TEXT: Spheres Apocrypha: 
  Debilitating 
  Talents 2
  
  2
  Blood Sphere
  Complex Control
  Creatures affected by your blood control may be affected by both 
  (quicken) and (still) talents at the same time. Additionally, you 
  may spend a spell point when initiating blood control on a crea-
  ture (or creatures if using Mass Control/Mass Blood Magic). 
  Whenever the creature would attempt to end the blood control 
  on themselves by using a standard action, the creature must 
  instead use a mental-only full-round action to end the blood 
  control.
  If you possess Greater Blood Control, you may apply two ef-
  fects of either type instead of just one when using the talent.
  Redirect Flow (quicken, still)
  You gain the following abilities:
  As a (still) effect, whenever the target would move more than 
  half its movement, it must attempt an Acrobatics check against 
  your Blood sphere DC or immediately fall prone. Additionally, 
  the target cannot take 5-foot steps, and suffers a -2 penalty to 
  its CMD against trip, bull rush and reposition attempts.
  As a (quicken) effect, the target gains a +10 feet enhancement 
  bonus to all movement speeds. This bonus increases by an ad-
  ditional 5 feet every 5 caster levels you possess. Anytime the 
  target would use this additional movement, it also becomes 
  fatigued for 1 round.
  As a (still) effect, the target takes a -2 penalty on Intelligence 
  and Wisdom ability checks, concentration checks, and 
  Intelligence- and Wisdom-based skill checks for the duration 
  of the blood control. This penalty increases by 1 for every 5 caster 
  levels you possess.
  As a (still) effect, the target takes a -2 penalty to its CMD 
  against disarm attempts. This penalty increases by 1 for every 
  4 caster levels you possess. You may spend a spell point to also 
  force the target to succeed a Fortitude saving throw at the end 
  of each of its turns or immediately drop one item it is currently 
  holding. If the target fails this saving throw by 5 or more, it 
  instead drops all items it is currently holding.
  Creation Sphere
  Crack (alter)
  You may spend a spell point to disrupt the ground around 
  you. This is an instantaneous effect, and cannot be dispelled 
  once finished. You can only affect materials you can create 
  (i.e., you must possess the Expanded Materials talent to work 
  with materials other than vegetable matter). You cause terrain 
  in a 10-foot radius to suddenly crack and break, making the 
  squares difficult terrain. This radius increases by 5 feet per 
  5 caster levels. A square can be cleared as a standard action, 
  which provokes an attack of opportunity, or repaired with a 
  spell or effect such as the Repair ability of the Creation sphere 
  to no longer be difficult terrain. If a square would be made of 
  a mineral (stone, metals, gems, etc.), the radius you may affect 
  is reduced by half.
  If you possess Distant Creation, you may center this effect any-
  where within range.
  Death Sphere
  Spectral Distortion (ghost strike)
  You may spend a spell point to make a ghost strike that disrupts 
  the bonds between layered planes. An incorporeal creature hit 
  by this ghost strike must succeed a Will saving throw or be con-
  sidered corporeal for a number of rounds equal to your caster 
  level (minimum 1). The creature can attempt another saving 
  throw at the end of their turn to dismiss this effect.
  Mind Sphere
  Fascinate (charm)
  You distract the target from the world around them.
  Lesser Charm: The target suffers a -2 penalty to Perception 
  checks for 1 round per caster level. This penalty increases by 1 
  per 5 caster levels you possess (Will negates).
  Greater Charm: The target is fascinated for 1 round per cast-
  er level (Will negates). The fascinated creature does not 
  Debilitating Talents 2
  
  3
  immediately break from this condition if they see an obvious 
  threat, but instead receives a new saving throw against this ef-
  fect. If the creature is damaged while fascinated, the creature 
  immediately breaks free from this effect.
  Powerful Charm: This is the same as the greater charm, except 
  that the target is instead fascinated for 1 minute per caster lev-
  el (Will negates). Additionally, whenever the fascinated crea-
  ture would receive a new saving throw due to hostile actions or 
  threats directed towards them, the saving throw is made at a -4 
  penalty. If the creature would be damaged while fascinated, the 
  creature instead receives a new saving throw against this effect.
  Mental Backdoor
  If a target would fail their saving throw against one of your 
  charms, you may spend a spell point to force them to immedi-
  ately attempt a second Will saving throw. If they fail this sec-
  ond saving throw, a mental weakness is created with the crea-
  tures mind, allowing you to bypass the creature’s will easier. 
  For 1 minute per caster level, the creature takes a -2 penalty 
  on Will saving throws made against your charms. This penalty 
  increases by 1 for every 10 caster levels you possess.
  Protection Sphere
  Reactive Barrier
  When you create a barrier, you may spend a spell point or in-
  crease the casting time by one step (usually from a standard 
  to a full-round action) to allow the barrier to react to damage. 
  Upon creating a reactive barrier, you may choose one of the 
  following effects to activate whenever the barrier would be 
  reduced to 0 hit points. If you maintain your barrier through 
  concentration, you may change the effect as part of the action 
  used to concentrate:
  Forceful Rebuke: You may attempt a bull-rush attempt against 
  all enemies within 5 feet of your barrier, using your caster level 
  + your casting ability modifier in place of your CMB. If this 
  attempt would exceed a creature’s CMD by 5 or more, the 
  creature must succeed a Reflex saving throw or immediately 
  fall prone.
  Explosive Burst: All enemies within 5 feet of your barrier suffer 
  1d6 points of force damage, plus an additional 1d6 damage per 
  5 caster levels you possess (Reflex halves).
  Fortifying Surge: All allies within 10 feet of your barrier gain 
  DR/- equal to half your caster level for 1 round.
  Scoundrel Sphere
  Savage Tricks (trick)
  Whenever you successfully perform a dirty trick combat ma-
  neuver, you may also inflict the battered or fatigued conditions 
  to a creature when selecting a condition to apply to the affect-
  ed creature.
  At 5 ranks in Sleight of Hand, you may expend your martial fo-
  cus as a free action whenever you successfully perform a dirty 
  trick combat maneuver against an opponent. If you do, you 
  may choose to inflict a greater condition than the original con-
  dition chosen, lasting for the normal duration.
  Original Condition
  New Condition
  Battered
  Flat-footed
  Dazzled
  Treat all creatures as if they had con-
  cealment (20% miss chance)
  Entangled
  Suffers the penalties of being grappled 
  (but is not actually grappled)
  Fatigued
  As fatigued, but -4 penalty to Strength 
  and Dexterity.
  Shaken
  Frightened
  Sickened
  Staggered
  Associated Feat: Dirty Trick Master.
  Warleader Sphere
  Dispiriting Roar (shout)
  When you use this shout, all hostile creatures within its radius 
  must succeed at a Will saving throw or have all morale bonuses 
  benefiting them reduced by 1 for the shout’s duration. This is 
  a mind-affecting fear effect. For every 4 ranks in Diplomacy 
  you possess, the creature’s morale bonuses are reduced by an 
  additional 1.
  Advanced Fate Talents
  Declare Fate (word) [curse]
  Prerequisites: Fate sphere, caster level 15th.
  You may spend two spell points to place a word on a creature 
  to peer into its near future. Each round, at the end of the crea-
  ture’s turn, the creature must succeed at a Will saving throw 
  or be forced to declare all actions that it will take on its next 
  turn and be unable to change them. If a declared action would 
  become impossible to perform (such as casting a spell on a 
  creature that is no longer within range), that action is lost. You 
  are aware of what actions an affected creature intends to take.
  This effect lasts as long as you concentrate, but you may always 
  spend a spell point to allow the effect to endure for 1 minute 
  per caster level without concentration.
  
  4
  Legendary Scoundrel Talents
  Devastating Tricks (trick)
  Prerequisites: Sleight of Hand 10 ranks, Scoundrel sphere 
  (Savage Tricks (trick)).
  Whenever you use the Savage Tricks talent to inflict a greater 
  condition upon a creature, you may choose to inflict an even 
  more intense condition when expending your martial focus.
  Original Condition
  New Condition
  Battered
  Stunned
  Dazzled
  Dazed
  Entangled
  Pinned
  Fatigued
  Exhausted
  Shaken
  Panicked
  Sickened
  Nauseated
  Credits
  Creative Director: Adam Meyers
  Author: Brad Whittingham
  Editor: Johannes Luber
  Layout: Rachel Meyers
  
  5
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