, they 
  must immediately save or also suffer this damage. A creature 
  may only be affected by Edge Of Night once per round, regard-
  less of how many times they enter or exit the area that round.
  Edgelord (meld)
  When the target is shrouded in an area of your darkness, their 
  natural coolness is tastefully amplified. They gain a +1 bonus 
  to Intimidate checks +1 per 5 caster levels, and may make 
  Intimidation checks to demoralize an opponent as a move ac-
  tion instead of a standard action. At 10 caster levels, the target 
  may make an Intimidate check to demoralize as a swift action 
  instead.
  Death Sphere
  Fowl Infestation (ghost strike) [curse]
  You may spend a spell point to make a ghost strike that per-
  manently curses the target to become plagued by chickens, 
  ducks, or another similar bird of your choice (Will negates). 
  Whenever the target draws a weapon or pulls an item out of 
  a container, they have a 50% chance of drawing a live bird in-
  stead. The bird’s starting attitude toward the target is hostile, 
  and will react appropriately to being drawn out by its ankles 
  (or other part of its body). A bird’s body created by this effect 
  disappears if it dies.
  If you spend an additional spell point when casting this sphere 
  effect, the target always draws the same live bird, even if it 
  was killed previously. Drawing this bird causes it to disappear 
  from wherever it was and appear in the target’s hands. The bird 
  remembers the target and will behave appropriately, usually be-
  coming angrier with each draw. With enough time, some birds 
  may realize peace was never an option.
  Destruction Sphere
  Knight’s Blast (blast shape)
  You may spend a spell point to create a destructive blast which 
  sharply turns. You may create up to a close-range line emanat-
  ing from yourself but excluding yourself which travels half the 
  total distance again at the end of its length at a 90 degree an-
  gle. Creatures in the effect are allowed a Reflex saving throw 
  for half damage.
  For example, you may fire a knight’s blast which travels 40 feet 
  forward, then turns 90 degrees and travels 20 feet left, right, 
  up, or down.
  Special: If you possess the Energy Leap talent, when you use 
  the Energy Leap blast shape, at the end of your movement, 
  you may spend an additional spell point to move half the total 
  distance traveled again at a 90 degree angle.
  Divination Sphere
  Alternate Divination: Mind
  Divine Cares Given
  You may divine for a specific subject of interest, chosen when 
  you divine. This is similar to reading the surface thoughts of 
  nearby creatures, but only locates creatures with strong opin-
  ions about a specific topic or subject chosen when you divine, 
  such as politics, war, entertainment, or professional associa-
  tions. Creatures may have a positive, negative, or uninterested 
  opinion regarding a subject. Only creatures with a positive or 
  negative opinion are located. This effect does not discern what 
  opinion each located creature may hold, only that the creature 
  has an opinion.
  
  For example, divining about a specific criminal organization, 
  both members of the organization and opposing factions may 
  hold strong feelings, positive or negative. Unconcerned or un-
  involved individuals would not be located by the effect, and a 
  located creature’s precise opinion is not made known to you.
  Dual Wielding Sphere
  Two In The Hand
  Whenever you use dual attack and successfully strike a creature 
  with your main-hand attack, you may increase your reach by 
  +5 feet when making your off-hand attack. At +10 base attack 
  bonus, your reach increases by +10 feet instead.
  Equipment Sphere
  Small Arms
  You do not take penalties for using weapons sized for small-
  er creatures. For example, a Medium creature could wield a 
  two-handed weapon sized for smaller creatures in one hand 
  without incurring the penalty for wielding inappropriately 
  sized weapons.
  Additionally, you gain a cumulative +1 bonus to Sleight of Hand 
  checks made to conceal a weapon on your person for each size 
  smaller the weapon is sized for. For example, a Medium crea-
  ture using a dagger sized for Tiny creatures would receive a +2 
  bonus to a Sleight of Hand check to conceal it on their person.
  Normal: Using a weapon inappropriately sized for you incurs 
  a -2 penalty on attack rolls for each size category difference. 
  A weapon smaller than its wielder takes one step less effort 
  to wield in combat for each step smaller they are than the 
  wielder. A Small-sized two-handed weapon can be wielded by 
  a Medium creature as a one-handed weapon. A Small-sized 
  one-handed weapon can be wielded by a Medium creature as a 
  light weapon. See the weapon rules for more details (Pathfinder 
  Roleplaying Game Core Rulebook pg. 140).
  Fallen Fey Sphere
  Pixie Sticks (fey-blessing)
  You may activate the following abilities as fey-blessings:
  Pixie Stick: For the duration of this fey-blessing, you form a 
  mystical bond with any mostly-wooden weapon (such as a club, 
  quarterstaff, or spear) you wield, or mostly-wooden ammuni-
  tion such as an arrow or bolt from a ranged weapon you use. 
  You gain a +1 insight bonus on attack and damage rolls when 
  using such a weapon or ammunition. This bonus increases by 1 
  for every 5 caster levels you possess.
  Stick Pixies: You may spend a spell point to summon a crea-
  ture of the plant type with a CR of no greater than your caster 
  level/3 as a 1-round action. A creature summoned this way gains 
  the fey subtype, and is treated as a fey in addition to any other 
  types it may possess. The creature appears within 30 feet of 
  you and remains and serves you for the duration of your fey-
  link. The creature obeys your commands, but unless you speak 
  the creature’s language, or are able to speak with plants, only 
  basic communication is possible (attacking an enemy, defend-
  ing the caster, etc.).
  The total Hit Dice of plants called at one time cannot exceed 
  your caster level (temporary increases to caster level such as 
  the thaumaturge’s forbidden lore ability or implements of the 
  Fallen Fey sphere do not increase this capacity nor the highest 
  CR creature you may summon). Attempting to summon an ad-
  ditional plant forces you to dismiss a number of existing plants 
  to bring the total under this limit. If a summoned creature ex-
  pends abilities with a limited use, those abilities are expended 
  for all creatures of the same kind. Likewise, a creature that 
  gains immunity to an ability of a summoned creature gains 
  immunity to that ability originating from all creatures of that 
  type that you summon.
  Sugar Sticks: You manifest a tube of sugary-sweet pixie dust 
  for the duration of this fey-blessing. You may consume this pix-
  ie dust as a swift action, or feed to another willing creature as a 
  standard action. Consuming the pixie dust restores 1 hit point 
  per caster level. A creature cannot consume pixie dust more 
  than once every 10 minutes.
  The tube replenishes itself as a free action for the duration of 
  the fey-blessing, then disappears when it ends. If the tube is 
  not in your possession at the start of your turn, you can sum-
  mon it to yourself as a move action as long as you have line of 
  sight to it.
  Fate Sphere
  Axe You A Question (word)
  You utter an ominous question towards the target. The target 
  takes damage as though hit by a greataxe appropriately sized to 
  you (Medium 1d12) and is shaken for a number of rounds equal 
  to half your caster level. This damage is not modified by your 
  Strength or any other modifiers you may possess which would 
  otherwise apply to a damage roll.
  If you spend an additional spell point when casting this sphere 
  effect, for a number of rounds equal to half your caster lev-
  el, whenever an effect other than this talent would cause the 
  target to become shaken (such as being demoralized with the 
  Intimidate skill), the target take damage as though hit by a 
  greataxe appropriately sized to you. The target cannot take 
  damage this way more than once per round.
  A successful Will saving throw negates this effect. This is a lan-
  guage-dependent fear effect.
  Fencing Sphere
  Expert Fence
  As a swift action, you may choose one edge of your space and 
  create a metaphorical fence for 1 round. That edge is treated as 
  partial cover for attacks targeting you only. At +10 base attack 
  bonus, you may expend martial focus to reduce this to an im-
  mediate action. Partial cover provided by this talent does not 
  block line of effect and cannot be used to attempt a Stealth 
  check.
  
  Gladiator Sphere
  Pathetic Yelp
  As long as you have martial focus, when an enemy successfully 
  deals damage to you, you may perform a boast as an immediate 
  action.
  Guardian Sphere
  Glutton For Punishment
  As long as your delayed damage pool is at maximum capacity, 
  you gain DR/– equal to 1/2 your base attack bonus.
  As long as you have martial focus, whenever you redirect dam-
  age dealt by another creature to your delayed damage pool, 
  you may scream out in pain and attempt an Intimidate check 
  against that creature to demoralize them as an immediate 
  action.
  Illusion Sphere
  Novel Deception
  As a standard action, you may pretend to cast an Illusion 
  sphere effect and attempt a Bluff check. Making a Bluff check 
  in this manner does not provoke attacks of opportunity and 
  does not count as casting a spell. Any creature observing you 
  must attempt a Sense Motive or Spellcraft check (whichever 
  skill that target has a higher bonus with) against a DC equal to 
  your Bluff check or be convinced you cast an illusion. For the 
  next 10 minutes, the next time a creature who failed its check 
  would make a saving throw against one of your illusions, they 
  must roll twice and take the lower result. For every 8 caster lev-
  els you possess, creatures must roll twice on an additional sav-
  ing throw against your illusions during this duration. Creatures 
  who succeed at their check know you were bluffing and are un-
  affected. This is an extraordinary effect; you can only attempt 
  to deceive the same creature with this talent once every 24 
  hours.
  Note: If it would be impossible for the caster to cast magic, 
  such as while in an anti-magic field, creatures automatically 
  succeed their Sense Motive or Spellcraft check to see through 
  your deception.
  Lancer Sphere
  Lancealot
  When an impaled creature loses the impaled condition and 
  suffers bleed damage, they treat the weapon’s damage dice as 
  though it were 1 size category larger. At +10 base attack bonus, 
  this increases to 2 size categories larger.
  Life Sphere
  High On Vitality (vitality)
  Your Life magic alleviates the target’s worries, making them 
  feel lighter. This causes the target to float up to 6 inches above 
  the ground, allowing the target to ignore difficult terrain and 
  ground-based hazards (such as caltrops).
  Light Sphere
  Rose-Tinted (lens)
  The target’s vision is tinted a soft-red. As a standard action, the 
  target of this lens may fire a blinding burst of light as either a 
  30-foot cone or 60-foot line centered on the target. Creatures 
  caught in the area of effect must succeed at a Reflex save or be 
  blinded for 1 round, and dazzled for one minute. The target 
  must wait at least 1d4 rounds between uses of this ability.
  When using this (lens) talent to fire a blinding burst, the target 
  may end this (lens) talent as a free action to cause creatures 
  who fail their Reflex saving throw to also take 1d4 points of fire 
  damage per caster level.
  Mind Sphere
  Recommend (charm)
  You point out obvious things the target did wrong, hoping 
  they’ll do better next time.
  Lesser Charm: For 1 round per caster level, whenever the target 
  fails an attack roll, skill check, saving throw, or ability check, at 
  the start of the target’s next turn, the target gains a +1 morale 
  bonus on their first roll with that type of check for 1 round.
  Greater Charm: This functions as the lesser charm, except the bo-
  nus increases to +1 + 1 per 4 caster levels and lasts for 1 minute 
  per caster level.
  Powerful Charm: This functions as the greater charm, except the 
  duration increases to 1 hour per caster level.
  What is “Failure”: For the purposes of this talent, a failure 
  occurs when an action or roll that carried real risk does not 
  succeed; most checks made in combat can fail, but a target of 
  this sphere effect cannot perform simple skill checks in hopes 
  of failing before attempting a more important check. The GM 
  is the final arbiter of which checks are capable of failure.
  Some examples include an attack roll missing a target or pro-
  voking an attack of opportunity when using the Acrobatics 
  skill to move through an enemy’s threatened area, etc.
  
  Open Hand
  Up High, Down Low, Too Slow
  If you successfully trip a creature and deal damage to that same 
  creature using an unarmed strike during the same round, that 
  creature gains the battered condition and their movement 
  speed is reduced by 10 feet for as long as the creature is bat-
  tered. This effect cannot reduce a creature’s movement speed 
  below 5 feet. At +10 base attack bonus, the movement speed 
  reduction increases to 15 feet.
  Protection Sphere
  Helping Hand (succor)
  As an immediate action, you may dismiss an aegis on a target 
  to allow them to reroll a skill or ability check they just made 
  before the results are revealed. They gain a circumstance bonus 
  equal to 1/4 your caster level (minimum 1) on this roll. The tar-
  get must take the second result, even if it is worse.
  Telekinesis Sphere
  Pantomime Cage
  You may spend a spell point to trap the target in a box made of 
  telekinetic force. On a failed Reflex save, the target becomes 
  trapped for 1 round per caster level, effectively sealing the tar-
  get off from all other creatures. The trapped target cannot 
  move from their space except by means of dimensional travel, 
  such as teleport from the Warp sphere, but is still trapped even 
  if moved by such an effect. The target treats all other creatures 
  as though they had total cover against it, and all other crea-
  tures treat the target as though it has total cover against them. 
  A trapped target may attempt a Reflex saving throw or Escape 
  Artist check as a full-round action with a DC equal to this ef-
  fect’s DC to escape and end this effect. If the target takes dam-
  age while trapped, they may attempt a check to escape as a free 
  action which can be taken even if it is not their turn.
  Time Sphere
  Time Of The Season (time)
  You create a temporal bubble which changes the season. Create 
  a sphere with a radius of 10 feet + 5 feet per 2 caster levels cen-
  tered on a creature, object, or square within reach (or within 
  your Time sphere range, if you possess the Ranged Time talent) 
  and choose one of the following seasons:
  Spring: The area becomes a refreshing spring. Additionally, 
  you may spend an additional spell point to make this area burst 
  with overgrowth. If you do, the area becomes difficult terrain 
  (effects which allow a creature to move normally in natural ter-
  rain, such as woodland stride, ignore this difficult terrain).
  Summer: The area becomes a warm summer. Additionally, 
  you may spend an additional spell point to make this area 
  cause heatstroke. If you do, creatures that enter this area or 
  are inside this area at the end of your turn must succeed at a 
  Fortitude save or take 1d4 nonlethal damage and are fatigued 
  until they recover from this nonlethal damage.
  Autumn: The area becomes a tranquil autumn. Additionally, 
  you may spend an additional spell point to make this area filled 
  with rustling leaves and a calming rustic scent. If you do, crea-
  tures that enter this area or are inside this area at the end of 
  your turn must succeed at a Will save or be fascinated as long 
  as they remain in this area. This is a mind-affected effect, and 
  creatures who save against this effect cannot be fascinated by 
  this sphere effect for 24 hours.
  Winter: The area becomes a frosty winter. Additionally, you 
  may spend an additional spell point to make the area filled with 
  a miniature snowstorm. If you do, the snowstorm obscures all 
  sight in this area, including darkvision, beyond 5 feet. A crea-
  ture 5 feet away has concealment and creatures farther away 
  have total concealment.
  An unwilling creature targeted by this effect can attempt a Will 
  save to negate this effect, and is granted a new saving throw 
  each round as a free action. You must concentrate to maintain 
  this effect, but may spend a spell point to allow it to remain for 
  1 minute per caster level without concentration.
  Special: Weather conditions inside this effect’s area are treat-
  ed as severity 1, generally matching the selected season (winter: 
  Cold 1, spring: Heat 1, summer: Heat 1, fall: Cold 1), allowing 
  creatures inside the effect’s radius to ignore current weather 
  conditions. Time Of The Season counts as an opposed control 
  weather effect, and changing the weather in an area that in-
  cludes Time Of The Season’s area of effect is treated as op-
  posed casters affecting the same weather category. If Time Of 
  The Season’s caster is successful when making a magic skill 
  check in this manner, or an opposed caster is unsuccessful, the 
  weather inside Time Of The Season’s area of effect is treated as 
  severity 0. If Time Of The Season’s caster is unsuccessful, or an 
  opposed caster is successful, the weather within Time Of The 
  Season’s area is unaffected and any season’s additional effects 
  (such as spring’s overgrowth or summer’s intensified heat) are 
  suppressed.
  Trap Sphere
  False Trigger
  When setting a trap, you may choose to make the trap a de-
  layed trap. A delayed trap gains a +1 bonus to any attack roll it 
  may make or DC it may have. This bonus increases by +1 for 
  every 10 ranks in Craft (traps) you possess. The first time a trap 
  would trigger, the trap does not trigger and makes an audible, 
  obvious noise (such as a click).
  
  War Sphere
  What Is It Good For? (totem)
  You create a totem that amplifies the futility of war. Enemies 
  within this totem do not gain bonuses to attack rolls or to AC 
  due to battlefield positioning, such as flanking, higher ground, 
  or cover.
  Warleader Sphere
  Inside Voice
  Whenever you perform a shout, you may reduce the radius of 
  that shout to a minimum of 5 feet.
  Whenever you perform a shout, creatures not within your 
  shout’s radius must succeed at a Perception check against your 
  Warleader sphere DC or be unaware that you performed a 
  shout. This effect’s DC is subject to sound-based Perception 
  modifiers, such as distance to the source (the shout’s area of 
  effect) and obstructing objects such as closed doors and walls.
  Warp Sphere
  Timed Warp
  When you teleport, you may choose to delay the effect for up 
  to a number of rounds equal to your caster level. The teleport 
  does not come into effect immediately and instead takes place 
  at the start of your turn after the chosen number of rounds 
  occur. You must decide on any variables and pay any additional 
  spell points for this teleport effect (e.g. distance, direction, etc.) 
  when you delay the effect. When the delayed teleport occurs, 
  if the target location is not valid, the effect fails and does not 
  occur. For example, a  teleport can fail if you do not pay an addi-
  tional spell point for Unseeing Teleport and, when the delayed 
  teleport occurs, the teleport would move you to a space you do 
  not have line of sight for.
  If you spend an additional spell point when delaying a teleport 
  with this talent, you may cast and delay a second teleport effect 
  which must be delayed at least one additional round longer 
  than the first teleport you delayed.
  Weather Sphere
  This Sparks Joy (mantle, storm)
  When a creature bearing your mantle is in an area of 
  Precipitation and Wind severity level 4 or higher, they gain a 
  +2 morale bonus on attack rolls, damage rolls, and Will saving 
  throws, plus 1 for each category above storm.
  This Does Not Spark Joy (shroud, 
  precipitation)
  You place this shroud on a target creature, dampening their 
  spirits. Any morale bonus affecting the target is suppressed 
  for the duration of this talent. If you spend an additional spell 
  point when casting this shroud, any morale bonus affecting the 
  target is instead applied as a penalty (for example, a +1 morale 
  bonus to attack rolls would become a -1 penalty).
  Wrestling Sphere
  Tag Team (slam)
  You force the target of your grapple to provoke an attack of 
  opportunity from one other ally threatening the target with a 
  +2 circumstance bonus on their attack roll, breaking your grap-
  ple. If the target takes damage from the attack of opportuni-
  ty, you regain martial focus and may move up to 10 feet. This 
  movement does not provoke an attack of opportunity.
  
  Beastmastery Sphere
  Lions And Wardrobes
  Prerequisites: Disguise 1 rank, Beastmastery sphere ((handle 
  animal) package).
  You may use Handle Animal to teach an animal a unique trick:
  Civilized (DC 20): The companion can commingle with hu-
  manoid society, and is able to behave autonomously and appro-
  priately in complex social situations, such as bowing to a mon-
  arch when appropriate, attending a dinner party, or generally 
  behaving like a polite person in any given scenario. This is not 
  intelligence, it is simply learned mannerisms that convenient-
  ly allow an animal to react to both simple and complex social 
  situations, and react appropriately to questions and conversa-
  tions as though it understood languages the handler possessed 
  at the time they taught the animal this trick.
  In addition, when attempting a Disguise check to alter an an-
  imal’s appearance, the Disguise check takes no penalties due 
  to different gender, race, age, or size category. Disguising an 
  animal in this way may be as simple as putting a hat on a bear 
  to applying full makeup and costumery to a salamander. An an-
  imal disguised this way does not automatically draw attention 
  to itself, though it may draw suspicion if it does not behave 
  appropriately to a situation. You may substitute your Handle 
  Animal bonus in place of your Disguise bonus when attempt-
  ing this check.
  Example: A bear disguised as a human noble and taught the 
  Civilized trick could attend a nobleman’s dinner party, not 
  draw suspicion to itself while disguised as a noble, and even 
  engage in basic social etiquette.
  Communication Sphere
  Failure To Communicate (approach, utility)
  Prerequisites: Linguistics 5 ranks, Communication sphere 
  (Veiled Dialogue (utility)).
  Adopting this approach is a swift action. Until you adopt a new 
  approach, you distract all other creatures from communicating 
  using any language, causing affected creatures to shout non-
  sense or make distracting gestures instead of their intended 
  speech. Each other creature within 60 feet of you is unable 
  to use or understand any language or provide somatic compo-
  nents for spellcasting until it leaves this approach’s radius or 
  this approach ends. A creature may attempt a Will saving throw 
  as a standard action. You cannot affect a creature with this 
  approach for 24 hours after they successfully save against this 
  effect. This is a visual and auditory effect. Creatures are only 
  affected by this approach as long as they can see or hear you. 
  This is a supernatural effect.
  Beyond the Horizon: Communication sphere and excep-
  tional talents have not been released yet.
  Creation Sphere
  Create Minds Think Alike
  Prerequisites: 
  Creation 
  sphere 
  (Exquisite 
  Detail), 
  Enhancement sphere (Bestow Intelligence (enhance)), caster 
  level 5th.
  You may create a statue or similar object which is a perfect like-
  ness of yourself or another creature, even if you could not ordi-
  narily succeed at a Craft check to create an object of that com-
  plexity. This statue may be any size you choose, to a maximum 
  of the largest object size you could create. An object created this 
  way is still a statue, and while details can be as close to accurate 
  Chapter 4
  Advanced, Exceptional, and 
  Legendary Talents
  
  as possible, the object is not mistaken for a real creature with-
  out additional disguises.
  When you enhance a target using the Bestow Intelligence talent 
  to grant an object intelligence, you may spend an additional 
  spell point to grant the target object an imprinted duplicate of 
  your mind. The target gains all your mental traits and quirks, 
  such as your memories and mannerisms. This allows the target 
  to use either its normal skill ranks and modifiers, if it possesses 
  any, or the your skill ranks and modifiers, whichever is better. 
  The target does not gain any other abilities because of this ef-
  fect. The target’s starting attitude is friendly towards you, as 
  normal, and the target is aware of the circumstances of its sen-
  tience and how you created it, but its attitude may change.
  Destruction Sphere
  Grandmaster
  Prerequisites: Destruction sphere (Knight’s Blast (blast 
  shape)).
  When using the Knight’s Blast blast shape, instead of firing 
  a straight line with a single 90 degree turn, you may instead 
  change direction up to 90 degrees a number of times equal to 
  your caster level provided that the total distance traveled is not 
  greater than close-range plus half the distance.
  Duelist Sphere
  Bloody Hell (bleed)
  Prerequisites: Duelist sphere, Great Focus, base attack bo-
  nus +15.
  Whenever you deal bleed damage to a creature, you may ex-
  pend two martial focuses to attempt to send the target to hell, 
  or heck, or somewhere. If you do, that creature must succeed 
  at a Will save or be transported to another plane that is strong-
  ly-aligned with evil (e.g. Hell, Abaddon). If the target succeeds 
  at their saving throw, the cosmic energy you attempted to 
  exploit backlashes and you suffer 6d6 fire damage and are fa-
  tigued. This is a supernatural effect; you can only use this talent 
  against the same creature once every 24 hours.
  Enhancement Sphere
  Alternative Energy
  Prerequisites: Enhancement sphere (Energy Enhancement 
  (enhance)), caster level 5th.
  When enhancing a weapon with Energy Enhancement, you may 
  choose sonic damage. At 10th caster level, you may choose 
  force damage. Treat these choices as though they were the 
  flaming weapon special ability, but instead dealing sonic or 
  force damage respectively.
  Leadership Sphere
  Two Day Shipping
  Prerequisites: Leadership sphere (Messengers (followers)).
  Whenever you send a written message or item with your 
  Messengers talent, if it would take more than two days for your 
  messenger to reach its destination, it arrives at the end of that 
  second day, regardless of any remaining distance, as long as the 
  destination is reachable by normal travel.
  If you possess the Merchants talent, your messengers can ob-
  tain items from anywhere they could deliver a message or item 
  to in no more than two days.
  If you possess the Teleportation legendary talent, your messen-
  gers can reach any destination on the same plane as you in no 
  more than two days.
  If you possess the Planisphere legendary talent, your messen-
  gers can reach any destination on any plane in no more than 
  two days.
  Mana Sphere
  What’s Yours Is Ours
  Prerequisites: Mana sphere (Soulmate (manabond)), caster 
  level 1st.
  When you create a manabond using the Soulmate talent, when-
  ever the recipient of this manabond benefits from magical heal-
  ing, a consumable item (such as a potion, alchemical item, etc.), 
  or food, you may choose to clone the benefits of that effect for 
  yourself, as though you were the target of that effect. You may 
  not redirect effects shared to you by the recipient of this bond 
  to other creatures.
  Special: The benefits of food shared by this effect can allow 
  one creature to eat, and two to benefit.
  Nature Sphere
  Peace And Love (spirit)
  Prerequisites: Nature sphere, Mind sphere.
  You learn to manipulate the most elusive natural element, the 
  heart. You project a 30-foot aura which penalizes hostile ac-
  tions. All enemies within close range take a -1 penalty on any 
  attack rolls they make. You may suppress or resume this abil-
  ity as a free action. This ability ceases to function if you are 
  stunned, paralyzed, unconscious, dead, or otherwise incapaci-
  tated. This is a mind-affecting compulsion effect. At caster lev-
  el 10, and every 10 thereafter, the radius of this aura increases 
  by 30 feet.
  If you spend a spell point as a free action, you may empower 
  this aura to punish those with wicked hearts for 1 round per 
  caster level. While the aura is empowered, whenever a crea-
  ture taking a penalty from this aura deals damage to you or an 
  ally inside this effect’s radius, that creature must make a Will 
  saving throw or take 1d6 nonlethal damage per 4 caster levels 
  
  (minimum 1d6). A creature can only take damage from this ef-
  fect once per round; a creature that is immune to nonlethal 
  damage takes lethal damage instead.
  Scoundrel Sphere
  Hot Pocket (trick)
  Prerequisites: Sleight of Hand 10 ranks, Scoundrel sphere.
  When you gain this talent, designate a container in a specific 
  location (such as a safe or crate in a specific warehouse). This 
  container becomes your “hot pocket”. You may spend 8 hours 
  studying a container to designate it as your new hot pocket. If a 
  hot pocket is substantially moved, such as to another building 
  or generally more than 30 feet, it stops being your hot pocket 
  until you spend time to designate it as your hot pocket again.
  Whenever you successfully perform a steal combat maneuver, 
  you may expend martial focus to teleport the stolen item to 
  your hot pocket. Your hot pocket must be on the same plane as 
  you when you teleport it with this effect. When you possess 15 
  or more ranks in Sleight of Hand, you may teleport objects to 
  your hot pocket even if it is not on the same plane as you. This 
  is a supernatural effect.
  Scout Sphere
  Eye Spy
  Prerequisites: Perception 10 ranks, Scout sphere (Great 
  Senses).
  As a full-round action, you may concentrate on any creature 
  that you successfully used the scout ability on within a num-
  ber of miles equal to your ranks in Perception. You perceive 
  that creature’s surroundings as if you were standing where that 
  creature was. While you may use that scouted creature’s special 
  senses (i.e. darkvision, etc.) you must use your own Perception 
  skill if attempting a check.
  Shield Sphere
  Perfect Turtle Mimicry (stance)
  Prerequisites: Shield sphere (Flexible Cover), base attack 
  bonus +10.
  While in this stance, choose one edge of your space. That edge 
  is treated as cover as though using the Flexible Cover talent. 
  This cover applies along the edge of your space even while 
  moving, but the cover is always along the edge of your space 
  you chose when assuming this stance. You must be wielding a 
  shield to benefit from this stance.
  While in this stance, you may expend martial focus as an im-
  mediate action to gain improved cover against attacks from 
  every direction until the start of your next turn (improved cov-
  er provides a +8 AC bonus and +4 Reflex save bonus as well as 
  improved evasion against attacks which this Reflex save bonus 
  applies). When you lose the benefits of improved cover grant-
  ed by this talent, you immediately exit this stance.
  Beyond the Horizon: (Stance) talents have not been released 
  yet.
  Sniper Sphere
  I Miss You My Darling
  Prerequisites: Stealth ranks 10, Scout sphere (Track The 
  Scene), Sniper sphere.
  Whenever you miss your target when performing a deadly shot, 
  you may expend martial focus as a free action. If you do, you 
  designate that target as your prey. While following the tracks 
  of your prey, you may take 10 on Survival skill checks while 
  moving at normal speed, without penalty. In addition, you re-
  ceive a +2 insight bonus on attack rolls made against your prey, 
  and automatically confirm the first critical threat you make 
  against your prey. This effect ends when you confirm a critical 
  threat against your prey, or 24 hours pass, whichever comes 
  first. A creature cannot be designated as your prey more than 
  once every 24 hours.
  You may not have more than one creature designated as your 
  prey at any time, and may dismiss this effect at any time as a 
  free action.
  Tech Sphere
  It Just Works
  Prerequisites: Craft (mechanical) 5 ranks, Tech sphere (any 
  one (gadget)).
  You are able to breath function into your damaged and beyond 
  repair creations. Any non-drone gadgets in your possession with 
  the broken condition function as if they did not have the bro-
  ken condition. You may spend a charge from a destroyed non-
  drone gadget (a gadget with 0 hit points or less is destroyed) 
  in your possession to allow it to function and work as if fully 
  repaired for 1 minute as long as it remains in your possession.
  You must have physical pieces of the destroyed object to use it 
  in this manner. A gadget that leaves your possession is affected 
  normally by the broken and destroyed conditions.
  Normal: A broken or destroyed gadget counts against your 
  maximum number of prepared gadgets until it is abandoned 
  and disassembled for a new gadget. You may always abandon 
  any gadget you’ve crafted during a 15/30 minute crafting period 
  to craft a new gadget. An abandoned gadget does not function in 
  any capacity once it is abandoned, and is no longer considered 
  a gadget.
  
  Trap Sphere
  A Better Mouse Trap (snare)
  Prerequisites: Craft (traps) 5 ranks, Trap sphere.
  When triggered, this trap releases a rat swarm (Pathfinder RPG 
  Bestiary pg. 232) in the square it was triggered. The swarm is 
  hostile and attacks the creature which triggered the trap or any 
  other nearby creature if unable to attack the target. A swarm 
  summoned by this effect remains for 1 minute per rank of Craft 
  (traps) you possess before mysteriously disappearing. For ev-
  ery 10 ranks in Craft (traps) you possess, an additional swarm 
  is released in the nearest adjacent square to the creature who 
  triggered the trap.
  If you possess the Bee Keeper Beastmastery talent, you may 
  expend martial focus when placing this trap to choose an ani-
  mal or vermin swarm with a CR equal to or less than 1/2 your 
  ranks in Craft (traps) to be released when the trap triggers.
  Choosing a swarm is subject to GM discretion.
  Warp Sphere
  Time Warp
  Prerequisites: Time sphere, Warp sphere (Distant Teleport, 
  True Teleport, Unseeing Teleport), caster level 20th.
  You may spend 5 spell points to teleport to a point backwards 
  or forwards in time, up to 100 years per caster level, appearing 
  at that point in time at a location of your choice within your 
  teleport range, as though using True Teleport.
  To see how accurate the teleportation is, consult Table: 
  Mishap found on True Teleport. Your familiarity with the 
  destination time is relative, and knowledge of the destination 
  time may be determined by succeeding on a DC 30 Knowledge 
  (history) check. Succeeding on this check means the caster is 
  treated as the destination time as having been “viewed once”, 
  and for every 5 you exceed the DC, you are treated as having an 
  additional step of familiarity with the destination time and lo-
  cation. A “false destination” result when using this talent would 
  be teleporting to a nonexistent location at a specific point in 
  time, such as a mythical city that does not exist.
  This talent is otherwise modified normally by Warp sphere 
  talents. For example, possessing Mass Teleport allows you to 
  teleport to a point in time with other creatures.
  Note: Time travel is complex. For example, a caster who inter-
  acts with the past and returns to their own time may not return 
  to their own original timeline, but instead a parallel universe 
  branching from actions and changes which occurred when the 
  caster interacts with the past. Such changes are ultimately up 
  to GM discretion, and incorporating time travel, whether trav-
  eling into the past or future, should be done with caution.
  
  Alternate Racial Traits
  Goblin
  Hemo Goblin Straggler
  A goblin who came into being through a Hemo Goblin sphere 
  effect, yet for some inexplicable reason never disappeared 
  (such as their target never dying, a mishap, etc.), is left with 
  a small fragment of the magic that brought them into being. 
  The goblin gains Basic Magic Training in the Blood sphere as a 
  bonus feat at 1st level. This replaces skilled.
  Casting Traditions
  Caffiend
  Caffiends are an odd blend of addicts and savants who draw 
  strength from their love of coffee, tea, or other caffeine-laden 
  drinks.
  Casting Ability Modifier: Intelligence
  Drawbacks: Material Casting (coffee or tea), Rigorous 
  Concentrating, Witchmarked (scent of coffee or tea).
  Boons: +1 spell point per odd level in a casting class.
  Feats
  Extra Blended Training Talent (Champion)
  Prerequisites: Casting class feature, martial focus.
  Benefit: You gain one additional magic or combat sphere, or 
  one talent from a magic or combat sphere you possess.
  Special: You may take this feat multiple times. The effects 
  stack.
  Localized Changes (Dual Sphere)
  Prerequisites: Time sphere (Time Of The Season (time)), 
  Weather sphere.
  Benefit: While concentrating on Time Of The Season, in-
  stead of choosing a season’s additional effects (such as spring’s 
  overgrowth or summer’s intensified heat) you may adjust the 
  weather inside the effect’s area as though using control weather. 
  You cannot choose a season’s additional effects if you adjust 
  the weather inside Time Of The Season’s area. If you spend a 
  spell point to allow Time Of The Season to continue without 
  concentration, any weather severity changes you made contin-
  ue for Time Of The Season’s duration.
  Note: Changes to weather inside the area of effect should gen-
  erally match a season’s normal weather, such as winter having 
  Cold and snow and summer having Heat, subject to GM dis-
  cretion. Generally speaking, wind is appropriate in any climate, 
  but Cold, Heat, Precipitation, and Aridity will vary by season, 
  or whatever may be appropriate for that region.
  Suggested weather conditions (for each season):
  Winter: Cold, Precipitation.
  Spring: Heat, Precipitation.
  Summer: Heat, Aridity.
  Fall: Cold, Aridity.
  Tactical Warping (Champion)
  “Teleporting behind them. They never expect that.”
  Prerequisites: Fencing sphere, Warp sphere, character level 
  8th.
  Benefit: Whenever you teleport into a square adjacent to 
  a creature, you may attempt to feint that creature as a swift 
  action.
  If you possess the Emergency Teleport talent, when a crea-
  ture attacks you during a round you successfully feinted that 
  creature, you may teleport using the Emergency Teleport talent 
  without spending an additional spell point.
  Chapter 5
  Player Options
  
  Thunderbolts And Lightning, Very Very 
  Frightening (Champion)
  As a wise inventor once said.
  Prerequisites: Gladiator sphere, Weather sphere (Storm 
  Lord).
  Benefit: You may attempt an Intimidate check as a free ac-
  tion against creatures who can see and hear you that fail their 
  Reflex save against a lightning bolt controlled with the Storm 
  Lord talent.
  While in an area of weather severity level 3 or higher, you gain 
  a +2 competence bonus on Intimidate checks. This increases to 
  +4 while in an area of weather severity level 6 or higher.
  Magic Items and Treasures
  Barbarian’s Furry
  “Oho? What’s this?” -Yarsgall, the Furred King
  Aura faint Alteration; CL 6th
  Slot weapon; Price 18,500 gp; Weight 10 lbs.
  Barbarian’s furry is a +2 battleaxe adorned in furs and skulls 
  which brings out the inner beast of its victims. Twice per day, 
  when the wielder of barbarian’s furry deals damage to a crea-
  ture with an attack action, the wielder can choose to activate 
  its secondary effect. The target must succeed at a DC 13 Will 
  save or be affected by a shapeshift, gaining the Animalistic 
  Transformation and Bestial Mind trait, and must succeed at an 
  additional DC 13 Will save or be affected by the Bestial Mind 
  trait. This shapeshift lasts 6 minutes. The barbarian’s furry’s abili-
  ty cannot be used alongside other strike talents.
  ConstruCtion requirements
  Smith Magical Weapons and Armor, Craft Marvelous Item, 
  Alteration sphere (Animal Mind, Animalistic Transformation 
  (transformation), Transforming Strike), Beast Soul (drawback) 
  Fleshwarper (drawback); Cost 9,250 gp
  Cordial of Mother’s Endurance
  This soothing drink warms the coldest nights.
  Price 10 gp; Weight —
  Category Alchemical Remedies
  This pungent drink warms the body and dull’s the mind. 
  Commonly made from distilled and fermented potatoes, but 
  occasionally grains. Consuming this cordial grants you a +2 al-
  chemical bonus on saving throws against nonlethal cold dam-
  age or cold environments (such as Cold severity caused by the 
  Weather sphere) for 4 hours. This cordial is also treated as an 
  alcoholic drink for the purposes of the Barroom sphere.
  When crafting this cordial, the crafter may substitute ranks in 
  Profession (brewer) (or a similar skill related to the creation of 
  alcohol) when creating this item.
  Construction
  Craft (alchemy) DC 15
  Judge Mint
  “The taste of judgement is bittersweet. And refreshing.” -Judge-King 
  Sandalphon
  Aura faint Fate; CL 3rd
  Slot none; Price 600 gp; Weight 0.1 lbs.
  Judge mints can be consumed to grant the benefits of one conse-
  cration centered on the target with a 20-foot radius for 1 min-
  ute. If the consecration has conditions or decisions which are 
  normally made when cast, they are made when the judge mint 
  is consumed (such as choosing an alignment for the Divine 
  Pressure consecration). These mints are oddly refreshing, but 
  can make the consumer feel odd things such as a heightened 
  sense of purpose, guilt, or responsibility.
  ConstruCtion requirements
  Distill Compound, Fate sphere (any (consecration) talent); 
  Cost 300 gp
  Ring of Vitaelity
  This bloodstained ring pulses with life when those around it 
  bleed.
  Aura moderate Life; CL 8th
  Slot ring; Price 17,000 gp; Weight 0.1 lbs.
  This worn, steel ring is coated in a heavy patina. The wearer of 
  this ring reduces any bleed damage taken by 3.
  When worn by anyone with vitae, the first time the wearer 
  would gain vitae each round, they gain 1 point of temporary 
  vitae. Temporary vitae must always be spent first. Temporary 
  vitae not spent before the end of the wearer’s next turn is lost.
  ConstruCtion requirements
  Craft Marvelous Item, Life sphere (any (vitality) talent); Cost 
  8,500 gp
  Beyond the Horizon: The vitae resource has not been re-
  leased yet.
  
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  System Reference Document, © 2000, Wizards of the Coast, Inc.; Authors: Jonathan 
  Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave 
  Arneson.
  Pathfinder Roleplaying Game Core Rulebook, © 2009, Paizo Inc.; Author: Jason Bulmahn, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Advanced Class Guide, © 2014, Paizo Inc.; Authors: Dennis 
  Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim 
  Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom 
  Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, 
  Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Advanced Player’s Guide, © 2010, Paizo Publishing, LLC; 
  Author: Jason Bulmahn.
  Pathfinder Roleplaying Game Advanced Race Guide, © 2012, Paizo Publishing, LLC; 
  Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, 
  Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, 
  Owen K.C. Stephens, Todd Stewart, and Russ Taylor.
  Pathfinder Roleplaying Game Bestiary, © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors: 
  Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. 
  Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, 
  Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, 
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  Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors: Jesse 
  Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, 
  Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on 
  material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 4, © 2013, Paizo Publishing, LLC; Authors: Dennis 
  Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy 
  Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen 
  Radney-MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor
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  Benner, John Bennett, Logan Bonner, Creighton Broadhurst, Robert Brookes, Benjamin 
  Bruck, Jason Bulmahn, Adam Daigle, Thurston Hillman, Eric Hindley, Joe Homes, James 
  Jacobs, Amanda Hamon Kunz, Ben McFarland, Jason Nelson, Thom Phillips, Stephen 
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  Schwartz, Mark Seifter, Mike Shel, James L. Sutter, and Linda Zayas-Palmer
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  Bruck, John Compton, Crystal Frasier, Tim Hitchcock, Jenny Jarzabski, Isabelle Lee, Joe 
  Pasini, Jessica Price, David Schwartz, and Josh Vogt.
  Pathfinder Roleplaying Game: Horror Adventures, © 2016, Paizo Inc.; Authors: John 
  Bennett, Clinton J. Boomer, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, 
  Jim Groves, Steven Helt, Thurston Hillman, Eric Hindley, Brandon Hodge, Mikko Kallio, 
  Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Alistair Rigg, Alex Riggs, David 
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  Jesse Benner, Logan Bonner, Jason Bulmahn, Ross Byers, John Compton, Robert N. 
  Emerson, Jonathan H. Keith, Dale C. McCoy, Jr., Mark Moreland, Tom Phillips, Stephen 
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  Pathfinder Roleplaying Game: Occult Adventures, © 2015, Paizo Inc.; Authors: John 
  Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, John Compton, 
  Adam Daigle, Jim Groves, Thurston Hillman, Eric Hindley, Brandon Hodge, Ben 
  McFarland, Erik Mona, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas 
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  Baker, Jesse Benner, Ross Beyers, Logan Bonner, Jason Bulmahn, Robert Emerson, Tim 
  Hitchcock, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, 
  Robert Schwalb, Mark Seifter, and Russ Taylor.
  Pathfinder Roleplaying Game: Ultimate Campaign. © 2013, Paizo Publishing, LLC; 
  Authors: Jesse Benner, Benjamin Bruck, Jason Bulmahn, Ryan Costello, Adam Daigle, 
  Matt Goetz, Tim Hitchcock, James Jacobs, Ryan Macklin, Colin McComb, Jason Nelson, 
  Richard Pett, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, F. Wesley 
  Schneider, James L. Sutter, Russ Taylor, and Stephen Townshend.
  Pathfinder Roleplaying Game Ultimate Combat, © 2011, Paizo Publishing, LLC; Authors: 
  Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen 
  Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game: Ultimate Equipment, © 2012, Paizo Publishing, LLC; 
  Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan 
  Costello, Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan 
  H. Keith, Michael Kenway, Hal MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, 
  Russ Taylor, and numerous RPG Superstar contributors.
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  Benner, John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, Robert 
  N. Emerson, Amanda Hamon Kunz, Steven Helt, Thurston Hillman, Tim Hitchcock, 
  Mikko Kallio, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, 
  
  Thomas M. Reid, Alexander Riggs, David N. Ross, David Schwartz, Mark Seifter, Linda 
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  Pathfinder Roleplaying Game Ultimate Magic, © 2011, Paizo Publishing, LLC; Authors: 
  Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen 
  Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
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  Pathfinder Campaign Setting: Inner Sea Intrigue © 2016, Paizo Inc.; Authors: David N. 
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  Zayas-Palmer.
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  Pathfinder Player Companion: Heroes of the Wild, © 2015, Paizo Inc.; Authors: Tyler 
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  Pathfinder Player Companion: Melee Tactics Toolbox © 2015, Paizo Inc.; Authors: Paris 
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  Pathfinder Player Companion: Psychic Anthology, © 2017, Paizo Inc.; Authors: Alexander 
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  Pathfinder 27: What Lies in Dust. © 2009, Paizo Publishing, LLC; Author: Michael 
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  Tome of Horrors III, © 2005, Necromancer Games, Inc; Author: Scott Greene, with 
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  The Book of Hallowed Might, © 2002, Monte J. Cook.
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  Anthony Altovilla, Jade Ripley.
  Psionic Bestiary, © 2013, Dreamscarred Press; Authors: Andreas Ronnqvist, Jeremy Smith, 
  Dean Siemsen, Jade Ripley, Jim Hunnicutt, Michael Pixton, Michael McCarthy, Dale 
  McCoy.
  The Book of Fiends, © 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik Mona, 
  Chris Pramas, and Robert J. Schwalb.
  Unearthed Arcana, © 2004, Wizards of the Coast, Inc.; Authors: Andy Collins, Jesse 
  Decker, David Noonan, Rich Redman.
  Spheres of Power, © 2014 Drop Dead Studios LLC, Author Adam Meyers, Thomas 
  Keene, Ryan Ricks, Owen Stephens
  Worlds of Power © 2015, Drop Dead Studios; Authors: Wm Jay Carter III, Richard 
  Cramer, and Alexander Corrin
  Fantastical Creatures & How to Survive Them: A Student’s Guide for Adventure & Study 
  © 2016, Drop Dead Studios; Author: Adam Meyers, Andrew Stoeckle, Derfael Oliveira, 
  Michael Uhland, Douglas Schaub, John Little, Case Hayes
  Player’s Guide to Skybourne © 2016 Drop Dead Studios LLC, Author Adam Meyers, 
  Mike Myler, David Silver
  The Luchador © 2016, Drop Dead Studios LLC, Author: Michael Sayre
  Wizard’s Academy, © 2016, Drop Dead Studios, Author: Adam Meyers
  Spheres of Might, © 2017, Drop Dead Studios LLC; Authors: Adam Meyers, Michael 
  Sayre, Andrew Stoeckle, N. Jolly
  Spheres Apocrypha: Martial Talents: Ranged © 2018, Drop Dead Studios; Author: 
  Siobhan Bjorknas.
  The General’s Handbook © 2019, Drop Dead Studios; Authors: Andrew Stoeckle.
  The Inventor’s Handbook © 2019, Drop Dead Studios; Authors: Derfael Oliveira, David 
  Spektorov
  Champions of the Spheres © 2017, Drop Dead Studios LLC; Authors: Adam Meyers, 
  Andrew Stoeckle, N. Jolly, Michael Sayre.
  The Player’s Guide to Skybourne © 2016, Drop Dead Studios; Authors: Adam Meyers, 
  Mike Myler, and David Silver.
  Woodfaring Adventures © 2018 Drop Dead Studios, LLC, Authors: Adam Meyers, 
  Derfael Oliveira, Andrew Stoeckle.
  Items of Power © 2019, Drop Dead Studios; Authors: Adam Meyers, Andrew Stoeckle, 
  Andrew J Gibson, Derfael Oliveira, John Little, Johannes Luber.
  The Mentalist’s Handbook, © 2017, Drop Dead Studios; Author: John Little
  The Trickster’s Handbook, © 2018, Drop Dead Studios; Author: Darren Smith
  The Worldwalker’s Handbook, © 2019, Drop Dead Studios; Author: Amber Underwood
  The Vivomancer’s Handbook, © 2017, Drop Dead Studios; Author: Andrew Gibson
  The Fey Binder’s Handbook, © 2019, Drop Dead Studios; Author: Andrew Stoeckle
  The Sanguinist’s Handbook, © 2019, Drop Dead Studios; Author: Andrew Stoeckle
  The Shapeshifter’s Handbook, © 2016, Drop Dead Studios; Author: Andrew Stoeckle
  The Telekinetic’s Handbook, © 2015, Drop Dead Studios; Author: Amber Underwood
  The Auspician’s Handbook, © 2018, Drop Dead Studios; Author: Jeff Collis
  The Battlemage’s Handbook, © 2017, Drop Dead Studios; Author: Andrew J. Gibson
  The Destroyer’s Handbook, © 2016, Drop Dead Studios; Author: Andrew Stoeckle
  The Diviner’s Handbook, © 2016, Drop Dead Studios; Author: Derfael Oliveira
  The Enhancer’s Handbook, © 2016, Drop Dead Studios; Author: Marcus Dirr
  The Geomancer’s Handbook, © 2015, Drop Dead Studios; Author: Derfael Oliveira
  The Illuminator’s Handbook, © 2016, Drop Dead Studios; Author: Amber Underwood
  The Initiate’s Handbook, © 2020, Drop Dead Studios; Author: Wren Rosario
  The Nyctomancer’s Handbook, © 2018, Drop Dead Studios; Author: Steven Loftus
  The Necromancer’s Handbook © 2018, Drop Dead Studios; Author: Luke Williams, 
  Adam Meyers
  The Tempestarian’s Handbook © 2019, Drop Dead Studios; Author: Jeff Collins
  The Conjurer’s Handbook, © 2017, Drop Dead Studios; Author: Andrew Stoeckle
  The Creator’s Handbook, © 2018, Drop Dead Studios; Author: Michael Uhland
  The Abjurer’s Handbook, © 2018, Drop Dead Studios; Author: Andrew J. Gibson
  Archetypes of Power, © 2018, Drop Dead Studios; Author: Andrew J. Gibson
  
  The Wraith, © 2018, Drop Dead Studios; Author: Andrew Stoeckle
  The Chronomancer’s Handbook, © 2018, Drop Dead Studios; Author: Michael Sayre, 
  Andrew Stoeckle
  Spheres Apocrypha: Light Talents, © 2018, Drop Dead Studios; Author: Andrew J. Gibson
  Spheres Apocrypha: Dark Talents, © 2018, Drop Dead Studios; Author: Amber 
  Underwood
  Spheres Apocrypha: Destruction Talents, © 2018, Drop Dead Studios; Author: Amber 
  Underwood
  Spheres Apocrypha: Nature Talents, Earth, © 2018, Drop Dead Studios; Author: Derfael 
  Oliveira
  Spheres Apocrypha: Nature Package, Air, © 2018, Drop Dead Studios; Author: Derfael 
  Oliveira
  Spheres Apocrypha: Nature Talents, Fire, © 2018, Drop Dead Studios; Author: Derfael 
  Oliveira
  Spheres Apocrypha: Nature Talents, Metal, Plant, Water, © 2018, Drop Dead Studios; 
  Author: Derfael Oliveira
  Spheres Apocrypha: Nature Talents, Spirit, © 2018, Drop Dead Studios; Author: Derfael 
  Oliveira
  Spheres Apocrypha: Protokinesis Feats, © 2019, Drop Dead Studios; Author: Jeff Collins
  Ultimate Spheres of Power © 2019, Drop Dead Studios; Authors: Adam Meyers, Darren 
  Smith, Amber Underwood, Michael Uhland, Michael Sayre, Andrew Stoeckle, Andrew J 
  Gibson, Derfael Oliveira, John Little, Johannes Luber, Steven Loftus, Jeff Collins.
  Adherer from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; Authors: 
  Scott Greene and Clark Peterson, based on original material by Guy Shearer.
  Aerial Servant from the Tome of Horrors Complete, © 2011, Necromancer Games, 
  Inc.; Published and distributed by Frog God Games; Authors: Clark Greene and Clark 
  Peterson, based on original material by Gary Gygax.
  Amphisbaena from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Gary Gygax.
  Angel, Monadic Deva from the Tome of Horrors Complete, © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based 
  on original material by Gary Gygax.
  Animal Lord from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Gary Gygax.
  Ascomid from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Gary Gygax.
  Atomie from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Gary Gygax.
  Aurumvorax from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Gary Gygax.
  Axe Beak from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Gary Gygax.
  Baphomet from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Basidirond from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Gary Gygax.
  Bat, Mobat from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., pub-
  lished and distributed by Frog God Games; Authors: Scott Greene and Clark Peterson, 
  based on original material by Gary Gygax.
  Beetle, Slicer from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Gary Gygax.
  Blindheim from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Roger Musson.
  Brownie from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., pub-
  lished and distributed by Frog God Games; Author: Scott Greene, based on original ma-
  terial by Gary Gygax.
  Bunyip from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Dermot Jackson.
  Carbuncle from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; 
  Authors: Scott Greene, based on original material by Albie Fiore.
  Caryatid Column from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Jean Wells.
  Cave Fisher from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Lawrence Schick.
  Crypt Thing from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Roger Musson.
  Crystal Ooze from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Gary Gygax.
  Daemon, Ceustodaemon (Guardian Daemon) from the Tome of Horrors Complete, © 
  2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: 
  Scott Greene, based on.
  Daemon, Derghodaemon from the Tome of Horrors Complete, © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based 
  on original material by Gary Gygax.
  Daemon, Guardian from the Tome of Horrors Complete, © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, based on orig-
  inal material by Ian McDowall.
  Daemon, Hydrodaemon from the Tome of Horrors Complete, © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based 
  on original material by Gary Gygax.
  Daemon, Piscodaemon from the Tome of Horrors Complete, © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based 
  on original material by Gary Gygax.
  Dark Creeper from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Rik Shepard.
  Dark Stalker from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Simon Muth.
  Death Dog from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc.; 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Underworld Oracle.
  Death Worm from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene and Erica Balsley.
  Decapus from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Jean Wells.
  Demodand, Shaggy from the Tome of Horrors Revised, © 2002, Necromancer Games, 
  Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Demodand, Slimy from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Gary Gygax.
  Demodand, Tarry from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Gary Gygax.
  Demon Lord, Kostchtchie from the Tome of Horrors Complete, © 2011, Necromancer 
  Games, Inc.; published and distributed by Frog God Games; Author: Scott Greene, based 
  on original material by Gary Gygax.
  Demon Lord, Pazuzu from the Tome of Horrors Complete, © 2011, Necromancer Games, 
  Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on orig-
  inal material by Gary Gygax.
  Demon, Nabasu from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Demon, Shadow from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Neville White.
  Dire Corby from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Jeff Wyndham.
  Disenchanter from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Roger Musson.
  Dracolisk from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Gary Gygax.
  Dragon Horse from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Gary Gygax.
  Dragon, Faerie from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Brian Jaeger and Gary Gygax.
  Dust Digger from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Gary Gygax.
  Ear Seeker from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene and Erica Balsley, based on original material by Gary Gygax.
  Executioner’s Hood from the Tome of Horrors Complete, © 2011, Necromancer Games, 
  Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on orig-
  inal material by Gary Gygax.
  Flail Snail from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Simon Tilbrook.
  Flind and Flindbar from the Tome of Horrors Complete, © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, based on orig-
  inal material by J.D. Morris.
  Flumph from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc.; pub-
  lished and distributed by Frog God Games; Author: Scott Greene, based on original ma-
  terial by Ian McDowell and Douglas Naismith.
  Foo Creature from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Gary Gygax.
  Forlarren from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Ian Livingstone.
  Froghemoth from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Gary Gygax.
  Genie, Marid from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  
  Giant Slug from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Gary Gygax.
  Giant, Wood from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Wizards of the Coast.
  Gloomwing from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Gary Gygax.
  Grippli from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., pub-
  lished and distributed by Frog God Games; Author: Scott Greene, based on original ma-
  terial by Gary Gygax.
  Gryph from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., pub-
  lished and distributed by Frog God Games; Author: Scott Greene, based on original ma-
  terial by Peter Brown.
  Hangman Tree from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Hippocampus from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene and Erica Balsley, based on original material by Gary Gygax.
  Huecuva from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., pub-
  lished and distributed by Frog God Games; Author: Scott Greene, based on original ma-
  terial by Underworld Oracle.
  Ice Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene.
  Iron Cobra from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Philip Masters.
  Jackalwere from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Gary Gygax.
  Jubilex from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., pub-
  lished and distributed by Frog God Games; Author: Scott Greene, based on original ma-
  terial by Gary Gygax.
  Kamadan from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Nick Louth.
  Kech from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Gary Gygax.
  Kelpie from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Lawrence Schick.
  Korred from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Gary Gygax.
  Leprechaun from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Gary Gygax.
  Lurker Above from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc.; 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Magma ooze from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene.
  Marid from the Tome of Horrors III, © 2005, Necromancer Games, Inc.; Author: Scott 
  Greene.
  Mihstu from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Gary Gygax.
  Mite from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Ian Livingstone and Mark Barnes.
  Mongrelman from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Moon Dog from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Muckdweller from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Necrophidius from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Simon Tillbrook.
  Nereid from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., pub-
  lished and distributed by Frog God Games; Author: Scott Greene, based on original ma-
  terial by Gary Gygax.
  Pazuzu from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., pub-
  lished and distributed by Frog God Games; Author: Scott Greene, based on original ma-
  terial by Gary Gygax.
  Pech from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Gary Gygax.
  Phycomid from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Gary Gygax.
  Poltergeist from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Lewis Pulsipher.
  Quickling from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Gary Gygax.
  Quickwood from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Gary Gygax.
  Rot Grub from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., pub-
  lished and distributed by Frog God Games; Authors: Scott Greene and Clark Peterson, 
  based on original material by Gary Gygax.
  Russet Mold from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Sandman from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Roger Musson.
  Scarecrow from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., pub-
  lished and distributed by Frog God Games; Author: Scott Greene, based on original ma-
  terial by Roger Musson.
  Shadow Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Neville White.
  Skulk from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Simon Muth.
  Slime Mold from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Gary Gygax.
  Slithering Tracker from the Tome of Horrors Complete, © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, based on orig-
  inal material by Gary Gygax.
  Soul Eater from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by David Cook.
  Spriggan from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene and Erica Balsley, based on original material by Roger Moore and Gary 
  Gygax.
  Tenebrous Worm from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Gary Gygax.
  Tentamort from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Mike Roberts.
  Thessalhydra from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax and Wizards of the Coast.
  Tick, Giant & Dragon from the Tome of Horrors Revised, © 2002, Necromancer Games, 
  Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Trapper from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc.; pub-
  lished and distributed by Frog God Games; Author: Scott Greene, based on original ma-
  terial by Gary Gygax.
  Troll, Ice from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., pub-
  lished and distributed by Frog God Games; Author: Scott Greene, based on original ma-
  terial by Russell Cole
  Troll, Rock from the Tome of Horrors Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene.
  Vegepygmy from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Wolf-In-Sheep’s-Clothing from the Tome of Horrors Revised, © 2002, Necromancer 
  Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Wood Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors: 
  Scott Greene and Patrick Lawinger.
  Yellow Musk Creeper from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Albie Fiore.
  Yellow Musk Zombie from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Albie Fiore.
  Yeti from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author: Scott Greene, based on original material by 
  Gary Gygax.
  Zombie, Juju from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  The Jester’s Handbook © 2020, Drop Dead Studios; Author: Steven Alpert.
  Designation of Product Identity:
  Product Identity: The following items are hereby identified as Product Identity, as defined 
  in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trade-
  marks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, sto-
  rylines, locations, characters, artwork, and trade dress. (Elements that have previously 
  been designated as Open Game Content or are in the public domain are not included in 
  this declaration.) Open Content: Except for material designated as Product Identity (see 
  above), the game mechanics of this Drop Dead Studios game product are Open Game 
  Content, as defined in the Open Game License version 1.0a Section 1(d). No portion of 
  this work other than the material designated as Open Game Content may be reproduced 
  in any form without written permission.
  All Content is Copyright Drop Dead Studios 2012-2020.
  
  The Jester’s Handbook
  The Jester’s Handbook
  The Jester’s Handbook
  The Jester’s Handbook
  Welcome to the Jester’s Handbook, a supplement for both the Spheres of Power and 
  Spheres of Might systems filled with terrible puns, horrible references, and other excru-
  ciating jokes.
  Battle your enemies with the citric power of your elemontalist, destroy them with your 
  hemogoblin hoards, or cast others aside depending on whether they do or do not spark 
  joy. Whatever you desire, there is at least one terrible, groan-inducing pun in this book to 
  meet your needs!
  (Warning: Due to a time travel incident, this book contains some content for products 
  that haven’t been written yet. So... consider it a sneak peak?)
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Drop Dead Studios/DDS - The Jesters Handbook.pdf