TEXT: The Initiate’s 
  Handbook
  The Initiate’s 
  Handbook
  
  Credits
  Author: Wren Rosario
  Creative Director: Adam Meyers
  Cover Art: Gennifer Bone
  Interior Art: Brian Brinlee, Matt Morrow, Forrest Imel, Critical Hit, Gary Dupruis, 
  Carlos Torreblanca, Jacob Blackmon
  Editing: Johannes Luber
  Layout: Rachel Meyers
  Special Thanks: Paul Fossgreen, Tyler Deese, Shmone Else, Disk Elemental, Aiden, 
  Andrew Stoeckle, Thomas Grady, Alastair Ashley, Antony Theriault, Chris C, Brad 
  Whittingham, Ato, Karl Tore Karlsen, Wist, Diamond Ludo, Tim Malmström, Matt Daley
  The Initiate’s Handbook
  This Handbook was created by
  Visit https://www.patreon.com/DropDeadStudios to lend your support.
  
  Contents
  Introduction .......................................................................................3
  Foreward ........................................................................................................3
  Navigating This Book ..............................................................................3
  Archetypes and Class Features .........................................................4
  Arcanopulser (Elementalist Archetype) ....................................................4
  Corteggiare (Bard Archetype) .................................................................10
  Spellvampire (Shifter Archetype) ............................................................11
  Incanter Specialization ............................................................................12
  Prodigy Imbue Sequence ........................................................................12
  Basic Magic ......................................................................................13
  Mana Sphere ...................................................................................................13
  Expunge ....................................................................................................13
  Manipulation .............................................................................................14
  Manabond ..................................................................................................15
  Mana Talent Types ..................................................................................15
  Mana Talents ...................................................................................................15
  Expunge Talents .......................................................................................17
  Manipulation Talents ................................................................................17
  Manabond Talents.....................................................................................18
  Destruction Sphere .........................................................................................19
  Divination Sphere ...........................................................................................19
  Advanced Magic ................................................................................20
  Advanced Mana Sphere Talents .....................................................................20
  Player Options ..................................................................................22
  Feats ................................................................................................................22
  Sphere-Specific Drawbacks ..........................................................................23
  General Drawbacks ........................................................................................23
  Traditions .........................................................................................................24
  Vitalist ......................................................................................................24
  Unified Traditions ...........................................................................................24
  Pulsemage .................................................................................................24
  Equipment ..........................................................................................25
  Crafting Magic Items ......................................................................................25
  Power and Complexity for the Mana Sphere .........................................25
  Specific Items ..................................................................................................26
  Bestiary .............................................................................................27
  Raw Magic Elementals ...........................................................................27
  Wild Magic Table .............................................................................30
  
  Section 1
  Introduction
  “People just don’t get it- you can’t just throw around power and 
  hope it works out. You need to control it. Force it to work how 
  you want it to.”
  - Archmagus Alduin Peregrov, on his first lecture over the 
  principles of magic
  Foreward
  While other spheres of magic focus on the harnessing of 
  all the different sorts of magical ene rgies in the world, 
  the Mana sphere is the study, practice and theory that 
  all magic is linked together by some invisible line, allow-
  ing it to be directly manipulated by skilled spherecasters. 
  The abilities of the magic of mana focuses upon drain-
  ing, bolstering and limiting the magical potential of oth-
  er users of magic, even to the point of conquering their 
  prowess and claiming it from them. The Mana sphere is 
  considered to be a global and universal strain of magic, 
  and can be equated to the universal school of magic of 
  the core Pathfinder system of magic (such as when using 
  the sphere transparency rules found in Ultimate Spheres 
  of Power).
  This handbook is designed to be used as a companion 
  book with the updated Spheres of Power system of magic 
  from the Ultimate Spheres of Power book.
  Navigating This Book
  Section 2 – Archetypes and Class Features: This 
  section provides new archetypes and class options based 
  around the Mana sphere and related concepts.
  Arcanopulser: An elementalist who relinquishes the 
  Destruction sphere in favor of weaponizing bolts of 
  magic.
  Corteggiare: A bard who relies on her allies to perform 
  with her, and links their magical aptitude together
  Spellvampire: A shifter who learns to drain the form, mag-
  ic and even powers of creatures they bite.
  Section 3 – Basic Magic: This section introduces the 
  new Mana sphere.
  Section 4 – Advanced magic: Powerful talents and in-
  cantations for customizing your game.
  Section 5 – Player Options: This section covers new 
  feats, traits, racial options and traditions for accessing 
  and using the Mana sphere.
  Section 6 – Equipment: Introduces two new magic 
  items.
  Section 7 – Bestiary: New monsters related to the 
  Mana sphere.
  Section 8 – Wild Magic Table: for use with Drop 
  Dead Studio’s Wild Magic.
  
  Section 2
  Archetypes and Class 
  Features
  Arcanopulser (Elementalist 
  Archetype)
  “Let’s make something perfectly clear. You use magic. I control 
  magic. Allow me to illustrate the difference.”
  Izaar “Magebreaker” Dezano, addressing an elementalist.
  Elementalists have always channeled the raw power of 
  the elements, but hardly have they done so in a way that 
  united their skill with their martial prowess. Those few 
  known as arcanopulsers take an even more primal ap-
  proach, learning to manipulate the raw power of magic 
  itself, and forming it into a deadly weapon. While they 
  may lose some diversity from this choice, their confron-
  tations with those who rely on magic often show that 
  they are a force to be reckoned with.
  Blended Training: Whenever an arcanopulser would 
  gain a magic talent from his class levels (not the 2 bo-
  nus talents gained when first gaining the casting class 
  feature), he may instead choose to gain a combat talent. 
  An arcanopulser uses his casting ability modifier as his 
  practitioner modifier.
  This alters magic talents. This archetype may be com-
  bined with other archetypes that replace magic talents; 
  you cannot gain a combat talent in place of a magic talent 
  the other archetype loses.
  Weapon and Armor Proficiency: An arcanopulser is 
  only proficient with all simple weapons and light armor. 
  In addition, if this is this character’s first level in any 
  class, they may select a martial tradition of their choice.
  Weave Magic: An arcanopulser gains the Mana sphere 
  as a bonus magic talent and uses his class level as his cast-
  er level with the Mana sphere. This stacks normally with 
  caster levels gained from other sources.
  This replaces weave energy.
  Pulse Shot (Su): At 1st level, an arcanopulser develops a 
  weapon uniquely crafted from his own mastery over mag-
  ic. He can create orbs of magical energy that can be slung 
  at an enemy, or used to strike an enemy to deal damage.
  A pulse shot can be a melee or ranged weapon, requir-
  ing the target to either be in reach, or can be made as 
  a ranged attack with a range increment of 30 feet. A 
  pulse shot deals 1d6 points of bludgeoning damage, +1 
  additional damage per four arcanopulser levels, and uses 
  the arcanopulser’s casting ability modifier in place of his 
  Strength modifier determining damage made with melee 
  pulse shots. Pulse shots only materialize when making 
  attacks, if the arcanopulser is not making an attack with 
  a pulse shot, his hands are considered free unless he is 
  otherwise holding an item.
  Pulse shots are considered to be a light weapon and they 
  can be used for two-weapon fighting (with each hand cre-
  ating one shot) as well as feats and abilities that apply to 
  weapon attacks (such as Deadly Aim, Power Attack, and 
  Weapon Focus). The arcanopulser may also choose to 
  combine both of his pulse shots into one weapon, treat-
  ing it as a two-handed weapon and increasing its damage 
  dice to 1d10, although this decision must be made at the 
  start of his turn and lasts until the start of his next turn. 
  When a feat or ability is used to add a bonus to a weap-
  on type, such as Weapon Focus (pulse shot), it applies to 
  
  both melee and ranged pulse shots, as long as they oth-
  erwise qualify for the feat. The arcanopulser threatens 
  within reach of his melee pulse shot, but only if he has a 
  hand free.
  Beginning at 4th level, the arcanopulser can spend a spell 
  point as a swift action to empower all pulse shots (of any 
  element) he makes for 2 rounds, +1 additional round at 
  6th level and every two levels thereafter. As long as they 
  are empowered, the arcanopulser’s melee pulse shots be-
  come touch attacks, and he may add his casting ability 
  modifier to the damage dealt by his ranged pulse shots. 
  At 10th level, his ranged pulse shots become ranged 
  touch attacks while empowered. Empowered pulse shots 
  gain additional benefits from the pathways of the pulse 
  magic class feature.
  Note: Pulse shots and pulse shields can be enhanced fur-
  ther through special wondrous items. See Section 6 for 
  more details.
  This replaces the combat feats gained at 2nd and 6th 
  level.
  Pulse Shield (Su): At 3rd level, the arcanopulser learns 
  to utilize his pulse magic in a defensive way. He can con-
  jure a shield of magic in an open hand as a free action 
  during his turn by spending a spell point, and may dismiss 
  it as a free action. This shield can be treated as either a 
  steel buckler, a steel light shield or a steel heavy shield, 
  chosen at the time of creation. The ability grants a shield 
  bonus as normal, but instantly disappears as soon as it 
  is no longer within the arcanopulser’s hands, including 
  when disarmed. The shields last for 1 hour per arcano-
  pulser level at a time.
  If the arcanopulser empowers his pulse shots, the shield 
  grants the arcanopulser DR/piercing or slashing equal to 
  the shield’s armor class bonus. This does not function if 
  the arcanopulser uses an alternative shield granted to him 
  by the pathways of pulse magic feature.
  This replaces elemental defense.
  Pulse Bond (Su): Beginning at 4th level, once per turn 
  as a swift action made after hitting a creature with a 
  pulse shot, the arcanopulser may attempt a magic skill 
  check against that creature (against 11 for creatures with-
  out levels in casting classes). On success, he may create 
  a manabond from the Mana sphere between himself and 
  his target.
  Additionally, the arcanopulser gains a +1 bonus to all at-
  tack rolls made with pulse shots against any creature with 
  which he has an active manabond, and may treat any such 
  creatures as if they were adjacent to the arcanopulser for 
  the purpose of making melee attacks with pulse shots, ig-
  noring any cover (but not concealment) that would apply. 
  The bonus to attack rolls increases by an additional +1 at 
  8th level and every four levels thereafter.
  This replaces dodge bonus.
  Pathways of the Pulse Mage (Su): At 5th level, the 
  arcanopulser may begin following a new path that allows 
  him to further improve his pulse shot, including master-
  ing new energy types as well as increasing the power of 
  his original pulse shot. He selects a single path, and gain 
  the powers from its first selection. At 10th level and ev-
  ery five levels thereafter, the arcanopulser may choose to 
  either further follow a path he has selected and gain the 
  next powers listed in each entry, or select a new path and 
  gain the initial powers from it, with the further option of 
  following it further at later levels.
  Each time a path is selected, the pulse shot related to 
  that pathway, and the basic, neutral pulse shot increases 
  its damage dice by one step (1d6 to 1d8 to 1d10 to 2d6 
  to 2d8 to 3d6). Pulse shots unique to other paths do not 
  benefit from investing into a path that is not their own.
  
  An arcanopulser may invest further into a path even 
  when it does not grant additional abilities for doing so. 
  Each time he does, he increases the damage dice step of 
  the pulse shot related to that pathway as normal.
  The various pathways are listed at the end of this arche-
  type. Any ability that calls for a saving throw uses the 
  arcanopulser’s Mana sphere DC for its DC.
  This replaces favored element.
  Pulsemage’s Form (Su): At 7th level, the arcanopulser 
  learns to utilize his prowess to briefly enter a new state 
  of being. He can spend 3 spell points as a full-round ac-
  tion to begin his ascension, granting himself additional 
  abilities. When he begins his ascension, the arcanopulser 
  gains a +4 dodge bonus to his armor class until the begin-
  ning of his next turn, but cannot make attacks of oppor-
  tunity until his next turn.
  At the start of his next turn, the arcanopulser becomes 
  ascended for 1 minute. While ascended, all of his pulse 
  shots are considered to be empowered, and he gains cer-
  tain benefits based off which pathways he has taken, as 
  listed under each path. Additionally, he may reform his 
  pulse shield at any time as a free action that can be taken 
  outside of his turn without paying its spell point cost. 
  After his ascension is over, he becomes exhausted for 1 
  minute and may not ascend again for 1 hour.
  At 13th level, his ascension reaches a higher limit. The 
  arcanopulser may become ascended as a standard action, 
  but does not gain a dodge bonus and is not prevented 
  from making attacks of opportunity. The arcanopulser 
  no longer becomes exhausted when he ends his ascen-
  sion, regardless of how he began it, and may begin anoth-
  er ascension at any time.
  This replaces elemental movement.
  Final Form (Su): The arcanopulser reaches the peak 
  efficacy of his training. He must make a decision, and 
  choose one of the following abilities:
  Zenith Form: The arcanopulser masters his ascended 
  form. He can enter his ascended form at any time as a 
  free action that can be taken outside of his turn without 
  spending spell points, and it lasts indefinitely. He may 
  exit his ascended state as a free action.
  Ultracognition: The arcanopulser learns every possible 
  way to utilize his pulse magic. He is treated as if he has 
  learned all the various pathways and their secondary abil-
  ities, and may benefit from them all when entering his 
  ascended form.
  This replaces energy body.
  Pathways
  The following pathways are available to an arcanopulser.
  Path of the Arcane
  The first time this path is selected, the arcanopulser mas-
  ters his pulse shot’s intrinsic magical qualities. He learns 
  to make arcane pulse shots which deal force damage. 
  When an arcanopulser creates a pulse shield, he can 
  cause it to become a force shield. A force shield applies 
  its shield bonus against incorporeal creatures, and ne-
  gates any force effects that target him, although it only 
  negates portions that affect him.
  Once per turn when using empowered arcane pulse shots, 
  the arcanopulser may activate an (expunge) talent from 
  the Mana sphere he knows as a free action on any target 
  he successfully strikes, although they must still be within 
  range of his expunge’s normal range. He must still pay the 
  spell point cost that he may incur from using an expunge.
  The second time this path is selected, the arcanopulser’s 
  vibrant arcane forces interfere with other magical auras. 
  Any creature struck by an empowered arcane pulse shot 
  must attempt a Fortitude save. On failure, all harmless 
  magical effects that are on the creature are suppressed 
  for 1 round. A creature struck by multiple attacks in the 
  same round only needs to attempt one saving throw.
  Ascension Benefit: As long as the arcanopulser is as-
  cended, he becomes resistant to magic. He gains spell 
  resistance equal to 11 + his class level (which he can lower 
  as a free action during his turn, or raise it as a free action 
  that can be taken outside of his turn), and additional-
  ly he transcends the border between the Material world 
  and the Ethereal world. He treats his pulse shots (even 
  non-force pulse shots) and all of his equipment as if they 
  possess the ghost touch special ability, and becomes ca-
  pable of seeing invisible creatures as if they were visible 
  normally.
  At 13th level, while ascended, the arcanopulser gains the 
  effects of the True Seeing advanced Divination talent.
  Path of the Caustic
  The first time this path is selected, the arcanopulser 
  learns to coat his magical energy in corrosive elements to 
  erode his enemies. He learns to make acidic pulse shots, 
  which deal acid damage. Acidic pulse shots always deal 
  full damage to objects, rather than half for being ener-
  gy attacks (or ranged attacks). An acidic pulse shot may 
  also be shot at a 5-foot square (against an armor class of 
  5), doing so causes that square to be considered difficult 
  terrain for 24 hours. A mending spell or the Repair ability 
  from the Creation sphere can restore it to normal before 
  this time.
  
  When an arcanopulser creates a pulse shield, he can 
  cause it to become an acidic shield. Acidic shields grant 
  the arcanopulser 10 resistance against acid damage.
  When using empowered acidic pulse shots, their potent 
  chemical erosion wears away at the enemy he strikes. 
  When striking a creature that has an armor bonus or nat-
  ural armor bonus to their armor class, he may apply a -2 
  penalty to that creature’s armor class for 1 round. Each 
  extra hit with an empowered acidic pulse shot increases 
  the penalty by another -1, up to a maximum of half the 
  arcanopulser’s class level (minimum -3) and refreshes the 
  duration.
  The second time this path is selected, the arcanopulser 
  becomes an expert at destroying material. He ignores all 
  hardness when attacking unattended objects with em-
  powered acidic pulse shots, and always deals maximum 
  damage. When making a sunder attack with an empow-
  ered pulse shot, he adds his casting ability modifier as a 
  bonus to the attack roll.
  Ascension Benefit: As long as the arcanopulser is as-
  cended, his body becomes coated with a thick acid. He 
  becomes immune to all acid damage, and any creature 
  that strikes him with an unarmed attack, natural attack 
  or melee weapon that does not possess reach suffers dam-
  age equal to his acidic pulse shot. A Reflex save halves 
  this damage.
  At 13th level, while ascended, the arcanopulser gains a 
  burrow speed equal to his base land speed.
  Path of the Corrupt
  The first time this path is selected, the arcanopuls-
  er learns to make unholy pulse shots that deal negative 
  energy damage. These pulse shots are capable of heal-
  ing creatures healed by negative energy, and damaging 
  those vulnerable to negative energy, but they may only 
  heal creatures up to half of their maximum hit points. 
  Willing creatures may be touched without an attack roll, 
  but ranged attacks must still make an attack against an 
  effective armor class of 5 to strike willing creatures.
  A creature is only healed by the full amount of healing by 
  the first unholy pulse shot they are hit by each round, and 
  any additional pulse shots only heal half as much. When 
  using empowered unholy pulse shots, he may heal a crea-
  ture up to their maximum health.
  When an arcanopulser creates a pulse shield, he can 
  cause it to become an unholy shield. Unholy shields grant 
  the arcanopulser a +2 deflection bonus to his armor class 
  against good creatures, and prevent any creature sum-
  moned by a good creature from attacking him or tar-
  geting him with abilities. If the arcanopulser attacks the 
  summoned creature, the creature may attack and target 
  him normally.
  The second time this path is selected, the arcanopulser 
  learns to apply a catastrophic decay in a creature’s life 
  force with his pulse shots. As a special attack action, he 
  can make a single unholy pulse shot, and apply a single 
  (ghost strike) talent from the Death sphere he knows to 
  the attack. He must still pay any spell point costs from 
  the Death sphere talent. Alternatively, he can increase 
  the attack’s base damage dice to 3d8. Targets struck by 
  this special attack action, whichever method is used, 
  suffer a -2 penalty on all saves against any Death sphere 
  abilities used by the arcanopulser for a number of rounds 
  equal to his casting ability modifier.
  Ascension Benefit: As long as the arcanopulser is as-
  cended, his body becomes blackened by undeath. The ar-
  canopulser becomes immune to all effects from the Life 
  sphere, and heals from negative energy (as well as positive 
  energy, if they normally do). He becomes immune to en-
  ergy drain, poisons and diseases. This does not affect poi-
  sons and diseases that he already suffers from, although 
  if he is suffering from any, they are suppressed until he is 
  no longer ascended.
  At 13th level, while ascended, he gains a 30-foot aura that 
  bestows a -2 penalty to all attack rolls, saving throws, skill 
  checks and ability checks on nearby enemies. If a crea-
  ture in this aura dies from negative energy, he may spend 
  an immediate action to drain their life force, healing the 
  arcanopulser for 2 hit points per Hit Dice of the dying 
  creature. If multiple creatures die at the same time, he 
  drains all of their life forces, pooling their Hit Dice to-
  gether when calculating his healing.
  Path of the Eruption
  The first time this path is selected, the arcanopulser 
  learns to utilize the inner flames buried within all spell-
  casters to empower his attacks. He learns to make flam-
  ing pulse shots, which deal fire damage. Flaming pulse 
  shots increase their dice step by an additional step upon 
  taking this path, and may set fire to objects. 
  When an arcanopulser creates a pulse shield, he can 
  cause it to become a fire shield. Fire shields grant the 
  arcanopulser 10 resistance against fire damage.
  When using empowered flaming pulse shots, any crea-
  tures struck by him must succeed at a Reflex save or 
  catch on fire. A creature struck by multiple attacks must 
  attempt multiple saving throws, although a creature can-
  not catch on fire if they are already on fire. A creature on 
  fire takes damage equal to the flaming pulse shot’s dam-
  age dice at the start of their turn, and they remain on 
  fire until they extinguish the flame by taking a full-round 
  
  action to attempt another Reflex save. The creature may 
  drop prone and roll on the ground as part of this action 
  to grant themselves a +5 bonus on this save. Failure indi-
  cates they remain on fire.
  The second time this path is selected, the arcanopulser 
  learns to utilize a creature’s flaming body to cause them to 
  explode with flames, and his flaming pulse shots increase 
  in damage by an additional step. When the arcanopuls-
  er strikes a creature who is on fire with an empowered 
  flaming pulse shot, that creature bursts fire from their 
  skin, dealing damage equal to the arcanopulser’s flaming 
  pulse shot to that creature and any creatures other than 
  the arcanopulser within 10 feet of the struck creature. 
  Creatures that are damaged by this explosion which are 
  not on fire also catch on fire. A creature can only explode 
  in this way once per turn, but may suffer damage multiple 
  times from nearby explosions of other creatures.
  Ascension Benefit: As long as the arcanopulser is as-
  cended, his body is coated in deadly lava. He becomes 
  immune to all fire damage, and creatures struck by his 
  flaming pulse shot are coated in lava, filling all squares 
  they occupy with lava. Any creature that beings their 
  turn on lava suffer 2d6 fire damage per round of expo-
  sure. The lava disappears when the ascension ends.
  At 13th level, while ascended, the arcanopulser’s flam-
  ing pulse shots erode a creature’s resistance against fire. 
  When he strikes a creature that has fire resistance, he 
  reduces their fire resistance by an amount equal to his 
  class level. This reduction can only be applied once per 
  creature at a time and lasts for 24 hours. Additionally, fire 
  immunity only reduces his damage by half, rather than 
  completely negating it.
  Path of the Frostborn
  The first time this path is selected, the arcanopulser 
  learns to sap the heat away from his projectiles, creat-
  ing frosty orbs of magic. He learns to make frozen pulse 
  shots, which deal cold damage. Frozen pulse shots are ca-
  pable of freezing up to a 5-foot cube of liquid with each 
  attack, which melts back to normal over the course of an 
  hour in average temperature conditions. 
  When an arcanopulser creates a pulse shield, he can 
  cause it to become an ice shield. Ice shields grant the ar-
  canopulser 10 resistance against cold damage.
  When using empowered frozen pulse shots, the arcano-
  pulser freezes deeply into the target creature’s body, in-
  hibiting their capability to react properly, or resist further 
  cold effects. A creature struck by an empowered frozen 
  pulse shot suffers a -2 penalty to all Reflex saves and all 
  saves against cold effects for 1 round. Each extra hit with 
  an empowered frozen pulse shot increases the penalty by 
  another -1, up to a maximum of half the arcanopulser’s 
  class level (minimum -3) and refreshes the duration.
  The second time this path is selected, the arcanopulser 
  becomes capable of fully freezing even living creatures. 
  While he is empowering his pulse shots, he can spend a 
  spell point to make a special attack action with his frozen 
  pulse shot to attempt to freeze an enemy. If the attack 
  hits, the target must attempt a successful Fortitude save. 
  On failure, the target suffers an additional 3d8 points of 
  cold damage, and the target is frozen in a cube of ice. 
  Being frozen causes the target to become paralyzed and 
  unconscious, but it does not need to eat or breathe while 
  the ice lasts. The ice has hit points equal to the arcano-
  pulser’s level, and remains for 1 minute per class level in 
  average temperature conditions. The creature can be 
  freed from the ice by destroying it, although the creature 
  is staggered for 1d4 rounds if freed using this method. 
  Using this ability ends the arcanopulser’s current empow-
  erment (this cannot end the arcanopulser’s ascension, 
  however).
  Ascension Benefit: As long as the arcanopulser is 
  ascended, his body is surrounded by an absolute frost. 
  The arcanopulser can choose to freeze any square that 
  he moves over part moving over it, as well as spaces 
  filled with thick gases such as fog or smoke, freezing the 
  squares in slippery ice as he moves. He can walk over all 
  slippery surfaces (such as ice or grease) without attempt-
  ing an Acrobatics check, and becomes immune to all cold 
  damage.
  At 13th level, while ascended, the arcanopulser gains 
  the amphibious monster quality, and gains a swim speed 
  equal to his base land speed. Additionally, he may now 
  freeze the air he walks over, allowing him to leave a trail 
  of slippery ice as he flies or jumps through the air.
  Path of the Pure
  The first time this path is selected, the arcanopulser learns 
  to make holy pulse shots that deal positive energy dam-
  age. These pulse shots are capable of healing creatures 
  healed by positive energy and damaging those vulnerable 
  to positive energy, but they may only heal creatures up to 
  half of their maximum hit points. Willing creatures may 
  be touched without an attack roll, but ranged attacks 
  must still make an attack against an effective armor class 
  of 5 to strike willing creatures.
  A creature is only healed by the full amount of healing 
  from a holy pulse shot by the first pulse shot they are hit 
  by each round, and any additional pulse shots only heal 
  half as much. When using empowered holy pulse shots, 
  he may heal a creature up to their maximum health.
  
  When an arcanopulser creates a pulse shield, he can cause 
  it to become a holy shield. Holy shields grant the arcano-
  pulser a +2 deflection bonus to his armor class against evil 
  creatures, and prevent any creature summoned by an evil 
  creature from attacking him or targeting him with abili-
  ties. If the arcanopulser attacks the summoned creature, 
  the creature may attack and target him normally.
  The second time this path is selected, the arcanopulser 
  learns to utilize his holy energy with that of proper mag-
  ic. As a special attack action, he can make a single holy 
  pulse shot, and apply a cure, invigorate or restore effect 
  that targets a single creature from the Life sphere to the 
  attack. He must still pay any spell point costs needed 
  for the sphere effect. Alternatively, he can increase the 
  attack’s base damage dice to 3d8. Targets struck by this 
  special attack action, whichever method is used, suffer 
  a -2 penalty on all saves against any Life sphere abilities 
  used by the arcanopulser for a number of rounds equal to 
  his casting ability modifier.
  Ascension Benefit: As long as the arcanopulser is as-
  cended, his body glows of pure vitality. He becomes im-
  mune to all effects from the Death sphere, death effects, 
  poisons and diseases. This does not affect poisons and 
  diseases that he already suffers from, although if he is suf-
  fering from any, they are suppressed until he is no longer 
  ascended.
  At 13th level, the arcanopulser emits a 30-foot aura that 
  grants all allies within range fast healing equal to his cast-
  ing ability modifier, and a +2 sacred bonus on all attack 
  rolls, saving throws, skill checks and ability checks.
  Path of the Storm
  The first time this path is selected, the arcanopulser 
  learns to utilize electric energies to mix with his own 
  magic. He learns to make electric pulse shots, which deal 
  electricity damage.
  When an arcanopulser creates a pulse shield, he can cause 
  it to become an electric shield. Electric shields grant the 
  arcanopulser 10 resistance against electric damage.
  When using empowered electric pulse shots, the potent 
  kinetic energies allow the attack to instantly reach its 
  destination rather than be flung as a projectile. Attacks 
  made with empowered electric pulse shots have a range 
  of medium (100 feet + 10 feet per class level) and can only 
  be made within that range. Additionally, attacking tar-
  gets primarily made of metal, or that are wearing metal 
  armor, grants the arcanopulser a +3 bonus on attack rolls 
  made against them.
  The second time this path is selected, the arcano-
  pulser’s inner electric powers begin to disperse in 
  deadly ways on his target. Any creature 
  struck by an empowered electric pulse 
  shot must succeed at a Fortitude save 
  or become staggered for 1 round. A 
  creature struck by multiple attacks in 
  the same round only needs to attempt 
  one saving throw.
  Ascension Benefit: As long as the arcanopulser is as-
  cended, his body becomes as fast as lightning. He con-
  stantly benefits from the effects of the Time sphere’s 
  Improved Haste ability, and becomes immune to all elec-
  tricity damage.
  At 13th level, while ascended, the arcanopulser gains a 
  flight speed equal to his base land speed with per-
  fect maneuverability.
  
  Corteggiare (Bard Archetype)
  “You think music itself isn’t magic? Come with me, then, and I’ll 
  show you exactly why you’re wrong!”
  Isabella Reveria, The Everlasting Minstrel, as she meets 
  with a professor of the Invisible Academy
  A corteggiare is a special type of bard who forms a deep, 
  often emotional bond with their closest friends and al-
  lies, allowing them to come together in a display of magi-
  cal entertainment, connecting their powers together and 
  uniting to defeat any obstacle they might come across. 
  This archetype requires sphere bard.
  Music is Magic: The corteggiare learns how to perfect-
  ly blend his magical powers with that of his performance. 
  He gains the Mana sphere as a bonus magical talent at 
  1st level, and may create a manabond with one creature 
  that would benefit from his performance as part of start-
  ing his performance. If he possesses the Magical Conduit 
  talent, he may create as many manabonds as he desires 
  with creatures that would benefit from his performance. 
  The corteggiare uses his class level as his caster level for 
  the Mana sphere. This stacks normally with caster levels 
  gained from other sources.
  Choir Performance: The corteggiare is trained in per-
  forming with other allies. His bardic performance does 
  not need to be audible or visible to grant its benefits to 
  allies he has an active manabond with (though he may 
  still use the ability normally). The corteggiare’s bardic 
  performance is less compelling when performed alone, 
  he treats his bard levels as if they were equal to his level 
  -2 (minimum 1) when calculating the benefits his perfor-
  mance grants.
  The corteggiare’s allies may participate in his perfor-
  mance as long as they have an active manabond with him 
  by spending a move action on their turn joining him in 
  whatever sort of performance it is. Doing so allows the 
  corteggiare to treat his bard levels as 2 higher for each 
  ally participating for the purpose of calculating what ben-
  efits his performances grant. Additionally, he has no limit 
  on the maximum bonus he grants based off of his bard 
  levels. An ally must spend a swift action at the start of 
  their turn in order to continue participating in the per-
  formance, and the corteggiare cannot treat his effective 
  bard level as being higher than twice his corteggiare level. 
  A creature must have at least half the corteggiare’s level 
  in Hit Dice to contribute to his performance, otherwise 
  they are considered too unskilled or lacking in presence 
  to assist his performance.
  At 6th level, the ways his allies may participate in his per-
  formance expands. If an ally takes a move or standard 
  action that allows them to move at least 10 feet on their 
  turn, they are considered as if they had spent a swift ac-
  tion to continue participating in the performance. At 
  12th level, allies who attempt a Dexterity- or Strength-
  based skill check for any purpose on their turn are con-
  sidered as if they had spent a swift action to continue 
  participating in the performance. At 18th level, an ally 
  participating in the performance may take a free action 
  to continue participating, instead of a swift action.
  This alters bardic performance.
  Magical Flourish: When an ally currently participat-
  ing in the corteggaire’s performance uses a sphere ability 
  with a duration of instantaneous, the corteggiare can ex-
  pend 1 round of bardic performance as an immediate ac-
  tion to make that ally flourish, granting them a +2 compe-
  tence bonus to their caster level and magic skill defense, 
  but only for that use of the sphere ability. At 7th level and 
  every six levels thereafter, this bonus increases by 1. This 
  ability benefits from choir performance as normal.
  This replaces countersong.
  Wonderful Harmony: The corteggiare’s performance 
  allows all the actors to sync their magical potential. 
  When an ally currently participating in his performance 
  uses a sphere ability, they may spend 1 spell point to in-
  stead use the caster level with that sphere of another ally 
  also participating in the performance with that sphere 
  ability. The caster who’s caster level is being used must 
  still possess the base sphere being used in order to allow 
  the other ally to use their caster level. This ability allows 
  temporary, class- or item-based bonuses to caster levels 
  to be transferred, but replaces any bonuses the beneficia-
  ry may have had.
  This replaces the versatile performance gained at 6th 
  level.
  Miracle Melody: By forging a tighter bond with their 
  magical aptitudes, the corteggiare learns to share their 
  innate magical talents with those he performs with. At 
  12th level, he can begin a special performance. He picks 
  one magical sphere he possesses, for the duration of his 
  performance, he shares all magical talents (and advanced 
  talents at the GM’s discretion) he knows with that sphere 
  with all of his allies (even ones not participating in his 
  performance), allowing any of his allies to utilize those 
  talents as if they had possessed the sphere themselves, 
  using the corteggiare’s caster level with that sphere and 
  sphere-specific drawbacks he has with that sphere. This 
  performance is particularly difficult to continue, and 
  requires 2 rounds of bardic performance to start and 
  maintain each round. The Mana sphere and Conjuration 
  sphere cannot be granted with this ability.
  This replaces soothing performance.
  
  Spellvampire (Shifter Archetype)
  “Is that your trick? You don’t mind if I… have a taste of it, do 
  you?”
  Ooram “Redtooth” Nimari, moments before a battle.
  Spellvampires are a rare and obscure class of shapeshift-
  ers, belonging to an ancient form of magic stemming 
  from the same sort of power inherent within doppel-
  gangers and similar creatures. However, where other 
  practitioners of magic learned to perfectly copy a form 
  upon sight, the spellvampire relies on stealing shreds of 
  a creature’s essence before fully imitating them, and in 
  doing so, learns to steal more than just their visage.
  Hunger Within (Ex): At 1st level, the spellvampire 
  gains the bite bestial trait. When dealing damage with 
  this bite attack, she may choose to reduce the damage 
  she deals to 0.
  This alters the bestial trait gained at 2nd level. 
  Quick Study (Sp): A spellvampire gains the Mimicry 
  talent from the Alteration sphere as a bonus magical 
  talent. She may always study a creature as a swift action 
  without spending a spell point, and may spend a spell 
  point to study a creature as a free action that can be tak-
  en outside of her turn. If the spellvampire would gain a 
  talent she already knows, she instead can apply an extra 
  trait when transforming into the (transformation) talent 
  gained, and increases her caster level by 1 when shape-
  shifting into it.
  This replaces quick transformation.
  Theft-bound: A spellvampire gains the Alteration 
  sphere as a bonus magic talent, and she uses her class lev-
  el as her caster level when shapeshifting into a (transfor-
  mation) talent she has gained from the Mimicry talent, 
  even with traits added from talents not gained from the 
  Mimicry talent.
  This alters shapeshifter.
  Empress of the Essences: At 3rd level, a spellvampire 
  gains the Mana sphere and the Manasurge Strike talent 
  as bonus magical talents. She gains the Weapon-Bound 
  drawback, but she may only use her bite attack to utilize 
  Mana sphere effects.
  This replaces endurance.
  Face Stealer (Sp): At 4th level, the spellvampire begins 
  to learn how to utilize her innate shapeshifting prowess. 
  When she makes a bite attack as part of an attack action 
  on a creature she has studied, she may spend a spell point 
  to shapeshift as a free action that can be taken outside of 
  her turn, although she must use the talent gained from 
  the Mimicry talent. When shapeshifting in this way, the 
  shapeshift remains without concentration, as if she had 
  spent a spell point.
  This replaces lingering transformation.
  Fang-fueled Language: A spellvampire may only use 
  her steal language ability by first biting a creature. The 
  same limitation exists for her boundless communication 
  and endless communication features, but she may per-
  manently communicate with such creatures after biting 
  them.
  This alters steal language, boundless communication and 
  endless communication.
  Mind Stealer (Sp): At 8th level, the spellvampire learns 
  to steal more than just a creature’s visage. She learns to 
  make a special expunge that she may only deliver through 
  her bite attack. The creature must attempt a Fortitude 
  save against her Mana sphere DC. On failure, the spell-
  vampire can choose between one of two effects: She may 
  immediately drain 1d2 spell points from the creature, 
  removing that many spell points from the creature and 
  gaining as many spell points (but not temporary ones) 
  that were removed. This increases by one dice step at 
  12th level and every four levels thereafter. Alternatively, 
  she may steal the knowledge of one magical talent that 
  creature knows for 24 hours. For this duration, the crea-
  ture loses the ability to utilize this magical talent, and the 
  spellvampire can use it as if she possessed it, using the 
  creature’s caster level with the sphere (up to a maximum 
  of the spellvampire’s class level). If the spellvampire does 
  not possess the base sphere needed to learn that talent, 
  she instead gains the base sphere. If the spellvampire 
  does not possess the required prerequisites, she gains in-
  stead one of the prerequisites she qualifies for. If she does 
  not qualify for any talent, she gains no talent.
  The spellvampire can only attempt to use mind stealer 
  once per day per creature, and can only drain additional 
  spell points every day equal to half her class level. She 
  may only retain knowledge of two talents, plus an addi-
  tional talent at 12th level and every four levels thereaf-
  ter. Any additional use requires her to lose a stolen talent 
  that she does not use as a prerequisite to any other talent.
  This replaces the bestial talent gained at 8th level.
  Power Stealer (Sp): Starting at 12th level, when the 
  spellvampire utilizes her mind stealer ability on a creature 
  and the creature fails its save, she may instead choose to 
  steal one of that creature’s natural attacks, immunities, 
  or extraordinary abilities. The exact abilities that can 
  be chosen are up to the GM’s discretion, but should be 
  abilities such as the barbarian’s rage ability, the rogue’s 
  sneak attack ability, or a dragon’s breath weapon. Such 
  abilities can only be retained for 1 minute, and the spell-
  vampire can only retain the use of one such ability at a 
  
  time. Abilities with a specific number of roundly uses in-
  stead only lose uses equal to the spellvampire’s level, and 
  the spellvampire may utilize them for that many rounds. 
  Natural attacks that are stolen adjust their damage dice 
  to fit the spellvampire’s size, reducing them or increasing 
  them as normal.
  The spellvampire cannot use this ability on creatures 
  with a higher CR than her class levels.
  God Stealer (Sp): Starting at 16th level, when the spell-
  vampire utilizes her mind stealer ability on a creature and 
  the creature fails its save, she may instead choose to steal 
  any of that creature’s supernatural or spell-like abilities, 
  retaining use of them for half the uses the creature had 
  remaining of them, or for 24 hours. The spellvampire 
  may now use her caster level when utilizing any magical 
  talents she has stolen and additionally and may now re-
  tain extraordinary abilities, immunities or natural attacks 
  for 24 hours.
  The spellvampire may use power stealer and god stealer 
  on creatures up to CR 20.
  Forever Evolving: At 20th level, the spellvampire 
  reaches the pinnacle of her thievery. The spellvampire 
  may spend a spell point to retain any magical talent, su-
  pernatural ability, extraordinary ability, immunity, or nat-
  ural attack at the start of each day for an additional day. 
  She may keep any such abilities indefinitely as long as she 
  spends a spell point for each ability at the start of each 
  day. Additionally, she no longer has a limit of how many 
  magical talents she may store, or how many spell points 
  she may drain each day. The original creature does not 
  regain the use of any stolen abilities as long as the spell-
  vampire retains them.
  The spellvampire may use power stealer and god stealer 
  on creatures on any CR.
  Incanter Specialization
  Mana Master: The incanter’s mastery over magic is 
  unmatched by any other. At 3rd level, he gains a +2 bo-
  nus on all Spellcraft and Knowledge (arcana) checks. 
  Additionally, his magic skill bonus and defense both in-
  crease by +1. These bonuses increase by 1 at 7th level and 
  every four levels thereafter.
  Reinforce Magic: At 8th level when an ally within close 
  range of the incanter casts or attempts to dispel a sphere 
  effect, as a free action that may be taken outside of his 
  turn he may reinforce that magical effect. This grants the 
  ally the benefits of his mana master ability, but only for 
  that specific use of the sphere effect. He may use this 
  ability a number of times per day equal to 3 + his casting 
  ability modifier.
  Impossible Magic: The incanter’s magic will forever be 
  unimpeded, and his mastery of antimagic provides him 
  with a defense against it. At 20th level, when the incanter 
  casts a sphere effect, he may spend up to 10 additional 
  spell points when casting it to reinforce the sphere effect. 
  The sphere effect is unimpeded by any attempt to coun-
  terspell it (which fails automatically) and penetrates any 
  antimagic effects originating from creatures with a mag-
  ic skill bonus lower than twice the amount of additional 
  spell points used to reinforce the sphere effect.
  Prodigy Imbue Sequence
  Inject Dissonance (imbue): When the prodigy strikes 
  a creature with an attack action, they gain a dissonance 
  point, which bestows a cumulative -1 penalty to the crea-
  ture’s caster level, magic skill bonus and magic skill de-
  fense. Creatures whose caster level would be reduced to 
  or below 0 are unable to cast spells, spell-like abilities, 
  and sphere effects as if they were inside an antimagic 
  zone. A creature can rid themselves of dissonance points 
  with the use of the restore soul option of the restore abil-
  ity from Life sphere (treating it as if it was ability dam-
  age), or by spending a spell point as a move action to 
  remove 1 point. Dissonance points expire after 1 minute 
  after the last dissonance point is applied on a creature.
  Whence They Came (finish): As a 3 link finisher, the 
  prodigy may make a special attack action to implode a 
  creature’s dissonance points. Doing so deals damage as 
  normal, and forces the creature to attempt a Fortitude 
  save. On failure, the creature suffers 1d8 untyped damage 
  for each dissonance point they have, and all dissonance 
  points are removed. If the sequence has at least 7 links, 
  the creature additionally loses 1 spell point (if they have 
  any) for each dissonance point they had.
  
  Section 3
  Basic Magic
  Mana Sphere
  Expunge
  As a standard action, you may expunge the energy from a 
  creature within close range, applying the effects of a sin-
  gle (expunge) talent that you possess upon the creature. 
  When you gain the Mana sphere, you gain the following 
  (expunge) talent:
  Spellburn
  You may spend a spell point and attempt a magic skill 
  check against your target. If successful, you burn a num-
  ber of spell points from the target’s spell pool, removing 
  it from their spell pool as if they had used the spell point 
  themselves (although this does not trigger effects that 
  rely on spell points being spent, such as drawbacks from 
  the target’s casting tradition, or the triggering of wild 
  magic). The amount of spell points burned starts 1d3 and 
  increases at 5th level and every four caster levels thereaf-
  ter to a maximum 3d6 at 25th caster level, as listed under 
  Table: Burn Dice.
  Table: Burn Dice
  Caster Level
  Burn Size
  1st
  1d3
  5th
  1d4
  9th
  1d6
  13th
  2d4
  17th
  2d6
  21st
  3d4
  25th
  3d6
  Note: The expunge ability is created with the intention 
  of being used upon other spellcasters that utilize the 
  Spheres of Power system of magic, but can be made to 
  work with other systems of magic as well. When used 
  Sphere Restrictions: Unless otherwise specified, ani-
  mal companions, cohorts, Conjuration sphere compan-
  ions, drake companions, eidolons, familiars, followers 
  and other similar companions or pets cannot gain this 
  sphere or talents from this sphere.
  
  against a spellcaster that utilizes the core system of mag-
  ic in the Pathfinder Roleplaying Game, a GM may al-
  low it to burn spell slots or spells prepared. To calculate 
  which spells are affected, total the number of spell points 
  burned. The caster suffering from the Spellburn talent 
  may then choose an amount of spell slots or prepared 
  spells to lose. They must choose an amount of spells that 
  amount to the points cost, following this list to deter-
  mine the value of each spell level in spell points:
  Level 1-2: 1 spell point, Level 3-5: 2 spell points, Level 
  6-8: 3 spell points, Level 9: 4 spell points.
  If there is an amount of spell points remaining that the 
  spellcaster cannot sacrifice spells of a level to make up for 
  without going above the amount (for example, only los-
  ing 1 spell point but not having any 1st or 2nd level spell 
  slots/prepared spells left), they may ignore the remain-
  der without sacrificing additional spell slots. When used 
  on creatures with psionic manifesting (Psionics Unleashed 
  by Dreamscarred Press), the creature loses a number of 
  power points equal to the number of spell points that 
  would have been lost multiplied by 1 + its Hit Dice/4.
  Manipulation
  You learn to bend the rules of magic to your advantage. 
  As a standard action, you may use any (manipulation) 
  that you possess, up to a range of close. You must remain 
  within this range when maintaining a (manipulation) 
  through concentration. When you gain the Mana sphere, 
  you gain the following manipulation:
  Shuffle
  You may manipulate an area within range, altering the 
  rules of magic within a radius of up to 10 feet + 5 feet 
  per 10 caster levels. You may select a single modification 
  to make to the manipulated area at the time of casting, 
  listed below. This area remains for as long as you con-
  centrate, to a maximum of 1 round per caster level, but 
  you may always spend a spell point to allow the effect to 
  remain without concentration for its maximum duration. 
  All spells cast in or into the affected area, or that pass 
  through the area (such as a ray) are subject to this ability’s 
  effects.
  Only one shuffle can be in effect in an area at a time, with 
  any attempt to overlap areas requiring a magic skill check 
  against the MSD of the initial shuffle effect. If you suc-
  ceed, the initial shuffle effect is dispelled, but on a failure 
  you fail to cast the shuffle effect.
  You may modify the rules of magic in the following ways:
  Elemental Rewiring: Select a single energy type from 
  the following list: acid, cold, electricity, or fire. You con-
  vert all energy damage from magical and supernatural 
  effects that are affected by your shuffle into the selected 
  type, but only if they are energy types that are on the pri-
  or list of energy types. At 7th caster level, you add sonic 
  to this list. At 12th caster level, you add force to this list. 
  At 17th caster level, you add negative and positive energy 
  to this list.
  Protective Rewiring: Select a single saving throw be-
  tween Fortitude, Reflex and Will. Whenever a creature 
  within the area of your shuffle must attempt a saving 
  throw against a magical or supernatural effect, they must 
  instead use the modifier of the saving throw you chose. 
  The saving throw is still treated as the original type re-
  quired by the magical or supernatural effect (i.e., evasion 
  still works when switching from Reflex to Fortitude), 
  and any conditional modifiers that apply to the original 
  
  type still apply, but not from the new type. The caster 
  of a sphere effect changed by this ability may attempt a 
  magic skill check against your Mana sphere DC to stop 
  creatures from utilizing this effect against that specific 
  sphere effect.
  Manabond
  As a swift action made as part of successfully using an 
  expunge or (manipulation) that targets a creature, or as a 
  move action made by spending a spell point to touch a 
  creature, you can create a manabond between yourself and 
  the targeted creature for as long as you concentrate, to a 
  maximum of 1 minute per caster level. Concentration on 
  a manabond only requires a swift action, with the action 
  required being unable to be lowered by any means other 
  than the Magical Conduit talent. When creating a mana-
  bond, you may add a single (manabond) talent that you 
  possess to the effect.
  A manabond is a direct, invisible and intangible line of 
  energy that connects you and your target, and remains 
  active up to close range, beyond which the manabond 
  breaks, and the effect ends. As long as you have a mana-
  bond with a creature, you may always pinpoint their exact 
  location (although this does not negate any concealment 
  they may have).
  When creating a manabond, you are considered the host 
  of the manabond, with the targeted creature considered 
  the recipient. A creature can only be the host of a single 
  manabond, and cannot be the recipient of multiple mana-
  bonds at the same time. If a second manabond would be 
  cast on a creature, the caster must attempt a magic skill 
  check against the MSD of the currently active manabond 
  on the target. If the caster succeeds, the other mana-
  bond is suppressed, causing it to remain active and on-
  going as long as it is maintained, but having no effect on 
  the recipient until the suppressing manabond has ended. 
  If the caster fails, their manabond becomes suppressed, 
  with the original manabond remaining active. Even when 
  suppressed, a host may still pinpoint the location of the 
  recipient.
  When you gain the Mana sphere, you gain the following 
  (manabond) talent:
  Mystical Bond
  You can assist the recipient of your manabond in their 
  spherecasting, or hamper their efforts. When creating 
  this manabond, you can choose to apply either a penalty 
  or a competence bonus to their caster level, but only for 
  a single sphere, decided at the time of casting. This bo-
  nus or penalty begins at 1, and increases by 1 every eight 
  caster levels you possess. The penalty cannot reduce a 
  creature’s caster level below 1.
  Mana Talent Types
  Some talents are marked (expunge). These grant you ad-
  ditional ways to expunge energy.
  Some talents are marked ((manipulation)). These grant 
  you additional ways of manipulating energy.
  Some talents are marked (manabond). These grant you 
  additional ways of using your manabonds.
  Mana Talents
  Defensive Bond
  When you are the target of a magical sphere effect or 
  supernatural effect, you may spend a spell point as an 
  immediate action to create a manabond between yourself 
  and another creature within manabond range. If the crea-
  ture is unwilling, you must succeed on a magic skill check 
  to create the manabond.
  Draining Spellburn
  When you utilize your Spellburn expunge ability, you 
  may cause the spell points burned to be treated as if the 
  spellcaster had spent them normally (if a caster level is 
  required, use your caster level), causing them to trigger 
  effects that occur when they spend spell points such as 
  certain Mark talents, drawbacks or similar abilities.
  Explosive Expunge
  By spending 2 additional spell points you may use your 
  (expunge) talents in an area, targeting every creature with-
  in a 15-foot radius burst centered within your expunge 
  range. If the ability requires a magic skill check or attack 
  roll, make a single roll and compare it to the magic skill 
  defense of every creature affected. Otherwise, they each 
  roll their save as normal. The caster is unaffected by this 
  ability if they are within the area of effect.
  If you possess the Magical Conduit talent, you can create 
  a manabond with all creatures affected by this talent; oth-
  erwise, you may only create a manabond with one.
  Hardened Bond
  When creating a manabond, you may spend a spell point 
  to allow your manabond to manifest as a physical cord 
  connecting yourself and the target creature, although 
  you must have line of effect to the target. These phys-
  ical bonds are tough, durable chains made of raw ener-
  gy that inhibit movement. The two creatures connected 
  by such a manabond cannot move further than the max-
  imum range for the manabond without either destroy-
  ing the tether (hardness equal to your caster level, hit 
  points equal to twice your caster level + 5, AC 10), or by 
  
  making a Strength check to burst it with a DC equal to 
  your Mana sphere DC. Destroying the tether does not 
  end the manabond, but does cause it to lose its physicality, 
  removing any effects granted by this talent. When mov-
  ing past the maximum range of the manabond, a creature 
  affected by this talent may make a drag attempt as a free 
  action made as part of any movement they make, allow-
  ing them to pull the creature in the direction they move, 
  up to a maximum amount of distance determined by the 
  drag attempt. The host of a hardened bond may use their 
  caster level + their casting ability modifier in place of 
  their combat maneuver bonus, and gain a bonus equal to 
  twice their caster level to their combat maneuver defense 
  on drag attempts made against them using the hardened 
  bond.
  In addition, you may create shorter manabonds than nor-
  mal. When creating one, they can be as short as 5 feet, 
  or as long as your normal maximum range, but they must 
  be measured in 5 feet increments. You can shorten or 
  lengthen them as part of the action made to concentrate 
  on them, although if the cord is not long enough to reach 
  the target creature after shrinking it will break and end 
  the effect.
  Magical Conduit
  You have achieved mastery over opening magical win-
  dows between yourself and others. You can now create 
  new manabonds as a free action as part of casting your 
  other Mana sphere abilities, rather than a swift action. 
  In addition, you can now become the host for multiple 
  manabonds (but not benefit from being the recipient to 
  multiple). When you spend a swift action to concentrate 
  on a manabond, you count it as if you were concentrating 
  on all currently active manabonds you have created and 
  linked to yourself. You may also spend a spell point as 
  part of creating a manabond to allow it to remain for 1 
  minute per caster level without concentration, although 
  you may still activate effects that otherwise require con-
  centrating on the manabond as a swift action.
  Manasurge Strike [strike]
  As a standard action, you can make one ranged or melee 
  attack using a weapon. If the attack successfully hits, you 
  may choose to trigger an expunge or manipulation normal-
  ly cast as a standard action or less, and that only targets 
  the creature you hit as a free action even if they are nor-
  mally out of range or the talent allows to affect more than 
  one creature.
  Special: If you have the Counterspell feat, you may use 
  it as part of using this talent, treating the counterspell as 
  if it were an (expunge) talent.
  Manavore
  Whenever you would gain spell points (whether tem-
  porary or not) from any effect, you can instead choose 
  to consume the spell points, fueling your vitality. Each 
  spell point consumed this way heals you for an amount of 
  health equal to the caster level of the originating effect, 
  plus your casting ability modifier.
  Overpowering Expunge
  You may either increase the casting time of your expunge 
  by one step (normally from a standard to a full-round ac-
  tion) or spend an additional spell point in order to apply 
  the effects of two (expunge) talents.
  Ranged Mana [range]
  Your manabond, expunge, and (manipulation) abilities have 
  a range of medium instead of close.
  If a creature is beyond close range for your manabond, but 
  still within their maximum range, the creature may at-
  tempt a concentration check against your Mana sphere 
  DC at the end of each of their turns in order to end the 
  manabond.
  You can take this talent a second time, increasing the 
  range from medium to long.
  Retained Imbuement
  Temporary spell points you grant from any Mana sphere 
  effect last for 1 minute per caster level rather than 1 round 
  per caster level.
  Reactive Shuffle
  You may use your Shuffle ability as an immediate action 
  in response to a sphere effect being cast, or a supernatu-
  ral effect being used, but you must spend 2 spell points to 
  do so, and the ability only affects that particular casting 
  or use of the ability.
  If you use this talent to modify your own spells as they 
  are cast, or that of a willing creature, you instead only 
  need to spend 1 spell point.
  Sudden Empowerment/Weakening
  When the recipient of your Mystical Bond casts a sphere 
  effect, you may, as a free action that can be taken outside 
  of your turn, end your Mystical Bond in order to empow-
  er or hinder that spellcasting, applying double the effect 
  of Mystical Bond for that specific casting.
  The use of this talent allows your Mystical Bond to re-
  duce the caster level of a sphere effect to below 1. If this 
  reduces the ability to a caster level below 0, the manifest-
  ed ability fails and any spell points used are lost.
  
  Expunge Talents
  Disorient (Expunge)
  As an expunge, you may damage the target creature’s con-
  trol over their magic. The target must succeed at a suc-
  cessful Will save; on failure they suffer a -2 penalty to their 
  caster level for the next sphere ability they use during 
  the duration of this ability. If this reduces the ability to a 
  caster level below 0, the manifested ability fails and any 
  spell points used are lost. This penalty is increased by an 
  additional 1 for every four caster levels you possess. This 
  ability lasts for up to 1 minute per caster level, or until the 
  target uses a sphere ability.
  Ignition (Expunge)
  As an expunge, you set ablaze the magical powers a crea-
  ture holds, damaging them and potentially causing them 
  to lose their magic. You must make a ranged touch attack 
  on a creature within range of your expunge. If you strike, 
  the creature suffers 1d8 untyped damage, plus an addi-
  tional 1d8 damage at 4th caster level and every 3 levels 
  thereafter. For every 5 damage the creature suffers, they 
  lose a spell point and suffer a -1 penalty to their magic 
  skill defense for 1 round plus an additional round at 10th 
  caster level and every ten levels thereafter. This talent 
  only functions on creatures that have a spell pool, wheth-
  er or not they have any spell points remaining.
  Special: If you possess the Transfer talent, you can uti-
  lize this talent on creatures that cannot normally store 
  spell points. If you do, instead of losing spell points or 
  suffering a penalty to their magic skill defense, they in-
  stead suffer a penalty to the next saving throw they make 
  against a magical effect equal to the penalty they would 
  have suffered to their magic skill defense, for the same 
  duration.
  Mark Of Incompetency (Expunge)
  As an expunge, you may force the target to attempt a Will 
  save. If they fail this save, their magical potency is limited 
  to a degree. You may bestow one of the following gener-
  al drawbacks on your target: Draining Casting, Magical 
  Signs, Painful Casting, Rigorous Concentration, Unstable 
  Storage, Verbal Casting, or Vulnerable Spellcaster. The 
  target gains the selected drawback for the next 24 hours, 
  but does not gain extra spell points from them. At 5th 
  caster level, you may also grant them the following draw-
  backs: Center of Power, Emotional Casting, Variant Wild 
  Magic. At caster level 6th, and every five caster levels 
  thereafter, you may apply an additional drawback to the 
  target. A creature can only suffer from one instance of 
  this ability at a time and any creature suffering from this 
  talent is aware of the drawbacks they are affected by. At 
  the GM’s discretion, other drawbacks not listed may be 
  granted with this talent.
  Mark Of Instability (Expunge)
  As an expunge, you may force the target to attempt a 
  Fortitude save. If they fail this save, they become unable 
  to voluntarily spend spell points on any effect for 1 round, 
  plus an additional round at 5th caster level and every four 
  caster levels thereafter. Creatures suffering from this 
  ability may spend a standard action to attempt another 
  Fortitude save against this effect to remove it. This does 
  not stop the target from using magical abilities that do 
  not require a spell point to use. This mark can be used 
  on undead, constructs and other creatures normally im-
  mune to Fortitude saves.
  Mark Of Lifeburn (Expunge)
  As an expunge, you may force the target to attempt a 
  Fortitude save. If they fail their save, their internal spell 
  point reservoir becomes dangerous to tap into. Every 
  time the target expends a spell point, they take 1d8 non-
  lethal damage for every spell point they use (though 
  this does not cause the caster to attempt concentration 
  checks). At caster level 3rd, this increases to 2d8, and by 
  an additional 1d8 damage every two caster levels thereaf-
  ter. The target may voluntarily release a number of spell 
  points equal to your casting ability modifier as a standard 
  action (which does not damage them) in order to end this 
  effect, otherwise it lasts for 1 minute per caster level.
  Manipulation Talents
  Bulwark (Manipulation)
  You may manipulate your magic around a creature, spend-
  ing a spell point to form a bulwark of magic around the 
  target that absorbs damage. The target of this talent 
  gains a temporary spell point, and they gain DR 4/-, but 
  this damage reduction only persists for as long as they 
  retain temporary spell points from this talent. If the tar-
  get would suffer damage more than twice the amount of 
  damage the bulwark absorbs from a single attack, the 
  bulwark is damaged and the target loses a temporary 
  spell point granted by this talent. For every 12 points of 
  damage absorbed by the bulwark in one round, the target 
  loses a temporary spell point granted by this talent. If the 
  creature has no more spell points granted by this talent, 
  the shell shatters at the end of the creature’s next turn, 
  ending the effect. You may spend an additional spell point 
  as part of casting this ability for every 4 caster levels you 
  possess, granting the target an additional temporary spell 
  point for every extra spell point spent and allowing the 
  shell to suffer more damage before shattering.
  
  At 5th caster level, this damage reduction increases to 
  8/-, and the amount of damage a bulwark can reduce each 
  round before losing a spell point increases by 12. These 
  bonuses increase by 4 and 12 respectively every 5 caster 
  levels thereafter.
  Essentialize (Manipulation)
  You may manipulate an ongoing magical effect that still 
  holds most of its magical power to fuel yourself. You may 
  target a creature within range that is currently under the 
  effects of a harmless sphere effect, causing the effect to 
  end. If the effect had a duration greater than 1 minute, 
  and at least half or more of its original duration remain-
  ing, you convert it into raw energy, granting yourself tem-
  porary spell points equal to half the effect’s cost in spell 
  points (minimum 1). If the effect cost no spell points to 
  cast, or was cast using temporary spell points (either par-
  tially or in full), you gain no spell points. At 10th level, 
  you instead gain spell points equal to its full cost, but 
  only if the duration was greater than 1 hour.
  Targeting yourself with this ability only requires a swift 
  action, and targeting an unwilling creature requires you 
  to attempt a magic skill check against the effect, with a -2 
  penalty on the attempt. If you possess the Counterspell 
  feat, you reduce this penalty to 0. If you fail to use this 
  ability on a magical effect, you may not try to dispel that 
  effect again for 24 hours.
  Gift Of Knowledge (Manipulation)
  You may manipulate your magical essence, and grant oth-
  ers access to your own magical knowledge. By spending 
  a spell point and targeting a creature, you may choose a 
  single talent you possess that the target does not, or a sin-
  gle base sphere that you possess that the target does not. 
  The target may use this talent or base sphere ability once, 
  using your caster level at the time this ability is cast (not 
  including temporary bonuses or bonuses gained from 
  items) and related sphere-specific drawbacks. They must 
  use this ability within an hour per caster level, otherwise 
  the ability is wasted. They must pay any spell point costs 
  as normal. If you attempt to grant a talent to a target that 
  already knows that talent, this effect fails and any spell 
  points spent are wasted.
  Relinquish Magic (Manipulation)
  You learn to manipulate the magic of a sphere effect that 
  is currently affecting you. You may grant any amount of 
  creatures the effects of any harmless sphere effect with a 
  non-instantaneous duration currently active on you, end-
  ing the effect on yourself and dividing the duration of the 
  effect across the creatures you touch (including yourself). 
  The duration must be divided in the same increments 
  the original ability’s duration is granted in (for example, 
  an aegis must be divided in 1 hour increments).
  You may also use this ability to transfer non-harmless ef-
  fects on creatures, but you must spend a spell point and 
  succeed at a magic skill check on the effect, and your 
  target gets a Will save to resist this if they are unwilling. 
  This talent cannot be used on curse effects.
  Transfer (Manipulation)
  Rather than manipulating magic, you can instead bestow 
  your magical fuel to a creature other than yourself. You 
  grant your target 2 temporary spell points. At 5th caster 
  level, and every five caster levels thereafter, the amount 
  of temporary spell points granted increases by 1. After 
  the casting of any sphere effect that costs at least 1 spell 
  point, all temporary spell points granted by this ability 
  are removed, even if the sphere effect did not utilize all 
  of them.
  Alternatively, you may grant your target a normal spell 
  point, rather than a temporary one, but the amount you 
  transfer never increases. Using this talent requires 1 spell 
  point, and unwilling creatures may make a Will save to 
  resist being granted spell points.
  You may grant spell points to creatures that otherwise do 
  not have a method of holding spell points by temporarily 
  granting them access to a spell pool for as long any spell 
  points grant them last (if they are not temporary, they 
  expire after 24 hours).
  Note: Occasionally, a setting might have different sourc-
  es of magic that are mutually incompatible, or a GM 
  might wish to seperate how magic can be transferred 
  across characters. In games like this, the GM may be 
  encouraged to add restrictions to how the Transfer and 
  Flow talents can be used. For example, they might rule 
  that an arcane caster cannot grant spell points to a di-
  vine caster, or that spherecasters of a specific tradition 
  cannot grant spell points to any other tradition. GMs are 
  encouraged to examine how magic works in their games 
  and arbitrate what, if any, limits on transferring magic 
  might exist.
  Manabond Talents
  Control Resistance (Manabond)
  As a manabond, you can create a connection that at-
  tempts to bolster or reduce a creature’s spell resistance 
  for as long as your manabond holds. If the recipient of this 
  manabond has spell resistance, you can reduce or raise it 
  by an amount equal to 2, +1 per two caster levels. If the 
  recipient does not have spell resistance, you can spend 
  a spell point to grant them spell resistance equal to 11 + 
  your caster level for as long as the manabond holds.
  
  Flow (Manabond)
  As a manabond, you can create a magical stream between 
  yourself and the recipient. Each round, as part of main-
  taining your manabond, you may choose to either funnel 
  or sap the recipient of this manabond.
  When you funnel, you spend a spell point in order to 
  grant the recipient a single spell point. If the creature is 
  unwilling to be granted a spell point, you must succeed at 
  a magic skill check. If you fail, no spell points are spent 
  and the target does not gain spell points.
  When you sap, you must attempt a magic skill check 
  against the recipient. On a success, they lose 1 spell point, 
  as if you had used the Spellburn expunge, and you gain 1 
  temporary spell point.
  As long as a creature is a recipient of this manabond, you 
  may choose to pay any spell point costs that a recipi-
  ent may incur from using their class features or casting 
  sphere effects with your own spell points, either partial-
  ly or in whole. Any spell points granted from this talent 
  stack with themselves.
  If you possess the Magical Conduit talent, you can grant 
  any spell points gained from sapping to any other crea-
  ture that is a recipient of your manabonds.
  Magical Misdirection (Manabond)
  As a manabond, you can create a connection between 
  yourself and another creature that confounds target-
  ed magical effects. As long as the manabond holds, any 
  time you or the recipient is targeted by a single-targeted 
  sphere effect that requires a Fortitude or Will save, or 
  any harmless effect, you may redirect such an effect to 
  yourself or the recipient as an immediate action. If the 
  recipient is unwilling to have the magical effect redirect-
  ed to or away from them, they may attempt a Will save to 
  stop the effect from being redirected. In addition, when 
  you or a willing recipient is targeted by a single-targeted 
  harmless effect, you may instead have it affect the other 
  creature as a free action that can be taken outside of your 
  turn. The redirected sphere effect can be redirected mul-
  tiple times across multiple willing recipients, so long as 
  all creatures affected have a manabond of this type linking 
  them.
  Soulmate (Manabond)
  As a manabond, you can create a warm bond between 
  yourself and a willing creature. When you (but not the 
  recipient of this manabond) are targeted by a harmless 
  magical effect that lasts for at least 2 rounds that does 
  not require concentration, you may choose to clone the 
  magical effect and allow the recipient of this manabond 
  to benefit from that magical effect for 2 rounds, but may 
  not last more than a number of rounds equal to half the 
  duration that the effect is placed upon you. At 10th level 
  and every ten levels thereafter, the magical effect lasts for 
  an additional round on your ally.
  Additionally, when you are healed for any amount of hit 
  points originating from a magical effect (and not from 
  sources such as fast healing, regeneration or similar), you 
  can redirect any amount of that healing to the recipient 
  of this manabond as a free action that can be taken out-
  side of your turn. As the healing is redirected and not 
  merely transferred, the healing is still limited by any ef-
  fects that limited the original healing (such as not being 
  able to heal creatures above half health, or even being 
  used to damage creatures that are damaged by the heal-
  ing you would receive.)
  Destruction Sphere
  If you possess the Mana Siphon (blast type) talent, you 
  may create manabonds on any creature you drain spell 
  points from while using it, treating it as if it was an ex-
  punge. Additionally, temporary spell points gained from 
  Mana Siphon benefit from the Retained Imbuement 
  talent. Mana Siphon always drains real spell points, not 
  temporary ones.
  Divination Sphere
  Alternate Divination - Divine Mana Capacity
  If you possess the Mana sphere, you may divine for the 
  amount of spell points a creature has. Each round while 
  divining for mana capacity, you may choose one creature 
  you can see within range each round to learn their cur-
  rent amount of real spell points, temporary spell points 
  (as well as when they end), and maximum spell point pool 
  capacity.
  
  Section 4
  Advanced Magic
  Advanced Mana 
  Sphere Talents
  Cruel King
  Prerequisites: Mana sphere (Flow, Vassalize), caster 
  level 15th.
  When using the Vassalize advanced talent, you may tar-
  get creatures that do not normally possess a spell pool. 
  When doing so, your sphere effects are fueled by their 
  mental capacity: On a failed save, they suffer a -1 penalty 
  to all of their mental ability scores for each spell point 
  needed to cast your sphere effect for 24 hours, and you 
  may cast the sphere effect without paying its regular cost. 
  You may use this talent as long as none of the creature’s 
  mental ability scores would become be penalized to 0 
  due to the penalties bestowed. Any attempt to utilize 
  this talent in such a way causes the effect to fail, and the 
  action to be wasted.
  Curse Of Mana [curse]
  Prerequisites: Mana sphere, caster level 10th.
  When you use a ‘Mark’ expunge talent, you can spend 
  an additional 3 spell points to have the effects duration 
  be increased to permanent. Marks that grant addition-
  al consecutive saving throws no longer grant them. This 
  is a curse effect. This can be only be dispelled using the 
  Break Enchantment Life talent, break enchantment, 
  miracle, remove curse, wish, or similar effects.
  Infinite Bond
  Prerequisites: Mana sphere (Ranged Mana x2), caster 
  level 10th.
  Your manabonds no longer have a maximum range when 
  used on willing targets, and stays activated so long as the 
  creature is on the same plane as you. If the creature you 
  are bonded to leaves the plane you are on or vice-versa, 
  the effect expires after 1 minute unless they or you return 
  to the same plane within this time limit and you cannot 
  activate or use the effects of your manabond unless they 
  or you return to the same plane before it expires. If you 
  applied Permanent Bond, the manabond does not expire, 
  but still can only be used if you and the recipient are on 
  the same plane.
  Knowledge Drain
  Prerequisites: Mana sphere (Manathief, Gift Of 
  Knowledge), caster level 1st.
  Your knowledge and experience in stealing the mana 
  from others has pushed you to a new discovery; stealing 
  their prowess in the magical arts. Whenever you success-
  fully drain spell points from a target using Manathief, the 
  target must additionally attempt a Will save, with a pen-
  alty to this save equal to the amount of spell points they 
  lost from the triggering effect. On a failure, you steal the 
  use of a single magic talent you are aware they can cast 
  (or base sphere, if they possess a sphere with no addition-
  al talents invested). The target cannot use that sphere or 
  talent until they rest to regain spell points, and you gain 
  access to the talent stolen. If you do not possess the base 
  sphere when stealing a talent this way, you instead only 
  gain access to the base sphere. You retain use of it for 
  24 hours, however you may spend a spell point to retain 
  it for another 24 hours, but each extra 24 hours adds a 
  cumulative extra spell point cost to retaining the ability. 
  You may only gain knowledge of one talent or sphere this 
  way at a time, although you may choose to replace the 
  talent you have retained an additional use of this talent. 
  At caster level 10th, you may retain up to two talents at 
  
  a time, and an additional talent every ten caster levels 
  thereafter.
  Manathief (Expunge)
  Prerequisites: Mana sphere, caster level 1st.
  As an expunge, you may attempt to drain the target’s spell 
  points rather than merely burn it, however doing so lim-
  its your destructive potential. On a successful magic skill 
  check, the target loses a single spell point and you gain a 
  real spell point. For every 5 caster levels you possess, the 
  number of spell points drained increases by 1. Attempting 
  to drain the spell points of creatures with less than half 
  your magic skill bonus results in no spell points being 
  drained.
  Additionally, when using the Flow talent, you gain real 
  spell points from a creature while using the sap ability 
  rather than temporary spell points.
  Permanent Bond
  Prerequisites: Mana sphere (Magical Conduit), caster 
  level 10th.
  When you create a manabond, you can spend 3 spell points 
  to increase the duration to permanent. If you otherwise 
  would need to concentrate to activate the effects of such 
  a manabond, you can instead activate it once per turn on 
  your turn as a free action. Unwilling creatures may at-
  tempt a new save every day at the start of the day, to try 
  and break permanent manabonds.
  If a bonded creature moves outside of the range of your 
  manabond, the effect deactivates and cannot be used until 
  they are once again within range.
  Vassalize
  Prerequisites: Mana sphere (Flow), caster level 7th.
  When casting a sphere effect while having a creature 
  linked to you with the Flow talent, you can attempt to 
  utilize that creature’s spell pool to cast your own mag-
  ic. The creature is granted a Will save. On failure, they 
  must pay any spell point costs you would have incurred 
  otherwise. If the creature does not have enough real spell 
  points to do so, they take ability damage to their casting 
  ability modifier equal to the amount of spell points they 
  lacked to fully cast the sphere effect, and you must fuel 
  the spellcasting with your own spell points. If you lack 
  the spell points to cast the sphere effect, any spell points 
  you have are wasted and the sphere effect fails. Willing 
  creatures may automatically fail this save, and as with the 
  Flow talent, this ability always drains real spell points, 
  not temporary ones. The creature must be able to hold 
  a spell pool naturally in order for this ability to be used 
  on them.
  
  Section 5
  Player Options
  Feats
  Deep Spellburn
  Prerequisites: Mana sphere, caster level 9th.
  Benefit: You can spend 1 additional spell point when us-
  ing Spellburn to create a powerful version of it that erad-
  icates magical essences. Roll double the amount of dice 
  when determining how many spell points you burn when 
  using the Spellburn ability.
  Forged Arcana
  Prerequisites: Spellcraft 1 rank, Mana sphere.
  Benefit: Studies into the magical arts have allowed you 
  to master a specific angle of how magic works. Choose 
  either expunge, manipulation or manabond. When using the 
  selected ability, you gain a bonus to your magic skill bonus 
  and caster level equal to half your ranks you have in the 
  Spellcraft skill, rounded up. This cannot increase your 
  magic skill bonus or caster level above your Hit Dice.
  Mark Of Magical Ineptitude
  Prerequisites: Mana sphere (Mark Of Instability, Mark 
  Of Incompetency), caster level 7th.
  Benefit: Whenever you use your Mark Of Instability 
  talent, your target may not cast any magic based off their 
  spherecasting as well as being prohibited from spending 
  spell points.
  Mind Joggle
  Prerequisite: Mana sphere.
  Benefit: Even those trained in martial techniques lose 
  their grip under your power. When you use a Mana sphere 
  talent to cause the loss of spell points in a target that 
  has martial focus, you can forego the spell point loss to 
  instead cause the target to lose their martial focus. The 
  target can make a Will save against your Mana sphere DC 
  to resist this effect.
  At 10th level, you can stomp out a creature’s ability to 
  utilize their focus. If you spend an additional spell point 
  when using this feat, you can instead cause your target 
  to be unable to expend or regain their martial focus for a 
  number of rounds equal to your casting ability modifier.
  Pacified Strike (Drawback)
  Prerequisites: Mana sphere, Weapon-bound drawback, 
  caster level 3rd.
  Benefit: When making a Manasurge Strike with a ma-
  nipulation that targets an ally, you may choose to not deal 
  any damage with the attack. Doing so provides you with 
  a bonus to the attack roll equal to your caster level.
  Rhythmic Chaos (Wild Magic)
  Prerequisite: Mana sphere.
  Benefit: Whenever you use an (expunge) talent on a crea-
  ture that can use spells or sphere effects, you can spend 
  an additional spell point to destabilize their magic, caus-
  ing them to have a 20% chance to trigger a wild magic 
  event every time they use magic. The target gets a Will 
  save against your Mana sphere DC to resist this effect, 
  and it lasts for a number of rounds equal to your casting 
  ability modifier. The chance to trigger a wild magic event 
  increases by 10% per additional wild magic feat you pos-
  sess, to a maximum chance of 60%.
  For information regarding wild magic events and the wild 
  magic system, see Wild Magic by Drop Dead Studios.
  Spellshock Admixture (Admixture)
  Prerequisites: Destruction sphere (Admixture), Mana 
  sphere.
  
  Benefit: When using Admixture, you may spend an ad-
  ditional spell point to affect one target damaged by the 
  blast with an expunge or a (manipulation). If you possess 
  Explosive Expunge, you may apply the expunge or (manip-
  ulation) to all targets damaged.
  Sphere-Specific 
  Drawbacks
  Conservationist
  You prize the value of mana, and hate to see it disap-
  pear. You cannot use the Spellburn option of the expunge 
  ability. You may not utilize any ability from a talent that 
  grants you the ability to waste, remove or burn spell 
  points. Abilities that transfer them (such as Manathief) 
  are still able to be used.
  Exploitative Bond
  Your manabond clumsily ties together your magic with 
  another’s, causing you to become susceptible to their 
  powers, as well as obviously outlining your position. You 
  suffer a -2 penalty to your AC and all saving throws when 
  targeted by a creature under the effects of your manabond. 
  You must select a (manabond) talent with this drawback.
  Incompatible: Incongruent
  Incongruent
  You lack a source of magical empathy. You cannot gain or 
  use (manabond) talents or create manabonds, but you may 
  still be targeted by manabonds created by other creatures.
  Incompatible: Exploitive Bond, Selfish Caster
  Selfish Caster
  Your source of magic is unstable, and interacts poorly 
  with the mana within other spellcasters. You may not use 
  manipulations, and may not take talents that allow you to 
  grant spell points or talents to other creatures.
  Incompatible: Incongruent
  Weapon-bound
  Your Mana sphere talents fizzle without a physical ves-
  sel to deliver them. You may only deliver an expunge or a 
  (manipulation) through the use of the Manasurge Strike 
  talent. You must select the Manasurge Strike talent when 
  you take this drawback.
  General Drawbacks
  Unstable Storage
  The methods you have developed to store your magical 
  potency are improperly practiced, dangerous, or other-
  wise fragile to others. You have some sort of obvious in-
  dicator of the levels of your magical reserves that alert 
  any creature who can see you of how many spell points 
  you have in reserve. The exact indicator varies across dif-
  ferent casters, ranging from crystalline growths on their 
  body that fade after magical use, to their skin color and 
  tone draining the lower their spell point pool is.
  Additionally, your spell point pool also serves as a bridge 
  to your vitality. When you have less than 1/2 of your total 
  capacity of spell points (rounded down), you are fatigued. 
  When you have less than 1/4 of your total spell point ca-
  pacity, you are exhausted. When you have no spell points 
  remaining, you must attempt a concentration check (DC 
  15 + your caster level, +2 for every check succeeded, which 
  resets when you rest to regain spell points) every hour 
  and when you cast sphere effects or otherwise fall asleep. 
  These conditions may only be cured by gaining spell 
  points (including temporary ones) above the thresholds 
  whether via use of Mana sphere, consumables, or rest. 
  This drawback counts as two drawbacks when determin-
  ing the number of spell points gained.
  Vulnerable Spellcaster
  Your magical capabilities are directly linked to your phys-
  ical state. When suffering from a condition or effect that 
  bestows an attack penalty (or penalty, ability damage or 
  ability drain to any physical ability score), you apply the 
  largest penalty (counting ability damage or drain as a 
  penalty) to your caster level. These penalties stack if you 
  have multiple conditions, although they may not reduce 
  your caster level below 1. Other penalties to your caster 
  level may reduce your caster level to below 1, in which 
  case any attempt to cast a sphere effect automatically 
  fails, and the spell points are wasted. Additionally, you 
  may not utilize magic while suffering from the frightened 
  or panicked conditions.
  If your caster level is brought below the requirement 
  needed to cast certain advanced magic, rituals, incan-
  tations or to qualify for certain feats, you cannot make 
  use of them while your caster level is reduced under the 
  amount needed to cast the sphere effect or qualify for 
  the feat.
  Note: Under the GM’s discretion, other effects that 
  would penalize the caster in a physical way may apply a 
  similar penalty to their caster level.
  
  Traditions
  Vitalist
  Where some spellcasters learn their magical talents 
  through their blood or through study; some unfortunate 
  spellcasters were born with a soul intrinsically tied to 
  magic. These people may never notice their magical pow-
  ers until they grow of age, suddenly and spontaneously 
  utilizing magic when at their healthiest- and notably feel-
  ing much more exhausted afterwards. Vitalists are spell-
  casters whose magical forces are tied directly with the 
  health of their hearts, and who’s bodies serve as a physi-
  cal vessel for their mana; even small disturbances such as 
  illnesses or diseases can inhibit their magic.
  Casting Ability Modifier: Charisma
  Drawbacks: 
  Magical 
  Signs, 
  Unstable 
  Storage, 
  Vulnerable Spellcaster.
  Boon: +1 spell point per odd level.
  Unified Traditions
  Pulsemage
  Mages throughout the world practice how to weaponize 
  their magic, but only a few manage to convert their will 
  into proper weapons of magic, that they then utilize just 
  as a warrior would use a sword, or an archer a bow. A pul-
  semage gains an additional spell point at every odd level.
  Martial Training: Equipment: Unarmored Training, 
  Critical Genius (Pulse Shot or Unarmed Attack)
  Feats: Spell Attack
  Variable: A pulsemage may choose the Dual Wielding 
  sphere or the Barrage sphere
  Casting Ability Modifier: Charisma
  Bonus Magic Talents: Mana sphere, Destruction 
  sphere
  Drawbacks: 
  Somatic 
  Casting (2x), Magical Signs 
  (glowing energy around 
  hands, body), Vulnerable 
  Spellcaster
  Boons: Overcharge
  
  Section 6
  Equipment
  Crafting Magic Items
  Power and Complexity for the Mana 
  Sphere
  Expunge
  Range: Close
  Duration: Instantaneous
  Effect: Apply the Spellburn talent to the target, as the 
  base Mana sphere.
  Complexity
  Alternate Expunge: Instead of applying the Spellburn 
  talent, you may apply the effects of an (expunge) talent. 
  This increases the complexity by 1.
  Enhanced Expunge: You may apply the effects of a tal-
  ent that modifies the expunge, such as Explosive Expunge. 
  This increases the complexity by 2.
  Manabond: Applying the effects of any manabond tal-
  ent to the item increases the complexity by 2, and an 
  additional +1 if the manabond requires an additional spell 
  point.
  Manipulate
  Range: Close
  Duration: 1 round
  Effect: A targeted area with a radius of 10 feet + 5 feet 
  per 5 caster levels is affected by a single effect as listed 
  under the Shuffle base ability. This lasts for 1 round, but 
  you may spend a spell point to allow the effect to last 1 
  round per caster level.
  Complexity
  Alternate Manipulation: Instead of applying the base 
  manipulate ability, you may apply the effects of another 
  (manipulation) talent. This increases the complexity by 
  1, and the item must have another talent to be granted to 
  grant a talent through Gift Of Knowledge. You may not 
  apply the effects of the Transfer talent.
  Enhanced Manipulation: You may apply the effects 
  of a talent that modifies manipulate, such as Retained 
  Imbuement. This increases the complexity by 2.
  Manabond: Applying the effects of any manabond tal-
  ent to the item increases the complexity by 2, and an 
  additional +1 if the manabond requires an additional spell 
  point.
  
  Specific Items
  Pulsemage’s glove of Channeling
  Aura strong Mana; CL 3rd;
  Slot None; Price 2,000 gp (+1), 8,000 gp (+2), 18,000 gp 
  (+3), 32,000 gp (+4), 50,000 gp (+5), 72,000 gp (+6), 128,000 
  gp (+8), 162,000 gp (+9), 200,000 gp (+10) Weight 1lb.
  This special, mithral and silver laced glove allows a crea-
  ture to create and empower pulse shots, as a 1st level ar-
  canopulser. The glove is worn over one hand and pulse 
  shots can only be created in the hand it is worn on.
  The glove may be purchased with an enhancement bo-
  nus, bestowing the bonus to all attack and damage rolls 
  made with the pulse shots. Alternatively, the glove can 
  grant melee or ranged weapon special abilities. Special 
  abilities count as additional bonuses for determining the 
  market value of the gloves, but do not modify attack or 
  damage bonuses. A pulsemage’s gloves of channeling can-
  not have a modified bonus (enhancement bonus plus spe-
  cial ability bonus equivalents) higher than +10, and may 
  not have an enhancement bonus higher than +5 (prices 
  for gloves higher than that require any bonus above +5 to 
  be spent on special ability bonus equivalents). A pulse-
  mage’s gloves of channeling must have a +1 enhancement 
  bonus to grant a weapon special ability. Ranged special 
  abilities only apply to ranged pulse shots, and melee spe-
  cial abilities only apply to melee pulse shots.
  An arcanopulser who utilizes this item can apply the en-
  hancement bonuses and weapon special abilities to any 
  pulse shots made with the hand it is worn with. 
  ConstruCtion requirements
  Smith Magical Weapons and Armor, Mana sphere Cost 
  1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 
  25,000 gp (+5), 36,000 gp (+6), 64,000 gp (+8), 81,000 gp 
  (+9), 100,000 gp (+10)
  Pulsemage’s glove of ProteCtion
  Aura strong Mana; CL 8th;
  Slot None; Price 1,000 gp (+1), 4,000 gp (+2), 9,000 gp 
  (+3), 16,000 gp (+4), 25,000 gp (+5), 36,000 gp (+6), 64,000 
  gp (+8), 81,000 gp (+9), 100,000 gp (+10) Weight 1lb.
  This thick, adamantine-lined glove allows a creature to 
  create pulse shields, as a 1st level arcanopulser. The glove 
  is worn over one hand and pulse shields can only be cre-
  ated in the hand it is worn on.
  The glove may be purchased with an enhancement bo-
  nus, bestowing the wearer a shield enhancement bonus 
  to their armor class as long as the pulse shield is active. 
  Alternatively, the glove can grant a shield special ability. 
  Special abilities count as additional bonuses for deter-
  mining the market value of the gloves, but do not grant 
  an additional shield enhancement bonus. A pulsemage’s 
  gloves of protection cannot have a modified bonus (en-
  hancement bonus plus special ability bonus equivalents) 
  higher than +10, and may not have an enhancement bo-
  nus higher than +5 (prices for gloves higher than that re-
  quire any bonus above +5 to be spent on special ability 
  bonus equivalents). A pulsemage’s glove of protection 
  must have a +1 enhancement bonus to grant a shield spe-
  cial ability.
  An arcanopulser who utilizes this item can apply the 
  enhancement bonuses and shield special abilities to any 
  pulse shields made with the hand it is worn with.
  ConstruCtion requirements
  Smith Magical Weapons and Armor, Mana sphere Cost 
  500 gp (+1), 2,000 gp (+2), 4,500 gp (+3), 8,000 gp (+4), 
  12,500 gp (+5), 18,000 gp (+6), 32,000 gp (+8), 40,500 gp 
  (+9), 50,000 gp (+10)
  
  Section 7
  Bestiary
  Raw Magic Elementals
  Hailing from a place more primordial than even the 
  Elemental Planes, raw magic elementals appear as float-
  ing clouds glittering in an array of impossible colors. Pure 
  embodiments of raw energy, they are thankfully extreme-
  ly rare on the Material Plane, only encountered when 
  summoned by practitioners of magic. Even then, most 
  mages prefer using elementals of the classical four ele-
  ments, since raw magic elemental are all but immune to 
  most of the usual methods of control, making them for-
  midable allies against other magic users, but also lethal 
  adversaries should they slip whatever means of control 
  the original summoner has over them. 
   All raw magic elementals gain the following abilities:
  Bond Happy (Sp): The elemental can create a mana-
  bond as a free action with any creature it hits with its slam 
  attack. It gains a +1 bonus to attack and damage rolls for 
  every 3 Hit Dice it possesses against creatures it has an 
  active manabond with, and can make melee attacks against 
  those creatures as if they were in adjacent to it.
  Raw magic elementals are able to create manabonds as if 
  they possessed every (manabond) talent.
  Immunity to Magic (Ex): The elemental is immune to 
  spells, spell-like abilities or sphere effects that allow spell 
  resistance. Certain spells and effects function differently 
  against it, as noted below:
  The elemental is vulnerable to antimagic. It can be tar-
  geted by effects that can attempt to dispel magic (such as 
  the dispel magic spell or the Counterspell feat), using its 
  Hit Dice + 11 as its magic skill defense. A successful dispel 
  attempt deals damage to the elemental equal to 1d10 per 
  Hit Dice it has.
  Expunge effects from the Mana sphere can bypass its im-
  munity to magic, and additionally slow the elemental (as 
  per the Improved Slow talent from Time sphere) for 3 
  rounds, with no saving throw.
  Manipulation effects from the Mana sphere bolster the 
  elemental, negating the effect but immediately healing it 
  as per the Mana Fueled ability, and causing the elemen-
  tal to become hasted (as per the Improved Haste talent 
  from the Time sphere) for 3 rounds.
  Mana Fueled (Su): The elemental is fueled direct-
  ly by magical energies. If the creature is targeted by or 
  moves onto a magical effect with a caster level equal to 
  or lower than its Hit Dice, it is immediately subject to a 
  Counterspell effect (as the Counterspell feat), using the 
  elemental’s Hit Dice as its magic skill bonus, with an ad-
  ditional +4 racial bonus. If the effect is dispelled, the el-
  emental heals 2 hit points per caster level the effect had
  small raw magiC elemental Cr 1
  XP 400
  N Small outsider (elemental, native)
  Init +6 Senses darkvision 60 ft.; Perception +5
  Defense
  AC 16, touch 14, flat-footed 13 (+2 Dex, +3 natural, +1 size)
  hp 13 (2d10+2)
  Fort +1 Ref +5 Will +3
  Defensive Abilities immunity to magic; Immune el-
  emental traits
  offense
  Speed 20 ft., fly 30 ft.
  Melee slam +4 (1d4+1)
  Special Attacks bond happy
  
  statistiCs
  Str 12, Dex 15, Con 12, Int 14, Wis 11, Cha 10
  Base Atk +2; CMB +2; CMD 15
  Feats Improved Initiative
  Skills Acrobatics +4, Fly +16, Knowledge (arcana) +7, 
  Knowledge (planes) +7, Perception +5, Sense Motive +5, 
  Spellcraft +7, Stealth +10, Use Magic Device +5
  Languages Common
  Familiar
  A small raw magic elemental may be taken as a familiar 
  with the Improved Familiar feat by caster of at least cast-
  er level 5th or higher. The master of a raw magic elemen-
  tal familiar gains a +2 bonus on Will saves.
  meDium raw magiC elemental Cr 3
  XP 800
  N Medium outsider (elemental, native)
  Init +5 Senses darkvision 60 ft.; Perception +7
  Defense
  AC 15, touch 12, flat-footed 13 (+1 Dex, +1 dodge, +3 
  natural)
  hp 26 (4d10+4)
  Fort +2 Ref +5 Will +4
  Defensive Abilities immunity to magic, mana fueled; 
  Immune elemental traits
  offense
  Speed 30 ft., fly 30 ft.
  Melee slam +6 (1d6+2)
  Special Attacks bond happy
  statistiCs
  Str 14, Dex 13, Con 12, Int 14, Wis 11, Cha 11
  Base Atk +4; CMB +6; CMD 17
  Feats Dodge, Improved Initiative
  Skills Acrobatics +5, Fly +15, Knowledge (arcana) +9, 
  Knowledge (planes) +9, Perception +7, Sense Motive +7, 
  Spellcraft +9, Stealth +7, Use Magic Device +7
  Languages Common
  large raw magiC elemental Cr 5
  XP 1,600
  N Large outsider (elemental, native)
  Init +4 Senses darkvision 60 ft.; Perception +11
  Defense
  AC 15, touch 9, flat-footed 14 (+5 natural, -1 size, +1 dodge)
  hp 68 (8d10+24)
  Fort +6 Ref +6 Will +8
  DR 5/—; Defensive Abilities immunity to magic, 
  mana fueled; Immune elemental traits
  offense
  Speed 30 ft., fly 30 ft.
  Melee 2 slams +12 (1d8+6)
  Space 10 ft.; Reach 10 ft.
  Special Attacks bond happy
  statistiCs
  Str 22, Dex 11, Con 16, Int 14, Wis 11, Cha 11
  Base Atk +8; CMB +15; CMD 25
  Feats Dodge, Improved Initiative, Iron Will, Muscular 
  Reflexes
  Skills Acrobatics +8, Fly +15, Knowledge (arcana) +13, 
  Knowledge (planes) +13, Perception +11, Sense Motive +11, 
  Spellcraft +13, Stealth +11, Use Magic Device +11
  Languages Common
  huge raw magiC elemental Cr 7
  XP 3,200
  N Huge outsider (elemental, native)
  Init +3 Senses darkvision 60 ft.; Perception +18
  Defense
  AC 16, touch 8, flat-footed 16 (-1 Dex, +8 natural, -2 size, 
  +1 dodge)
  hp 130 (13d10+65)
  Fort +9 Ref +7 Will +10
  DR 5/—; Defensive Abilities immunity to magic, 
  mana fueled; Immune elemental traits
  offense
  Speed 30 ft., fly 30 ft.
  Melee slam +23 (2d6+15)
  Space 15 ft.; Reach 15 ft.
  Special Attacks bond happy
  statistiCs
  Str 30, Dex 9, Con 20, Int 14, Wis 11, Cha 11
  Base Atk +13; CMB +25; CMD 34
  Feats Blind-Fight, Dodge, Improved Initiative, Iron 
  Will, Mobility, Muscular Reflexes, Power Attack
  
  Skills Acrobatics +12, Fly +15, Knowledge (arcana) +18, 
  Knowledge (planes) +18, Perception +18, Sense Motive 
  +18, Spellcraft +18, Stealth +7, Use Magic Device +16
  Languages Common
  greater raw magiC elemental Cr 9
  XP 6,400
  N Huge outsider (elemental, native)
  Init +5 Senses darkvision 60 ft.; Perception +21
  Defense
  AC 20, touch 10, flat-footed 18 (+1 Dex, +10 natural, -2 
  size, +1 dodge)
  hp 192 (16d10+112)
  Fort +11 Ref +9 Will +12
  DR 10/—; Defensive Abilities immunity to magic, 
  mana fueled; Immune elemental traits
  offense
  Speed 30 ft., fly 30 ft.
  Melee slam +28 (2d6+16)
  Space 15 ft.; Reach 15 ft.
  Special Attacks bond happy
  statistiCs
  Str 34, Dex 13, Con 24, Int 18, Wis 15, Cha 15
  Base Atk +16; CMB +31; CMD 41
  Feats Blind-Fight, Dodge, Improved Blind-Fight, 
  Improved Initiative, Iron Will, Mobility, Muscular 
  Reflexes, Power Attack
  Skills Acrobatics +15, Fly +18, Knowledge (arcana) +21, 
  Knowledge (planes) +21, Perception +21, Sense Motive 
  +21, Spellcraft +21,  Stealth +10, Use Magic Device +19
  Languages Common
  
  Section 8
  Wild Magic Table
  Table: Mana Sphere Wild Magic
  d100
  Result
  1
  The caster becomes blind, but gains 60 feet blindsight that can only be used to see creatures that can store 
  spell points, as well as any magical effects, terrain or items. This lasts for 1 hour.
  2
  The caster’s target (if any) can always sense the location of the caster for 1 hour per caster level.
  3
  The caster gains knowledge of one talent of their choice from any sphere they qualify for for 1 round.
  4
  A flux of magic enhances all effects. An area of potent magic is created in a 20-foot radius around the cast-
  er, which remains for 24 hours. Any effects cast within this radius are treated as if any variable components 
  rolled their maximum possible number.
  5
  Mana becomes as clear as light. You detect magic constantly as the base Divination sphere ability for 1 
  hour per caster level, and any attempt to identify magic items or effects with a Spellcraft check are treated 
  as if you rolled a natural 20 on the check.
  6
  Until the end of the caster’s next turn, all spell point costs the caster must pay are waived.
  7
  Magic becomes obvious. Any creature being targeted by a magical effect within close range of the caster 
  automatically knows the type of effect and the source of the effect. This lasts for 1 minute per caster level.
  8
  Antimagic bleeds from the world’s leylines. Each round there is a 25% chance that a random adjacent tile 
  to the caster (roll a 1d8 to determine the tile, with 1 being north and rotating clockwise) is splashed with 
  liquid antimagic, removing 1 spell point from any creature that walks into it (or applying a -1 penalty to a 
  random mental ability score if they do not have spell points), but granting them a +2 bonus to all saving 
  throws they attempt against magic for 24 hours. This effect lasts for 1 round per caster level.
  9
  Roll again on the Universal wild magic table.
  10
  Your manabonds fuse incredibly easily. You may create a manabond as a free action to any creature within 
  close range until the end of your next turn. Unwilling creatures get a Will save to resist this.
  11
  Effect receives a -4 penalty to caster level (minimum 1).
  12
  Roll twice and choose the result. Ignore any results that require rerolls. If both rolls are ignored, there is 
  no effect.
  13
  The effect’s spell point cost is reduced to 0.
  14
  Power becomes absolute. All penalties or bonuses to caster levels, magic skill bonuses and magic skill de-
  fenses are negated in a close range radius around you. This lasts for 1 round per caster level.
  15
  In a medium range, the weather immediately shifts 1d4 severity levels higher for Precipitation, but the 
  clouds instead rain bright blue globs of mana. If the severity level is at least 4, each round the caster is ex-
  posed to the skies, they have a 5% chance of being struck by electrical mana, dealing 1d6 electric damage 
  per caster level, but granting them 1 spell point per 2 caster levels. This lasts until the caster is struck once, 
  or for 1 hour.
  
  16
  The effect is modified by a metamagic feat of the caster’s choosing, though they spend 1 additional spell 
  point in the effect in addition to the extra cost of the metamagic feat. The caster may only select metam-
  agic feats they do not possess.
  17
  The caster’s target is stunned for 1 round. Fortitude negates.
  18
  The casting time increases by 2 steps.
  19
  The caster is fatigued. If they were already fatigued, they are exhausted.
  20
  Until the end of the caster’s next turn, all spell point costs the caster must pay are waived.
  21
  The next spell cast within close range of the caster automatically targets the caster, regardless of its maxi-
  mum range or intended target. This lasts for 1 hour, or until a spell is redirected to the caster.
  22
  Roll again on the Universal wild magic table.
  23
  The caster becomes blind, but gains 60 feet blindsight that can only be used to see creatures that can store 
  spell points, as well as any magical effects, terrain or items. This lasts for 1 hour.
  24
  Mana bleeds from the world’s leylines. Each round, there is a 25% chance that a random adjacent tile to 
  the caster (roll a 1d8 to determine the tile, with a 1 being north and rotating clockwise) is splashed with 
  liquid mana, granting any creature that walks into it 1 spell point, but bestowing a -2 penalty to all saving 
  throws they attempt against magic for 24 hours. This effect lasts for 1 round per caster level.
  25
  Suffer a -2 penalty to your caster level for 1 day, or until another creature grants a spell point to you, wheth-
  er temporary or not.
  26
  Your mana imprints to the floor. A permanent sigil spreading around a 15-foot radius around you is en-
  graved into the floor. Any casters utilizing sphere effects on top of this sigil gain a +2 bonus to their caster 
  level.
  27
  The effect is fully paid by tomorrow’s energy. The sphere effect costs no spell points to cast, but the next 
  time the spellcaster gains spell points, they subtract the amount of spell points they would have spent.
  28
  You strain your body, using your vitality by mistake. Instead of paying the spell point cost for this sphere 
  effect, you instead take 1 Constitution drain for each spell point you would have spent (minimum 1).
  29
  Your magic takes a life of its own - and it does not appreciate your use. The spell effect gains life, as the 
  Bestow Magic Life advanced talent (see The Enhancer’s Handbook) and is not cast normally, instead 
  remaining for a number of rounds equal to your caster level. It begins with an attitude initially hostile 
  against you, and will utilize its powers to inhibit the caster for as long as it lives (including using its ability 
  to cast sphere effects on the caster, or to grant spell points to enemies). As long as this creature lives, you 
  cannot make use of the Mana sphere.
  30
  You confuse yourself, temporarily forgetting how to use your magic. You suffer from the Mark Of 
  Incompetency talent, using your level as its caster level. Randomly determine the drawbacks you gain.
  31
  Mana bleeds from the world’s leylines. Each round, there is a 25% chance that a random adjacent tile to 
  the caster (roll a 1d8 to determine the tile, with a 1 being north and rotating clockwise) is splashed with 
  liquid mana, granting any creature that walks into it 1 spell point, but bestowing a -2 penalty to all saving 
  throws they attempt against magic for 24 hours. This effect lasts for 1 round per caster level.
  32
  The caster’s body becomes transparent for 24 hours, granting them a +5 bonus on Stealth checks as long as 
  they do not wear any clothing and do not hold or carry any items (including backpacks).
  33
  You gain spell resistance equal to 5 + your caster level for 1 hour. You may not lower this spell resistance
  34
  For 1 minute, all magic items within long range of the caster shed light as a torch.
  35
  The casting time increases by 1 step.
  36
  Antimagic bleeds from the world’s leylines. Each round there is a 25% chance that a random adjacent tile 
  to the caster (roll a 1d8 to determine the tile, with 1 being north and rotating clockwise) is splashed with 
  liquid antimagic, removing 1 spell point from any creature that walks into it (or applying a -1 penalty to a 
  random mental ability score if they do not have spell points), but granting them a +2 bonus to all saving 
  throws they attempt against magic for 24 hours. This effect lasts for 1 round per caster level.
  
  37
  For 1 minute, all magic items within long range of the caster shed light as a torch.
  38
  All spellcasters within medium range immediately shed light as a torch, and special orbs revolve around 
  them exposing the exact spheres they know, or magical schools they know spells of.
  39
  The caster drains a single spell point from any other creature that has spell points within close range. 
  Creatures may attempt a Fortitude save to negate this effect. Drained spell points are removed from the 
  drained creature, and granted to the caster as temporary spell points that remain for 1 round per caster 
  level.
  40
  A zone of antimagic is created, stretching out in a 10-foot radius from the square the caster is in. The zone 
  nullifies the spell that triggered it, and remains for 1 day per caster level.
  41
  The caster emits light as a torch for 1 hour.
  42
  An explosion of mana invigorates everyone. You and all allies within medium range gain 3 temporary spell 
  points that last for 1 hour. Spells cast with these temporary spell points gain a +4 to their caster level to the 
  effect.
  43
  The caster becomes truly enlightened. They lose half of their maximum spell points, but increases their 
  caster level by 4, and they gain knowledge of one additional talent in each base sphere they possess. This 
  lasts for 1 hour.
  44
  The caster suffers 2 ability drain to their casting ability modifier, even if they would normally be immune 
  to ability drain.
  45
  You gain immunity to magic, becoming immune to all spells or spell-like abilities that allow spell resis-
  tance, but your caster level is reduced to 1. This lasts for 1 round per caster level.
  46
  Magic abandons their host. All spellcasters within close range are no longer able to utilize their spellcast-
  ing, and for each spellcaster, a random other creature within range gains all of their spellcasting capabili-
  ties. This only includes spell points, base caster levels and magic skill bonuses and defense, and not class 
  features. This effect remains for 2 rounds, where the spellcasting capabilities return to their host (not 
  including any spent spell points).
  47
  The next sphere effect the caster utilizes, they may add a bonus to that sphere effect up to their caster 
  level. The next two sphere effects they cast that costs a spell point has their caster level reduced by the 
  amount the caster chose to increase their first cast by.
  48
  The effect becomes ultrapowered. Increase the caster level of the effect by 10, but increase the spell point 
  cost by 5. If the caster does not have enough spell points to cast the effect, they are exhausted, but the 
  spell effect is still cast.
  49
  You gain immunity to magic, becoming immune to all spells or spell-like abilities that allow spell resis-
  tance, but your caster level is reduced to 1. This lasts for 1 round per caster level.
  50
  You gain 60 feet scent, but can smell magic instead, allowing you to spend a standard action identifying a 
  single creature or object to learn information about magical effects on that creature or object, as the base 
  Divination ability. The use of magic doubles the range of your scent, and dead magic zones reduce it by 
  half. This lasts for 24 hours.
  51
  The casting time increases by 1 step.
  52
  Any manabonds the caster has active immediately become physical, as if casted with the Hardened Bond 
  talent. This remains until the manabond otherwise expires normally.
  53
  For 1 hour, all attempts to utilize a sphere effect within medium range causes a swirling, rainbow colored 
  orb to float around the caster.
  54
  Your magic blasts away foreign energies. In addition to its normal effects, you may make a free 
  Counterspell attempt (as if you possessed the Counterspell feat) against any effects of your choice that 
  your target has active upon them, and may exclude any effects you know of from this attempt.
  55
  The caster loses access to this sphere for 1d6 rounds.
  
  56
  You channel yourself too much into your magic; you become a creature of magic, gaining spell immunity 
  to all spheres except the Mana sphere, but creatures can target you with antimagic effects. If you enter an 
  antimagic field, are targeted by an antimagic effect (such as Counterspell), or otherwise enter a zone of 
  dead magic, you must succeed at a Fortitude save each round or be slain. This lasts for 1 minute.
  57
  An errant manabond is created. You create a Funnel manabond between yourself and an enemy within close 
  range, if any. That creature is considered the creator of this manabond, and may drain your spell points if 
  they continue to concentrate on it. Use your caster level for the caster level of this manabond.
  58
  A magical sigil engraves on the ground, filling an area with a 30-foot radius centered on the caster. Any 
  beneficial magical effect cast on a target within this sigil is also cloned and cast upon every other creature 
  standing on the sigil. The sigil remains for 24 hours.
  59
  The caster gains knowledge of one talent of their choice from any sphere they qualify for for 1 round.
  60
  Effect receives a -4 penalty to caster level (minimum 1).
  61
  The caster learns an eldritch secret about mana. They gain knowledge of a Mana sphere talent they qualify 
  for for 24 hours.
  62
  The spell point cost of the effect increases by 1d4. If the caster does not have enough spell points, they are 
  instead dazed until the end of their next turn.
  63
  All creatures you have a manabond with are electrocuted by a sudden wave of mana. Deal 1d4 untyped dam-
  age for every odd level you have to yourself and any creature you have a manabond with.
  64
  A hostile sigil engraves into the ground, filling an area with a 30-foot radius centered on the caster. Any 
  expenditure of spell points within this area causes the creature spending spell points to suffer 1d8 nonle-
  thal damage for each spell point spent. This damage increases by 1 die at 3rd caster level and every 3 levels 
  thereafter. The sigil remains for 24 hours.
  65
  Any temporary spell points that any creature possesses within close range suddenly burst in a chaotic puff 
  of energy, dealing 1d8 untyped damage per temporary spell point lost to the creatures that had them.
  66
  You lose your sense of targeting. For 1 round per caster level, every time you utilize a targeted sphere ef-
  fect, you must randomly decide the target between any creatures within valid range.
  67
  (Combat) Caster is stunned for 1 round.
  68
  If the effect has a duration longer than instantaneous, it instead only remains for 1 round, but the caster 
  level of the effect is increased by 10. If it is instantaneous, reroll this result.
  69
  All manabonds in close range are immediately subject to a dispel attempt with a result of 11 + the caster’s 
  caster level.
  70
  The caster learns an eldritch secret about mana. They gain knowledge of a Mana sphere talent they qualify 
  for for 24 hours.
  71
  A catastrophic reaction occurs. All creatures within medium range must succeed at a Fortitude save or lose 
  spell points equal to their Hit Dice. The caster loses all of their spell points on a failed save.
  72
  The effect’s spell point cost is reduced to 0.
  73
  The ultimate catastrophic decay of internal magic occurs. For each base sphere the caster knows, they 
  must roll a wild magic event on the respective sphere’s table, in addition to rolling once on the Universal 
  wild magic table.
  74
  The caster’s target is stunned for 1 round. Fortitude negates.
  75
  The caster gains a +2 inherent bonus to their casting ability modifier for 1 minute.
  76
  The caster’s mana separates from the caster, forming a perfect transparent blue version of themselves that 
  moves with them but is displaced 1 foot to the left. This remains for 24 hours.
  77
  Roll twice and choose the result. Ignore any results that require rerolls. If both rolls are ignored, there is 
  no effect.
  
  78
  The effect fails, but the action is not lost. Spell points or spell slots spent are lost.
  79
  Magical energies flow away from you easily. The next beneficial spell that is cast upon you is instead 
  granted to a random enemy within close range. The caster is not aware of this effect, and the benefiting 
  creature may choose to not activate this ability if the effect does not satisfy them, instead waiting for a 
  different one to apply it to. This lasts for 1 hour.
  80
  You gain spell resistance equal to 5 + your caster level for 1 hour. You may not lower this spell resistance.
  81
  1d6 random simple weapons suddenly materialize at the caster’s feet, though such weapons are made of 
  pure mana and are worthless. They remain permanently.
  82
  The casting time increases by 2 steps.
  83
  The effect fails, the action is lost, and spell points or spell slots spent are lost.
  84
  The caster is exhausted. If they were already exhausted, they fall asleep.
  85
  For 1 hour, all penalties to the caster’s caster level are instead treated as untyped bonuses.
  86
  Roll again on the Universal wild magic table.
  87
  If the effect is instantaneous, the caster level is reduced to 1, but the effect applies again at the start of the 
  target’s turn for a number of rounds equal to the caster’s casting ability modifier. If the effect is not instan-
  taneous, reroll this result.
  88
  Wild energies infuse your magic. For 1 round per caster level, none of your effects may be negated by 
  counterspells, antimagic fields or similar sources of antimagic.
  89
  For 1 hour, every time you spend a spell point, you suffer untyped damage equal to the caster level of the 
  effect for each spell point spent.
  90
  The caster’s hair is recolored to a vibrant blue color permanently. This can be dispelled normally.
  91
  Your magic infuses itself into your target. If you were casting a sphere effect on an ally or willing creature, 
  you reduce their spell resistance by an amount equal to your casting ability modifier (or apply a penalty all 
  saving throws they attempt against magic effects by the same amount). If you were casting on an enemy, 
  you instead increase their spell resistance (or grant them a bonus on such effects). This lasts for 2 rounds.
  92
  The caster gains a +2 inherent bonus to their casting ability modifier for 1 minute.
  93
  The caster emits light as a torch for 1 hour.
  94
  Your magic evaporates, with it leaving a leaking hole of mana within you. The spell fails and all spell points 
  are lost, and you lose 1 spell point at the start of each turn until you spend a full-round action restabilizing 
  your magic by spending 1 spell point.
  95
  For 1 minute, each time the caster attempts to utilize a magic talent that is not in the Mana sphere, they 
  are targeted by the base Spellburn talent. Use the caster’s caster level and magic skill bonus to determine 
  the effects of this talent.
  96
  All creatures within close range of the caster, including the caster, display obvious signs of how many spell 
  points they have remaining, as detailed under the Unstable Storage general drawback.
  97
  The caster suffers from the Vulnerable Caster drawback for 1 day, gaining no benefits for it.
  98
  Magic becomes a beacon. All spellcasters that utilize a magic effect within medium range suffer a -1 penal-
  ty to their armor class for each magic effect they cast for the duration of this effect, and the penalty stacks 
  with itself. This lasts for 1 minute per caster level.
  99
  For 1 hour, all penalties to the caster’s caster level are instead treated as untyped bonuses.
  100
  The caster suffers 1d6 ability damage to their casting ability, even if they would normally be immune to 
  ability damage.
  
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 
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  sion shall be reformed only to the extent necessary to make it enforceable. 
  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and 
  Dave Arneson.
  The Book of Experimental Might © 2008, Monte J. Cook. All rights reserved.
  Tome of Horrors © 2002, Necromancer Games, Inc.; Authors: Scott Greene, with 
  Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, 
  Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from 
  TSR.
  Adventurer’s Handbook: Genius Guide Volume 1. Copyright 2010, Super Genius 
  Games. Authors: Owen K.C. Stephens and Stan!
  Pathfinder RPG Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
  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 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.
  Pathfinder Roleplaying Game Ultimate Intrigue © 2016, Paizo Inc.; Authors: Jesse 
  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 
  Zayas-Palmer.
  Pathfinder Roleplaying Game Adventurer’s Guide © 2017, Paizo Inc.; Authors: 
  Benjamin Bruck, John Compton, Crystal Frasier, Tim Hitchcock, Jenny Jarzabski, Isabelle 
  Lee, Joe Pasini, Jessica Price, David Schwartz, and Josh Vogt.
  Pathfinder Roleplaying Game Ultimate Wilderness © 2017, Paizo Inc.; Authors: 
  Alexander Augunas, John Bennett, Robert Brookes, John Compton, Dan Dillon, Steven 
  T. Helt, Thurston Hillman, Eric Hindley, Mikko Kallio, Jason Keeley, Isabelle Lee, Jason 
  Nelson, Stephen Radney-MacFarland, Alex Riggs, David N. Ross, David Schwartz, Mark 
  Seifter, Jeffery Swank, and Linda Zayas-Palmer.
  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 Pathfinder Unchained © 2015, Paizo Inc.; Authors: 
  Dennis 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 Equipment (OGL) © 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
  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 Horror Adventures, © 2016, Paizo Inc.; uthors: 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 
  N. Ross, F. Wesley Schneider, David Schwartz, Mark Seifter, and Linda Zayas-Palmer.
  Psionics Unleashed, © 2010, Dreamscarred Press.
  Psionics Expanded: Advanced Psionics Guide, © 2011, Dreamscarred Press; Authors: 
  Jeremy Smith and Andreas Rönnqvist.
  Ultimate Psionics, © 2013, Dreamscarred Press; Authors: Andreas Rönnqvist, Jeremy 
  Smith.
  Spheres of Might, © 2017, Drop Dead Studios LLC; Authors: Adam Meyers, Michael 
  Sayre, Andrew Stoeckle, N. Jolly
  Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
  Pathfinder Player Companion: Alchemy Manual © 2014, Paizo Inc.; Authors: Jason 
  Nelson, Patrick Renie, and David N. Ross.
  Pathfinder Companion: Sargava, the Lost Colony. Copyright 2010, Paizo 
  Publishing, LLC; Author: JD Wiker.
  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.
  Spheres of Power © 2014 Drop Dead Studios LLC, Author Adam Meyers, Thomas 
  Keene, Ryan Ricks, Owen Stephens
  The Luchador © 2016, Drop Dead Studios LLC, Author: Michael Sayre
  
  Pathfinder Campaign Setting: Inner Sea Intrigue © 2016, Paizo Inc.; Authors: 
  David N. Ross with Ross Byers
  Pathfinder Roleplaying Game Bestiary. Copyright 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, 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.
  Pathfinder Roleplaying Game Bestiary 5 © 2015, Paizo Inc.; Authors: Dennis Baker, 
  Jesse 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 Radney-MacFarland, Alistair Rigg, Alex Riggs, David N. Ross, 
  Wes Schneider, David Schwartz, Mark Seifter, Mike Shel, James L. Sutter, and Linda 
  Zayas-Palmer.
  Pathfinder Player Companion: Weapon Master’s Handbook © 2015, Paizo Inc.; 
  Authors: Alexander Augunas and David N. Ross.
  Pathfinder Player Companion: Heroes of the Wild © 2015, Paizo Inc.; Authors: 
  Tyler Beck, Pedro Coelho, Justin Juan, Mikko Kallio, Jason Keeley, Nick Salestrom, and 
  William Thrasher.
  Player’s Guide to Skybourne © 2016 Drop Dead Studios LLC, Author Adam Meyers, 
  Mike Myler, David Silver
  Pathfinder Player Companion: Champions of Corruption © 2014, Paizo Inc.; 
  Authors: Paris Crenshaw, Jim Groves, Sean McGowen, and Philip Minchin.
  Pathfinder Player Companion: Divine Anthology © 2016, Paizo Inc.; Authors: 
  Alexander Augunas, Russ Brown, John Compton, Alex Riggs, and David Ross.
  Pathfinder Player Companion: Heroes of the Wild © 2015, Paizo Inc.; Authors: 
  Tyler Beck, Pedro Coelho, Justin Juan, Mikko Kallio, Jason Keeley, Nick Salestrom, and 
  William Thrasher.
  Bloodforge, © 2014, Dreamscarred Press, LLC; Author: Matthew Ryan Medeiros, Jade 
  Ripley, based on material by Owen K.C. Stephens.
  Ultimate Charisma. © 2015, Everyman Gaming, LLC; Author; Alexander Augunas.
  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
  Wild Magic © 2018, Drop Dead Studios LLC
  Kobold Quarterly, Issue 7, © 2008, Open Design LLC, www.koboldquarterly.com; 
  Authors: John Baichtal, Wolfgang Baur, Ross Byers, Matthew Cicci, John Flemming, 
  Jeremy Jones, Derek Kagemann, Phillip Larwood, Richard Pett, and Stan!.
  Path of War, © 2014, Dreamscarred Press; Author Christopher Bennet
  Path of War: Expanded, © 2016, Dreamscarred Press; Authors: Christopher Bennet, 
  Anthony Altovilla, Jade Ripley
  Pathfinder Chronicles: Heart of the Jungle, © 2010, Paizo Publishing, LLC; 
  Authors: Tim Hitchcock, Jason Nelson, Amber Scott, Chris Self, and Todd Stewart.
  Pathfinder Player Companion: Alchemy Manual, © 2014, Paizo Inc.; Authors: 
  Jason Nelson, Patrick Renie, and David N. Ross.
  Psionic Bestiary, © 2013, Dreamscarred Press; Authors: Andreas Ronnqvist, Jeremy 
  Smith, Dean Siemsen, Jade Ripley, Jim Hunnicutt, Michael Pixton, Michael McCarthy, 
  Dale McCoy.
  Psionics Augmented, © 2013, Dreamscarred Press; .
  The Book of Fiends, © 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik Mona, 
  Chris Pramas, and Robert J. Schwalb.
  Items of Power © 2019, Drop Dead Studios; Author: Adam Meyers, Andrew Stoeckle, 
  Andrew J Gibson, Derfael Oliveira, John Little, Johannes Luber
  Wizard’s Academy, © 2016, Drop Dead Studios, Author: Adam Meyers
  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: 
  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 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
  Sphere’s Apocrypha: Protokinesis Feats, © 2019, Drop Dead Studios; Author: Jeff 
  Collins
  Tome of Horrors III, © 2005, Necromancer Games, Inc; Author: Scott Greene, with 
  Casey Christofferson, Erica Balsley, Kevin Baase, Lance Hawvermale, Travis Hawvermale, 
  Ian S. Johnston, Patrick Lawinger, Nathan Paul, Clark Peterson, Greg Ragland, Robert 
  Schwalb and Bill Webb.
  Unearthed Arcana, © 2004, Wizards of the Coast, Inc.; Authors: Andy Collins, Jesse 
  Decker, David Noonan, Rich Redman.
  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.
  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.
  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.
  Dark Creeper from the Tome of Horrors, © 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.
  Dark Stalker from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 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.
  Demodand, Slime 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 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.
  Dracolisk from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, 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.
  Elusa Hound 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.
  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.
  Forlarren 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 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.
  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.
  Ice Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene.
  Iron Cobra from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Philip Masters.
  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.
  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.
  Mite 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 
  Ian Livingstone and Mark Barnes.
  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.
  Nabasu Demon from the Tome of Horrors, © 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.
  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, © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Gary Gygax.
  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.
  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 Complete, © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; 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.
  Vegepygmy from the Tome of Horrors, © 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 Complete, © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, based on orig-
  inal material by Albie Fiore.
  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, © 2002, Necromancer Games, Inc.; 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.
  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
  The Initiate’s Handbook © 2020, Drop Dead Studios; Authors: Wren Rosario
  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 2012-2019. 
  
  The Initiate’s Handbook
  The Initiate’s Handbook
  The Initiate’s Handbook introduces a brand new sphere, the Mana sphere, 
  to your games. Learn to manipulate pure magic on a brand new level, includ-
  ing forging manabonds between casters, turning a caster’s own spell points 
  against them, and other methods of manipulating essence.
  Made for use with Ultimate Spheres of Power, become a master of magic like 
  never before with the Mana sphere!
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Drop Dead Studios/The Initiates Handbook.pdf