TEXT:   
    
  of Power
  of Power
  
  Credits
  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
  Creative Director: Adam Meyers
  Interior Art: Ben Wootten, 1 Man Studio, Jacob Blackmon, Gennifer Bone, Critical Hits, Claudio Casini, Kristen Collins,  
  Gary Dupuis, Expeditious Retreat Press, Felipe Gaona, Jack Holiday, Rick Hershey, Forrest Imel,  
  Vagelio Kaliva, Matt Marrow, Brett Neufeld, Stephen Nickel, Miguel Santos, JE Shields, Phil Simpson,  
  Dean Spencer, John Stevenson, Ryan Sumo, and Peter Temesi
  Cover Art: Ben Wootten
  Layout: Rachel Meyers
  Editing: Johannes Luber
  Spheres of Power 
  Much of the content of this book was created with the help of
  Visit https://www.patreon.com/DropDeadStudios to lend your support.
  
  Chapter 1: Introduction
  2
  Contents
  Chapter 1: Introduction ............................................................................4
  Navigating This Book .............................................................................................5
  Using the Spheres ..................................................................................................6
  Integration ...............................................................................................................8
  Transparency Rules ................................................................................................12
  Other Considerations ............................................................................................13
  Chapter 2: Casting Traditions .................................................................14
  Casting Ability Modifiers .......................................................................................14
  Drawbacks ................................................................................................................14
  General Drawbacks ................................................................................................15
  Sphere -Specific Drawbacks .................................................................................18
  Boons ......................................................................................................................28
  Magic Type: Arcane, Divine, and Psychic Magic ................................................29
  Multiple Traditions .................................................................................................29
  Standard Traditions ..............................................................................................29
  Custom Traditions ..................................................................................................31
  Chapter 3: Classes ...................................................................................36
  Armorist .................................................................................................................36
  Elementalist ............................................................................................................42
  Eliciter ......................................................................................................................44
  Fey Adept ................................................................................................................49
  Hedgewitch ...............................................................................................................51
  Incanter ...................................................................................................................68
  Mageknight ............................................................................................................. 75
  Shifter ......................................................................................................................80
  Soul Weaver ............................................................................................................84
  Symbiat ....................................................................................................................88
  Thaumaturge ...........................................................................................................90
  Wraith.......................................................................................................................93
  Prestige Classes ...................................................................................................101
  Chapter 4: Archetypes ...........................................................................103
  Alchemist .................................................................................................................103
  Antipaladin .............................................................................................................108
  Arcanist ...................................................................................................................110
  Armorist .................................................................................................................110
  Barbarian/Unchained Barbarian ..........................................................................122
  Bard ........................................................................................................................124
  Bloodrager ...........................................................................................................124
  Cleric ........................................................................................................................127
  Druid.........................................................................................................................130
  Elementalist ............................................................................................................132
  Eliciter ......................................................................................................................136
  Fey Adept ................................................................................................................137
  Fighter .....................................................................................................................141
  Gunslinger ...............................................................................................................147
  Hedgewitch .............................................................................................................149
  Hunter ......................................................................................................................152
  Incanter ...................................................................................................................152
  Inquisitor .................................................................................................................153
  Investigator ............................................................................................................156
  Mageknight .............................................................................................................157
  Magus .......................................................................................................................167
  Medium ....................................................................................................................169
  Mesmerist ...............................................................................................................170
  Monk/Unchained Monk ..........................................................................................171
  Ninja ..........................................................................................................................173
  Oracle ......................................................................................................................173
  Paladin .....................................................................................................................173
  Psychic .....................................................................................................................175
  Ranger .....................................................................................................................177
  Rogue/Unchained Rogue .....................................................................................180
  Samurai ...................................................................................................................186
  Shaman ....................................................................................................................187
  Shifter ......................................................................................................................187
  Skald .......................................................................................................................192
  Slayer .....................................................................................................................194
  Sorcerer ................................................................................................................194
  Soul Weaver ...........................................................................................................194
  Spiritualist ..............................................................................................................198
  Summoner/Unchained Summoner ......................................................................198
  Swashbuckler .........................................................................................................199
  Symbiat ...................................................................................................................200
  Thaumaturge ..........................................................................................................207
  Vigilante ..................................................................................................................213
  Warpriest ................................................................................................................215
  Witch ........................................................................................................................216
  Wizard .....................................................................................................................218
  Wraith......................................................................................................................220
  Chapter 5: Spheres .................................................................................223
  Alteration ..............................................................................................................223
  Blood ......................................................................................................................237
  Conjuration ............................................................................................................242
  Creation..................................................................................................................253
  Dark ........................................................................................................................261
  
  Chapter 1: Introduction
  3
  Death .......................................................................................................................268
  Destruction ............................................................................................................273
  Divination ................................................................................................................280
  Enhancement ..........................................................................................................287
  Fallen Fey ................................................................................................................291
  Fate ..........................................................................................................................300
  Illusion .....................................................................................................................308
  Life ............................................................................................................................315
  Light..........................................................................................................................319
  Mind .........................................................................................................................325
  Nature .....................................................................................................................333
  Protection..............................................................................................................348
  Telekinesis..............................................................................................................354
  Time .........................................................................................................................359
  War ..........................................................................................................................363
  Warp ........................................................................................................................370
  Weather ..................................................................................................................375
  Chapter 6: Advanced Magic ..................................................................383
  Advanced Talents ..................................................................................................384
  Advanced Alteration Talents ...................................................................384
  Advanced Blood Talents ...........................................................................386
  Advanced Conjuration Talents .................................................................387
  Advanced Creation Talents ......................................................................388
  Advanced Dark Talents ..............................................................................391
  Advanced Death Talents ............................................................................393
  Advanced Destruction Talents .................................................................396
  Advanced Divination Talents ....................................................................397
  Advanced Enhancement Talents ...............................................................399
  Advanced Fallen Fey Falents .....................................................................400
  Advanced Fate Talents ...............................................................................401
  Advanced Illusion Talents ..........................................................................403
  Advanced Life Talents ...............................................................................404
  Advanced Light Talents .............................................................................406
  Advanced Mind Talents ..............................................................................407
  Advanced Nature Talents ..........................................................................408
  Advanced Protection Talents ..................................................................412
  Advanced Telekinesis Talents .................................................................. 413
  Advanced Time Talents...............................................................................415
  Advanced War Talents ...............................................................................416
  Advanced Warp Talents .............................................................................416
  Advanced Weather Talents .......................................................................420
  Rituals .....................................................................................................................421
  Using A Ritual ..............................................................................................421
  Mixing Spells & Rituals ..............................................................................423
  Optional Pricing ..........................................................................................423
  Ritual Feats ..................................................................................................425
  Sample Rituals ............................................................................................425
  Incantations............................................................................................................ 431
  Using Incantations ......................................................................................432
  Creating New Incantations ........................................................................433
  Sample Incantations ...................................................................................436
  Spellcrafting ..........................................................................................................445
  Sample Spells ..............................................................................................447
  Chapter 7: Additional Options ..............................................................453
  Alternate Racial Options .....................................................................................453
  Traits .......................................................................................................................459
  Favored Class Bonuses .......................................................................................464
  Feats ........................................................................................................................466
  Chapter 8: Equipment .............................................................................518
  Ammunitions ...........................................................................................................518
  Special Materials....................................................................................................519
  Sample Ritual Books ............................................................................................520
  Magic Items ............................................................................................................522
  Using Magic Items .......................................................................................522
  Crafting Magic Items ..................................................................................522
  Creating Magic Items .................................................................................523
  Item Base Powers .....................................................................................524
  Intelligent Items ..........................................................................................528
  New Crafting Feats .....................................................................................529
  Sample Magic Items ...................................................................................533
  Chapter 9: Bestiary .................................................................................577
  Reference Creatures ............................................................................................577
  Sphere Creatures.................................................................................................584
  Templates ...............................................................................................................607
  Chapter 10: World Building .....................................................................611
  Sample Worlds .......................................................................................................613
  Plane of Faerie ......................................................................................................621
  Organizations ........................................................................................................623
  
  Chapter 1: Introduction
  4
  Spheres of Power was a magic system first introduced to the 
  world in 2013 as an alternate magic system for the Pathfinder 
  Roleplaying Game. This book introduced players to the Spheres 
  system: a system of concept-based magic that greatly expands 
  both the types of magic-users that could be played as well as the 
  types of worlds GMs can create.
  Since that time, over 20 handbooks have been published 
  as well as many shorter products, each one greatly expanding 
  what the system can do and what sorts of characters can be 
  built. Ultimate Spheres of Power is a compilation book that takes 
  all of that material from both the original Spheres of Power book 
  as well as its many expansions and combines them into a single 
  volume, integrating errata and updates to reflect the changes 
  and explanations that have developed since the time of the sys-
  tem’s original release.
  While there are many more books that have been released 
  and will continue to be released that will further expand this 
  system, Ultimate Spheres of Power contains material from all of 
  the books listed to the side, all from Drop Dead Studios. In ad-
  dition to those books listed there, there are a great many other 
  books, such as the Skybourne books or Wild Magic, that are just 
  as usable with Ultimate Spheres of Power as they were with the 
  original Spheres of Power.
  Creating and expanding the Spheres of Power system, as well 
  as its spin-off system Spheres of Might, is a process that has taken 
  a great many years and has involved a whole host of authors, ed-
  itors, and playtesters, all of whom have contributed their ideas, 
  insights, and experiences to help make the volume in your 
  hands what it is today. Much of the work that went into creat-
  ing this volume was facilitated by Kickstarter and Patreon, and 
  without those backers, nothing you hold in your hands today 
  would have been possible.
  Between the original Kickstarter for Spheres of Power, the 
  new Kickstarter for Ultimate Spheres of Power, and the years of 
  work through the Patreon, it would be impossible to list the 
  names of everyone who helped give this volume life, but each 
  one of you has been indispensable 
  Thank you to everyone who has helped us reach this point, 
  who has contributed their time, money, and ideas to bringing 
  the Spheres of Power system to life. It is only through your ef-
  forts that this volume exists, and that it has managed to grow 
  as much as it has.
   
   
   
   
   
  --Adam Meyers
  Books Included in Ultimate Spheres of 
  Power
  Spheres of Power
  Spheres of Power: Expanded Options
  Archetypes of Power
  Items of Power
  The Wraith
  The Geomancer’s Handbook
  The Telekinetic’s Handbook
  The Enhancer’s Handbook
  The Diviner’s Handbook
  The Abjurer’s Handbook
  The Auspician’s Handbook
  The Battlemage’s Handbook
  The Chronomancer’s Handbook
  The Conjurer’s Handbook
  The Creator’s Handbook
  The Destroyer’s Handbook
  The Fey Binder’s Handbook
  The Illuminator’s Handbook
  The Mentalist’s Handbook
  The Necromancer’s Handbook
  The Nyctomancer’s Handbook
  The Sanguinist’s Handbook
  The Shapeshifter’s Handbook
  The Tempestarian’s Handbook
  The Trickster’s Handbook
  The Vivomancer’s Handbook
  The Worldwalker’s Handbook
  Spheres Apocrypha: Light Talents
  Spheres Apocrypha: Dark Talents
  Spheres Apocrypha: Destruction Talents
  Spheres Apocrypha: Nature Talents, Earth
  Spheres Apocrypha: Nature Package, Air
  Spheres Apocrypha: Nature Talents, Fire
  Spheres Apocrypha: Nature Talents, Metal, Plant, Water
  Spheres Apocrypha: Nature Talents, Spirit
  Sphere’s Apocrypha: Protokinesis Feats
  
  Chapter 1: Introduction
  5
  Navigating This Book
  Chapter 1—Introduction: Information on the mechan-
  ics of how the spheres work.
  Chapter 2—Casting Traditions: This chapter explains 
  the casting tradition system. A caster’s tradition is a shorthand 
  for the rules and regulations that are associated with a partic-
  ular caster’s magic style. In the core Pathfinder Roleplaying 
  Game, these are things akin to a wizard needing a spell book 
  and materials to use his magic, as well as his need to gesture and 
  speak in a magical language. Likewise, it is similar to a cleric’s 
  need to pray to her deity and use her holy symbol as a focus in 
  order to cast spells. Casting traditions are a powerful tool GMs 
  can use to customize a campaign setting, and that players can 
  use to better translate an idea in their head into a fun and inter-
  esting Pathfinder character.
  Chapter 3—Classes: Twelve base classes and one pres-
  tige class give players and GMs a series of options designed 
  from the ground up for use with the Spheres of Power system.
  Armorist: The armorist binds weapons and armor to her 
  service, creating items of vast power to fit her needs. With 
  little need for outside equipment, an armorist can tempo-
  rarily create weapons and armor for her allies and summon 
  powerful equipment onto her own body.
  Elementalist: A master of destructive magic, the elemen-
  talist can summon and control raw power in a variety of 
  forms and can bring death to his enemies through fire, ice, 
  lightning, and other ways.
  Eliciter: Few creatures are as adept at manipulating 
  minds as an eliciter, who can manipulate a creature’s emo-
  tions to both empower and enslave.
  Fey Adept: The secret of the fey is the mastery of illusion 
  magic to the point of crafting reality, and the fey adepts are 
  their mortal students. A fey adept manipulates perception 
  and reality to a startling degree, using illusions to accom-
  plish tangible effects.
  Hedgewitch: No two hedgewitches are exactly alike, as 
  this class excels at mixing and matching the powers of oth-
  er classes through the use of its traditions. A hedgewitch 
  could be a master of herbal magic, a dealer in forbidden 
  arts, a charlatan, or all of the above.
  Incanter: The undisputed master of magic, the incanter 
  gains more magic talents than any other class, and is perfect 
  for those who enjoy power and versatility in their casters.
  Mageknight: When a warrior seeks to increase their 
  power through magic, they often choose the path of the 
  mageknight. Mageknights combine weapons and spheres 
  to become a deadly force on the battlefield.
  Shifter: Shifters use their magic to manipulate their bod-
  ies, ever-changing to suit their needs and overcome chal-
  lenges. Shifters take on a variety of forms until few are sure 
  which is their real one, if there even is such a thing.
  Soul Weaver: Masters of both life and death, soul weav-
  ers are mediums, healers, necromancers, and summoners of 
  spirits and shades. A soul weaver may either bless or curse 
  the living and can enact powerful magic on those who fall 
  under their sway.
  Symbiat: Symbiats are masters of telepathy and teleki-
  nesis, using psionic magic to accomplish impressive feats. 
  Symbiats use their power with a level of detail and finesse 
  no other caster can copy, pushing their bodies to inhuman 
  extremes or reading their opponent’s mind to stay one step 
  ahead of its movements.
  Thaumaturge: There are those who seek power down for-
  bidden or unsafe paths, risking their bodies and souls to lift 
  their magic to heights few would dare to tread. These are 
  thaumaturges, and few can match their raw magical might.
  Wraith: The wraith mimics the powers of a ghost with 
  their ability to become ethereal and possess creatures and 
  objects.
  Bokor: The bokor is a prestige class that combines the 
  core Pathfinder spell system with the Spheres of Power sys-
  tem, representing those casters willing to study magic in all 
  of its forms.
  Chapter 4—Class Archetypes: This chapter includes 
  many variant archetypes for all classes, including both the origi-
  nal classes included in this book as well as other core Pathfinder 
  classes. Some of these archetypes help to better integrate these 
  classes into the Spheres of Power system, while others simply are 
  fun new concepts that are enabled by using the spheres.
  Chapter 5—The Spheres: This chapter includes the ac-
  tual magic spheres that make up the Spheres of Power system. 
  These spheres allow casters to choose the areas of magic they 
  wish to gain mastery over, as well as choosing talents to further 
  refine, empower, and develop their magical skill.
  Chapter 6—Advanced Magic: This chapter covers a se-
  ries of optional magic rules, which both players and GMs can 
  use to increase the scope of their adventures. This includes op-
  tions for enabling world-changing magic such as resurrection, 
  long-distance teleportation, planar binding, and other magical 
  feats that, depending on play style, may or may not be part of 
  any given campaign or setting. This magic is divided into four 
  systems for ease of use:
  Advanced Talents: These abilities function similarly to stan-
  dard magic talents, but they have strict requirements and can 
  greatly increase the scope of a base sphere’s power.
  Rituals: Rituals allow a caster to invest time and material 
  components to create magical effects. Rituals provide the utili-
  ty of spells to a world of spheres.
  Spellcrafting: Spellcrafting allows casters to create unique 
  expressions of magic such as signature spells or other abilities 
  outside the scope of the standard Spheres of Power system.
  Incantations: Similar to incantations from older roleplaying 
  systems, this magic system allows creatures to use skill checks 
  and strict criteria to accomplish great feats of magic, often in a 
  campaign-centric way that adds wonder and mystery to a plot.
  Chapter 7—Additional Options: This chapter includes 
  a great variety of feats, traits, favored class bonuses, and op-
  tional racial options designed for use with the Spheres of Power 
  system.
  Chapter 8—Magic Items: This chapter covers option-
  al magic item creation rules for use with the Spheres of Power 
  system.
  Chapter 9—Bestiary: This chapter includes sample 
  characters and monsters that make use of the Spheres of Power 
  system, as well as templates and creature information that is 
  needed to make use of spheres such as Death or Enhancement.
  
  Chapter 1: Introduction
  6
  Using the Spheres
  Spheres of Power is a completely independent magic system 
  that may be used alongside or may completely replace the core 
  Pathfinder spell system.
  Like spells, the spheres grant a magic-user the ability to 
  accomplish great things that would otherwise be impossible. 
  Bending fire, summoning angels, layering enchantments on an 
  unsuspecting creature’s mind: all of this and more is possible 
  for a master of the spheres.
  Like spells, spheres require levels in a magic-using class. 
  Using a sphere ability with a casting time of a move action or 
  greater provokes an attack of opportunity (unless cast defen-
  sively), requires a concentration check in difficult situations, 
  ceases to function in an antimagic field, and is subject to spell 
  resistance if it directly targets an individual. Unlike spells, how-
  ever, a caster may take multiple casting classes without neces-
  sarily dividing his power; caster levels, talents, and spell points 
  gained from multiple magic-using classes all stack with each 
  other.
  Where the core Pathfinder magic system grants access to 
  spells and spell levels, magic users using the Spheres of Power 
  system (referred to as ‘casters’) use spheres and talents.
  There are 22 spheres contained in this book, includ-
  ing Alteration, Blood, Conjuration, Creation, Dark, Death, 
  Destruction, Divination, Enhancement, Fallen Fey, Fate, 
  Illusion, Life, Light, Mind, Nature, Protection, Telekinesis, 
  Time, War, Warp, and Weather. Blood and Fallen Fey were orig-
  inally created as optional, additional spheres, but are included 
  in this book.
  Spheres provide a caster with a broad magical focus; for 
  example, powers that deal with moving objects through space 
  are contained in the Telekinesis sphere, while powers that deal 
  with manipulating winds and rain are contained in the Weather 
  sphere. Most spheres provide the caster with an at-will ability, 
  which may be further refined through gaining talents associat-
  ed with that sphere. Beyond the spheres themselves, there are 
  several terms that must be explained for use with this system: 
  Magic Talents, Caster Level, Casting Ability Modifier, 
  Casting Time, Distances, Spell Points, Saving Throw 
  Difficulty Class, and Magic Skill Bonus and Magic Skill 
  Defense.
  
  Chapter 1: Introduction
  7
  Magic Talents
  As a caster gains levels, they gain magic talents. Magic tal-
  ents, like feats, may be spent to allow a caster to gain new pow-
  ers and abilities.
  Whenever a caster gains a magic talent, they may spend it 
  on a magic sphere. The first time a character spends a magic 
  talent on a sphere, they gain that sphere’s base abilities. After 
  a character possesses a base sphere, they may spend additional 
  magic talents to gain talents specifically associated with that 
  sphere. If a character gains a bonus sphere or talent that they 
  already possess (such as through a class feature), they instead 
  gain one talent of their choice from that sphere. If they would 
  gain a package from a sphere (such as a Nature package) and 
  they possess the sphere but not that package, they instead gain 
  whatever talent would allow them to gain the package in ques-
  tion. If they possess a drawback that would forbid them gaining 
  a package or talent, they instead use the bonus talent to buy off 
  that drawback.
  The number of magic talents a caster gains differs between 
  classes, but all characters gain two bonus magic talents the first 
  time they gain a level in a class with the casting class feature, 
  regardless of which class is chosen.
  Once a talent is spent, it cannot usually be changed except 
  through retraining, which follows the same rules as retraining 
  a feat.
  If a magic talent is only gained temporarily (for exam-
  ple, though a class feature that grants a talent for less than 24 
  hours), any non-instantaneous effect created with that talent 
  ends as soon as that talent is lost. If a temporary talent is gained 
  for a single casting, the talent is considered to be ‘lost’ one min-
  ute after any concentration on the effect is ended.
  Caster Level
  Caster level is not as synonymous with class level in Spheres 
  of Power as it is with most of the core Pathfinder spellcasting 
  classes. Instead, it would be more appropriate to think of it as 
  akin to base attack bonus: as a creature gains levels in a casting 
  class, they gain caster levels at different rates depending on the 
  class chosen. A multi-classed caster determines his total caster 
  levels by adding together his caster levels from all his classes, 
  similar to how base attack bonus is accumulated between all 
  classes. A caster level of 0 is treated as if it were 1 when deter-
  mining a caster’s capabilities. Some item, called implements, 
  can grant temporary bonuses to a caster’s caster level, and are 
  described later in the Equipment chapter. 
  All casting classes fall into one of three categories: High-
  Casters (wizards, sorcerers, clerics, incanters, soul weavers, fey 
  adepts, etc.), Mid-Casters (bards, magi, inquisitors, symbiats, 
  eliciters, etc.), and Low-Casters (paladins, rangers, armorists, 
  mageknights, etc.). Each of these groups gain caster levels at 
  a slightly different rate, as indicated by Table: Caster Level.
  Table: Caster Level
  Level
  High-Caster
  Mid-Caster
  Low-Caster
  1
  +1
  +0
  +0
  2
  +2
  +1
  +1
  3
  +3
  +2
  +1
  4
  +4
  +3
  +2
  5
  +5
  +3
  +2
  6
  +6
  +4
  +3
  7
  +7
  +5
  +3
  8
  +8
  +6
  +4
  9
  +9
  +6
  +4
  10
  +10
  +7
  +5
  11
  +11
  +8
  +5
  12
  +12
  +9
  +6
  13
  +13
  +9
  +6
  14
  +14
  +10
  +7
  15
  +15
  +11
  +7
  16
  +16
  +12
  +8
  17
  +17
  +12
  +8
  18
  +18
  +13
  +9
  19
  +19
  +14
  +9
  20
  +20
  +15
  +10
  Casting Ability Modifier
  Not every caster in the Spheres of Power system uses the 
  same mental ability score when determining their magical 
  potency. Just as with the core Pathfinder magic system, some 
  casteres use Intelligence, some use Wisdom, and others use 
  Charisma. In Spheres of Power, this is called their casting ability 
  modifier (CAM). Casting ability modifiers are used to deter-
  mine the difficulty class of sphere abilities, as well as the cast-
  er’s total number of spell points.
  Casting ability modifier is determined by the caster’s tradi-
  tion, which is explained later in chapter 2.
  Spell Points
  Along with gaining caster levels, casters using the Spheres 
  of Power system also gain a spell pool, which accumulates spell 
  points as they gain levels. Spell points are a measure of a spell-
  caster’s capability and are spent to increase the power of their 
  various sphere abilities. Each caster gains a pool of spell points 
  equal to their class level plus their casting ability modifier. Just 
  like with caster level, a caster adds together all their levels in 
  casting classes when determining the size of their spell pool.
  A caster’s spell pool refreshes once a day after roughly 8 
  hours of rest. These hours do not need to be consecutive.
  
  Chapter 1: Introduction
  8
  Saving Throw Difficulty Class
  Whenever a sphere ability calls for a saving throw, the dif-
  ficulty class (DC) for that saving throw is equal to 10 + 1/2 the 
  caster level + the caster’s casting ability modifier. If the targeted 
  creature meets or exceeds this number with their saving throw, 
  they often reduce or negate the effect. If a caster chooses to use 
  an effect at a lower caster level than her maximum, the DC is 
  also lowered.
  Magic Skill Bonus and Magic Skill Defense
  Sometimes, it is not a caster’s raw power that is important, 
  but rather his skill and experience with magic in general. This 
  includes concentration checks or times when a caster directly 
  pits his magic against that of another caster. At these times, the 
  caster’s magic skill bonus (MSB) and magic skill defense (MSD) 
  are used to determine the outcome.
  A caster’s MSB is equal to his total levels in spherecasting 
  classes. A caster’s MSD is equal to 11 + his MSB.
  Sometimes, a power or circumstance will call for a magic 
  skill check. At this point, the caster attempting the check rolls 
  a d20 and adds her MSB to the roll. If this equals or exceeds the 
  target’s MSD, the check succeeds. If not, the check fails.
  When a spherecaster attempts a concentration check (as 
  called for by the Pathfinder Core Rulebook), instead of rolling 
  a d20 and adding his caster level + his casting ability modifier, 
  he rolls a d20 and adds his MSB + his casting ability modifier to 
  the roll. Treat an effect’s caster level/2 as the effective spell level 
  for this purpose. A spellcaster may always choose to manifest a 
  magical effect at a lower caster level than his total in order to 
  attempt a concentration check easier.
  Example: When casting defensively, a spellcaster must attempt a 
  concentration check (1d20 + caster level + Int, Wis, or Cha modifier) 
  against a DC equal to 15 + double the spell level. In Spheres of Power, 
  this would instead require a check equal to 1d20 + MSB + casting abil-
  ity modifier, and would be against a DC equal to 15 + the caster level 
  of the ability.
  When attempting to penetrate a creature’s spell resistance, 
  she rolls a d20 and adds her MSB to the roll. An MSB is also 
  used when attempting to counter another caster’s magic, such 
  as when using the Counterspell feat.
  Any feat or ability that would normally call for a caster lev-
  el check instead calls for a magical skill check. Any feat, trait, 
  magic item, or other ability that normally adds to a creature’s 
  caster level for the purposes of one of the caster level checks 
  listed above instead adds to their MSB for that purpose.
  Table: Spherecasting and Equivalent Spell Level
  Sphere 
  Caster 
  Level
  Equivalent 
  Spell Level
  Sphere 
  Caster 
  Level
  Equivalent 
  Spell Level
  1
  0th
  16
  8th
  2
  1st
  17
  8th
  3
  1st
  18
  9th
  4
  2nd
  19
  9th
  5
  2nd
  20
  10th
  6
  3rd
  21
  10th
  7
  3rd
  22
  11th
  8
  4th
  23
  11th
  9
  4th
  24
  12th
  10
  5th
  25
  12th
  11
  5th
  26
  13th
  12
  6th
  27
  13th
  13
  6th
  28
  14th
  14
  7th
  29
  14th
  15
  7th
  30
  15th
   If a creature gains magic or a magic-like effect from a 
  source other than casting, their MSB and MSD are determined 
  by their Hit Dice associated with that source (for example, 
  their class level if the effect comes from a class, or their charac-
  ter level if it comes from a feat or another class-neutral source).
  Integration
  Casting Time
  Most sphere abilities require a standard action to use, but 
  there are exceptions. Certain abilities, such as metamagic feats 
  and some drawbacks, may increase or decrease a casting time by 
  a certain number of ‘steps’ as seen in Chart: Casting Times.
  Note: Unless otherwise specified, a sphere ability cannot 
  have a shorter casting time than a swift action, nor a longer 
  casting time than 1 hour. Sphere effects with a casting time 
  of a swift or immediate action do not provoke attacks of 
  opportunity.
  
  Chapter 1: Introduction
  9
  Chart: Casting Times
  Casting Times
  1 hour
  10 minutes
  1 minute
  1 round
  Full-round action
  Standard action
  Move action
  Swift action
  Distances
  Many sphere abilities and class powers use close, medium, 
  and long as indicators for their range. Just as with spells, close 
  equals 25 feet + 5 feet per 2 caster levels, medium equals 100 feet 
  + 10 feet per caster level, and long equals 400 feet + 40 feet per 
  caster level. Class powers use class level instead of caster level 
  when determining their range.
  Durations
  Just as with casting times and distances, durations also can 
  increase or decrease by steps, according to Chart: Durations:
  Chart: Durations
  Durations
  Permanent
  1 day per caster level
  1 hour per caster level
  10 minutes per caster level
  1 minute per caster level
  1 round per caster level
  concentration/1 round
  Generally speaking, a duration of ‘instantaneous’ means 
  that the effect is no longer considered magical after it is made; 
  it cannot be dispelled after it has taken effect. Durations of 
  instantaneous are generally considered not part of the progres-
  sion of durations.
  Concentration
  Unlike the core Pathfinder RPG magic system, it is possi-
  ble to cast a sphere ability while already concentrating on an-
  other, so long as the concentration and the casting use different 
  actions. In all other ways, concentration is the same as used in 
  core spells.
  You may not resume concentrating on an effect once you 
  have stopped concentrating on it, even if the effect lingers or 
  had its duration maintained through the expenditure of spell 
  points.
  Line of Sight and Line of Effect
  Just as with core magic, most sphere effects require that 
  you be able to perceive the target of your magic (they require 
  line of sight) and that you be able to draw an unimpeded line 
  between yourself and the target of your magic (they require line 
  of effect). If an effect requires an attack roll, a touch attack roll, 
  or affects an area, it may be used without line of sight by fir-
  ing ‘blindly’ into space, just like any other attack or area-effect 
  power.
  Teleport from Warp sphere does not require line of effect, 
  but still requires line of sight (except when using the Unseeing 
  Teleport talent).
  Creating a figment from the Illusion sphere, however, re-
  quires neither line of sight nor line of effect. So long as the cast-
  er can pick a distance and direction, they may create a figment 
  at that location. If the effect has the shadow descriptor, howev-
  er, its quasi-real nature means that it does require line of effect.
  Casting and Observation
  Using Spellcraft or Knowledge (arcana) on sphere effects 
  is the same as on spells; use the sphere effect’s caster level/2 as 
  its effective spell level. Unless a casting tradition dictates oth-
  erwise, casting sphere effects from stealth does not necessarily 
  break stealth, although when making a magical attack, such as a 
  destructive blast, ghost strike, or an attack with telekinesis, the rules 
  for sniping apply when attempting to maintain stealth.
  Watching someone cast a sphere effect does not automat-
  ically reveal their casting tradition, although some drawbacks 
  are obvious to anyone observing (if the person is using magic 
  by wielding a focus, using somatic or verbal components, using 
  magical materials, possesses magical signs, etc., anyone observ-
  ing them cast can easily tell). However, when identifying a mag-
  ical effect or aura with Spellcraft, if the check exceeds 15 + the 
  caster’s caster level you may also identify the target’s casting 
  tradition including drawbacks, boons, casting ability modifier, 
  and any other relevant information.
  Descriptors
  Some talents are tagged with the [instill], [mass], [range] or 
  [strike] descriptors. These descriptors are referenced in certain 
  feats and other locations, and usually share rules between them.
  Additionally, in the core Pathfinder system of magic there 
  are many descriptors tied to various spells, allowing them to be 
  manipulated by class features, other spells and feats that func-
  tion with specific descriptors. The Spheres of Power system does 
  not assign specific descriptors due to the variable nature of its 
  magic, although they are still treated as if they had descrip-
  tors, with the GM serving as the arbiter of which sphere effects 
  should carry which descriptors, using the guidelines outlined 
  below. 
  Certain feats that allow the use of magic with or without 
  casting sphere effects may also have descriptors (such as surre-
  al feats). Drawbacks may also add or remove descriptors from 
  a casting of a sphere effect (such as the Aligned Combatant 
  Destruction sphere drawback). For every new talent that 
  modifies the way a sphere effect can be cast with a descriptor, 
  the caster is considered to know an additional spell with that 
  descriptor.
  
  Chapter 1: Introduction
  10
  The list of descriptors are as follows:
  Acid
  Acid effects include any and all sphere effects that deal acid 
  damage, create or manipulate acid, or any chemical opposites 
  to existing acids.
  Examples: The Alkali Blast Destruction talent, the create 
  ability from Creation sphere when used to create acid.
  Air
  Air effects create, manipulate air, or conjure creatures from 
  air-dominant planes or with the air subtype.
  Examples: The Air Blast Destruction talent, the (air) 
  package of the Nature sphere, the Weather sphere when used 
  to change the Wind severity.
  Chaotic
  Spells that draw upon the nature of chaos or conjure crea-
  tures from chaotic planes or with the chaotic subtype.
  Examples: The Anarchic Form trait of the Outsider 
  Body talent from Alteration sphere, the Hallow word from Fate 
  sphere when used to defend against the lawful alignment.
  Cold
  Cold effects include any and all sphere effects that deal cold 
  damage, create or manipulate coldness or ice, sleet or snow.
  Examples: The Numbing Blast Destruction talent, the 
  Freeze ability from the (water) package of the Nature sphere, 
  the Energy Weapon talent of the Enhancement sphere when 
  used to grant the frost weapon special ability.
  Curse
  Curse effects are already in use in the Spheres of Power sys-
  tem, and are appropriately tagged. They are often permanent, 
  inhibiting effects. Curse effects cannot be dispelled by the 
  Counterspell feat or similar abilities, but may be removed with 
  the Break Enchantment talent of the Life sphere or similarly 
  powerful effects.
  Examples: Curse effects in spheres are properly listed in 
  their entries, but talents such as the Curse talent of the Death 
  sphere apply as well.
  Darkness
  All effects that create darkness or reduce the amount of 
  light are dark effects. Sphere effects with this descriptor can 
  potentially be suppressed by effects with the light descriptor 
  with a successful magic skill check.
  Examples: Most effects in the Dark sphere are darkness 
  effects, but certain feats that allow other sphere effects to cre-
  ate areas of darkness may also have this descriptor.
  Death
  Any effect that causes immediate death or draws upon the 
  power of a dead or dying creature is a death effect.
  Examples: The Necrotic Feeding ghost strike of the Death 
  sphere.
  Disease
  Any effect that bestows a disease, which includes abnormal 
  internal conditions (such as a mental disorder or a cancer) and 
  invasive effects such as a virus or bacteria all count as disease 
  effects.
  Examples: The Inject talent of the Blood sphere, or the 
  Inflict Disease talent of the Death sphere.
  Earth
  Any sphere effect that conjures or manipulates earth, or 
  conjures creations from earth-dominant planes or the earth 
  subtype are earth effects.
  Examples: The (earth) package of the Nature sphere or 
  the create ability of the Creation sphere when used to create dirt 
  or stone.
  Electricity
  Electricity effects include any and all effects that deal elec-
  tricity damage, as well as those that create plasma or manipu-
  late electricity in some way.
  Examples: The create ability of the Creation sphere when 
  used to create electricity, or the Shocking Blast Destruction 
  talent.
  
  Chapter 1: Introduction
  11
  Emotion
  Sphere effects that create, remove or manipulate a target’s 
  emotions all count as emotion effects. All fear effects are emo-
  tion effects.
  Examples: The Calm and Hostility (charm) talents of 
  the Mind sphere, the Fearful Darkness (darkness) talent of the 
  Dark sphere.
  Evil
  Spells that draw upon the nature of evil or conjure crea-
  tures from evil planes or with the evil subtype.
  Examples: The Fiendish Form trait of the Outsider Body 
  talent of the Alteration sphere, the Align Object (word) talent 
  of the Fate sphere when aligned to evil.
  Fear
  Any and all sphere effects that create, enhance or manip-
  ulate fear are fear effects. All fear effects are emotion effects.
  Examples: The Fear charm of the Mind sphere, the Totem 
  Of Doom totem of the War sphere.
  Fire
  Fire effects include any and all effects that deal fire damage, 
  as well as those that create plasma or manipulate fire in some 
  way.
  Examples: The Searing Blast talent of the Destruction 
  sphere, the (fire) package of the Nature sphere, the Weather 
  sphere when manipulating the Heat severity.
  Force
  Force effects create or manipulate magical force. Force ef-
  fects affect incorporeal creatures normally (as if they were cor-
  poreal creatures).
  Examples: The Force Blast (blast type) talent of 
  Destruction sphere, the Armored Magic (aegis) talent of 
  Protection sphere.
  Good
  Spells that draw upon the nature of good or conjure crea-
  tures from good planes or with the good subtype.
  Examples: The Celestial Form trait of the Outsider Body 
  talent of the Alteration sphere, the Align Object (word) talent 
  of the Fate sphere when aligned to good.
  Language-dependent
  A language dependant effect uses intelligible language as a 
  medium for communication. If the target cannot hear or un-
  derstand what the caster of a language-dependent effect says, 
  the spell has no effect, even if the target fails its saving throw.
  Examples: Mind sphere charms with the Lost In 
  Translation drawback.
  Lawful
  Spells that draw upon the nature of law or conjure crea-
  tures from lawful planes or with the lawful subtype.
  Examples: The Axiomatic Form trait of the Outsider 
  Body talent from Alteration sphere, the Hallow word from Fate 
  sphere when used to defend against the chaotic alignment.
  Light
  Light effects create significant amounts of light or attack 
  darkness effects. Sphere effects with this descriptor can poten-
  tially be suppressed by effects with the dark descriptor with a 
  successful magic skill check against each other.
  Examples: Most effects in the Light sphere are light ef-
  fects, but certain feats that allow other spheres to create areas 
  of light may also have this descriptor.
  Mind-affecting
  Mind-affecting effects automatically fail on mindless crea-
  tures, but are otherwise spells that directly meddle with a crea-
  ture’s mental faculties. All emotion and fear effects are mind-af-
  fecting effects.
  Examples: Most effects in the Mind sphere are mind-af-
  fecting effects, but other talents such as the Classify word from 
  Fate sphere also qualify as mind-affecting effects.
  Pain
  Pain effects cause unpleasant sensations without perma-
  nent physical damage; most sphere effects that deal nonlethal 
  damage are pain effects. Creatures that are immune to effects 
  that require a Fortitude save (such as constructs and undead) 
  are immune to pain effects.
  Examples: The Pain word of the Fate sphere, the Painful 
  (aegis) talent of the Protection sphere.
  Poison
  Poison effects use poison, venom, drugs or similarly toxic 
  substances to disrupt and damage living creatures.
  Examples: The Manipulate Alchemy talent of the Blood 
  sphere when used to manipulate poisons, the Corrosive Poison 
  (enhance) talent of the Enhancement sphere, the Stench trait 
  of the Odiferous talent of the Alteration sphere.
  Shadow
  Shadow effects manipulate shadowstuff to create quasi-re-
  al effects, or manipulate matter and energy from the Shadow 
  Plane.
  Examples: The surreal line of feats largely qualify as shad-
  ow effects, as well as the Illusion sphere when used to manipu-
  late shadowstuff.
  Sonic
  Sonic effects transmit energy to the target through fre-
  quent oscillations of pressure through a medium (ground, air, 
  water). Sounds that are too high or too low for the humanoid 
  ear to detect can still transmit enough energy to cause harm, 
  which means even deaf creatures may not always be immune 
  to them. Any and all sphere effects that deal sonic damage are 
  sonic effects.
  Examples: The Thunder Blast talent of the Destruction 
  sphere.
  Water
  Sphere effects that manipulate water or conjure creatures 
  from water-dominant planes or with the water or aquatic sub-
  types are water effects.
  Examples: The Elemental Transformation talent of the 
  Alteration sphere when used to grant the Water package, the 
  (water) package of the Nature sphere, the Drowning Blast tal-
  ent of the Destruction sphere.
  
  Chapter 1: Introduction
  12
  Transparency Rules
  Often, when utilizing the Spheres of Power system of magic 
  with the base Pathfinder Roleplaying Game magic system or 
  other magic system, questions arise as to how they interact, and 
  often a GM is required to make many rulings off-the-cuff to 
  allow them to interact, or otherwise rule they do not. This sec-
  tion will attempt to collect and outline rulings for how to allow 
  the two magic systems to blend together, and serve as a guide-
  line for rulings relating to interactions between the systems.
  Caster Levels and Magic Skill Bonus
  When combining Spheres of Power with the core Pathfinder 
  magic system, whenever a caster level check is called for, such 
  as when overcoming spell resistance, the character’s MSB can 
  be used. Many effects in the core Pathfinder system of mag-
  ic provide caster level bonuses to certain spellcasters, allowing 
  them to enhance their bonuses on spell resistance checks, cast-
  er level checks made to dispel magic, and certain variables in 
  spells. In the Spheres of Power system of magic, however, the 
  various abilities that a spellcaster’s caster level refers to in the 
  core system is split into two different attributes: a spherecast-
  er’s caster level and their magic skill bonus. This means that by 
  default, most effects that increase a creature’s caster level in the 
  core system do not easily translate over the two systems.
  Effects that increase a creature’s caster level in the 
  Pathfinder system of magic can still be used, although the way 
  it impacts a character must be deliberated by the GM. The GM 
  should determine what sort of bonus an effect is attempting to 
  raise, and determine whether it applies to a spherecaster’s MSB 
  or to their caster level. As a rule of thumb, a general bonus to 
  a spellcaster’s caster level should apply to their MSB (such as 
  the bonus gained from having an Orange Prism ioun stone), but 
  specific caster level bonuses to spells of a specific descriptor 
  or school of magic should instead apply as a caster level bo-
  nus to sphere effects that have that descriptor, or belong to the 
  sphere(s) related to that school as shown on Table: School/
  Sphere Equivalents (an example of which is the gnome’s 
  alternate racial trait charming diviner which would increase a 
  spherecaster’s caster level by 1 for the Divination sphere).
  Ultimately, it should not be easy to stack several effects 
  that increase a caster’s caster level above their level, so at a 
  GM’s discretion, any bonus after the first bonus to a creature’s 
  caster level may instead only apply to their magic skill bonus 
  for that sphere. General increases to a creature’s caster level 
  should never apply to their caster level with any sphere, and 
  should instead increase their magic skill bonus.
  Spell Slots and Spell Points
  As the Spheres of Power magic system lacks any concept of 
  spell slots, many effects that modify or rely on spells of a certain 
  slot being spent merely do not function. To remedy that, use 
  the following guidelines when such abilities occur:
  If an ability would require a spell slot of a certain level to 
  be spent to activate, instead the spherecaster may spend spell 
  points based on the level of the slot to do so: Level 1-2: 1 spell 
  point, 3-5: 2 spell points, 6-8: 3 spell points, 9: 4 spell points.
  If an ability does not require a specific spell slot, but in-
  stead grants a benefit based off the spell slot being cast, treat 
  any sphere effects being cast as if they had spell levels equal 
  to half (rounded down) the caster level of the sphere effect, 
  as shown in Table: Spherecasting and Equivalent Spell 
  Level. For particularly powerful effects, the GM may require 
  that the player spend more spell points as part of the effect, 
  spending a minimum amount of spell points for each spell level 
  as listed above.
  If a class, feat or similar requires the spellcaster to be able 
  to cast spells of a certain level, the spherecaster is considered to 
  be able to do so as long as their caster level is at least twice the 
  spell level required, as shown in Table: Spherecasting and 
  Equivalent Spell Level.
  Temporary increases to caster levels, as well as increases 
  gained from items, never count towards a creature’s maximum 
  spell level they can cast. However, features gained from class 
  abilities may, although only with the sphere effects that the 
  class feature enhances. For example, a 5th level incanter with 
  the Mind specialization ability would have a caster level of 6 
  for the Mind sphere, allowing them to be treated as if they 
  can cast 3rd level enchantment spells, or 3rd level spells with 
  the mind-affecting, emotion or fear descriptors depending on 
  which talents they know.
  Spheres and Schools
  As the Spheres of Power system of magic does not utilize 
  spell schools, and instead utilizes spheres as a distinction, many 
  effects do not properly translate over. Many sphere effects could 
  easily be considered to be part of multiple schools, and the GM 
  should decide if this is fine for certain effects that enhance a 
  player’s sphere effects, or if the effect should only be treated as 
  if they have one school (for example, the Healing Aegis (succor) 
  talent of the Protection sphere could qualify as both abjuration 
  or conjuration (healing)) effects that increase the caster level of 
  spells from a certain school of magic instead increase the caster 
  level of spheres related to that school of magic, and effects that 
  require a certain spell slot of a school of magic to be cast or 
  otherwise spent instead require a sphere effect to be cast from 
  a related sphere.
  Refer to the following table for which spheres or effects 
  should qualify as a certain school or subschool.
  Spells Known and Magical Talents
  Certain classes, feats and other features require a spellcast-
  er to know a certain number of spells of a certain descriptor or 
  school. In situations like these, consider each unique magical 
  talent that the spherecaster knows that can be used in a way 
  that qualifies under a descriptor or school of magic as if they 
  were one individual spell each that the spherecaster knew. For 
  example, the Electric Blast and the Shock Blast talents of the 
  Destruction sphere, albeit similar, would each count as a spell 
  known under the evocation school of magic, as well as both 
  being electric descriptor spells, as would talents such as blast 
  shapes to one who already possesses either of these aforemen-
  tioned talents.
  
  Chapter 1: Introduction
  13
  Table: School/Sphere Equivalents
  Spell School
  Sphere Equivalent
  Abjuration
  Protection
  Abjuration (good, evil, 
  lawful, chaotic)
  Effects with an alignment de-
  scriptor that protect others, Fate 
  sphere
  Conjuration (creation)
  Effects that create something from 
  nothing, Creation sphere
  Conjuration (healing)
  Effects that heal others directly, 
  Life sphere
  Conjuration 
  (teleportation)
  Effects that instantly relocate 
  creatures or objects, Warp
  Conjuration (calling, 
  summoning)
  Conjuration (and the Calling ad-
  vanced talent)
  Evocation1
  Various1
  Enchantment
  Mind
  Illusion
  Illusion
  Necromancy
  Death, Blood
  Transmutation
  Enhancement, Fallen Fey2
  Transmutation 
  (polymorph)
  Alteration
  Transmutation (earth, 
  air, fire, water)
  Nature’s specific packages
  1Evocation includes many different types of spells. Light spells would fall under the Light 
  sphere, as well as most sphere effects with the light descriptor. Darkness spells would fall 
  under the Dark sphere and most sphere effects with the dark descriptor. Many other 
  sphere effects could qualify as evocation as well; generally, any spell or effect that conjures 
  a magical effect that deals damage temporarily should fall under evocation (notably, most 
  of the Destruction sphere, but even the Weather, Mind or Creation sphere could as well). 
  GM’s should use their own good judgement to determine which sphere effect would qual-
  ify as an evocation school effect.
  2The Fallen Fey spheres includes various effects that could qualify as either the base trans-
  mutation school without a subschool, or as the polymorph subschool. The GM is the final 
  arbiter of which talents and effects qualify as which.
  Object Size
  In the Pathfinder Roleplaying Game, sizes are measured 
  from Fine (which is far smaller than a single space) to Colossal 
  (which takes up a 30-foot square). For most purposes, creatures 
  and objects of Colossal size are treated the same whether they 
  occupy a 30-foot square or are much, much larger. In Spheres 
  of Power, however, certain abilities or effects scale differently 
  and have scaling effects that reach far beyond 30-foot squares, 
  and as such require sizes beyond Colossal. In Spheres of Power, 
  a creature or object that fills a 45-foot square is considered 
  Colossal+, a creature or object that fills a 70-foot square is con-
  sidered Colossal++, and so on.
  Table: Creature & Object Size beyond Colossal
  Space
  Size
  45-ft. cube
  Colossal+
  70-ft. cube
  Colossal++
  100-ft. cube
  Colossal+++
  150-ft. cube
  Colossal++++
  225-ft. cube
  Colossal+++++
  340-ft. cube
  Colossal++++++
  500-ft. cube
  Colossal+++++++
  Equipment is sized for the person wearing it, and does not 
  reflect its actual size (a Medium longsword means a longsword 
  sized for a Medium creature, not that the longsword is itself 
  Medium-sized). When dealing with equipment sizes such as 
  with the Creation or Telekinesis spheres, a two-handed weap-
  on or tower shield counts as its size, one-handed weapons and 
  heavy shields count as one size smaller, while light weapons and 
  light shields count as two sizes smaller. Daggers and ammuni-
  tion count as 3 sizes smaller, while shuriken count as 4 sizes 
  smaller. 
  Table: Weapon/Shield Sizes
  Object Type
  Size Adjustment
  Shuriken
  Four sizes smaller
  Daggers and ammunition
  Three sizes smaller
  Light weapons, light shields
  Two sizes smaller
  One-handed weapons, heavy shields
  One size smaller
  Two-handed weapons, tower shields
  Same size
  Hero Points
  If using the hero points optional system from the Advanced 
  Player’s Guide, add the following options to those you may 
  choose when spending a hero point.
  Empower: You can spend a hero point to gain a +2 bonus 
  to your caster level and MSD for one sphere effect or to your 
  MSB for one magic skill check.
  Fuel: You can spend a hero point in place of a spell point 
  to power a sphere effect, class ability, or feat.
  Recover: You may spend a hero point to regain a spent 
  spell point, kismet point, shadow point, or hypnotism use.
  Other Considerations
  Battered
  Battered is a condition introduced in Spheres of Might. 
  Certain options included in this book deal with this condition, 
  and as such it is reprinted below.
  Battered (condition): Heavy blows have left a creature 
  with this condition vulnerable to further attacks, imposing a -2 
  penalty to the creature’s CMD and preventing them from tak-
  ing attacks of opportunity provoked by a creature performing 
  a combat maneuver. Some talents have different effects or acti-
  vation times against battered creatures. The battered condition 
  can be removed by taking the total defense action, or through 
  the restore ability of the Life sphere, the lesser restoration spell, 
  or similar effects. When inflicting the battered condition on a 
  target that is already battered, the rounds stack when deter-
  mining duration.
  
  Chapter 2: Casting Traditions
  14
  Casting traditions are the method by which a caster creates 
  magic. In the core magic system for the Pathfinder Roleplaying 
  Game a wizard, a cleric, and a druid can often create very sim-
  ilar magical effects, but one does so through arcane materials 
  and signs, the other through a holy symbol and a prayer, and the 
  other through invoking a connection to nature. Each of these 
  and other magic-using classes possess restrictions on how they 
  invoke magic, an ability score that governs their magic, as well 
  as specific information regarding what magic spells they have 
  access to, and whether their magic is arcane in origin, divine in 
  origin, or comes from another source entirely.
  While many gaming tables are content to adventure in 
  worlds that carry these assumptions, and indeed many great 
  stories have been told in these worlds, there are all manner 
  of stories to be told in worlds that have none of these rules. 
  Perhaps the story takes place in a world where magic is cast en-
  tirely through written runes. Perhaps a player wants to recreate 
  a favorite TV, book, or movie character whose powers simply 
  do not fit this paradigm for how magic operates in the core 
  magic system.
  Spheres of Power is designed to aid GMs and players in 
  creating whatever worlds they wish to create, be they classic 
  fantasy roleplaying worlds, transcriptions of worlds from litera-
  ture or film, or entirely new worlds built out of their own imag-
  ination. To better facilitate this creative freedom, Spheres of 
  Power makes use of casting traditions to allow GMs and players 
  a greater level of freedom when determining the whys and hows 
  of magic.
  Whether it be a nation where government knights invoke 
  animal spirits and collect souls to power their magic, a charac-
  ter who gains magical power from highly addictive and illegal 
  magical drugs, or a setting where elemental-based casters use 
  martial art forms to manipulate the world around them, cast-
  ing traditions allow magic to be altered to fit the needs of the 
  game, rather than the other way around.
  Using Casting Traditions
  Casting traditions are made up of drawbacks, boons, and 
  casting ability modifiers
  Drawbacks represent restrictions and methodologies used 
  by a casting tradition, while boons represent that tradition’s 
  particular strengths. Casting ability modifiers determine what 
  ability score magic-users of that tradition use when determin-
  ing the strength of their magic (usually Intelligence, Wisdom, 
  or Charisma).
  While casting traditions are a great way to customize a 
  world, it is possible to use Spheres of Power with no tradition 
  at all, either as a specific choice, or simply because a player or 
  GM does not wish to include them. In that instance, magic is 
  considered to be innate, and is treated the same as spell-like 
  abilities. In these cases, the magic has no restrictions on its use, 
  no benefits associated with it, and defaults to using Charisma 
  as the casting ability modifier (the ability score used to govern 
  spell-like abilities). If a character gains a casting ability modifier 
  without gaining casting (such as through a class feature) then 
  later gains a casting tradition, the casting tradition’s casting 
  ability modifier takes precedence.
  Casting Ability Modifiers
  The first component of a casting tradition is its casting 
  ability modifier: the ability score the caster uses when deter-
  mining their spell points and the difficulty class of their mag-
  ical effects. Unless a particular boon or magic trait is being 
  used, this choice must be made from Intelligence, Wisdom, or 
  Charisma.
  Drawbacks
  Do magic-users of this particular tradition need to gesture 
  to invoke magic? Must they speak in a resounding voice? Do 
  they require a special magical focus or magical components, 
  or does their magic only affect animals? If the answer to any of 
  these or other, similar question is ‘yes’, then that casting tradi-
  tion would make use of a drawback.
  Drawbacks come in two varieties: general and sphere-spe-
  cific. General drawbacks define the method by which a mag-
  ic-user of that tradition creates magic, while sphere-specific 
  drawbacks help define how that magic manifests.
  General drawbacks are always considered part of a cast-
  ing tradition, and cannot be gained after character creation. 
  Sphere-specific drawbacks, however, can be gained as part of a 
  casting tradition, but can also be gained by a player at the time 
  they gain a particular magic sphere.
  For example, the sample tradition “Lycanthrope” describes 
  a caster who draws their power from a lycanthropic curse, and 
  so contains the Lycanthropic Alteration sphere drawback, 
  which limits the Alteration sphere to only being able to affect 
  the caster alone. However, a character without the Lycanthrope 
  Chapter 2
  Chapter 2
  Casting Traditions
  Casting Traditions
  
  Chapter 2: Casting Traditions
  15
  tradition could still choose, upon gaining the Alteration sphere, 
  to gain the Lycanthropic drawback to reflect that their particu-
  lar caster only knows how to transform herself. In one case the 
  drawback is a result of the casting tradition, in another case it is 
  a voluntary limitation to reflect the caster’s focus, but both cas-
  es are equally viable for gaining that sphere-specific drawback.
  General Drawbacks
  General drawbacks, as will be explained later, are the cur-
  rency by which a casting tradition grants boons and bonus spell 
  points. The more general drawbacks a tradition has, the more 
  power it can grant its casters.
  Some drawbacks are especially powerful; these drawbacks 
  count as two drawbacks when calculating potential boons and 
  bonus spell points. With GM permission a general drawback 
  might be removed after character creation, but the caster 
  must also lose the boon or bonus spell points gained from that 
  drawback.
  Balancing Drawbacks: Because a player is gaining power 
  from a drawback, drawbacks are designed to be limiting. While 
  some general drawbacks provide their own balancing mechan-
  ics (Extended Casting, Addictive Casting, Painful Casting, etc.), 
  others depend on the situation around the caster in question 
  (Verbal Casting, Material Casting, Focus Casting, etc.).
  Casting traditions determine how magic is used, and as 
  such are tied integrally to a game’s setting. and as such the GM 
  is encouraged to use these drawbacks when crafting situations 
  for the characters to face.
  For example, as detailed under the Material Casting draw-
  back, the effects of Material Casting is heavily dependent on 
  how hard the materials are to obtain: Are materials expen-
  sive? Are they common? Will the player run out and need to 
  spend time hunting for more? Whether or not materials are 
  core to the story, however, a player should not be able to gain 
  the Material Casting drawback, only to negate its requirements 
  through a one-time purchase of a spell pouch.
  Similarly, if a character takes Focus Casting, it means he 
  now must invoke an item to cast his magic, an action many 
  enemies will notice and try to take advantage of. If this draw-
  back has been incorporated into the world (for example, all 
  magic-users must use a wand to cast spells), then disarming an 
  opponent’s focus would become a common combat technique 
  that may be employed and must be guarded against. Indeed, 
  it could be argued that if no enemy ever attempts to take the 
  focus from the caster, then the player has gained all of the ben-
  efits of the drawback with none of the detriments.
  Addictive Casting
  Your magic is addictive. Whenever you spend one or more 
  spell points, you must succeed at a Fortitude save against your 
  addiction DC. Your addiction DC is 10, + 1 for each roll you 
  have previously made, to a maximum of 15 + your caster level 
  (thus, your first roll would be a DC 10, the second a DC 11, the 
  third a DC 12, etc.). If you fail this save, you gain a minor addic-
  tion, suffering a -2 penalty to Constitution. If you already pos-
  sess a minor addiction and fail your Fortitude save after spend-
  ing spell points, you gain a moderate addiction. This increases 
  the penalty to a -2 penalty to Constitution and Strength, and 
  requires 3 saves to overcome. If you fail your save and already 
  have a moderate addiction, you gain a severe addiction, suffer-
  ing instead a -2 penalty to Dexterity, Constitution, Strength, 
  Wisdom, and your primary casting attribute (if not Wisdom or 
  Constitution). All penalties from your addiction are suppressed 
  for 1 minute whenever you spend a spell point, whether or not 
  you succeeded at your Fortitude save.
  Each day you do not use a spell point, you may attempt a 
  Fortitude save against your addiction DC. After succeeding at 
  a save in this fashion, your addiction DC is reduced by 2. If you 
  succeed at 2 consecutive saves, your addiction also reduces by 
  one level (or disappears, if you only have a minor addiction). 
  Unlike normal addictions, an addiction to magic cannot be 
  cured with magic, although the Heal skill can be used to help 
  overcome addictions similar to overcoming diseases.
  This counts as 2 drawbacks when determining boons and 
  bonus spell points.
  Area Bound
  You are mystically bonded to a single notable location such 
  as a cave, large tree, spring, a magical laboratory or prominent 
  stone formation and draw your magic from it. You must remain 
  within a number of miles equal to your MSB to use your magic 
  normally. Using magic outside this area requires you to attempt 
  a concentration check (DC 20 + 1/2 the caster level) to produce 
  the desired effect. Failure means time (and any spell points) are 
  spent, but no effect happens. You may bond to a new site of the 
  same general type with an 8 hour ritual.
  Center Of Power
  You have an obvious physical feature which is the source of 
  your magical power. Whenever you cast, any creature observing 
  you can clearly see that your magic originates from your center 
  of power.
  If a critical hit is confirmed on you, your center is disrupted 
  and you lose 1d4 spell points (if you have them) and are dazed 
  for 1 round. A creature can also target your center of power 
  with a called shot, which also causes a disruption. The center of 
  power is considered a challenging shot (-10).
  At the GM’s discretion, certain kinds of physical restraint 
  might also make spellcasting require a concentration check 
  (DC 20 + caster level), depending on the nature of the center of 
  power and the restraint. An undesirable polymorph effect may 
  also produce the same results.
  You may not select this drawback if you possess the Focus 
  Casting or Galvanized drawbacks.
  Consciousness Linked
  Your effects are linked to you even after you spend a spell 
  point to have them continue without concentration. If you 
  fall asleep or unconscious, or are dazed, stunned, confused, re-
  duced to animal intelligence, or otherwise unable to take coher-
  ent mental actions, all of your magical effects immediately end.
  Coy Caster
  Your magic is a fickle thing, or perhaps you are simply 
  possessed of performance anxiety. If you attempt to use magic 
  while you know you are being observed, you must attempt a 
  concentration check (DC 15 + 1/2 the caster level) to produce 
  the desired effect. Failure means time (and any spell points) are 
  spent, but no effect happens. If you believe you are hidden or 
  alone, even if you are not, you may use magic normally.
  
  Chapter 2: Casting Traditions
  16
  Diagram Magic
  In order to perform any magical effect, either you or your 
  target must be entirely contained within the boundaries of a 
  special diagram. Creating this diagram requires a full-round 
  action for every 5-foot square contained within the diagram. 
  Once the circle has been drawn, attempt a Spellcraft check as 
  part of the full-round action to draw the final part of the circle 
  against DC 15 + the maximum caster level of any effect to be 
  performed within the circle to determine if it was done correct-
  ly. You may take 10 on this check even if in combat or stressed. 
  You can increase the speed at which you draw the diagram but 
  at greater risk of making a mistake. Doing so prevents you from 
  taking 10 on the check, and for every step by which you reduce 
  the time required to draw the diagram, increase the spellcraft 
  DC by +5 to a maximum of +20 to draw the circle as a free 
  action.
  The diagram need not be drawn with any special materials, 
  and can be done with sprinkled salt, paint, blood, a finger in 
  sand, or anything else that may be on hand so long as it is clear-
  ly visible. Permanent portable diagrams are usually not possible 
  (as any scuff to the diagram disrupts the magic), but a diagram 
  may be made out of fixed, permanent material such as metal. 
  If a diagram is disrupted (any amount of damage dealt to the 
  surface it is carved upon, or sufficient force from water, wind, 
  or any other effect that might disperse the material the diagram 
  was created with) then any magic currently being maintained 
  by concentration via the diagram immediately ends, and no fur-
  ther magic may be used until a new circle is drawn. Spells and 
  effects created by magic within the diagram (including sum-
  moned creatures) never disrupt it even if they would otherwise.
  This counts as 2 drawbacks when determining boons and 
  bonus spell points.
  Draining Casting
  Using magic saps your lifeforce. Whenever you spend one 
  or more spell points you are dealt 1 point of nonlethal damage 
  which cannot be avoided by nonlethal damage immunity, re-
  duced by damage reduction, and cannot be healed through any 
  means except rest (a full night’s rest heals all nonlethal damage 
  caused by this drawback at once). This nonlethal damage in-
  creases by 1 point for every 5 caster levels.
  Emotional Casting
  Your magic requires heightened emotional states of mind 
  to use. When subject to a non-harmless effect that invokes 
  an emotion (such as fear effects, demoralization, spells with 
  the emotion descriptor, or (charms) such as Fear or Hostility) 
  you are unable to use magic. You may use the metamagic feat 
  Logical Spell to overcome this drawback.
  Extended Casting
  Your magic takes longer to use than normal. When using 
  an ability gained from a sphere or talent, increase the casting 
  time by one step: swift and immediate actions become move ac-
  tions, move actions become standard actions, standard actions 
  become full-round actions, full-round actions take 1 round to 
  complete, and 1-round actions take 1 minute to complete. This 
  drawback counts as 2 drawbacks when determining boons and 
  bonus spell points.
  You may take this drawback twice. If taken twice, your 
  casting takes a minimum of 1 minute to perform, regardless of 
  the sphere effect being used. Taking this drawback twice grants 
  a total of 4 drawbacks when determining boons and bonus spell 
  points.
  Fey-Infused Magic
  Your magic is intrinsically linked to the realm of Faerie and 
  shares its inhabitants aversion to iron. Any creature wearing 
  light armor consisting of cold iron, steel or iron gains a +1 cir-
  cumstance bonus to saving throws against sphere effects origi-
  nating from you. Wearing medium armor increases this bonus 
  to +2 and wearing heavy armor increases it to +3. Wielding a 
  weapon made of cold iron increases this bonus by +1.
  When a target under the effects of one of your sphere abil-
  ities takes damage from iron or steel weapons, that target is 
  treated as if it had been affected by the Counterspell feat, with 
  a magic skill check equal to 10 +1/4th the damage dealt. This 
  Counterspell is applied at the beginning of that creature’s turn, 
  adding together all damage suffered from applicable sources 
  since the beginning of its last turn, and ignores all effects that 
  do not have the Fey-Infused Magic drawback. If the target is 
  struck by a weapon made out of cold iron, the Counterspell is 
  capable of dispelling one additional sphere effect per 5 points 
  of base attack bonus that the attacker possesses.
  Focus Casting
  Your magic requires you to use an item such as a wand, holy 
  symbol, ring, or staff to create magic. The focus must be wield-
  ed or equipped to be used (for example, a wand must be held, a 
  ring must be equipped in a ring slot, etc.) Using magic without 
  your focus requires you to attempt a concentration check (DC 
  20 + 1/2 the caster level) to produce the desired effect. Failure 
  means time (and any spell points) are spent, but no effect hap-
  pens. If a focus is lost, stolen, or broken, the caster must cre-
  ate a new focus by securing the necessary item and spending 8 
  hours bonding with it. At the GM’s discretion, however, anoth-
  er caster’s focus may be used instead.
  If you are carrying your focus when subject to a polymorph 
  effect that would normally meld your equipment into your new 
  form, your focus melds into your body as well, causing this 
  drawback to function as the center of power drawback for the 
  duration of the effect.
  You may not select this drawback if you possess the Center 
  Of Power or Galvanized drawbacks.
  Galvanized
  Your magic was forged by war, and is integrated with your 
  fighting abilities. To use or concentrate on your abilities, you 
  must be wielding a martial or exotic weapon with at least some 
  metal components (even some metal decorations on a wood-
  en weapon are sufficient). You must be able to attack with the 
  weapon (it cannot be tied down or otherwise unusable), and 
  you must have proficiency with it. The weapon itself does not 
  need to have any special abilities, but cannot have the broken 
  condition.
  Being disarmed or having the weapon sundered counters 
  any sphere abilities you are casting or maintaining. If a poly-
  morph spell causes the weapon to become part of your body 
  you lose your abilities, unless you can still attack with the weap-
  on somehow. You can still switch between weapons while main-
  taining sphere abilities.
  
  Chapter 2: Casting Traditions
  17
  You may not select this drawback if you possess the Center 
  Of Power or Focus Casting drawbacks.
  Magical Signs
  Your magic is accompanied by tell-tale signs; for example, 
  your body glows brightly, the sound of tortured souls shriek 
  as you cast, a deep chill affects all nearby creatures, etc. Using 
  magic automatically breaks stealth, and whenever you use mag-
  ic all creatures within 60 feet who are observing you are con-
  sidered to have automatically succeeded at a Spellcraft check 
  to know which sphere effect, talents, and casting tradition you 
  used.
  You may not select this drawback if you possess the 
  Witchmarked drawback.
  Material Casting
  Your magic requires the expenditure of specific materials: 
  precious metals, rare components, etc. The exact nature of this 
  material should be worked out with the GM, but as a rule of 
  thumb, this should cost a silver piece worth of materials per 
  caster level per ability used. A player who does not want to 
  track the cost of such material components can instead simply 
  spend 10 gp per caster level per month on components, which 
  is assumed to cover his costs for spells cast and research per-
  formed. You must possess a spell component pouch or other-
  wise have access to your components to use your magic.
  The gp cost of materials listed in this drawback are cer-
  tainly not the only metric that can be used to re-
  flect the role of magic materials in a setting, 
  and GMs are encouraged to consider what 
  role magic materials might play in their 
  game.
  Perhaps magic in one world re-
  quires a pearl to use per spell point, and 
  players must track how many pearls they 
  possess. Perhaps magic is fueled by a rare 
  mineral, the buying and selling of which is 
  heavily regulated by powerful kings, 
  merchants, and other world powers; 
  in such a world, Material Casting 
  might even be worth two drawbacks 
  to reflect its rare usage.
  Mental Focus
  Your magic requires you to have a fo-
  cus that is not always possible to achieve. 
  You normally have focus, but lose it when-
  ever you fail a save versus mind-affecting 
  magic, have a critical hit confirmed on 
  you, or a condition causes you to lose the 
  ability to concentrate (such as being nauseat-
  ed or helpless or failing a forced concentration 
  check such as from being entangled). Using 
  magic without your mental focus requires you 
  to attempt a concentration check (DC 20 + 
  1/2 caster level) to produce the desired effect. 
  Failure means time (and any spell points) are 
  spent, but no effect happens. If focus is lost, 
  the caster can refocus by meditating as a 
  full-round action that provokes attacks of 
  opportunity.
  Narcoleptic Casting
  Your magic has a pacifying effect that can lull you to sleep. 
  At the end of any round in which you spend 1 or more spell 
  points you must succeed at a Fortitude saving throw with a 
  DC of 10 + 1/2 your magic skill bonus (minimum DC 11) or fall 
  asleep standing up for 1 round. Sleeping creatures are helpless. 
  Slapping or wounding awakens an affected creature, but normal 
  noise does not. Awakening a creature without dealing damage 
  is a standard action (an application of the aid another action). 
  Creatures immune to sleep cannot gain this drawback; if a crea-
  ture later becomes immune to sleep after gaining this drawback, 
  they must immediately retrain it for another drawback or lose 
  it, recalculating their spell points as appropriate.
  This counts as 2 drawbacks when determining the number 
  of spell points gained.
  Painful Magic
  Your magic debilitates you the more you rely on it. 
  Whenever you spend one or more spell points, you must suc-
  ceed at a Fortitude save (DC 10 + 1/2 the ability’s caster level) 
  or be sickened for 1 round. If you fail this save while already 
  sickened, you are instead nauseated for 1 round. If you fail this 
  save while nauseated, increase the duration of the nauseated 
  condition by 1 round. Creatures immune to the sickened condi-
  tion cannot take this drawback.
  Prepared Caster
  You must prepare your magic before you can use it. After 
  resting to regain spell points, you must assign each of your spell 
  points to a sphere you possess. You cannot spend more 
  spell points in a given sphere in a day than you have 
  assigned to that sphere. Class features and feats that 
  use spell points (such as the Counterspell feat) are 
  considered a single unified ‘sphere’ for this purpose.
  Rigorous Concentration
  Your magic requires intense amounts of 
  concentration to use. When attempting a 
  concentration check (such 
  as to cast defensively or 
  while taking damage), the 
  DC increases by +10. You 
  may increase the casting 
  time by one step to take extra 
  time focusing and negate this 
  penalty.
  Skilled Casting
  You must create your magic 
  through singing, drawing, or perform-
  ing some other activity. Your magic is tied 
  to a particular Perform, Profession, or Craft 
  skill (although with GM permission an-
  other skill may be substituted). You must 
  succeed at a skill check to use any sphere 
  ability. The DC of this skill check is 15 + 
  the ability’s caster level. For every 2 points 
  by which this skill check falls short of this 
  DC, the ability manifests at -1 caster level. 
  If this reduces the ability to a caster level 
  below 0, the manifested ability fails and 
  any spell points used are lost.
  
  Chapter 2: Casting Traditions
  18
  A caster with Skilled Casting must be able to perform their 
  skill to use their magic, which is similar to but not the same as 
  possessing other drawbacks. For example, a caster who must 
  draw to create magic must have at least one hand free, although 
  unless he also possesses Somatic Casting he may do so while 
  wearing any armor without a chance of arcane spell failure. 
  Likewise, a caster who uses music to create magic must be able 
  to speak, but unless he also possesses Verbal Casting he can do 
  so by whispering and thus not automatically break stealth.
  At the GM’s discretion, this drawback may count as two 
  drawbacks if the skill involved requires bulky equipment or the 
  use of both hands (for example, the Perform (strings) skill, or 
  Craft (stonework)).
  Somatic Casting
  You must gesture to cast spells—a process that requires 
  you to have at least 1 hand unoccupied. When using magic, 
  you cannot wear armor heavier than light without incurring a 
  chance of arcane spell failure.
  You may select this drawback twice. If taken a second time, 
  you cannot wear any armor or use a shield without incurring a 
  chance of arcane spell failure.
  Note: With GM permission, it is possible to modify this 
  drawback so that, when taken once, the caster may wear ei-
  ther light or medium armor but cannot use a shield without 
  incurring a chance of arcane spell failure, mimicking the core 
  bloodrager.
  Terrain Casting
  Your magic draws upon the primal energy and nutrients 
  of the terrain. Whenever you use a sphere talent or ability you 
  must either spend an additional spell point or increase your 
  casting time by one step, else your magic drains and corrupts 
  your space and all adjacent squares. Terrain that has been blight-
  ed in such a manner prevents those who possess the Terrain 
  Casting drawback from using sphere talents or abilities as if 
  it were a dead magic zone. Areas that have had its nutrients 
  drained are affected in different ways depending upon location 
  (water may turn brackish or stagnant, while soil may become 
  barren or salted); regardless of location, blighted areas will gen-
  erally heal naturally after a year.
  Verbal Casting
  You must speak in a loud, clear voice to cast spells. Using 
  magic alerts all nearby hearing creatures to your presence and 
  location, effectively breaking stealth. You cannot cast in an area 
  of magical silence, or in any other situation where you are un-
  able to speak clearly.
  Wild Magic
  Your magic is not entirely stable and can result in a variety 
  of unwanted effects. You have a base wild magic chance of 10% 
  (whenever you cast a spell or magical sphere ability, you have 
  a 10% chance of activating a wild magic event). When you ac-
  tivate a wild magic event, roll as if you had activated a rod of 
  wonder, then add that effect to those you produce with your 
  magic. GMs may always use their own wild magic tables to de-
  termine the nature of a wild magic event.
  Witchmarked
  Some aspect of your visage is a dead giveaway about your 
  magical nature. This could be any purely cosmetic modifica-
  tion or sensation that is hard to hide such as a vestigial tail 
  (or tails), glowing eyes, an aura visible to the naked eye or the 
  stench of death clinging to you. The intensity of this trait grows 
  proportional to your power. Anyone who sees you may attempt 
  a Knowledge (arcana) check (DC 20 - your MSB, minimum DC 
  0) to learn your magic skill bonus, caster level and what base 
  magic spheres you possess.
  You may attempt to hide your witchmark trait, but doing 
  so requires a successful Disguise check (DC 10 + your MSB, 
  roll is hidden). Alternatively, if attempting to hide your witch-
  mark as part of a more elaborate disguise, this gives a penalty 
  to that Disguise check equal to your MSB. Using an illusion, 
  shapechange, or other magical disguise to hide your witchmark 
  automatically succeeds, but any use of magic that does not ex-
  plicitly hide your witchmark instead immediately reveals your 
  witchmark to all observers.
  You may not select this drawback if you possess the Magical 
  Signs drawback.
  Sphere -Specific Drawbacks
  Rather than granting boons and bonus spell points, 
  sphere-specific drawbacks grant the target an extra magic tal-
  ent in their prerequisite sphere. The prerequisites of the select-
  ed talent must be fulfilled. A creature does not gain this bonus 
  magic talent until they gain the sphere-specific drawback’s pre-
  requisite sphere. A sphere-specific drawback may be removed 
  by spending a magic talent, in essence ‘paying back’ the talent 
  gained from the drawback.
  It is possible to have multiple sphere-specific drawbacks 
  from the same sphere, but some drawbacks are incompatible 
  with each other. These are listed under each drawback as ‘in-
  compatible’. Occasionally a sphere-specific drawback grants a 
  bonus feat in place of a bonus magic talent. Such sphere-specif-
  ic drawbacks must be bought off with a feat instead of a talent, 
  and may only be bought off in this fashion if the caster meets 
  the bonus feat’s prerequisites.
  You cannot gain sphere-specific drawbacks when gaining a 
  sphere through temporary talents (such as those that are only 
  gained for a single casting or that last less than 24 hours), nor 
  use a temporary talent to buy off a sphere-specific drawback 
  you possess.
  Alteration
  Beast Soul
  You cannot bestow the Blank Transformation, including 
  through the Anthropomorphic Transformation talent. You 
  must select a (transformation) talent with the bonus talent 
  gained from this drawback.
  Fleshwarper
  You may not target yourself with shapeshift.
  Incompatible: Lycanthropic
  Lycanthropic
  You can only target yourself with your shapeshift ability. You 
  cannot gain the Mass Alteration nor Ranged Alteration talents.
  Incompatible: Fleshwarper, Rebound
  
  Chapter 2: Casting Traditions
  19
  Rebound
  If an unwilling creature succeeds on a save to resist your shape-
  shift effect, you must save against the same effect at the same 
  DC. On a failed save, you receive all the traits and forms you 
  would have granted the target. This effect lasts for 1d4 rounds.
  You must select Animal Mind or Twisted Shapeshift with the 
  bonus talent gained from this drawback.
  Incompatible: Lycanthropic
  Transformative Brew
  You must select the Instill Shapeshift talent with the bonus 
  talent granted by this drawback, and you can only use your 
  Alteration sphere abilities through this talent.
  Unnatural Transformation
  Creatures under the effect of your shapeshift bear irrepressible 
  signs (coloration, visual aura, glowing sigil or similar) of their 
  true identity. Your shapeshift never grants a bonus to Disguise 
  checks due to the obviously unnatural nature of the transfor-
  mation. When touched by silver (such as being hit with a sil-
  ver weapon or even touched by a silver piece) a creature un-
  der the effect of your shapeshift must attempt a Will save with 
  a DC equal 5 + any damage dealt or have the shapeshift end 
  immediately.
  Blood
  Hemokinetic
  You cannot use blood control. You must select the Hemokinesis 
  talent with the bonus talent from this drawback. You may use 
  the blood arc option on creatures within blood control range (and 
  may take the Improved Range talent) even when they are not 
  under your blood control. You may use the Hemokinesis options 
  dependant on the Manipulate Alchemy and Manipulate Health 
  talents, but only when the necessary ability has been used by 
  another creature.
  Incompatible: Limited Acceleration, Self-controlled
  Humors
  You must select the Instill Blood Control talent with the bo-
  nus talent granted by this drawback, and you can only use your 
  Blood sphere abilities through this talent.
  Limited Acceleration
  Choose either (quicken) or (still). You can only use this ability 
  and cannot use abilities of the other type.
  Incompatible: Hemokinetic
  Self-Controlled
  You may only target yourself with blood control. You must se-
  lect the Self Control talent with the bonus talent from this 
  drawback.
  Incompatible: Hemokinetic
  Conjuration
  Caller
  You do not gain the summon ability of the Conjuration sphere. 
  You must select the Call Planar Creature advanced talent with 
  the bonus talent gained from this drawback. This drawback 
  may not be selected if the Call Planar Creature advanced talent 
  is not permitted in your campaign.
  Incompatible: Any Conjuration drawback that affects the 
  summon ability or companions granted by it.
  Constant Link
  Maintaining your companion’s presence requires concentration. 
  You may not spend a spell point to continue the duration of 
  summon without concentration nor take any talents that would 
  allow you to maintain the summon without concentration.
  Divided Soul
  Your Conjuration sphere companions share a single pool of Hit 
  Dice. The Hit Dice of all your companions combined is equal 
  to your caster level (with a minimum of 1 Hit Die per compan-
  ion). When you gain a caster level, you may choose which com-
  panion gains the additional Hit Die, but no single companion 
  can have Hit Dice exceeding 2/3 your caster level. If this cal-
  culation would result in companions with less than 1 Hit Die, 
  such a companion instead has 1 Hit Die, but has their hit points 
  reduced by half and takes a -1 penalty on all d20 rolls. Calculate 
  the companion’s Hit Dice prior to applying the effects of any 
  companion template. You must take Extra Companion with 
  the bonus talent gained from this drawback.
  Elongated Summoning
  Summoning a creature requires 1 minute of concentrated effort, 
  rather than only a standard action.
  Figment Companion
  Your companions are only semi-real projections. The first time 
  each round a creature is affected by an effect originating from 
  your companions, such as attacks or sphere effects, it may at-
  tempt a Will save versus your Conjuration sphere DC to negate 
  the effect and any others originating from your companion be-
  fore the start of the creature’s next turn. Succeeding on this 
  save grants a +2 bonus on future saves made against that same 
  companion for the next 24 hours. (As usual, this bonus does not 
  stack with itself.)
  Material Weakness
  Choose cold iron, silver, or wood (or another special material 
  with GM’s explicit approval). When touched by an object pri-
  marily composed of the chosen material, your companion must 
  attempt a Will save with a DC equal to 10 + any damage dealt 
  by the object or be dismissed from the plane. The companion 
  may not be summoned again for 1 hour.
  Object Bound
  Choose an object you possess for each companion you gain 
  (for example: a small oil lamp, a ring, or a sword). Such objects 
  count as magic items of the Conjuration sphere using your cast-
  er level for the item’s caster level, though you may still enchant 
  them with other effects normally. If enchanted separately, the 
  other effects on the item may be suppressed using dispel effects 
  separately from the magic property granted by this drawback, 
  using the caster level of those enchantments for determining 
  the MSD of those effects.
  You must drop or throw this object as part of summoning the 
  companion. This does not affect the casting time, though addi-
  tional actions may be required to draw the object.
  If this object is broken or destroyed, you cannot summon the 
  corresponding companion. While the companion is present, 
  the object is visible on the companion and may be targeted 
  with the sunder maneuver, dispel effects, and other effects that 
  
  Chapter 2: Casting Traditions
  20
  can target attended magical items. While part of the compan-
  ion, the object emits a sign that draws attention to itself, usu-
  ally glowing. If the object is broken, destroyed, or has its magic 
  suppressed, the companion immediately disappears and may 
  not be summoned again until the object is repaired or replaced.
  Attuning a new object requires a 24 hour ritual. Any damage 
  dealt to the object is also dealt to the companion without being 
  further affected by damage reduction, immunity, resistance, or 
  vulnerability.
  You may choose to have a single item for any or all of your com-
  panions, but no more than one companion can be summoned at 
  a time using a single item.
  Creation
  Fission
  When creating objects, you do so by splitting off part of your 
  body: this inflicts 1d4 points of damage + 1d4 per size category 
  of the object or objects above Small to be created. This damage 
  bypasses temporary hit points, and cannot be healed as long 
  as the object or objects exist. However, you may reabsorb the 
  created object by touching it as a free action, causing you to 
  heal damage equal to that expended to create it. If an object 
  has the broken condition when it is reabsorbed 
  you only gain 1/2 the hit points back. If the 
  object is destroyed you cannot reabsorb it 
  but may heal normally. You may dismiss any 
  object created in this way regardless of 
  distance. Doing so does not restore the 
  lost hit points but allows you to recover nor-
  mally as if the object was destroyed. Even 
  through Distant Creation or other options, 
  you cannot create objects further away from 
  you than adjacent spaces. You must take 
  either the Created Momentum, Exquisite 
  Detail, or Practiced Creation talent with the 
  bonus talent gained from this drawback.
  Incompatible: Limited Creation (alter)
  Limited Creation
  Choose either alter or create. You can only use this 
  ability.
  Material Focus
  You may only create or alter objects of a single, spe-
  cial substance such as wood, stone, bones, gas, etc. 
  If the material in question would require a (mate-
  rial) talent to use, you must choose that (materi-
  al) talent as the talent gained from this drawback. 
  You cannot gain any other (material) talent. If you 
  choose a material not available from 1st caster level 
  (for example: iron or gold), this does not allow you 
  to create or alter that material before your caster lev-
  el is high enough.
  Incompatible: Water Wizard
  Material Mimic
  In order to create or alter objects you must be in phys-
  ical contact with another object that is composed of 
  the material that will result from the effect and no 
  more than three size categories smaller (e.g. to create 
  a Medium iron object, you would need to be touching another 
  iron object of Diminutive size or larger). If you possess Change 
  Material then this restricts the materials you can change the 
  targeted object into. You may not use your own body as a blue-
  print, but you may use other creatures, if applicable.
  Water Wizard
  You may only create or alter water, ice, and steam. You lose the 
  ability to create or alter vegetable matter and instead can cre-
  ate or alter water in its solid, liquid, or gaseous forms. You gain 
  Gaseous Generation as the bonus talent gained from this draw-
  back, but can only use it to affect steam. You cannot gain any 
  other (material) talents.
  Incompatible: Material Focus
  Dark
  Black Spot
  Your area of darkness is only a 5-foot radius, and cannot be 
  increased in any way. You cannot select talents that change 
  the area of your darkness (such as Greater Darkness, Shifting 
  Shadows, or Wall Of Darkness). You must select a (darkness) 
  talent as your bonus talent for this drawback.
  Incompatible: Meld Into Dark, Penumbra, Shadow Master, 
  Shadowed Brew
  Cloaking Darkness
  You are adept at turning a tar-
  get’s own shadow against them, 
  but your ability to craft areas of 
  darkness from nothing is lack-
  ing. You must select Ranged 
  Darkness as the bonus talent 
  gained from this drawback. You 
  may use (shadow) talents at this 
  increased range, but you cannot 
  form and maintain areas of dark-
  ness or blot unless you are stand-
  ing within their area of effect.
  Incompatible: 
  Meld 
  Into 
  Dark, Penumbra, Shadow Master, 
  Shadowed Brew
  Crepuscular
  Your magic draws on the interplay of 
  darkness and light and the contrast of 
  shadows rather than pure blackness. 
  You may not use Dark sphere talents 
  when you are positioned within light-
  ing conditions of darkness or bright 
  light, even if they were created by 
  your own magic.
  Meld Into Dark
  You cannot create darkness, and 
  cannot select (darkness) talents. 
  You gain the Greater Meld talent 
  as the bonus talent gained by 
  this drawback.
  Incompatible: Black Spot, 
  Cloaking 
  Darkness, 
  
  Chapter 2: Casting Traditions
  21
  Penumbra, Shadow Dependance, Shadow Master, Shadowed 
  Brew, Subtle Shade
  Penumbra
  You cannot create darkness, and cannot select (darkness) tal-
  ents. You must select the Dampen Light talent as your bonus 
  talent for this drawback.
  Incompatible: Black Spot, Cloaking Darkness, Meld Into 
  Dark, Shadow Dependance, Shadow Master, Shadowed Brew, 
  Subtle Shade
  Personal Meld
  You cannot grant a meld to another creature; you can only use 
  them on yourself. You must select Quick Meld with the bonus 
  talent gained by this drawback.
  Shadow Dependance
  Rather than summon darkness from nothing, you draw upon 
  your own shadow to produce your magic. You stretch and ma-
  nipulate your shadow to create areas of darkness or blot, and may 
  only have one active at any given time. When your darkness or 
  blot is active you do not cast a shadow and cannot use or be the 
  target of abilities or talents that depend on possessing a shadow. 
  You may otherwise use (shadow) and (meld) talents normally.
  Incompatible: Meld Into Dark, Penumbra, Shadow Master, 
  Shadowed Brew
  Shadow Master
  You cannot create darkness, and cannot select (darkness) tal-
  ents. You must select a (shadow) talent as your bonus talent for 
  this drawback.
  Incompatible: Black Spot, Cloaking Darkness, Meld Into 
  Dark, Penumbra, Shadow Dependance, Subtle Shade
  Shadowed Brew
  You must select the Instill Dark talent with the bonus talent 
  granted by this drawback, and you can only use your Dark 
  sphere abilities through this talent. You must possess either 
  the Meld Into Dark or Shadow Master drawback to select this 
  drawback.
  Incompatible: Black Spot, Cloaking Darkness, Crepuscular, 
  Penumbra, Shadow Dependence.
  Subtle Shade
  You must select the Insinuate talent with the bonus talent 
  granted by this drawback. You cannot create darkness except for 
  blots, and must use the Insinuate talent when creating blots.
  Incompatible: Meld Into Dark, Penumbra, Shadow Master, 
  Shadowed Brew.
  Death
  Death To The Living
  The only actions undead you reanimate understand are “attack”, 
  “fall” (causing them to fall prone as a free action), and “rise” 
  (causing them to stand up from prone). While prone, they will 
  still attack creatures within reach and will spend their move 
  action to move 5 feet, but will not rise until commanded. If 
  you do not direct your undead to attack a creature each round, 
  they act as though confused (you are considered part of their 
  “self”, but other allies are not). You may not select talents that 
  increase your ability to communicate with your undead, such 
  as Undead Whisperer or Master’s Presence. You must select 
  Reanimated Warriors as the bonus talent gained through this 
  drawback.
  Incompatible: Flesh Artisan, Necromantic Limit (ghost strike)
  Deathful Touch
  You may only use ghost strike as a melee touch attack. If you 
  use the Cryptic Strike talent, you can only do so with melee 
  attacks. You must take a talent that augments ghost strike with 
  the drawback.
  Incompatible: Flesh Artisan, Necromantic Concoction, 
  Necromantic Limit (reanimate),
  Favored Undead
  You gain the Expanded Necromancy talent with the bonus tal-
  ent gained by this drawback. Choose one variant undead (such 
  as bloody skeleton, burning skeleton, fast zombie, or plague 
  zombie). Whenever you reanimate a creature, you must use this 
  talent and may only reanimate creatures as the chosen variant.
  Incompatible: Flesh Artisan, Necromantic Limit (ghost strike)
  Flesh Artisan
  You do not gain ghost strike nor reanimate. You gain both Corpse 
  Manipulation and Tomb Of Flesh with the bonus talents grant-
  ed by this drawback. This drawback counts as two drawbacks, 
  and ghost strike and reanimate must be bought back separately.
  Incompatible: Death To The Living, Deathful Touch, Favored 
  Undead, Necromantic Limit, Necromantic Concoction, 
  Undead Trainer
  Necromantic Concoction
  You must select the Instill Death talent with the bonus tal-
  ent granted by this drawback, and you can only use your Death 
  sphere abilities through this talent.
  Incompatible: Deathful Touch, Flesh Artisan
  Necromantic Limit
  Choose either ghost strike or reanimate. You can only use this 
  ability and cannot use the one not chosen.
  Incompatible: Flesh Artisan
  Undead Trainer
  Choose a creature type (other than undead) from the ranger fa-
  vored enemies table. You may only reanimate dead creatures of 
  the chosen type (and subtype, if applicable). For every 5 caster 
  levels you possess, you may choose an additional creature type. 
  You may choose ‘construct’ for a creature type, in which case 
  it allows you to reanimate necrotic marionettes. You must select 
  Undead Whisperer with the bonus talent gained through this 
  drawback.
  Incompatible: Flesh Artisan, Necromantic Limit (ghost strike)
  Destruction
  Aligned Combatant
  Choose an end of the alignment spectrum that you possess 
  (good, evil, lawful, or chaotic). Your destructive blast deals no 
  damage to creatures who possess this alignment and full dam-
  age to creatures of the opposite alignment (evil for good, lawful 
  for chaotic, etc.). Neutral creatures (those who possess neither 
  your selected alignment nor its opposite) suffer only half dam-
  age from your destructive blast.
  
  Chapter 2: Casting Traditions
  22
  Destructive Touch
  Your destructive blast’s range decreases from close to touch; you 
  cannot use it to make ranged attacks. While you may still apply 
  (blast shape) talents to your destructive blast, they cannot ex-
  tend further than your natural reach (or the reach of your melee 
  weapon, if using Energy Strike; you cannot use Energy Strike to 
  make ranged attacks).
  Incompatible: Shape Focus
  Energy Focus
  Choose a blast type group. You may only make destructive blasts 
  from that blast type group. You must select a (blast type) talent 
  from the chosen blast type group with the bonus talent granted 
  by this drawback. You may not select any other (blast type) tal-
  ents outside the chosen blast type group.
  Shape Focus
  You may only make a destructive blast of a single shape. You must 
  select a (blast shape) talent with the bonus talented granted by 
  this drawback, and cannot make destructive blasts except when 
  using that (blast shape). You may not select any other (blast 
  shape) talents.
  Incompatible: Destructive Touch
  Divination
  Divining Concoction
  You must select the Instill Divination talent with the bonus 
  talent granted by this drawback, and you can only use your 
  Divination sphere abilities through this talent.
  Limited Divination
  Choose either sense or divine. You can only use this ability and 
  cannot use the other type.
  Limited Penetration
  When using Divination talents or abilities to divine you cannot 
  penetrate solid objects. You must select a (divine) talent with 
  the bonus talent granted by this drawback.
  Incompatible: Limited Divination (sense)
  Hidden Magic
  You do not gain the base divine ability to detect magic, nor the 
  base sense ability to decipher magical text. You may still gain 
  other senses through magic talents and gain the ability to detect 
  other things (undead, charms, etc.) through the divine ability.
  Shaped Divination
  Your divine area changes to a cone rather than a sphere cen-
  tered upon yourself. You may take this drawback a second time, 
  limiting your ability to only divine targets inside a line instead 
  of a cone. This drawback does in no other way change the range 
  at which you may divine targets. In regards to this drawback, 
  your divination shape (be it cone or line) remains fixed pointing 
  in one direction, and once each round as a free action you may 
  change the direction of the shape. You must select (divine) tal-
  ent(s) with the bonus talent(s) granted by this drawback.
  Incompatible: Limited Divination (sense)
  Enhancement
  Bodily Enhancement
  You cannot enhance equipment and objects, only creatures. 
  You can only take talents which can affect creatures. You must 
  choose an (enhance) talent or Natural Enhancement with the 
  bonus talent gained by this drawback.
  Incompatible: Constructor
  Constructor
  You cannot use any effect of the Enhancement sphere that does 
  not create a creature or mind. You must use the bonus magic 
  talent from this drawback to select either Animate Object or 
  Bestow Intelligence.
  Incompatible: Bodily Enhancement, Personal Magics
  Marking Enhancements
  A mark appears on any creature or object you enhance. This 
  mark always appears on a body part or portion of the object 
  where it is easily visible. The mark can be easily removed; it can 
  be rubbed away as a standard action (which requires a touch 
  attack and provokes an attack of opportunity if the creature 
  is not willing), or fades away after being exposed to water or 
  another solvent for one minute. Once the mark has been re-
  moved, the enhancement ends prematurely.
  Personal Magics
  You may only enhance yourself and your own equipment. You 
  cannot take the Ranged Enhancement talent, and any enhance-
  ment bestowed on an object ceases to function unless you are 
  carrying, wearing, or wielding that object. You cannot take tal-
  ents such as Bestow Intelligence or Animate Object that give 
  life or minds to objects.
  Incompatible: Constructor
  Special Delivery
  You must choose the Instill Enhancement talent with the bo-
  nus talent gained from this drawback. You cannot create en-
  hancements except by using Instill Enhancement.
  Fate
  Cursed Brew
  You must select the Instill Fate talent with the bonus talent 
  granted by this drawback, and you can only use your Fate sphere 
  abilities through this talent. You must possess the Tongue Of 
  Ages drawback to gain this one.
  Luckless
  You cannot use the Serendipity consecration. You must choose 
  a (consecration) talent with the bonus talent gained from this 
  drawback.
  Incompatible: Tongue Of Ages
  Neutrality
  You lack a strong connection to any alignment type. You can-
  not use the Hallow word. You must choose a (word) talent with 
  the bonus talent gained from this drawback.
  Incompatible: Sanctified
  Personal Fate
  You may only target yourself with your words and motifs, and 
  your consecrations only affect you. You cannot take Echoing 
  
  Chapter 2: Casting Traditions
  23
  Word or any other talent that would increase the range or ex-
  pand the targets for your Fate sphere effects.
  Sanctified
  You may not create words.
  Incompatible: Neutrality
  Tongue Of Ages
  You may not create consecrations.
  Incompatible: Luckless
  Illusion
  Disappearance
  You cannot create illusions or tricks, except to make suppres-
  sions. You must select the Suppression talent as your bonus tal-
  ent for this drawback.
  Incompatible: Theme Fixation
  Glamered Brew
  You must select the Instill Glamer talent with the bonus talent 
  granted by this drawback, and you can only use your Illusion 
  sphere abilities through this talent. You must possess the 
  Obscura Mage drawback to select this one.
  Incompatible: Personal Illusion, Theme Fixation
  Limited Sensation
  You may not take additional (sensory) talents from the Illusion 
  sphere. Your illusions lose the sight descriptor granted by the 
  base Illusion sphere. You must take a (sensory) talent as the 
  bonus talent granted by this drawback. If you select Illusionary 
  Touch as the bonus talent granted by this drawback you are not 
  prohibited from taking it a second time.
  Obscura Mage
  You may not create figments with your tricks and illusions. You 
  must select a (glamer) talent as your bonus talent for this draw-
  back, unless you possess the Disappearance drawback in which 
  case you must select a (sensory) talent.
  Personal Illusion
  Your illusions are directly connected to your body. You can only 
  apply glamers to yourself, and the range of your figments and 
  tricks that target an area is reduced to 0 feet; you may only 
  target squares that you currently occupy and must spend an 
  immediate action any time your location changes to direct all 
  figments and tricks you are currently maintaining to move with 
  you.
  To use tricks that target unwilling creatures or objects you must 
  first make a successful melee touch attack. The duration of 
  tricks targeting creatures or objects immediately ends the round 
  you are no longer maintaining physical contact with the target.
  Incompatible: Glamered Brew
  Theme Fixation
  You may only create figments and glamers within a specific and 
  narrow theme such as dragons, cubes, insects, cards, weapons, 
  hands, etc.
  The exact nature of this concept should be worked out with the 
  GM, but as a rule of thumb, this should consist of a consistent 
  singular theme; you might only be able to create figments or 
  glamers of dragons, or be able to create a figment of fire if it 
  originated from the mouth of a dragon glamer. The GM is the 
  final arbiter on whether an image or idea fits into the dedicated 
  theme. You must take a (sensory) talent as the bonus talent 
  granted by this drawback.
  Incompatible: Disappearance, Glamered Brew
  Tricksters Grudge
  Your illusions only work on one specific type of creature. When 
  you select this drawback you must select a creature type. If you 
  select humanoid or outsider you must also select a subtype. All 
  other creature types automatically disbelieve your illusions and 
  any non-shadow effects that would persist even if disbelieved 
  have no effect on them.
  Life
  Glorious
  You are not a healer, you are a soldier, and life cannot be giv-
  en before it is taken. You cannot use your Life sphere abilities 
  without successfully attacking a worthy enemy first. You gain 
  the Taste Of Victory talent as your bonus talent for this draw-
  back, but you can only use your Life abilities when Taste Of 
  Victory is triggered.
  Incompatible: Medicinal
  Inhuman Healing
  Your cure effects cannot heal living creatures. You gain Esoteric 
  Healing with the bonus talent gained through this drawback.
  Limited Restoration
  Choose either restore or cure/invigorate. You can only use this 
  ability or abilities and lose the ability to use the ones not chosen.
  Medicinal
  You must select the Instill Life talent with the bonus talent 
  granted by this drawback, and you can only use your Life sphere 
  abilities through this talent.
  Incompatible: Glorious, Sympathetic
  Regenerate
  You may only target yourself with your Life sphere abilities.
  Incompatible: Sympathetic
  Slow Recovery
  You lack the ability to cause rapid healing. You must select 
  the Revitalize talent with the bonus talent granted by this 
  drawback, and cannot use cure unless you use it through the 
  Revitalize talent.
  Incompatible: Limited Restoration (restore)
  Sympathetic
  You may only restore others by taking their afflictions unto 
  yourself. You must select the Empathic Healing talent with the 
  bonus talent gained from this drawback and can only use the 
  restore ability with the Empathic Healing talent.
  Incompatible: 
  Limited 
  Restoration 
  (cure/invigorate), 
  Medicinal, Regenerate, 
  Unnatural Remedy
  Your healing magic may be cold, eerie, harsh, or pervasive. 
  Whenever you use cure, restore, or invigorate on a target (even 
  yourself), they reflexively resist (even while unconscious), and 
  must attempt a Will saving throw against the effect as if they 
  were an unwilling target. On a success, restore is negated and any 
  healing or temporary hit points bestowed by cure or invigorate 
  are halved. Targets cannot choose to fail this saving throw.
  
  Chapter 2: Casting Traditions
  24
  Light
  Flexible Lens
  You cannot create a Telescope lens. You must choose a (lens) 
  talent with the bonus talent gained from this drawback.
  Incompatible: Light Focus
  Glowing Brew
  You must select the Instill Glow talent with the bonus talent 
  granted by this drawback, and you can only use your Light 
  sphere abilities through this talent.
  Incompatible: Nimbus Focus, Roving Glow, Touch Of Light
  Lens Focus
  You cannot create glow effects.
  Incompatible: Light Focus, Nimbus Focus, Roving Glow, 
  Subtle Light, Touch Of Light
  Light Focus
  You cannot create lenses.
  Incompatible: Flexible Lens, Lens Focus
  Nimbus Focus
  You may only cause your glows to shed light in a specific shape. 
  You must select a (nimbus) talent with the bonus talent granted 
  by this drawback, and must always apply that (nimbus) talent 
  to your glows. You may not select any other (nimbus) talents.
  Incompatible: Glowing Brew, Lens Focus
  Roving Glow
  You cannot place glow effects on objects or creatures. You must 
  select the Dancing Lights talent with the bonus talent gained 
  from this drawback.
  Incompatible: Glowing Brew, Lens Focus, Touch Of Light
  Subtle Light
  You must select the Black Light talent as the bonus talent 
  gained from this drawback, and must use this talent on every 
  glow you create.
  Incompatible: Lens Focus
  Touch Of Light
  You cannot cause objects to glow as a ranged touch attack, 
  nor create lenses at a range greater than touch. You cannot take 
  Ranged Light, and you may only apply Solar Strike to melee 
  attacks.
  Incompatible: Glowing Brew, Lens Focus, Roving Glow
  Mind
  Addling Brew
  You must select the Instill Charm talent with the bonus tal-
  ent granted by this drawback, and you can only use your Mind 
  sphere abilities through this talent.
  Animal Shaman
  You may affect animals with your Mind sphere effects, but 
  not creatures of your own creature type. You must choose the 
  Recondite Stimuli advanced talent as the bonus talent gained 
  from this drawback, and must choose vermin with that talent.
  Incompatible: Kindred Knack
  Blatant Side-Effects
  Your mind-affecting magic acts more like a hammer than a 
  scalpel, and produces odd, unintended changes in your target, 
  effectively giving your mind-affecting effects a signature, recog-
  nizable trait. Deadpan speech patterns accompanied by an 
  echo and a change in vocabulary, strange glowing halos, curious 
  tremors in the earth whenever the target draws near, the tem-
  porary growth of horns or antlers, or even inexplicably vibrant, 
  sometimes swirling, eyes are just some of the traces that your 
  magical mind-affecting effects might leave on their targets.
  These side effects vanish without a trace when a target is no 
  longer under the effect of one of your mind-affecting effects, 
  making it incredibly obvious when you are influencing some-
  one’s mind and when you are not. Whatever the nature of the 
  signs, a person speaking to or observing a target so affected 
  will recognize the creature’s signs with a DC 10 Perception 
  check, and may know (either through personal history or a DC 
  10 Spellcraft check) that the target is under mental control. In 
  addition, a DC 15 Sense Motive check will suggest mental coer-
  cion and allow someone to detect the enchantment at work, as 
  will a DC 5 Sense Motive check for incredibly blatant mind-af-
  fecting effects (such as the Enthrall or Mind Control talents or 
  the dominate person spell).
  Empath
  You do not gain the Suggestion charm. You must select a (charm) 
  talent with the bonus talent granted by this drawback.
  Kindred Knack
  You may not affect creatures of your own creature type, and the 
  Expanded Charm talent does not allow you to affect creatures 
  of your own creature type. The bonus magic talent gained from 
  this drawback must be the Recondite Stimuli advanced talent.
  Incompatible: Animal Shaman
  Lost In Translation
  Your charms become language dependent effects; the targets of 
  your (charm) talents must share a language with you in order 
  for the charms to take effect, and the language must be properly 
  spoken to them as part of the casting. Creatures incapable of 
  hearing you cannot be affected by your charms. You may not 
  select or use (cloud) talents.
  Tactile Charm
  The range of your Mind sphere effects such as charms and clouds 
  decreases from close to touch. Using a charm on a target re-
  quires you to touch them first, which usually requires a melee 
  touch attack as part of using the charm. You must select the 
  Charming Strike talent as the bonus talent from this drawback, 
  and can only use that talent when making melee attacks.
  Nature
  Holistic Brew
  You must select the Instill Spirit talent with the bonus talent 
  granted by this drawback, and you can only use your Nature 
  sphere abilities through this talent. You must possess the 
  Limited Nature talent twice to gain this drawback.
  Limited Nature
  You gain only a single geomancing ability of your starting 
  Nature package. For example, if you have the (plant) package, 
  you gain only Entangle, Harvest, or Pummel. You must take 
  
  Chapter 2: Casting Traditions
  25
  a (geomancing) talent with the bonus talent gained from this 
  drawback.
  You may take this drawback twice. If taken twice, you cannot 
  use geomancing powers at all, only (spirit) talents. Instead of 
  a (geomancing) talent, you gain the Master Of Elements tal-
  ent and one (spirit) talent of your choice as the bonus talents 
  gained from this drawback.
  Protection
  Alternate Aegis
  You do not gain the Deflection aegis. You must use the talent 
  gained with this drawback to acquire an (aegis) talent.
  Incompatible: Limited Protection (ward)
  Aligned Protection
  Choose an end of the alignment spectrum that you possess 
  (good, evil, lawful, or chaotic). Your aegises and wards only pro-
  vide protection against creatures of the opposite alignment 
  (evil for good, lawful for chaotic, etc.). Creatures who possess 
  your selected alignment or are neutral (those who possess nei-
  ther your selected alignment nor its opposite) are not stopped 
  by your barriers, hindered by your wards, and your aegises pro-
  vide no protection against effects that originate from those 
  creatures.
  Circle Of Symbols
  Your wards consist of circles of glowing symbols and runes with 
  no true physicality. You cannot use the barrier ward and can-
  not take talents that augment barriers, such as Greater Barrier, 
  Buttressing, Barrier Maze, or other, similar talents. You must 
  use the bonus talent gained from this drawback to select a 
  (ward) talent.
  Incompatible: Limited Protection (aegis)
  Crystalline
  Your aegis abilities create a physical lattice of crystal around 
  the creature bearing the aegis. It can not be removed without 
  destroying it, and any part that is broken off disappears. A 
  Spellcraft check against a DC equal to 15 + 1/2 your caster level 
  can identify what the lattice is. This requires some means of 
  perceiving magic (such as the Divination sphere’s divine ability).
  The lattice can be sundered as if it were a piece of armor. It 
  has a hardness equal to 5 + 1 for every 4 caster levels, and hit 
  points equal to 4 + your caster level. In addition, it provides no 
  defense from touch attacks by incorporeal creatures or light-
  based attacks.
  You must use the talent gained with this drawback to acquire 
  an (aegis) talent.
  Incompatible: Limited Protection (ward), Luminous, Second 
  Skin, Shielding
  Limited Protection
  Choose either aegis or ward. You lose the other ability and can-
  not take talents that only grant or alter the lost ability.
  Luminous
  Your Protection sphere abilities take on the form of an aura 
  or field of light. The light is not powerful enough to be used 
  as a light source, but makes the presence of the protection 
  ability obvious to anyone within 30 feet. Creatures wearing an 
  aegis you created can not benefit from stealth, invisibility, or 
  concealment. Effects that dispel light (such as Dark effects) 
  dispel your Protection sphere abilities as well. You must use 
  the bonus talent gained from this drawback to gain an (aegis) 
  talent.
  Incompatible: Crystalline, Limited Protection (ward), Second 
  Skin, Shielding
  Protected Soul
  You cannot target other creatures with your aegis, only yourself. 
  You must use the bonus talent gained from this drawback to 
  gain an (aegis) talent.
  Incompatible: Limited Protection (ward)
  Protective Brew
  You must select the Instill Aegis talent with the bonus talent 
  granted by this drawback, and you can only use your aegises 
  through this talent.
  Incompatible: Limited Protection (ward)
  Second Skin
  Your aegis not only surrounds creatures, it enchants their skin 
  directly. You may only apply an aegis to a creature who is wear-
  ing no armor, and wearing armor suppresses its effects. You 
  must use the bonus talent gained from this drawback to gain 
  an (aegis) talent.
  Incompatible: Crystalline, Luminous, Limited Protection 
  (ward), Shielding
  
  Chapter 2: Casting Traditions
  26
  Shielding
  Your aegis takes the form of an energy shield that you use to 
  intercept attacks. You can not create any aegis that protects a 
  creature from the environment (such as Breathless), and crea-
  tures lose the benefit of your aegis against attacks that would 
  bypass a shield or when they are flat-footed. You must use the 
  bonus talent gained from this drawback to take the Shared 
  Aegis talent.
  Incompatible: Crystalline, Luminous, Second Skin
  Telekinesis
  Directional Control
  Choose either directly towards you or directly away from you. 
  When you affect targets with telekinesis, you can only move 
  them in the selected direction. You cannot affect yourself and 
  you cannot perform actions such as lifting targets or creating 
  sustained forces unless the movement is entirely in the selected 
  direction. You must choose Acceleration as the talent gained 
  from this drawback.
  Incompatible: Flight, Gravity, Orbit
  Flight
  You can only use telekinesis to lift creatures. You must select the 
  Flight talent with the bonus talent gained from this drawback, 
  and cannot use telekinesis unless it also uses that talent.
  Incompatible: 
  Directional 
  Control, 
  Gravity, 
  Limited 
  Telekinesis, Orbit
  Gravity
  You have power over gravity. You can only gain Telekinesis tal-
  ents that affect gravity such as Gravity Shift, Gravity Ward, or 
  Gravity Well, and must choose one such talent as the bonus tal-
  ent gained from this drawback. You cannot use telekinesis except 
  through one of those talents.
  Incompatible: Directional Control, Limited Telekinesis, 
  Flight, Orbit
  Limited Telekinesis
  You may only use your telekinesis on one type of material (water, 
  metal, stone, etc.) chosen when you gain this drawback. If you 
  are an armorist, you may select weapons or equipment you have 
  made with your bound equipment and summon equipment 
  class features as your ‘material type’. If you possess the Blood 
  sphere and have selected ‘blood’ as your material, you may use 
  your telekinesis abilities on creatures under the effects of your 
  blood control.
  Incompatible: Flight, Gravity
  Orbit
  You must choose Orbit as the bonus talent gained from this 
  drawback. You may only use telekinesis to place objects in, re-
  move them from, or use objects contained within your orbit.
  Incompatible: Directional Control, Flight, Gravity, Passive 
  Telekinesis
  Passive Telekinesis
  You possess the ability to maneuver your telekinesis in delicate 
  ways, but find direct force difficult. You cannot use your teleki-
  nesis to perform a Bludgeon attack. You must select Telekinetic 
  Tools as the bonus talent gained from this drawback.
  Incompatible: Flight, Gravity, Orbit
  Time
  Altered Time
  Choose either Haste or Slow. You lose this ability. You may take 
  this drawback twice, losing both Haste and Slow.
  Personal Time
  You may only affect yourself when using alter time abilities that 
  affect creatures. You cannot gain the Ranged Time or Mass 
  Time talents. You must select a (time) talent or Improved Haste 
  with the bonus talent gained from this drawback.
  Incompatible: Temporal Blade
  Temporal Blade
  You must select the Time Strike talent with the bonus talent 
  gained from this drawback. You cannot use any alter time ability 
  except through the use of the Time Strike talent.
  Incompatible: Personal Time, Temporal Brew
  Temporal Brew
  You must select the Instill Time talent with the bonus talent 
  granted by this drawback, and you can only use your Time 
  sphere abilities through this talent.
  Incompatible: Temporal Blade
  War
  Alternate Rally
  You cannot use the Commanding Aid rally. You must choose a 
  (rally) talent with the bonus talent gained from this drawback.
  Incompatible: Commando
  Alternate Totem
  You cannot use Totem Of War. You must choose a (totem) tal-
  ent with the bonus talent gained from this drawback.
  Incompatible: Battle Manipulation, Small Unit Strategist
  Battle Manipulation
  You cannot create totems. You must select Eternal Vigilance 
  with the bonus talent gained through this drawback, unless you 
  also possess Solo Combatant, in which case any War talent you 
  qualify for can be selected.
  Incompatible: Alternate Totem, Personal Conflict, Small 
  Unit Strategist, Squadron Elite
  Commando
  You cannot use rallies. You must select a (mandate) talent or a 
  (momentum) talent with the bonus talent gained through this 
  drawback.
  Incompatible: Alternate Rally, Battle Manipulation, Solo 
  Combatant
  Personal Conflict
  You can only create totems attached to creatures. You must 
  choose Totemic Aura as the bonus talent gained from this 
  drawback. Turning any totem you create into a fixed totem (such 
  as through the use of the Redeployment talent) dispels it. You 
  can create mandates and rallies normally.
  You may take this drawback twice. If taken twice, you may only 
  attach totemic auras to yourself. If taken twice, you must choose 
  Call To Arms with the bonus talent gained from this drawback.
  Incompatible: Battle Manipulation, Small Unit Strategist
  
  Chapter 2: Casting Traditions
  27
  Small Unit Strategist
  You cannot create totems. You must select a (mandate) talent or 
  a (momentum) talent with the bonus talent gained through this 
  drawback.
  Incompatible: Alternate Totem, Battle Manipulation, 
  Personal Conflict
  Solo Combatant
  You cannot target other creatures with your rallies, only your-
  self. You must select Eternal Vigilance with the bonus talent 
  gained through this drawback, unless you also possess Battle 
  Manipulation, in which case any War talent you qualify for can 
  be selected.
  Incompatible: Commando, Squadron Elite
  Squadron Elite
  Your War magic only works for those in your squadron. 
  Creatures outside your squadron cannot be affected by your to-
  tems, be rallied, use momentum, or be in mandates. When you take 
  this drawback, you do not gain a bonus talent. Instead, you gain 
  the Squadron Commander feat.
  Incompatible: Battle Manipulation, Solo Combatant
  Warp
  Bender
  You cannot teleport, you may only bend space. You must select 
  a (space) talent with the bonus talent gained through this 
  drawback.
  Incompatible: Inanimate Teleport, Personal Warp, Short 
  Teleport, Splintering Teleport, Taxing Teleport
  Inanimate Teleport
  You cannot teleport creatures, only objects. You must select 
  Teleport Object with the bonus talent you gain from this 
  drawback.
  Incompatible: Bender, Personal Warp
  Limited Warp
  You may only teleport or bend space when within an area that 
  meets a specific condition and can only choose a destination 
  for teleport that also matches that condition. Choose one of the 
  following conditions or speak with your GM about finding an-
  other appropriate one: you can only teleport or bend space in areas 
  of dim light or darkness; you can only teleport or bend space in a 
  body of water; you can only teleport or bend space when touching 
  fire; you can only teleport or bend space when touching a living 
  tree.
  Personal Warp
  You may only target yourself with your teleport ability. You can-
  not gain talents that specifically target others such as Mass 
  Teleport, Swap Placement, or Unwilling Teleport, and cannot 
  gain a (space) talent as the talent gained from this drawback.
  Incompatible: Bender, Inanimate Teleport
  Short Teleport
  The range of your teleport is limited to 10 feet plus an addition-
  al 5 feet per 4 caster levels. You may not spend a spell point 
  to increase your teleport range. If another talent would alter 
  the range of your teleport, use the shorter of the two ranges. 
  You cannot take Distant Teleport. You must select Emergency 
  Teleport, Quick Teleport or Swap Placement as the bonus tal-
  ent from this drawback.
  Incompatible: Bender, Taxing Teleport
  Splintering Teleport
  Whether due to the style of your teleportation, incomplete train-
  ing, or some other phenomenon, whenever you teleport a sub-
  ject they suffer damage in transit. You must select Splinter with 
  the bonus talent you gain from this drawback and must always 
  apply its effects to your teleport.
  Incompatible: Bender
  Taxing Teleport
  When you teleport, you must always pay a spell point to increase 
  your teleport range, even if you are teleporting a shorter distance. 
  You must select Distant Teleport as the bonus talent from this 
  drawback.
  Incompatible: Bender, Short Teleport
  Warping Brew
  You must select the Instill Teleport talent with the bonus tal-
  ent granted by this drawback, and you can only use your Warp 
  sphere abilities through this talent.
  Weather
  Atmospheric Brew 
  You must select the Instill Weather talent with the bonus 
  talent granted by this drawback, and you can only use your 
  Weather sphere abilities through this talent. You must possess 
  the Localized Weather drawback to select this one.
  Incompatible: Limited Weather, Small Weather
  Limited Weather
  You may only affect one weather category: Aridity, Ash, Cold, 
  Heat, Precipitation, Vog, or Wind. If you choose Aridity you 
  may lower the severity of Precipitation but cannot increase it. 
  If you choose Cold you may lower the severity of Heat but can-
  not increase it. If you choose Heat you may lower the severity 
  of Cold but cannot increase it. If you choose Precipitation you 
  may lower the severity of Aridity but cannot increase it. You 
  cannot take talents that alter an aspect of weather you cannot 
  affect. If the chosen category requires an additional talent to be 
  used, you must select the appropriate talent as the bonus tal-
  ent, otherwise you must select Severe Weather with the talent 
  gained from this drawback.
  Incompatible: Atmospheric Brew, Localized Weather.
  Localized Weather
  You do not gain the ability to control weather and you cannot 
  take talents that improve this ability. You must select a (shroud) 
  or (mantle) talent with the bonus talent gained from this 
  drawback.
  Incompatible: Limited Weather, Small Weather
  Personal Mantle
  You cannot place your mantle on other creatures. When you 
  take this drawback, you do not gain an additional talent. 
  Instead, you gain the Mantled Caster feat, even if you do not 
  meet its prerequisites.
  Small Weather
  The size of your weather is very limited; the maximum size 
  area you can control weather has a close range-sized radius. You 
  must select Focused Weather with the talent gained from this 
  drawback.
  Incompatible: Atmospheric Brew, Localized Weather
  
  Chapter 2: Casting Traditions
  28
  Boons
  Boons are the opposite of drawbacks: instead of adding limita-
  tions and requirements to a caster’s magic, they add bonuses 
  and benefits.
  Boons are ‘purchased’ through general drawbacks; a caster 
  must possess 2 general drawbacks for each boon gained. Any 
  general drawbacks that have not been exchanged for a boon 
  instead grant the caster bonus spell points, according to the 
  table below:
  Number of 
  Drawbacks
  Bonus Spell Points
  1
  +1, +1 per 6 levels in casting classes
  2
  +1, +1 per 3 levels in casting classes
  3
  +1 per odd level in a casting class (1, 3, 5, etc.)
  4
  +1, +1 per 1.5 levels in a casting class  
  (2, 3, 5, 6, etc.)
  5
  +1 per level in a casting class
  Atmoturgy
  Choose a weather category (Aridity, Cold, Heat, Precipitation, 
  or Wind). While in weather of this type of severity level 3 or 
  higher, you gain a +1 competence bonus to your caster level. At 
  severity level 6 or higher, this bonus becomes +2.
  Bound Creature
  Your magic is tied to a magical creature, who shares essence 
  and power with you.
  You gain the Conjuration sphere (or the Extra Companion 
  talent if you already possess the Conjuration sphere), and a 
  companion who serves as the source of your power. Your com-
  panion can possess companion archetypes and gain (form) tal-
  ents as a normal companion, but does not gain the extraplanar 
  subtype; it cannot be summoned, dismissed, or banished, and 
  costs no spell points to use. (Form) talents that require the ex-
  penditure of spell points when a companion is summoned can 
  be activated by spending those points after you rest to regain 
  spell points, in which case the benefit lasts until the next time 
  you rest to regain spell points. Bound creatures cannot benefit 
  from talents gained from implements or that you do not per-
  manently possess.
  You do not suffer a chance of failure from the Focus Casting 
  drawback so long as your bound creature is on the same plane 
  as you and is within medium range (100 feet + 10 feet per caster 
  level). If your bound creature dies, you suffer a chance of spell 
  failure as outlined in the Focus Casting drawback until you gain 
  another bound creature or bring the previous one back to life 
  somehow. You cannot bond with a new creature for 30 days or 
  until you gain another level, whichever comes first.
  A caster must possess the Focus Casting drawback to select this 
  boon.
  Deathful Magic
  The closer you are to death, the more powerful your magic. 
  While you are at half hit points or less, you gain a +1 competence 
  bonus to your caster level. While you are at 1/4th your total hit 
  points or less, this competence bonus increases to +2.
  Draw Magic
  You gain a +1 competence bonus to your caster level whenever 
  at least 3 creatures under the effects of your sphere abilities are 
  within 30 feet of you. This competence bonus increases to +2 if 
  there are at least 6 such creatures within 30 feet.
  Drawback Feat
  You gain a (drawback) feat, chosen when this casting tradition 
  is created.
  Easy Focus
  When maintaining a sphere ability through concentration, ef-
  fects that normally require a standard action to concentrate on 
  only require a move action for you. This does not decrease the 
  sphere ability’s casting time, only the action used to maintain 
  concentration.
  Embodiment
  You have come to mentally embody some substance in spirit. 
  Select some substance to which you have a mental or philo-
  sophical kinship. Magic that can only affect that substance or 
  work through that substance can still affect you if you wish to 
  be so affected.
  This does not allow you to use talents or abilities that only af-
  fect items of a particular nature on yourself, but allows you to 
  use abilities that could reasonably apply to you apart from a 
  material limitation. For instance, you could not use the Nature 
  sphere to use Towering Growth on yourself via Embodiment 
  (trees), but you could use Limited Telekinesis (ice) to move 
  yourself via Embodiment (ice). Similarly, having Embodiment 
  (trees) would allow another with Limited Warp (trees) to tele-
  port to your location if you knew they wished to and allowed 
  it to happen.
  Empowered Abilities
  Your magic grows in strength the more you use it. While your 
  current number of spell points is half your total spell points or 
  less, you gain a +1 competence bonus to your caster level. While 
  your current number of spell points is 0, the competence bonus 
  to your caster level becomes +2.
  Fortified Casting
  You may use your Constitution as your casting ability modifier 
  if it is higher than your usual casting ability modifier. You must 
  possess the Draining Casting drawback to select this boon.
  Metamagic Expert
  Your sphere abilities are cast with a +1 competence bonus to 
  caster level whenever you augment it with a metamagic feat.
  Overcharge
  You may overcharge your magic, giving yourself great power at 
  the cost of your own strength. Whenever you use a sphere abil-
  ity, you may give yourself a +2 competence bonus to your caster 
  level for that ability, but you become fatigued afterward. If you 
  are already fatigued, you become exhausted. If you are exhaust-
  ed, you collapse to the ground unconscious for 1d4 rounds. 
  Creatures immune to fatigue cannot benefit from this boon.
  Overwhelming Power
  Creatures under the effects of at least 1 of your sphere abili-
  ties suffer a -1 penalty to their saves against your other sphere 
  
  Chapter 2: Casting Traditions
  29
  abilities. This penalty increases to -2 if they are under the ef-
  fects of at least 3 of your sphere abilities.
  Sanguine Empowerment
  At the beginning of your turn when you take damage from an 
  ongoing bleed effect, you gain a +1 competence bonus to your 
  caster level until the start of your next turn.
  Virtuoso
  Your magic is blended into your performance making it more 
  difficult to identify. Observers must attempt a Perception or 
  Sense Motive check opposed by your Skilled Casting check 
  to realize that you are even invoking magic. You must possess 
  the Skilled Casting drawback to select this boon, and cannot 
  possess drawbacks such as Center of Power, Magical Signs, or 
  Witchmarked that specifically reveal the nature of your casting.
  Wild Will
  Choose an environment from the ranger’s favored terrain list. 
  Animals, vermin, and magical beasts commonly found in your 
  selected environment are especially susceptible to your magic; 
  your talents are treated as 2 caster levels higher when affecting 
  these creatures. Vermin common to these environments are 
  treated as animals with an Intelligence score of 1 for the pur-
  poses of affecting them with your mind-affecting talents.
  This boon may be taken multiple times, each time using a dif-
  ferent environmental setting.
  Magic Type: Arcane, Divine, 
  and Psychic Magic
  One aspect of core magic use in Pathfinder is magic type; 
  whether a particular casting tradition uses arcane, divine, or 
  psychic magic. In the core magic system these serve much the 
  same purpose as a casting tradition: individual classes may use 
  different casting abilities and even sometimes possess their 
  own unique drawbacks, but for the most part arcane, divine, 
  and psychic magic represent the three major casting traditions 
  of the core Pathfinder magic system, each with their own asso-
  ciated drawbacks and rules regarding learning spells, preparing 
  spells, chances for failure, etc.
  In the core Pathfinder magic system this distinction is 
  important when determining whether or not a caster can do 
  things such as use a spell completion item (such as a scroll), 
  which in the core Pathfinder system requires that the caster be 
  of the proper magic type (arcane, divine, or psychic) as well as 
  have the spell on their class spell list. However, this distinction 
  is not discussed in detail here as part of casting traditions be-
  cause it only serves such a purpose when interacting with that 
  very specific core magic rule; as casting traditions already cover 
  things such as arcane spell chance failure and specific manifes-
  tation, no other benefit is gained by deciding if a casting tradi-
  tion is arcane, divine, or psychic in nature.
  If a GM so desires, they may completely ignore magic type, 
  or decide that every casting tradition must be either arcane, 
  divine, or psychic in nature (and indeed, such distinctions are 
  listed in the ‘standard traditions’ section below for ease of ref-
  erence). Alternatively, they may invent their own magic types 
  to reflect how magic works within their world (which could 
  include arcane, divine, psychic, occult, primal, blood, draconic, 
  etc.), or treat each custom tradition as if it were its own sepa-
  rate magic type. The choice, ultimately, is up to them.
  Multiple Traditions
  As a variant rule, a GM may permit a player to follow 
  two traditions (similar to creating a wizard/cleric in tradition-
  al Pathfinder). When gaining a level in casting classes beyond 
  their 1st, the caster may apply that casting level to a new tra-
  dition. They gain an entirely separate set of spheres, talents 
  (including the +2 bonus talents gained from a character’s first 
  level in casting classes), caster level, spell points, drawbacks, 
  and boons, which are determined similarly to but completely 
  separate from the first set. When creating a magical effect, 
  they must choose which of these traditions (and its associated 
  spheres, talents, spell points, etc.) they will use; they cannot use 
  aspects of one tradition to empower the other.
  Whenever the caster gains a level in casting classes, they 
  must decide which of their traditions that casting class level 
  will be applied to for gaining spell points, casting level, and 
  talents.
  Standard Traditions
  Every core magic-using class in Pathfinder has its own cast-
  ing tradition: wizards cannot use armor and must be able to 
  speak and gesture, while clerics can wear armor but must of-
  ten handle a holy symbol. When using Spheres of Power, some 
  players and GMs may wish to keep these classical traditions, 
  especially when using a pre-published campaign setting that 
  assumes them.
  Unless the GM says otherwise, it is reasonable to assume 
  that a game set in a traditional tabletop RPG setting will use 
  standard traditions. When using standard traditions, each 
  Pathfinder class comes with the tradition listed below.
  Alchemist
  Magic Type: Arcane
  Casting Ability Modifier: Intelligence
  Drawbacks: Extended Casting x2, Material Casting; 
  Transformative Brew (Alteration), Humors (Blood), Meld Into 
  Dark and Shadowed Brew (Dark), Necromantic Concoction 
  (Death), Shape Focus (Energy Bomb) (Destruction), Divining 
  Concoction (Divination), Special Delivery (Enhancement), 
  Cursed Brew and Tongue Of Ages (Fate), Glamered Brew 
  and Obscura Mage (Illusion), Medicinal (Life), Glowing Brew 
  (Light), Addling Brew (Mind), Holistic Brew and Limited 
  Nature x2 (Nature), Limited Protection (aegis) and Protective 
  Brew (Protection), Temporal Brew (Time), Warping Brew 
  (Warp), Atmospheric Brew and Localized Weather (Weather).
  Boon: +1 spell point per level gained in casting classes.
  Arcanist
  Magic Type: Arcane
  Casting Ability Modifier: Intelligence
  Drawbacks: Material Casting, Prepared Caster, Somatic 
  Casting x2, Verbal Casting
  Boon: +1 spell point per level gained in casting classes.
  
  Chapter 2: Casting Traditions
  30
  Bard
  Magic Type: Arcane
  Casting Ability Modifier: Charisma
  Drawbacks: Somatic Casting, Verbal Casting
  Boon: +1 spell point, +1 per three levels gained in casting 
  classes.
  Bloodrager
  Magic Type: Arcane
  Casting Ability Modifier: Charisma
  Drawbacks: Somatic Casting (alternate), Verbal Casting
  Boon: +1 spell point at 1st level, +1 per 3 levels in casting 
  classes.
  Cleric
  Magic Type: Divine
  Casting Ability Modifier: Wisdom
  Drawbacks: Focus Casting, Prepared Caster, Verbal 
  Casting; Aligned Combatant (Destruction), Aligned Protection 
  (Protection)
  Boon: +1 spell point per odd level in casting classes.
  Druid
  Magic Type: Divine
  Casting Ability Modifier: Wisdom
  Drawbacks: Focus Casting, Prepared Caster, Verbal 
  Casting; Animal Shaman (Mind)
  Boon: +1 spell point, +1 per odd level in casting classes.
  Hunter
  Magic Type: Divine
  Casting Ability Modifier: Wisdom
  Drawbacks: Focus Casting, Verbal Casting; Animal 
  Shaman (Mind)
  Boon: +1 spell point, +1 per three levels in casting classes.
  Inquisitor
  Magic Type: Divine
  Casting Ability Modifier: Wisdom
  Drawbacks: Focus Casting, Verbal Casting
  Boon: +1 spell point, +1 per three levels in casting classes.
  Magus
  Magic Type: Arcane
  Casting Ability Modifier: Intelligence
  Drawbacks: Material Casting, Prepared Caster, Somatic 
  Casting, Verbal Casting
  Boon: +1 spell point, +1 per one and a half levels in casting 
  classes.
  Medium
  Magic Type: Psychic
  Casting Ability Modifier: Charisma
  Drawbacks: Emotional Casting, Rigorous Concentration
  Boon: +1 spell point, +1 per three levels in casting classes.
  Mesmerist
  Magic Type: Psychic
  Casting Ability Modifier: Charisma
  Drawbacks: Emotional Casting, Rigorous Concentration
  Boon: +1 spell point, +1 per three levels in casting classes.
  Occultist
  Magic Type: Psychic
  Casting Ability Modifier: Intelligence
  Drawbacks: Emotional Casting, Rigorous Concentration
  Boon: +1 spell point, +1 per three levels in casting classes.
  Oracle
  Magic Type: Divine
  Casting Ability Modifier: Charisma
  Drawback: Verbal Casting
  Boon: +1 spell point, +1 per six levels in casting classes.
  Paladin
  Magic Type: Divine
  Casting Ability Modifier: Charisma
  Drawbacks: Focus Casting, Prepared Caster, Verbal 
  Casting; Aligned Combatant (Destruction), Aligned Protection 
  (Protection)
  Boon: +1 spell point per odd level in casting classes.
  Psychic
  Magic Type: Psychic
  Casting Ability Modifier: Intelligence
  Drawbacks: Emotional Casting, Rigorous Concentration
  Boon: +1 spell point, +1 per three levels in casting classes.
  Ranger
  Magic Type: Divine
  Casting Ability Modifier: Wisdom
  Drawbacks: Prepared Caster, Verbal Casting; Animal 
  Shaman (Mind)
  Boon: +1 spell point, +1 per three levels in casting classes.
  Shaman
  Magic Type: Divine
  Casting Ability Modifier: Wisdom
  Drawbacks: Prepared Caster, Verbal Casting
  Boon: +1 spell point, +1 per three levels in casting classes.
  Skald
  Magic Type: Arcane
  Casting Ability Modifier: Charisma
  Drawbacks: Somatic Casting, Verbal Casting
  Boon: +1 spell point, +1 per three levels in casting classes.
  Sorcerer
  Magic Type: Arcane
  Casting Ability Modifier: Charisma
  Drawbacks: Somatic Casting x2, Verbal Casting
  Boon: +1 spell point per odd level in casting classes.
  Spiritualist
  Magic Type: Psychic
  Casting Ability Modifier: Wisdom
  Drawbacks: Emotional Casting, Rigorous Concentration
  Boon: +1 spell point, +1 per three levels in casting classes.
  Summoner
  Magic Type: Arcane
  Casting Ability Modifier: Charisma
  Drawbacks: Somatic Casting, Verbal Casting
  Boon: +1 spell point per three levels in casting classes.
  
  Chapter 2: Casting Traditions
  31
  Warpriest
  Magic Type: Divine
  Casting Ability Modifier: Wisdom
  Drawbacks: Focus Casting, Prepared Caster, Verbal 
  Casting; Aligned Combatant (Destruction), Aligned Protection 
  (Protection)
  Boon: +1 spell point per odd level in casting classes.
  Witch
  Magic Type: Arcane
  Casting Ability Modifier: Intelligence
  Drawbacks: Material Casting, Prepared Caster, Somatic 
  Casting x2, Verbal Casting
  Boon: +1 spell point per level in casting classes.
  Wizard
  Magic Type: Arcane
  Casting Ability Modifier: Intelligence
  Drawbacks: Material Casting, Prepared Caster, Somatic 
  Casting x2, Verbal Casting
  Boon: +1 spell point per level in casting classes.
  Custom Traditions
  By combining drawbacks and boons, a truly unique casting 
  tradition can be created and used to breathe life into a setting 
  or concept. It is also entirely possible for a player to ask a GM 
  if he can create his own custom tradition to reflect a particu-
  lar character concept; however, it must be remembered that 
  custom casting traditions are a GM tool first and a player tool 
  second.
  Example: Jake the GM is creating a campaign centered around 
  the conflict between four groups of magic users; wizards (who use the 
  Traditional Magic tradition), clerics (who use the Divine Petitioner 
  tradition), druids (who use the Druidic tradition), and cultists (who 
  use the Blood Magic tradition). He informs the players that they 
  are free to use whatever classes they wish, but that their char-
  acter should pick one of those four traditions to use. One of the 
  players approaches the GM and asks if they can use a custom 
  tradition; their character is an alchemist who gains power by 
  ingesting custom brews, transforming into a magical alter-ego not 
  unlike Dr. Jekyll and Mr. Hyde. After thinking it over, the GM decides 
  this is awesome and agrees, telling the player that his tradition will be 
  considered a subset of the Traditional Magic tradition and will count as 
  Traditional Magic for all purposes.
  Sample Custom Casting Traditions
  Addled
  Hidden within the ramblings of the insane, one word is of-
  ten repeated. Some healers theorize that this word is the name 
  of the hidden god of madness, gaining power from—and grant-
  ing power to—those who surrender their minds to him. There 
  must be some truth to this theory, because sometimes, when 
  those with this word on their lips are displeased with their sur-
  roundings, they possess the ability to change them.
  Casting Ability Modifier: Charisma
  Drawbacks: Addictive Magic, Verbal Casting, Wild Magic
  Boons: Easy Focus, +1 spell point, +1 per 6 levels in casting 
  classes.
  Apothecary
  Apothecaries are masters of tinctures and tonics, who are 
  capable of turning mere bottles of water or pinches of salt into 
  potions and magic powders. Unlike the academic alchemists of 
  the larger cities, apothecaries usually set up shop in country 
  towns, learning as much from experimentation and tradition as 
  they do from their teachers.
  Casting Ability Modifier: Intelligence
  Drawbacks: Material Casting, Skilled Casting (Craft (alchemy) 
  or Profession (apothecary)); Special Delivery (Enhancement)
  Boon: +1 spell point, +1 per six levels in casting classes.
  Artificery
  Artificers construct magical implements (known as an ar-
  tificer’s focus) to direct and control their magic. Each sphere 
  they know requires a different focus, and foci can be created by 
  spending 8 hours in a magic lab or alchemist’s lab. While some-
  what unstable, these items make directing power easy.
  Casting Ability Modifier: Intelligence
  Drawbacks: Focus Casting (artificer’s focus), Wild Magic
  Boon: Easy Focus
  Bardic Magic
  Bardic magic is a holistic style of magic that transforms 
  the natural magic of music into powerful magical force. While 
  rather physically demanding, those who have trained in bardic 
  magic often have more power at their call than others.
  Casting Ability Modifier: Charisma
  
  Chapter 2: Casting Traditions
  32
  Drawbacks: Skilled Casting (Perform (any)), Somatic Casting, 
  Verbal Casting
  Boon: +1 spell point per odd level in casting classes.
  Beast Charming
  It is often said that music can soothe the savage beasts of 
  the world, but the knack for doing so is a difficult, and often 
  dangerous, skill to develop. Many practitioners develop special-
  ties that cause them to become more comfortable with certain 
  kinds of animals, but whether they choose to catch rats, charm 
  snakes, or divert locusts from crops the ability to pacify, guide, 
  or otherwise enchant animals remains the same.
  Casting Ability Modifier: Charisma
  Drawbacks: Skilled Casting (Perform (any)), Somatic Casting 
  x2; Animal Shaman (Mind)
  Boon: +1 spell point per odd level in casting classes.
  Bloodletting
  Casters of the bloodletting tradition use their ornate ritual 
  knife to make precise incisions, drawing forth trickles of blood 
  that is smeared, thrown, or otherwise manipulated to cast their 
  spells. Casters of this tradition usually use the Blood Price op-
  tional ritual pricing.
  Casting Ability Modifier: Constitution
  Drawbacks: Draining Casting, Focus Casting (ritual knife), 
  Magical Signs, Painful Magic, Somatic Casting
  Boons: Fortified Casting, Sanguine Empowerment, +1 spell 
  point, +1 per 6 levels in casting classes.
  Blood Magic
  One of the most dangerous forms of magic, blood mag-
  ic, promises great power to its practitioners, but with a price. 
  Blood magic is difficult, lengthy, complicated, and draining, but 
  for its practitioners the promise of insurmountable power is 
  worth the mere price of their life force. Blood mages are con-
  stantly performing a dangerous dance, for the closer they are to 
  death’s door, the greater their power.
  Casting Ability Modifier: Constitution
  Drawbacks: Draining Casting, Extended Casting, Somatic 
  Casting x2, Verbal Casting
  Boons: Deathful Magic, Fortified Casting, Overcharge
  Bonneteur
  This method of fast talking con artistry has been devel-
  oped to the point where it is undeniably supernatural in nature. 
  A tradition closely guarded by many thieves guilds until they 
  can monopolize a region, it has nevertheless spilled out into the 
  world. Only a small number of true magicians employ this style, 
  but rogues, bards, and other dabblers in mental magic will often 
  focus their studies on this magical tradition.
  The fast-talking and wild gesticulating arm movements are 
  similar enough to the actions of street hawkers that the magic 
  can often go unnoticed by those who are not expecting it, and 
  its effectiveness at the negotiating table makes the draining ef-
  fect on the caster’s psyche worth the trouble.
  Casting Ability Modifier: Charisma
  Drawbacks: Draining Casting, Somatic Casting, Verbal 
  Casting; Lost In Translation (Mind)
  Boon: +1 spell point per odd level in casting classes.
  Cartomancy
  Most commonly practiced by itinerant fortune-tellers, car-
  tomancy is the art of divining by cards. Many casters extend 
  this to manipulating the myths the cards symbolize to empow-
  er themselves and others.
  Casting Ability Modifier: Wisdom
  Drawbacks: Extended Casting, Focus Casting (deck of cards), 
  Skilled Casting (Profession (fortuneteller)); Limited Divination 
  (sense) (Divination), Sanctified and Tongue Of Ages (Fate)
  Boons: Easy Focus, +1 spell point, +1 per six levels in casting 
  classes.
  Chi Tracer
  Considered a subset of the monastic casting tradition, 
  monks who train their minds as well as their body and spir-
  it have a greater endurance for performing their techniques, 
  though their feats of mentalism require a knowledge of an en-
  emies’ (or allies’) pressure points and chi lines, giving them the 
  ability to deliver crippling nerve pinches (or helpful chiroprac-
  tic alterations) to impart their charms.
  Casting Ability Modifier: Wisdom
  Drawbacks: Somatic Casting x2; Lycanthropic (Alteration), 
  Meld Into Dark (Dark), Deathful Touch (Death), Destructive 
  Touch (Destruction), Bodily Enhancement and Personal 
  Magics (Enhancement), Personal Fate (Fate), Personal Illusion 
  (Illusion), Touch Of Light (Light), Regenerate (Life), Tactile 
  Charm (Mind), Nature Spirit (Nature), Limited Protection 
  (Protection), Personal Time (Time), Solo Combatant (War), 
  Personal Warp (Warp)
  Boon: Easy Focus
  Cholmic Traditionalist
  A tradition that dates back to the long dead Cholmic civi-
  lization, the methods of their cultural magic have been lost to 
  all but a few liches and fragments of old, rotten tomes. While 
  the methods themselves are cursed by the very gods, that curse 
  has also decayed over the years – while the magic would have 
  originally hideously harmed the caster and the recipient, now-
  adays most of the curse decays into simple pain, grey light, and 
  the noise of vast bells.
  Casting Ability Modifier: Intelligence
  Drawbacks: Addictive Casting, Magical Signs, Painful Magic, 
  Somatic Casting x2, Verbal Casting
  Boons: Overwhelming Power, +1 spell point per level in cast-
  ing classes.
  Contaminated
  Somewhere in the bowels of the criminal underworld, 
  an alchemist cracked the code of magic and created Essence. 
  This powerful, addictive powder would grant magical ability to 
  anyone who consumed it. The crime lord who first distributed 
  Essence sold it everywhere, eager to gain a dedicated follow-
  ing of addicted ‘wizards’, but he underestimated the power of 
  the addiction— and of the addicted. The lab was destroyed as 
  magic users descended on it to increase their supply and steal 
  the secret of its creation. Now Essence can be found virtual-
  ly anywhere people are rich enough—and foolish enough—to 
  seek it out.
  
  Chapter 2: Casting Traditions
  33
  Casting Ability Modifier: Intelligence
  Drawbacks: Addictive Casting, Material Casting, Wild Magic
  Boon: +1 spell point per odd level in casting classes.
  Divine Petitioner
  A divine petitioner gains their magic through service and 
  prayer to a divine source, such as a deity. A divine petitioner 
  must pray every day to regain their spell points, petitioning not 
  only for their magic, but specifying how they intend to use it 
  that day. Divine petitioners do everything in the name of their 
  deity and find it difficult to even manifest their power unless 
  they have their holy symbol in hand.
  Casting Ability Modifier: Wisdom
  Drawbacks: Focus Casting, Prepared Caster, Verbal Casting; 
  Aligned 
  Combatant 
  (Destruction), 
  Aligned 
  Protection 
  (Protection)
  Boon: +1 spell point per odd level they gain in casting classes.
  Dream Casting
  Dream casters are aloof individuals often viewed as ex-
  tremely odd by other types of magic users. Wielding strange 
  implements and prone to torporic trances, dream casters typ-
  ically draw their power from esoteric and poorly understood 
  spheres such as Mind and Time. Walking the far borders of re-
  ality, dream casters are able to call upon amazing strength but 
  do so at significant risk.
  Casting Ability Modifier: Wisdom
  Drawbacks: Focus Casting, Magical Signs, Narcoleptic 
  Casting
  Boons: Overcharge, +1 spell point, +1 per three levels in casting 
  classes.
  Druidic
  A druid gains their magic through communion with nature 
  and the spirits contained therein. While many casters band to-
  gether for mutual study and protection, druids take this a step 
  further, possessing their own secret language that identifies one 
  druid to another. The hierarchy of the druids is a very sacred 
  thing for them, and there are only so many high-level druids in 
  the world at any one time. Indeed, a druid rising through the 
  ranks often times must claim their new title by taking it from 
  another druid through a demonstration of superior magic. A 
  druid gains +1 spell point, +1 per three levels gained in a spell-
  casting class.
  Casting Ability Modifier: Wisdom
  Drawbacks: Focus Casting, Prepared Caster, Verbal Casting; 
  Animal Shaman (Mind)
  Boon: +1 spell point, +1 per odd level in casting classes.
  Fey Magic
  To the fey, magic is simply a part of life - and those who 
  study their styles often find that their emotions are a problem, 
  but magic is stronger and easier to control.
  Casting Ability Modifier: Charisma
  Drawbacks: Emotional Casting, Fey-Infused Magic, Somatic 
  Casting, Wild Magic
  Boons: Easy Focus, Overcharge
  Flame-Blooded
  There exist those who bear in their blood a touch of pure 
  fire. Details of their origin are spotty at best, but the tale is told 
  of a tryst between a mortal woman and the elemental spirit of 
  fire itself, granting the power of fire to all her descendants. The 
  flame-blooded are often as brash and volatile as the element 
  that powers their magic; to cross one is to invite a swift and 
  deadly response.
  Casting Ability Modifier: Charisma
  Drawbacks: Energy Focus (fire) (Destruction), Limited Warp 
  (requires fire) (Warp), Focused Weather (Heat) (Weather)
  Boon: None
  Gadgeteer
  Not often thought of as a mentalist or magician (even 
  amongst themselves), gadgeteers have a knack for constructs, 
  magic devices, and machinery. Armed with a favored tool or 
  set of tools (such as a specially designed burin or wrench), they 
  tinker with clockwork and other bits of artifice to transform 
  the world around themselves and bring mental might to bear on 
  creatures such as golems. Teammates often dislike their magic 
  due to suddenly having clockwork gears or strange gadgets in-
  corporated into them, but apart from that they can bring great 
  gifts to those they assist.
  Casting Ability Modifier: Intelligence
  Drawbacks: Focus Casting (artisan tools), Magical Signs, 
  Material Casting, Rigorous Concentration, Skilled Casting 
  (Craft (mechanical)); Unnatural Transformation (gadgets and 
  gears) (Alteration), Elongated Summoning (Conjuration), 
  Kindred Knack (construct) (Mind)
  Boon: +1 spell point per level in casting classes.
  Hypnotism
  Often unsettling and always mysterious, the art of hypno-
  tism, sometimes called mesmerism, has its roots in the magic of 
  the mind, but a flick of the wrist, sway of a pendulum, and pen-
  etrating stare of a master has allowed magicians of all stripes to 
  unlock their truest potential. Wielding a specially prepared am-
  ulet, pocket watch, gemstone, or other lustrous item that can 
  be held aloft or swayed with a practiced hand, hypnotists and 
  those who use their methods to unlock magical power are often 
  feared as insidious or enthralling masterminds, but can also be 
  celebrated as entertainers and practitioners of skills that make 
  the mysterious appear whimsical and mundane.
  Casting Ability Modifier: Intelligence
  Drawbacks: Extended Casting, Focus Casting, Skilled Casting 
  (Profession (hypnotist)), Somatic Casting
  Boon: +1 spell point per level in casting classes.
  Inherent Divinity
  For some, the source of divine power does not come from 
  without, but from within. With nothing more than a word and 
  their will, they can impose their desires on the world.
  Casting Ability Modifier: Charisma
  Drawbacks: Emotional Casting, Verbal Casting
  Boon: Easy Focus
  Ley-line Tapper
  Ley-line tappers draw their power from the innate mystic 
  potential of the leylines connected to notable natural locations. 
  Doing so takes great effort, but once the power is drawn, it is in 
  some measure self-sustaining.
  
  Chapter 2: Casting Traditions
  34
  Casting Ability Modifier: Intelligence
  Drawbacks: Area Bound, Extended Casting
  Boons: Easy Focus, +1 spell point, +1 per six levels in casting 
  classes.
  Lycanthrope
  Curses are terrible things and lycanthropy more so than 
  most. For some casters, however, lycanthropy is the begin-
  ning of a long journey to power. These souls not only learn to 
  control their animalistic natures, but to expand them, pulling 
  power from their curse and turning it into a source of magic. 
  Practitioners of this magic should beware however; curses are 
  not trivial things, and a lycanthrope’s magic is unpredictable at 
  best.
  Casting Ability Modifier: Charisma
  Drawbacks: Wild Magic; Lycanthropic (Alteration)
  Boon: +1 spell point, +1 per six levels in casting classes.
  Mind
  For some people, magic is an expression of their will, and a 
  little mental focus is enough to call it into being.
  Casting Ability Modifier: Intelligence
  Drawbacks: Emotional Casting, Rigorous Concentration
  Boon: +1 spell point, +1 per three levels in casting classes.
  Monastic
  When the power of the spirit is properly cultivated through 
  physical discipline and meditation, it can elevate itself to a form 
  of magic. There are orders of monks who practice this form of 
  magic, using their monastic traditions to guide their pursuit 
  of magical awakening. Renowned for their versatility of power, 
  casters of these monastic orders are often solitary, as the very 
  source that gives them such great power also makes it difficult 
  to manifest that power outside of their own bodies.
  Casting Ability Modifier: Wisdom
  Drawbacks: Somatic Casting x2; Lycanthropic (Alteration), 
  Meld Into Dark (Dark), Deathful Touch (Death), Destructive 
  Touch (Destruction), Bodily Enhancement and Personal 
  Magics (Enhancement), Personal Fate (Fate), Personal Illusion 
  (Illusion), Touch Of Light (Light), Regenerate (Life), Nature 
  Spirit (Nature), Protected Soul (Protection), Personal Time 
  (Time), Solo Combatant (War), Personal Warp (Warp)
  Boon: Easy Focus
  Mysticism
  Mysticism is less about strict hierarchies and more about 
  learning from the divine forces that empower the world. As stu-
  dents of the magical arts, those who follow the path of the mys-
  tic tend to have very obvious displays of magic as they channel 
  the might of various spirits and deities.
  Casting Ability Modifier: Wisdom
  Drawbacks: Focus Casting (any), Magical Signs, Verbal 
  Casting, Wild Magic
  Boon: Empowered Abilities, Metamagic Expert
  Nomad Shamans
  An oral magical tradition, the nomad shamans are mem-
  bers of nomadic tribes who have honed their connection to 
  the natural world through ritual deprivation. Their long and 
  harsh training is often necessary for the survival of their tribe, 
  allowing their people to subsist in areas too harsh for normal 
  survival.
  Casting Ability Modifier: Charisma
  Drawbacks: 
  Magical 
  Signs, 
  Verbal 
  Casting; 
  Bodily 
  Enhancement and Restricted Enhancement (tribe members) 
  (Enhancement), Nature Spirit (Nature)
  Boon: Draw Magic
  Pact Magic
  Pact Magic focuses on summoning beings to cast magic on 
  the user’s behalf. Having another entity managing the power 
  makes it easy to control, but it can be hard to resist the pull 
  they have over the caster…
  Casting Ability Modifier: Charisma
  Drawback: Addictive Casting
  Boon: Easy Focus
  Runist
  Runists study the first language—the language of creation 
  itself. With this knowledge, they can create magical effects by 
  writing out the appropriate runes—a time-consuming process, 
  but a powerful one. Runists spend their lives mastering true 
  names and meditating on the meaning of the runes, for once a 
  runist has mastered a rune’s essence, they master that aspect of 
  creation itself.
  Casting Ability Modifier: Intelligence
  Drawbacks: Extended Casting, Skilled Casting (Craft (callig-
  raphy)), Somatic Casting x2
  Boon: +1 spell point per level in casting classes.
  Scion Of The Crown
  In a small Western kingdom, the princes and princesses are 
  taught a unique casting tradition that draws on the symbolism 
  of permanence through ponderous recitations of their family 
  line back generations and straight-backed demonstrations of 
  their authority. Throughout centuries of marriages, alliances, 
  and usurpations, this tradition has spread throughout the land 
  – however, competition with foreign traditions and the require-
  ment of noble blood has left it as more of a curiosity than any-
  thing else.
  Casting Ability Modifier: Charisma
  Drawbacks: Extended Casting, Focus Casting (crown or cor-
  onet), Skilled Casting (Knowledge (nobility)), Verbal Casting
  Boons: Drawback feat (Careful Magic, Magical Focus), +1 spell 
  point per six levels in casting classes.
  Song-Wielder
  Born of ancient royalty, a song-wielder makes magic 
  through the power of their voice. It is an ancient art and dif-
  ficult to master, but very rewarding. Because a song-wielder’s 
  magic is tied to their voice, they grow in strength the longer 
  they sing. Often, it is only when a song-wielder has sung himself 
  hoarse that his true power manifests.
  Casting Ability Modifier: Intelligence
  Drawbacks: Skilled Casting (Perform (sing)), Verbal Casting
  Boon: Empowered Abilities
  
  Chapter 2: Casting Traditions
  35
  Sorcerous Blood
  For some individuals, magic is truly in the blood, and all it 
  takes to use it is a flick of the wrist and a quick chant of arcane 
  words.
  Casting Ability Modifier: Charisma
  Drawbacks: Somatic Casting x2, Verbal Casting
  Boon: +1 spell point per odd level in casting classes.
  Sword-Bound
  Sometimes, when a magic-user dies, a part of their spirit 
  (called an echo) remains attached to the objects they wielded 
  in life. This is the case with a particular ancient house, where 
  the heir apparent inherits the house’s sword on their fifteenth 
  birthday. Not only does this ancient sword still cut as well as 
  the day it was forged, but it also carries the echo of the family’s 
  founder, granting its owner access to the ancestor’s famed mag-
  ical power. Wielding the sword is exhausting, but it is a small 
  price to pay to access its magic.
  Casting Ability Modifier: Charisma
  Drawbacks: Draining Casting, Focus Casting (sword)
  Boon: Fortified Casting
  Traditional Magic
  Traditional magic is the study of the natural world, astron-
  omy, alchemy, and ancient learning to create magic through 
  a combination of gestures, words, and magical components. 
  Traditional magic is based on performing specific rites and ob-
  serving various taboos, meaning its practitioners must decide 
  each morning what magic they will use that day so they may 
  perform the appropriate rituals. Traditional magic is the realm 
  of academics, making it a long and grueling course of study but 
  granting wisdom and power in equal amounts.
  Casting Ability Modifier: Intelligence
  Drawbacks: Material Casting, Prepared Caster, Somatic 
  Casting x2, Verbal Casting
  Boon: +1 spell point per level in casting classes.
  Water-Magi
  There exists an order of monks who pull power from an an-
  cient pact formed with the spirit of the moon. These water-ma-
  gi are born with the power to bend water to their will, pulling 
  it as the moon pulls the tides. Through dedicated practice, they 
  use their movements to control this liquid and bring its power 
  to bear against their enemies.
  Casting Ability Modifier: Wisdom
  Drawbacks: Somatic Casting x2; Water Wizard (Creation), 
  Energy Focus (cold) (Destruction), Limited Telekinesis (re-
  quires water) (Telekinesis), Focused Weather (Precipitation) 
  (Weather)
  Boon: Easy Focus
  Wild-Born
  A wild-born is someone who was raised by magical crea-
  tures: the adopted children of dragons, fey beings, or other 
  creatures of natural inborn magic. While being raised by such 
  beings does not grant the adopted child their parent’s magic, a 
  wild-born might develop a connection with a magical sibling, 
  drawing their power through this familiar bond.
  Casting Ability Modifier: Charisma
  Drawbacks: Focus Casting, Verbal Casting
  Boon: Bound Creature
  Wizardry
  Considered a subset of traditional magic, wizardry takes 
  a lot of study, using magic wands and exotic materials to bend 
  natural powers to the user’s will in very obvious displays of 
  power. Wizards often carry a signature when they use magic, as 
  it manifests in a particular color and shape that grows as they 
  gain power to reflect their own personal styling. The path of 
  wizardry is hard, but those who master it learn to manipulate 
  their power with great skill, becoming masters of metamagic.
  Casting Ability Modifier: Intelligence
  Drawbacks: Focus Casting, Magical Signs, Material Casting, 
  Prepared Caster, Somatic Casting x2, Verbal Casting
  Boons: Metamagic Expert, +1 spell point per level in casting 
  classes.
  
  36
  Chapter 3: Classes
  36
  Armorist
  Armorists are among the most direct masters of the 
  spheres, and indeed, tend to see magic as only the first step in 
  resolving a situation. Their ability to call forth whatever equip-
  ment a situation requires makes them more flexible than many 
  of their opponents realize.
  Role: Armorists are masters of combat who use items, rather 
  than simple brute force, to dominate their enemies.
  Alignment: Any
  Hit Die: d10
  Starting Wealth: 5d6 x 10 gp (average 175 gp). In addition, 
  each character begins play with an outfit worth 10 gp or less.
  Class Skills
  The armorist’s class skills are Acrobatics (Dex), Climb (Str), 
  Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), 
  Knowledge (engineering) (Int), Knowledge (nobility) (Int), 
  Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft 
  (Int), Swim (Str), and Use Magic Device (Cha).
  Skill Ranks Per Level: 4 + Int modifier.
  Class Features
  Weapon and Armor Proficiency: An armorist is profi-
  cient with all simple and martial weapons, light armor, medium 
  armor, and shields (except tower shields).
  Casting: An armorist may combine spheres and talents to 
  create magical effects. An armorist is considered a Low-Caster. 
  (Note: All casters gain 2 bonus talents and a casting tradition 
  the first time they gain the casting class feature.)
  Spell Pool: An armorist gains a small reservoir of energy 
  she can call on to create truly wondrous effects, called a spell 
  pool. This pool contains a number of spell points equal to her 
  class level + her casting ability modifier (minimum 1). This pool 
  replenishes once per day after roughly 8 hours of rest.
  Magic Talents: An armorist gains a magic talent at 2nd 
  level and every 2 levels thereafter, according to Table: The 
  Armorist.
  Summon Equipment (Su): An armorist may spend 
  a spell point as a swift action or move action to conjure a 
  weapon, shield, or suit of armor into her hands or directly 
  onto her body, which stays for 1 minute per class level before 
  disappearing.
  The armorist must be proficient with the weapon or 
  type of shield or armor to summon it, and in the case of exotic 
  Chapter 3
  Chapter 3
  Classes
  Classes
  weapons, she must have studied a pre-existing version of the 
  weapon for at least 1 week. This weapon, shield, or suit of ar-
  mor is masterwork quality, and while antimagic barriers may 
  prevent the armorist from summoning these items, the items 
  themselves are not considered magical creations and so may 
  
  37
  Chapter 3: Classes
  37
  Table: The Armorist
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Max 
  Bonus
  Caster 
  Level
  Magic 
  Talents
  1st
  +1
  +2
  +0
  +2
  Bound equipment (+1), casting, spell pool, summon 
  equipment
  +1
  +0 (1)
  0 (+2)
  2nd
  +2
  +3
  +0
  +3
  Arsenal trick
  +1
  +1
  1
  3rd
  +3
  +3
  +1
  +3
  Armor training, bound equipment (+2)
  +2
  +1
  1
  4th
  +4
  +4
  +1
  +4
  Arsenal trick
  +2
  +2
  2
  5th
  +5
  +4
  +1
  +4
  Bind implement, bound equipment (+3, 2x)
  +2
  +2
  2
  6th
  +6/+1
  +5
  +2
  +5
  Arsenal trick
  +3
  +3
  3
  7th
  +7/+2
  +5
  +2
  +5
  Armor training, bound equipment (+4)
  +3
  +3
  3
  8th
  +8/+3
  +6
  +2
  +6
  Arsenal trick
  +3
  +4
  4
  9th
  +9/+4
  +6
  +3
  +6
  Bound equipment (+5)
  +4
  +4
  4
  10th
  +10/+5
  +7
  +3
  +7
  Arsenal trick, boost equipment, bound equipment 
  (x3)
  +4
  +5
  5
  11th
  +11/+6/+1
  +7
  +3
  +7
  Armor training, bound equipment (+6)
  +4
  +5
  5
  12th
  +12/+7/+2
  +8
  +4
  +8
  Arsenal trick
  +5
  +6
  6
  13th
  +13/+8/+3
  +8
  +4
  +8
  Bound equipment (+7)
  +5
  +6
  6
  14th
  +14/+9/+4
  +9
  +4
  +9
  Arsenal trick
  +5
  +7
  7
  15th
  +15/+10/+5
  +9
  +5
  +9
  Armor training, bound equipment (+8, 4x), quick 
  summons
  +5
  +7
  7
  16th
  +16/+11/+6/+1
  +10
  +5
  +10
  Arsenal trick
  +5
  +8
  8
  17th
  +17/+12/+7/+2
  +10
  +5
  +10
  Bound equipment (+9)
  +5
  +8
  8
  18th
  +18/+13/+8/+3
  +11
  +6
  +11
  Arsenal trick
  +6
  +9
  9
  19th
  +19/+14/+9/+4
  +11
  +6
  +11
  Armor training, bound equipment (+10)
  +6
  +9
  9
  20th
  +20/+15/+10/+5
  +12
  +6
  +12
  Arsenal trick, bound equipment (5x), infinite 
  arsenal
  +6
  +10
  10
  not be dispelled. Ranged weapons come with 50 pieces of basic 
  ammunition.
  When summoning armor, the armorist may also summon 
  the suit directly onto a willing touched target’s body as a stan-
  dard action. When summoning armor onto her own or another 
  target’s body directly, their current armor disappears in favor 
  of the new armor until the duration is over and the old armor 
  returns. Dismissing a piece of summoned equipment is a free 
  action.
  Summoned equipment is always considered masterwork 
  quality and gains a +1 enhancement bonus for every 3 armorist 
  levels the creator possesses, to a maximum of +6 at 18th level. 
  These bonuses may be traded for special abilities according to 
  Table: Bound Equipment. A piece of summoned equipment 
  cannot have higher than a +5 enhancement bonus; enhance-
  ment bonuses beyond this amount must be traded for special 
  abilities.
  Bound Equipment (Su): An armorist gains a bond with 
  a specific weapon, shield, or suit of armor that is far greater 
  than with her other summoned equipment. Bound equipment 
  is summoned and treated just like summoned equipment, ex-
  cept it does not cost a spell point to summon, cannot be used 
  by anyone other than the armorist herself (the item’s magic 
  does not function in another’s hands), comes with limitless 
  ammunition, and disappears 1 round after leaving the armorist’s 
  hands. She gains another piece of bound equipment at 5th level, 
  10th level, 15th level, and 20th level, and may bond implements 
  beginning at 5th level.
  Bound equipment is masterwork quality, and gains a +1 
  enhancement bonus for every odd armorist level possessed. A 
  piece of bound equipment’s enhancement bonus cannot exceed 
  +1, +1 per 3 armorist levels (maximum +5); all enhancement bo-
  nus beyond this must be traded for special abilities.
  An armorist may give her bound weapon special abilities 
  from Table: Bound Equipment, trading enhancement bo-
  nus for other benefits. Bound equipment cannot be enchanted 
  through any other means than gaining armorist levels and must 
  retain at least a +1 enhancement bonus. Bound implements 
  use the rules presented in the Magic Items chapter, granting 
  the armorist enhancement bonuses to her caster level with 
  one sphere, chosen when the implement is created. A piece of 
  bound equipment may be an implement or a weapon/shield/suit 
  of armor, but not both at the same time.
  Once a piece of bound equipment has been selected, or 
  once its special abilities have been chosen, they may only be 
  changed if the armorist spends 8 hours (1 day) meditating to 
  dismiss the old piece of bound equipment and create a new 
  piece of bound equipment to take its place.
  
  38
  Chapter 3: Classes
  38
  Table: Bound Equipment
  Weapon Special 
  Ability
  Enhance. 
  Bonus 
  Value
  Shield Special 
  Ability
  Enhance. 
  Bonus 
  Value
  Armor Special 
  Ability
  Enhance. 
  Bonus 
  Value
  Implement 
  Special 
  Ability
  Enhance. 
  Bonus 
  Value
  Advancing
  +2 bonus
  Arrow catching
  +1 bonus
  Anti-ballistic
  +1 bonus
  Abjuring
  +1 bonus
  Agile
  +1 bonus
  Arrow deflection
  +2 bonus
  Anti-spell
  +2 bonus
  Aggressive
  +1 bonus
  Anchoring
  +2 bonus
  Bashing
  +1 bonus
  Benevolent
  +1 bonus
  Aiming
  +1 bonus
  Arcing
  +1 bonus
  Blinding
  +1 bonus
  Bolstering
  +1 bonus
  Alerting
  +3 bonus
  Avalanche
  +1 bonus
  Clangorous
  +1 bonus
  Brawling
  +1 bonus
  Capacitance
  +2 bonus
  Benevolent
  +1 bonus
  Deflecting
  +1 bonus
  Deathless
  +1 bonus
  Carved
  +1 bonus
  Blast vessel
  +2 bonus
  Focusing
  +4 bonus
  Energy  
  resistance (10, one 
  element)
  +3 bonus
  Equitable
  +1 bonus
  Corrosive
  +1 bonus
  Fortification 
  (heavy)
  +5 bonus
  Energy resistance, 
  improved (20, one 
  element)
  +4 bonus
  Extra sphere
  +1 bonus
  Corrosive Burst
  +2 bonus
  Fortification 
  (light)
  +1 bonus
  Energy  
  resistance, greater (30, 
  one element)
  +5 bonus
  Girding
  +2 bonus
  Courageous
  +1 bonus
  Fortification 
  (moderate)
  +3 bonus
  Focusing
  +4 bonus
  Magic talent
  +2 bonus
  Cruel
  + 1 bonus
  Ghost touch
  +3 bonus
  Fortification (heavy)
  +5 bonus
  Mesmerism
  +3 bonus
  Cunning
  +1 bonus
  Grinding
  +1 bonus
  Fortification (light)
  +1 bonus
  Sunset
  +1 bonus
  Decisive
  +2 bonus
  Impervious
  +1 bonus
  Fortification 
  (moderate)
  +3 bonus
  Sustaining
  +2 bonus
  Defending
  +1 bonus
  Merging
  +2 bonus
  Ghost touch
  +3 bonus
  Vital
  + 2 bonus
  Destructive focus
  +1 bonus
  Mirrored
  +1 bonus
  Grinding
  +1 bonus
  Watchful
  +2 bonus
  Destructive focus, 
  greater
  +2 bonus
  Ramming
  +1 bonus
  Invulnerability
  +3 bonus
  Wellspring
  +1 bonus
  Dimensional
  +4 bonus
  Reflecting
  +5 bonus
  Impervious
  +1 bonus
  Distance
  +1 bonus
  Spell  
  resistance (13)
  +2 bonus
  Mind buttressing
  +2 bonus
  Driving
  +1 bonus
  Spell  
  resistance (15)
  +3 bonus
  Mirrored
  +1 bonus
  Entangling
  +1 bonus
  Spell  
  resistance (17)
  +4 bonus
  Shadow warded
  +1 bonus
  Fey-Forged
  +1 bonus
  Spell  
  resistance (19)
  +5 bonus
  Stanching
  +1 bonus
  Flaming
  +1 bonus
  Spell dodging
  +2 bonus
  Flaming Burst
  +2 bonus
  Spell resistance (13)
  +2 bonus
  Flying
  +1 bonus
  Spell resistance (15)
  +3 bonus
  Fortuitous
  +1 bonus
  Spell resistance (17)
  +4 bonus
  Frost
  +1 bonus
  Spell resistance (19)
  +5 bonus
  Ghost touch
  +1 bonus
  Titanic
  +3 bonus
  Howling
  +1 bonus
  
  39
  Chapter 3: Classes
  39
  Weapon Special 
  Ability
  Enhance. 
  Bonus 
  Value
  Shield Special 
  Ability
  Enhance. 
  Bonus 
  Value
  Armor Special 
  Ability
  Enhance. 
  Bonus 
  Value
  Implement 
  Special 
  Ability
  Enhance. 
  Bonus 
  Value
  Hungry
  +1 bonus
  Hypochondriac
  +1 bonus
  Icy burst
  +2 bonus
  Impervious
  +1 bonus
  Invisible
  +3 bonus 
  (+4 
  firearms)
  Keen
  +1 bonus
  Leaping
  +1 bonus
  Menacing
  +1 bonus
  Merciful
  +1 bonus
  Mighty cleaving
  +1 bonus
  Preventative
  + 1 bonus
  Quenching
  +1 bonus
  Radiant edge
  +2 bonus
  Reposition
  +3 bonus
  Returning
  +1 bonus
  Shadow wake
  +1 bonus
  Shadowstrike
  +2 (+3 
  ranged)
  Shock
  +1 bonus
  Shocking burst
  +2 bonus
  Skeptical
  +1 bonus
  Speed
  +3 bonus
  Thundering
  +1 bonus
  Throwing
  +1 bonus
  Umbral edge
  +1 bonus
  Vicious
  +1 bonus
  Vorpal
  +5 bonus
  Windblast
  +2 bonus
  Wounding
  +2 bonus
  The armorist’s bound equipment can be damaged and sun-
  dered, but always returns to full health the following day.
  A bound double-weapon must divide its enhancement bo-
  nuses and special abilities between the two ends (for example, 
  a +5 bound quarterstaff could have a +3 bonus on one end and 
  a +2 bonus on the other). Alternatively, the armorist may bind 
  each end of the double weapon as a separate piece of bound 
  equipment, thus granting full bonuses to each half. If one end 
  of the double weapon has no bonuses, it is still considered 
  masterwork.
  Arsenal Trick: At 2nd level and every even-numbered 
  level thereafter, the armorist gains an arsenal trick, represent-
  ing the ways she has chosen to focus her study of equipment 
  and its uses. Unless otherwise specified, an individual arsenal 
  trick can only be gained once.
  Additional Binding (requires bound equipment): The armorist 
  may bind an additional piece of equipment.
  Ammunition Specialist: When the armorist summons a 
  ranged weapon or calls a bound ranged weapon, she may sum-
  mon non-basic ammunition. If it is a firearm it can be sum-
  moned with paper alchemical cartridges. Additionally, the 
  
  40
  Chapter 3: Classes
  40
  armorist may summon up to 10 gp per armorist level of spe-
  cialist ammunition; this ammunition replaces pieces of normal 
  ammunition such that the summoned amount is still 50.
  This arsenal trick can be taken twice. If taken a second 
  time, increase the value of summoned non-basic ammunition 
  to 25 gp per armorist level.
  Arms of the Outer Planes: The armorist adds anarchic (+2), axi-
  omatic (+2), holy (+2), and unholy (+2) to the list of special abilities 
  she may add to her bound and summoned weapons.
  Battle Magician (requires armorist 5): The armorist’s imple-
  ments gain the exacting and meditation special abilities.
  Bloody Equipment: All the armorist’s bound and summoned 
  weapons gain the blood dowsing special ability. The armorist 
  adds thirsty (+1) to the special abilities she can add to her bound 
  or summoned weapons. Blood stored in a piece of bound equip-
  ment with either blood dowsing or thirsty perseveres even if the 
  equipment is dismissed and resummoned.
  Bonded Boost (requires armorist 10, boost equipment class feature): 
  The armorist may boost their bound equipment. The armorist 
  may use the same action to both summon a piece of bound 
  equipment and boost that piece of bound equipment.
  Bound Companion (requires natural materials or horseman’s ma-
  terials): The armorist gains an animal, plant, or vermin compan-
  ion, treating her armorist levels as druid levels for that purpose.
  Combat Feat: The armorist may select a combat feat as a 
  bonus feat. She must meet the prerequisites for this feat. This 
  arsenal trick can be selected multiple times, choosing another 
  combat feat each time.
  Combat Implementation (requires armorist 6, bind implement 
  class feature): When the armorist creates a bound weapon they 
  may allow that bound weapon to also function as an implement. 
  The bound weapon grants its enhancement bonus to one sphere 
  while wielded (chosen when the bound equipment is created) as 
  well as to attack and damage rolls, and the bound weapon can 
  be given implement special abilities, although its combined en-
  hancement and weapon/implement special abilities still cannot 
  exceed its total bonus as a bound weapon.
  Crafter: The armorist gains an item creation feat of her 
  choice. She must meet the prerequisites to gain an item cre-
  ation feat in this manner. She may gain this arsenal trick multi-
  ple times. Each time it is selected, she gains another item cre-
  ation feat.
  Cut Magic: The armorist adds dispelling (+1), dispelling burst 
  (+2), and skeptical (+1) to the list of special abilities she may grant 
  their bound and summoned weapons. The armorist can store 
  her own spell points into weapons with dispelling or dispelling 
  burst as part of the process of summoning them.
  Cut Minds: The armorist adds conscription (+3) to the list of 
  special abilities she can add to bound and summoned weapons, 
  and jamais vu (+2) to the list of special abilities she can add to 
  bound and summoned armor. If she is wielding this equipment, 
  she may use her own Mind sphere save DC in place of the save 
  DC listed in these special abilities.
  Dancing: The armorist adds dancing (+4), flying (+5), and an-
  imated (+2) to the list of special abilities she may add to her 
  bound and summoned weapon and shields, respectively. A 
  bound weapon or shield with the dancing, flying, or animated 
  special ability does not disappear until after it has finished its 4 
  rounds of independent action.
  Dark Materials: The armorist’s bound and summoned 
  weapons gain the tenebrous special ability. Her bound and sum-
  moned armor gains the shaded and shadow special abilities. The 
  armorist may choose to give its bound and summoned weapons 
  the shade-hexed special ability.
  Energy Equipment: The armorist adds brilliant energy (+4) 
  and plasma blade (+3) to the list of special abilities she may add 
  to her summoned and bound weapons.
  Extradimensional Storage (Sp): The armorist gains the 
  Extradimensional Storage Warp sphere talent, even if she does 
  not possess the Warp sphere. She may use her armorist level 
  as her caster level for this ability if it is higher, and she may 
  choose to summon items from her extradimensional storage with 
  the same action and with the same rules (such as replacing one 
  suit of armor with another) as her other summoned equipment.
  She may take this arsenal trick twice, which upgrades 
  her spell-like ability to have the effect of two purchases of 
  Extradimensional Storage.
  Fighter Armor Training (requires armor training or greater armor 
  training, armorist 3): The armorist gains the Advanced Armor 
  Training feat, treating her armorist levels as fighter levels when 
  meeting its prerequisites and determining its effects. She may 
  take this arsenal trick multiple times, but this does not allow 
  her to take Advanced Armor Training more than the feat usual-
  ly allows (once per 3 fighter levels).
  Greater Armor Training (requires armorist 3): The armorist’s 
  armor check penalty is reduced by 1 (minimum 0) and increases 
  the maximum Dexterity bonus allowed by her armor by 1. This 
  arsenal trick may be taken multiple times, its effects stack with 
  itself and the armor training class feature.
  Group Summons: The armorist may summon (or boost, if 
  she is capable) multiple pieces of equipment at once, +1 per 2 
  armorist levels she possesses (minimum 1). The armorist may 
  summon or boost multiple pieces of equipment on the same 
  creature or onto multiple creatures, but the armorist must 
  still be touching the creature or creatures to affect them. The 
  armorist may grant different benefits to each summoned or 
  boosted piece of equipment, but still spend a spell point for 
  each summon or boost.
  Heroic Equipment: The armorist adds sacrificial (+1) and self-
  less (+2) to the list of special abilities she can add to her sum-
  moned and bound armors.
  Hide Equipment: The armorist’s bound and summoned gear 
  gain the glamered special ability.
  Horseman’s Materials: The armorist’s bound and summoned 
  armor gains the jousting and hosteling special abilities. Creatures 
  contained within hosteling equipment are harmlessly ejected 
  when the equipment is dismissed.
  Additionally, the armorist can summon or boost equip-
  ment for her mount (such as summoning or boosting barding) 
  with the same speed which she may use for her own equipment. 
  The armorist may even create bound equipment usable by her 
  mount (such as barding), although the armorist dismounting 
  counts as the item leaving her hands, causing it to disappear 
  one round later if the armorist does not remount.
  
  41
  Chapter 3: Classes
  41
  Hunter (requires armorist 10): The armorist adds bane (+1) and 
  defiant (+1) to the special abilities she may add to her bound and 
  summoned weapons and armor/shields respectively.
  Imbued Arsenal (requires bound equipment): The armorist 
  can add her casting ability modifier instead of her Strength or 
  Dexterity modifier to attack rolls when she is wielding a bound 
  or summoned weapon.
  Improved Equipment: The armorist chooses one piece of 
  bound equipment she possesses. That piece of equipment gains 
  an additional +1 enhancement bonus, to a maximum total of +11. 
  If she permanently dismisses this piece of bound equipment, 
  she may transfer this bonus to another piece of bound equip-
  ment she possesses. She may take this talent multiple times. 
  Each time it is taken, increase the bonus granted by another 
  piece of bound equipment by 1. She cannot increase an individ-
  ual item more than once with this arsenal trick.
  Improved Materials (requires armorist 6): The armorist may 
  summon equipment or create bound equipment out of cold 
  iron, silver, or mithril. At 10th level, the armorist may summon 
  equipment and create bound equipment that is made from ada-
  mantine or stable shadowstuff. This can also affect ammunition.
  Lightning Weapon: The armorist’s bound and summoned 
  weapons gain the crackling special ability.
  Morphic Weapon (Su): When summoning a weapon or a 
  bound weapon, as part of the action required to summon it the 
  armorist may merge that weapon with a limb capable of wield-
  ing a weapon as per the Graft Weapon trait of the Morphic 
  Weapon Alteration talent.
  Movement: The armorist adds the following special abilities 
  to those she may grant to a suit of armor: +20 feet base speed 
  (+1), waterbreathing (+1), 30 feet swim speed (+1), 30 feet climb 
  speed (+1), 30 feet fly speed (maneuverability average, +2), 15 
  feet burrow speed (+2). She may grant movement-altering spe-
  cial abilities multiple times to the same suit of armor. When 
  granting the same movement type multiple times, multiply the 
  granted speed by the number of times given. The maneuver-
  ability of the fly speed increases by one step for every time cho-
  sen after the first.
  Natural Materials: The armorist may summon equipment 
  or create bound equipment out of darkwood, darkleaf cloth, 
  greenwood, or normal wood treated with the ironwood ritual. 
  The armorist adds wild (+3) and green-touched (+1) to the special 
  abilities she may add to her bound and summoned armor and 
  shields, and wild fang (+1) to those she may add to bound and 
  summoned weapons.
  The armorist may make a natural attack she possesses or 
  her own unarmed strike into a bound weapon, granting it the 
  bonuses associated with being a bound weapon. The armorist 
  may use her boost equipment class feature on unarmored crea-
  tures or on natural weapons and unarmed strikes.
  Oiled Equipment: The armorist’s bound and summoned ar-
  mors gain the creeping and slick special abilities.
  Ranged Summons: The armorist may summon (or boost, if 
  she is capable of doing so) equipment directly onto a willing 
  ally anywhere within 60 feet to which she has both line of sight 
  and line of effect.
  Normal: The armorist must be touching a target to sum-
  mon equipment directly onto them.
  Rigorous Equipment: The armorist’s bound and summoned 
  gear gains the impervious special ability.
  Shadow Armory (Sp): The armorist gains the Shadow Stash 
  Dark sphere talent, even if she does not possess the Dark 
  sphere. She may use her armorist level as her caster level for 
  this ability if it is higher.
  She may take this arsenal trick twice, which upgrades her 
  spell-like ability to have the effect of two purchases of Shadow 
  Stash.
  Share Bond: The armorist may cause a piece of summoned 
  or bound equipment to appear on or in the possession of a 
  Conjuration sphere companion that she has summoned. The 
  companion must be within 25 feet + 5 feet per two armorist lev-
  els. The companion may be treated as the armorist for the pur-
  poses of maintaining the bound equipment in its possession. 
  Additionally, if she possesses the Variable Armaments feat, she 
  may apply the benefits of any equipment tricks granting addi-
  tional weapon special ability options to those available to her 
  companion.
  Shifting Weapon: The armorist’s bound and summoned 
  weapons gain the transformative and adaptive special abilities. 
  She may take this arsenal trick twice. Doing so grants her 
  bound and summoned weapons the greater transformative spe-
  cial ability.
  Skillful Implementation (requires armorist 10): The armorist’s 
  implements gain the erudite special ability.
  Space-Bending Equipment: The armorist’s summoned and 
  bound armors gain the collapsible special ability. The armorist 
  adds intercepting (+1) to the list of special abilities she can add to 
  summoned and bound shields, and adds phasic (+2) to the list of 
  special abilities she can add to summoned and bound weapons.
  Store Magic: The armorist adds spell stealing (+3), and spell 
  storing (+1), to the list of special abilities she may grant their 
  bound and summoned weapons, and spell storing (+1) to the list 
  for its summoned and bound armor. The armorist can store her 
  own spells or sphere effects into weapons with spell storing as 
  part of the process of summoning them.
  Wand Implementation (requires armorist 5): The armorist’s im-
  plements gain the wand-chambered special ability. Only imple-
  ments that can be wielded gain this benefit. The armorist can 
  add wand turret (+2) to the list of special abilities it can add to 
  summoned and bound armor.
  Armor Training (Ex): Starting at 3rd level, an armorist 
  learns to be more maneuverable while wearing armor. Whenever 
  she is wearing armor, she reduces the armor check penalty by 1 
  (minimum 0) and increases the maximum Dexterity bonus al-
  lowed by her armor by 1. Every four levels thereafter (7th, 11th, 
  15th, and 19th) these bonuses increase by +1, to a maximum –5 
  reduction of the armor check penalty and a +5 increase of the 
  maximum Dexterity bonus allowed.
  In addition, an armorist can also move at her normal speed 
  while wearing medium armor. At 7th level, an armorist can 
  move at her normal speed while wearing heavy armor.
  Boost Equipment: Beginning at 10th level, instead 
  of summoning equipment, the armorist may touch a piece 
  of magical equipment and spend a spell point to increase its 
  enhancement bonus by half the bonus she may grant to sum-
  moned equipment (minimum +1). This has the same duration 
  
  42
  Chapter 3: Classes
  42
  as summoned equipment and causes the item to count as sum-
  moned equipment for the purpose of arsenal tricks. This re-
  quires a standard action to boost equipment being wielded by 
  another, but can be done with the same action cost as summon-
  ing equipment if the armorist is already touching or wielding 
  the piece of equipment. The armorist must be able to summon 
  a type of equipment (weapons, shields, or armor) in order to 
  boost a piece of similar equipment.
  Just as with summoned equipment, a boost cannot raise a 
  piece of equipment’s enhancement bonus higher than +5, but 
  can be traded for special abilities. Boosting an item a second 
  time replaces the first boosting, and pieces of bound equip-
  ment cannot be boosted.
  Quick Summons: At 15th level, the armorist may sum-
  mon or switch equipment onto herself as an immediate action 
  or free action.
  Infinite Arsenal (Su): At level 20, the armorist no longer 
  needs to spend a spell point to summon equipment, and the 
  duration of summoned equipment and boosted equipment in-
  creases to 1 hour per class level.
  Elementalist
  Elementalists specialize in the command and control of el-
  emental magic, using it to control the battle area, protect allies, 
  and rain destruction down upon their foes.
  Role: Elementalists are magical warriors, wielding elemen-
  tal damage with the same skill and tactical precision a fighter 
  might wield their sword or bow.
  Alignment: Any
  Hit Die: d8
  Starting Wealth: 3d6 x 10 gp (average 105 gp). In addition, 
  each character begins play with an outfit worth 10 gp or less.
  Class Skills
  The elementalist’s class skills are Acrobatics (Dex), Bluff 
  (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Fly (Dex), 
  Intimidate (Cha), Knowledge (arcana) (Int), Knowledge 
  (nature) (Int), Knowledge (planes) (Int), Perception (Wis), 
  Profession (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), 
  and Swim (Str).
  Skill Ranks Per Level: 4 + Int modifier.
  Table: The Elementalist
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Caster 
  Level
  Magic 
  Talents
  1st
  +0
  +2
  +2
  +2
  Casting, spell pool, weave energy
  +0 (1)
  0 (+2)
  2nd
  +1
  +3
  +3
  +3
  Combat feat, evasion
  +1
  1
  3rd
  +2
  +3
  +3
  +3
  Favored element
  +2
  2
  4th
  +3
  +4
  +4
  +4
  Dodge bonus +1
  +3
  3
  5th
  +3
  +4
  +4
  +4
  Elemental defense
  +3
  3
  6th
  +4
  +5
  +5
  +5
  Combat feat
  +4
  4
  7th
  +5
  +5
  +5
  +5
  Elemental movement
  +5
  5
  8th
  +6/+1
  +6
  +6
  +6
  Dodge bonus +2
  +6
  6
  9th
  +6/+1
  +6
  +6
  +6
  Favored element
  +6
  6
  10th
  +7/+2
  +7
  +7
  +7
  Combat feat
  +7
  7
  11th
  +8/+3
  +7
  +7
  +7
  Elemental defense, improved evasion
  +8
  8
  12th
  +9/+4
  +8
  +8
  +8
  Dodge bonus +3
  +9
  9
  13th
  +9/+4
  +8
  +8
  +8
  Elemental movement
  +9
  9
  14th
  +10/+5
  +9
  +9
  +9
  Combat feat
  +10
  10
  15th
  +11/+6/+1
  +9
  +9
  +9
  Favored element
  +11
  11
  16th
  +12/+7/+2
  +10
  +10
  +10
  Dodge bonus +4
  +12
  12
  17th
  +12/+7/+2
  +10
  +10
  +10
  Elemental defense
  +12
  12
  18th
  +13/+8/+3
  +11
  +11
  +11
  Combat feat
  +13
  13
  19th
  +14/+9/+4
  +11
  +11
  +11
  Elemental movement
  +14
  14
  20th
  +15/+10/+5
  +12
  +12
  +12
  Dodge bonus +5, energy body
  +15
  15
  
  43
  Chapter 3: Classes
  43
  Class Features
  Weapon and Armor Proficiency: An elementalist is 
  proficient with all martial and simple weapons and light armor.
  Casting: An elementalist may combine spheres and tal-
  ents to create magical effects. An elementalist is considered a 
  Mid-Caster. (Note: All casters gain 2 bonus talents and a casting 
  tradition the first time they gain the casting class feature.)
  Spell Pool: An elementalist gains a small reservoir of en-
  ergy he can call on to create truly wondrous effects, called a 
  spell pool. This pool contains a number of spell points equal to 
  his class level + his casting ability modifier (minimum 1). This 
  pool replenishes once per day after roughly 8 hours of rest.
  Magic Talents: An elementalist gains 3/4ths of a magic 
  talent per level, according to Table: The Elementalist.
  Weave Energy: An elementalist gains the Destruction 
  sphere as a bonus magic talent and uses his class level as his 
  caster level with the Destruction sphere. This stacks normally 
  with caster levels gained from other sources.
  Evasion (Ex): At 2nd level an elementalist learns to avoid 
  damage from many area-effect attacks. If an elementalist suc-
  ceeds at a Reflex saving throw against an attack that normally 
  deals half damage on a successful save, he instead takes no dam-
  age. Evasion can be used only if the elementalist is wearing light 
  armor or no armor and carrying no more than a light load. A 
  helpless elementalist does not gain the benefit of evasion.
  Combat Feat: An elementalist’s martial focus grants him 
  a bonus combat feat at 2nd level and every 4 levels thereafter, 
  chosen from those for which he qualifies.
  Favored Element (Su): At 3rd level, the elementalist 
  chooses one blast type group from the Destruction sphere. 
  When creating a destructive blast from this blast type group, it 
  deals an additional +1/2 damage per elementalist level.
  At 9th and 15th level, the elementalist chooses an addition-
  al favored element, gaining the same bonus. In addition, the 
  bonus granted by his previous favored elements increase by an 
  additional +1/2 damage per elementalist level.
  Dodge Bonus: At 4th level, an elementalist gains a +1 
  dodge bonus to his AC. This increases by one for every 4 levels 
  thereafter, to a maximum of +5 at 20th level.
  Elemental Defense (Su): At 5th level, an elementalist 
  gains resistance 5 to acid, cold, fire, and electricity. At 11th lev-
  el, this resistance increases to 10. At 17th level, this resistance 
  increases to 15.
  Elemental Movement: At 7th level, the elementalist 
  gains one of the following: a 30 feet swim speed, a 20 feet fly 
  speed with maneuverability (average), a 15 feet burrow speed, or 
  a +20 feet bonus to his base speed. At 13th and 19th levels, the 
  elementalist gains an additional elemental movement and all 
  elemental movements possessed increase by 10 feet.
  Improved Evasion (Ex): At 11th level, an elementalist’s 
  evasion ability improves. He still takes no damage on a success-
  ful Reflex saving throw against attacks, but henceforth he takes 
  only half damage on a failed save. A helpless elementalist does 
  not gain the benefit of improved evasion.
  Energy Body: At 20th level, the elementalist’s body has 
  become one with the energy he weaves. His elemental defense 
  increases to resistance 20, and he gains immunity to sneak at-
  tacks and critical hits, and gains DR 10/magic.
  
  44
  Chapter 3: Classes
  44
  Eliciter
  Eliciters are masters of emotion, using their control of oth-
  ers’ minds to accomplish their goals.
  Role: Eliciters are masters of mind magic, making them pow-
  erful negotiators and boons to their allies 
  Alignment: Any
  Hit Die: d8
  Starting Wealth: 3d6 x 10 gp (average 105 gp). In addition, 
  each character begins play with an outfit worth 10 gp or less.
  Class Skills
  The eliciter’s class skills are Acrobatics (Dex), Bluff (Cha), 
  Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), 
  Handle Animal (Cha), Intimidate (Cha), Knowledge (local) 
  (Int), Knowledge (nobility) (Int), Linguistics (Int), Perform 
  (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), 
  Stealth (Dex), and Use Magic Device (Cha).
  Skill Ranks Per Level: 4 + Int modifier.
  Class Features
  Weapon and Armor Proficiency: An eliciter gains pro-
  ficiency with all simple weapons, light armor, and shields, as 
  well as the longsword, rapier, sap, shortsword, shortbow, and 
  whip.
  Casting: An eliciter may combine spheres and talents to 
  create magical effects. An eliciter is considered a Mid-Caster. 
  (Note: All casters gain 2 bonus talents and a casting tradition 
  the first time they gain the casting class feature.)
  Spell Pool: An eliciter gains a small reservoir of energy 
  he can call on to create truly wondrous effects, called a spell 
  pool. This pool contains a number of spell points equal to his 
  class level + his casting ability modifier (minimum 1). This pool 
  replenishes once per day after roughly 8 hours of rest.
  Magic Talents: An eliciter gains 3/4ths of a magic talent 
  per level, according to Table: The Eliciter.
  Enchanter: An eliciter gains the Mind sphere as a bonus 
  sphere at 1st level and treats his class level as his caster level for 
  this sphere. This stacks normally with caster levels gained from 
  other sources.
  Persuasive (Su): An eliciter’s empathic abilities gives 
  him greater insights into the workings of the mind and makes 
  his words (both magical and mundane) harder to resist. An 
  eliciter gains a +2 bonus to the DCs of his Mind sphere abili-
  ties and eliciter class features, as well as Bluff, Diplomacy, and 
  Intimidate checks. These bonuses increase to +3 at 6th level, +4 
  at 12th level, and +5 at 18th level.
  Hypnotism (Su): An eliciter may manipulate another 
  with little more than a look and a word. The eliciter targets 
  Table: The Eliciter
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Caster 
  Level
  Magic 
  Talents
  1st
  +0
  +0
  +2
  +2
  Casting, enchanter, fascinate,  
  hypnotism, persuasive +2, spell pool
  +0 (1)
  0 (+2)
  2nd
  +1
  +0
  +3
  +3
  Emotion
  +1
  1
  3rd
  +2
  +1
  +3
  +3
  Defensive empathy
  +2
  2
  4th
  +3
  +1
  +4
  +4
  Liberate
  +3
  3
  5th
  +3
  +1
  +4
  +4
  Emotion
  +3
  3
  6th
  +4
  +2
  +5
  +5
  Persuasive +3
  +4
  4
  7th
  +5
  +2
  +5
  +5
  Terrorize
  +5
  5
  8th
  +6/+1
  +2
  +6
  +6
  Emotion
  +6
  6
  9th
  +6/+1
  +3
  +6
  +6
  Convincing
  +6
  6
  10th
  +7/+2
  +3
  +7
  +7
  Inspire greatness
  +7
  7
  11th
  +8/+3
  +3
  +7
  +7
  Emotion
  +8
  8
  12th
  +9/+4
  +4
  +8
  +8
  Persuasive +4
  +9
  9
  13th
  +9/+4
  +4
  +8
  +8
  Insanity
  +9
  9
  14th
  +10/+5
  +4
  +9
  +9
  Emotion
  +10
  10
  15th
  +11/+6/+1
  +5
  +9
  +9
  Link
  +11
  11
  16th
  +12/+7/+2
  +5
  +10
  +10
  Inspire heroics
  +12
  12
  17th
  +12/+7/+2
  +5
  +10
  +10
  Emotion
  +12
  12
  18th
  +13/+8/+3
  +6
  +11
  +11
  Persuasive +5
  +13
  13
  19th
  +14/+9/+4
  +6
  +11
  +11
  Reverence
  +14
  14
  20th
  +15/+10/+5
  +6
  +12
  +12
  Domination, emotion
  +15
  15
  
  45
  Chapter 3: Classes
  45
  a single creature, which must be within close range and able 
  to see and hear the eliciter. Hypnotizing a target is a standard 
  action. The eliciter may use hypnotism a number of times per 
  day equal to 3 + 1/2 his eliciter level.
  When hypnotizing a target, the eliciter chooses one ef-
  fect available to him from the list below. If this ability calls for 
  a saving throw, the DC is equal to 10 + 1/2 his eliciter level + 
  his Charisma modifier + his Persuasive bonus. Hypnotism is a 
  mind-affecting ability. An eliciter may target himself with his 
  own hypnotism, even if he cannot see or hear himself.
  Fascinate
  The eliciter causes the target to become fascinated with 
  him for 1 round per eliciter level (Will negates). While fascinat-
  ed, a target takes no action except to stand or sit quietly and 
  watch the eliciter. The target takes a –4 penalty on skill checks 
  made as reactions, such as Perception checks. Any potential 
  threat to the target allows the target to attempt a new saving 
  throw to end the fascination effect. Any obvious threat, such as 
  someone drawing a weapon, casting a spell, or aiming a weapon 
  at the target, automatically breaks the effect.
  Liberate
  At 4th level, the eliciter may use hypnotism to free a tar-
  get’s mind of harmful effects. The target may reroll a Will save 
  (using the eliciter’s bonus if it is higher) against each harmful 
  mind-affecting effect they are suffering from. The eliciter may 
  also allow the target to reroll a Will save made to disbelieve an 
  illusion, but this may only be used against an illusion that the 
  eliciter has already successfully disbelieved.
  Terrorize
  At 7th level, the eliciter may demolish the target’s mind, 
  granting the target a penalty to their Will saving throws equal 
  to his Persuasive bonus (no save). This lasts a number of rounds 
  equal to his casting ability modifier. While a target is affected 
  in this manner, the eliciter does not gain his Persuasive bonus 
  to eliciter abilities and Mind sphere effects against that target.
  Inspire Greatness
  At 10th level, the eliciter may use hypnotism to instill 
  the target with the effects of the inspire greatness bardic per-
  formance for a number of rounds equal to his casting ability 
  modifier.
  Insanity
  At 13th level, the eliciter may plant compulsions into the 
  target’s mind to distract them. For a number of rounds equal to 
  the eliciter’s casting ability modifier, the target must succeed at 
  a Will save each round or suffer one of the following effects (roll 
  a d6 to determine the effect):
  1. take no action but to babble incoherently,
  2. run away from the eliciter at top speed,
  3. fall prone,
  4. drop all held items and be unable to pick them back 
  up,
  5. deal 1d8 + Strength modifier damage to self with what-
  ever is in hand as a standard action,
  6. attack nearest creature.
  Each effect lasts 1 round.
  Inspire Heroics
  At 16th level, the eliciter may grant the target the bene-
  fit of the inspire heroics bardic performance for a number of 
  rounds equal to his Charisma modifier.
  Reverence
  At 19th level, the eliciter may cause the target to fall be-
  fore him in reverence (Will negates). On a failed saving throw, 
  the target falls prone and is considered helpless for 1 round per 
  level. A flying creature incapable of hovering must land imme-
  diately in order to prostrate itself. Each round on its turn, the 
  target may attempt a new saving throw as a full-round action to 
  end the effect early. This does not provoke an attack of oppor-
  tunity. If a creature succeeds its initial saving throw against this 
  ability, it is staggered for 1 round and may not be targeted again 
  with this ability until the following day.
  Emotions: An eliciter’s power comes from his command 
  of emotions, both his own and others. At 2nd level, an eliciter 
  chooses an emotion, gaining the minor power associated with 
  that emotion. At 5th level and every 3 levels thereafter, the elic-
  iter may choose to gain the minor power of a new emotion, or 
  gain access to the next level of an emotion he already possess-
  es (lesser, greater, and master). An eliciter cannot gain a lesser 
  
  46
  Chapter 3: Classes
  46
  power before 5th level, a greater power before 8th level, or a 
  master power before 11th level. All emotions are mind-affecting 
  effects. If an emotion calls for a saving throw, the DC is equal to 
  10 + 1/2 his eliciter level + his Charisma modifier + his persuasive 
  bonus.
  Defensive Empathy (Su): At 3rd level, an eliciter adds 
  his persuasive bonus to Sense Motive checks, as well as Will 
  saves against enchantment (charm) and enchantment (compul-
  sion) effects.
  Convincing (Ex): At 9th level, an eliciter may take 10 
  with any Bluff, Diplomacy, Intimidate, or Sense Motive check if 
  he has ranks in that skill, even if circumstances would normally 
  prohibit this action.
  In addition, once per day the eliciter may choose to take 20 
  on one of these skill checks without taking additional time. He 
  may use this ability twice per day at 13th level, and three times 
  per day at 17th level.
  Link (Su): At 15th level, whenever the eliciter charms or 
  dominates a target (such as through the Enthrall charm from 
  the Mind sphere, the love emotion power, or the domination 
  eliciter class ability), the eliciter may send thoughts and in-
  structions telepathically to that creature. The target may also 
  communicate back to the eliciter via this same telepathic link. 
  The target must be within 60 feet for this ability to function.
  Domination (Su): At 20th level, an eliciter may perma-
  nently enslave a target’s mind. Once per day as a standard ac-
  tion, the eliciter may make a touch attack against a target and 
  attempt to dominate it. This is a compulsion, mind-affecting 
  effect. The target is allowed a Will save (DC 10 + 1/2 his elic-
  iter level + his casting ability modifier + his Persuasive bonus) 
  and on a failed save, the target becomes devoted to the eliciter, 
  gaining a disposition of helpful and obeying any orders the elic-
  iter gives to the exclusion of all other activities except those 
  necessary for survival (eating, sleeping, etc.). The target never 
  obeys obviously self-destructive commands, and is allowed a 
  new save with a +2 bonus to throw off the compulsion if asked 
  to do something against its nature. A DC 25 Sense Motive 
  check reveals the target is under compulsion.
  The eliciter may only have one target dominated in this 
  fashion at a time; if the eliciter successfully uses this ability 
  to dominate a second target, the first is immediately released 
  from service.
  Emotions
  Apathy
  Minor: Touch of Apathy (Su): As a standard action, the elic-
  iter may make a touch attack against a target, stealing its de-
  sire to act. The creature loses its standard action on its next 
  turn. Once a creature has been affected by touch of apathy, it 
  is immune to its effects for 24 hours. He can use this ability a 
  number of times per day equal to 3 + his casting ability modifier.
  Lesser: Lethargic: The eliciter’s touch of apathy causes the 
  target to lose both its standard and move action for 1 round.
  Greater: Stupor (Su): As an immediate action, the eliciter 
  may make a target within close range dazed for 1 round. The 
  target is allowed a Will save, and on a failure the target loses 
  all actions until the beginning of its next turn. He can use this 
  ability once per day at 8th level and one additional time per day 
  for every four levels beyond 8th.
  Master: Stop: When using the eliciter’s touch of apathy, 
  the target must also succeed at a Will save or be paralyzed for 
  1d4+1 rounds.
  Aversion
  Minor: Touch of Paranoia (Su): The eliciter make a me-
  lee touch attack against an enemy, and if successful, fill them 
  with an irrational sense of dread and anxiety. If they fail a Will 
  save, then for the next round they act in a far more defensive 
  manner. On their turn, they can not willingly enter a square 
  that is threatened by more creatures than their current square, 
  and they must move immediately if a less threatened square is 
  within their movement range and they can get there without 
  taking damage or drawing an attack of opportunity. They may 
  use special abilities to do so, but are not required to. If not 
  threatened they may move freely, but may not willingly move 
  into a threatened square. In addition, they must use their stan-
  dard action to do one of the following: heal themselves, activate 
  defensive abilities, reposition themselves to defend themselves 
  more effectively, or take the total defense action. They can not 
  willingly perform any action that might draw an attack of op-
  portunity, and they can not make attacks except for attacks of 
  opportunity. They can still flank. This effect lasts 1 round, and 
  is a mind-affecting effect, but is not a fear effect.
  He can use this ability a number of times per day equal to 3 
  + his casting ability modifier.
  Lesser: Self-Preservation: The eliciter’s touch of paranoia 
  lasts 2 rounds.
  Greater: Aura of Menace (Su): The eliciter can emit a 30-
  foot aura of menace for a number of rounds per day equal to his 
  eliciter level. These rounds need not be consecutive. Enemies 
  within this aura are paranoid about him and his abilities, and 
  will not attack him or move into a square he threatens (Will 
  negates). The effect ends immediately if the creature leaves the 
  aura, but restarts if they move back in. This ability is a swift 
  action to activate.
  Master: Suspicion: The eliciter’s touch of paranoia lasts 3 
  rounds.
  Enmity
  Minor: Touch of Enmity (Su): As a standard action, the elic-
  iter may make a touch attack against a creature to force that 
  creature to immediately make an attack of opportunity against 
  one of its allies (Will negates). The ally designated must be 
  within the touched creature’s threatened area.
  Lesser: Crushing Hatred: When using the eliciter’s touch 
  of enmity on a target, that target gains a bonus to its attack and 
  damage roll equal to 1/2 his eliciter level (minimum 1) for the 
  attack of opportunity.
  Greater: Hateful Aura (Su): The eliciter can emit a 30-
  foot aura of hatred for a number of rounds per day equal to his 
  eliciter level. These rounds need not be consecutive. Enemies 
  within this aura are filled with hatred and cannot use team-
  work feats, nor consider other characters allies for the purpose 
  of any actions (Will negates). Targets within this area treat all 
  other creatures as enemies when determining whether or not 
  an action provokes attacks of opportunity (such as movement 
  or casting), and a creature within this area must take attacks of 
  
  47
  Chapter 3: Classes
  47
  opportunity when one is provoked from them. The effect ends 
  immediately for a creature if they leave the aura, but restarts 
  if they move back in. This ability is a swift action to activate.
  Master: Pure Hatred: When the eliciter affects a target 
  with his touch of enmity, the target not only makes an attack 
  of opportunity against the designated target, but must make at 
  least one attack against that target on its next turn. The crea-
  ture gains the eliciter’s crushing hatred bonus to this attack. 
  Once the creature has attacked the designated target, it loses 
  the eliciter’s crushing hatred bonus and may conclude its turn 
  as normal. If it would be impossible for the creature to attack 
  the designated target, the creature spends its turn moving as 
  close as it can to the target, or (if the target’s new location is 
  unknown) spends its turn looking for its designated target as 
  best as it can.
  Excitement
  Minor: Touch of Zeal (Su): The eliciter may touch a willing 
  creature as a standard action, flooding it with a passion for the 
  moment and the world around it. The target gains one 5 feet 
  increase to its movement speed per 2 eliciter levels (minimum 
  5 feet). In addition, the target gains a dodge bonus to AC and 
  Reflex saves and a competence bonus to Acrobatics and Fly 
  checks equal to 1 + 1 per 4 eliciter levels. These bonuses last for 
  1 round. He can use this ability a number of times per day equal 
  to 3 + his casting ability modifier.
  Lesser: Vim and Vigor: The effects of the eliciter’s touch of 
  zeal ability last for 2 rounds instead of 1.
  Greater: Instill Alacrity (Su): The eliciter may target an ally 
  within 30 feet as a swift action to grant them an immediate at-
  tack at their full base attack bonus. He may use this ability once 
  per day at 8th level, plus 1 extra time per day for every 4 eliciter 
  levels he possesses beyond 8th.
  Master: Unbridled: The effects of the eliciter’s touch of 
  zeal ability last for 3 rounds instead of 2.
  Fear
  Minor: Touch of Fear (Su): The eliciter can make a melee 
  touch attack as a standard action to make a target frightened 
  for 1 round (Will negates). A successful save still leaves the tar-
  get shaken for 1 round. This does not stack with other shaken 
  effects. He can use this ability a number of times per day equal 
  to 3 + his casting ability modifier.
  Lesser: Weaken Resolve: When the eliciter successfully 
  touches a target with his touch of fear, they are shaken for 1 
  round per 2 eliciter levels he possesses, regardless of whether 
  they succeed at their save to negate the frightened effect.
  Greater: Feed on Fear (Su): At 8th level, as an immediate 
  action upon successfully hitting a creature with a melee attack 
  that’s already suffering from a fear effect, the eliciter deals 2d6 
  extra points of damage and gain that amount in temporary hit 
  points. These temporary hit points last for 24 hours or until 
  lost. He can use this ability once per day at 8th level, and an 
  additional time per day for every 4 levels beyond 8th.
  Master: Dread: The eliciter’s touch of fear causes targets 
  who fail their save to become panicked for a number of rounds 
  equal to his casting ability modifier. Panicked creatures drop 
  everything held, run away at top speed, and cower if attacked.
  Grief
  Minor: Touch of Grief (Su): As a standard action, the elicit-
  er may make a touch attack against a target to fill it with crush-
  ing sadness. This inflicts 1d6 points of nonlethal damage + 1 for 
  every two eliciter levels he possesses and sickens the target for 
  1 round. He can use this ability a number of times per day equal 
  to 3 + his casting ability modifier.
  Lesser: Paralyzing Grief: When the eliciter uses his touch 
  of grief on a target, that target must succeed at a Will save or 
  also be nauseated for 1 round.
  Greater: Aura of Despair (Su): The eliciter may emit a 30-
  foot aura of despair for a number of rounds per day equal to his 
  eliciter level. Enemies within this aura take a –2 penalty on abil-
  ity checks, attack rolls, damage rolls, saving throws, and skill 
  checks. This ability is a swift action to activate, and the rounds 
  do not need to be consecutive. This is a mind-affecting effect.
  Master: Pure Grief: When the eliciter uses his touch of 
  grief on a target, the target is sickened for 1 round per 2 eliciter 
  levels he possesses.
  Joy
  Minor: Touch of Joy (Su): The eliciter can touch a willing 
  creature as a standard action, filling it with elation and con-
  fidence in all it undertakes. For the next round, any time the 
  target rolls a d20, he may roll twice and take the more favorable 
  result. He can use this ability a number of times per day equal 
  to 3 + his casting ability modifier.
  Lesser: Lingering Joy: The effects of the eliciter’s touch of 
  joy ability last for 2 rounds instead of 1.
  Greater: Aura of Elation (Su): At 8th level, the eliciter can 
  emit a 30-foot aura of courage for a number of rounds per day 
  equal to his eliciter level. Allies in the area gain a +2 morale 
  bonus to attack rolls, saving throws, skill checks, and ability 
  checks. These rounds do not need to be consecutive. This abil-
  ity is a swift action to activate.
  Master: Pure Joy: The effects of the eliciter’s touch of joy 
  ability lasts for 3 rounds instead of 2.
  Love
  Minor: Charming Touch (Su): The eliciter can charm a liv-
  ing humanoid by touching it. Creatures in combat and those 
  with a hostile attitude toward him are unaffected. Creatures 
  receive a Will saving throw to negate the effect. Creatures that 
  fail their save change their attitude toward him to friendly for 1 
  round per eliciter levels. The target views him and his words in 
  favorable ways (although this does not grant the ability to com-
  municate with the target if it cannot already understand him). 
  He must succeed at an opposed Charisma check to convince it 
  to do something it would not normally do, and requests that are 
  against its nature or fatal to itself are never obeyed. Any hostile 
  action by him and his allies breaks the effect. He can use this 
  ability a number of times per day equal to 3 + his casting ability 
  modifier.
  Lesser: Universal Love: The eliciter’s charming touch abili-
  ty can affect a greater arrangement of minds. He may target any 
  creature not immune to mind-affecting abilities and may even 
  affect creatures who are hostile to him or in combat, although 
  these creatures receive a +5 bonus to their saving throw.
  Greater: Anything to Please (Su): The eliciter can compel a 
  creature within 30 feet to attempt to please him as a standard 
  
  48
  Chapter 3: Classes
  48
  action. The creature receives a Will save to negate this effect. 
  If the save fails, the creature attacks his enemies for 1 round, 
  gives him its most valuable item, or drops prone at his feet and 
  grovels for 1d4 rounds (GM’s choice). He can use this ability 
  once per day at 8th level and one additional time per day for 
  every four levels beyond 8th.
  Master: Obsession: The eliciter’s charming touch ability 
  causes the target to be consumed with love for him, to the ex-
  clusion of all thoughts of self or previous obligation. The tar-
  get’s attitude becomes helpful instead of friendly. The target 
  will do anything he asks of it, even things it would not normally 
  do. Gross violations of its nature (asking a good person to at-
  tack its allies, etc.) allows the target a new saving throw with 
  a +2 bonus to throw off the entire effect. A target never obeys 
  requests that are obviously fatal.
  Loyalty
  Minor: Touch of Clarity (Su): The eliciter can touch a will-
  ing creature, filling it with a powerful desire to protect and 
  serve its allies. This lasts a number of rounds equal to his elic-
  iter level. While under this effect, the creature may perform an 
  aid another action as a swift action. He can use this ability a 
  number of times per day equal to 3 + his casting ability modifier.
  Lesser: Nobility: When a creature under the effects of 
  touch of clarity uses the aid another action, the ally they aid 
  may apply the bonus to both their attack roll and their AC in-
  stead of just one of them.
  Greater: Aura of Synchronicity (Su): The eliciter can emit 
  a 30-foot aura of cooperation for a number of rounds per day 
  equal to his eliciter level. Whenever he or an ally within the 
  aura would gain a bonus to attack rolls or to AC due to aid or 
  battlefield positioning, such as flanking, higher ground, or cov-
  er, that bonus is increased by +2. This ability is a swift action to 
  activate. These rounds do not need to be consecutive.
  Master: Compassion (Su): Whenever a creature under the 
  effects of touch of clarity aids another willing ally, they may 
  also transfer any number of hit points, temporary hit points, or 
  magic effects attached to them to the person they are aiding.
  Rage
  Minor: Touch of Rage (Su): The eliciter can touch a willing 
  creature as a standard action, giving it a morale bonus on at-
  tack rolls, damage rolls, and Will saving throws equal to 1/2 his 
  eliciter level (minimum 1) for 1 round. He can use this ability a 
  number of times per day equal to 3 + his casting ability modifier.
  Lesser: Lingering Rage: The bonuses granted by the elicit-
  er’s touch of rage last for 2 rounds instead of 1.
  Greater: Rage (Su): The eliciter can enter a rage like a bar-
  barian, for a number of rounds per day equal to his eliciter level. 
  At 12th and 16th level, he can select one rage power. He cannot 
  select any rage power that possesses a level requirement, but 
  otherwise his barbarian level is equal to 1/2 his eliciter level. 
  These rounds of rage stack with any rounds of rage he might 
  have from levels of barbarian.
  Master: Pure Rage: The bonuses granted by the eliciter’s 
  touch of rage last for 3 rounds instead of 2.
  Resolve
  Minor: Touch of Determination (Su): The eliciter can touch a 
  willing creature as a standard action, filling it with courage and 
  the will to do what needs to be done. The creature gains a com-
  petence bonus to attack rolls, skill rolls, and saving throws that 
  starts at 0, but increases by 1 any time they fail an attack roll, 
  skill roll, or saving throw, up to a maximum equal to his casting 
  ability modifier. The effect disappears after 1 minute. He may 
  do this a number of times per day equal to 3 + his casting ability 
  modifier.
  Lesser: Willful: While under the effects of touch of de-
  termination, the creature is immune to fear, and to any spell 
  or sphere effect that possesses or exercises mental control over 
  them (including enchantment (charm) effects and enchantment 
  (compulsion) effects).
  Greater: Implacable (Su): As an immediate action, the elic-
  iter may allow an ally within close range to reroll a saving throw 
  they just failed. They receive a bonus to this saving throw equal 
  to half his class level, and if they succeed, they are completely 
  unaffected by the ability they saved against, even if it normally 
  has a reduced effect on a successful save. He can use this ability 
  once per day at 8th level and one additional time per day for 
  every four levels beyond 8th.
  Master: Relentless: While under the effects of touch of 
  determination, the creature is immune to the effects of the 
  fatigued and sickened conditions (though they may still have 
  those conditions). In addition, they treat the confused, dazed 
  and stunned conditions as being equal to the staggered condi-
  tion for as long as they are relentless. Finally, if they are reduced 
  to less than 1 hit point, their resolve immediately ends, and they 
  remain at 1 hit point without falling below it.
  Tranquility
  Minor: Touch of Peace (Su): The eliciter may touch a willing 
  creature as a standard action, allowing a contented feeling to 
  flood through it that lessens pain. The target gains 1d6 tempo-
  rary hit points, +1 per level. These temporary hit points last for 
  one minute. This ability may be used a number of times per day 
  equal to 3 + his casting ability modifier.
  Lesser: Peace of Mind: So long as a target still has tempo-
  rary hit points granted by the eliciter’s touch of peace, they gain 
  a +4 bonus to all saving throws against emotion or mind-alter-
  ing effects.
  Greater: Exonerate (Su): As a standard action, the elicit-
  er may remove the exhausted, fatigued, frightened, nauseated, 
  shaken, or sickened condition (choose one) from a willing ally 
  within 30 feet that may see or hear him. He may use this ability 
  once per day at 8th level, plus 1 extra time per day for every 4 
  eliciter levels he possesses beyond 8th.
  Master: Peace of Heart: The number of temporary hit 
  points granted by the eliciter’s touch of peace ability increases 
  to 1d10 + 2 per level.
  
  49
  Chapter 3: Classes
  49
  Fey Adept
  Fey Adepts specialize in using illusion and the creation of 
  partially-real shadows to get their job done.
  Role: Fey adepts are versatile casters and experts of trickery.
  Alignment: Any
  Hit Die: d6
  Starting Wealth: 3d6 x 10 gp (average 105 gp). In addition, 
  each character begins play with an outfit worth 10 gp or less.
  Class Skills
  The fey adept’s class skills are Appraise (Int), Bluff (Cha), Craft 
  (Int), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), 
  Knowledge (arcana) (Int), Knowledge (local) (Int), Knowledge 
  (nature) (Int), Linguistics (Int), Perception (Wis), Perform 
  (Cha), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft 
  (Int), Stealth (Dex), and Use Magic Device (Cha).
  Skill Ranks Per Level: 4 + Int modifier.
  Class Features
  Weapon and Armor Proficiency: A fey adept is profi-
  cient with all simple weapons.
  Casting: A fey adept may combine spheres and talents to 
  create magical effects. A fey adept is considered a High-Caster. 
  (Note: All casters gain 2 bonus talents and a casting tradition 
  the first time they gain the casting class feature.)
  Spell Pool: A fey adept gains a small reservoir of energy 
  he can call on to create truly wondrous effects, called a spell 
  pool. This pool contains a number of spell points equal to his 
  class level + his casting ability modifier (minimum 1). This pool 
  replenishes once per day after roughly 8 hours of rest.
  Magic Talents: A fey adept gains a magic talent every 
  class level, according to Table: The Fey Adept.
  Fey Magic: At 1st level the fey adept gains the Illusion 
  sphere as a bonus magic talent.
  Master Illusionist (Ex): Whenever the fey adept ceases 
  to concentrate on an illusion he is maintaining through concen-
  tration, or if he decides not to maintain an illusion at all after its 
  creation, it remains for a number of rounds equal to 1/2 his fey 
  adept level (minimum 1) before disappearing.
  Shadowstuff: Fey adepts gain a limited ability to wield 
  shadowstuff—the pure essence of shadows. With this power, 
  the fey adept can affect the world around him with his illusions 
  by weaving reality into the images.
  The fey adept gains a pool of shadow points equal to his 
  Charisma modifier + 1/2 his fey adept level (minimum 1). A fey 
  adept may spend shadow points to create any of the following 
  effects.
  Shadowmark: The fey adept may spend a shadow point to 
  hurl pure shadowstuff at a target within your illusion range, 
  weakening its body and making its mind more susceptible to 
  the fey adept’s magic. This requires a ranged touch attack. If 
  Table: The Fey Adept
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Caster 
  Level
  Talents
  1st
  +0
  +0
  +0
  +2
  Casting, fey magic, master illusionist,  
  shadowmark (1d6, -1), shadowstuff, spell pool
  +1
  1 (+2)
  2nd
  +1
  +0
  +0
  +3
  Darkvision
  +2
  2
  3rd
  +1
  +1
  +1
  +3
  Shadowmark (2d6, -1)
  +3
  3
  4th
  +2
  +1
  +1
  +4
  Truesight (1/day)
  +4
  4
  5th
  +2
  +1
  +1
  +4
  Shadowmark (3d6, -1)
  +5
  5
  6th
  +3
  +2
  +2
  +5
  Create reality
  +6
  6
  7th
  +3
  +2
  +2
  +5
  Shadowmark (4d6, -2)
  +7
  7
  8th
  +4
  +2
  +2
  +6
  Truesight (2/day)
  +8
  8
  9th
  +4
  +3
  +3
  +6
  Shadowmark (5d6, -2)
  +9
  9
  10th
  +5
  +3
  +3
  +7
  Hide in plain sight
  +10
  10
  11th
  +5
  +3
  +3
  +7
  Shadowmark (6d6, -2)
  +11
  11
  12th
  +6/+1
  +4
  +4
  +8
  Create reality (improved), truesight (3/day)
  +12
  12
  13th
  +6/+1
  +4
  +4
  +8
  Shadowmark (7d6, -3)
  +13
  13
  14th
  +7/+2
  +4
  +4
  +9
  See in darkness
  +14
  14
  15th
  +7/+2
  +5
  +5
  +9
  Shadowmark (8d6, -3)
  +15
  15
  16th
  +8/+3
  +5
  +5
  +10
  Truesight (4/day)
  +16
  16
  17th
  +8/+3
  +5
  +5
  +10
  Shadowmark (9d6, -3)
  +17
  17
  18th
  +9/+4
  +6
  +6
  +11
  Create reality (improved)
  +18
  18
  19th
  +9/+4
  +6
  +6
  +11
  Shadowmark (10d6, -4)
  +19
  19
  20th
  +10/+5
  +6
  +6
  +12
  Feytouched, permanent illusion, truesight (5/day)
  +20
  20
  
  50
  Chapter 3: Classes
  50
  successful, the target takes 1d6 damage and suffers a -1 penalty 
  to Will saves against all the fey adept’s sphere abilities for 1 
  minute. This damage improves by 1d6 for every odd level the 
  fey adept possesses, to a maximum of 10d6 at 19th level. The 
  Will penalty increases to -2 at 7th level, -3 at 13th level, and -4 
  at 19th level. This penalty does not stack with itself. This is 
  considered an illusion (figment, shadow) effect from the Illusion 
  sphere.
  Create Reality: At 6th level, the fey adept may spend shadow 
  points in conjunction with creating an illusion with the Illusion 
  sphere to weave reality into the illusion. This grants the illusion 
  the [shadow] descriptor.
   This follows all the usual rules for creating and maintaining 
  illusions, except the illusion gains an additional benefit depend-
  ing on what illusion is created. Many of these benefits improve 
  at 12th and 18th levels. Illusions still must possess the appropri-
  ate (sensory) talents to be believed. When using an illusion to 
  mimic an effect from another sphere the effect still counts as 
  an Illusion sphere effect (such as when calculating caster level) 
  and does not count as the alternate sphere for other purposes, 
  such as when applying talents or feats based on those spheres.
   In order to create reality, the fey adept must spend spell 
  points as usual to create the illusion, plus 1 shadow point + 1 per 
  spell point that would be required by the mimicked effect in 
  question. This includes spell point costs to maintain an effect 
  without concentration (thus, to create a shadow companion 
  that persists without concentration would cost two spell points 
  to create a self-sustained illusion as well as 3 shadow points).
  Companion
  The fey adept may create an illusionary creature that 
  may interact with the world around it. This creates the 
  equivalent of a companion from the Conjuration sphere, 
  except it only possesses 1/5th a companion’s usual hit 
  points. Targets who interact with the illusionary creature 
  are allowed a Will saving throw to disbelieve as usual. 
  Targets who disbelieve the illusionary creature receive only 
  half damage from the creature.
  An illusionary companion possesses one (form) talent 
  as is usual for companions, and gains an additional (form) 
  talent at 12th level and 18th level.
  Destructive Blast
  The fey adept may give substance to an instantaneous 
  effect such as a burst of fire, a bolt of lightning, or anoth-
  er simulated effect. This creates a destructive blast as the 
  Destruction sphere, which may possess any (blast type) tal-
  ent and (blast shape) talent of the fey adept’s choosing. An 
  instantaneous destructive blast cannot be extended through 
  concentration or spell points as is usual with illusions, but 
  a destructive blast with a duration (such as Energy Wall or 
  Energy Sphere) persists as long as the illusion is maintained, 
  to a maximum of 1 round per caster level.
  Targets affected by an illusionary destructive blast who 
  succeed at their Will save to disbelieve suffer only half 
  damage and receive a +4 bonus to any saving throw associ-
  ated with the destructive blast itself.
  Glamer
  If the fey adept can create a glamer, he may add sub-
  stance to the glamer, making the change quasi-real. 
  This grants the creature any one trait (except for traits that 
  affect the mind such as Animal Mind, or traits that change 
  the nature of the creature such as making it incorporeal) 
  from the Alteration sphere in addition to the glamer itself. 
  The glamer must depict the trait to be applied (for exam-
  ple, the glamer must include wings to grant the creature 
  a fly speed). This stacks with shapeshifts applied with the 
  Alteration sphere (as it is an illusion and not an actual shape-
  shift), but only one glamer may be applied to an individual 
  creature at a time in this manner. Applying a second glamer 
  with shadowstuff to a creature dispels the first glamer, pro-
  vided they were created by the same caster, or the second 
  caster succeeds at a magic skill check.
  A glamer created in this manner may grant up to two 
  traits at 12th level, and up to three traits at 18th level.
  Nature
  The fey adept may create an illusion of a natural effect, 
  such as those created through the Nature sphere. This 
  can recreate the effects of the Create Fire, Dust Storm, 
  Entangle, Fog, or Vortex geomancing abilities. The area to 
  be affected need not have the usual materials such as water, 
  dust, or plantlife to create this illusion. If a target succeeds 
  at their Will save to disbelieve, they take half damage from 
  the effect if it deals damage and gain a +4 bonus to any sav-
  ing throw made against the effect.
  Objects
  The fey adept creates an object that has 
  form, shape, and weight, as if creating an 
  object with the Creation sphere, al-
  though it has a hardness of 0, 3 hit 
  points per inch, and weight as if 
  it were made of wood regardless 
  of what the material appears 
  to be. The fey adept may only 
  create an object in this fash-
  ion with a size equivalent 
  to 1 Small object per cast-
  er level, although this 
  increases to 2 Small ob-
  jects per caster level at 
  12th level, and 3 Small 
  objects 
  per 
  caster 
  level at 18th level.
  Targets 
  who 
  succeed at their 
  saving throw to 
  disbelieve 
  the 
  illusion 
  realize 
  the object is 
  shadowstuff 
  
  51
  Chapter 3: Classes
  51
  and not the material it appears to be and suffer only half 
  damage if the object is used to damage them (for example 
  if the object was dropped on them from above).
  Weather
  The fey adept may create the illusion of a weather effect 
  such as rain, snow, wind, or even combined like in a storm. 
  This creates a severity 4 aridity/precipitation, ash, tem-
  perature (cold or heat), vog (with caster level 10 or high-
  er), and/or wind effect (with the resulting storm, snow and 
  other effects if applicable) within a radius of close centered 
  within the fey adept’s illusion range. This cannot be used 
  to calm the weather in an area, and has no effect in an area 
  where the weather category to be affected already has a 
  severity of 4 or higher.
  If a target succeeds at its Will save to disbelieve, it treats 
  the weather as being 2 steps lesser in severity in regard to 
  itself. This cannot reduce the weather’s severity lower than 
  what it was before the fey adept created the illusion. He 
  may create effects of severity level 5 at 12th level, and sever-
  ity level 6 at 18th level.
  Darkvision (Ex): At 2nd level, a fey adept gains darkvi-
  sion 60 feet. If he already possesses darkvision with a range of 
  30 feet or more, the range increases by 30 feet.
  Truesight (Sp): Once per day at 4th level, a fey adept 
  may grant himself the ability to see all things as they truly are 
  to a range of 120 feet for 1 round per level. The fey adept sees 
  through magical darkness, notices secret doors hidden by mag-
  ic, sees the exact locations of creatures or objects under blur 
  or displacement effects, sees invisible creatures or objects nor-
  mally, succeeds at all saving throws against illusions and sees 
  through them naturally, and sees the true form of polymor-
  phed, changed, or transmuted things. The fey adept may use 
  this ability an additional time per day for every 4 levels beyond 
  4th, to a maximum of 5 times at 20th level. This does not al-
  low the target to see through mundane disguises, non-magical 
  means of hiding things, fog, or other such effects.
  This cannot be combined with other magic that enhances 
  the senses, such as a crystal ball.
  Hide in Plain Sight (Su): At 10th level, a fey adept can 
  use the Stealth skill even while being observed. As long as he is 
  within 10 feet of an area of dim light, a fey adept can hide him-
  self from view in the open without anything to actually hide 
  behind. He cannot, however, hide in his own shadow.
  See in Darkness (Su): At 14th level, a fey adept can see 
  perfectly in darkness of any kind, even magical darkness that 
  normally impedes darkvision.
  Feytouched: At 20th level, a fey adept is treated as a fey 
  rather than as a humanoid (or whatever the fey adept’s creature 
  type was) for the purpose of spells and magical effects. He also 
  gains DR 10/cold iron, and a +2 luck bonus on all saving throws.
  Permanent Illusion: At level 20, the fey adept can make 
  one of his illusions permanent. Only one illusion may be made 
  permanent in this way at one time. If another illusion is desig-
  nated as permanent, the previous permanent illusion ends.
  Hedgewitch
  The hedgewitch is a student dabbling in whatever arts in-
  terest them the most. Versatile and independent, they often 
  have more tricks up their sleeves than opponents expect, and 
  there’s few problems they cannot help resolve.
  Role: Hedgewitches can fill virtually any role, depending on 
  their selection of spheres and paths.
  Alignment: Any
  Hit Die: d8
  Starting Wealth: 3d6 x 10 gp (average 105 gp). In addition, 
  each character begins play with an outfit worth 10 gp or less.
  Class Skills
  The hedgewitch’s class skills are Appraise (Int), Bluff (Cha), 
  Craft (Int), Diplomacy (Cha), Fly (Dex), Handle Animal (Cha), 
  Heal (Wis), Knowledge (arcana) (Int), Linguistics (Int), Perform 
  (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), 
  Stealth (Dex), and Use Magic Device (Cha).
  Skill Ranks Per Level: 6 + Int modifier
  Class Features
  Weapon and Armor Training: A hedgewitch is profi-
  cient with all simple weapons and light armor.
  Casting: A hedgewitch may combine spheres and talents 
  to create magical effects. A hedgewitch is considered a Mid-
  Caster. (Note: All casters gain 2 bonus talents and a casting tra-
  dition the first time they gain the casting class feature.)
  Spell Pool: A hedgewitch gains a small reservoir of energy 
  she can call on to create truly wondrous effects, called a spell 
  pool. This pool contains a number of spell points equal to her 
  class level + her casting ability modifier (minimum 1). This pool 
  replenishes once per day after roughly 8 hours of rest.
  Magic Talents: A hedgewitch gains 3/4ths of a magic tal-
  ent per level, according to Table: The Hedgewitch.
  Paths: The hedgewitch draws power from her paths, 
  blending magic and hidden knowledge to powerful effect. A 
  hedgewitch chooses two paths at 1st level, gaining their class 
  skills, path benefits, path powers, and their path masteries at 
  20th level. In addition, each path grants access to a number of 
  secrets the hedgewitch may choose whenever she gains a secret.
  Secret: At 2nd level and every 2 levels thereafter, a hedge-
  witch learns a secret, gaining further insights into the unseen 
  world. Unless noted otherwise, secrets may only be taken once. 
  The hedgewitch chooses this secret from the list below, or 
  from the path secret list associated with her path:
  Amateur Hedgewitch: The hedgewitch gains the path benefit 
  (but not the path power) of a path she does not possess. She 
  counts as possessing that path when qualifying for secrets. This 
  secret can be gained multiple times. Each time it is taken, she 
  selects another hedgewitch path.
  Familiar: The hedgewitch gains a familiar as the wizard class 
  feature, using her hedgewitch level as her wizard level for this 
  purpose. This stacks with all class levels from different classes 
  granting a familiar for the purpose of determining the benefits.
  Fetish: The hedgewitch may bind one masterwork item 
  to herself as a fetish. She may enchant this item as if she pos-
  sessed the prerequisite item creation feat, provided she meets 
  
  52
  Chapter 3: Classes
  52
  that item creation feat’s other prerequisites, such as minimum 
  caster level. She may change her fetish at any time by spending 
  8 hours binding a new one, but doing so causes her previous 
  fetish to lose all of its magic, becoming an ordinary masterwork 
  item again.
  Magical Skill: The hedgewitch gains one item creation feat, 
  one metamagic feat, or any other feat of her choice that has 
  the casting class feature or a magic sphere as a prerequisite, 
  provided she meets the prerequisites. She may gain this secret 
  multiple times. Each time it is taken, she gains another feat.
  Poppet: The hedgewitch can create a poppet that possesses 
  a sympathetic link to a creature, allowing her to affect them 
  with her magic regardless of distance. To create a poppet, she 
  must personally collect a specimen directly from the creature’s 
  body, such as a hair, a nail cutting, or drop of blood. Within 24 
  hours of collection, she must create a small poppet that incor-
  porates the entire specimen, a process that takes 1 full minute 
  and requires common materials of negligible cost (such as a 
  handful of straw, mud, or wood). The poppet lasts indefinitely 
  once created. When she uses a magic sphere ability, she may 
  target the poppet to affect the creature it was made from, al-
  lowing her to affect them regardless of distance or line of sight, 
  though they must be on the same plane. The sympathetic link 
  makes the creature immediately aware of the incoming effect 
  and allows them to defend against it without being surprised, 
  even if asleep, though they are not made aware of the magic’s 
  precise nature or source. After conveying magic 1 + 1 time per 
  10 hedgewitch levels, the poppet crumbles and becomes use-
  less. She may only possess a number of poppets equal to her 
  casting ability modifier at one time, and only one poppet at a 
  time for any given creature. If she collects a sample for a new 
  poppet that would put her over these limits, an older poppet 
  crumbles (either the already existing poppet for the creature 
  targeted if she has one, or one of her choice if she does not).
  Volatile Mood: The hedgewitch gains the tempest-tost path 
  power. She only gains the ability her state would grant at 1st 
  level, not the additional abilities it would grant at 5th and 13th 
  level. If she already possesses the tempest-tost path power, she 
  cannot gain this secret.
  Grand Secrets: Beginning at 10th level, a hedgewitch 
  may select one of the following grand secrets in place of a se-
  cret, or any grand secret from the list associated with her path:
  Arcane Builder: The hedgewitch selects one type of magic 
  item (potions, wondrous items, and so on). She creates items 
  of this type 25% faster than normal and gain a +4 bonus on 
  Spellcraft checks (or other checks, as appropriate) to craft 
  items of this type. She may select this secret multiple times; its 
  effects do not stack. Each time she selects this secret, it applies 
  to another type of magic item.
  Extra Magic Item: The hedgewitch can magically adjust her 
  personal space in slight ways, allowing her to wear one addi-
  tional magic item without it interfering with the other ones. 
  Table: The Hedgewitch
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Caster 
  Level
  Magic 
  Talents
  1
  +0
  +0
  +0
  +2
  Casting, path benefit, path power, paths, spell pool
  +0 (1)
  0 (+2)
  2
  +1
  +0
  +0
  +3
  Path secrets, secret
  +1
  1
  3
  +2
  +1
  +1
  +3
  +2
  2
  4
  +3
  +1
  +1
  +4
  Secret
  +3
  3
  5
  +3
  +1
  +1
  +4
  +3
  3
  6
  +4
  +2
  +2
  +5
  Secret
  +4
  4
  7
  +5
  +2
  +2
  +5
  +5
  5
  8
  +6/+1
  +2
  +2
  +6
  Secret
  +6
  6
  9
  +6/+1
  +3
  +3
  +6
  +6
  6
  10
  +7/+2
  +3
  +3
  +7
  Grand secrets, secret
  +7
  7
  11
  +8/+3
  +3
  +3
  +7
  +8
  8
  12
  +9/+4
  +4
  +4
  +8
  Secret
  +9
  9
  13
  +9/+4
  +4
  +4
  +8
  +9
  9
  14
  +10/+5
  +4
  +4
  +9
  Secret
  +10
  10
  15
  +11/+6/+1
  +5
  +5
  +9
  +11
  11
  16
  +12/+7/+2
  +5
  +5
  +10
  Secret
  +12
  12
  17
  +12/+7/+2
  +5
  +5
  +10
  +12
  12
  18
  +13/+8/+3
  +6
  +6
  +11
  Secret
  +13
  13
  19
  +14/+9/+4
  +6
  +6
  +11
  +14
  14
  20
  +15/+10/+5
  +6
  +6
  +12
  Path mastery, secret
  +15
  15
  
  53
  Chapter 3: Classes
  53
  She gains an untyped item slot that can hold any item of any 
  slot, such a second headband, a second pair of gloves, or third 
  ring. This extra magic item can be stolen, sundered, or removed 
  just like any other item.
  Metamagic Master: The hedgewitch chooses one metamagic 
  feat she possesses. Using this metamagic feat costs 1 fewer spell 
  point to use, to a minimum of 1. She may select this secret mul-
  tiple times. The effects do not stack. Each time it is selected, 
  she chooses another metamagic feat.
  Paths
  Academia
  The academian understands the theory behind magic, 
  letting her accomplish feats akin to those of the greatest of 
  wizards.
  Class Skills: Knowledge (geography) (Int), Knowledge 
  (nature) (Int), Knowledge (planes) (Int).
  Path Benefit: Treat the academian’s class level as her 
  caster level when meeting the prerequisites of and when craft-
  ing items with any item creation feat, as well as when using 
  and researching rituals. This stacks normally with caster levels 
  gained from other sources.
  Path Power: The academian gains 1 extra spell point for 
  every 2 hedgewitch levels possessed. Additionally, the academi-
  an gains 1 bonus hedgewitch secret at 1st level.
  Path Secrets: A hedgewitch with the academia path adds 
  the following secrets to those she may select:
  Academic Training: The academian gains an arcane discov-
  ery, treating her hedgewitch levels as wizard levels when meet-
  ing the prerequisites of or determining the effects of arcane 
  discoveries.
  Extra Spell Points: The academian increases their spell pool 
  by 2 spell points. This secret can be taken multiple times. The 
  effects stack.
  Scholarship: The academian gains a +1 competence bonus 
  to all Knowledge skill checks, +1 per 5 hedgewitch levels. The 
  academian can attempt all Knowledge checks untrained, and 
  takes half the usual time when consulting libraries.
  Path Grand Secrets: A hedgewitch with the academia 
  path adds the following grand secrets to those she may select:
  Metamagic Knowledge: The academian gains a metamagic 
  feat as a bonus feat. Whenever the academian rests to regain 
  spell points she may choose to exchange this metamagic feat for 
  another metamagic feat, so long as she meets its prerequisites.
  Path Mastery: The academian gains a +2 bonus to one 
  mental ability score of her choice.
  Astrology
  The astrologer draws power and inspiration from the 
  stars and heavens, channeling their light and interpreting their 
  movements.
  Class Skills: Knowledge (geography) (Int), Knowledge 
  (planes) (Int), Perception (Wis).
  Path Benefit: The astrologer gains the Light sphere 
  as a bonus magic talent.
  Path Power: The astrologer gains the ability to channel 
  the power of celestial objects, projecting different celestial au-
  ras to aid her allies. She may only project a single celestial aura 
  at a time. Projecting a celestial aura is a swift action, and its 
  effects last until she dismisses it as a free action or she activates 
  another aura. The effects of her auras apply to all allies (includ-
  ing herself) who are currently within 30 feet. In addition to any 
  other benefits, all auras increase the light level within the area 
  by one step to a maximum of normal light. This ability func-
  tions only while she is conscious, not if she is unconscious or 
  dead. She gains two auras of her choice from the following list:
  Moon
  Moonlight is the light of revelry and lunacy, lending strange 
  invigoration and vitality to all bathed within it. This aura pro-
  vides a +1 bonus to Fortitude saves, and increases by +1 for every 
  5 hedgewitch levels she possesses. In addition, the aura pro-
  vides one temporary hit point, plus an additional temporary 
  hit point for every two hedgewitch levels she possesses. These 
  temporary hit points automatically refresh at the start of her 
  turn. These temporary hit points only persist on allies who re-
  main within the area of this aura.
  Planet
  Drawing on the resilience of the planets and their atmo-
  spheres, the astrologer gains the ability to avoid the cold of 
  
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  Chapter 3: Classes
  54
  space and deflect the heat of the stars. This aura provides resis-
  tance equal to 5 plus her hedgewitch level to either cold or fire 
  damage, chosen when the aura is projected.
  Star
  The astrologer calls on a guiding star, its light illuminating 
  her path and keeping her alert, fixated on the goal ahead. This 
  aura grants a +1 bonus to Perception and initiative checks, and 
  increases by +1 for every 5 hedgewitch levels she possesses.
  Sun
  By channeling the power of the blazing sun, the astrologer 
  projects an aura that grants a bonus 1d4 fire damage to weapon 
  damage rolls, and increases by an additional 1d4 damage for 
  every 5 hedgewitch levels she possesses.
  Path Secrets: A hedgewitch with the astrology path adds 
  the following secrets to those she may select:
  Celestial Revelation: The astrologer gains one oracle revela-
  tion from the heavens, lunar, or solar mystery, using her hedge-
  witch level as her effective oracle level when meeting its prereq-
  uisites or determining its effects.
  Extra Aura: The astrologer gains a celestial aura from the 
  path power list. If she does not possess the path power, she may 
  use this aura as if she does. She can take this secret multiple 
  times, gaining a new aura each time she selects it.
  Heaven’s Reach: The radius of the astrologer’s celestial aura 
  increases by 10 feet. She can take this secret up to two times, 
  and the effects stack.
  Wax and Wane: The astrologer has greater control over the 
  light of her celestial aura. As a free action she can adjust the 
  light level it provides, increasing the level of light by up to two 
  steps up to a maximum of bright light or shedding no light at 
  all.
  Path Grand Secrets: A hedgewitch with the astrology 
  path adds the following grand secrets to those she may select:
  Syzygy: The astrologer learns to mimic the alignment of the 
  heavens, bringing to bear multiple celestial powers on a single 
  point. She may project two different auras at a time instead of 
  one.
  Path Mastery: Increase her effective hedgewitch level by 
  5 when determining the strength of her celestial auras. In addi-
  tion, she can project and change her aura once per turn as a free 
  action instead of a swift action.
  Black Magic
  The black magician has delved into magic theories and 
  practices some believe are better left untouched.
  Class Skills: Disguise (Cha), Intimidate (Cha), Knowledge 
  (planes).
  Path Benefit: The black magician chooses an oracle 
  curse. She gains this curse and its associated benefits, using her 
  hedgewitch level as her effective oracle level. If she already pos-
  sesses an oracle’s curse (or gains one later), this instead allows 
  her hedgewitch levels to stack with the levels of the class that 
  grants access to the oracle’s curse.
  If your curse provides you with spells known (for example, 
  Haunted), you instead gain a bonus spell point at the levels you 
  would normally gain those spells.
  Path Power: As a standard action, the black magician 
  may curse a target within 30 feet. She may bestow a number 
  of curses in a day equal to 3 + 1/2 her hedgewitch level. Targets 
  may attempt a Will save (DC 10 + 1/2 her hedgewitch level + her 
  casting ability modifier) to negate the curse. As a curse, only ef-
  fects such as the Break Enchantment talent or spells like remove 
  curse can remove a curse before its duration ends, and treat the 
  black magician’s class level as her caster level for the purpose 
  of removing one of her curses. The black magician may always 
  dismiss her own curses as a free action.
  At 1st level, she may give a target a -2 penalty to attack rolls, 
  ability checks, skill checks, and saving throws for a number of 
  rounds equal to her casting ability modifier. This improves to -4 
  at 9th level. This does not stack with itself.
  At 5th level, she may cause the target to roll twice when-
  ever it makes an attack roll, skill check, ability check, or saving 
  throw and take the lower result for a number of rounds equal to 
  her casting ability modifier.
  At 9th level, she may give a target 6 points of ability drain 
  to one ability score of her choice. This does not stack with 
  itself.
  At 13th level, she can permanently blind or deafen the 
  target.
  At 17th level, she can permanently confuse the target.
  Path Secrets: A hedgewitch with the black magic path 
  adds the following secrets to those she may select:
  Curses: The black magician increases the number of times 
  she may bestow curses per day by 2. If she cannot bestow curs-
  es, she may bestow curses 2 times per day, as the black magic 
  path power. She may select this secret multiple times. The ef-
  fects stack.
  Hexcrafter: The black magician gains a witch or shaman 
  hex of her choice, treating her hedgewitch levels as witch/sha-
  man levels and her casting ability modifier as her Intelligence/
  Wisdom modifier when determining the effects. This does not 
  grant access to major hexes or grand hexes. She may gain this 
  secret multiple times. Each time it is taken, she gains an addi-
  tional witch hex.
  Path Grand Secrets: A hedgewitch with the black magic 
  path adds the following grand secrets to those she may select:
  Greater Hexcrafter: The black magician gains a major witch 
  hex of her choice, treating her hedgewitch levels as witch lev-
  els and her casting ability modifier as her Intelligence modifier 
  when determining the effects.
  This does not grant access to grand hexes. She may gain 
  this secret multiple times. Each time it is taken, she gains an 
  additional major witch hex.
  Path Mastery: The black magician gains a witch’s grand 
  hex, treating her hedgewitch levels as witch levels and her cast-
  ing ability modifier as her Intelligence modifier when deter-
  mining the effects.
  Charlatanism
  The charlatan learned to use showmanship to enhance her 
  magic and magic to enhance her showmanship, until few can 
  tell where one ends and the other begins.
  Class Skills: Disable Device (Dex), Disguise (Cha), 
  Sleight of Hand (Dex).
  Path Benefit: The charlatan gains versatile performance, 
  as the bard ability. She chooses one type of Perform skill. She 
  can use her bonus in that skill in place of her bonus in its as-
  sociated skills. When substituting in this way, she may use her 
  
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  Chapter 3: Classes
  55
  total Perform skill bonus, including class skill bonus, in place of 
  its associated skill’s bonus, whether or not she has ranks in that 
  skill or if it is a class skill.
  The types of Perform and their associated skills are: 
  Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance 
  (Acrobatics, 
  Fly), 
  Keyboard 
  Instruments 
  (Diplomacy, 
  Intimidate), Oratory (Diplomacy, Sense Motive), Percussion 
  (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String 
  (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).
  Path Power: The charlatan gains a guile pool, containing 
  a number of guile points equal to 3 + 1/2 her hedgewitch level. 
  This pool replenishes after roughly 8 hours of rest; these hours 
  do not need to be consecutive. If she gains a guile pool from 
  another source, these levels combine when determining the 
  number of guile points possessed, although she may add either 
  3 or that class’s listed ability score modifier to the guile pool, 
  not both.
  The charlatan may spend a guile point as part of any skill 
  check to grant herself a +2 bonus to that skill check. At 10th 
  level, this bonus increases to +4.
  When successfully making an attack against a creature 
  within 30 feet that is flat-footed or denied its Dexterity bonus 
  to AC, she may spend a guile point to deal sneak attack damage 
  to that creature, as a rogue of equal level (1d6 at 1st level, 2d6 at 
  3rd level, etc.) This stacks with any rogue levels she possesses, 
  or any sneak attack dice gained from other sources. This sneak 
  attack may be affected by rogue talents.
  Path Secrets: A hedgewitch with the charlatanism path 
  adds the following secrets to those she may select:
  Extra Guile: The charlatan increases her guile pool by 2 
  points. If she does not possess a guile pool, she gains a guile 
  pool like that granted by the charlatan path power with 2 guile 
  points in it. She may select this secret multiple times. The ef-
  fects stack.
  Evasion: The charlatan gains evasion, as the rogue class 
  feature.
  Exceptional Skill: The charlatan chooses one skill other than 
  Perform. The charlatan gains a bonus equal to 1/2 her hedge-
  witch level to that skill. This applies to Perform checks made 
  on behalf of that skill through versatile performance.
  Great Performance: The charlatan may use the Distraction, 
  Countersong, and Fascinate bardic performances, treating her 
  hedgewitch levels as bard levels which stack with any other bard 
  levels she possesses. The charlatan gains a number of rounds of 
  bardic performance per day equal to her hedgewitch level.
  The charlatan may take this secret multiple times. Each 
  time it is gained, the charlatan gains a bardic masterpiece for 
  which she meets the prerequisites.
  Trapfinding: The charlatan gains trapfinding, as the rogue 
  class feature.
  Trickery: The charlatan gains a rogue talent of her choice, 
  treating her hedgewitch levels as rogue levels when determin-
  ing the effects. This stacks with any rogue levels she possesses. 
  She may select this secret multiple times. Each time it is taken, 
  gain another rogue talent.
  Versatile Performance: The charlatan gains versatile perfor-
  mance, as the charlatanism path benefit. She may select this 
  secret multiple times. Each time this secret is gained, she gains 
  an additional versatile performance.
  Path Grand Secrets: A hedgewitch with the charlatan-
  ism path adds the following grand secrets to those she may 
  select:
  Advanced Rogue Talent: The charlatan gains an advanced 
  rogue talent, treating her hedgewitch level as her effective 
  rogue level when determining the effects. She may select this 
  secret multiple times. Each time it is taken, she gains an addi-
  tional rogue talent.
  Path Mastery: When spending a guile point as part of 
  a skill check, she adds +6 to that check instead of +4. When 
  spending a guile point to deal sneak attack, she rolls d8s instead 
  of d6s.
  Combat
  The combatant has studied martial disciplines and knows 
  how to implement magic on a battlefield.
  Class Skills: Climb (Str), Intimidate (Cha), Swim (Str).
  Path Benefit: The combatant gains proficiency with me-
  dium armor, shields (but not tower shields), and 1 martial weap-
  on of her choice. If using Spheres of Might, she instead qualifies 
  to take a martial tradition. If she already possesses a martial 
  tradition, she instead gains one Equipment talent of her choice.
  She may count half of her hedgewitch levels as fighter lev-
  els when meeting combat feat prerequisites.
  Path Power: The combatant gains an arcane pool as the 
  magus class feature, with a number of arcane points equal to 
  3 + 1/2 her hedgewitch level. If she gains an arcane pool from 
  another source, she combines those levels with her hedgewitch 
  levels when determining the number of arcane points it con-
  tains. At 1st level, she may expend 1 point from her arcane pool 
  as a swift action to grant any weapon she is holding a +1 en-
  hancement bonus for 1 minute.
  For every four levels beyond 1st, the weapon gains another 
  +1 enhancement bonus, to a maximum of +5 at 17th level. These 
  bonuses can be added to the weapon, stacking with existing 
  weapon enhancement to a maximum of +5. Multiple uses of this 
  ability do not stack with themselves. At 5th level, these bonuses 
  can be used to add any of the following weapon special abilities: 
  dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking 
  burst, speed, or vorpal.
  Adding these special abilities consumes an amount of 
  bonus equal to the special ability’s base price modifier. These 
  special abilities are added to any the weapon already has, but 
  duplicates do not stack. If the weapon is not magical, at least 
  a +1 enhancement bonus must be added before any other spe-
  cial abilities can be added. These bonuses and special abilities 
  are decided when the arcane pool point is spent and cannot be 
  changed until the next time she uses this ability. These bonuses 
  do not function if the weapon is wielded by anyone other than 
  her.
  She may not have more than one weapon enhanced in this 
  manner at a time. If she uses this ability again, the first use 
  immediately ends.
  Path Secrets: A hedgewitch with the combat path adds 
  the following secrets to those she may select:
  Combat feat: The combatant gains a combat feat for which 
  she meets the prerequisites. She may select this secret multiple 
  
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  Chapter 3: Classes
  56
  times. Each time it is gained, she selects an additional combat 
  feat.
  Extra Arcane Pool: The combatant increases her arcane pool 
  by 2 points. If she does not possess an arcane pool, she gains an 
  arcane pool as the combat path power with 2 arcane points in 
  it. She may gain this secret multiple times. The effects stack.
  Greater Aid: Whenever the combatant uses the aid another 
  action to aid an ally, that ally gains a +3 bonus instead of a +2 bo-
  nus to his armor class, attack roll, saving throw, or skill check. 
  She increases the size of the bonus by 1 for every 6 hedgewitch 
  levels possessed.
  Magus Arcana: The combatant gains a magus arcana, us-
  ing her hedgewitch level as her effective magus level and her 
  casting ability modifier in place of Intelligence when meeting 
  its prerequisites or determining its effects. She may select this 
  secret multiple times. Each time it is gained, she gains an addi-
  tional magus arcana.
  Tactician: The combatant gains a teamwork feat as a bonus 
  feat for which she meets the prerequisites. Once per day as a 
  standard action, she may grant this feat to all allies within 30 
  feet who can see and hear her. Allies retain the use of this bo-
  nus feat for 3 rounds plus 1 round for every 2 hedgewitch levels 
  she possesses. Allies do not need to meet the prerequisites of 
  this bonus feat. She may take this secret multiple times. Each 
  time it is taken, she gains a new teamwork feat and increases 
  the total number of times she may use this ability by 1. She may 
  choose which of her teamwork feats to grant to her allies when-
  ever she uses this ability.
  Path Grand Secrets: A hedgewitch with the combat 
  path adds the following grand secrets to those she may select:
  Armor Training: The combatant may move in medium or 
  heavy armor without a penalty to her movement speed.
  Weapon Training: The combatant chooses one weapon 
  group, as noted in the fighter’s weapon training class feature. 
  She gains a +1 bonus to attack and damage rolls made with any 
  weapon in that weapon group. She may select this secret multi-
  ple times. The effects do not stack. Each time it is selected, she 
  chooses another weapon group.
  Path Mastery: The combatant gains a +2 bonus to one 
  physical ability score of her choice.
  Covenant
  Whether as a member of a mystery religion, a follower of 
  totemic spirits, or a researcher into ancient gods, the devotee’s 
  power comes through study and devotion to powers unseen.
  Class Skills: Knowledge (history) (Int), Knowledge 
  (planes) (Int), Knowledge (religion) (Int).
  Path Benefit: The devotee selects an alignment from the 
  following list: chaos, evil, good, or law. This must be an align-
  ment she possesses (if she is neutral, she may choose any of 
  the above alignments for this purpose). She gains an aura of 
  her chosen alignment as a cleric of equal level. In addition, 
  she may detect her opposite alignment (good and evil oppose 
  one another, just as law and chaos oppose one another) as if 
  using the Divine Alignment divine ability. To use this ability, she 
  must spend a move action and focus on a single item or crea-
  ture within 60 feet. She does not detect alignment in any other 
  object or creature when using this ability in this way.
  Path Power: If the devotee is of good alignment (or neu-
  tral and chooses to channel positive energy) she may touch a 
  creature as a standard action (or herself as a swift action) and 
  heal that target 1d6 hit points per 2 hedgewitch levels (mini-
  mum 1d6). She may use this ability a total number of times per 
  day equal to 3 + 1/2 hedgewitch level. She may use this ability 
  to harm undead, which is a standard action that provokes an 
  attack of opportunity. Undead do not receive a saving throw 
  against this damage. This counts as positive energy.
  If she is evil (or neutral and chooses to channel negative 
  energy), this ability instead harms living creatures and heals un-
  dead. This counts as negative energy.
  This ability counts as possessing the lay on hands or touch 
  of corruption class features (depending on whether she chan-
  nels positive or negative energy) for the purpose of qualifying 
  for and using feats that modify these abilities.
  She may also expend two uses of this ability to channel en-
  ergy, as the cleric class feature. As a standard action, she releases 
  a wave of energy through her holy (or unholy) symbol, affecting 
  all creatures of one type (living or undead, her choice) within 30 
  feet, healing or harming them just as if she had touched them, 
  except creatures that take damage from channeled energy may 
  attempt a Will saving throw (DC 10 + 1/2 of her hedgewitch 
  level + her casting ability modifier) to halve the damage. She 
  may choose whether or not to include herself in this effect. 
  This requires a holy (or unholy) symbol to use, and counts as 
  possessing the channel energy class feature when qualifying for 
  and using feats.
  Path Secrets: A hedgewitch with the covenant path adds 
  the following secrets to those she may select:
  Channel Feats: The devotee gains any one feat that has the 
  channel energy class feature as a prerequisite. She must meet all 
  of the feat’s prerequisites. She may select this secret multiple 
  times. Each time it is selected, she gains a new channeling feat.
  Divine Portfolio: The devotee chooses a cleric domain. She 
  gains the first-level power of that domain, treating her hedge-
  witch levels as cleric levels when determining the effects (but 
  not gaining other domain powers), and using her casting ability 
  modifier in place of Wisdom for this purpose. If she selects a 
  domain gained through another class, this instead allows her to 
  combine her hedgewitch levels with those levels when deter-
  mining her effective cleric level for that domain. She may select 
  this secret multiple times. Each time it is selected, she chooses 
  another domain.
  Extra Healing: The devotee increases the number of times 
  she may use the covenant path power in a day by 4. If she does 
  not possess the covenant path power, this grants her the ability 
  to use this path power 4 times per day. She may select this se-
  cret multiple times. The effects stack.
  Mercy: The devotee gains an antipaladin cruelty or paladin 
  mercy, using her hedgewitch level as her antipaladin or paladin 
  level when meeting its prerequisites. She may select this secret 
  multiple times. The effects stack.
  Path Grand Secrets: A hedgewitch with the covenant 
  path adds the following grand secrets to those she may select:
  Greater Divinity: The devotee gains a domain she has se-
  lected with the divine portfolio secret. She gains access to the 
  higher-level powers associated with that domain. In all other 
  
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  Chapter 3: Classes
  57
  ways this functions the same as divine portfolio. She may select 
  this talent once per domain gained through the divine portfolio 
  secret.
  Smite: Once per day, the devotee may smite the alignment 
  she may detect through the covenant path benefit. This is in all 
  other ways similar to a paladin’s smite evil ability. She may gain 
  this talent multiple times. Each time it is gained, she may smite 
  her opposed alignment an additional time per day.
  Path Mastery: She uses d8s instead of d6s when using her 
  path power to heal, harm, or channel energy.
  Dreamwalker
  Dreams are as comfortable to the dreamwalker as the phys-
  ical world, and by using her magic she can twist them to her 
  will.
  Class Skills: Knowledge (planes) (Int), Knowledge (reli-
  gion) (Int), Perception (Wis).
  Path Benefit: The dreamwalker gains the Dreamspace 
  feat as a bonus feat, even if she does not meet the prerequisites.
  Path Power: While sleeping the dreamwalker can spend 
  a spell point to merge her dreamspace with the dreams of an-
  other. The target must be asleep, and she must have some con-
  nection to them (such as a target she has met firsthand, have a 
  lock of hair from, or that she has the name and likeness of) but 
  may otherwise be anywhere, even another plane. They enter 
  her dreamspace the same way she does, though they have no 
  control over light, temperature, or other details. If they are un-
  willing they receive a Will save (DC 10 + 1/2 her hedgewitch lev-
  el + her casting ability modifier) to avoid the connection, and if 
  they fail they may reattempt it every 
  minute to break away from her 
  dreamspace. She may discon-
  nect her dreamspace from 
  their dream as a full-round 
  action, sending the target back to their previous dreams. They 
  also return to their previous dreams if she wakes up or other-
  wise exit her dreamspace.
  If the target is within touch range of her physical body, she 
  does not need to spend a spell point to merge her dreamspace 
  with their dreams. If the target is not asleep, cannot dream, or 
  otherwise cannot be reached (such as by being in a dead magic 
  zone) she may wait until they fall asleep, or at any point be-
  fore merging with their dreamspace she may stop the attempt 
  (which does not result in spending a spell point). She may only 
  merge with one target’s dreams at a time, plus an additional 
  number of targets equal to 1/2 of her hedgewitch levels. She 
  must still pay the spell point cost for each one separately. She 
  does not need to connect to each target at the same time, but 
  may connect and disconnect her dreamspace with each target’s 
  dreams separately.
  Spell points spent on this power are taken from the dream-
  walker’s pool before they refresh, if spent during an 8 hour rest.
  At 5th level she can merge her dreamspace with a target 
  that is awake, causing them to immediately fall asleep when 
  they enter her dreamspace. An unwilling target does not fall 
  asleep if they succeed on their Will save, and even if they fail 
  their save they may attempt a new save every round instead of 
  every minute, waking up immediately after disconnecting from 
  the dreamspace. Once they have succeeded on this save, they 
  automatically succeed on further saves to put them to sleep this 
  way for 24 hours. Slapping or wounding a sleeping target awak-
  ens them, but noise does not. Awakening a target is a standard 
  action (an application of the aid another action).
  At 13th level she may spend an additional spell point to cre-
  ate a mass dreamspace, connecting her dreamspace to a distinct 
  group of people all at one time. This group must share some 
  clear connection, such as all being members of an organization 
  or family or living in the same locale (such as a settlement or 
  small region, but not something larger like a country). She must 
  also have a connection to this group (such as being a member 
  of the organization, having a picture and surname of a family, 
  or possessing soil from a location). When connecting to groups 
  the maximum number of people she can connect to increases 
  to her hedgewitch level multiplied by her casting modifier. 
  She may connect to multiple groups in the same dream 
  (connecting to each separately), but all groups count 
  against the same limit. If a given group is larger than 
  this limit, the targets most known to her or most 
  relevant to the group are affected first (such as heads of 
  a family, the leaders of an organization or government, and 
  the closest to the center of a locale).
  Path Secrets: A hedgewitch with the dreamwalker 
  path adds the following secrets to those she can select:
  Acolyte Dreaming: If the dreamwalker does not possess 
  the dreamwalker path power, this grants her the ability to 
  use the 1st level version of the dreamwalker path power, but 
  not its 5th and 13th level upgrades. She may select this secret 
  up to three times, gaining access to the 5th level upgrade the 
  second time, and the 13th level upgrade the third. She must still 
  be the appropriate level to use and gain the benefits of those 
  upgrades. If she already has the dreamwalker path power, 
  she cannot select this secret.
  
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  Chapter 3: Classes
  58
  Dream Meditation: The dreamwalker can choose to enter a 
  meditative state at any time as a free action. This meditative 
  state is treated and functions as sleeping in all respects, except 
  that she retains awareness of the physical world (eliminating 
  the usual +10 on Perception DCs), wakes up only when she de-
  sires as a free action, and can easily meditate while sitting up-
  right, standing, or even moving at a walking pace.
  Expansive Dream: The size of the dreamwalker’s dream-
  space increases to a 10-foot cube per hedgewitch level instead 
  of its normal progression. If she has non-hedgewitch levels, she 
  gains an additional 10-foot cube in size for every 4 non-hedge-
  witch levels she possesses.
  Greater Dream: The dreamweaver multiplies her hedge-
  witch level by 2 when determining how many targets she can 
  simultaneously merge her dreams with. She may select this se-
  cret multiple times, increasing the multiplier by 1 each time (3 
  if taken twice, 4 if taken three times, and so on).
  Imagery: The dreamwalker has fine control over the cos-
  metics of her dreamspace, allowing her to reproduce specific 
  locations rather than setting general themes, control precise 
  details, and eliminate any influence of her unconscious mind if 
  she so chooses.
  Path Grand Secrets: A hedgewitch with the dreamwalk-
  er path adds the following grand secrets to those she can select:
  Dream Travel: After successfully connecting the dream-
  walker’s dreamspace to a target, she may spend a spell point at 
  any point during the merged dream to physically transfer her 
  body through dreamspace. Her physical body teleports to an 
  unoccupied space adjacent to the target, regardless of the dis-
  tance between them or if the target is on another plane.
  Subjective Time: The dreamwalker can adjust the effective 
  time in her dreamspace, allowing experiences to occur faster or 
  slower in the quasi-real space. Time in her dreamspace may ei-
  ther be doubled, allowing her to experience two rounds for ev-
  ery round in the real world, or halved, experiencing one round 
  in dreamspace for every two rounds in the real world. She may 
  adjust the effective time of her dreamspace when entering or 
  part of the same standard action to adjust other traits of her 
  dreamspace.
  Path Mastery: Merging the dreamwalker’s dreamspace 
  with a target’s dreams no longer costs a spell point.
  Exorcism
  The exorcist battles monsters on behalf of those who can-
  not do so themselves.
  Class 
  Skills: 
  Knowledge 
  (dungeoneering) 
  (Int), 
  Knowledge (planes) (Int), Knowledge (religion) (Int).
  Path Benefit: The exorcist receives a competence bonus 
  to her Knowledge skills equal to half her class level when at-
  tempting skill checks to identify the abilities and weaknesses 
  of creatures.
  Path Power: The exorcist has knowledge of 13 sanctions - 
  symbols and signs that can repel, harm or even control different 
  kinds of creatures. The exorcist can create a sanction as a stan-
  dard action, and maintain it as a free action. The sanction ap-
  pears as one or more glowing symbols moving in the air around 
  the exorcist, often accompanied by loud sounds and changes in 
  air pressure.
  Using or maintaining a sanction requires the exorcist to 
  have a free hand and for her to be able to speak. The exorcist 
  can use her sanctions for a number of rounds per day equal to 
  her casting ability modifier + 4 at 1st level, plus an additional 2 
  rounds for every class level thereafter. The sanction does not 
  need to be perceived to be effective, but does require line of 
  effect.
  Each sanction affects creatures of one specific type within 
  30 feet, increasing by 5 feet every 4 levels after the 1st to a maxi-
  mum of 50 feet at 17th level. The first time a creature is affected 
  by a sanction - either by moving into range of the sanction or by 
  beginning their turn within range - must attempt a Will saving 
  throw against a DC equal to 10 + 1/2 her hedgewitch level + her 
  casting ability modifier or any movement towards the exorcist 
  requires twice as much movement (as if moving through diffi-
  cult terrain), in addition to suffering from other effects deter-
  mined by the sanction used. If a creature leaves the area of the 
  sanction and then re-enters the area, or the exorcists stops the 
  sanction and restarts it, they attempt a new saving throw.
  The sanction is a supernatural ability. The exorcist may not 
  use a sanction which would affect herself. Whenever the exor-
  cist makes a successful attack with an ability that requires an 
  attack roll against a creature affected by her sanction, she may 
  attempt to push them out of the sanctioned area as a free ac-
  tion. Treat this as a bull rush attempt that does not provoke an 
  attack of opportunity, using her hedgewitch level + her casting 
  ability modifier as her CMB.
  At 1st level, the exorcist may only have one sanction active 
  at a time, but for every 4 levels beyond the first, she may have 
  an additional sanction active, for a total of 5 sanctions at 17th 
  level. A creature with multiple creature types can be affected by 
  multiple sanctions simultaneously and attempts separate saving 
  throws for each sanction.
  Each active sanction requires a standard action to create, 
  and each uses up a round of the exorcist’s abilities to remain 
  active.
  Each sanction also has an additional effect dependent on 
  the sanction. Effects last as long as the creature is affected by 
  the sanction.
  Sign of Cleansing
  Any vermin creature that fails its saving throw against this 
  sanction takes a -4 penalty to Constitution and is unable to af-
  fect others with any poison or disease abilities it might possess. 
  This penalty increases to -8 at 11th level.
  Sign of Lines
  This sanction imbues the world with civilization and ci-
  vility, sickening those who are more used to the tribal style of 
  life. Monstrous humanoids that fail their saving throw against 
  this sanction are sickened. At 11th level, the penalties for being 
  sickened by this sanction double.
  Sign of Mortality
  This sanction strips away the thinking abilities of human-
  oid creatures. Any such creature that fails its save takes a -4 
  penalty to their Intelligence. In addition, the sanction inter-
  feres with the ability to use tools. Any humanoid creature with-
  in takes a -4 penalty to any skill checks that require tools, and 
  a -4 penalty to any attack roll or damage roll that uses a manu-
  factured weapon.
  
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  Chapter 3: Classes
  59
  Sign of Noise
  This sanction interferes with the magic that animates 
  non-living material. Constructs that fail their save against this 
  effect are confused. This is not a mind-affecting effect.
  Sign of Numbers 
  The cold logic of this sanction strikes at the nature of fey 
  creatures, twisting their minds. Fey creatures who fail their 
  saving throw against this sanction take a -2 penalty to all d20 
  rolls and are unable to use or concentrate on any mind-affecting 
  ability they possess.
  Sign of Returning
  With this sanction, the world takes on a slight haziness 
  that outsiders will instinctively recognize as a threat. Outsiders 
  that fail their saving throws against this sanction lose all dam-
  age reduction, resistances and immunities imparted by their 
  race or subtype, as well as any spell-like abilities common to 
  their race or subtype.
  In addition, if the outsider is not currently on their home 
  plane on existence, whenever the exorcist make a successful at-
  tack with a weapon or any sphere ability or when they success-
  fully use a combat maneuver against them, they may use a swift 
  action to return the creature to its home place of existence. 
  The creature may attempt a Will save to negate the effect.
  Sign of Stability
  This sanction takes on the form of a cold light emanating 
  from the ground. Any ooze that fails its saving throw can only 
  do half damage with any acid, fire, or cold damage attacks it 
  possesses by virtue of being an ooze. In addition, it takes a -4 
  penalty to CMB, which increases to -8 at 11th level.
  Sign of Starlight
  This sanction enhances the emotional impulses of the 
  primitive brain that disrupt the magic that elevated magical 
  beasts above their primal kin. Any magical beast that fails its 
  saving throw against this sanction takes a -4 penalty to attack 
  rolls and damage rolls with natural weapons, and also loses the 
  ability to speak or understand any form of language. This can 
  prevent spellcasting.
  Sign of Stone
  This sanction adds the weight of solidity to those creatures 
  that are innately unnatural. Aberrations that fail their saving 
  throw are partially turned to stone. They take a -4 penalty to 
  Dexterity and can not use any polymorph abilities. This penalty 
  increases to -8 at 11th level.
  Sign of Sunlight
  The sanction against undead takes the form of a bright 
  light that duplicates the effect of sunlight (including harming 
  those vulnerable to sunlight). Any undead within the sanc-
  tioned area that fails its Will save is partially blinded and can 
  not see beyond 20 feet while using normal vision, low-light vi-
  sion or darkvision. They also lose the ability to use any fear 
  abilities they possess by virtue of being undead.
  Sign of Teeth
  Animals instinctively know the sanction of a predator. 
  When they fail their saving throw against this sanction, they 
  are frightened. This is a fear effect but does not stack with oth-
  er forms of fear.
  Sign of Torpor
  The enervating properties of this sanction causes fatigue in 
  any draconic creature that fails its saving throw.
  Sign of Winter
  This sanction draws water out of plant matter, weakening 
  them. Any plant creature that fails its saving throw against this 
  sanction takes a -4 penalty to Strength. This penalty increases 
  to -8 at 11th level.
  Path Secrets: A hedgewitch with the exorcism path adds 
  the following secrets to those she may select:
  Enduring Exorcism: The exorcist may sanction for 6 addi-
  tional rounds per day. If she can not sanction, she may sanction 
  for 6 rounds per day.
  Kinslayer: The exorcist may sanction creatures of her own 
  type. When she sanctions creatures of her own type, she gains 
  a +2 insight bonus to the saving throw DC. When she sanctions 
  creatures of her own type, she may make any number of crea-
  tures within range of the sanction immune to that sanction.
  Nemesis Sanction: The exorcist may focus her sanction 
  against a single target within 30 feet, + 5 feet per class level after 
  the 1st. When used this way, the target is considered sanctioned 
  regardless of their location, and if they fail their saving throw 
  against the sanction, they are entangled. This sanction does not 
  prevent her from having multiple sanctions active, and she may 
  have both conventional and nemesis sanctions active simulta-
  neously, or have multiple nemesis sanctions active against the 
  same or different targets.
  She may use the nemesis sanction against a creature of her 
  own type.
  Rattling Sanction: As a standard action, the exorcist may do 
  1d8 nonlethal damage per 2 class levels to a single creature un-
  der the effect of her sanction. This works even if the creature is 
  normally immune to nonlethal damage. She may spend a spell 
  point to instead affect a number of creatures under the effect of 
  her sanction equal to 1/2 her class level (minimum 1).
  Subtle Sanction: The exorcist may use and maintain sanc-
  tions without speaking and without needing to use her hands.
  Threat of Force: Allies adjacent to creatures affected by any 
  of the exorcist’s sanctions are considered to be flanking them.
  Warding Sanction (requires Protection sphere): She may use her 
  class level as her caster level for any wards she creates. This 
  stacks normally with caster levels gained from other sources. As 
  a full-round action, the exorcist may create a ward and activate 
  a sanction.
  Path Grand Secrets: A hedgewitch with the exorcism 
  path adds the following grand secrets to those she may select:
  Bloodlust: Whenever the exorcist activates a sanction, she 
  may choose a weapon in her hand to gain the bane special ability 
  against the type of creature her sanction works against. This 
  lasts for as long as the sanction does, or until she chooses an-
  other type. If she chooses a type that requires her to choose 
  a sub-type (such as humanoid or outsider), she must choose a 
  sub-type, but may change this subtype whenever she maintains 
  her sanction.
  Counterspelling Sanction: Whenever a creature affected by 
  the exorcist’s sanction uses a spell, spell-like ability, or sphere 
  ability, she may counterspell it as if she had the Counterspell 
  Mastery feat as an immediate action. If she has the Counterspell 
  feat, this becomes a free action.
  
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  Chapter 3: Classes
  60
  Greater Sanction: The range of the exorcist’s sanction in-
  creases by 20 feet.
  Irresistible Force: When the exorcist attempts to push a 
  creature out of her sanctioned area with her sanction ability, a 
  bull rush maneuver, or any ability that works as a bull rush, she 
  receives a +10 bonus to the attempt.
  Moral High-Ground: The exorcist receives a +2 bonus to the 
  DC of her sanction.
  Remove Defenses: When a creature fails their saving throw 
  against the exorcist’s sanction, they lose all damage reduction 
  and resistance to spell damage until the beginning of their next 
  turn.
  Path Mastery: While the exorcist’s sanction is active, any 
  attack or ability that includes her as a target has a 50% chance 
  of failing to affect her if it originates from a type of creature she 
  is currently sanctioning, even if that creature is not currently 
  affected by her sanction.
  Font Of Inspiration
  The font of inspiration uses magic to enhance their cun-
  ning and uncover the secrets of this world.
  Class 
  Skills: 
  Knowledge 
  (dungeoneering) 
  (Int), 
  Knowledge (planes) (Int), Knowledge (religion) (Int).
  Path Benefit: A font of inspiration gains the Divination 
  sphere as a bonus sphere.
  Path Power: A font of inspiration gains an inspiration 
  pool, as the investigator class ability, except that the size of the 
  pool is 3 + 1/2 her hedgewitch level. A font of inspiration uses 
  her hedgewitch level as her investigator level to determine the 
  effects of this ability. The font of inspiration can use inspiration 
  on any Knowledge, Linguistics, or Spellcraft skill checks with-
  out expending a use of inspiration, provided they are trained 
  in the skill. If the font of inspiration has levels in another class 
  granting an inspiration pool, add those levels together to deter-
  mine the effective investigator level for the effects of the ability.
  At 5th level the font of inspiration gains studied combat, 
  allowing the hedgewitch to spend one use of inspiration as a 
  move action to study a single enemy that they can see. Upon 
  doing so, he adds 1/2 her hedgewitch level as an insight bonus 
  on melee attack rolls and as a bonus on damage rolls against 
  the creature. This effect lasts for a number of rounds equal to 
  her casting ability modifier (minimum 1). The bonus on damage 
  rolls is precision damage, and is not multiplied on a critical hit. 
  A hedgewitch can only have one target of studied combat at 
  a time. This ability stacks with the class feature of the same 
  name, when determining the insight bonus to attack and dam-
  age rolls, although the duration is always based on its casting 
  ability modifier.
  Path Secrets: A hedgewitch with the font of inspiration 
  path adds the following secrets to those she may select:
  Extra Inspiration: The font of inspiration increases her in-
  spiration pool by 2 points. If she does not possess an inspiration 
  pool, she gains an inspiration pool like that granted by the font 
  of inspiration path power with 2 uses of inspiration in it. She 
  may select this secret multiple times. The effects stack.
  Investigative Knack: A font of inspiration can select an in-
  vestigator talent, but cannot select any talents that require a 
  class feature they do not have. She may select this secret multi-
  ple times, each time picking a new investigator talent.
  Prescient Dodger: She gains the prescient dodger rogue tal-
  ent, using her hedgewitch level in place of her rogue level. This 
  stacks with any rogue levels she possesses. If the hedgewitch 
  already has this rogue talent, she can select another rogue tal-
  ent she qualifies for.
  Third Eye Wide Open: The font of inspiration gains Expanded 
  Divination as a bonus talent. Whenever she gains a new sphere, 
  she may reselect her alternate divinations from this secret. She 
  may select this secret multiple times.
  Path Mastery: The font of inspiration gains a +2 bonus to 
  her casting ability score.
  Green Magic
  The green magician’s magic comes from communion with 
  nature.
  Class Skills: Knowledge (nature) (Int), Ride (Dex), 
  Survival (Wis).
  Path Benefit: The green magician gains the wild empathy 
  and woodland stride druid class features.
  Path Power: The green magician gains an animal com-
  panion, treating her hedgewitch levels as druid levels for this 
  purpose. Her animal companion has a starting Intelligence of 
  6, unless it would otherwise be higher. This means that the 
  animal companion can take any feat it is physically capable of 
  taking, and the green magician does not need to use Handle 
  Animal checks to communicate with or give orders to her ani-
  mal companion.
  Path Secrets: A hedgewitch with the green magic path 
  adds the following secrets to those she may select:
  Animal Companion: The green magician increases her effec-
  tive druid level by 4 when determining the strength of her ani-
  mal companion, to a maximum effective druid level equal to her 
  character level. If she does not possess an animal companion, 
  she gains an animal companion treating her effective druid level 
  as 4, to a maximum effective druid level equal to her character 
  level. She may take this secret multiple times. The effects stack.
  Animal Friend: The green magician chooses a specific kind 
  of animal (eagle, fox, dog, and so on). She gains the ability to 
  converse with that type of animal as if she were under the ef-
  fects of the Speak with Wildlife Nature talent. At 5th level and 
  every 4 levels thereafter, she selects an additional type of ani-
  mal. She may speak with and understand that type of animal 
  as well.
  Share Health (Su): As an immediate action, the green ma-
  gician may take damage up to half her current hit points, and 
  heal her animal companion the same amount of damage. This 
  cannot heal the target beyond their maximum hit points. This 
  ability works out to close range.
  Share Senses: As a standard action, she may share senses 
  with her animal companion. For as long as she concentrates, 
  she can hear, see, and smell what that creature is experiencing. 
  She gains the benefits of any non-magical special abilities her 
  animal companion possesses (such as low-light vision or scent), 
  but uses her own Perception skill. This ability functions out to 
  long range.
  Path Grand Secrets: A hedgewitch with the green magic 
  path adds the following grand secrets to those she may select:
  
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  Chapter 3: Classes
  61
  Animal Herald: All friendly animals within 30 feet of the 
  green magician gain a bonus equal to her casting ability modifi-
  er to all saving throws.
  Venom Immunity: The green magician becomes immune to 
  all poisons.
  Wild Vitality: The green magician becomes immune to all 
  diseases.
  Path Mastery: The green magician’s animal companion 
  gains spell resistance equal to her hedgewitch level + 11. As a 
  full-round action, she may summon her companion to her side 
  from anywhere, even across planes. Treat her hedgewitch level 
  as her caster level for the purpose of this ability.
  Herbology
  The herbalist studies the magical nature of plant life, using 
  herbs to harm and heal.
  Class Skills: Knowledge (geography) (Int), Knowledge 
  (nature) (Int), Survival (Wis).
  Path Benefit: The herbalist gains the Distill Compound 
  feat as a bonus feat at 1st level and treats her hedgewitch level 
  as her caster level when creating potions; this stacks normal-
  ly with caster levels gained from other sources. She also never 
  suffers a chance to poison herself when applying poison to a 
  weapon. This counts as possessing the poison use class feature.
  Path Power: The herbalist’s magical understanding of 
  herbs is great enough that she may combine common herbs to-
  gether and, mixing them with a little of her own magic, create 
  a concoction. She may create concoctions a total number of 
  times each day equal to 3 + 1/2 her hedgewitch level. The ma-
  terials required to craft a concoction are common herbs and as 
  such are considered to have a negligible cost. Creating a con-
  coction takes 1 minute and must be used within 1 hour or lose 
  its potency.
  Concoctions must be drunk (with the exception of herb-
  alist’s poison) and can only affect living creatures. If a target is 
  unwilling they are allowed a Fortitude save against a DC of 10 + 
  1/2 her hedgewitch level + her casting ability modifier to negate 
  the effect. The herbalist gains the following concoctions:
  Empowering Concoction
  The target gains a +2 alchemical bonus to one ability score 
  of her choice (chosen when this concoction is created) and 
  a -2 penalty to its inverse ability score (Strength’s inverse is 
  Intelligence, Dexterity’s inverse is Wisdom, Charisma’s inverse 
  is Constitution, etc.). This benefit lasts for 1 minute.
  At 5th level, the target no longer suffers a penalty to their 
  inverse ability score. At 9th level, this benefit lasts for 10 min-
  utes. At 13th level, this benefit lasts for 1 hour. At 17th level, the 
  benefit increases to +4.
  Fortifying Concoction
  The target gains a +2 alchemical bonus to one saving throw 
  (Fortitude, Reflex, or Will), chosen at the time of brewing, for 
  1 minute.
  At 5th level, the target gains a +3 bonus to one saving throw. 
  At 9th level, the benefit to their saving throw lasts 10 minutes. 
  At 13th level, this benefit lasts 1 hour. At 17th level, the bonus 
  applies to all saving throws.
  Healing Concoction
  The target is healed 1d6 hit points per 2 hedgewitch levels 
  the herbalist possesses (minimum 1d6).
  Herbalist’s Poison
  The herbalist may create an injury poison (Fortitude DC 
  10 + 1/2 her herhedgewitch level + her casting ability modifier, 
  frequency 1/round for 6 rounds, 1 save, effect 1d2 damage to 
  an ability score that is chosen when creating the poison).
  At 5th level, the ability damage increases to 1d4, and she 
  may make the poison ingested instead of injury.
  At 9th level, she may make her herbalist poison inhaled or 
  contact. In addition, she may change the effect to making the 
  target confused for 1 round per level.
  At 13th level, her poison deals 1d6 ability damage.
  At 17th level, she may change the effect of her poison to 
  making the target sleep for 1 hour. This sleep is especially heavy 
  and is similar to the Sleep powerful charm from the Mind sphere.
  Path Secrets: A hedgewitch with the herbology path 
  adds the following secrets to those she may select: 
  Alchemy: The herbalist gains an alchemist discovery, treat-
  ing her hedgewitch levels as alchemist levels when meeting its 
  prerequisites and determining its effects. She may gain this se-
  cret multiple times. Each time it is selected, she gains another 
  discovery.
  Extra Concoctions: The herbalist increases the number of 
  concoctions she may create in a day by 2. If she cannot create 
  concoctions, she may create 2 per day. She may select this se-
  cret multiple times. The effects stack.
  
  62
  Chapter 3: Classes
  62
  Potent Concoctions: The herbalist’s concoctions last 1 hour 
  per hedgewitch level before they become inert instead of only 
  lasting 1 hour.
  Store Potion: The herbalist may drink a potion, poison, or 
  concoction without applying the effects to herself.
  Instead, she may touch a target as a standard action and 
  grant the effects to that target. She cannot store more than 1 
  potion, poison, or concoction at a time in this manner, and if 
  storing a concoction, the concoction still loses its potency if 
  not used in time.
  Surgeon: Using the Heal skill to treat deadly wounds takes 
  10 minutes instead of 1 hour. In addition, the herbalist heals the 
  target 2 hit points per HD instead of 1 hit point per HD.
  Swift Poison: The herbalist may apply poison to a weapon as 
  a move action instead of a standard action.
  Path Grand Secrets: A hedgewitch with the herbology 
  path adds the following grand secrets to those she may select:
  Instant Poison (requires swift poison): The herbalist may apply 
  poison to a weapon as a swift action.
  Miracle Man (requires surgeon): The herbalist may use her 
  Heal skill to treat deadly wounds on a dead target, provided she 
  begins within 10 minutes of when the target died. This takes 4 
  hours of continuous work and costs 3 uses of her concoction 
  ability (or three healing concoctions, if she has them prepared). 
  At the end of this time, she attempts a Heal check against a 
  DC of 10 + the target’s negative hit point total. If she succeeds 
  at this check, the target comes back to life and stabilizes at 1 
  fewer negative hit points than would be necessary to kill it, and 
  the target gains 2 temporary negative levels that last 24 hours. 
  If the target has had vital parts removed (i.e., its head, heart, 
  etc.) it cannot be revived in this manner.
  Path Mastery: At 20th level, the herbalist’s healing con-
  coction always heals maximum hit points and her herbalist’s 
  poison deals maximum damage.
  Magonian
  Magonians ride the winds and clouds, using their magic to 
  empower airships and other flying contraptions.
  Class Skills: Knowledge (geography) (Int), Knowledge 
  (nature) (Int), Survival (Wis).
  Path Benefit: The magonian treats all weather effects as 
  being one level less severe for herself and for her attuned ve-
  hicles. She may choose to ignore the benefit as a non-action 
  whenever it is advantageous, such as when traveling the same 
  direction as the wind and wanting to take full advantage of the 
  increased speed.
  Path Power: The magonian is attuned to the magic of 
  the sky and clouds, and knows how to converse with the soul of 
  a ship to gain its favor. She gains a pool of attunement points 
  equal to 3 + 1/2 her hedgewitch level. These points refresh once 
  per day after roughly 8 hours of rest.
   The magonian may spend 24 hours aboard an air vehicle 
  to attune herself to that vessel. She may only attune one ves-
  sel at a time, plus an additional vehicle for every 4 additional 
  hedgewitch levels she possesses (two at level 5, three at lev-
  el 9, four at level 13, and five at level 17). If she wishes to at-
  tune herself to a vehicle when already at her limit, she must 
  choose a previous attunement to lose in its place. A vehicle 
  can only be attuned to one magonian at a time. In addition 
  to the previously-mentioned powers, she gains several special 
  effects she may spend attunement points to accomplish that 
  relate specifically to an attuned vehicle. Some of these effects 
  are investments; an investment lasts until she rests to regain 
  attunement points, at which time she may choose to continue 
  the effect by not recovering the attunement points spent to 
  create the effect. She must be touching an attuned vehicle to 
  spend an attunement point on that vehicle.
  As an investment, she gains blindsense in a 30-foot radius 
  around her attuned vehicle. This cannot detect anything inside 
  the airship nor attached to the airship, but can reveal the pres-
  ence of things around the airship such as trees, mountains, or 
  other airships. This blindsense increases by 30 feet for each ad-
  ditional attunement point so spent, and she may spend as many 
  points as she desires with the same standard action.
  She may spend a point to attempt a piloting check for an 
  attuned vehicle even when she is not at its controls.
  She may spend a point to heal a location on her attuned 
  vehicle for an amount of hit points equal to 5x her class level. 
  She must be touching the location to be healed.
  As an investment, she may spend 2 points to grant an at-
  tuned vehicle one hardpoint of enchantment engine. She may 
  invest multiple points with the same standard action, but no 
  more than two per hardpoint of the attuned vehicle.
  She may invest a point into an engine (including sails) or 
  siege engine aboard her attuned vehicle. Every point so invest-
  ed counts as 2 crew members for meeting the prerequisite num-
  ber to fully operate the engine or siege engine. She may invest 
  multiple points with the same standard action, but no more 
  than one per required crew of the engine or siege engine.
  Additionally, as a standard action, the magonian may spend 
  one or more attunement points to accomplish one of the fol-
  lowing actions.
  She may create a cloud that fills a 20-foot radius area cen-
  tered on her. All vision (including darkvision) is obscured in this 
  cloud; targets within 5 feet of a creature gain concealment (a 
  20% miss chance), while targets more than 5 feet away gain to-
  tal concealment (a 50% miss chance). She cannot create clouds 
  underwater, and a moderate wind (11+ mph) disperses the cloud 
  in 4 rounds; a strong wind (21+ mph) disperses the cloud in 1 
  round. This cloud lasts for 1 round per level.
  At 5th level, she may center this cloud anywhere within 
  close range.
  At 9th level, she can choose to make her clouds solid. 
  Creatures moving through a solid cloud move at half their nor-
  mal speed and take a -2 penalty on all melee attack and melee 
  damage rolls. The vapors prevent effective ranged weapon at-
  tacks (except for magic rays and the like). A creature or object 
  that falls into a solid cloud is slowed so that each 10 feet of 
  vapor that it passes through reduces the falling damage by 1d6. 
  A creature cannot take a 5-foot step while in a solid cloud. Solid 
  clouds, and effects that work like solid clouds, do not stack with 
  each other in terms of slowed movement and attack penalties. 
  Unlike normal clouds, only a severe wind (31+ mph) disperses 
  these vapors, and it does so in 1 round.
  At 13th level, she may choose to make her clouds electric. 
  Electric clouds deal 2d6 electricity damage per round to each 
  creature and object inside it. A cloud can be both solid and 
  electric if she so chooses.
  
  63
  Chapter 3: Classes
  63
  At 17th level, she can choose to make her clouds noxious. 
  Creatures inside a noxious cloud must succeed at a Fortitude 
  save (DC 10 + 1/2 her hedgewitch levels + her casting ability 
  modifier) each round or be nauseated for that round. This is a 
  poison effect. A cloud can be solid, electric, and noxious if she 
  so chooses.
  Path Secrets: A hedgewitch with the magonian path adds 
  the following secrets to those she may select:
  Siege Engineer: The magonian gains the Siege Engineer feat, 
  even if she does not meet the prerequisites.
  Bond Vehicle (Su): The magonian can spend 2 attunement 
  points to attune herself to a vehicle as a standard action with-
  out having to have been aboard it for 24 hours. She can now 
  attune herself to any vehicle, whether or not it is an air vehicle 
  (although granting the vehicle the enchantment engine does 
  cause it to count as an air vehicle). This can allow her to create 
  impromptu vehicles (attaching a guidance sail or an oar to a 
  statue or wooden plank to create an impromptu raft, for exam-
  ple). An impromptu vehicle must be able to hold at least one 
  passenger to count as a vehicle.
  Cloud Cover (Su): The magonian may create a cloud that 
  treats either herself or one of her attuned vehicles as its center 
  point; wherever the center point moves, the cloud moves as 
  well.
  Cloud Mastery: The magonian’s clouds can be created any-
  where within medium range. As a move action she may direct 
  any of all of her clouds to move up to 30 feet in any direction.
  Extra Attunement: The magonian increases her attunement 
  pool by 2. If she does not possess an attunement pool, this 
  grants her an attunement pool of 2. She may select this secret 
  multiple times. The effects stack.
  Know Weather (Ex): The magonian always knows what the 
  weather will be like in her area for the next 24 hours. This pro-
  vides her with advance warning of wind, rains, etc., but only 
  reveals natural weather (i.e., it cannot reveal magical weather 
  effects before they occur).
  See Through Clouds (Su): The magonian’s vision is no longer 
  impaired by fog, clouds, or mist.
  Path Grand Secrets: A hedgewitch with the magonian 
  path adds the following grand secrets to those she may select:
  Cloud Immunity (Ex): The magonian can move through sol-
  id clouds she creates as if it were not solid, and do not take 
  damage from her own electric and noxious clouds.
  Cloud Walk (Su): The magonian can climb up or walk on 
  clouds and fog as if they were solid ground. This applies to all 
  clouds and fogs, not just those she creates. Climbing a cloud or 
  fog has a Climb DC of 10. Solid clouds or similar effects (such 
  as a solid fog spell) have a Climb DC of 5. This does not impede 
  her from running through clouds and fog as normal, but at any 
  given time she can simply choose to begin climbing up through 
  them, and may treat the tops of them as if they were normal 
  ground. As a free action she may choose to stop treating clouds 
  in this manner and fall through them normally.
  Perfectly Solid Cloud (requires cloud walk): When the mago-
  nian makes her clouds solid, she may choose to make her clouds 
  completely walkable; all creatures and objects, not only herself, 
  can stand on their tops as if they were solid ground. Other crea-
  tures cannot choose to stop treating her clouds as if they were 
  normal, but she may, as a free action, cause a cloud to stop act-
  ing as solid ground, causing all creatures and objects on top of 
  it to fall through. She may cause a solid cloud to resume acting 
  as solid ground as a free action.
  If a target is falling and she manages to catch them with a 
  perfectly solid cloud, she may catch them in such a way as to 
  completely negate their falling damage.
  Permanent Control: The magonian no longer needs to spend 
  attunement points to pilot her attuned vehicle from a distance, 
  and can do so over any distance as a swift action instead of a 
  standard action. She may pilot any number of her attuned vehi-
  cles with the same swift action. She always knows the direction 
  and distance to her attuned vehicles.
  Path Mastery: At 20th level she may activate any usage of 
  her magonian path power as a swift action instead of a standard 
  action. If she possesses Permanent Control, she may command 
  her attuned vessels as a free action once per round instead of a 
  swift action.
  Spiritualism
  The spiritualist’s allies are not from the mortal world, and 
  whisper secrets in her ear.
  Class Skills: Knowledge (history) (Int), Knowledge (lo-
  cal) (Int), Knowledge (religion) (Int).
  Path Benefit: The spiritualist’s may attempt Knowledge 
  checks untrained. Whenever she attempts a Knowledge check, 
  roll twice and take the higher result.
  Path Power: The spiritualist’s may channel spirit allies 
  into herself, temporarily gaining their knowledge and power. As 
  a standard action, she may grant herself the benefit of any one 
  magic talent she does not possess. This effect lasts for 1 minute 
  per hedgewitch level. The spiritualist must possess that talent’s 
  base sphere and meet any prerequisites (if an advanced talent). 
  She may use this ability a number of times per day equal to 3 + 
  1/2 her hedgewitch level (minimum 1).
  Multiple uses of this ability do not stack. If she uses this 
  ability again before the previous duration has expired, it replac-
  es the previous use.
  At 5th level, she may use this ability to gain the benefits of 
  two magic talents at the same time. She may select one magic 
  talent as a move action or two magic talents as a standard ac-
  tion. She may use one of these magic talents to meet a prerequi-
  site of the second magic talent; doing so means that she cannot 
  replace a magic talent currently fulfilling another’s prerequisite 
  without also replacing those talents that require it. Each indi-
  vidual magic talent selected counts toward her daily uses of this 
  ability.
  At 9th level, she may gain the benefits of two magic talents 
  as a move action or one magic talent as a swift action.
  At 13th level, she may use this ability to gain the benefits of 
  three magic talents at the same time. She may select one magic 
  talent as a free action, two magic talents as a swift action, or 
  three magic talents as a move action. She may use some magic 
  talents to meet the prerequisite of others. Each individual mag-
  ic talent selected counts toward a daily uses of this ability.
  At 17th level, she may gain the benefit of one magic talent 
  as an immediate action or up to three magic talents as a swift 
  action. Each individual magic talent selected counts toward her 
  daily uses of this ability.
  
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  64
  Path Secrets: A hedgewitch with the spiritualism path 
  adds the following secrets to those she may select:
  Bodily Possession (requires Spheres of Might): The spiritualist 
  may select combat talents in place of magic talents when chan-
  neling spirit allies.
  Extra Spirit: The spiritualist’s increases the number of times 
  she may channel spirit allies in a day by 2. If she cannot channel 
  spirit allies, she may now do so 2 times per day. She may select 
  this secret multiple times. The effects stack.
  Infuse Other: As a standard action, she may touch a willing 
  target and spend 2 uses of the spiritualism path power to grant 
  knowledge of a magic talent to that ally for 1 minute. The tar-
  get must possess the casting class feature and uses its own spell 
  points and caster level if granted a magic talent.
  Spiritualist Combatant: Rather than gaining the benefits of a 
  magic talent, she may use the spiritualism path power to grant 
  herself a +1 dodge bonus to AC and a +1 circumstance bonus to 
  attack rolls. She may increase these bonuses to +2 in place of 
  two magic talents or +3 in place of three magic talents.
  Path Mastery: The spiritualist’s may channel spirit allies 
  to gain the benefit of any number of magic talents as a swift 
  action. Each magic talent selected counts toward her daily uses 
  of this ability.
  Tempest-Tost
  The tempest-tost’s power comes from harnessing the 
  storm, both the one within and without.
  Class Skills: Knowledge (nature) (Int), Perception (Wis), 
  Survival (Wis).
  Path Benefit: The tempest-tost gains the Weather sphere 
  as a bonus magic talent.
  Path Power: The tempest-tost’s mood and power is vol-
  atile, changing like the weather she draws power from. She is 
  in one of 3 states at any given time. She has no control over 
  what state she is in: when she wakes up after an hour 8 rest, she 
  chooses her state at random (such as by rolling 1d3), and when-
  ever she is hit with an attack that is a natural 20, fails a saving 
  throw, or regains consciousness, her state randomly (such as by 
  rolling 1d2 or flipping a coin) changes to one of the other two 
  states.
  At 9th level, when she would change or select her state, she 
  may roll twice and pick whichever option she prefers.
  At 19th level, whenever she would change states, she may 
  spend a spell point as a free action (even if it is not her turn) 
  to either remain in the state she is in or to choose which of 
  the other two states she changes to. She must decide whether 
  to use this ability before she rolls to see which new state she 
  would enter.
  Each state gives different abilities and shades her moods. 
  They do not restrict her from acting contrary to the pro-
  pensities they give her, nor do they fundamentally alter her 
  personality.
  Nebulous
  In the nebulous state, the tempest-tost is cagey, wary, and 
  averse to sharing secrets. Whenever she uses control weather to 
  create or alter Precipitation or uses a (precipitation) shroud, she 
  treats her class level as her caster level. This stacks normally 
  with caster levels gained from other sources.
  At 5th level she also gains the ability to see through mist, 
  fog, and other precipitation, as well as smoke and other vapors, 
  whether natural or magical, as if they did not exist. (She can 
  still perceive them; they just do not hamper her vision.) She 
  also gains a +2 bonus to Bluff checks. This increases by +1 at 6th 
  level and every 3 levels thereafter.
  At 13th level she is constantly surrounded by a small fog 
  bank. This provides her with concealment, and she always 
  treats herself as being in precipitation level 3 for the purpose of 
  mantles and other benefits, but not for determining the effects 
  of shrouds or other harmful effects. She may suppress this fog as 
  a free action, losing all of its benefits, but unless she suppress-
  es it again the fog reappears at the beginning of her next turn 
  (even if she is unconscious or otherwise unable to take a free 
  action).
  Tempestuous
  In the tempestuous state, the tempest-tost is rash, brash, 
  and quick to anger. Whenever she uses control weather to create 
  or alter wind or to use a wind shroud, she treats her class level as 
  her caster level. This stacks normally with caster levels gained 
  from other sources.
  At 5th level she never has Perception check DCs in-
  creased due to background noise and can attempt hear-
  ing-based Perception checks even when they would normally 
  
  65
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  65
  be impossible, such as during a hurricane or tornado. She also 
  gains a +2 bonus to Intimidate checks. This increases by +1 at 
  6th level and every 3 levels thereafter.
  At 13th level she is constantly surrounded by whirling 
  winds.
  She can extend these winds to move objects as though us-
  ing the Telekinesis sphere base ability, but not any of the special 
  uses such as Sustained Force or Bludgeon. Her caster level for 
  this ability is equal to her Weather caster level. If she has the 
  Telekinesis sphere, she instead treats her class level as her cast-
  er level for the purpose of determining what size object she can 
  lift and any bonuses to her Weather sphere caster level apply 
  for this purpose. This stacks normally with caster levels gained 
  from other sources.
  These whirling winds also give her a +5 dodge bonus to ar-
  mor class against ranged attacks and, as an immediate action, 
  she may spend a spell point to catch an object as though using 
  the Quick Reactions Telekinesis talent.
  She may also cause any clothes she wears to billow at any 
  time without spending an action.
  She may suppress this wind as a free action, losing all of its 
  benefits, but unless she suppresses it again the wind reappears 
  at the beginning of her next turn (even if she is unconscious or 
  otherwise unable to take a free action).
  Thunderous
  In the thunderous state, the tempest-tost is loud, gregari-
  ous, and open. Whenever she uses a sphere ability that would 
  deal electricity or sonic damage, including using the Storm 
  Lord talent to control where lighting strikes, she deals an addi-
  tional +1/2 damage per hedgewitch level (minimum 1).
  At 5th level she may amplify her voice, reducing the DC to 
  hear her by -20 and allowing creatures to attempt Perception 
  checks to hear her in hurricanes or tornadoes at a -10 penalty. 
  She also gains a +2 bonus to Diplomacy checks. This increases 
  by +1 at 6th level and every 3 levels thereafter.
  At 13th level her body crackles with electricity and tiny 
  cracks of thunder. She gains immunity to electricity and sonic 
  damage. When a creature makes a weapon attack against her, 
  she may spend an immediate action to cause them to take 1d6 
  electricity or sonic damage (her choice) per 3 hedgewitch levels.
  As part of the same action she may spend a spell point to 
  force them to attempt a Fortitude saving throw (DC 10 + 1/2 
  her hedgewitch level + her casting ability modifier) or be deaf-
  ened and blinded for one round.
  She may suppress this electric crackling as a free action, 
  losing all of its benefits, but unless she suppresses it again it 
  reappears at the beginning of her next turn (even if she is un-
  conscious or otherwise unable to take a free action).
  Path Secrets: A hedgewitch with the tempest-tost path 
  adds the following secrets to those she may select:
  Cloud Friend: The tempest-tost gains a cloud sprite familiar 
  as the wizard class feature, using her hedgewitch level as her 
  wizard level for this purpose. She cannot have more than one 
  familiar at a time. Instead this stacks with all class levels from 
  different classes granting a familiar for the purpose of deter-
  mining the benefits.
  Don Mantle: The tempest-tost gains the Mantled Caster 
  feat and a (mantle) talent.
  Lightning Dodger: The tempest-tost gains evasion, as the 
  rogue ability.
  The Calm Before: Once per day the tempest-tost may take 
  a full-round action that provokes attacks of opportunity to 
  change her state. She may use this ability an additional time per 
  day for every 5 hedgewitch levels she has.
  Path Grand Secrets: A hedgewitch with the tempest-tost 
  path adds the following grand secrets to those she may select:
  Defensive State: When the tempest-tost is in the nebulous 
  state she gains the slippery mind rogue talent, when she is in 
  the tempestuous state she gains improved evasion, as a rogue, 
  and when she is in the thunderous state she gains stalwart, as a 
  mageknight.
  Path Mastery: Once per day as a free action she may 
  choose to enter all three states at once, gaining all the relevant 
  benefits. This lasts for 10 minutes, after which she randomly 
  chooses a new state as normal.
  Temporal Traveler
  The temporal traveler is a time traveler, or at least has ex-
  plored time and space through the manipulation of magic and 
  esoteric devices, hiding among the locals through a combina-
  tion of future insights and clever misdirection.
  Class Skills: Disguise (Cha), Knowledge (history) (Int), 
  Knowledge (planes) (Int).
  
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  66
  Path Benefit: The temporal traveler gains the Time 
  sphere as bonus magic talent.
  Path Power: At the start of each day the temporal travel-
  er gains an insight pool containing a number of insight points 
  equal to her casting ability modifier (minimum 1). Her insight 
  goes up or down throughout the day, but usually cannot exceed 
  her casting ability modifier, though feats and magic items can 
  affect this maximum. She spends insight points to accomplish 
  deeds, and regains one point of insight whenever she spends 
  two or more spell points on a sphere power or class ability.
  For the purposes of feat prerequisites, a character with an 
  insight pool satisfies the prerequisites as if she were a grit user, 
  kismet user, luck user, or panache user. Hedgewitch levels for 
  characters with this path stack with gunslinger levels for the 
  purpose of satisfying signature deed’s level requirement. For 
  feats, magic items, and other effects, an insight user can spend 
  and gain insight points in place of grit points, kismet points, 
  luck points and panache points, and vice versa.
  In addition, she gains access to the following deeds:
  Future Insight (Ex)
  At 1st level, the temporal traveler can spend 1 insight point 
  when she attempts a Knowledge or Disable Device check to 
  roll 1d6 and add the result to the check. She can do this after 
  she attempts the check but before the result is revealed. If the 
  result of the d6 roll is a natural 6, she rolls another 1d6 and add 
  it to the check. She can continue to do this as long as she rolls 
  natural 6s, up to a number of times equal to her casting ability 
  modifier (minimum 1).
  Traveler’s Initiative (Ex)
  At 5th level, while the temporal traveler has at least 1 in-
  sight point, she gains a +2 bonus on initiative checks. In ad-
  dition, if she has the Quick Draw feat, her hands are free and 
  unrestrained, and she has a light melee weapon, one-handed 
  ranged weapon, or casting focus that’s unhidden and ready to 
  draw, she can draw that weapon as part of the initiative check.
  Fast Action (Su)
  At 9th level the temporal traveler may spend 2 insight 
  points to cast a spell with a normal casting time of a standard 
  action, or perform an attack action, as a swift action instead.
  Evasive (Ex)
  At 13th level, while the temporal traveler has at least 1 
  insight point, she gains the benefits of the evasion, uncanny 
  dodge, and improved uncanny dodge rogue class features. She 
  uses her hedgewitch level as her rogue level for improved un-
  canny dodge. In addition, whenever she fails a Reflex saving 
  throw she may spend 1 insight point to reroll the attempt, 
  though she must take the second result (even if it is lower).
  Traveler’s Edge (Ex)
  At 17th level, the temporal traveler may spend an insight 
  point as part of the action used to attempt the skill check (if 
  any) to take 10 on any skill check. She can use this ability in 
  conjunction with the future insight deed.
  Path Secrets: A hedgewitch with the temporal traveler 
  path adds the following secrets to those she may select:
  Grit Feats: The temporal traveler gains a single grit or pa-
  nache feat she qualifies for as a bonus feat. She may select this 
  talent multiple times, gaining a new grit or panache feat each 
  time.
  Trapfinding: The temporal traveler gains trapfinding, as the 
  rogue class feature.
  Path Grand Secrets: A hedgewitch with the temporal 
  traveler path adds the following grand secrets to those she may 
  select:
  Temporal Mastery: The temporal traveler gains one oracle 
  revelation from the time mystery, using her hedgewitch level 
  as her effective oracle level and her casting ability modifier in 
  place of Charisma when meeting its prerequisites or determin-
  ing its effects.
  Path Mastery: The temporal traveler’s insights from dif-
  ferent times and places let her see all manner of things from all 
  manner of angles. She can take 20 on any Knowledge check, 
  and may do so without spending any increased time.
  Transmuter
  Famous for turning troublesome adventurers into toads, 
  transmuters practice a special form of witchcraft wherein they 
  can transform objects, animals, and even people into whatever 
  they desire.
  Class Skills: Intimidate (Cha), Knowledge (engineering) 
  (Int), Knowledge (nature) (Int).
  Path Benefit: The transmuter may treat her class level 
  as her caster level for the purposes of create effects from the 
  Creation sphere.
  Path Power: As a standard action the transmuter may 
  touch one object to change it into a different shape and mate-
  rial, as long as the resulting object is one she could target with 
  this ability. She may do this a number of times per day equal to 3 
  + 1/2 her hedgewitch level. Attended targets may always attempt 
  a Fortitude save (DC 10 + 1/2 her hedgewitch level + her casting 
  ability modifier) to negate the effect. This effect is considered a 
  shapeshift from the Alteration sphere, except it has a permanent 
  duration until removed, and she treats her hedgewitch level as 
  her caster level for the purposes of removing her transforma-
  tions. She may always restore an object to the state it was in 
  prior to her transformation as a free action.
  At 1st level she may only affect Small or smaller, unattend-
  ed, non-magical objects made of vegetable matter (including 
  wood) or stone.
  At 5th level she may affect attended objects, Large or small-
  er objects, and creatures of the animal type that are Medium 
  or smaller. She may affect any object as if she had Expanded 
  Materials. She may turn objects into animals that are Small or 
  smaller with 1 Hit Dice. When used in this way the targeted 
  object gains Hit Dice as if it were a typical creature of its new 
  type. She may turn living creatures into objects, but the dura-
  tion is reduced from permanent to 1 round + 1 round for every 4 
  levels beyond 1st, and creatures are entitled to a Fortitude save 
  every round until they return to normal. She may not turn a 
  living creature into another living creature.
  At 9th level, she may affect Huge or smaller objects, Large 
  or smaller animals, Medium or smaller humanoids, and magical 
  objects. Transforming a humanoid into any form has a duration 
  of 1 round + 1 round for every 4 levels beyond 1st and they are 
  entitled to a Fortitude save every round until they return to 
  normal. She may transform a living animal into the form of an-
  other animal.
  
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  Chapter 3: Classes
  67
  She may permanently transform an object into a Medium 
  or smaller animal with 5 or fewer Hit Dice. When transforming 
  a living creature into another living form, rather than gaining 
  the HD of their new form they instead are affected by the shape-
  shift Alteration ability except that they gain traits based on her 
  Creation caster level and must choose traits from Additional 
  Limbs, Animalistic Transformation, Animal Mind, Aquan 
  Transformation, Avian Transformation, Blank Transformation, 
  Serpentine Transformation, Subterranean Transformation, or 
  Size Change and these traits must be chosen in such a way as to 
  most closely match the chosen form’s natural abilities.
  At 13th level, she may affect Gargantuan or smaller objects, 
  Huge or smaller animals, and Large or smaller humanoids.
  She can permanently transform an animal with 5 or fewer 
  Hit Dice into an object or another animal. She may permanent-
  ly transform an animal or object into a humanoid with no racial 
  Hit Dice.
  At 17th level, she can permanently transform a humanoid 
  with 5 or fewer Hit Dice into an object, animal, or other hu-
  manoid with 5 or fewer Hit Dice.
  Path Secrets: A hedgewitch with the transmuter path 
  adds the following secrets to those she may select:
  Implanted Training: When the transmuter transmutes an ob-
  ject into a living creature or an animal into a different type of 
  animal, she may give it basic operational knowledge of its new 
  body. When she transmutes an object or animal into an animal 
  choose one of the following types of training: Combat Training, 
  Fighting, Guarding, Heavy Labor, Hunting, Performance, or 
  Riding. The animal is treated as if it has been trained for that 
  purpose (see the Handle Animal skill) for the duration of the 
  transmutation.
  Practiced Transmutation: The transmuter increases the size 
  of objects and creatures she may affect (either target or resul-
  tant creature/object) by 1 step.
  Ranged Transmutation: The transmuter may use her trans-
  muter path power at close range instead of touch.
  Transformations: The transmuter increases the number of 
  times she may transform a target in a day by 2. If she cannot 
  transform targets (as per this ability), she may now do so 2 
  times per day, as the transmuter path power. She may select 
  this secret multiple times. The effects stack.
  Path Grand Secrets: A hedgewitch with the transmuter 
  path adds the following grand secrets to those she may select:
  Expanded Transformation: The transmuter adds aberrations, 
  constructs, outsiders, magical beasts, and vermin, with the 
  same size limitations as humanoid targets to the list of crea-
  tures she may target with her transformation ability or turn 
  other targets into.
  Greater Transformation: The transmuter increases the 
  amount of Hit Dice that she may permanently transform a 
  creature from or into by 1. She increases this amount by 1 for 
  every 3 levels beyond 10th. (At 10th she may turn an object into 
  a creature with 2 Hit Dice. At 13th she may turn an object or 
  animal with 7 or fewer Hit Dice into an animal with 7 or fewer 
  Hit Dice. At 17th she may turn an object or animal or human-
  oid with 8 or fewer Hit Dice into an object or animal with 8 or 
  fewer Hit Dice).
  New Life: Living targets which fail their save to resist trans-
  formation must attempt a Will save or lose all knowledge of 
  their previous life for the effect’s duration, behaving in all ways 
  as if they were the new creature all along. When the transfor-
  mation ends, their memory returns.
  Path Mastery: The transmuter may spend spell points in 
  place of transmuter path power uses, and may expend 2 trans-
  muter path power uses in place of a spell point for Creation 
  sphere effects.
  Umbral
  Umbrals draw their power from study and emulation of the 
  beings of the shadow realms.
  Class Skills: Disguise (Cha), Intimidate (Cha), Knowledge 
  (planes) (Int).
  Path Benefit: The umbral adds 1/2 her hedgewitch level 
  to all Stealth and Disguise checks (minimum 1).
  Path Power: The umbral gains shadowstuff as the fey ad-
  ept class feature, including shadowmark and create reality, with 
  a number of shadow points in her shadow pool equal to 3 + 1/2 
  her hedgewitch level. If she gains a shadow pool from another 
  source, combine those levels with her hedgewitch levels when 
  determining the number of shadow points it contains and add 
  either 3 or the appropriate ability modifier, whichever is higher.
  Path Secrets: A hedgewitch with the umbral path adds 
  the following secrets to those she may select:
  Eyes of Black: The umbral gains darkvision with a range of 
  10 feet per hedgewitch level. If she possesses darkvision from 
  another source she may instead add 5 feet per hedgewitch level 
  to the range of her darkvision. She may spend a shadow point 
  to allow her darkvision to penetrate magical darkness for 1 min-
  ute per hedgewitch level.
  Shadow Sculptor: The umbral gains the Shadow Magic feat. 
  She does not need not meet its prerequisites.
  Shadowstuff: The umbral gains the Extra Shadowstuff feat. 
  If she does not already possess a shadow pool she instead gains 
  a shadow pool and shadowmark as the fey adept class features 
  using her hedgewitch level in place of fey adept levels. This se-
  cret may be taken multiple times.
  Touch of Darkness: The umbral gains a surreal feat. She must 
  meet all prerequisites. This secret may be taken multiple times. 
  Each time, she selects another surreal feat.
  Path Grand Secrets: A hedgewitch with the umbral path 
  adds the following grand secrets to those she may select:
  Hide in Plain Sight (Su): The umbral can use the Stealth skill 
  even while being observed. As long as she is within 10 feet of 
  an area of dim light, the umbral can hide herself from view in 
  the open without anything to actually hide behind. She cannot, 
  however, hide in her own shadow.
  Improved Shadow Sculptor: The umbral gains a +1 to the ef-
  fective caster level of effects produced by Shadow Magic. She 
  may take this secret up to twice and the effects stack.
  Path Mastery: At level 20, the umbral can make one of 
  her illusions permanent. Only one illusion may be made perma-
  nent in this way at one time. If another illusion is designated as 
  permanent, the previous permanent illusion ends.
  
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  68
  Incanter
  The incanter is among the purest forms of a caster, dedicat-
  ed above all to expanding their knowledge of the magical arts. 
  Their powers are almost entirely determined by their choice 
  of sphere - whether they’re dabbling in everything or focusing 
  their knowledge on a few areas, though, they’re a force to be 
  reckoned with.
  Role: An incanter is a master of magical spheres, bending 
  magic to their needs more fully than any other caster.
  Alignment: Any
  Hit Die: d6
  Starting Wealth: 3d6 x 10 gp (average 105 gp). In addition, 
  each character begins play with an outfit worth 10 gp or less.
  Class Skills
  The incanter’s class skills are Appraise (Int), Craft (Int), Fly 
  (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), 
  and Spellcraft (Int).
  Skill Ranks Per Level: 4 + Int modifier.
  Class Features
  Weapon and Armor Proficiency: An incanter is profi-
  cient with all simple weapons.
  Casting: An incanter may combine spheres and talents to 
  create magical effects. An incanter is considered a High-Caster. 
  (Note: All casters gain 2 bonus talents and a casting tradition 
  the first time they gain the casting class feature.)
  Spell Pool: An incanter gains a small reservoir of energy 
  he can call on to create truly wondrous effects, called a spell 
  pool. This pool contains a number of spell points equal to his 
  class level + his casting ability modifier (minimum 1). This pool 
  replenishes once per day after roughly 8 hours of rest.
  Magic Talents: An incanter gains 1 magic talent every lev-
  el, according to Table: The Incanter. The incanter also gains 
  a bonus magic talent at every odd incanter level.
  Bonus Feat: At 1st, 2nd, and every 2 levels thereafter, an 
  incanter gains a bonus feat. This may be spent to gain an extra 
  magic talent, drawback and proxy feats, or any feat which has 
  casting as a prerequisite (item creation feats, metamagic feats, 
  Sphere Focus, Circle Casting, etc.).
  Incanter Specializations: At 1st level, the incanter may 
  choose a series of specializations, gaining additional abilities at 
  the cost of some versatility. Every specialization costs a number 
  of the incanter’s bonus feats, as indicated by the chart below. 
  Each specialization costs either 1, 2, or 3 specialization points. 
  The incanter cannot have more than 5 points worth of spe-
  cializations. He uses his incanter level as their effective cleric, 
  sorcerer, or wizard level when determining the power of these 
  abilities.
  Table: The Incanter
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Caster 
  Level
  Magic 
  Talents
  1st
  +0
  +0
  +0
  +2
  Bonus feat, bonus talent, casting,  
  specializations, spell pool
  +1
  1 (+2)
  2nd
  +1
  +0
  +0
  +3
  Bonus feat
  +2
  2
  3rd
  +1
  +1
  +1
  +3
  Bonus talent
  +3
  3
  4th
  +2
  +1
  +1
  +4
  Bonus feat
  +4
  4
  5th
  +2
  +1
  +1
  +4
  Bonus talent
  +5
  5
  6th
  +3
  +2
  +2
  +5
  Bonus feat
  +6
  6
  7th
  +3
  +2
  +2
  +5
  Bonus talent
  +7
  7
  8th
  +4
  +2
  +2
  +6
  Bonus feat
  +8
  8
  9th
  +4
  +3
  +3
  +6
  Bonus talent
  +9
  9
  10th
  +5
  +3
  +3
  +7
  Bonus feat
  +10
  10
  11th
  +5
  +3
  +3
  +7
  Bonus talent
  +11
  11
  12th
  +6/+1
  +4
  +4
  +8
  Bonus feat
  +12
  12
  13th
  +6/+1
  +4
  +4
  +8
  Bonus talent
  +13
  13
  14th
  +7/+2
  +4
  +4
  +9
  Bonus feat
  +14
  14
  15th
  +7/+2
  +5
  +5
  +9
  Bonus talent
  +15
  15
  16th
  +8/+3
  +5
  +5
  +10
  Bonus feat
  +16
  16
  17th
  +8/+3
  +5
  +5
  +10
  Bonus talent
  +17
  17
  18th
  +9/+4
  +6
  +6
  +11
  Bonus feat
  +18
  18
  19th
  +9/+4
  +6
  +6
  +11
  Bonus talent
  +19
  19
  20th
  +10/+5
  +6
  +6
  +12
  Bonus feat
  +20
  20
  
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  Chapter 3: Classes
  69
  Most specializations come into effect beginning at 1st lev-
  el. However, if the incanter possesses multiple specializations, 
  he may only gain the benefits of one at 1st level, plus another 
  at every odd level after 1st. Two specializations that both only 
  cost 1 specialization point count as a single specialization for 
  this purpose.
  Example: An incanter who possesses both a sphere special-
  ization and the channel energy specialization would need to 
  choose either sphere specialization or channel energy to come 
  into effect at 1st level. Whichever specialization was not cho-
  sen will then be gained beginning at 3rd level.
   Specialization 
  Points
  Lost Bonus  
  Feats
  1
  1, 10, 20
  2
  1, 6, 10, 14, 20
  3
  1, 2, 6, 10, 14, 18, 20
  4
  1, 2, 6, 8, 10, 14, 16, 18, 20
  5
  All bonus feats lost
  Admixture Adept (2 specialization points): The incanter gains 
  the Admixture talent as a bonus magic talent. He also gains an 
  admixture pool as an admixture savant (see elementalist arche-
  types in chapter 4) of half his incanter level (minimum 1). These 
  levels stack with admixture savant levels for determining the 
  size of his admixture pool.
  Channel Energy (2 specialization points): The incanter may 
  channel energy as the cleric class feature a total number of 
  times per day equal to 3 + his casting ability modifier, using his 
  casting ability modifier in place of Charisma when determining 
  its associated saving throw. He must choose whether to channel 
  positive or negative energy when he gains this ability. Once this 
  choice is made, it cannot be changed.
  Cleric Domains (1 specialization point): The incanter gains the 
  powers and abilities associated with one cleric domain of his 
  choice, using his incanter level as his cleric level. This stacks 
  with levels from other classes that grant domains, but only if 
  the domains chosen by both classes are the same. This does 
  not grant domain spells. He uses his casting ability modifier in 
  place of Wisdom when determining the power of his domains, 
  and he may choose subdomains. He may take this specialization 
  multiple times. Each time it is taken, he gains another domain.
  Familiar (1-2 specialization points): The incanter gains a famil-
  iar, as the wizard’s arcane bond option, using his incanter levels 
  as wizard levels for this purpose.
  This specialization costs 1 point. If the incanter spends 2 
  specialization points, he can instead gain one of the following 
  special familiars.
  Fey Servant (2 specialization points): The in-
  canter’s familiar is a special form of fey creature. The famil-
  iar must be an animal, and its type becomes fey (granting 
  low-light vision if not already possessed). Its fey nature is 
  obvious from its unusual coloring and features.
  At 4th level, this familiar gains DR/cold iron equal to 
  half his class level.
  At 8th level, he gains the Improved Familiar feat, but 
  must select an improved familiar of the fey type.
  At 10th level, a number of times per day equal to 3 + his 
  casting ability modifier, he may grant his familiar the bene-
  fits of any (fey-blessing) talent that he activates on himself 
  without paying any additional cost. His familiar must be 
  within 30 feet and under the effects of his fey-link when the 
  (fey-blessing) talent is used.
  Omnimental Familiar (2 specialization points): 
  The familiar becomes on omnimental. The omnimental 
  never gains the speak with animals of its kind ability. At 
  6th level, the incanter may determine range, line of effect, 
  and line of sight for his destructive blasts from his familiar’s 
  position instead of his own.
  Lay on Hands (2 Specialization Points): At 2nd level, you may 
  lay on hands as a paladin. Each day, you can use this ability a 
  number of times equal to 1/2 your incanter level plus your cast-
  ing ability modifier. With one use of this ability, you can heal 
  1d6 hit points of damage for every two incanter levels you pos-
  sess. Using this ability is a standard action, or a swift action if 
  you are healing yourself. You must have one hand free to use 
  this ability. This is a positive energy effect.
  
  70
  Chapter 3: Classes
  70
  You can use this healing power to deal damage to undead 
  creatures, dealing damage equal to the damage you could have 
  healed. Using lay on hands in this way requires a successful me-
  lee touch attack and does not provoke an attack of opportunity. 
  Undead do not receive a saving throw against this damage.
  You do not gain the paladin’s mercies, but qualify for feats 
  and abilities that require the lay on hands ability.
  Master of Mysteries (2 specialization points): The incanter has 
  training in the deep mysteries in magic, and his influence can 
  be felt by all spell casters. As a standard action, he may tune 
  himself to the environment, so that all magic flows through 
  him. He must spend a standard action every round to maintain 
  the attunement, and he can only be attuned for a maximum 
  number of rounds per day equal to his class level + his casting 
  ability modifier. These rounds do not need to be consecutive.
  When any enemy caster uses a sphere ability or casts a spell 
  or spell-like ability, they must overcome the incanter’s influ-
  ence if any part of their line of effect comes within 60 feet of 
  him. If they succeed on a magical skill check against his magical 
  skill defense, then their spell acts normally. If they fail, there 
  are consequences.
  At 1st level, a failed magical skill check causes the spell to 
  be weakened. The caster level of the spell is lowered by the 
  amount the check was failed by. If this reduces the caster level 
  to 0 or less, the spell is countered.
  At 6th level, a failed magical skill check causes the spell to 
  be countered.
  At 11th level, if the incanter counters a spell, he may use an 
  immediate action to redirect it to a different target as if they 
  had been the original target of the spell. If an attack roll is re-
  quired, he uses the same attack roll the original caster made.
  At 16th level, the incanter may store a countered effect for 
  later use. He may only store one spell this way, and may contin-
  ue to store it for up to 24 hours. Using the spell is a swift action, 
  and uses the caster level and casting ability modifier of the orig-
  inal caster, but the incanter now controls the ability.
  At 20th level, the incanter may maintain this ability as a 
  move action.
  Merciful Healer (2 Specialization Points): You gain mercies as a 
  paladin of equal level. These mercies trigger whenever you take 
  an action to use the cure ability of the Life sphere or when you 
  use your lay on hands ability.
  Sorcerer Bloodline (2 specialization points): The incanter gains 
  the bloodline powers (but not the bloodline spells, feats, or ar-
  cana) of one sorcerer bloodline of his choice. If he already gains 
  a sorcerer bloodline from another class, this instead allows lev-
  els of that class and his incanter levels to stack when gaining 
  and determining the powers and abilities of his sorcerer blood-
  line. Use his casting ability modifier in place of his Charisma 
  modifier when determining the powers of his bloodline, if it is 
  higher.
  Sphere Specialization (3 specialization points): The incanter 
  specializes in a sphere of his choice. The incanter gains that 
  sphere as a bonus sphere and gains a +1 bonus to his caster level 
  with that sphere. In addition, he also gains a series of abilities 
  associated with that sphere, as detailed below. Some specializa-
  tions have optional sub-specializations which may be chosen 
  when the sphere specialization is gained. Like archetypes, these 
  sub-specializations trade out one or more of a sphere special-
  ization’s benefits for new abilities.
  Sword Birth (3 specialization points): The incanter gains ar-
  mory arena at 1st level and enhanced armory at 3rd level as a 
  lingchi warrior (see Armorist archetypes) of his incanter level. 
  He gains 1 arsenal trick at 5th level and every 5 levels thereafter. 
  He may select arsenal tricks as if he were a lingchi warrior of 
  his incanter level.
  Sphere Specializations
  Alteration
  Battleshaping (Su): At 3rd level, the incanter may grant 
  himself or a creature under the effects of his shapeshift one trait 
  as a swift action. This trait cannot cost a spell point and must 
  be one that he can grant through his shapeshift. This trait lasts 
  for 1 round per 2 incanter levels and if the target so chooses 
  they may resist this effect without the need for a saving throw. 
  This trait stacks with polymorph effects, including shapeshift. 
  At 11th level, the incanter can grant two traits in this fashion. A 
  target can only be under the effects of one use of battleshaping 
  at any time. The incanter can use this ability a number of times 
  per day equal to 3 + his casting ability modifier.
  Change Shape (Sp): At 8th level, once per day as a free 
  action the incanter can grant himself one Alteration talent he 
  does not possess for a number of rounds equal to his incanter 
  level. Every time this ability is used, he may change this bonus 
  talent to another Alteration talent he does not possess. He may 
  use this ability an additional time per day for every 6 levels be-
  yond 8th.
  Shapeshifter’s Renewal (Su): At 20th level, whenever 
  the incanter places a shapeshift on a target and spends a spell 
  point to maintain it without concentration, he may choose to 
  remove any poison and non-magical disease from the target 
  and heal the target 2 hit points per incanter level.
  Blood
  Red Minion (Su): At 3rd level, the incanter gains a Tiny 
  blood construct as a permanent servant. As the incanter gains 
  levels, he may choose to increase the size of the construct 
  based on the following table, changeable when the incanter 
  gains a level. The incanter may choose to advance the blood 
  construct’s Hit Dice to that of an available size without actually 
  increasing its size, if he so chooses.
  Incanter Level
  Construct
  3rd
  Small
  6th
  Medium
  9th
  Large
  12th
  Huge
  15th
  Gargantuan
  18th
  Colossal
  A slain blood construct may be replaced with an 8 hour 
  ritual and sufficient blood to create a construct of that size (see 
  the Extract Blood Construct talent).
  Hemorrhagic Aura (Su): At 8th level, as a free action 
  the incanter can emit a 30-foot aura that intensifies any bleed 
  effects for one round. He may emit this aura for a total number 
  of rounds per day equal to his incanter level. Hostile creatures 
  within this area that are suffering from ongoing bleed effects 
  
  71
  Chapter 3: Classes
  71
  must attempt a Fortitude save each round or suffer 1d2 points 
  of Constitution damage that round. These rounds do not need 
  to be consecutive.
  Hemorrhagic Mastery (Su): At 20th level, any bleed 
  damage the incanter deals is increased by 1/2 his incanter level. 
  This bonus bleed damage is not increased by Empower Spell or 
  similar effects. Additionally, whenever he uses blood control, he 
  can roll twice to penetrate a creature’s spell resistance and take 
  the better result.
  Conjuration
  Summoner’s Charm (Su): At 3rd level, whenever the in-
  canter summons a companion from the Conjuration sphere and 
  maintain its presence through concentration, the companion 
  remains for a number of rounds after he ceases concentrating 
  equal to 1/2 his incanter level (minimum 1) before disappearing.
  Aura of Banishment (Su): At 8th level, as a free action 
  the incanter can emit a 30-foot aura of banishment for one 
  round. He may emit this aura for a total number of rounds per 
  day equal to his incanter level. These rounds do not need to be 
  consecutive. Any summoned or called creature in the area (ex-
  cept those he specifies) must attempt a Will save each round. 
  Once the creature fails a Will saving throw, it is staggered as 
  long as it remains inside the aura. If it fails a second Will saving 
  throw, it is immediately sent back to its home plane and the 
  spell or effect that summoned it immediately ends. If that spell 
  or effect summoned more than one creature, only the crea-
  ture that failed its saving throws is affected. If the summoned 
  creature was a companion, it cannot be summoned again for 1 
  minute.
  Mirrored Summoning: At 20th level, once per day when 
  the incanter summons a companion, he may summon a duplicate 
  of that companion with the same action. He must spend all 
  required spell points to summon this duplicate companion, just 
  as with the original.
  Creation
  Creator’s Focus (Su): At 3rd level, whenever the in-
  canter maintains an object he has created with the Creation 
  sphere through concentration, that object remains a number 
  of additional rounds equal to 1/2 his incanter level (minimum 1 
  round) after he ceases concentrating before disappearing.
  Master of Creation (Sp): At 8th level, whenever the 
  incanter creates an object with the Creation sphere, the cost 
  of creating the object is reduced by 1 spell point (minimum 0). 
  Only one such object can be created with master of creation at 
  a time; if another object is created using master of creation, any 
  previous objects created with master of creation are immediate-
  ly dismissed.
  Unbreakable (Su): At 20th level, the incanter gains a +2 
  natural armor bonus. All of his worn equipment and any object 
  he creates gain a +10 bonus to its hardness.
  Dark
  Home in the Dark (Su): At 3rd level, the incanter gains 
  blindsense 10 feet when within an area of dim light or darkness. 
  This bonus increases by 5 feet per 5 incanter levels he possesses, 
  to a maximum of 30 feet at 20th level.
  Shadow Step (Sp): At 8th level, the incanter can use this 
  ability to walk through the Plane of Shadow and reappear as a 
  standard action. He can travel up to 30 feet per incanter level 
  per day in this fashion, either in a single round or broken up 
  across multiple shadow steps. This movement must be used in 
  5 feet increments and does not provoke an attack of opportu-
  nity. Travel through the Shadow Plane is imprecise; when he ar-
  rives, he re-enters 1 square off target, as per the rules for thrown 
  splash weapons. If this would place him in an occupied square, 
  he instead arrives in the nearest safe location. When he arrives, 
  he is cloaked in shadow and gain concealment for 1 round. He 
  may bring other willing creatures with him, but he must ex-
  pend an equal amount of distance for each additional creature 
  brought with him. They likewise re-enter off target (roll loca-
  tion for each creature) and are cloaked in shadow for 1 round.
  Shadow Renewal: At 20th level, the incanter gains fast 
  healing 5 while in dim light or darkness. This fast healing is 
  suppressed while in any level of illumination brighter than dim 
  light.
  Death
  Power over Undead (Su): At 3rd level, the incanter re-
  ceives Command Undead or Turn Undead as a bonus feat. He 
  can channel energy a number of times per day equal to 3 + his 
  casting ability modifier, but only to use the selected feat. He 
  can take other feats to add to this ability, such as Extra Channel 
  and Improved Channel, but not feats that alter this ability, such 
  as Elemental Channel and Alignment Channel. The DC to save 
  against these feats is equal to 10 + 1/2 his incanter level + his 
  casting ability modifier.
  Bolster (Sp): At 8th level, the incanter can touch an un-
  dead creature as a standard action and infuse it with negative 
  energy. It gains a +2 profane bonus on all attack rolls, damage 
  rolls, and saving throws, as well as 2 temporary hit point per Hit 
  Die and a +4 bonus to its channel resistance. These bonuses last 
  for a number of rounds equal to the incanter’s casting ability 
  modifier (minimum 1). The bonuses and temporary hit points 
  are immediately dispelled if the creature is within the area of 
  a consecrate spell or a Hallowed Totem. He can use this ability a 
  number of times per day equal to 3 + his casting ability modifier.
  Spirit Touch (Sp): At 20th level, the incanter can touch 
  incorporeal creatures as if his body, natural weapons, and wield-
  ed weapons were all under the effects of the ghost touch weapon 
  special ability. He may activate or suppress this ability as a free 
  action, and while this ability is active, he is immune to the touch 
  attacks of shadows, ghosts, and other incorporeal creatures.
  Destruction
  Intense Magic (Su): At 3rd level, whenever the incanter 
  creates a destructive blast that deals hit point damage, he adds 1/2 
  his incanter level to the damage dealt (minimum +1). This bonus 
  damage is not increased by Empower Spell or similar effects. 
  This damage is of the same type as the destructive blast.
  Penetrating Blast (Sp): At 8th level, when the incanter 
  uses a destructive blast and rolls to penetrate spell resistance, he 
  may roll twice and take the higher result. He may use this abili-
  ty once per day at 8th level, and one additional time per day for 
  every 6 levels beyond 8th.
  Indestructible: At 20th level, the incanter becomes im-
  mune to critical hits and precision damage. When below 0 hit 
  points, he does not die until his negative total is in excess of 
  twice his Constitution score.
  
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  Chapter 3: Classes
  72
  Divination
  Forewarned (Su): At 3rd level, the incanter can always 
  act in the surprise round even if he fails to attempt a Perception 
  roll to notice a foe, but he is still considered flat-footed until he 
  takes an action. In addition, he receives a bonus on initiative 
  checks equal to 1/2 his incanter level (minimum +1).
  Foretell (Su): At 8th level, the incanter can utter a pre-
  diction of the immediate future as a free action. For one round, 
  he emits a 30-foot aura of fortune that aids his allies or hinders 
  his enemies, as chosen by him at the time of prediction. If he 
  chooses to aid, he and his allies gain a +2 luck bonus on ability 
  checks, attack rolls, magic skill checks, saving throws, and skill 
  checks. If he chooses to hinder, his enemies take a –2 penalty 
  on those rolls instead. He can use this ability for a number of 
  rounds per day equal to his incanter level. These rounds do not 
  need to be consecutive.
  Perfect Knowledge: At 20th level, anytime the incanter 
  would roll for initiative or a Knowledge check, instead assume 
  the roll would have resulted in a natural 20.
  Divination Sub-Specialization: Tactician
  The following abilities replace forewarned and foretell.
  Preempt Fumble (Su): At 3rd level, as an immediate 
  action you can cause any creature within 60 feet to reroll 
  any attack or saving throw it missed or failed that same 
  round and accept the new result. You can use this ability 
  a number of times per day equal to 3 + your casting ability 
  modifier.
  Share Information (Su): At 8th level, when you use a 
  (divine) talent you can choose a number of creatures equal 
  to your casting ability modifier within 60 feet. Those crea-
  tures gain the exact same information you gain from the 
  (divine) talent for as long as you maintain concentration on 
  it, although this is not enough to distract them or impose 
  penalties in any way.
  Enhancement
  Physical Enhancement: At 3rd level, the incanter gains 
  a +1 bonus to one physical ability score (Strength, Dexterity, or 
  Constitution). This bonus increases by +1 for every five incanter 
  levels he possesses. He can change this bonus to a new ability 
  score when he rests to regain spell points.
  Perfection Of Self (Su): At 8th level, as a free action the 
  incanter can grant himself an enhancement bonus to a single 
  ability score equal to 1/2 his incanter level for one round. He 
  may use this ability for a number of rounds per day equal to his 
  incanter level.
  Permanent Enhancement (Su): At 20th level, the in-
  canter can make one enhancement permanent. He can have no 
  more than one enhancement made permanent in this way at one 
  time. If he designates another enhancement as permanent, the 
  previous permanent enhancement ends.
  Fallen Fey
  Fey Nature (Ex): At 3rd level, while under the effects of 
  his fey-link the incanter gains DR/cold iron and an insight bo-
  nus to attack rolls made with natural weapons granted by the 
  Fallen Fey sphere equal to half his class level.
  Resist Fey Lures (Ex): At 8th level, the incanter may roll 
  twice and take the better result on saves against mind-affecting 
  abilities originating from creatures of the fey type.
  Fey-Touched (Ex): At 20th level, the incanter is treated 
  as a fey rather than as a humanoid (or whatever his creature type 
  was) for the purpose of spells and magical effects. He is always 
  considered under the effects of a fey-link, though fey-blessings 
  still only last for the usual duration of a fey-link when activated.
  Fate
  Prescience (Su): At 3rd level, the incanter may, at the be-
  ginning of his turn, spend a free action to roll a single d20. At 
  any point before his next turn, he may use the result of this roll 
  as the result of any d20 roll he is required to make. If he does 
  not use the d20 result before his next turn, it is lost. He can use 
  this ability a number of times per day equal to 3 + his casting 
  ability modifier.
  Tugging Strands (Su): At 8th level, as a non-action the 
  incanter can force a creature within line of sight to reroll any 
  one roll that it has just made before the result of the roll is 
  revealed. The result of the reroll must be taken, even if it is 
  worse than the original roll. He can use this ability once per day 
  at 8th level, and one additional time per day for every 6 levels 
  beyond 8th.
  Fated Protection (Su): At 20th level, whenever he 
  would be affected by a sphere effect, spell, or spell-like ability 
  that allows a saving throw, he can roll twice to save against the 
  effect and take the better result.
  Illusion
  Extended Illusions (Su): At 3rd level, any illusion the 
  incanter creates and maintains through concentration lasts a 
  number of additional rounds equal to 1/2 his incanter level after 
  he stops maintaining concentration (minimum +1). 
  Bedeviling Aura (Su): At 8th level, as a standard action 
  you can emit a 30-foot aura that bedevils your enemies with 
  phantasmal assailants. Enemies within this aura move at half 
  speed, are unable to take attacks of opportunity, and are consid-
  ered to be flanked. This is a mind-affecting effect. Maintaining 
  this effect is a free action, and you can use this ability for a 
  number of rounds per day equal to your incanter level. These 
  rounds do not need to be consecutive.
  Permanent Illusion: At 20th level, the incanter can 
  make one illusion permanent. He can have no more than one il-
  lusion made permanent in this way at one time. If he designates 
  another illusion as permanent, the previous permanent illusion 
  ends.
  Life
  Bolstering Essence (Sp): At 3rd level, the incanter may 
  grant himself temporary hit points equal to his incanter level as 
  a free action. These hit points last for 1 round. He can use this 
  ability a number of times per day equal to 3 + his casting ability 
  modifier.
  Life Sight (Su): At 8th level, the incanter can give him-
  self blindsight to a range of 10 feet as a free action for 1 round. 
  He may use this ability a number of times per day equal to his 
  incanter level. This ability only allows him to detect living crea-
  tures and undead creatures. This sight also tells him whether 
  a creature is living or undead. Constructs and other creatures 
  that are neither living nor undead cannot be seen with this abil-
  ity. The range of this ability increases by 10 feet at 12th level, 
  and by an additional 10 feet for every four levels beyond 12th. 
  These rounds do not need to be consecutive.
  
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  Chapter 3: Classes
  73
  Life Essence (Su): At 20th level, the incanter becomes 
  immune to death effects and gains fast healing 1.
  Light
  Lighteyes (Su): At 3rd level, the incanter gains Perception 
  as a class skill and he gains an insight bonus equal to 1/2 his 
  incanter level on all Perception checks. This bonus increases 
  to being equal to his incanter level when detecting invisible or 
  incorporeal creatures. 
  Disappearance (Sp): At 8th level, the incanter may bend 
  light around himself, giving himself the invisible condition 
  as a swift action. The incanter may use this ability for a total 
  number of rounds per day equal to his incanter level, and these 
  rounds do not need to be consecutive. Ending this invisibility 
  is a free action.
  See All: At 20th level, the incanter can see perfectly in 
  darkness of any kind, even magical darkness that normally im-
  pedes darkvision. The target may see all invisible and ethereal 
  creatures as if they were normally visible. Such creatures are vis-
  ible to you as translucent shapes, allowing you easily to discern 
  the difference between visible, invisible, and ethereal creatures.
  Mind
  Enchanting Smile (Su): At 3rd level, the incanter gains 
  Bluff, Diplomacy, and Intimidate as class skills and gains a +2 in-
  sight bonus to checks with those skills. This bonus increases by 
  +1 for every five incanter levels he possesses, up to a maximum 
  of +6 at 20th level. 
  Aura of Despair (Su): At 8th level, the incanter can 
  spend a free action to emit a 30-foot aura of despair for one 
  round, for a maximum number of rounds per day equal to his 
  incanter level. Enemies within this aura take a –2 penalty on 
  ability checks, attack rolls, damage rolls, saving throws, and 
  skill checks. These rounds do not need to be consecutive. This 
  is a mind-affecting effect.
  Reflective Mind: At 20th level, whenever the incanter 
  succeeds at a saving throw against a mind-affecting effect, a 
  spell of the enchantment school, or an effect from the Mind 
  sphere, that spell or effect does not affect him and is instead 
  reflected back at its caster, treating the incanter as if they had 
  cast the spell (such as for the purpose of charm or domination 
  effects).
  Nature
  Animal Companion (Su): Beginning at 3rd level, the in-
  canter gains an animal companion, as the druid class feature, 
  treating his incanter levels as druid levels for this purpose.
  Empower Companion (Su): At 8th level, the incanter 
  may touch an animal to infuse it with power. The animal imme-
  diately gains the advanced creature simple template: it gains a 
  +2 bonus on all rolls, including damage rolls and special ability 
  DCs, a +4 bonus to AC and CMD, and +2 hit points per Hit 
  Die. This lasts for a number of rounds equal to his casting abil-
  ity modifier.
  During this time, the animal’s primal instincts take hold 
  for the duration of this spell—if the animal knows tricks grant-
  ed by the Handle Animal skill, it loses access to all of those 
  tricks save for “attack.” Animals that already have the advanced 
  creature template are unaffected by this ability. He may use this 
  ability once per day, plus an additional time per day for every 6 
  levels beyond 8th.
  Life Connection: At 20th level, the incanter may transfer 
  up to half of any hit point damage dealt to himself to his animal 
  companion.
  Protection
  Resistance (Ex): At 3rd level, the incanter gains resis-
  tance equal to his incanter level to an energy type of his choice, 
  chosen when he rests to regain spell points.
  Energy Absorption (Su): At 8th level, the incanter gains 
  an amount of energy absorption equal to 3 times his incanter 
  level per day. Whenever he takes energy damage, apply immu-
  nity, vulnerability (if any), and resistance first and apply the rest 
  to this absorption, reducing his daily total by that amount. Any 
  damage in excess of his absorption is applied to him normally.
  
  74
  Chapter 3: Classes
  74
  Protected Life (Su): At 20th level, the first time each 
  day that the incanter would be reduced to 0 or fewer hit points 
  by damage, he is instead reduced to 1.
  Protection Sub-Specialization: Lattice Weaver
  This following ability replaces resistance, energy ab-
  sorption, and protected life.
  Lattice (Su): Beginning at 3rd level, the lattice weav-
  er gains the ability to call forth a floating mass of crystals 
  made of solid force which they can control using their 
  Protection sphere abilities.
  Whenever they use their lattice, the effect remains for 
  a number of minutes equal to their incanter level, or until 
  they use their lattice for a different purpose. The lattice 
  can not be broken or permanently destroyed, but things 
  made from the lattice can be.
  At 3rd level, the incanter can use his lattice to form his 
  barrier ward. The lattice barrier can be destroyed or broken 
  as normal (even though the lattice can not), and as a stan-
  dard action, the incanter can dismiss the lattice barrier and 
  create a new lattice barrier at a different location, or repair 
  an existing lattice barrier. The incanter does not need to 
  spend a spell point to make the barrier last without con-
  centration, it remains until the normal duration of the lat-
  tice expires or until the lattice is used for another function.
  The incanter can also use a move action to move their 
  lattice barrier up to 20 feet, possibly pushing objects and 
  creatures in the process. The barrier has the ability to bull-
  rush targets using a CMB equal to 10 + the incanter’s class 
  level + his casting ability modifier and an effective Strength 
  score equal to his casting ability score, but does not harm 
  those pushed. Alternatively, the lattice barrier can simply 
  work around objects and creatures as it moves.
  At 6th level, the incanter may use his lattice as an im-
  mediate action to form any aegis he can create around an 
  ally within 60 feet. In addition to the normal effects of the 
  aegis, the aegis has a 50% chance to turn any critical hit into 
  a normal hit. The character who bears this aegis also re-
  ceives a bonus to the damage of their natural attacks equal 
  to half the incanter’s level, as the sharp edges of the lattice 
  can draw blood easily. The incanter can not sacrifice the 
  lattice with a (succor) talent. The spell point cost to create 
  the aegis must still be paid, and its duration is limited to the 
  duration of the lattice, and it ends if the lattice is used for 
  another purpose.
  At 10th level, the incanter may use the lattice to strike 
  an enemy within 60 feet with a ranged touch attack as a 
  standard action, imprisoning them with crystalline blades 
  of force. The attack does 1d6 force damage for every 2 lev-
  els the incanter has, and the target must succeed at a Reflex 
  save versus a DC equal to 10 + 1/2 the level of the incanter 
  + his casting ability modifier or be entangled by the lattice 
  and unable to leave the square they are currently in. This 
  prison is fully effective against incorporeal creatures, but 
  disappears if the lattice is used for anything else and does 
  not prevent teleportation. The creature may attempt a new 
  save at the end of each of its turns.
  At 15th level, the incanter may seed a ward with lat-
  tice blades, causing all squares within to become difficult 
  terrain for enemies without hindering allies. The lattice 
  floats in the air, affecting flying enemies as well as those 
  on the ground, and even affecting those underwater or un-
  derground. The seeding also provides partial cover to allies 
  within the ward. Using this ability is a standard action.
  At 20th level, the incanter may spend a standard ac-
  tion to wrap himself in a mobile sphere of lattice crystals. 
  While encased, he gains improved cover against all attacks, 
  has a fly speed of 60 feet with perfect maneuverability, and 
  ignores difficult terrain. Whenever he moves, he can move 
  through enemy squares, and when he does so the enemy 
  must succeed at a Reflex save with a DC of 10 + 1/2 his in-
  canter level + his casting ability modifier or take 1d6 force 
  damage for every level the incanter has gained. A successful 
  save halves this damage. He may carry others with him in-
  side the sphere, if he can physically pick them up but they 
  are effectively unable to act while within.
  Telekinesis
  Telekinetic Impediment (Sp): At 3rd level, the incanter 
  may spend an immediate action to attempt to impede an attack 
  made against a creature within 30 feet of him, including him-
  self. He must declare he is using this ability before the attack 
  roll is made. The attack suffers a -1 penalty, -1 per 5 incanter 
  levels he possesses. He may use this ability a number of times 
  per day equal to 3 + his casting ability modifier.
  Great Flight (Su): Starting at 8th level, as a free action 
  the incanter may grant himself a fly speed of 50 feet with per-
  fect maneuverability for a number of minutes per day equal to 
  his incanter level. This duration does not need to be consecu-
  tive, but it must be used in 1 minute increments.
  Telekinetic Stability (Su): At 20th level, the incanter 
  gains a circumstance bonus equal to his incanter level to Fly 
  checks, Acrobatics checks, and his CMD.
  Time
  Fast (Su): At 3rd level, the incanter gains a +10 feet bonus 
  to his base movement speed, +5 feet for every 5 incanter levels 
  he possesses.
  Retry (Su): At 8th level, as a non-action the incanter may 
  force a target within 30 feet of him to reroll a dice roll they just 
  made, taking the second result regardless of whether it is worse 
  or better. He must decide to use this ability after the roll is 
  made but before the results are revealed. He may use this abili-
  ty once per day at 8th level, plus an additional time for every 6 
  levels beyond 8th.
  Twist Time (Su): At 20th level, the incanter gains two 
  swift actions per turn instead of one.
  War
  Seize the Initiative (Su): At 3rd level, whenever the 
  incanter and his allies roll for initiative, he can grant one ally 
  within 30 feet the ability to roll twice and take either result. 
  This decision is made before the initiative roll is made. He can 
  use this ability a number of times per day equal to 3 + his casting 
  ability modifier.
  Cooperative Defense: At 8th level, whenever a spell or 
  effect targets the incanter and one or more allies within 30 feet, 
  he can use this ability to allow his allies to use his saving throw 
  against the effect in place of their own. Each ally must make 
  this choice individually before the rolls are made. Using this 
  
  75
  Chapter 3: Classes
  75
  ability is an immediate action. He can use this ability once per 
  day at 8th level, and one additional time per day for every four 
  incanter levels beyond 8th.
  War Mage (Ex): At 20th level, the incanter and all allies 
  within 60 feet gain a +2 circumstance bonus to attack rolls and 
  damage rolls.
  Warp
  Shift (Su): At 3rd level, the incanter can teleport to a near-
  by space as a swift action. This movement does not provoke an 
  attack of opportunity. He must be able to see the space that he 
  is moving into. He cannot take other creatures with him when 
  he uses this ability (except for familiars). He can move 5 feet for 
  every two incanter levels he possesses (minimum 5 feet). He can 
  use this ability a number of times per day equal to 3 + his casting 
  ability modifier.
  Dimensional Lord (Sp): At 8th level, whenever a crea-
  ture attempts to use a teleportation effect or summon a crea-
  ture within 30 feet of him, the incanter may attempt to block 
  the effect by attempting a magic skill check as an immediate 
  action. If the check succeeds, the effect or spell fails and is 
  wasted; otherwise, it is unaffected. He can use this ability once 
  per day plus one additional time for every 6 incanter levels he 
  possesses beyond 8th.
  Warp Mastery (Su): At 20th level, the incanter quadru-
  ples the distance he may teleport. This also affects his shift pow-
  er, and he may use shift as a free action.
  Weather
  Weatherworn (Ex): At 3rd level, the incanter can treat 
  the effects of any weather as being 1 step lesser in severity for 
  himself. This improves to 2 steps at 12th level, and 3 steps at 
  20th level.
  Cyclone: At 8th level, the incanter can create a vortex of 
  turbulent wind around himself as a standard action. This vortex 
  has a radius of up to 10 feet and a maximum height of 10 feet 
  per incanter level. Any ranged attack passing through this vor-
  tex automatically misses. Any flying creature moving through 
  the vortex must make a Fly skill check or immediately fall 
  from the sky, taking falling damage (the creature cannot make 
  a Fly check to reduce or negate this damage). Creatures on the 
  ground cannot pass through the vortex without first making 
  a Strength check. The DC of this check is equal to 10 + the 
  incanter’s MSB. The vortex is faintly visible and can be spotted 
  with a DC 15 Perception skill check. Maintaining this ability is 
  a free action and the incanter can use this ability for a number 
  of rounds per day equal to his incanter level. These rounds do 
  not need to be consecutive.
  Cloak of the Elements (Su): At 20th level, the incanter 
  is protected from weather and elements, taking only half dam-
  age from all sources of acid, cold, electricity, fire, and sonic 
  damage.
  Mageknight
  The mageknight is a warrior who mixes magic and blade in 
  the heat of combat. Unlike the armorist, who focuses on calling 
  forth weapons, the mageknight prefers to enhance their weap-
  ons with a wide variety of magical tricks. Mageknights aren’t 
  limited in their choice of sphere, so they tend to come up with 
  unique combinations that suit their personal style.
  Role: The mageknight combines magic and martial power to 
  become a powerful combatant.
  Alignment: Any
  Hit Die: d10
  Starting Wealth: 5d6 x 10 gp (average 175 gp). In addition, 
  each character begins play with an outfit worth 10 gp or less.
  Class Skills
  The mageknight’s class skills are Acrobatics (Dex), Climb (Str), 
  Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Knowledge 
  (arcana) (Int), Knowledge (nature) (Int), Knowledge (nobili-
  ty) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), 
  Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), 
  and Swim (Str).
  Skill Ranks Per Level: 4 + Int modifier.
  Class Features
  Weapon and Armor Proficiency: A mageknight is pro-
  ficient with all simple and martial weapons, light armor, medi-
  um armor, and shields (except tower shields).
  Casting: A mageknight may combine spheres and talents 
  to create magical effects. A mageknight is considered a Low-
  Caster. (Note: All casters gain 2 bonus talents and a casting tra-
  dition the first time they gain the casting class feature.)
  Spell Pool: A mageknight gains a small reservoir of energy 
  she can call on to create truly wondrous effects, called a spell 
  pool. This pool contains a number of spell points equal to her 
  class level + her casting ability modifier (minimum 1). This pool 
  replenishes once per day after roughly 8 hours of rest.
  Magic Talents: A mageknight gains a magic talent at ev-
  ery even level, according to Table: The Mageknight. The 
  mageknight also gains a bonus magic talent at 1st level.
  Resist Magic (Ex): A mageknight gains a natural resis-
  tance to magic as she focuses on its use in combat. A mageknight 
  gains a +1 bonus to all saving throws against spells, spell-like 
  abilities, and magic sphere effects. This bonus increases by an 
  additional +1 for every 4 levels thereafter, to a maximum of +5 
  at 17th level.
  Mystic Combat (Su): At 2nd level and every 2 levels 
  thereafter, a mageknight gains a new way to enhance her phys-
  ical abilities through magic.
  Each time she gains mystic combat, she chooses and gains 
  one of the following abilities.
  Arcane Weapon Focus (Su): The mageknight may spend a 
  spell point as a swift action to deal damage with her attacks 
  as if she had the warpriest’s sacred weapon class feature with 
  all her weapons, treating her mageknight level as her warpriest 
  level. This works for melee weapons, ranged weapons, and un-
  armed attacks. This effect lasts a number of rounds equal to her 
  casting ability modifier.
  
  76
  Chapter 3: Classes
  76
  Banishing Strike (Su): Whenever the mageknight strikes 
  an extraplanar creature with a weapon attack, she may spend 
  a spell point as an immediate action to attempt to break the 
  bonds that bind it to this plane. The extraplanar creature must 
  a Will save (DC 10 + 1/2 her mageknight level + casting ability 
  modifier) or be sent back to its home plane. On a successful 
  save the creature is still staggered for 1d4 rounds. The banished 
  creature can be resummoned as normal.
  Black Dog Companion (requires mageknight 4, 1 talent with the 
  curse descriptor): The mageknight gains an animal companion, 
  treating her mageknight level -3 as her effective druid level. 
  This stacks normally with other druid levels.
  Additionally, the mageknight may take a lesser cù-sìth 
  as their companion. This functions as a wolf animal com-
  panion, except that it has an Intelligence score of 10 and the 
  mageknight may spend a spell point as an immediate action on 
  her lesser cù-sìth’s turn to allow it to use its baleful howl special 
  attack as a standard action, with a DC equal to 10 + 1/2 its Hit 
  Dice + her casting ability modifier.
  Baleful Howl (Su): As a standard action, the cù-sìth 
  can release a howl of ill omen. All enemies within 60 feet 
  take a -4 penalty to saves against curse and death effects 
  and against the cù-sìth’s soul shepherd ability, as well as a 
  -4 penalty to AC. These penalties last for 5 rounds. These 
  penalties are reduced to -1 and last only a single round with 
  a successful Will. This is a sonic curse effect.
  Bleeding Wounds (Su): The mageknight may spend a spell 
  point as a swift action to inflict bleed damage equal to 1/2 her 
  mageknight level (minimum 1) with every attack for a number 
  of rounds equal to her casting ability modifier. Bleed damage 
  does not stack.
  Bloodlust (Su): The mageknight may spend a spell point 
  as a swift action to increase her damage dealt to creatures 
  depending on how many times she has hit them. For 1 round 
  per level, whenever she successfully strikes an opponent with 
  a weapon or natural attack, she gains a cumulative +1 bonus on 
  future damage rolls, to a maximum equal to her class level. If 
  she misses with an attack, the bonus to damage decreases by 1 
  (minimum 0).
  Chivalry (requires resist magic, War sphere): Allies the 
  mageknight shares a mandate with benefit from her resist magic 
  class feature. She may spend a spell point to create a totem that 
  allows allies to benefit from her resist magic class feature.
  Collapse Armor (Su): The mageknight can treat any armor 
  she wears as having the collapsible special ability, except that she 
  may collapse or recall the armor as a swift action instead of 
  a full-round action, and she may choose which piece the ar-
  mor collapses into each time she uses this ability. This allows 
  the mageknight to wear multiple suits of armor and allows her 
  Table: The Mageknight 
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Caster 
  Level
  Magic 
  Talents
  1st
  +1
  +2
  +0
  +2
  Bonus talent, casting, resist magic (+1), 
  spell pool
  +0 (1)
  0 (+2)
  2nd
  +2
  +3
  +0
  +3
  Mystic combat
  +1
  1
  3rd
  +3
  +3
  +1
  +3
  Stalwart
  +1
  1
  4th
  +4
  +4
  +1
  +4
  Mystic combat
  +2
  2
  5th
  +5
  +4
  +1
  +4
  Resist magic (+2)
  +2
  2
  6th
  +6/+1
  +5
  +2
  +5
  Mystic combat
  +3
  3
  7th
  +7/+2
  +5
  +2
  +5
  Marked
  +3
  3
  8th
  +8/+3
  +6
  +2
  +6
  Mystic combat
  +4
  4
  9th
  +9/+4
  +6
  +3
  +6
  Resist magic (+3)
  +4
  4
  10th
  +10/+5
  +7
  +3
  +7
  Mystic combat
  +5
  5
  11th
  +11/+6/+1
  +7
  +3
  +7
  Mystic defense
  +5
  5
  12th
  +12/+7/+2
  +8
  +4
  +8
  Mystic combat
  +6
  6
  13th
  +13/+8/+3
  +8
  +4
  +8
  Resist magic (+4)
  +6
  6
  14th
  +14/+9/+4
  +9
  +4
  +9
  Mystic combat
  +7
  7
  15th
  +15/+10/+5
  +9
  +5
  +9
  Draw power
  +7
  7
  16th
  +16/+11/+6/+1
  +10
  +5
  +10
  Mystic combat
  +8
  8
  17th
  +17/+12/+7/+2
  +10
  +5
  +10
  Resist magic (+5)
  +8
  8
  18th
  +18/+13/+8/+3
  +11
  +6
  +11
  Mystic combat
  +9
  9
  19th
  +19/+14/+9/+4
  +11
  +6
  +11
  Spell critical
  +9
  9
  20th
  +20/+15/+10/+5
  +12
  +6
  +12
  Mystic combat, spellsword
  +10
  10
  
  77
  Chapter 3: Classes
  77
  to collapse one and recall another as part of the same action, 
  though it does not allow her to benefit from more than one suit 
  at a time. She may spend a spell point to collapse or recall her 
  armor as a free action instead of a swift action.
  Elemental Defense (requires mystic defense): The mageknight’s 
  mystic defense class feature also gives her resistance to acid, 
  cold, electricity, and fire damage equal to the damage reduction 
  mystic defense grants.
  Enchanted Touch (Su): The mageknight may spend a spell 
  point as a swift action to grant enhancement bonuses to all at-
  tacks she makes for 1 round per mageknight level. Her unarmed 
  strikes, natural attacks, and wielded weapons gain a +1 enhance-
  ment bonus which does not stack with any enhancement bo-
  nus her weapons already possess. This bonus increases by +1 for 
  every 5 mageknight levels she possesses, to a maximum of +5 at 
  20th level.
  Enhanced Physicality (Su): The mageknight may spend a spell 
  point to reroll an Acrobatics, Climb, Fly, or Swim check she just 
  made with a bonus to her roll equal to 1/2 her mageknight level 
  (minimum 1). She must take the second roll, even if it is worse.
  Ensorcelled Defenses (Su): As a swift action, the mageknight 
  may spend a spell point to charge her armor and shield with 
  energy, partially transforming them into fields of force that pro-
  tect her. For a number of minutes equal to her casting ability 
  modifier, her armor and shield bonuses (and any enhancement 
  bonuses they have) become force effects and apply to her touch 
  AC.
  Form-Breaker (Su): The mageknight may spend a spell point 
  as a swift action to empower her next attack with magical en-
  ergies disruptive to shapechangers. If the attack successfully 
  strikes a creature under a polymorph effect (such as shapeshift, 
  beast shape spells, polymorph, or change shape), she may attempt 
  a magical skill check against the effect’s MSD. She gains a +4 
  bonus on this check. If successful, the polymorph effect im-
  mediately ends and the target cannot benefit from polymorph 
  effects for a number of rounds equal to her CAM.
  Graft Weapon (Su): The mageknight may spend 1 minute 
  to graft a weapon to one of her limbs capable of wielding a 
  weapon as per the Graft Weapon trait of the Morphic Weapon 
  Alteration talent. This graft persists until the weapon is re-
  moved as a standard action.
  Great Fall: When falling, the mageknight treats the dis-
  tance fallen as being 10 feet shorter per mageknight level when 
  determining the amount of damage she sustains. At 20th level, 
  she may fall any distance without taking damage.
  Greater Combatant: The mageknight gains a combat or 
  champion feat. She must meet the prerequisites of the feat. 
  This mystic combat may be taken multiple times. Each time, it 
  grants the mageknight a new combat or champion feat.
  High Jump: The mageknight may add her level to all 
  Acrobatics checks made to jump, both for vertical jumps and 
  horizontal jumps. In addition, she always counts as having a 
  running start when attempting jump checks using Acrobatics. 
  By spending 1 spell point as a swift action, she may gain a +20 
  bonus on Acrobatics checks made to jump for 1 round.
  Honed Shadowblade (requires shadowblade): Objects creat-
  ed with the mageknight’s Shadowstuff Armament feat act as 
  if she had the Surreinforcement feat. Treat her mageknight 
  level as Illusion caster level for calculating its effects for her 
  shadowstuff armaments. This stacks normally with caster levels 
  gained from other sources. Once per round as a free action she 
  may cause a creature damaged by one of her weapons created 
  or enhanced by her shadowblade mystic combat to suffer a -1 
  circumstance penalty to all Perception checks and Will saves 
  against illusions for one minute. This penalty stacks with itself 
  up to 5 times.
  Hunter’s Mark (Su) (requires marked): The mageknight can 
  sense any creature she has left a magical mark on using her 
  marked ability. She always knows the direction and distance to 
  them and what plane they are currently on.
  As a full-round action she may spend a spell point to tele-
  port herself to a square adjacent to a marked creature regardless 
  of their distance from her, though she cannot travel between 
  planes this way.
  
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  Chapter 3: Classes
  78
  Imbued Weapon (Su): As a swift action, the mageknight may 
  spend a spell point to charge a weapon she is holding with 
  magical energy for a number of minutes equal to her casting 
  ability modifier. While the weapon is charged, the mageknight 
  may add her casting ability modifier instead of her Dexterity 
  or Strength modifier to attack rolls and damage rolls with this 
  weapon.
  If the weapon is a melee weapon, she may use the weapon 
  as a thrown weapon with an increment of 20 feet. The weapon 
  keeps its own damage and critical hit characteristics, and is not 
  considered an improvised weapon.
  When an imbued weapon is used as a thrown weapon, the 
  weapon teleports back to her hand at the end of her turn, or 
  the beginning of her next turn if used outside her turn. When 
  an imbued weapon is a ranged weapon, then making ranged at-
  tacks with the weapon does not draw attacks of opportunity.
  Invisibility: As a swift action, the mageknight may spend 
  a spell point to gain the invisible condition for 1 round per 
  mageknight level, or until she performs an offensive action 
  against a foe.
  Karmic Invigoration (Su) (requires Life sphere, marked): As 
  a swift action, the mageknight may infuse her marked target 
  with an aura of positive energy. Until the end of her next turn, 
  whenever an ally hits the target, she may invigorate the ally as a 
  free action, even if they are not in range of her invigorate ability 
  or if it is not her turn.
  Lingering Pain: As an immediate action after successfully 
  dealing damage to an opponent, the mageknight may spend a 
  spell point to cause that damage to be considered continuous 
  damage for the purpose of concentration checks made by the 
  target prior to the beginning of the mageknight’s next turn.
  Magic Power: The mageknight gains a magic talent for 
  which she qualifies. This mystic combat can be taken multiple 
  times. Each time it is taken, she gains a new magic talent.
  Mage’s Charge: When making a charge, the mageknight may 
  spend a spell point as a free action to add her mageknight level 
  as a bonus to her first attack roll and damage roll. This dam-
  age is considered precision damage and is not multiplied on a 
  critical hit or by similar effects, such as a lance or the Spirited 
  Charge feat.
  Mark of Pain (requires marked): Whenever the mageknight 
  marks a target, she may also spend a spell point to lower their 
  damage reduction and energy resistance against her attacks by 
  her mageknight level. This condition lasts as long as the mark 
  does.
  Martial Tactics (Ex): The mageknight may spend a spell 
  point as a swift action to gain the benefits of one teamwork 
  feat. She must meet all the feat’s prerequisites. All of her allies 
  are treated as if they possessed the same teamwork feat for the 
  purpose of determining whether she receives a bonus from the 
  teamwork feat acquired. Her allies do not receive any bonuses 
  from these feats unless they actually possess the feats them-
  selves. Her allies’ positioning and actions must still meet the 
  prerequisites listed in the teamwork feat for her to receive the 
  listed bonus. She keeps the feat for a number of minutes equal 
  to her casting ability modifier, or until she spends another spell 
  point to acquire another feat.
  Mounted Combatant: When using any mystic combat ability, 
  the mageknight may spend an additional spell point to extend 
  the benefit of that ability to her mount as well.
  Mystic Adaptation: The mageknight may spend a spell point 
  as a swift action to gain the benefits of one combat feat of her 
  choice for a number of minutes equal to her casting ability mod-
  ifier. She must meet all of this feat’s prerequisites. At 7th level, 
  she may gain the benefits of two combat feats of her choice 
  whenever she uses this ability, and one may be used to meet the 
  prerequisites of the other. At 14th level, she gains the benefits 
  of three combat feats of her choice. Multiple uses of this ability 
  do not stack, only the most recent use applies. If a combat feat 
  has a limited number of daily uses (such as Stunning Fist), any 
  uses of that combat feat while using this ability counts towards 
  that feat’s daily limit.
  Mystic Maneuver: The mageknight may spend a spell point 
  to perform any combat maneuver as a swift action that does 
  not provoke an attack of opportunity, with a bonus to her CMB 
  equal to 1/2 her mageknight level (minimum 1).
  Mystic Celerity: Once per round, when using any abil-
  ity gained through the mystic combat class feature, the 
  mageknight may spend an extra spell point to decrease that 
  ability’s required action by one step: standard actions become 
  move actions, swift actions become free actions, etc. This can-
  not reduce an immediate action.
  Mystic Might: As a swift action, the mageknight may spend 
  a spell point to increase her size category to Large for a number 
  of minutes equal to her casting ability modifier, as if using the 
  Size Change Alteration talent.
  Penetrating Blow: The mageknight may spend a spell point 
  as a swift action to cause all her attacks to be resolved as touch 
  attacks until the end of her turn.
  Quickened Reflexes: The mageknight may spend a spell point 
  as a swift action to gain a dodge bonus to AC equal to half her 
  mageknight level (minimum 1) for a number of rounds equal to 
  her casting ability modifier.
  Raging Combatant: As a swift action, the mageknight may 
  spend a spell point to enter a rage for 1 round per mageknight 
  level. This is similar to a barbarian’s rage, granting a +4 morale 
  bonus to Strength and Constitution, a +2 morale bonus to Will 
  saves, and suffering a -2 penalty to AC. She is under the same 
  restrictions with skills, spells, and sphere abilities as a barbar-
  ian, but she may use mystic combat abilities as normal. She is 
  fatigued afterward as a barbarian. She may end a rage prema-
  turely as a free action.
  Relentless Pursuit (requires marked): The mageknight may 
  spend a spell point as a swift action to make a single weapon 
  attack against an enemy she has marked. This attack is made 
  at her highest base attack bonus, and receives a circumstance 
  bonus to damage equal to her mageknight level.
  Resilience of Soul: As an immediate action, the mageknight 
  may spend a spell point to reroll a saving throw she just failed. 
  She must take the second result, even if it is worse.
  Ritual Tracker (Su): The mageknight can track creatures by 
  observing the omens and mystic signs that subtly mark their 
  passing. She can use Spellcraft instead of Survival to both find 
  and follow tracks, using the same DCs listed under the Survival 
  skill. In addition, she can track creatures that leave no tracks, 
  
  79
  Chapter 3: Classes
  79
  such as flying and swimming creatures, and creatures using 
  trackless step or pass without trace, taking a -5 penalty to her 
  check for each such effect they benefit from. Finally, if she finds 
  or follows tracks where someone has teleported or moved be-
  tween planes, she may attempt a Spellcraft or Survival check 
  against a DC equal to their MSD to determine their destina-
  tion. With a successful check she learns the direction of their 
  destination and whether the distance to that destination is near 
  (less than 1 mile), moderate (1 mile to 10 miles) or far (greater 
  than 10 miles); if they moved between planes she instead learns 
  what plane they moved to.
  Self-Reliance (Ex) (requires Life sphere): Whenever the 
  mageknight invigorates or cures herself with the Life sphere, she 
  may use her class level as her caster level. This stacks normally 
  with caster levels gained from other sources.
  Shadowblade: The mageknight gains the Shadowstuff 
  Armament feat. Additionally, she may spend a spell point as a 
  free action to add the shadow wake special ability to a weapon 
  for 1 round per mageknight level.
  Shared Marking (requires marked, War sphere): When the 
  mageknight marks a target, allies she shares a mandate with gain 
  the same static benefits from the mark that she does. This does 
  not give her ally abilities that trigger from her mark, such as 
  relentless pursuit.
  Shifted Karma (Su) (requires marked): Whenever the 
  mageknight hits an enemy she has marked with a melee weap-
  on or natural weapon, she may give the target a -4 penalty to 
  attack and AC against creatures other than herself. This penalty 
  lasts until the beginning of her next turn, 
  or she may spend a spell point to make it 
  last for 1 minute. This ability ends im-
  mediately if the mark ends, or if the 
  target successfully hits her with a 
  melee attack.
  Shining 
  Armor 
  (Su): 
  The 
  mageknight may spend a spell point 
  as a swift action to cause her ar-
  mor to give off a slight glow as 
  it becomes partially translucent. 
  While in this state, she takes no 
  armor check penalties for wearing 
  the armor, nor does she take any 
  penalties to her speed from wearing 
  armor, and her Dexterity bonus to 
  AC is unlimited. This lasts a number 
  of minutes equal to her casting ability 
  modifier.
  Signature Scar (Su): When 
  the 
  mageknight damages an enemy with a 
  melee weapon or natural weapon, she may 
  spend a spell point as a free action to give 
  them a scar. The target may attempt a 
  Fortitude save against a DC equal to 10 
  + 1/2 her mageknight level plus her cast-
  ing ability modifier to avoid the scar. Any 
  hit points regained by a scarred enemy 
  are instead diverted to the mageknight 
  unless she is already at her full hit point total. The scar fades 
  away after 1 minute.
  Spell Mirror (requires mageknight 10, spell shield): When a spell 
  or sphere effect that has the mageknight as a target is negated 
  by her spell shield, the effect is turned back upon its caster as if 
  the caster was the original target. Use her own attack modifiers 
  if an attack roll is required.
  Spell Shield: As an immediate action, the mageknight may 
  spend a spell point to grant herself spell resistance equal to 15 + 
  her mageknight level until the start of her next turn.
  Strategic Planning (requires War sphere): At the beginning 
  of the day, choose a (mandate) talent or (totem) talent the 
  mageknight qualifies for. She gains that mandate or totem talent 
  for the duration of the day. At any time during the day, she may 
  change her choice by meditating for 10 minutes.
  Sunder The Veil: The mageknight gains the Pierce The Veil 
  feat. She needs not meet its prerequisites. Additionally, she may 
  spend a spell point as a free action to add the skeptical weapon 
  enhancement to a weapon for 1 round per mageknight level.
  Sustain: The mageknight may spend a spell point as an im-
  mediate action to grant herself temporary hit points equal to 
  twice her mageknight level + her casting ability modifier that 
  lasts 1 minute. This can keep her from dying.
  Swift Combatant: The mageknight may spend a spell point 
  as a free action to move up to 30 feet. This movement provokes 
  attacks of opportunity as normal.
  Unbreakable: The mageknight may spend a spell point as a 
  swift action to grant herself DR/- equal to her mageknight level 
  for a number of rounds equal to her casting ability modifier.
  Veil Piercer (Su): The mageknight’s magic allows her to in-
  teract with other dimensions. She may choose to touch 
  and interact with ethereal and incorporeal creatures 
  and objects as if they were solid. She may choose 
  to have her attacks and effects count as magical for 
  the purpose of affecting incorporeal creatures. If 
  she does, her damage is not halved against them, 
  and effects that do not cause damage are not subject 
  to the standard 50% chance of failure. In addition, 
  she may inflict critical hits and precision damage 
  on incorporeal creatures as if using 
  a ghost touch weapon. This does not 
  allow her to automatically perceive 
  anything ethereal or invisible.
  Vengeful: If a creature strikes the 
  mageknight and is within her threatened 
  area, she may spend a spell point as an 
  immediate action to make a single 
  attack against that creature at her 
  highest base attack bonus.
  Ward Against Magic (Sp) (re-
  quires Protection sphere, resist 
  magic): The mageknight may 
  create a ward that dupli-
  cates the effects of her 
  resist magic class feature 
  for all within. She may 
  also create an aegis that 
  duplicates the effects of 
  
  80
  Chapter 3: Classes
  80
  her resist magic class feature for any creature that bears it. The 
  bonus from her resist magic ability can not stack with itself 
  this way.
  Weirding Adept: The mageknight gains the Mage Feint 
  Illusion talent and the Weird Motion combat feat. She needs 
  not meet their prerequisites if she possesses the weirding initi-
  ate mystic combat. Treat her mageknight levels as High-Caster 
  levels when using the Mage Feint talent.
  Weirding Initiate: The mageknight gain the Weird Defense 
  combat feat. She needs not meet its prerequisites.
  Weirding Master: The mageknight gains the Decoy Illusion 
  talent and the Weird Assault combat feat. She needs not meet 
  their prerequisites if she possesses the weirding adept mystic 
  combat.
  Whirl of Blows (requires mageknight 6): The mageknight 
  gains the Whirlwind Attack feat, even if she does not meet the 
  prerequisites.
  Stalwart (Ex): At 3rd level, a mageknight can use mental 
  and physical resiliency to avoid certain attacks. If she succeeds 
  at a Fortitude or Will saving throw against an attack that has a 
  reduced effect on a successful save, she instead avoids the effect 
  entirely. A helpless mageknight does not gain the benefit of the 
  stalwart ability.
  Marked (Su): At 7th level, a mageknight who successfully 
  deals damage with a weapon or natural attack to a target may, 
  as a swift action, leave a magical mark on that target. The target 
  suffers a -2 penalty to saving throws against the spells, spell-
  like abilities, and sphere abilities of the mageknight, and the 
  mageknight gains a +2 bonus to saving throws against the spells, 
  spell-like abilities, and sphere abilities of the target. This mark 
  lasts for 1 minute. The mageknight may not have more than 1 
  mark active at a time; giving a second mark causes the first to 
  be dismissed.
  Mystic Defense (Su): At 11th level, a mageknight gains 
  resistance to magical damage. This functions as damage reduc-
  tion, except it only applies to damage sustained from spells, 
  spell-like abilities, and sphere abilities. This only affects abili-
  ties that allow spell resistance. This damage reduction is equal 
  to 1/2 the mageknight’s class level. This does not apply to dam-
  age from magic weapons.
  Draw Power (Su): At 15th level, whenever the mageknight 
  successfully confirms a critical hit, she gains 1 temporary spell 
  point which lasts until the end of her next turn. This increases 
  to 2 spell points with a x3 critical weapon, or 3 spell points with 
  an x4 critical weapon.
  Spell Critical (Su): At 19th level, whenever a mageknight 
  successfully confirms a critical hit, she can use a sphere ability 
  as an immediate action. The sphere ability must include the 
  target of the attack as one of its targets or in its area of ef-
  fect. Using this sphere ability does not provoke an attack of 
  opportunity.
  Spellsword: At 20th level the mageknight may effortless-
  ly combine magic and combat. Choose two mystic combat abil-
  ities that cost a spell point to use. She may use these abilities 
  without spending a spell point.
  Shifter
  Shifters are experts at transforming themselves (and of-
  ten others) into whatever form is most suitable for a situation. 
  Whether they’re a druid getting closer to the wilderness, a 
  magical experiment with horrifying implications, or the scion 
  of a lycanthropic bloodline, their ability to become what they 
  want to be makes them hard for anyone to stop.
  Role: Shifters are experts at infiltration and combat, using 
  their powers to assume many shapes to fit whatever situation 
  they find themselves in.
  Alignment: Any non-lawful
  Hit Die: d8
  Starting Wealth: 3d6 x 10 gp (average 105 gp). In addition, 
  each character begins play with an outfit worth 10 gp or less.
  Class Skills
  The shifter’s class skills are Acrobatics (Dex), Bluff (Cha), 
  Climb (Str), Craft (Int), Disguise (Cha), Fly (Dex), Handle 
  Animal (Wis), Intimidate (Cha), Knowledge (geography) (Int), 
  Knowledge (nature) (Int), Perception (Wis), Profession (Wis), 
  Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival 
  (Wis), and Swim (Str).
  Skill Ranks Per Level: 4 + Int modifier.
  Class Features
  Weapon and Armor Proficiency: A shifter is proficient 
  with all simple weapons and light armor.
  Casting: A shifter may combine spheres and talents to 
  create magical effects. A shifter is considered a Mid-Caster. 
  (Note: All casters gain 2 bonus talents and a casting tradition 
  the first time they gain the casting class feature.)
  Spell Pool: A shifter gains a small reservoir of energy she 
  can call on to create truly wondrous effects, called a spell pool. 
  This pool contains a number of spell points equal to her class 
  level + her casting ability modifier (minimum 1). This pool re-
  plenishes once per day after roughly 8 hours of rest.
  Magic Talents: A shifter gains 3/4ths of a magic talent per 
  level, according to Table: The Shifter.
  Shapeshifter: At first level the shifter gains the Alteration 
  sphere as a bonus magic talent. The shifter uses her class level 
  as her caster level for this sphere. This stacks normally with 
  caster levels gained from other sources.
  Wild Empathy (Ex): A shifter gains wild empathy as the 
  druid class feature, treating her shifter levels as druid levels for 
  this purpose.
  Quick Transformation: The shifter may use the 
  Alteration sphere to apply a shapeshift to herself and only her-
  self as a move action. Maintaining this effect through concen-
  tration only requires a move action each round.
  Bestial Trait: At 2nd level and every 2 levels thereafter 
  the shifter gains a bestial trait, representing the ways she has 
  changed through her assumption of other forms.
  The shifter may choose to keep these traits when she as-
  sumes other forms, even if the trait would normally be removed 
  (such as natural claws).
  Adaptation (Ex): The shifter suffers no harm from being 
  in a hot or cold environment and can exist comfortably in 
  
  81
  Chapter 3: Classes
  81
  conditions between -50 and 140 degrees Fahrenheit (-45 and 
  60 degrees Celsius) without having to attempt Fortitude saves. 
  Her equipment is likewise protected. This trait does not pro-
  vide any protection from fire or cold damage, nor does it pro-
  tect against other environmental hazards such as smoke, lack 
  of air, and so forth.
  If she possesses the flight bestial trait, she also is acclimat-
  ed to living at high altitudes and treats her altitude zone as if it 
  were one lower. At shifter level 10, she may treat it as two levels 
  lower.
  If she possesses the home in water bestial trait, she also 
  is immune to the pressures of the ocean and takes no damage 
  from water pressure.
  Adaptation, Improved (requires adaptation): The shifter gains 
  resistance to acid, cold, electricity, fire, and sonic equal to her 
  shifter level.
  Adaptation, Greater (requires adaptation, improved adaptation, 
  shifter 10): Choose a damage type the shifter has resistance to 
  through improved adaptation. She gains immunity to that dam-
  age type. She may select this trait multiple times. The effects 
  do not stack. Each time it is gained, choose another damage 
  type.
  Animal Advisor (Su): The shifter gains a familiar, treating 
  her shifter levels as wizard levels. This stacks with levels gained 
  from other sources.
  Animal Hide (Ex): The shifter gains a +1 natural armor bo-
  nus. This stacks with all other sources of natural armor. This 
  bestial trait can be taken multiple times. The effects stack.
  Animal Trainer (Ex): The shifter gains a bonus equal to 1/2 
  her shifter level to all Handle Animal checks. The shifter may 
  reduce the time needed to teach an animal a new trick or train 
  an animal for a general purpose to 1 day per 1 week required 
  by increasing the DC by +5. She can also train more than one 
  animal at once, although each animal after the first adds +2 to 
  the DC.
  Barding (Su) (requires shifter 6): When assuming a form with 
  the Alteration sphere that would normally cause the shifter’s 
  worn armor to meld into her form, she may instead mold her 
  armor around her new form, allowing her to keep her armor’s 
  bonuses and benefits.
  Bestial Rage (Ex): As a standard action, the shifter may let 
  out a ferocious howl. This allows her to attempt an Intimidate 
  check to demoralize all enemies within 30 feet of her.
  Table: The Shifter
  Level
  Base 
  Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Caster 
  Level
  Magic 
  Talents
  1st
  +0
  +2
  +2
  +0
  Casting, quick transformation, shapeshifter, spell points, 
  wild empathy
  +0 (1)
  0 (+2)
  2nd
  +1
  +3
  +3
  +0
  Bestial trait
  +1
  1
  3rd
  +2
  +3
  +3
  +1
  Endurance
  +2
  2
  4th
  +3
  +4
  +4
  +1
  Bestial trait, enhanced attacks (magic), lingering 
  transformation
  +3
  3
  5th
  +3
  +4
  +4
  +1
  Steal language
  +3
  3
  6th
  +4
  +5
  +5
  +2
  Bestial trait
  +4
  4
  7th
  +5
  +5
  +5
  +2
  Enhanced attacks (cold iron, silver), enhanced physicality
  +5
  5
  8th
  +6/+1
  +6
  +6
  +2
  Bestial trait, immunity to poison
  +6
  6
  9th
  +6/+1
  +6
  +6
  +3
  Extended transformation
  +6
  6
  10th
  +7/+2
  +7
  +7
  +3
   Bestial trait, enhanced attacks (chaotic)
  +7
  7
  11th
  +8/+3
  +7
  +7
  +3
  Boundless communication
  +8
  8
  12th
  +9/+4
  +8
  +8
  +4
  Bestial trait, immunity to disease
  +9
  9
  13th
  +9/+4
  +8
  +8
  +4
  Enhanced physicality
  +9
  9
  14th
  +10/+5
  +9
  +9
  +4
  Bestial trait
  +10
  10
  15th
  +11/+6/+1
  +9
  +9
  +5
  Endless communication
  +11
  11
  16th
  +12/+7/+2
  +10
  +10
  +5
  Bestial trait, enhanced attacks (adamantine)
  +12
  12
  17th
  +12/+7/+2
  +10
  +10
  +5
  Greater transformation
  +12
  12
  18th
  +13/+8/+3
  +11
  +11
  +6
  Bestial trait
  +13
  13
  19th
  +14/+9/+4
  +11
  +11
  +6
  Enhanced physicality
  +14
  14
  20th
  +15/+10/+5
  +12
  +12
  +6
  Bestial trait, second skin
  +15
  15
  
  82
  Chapter 3: Classes
  82
  Bestial Speed (Ex): The shifter increases all of her movement 
  speeds by 10 feet. This bestial trait can be taken multiple times. 
  The effects stack.
  Bite (Ex): The shifter gains a bite attack. This is a primary 
  attack dealing 1d6 damage (1d4 Small). If this is the only attack 
  made during the shifter’s turn, she adds 1-1/2 her Strength bo-
  nus to the damage dealt.
  Chameleon (Ex) (requires shifter 10): The shifter gains the 
  ability to hide in plain sight, using Stealth without cover or con-
  cealment, even while being directly observed.
  Claws (Ex): The shifter gains a pair of retractable claws, 
  which may be retracted or expanded as a free action. These are 
  primary attacks that deal 1d4 damage (1d3 Small).
  Detachable Claws (Ex) (requires claws): The shifter may hurl 
  her claws as a ranged natural attack. This is treated as a thrown 
  weapon with a 10-foot range increment. Each hand is treated 
  as a different weapon (allowing her to throw each as a separate 
  attack). Thrown claws may be regrown as a swift action.
  Earth Glide (Su) (requires home in the underground, shifter 10): 
  The shifter gains earth glide. She can pass through stone, dirt, 
  or almost any other sort of earth except metal as easily as a fish 
  swims through water. If protected against fire damage, she may 
  glide through lava. She leaves behind no tunnel, hole, ripple, or 
  any other sign of her presence.
  Evasion (Ex): The shifter can avoid even magical and unusu-
  al attacks with great agility. If she succeeds at a Reflex saving 
  throw against an attack that normally deals half damage on a 
  successful save, she instead takes no damage. Evasion can be 
  used only if she is wearing light armor, or no armor, and carry-
  ing no more than a light load. If she is helpless, she loses the 
  benefit of evasion.
  Ferocious (Ex) (requires endurance, shifter 6): The shifter gains 
  the Diehard feat.
  Fey Kin (Su): The shifter gains low-light vision if she does 
  not already possess it. The shifter may move through any sort 
  of undergrowth (such as natural thorns, briars, overgrown ar-
  eas, and similar terrain) at her normal speed and without taking 
  damage or suffering any other impairment. Thorns, briars, and 
  overgrown areas that have been magically manipulated to im-
  pede motion, however, still affect her.
  Flight (Ex) (requires shifter 6): The shifter gains a 30 feet fly 
  speed with maneuverability (clumsy).
  Flight, Perfect (requires shifter 6): If the shifter possesses a 
  flight speed, her maneuverability increases by one step +1 step 
  per 6 shifter levels beyond 6th, to a maximum of (perfect).
  Flight, Skillful (Ex): The shifter gains either the Flyby 
  Attack, Hover, or Wingover feats. She may select this trait up 
  to 3 times, gaining another feat each time.
  Gore (Ex): The shifter gains the ability to sprout a horn 
  from her head as a free action. This grants her a gore attack 
  dealing 1d6 damage (1d4 Small). If this is the only attack made 
  during her turn, add 1-1/2 her Strength bonus to the damage 
  dealt.
  Grab (Ex): The shifter gains the grab universal monster 
  ability with a natural attack of her choice. If the shifter loses 
  that natural attack due to a shapeshift, she may designate a dif-
  ferent natural attack for this to augment for the duration. 
  Graft Weapon (Su): The shifter may spend a spell point 
  and 1 minute to graft a weapon to a limb capable of wielding a 
  weapon as per the Graft Weapon trait of the Morphic Weapon 
  Alteration talent. This graft persists until the weapon is re-
  moved as a standard action.
  Home in Nature (Ex): The shifter gains a favored terrain, as 
  the ranger class feature. She may select this trait once at 2nd 
  level, plus an additional time for every 4 shifter levels she pos-
  sesses beyond 2nd. Each time this trait is gained beyond the 
  first, she gains an additional favored terrain, and the bonuses 
  granted in one of her favored terrains (even the one just se-
  lected if she desires) increases by 2.
  Home in the Underground (Ex) (requires shifter 4): The shifter 
  gains a 10 feet burrow speed.
  Home in Water (Ex): The shifter gains the amphibious 
  subtype (including the ability to breathe underwater) and 
  a 30 feet swim speed.
  Impaling Charge (Ex) (requires powerful charge): The 
  shifter gains the Impaling Charge feat.
  Improved Evasion (Ex) (requires evasion, shifter 10): The 
  shifter’s evasion ability improves, so that while she still 
  takes no damage on a successful Reflex saving throw, 
  she henceforth takes only half damage on a failed save.
  Improved Natural Attack (Ex) (requires shifter 6): One 
  of the shifter’s natural attacks increases its damage by 
  one die size. If the shifter loses that natural attack due 
  to a shapeshift, she may designate a different natural attack 
  for this to augment for the duration. The shifter may select 
  this trait multiple times. A single natural attack cannot be 
  improved more than once. Each time this trait is gained, in-
  crease the number of natural attacks that may be augmented at 
  one time by 1.
  
  83
  Chapter 3: Classes
  83
  Jumper (Ex): The shifter adds her shifter level as a bonus on 
  all Acrobatics checks made to jump. When attempting a jump, 
  she is always considered to have a running start.
  The shifter may attempt an Acrobatics check to jump as 
  part of her charge. If her vertical height exceeds the height of 
  her target, the target is flat-footed against the attacks granted 
  by that charge and the critical threat range of her natural at-
  tacks is increased by 1. This increase stacks with and is applied 
  after effects such as keen and Improved Critical.
  Living Death (Su) (requires undead kin): The shifter no longer 
  needs to breathe. This grants immunity to inhaled poison as 
  well as suffocation (such as from being underground, underwa-
  ter, or in a vacuum) but does not grant immunity to cloud or gas 
  attacks that do not require breathing.
  Magical Attacks (Su): The shifter’s natural attacks all gain a 
  +1 enhancement bonus, as if they were magical weapons. This 
  bonus increases by +1 for every 5 shifter levels possessed.
  Melded Equipment (Su) (requires shifter 10): The shifter may 
  activate magic items that have melded into her shapeshifted 
  form.
  Multiattack: The shifter gains the Multiattack feat.
  Nightvision: The shifter gains darkvision 60 feet. If she al-
  ready possesses darkvision, increase the range of her darkvision 
  by 30 feet.
  Permanent Size Change (Ex) (requires shifter 6): The shifter’s 
  size permanently changes to either Small, Medium, Tiny, or 
  Large, as if using the Size Change Alteration talent.
  Permanent Size Change, Greater (Ex) (requires permanent size 
  change, shifter 10): The shifter may permanently change her 
  size to either Huge or Diminutive, as if using the Size Change 
  Alteration talent sphere.
  Poison (Ex) (requires shifter 6): The shifter selects a single 
  natural attack (one claw, bite, etc.) she possesses. This natu-
  ral attack inflicts poison on a successful attack (injury; save 
  Fortitude DC 10 + 1/2 her shifter level + her Constitution mod-
  ifier; frequency 1/round for 6 rounds; effect 1d2 Constitution 
  damage; cure 1 save). If the shifter loses that natural attack 
  due to a shapeshift, she may designate a different natural attack 
  for this to augment for the duration. She may select this trait 
  multiple times. The effects do not stack. Each time it is gained, 
  select another natural attack to inflict poison.
  Poison, Improved (Ex) (requires poison, shifter 10): The shift-
  er selects one natural attack augmented by the poison bestial 
  trait. The effect of this poison improves to 1d2 Constitution 
  and Strength damage, 2 saves. She may select this trait multiple 
  times. The effects do not stack. Each time it is gained, select 
  another natural attack augmented by the poison trait.
  Pounce (Ex) (requires shifter 6): The shifter gains the pounce 
  special ability, allowing her to make a full-attack at the end of 
  a charge.
  Powerful Charge (Ex): If the shifter possess a gore attack, 
  she may use it to make a powerful charge. When charging, 
  her gore attack doubles its damage dice plus 1-1/2 times her 
  Strength bonus.
  Prey (Ex): The shifter gains a favored enemy, as the ranger 
  class feature. She may select this trait once at 2nd level, plus 
  an additional time for every 4 shifter levels she possesses be-
  yond 2nd. Each time this is gained after the first, she gains an 
  additional favored enemy, and the bonuses granted against one 
  of her favored enemies (even the one just selected if she desires) 
  increase by 2.
  Quick Healing (Su): As a free action once per round, the 
  shifter may heal 5 hit points as if she had the fast healing abil-
  ity. She may heal 5 hit points per day in this manner for every 
  2 shifter levels possessed. If she falls unconscious because of 
  hit point damage and she still has healing from this ability, the 
  ability activates automatically each round until she is conscious 
  again or the ability is depleted for the day.
  This bestial trait can be gained multiple times. Each time it 
  is gained, increased the maximum hit points that can be healed 
  with this ability by an additional 5 per 2 shifter levels.
  Scent (Ex): The shifter gains the scent ability. If she possess-
  es home in water, she also gains the ability to detect creatures 
  by scent up to a 180-foot radius underwater and can detect 
  blood in the water at ranges of up to a mile.
  Shape Weapon (Su): As a standard action the shifter may 
  reshape one of her limbs capable of wielding a weapon into a 
  weapon she is proficient in as per the Shape Weapon trait of 
  the Morphic Weapon Alteration talent. Use her shifter level to 
  determine the effective caster level of this ability. This stacks 
  normally with caster levels gained from other sources. This 
  change persists until dismissed as a free action.
  Snatch (requires Huge size): The shifter gains the Snatch feat.
  Spider Climb (Ex): The shifter gains a 30 feet climb speed.
  Spider Climb, Improved (Ex) (requires spider climb): If the shift-
  er possess a climb speed, that climb speed increases by 10 feet. 
  She may climb virtually on any surface, no matter how slick 
  or sheer. She can climb and travel on vertical surfaces or even 
  traverse ceilings as well as a spider does. She needs not attempt 
  Climb checks to traverse a vertical or horizontal surface (even 
  upside down).
  Spines (Ex): The shifter grows spines, thorns, or spikes. 
  These may be treated as armor spikes of their size (1d6 Medium, 
  1d4 Small, 20x2, piercing) but may be enhanced as natural 
  weapons and may be wielded as a secondary natural weapon if 
  beneficial.
  Sprint (Ex): The shifter gains the Run feat. Once per hour, 
  the shifter may move up to 10 times her speed when running 
  or charging.
  Superior Senses (Ex) (requires shifter 10): The shifter gains 
  blindsense out to 15 feet.
  Taste for Blood (Ex) (requires shifter 6): If the shifter spends 
  a standard action to feast on a corpse killed within the last 
  minute, she gains a +4 morale bonus to her Strength and 
  Constitution for 1 round per shifter level.
  Track Master (Ex): The shifter’s adds half her shifter level 
  (minimum 1) to Survival checks. The shifter no longer leaves a 
  trail if she does not wish to.
  Trip (Ex) (requires shifter 6): If the shifter possesses a bite 
  attack, she may attempt to trip the target of a successful bite 
  attack as a free action. This does not provoke an attack of op-
  portunity, and she cannot be tripped in return.
  Undead Kin (Su): The shifter is healed by both positive and 
  negative energy.
  Web (Ex): The shifter may create webs as the Web trait 
  from the Vermin Transformation Alteration talent. This ability 
  is usable 8 times per day, rather than once per minute.
  
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  Endurance (Ex): At 3rd level the shifter gains Endurance 
  as a bonus feat.
  Lingering Transformation: At 4th level, when the 
  shifter applies a shapeshift to herself and maintains it through 
  concentration or decides not to maintain the shapeshift at all, 
  the shapeshift lasts an additional number of rounds equal to 1/2 
  her shifter level before ending.
  Enhanced Attacks (Su): Starting at 4th level, the shift-
  er’s magic begins to augment her natural attacks, in both her 
  normal and transformed shapes. All the shifter’s natural attacks 
  are treated as magic weapons for the purpose of overcoming 
  damage reduction. At 7th level they are treated as cold iron and 
  silver weapons. At 10th level, the shifter has come to embody 
  fluidity so much that her natural attacks are treated as chaot-
  ic weapons for the purpose of overcoming damage reduction. 
  At 16th level, they are treated as adamantine weapons for this 
  purpose.
  Steal Language (Su): At 5th level, a shifter can not only 
  change her body, but also her mind. The shifter may touch a 
  target, gaining for 24 hours the ability to speak and understand 
  one language that creature speaks. This can work on animals 
  and other creatures that do not have a language, but only al-
  lows communication with that particular type of creature (ea-
  gle, dog, wolf, etc.). She may only have one language acquired 
  at a time in this manner; acquiring a second language dismisses 
  the first.
  Enhanced Physicality (Ex): At 7th level, the shifter’s 
  body begins to become naturally enhanced through her trans-
  formations. She gains a +2 inherent bonus to her Constitution 
  score. This increases to +4 at 13th level, and +6 at 19th level.
  Immunity to Poison (Ex): At 8th level, the shifter gains 
  immunity to all poisons.
  Extended Transformation (Sp): At 9th level, the shift-
  er’s control over Alteration magic makes her transformations 
  unusually powerful. Whenever the shifter spends a spell point 
  to allow a shapeshift to continue without concentration, the ef-
  fect lasts for 10 minutes per level instead of 1 minute per level.
  Boundless Communication (Ex): At 11th level, the 
  shifter’s ability to communicate increases. She may understand 
  and be understood by any creature with a language.
  Immunity to Disease (Ex): At 12th level, the shifter 
  gains immunity to all diseases, including magical diseases.
  Endless Communication (Ex): At 15th level, the shift-
  er’s communicative powers encompasses all life. She may com-
  municate with and understand any living creature, even those 
  without languages such as animals and plants.
  Greater Transformation (Su): At 17th level, whenever 
  the shifter spends a spell point to allow a shapeshift to endure 
  without concentration, the effect lasts for 1 hour per level.
  Second Skin (Ex): At 20th level the shifter becomes a 
  master of Alteration magic. Whenever she changes her own 
  form with a shapeshift it is considered an extraordinary ability 
  instead of a magical effect. This means it does not provoke an 
  attack of opportunity, cannot be dispelled or countered, and 
  can be used within an antimagic field. Changes to herself have 
  an unlimited duration without the need to spend any spell 
  points.
  Soul Weaver
  Soul weavers focus on controlling the powers of life and 
  death. While they tend to make townsfolk a bit nervous - espe-
  cially if the shambling horde of undead follows them into town 
  - those who face great danger tend to appreciate having such a 
  powerful ally at their side.
  Role: Soul Weavers are usually either masters of healing or 
  masters of many small minions, though sometimes they can be 
  masters of both at once.
  Alignment: Any
  Hit Die: d6
  Starting Wealth: 3d6 x 10 gp (average 105 gp). In addition, 
  each character begins play with an outfit worth 10 gp or less.
  Class Skills
  The soul weaver’s class skills are Craft (Int), Diplomacy (Cha), 
  Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (arcana) 
  (Int), Knowledge (history) (Int), Knowledge (planes) (Int), 
  Knowledge (religion) (Int), Linguistics (Int), Perform (Cha), 
  Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
  Skill Ranks Per Level: 4 + Int modifier.
  Class Features
  Weapon and Armor Proficiency: A soul weaver is pro-
  ficient with all simple weapons.
  Casting: A soul weaver may combine spheres and talents 
  to create magical effects. A soul weaver is considered a High-
  Caster. (Note: All casters gain 2 bonus talents and a casting tra-
  dition the first time they gain the casting class feature.)
  Spell Pool: A soul weaver gains a small reservoir of energy 
  she can call on to create truly wondrous effects, called a spell 
  pool. This pool contains a number of spell points equal to her 
  class level + her casting ability modifier (minimum 1). This pool 
  replenishes once per day after roughly 8 hours of rest.
  Magic Talents: A soul weaver gains a magic talent every 
  level, according to Table: The Soul Weaver.
  Channel Energy (Su): A soul weaver may summon waves 
  of spiritual energy that affect nearby creatures. This is identical 
  to the cleric class feature. She may use this ability a number of 
  times per day equal to 3 + her Charisma modifier (minimum 
  1). She must choose at 1st level whether to channel positive or 
  negative energy, after which this decision may not be changed. 
  A soul weaver’s choice to channel positive or negative energy 
  is not connected to their alignment, and any soul weaver may 
  channel either energy.
  Master of Life and Death: The soul weaver gains either 
  the Life sphere (if they choose to channel positive energy) or 
  the Death sphere (if they choose to channel negative energy) as 
  a bonus sphere at 1st level.
  Bound Nexus (Su): A soul weaver’s greatest strength is 
  the souls she collects. A soul weaver possesses a number of souls 
  equal to 3 + her casting ability modifier (minimum 1). These 
  souls replenish whenever the soul weaver rests to regain spell 
  points. These souls may be turned visible or invisible as a free 
  action (if visible, they appear as wisps of energy that glow dim-
  ly). Souls either orbit the soul weaver (moving as she does at 
  the same speed), or may be directed to move independently as a 
  
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  85
  free action that may be taken once per soul per round. Souls be-
  have as creatures with a fly speed of 40 feet that may only take 
  actions to move and always succeed at Fly checks. These souls 
  are only projected into the same plane as the soul weaver, and as 
  such are considered ethereal and are also immune to damage of 
  any kind. A soul must remain within medium range of the soul 
  weaver, or disappear back to the nether.
  A soul weaver gains a number of abilities, each of which 
  uses up a soul’s energy, returning it to the nether until the soul 
  weaver rests to regain spell points. Nexus powers require a stan-
  dard action, and if a saving throw is required the DC is equal 
  to 10 + 1/2 soul weaver level + casting ability modifier. To use an 
  ability, the target must be adjacent to the soul weaver (if the 
  spirit is orbiting her), or else the soul weaver must first direct 
  the soul to move into the target’s square.
  The soul weaver gains the following bound nexus abilities:
  Aid the Dead
  The soul weaver may expend a soul to bolster an undead 
  creature, granting it a +1 profane bonus to attack rolls, saving 
  throws, and channel resistance, which increases by 1 for every 5 
  levels the soul weaver possesses. The creature also gains 1 tem-
  porary hit point per level. These bonuses last 1 hour.
  Lovelorn Soul
  The soul weaver may expend a soul to aid an ally who is at 
  negative hit points, but not dead. The ally becomes stable and 
  gains temporary hit points equal to twice the soul weaver’s class 
  level + her casting ability modifier for 1 minute.
  Siphon Health
  The soul weaver may expend a soul to siphon health from a 
  living creature. The target suffers 1d6 damage per 2 levels (min-
  imum 1d6, Fortitude half), and the soul weaver gains temporary 
  hit points that last one hour equal to the damage dealt. A crea-
  ture cannot be damaged beyond what would kill them.
  Curious Spirit
  At 4th level, the soul weaver may expend one soul to com-
  mune with the spirit world, allowing her to speak with and 
  question the ancestral dead. This allows her to attempt a single 
  Knowledge check, even if untrained, and with an insight bonus 
  equal to her soul weaver level + her casting ability modifier. This 
  may be used to reroll a Knowledge check the soul weaver had 
  previously failed, but no more than once per question. If the 
  soul weaver is touching a body that has been dead for no lon-
  ger than 1 day per level, she may summon and speak with that 
  body’s spirit for up to 1 minute per caster level, which retains 
  all knowledge it had in life but is under no obligation to talk or 
  answer any questions.
  Table: The Soul Weaver
  Level
  Base 
  Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Caster 
  Level
  Magic 
  Talents
  1st
  +0
  +0
  +0
  +2
  Bound nexus, casting, channel energy 1d6,  
  master of life and death, nexus powers, spell pool
  +1
  1 (+2)
  2nd
  +1
  +0
  +0
  +3
  Blessing/blight
  +2
  2
  3rd
  +1
  +1
  +1
  +3
  Channel energy 2d6
  +3
  3
  4th
  +2
  +1
  +1
  +4
  Nexus powers
  +4
  4
  5th
  +2
  +1
  +1
  +4
  Channel energy 3d6
  +5
  5
  6th
  +3
  +2
  +2
  +5
  Blessing/blight
  +6
  6
  7th
  +3
  +2
  +2
  +5
  Channel energy 4d6
  +7
  7
  8th
  +4
  +2
  +2
  +6
  Nexus powers
  +8
  8
  9th
  +4
  +3
  +3
  +6
  Channel energy 5d6
  +9
  9
  10th
  +5
  +3
  +3
  +7
  Blessing/blight
  +10
  10
  11th
  +5
  +3
  +3
  +7
  Channel energy 6d6
  +11
  11
  12th
  +6/+1
  +4
  +4
  +8
  Nexus powers
  +12
  12
  13th
  +6/+1
  +4
  +4
  +8
  Channel energy 7d6
  +13
  13
  14th
  +7/+2
  +4
  +4
  +9
  Blessing/blight
  +14
  14
  15th
  +7/+2
  +5
  +5
  +9
  Channel energy 8d6
  +15
  15
  16th
  +8/+3
  +5
  +5
  +10
  Nexus powers
  +16
  16
  17th
  +8/+3
  +5
  +5
  +10
  Channel energy 9d6
  +17
  17
  18th
  +9/+4
  +6
  +6
  +11
  Blessing/blight
  +18
  18
  19th
  +9/+4
  +6
  +6
  +11
  Channel energy 10d6
  +19
  19
  20th
  +10/+5
  +6
  +6
  +12
  Gravewalker, nexus powers
  +20
  20
  
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  Chapter 3: Classes
  86
  Summon Spirit I
  At 4th level, the soul weaver may expend a soul to sum-
  mon a poltergeist in the soul’s square or the nearest unoccupied 
  square. This creature counts as a summoned creature and re-
  mains for a number of rounds equal to the soul weaver’s casting 
  ability modifier.
  Channel Mastery
  At 8th level, a soul weaver may spend a soul in conjunction 
  with channeling energy to add the benefits of any one (channel-
  ing) feat to that channeling. The soul weaver must meet all oth-
  er prerequisites of that feat to gains its benefits in this manner.
  Summon Spirit II
  At 8th level, the soul weaver may expend a soul to summon 
  either 1 shadow or 2 poltergeists in the soul’s square and/or the 
  nearest unoccupied squares. Multiple creatures appear in adja-
  cent squares to each other. A summoned creature cannot create 
  spawn. These creatures last for a number of rounds equal to the 
  soul weaver’s casting ability modifier.
  Divine Soul
  At 8th level, the soul weaver may expend a soul in con-
  junction with channeling energy to increase the die size to d10s 
  instead of d6s.
  Blessed Soul
  At 8th level, the weaver soul may expend a soul as an im-
  mediate action to allow a target to reroll a saving throw it just 
  failed.
  Summon Spirit III
  At 12th level, the soul weaver may expend a soul to sum-
  mon either 1 wraith, 2 shadows, or 4 poltergeists. This is similar 
  in all other ways to summon spirit II.
  Ghostpoint
  At 12th level, the soul weaver may, when using a spell, spell-
  like ability, sphere ability, or soul weaver ability, target the effect 
  as if she were standing in the same square as one of her souls. 
  If the magic effect requires a touch attack, the soul may make 
  the touch attack for the soul weaver, using her bonuses. This 
  expends the soul.
  Summon Spirits IV
  At 16th level, the soul weaver may expend a soul to sum-
  mon either 1 greater shadow, 2 wraiths, 4 shadows, or 4 pol-
  tergeists. This is similar in all other ways to summon spirit II.
  Temporary Resurrection
  At 16th level, the soul weaver may expend a soul to bring 
  a creature who has died within 48 hours back to life. This lasts 
  for 24 hours, and the target is returned to full health (although 
  they do not recover other things, such as spells or spell points 
  already used), and the target gains 1 permanent negative level 
  while under the effect of this ability.
  This negative level goes away when the target dies or is 
  permanently raised from the dead. The target still counts as 
  a dead corpse (but not undead) for the purpose of effects that 
  revive dead creatures. Once a creature has been revived with 
  temporary resurrection, this ability cannot be used on it again 
  until it is permanently raised from the dead.
  Trap Soul
  At 16th level, if a target is at negative hit points or 
  has died within 1 round, the soul weaver may expend 
  a soul to trap the target’s soul. The target must succeed at a 
  Will save or their soul is taken and added to the soul weav-
  er’s bound nexus as a new soul, which they may expend and 
  summon as normal (so long as the soul weaver possesses the 
  trapped soul, the soul expended to use this ability is released 
  from service and returns to the nether). This does not increase 
  the soul weaver’s total number of souls. The subject of this 
  ability cannot be resurrected unless the soul weaver is killed 
  or voluntarily chooses to release the soul from service. While 
  the soul is in the soul weaver’s possession, the soul weaver may 
  speak with and question the soul, which retains the knowledge 
  it had in life, but is under no obligation to answer questions 
  (although bargaining for a peaceful release into the afterlife is 
  usually enough to get a spirit to talk).
  Summon Spirits V
  At 20th level, the soul weaver may expend a soul to sum-
  mon either 1 banshee, 1 dread wraith, 2 greater shadows, 4 
  
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  Chapter 3: Classes
  87
  wraiths, 4 shadows, or 4 poltergeists. This is similar in all other 
  ways to summon spirit II.
  Blessing/Blight (Su): All ensouled creatures are under 
  a soul weaver’s power, and a soul weaver can cause incredible 
  effects to befall both allies and enemies.
  At 2nd level, a soul weaver who chose to channel positive 
  energy may grant blessings to targets, while a soul weaver who 
  chose to channel negative energy may give blights. All blessings 
  and blights may only be granted to living targets with souls. 
  A target may only be under one blessing or blight at a time. 
  Applying a blessing to a target with blight or vice-versa dispels 
  both effects, leaving neither.
  The blight list of abilities is as follows:
  Blight
  At 2nd level, the soul weaver may touch a target and ex-
  pend a use of channel energy to place a blight on them. The 
  target is allowed a Fortitude save (DC + 1/2 soul weaver level 
  + casting ability modifier), and on a failure, grows a patch of 
  festering undead flesh where it was touched (this patch may be 
  hidden under the skin if the soul weaver chooses, so a target 
  might not even know it has been infected). Blight is considered 
  a magical disease and is permanent until removed by magic or 
  with the Heal skill. A blessing counters and dispels a blight, 
  leaving neither blessing nor blight in place.
  A creature with blight suffers a -2 penalty to all saves 
  against necromancy spells, Death sphere abilities, bound nexus 
  powers, or blight abilities. A soul weaver may concentrate at 
  any time to discover what creatures within close range possess 
  blight.
  Lesion
  At 6th level, a soul weaver may target a creature within 
  close range already suffering from a blight and expend a use 
  of channel energy to cause that blight to rupture. This deals 
  1d8 damage (bludgeoning, piercing, slashing) per soul weaver 
  level to the target (Fortitude half). Using lesion consumes and 
  removes their blight.
  Mind Blight
  At 10th level, the soul weaver may use lesion to take control 
  of a target instead of damaging it. The blight spreads to their 
  brain (Fortitude negates), giving them 4 points of ability drain 
  to all mental ability scores and giving the soul weaver control 
  over them for 1 hour per level or until the blight is cured. For 
  the duration of this effect, the target can make only a standard 
  action or move action on their turn, but not both.
  The target obeys all verbal commands (without a shared 
  language, only basic commands such as come, fight, or stand 
  still may be communicated) and does anything asked to the 
  best of its ability, including self-destructive commands (a target 
  command to hurt or kill itself deals its weapon damage + its 
  Strength damage to itself per round until dead). Effects such 
  as protection from evil or the Hallow word from the Fate sphere 
  do not end this effect, since it is the result of a physical malady 
  rather than a mind-altering or possession effect.
  Unlike the standard lesion ability, mind blight does not 
  consume the target’s blight when used, and the target may be 
  subject to another lesion or mind blight, even while already 
  under the effects of a mind blight. If another soul weaver at-
  tempts to use mind blight on a target already under the effects 
  of mind blight, the two soul weavers make opposed checks (d20 
  + their soul weaver level + their casting ability modifier) to de-
  termine who wins control of the target. Drain from multiple 
  mind blights are cumulative.
  Consume
  At 14th level, the soul weaver may use lesion to kill a target 
  rather than damage it or take control of it. The target dies in-
  stantly (Fortitude negates) and raises the next round as a zom-
  bie under the soul weaver’s control for 1 hour per level. After 
  the time is up, the body collapses and becomes simply another 
  dead body. On a successful save, the target still suffers 1d8 dam-
  age per soul weaver level.
  Detonate
  At 18th level, when using the soul weaver’s lesion ability to 
  kill a target, she may also cause their blight to burst on a failed 
  save, dealing 1d6 fire damage per soul weaver level to all adja-
  cent targets (Reflex half).
  The blessing ability list includes the following:
  Blessing
  At 2nd level, the soul weaver may touch a target and expend 
  a use of channel energy to place a blessing on them (unwilling 
  targets may attempt a Will save to resist). A blessing lasts for 24 
  hours and grants a +1 bonus to all saving throws.
  Heal
  At 6th level, a soul weaver may target a creature within 
  close range already under the effects of a blessing and expend 
  a use of channel energy to heal that target for 10 hit points per 
  soul weaver level. Healing a target in this way consumes and 
  removes their blessing.
  Restore
  At 10th level, when the soul weaver uses her heal ability, 
  the target is also cured of ability damage, blinded, confused, 
  dazed, dazzled, deafened, diseased, exhausted, fatigued, feeble-
  minded, insanity, nauseated, poisoned, sickened, and stunned.
  Revive
  At 14th level, the soul weaver may use her heal ability to 
  bring targets back to life if they died while under the effects 
  of a blessing, so long as the blessing has not yet expired. The 
  target is restored with one permanent negative level.
  Renew
  At 18th level, when the soul weaver uses her heal ability, the 
  target is also cured of all temporary and permanent negative 
  levels (including the one gained if revived), as well as all ability 
  drain.
  Gravewalker (Su): At 20th level, a soul weaver has be-
  come so adept at walking the paths of life and death, that both 
  become evident in her body and soul. The soul weaver gains 
  immunity to nonlethal damage, ability drain, and energy drain. 
  Unintelligent undead ignore the soul weaver, treating her as 
  another undead creature unless provoked. If the soul weaver 
  should die, she may choose to rise 2d4 days later as a ghost.
  
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  Chapter 3: Classes
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  Symbiat
  Symbiats are fused creatures, where psionic aberrations 
  are pulled in (usually through a horrific process) to inhabit the 
  mind of a caster. Their mastery of mental abilities makes them 
  good leaders, and their psionic powers make them even better 
  at supporting others. 
  Role: A symbiat’s abilities make them masters of defence and 
  can push both themselves and their teammates to powerful new 
  heights with the psionics.
  Alignment: Any
  Hit Die: d8
  Starting Wealth: 3d6 x 10 gp (average 105 gp). In addition, 
  each character begins play with an outfit worth 10 gp or less.
  Class Skills
  The symbiat’s class skills are Acrobatics (Dex), Craft (Int), 
  Diplomacy (Cha), Fly (Dex), Intimidate (Cha), Knowledge 
  (all) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), 
  Sense Motive (Wis), Spellcraft (Int), and Stealth (Dex).
  Skill Ranks Per Level: 4 + Int modifier.
  Class Features
  Weapon and Armor Proficiency: A symbiat is profi-
  cient with all simple weapons, plus the longsword, rapier, sap, 
  short sword, shortbow, and whip. A symbiat is proficient with 
  no armor, but is proficient with shields. A symbiat wearing ar-
  mor or carrying a medium or heavy load loses the benefit of 
  their battlefield sense.
  Casting: A symbiat may combine spheres and talents to 
  create magical effects. A symbiat is considered a Mid-Caster. 
  (Note: All casters gain 2 bonus talents and a casting tradition 
  the first time they gain the casting class feature.)
  Spell Pool: A symbiat gains a small reservoir of energy 
  he can call on to create truly wondrous effects, called a spell 
  pool. This pool contains a number of spell points equal to his 
  class level + his casting ability modifier (minimum 1). This pool 
  replenishes once per day after roughly 8 hours of rest.
  Magic Talents: A symbiat gains 3/4ths of a magic talent 
  per level, according to Table: The Symbiat.
  Mental Powers: A symbiat gains the Mind and Telekinesis 
  spheres as bonus magic talents.
  Table: The Symbiat
  Level
  Base 
  Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Caster 
  Level
  Magic 
  Talents
  AC 
  Bonus
  Fast 
  Movement
  1st
  +0
  +0
  +2
  +2
  Battlefield sense, casting, mental 
  powers, psionics, spell pool
  +0 (1)
  0 (+2)
  +0
  +0 ft.
  2nd
  +1
  +0
  +3
  +3
  ESP, evasion
  +1
  1
  +0
  +0 ft.
  3rd
  +2
  +1
  +3
  +3
  Pushed movement, share exper-
  tise, danger sense +1
  +2
  2
  +0
  +10 ft.
  4th
  +3
  +1
  +4
  +4
  Uncanny dodge
  +3
  3
  +1
  +10 ft.
  5th
  +3
  +1
  +4
  +4
  Two minds
  +3
  3
  +1
  +10 ft.
  6th
  +4
  +2
  +5
  +5
  Danger sense +2
  +4
  4
  +1
  +20 ft.
  7th
  +5
  +2
  +5
  +5
  Battlefield relay (+3), share 
  capacity
  +5
  5
  +1
  +20 ft.
  8th
  +6/+1
  +2
  +6
  +6
  Improved uncanny dodge
  +6
  6
  +2
  +20 ft.
  9th
  +6/+1
  +3
  +6
  +6
  Danger sense +3, improved eva-
  sion, improved mind link
  +6
  6
  +2
  +30 ft.
  10th
  +7/+2
  +3
  +7
  +7
  Share expertise (others)
  +7
  7
  +2
  +30 ft.
  11th
  +8/+3
  +3
  +7
  +7
  Psionic fortress
  +8
  8
  +2
  +30 ft.
  12th
  +9/+4
  +4
  +8
  +8
  Danger sense +4
  +9
  9
  +3
  +40 ft.
  13th
  +9/+4
  +4
  +8
  +8
  Battlefield relay (+4)
  +9
  9
  +3
  +40 ft.
  14th
  +10/+5
  +4
  +9
  +9
  Share capacity (others)
  +10
  10
  +3
  +40 ft.
  15th
  +11/+6/+1
  +5
  +9
  +9
  Danger sense +5
  +11
  11
  +3
  +50 ft.
  16th
  +12/+7/+2
  +5
  +10
  +10
  Telekinetic colossus
  +12
  12
  +4
  +50 ft.
  17th
  +12/+7/+2
  +5
  +10
  +10
  Greater mind link
  +12
  12
  +4
  +50 ft.
  18th
  +13/+8/+3
  +6
  +11
  +11
  Danger sense +6
  +13
  13
  +4
  +60 ft.
  19th
  +14/+9/+4
  +6
  +11
  +11
  Battlefield relay (+5)
  +14
  14
  +4
  +60 ft.
  20th
  +15/+10/+5
  +6
  +12
  +12
  Greater psionics
  +15
  15
  +5
  +60 ft
  
  89
  Chapter 3: Classes
  89
  Battlefield Sense (Ex): When unarmored and unencum-
  bered, the symbiat’s second mind may subtly push the symbiat, 
  protecting him from danger. The symbiat adds his Intelligence 
  bonus (if any) to his AC and CMD. These bonuses apply even 
  against touch attacks or when the symbiat is flat-footed and 
  increase by +1 for every 4 symbiat levels possessed to a maxi-
  mum of +5 at 20th level. The symbiat loses this bonus when he 
  is immobilized or helpless, when he wears any armor, or when 
  he carries a medium or heavy load.
  Psionics (Su): A symbiat’s alien mind empowers the sym-
  biat with strength and subtlety far beyond what most casters 
  can achieve. A symbiat may create psionic effects from the list 
  below for a total number of rounds per day equal to 4 + his 
  Intelligence modifier. Every level gained beyond 1st grants him 
  an additional 2 rounds he may create psionic effects.
  A symbiat may activate any psionic effect he possesses as 
  a standard action, but need only spend a free action to main-
  tain the effect each round. Changing from one psionic effect 
  to another requires the symbiat to stop the previous effect 
  and start a new one as a standard action. A psionic effect 
  cannot be disrupted, but it ends immediately if the symbi-
  at is killed, stunned, knocked unconscious, or otherwise 
  prevented from taking a mental free action to maintain 
  it each round. A symbiat cannot maintain more than 
  one psionic effect at one time. At 7th level, a symbiat 
  can start a psionic effect as a move action instead 
  of a standard action. At 13th level, a symbiat can 
  start a psionic effect as a swift action.
  Mind Link
  The symbiat may link the minds of him-
  self and any number of willing targets with 
  Intelligence scores of 3 or higher. All targets 
  to be connected must be within 60 feet of 
  the symbiat when the effect is begun, but 
  they need not remain within 60 feet while it 
  is maintained. All affected creatures may com-
  municate with each other through this mental link, 
  provided they share a language. Where there is no 
  shared language, only simple communication (go, 
  come, attack, help) may be sent.
  Battlefield Relay
  The symbiat may open the mind of an oppo-
  nent, reading their intentions and relaying this 
  information to his allies. Designating a target 
  is a mind-altering effect, and the target is 
  allowed a Will save (DC 10 + 1/2 his sym-
  biat level + his Intelligence modifier) 
  to negate this designation. If a crea-
  ture is successfully designated as a 
  target, the symbiat and all allies 
  within 60 feet of the symbiat 
  gain a +2 circumstance bonus 
  to attack rolls and skill checks 
  made against the target, a +2 
  dodge bonus to AC against 
  attacks coming from the target, and a 
  +2 circumstance bonus saving throws 
  against any effect originating from the 
  target. While the symbiat must stop a 
  previous psionic effect and spend an action to activate battle-
  field relay, this effect only counts towards the symbiat’s daily 
  limit of psionic rounds if the target fails their saving throw. The 
  symbiat and all allies to gain these bonuses must be within 60 
  feet of the target to be affected by battlefield relay. At 7th level, 
  the bonus granted by battlefield relay increases to +3. This in-
  creases to +4 at level 13, and +5 at level 19.
  Telekinetic Manipulation
  The symbiat may use their telekinesis to manipulate the 
  battlefield. So long as this effect is active, the symbiat may, as an 
  immediate action, add either a bonus or a penalty equal to 1/2 
  his symbiat level (minimum 1) to one attack roll made within 60 
  feet of him. The symbiat must announce he will use this ability 
  before the attack roll is made.
  Share Expertise
  At 3rd level, the symbiat may create a psionic effect that 
  allows him and his allies to share knowledge and capabilities. 
  The symbiat chooses one skill he has at least 1 rank in. All allies 
  within 60 feet may use the symbiat’s ranks in that skill in 
  place of their own when attempting checks, if the symbi-
  at has more ranks. If the skill to be shared is a class skill, 
  the class skill bonus is also shared, although every crea-
  ture uses its own ability score modifier. At 10th level, 
  the symbiat may choose the skill ranks and class 
  skill bonus from an ally within range instead of 
  himself and grant those ranks to himself and 
  his other allies.
  Telekinetic Edge
  At 6th level, the symbiat may push 
  their own body or the body of a single 
  willing ally with their telekinetics, mak-
  ing it effectively stronger and faster than 
  it otherwise could be. The symbiat may 
  affect an additional target at 9th level and 
  every 3 levels thereafter, to a maximum of 5 
  targets at 18th level. Affected targets gain a +2 
  bonus to attack rolls and damage rolls and a +2 
  dodge bonus to AC. All affected targets must 
  remain within 60 feet of the symbiat to retain 
  these benefits.
  Share Capacity
  At 7th level, the symbiat may create an effect 
  similar to the share expertise psionic effect, except 
  instead of sharing ranks in a skill with his allies, the 
  symbiat shares one feat he possesses. All allies with-
  in 60 feet gain the benefits of that feat, even if they 
  do not meet that feat’s prerequisites. At 15th level, 
  the symbiat may choose a feat possessed by any of his 
  affected allies instead of one he possesses and grant 
  that feat to himself and his other allies instead.
  Improved Mind Link
  At 9th level, the symbiat always knows the direc-
  tion and distance to any creature under the effect of his 
  mind link and any conditions affecting them: confused, 
  disabled, diseased, dying, nauseated, panicked, poisoned, 
  staggered, stunned, unconscious, unharmed, wounded, etc.
  
  90
  Chapter 3: Classes
  90
  Psionic Fortress
  At 11th level, the symbiat may use his psionic abilities to 
  create a field of protection around himself. The symbiat and all 
  allies within 30 feet gain a +4 deflection bonus to AC and a +4 
  morale bonus to Will saving throws.
  Telekinetic Colossus
  At 16th level, the symbiat may use telekinesis to grant a 
  target unparalleled strength and speed. The symbiat may affect 
  one creature within 60 feet, plus an additional creature for ev-
  ery 2 levels beyond 16th. The targets gain a +6 enhancement 
  bonus to Strength and Dexterity, as well as a +30 feet enhance-
  ment bonus to their movement speed as long as this ability is 
  in effect. When making an attack action or full attack action, 
  the creature may make one extra attack with one natural or 
  manufactured weapon. The attack is made using the creature’s 
  full base attack bonus, plus any modifiers appropriate to the sit-
  uation. This extra attack is not cumulative with similar effects, 
  such as that provided by a speed weapon or the Improved Haste 
  Time talent.
  Greater Mind Link
  At 17th level, the symbiat may use spells and sphere effects 
  on any target under his mind link regardless of distance or line 
  of effect, even touch spells and sphere effects.
  ESP (Ex): A symbiat is aware of more of his surroundings 
  than his physical senses can account for. Beginning at 2nd level, 
  he gains a bonus to Sense Motive and Perception checks equal 
  to 1/2 his symbiat level.
  Evasion (Ex): At 2nd level and higher, a symbiat’s add-
  ed senses allow him to avoid even magical and unusual attacks 
  with great agility. If he succeeds at a Reflex saving throw against 
  an attack that normally deals half damage on a successful save, 
  he instead takes no damage. Evasion can be used only if the 
  symbiat is wearing light armor or no armor. A helpless symbiat 
  does not gain the benefit of evasion.
  Pushed Movement (Su): At 3rd level, a symbiat gains 
  the ability to unconsciously push their body to greater speeds 
  through their telekinesis. The symbiat gains a +10 feet bonus to 
  their base movement speed. This bonus increases by +10 feet 
  for every 3 symbiat levels possessed beyond 3rd, to a maximum 
  of +60 feet at 18th level.
  Danger Sense (Ex): At 3rd level, a symbiat gains a +1 bo-
  nus on Reflex saves to avoid traps and a +1 dodge bonus to AC 
  against attacks made by traps. In addition, he gains a +1 bonus 
  on Perception checks to avoid being surprised by a foe. These 
  bonuses increase by 1 every 3 symbiat levels thereafter (to a 
  maximum of +6 at 18th level). This ability counts as trap sense 
  for the purpose of any feat or class prerequisite. The bonuses 
  gained from this ability stack with those gained from trap sense 
  (from another class).
  Uncanny Dodge (Ex): Starting at 4th level, a symbiat’s 
  mental senses let him react to danger before his physical sens-
  es would normally allow him to do so. He cannot be caught 
  flat-footed, nor does he lose his Dexterity bonus to AC if the 
  attacker is invisible. He still loses his Dexterity bonus to AC 
  if immobilized. A symbiat with this ability can still lose his 
  Dexterity bonus to AC if an opponent successfully uses the 
  feint action against him.
  If a symbiat already has uncanny dodge from a different 
  class, he automatically gains improved uncanny dodge (see be-
  low) instead.
  Two Minds (Ex): At 5th level, a symbiat’s two minds give 
  him a greater resilience to mind-affecting attacks. Whenever 
  the symbiat attempts a Will saving throw, he may roll twice and 
  take the better result. If the symbiat would be able to roll twice 
  through any other ability, he may roll three times and take the 
  better result.
  Improved Uncanny Dodge (Ex): A symbiat of 8th level 
  or higher can no longer be flanked. This defense denies a rogue 
  the ability to sneak attack the character by flanking him, unless 
  the attacker has at least four more rogue levels than the target 
  does.
  If a character already has uncanny dodge from another 
  class, the levels from the classes that grant uncanny dodge stack 
  to determine the minimum rogue level required to flank the 
  character.
  Improved Evasion (Ex): At 9th level, a symbiat’s eva-
  sion ability improves. He still takes no damage on a successful 
  Reflex saving throw against attacks, but henceforth he takes 
  only half damage on a failed save. A helpless symbiat does not 
  gain the benefit of improved evasion.
  Greater Psionics: At 20th level, a symbiat may use two 
  psionic effects at once by spending 2 rounds of psionic power 
  each round. Each effect must be begun separately, and ending 
  one effect does not necessitate ending the other.
  Thaumaturge
  The Thaumaturge is willing to go places most other casters 
  wouldn’t dare to tread. Their agreements give them access to 
  ancient and forbidden knowledge, and they’re capable of using 
  it to great effect. Each Thaumaturge chooses their own pursuit, 
  and they often specialize in a handful of potent powers.
  Role: A thaumaturge is a focused caster, often choosing at 
  most one or two specialty spheres and using those specialties in 
  ways no other caster could.
  Alignment: Any
  Hit Die: d8
  Starting Wealth: 3d6 x 10 gp (average 105 gp). In addition, 
  each character begins play with an outfit worth 10 gp or less.
  Class Skills
  The thaumaturge’s class skills are Craft (Int), Diplomacy 
  (Cha), Disguise (Cha), Fly (Dex), Heal (Wis), Intimidate 
  (Cha), Knowledge (all) (Int), Linguistics (Int), Perform (Cha), 
  Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Use 
  Magic Device (Cha).
  Skill Ranks Per Level: 4 + Int modifier.
  Class Features
  Weapon and Armor Training: A thaumaturge is profi-
  cient with all simple weapons and light armor.
  Casting: A thaumaturge may combine spheres and talents 
  to create magical effects. A thaumaturge is considered a High-
  Caster. (Note: All casters gain 2 bonus talents and a casting tra-
  dition the first time they gain the casting class feature.)
  
  91
  Chapter 3: Classes
  91
  Spell Pool: A thaumaturge gains a small reservoir of ener-
  gy he can call on to create truly wondrous effects, called a spell 
  pool. This pool contains a number of spell points equal to his 
  class level + his casting ability modifier (minimum 1). This pool 
  replenishes once per day after roughly 8 hours of rest.
  Magic Talents: A thaumaturge gains a magic talent at 
  2nd level and every 2 levels thereafter, according to Table: The 
  Thaumaturge.
  Forbidden Lore: Thaumaturges use bargains, secrets, 
  and dangerous magical practices to push their casting to great-
  er heights than their more careful contemporaries achieve. A 
  thaumaturge may, as part of the action required to use a spell 
  or sphere effect, increase his caster level by 2 for that effect. 
  This applies to variables dependent on a particular casting of 
  an effect (damage, duration, number of targets etc.), but it does 
  not apply to the caster’s total caster level with that sphere (i.e., 
  it does not determine the strength of a companion from the 
  Conjuration sphere, nor to the total number of Hit Dice of 
  reanimated creatures that may be controlled through the Death 
  sphere). This bonus increases by +1 at 5th level, and by an ad-
  ditional +1 for every 4 levels thereafter to a maximum of +6 at 
  17th level.
  Whenever a thaumaturge uses forbidden lore to enhance 
  their magic, there is a 15% chance the thaumaturge will suffer 
  backlash; the spell or sphere effect does not manifest, and any 
  spell slot or spell points spent are lost. In addition, the thau-
  maturge suffers a -1 penalty to attack rolls, saving throws, skill 
  checks, and to their effective caster level (minimum 1), which 
  lasts until he rests to regain spell points. This penalty is cumula-
  tive; every time the thaumaturge suffers backlash in a day, these 
  penalties increase by 1.
  Invocations: Thaumaturges control power in its purest 
  form; whether through bargains with outsiders, the summon-
  ing of primal spirits, or simply an untamable spark in their soul, 
  a thaumaturge can invoke a limited amount of truly wondrous 
  power.
  A thaumaturge may use invocations a number of times 
  per day equal to his casting ability modifier + 1/2 his class level, 
  which refreshes when he rests to regain spell points. Whenever 
  an invocation calls for a saving throw, the DC is equal to 10 + 
  1/2 his thaumaturge’s level + his thaumaturge’s casting ability 
  modifier. A thaumaturge may only use invocations of his level 
  or lower. Using an invocation is a free action that may be taken 
  even when it is not the thaumaturge’s turn, but the thauma-
  turge cannot use multiple invocations as part of the same sav-
  ing throw, check, or use of forbidden lore.
  Lingering Blessing
  Table: The Thaumaturge
  Level
  Base 
  Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Caster 
  Level
  Magic 
  Talents
  1st
  +0
  +0
  +0
  +2
  Casting, forbidden lore (+2), invocations, spell pool
  +1
  0 (+2)
  2nd
  +1
  +0
  +0
  +3
  Occult knowledge +1
  +2
  1
  3rd
  +2
  +1
  +1
  +3
  Invocations
  +3
  1
  4th
  +3
  +1
  +1
  +4
  Bonus feat
  +4
  2
  5th
  +3
  +1
  +1
  +4
  Forbidden lore (+3)
  +5
  2
  6th
  +4
  +2
  +2
  +5
  Occult knowledge +2
  +6
  3
  7th
  +5
  +2
  +2
  +5
  Invocations
  +7
  3
  8th
  +6/+1
  +2
  +2
  +6
  Bonus feat
  +8
  4
  9th
  +6/+1
  +3
  +3
  +6
  Forbidden lore (+4)
  +9
  4
  10th
  +7/+2
  +3
  +3
  +7
  Occult knowledge +3
  +10
  5
  11th
  +8/+3
  +3
  +3
  +7
  Invocations
  +11
  5
  12th
  +9/+4
  +4
  +4
  +8
  Bonus feat
  +12
  6
  13th
  +9/+4
  +4
  +4
  +8
  Forbidden lore (+5)
  +13
  6
  14th
  +10/+5
  +4
  +4
  +9
  Occult knowledge +4
  +14
  7
  15th
  +11/+6/+1
  +5
  +5
  +9
  Invocations
  +15
  7
  16th
  +12/+7/+2
  +5
  +5
  +10
  Bonus feat
  +16
  8
  17th
  +12/+7/+2
  +5
  +5
  +10
  Forbidden lore (+6)
  +17
  8
  18th
  +13/+8/+3
  +6
  +6
  +11
  Occult knowledge +5
  +18
  9
  19th
  +14/+9/+4
  +6
  +6
  +11
  Invocations
  +19
  9
  20th
  +15/+10/+5
  +6
  +6
  +12
  Bonus feat, master invoker
  +20
  10
  
  92
  Chapter 3: Classes
  92
  At 1st level, when using forbidden lore to augment a spell or 
  sphere effect, the thaumaturge may use an invocation to cause 
  the affected targets to gain 1 temporary hit point per thauma-
  turge level for 1 round per thaumaturge level.
  Lingering Pain
  At 1st level, when using forbidden lore to augment a spell or 
  sphere effect, the thaumaturge may use an invocation to cause 
  the affected targets to become sickened for 1 round (Fortitude 
  negates).
  Meditation
  At 1st level, the thaumaturge may reroll a failed Knowledge 
  check. The thaumaturge may only use this ability once for any 
  given Knowledge check.
  Empowered Attack
  At 3rd level, when using forbidden lore to augment a spell or 
  sphere effect, the thaumaturge may use an invocation to grant 
  himself a bonus to attack rolls equal to his forbidden lore bonus 
  for a number of rounds equal to his casting ability modifier.
  Empowered Defense
  At 3rd level, when using forbidden lore to augment a spell or 
  sphere effect, the thaumaturge may use an invocation to grant 
  himself a dodge bonus to AC equal to his forbidden lore bonus 
  for a number of rounds equal to his casting ability modifier.
  Channel Punishment
  At 7th level, if the thaumaturge suffers backlash when us-
  ing forbidden lore, he may use an invocation to pass the penalty 
  off to another creature within 30 feet. If that creature is unwill-
  ing, they are allowed a Will save to negate this effect. On a suc-
  cessful save, the thaumaturge suffers the effect of the backlash 
  as normal.
  Defensive Invocation
  At 7th level, before attempting a saving throw, the thauma-
  turge may use an invocation to add his forbidden lore bonus to 
  the roll.
  Item Lore
  At 11th level, the thaumaturge may use an invocation to 
  add his forbidden lore bonus to the caster level of a spell-com-
  pletion or spell-trigger magic item he is wielding for 1 round. 
  This bonus only functions while the item is being wielded by 
  the thaumaturge.
  Soulfire
  At 11th level, when the thaumaturge suffers backlash from 
  using forbidden lore, he may use an invocation to empower 
  himself. He gains a bonus to attack rolls, saving throws, and a 
  dodge bonus to AC equal to his forbidden lore bonus for a num-
  ber of rounds equal to his casting ability modifier. This does not 
  negate the penalty gained through the backlash itself.
  Empowered Resistance
  At 15th level, if the thaumaturge succeeds at a saving throw 
  against an attack that has a reduced effect on a successful save, 
  he may use an invocation to negate the effect entirely.
  Flexible Caster
  At 15th level, the thaumaturge may use an invocation to 
  gain use of a single magic talent of his choice for 1 minute. He 
  must meet the prerequisites (if any) and he can gain a base 
  sphere he does not already possess with this ability. A thauma-
  turge may only have one use of flexible caster active at any one 
  time; using this invocation again replaces the previous use.
  Rebuke Death
  At 19th level, when the thaumaturge is reduced to 0 hit 
  points or fewer, the thaumaturge may use two of his remaining 
  invocations to instead be reduced to 1 hit point. Effects that kill 
  the thaumaturge outright without dealing hit point damage are 
  not affected by this ability.
  Occult Knowledge: At 2nd level, a thaumaturge gains a 
  +1 bonus to all Knowledge checks, Spellcraft checks, and Use 
  Magic Device checks. This bonus increases by 1 for every 4 ad-
  ditional thaumaturge levels possessed, to a maximum of +5 at 
  18th level.
  Bonus Feats: At 4th level and every 4 levels thereafter, a 
  thaumaturge gains a bonus feat. This may be spent to gain an 
  extra magic talent, or any feat which has casting as a prerequi-
  site (item creation feats, metamagic feats, Sphere Focus, Circle 
  Casting, etc.).
  Master Invoker: At 20th level, the thaumaturge selects 
  two invocations other than rebuke 
  death; he may use these invo-
  cations at will without us-
  ing one of his invocations 
  per day.
  
  93
  Chapter 3: Classes
  93
  Wraith
  Emulating powerful and perilous creatures such as ghosts 
  and shadow demons, wraiths gain the power to fade into the 
  ether. A diverse group, each wraith is attuned to certain types 
  of creatures or states of mind. This attunement can be exploit-
  ed to seize control, turning foes into puppets. Some gain their 
  talents from exposure to possessing entities, others obtain 
  their power as part of returning from death themselves, or via 
  other, more esoteric, paths.
  Role: Eerie casters able to slip out of phase with reality and 
  leap into susceptible minds, seizing control, making them per-
  fect for infiltration and espionage.
  Alignment: Any
  Hit Die: d8
  Starting Wealth: 3d6 x 10 gp (average 105 gp). In addition, 
  each character begins play with an outfit worth 10 gp or less.
  Class Skills
  Bluff (Cha), Craft (Int), Disguise (Cha), Fly (Dex), Intimidate 
  (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), 
  Knowledge (nobility) (Int), Knowledge (religion) (Int), 
  Linguistics (Int), Perception (Wis), Profession (Wis), Sense 
  Motive (Wis), Spellcraft (Int), Stealth (Dex), Use Magic Device 
  (Cha).
  Skill Ranks Per Level: 4 + Int modifier
  Class Features
  Weapon and Armor Proficiencies: The wraith is profi-
  cient with all simple weapons, scythes, and light armor.
  Casting: A wraith may combine spheres and talents to 
  create magical effects. A wraith is a Mid-Caster. (Note: All cast-
  ers gain 2 bonus talents and a casting tradition the first time 
  they gain the casting class feature.)
  Spell Pool: A wraith gains a small reservoir of energy he 
  can call on to create truly wondrous effects, called a spell pool. 
  This pool contains a number of spell points equal to his class 
  level + his casting ability modifier (minimum 1). This pool re-
  plenishes once per day after roughly 8 hours of rest.
  Magic Talents: A wraith gains 3/4ths of a magic talent per 
  level, according to Table: The Wraith.
  Haunt Path: At 1st level, the wraith chooses a haunt path. 
  Once selected, this choice cannot be changed. Path skills are 
  always class skills for wraiths with that path.
  At 1st level, each path grants the listed path sphere, or a tal-
  ent from that sphere if it is already possessed, as a bonus magic 
  talent and uses his class level as his caster level with the path 
  sphere. This stacks normally with caster levels gained from oth-
  er sources.
  At 2nd level, the wraith gains a path possession, granting 
  additional options for his possession ability.
  Table: The Wraith
  Level
  Base 
  Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Caster 
  Level
  Magic 
  Talents
  1st
  +0
  +0
  +2
  +2
  Casting, haunt path (path sphere), spell pool, wraith form
  +0 (1)
  0(+2)
  2nd
  +1
  +0
  +3
  +3
  Haunt path (path possession), possession
  +1
  1
  3rd
  +2
  +1
  +3
  +3
  Wraith haunt
  +2
  2
  4th
  +3
  +1
  +4
  +4
  Haunt path (path skill)
  +3
  3
  5th
  +3
  +1
  +4
  +4
  Wraith haunt
  +3
  3
  6th
  +4
  +2
  +5
  +5
  Possession (extraordinary abilities)
  +4
  4
  7th
  +5
  +2
  +5
  +5
  Wraith haunt
  +5
  5
  8th
  +6/+1
  +2
  +6
  +6
  Haunt path (improved path possession)
  +6
  6
  9th
  +6/+1
  +3
  +6
  +6
  Wraith haunt
  +6
  6
  10th
  +7/+2
  +3
  +7
  +7
  Greater possession
  +7
  7
  11th
  +8/+3
  +3
  +7
  +7
  Wraith haunt
  +8
  8
  12th
  +9/+4
  +4
  +8
  +8
  Possession (supernatural abilities)
  +9
  9
  13th
  +9/+4
  +4
  +8
  +8
  Wraith haunt
  +9
  9
  14th
  +10/+5
  +4
  +9
  +9
  Haunt path (greater path possession)
  +10
  10
  15th
  +11/+6/+1
  +5
  +9
  +9
  Wraith haunt
  +11
  11
  16th
  +12/+7/+2
  +5
  +10
  +10
  Possession (spell-like abilities)
  +12
  12
  17th
  +12/+7/+2
  +5
  +10
  +10
  Wraith haunt
  +12
  12
  18th
  +13/+8/+3
  +6
  +11
  +11
  Possession (spheres)
  +13
  13
  19th
  +14/+9/+4
  +6
  +11
  +11
  Wraith haunt
  +14
  14
  20th
  +15/+10/+5
  +6
  +12
  +12
  Wraith form mastery
  +15
  15
  
  94
  Chapter 3: Classes
  94
  At 4th level, the wraith gains an insight bonus to the listed 
  skill equal to half his class level.
  At 8th level, the wraith gains an improved path possession, 
  granting further options to his possession ability.
  At 14th level, the wraith gains a greater path possession, 
  granting a final expansion of options to his possession ability.
  Wraith Form (Su): At 1st level, for a number of rounds 
  per day equal to his class level plus his casting ability modifier, 
  the wraith may gain the incorporeal subtype, with the following 
  modifications:
  • The wraith takes half damage from non-magic 
  weapons.
  • The wraith cannot make weapon or natural weapon 
  attacks while in wraith form unless he uses a weapon 
  with the ghost touch special ability.
  • Effects originating from corporeal sources that do 
  not deal damage have a 20% chance to fail against the 
  wraith instead of the normal 50%. Force effect are not 
  subject to this failure chance.
  • The wraith retains all worn equipment not exceeding 
  his maximum load as well as the benefits from any 
  magic items that grant a continuous effect, but gains 
  no benefit from physical armor or shields.
  • The wraith uses normal movement speeds (treat mov-
  ing through solid objects as ground movement).
  • When not on or in a solid or liquid, the wraith falls 
  slowly and may glide, moving with a speed of 30 feet 
  with maneuverability (perfect), but falling 1 foot for 
  every 5 feet traveled (unless possessing a fly speed).
  Activating this ability is a move action and ending it is a 
  free action. He may not activate this ability if carrying a load 
  greater than his maximum load. Should the wraith become 
  corporeal while in a solid object, he is immediately shunted to 
  the nearest empty space, taking 1d6 untyped damage per 5 feet 
  traveled.
  Table: Possession Duration
  CR
  Active 
  Possession 
  Duration
  Unwilling 
  Passive 
  Possession 
  Duration
  Willing 
  Passive 
  Possession 
  Duration
  > level +5
  1 round/level 
  (free action 
  save to end 
  possession 
  each round)
  1 minute/
  level
  1 hour/level
  Level +2 to 
  level +5
  1 round/level
  1 minute/
  level
  1 hour/level
  Level +1 to 
  level -4
  1 minute/
  level
  1 hour/level
  8 hours/level
  < level -4
  10 minutes/
  level
  1 day/level
  1 day/level
  There are two types of possession: passive and active. 
  The wraith chooses which to initiate as part of attempting 
  possession.
  Passive Possession
  Passive possession grants no control over the possessed 
  creature, though shares the creature’s senses and may commu-
  nicate telepathically with it. Attempting to passively possess an 
  unwilling target costs a spell point.
  The wraith maintains his Intelligence, Wisdom, Charisma, 
  level, class, base attack bonus, alignment, mental abilities, ex-
  traordinary abilities not derived from physical form, combat 
  talents, supernatural abilities, and magical abilities such as 
  spells, sphere abilities, and spell-like abilities. Should the host 
  become dazed, stunned, or unconscious, the wraith may control 
  Possession (Su): At 2nd level, the wraith may attempt to 
  possess a creature within his natural reach as a standard action. 
  This is a mind-affecting possession effect. The challenge rating 
  of the creature determines the duration of the possession, per 
  the Table: Possession Duration (creatures such as animal 
  companions, Conjuration sphere companions, and familiars are 
  treated as having a CR of their Hit Dice - 2 for this purpose).
  This effect can be resisted with a Will save with a DC of 10 
  + half his wraith level + his casting ability modifier. A successful 
  save to resist or end a possession increases the spell point cost 
  for that individual wraith to possess that creature by 1 for 24 
  hours. This cost increase is cumulative, but is reset by a success-
  ful possession. Unless otherwise noted, creatures are aware of 
  a failed possession attempt, having a feeling of a hostile force, 
  but gain no other information. If the wraith is successful, his 
  body is absorbed by and his life force occupies the host body. 
  The duration of an ongoing possession may be reset with the 
  same action and spell point cost that was required to initiate it.
  
  95
  Chapter 3: Classes
  95
  their body as normal as if actively possessing the host for the 
  duration of the dazed, stunned, or unconscious condition. 
  Targeted mind-affecting effects apply only to the mind in con-
  trol of the body; if the wraith is not controlling the host, then 
  the wraith is not the target. When successfully attempting a 
  passive possession, if the wraith is unobserved by the target, he 
  may attempt a Stealth check opposed by the target creature’s 
  Perception check. If successful, the creature is not aware that it 
  has failed a Will save or that it has become passively possessed.
  Active Possession
  Active possession involves taking control of the possessed 
  creature. Attempting active possession requires a spell point. 
  The wraith maintains his abilities as in passive possession. The 
  body retains its Strength, Dexterity, Constitution, hit points, 
  natural abilities, and automatic abilities. A body with extra 
  Table: Active Possession
  Use the host’s
  Use the wraith’s
  Strength, Dexterity, and Constitution scores (this modifies the total 
  modifiers for ability checks, armor class, attack rolls, CMB, CMD, 
  skill checks, save DCs based on physical abilities)
  Intelligence, Wisdom, and Charisma scores
  Bonuses to Strength, Dexterity, and Constitution-based skills (ex-
  cept those from feats the wraith cannot access)
  Intelligence, Wisdom, and Charisma based skill 
  modifiers
  Defensive abilities (such as damage reduction, immunity, resistance, 
  spell resistance)
  Base attack bonus
  Physical weaknesses (light blindness, vulnerability to damage types)
  Strength, Dexterity, and Constitution-based skill ranks
  Reflex and Fortitude saving throws
  Will saving throw
  Space and reach
  Class abilities (abilities that require specific anatomy 
  may not be accessible while possessing a host lacking 
  that anatomy)
  Racial movement speeds
  Feats from Hit Dice, class, and bonus feats
  Natural attacks
  Combat talents
  Racial senses (such as blindsense, blindsight, darkvision, low-light 
  vision, scent)
  Magic talents
  Hit points
  Caster level
  Fast healing (only affects host body)
  Spell points
  Regeneration (only affects host body)
  Languages
  Armor class
  Mythic abilities
  Racial skill modifiers
  Traits
  Passive special abilities (do not recalculate save DCs)
  Alignment (other than alignment subtypes)
  Continuous magic items that affect physical ability scores, skills, 
  and other bonuses to physical form and prowess.
  Continuous magic items that affect mental ability 
  scores, skills, and other bonuses to mental form and 
  prowess.
  Extraordinary special abilities and special attacks that require active 
  use, such as freeze, grab, pounce, rend, and swallow whole (do not 
  recalculate save DCs) (requires 6th level)
  -
  Supernatural special abilities that require activation, such a breath 
  weapons (do not recalculate save DCs) (requires 12th level)
  -
  Spell-like abilities (do not recalculate save DCs) (requires 16th level)
  -
  Combat spheres, feats from Hit Dice, class levels, and bonus feats, 
  magic spheres, spellcrafted spells (in addition to the wraith’s,  
  requires 18th level)
  -
  Auras (do not recalculate save DCs)
  -
  Ongoing effects that target the body
  Ongoing mind-affecting effects
  Use the alignment subtypes of both wraith and host
  Use both wraith and host racial bonus feats
  Use both wraith and host weapon and armor proficiencies
  
  96
  Chapter 3: Classes
  96
  limbs does not allow the wraith to make more attacks (or more 
  advantageous two-weapon or two-handed attacks) than nor-
  mal. The wraith gains no automatic knowledge of and cannot 
  choose to activate the body’s extraordinary abilities until 6th 
  level or supernatural abilities until 12th level. The creature’s 
  combat talents, feats that require active use, magic talents, 
  spells, sphere abilities, and spell-like abilities cannot be ac-
  cessed until the levels shown on Table: Active Possession. 
  An actively possessed creature (the host) is capable of taking 
  mental only actions while possessed and may attempt a new 
  save to end the possession early any time the wraith would 
  force it to do something against its nature (see the Mind sphere 
  for guidelines), though additional saves cannot be made more 
  than once per round.
  The wraith cannot cause the host to unwillingly harm itself 
  (attacking itself, allowing others to attack it without defending 
  itself, moving into obviously harmful positions, etc.).
  The wraith may attempt to change an active possession to 
  a passive possession or vise versa as a move action. Unwilling 
  creatures are allowed a save to prevent the wraith from going 
  from passive to active possession. Each time unit expended 
  from a passive possession (usually minutes or hours) reduces 
  the time available for an active possession by 1 time unit (usual-
  ly minutes or rounds) and vice versa.
  If the wraith possesses a creature that is unconscious due 
  to being in negative hit points, the wraith remains conscious 
  and can cause the body to act, but it remains staggered (though 
  the wraith can still take additional mental-only actions, only 
  the body is staggered) and may suffer hit point loss as normal. 
  The host body may still attempt stabilization checks using its 
  normal modifiers. When possessing an unconscious creature, 
  effects that would wake the creature do not end the possession, 
  though the possessed creature is allowed to attempt a save to 
  end the possession once it would be awakened.
  The wraith may always end the possession early as a free 
  or immediate action, appearing in an adjacent square of the 
  wraith’s choice (or the nearest available square, if all adjacent 
  squares are occupied). When possessing a willing host, the 
  wraith may increase the duration by its normal time as a free 
  action, paying any spell point cost as usual. When ending a 
  possession, the wraith may choose to reappear with his wraith 
  form ability active by spending a round of that ability as part of 
  ending the possession. If the host body is slain, the possession 
  ends and the wraith is dazed for 1 round with no saving throw 
  and cannot activate wraith form as a free action as part of the 
  possession ending.
  Mind-affecting effects that target the actively possessed 
  body or a passively possessed body while the wraith is in con-
  trol (such as when the host is dazed or stunned) continue to 
  affect the wraith after the possession ends and do not affect the 
  former host. The wraith does not benefit from any immunity 
  to mind-affecting effects that the host possesses. If the wraith 
  is concentrating on a spell or other effect and the host body is 
  subject to an effect that would force a concentration check, 
  the wraith attempts the concentration check. Magical effects 
  granting the wraith armor, deflection, resistance, and shield 
  bonuses, polymorph effects, disease, poison, and other effects 
  that alter or benefit the physical body of the wraith are sup-
  pressed for the duration of the possession but do not expend 
  time from their durations. Effects targeting the possessed body 
  (such as hit point damage, disease, healing, or poison) affect 
  the possessed body and do not transfer to the wraith unless 
  able to affect possessing creatures. Effects capable of targeting 
  possessing creatures may target and affect the wraith while he 
  is possessing another creature, including dealing damage to the 
  wraith.
  If another creature attempts to possess a creature the wraith 
  is possessing, it must attempt a magical skill check against the 
  wraith’s MSD. Success forces the wraith out; failure causes the 
  attempt to fail. Effects that would allow a creature to command 
  an actively possessed host are ineffective for the duration of the 
  possession unless they would also affect the wraith.
  Effects that grant protection from mind control such as 
  the Hallow word of the Fate sphere or the protection from evil 
  spells function against his ability.
  The host’s abilities and statistics derived from mental attri-
  butes are not altered by the possession. For example, a wraith 
  with high Charisma does not increase the hit points of a zombie 
  by possessing it, nor would it improve the zombie’s Fortitude 
  save. A possessed nymph would not change its deflection bonus 
  to AC.
  At 6th level, the wraith gains knowledge of a possessed 
  creature’s extraordinary abilities and may activate them as nor-
  mal for that creature.
  At 12th level, the wraith gains knowledge of a possessed 
  creature’s supernatural abilities and may activate them as nor-
  mal for that creature.
  At 16th level, the wraith gains knowledge of a possessed 
  creature’s spell-like abilities and may activate them as normal 
  for that creature.
  At 18th level, the wraith gains access to any combat 
  spheres, magic spheres, magic talents, and spellcrafted spells 
  possessed by the creature for the duration of the possession, 
  but must supply his own spell points. The wraith gains access to 
  spells as well, casting them from the possessed creature’s spell 
  slots, though must pay spell points based on the level of the 
  slot to do so: level 1-2: 1 spell point, 3-5: 2 spell points, 6-8: 3 
  spell points, 9: 4 spell points. Cantrips and orisons may be used 
  without spell point cost.
  Wraith Haunts: At 3rd level and every odd level there-
  after, the wraith gains one haunt from the following list. Each 
  haunt may only be selected once unless otherwise noted. If a 
  haunt calls for a saving throw, the DC is 10 + 1/2 his wraith level 
  + his casting ability modifier. All wraith haunts are considered 
  supernatural abilities unless noted.
  Amnesiac Possession: As part of ending a possession, the 
  wraith may force the host creature to succeed on a Will save or 
  forget the duration of the possession as the Amnesia talent of 
  the Mind sphere.
  Benevolent Passenger: When possessing an object or a willing 
  creature, the wraith gains the benefits of the Silent Spell and 
  Still Spell metamagic feats. If the wraith already possesses ei-
  ther of these feats, reduce the spell point cost of the possessed 
  feat by 1 (minimum 0).
  
  97
  Chapter 3: Classes
  97
  Consume Host: While possessing a living creature, the wraith 
  may spend a spell point as a move action to deal 1d6 untyped 
  damage per 2 class levels to the host. A successful Fortitude 
  save halves this damage. The wraith heals a number of hit 
  points equal to the damage dealt. A creature that successfully 
  saves against this ability becomes immune to it for the duration 
  of the possession.
  Deep Phase: While in wraith form, the wraith may spend 
  a spell point as a move action to attempt to pass through ob-
  jects thicker than his own space. The wraith may move up to 
  his speed through solid matter. If the wraith does not end his 
  movement in a space he could occupy, he is shunted back to 
  his starting position, taking 1d6 untyped damage per 5 feet 
  traveled.
  Disorienting Possession: When the wraith’s active posses-
  sion ends, he may force the possessed creature to attempt a 
  Fortitude save or be nauseated for a number of rounds equal to 
  the wraith’s casting ability modifier. A successful save reduces 
  this to being sickened for 1 round.
  Dominate Ooze: The wraith may possess mindless creatures 
  of the ooze type, bypassing the immunity to mind-affecting ef-
  fects granted by the ooze type.
  Expanded Path Possession (requires haunt path, path sphere of the 
  selected path): The wraith gains the path possession ability of a 
  path he does not possess. This wraith haunt may be taken more 
  than once, each time another path possession may be selected.
  Expanded Path Possession, Improved (requires expanded path pos-
  session, wraith 12): The wraith gains the improved path posses-
  sion ability of a path he chose for expanded path possession. 
  This wraith haunt may be taken more than once, each time 
  another expanded path possession may be selected.
  Extra Incorporeality: The wraith gains 4 additional rounds of 
  his wraith form ability per day. This talent may be taken more 
  than once; the bonus rounds stack.
  Forced Wraith Form (requires share wraith form): The wraith 
  may target an unwilling creature with Share Wraith Form via a 
  melee touch attack. A successful Will save negates this effect. 
  An unwilling creature cannot choose to end this effect, though 
  the wraith may end it normally. The target creature may at-
  tempt a new Will save each round as a full-round action to end 
  the effect early. This wraith haunt may be taken a second time 
  to allow the wraith to use this ability with a ranged touch attack 
  with a range of close (25 feet + 5 feet per 2 class levels).
  Ghostly Fade: While in wraith form, the wraith may spend 
  a spell point as a free or immediate action to gain concealment 
  until the start of his next turn. At 4th level and every 4 levels 
  thereafter, this concealment persists for an additional round.
  Ghost Glide (requires wraith 7): The wraith gains a fly speed 
  equal to his base speed with perfect maneuverability while in 
  wraith form.
  Ghost Glide, Improved (requires wraith 11): The fly speed 
  granted by ghost glide applies even when the wraith is not in 
  wraith form, though when not in wraith form the maneuver-
  ability decreases to average.
  Ghost in the Machine (requires object ride, Technologist* feat): 
  While possessing a technological device, the wraith may spend 
  spell points in place of charges.
  *Pathfinder Campaign Setting: Technology Guide
  Ghostly Talent: The wraith gains a talent from his path 
  sphere as a bonus talent. This wraith haunt may be selected 
  more than once; each time the wraith selects an additional 
  talent.
  Hidden Rider: While possessing another creature or object, 
  the wraith may hide from the divine ability of the Divination 
  sphere and spells of the Divination school and pass through 
  wards that would affect a possessing creature such as magic cir-
  cle against evil or the effects of a forbiddance spell. The wraith 
  must attempt a Will save against the spell or sphere ability 
  (even if it does not normally allow a saving throw). If he suc-
  ceeds, the spell treats him as if he were his host (for instance, 
  Divine Alignment would reveal only the host’s alignment, and 
  forbiddance keyed to the host’s alignment would not damage 
  the wraith). If the wraith’s saving throw fails, the spell functions 
  against him as normal.
  Hidden Possessor: Creatures that are not aware of the wraith 
  or do not count the wraith as a hostile creature take a -2 penalty 
  on saves against his possession ability.
  Into Thin Air: The wraith may spend a spell point to ac-
  tivate his wraith form ability as an immediate action. If the 
  wraith possesses the ghostly fade wraith haunt, he may choose 
  to activate it as part of this immediate action, paying the spell 
  point cost for that ability as usual.
  Lengthened Control: Upon successfully using his possession 
  ability, the wraith may spend a spell point as a free action to 
  calculate the duration of the possession as if the creature’s CR 
  was 1 tier lower per Table: Possession Duration. For crea-
  tures with a challenge rating below the wraith’s class level -4, 
  the duration instead increases from 10 minutes/level to 1 hour 
  per level for active possession or to indefinite (new save granted 
  every 24 hours) for passive possession.
  Lingering Incorporeality: When the wraith ends his wraith 
  form ability, he may choose to remain in wraith form for two 
  additional rounds without spending any rounds from his dai-
  ly allotment. If the wraith was in wraith form when activating 
  his possession ability, he automatically regains his wraith form 
  upon ending the possession if within this time.
  
  98
  Chapter 3: Classes
  98
  Moan: As a standard action, the wraith may emit an un-
  earthly moan, allowing the wraith to attempt an Intimidate 
  check to demoralize all hostile creatures within 30 feet. If 
  using Spheres of Might, the wraith instead may choose to gain 
  the Gladiator sphere or a talent from that sphere if it is al-
  ready possessed. If using this option, this wraith haunt may be 
  taken more than once, granting an additional talent from the 
  Gladiator sphere each time.
  Object Ride: The wraith may spend a spell point to passively 
  possess an object for up to 1 hour per level. Attended objects re-
  ceive a Will save. The object can be no smaller than Tiny and no 
  larger than Huge. At level 10, the minimum object size decreas-
  es to Diminutive and the maximum increases to Gargantuan. 
  The wraith retains his normal senses while possessing an object.
  Additionally, the wraith may designate a single object with-
  in the normal limits as his refuge. Passively possessing the ref-
  uge does not require a spell point. Designating an object as a 
  refuge requires a 1-hour ritual. Designating a new object causes 
  any previous refuges to cease functioning as a refuge.
  The wraith may speak in his normal voice while in his ref-
  uge object.
  Possess Armaments (requires Enhancement sphere; object ride or 
  path of the poltergeist): When possessing a weapon, shield, or suit 
  of armor, the wraith may automatically grant it the benefit of 
  one enhancement that he possesses for the duration of the pos-
  session. The object must be a valid target for the enhancement.
  The wraith uses his class level as his caster level to deter-
  mine the effect of this enhancement. This stacks normally with 
  caster levels gained from other sources. Any additional spell 
  point cost of the enhancement must be paid as usual. Should the 
  Animate Object enhancement be used, the wraith may issue com-
  mands to the object while possessing it.
  Ranged Possession: The wraith may attempt to possess valid 
  targets within close range (25 feet + 5 feet per 2 class levels).
  Reactive Possession (requires possess armaments or path of the pol-
  tergeist improved path possession): When the wraith takes damage 
  from a manufactured weapon, he may attempt to possess that 
  weapon as an immediate action, paying the normal spell point 
  cost.
  Share Wraith Form: The wraith may touch a willing creature 
  as a standard action, granting them the benefits of his wraith 
  form and any wraith haunts that modify it that the wraith pos-
  sesses (such as lingering incorporeality). Either the creature or 
  the wraith may end this effect as a free action. The touched 
  creature expends rounds of wraith form from the wraith’s pool. 
  The wraith may end this effect as a free action.
  Steal Thoughts: The wraith is intuitively aware of what ac-
  tions are against his host’s nature. When possessing a crea-
  ture, the wraith may spend a spell point as a standard action 
  to read its mind, allowing him to attempt a single Knowledge 
  check using its skill modifiers (even if the wraith has previously 
  failed the same check using his own modifiers) or receive the 
  answer to a single question that the creature would know (such 
  as ‘Where did I leave my key?’ or ‘What is my mother’s maiden 
  name?’).
  A successful Will save negates this effect. A creature is 
  aware of succeeding on this save, sensing the mental probing 
  of the wraith, though not the details of the information sought. 
  Additional uses of this ability while possessing the same crea-
  ture do not allow Knowledge checks to be retried if they would 
  not otherwise be possible to retry.
  Wraith’s Blade: The wraith may spend a spell point as a swift 
  action to cause all his attacks to become incorporeal touch 
  attacks (and thus be resolved as touch attacks, though effects 
  that apply against incorporeal touch attacks function normally) 
  until the end of his turn. This ability also allows the attacks to 
  be made against corporeal targets while wraith form is active.
  Greater Possession: At 10th level, when the wraith suc-
  ceeds in actively possessing a target, he may choose to maintain 
  control of that target while moving on to another. The wraith 
  may choose to exit the creature, appearing in an adjacent square 
  or the nearest available square. The wraith may act normally, di-
  viding his actions between the actively possessed creature and 
  himself. Multiple creatures may be actively possessed; actions 
  are divided between all possessed creatures and the wraith.
  For example, if the wraith possesses an orc, the wraith may 
  spend his next standard action to possess the nearby goblin, 
  then move the orc up to its speed (a move action), and cast a 
  quickened sphere effect (a swift action). The following round, 
  the goblin could reload a light crossbow (a move action), the 
  orc could make an attack action (a standard action), and the 
  wraith would still have a swift action. The number of crea-
  tures possessed at one time may not exceed the wraith’s 
  
  99
  Chapter 3: Classes
  99
  casting ability modifier (minimum 2). The wraith may choose to 
  end his control of any possessed creature as a free action.
  Wraith Form Mastery: At 20th level, the wraith may 
  remain in wraith form for any number of rounds in a day. Any 
  instances of the extra wraith form and lingering incorporeality 
  wraith haunts may immediately be retrained for other wraith 
  haunts for which the wraith qualifies.
  Haunt Paths
  Path of the Ancestor
  Rather than a malevolent controller, an ancestor protects 
  those he is attached to.
  Path Sphere: Protection
  Path Possession: When a willing creature the ancestor 
  is possessing takes hit point damage, as a free action that can 
  be taken even when it is not his turn, the ancestor may choose 
  to redirect up to half the damage to himself. The damage is 
  determined after the possessed creature’s damage reduction, 
  immunity, resistance, and vulnerability have been calculated 
  and may not be further reduced or redirected by any means. 
  Additionally, the ancestor may choose to count the possessed 
  willing creature as himself for the purposes of effects that only 
  target self.
  Path Skill: Knowledge (history) (Int)
  Improved Path Possession: A willing creature the an-
  cestor is possessing gains the benefit of one (aegis) talent the 
  ancestor possesses for the duration of the possession. The cost 
  of activating this aegis is reduced by 1 spell point, but the aegis is 
  lost when the possession ends.
  Greater Path Possession: The ancestor may now acti-
  vate two (aegis) talents instead of one as part of possessing a 
  willing creature; the spell point reduction applies separately to 
  each.
  Path of the Anima
  An anima manipulates the very elements around himself.
  Path Sphere: Nature or Weather
  Path Possession: The anima may actively possess nat-
  ural elements, creating a small elemental or animated plant. 
  The creature dissipates when the possession ends. The created 
  creature counts as willing. There must be a suitable volume of 
  appropriate material. The anima may use talents such as Create 
  Nature, or the Create Fire geomancing ability of the (fire) pack-
  age as part of activating this ability to supply the required ma-
  terial, paying the normal cost for doing so. The available forms 
  depend on the spheres and packages possessed.
  • Air elementals require the (air) package or the Weather 
  sphere and a given number of 5-foot cubes of air.
  • Earth elementals require the (earth) or (metal) pack-
  age and a given number of 5-foot cubes of stone, dirt, 
  metal, or sand.
  • Fire elementals require the (fire) package and a fire of 
  at least the given size.
  • Animated plants require the (plant) package and a 
  plant of at least the given size.
  • Water elementals require the (water) package and a 
  given number of 5-foot cubes of water.
  Class 
  Level
  Maximum Elemental 
  Size
  Minimum 
  5-ft. Cubes
  Minimum 
  Size1
  2nd
  Small (halve hit points, 
  CR 1/2)
  1/4
  Small
  4th
  Small
  1/4
  Small
  8th
  Medium
  1
  Medium
  12th
  Large
  8
  Large
  16th
  Huge
  27
  Huge
  20th
  Greater (Huge) 
  Elemental or 
  Gargantuan Animated 
  Plant
  64
  Gargantuan
  1: When creating a fire or water elemental with this ability, the 
  wraith may choose to increase the time taken to reduce the required ma-
  terial volume. For every time step (standard to full-round, full-round 
  to one round), the required size category decreases by one step. Doing so 
  draws either heat (for fire) or moisture (for water) from the surround-
  ing area. Drawing heat decreases the temperature in an area out to me-
  dium range by one step (per the Weather sphere) per size reduction for 
  10 minutes. This ability cannot be used if it would set the temperature 
  beyond category 7 cold. Drawing moisture leaves an area out to medium 
  range (close range in moist, humid environments and long range in more 
  arid environments) unusually dry for 10 minutes.
  Path Skill: Knowledge (nature) (Int)
  Improved Path Possession: The anima may possess 
  creatures with the plant type or the elemental subtype corre-
  sponding to the spheres and packages possessed, ignoring any 
  typebased immunity to mind-affecting effects. Such creatures 
  take a -2 penalty on saves against the anima’s possession.
  Greater Path Possession: The anima does not need to 
  spend a spell point to create and actively possess an elemen-
  tal or plant creature with his path possession ability. Creatures 
  with the plant type or elemental subtype gain no benefit from 
  the Hallow word of the Fate sphere, the protection from evil spell, 
  or similar effects against possession attempts by the anima. 
  Mindless creatures of the plant type or elemental subtype no 
  longer receive a saving throw against the anima’s possession.
  Path of the Corruptor
  A corruptor marshals an undead army to spread his 
  influence.
  Path Sphere: Death
  Path Possession: The corruptor may actively possess 
  dead bodies. The possessed creature has statistics as if it had 
  been animated per the reanimate ability of the Death sphere, 
  including any talents of that sphere that he possesses, and 
  must meet all requirements of that ability. The target creature 
  may have Hit Dice up to twice the corruptor’s class level. This 
  stacks with Death caster levels gained from other sources. The 
  created creature counts as willing. When the possession ends, 
  the reanimate effect also ends. The possessed body does not 
  count against the number of Hit Dice of undead the wraith 
  can control.
  Path Skill: Knowledge (religion) (Int)
  
  100
  Chapter 3: Classes
  100
  Improved Path Possession: The corruptor may possess 
  creatures of the undead type, ignoring any type-based immuni-
  ty to mind-affecting effects. Mindless undead both do not re-
  ceive a save against this ability and count as willing unless they 
  are being controlled by a creature other than the corruptor.
  Greater Path Possession: The corruptor does not need 
  to spend a spell point to possess an undead creature under his 
  control. Undead creatures gain no benefit from the Hallow 
  word of the Fate sphere, the protection from evil spell, or similar 
  effects against possession attempts by the corruptor.
  Path of the Cryptid
  Able to unlock the primal wrath of wild beasts, cryptids 
  can be fearsome warriors.
  Path Sphere: Alteration
  Path Possession: Creatures of the animal type that are 
  no worse than indifferent to the cryptid are counted as willing 
  targets for possession. Creatures of the animal or magical beast 
  types take a -2 penalty on saves against the cryptids possession.
  Path Skill: Handle Animal (Cha)
  Improved Path Possession: The cryptid reduces the 
  time required to cast shapeshift targeting a host he is possessing 
  (and no creatures that he is not possessing) by one step (nor-
  mally a standard action to a move action). This ability cannot 
  reduce the casting time below a swift action. The shapeshift au-
  tomatically ends when the possession ends. The cryptid may 
  possess swarms of the animal type, ignoring their subtype 
  based immunity to mind-affecting abilities.
  Greater Path Possession: Creatures of the animal type 
  are always counted as willing when the cryptid attempts to pos-
  sess them unless they are already controlled by another crea-
  ture (such as being an animal companion, being under a (com-
  pulsion) effect, or being tame per the Beastmastery sphere).
  Creatures with the animal or magic beast types gain no 
  benefit from the Hallow word of the Fate sphere, the protection 
  from evil spell, or similar effects against possession attempts by 
  the cryptid.
  Path of the Despoiler
  A despoiler feeds on pestilence and decay.
  Path Sphere: Death
  Path Possession: The despoiler may possess any crea-
  ture of the vermin type, ignoring any type-based immunity to 
  mind-affecting effects. Creatures suffering from the effects of 
  poison or disease take a -2 penalty on saves against the despoil-
  er’s possession.
  Path Skill: Heal (Wis)
  Improved Path Possession: The despoiler may possess 
  swarms of the vermin type, ignoring their subtype-based immu-
  nity to mind-affecting abilities. By spending 1 minute attracting 
  local vermin, the despoiler can create a swarm to actively pos-
  sess. This swarm disperses when the possession ends. To create 
  the swarm, use the statistics of a Conjuration sphere compan-
  ion summoned with a caster level equal to the despoiler’s class 
  level (this stacks with caster levels gained from other sources) 
  and the following base form:
  Speed 20 ft., Climb 20 ft.; AC +2 natural armor; Fort 
  (good), Ref (good), Will (bad); Attack N/A; Str 12, Dex 16, 
  Con 13, Int -, Wis 10, Cha 11.
  The swarm has the swarm subtype, with constituent mem-
  bers of Tiny size and a 10-foot space. Its swarm damage is 1d6 
  + 1d6 per 3 Hit Dice and has a distraction DC of 10 + 1/2 Hit 
  Dice + the despoiler’s casting ability modifier. The appearance 
  of the constituent members of the swarm formed will be based 
  on the GM’s discretion given the environment. If the despoiler 
  is of at least 5th level, he may spend an additional spell point as 
  part of beginning the possession to grant the swarm a fly speed 
  of 20 feet (perfect).
  Creatures of the vermin type are always counted as willing 
  when the despoiler attempts to possess them unless they are 
  already controlled by another creature (such as being an animal 
  companion, being under a (compulsion) effect, or being tame 
  per the Beastmastery sphere).
  Greater Path Possession: The despoiler does not need 
  to spend a spell point to possess creature of the vermin type. 
  Such creatures gain no benefit from the Hallow word of the 
  Fate sphere, the protection from evil spell, or similar effects 
  against possession attempts by the wraith.
  Path of the Moroi
  Wraith that are drawn to, and sometimes feed on, blood.
  Path Sphere: Blood
  Path Possession: The moroi’s possession ability is treat-
  ed as blood control for the purpose of determining save penalties 
  from being less than half hit points or suffering from a bleed 
  effect.
  Path Skill: Heal (Wis)
  Improved Path Possession: The moroi gains Self 
  Control as a bonus talent and treats a possessed host as himself 
  for the purpose of casting blood control. The host is still allowed 
  saves to resist these effects.
  Greater Path Possession: The blood wraith’s possession 
  ability is not a mind-affecting ability when targeting creatures 
  that are under the effects of his blood control and such creatures 
  gain no benefit from the Hallow word of the Fate sphere, the 
  protection from evil spell, or similar effects against the moroi’s 
  possession.
  Path of the Poltergeist
  A poltergeist is adept at moving creatures and objects as 
  well as possessing and animating objects.
  Path Sphere: Telekinesis
  Path Possession: The poltergeist may actively possess un-
  attended objects, animating them to serve. These objects count 
  as being willing. The object must be of a size the wraith could 
  animate per the Animate Objects talent of the Enhancement 
  sphere, using his class level as his caster level. This stacks nor-
  mally with caster levels gained from other sources. The object 
  gains the statistics and abilities as an animated object per the 
  Animate Object talent of the Enhancement sphere.
  Path Skill: Fly (Dex)
  Improved Path Possession: The poltergeist may pos-
  sess creatures of the construct type, ignoring any type-based 
  immunity to mind-affecting effects. The poltergeist may also 
  lift, as the Telekinesis sphere, an animated object or construct 
  as a free action immediately after successfully possessing it. 
  Normal size limits on lift apply. Additionally, his path posses-
  sion ability now also applies to attended objects, which receive 
  a Will save as usual for possession.
  
  101
  Chapter 3: Classes
  101
  Greater Path Possession: The poltergeist may possess 
  large numbers of Tiny or smaller objects, creating a swarm; 
  treat a swarm so animated as a Medium-sized animated object 
  with the swarm subtype (generate statistics per the improved 
  path possession of the Path of the Despoiler, but with the con-
  struct type). Mindless creatures of the construct type no longer 
  receive a save against his possession.
  Path of the Phantasm
  Hunters that hide inside their illusion, deceiving their prey 
  into a false security.
  Path Sphere: Illusion
  Path Possession: Creatures within the area of an illusion 
  created by the phantasm take a -2 penalty on saves against the 
  phantasm’s possession.
  Path Skill: Disguise (Cha)
  Improved Path Possession: When attempting to pos-
  sess a creature within the area of an illusion that the phantasm 
  created, the phantasm may attempt a magical skill check against 
  the MSD of any magical effect that would prevent possession, 
  such as the Hallow word of the Fate sphere, the protection from 
  evil spell, or similar effects. If successful, the phantasm may 
  possess the creature and is unaffected by the bypassed effect 
  for the duration of the possession.
  Greater Path Possession: The phantasm’s possession 
  ability does not count as a mind-affecting effect when used 
  on creature’s within an area of an illusion that the phantasm 
  created.
  Path of the Shadow
  A shadow lurks in darkness, seizing those foolish enough to 
  enter their penumbra.
  Path Sphere: Dark
  Path Possession: Creatures within the area of a darkness 
  created by the shadow take a -2 penalty on saves against the 
  shadow’s possession.
  Path Skill: Stealth (Dex)
  Improved Path Possession: When attempting to pos-
  sess a creature within the area of a darkness that the shadow 
  created, the shadow may attempt a magical skill check against 
  the MSD of any magical effect that would prevent possession, 
  such as the Hallow word of the Fate sphere, the protection from 
  evil spell, or similar effects. If successful, the shadow may pos-
  sess the creature and is unaffected by the bypassed effect for 
  the duration of the possession
  Greater Path Possession: The shadow’s possession abil-
  ity does not count as a mind-affecting effect when used on crea-
  ture’s within an area of darkness that the shadow created.
  Path of the Spook
  A spook feeds on fear and insanity.
  Path Sphere: Mind
  Path Possession: Creatures the spook is passively pos-
  sessing take a -2 penalty on saves against the spook’s charm abil-
  ities of the Mind sphere. Creatures that are cowering, panicked, 
  or paralyzed take an additional -2 penalty on saves against the 
  spook’s possession ability.
  Path Skill: Intimidate (Cha)
  Improved Path Possession: Creatures that are shaken 
  or frightened take an additional -2 penalty on saves against the 
  spook’s possession ability. This does not stack with the penalty 
  from the spook’s path possession. Creature’s that are confused 
  or panicked count as willing for the spook’s possession ability.
  Greater Path Possession: The penalty that creatures 
  that are frightened, cowering, panicked, or paralyzed take on 
  saves against the wraith’s possession ability increases to -4. 
  When attempting to possess a creature with one of these con-
  ditions, the spook may attempt a magical skill check against 
  the MSD of any magical effect that would prevent possession, 
  such as the Hallow word of the Fate sphere, the protection from 
  evil spell, or similar effects. If successful, the spook may possess 
  the creature and is unaffected by the bypassed effect for the 
  duration of the possession.
  Prestige Classes
  Bokor
  The bokor is a caster who doesn’t believe in limits - not be-
  tween the arcane and the divine, not between spell and sphere, 
  and certainly not for themselves. With a little knowledge about 
  everything, they believe they can do anything - and they’re usu-
  ally right.
  Alignment: Any
  Hit Die: d6.
  Class Skills
  The bokor’s class skills (and the key ability for each skill) 
  are Knowledge (arcana) (Int), Knowledge (religion) (Int), Sense 
  Motive (Wis), and Spellcraft (Int).
  Skill Ranks at Each Level: 4 + Int modifier.
  Requirements
  To qualify to become a bokor, a character must fulfill all the 
  following criteria.
  Skills: Knowledge (arcana) 7 ranks, Spellcraft 7 ranks.
  Feats: Advanced Magic Training.
  Spells: Able to cast 2nd-level arcane, divine or psychic 
  spells.
  Spheres: A sphere magic caster level of at least 5, and pos-
  session of at least 5 magic talents.
  Class Features
  Weapon and Armor Proficiency: Bokors gain no profi-
  ciency with any weapon or armor.
  Spells per Day: When a new bokor level is gained, the 
  character gains new spells per day as if he had also gained a level 
  in any one spellcasting class he belonged to before he added the 
  prestige class. He does not, however, gain other benefits a char-
  acter of that class would have gained, such as domain spells, 
  bloodline spells, or new spells for his spell book.
  This essentially means that he adds the level of bokor to 
  the level of whatever other spellcasting class the character has, 
  then determines spells per day, spells known, and caster level 
  accordingly. If a character had more than one spellcasting class 
  before he became a bokor, he must decide to which class he 
  adds each level of bokor for the purpose of determining spells 
  per day.
  
  102
  Chapter 3: Classes
  102
  Caster Level: A bokor is considered a High-Caster.
  Magic Talents: A bokor gains 1 magic talent every level.
  Spell Pool: A bokor increases his spell pool by 1 spell 
  point for every bokor level he possesses.
  Spherespell (Su): A bokor can use his spell points to re-
  place spells he has previously cast. At 1st level, the bokor can 
  spend a spell point as a free action to recall a spell he had pre-
  viously cast that day, returning it to memory so that it may be 
  recast. If he has levels in a class that casts spells spontaneously, 
  he may spend a spell point to cast a spell without using one of 
  his spells per day. He may do this with 1st level spells when he 
  gains his first bokor level. At every odd bokor level gained be-
  yond the first, he may use this ability with spells 1 level higher, 
  up to 5th level spells at his 9th bokor level.
  Dissolve Spell (Su): A bokor may sacrifice a spell as a 
  swift action, turning it into energy to empower a sphere abili-
  ty. The bokor gains an enhancement bonus equal to the spell’s 
  level to his caster level with the next sphere effect he uses by 
  the end of his turn. He may do this with 1st level spells when he 
  gains his second bokor level. At every even bokor level gained 
  beyond the first, he may use this ability with spells 1 level high-
  er, up to 5th level spells at his 10th bokor level.
  Table: The Bokor
  Level
  Base 
  Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Spells per Day
  Caster 
  Level
  Magic 
  Talents
  1st
  +0
  +0
  +0
  +1
  Spell pool,  
  spherespell (1st)
  +1 level of existing spellcasting class
  +1
  1
  2nd
  +1
  +1
  +1
  +1
  Dissolve spell (1st)
  +1 level of existing spellcasting class
  +2
  2
  3rd
  +1
  +1
  +1
  +2
  Spherespell (2nd)
  +1 level of existing spellcasting class
  +3
  3
  4th
  +2
  +1
  +1
  +2
  Dissolve spell (2nd)
  +1 level of existing spellcasting class
  +4
  4
  5th
  +2
  +2
  +2
  +3
  Spherespell (3rd)
  +1 level of existing spellcasting class
  +5
  5
  6th
  +3
  +2
  +2
  +3
  Dissolve spell (3rd)
  +1 level of existing spellcasting class
  +6
  6
  7th
  +3
  +2
  +2
  +4
  Spherespell (4th)
  +1 level of existing spellcasting class
  +7
  7
  8th
  +4
  +3
  +3
  +4
  Dissolve spell (4th)
  +1 level of existing spellcasting class
  +8
  8
  9th
  +4
  +3
  +3
  +5
  Spherespell (5th)
  +1 level of existing spellcasting class
  +9
  9
  10th
  +5
  +3
  +3
  +5
  Dissolve spell (5th), 
  spell synthesis
  +1 level of existing spellcasting class
  +10
  10
  Spell Synthesis (Su): At 10th level, a bokor may com-
  bine a spell with a sphere ability, using both with the same 
  action. The combined effect uses the longest casting time of 
  the two, and the bokor can make any decisions concerning the 
  spells/talent independently of each other. Any target affected 
  by both of the spells takes a –2 penalty on saves made against 
  both the spell and sphere ability. The bokor also receives a +2 
  bonus on caster level checks made to overcome 
  spell resistance with these two effects. A bokor 
  may use this ability once per day.
  
  Chapter 4: Archetypes
  103
  Champion Archetypes: Some archetypes presented 
  herein require the use of Spheres of Might as well as Spheres of 
  Power. These archetypes are marked as (Champion).
  Core Classes: Although archetypes for core classes alter 
  the spells class feature of their classes, they are still compatible 
  with many existing archetypes, feats, and other options using 
  the following special rules:
  • If an archetype includes diminished spellcasting, the ar-
  chetype loses the magical talents gained at 2nd, 8th, 14th, and 
  20th levels.
  • If an option alters or adds to spell lists, that part of the 
  feature simply has no effect.
  • If an option adds spells known (for spontaneous casters), 
  the class instead grants one extra magical talent at the first level 
  these spells become known. Only one talent is gained per group 
  of spells known given. If the spell can be altered, then the mag-
  ical talent can be altered under the same rules. Replacing spells 
  known has no effect.
  • If an archetype alters proficiencies granted and the grant-
  ed proficiencies would qualify for a Spheres of Might martial tra-
  dition, the archetype is compatible with archetypes that swap 
  out proficiencies for a martial tradition.
  • If an option allows a player to spend spell slots, they may 
  spend an equal number of spell points instead. The equivalent 
  spell level of the spell point is equal to 1/2 the caster level of the 
  character, rounded up, to a maximum of 9.
  • Options that grant a wizard’s arcane bond class feature 
  may substitute the arcane bond option available to the sphere 
  wizard.
  • Spell-like abilities are left unchanged.
  • If an archetype, feat, or other feature requires a specific 
  type of spellcasting (such as arcane or divine), a spherecaster 
  qualifies.
  Sphere Archetypes: Many core classes include a base 
  archetype, which usually includes the name of the class and 
  the word ‘sphere’. This archetype converts the class to using 
  spheres. If an archetype says it requires a sphere archetype, it 
  means you cannot use that second archetype unless you also 
  select the sphere archetype, as it depends on the use of spheres.
  Chapter 4
  Chapter 4
  Archetypes
  Archetypes
  Alchemist
  Sphere Alchemist
  Casting: A sphere alchemist may combine spheres and tal-
  ents to create magical effects. A sphere alchemist is considered 
  a Mid-Caster. (Note: All casters gain 2 bonus talents and a cast-
  ing tradition the first time they gain the casting class feature.)
  Limited Alchemy: A sphere alchemist is not able to learn 
  or create extracts, but retains the other uses of the alchemy 
  ability.
  This alters alchemy.
  Spell Pool: A sphere alchemist gains a small reservoir of 
  energy he can call on to create truly wondrous effects, called a 
  spell pool. This pool contains a number of spell points equal to 
  his level + his casting ability modifier (minimum 1). This pool 
  replenishes once per day after roughly 8 hours of rest.
  Magic Talents: A sphere alchemist gains 3/4ths of a mag-
  ic talent every level (the same progression as he gains caster 
  levels).
  Combat Engineer
  A combat engineer is an alchemist who focuses their magic 
  and invention to the service of a cause - usually a nation and 
  army.
  This archetype requires sphere alchemist.
  War College: At 1st level, the combat engineer gains the 
  War sphere as a bonus sphere.
  This replaces brew potion.
  Alchemical Engineering: The combat engineer has the 
  ability to create a unique alchemical item called a device. A de-
  vice is a small item, easily held in the palm of the hand, which 
  combines several ampules of magically enhanced chemicals 
  with spring-loaded gears and spark-generating switches. Each is 
  a single use alchemical item which the combat engineer can use 
  to enhance his sphere abilities that create a non-moving area of 
  effect. By default, this only works with totems, but some discov-
  eries allow the combat engineer to use these devices with other 
  spheres. Using a device expends one of the combat engineer’s 
  bombs, but unlike bombs, creating a device does not take any 
  time, and using a device is part of the action to use the sphere 
  ability implanted in it. A device can be used with a sphere abili-
  ty that attaches an effect to a creature, but the combat engineer 
  
  Chapter 4: Archetypes
  104
  must make a touch attack with the device to do so. This does 
  not draw an attack of opportunity.
  A combat engineer can use a device when creating a totem. 
  When the combat engineer uses the device, he may add 1 mod-
  ification to the device, plus an additional modification for every 
  4 class levels after the 1st, up to a maximum of 5 modifications 
  at 17th level. Some modifications are counted as multiple mod-
  ifications. These modifications alter the way the sphere ability 
  can be used, or the sphere effect that results.
  The combat engineer may choose from the following 
  modifications:
  Concentration Enhancement
  The device increases the caster level of the sphere ability 
  by +1. This cannot increase the caster level beyond the char-
  acter level of the combat engineer. This modification may be 
  applied multiple times.
  Diffuser (2 modifications)
  The device unleashes a powerful aerosol that increases 
  the potency of the sphere ability. Any saving throw versus the 
  sphere ability it carries must be successfully passed twice by any 
  creature that breathes in the gas. Creatures that do not need to 
  breathe or are holding their breath only need to attempt their 
  normal saving throw.
  Experimental Chemistry (4 modifications)
  The combat engineer may use this device to create a sphere 
  ability he does not possess the talent for, chosen at the time of 
  casting. The combat engineer must meet the prerequisites for 
  the talent, and the sphere ability must be one that he can use 
  with a device.
  Explosive Charge (2 modifications)
  This device can be used to do bomb damage in addition to 
  carrying a sphere ability. The combat engineer makes a ranged 
  touch attack with the device as if it were a bomb, and it does 
  damage normally. Any sphere effect included in the attack 
  occurs at the point of impact - either the location where the 
  device detonated or the location of the creature hit if it was 
  successfully used against a target and the sphere ability can be 
  attached to a target.
  Fuse
  A short delay occurs between the casting the sphere ability 
  and the sphere effect’s creation, giving the combat engineer just 
  enough time to throw the device. He may make an attack with 
  the device as part of the casting, and the sphere effect appears 
  at whatever location the combat engineer throws the device. 
  If the device hits a creature, the sphere effect is created at the 
  location it is standing and remains there. The device is consid-
  ered a thrown weapon with a range increment of 10 feet.
  Miniaturization (2 modifications)
  The device takes the form of a large piece of ammunition, 
  such as an arrow or crossbow bolt. This works similar to fuse, 
  and the sphere effect appears wherever the ammunition lands 
  after an attack is made with it or it becomes attached to a crea-
  ture hit (if the sphere ability can be attached to creatures).
  Rare Ingredient (2 modifications)
  The sphere ability treats creatures with spell resistance as 
  having a spell resistance of 5 lower.
  Remote Detonator (3 modifications)
  The device can be primed with a sphere ability, and then 
  activated anytime within the next hour, either with a timer or 
  by a mental command from the combat engineer (a free action). 
  The device may also be used as a dead man’s switch, automat-
  ically activating the ability inside when the combat engineer 
  loses consciousness. The device can be carried by the combat 
  engineer, or by someone else, or be placed somewhere, and can 
  be used as part of an attack action.
  Projector
  This modification increases the radius of the sphere ability 
  by 50%.
  Resonator
  This modification increases the duration of the sphere 
  ability by 2 rounds.
  Slow-Burning Agent
  When the combat engineer spends a spell point to allow an 
  effect to last without concentration, it lasts for a minimum of 1 
  minute per caster level.
  Sturdy Construction
  The sphere effect has a +5 on magical skill checks to be 
  dispelled or counterspelled.
  This replaces instant alchemy, mutagen, persistent muta-
  gen, poison immunity, poison resistance, poison use, swift al-
  chemy and swift poison, and alters bombs.
  Discoveries: The combat engineer gains exclusive access 
  to the following discoveries:
  Abjuring Device (requires Protection sphere): The combat engi-
  neer may use devices to deliver ward effects.
  Deluminating Device (requires Dark sphere): The combat engi-
  neer may use devices to deliver darkness effects.
  Illuminating Device (requires Light sphere): The combat engi-
  neer may use a device to attach a glow to a creature of object by 
  making a melee touch attack or by using the fuse or miniatur-
  ization modification.
  Personalized Modification (requires combat engineer 10): The 
  combat engineer chooses 1 modification that costs more than 
  1 modification. When he uses it, reduce the modifications re-
  quired by 1.
  Essentialist
  While other alchemists dabble with explosive concoctions, 
  the essentialist extracts the most potent biological elements 
  from flora and fauna to create elixirs that heal and nourish the 
  living body. More than healing, the medicines the essentialist 
  creates enhances the body, bringing out the true strength of 
  the subject. Many essentialists have stated that consuming an 
  essence reveals the real you, and the rest of the time you are but 
  a shadow of yourself.
  This archetype requires sphere alchemist.
  Elements of Life: At 1st level, the essentialist gains the 
  Life sphere, as well as the Medicinal drawback, gaining the 
  Instill Life talent as normal. If he already possesses the Life 
  sphere, he gains the Instill Life talent without the drawback. 
  When the essentialist uses a Life sphere ability with the Instill 
  Life talent, he may use his class level as his caster level. This 
  stacks normally with caster levels gained from other sources.
  
  Chapter 4: Archetypes
  105
  This replaces throw anything.
  Essences: When the essentialist imbues a consumable 
  using his Instill Life talent, he may further imbue it with a pow-
  erful magic that brings out the inner power of those who con-
  sume it. Imbuing essence is a free action, but it can only be im-
  bued into a consumable that has had a Life sphere ability placed 
  into it by the essentialist. He may do this a number of times per 
  day equal to his class level + his casting ability modifier. When 
  the consumable is consumed, the imbiber receives the effects 
  of both the Life sphere ability and the essence.
  The imbiber of an essence experiences a brief sense of eu-
  phoria as it takes effect. The essence acts to magnify the life 
  force of the imbiber; whatever strengths they have are en-
  hanced. The imbiber receives a +2 alchemical bonus to their 
  highest natural, unaltered ability score (they may choose if they 
  have multiple scores tied for highest). This bonus increases by 
  +1 for every 4 class levels the essentialist has, up to a maximum 
  of +7 at 20th level.
  The effects of the essence last for 1 minute per class lev-
  el of the essentialist. Each also provides sufficient nutrition to 
  sustain a person for 1 day. If the essentialist has any ability that 
  gives him extra bombs, it gives him extra essences instead.
  This replaces bombs.
  Mutated Essence: Once per day, the essentialist may 
  produce an essence that is mutated. It takes 1 hour to prepare 
  a mutated essence, and once made, it remains potent until the 
  essentialist regains his essences. A mutated essence counts to-
  wards the essentialist’s daily limit on the number of essences 
  he can create.
  A mutated essence can only be used by the essentialist that 
  created it. Anyone else who drinks a mutated essence must suc-
  ceed at a Fortitude save (DC 10 + 1/2 the essentialist’s level + his 
  casting ability modifier) or become nauseated for 1 hour. They 
  receive no benefit from the essence.
  When an essentialist imbibes the mutated essence  him-
  self, he may choose which attribute is increased, and the bonus 
  is increased by +2. He may still only gain an attribute bonus 
  from only one essence at a time; taking another essence dis-
  ables the mutated essence. In addition, while under the effects 
  of the mutated essence, he gains a +2 natural armor bonus. The 
  essentialist does not suffer any attribute penalties for taking his 
  mutated essence.
  At 14th level, the effects of the mutated essence last 10 
  minutes per class level.
  This alters mutagen and persistent mutagen. The essential-
  ist may apply discoveries that modify mutagens to his mutated 
  essence, except for those discoveries that change the nature of 
  the mutagen’s attribute bonuses.
  Alchemical Discoveries: The essentialist may not 
  choose discoveries that modify bombs, but may choose any 
  other discovery. The essentialist gains exclusive access to the 
  following discoveries:
  Additional Essences: The essentialist gains an additional 2 
  uses of essence per day. He may take this discovery multiple 
  times.
  Clean Living (requires poison resistance or poison immunity): 
  The essentialist’s poison resistance and poison immunity class 
  features also apply to disease, both magical and non-magical.
  Cleansing Formula (requires essentialist 8): In addition to giv-
  ing an alchemical bonus to the highest attribute, the essential-
  ist’s essence gives a +2 alchemical bonus to the creature’s lowest 
  attribute. This does not affect a mutated essence.
  Delicious (requires Life sphere): The essentialist’s extracts 
  smell and taste delicious. Whenever one of the essentialist’s 
  essences is used, the person drinking is subject to his invigorate 
  ability from the Life sphere.
  Essential Injection: The essentialist can imbue liquids that 
  can be absorbed into the skin by using his Imbue Life ability. 
  The imbued liquid can then be soaked into a sponge or absor-
  bent cloth and worn beneath the clothing. The wearer can acti-
  vate it with a simple push in the right spot. When the essential-
  ist imbues this way, he can not imbue a potion or other special 
  substance. Imbuing this way costs an additional spell point, and 
  can be activated as a swift action by the wearer (someone else 
  trying to activate it must use a standard action).
  Greater Mutated Essence (requires essentialist 12): The essen-
  tialist’s mutated essence now grants a +4 natural armor bonus, 
  and it grants a +4 alchemical bonus to a second attribute of his 
  choice.
  Grand Mutated Essence (requires essentialist 16, greater mutat-
  ed essence): The essentialist’s mutated essence now grants a +6 
  natural armor bonus, and it grants a +6 alchemical bonus to a 
  second attribute of his choice and a +4 alchemical bonus to a 
  third attribute of his choice.
  Poisonous Root: The essentialist can use natural ingredi-
  ents to make poisons. As a standard action, he may expend 
  an essence to create an injury poison. This poison requires a 
  
  Chapter 4: Archetypes
  106
  Fortitude save equal to 10 + 1/2 the essentialist’s class level + 
  his casting ability modifier, and it has a frequency of once per 
  round for 5 rounds. On a failed save, the afflicted takes 1 point 
  of Constitution damage, +1 additional point every 4 levels after 
  the first to a maximum of 5 points at 17th level. The poison 
  loses potency 24 hours after creation, but can be renewed for 
  another 24 hours by spending another essence as a standard 
  action. In addition, when he crafts a poison, he may expend one 
  essence to lower the raw material cost of a poison by 25 gp, +5 
  gp for every class level he possesses (minimum 0 gp). Poisons 
  created this way lose their effectiveness in 24 hours.
  Positive Essence (requires essentialist 10): While under the ef-
  fects of an essence or mutagen, the subject gains a +4 alchemical 
  bonus on saves against all death spells, Death sphere abilities, 
  channeled negative energy, and other magical death effects. 
  The subject is granted a save to negate such effects even if one 
  is not normally allowed. This does not protect against other 
  sorts of attacks, even if those attacks might be lethal.
  Purifying Essence (requires essentialist 10): While under the 
  powerful antibiotic and cleansing effects of the essentialist’s es-
  sence or mutagen, the subject ignores all penalties, ability dam-
  age and ability drain caused by poison or disease, and gains a +4 
  alchemical bonus on saving throws to overcome any it may cur-
  rently suffer. Furthermore, it is rendered immune to any new 
  poisons or diseases, as well as the sickened condition.
  Soothing Essence: The mild painkilling effects of the essen-
  tialist’s essence or mutagen grants the drinker a +2 alchemical 
  bonus to his natural armor. This stacks with the bonus given by 
  mutated essence.
  Stimulating Essence: While under the effects of the essential-
  ist’s essence or mutagen, the subject receives a +10 feet alchem-
  ical bonus to speed.
  Toxic Exhalation: As a standard action, the essentialist may 
  spend an essence to release a blast of poisonous gas from his 
  mouth. The resulting blast affects all creatures in a 30-foot cone 
  or a 60-foot line, and does 1d6 damage for per two class levels, 
  rounded up. Those within the blast must attempt a Reflex save 
  vs. a DC of 10 + 1/2 the essentialist’s class level + his casting abil-
  ity modifier, those who succeed take only half damage. Those 
  who fail also take 1 point of ability damage to an attribute of 
  the essentialist’s choice. This damage increases by +1 for every 
  4 class levels after the first that the essentialist has, to a maxi-
  mum of 5 points at 17th level. This is a supernatural ability.
  Transforming Essence (requires Alteration sphere): The essen-
  tialist may place Alteration sphere shapeshifts into consumables 
  as if they were Life sphere abilities using his Instill Life talent. 
  He must spend a spell point to make the shapeshift last with-
  out concentration, but once consumed, the shapeshift has the 
  same duration as if he had cast it directly. If he took a drawback 
  that limits what his shapeshifts can affect (such as Lycanthropy), 
  those limitations still apply to a shapeshift imbued into a con-
  sumable. Any choices made about the nature of the shapeshift 
  must be made at the time of imbuing. He may imbue the con-
  sumable with essence as if it contained a Life sphere ability. 
  When the essentialist uses an Alteration sphere this way, he 
  may use his class level as his caster level. This stacks normally 
  with caster levels gained from other sources.
  True Mutated Essence (requires grand discovery, grand mutated 
  essence): The essentialist’s mutated essence now grants a +8 natu-
  ral armor bonus, and 3 attributes of his choice benefit from the 
  bonus from his essence.
  Hemetic Philosopher
  A hemetic philosopher learns to unlock the hidden poten-
  tial of blood through the application of alchemy.
  This archetype requires sphere alchemist.
  Class Skills: The hemetic philosopher gains Knowledge 
  (all) (Int) as class skills. This alters class skills.
  Phlebotomy: At 1st level, the hemetic philosopher gains 
  the Blood sphere as a bonus magic talent, or a talent from that 
  sphere if he already possesses it, and treats his class level as his 
  caster level for this sphere. This stacks normally with caster 
  levels gained from other sources.
  This replaces the throw anything class feature and bombs.
  Crimson Vials: Starting at 3rd level, the hemetic philoso-
  pher may spend one minute to create a temporary potion. If he 
  spends a spell point he may reduce this to a full-round action 
  that provokes attacks of opportunity. The potion may have a 
  complexity of no higher than 1 per three class levels and lasts 
  one hour per class level. A potion created in this way normal-
  ly has a caster level equal to the hemetic philosopher’s blood 
  sphere caster level, but he may choose to create a potion at a 
  lower caster level. He may have a number of temporary potions 
  in existence at a time equal to his casting ability modifier; cre-
  ating one beyond this limit causes the oldest one to become 
  inert and useless.
  Because he distills this potion from his own magical 
  blood, there is no gold cost to creating a potion in this manner. 
  However, he must succeed on a Fortitude saving throw equal 
  to 10 + twice the potion’s complexity or take 1d6 damage per 2 
  caster levels of the potion (rounded up). This damage cannot be 
  healed by any means other than resting. The save DC increases 
  by 2 for each previous potion made in that day.
  At 10th level the hemetic philosopher gains the ability to 
  ignore sphere prerequisites when creating a potion in this man-
  ner. Doing so requires spending an additional spell point and 
  increases the DC of the Craft (alchemy) check by +5 per sphere 
  or talent not possessed.
  This ability replaces swift poison, poison use, poison resis-
  tance, and poison immunity.
  Weather Harvester
  A weather harvester is a researcher into the magical arts 
  who has learned how to harness the inherent magical energy of 
  weather and redirect it towards their own ends.
  This archetype requires sphere alchemist.
  Storm-fed: At 1st level, the weather harvester gains 
  Weather as a bonus sphere, or a Weather talent if he already has 
  the Weather sphere, and treats his class level as his caster level 
  for this sphere. This stacks normally with caster levels gained 
  from other sources.
  This ability replaces mutagen.
  Create Harvester (Ex): At 1st level a weather harvest-
  er gains the unique ability to create devices that channel the 
  
  Chapter 4: Archetypes
  107
  awe-inspiring power of weather to create other magical effects. 
  Harvesters are magic items that use the talent-based system and 
  function once per day. The weather harvester need not have the 
  prerequisite base spheres or talents to make the harvester.
  If he does lack a prerequisite talent or sphere he must suc-
  ceed at a Spellcraft check against a DC of 20 + the harvester’s 
  complexity to successfully make the item. This DC increases 
  by 5 for each prerequisite talent or sphere he lacks. If he lacks a 
  prerequisite advanced talent, he also must have at least as many 
  ranks in Spellcraft as the advanced talent’s caster level prereq-
  uisite. He may substitute a relevant Craft skill for Spellcraft. 
  Failing this check means that the item does not function and 
  the materials and time are wasted. The maximum caster level of 
  a harvester is equal to his weather harvester level.
  A harvester may only be activated by the weather harvest-
  er who created it and only in an area with a particular type of 
  weather of sufficient severity; neither of these prerequisites 
  may be emulated with Use Magical Device. The required weath-
  er is set by the weather harvester when he creates it and the 
  strength of the weather is determined by the harvester’s com-
  plexity (see Table: Harvester Complexity and Required 
  Weather Severity). By choosing snow or storm rather than 
  merely precipitation, or by choosing a type of radiation or vol-
  canic weather, he may reduce the minimum weather severity by 
  1, to a minimum of 4.
  Activating a harvester takes 10 minutes, which is reduced 
  by one casting time step for each category more severe the 
  weather in the area is than the minimum. If the weather’s se-
  verity changes while the harvester is being activated, its activa-
  tion time may change. If it drops below the amount of time the 
  weather harvester has spent activating the harvester, it takes 
  effect immediately. If the weather severity drops below the 
  minimum required for activating the harvester, the activation 
  fails and the daily use of the harvester is wasted.
  The material cost to create a harvester is 100 gp x the har-
  vester’s complexity x the harvester’s caster level. If a harvester 
  effect requires a saving throw, the DC is equal to 10 + 1/2 the 
  harvester’s caster level + the weather harvester’s casting ability 
  modifier.
  This ability replaces brew potion, poison resistance, and 
  poison immunity.
  Table: 
  Harvester 
  Complexity 
  and 
  Required 
  Weather Severity
  Complexity
  Minimum Weather Severity
  1–2
  3
  3–6
  4
  7–10
  5
  11–14
  6
  15+
  7
  Spheres and Weather: Instead of allowing the weath-
  er harvester to set the required weather for each harvester he 
  makes, a GM may have each sphere be associated a particular 
  type of weather; harvesters’ required weather must then be as-
  sociated weather of the harvester’s sphere. For example, Death 
  might be associated with storms, so any harvester that animates 
  undead would require stormy weather.
  Alchemist Discoveries
  The following are new discoveries that can be selected by 
  characters with the discoveries class feature.
  Alchemical Synthesis (requires alchemist 6): The alchemist may 
  spend a spell point to spontaneously create a bomb. This is a 
  free action. If he has any other class features that require the 
  use of bombs, the expenditure of bombs may be substituted 
  with an equal amount of spell points instead. This does not give 
  him the bombs class feature if he does not possess it.
  Blood Potion: The alchemist gains Blood Potion as a bonus 
  feat even if he does not possess the Blood sphere. The alche-
  mist may use his Intelligence score as his casting ability modifi-
  er for this feat, if he does not possess a sphere-based archetype 
  already.
  Gene-Splicing (requires alchemist 8, mutagen): When the al-
  chemist prepares his mutagen he may choose one trait from 
  any Alteration sphere talent. He gains that trait while under 
  the effects of his mutagen for the duration of the mutagen. He 
  must pay any spell point costs associated with the trait, and 
  the trait uses his class level as its caster level for the purpose of 
  determining effects. He may choose a different trait whenever 
  he prepares his mutagen.
  Hallucinogen (Su): The alchemist gains the ability to create 
  a hallucinogen, a mutagen-like mixture that heightens one’s 
  perception or sensory ability. It takes 1 hour to brew a dose of 
  hallucinogen, and once brewed, it remains potent until used. 
  The alchemist when brewing the hallucinogen chooses a single 
  alternate divination ability (which he does not need to meet 
  the prerequisites for). The hallucinogen, once ingested, grants 
  the effects of the chosen divine alternate divination ability. 
  Hallucinogens continue to grant the effects for as long as the 
  alchemist concentrates on the effects (maximum of 10 minutes 
  per alchemist level). It otherwise functions as the chosen alter-
  nate divination. All limitations of mutagens apply to hallucino-
  gens as if they were the same substance—an alchemist can only 
  maintain one mutagen or hallucinogen at a time, a hallucinogen 
  that is not in an alchemist’s possession becomes inert, drinking 
  a hallucinogen makes a non-alchemist sick, and so on. The in-
  fuse mutagen discovery and the persistent mutagen class ability 
  apply to hallucinogens.
  Hedgewitch Secret: The alchemist may gain a hedgewitch 
  secret, having an effective hedgewitch level equal to his alche-
  mist level. The alchemist cannot gain a secret associated with 
  a Path he does not have access to. The alchemist must have 
  spherecasting capability in order to select this discovery. He 
  may select this alchemist discovery multiple times, each time 
  selecting another hedgewitch secret.
  Shadow Bomb (requires Dark sphere): The alchemist can cre-
  ate bombs that contain darkness effects from the Dark sphere. 
  When the bomb is used, the darkness effect appears using the 
  impact point of the bomb as the center of the darkness effect. 
  Once used, the darkness lasts 1d4 rounds before disappearing, 
  +2 if he possesses the Lingering Darkness talent. He may not 
  spend a spell point to make it last longer without concentration.
  Shaped Charge (requires alchemist 6, spell bomb discovery): 
  The alchemist chooses a (blast shape) basic talent from the 
  Destruction sphere. When he uses a spell bomb, he may apply 
  
  Chapter 4: Archetypes
  108
  this blast shape to his spell bomb, using his class level as his 
  caster level. He must pay any spell point costs involved. He may 
  acquire this discovery multiple times. Each time, he chooses a 
  different Destruction sphere (blast shape) talent.
  Spell Bomb (requires alchemist 4): As a full-round action, the 
  alchemist may throw a more powerful bomb that does a num-
  ber of dice of damage equal to his class level. He may spend a 
  spell point to reduce this to a standard action.
  Zoological Study (requires alchemist 4, Alteration sphere): Once 
  per day as a free action, the alchemist may choose an Alteration 
  talent he does not possess. He gains that talent and keep it until 
  he rests and regains spell points.
  Antipaladin
  Sphere Antipaladin
  Casting: At 4th level, the sphere antipaladin may com-
  bine spheres and talents to create magical effects. The sphere 
  antipaladin is considered a Low-Caster. (Note: All casters gain 
  2 bonus talents and a casting tradition the first time they gain 
  the casting class feature.).
  This replaces the spells class feature.
  Spell Pool: The sphere antipaladin gains a small reservoir 
  of energy he can call on to create truly wondrous effects, called 
  a spell pool. This pool contains a number of spell points equal 
  to his class level + his casting ability modifier (minimum 1). This 
  pool replenishes once per day after roughly 8 hours of rest.
  Magic Talents: A sphere antipaladin gains one magic tal-
  ent at 4th level and every 2 levels thereafter.
  Grand Purifier (Paladin & Antipaladin 
  Archetype, Champion)
  There are many reasons to take up the sword, but the re-
  sult is the same: punishing the enemies of your god. Inflicting 
  pain and suffering upon those who dare stand against you is 
  a universal truth that transcends good and evil. The only real 
  difference between how people murder is the amount of laugh-
  ter afterwards. For the grand purifier, removing the unclean, 
  the heretical, and the unfaithful is a good thing, no matter the 
  means.
  Alignment: Grand purifiers can be any good or evil align-
  ment. This alters alignment.
  Proficiencies: Grand purifiers are proficient with simple 
  weapons, as well as light armor and bucklers. In addition, if 
  this is this character’s first level in any class, they may select a 
  martial tradition of their choice.
  Casting: The grand purifier may combine spheres and tal-
  ents to create magical effects. The grand purifier is considered 
  a Low-Caster. (Note: All casters gain 2 bonus talents and a cast-
  ing tradition the first time they gain the casting class feature.)
  This replaces the spells class feature.
  Spell Pool: A grand purifier gains a small reservoir of en-
  ergy she can call on to create truly wondrous effects, called a 
  spell pool. This pool contains a number of spell points equal to 
  her level + her casting ability modifier (minimum 1). This pool 
  replenishes once per day after roughly 8 hours of rest.
  Magic Talents: A grand purifier gains a magic talent every 
  2 levels (the same progression he uses to gain caster levels).
  Combat Talents: A grand purifier gains a combat talent 
  at each odd numbered level and uses her casting ability modifi-
  er as her practitioner modifier.
  This replaces lay on hands or touch of corruption.
  Smiting Action: When the grand purifier uses an attack 
  action to attack the target of her smite evil or smite good abili-
  ty, she gains an additional circumstance bonus to damage equal 
  to her class level on her first successful hit.
  Purification (Su): Whenever a grand purifier reduces 
  an intelligent enemy with Hit Dice equal to or less than her 
  class level to less than 1 hit point or performs a successful coup 
  de grace on it, she may attempt to purify it as part of the at-
  tack. The target must attempt a Will save vs. a DC equal to 
  10 + 1/2 her grand purifier level + her casting ability modifier. 
  If the target fails, the impurities of its spirit is cleaved away, 
  leaving behind a new believer. Its alignment changes to match 
  the grand purifier. This does not ensure any sort of allegiance to 
  the grand purifier, however, and does not even guarantee that 
  it will not fight the grand purifier for ideological reasons. If the 
  creature succeeds, it is immune to the grand purifier’s ability 
  for 24 hours.
  This effect can be reversed using a ritual equivalent of the 
  atonement spell or any sphere ability that can remove permanent 
  negative levels. This ability does not affect creatures without 
  souls (like most undead), non-native outsiders, creatures with 
  alignment descriptors, or creatures that are neutral because 
  they lack the intelligence to be otherwise. If the target fails its 
  save, the grand purifier may choose to cancel the damage from 
  the initiating attack.
  Condemnation (Su): At 3rd level, the grand purifier 
  gains the ability to channel divine power into her attacks. As 
  an attack action, she may spend a spell point or expend her 
  martial focus to make an attack that has an additional affect on 
  her target. The target may attempt a saving throw determined 
  by the ability to negate the effect. The DC of this save is equal 
  to 10 + 1/2 her grand purifier level + her casting ability modifier.
  At 3rd level and every 3 levels thereafter, the grand purifi-
  er gains a condemnation, which grants these additional effects. 
  Only one condemnation can be added to an individual attack.
  At 3rd level, the grand purifier can select from the follow-
  ing initial condemnations.
  • Exiled: The target can not benefit from the abilities of 
  any other creature or receive aid for 1 round per lev-
  el. If another creature attempts to use an ability that 
  would normally aid the target, the target must make a 
  saving throw against the ability. Will save negates.
  • Illuminated: The target is surrounded by a field of light 
  as if under the effect of the glow ability of the Light 
  sphere for 1 minute per level. Reflex save negates.
  • Maimed: The target is unable to regain hit points 
  or gain temporary hit points for 1 round per level. 
  Fortitude save negates.
  
  Chapter 4: Archetypes
  109
  At 6th level, a grand purifier adds the following condemna-
  tions to the list of those that can be selected.
  • Bleeding: The target takes 1 bleed damage per level. 
  Fortitude save negates.
  • Confused: The target is confused for 1 round. Will save 
  negates.
  • Crippled: The target takes a –2 penalty on ability checks, 
  attack rolls, saving throws, and skill checks for 1 round 
  per class level. This penalty does not stack with itself. 
  Reflex save negates.
  At 9th level, a grand purifier adds the following condemna-
  tions to the list of those that can be selected.
  • Fatigued: The target is fatigued. If already fatigued, the 
  target becomes exhausted. Fortitude save negates.
  • Shaken: The target is shaken for 1 round per level of 
  the grand purifier. A shaken target becomes frightened 
  and a frightened target becomes panicked. This effect 
  works on those normally immune to fear. Will save 
  negates.
  • Teleported: The target is teleported 5 feet per 2 levels. 
  This works as the Unwilling Teleport talent from the 
  Warp sphere. Reflex save negates.
  At 12th level, a grand purifier adds the following condem-
  nations to the list of those that can be selected.
  • Entombed: The target is entombed in chains of force 
  unless it succeeds at a Reflex save. It is entangled 
  and anchored to the ground, unable to move from its 
  square. Breaking free is a move action, requiring either 
  a Strength check or an Escape Artist check against 
  a save DC equal 10 + her grand purifier level + her 
  casting ability modifier. A target may also destroy the 
  chains by dealing 3 damage per class level to the grand 
  purifier. This causes the chains to vanish and removes 
  the entangled condition. The chains are completely 
  effective against incorporeal targets, but not against 
  teleportation.
  • Lowered: The target loses all spell resistance for 1 
  round. Will save negates.
  • Pained: Whenever the target takes damage, it takes an 
  equal amount of nonlethal damage, up to a maximum 
  of half the grand purifier’s class level. This lasts a num-
  ber of rounds equal to the grand purifier’s class level. 
  Fortitude save negates.
  At 15th level, a grand purifier adds the following condem-
  nations to the list of those that can be selected.
  • Aggravated: The target loses all forms of damage resis-
  tance for 1 round per level of the grand purifier. Will 
  save negates.
  • Dazed: The target is dazed for 1 round. Fortitude save 
  negates.
  • Slowed: The target is stuck in time, and is paralyzed for 
  1 round. Reflex save negates.
  These abilities are not cumulative; a single effect is chosen 
  for the attack. Once a condemnation is chosen, it cannot be 
  changed.
  This replaces mercies or cruelties.
  Wrathful Focus: At 4th level, whenever a creature the 
  grand purifier has used her smite ability on is reduced to 0 or 
  fewer hit points, she regains martial focus.
  This replaces channel energy.
  
  Chapter 4: Archetypes
  110
  Arcanist
  Sphere Arcanist
  Casting: The sphere arcanist may combine spheres and 
  talents to create magical effects. The sphere arcanist is con-
  sidered a High-Caster. (Note: All casters gain 2 bonus talents 
  and a casting tradition the first time they gain the casting class 
  feature.)
  This replaces the spells class feature.
  Spell Pool: The sphere arcanist gains a small reservoir of 
  energy she can call on to create truly wondrous effects, called a 
  spell pool. This pool contains a number of spell points equal to 
  her class level + her casting ability modifier. This pool replen-
  ishes once per day after roughly 8 hours of rest.
  Arcane Reservoir: A sphere arcanist gains an arcane res-
  ervoir as normal, and may spend arcane points to increase the 
  DC or caster level of sphere effects just as with spells.
  Magic Talents: A sphere arcanist gains a magic talent at 
  2nd level and every 2 levels thereafter.
  Moldable Talents: A sphere arcanist gains a magic talent 
  at every odd level. However, unlike most talents, a sphere ar-
  canist is able to change these particular talents as she desires. 
  Whenever the sphere arcanist rests to regain spell points, she 
  may change any and all of the moldable talents, losing the pre-
  vious ones and gaining new spheres and new talents in their 
  place. Only moldable talents can be changed in this way; magic 
  talents gained at even levels, as part of levels taken in other 
  classes, as part of the 2 bonus talents all casters gain when they 
  first gain the casting class feature, or gained from taking the 
  Extra Magic Talent feat are not eligible to be changed in this 
  fashion.
  Consume Spells: As a move action, a sphere arcanist 
  may consume one spell point to add three arcane points to her 
  arcane reservoir. Points gained in excess of the reservoir’s max-
  imum are lost.
  This alters the consume spells class feature.
  Arcanist Exploits: The following arcanist exploits be-
  have differently when taken by a sphere arcanist:
  Quick Study (Ex): As a full-round action that provokes an 
  attack of opportunity, the sphere arcanist may spend 1 point 
  from her arcane reservoir to change one of her moldable talents 
  to a different magic talent.
  Consume Magic Items (Su): This exploit behaves the same as 
  written, except when consuming a magic item created through 
  the Spheres of Power system, the sphere arcanist gains a num-
  ber of points for her arcane reservoir equal to 1/4th of the 
  item’s caster level. Spell engines are consumed as if they were 
  implements.
  Counterspell (Su): As an immediate action, the sphere arcan-
  ist may spend a point from her arcane reservoir to attempt a 
  Spellcraft check to identify a spell or sphere effect as it is be-
  ing cast. If the effect is successfully identified, she may spend 1 
  spell point to attempt to counter the spell, as the Counterspell 
  feat. This arcanist exploit cannot benefit from feats that aug-
  ment counterspelling, such as Improved Counterspell, Greater 
  Counterspell, or Counterspell Mastery.
  Counter Drain (Su): This exploit behaves the same as writ-
  ten, except when countering a sphere effect, the sphere arcanist 
  gains a number of arcane points equal to the number of spell 
  points spent as part of the countered sphere effect.
  Greater Counterspell (Su): When using the counterspell ex-
  ploit, the arcanist may spend a second spell point to gain a +5 
  bonus to her dispel check. She must possess the counterspell 
  exploit to select this greater exploit.
  Resistance Drain (Su): This exploit behaves the same as writ-
  ten, except when used on a sphere effect, it grants the target 
  a number of temporary arcane points equal to the number of 
  spell points spent as part of the resisted sphere effect.
  Suffering Knowledge (Su): This exploit behaves the same as 
  written, except when the sphere arcanist is targeted by an ene-
  my sphere ability, when the sphere arcanist fails a saving throw 
  against a sphere ability cast by an enemy, as an immediate ac-
  tion she can expend 1 point from her arcane reservoir to gain 
  the ability to recreate that sphere effect for a number of rounds 
  equal to the sphere arcanist’s casting ability modifier (minimum 
  1). The sphere effect costs as many spell points and possesses as 
  many magic talents as it did when the sphere arcanist failed her 
  saving throw, but the caster level is determined by the sphere 
  arcanist herself.
  Magical Supremacy (Su): At 20th level, the sphere ar-
  canist may spend arcane points instead of spell points when 
  creating sphere effects. She may spend 3 points from her arcane 
  reservoir in place of a spell point when creating a sphere effect.
  Armorist
  Blaster
  Arm Cannon (Su): At 1st level as her first bound weapon, 
  the blaster binds a unique weapon known as the arm cannon, 
  which counts in all ways as a bound weapon. This arcane con-
  struct covers most of one arm and could appear as anything 
  from a cluster of levitating silk ribbons to a glimmering tube 
  of metal or an oblong block of crystal (although whatever an 
  arm cannon appears as, its appearance does not change). When 
  summoned, the arm cannon occupies one hand and cannot be 
  disarmed. The arm cannon is an exotic ranged weapon the blast-
  er is proficient with that makes ranged touch attacks, and deals 
  1d6 bludgeoning damage +1d6 at 5th level and every four levels 
  beyond 5th, regardless of size. The weapon has no range pen-
  alties, but has a maximum range of close. In all other ways, the 
  arm cannon counts as a destructive blast from the Destruction 
  sphere with a caster level equal to the blaster’s level, but also 
  as a one-handed firearm that can be augmented by feats and 
  abilities as usual such as Deadly Aim, Rapid Shot, etc.
  While the arm cannon is not directly tied to the blaster’s 
  caster level, she may nonetheless augment her arm cannon with 
  Destruction talents except for (blast shape) talents and Gather 
  Energy. She must still spend any spell points required by the 
  applied talents, and must spend those spell points for each at-
  tack. The Admixture talent may be applied as a full-round ac-
  tion or as part of a full-attack if the additional costs are paid for 
  every attack to which it is applied. The arm cannon can gain 
  enhancements as normal for a bound weapon. The blaster can 
  
  Chapter 4: Archetypes
  111
  bind additional arm cannons as additional bound equipment as 
  normal.
  This ability alters the bound equipment class feature.
  Destruction: The blaster gains the Destruction sphere as 
  a bonus sphere at 1st level. At 5th level and every 5 levels there-
  after, she gains a bonus talent from the Destruction sphere.
  This replaces the summon equipment class feature.
  Efficient Assault: At level 20, the blaster may reduce the 
  spell point cost of blast types applied to her arm cannon at-
  tacks by 1 (minimum 0).
  This replaces infinite arsenal.
  Arsenal Tricks: The blaster gains exclusive access to the 
  following arsenal tricks:
  Destruction Trick: The blaster may select a Destruction tal-
  ent as a bonus talent. She may take this trick more than once, 
  each time gaining another Destruction talent.
  Cannon Shield: The blaster may treat her arm cannon as a 
  buckler, gaining a shield bonus as appropriate. She does not 
  lose this shield bonus when making attacks with her arm can-
  non and suffers no penalty to her attack rolls from wielding a 
  buckler in the same hand as her arm cannon. The arm cannon 
  and buckler act as a double weapon for the purposes of splitting 
  enhancements or enhancing them separately.
  Charged Shot: The blaster may spend a spell point to make a 
  single powerful attack as a standard action, increasing her arm 
  cannon’s base damage to one die per class level for that attack.
  Sentient Cannon: The blaster’s arm cannon becomes an in-
  telligent weapon with an Intelligence, Wisdom, and Charisma 
  of 10, and her alignment. She may further enchant her arm can-
  non as if it were an unbound magic item to increase the power 
  of its Intelligence, statistics, and powers, treating herself as if 
  she possessed the necessary item creation feats to do so.
  Variable Barrel Geometry: Gain a (blast shape) talent other 
  than Energy Strike. As a move action, the blaster may apply this 
  or any other (blast shape) talent she knows other than Energy 
  Strike to the next attack from her arm cannon, made before the 
  end of her turn. Any spell point costs of the (blast shape) talent 
  must be paid as normal.
  Bonewright
  Wielding a specialized form of the necromantic arts, bone-
  wrights twist and warp the bones of corpses or even their own 
  bodies into weapons and tools that they use to win the day. 
  Although many find their practices distasteful, few can deny 
  their effectiveness.
  Corpse Mastery: At 1st level, a bonewright gains Death 
  as a bonus sphere with the Necromantic Limit (reanimate) 
  drawback, but does not gain a bonus talent from this drawback. 
  If the bonewright already possesses the Death sphere, neither 
  the sphere nor the drawback is gained. The bonewright uses 
  her class level as her caster level when using the reanimate abil-
  ity. This stacks normally with caster levels gained from other 
  sources.
  Bone Equipment (Su): Instead of summoning equip-
  ment on its own, the bonewright sculpts weapons and armor 
  from bodies - those of the dead or her own.
  Instead of summoning equipment (even bound equip-
  ment), a bonewright must reshape a body within reach - any 
  corpse able to be raised as a skeleton or zombie is suitable to 
  this purpose, or a corporeal undead the bonewright or a willing 
  ally reanimated and controls. A reshaped undead returns to its 
  normal shape when the equipment would otherwise disappear. 
  When boosting equipment, the bonewright still must reshape 
  a corpse, wrapping it around and merging it with the piece of 
  equipment. Doing so causes the equipment to count as bone 
  equipment for arsenal tricks.
  If she reshapes an undead she spent a spell point to reani-
  mate within the past hour, summoning or boosting equipment 
  from that undead does not cost a spell point.
  If the bonewright does not have a corpse available, she 
  must spend 1d4 hit points plus 1d4 per point of enhancement 
  bonus to reshape her own bones to fit their new purpose - grow-
  ing her bones and breaking them off to become the required 
  equipment. This damage cannot be reduced, healed, or redi-
  rected, but the hit points return once the piece of equipment 
  disappears or the boost ends.
  Bone weapons and equipment that a bonewright makes are 
  supernaturally hard and count as being made from steel, with 
  none of the normal disadvantages of bone. However, it cannot 
  be augmented by arsenal tricks that would otherwise change 
  the material the equipment is made from.
  This alters summoned equipment.
  Arsenal Trick: The bonewright gains exclusive access to 
  the following arsenal tricks: The saving throw for any arsenal 
  trick is equal to 10 + 1/2 her bonewright level + her casting abil-
  ity modifier. All arsenal tricks presented here are supernatural 
  abilities.
  Some arsenal tricks (marked with an “*”) modify the attack 
  action, and if using Spheres of Might, are considered special at-
  tack actions. Only one such arsenal trick can be applied to any 
  given attack action, though Vital Strike may also modify the 
  attack as normal.
  Bone to Pick: Bone equipment weapons the bonewright 
  creates are especially harmful to creatures of the same type 
  as the body used to create it (humanoids and outsiders must 
  also share a subtype, as the ranger favored enemy class feature); 
  bone equipment weapons she creates gain a +3 bonus to damage 
  rolls against such creatures. This damage increases to +6 at 10th 
  level. Equipment she creates from her own bones uses her type 
  and subtypes.
  Bound to Marrow: The bonewright’s bone equipment grafts 
  itself into its wielder, granting a +4 bonus to CMD against dis-
  arm and sunder. In addition, her bone equipment can be used 
  while grappled (even 1-handed and two-handed weapons). The 
  wielder can still choose to drop or remove the equipment as 
  normal.
  Brittle Bones: Opponents the bonewright strikes with bone 
  equipment weapon become battered until the end of her next 
  turn.
  Contorting Strike*: The bonewright can attempt a melee or 
  ranged attack against an opponent as a special attack action. If 
  successful, she may spend a spell point to force her opponent to 
  attempt a Fortitude save. On a failure, they have their skeletal 
  structure reformed into bone armor for 1 minute. This armor 
  functions as a broken chain shirt in all ways (+2 AC, maximum 
  Dex bonus +4, -4 armor check penalty, 20% arcane spell failure 
  
  Chapter 4: Archetypes
  112
  chance) and causes their armor to disappear until the end of 
  the equipment’s duration as normal. Her opponent can spend a 
  standard action to gain a new Fortitude save.
  Marrow Mending: While adjacent to a corpse, the bone-
  wright can spend a move action and a spell point to absorb the 
  corpse’s skeleton, collapsing and destroying the body. If she 
  does, she heals 1d8 hit points per class level. This may even heal 
  damage dealt by creating bone equipment. Healing in excess 
  of her maximum hit points from this ability is converted into 
  temporary hit points (to a maximum of her class level) that last 
  for 1 hour.
  Shattering Blows: Opponents the bonewright hits with a 
  bone equipment weapon suffer a -2 penalty to their Fortitude 
  save for 1 minute. At 10th level, this penalty increases to -4. 
  This penalty does not stack with itself.
  Snap Limb*: The bonewright can attempt a melee or ranged 
  attack against an opponent as a special attack action. If suc-
  cessful, she may spend a spell point to choose one of the fol-
  lowing conditions; on a failed Fortitude save, the target suffers 
  the chosen effect. Each condition can be ended by a successful 
  Heal skill check (DC 10 + her base attack bonus) or through the 
  application of any magical healing, fast healing, or regeneration.
  The foe is knocked prone and has all forms of movement 
  speed halved for 1 round per class level. The foe cannot take 
  5-foot steps during this duration. If the creature is flying, it 
  must succeed at a Fly skill check (DC 10 + her base attack bo-
  nus) or begin to fall, as the Aerial Trip feat.
  The foe drops all held items in one limb of her choice. 
  The foe cannot use that limb for attacking, holding or inter-
  acting with items for 1 round per class level - it cannot use 
  natural attacks from the limb, wield weapons in that limb, use 
  a two-handed weapon (unless it has more than two working 
  arms), etc.
  Spineless Foes*: The bonewright can attempt a melee or 
  ranged attack against an opponent as a special attack action. If 
  successful, she may spend a spell point to force her opponent to 
  attempt a Fortitude save. On a failure, they suffer a -4 penalty 
  to attack and damage rolls against her for 1 minute. Each time 
  the creature successfully attacks she, reduce the penalty by 1. 
  The penalty to attack and damage rolls increases by 1 at 5th 
  level and every 5 levels thereafter (to a maximum of -8 at 20th 
  level). This does not stack with itself.
  Darkshaper
  Class Skills: The darkshaper loses Knowledge (engineer-
  ing) (Int) as a class skill and gains Stealth (Dex) as a class skill.
  Weapon and Armor Proficiency: The darkshaper is 
  proficient in all simple weapons and light armor. This replaces 
  the normal armorist weapon and armor proficiency.
  Shadow Limb (Su): As a swift action a darkshaper may 
  animate her shadow as an extra limb. Her shadow limb pos-
  sesses a primary natural attack with a reach of 5 feet that deals 
  1d4 slashing and piercing damage (1d3 for Small darkshapers). A 
  darkshaper may use her casting ability modifier in place of her 
  Strength modifier on attack and damage rolls and on combat 
  maneuver checks using her shadow. Her shadow is dexterous 
  enough to manipulate delicate objects and wield weapons, ac-
  tivate spell completion or spell trigger items. A shadow is too 
  flimsy to function as a suit of armor or shield, though it may 
  wield a shield.
  At 5th level and every five levels thereafter, a darkshaper’s 
  shadow adds 5 feet to her shadow limb’s reach, to a maximum 
  of 20 feet at 20th level.
  A darkshaper’s shadow is not limited to moving along 
  the ground, and cannot be sundered or attacked as a separate 
  creature. Dismissing a shadow limb is a free action. A shadow 
  limb’s natural attack gains a +1 enhancement bonus for every 
  odd darkshaper level, to a maximum of +10 at 19th level. These 
  bonuses may be traded for special abilities according to Table: 
  Bound Equipment, except that a shadow may not be im-
  bued with the dancing, returning, or throwing special abilities. 
  A shadow limb cannot have higher than a +5 enhancement bo-
  nus; enhancement bonuses beyond this amount must be traded 
  for special abilities. A shadow limb is treated as bound weap-
  on with respect to arsenal tricks. Arsenal tricks that modify a 
  bound weapon’s material may be applied to shadow limbs.
  A darkshaper may have one shadow limb manifested at a 
  time at first level, and may manifest an additional shadow limb 
  at 6th, 11th, and 16th levels. She may manifest up to her maxi-
  mum number of shadow limbs as part of the same action, each 
  with abilities and enhancement bonus identical to the first. 
  The shadow limbs’ enhancement bonus and abilities may be 
  changed any time they are manifested, though they must be the 
  same for all of the darkshaper’s shadow limbs.
  This ability counts as the Animated Shadow advanced tal-
  ent for all prerequisites. A darkshaper may not use Animated 
  Shadow and shadow limb at the same time.
  This ability replaces bound equipment, bind implement, 
  boost equipment, and quick summons.
  Shadowed Combat: A darkshaper gains the Dark sphere 
  as a bonus sphere at 1st level, as well as the Shadow Master 
  drawback, selecting a (shadow) talent as normal. If the dark-
  shaper already possesses the Dark sphere, then she gains a 
  (shadow) talent without the drawback.
  Shadow Residue: A darkshaper is able to leave behind 
  some of her shadow on her target. When she lands an attack 
  with her shadow limb, she may cast a (shadow) talent on that 
  target as a swift action at the talent’s normal spell point cost.
  This ability replaces summon equipment and armor 
  training.
  Tenebrous Touch: At 20th level the darkshaper may ac-
  tivate shadow residue as a free action.
  This replaces infinite arsenal.
  Lingchi Warrior
  Spellcasters who delve into the Creation sphere often have 
  very different ideas about how the things they make actually 
  come into being, but whatever the main source of any mage’s 
  power may be, it is on weaponry that the lingchi warrior’s pow-
  ers are concentrated. These spellswords are consummate war-
  riors who learn to wield all variety of weapons and can call upon 
  them at any time.
  Weapon and Armor Proficiency: A lingchi warrior is 
  proficient with all simple and martial melee weapons, one exot-
  ic melee weapon, light armor and shields (except tower shields).
  
  Chapter 4: Archetypes
  113
  Armory Arena (Sp): At 1st level a lingchi warrior can 
  spend a spell point to call down a near infinite number of weap-
  ons around herself as a standard action. All creatures and ob-
  jects within a 15 feet + 5 feet per 2 class level radius of the lingchi 
  warrior take 1d6 + her casting ability modifier in slashing, pierc-
  ing, or bludgeoning damage (her choice, Reflex negates, DC 10 
  + 1/2 lingchi warrior + casting ability modifier). When doing so, 
  she may select a number of targets equal to her casting ability 
  modifier to not take damage. The lingchi warrior who creates 
  the armory arena never takes damage from this effect. For 1 
  minute per level after, the affected area is treated as difficult 
  terrain for everyone other than the lingchi warrior.
  Within this area, anyone may pick up any simple, martial, 
  or exotic melee weapon that the lingchi warrior is proficient 
  in or able to craft of their choice as a move action and wield it 
  as if it were a normal masterwork quality item of its type that 
  disappears when the armory arena expires or the weapon leaves 
  the area of the armory arena. A lingchi warrior can only have 
  1 armory arena active at one time, with additional uses of this 
  ability dismissing any currently existing arena. The lingchi war-
  rior can dismiss the entire armory arena as a standard action 
  but cannot dismiss specific weapons.
  At 5th level, the lingchi warrior may create an armory arena 
  as a move action and may pick up any weapon in the arena as a 
  swift action.
  At 15th level, the lingchi warrior may create an armory are-
  na as a swift action and may pick up any weapon in the arena 
  as a free action.
  At 20th level, the lingchi warrior may create an armory are-
  na as a free action once per round.
  This ability replaces summon equipment, boost equip-
  ment, and quick summons.
  Enhanced Armory: Starting at 3rd level, the lingchi 
  warrior’s armory arena gains access to magically empowered 
  weapons. Any weapon taken from the armory arena gains a +1 
  enhancement bonus. For every 3 levels the lingchi warrior pos-
  sesses beyond 3rd, this bonus increases by +1 to a maximum of 
  +6 at 18th level. These bonuses may be traded for special abil-
  ities according to the armorist’s Table: Bound Equipment, 
  however the bonuses are determined by whoever wields the 
  weapon at the time it is picked up.
  Any arsenal trick that grants additional options to an ar-
  morist’s bound or summoned equipment instead adds to the 
  list of options available to the enhanced armory.
  This ability replaces bound equipment and bind implement.
  Nimble (Ex): At 3rd level, a lingchi warrior gains a +1 
  dodge bonus to AC while wearing light or no armor. Anything 
  that causes the lingchi warrior to lose her Dexterity bonus to 
  AC also causes her to lose this dodge bonus. This bonus in-
  creases by 1 for every 4 levels beyond 3rd (to a maximum of +5 
  at 19th level).
  This ability replaces armor training.
  Arsenal Tricks (Su): A lingchi warrior gains exclusive ac-
  cess to the following arsenal tricks.
  Absolute Control (requires lingchi warrior 12): When a weap-
  on is drawn from the lingchi warrior’s armory arena, it is the 
  lingchi warrior who determines how its enhancement bonus is 
  divided between enhancement and special abilities and which 
  special abilities, if any, it possesses rather than the wielder.
  Additionally, the lingchi warrior can dismiss individual 
  weapons created by the armory arena without dismissing the 
  entire armory arena.
  Arena Burst: The lingchi warrior’s armory arena is strength-
  ened by her magical ability to a level far greater than any normal 
  weapon can reach. By spending an additional spell point when 
  she creates her armory arena the damage is increased to 1d6 
  points of damage per class level + her casting ability modifier 
  and the save changes from Reflex (negates) to Reflex (half).
  Once the armory arena is initially summoned, its damage 
  returns to normal for the remainder of its duration if she also 
  has greater mobile arena.
  Arena Patrol (requires lingchi warrior 6): As long as she re-
  mains inside her armory arena, as a full-round action the lingchi 
  warrior can increase her threatened area to the entire area of 
  the armory arena. As long as she moves no further than her 
  speed in a round, the lingchi warrior may move anywhere with-
  in her arena to take an attack of opportunity against any foes 
  inside the arena. This movement does not provoke attacks of 
  opportunity. She may discard her current weapon and draw a 
  new one from the arena as part of her attack of opportunity. 
  
  Chapter 4: Archetypes
  114
  If using Spheres of Might, this ability counts as the patrol ability 
  from the Guardian sphere.
  Bound Armory: When wielding a weapon created by her ar-
  mory arena, the lingchi warrior gains a higher enhancement bo-
  nus than anyone else, gaining a +1 enhancement bonus per odd 
  level to a maximum of +10 at 19th. These weapons cannot have 
  an enhancement bonus greater than +1 per 3 levels of the lingchi 
  warrior, any bonus beyond this must be traded for special abili-
  ties allowed by her enhanced armory ability. This also treats any 
  weapon the lingchi warrior wields from her armory arena as a 
  bound weapon for the purposes of class features.
  Dancing Arena (requires lingchi warrior 14): When creating 
  an armory arena, the lingchi warrior may choose to reduce the 
  total enhancement bonus available by enhanced armory (and 
  bound armory) by 4 in order to animate every weapon sum-
  moned by the arena. All creatures in the arena except for the 
  ones chosen on its creation to not take damage take 1d8 + cast-
  ing ability modifier damage per turn plus the effect of any re-
  maining enhancement bonus, which may be traded for weap-
  on special abilities as usual. This damage is of the same type 
  chosen by the lingchi warrior when creating the armory arena. 
  Creatures within the area may attempt a Reflex save as like for 
  armory arena every round to negate this damage.
  Dancing arena weapons may still be drawn and wielded, 
  but it requires one step longer than normal.
  Example: A 15th level lingchi warrior with the friendly arena 
  and bound armory arsenal tricks selects 1 ally to not take damage from 
  the arena when she creates the dancing arena. The lingchi warrior may 
  draw a weapon with a total +3 bonus as a swift action from the arena 
  and anyone else in the arena may draw a +1 weapon as a standard ac-
  tion. Everyone inside the arena except for the lingchi warrior and her 
  ally take 1d8+1 + her casting ability modifier in damage every round 
  they remain in the arena. At 18th level, she may opt to have the dancing 
  weapon all deal damage as if they were +1 flaming weapons.
  Friendly Arena: The lingchi warrior may select any number 
  of targets to not take damage from the arena, and these tar-
  gets may move through the arena without treating it as difficult 
  terrain.
  Material Arena (requires lingchi warrior 6): When selecting 
  the enhancement bonus of a weapon created by armory arena 
  she also determines the type of material it is created from. She 
  may select cold iron, mithral, or silver. At 10th she may select 
  adamantine.
  Mobile Arena: As a swift action, for a number of rounds 
  equal to her casting ability modifier (minimum 1), a lingchi war-
  rior can turn her armory arena into a whirlwind of blades every 
  time she moves on her turn, gaining 20% concealment against 
  ranged attacks for 1 round. A mobile arena always recenters it-
  self on the lingchi warrior at the end of her movement, travel-
  ing the shortest possible distance.
  Mobile Arena, Greater (requires mobile arena): When a mobile 
  arena repositions itself, it deals damage as if it was just sum-
  moned to all creatures whose square it passes through or stops 
  in. Additionally, her concealment is increased to 50% against 
  ranged attacks and 20% against melee attacks. If used with are-
  na burst, this damage is not increased, only dealing the damage 
  that a normal summoning of the armory arena would cause un-
  less an additional spell point is spent each round.
  Ultimate Arena (requires arena burst, bound armory, lingchi war-
  rior 14): The lingchi warrior can summon the ultimate weapons 
  to her side, but like the blades she calls, this technique is double 
  sided. As a full-round action she can spend three spell points to 
  create an ultimate arena.
  This deals damage as if she had used an arena burst and 
  called her armory arena. Additionally, by spending an addition-
  al spell point at the start of each of her turns while the arena 
  exists, the strengthening effect remains on all weapons creat-
  ed by the ultimate arena, causing them to deal an additional 
  1d6 damage per two levels and allowing everyone who wields 
  a weapon created by the arena to give it bonuses as if it were 
  a bound armory and they were its summoner, however this re-
  duces the duration the arena remains to 1 round per two levels. 
  An ultimate arena cannot be made safe for its creator either, 
  and can never gain the benefits of absolute control or mobile 
  arena arsenal tricks.
  Living Weapon
  When you take away the weapons, armor, and the support 
  of a legion of fellow soldiers, you are left with nothing but a 
  single person, and more often than not, that person is nothing. 
  But for the living weapon, her greatest assets are her strength 
  of will, her powerful mind, and her tactical prowess; especially 
  with magic. While other armorists can often make this claim, 
  the living weapon does not even summon armor, preferring to 
  use magic directly to protect herself. All she needs is a weap-
  on, everything else just gets in the way. This gives a flexibility 
  and subtlety others lack - which adds another weapon to her 
  arsenal.
  Weapon and Armor Proficiencies: The living weapon 
  is proficient with all simple and martial weapons, and with no 
  armor or shields.
  This alters proficiencies.
  Saving Throws: The living weapon has all good saving 
  throws.
  This alters saving throws.
  Defensive Magic: The living weapon gains Protection 
  as a bonus sphere with the Limited Protection (aegis) draw-
  back. She may buy off this drawback normally, and she does not 
  gain this drawback nor a bonus talent if she has the Protection 
  sphere from another source.
  She also gains Armored Magic as a bonus talent.
  Whenever the living weapon uses an (aegis) talent, she uses 
  her class level as her caster level. This stacks normally with 
  caster levels gained from other sources.
  Summon Aegis: The living weapon can not summon 
  or bind either armor or shields. Instead, when she creates an 
  Armored Magic aegis that grants an armor or shield bonus, she 
  may treat these as summoned equipment and may give them 
  enhancement bonuses and give them special abilities. She may 
  only have one armor enchanted aegis and one shield enchanted 
  aegis active on a creature at a time, but may spend a swift ac-
  tion to change what enchantments have been applied to either. 
  Summoning an aegis is still a form of spherecasting, but the liv-
  ing weapon may use the armored magic ability as a swift action.
  This alters summon equipment.
  
  Chapter 4: Archetypes
  115
  Bound Aegis: At 1st level, the living weapon may choose 
  her armored aegis as a piece of bound equipment. An armored 
  aegis that grants an armor bonus must be bound separately from 
  an armored aegis that grants a shield bonus, and only the living 
  weapon may benefit from a bound aegis. A bound aegis still re-
  quires a spell point to summon, but has an unlimited duration 
  and can be summoned again (spending another spell point to 
  do so) if dispelled or destroyed. Summoning a bound aegis is 
  still a form of spherecasting.
  This alters bound equipment.
  Weapon Training (Ex): At 5th level, the living weapon 
  gains the weapon training class feature as a fighter of equal lev-
  el. Any levels she has in the fighter class stack with her living 
  weapon levels for the purpose of this feature.
  This replaces the armor training.
  Arsenal Tricks: The living weapon may not gain the 
  heavy armor or tower shield arsenal tricks. She gains exclusive 
  access to the following arsenal tricks:
  This alters arsenal tricks.
  Active Defense: Whenever the living weapon uses a (succor) 
  talent that sacrifices an aegis she bears, she may instead spend a 
  spell point in place of sacrificing the aegis.
  Always Armed: The living weapon does not provoke attacks 
  of opportunity when she attacks foes while unarmed, and may 
  do lethal damage with her unarmed attack if she wants to. The 
  base damage of her unarmed attack increases to d4, d6 or d8, 
  depending on whether she is Small, Medium or Large, respec-
  tively. She may use her summon equipment ability to enchant 
  her own fists as a weapon. She may also bind her fists with her 
  bound weapon ability multiple times, but only one can be in 
  effect at a time. Both fists are considered a single weapon for 
  the purpose of summoning and binding special abilities, and 
  she may bind her fists once without using one of her bound 
  equipment slots.
  Evasion: If the living weapon succeeds at a Reflex saving 
  throw against an attack that normally deals half damage on a 
  successful save, she instead takes no damage. She does not ben-
  efit from this ability while wearing armor, carrying a shield or 
  while she is helpless.
  Fighter Weapon Training (requires living weapon 10): The living 
  weapon gains an advanced weapon training ability as a fighter 
  of equal level. She can use her class levels in place of fighter 
  levels, and if she has both, they stack.
  Insightful Strike (requires living weapon 6): When the living 
  weapon hits with a weapon with which she has weapon train-
  ing, she may spend a spell point as a free action to do additional 
  damage equal to her class level + her casting ability modifier. 
  This is precision damage, and can not be used against creatures 
  immune to critical hits.
  Living Flurry: The living weapon gains the flurry of blows 
  class feature as an unchained monk, and gains an extra attack 
  when she performs a full-round attack. The flurry only works 
  with unarmed strikes and weapons that have the monk special 
  weapon feature. This does not stack with extra attacks from 
  the monk’s flurry of blows class feature, but does stack with the 
  extra attack from the Improved Haste Time talent.
  Living Flurry, Improved (requires living weapon 12): When the 
  living weapon uses her flurry as a full-round attack, she gains a 
  second extra attack at her full base attack bonus.
  Protected Identity: As a standard action, the living weapon 
  can alter an aegis she created that she bears to create minor 
  illusions to camouflage herself. She gains a competence bo-
  nus equal to her level on Stealth checks and to her Disguise 
  checks to conceal her identity (but not to disguise herself as 
  someone else). The living weapon may attempt to conceal her 
  identity without needing to apply a disguise, and may attempt 
  a Disguise check when she uses this ability. This is considered a 
  type of illusion, and does not stack with any of the bonuses to 
  Stealth or Disguise granted by any form of illusion.
  Spheric Aegis: The living weapon may cause an aegis she is 
  wearing to become spherical as a free action. This has no ef-
  fect on her defenses or movement, but any other creature that 
  would receive cover because of the living weapon’s position 
  benefits from the aegis as they were bearing it. In addition, the 
  living weapon provides cover as if she was a transparent struc-
  ture granting a bonus to Reflex saves (but not to Stealth) if she 
  is currently bearing an armored aegis. She may end the effects 
  as a free action.
  Tactical Protection: Once per day, the living weapon may use 
  a free action to spontaneously gain an (aegis) talent from the 
  Protection sphere. She retains this talent until the next time 
  she rests and regains spell points.
  Weapons of Choice: The living weapon may choose one weap-
  on special ability, one armor special ability, and one shield spe-
  cial ability that she can create. These special abilities are con-
  sidered one +1 modifier lower for them (minimum +1).
  Quick Summons: At 15th level, the living weapon may 
  use aegis abilities as a free or immediate action, just as she can 
  summon equipment.
  This alters quick summons.
  Infinite Arsenal: At 20th level, the living weapon’s ar-
  mored magic aegis AC bonus increases by +2 for both armor and 
  shields, and applies to touch AC.
  This alters infinite arsenal.
  Soaring Blade
  An armorist who takes to heart that the battle is not won 
  through strength of arm, but by skill and strength of mind, ac-
  cepts the first tenet of the path of the soaring blade. By mas-
  tering telekinesis alongside the magic of an infinite armory, the 
  soaring blade becomes a one-man army.
  Weapon and Armor Proficiency: A soaring blade is 
  proficient with simple and martial weapons and light armor.
  This replaces the normal armorist weapon and armor 
  proficiency.
  The Soaring Blade: A soaring blade gains the Telekinesis 
  sphere as a bonus talent and uses her soaring blade level as her 
  caster level with the Telekinesis sphere. However, she also gains 
  the Limited Telekinesis drawback, selecting her bound equip-
  ment and summoned equipment as her ‘material’. She may buy 
  off this drawback normally by spending a magic talent, but 
  she may only use her class level as her caster level in situations 
  where this drawback would apply. If she already possesses this 
  sphere, she does not gain this drawback.
  
  Chapter 4: Archetypes
  116
  Summon Equipment (Su): When a soaring blade sum-
  mons equipment, she may conjure them anywhere within her 
  telekinesis range. A soaring blade may not summon shields or 
  armor.
  This alters summon equipment.
  Bound Equipment (Su): A soaring blade may summon 
  her bound equipment anywhere within her telekinesis range, and 
  equipment lifted by a soaring blade’s telekinesis counts as being 
  in her hands, and does not disappear. A soaring blade may not 
  bind shields, armor, or implements.
  This alters bound equipment.
  Steel Sentries (Su): At 3rd level the soaring blade gains 
  the Dancing Weapon talent as a bonus talent. If she already 
  possesses the Dancing Weapon talent or - if gained through this 
  class feature - later spends a magic talent, she adds her casting 
  ability modifier to the number of additional attacks of opportu-
  nity she may make, but only with a weapon she has lifted with 
  her telekinesis.
  At 7th level and every four levels thereafter the soaring 
  blade gains the ability to make an additional attack of opportu-
  nity each round, to a maximum of + 4 at level 19.
  This ability counts as the Combat Reflexes feat for the 
  purposes of prerequisites.
  This ability replaces armor training.
  House of Blades: At 5th level, a soaring blade gains 
  Divided Mind as a bonus Telekinesis talent and Group 
  Summons as a bonus arsenal trick. If she already possesses ei-
  ther of these, she may gain a different talent or arsenal trick, 
  respectively.
  This replaces bind implement.
  Arsenal Tricks: The soaring blade cannot select the 
  heavy armor, movement, or tower shield arsenal tricks. She 
  gains exclusive access to the following arsenal tricks:
  This alters arsenal tricks.
  Blade Swarm (requires soaring blade 4): The soaring blade’s 
  blades whirl around her enemies from all directions, their speed 
  and ferocity limited only by the imagination of her wielder. 
  When using Divided Mind to make multiple attacks, she may 
  make an additional attack at her highest attack bonus.
  Blade Wheel (requires soaring blade 4, Telekinesis sphere (Orbit)): 
  The soaring blade forms a ring of blades around her that men-
  ace all comers. So long as she has at least one weapon in her 
  orbit she may make a single attack of opportunity against one 
  opponent within the reach of her orbiting weapons at the start 
  of her turn. She must make this attack of opportunity with a 
  weapon in her orbit.
  Commander On High (requires soaring blade 8): The soaring 
  blade commands and directs her steel soldiers from above, 
  drifting beyond the battlefield. She gains Flight as a bonus tal-
  ent, and treats herself as a summoned weapon for the purpos-
  es of using and determining her caster level for telekinesis. This 
  stacks normally with caster levels gained from other sources.
  Flying Daggers: Items summoned with her bound equip-
  ment and summon equipment features count as one size cate-
  gory smaller for the purposes of her telekinesis size limit.
  Phantasmal Barrage (Sp) (requires soaring blade 6): Rather than 
  summoning a single magic weapon, the soaring blade can call 
  up flickering, fragile blades that last only for a moment, but 
  with her telekinetic powers she makes that moment enough. 
  By spending two spell points as a standard action, she may deal 
  1d6 slashing and piercing damage per caster level to all crea-
  tures in an area equal to one 5-foot cube per caster level, ar-
  ranged contiguously within her telekinesis range. A successful 
  Reflex save (DC 10 + 1/2 her caster level + her casting ability 
  modifier) halves this damage. This damage overcomes damage 
  reduction as if it was magic and made of all materials she can 
  make summoned equipment out of. Use her soaring blade level 
  as her caster level for the purposes of this arsenal trick. This 
  stacks normally with caster levels gained from other sources.
  Protokinesis Feat: The soaring blade may select a protokine-
  sis feat as a bonus feat. She must meet the prerequisites for this 
  feat. This arsenal trick can be taken several times. Each time it 
  is selected, she chooses another protokinesis feat.
  Storm of Blades (Su) (requires soaring blade 16): Exerting the 
  soaring blade’s magic to its fullest extent, she creates a storm 
  of blades that devastates her enemies. By spending two spell 
  points and concentrating on her telekinesis as a full-round action 
  she doubles the attacks she can make with Divided Mind in a 
  round as if she were capable of taking two separate full attack 
  actions.
  Telekinetic Shieldbearer: The soaring blade gains proficien-
  cy with all shields (except tower shields) and may summon a 
  shield with the summon equipment ability, or choose a shield 
  as bound equipment.
  Spirit Blade (Champion)
  A person that learned to take the shape of a weapon or a 
  weapon powerful enough to take shape and wield itself, spirit 
  blades blur the line between warrior and weapon, granting their 
  skill or commanding those that would use them.
  Proficiencies: Spirit blades are proficient with simple 
  weapons, as well as light armor and bucklers. In addition, if 
  this is the character’s first level in any class, they may select a 
  martial tradition of their choice.
  This alters proficiencies.
  Blended Training (Ex): Whenever a spirit blade would 
  gain a magic talent from her class levels (not the 2 bonus talents 
  gained when first gaining the casting class feature), she may in-
  stead choose to gain a combat talent. A spirit blade uses her 
  casting ability modifier as her practitioner modifier.
  This alters magic talents. This archetype may be combined 
  with other archetypes that replace magic talents; she can not 
  gain a combat talent in place of a magic talent the other arche-
  type loses.
  Shapechanger: At 1st level, the spirit blade gains the 
  shapechanger subtype.
  Weapon Form: At 1st level, the spirit blade may take the 
  form, including all properties (such as masterwork status, en-
  hancement bonus, materials, and special abilities), of one of 
  her bound weapons as a full-round action. This is a polymorph 
  effect and persists until the spirit blade changes back or to a 
  different weapon form. Returning to her normal form is a full-
  round action. While in weapon form, the spirit blade may be 
  targeted as a magic weapon of the chosen type despite not be-
  ing an object, though is always counted as being attended. The 
  spirit blade in weapon form may communicate telepathically 
  
  Chapter 4: Archetypes
  117
  with her wielder. As part of transforming into weapon form, 
  the spirit blade may touch a willing creature that has at least 
  one hand free; the transformation completes with the weapon 
  form held by that creature. The touched creature may drop a 
  held object to free a hand for this purpose as a free action that 
  can be taken even when it is not that creature’s turn. While 
  wielded, the spirit blade is treated as an object for the purpose 
  of effects that target an area.
  In weapon form, the blade spirit has no Strength or 
  Dexterity scores (they are treated as having a score of 10 for de-
  termining bonuses if required, though if making an attack roll 
  with a sphere affect the normal score is used) and gains hardness 
  equal to her class level or the hardness of the bound weapon, 
  whichever is higher, and takes damage as an object. The spirit 
  blade in weapon form retains her normal senses and communi-
  cation abilities. While in weapon form, the spirit blade is im-
  mune to bleed, disease, paralysis, and poison. Ongoing effects 
  of these kinds are suspended while in weapon form, not ex-
  pending duration or forcing subsequent saving throws, resum-
  ing their normal effects and duration when weapon form ends.
  Striking a creature or object as part of an attack does not 
  damage the spirit blade in weapon form, nor forces her to at-
  tempt a concentration check to maintain an ongoing effect. 
  If the spirit blade has more than one bound weapon, she may 
  change between their forms with the same action as required 
  to assume weapon form.
  The spirit blade may resize her weapon form to suit her 
  wielder as part of changing form. Should the spirit blade pos-
  sess the ability to have a bound natural attack, she may graft 
  herself to a willing wielder either as part of her transformation 
  into weapon form or as a move action.
  This replaces summon equipment and boost equipment.
  Possess Wielder (Su): At 2nd level, the spirit blade may 
  spend a spell point to attempt to actively possess any creature 
  that wields her, treating her spirit blade levels as wraith levels 
  for determining the possession DC. The spirit blade’s weapon 
  form body is not absorbed into the host; instead the host may 
  wield it as a weapon while possessed. This otherwise functions 
  as the possession ability of the wraith class.
  Guiding Blade (Su): The spirit blade gains the following 
  abilities:
  Guide Strike
  At 1st level, the spirit blade’s influence allows the wielder 
  to focus on other matters; the spirit blade momentarily con-
  trols her wielder, spending her actions (free, swift, move, stan-
  dard, and/or full-round) to cause the wielder to make attacks 
  (including combat maneuvers and sphere abilities that require 
  an attack roll made with the spirit blade) with the spirit blade 
  as a free action even when it is not the wielder’s turn. These ac-
  tions may also be spent to cause the wielder to reload the spirit 
  blade. If an ability, such as the shove ability of the Brute sphere, 
  grants movement as part of the ability, the wielder may make 
  that movement within the limits of that ability. The wielder 
  may attempt a Will save to against the spirit blade’s possession 
  DC (10 + half the spirit blade’s class level + casting ability mod-
  ifier) if unwilling to attack the chosen target. Attacks made this 
  way use statistics as if the wielder was actively possessed.
  Additionally, the wielder may supply material, somatic, and 
  verbal spell components for the spirit blade’s casting. Attacks 
  of opportunity provoked by the spirit blade’s casting are made 
  against the spirit blade herself.
  Grant Skill
  At 3rd level, the spirit blade may grant her skill to her 
  wielder. The spirit blade guides the wielder’s attacks that are 
  made with the spirit blade’s weapon form, allowing them to be 
  made with the spirit blade’s base attack bonus. The spirit blade 
  may choose to share her magic and combat talents with her 
  wielder. Duplicate talents do not grant any benefit unless the 
  talent may be taken more than once; if such a talent allows for 
  selections from a list, the choices made cannot change as part 
  of this ability and any limits on the number of additional times 
  a talent may be taken are unchanged.
  Additionally, the spirit blade may use her Strength or 
  Dexterity modifier (as determined by her attributes when not 
  in blade form) to determine the results of attacks made with 
  her blade form if beneficial.
  Coordinate Opening
  At 7th level, while the spirit blade is in weapon form, if 
  a creature provokes an attack of opportunity from the spirit 
  blade, she may spend her attacks of opportunity to direct the 
  wielder to attack with her weapon form. Treat the spirit blade 
  as a creature of her wielder’s size and natural reach occupying 
  her wielder’s space with her normal ability scores for determin-
  ing when these attacks can be made, applying the reach special 
  feature if the weapon form possesses it.
  Teamwork
  At 11th level, while in weapon form, the spirit blade may 
  share a number of teamwork feats she possesses with her wield-
  er up to her casting ability modifier (minimum 1). Treat the 
  spirit blade as a creature of her wielder’s size occupying her 
  wielder’s space and natural reach (applying the reach special 
  feature if the weapon form possesses it) with her normal ability 
  scores for determining the application of these feats. Attacks 
  made with the guide strike, greater guide strike, and coordinate 
  opening abilities count as being made by the spirit blade for 
  this purpose.
  Shared Recovery
  At 15th level, the spirit blade and wielder share the benefits 
  of any effect that would grant temporary hit points or restore 
  hit points to (including fast healing and regeneration) or re-
  move ability damage or ability drain from either. Both gain the 
  full benefit of such effects.
  Symbiotic Skill
  At 19th level, the wielder may choose to use the spirit 
  blade’s base attack bonus for all attacks made by the wielder, 
  even if not made using the spirit blade for as long as the spirit 
  blade is in its possession.
  This replaces armor training.
  Equip Wielder: At 5th level, when summoning a bound 
  armor, shield, staff, or weapon while in weapon form and being 
  wielded or possessing a wielder, it may appear on the wielder 
  or possessed creature as if they were the spirit blade. She may 
  resize weapons and reshape armor to suit the wielder as part of 
  summoning it.
  This alters bound equipment.
  
  Chapter 4: Archetypes
  118
  Independent control (Su): At 20th level, the spirit 
  blade and wielder fully share all combat talents, magic talents, 
  and combat feats known with each other.
  This replaces infinite arsenal.
  Arsenal Tricks: The spirit blade gains exclusive access to 
  the following arsenal tricks:
  Absorbing Block: As an immediate action, the spirit blade 
  may direct all damage, healing, and effects of an attack, spell, 
  sphere effect, or other ability that targets her wielder or crea-
  ture she is possessing to herself.
  Dancing Blade (requires Telekinesis sphere): When the spirit 
  blade targets herself in weapon form and only herself, she treats 
  her class level as her caster level for the Telekinesis sphere.
  Focusing Attack: When the spirit blade in weapon form is 
  used to deal damage with an attack action or to make a success-
  ful combat maneuver, she may spend a move action before the 
  end of her next turn to regain martial focus. This ability cannot 
  be used if she does not have an expended focus at the time the 
  triggering attack is completed.
  Fuse Implement (requires the ability to bind implements): If one 
  of the spirit blade’s pieces of bound equipment is an imple-
  ment, she may fuse that implement with a bound weapon when 
  assuming weapon form, granting the benefits of the implement 
  to herself and her wielder. Only a single implement may be 
  fused with a weapon form at a time.
  Grappling Impale: The blade spirit gains the Lancer sphere, 
  or another talent from that sphere if it is already possessed. If 
  the spirit blade has a drawback that removes the impale ability 
  of the Lancer sphere, this talent must be used to buy off that 
  drawback. Any time the spirit blade in weapon form is used to 
  impale a creature, she may return to her normal form and at-
  tempt to initiate a grapple targeting the impaled creature as an 
  immediate action. This grapple check gains the benefit of any 
  enhancement bonus the spirit blade possesses while in weapon 
  form.
  Hidden Essence: The spirit blade may choose to make her 
  weapon form appear to be ordinary or even broken. An Appraise 
  check with a DC of 10 + her spirit blade level + her casting abil-
  ity modifier is required to determine that the weapon form is 
  masterwork. The spirit blade may also choose to suppress the 
  magical auras while in her weapon form, forcing any creature 
  using effects that detect magic to have to succeed on a magical 
  skill check against her MSD to detect any magical auras origi-
  nating from her or her worn equipment while in weapon form.
  Impaling Possession: The blade spirit gains the Lancer sphere, 
  or another talent from that sphere if it is already possessed. If 
  the spirit blade has a drawback that removes the impale ability 
  of the Lancer sphere, this talent must be used to buy off that 
  drawback. Any time the spirit blade in weapon form is used to 
  impale a creature, she may attempt to possess that creature as 
  an immediate action. If successful, dealing damage by removing 
  the spirit blade’s weapon form does not grant the possessed 
  creature a new save against the possession. If the creature is no 
  longer impaled with the weapon form and is not wielding the 
  weapon form at the end of the spirit blade’s turn, the posses-
  sion ends automatically.
  Intuitive Skill: The wielder of the spirit blade in weapon 
  form gains proficiency with the weapon form for as long as it 
  is wielded. If the wielder is already proficient with weapons of 
  that type, it instead gains a +1 insight bonus on attack and dam-
  age rolls, increasing by +1 for every 7 class levels the spirit blade 
  possesses.
  Quick Shift: The action required to enter or leave weapon 
  form is reduced to a move action. At 7th level, it becomes a 
  swift action. At 14th level, it may be done as a free or immedi-
  ate action.
  Share Skill: The spirit blade may choose a number of skills 
  equal to her casting ability modifier each day after resting to 
  regain spell points. She may share her skill ranks in the chosen 
  skills with her wielder.
  Wraith Haunt: The spirit blade may select a wraith haunt 
  for which she qualifies, using her spirit blade level as her wraith 
  level. These wraith levels stack with any she possesses from 
  other sources.
  This arsenal trick may be taken more than once; each time 
  it grants an additional wraith haunt.
  Symbiotic Knight
  Symbiotic Armor (Su): At 1st level, a symbiotic knight 
  forms a bond with an amorphous creature or some other entity. 
  This symbiote becomes a part of the symbiotic knight, often 
  taking the form of a growing plant, a stone hand, or another 
  conscious mark when not in use. When summoned, the sym-
  biote covers the creature and becomes a suit of armor. The 
  symbiote can take on a light, medium or heavy form as de-
  sired. Forming symbiotic armor or changing the armor’s form 
  requires the same action as summoning equipment (a move 
  or swift action, which improves through the quick summons 
  class feature). A suit of symbiotic armor has a hardness of 10, 
  and 10 hit points per symbiotic knight level. If the symbiote is 
  
  Chapter 4: Archetypes
  119
  destroyed (such as through sunder maneuvers), it reverts to its 
  dormant state and cannot be used unless repaired or until the 
  symbiotic knight rests to regain spell points, at which time it 
  regains all lost hit points.
  Armor Type
  AC 
  Bonus
  Max Dex 
  Bonus
  Armor Check 
  Penalty
  Light Armor
  +2
  +6
  0
  Medium Armor
  +6
  +3
  -3
  Heavy Armor
  +9
  +0
  -6
  This armor gains enhancement bonuses as if it were a piece 
  of bound equipment. However, unlike most pieces of bound 
  equipment, a symbiotic knight may change what special abil-
  ities her symbiote possesses each time it is summoned, when-
  ever its form is changed, or at any time with the same required 
  action (a swift action or move action, which improves through 
  the quick summons class feature).
  A symbiote counts as a piece of bound equipment for all 
  purposes.
  If the symbiotic knight gains the greater materials or im-
  proved materials arsenal tricks, she may grant her symbiote the 
  benefits and hardness of those materials.
  This replaces bound equipment.
  Summon Equipment (Su): A symbiotic knight sum-
  mons equipment by forming it out of the substance of her 
  symbiote. As such, only the symbiotic knight can use her sum-
  moned equipment; in the hands of any other creatures, her 
  summoned equipment is treated as nothing but a masterwork 
  weapon.
  This alters summon equipment.
  Symbiote Traits (Su): At 5th level and every 5 levels 
  thereafter, the symbiotic knight’s symbiote gains one trait from 
  any Alteration sphere talent, which it may bestow to the symbi-
  otic knight. Treat her symbiotic knight level as her caster level 
  when meeting the prerequisites and determining the effects of 
  a particular trait. These traits are not considered a polymorph 
  effect. Traits that cost an additional spell point to use (such as 
  turning incorporeal) or are only available as part of a form (such 
  as the perfect maneuverability of an air elemental) cannot be 
  gained in this fashion. If a trait gives an additional choice (like 
  Elemental Resistance for the energy type) then this choice must 
  be made once the trait is chosen. Such a trait can be selected 
  several times, but each time a different choice has to be made.
  Once a trait has been chosen, it cannot be changed. So long 
  as the symbiotic knight is using her symbiote as armor, her sym-
  biote may grant her any trait or traits it possesses. Activating 
  or dismissing any of these traits may be done as part of the 
  action needed to summon, dismiss, or alter the special 
  abilities of symbiotic armor.
  Vajrahasta (champion)
  Vajrahastas summon weapons forged from lightning and 
  use them to harness the powers of the storm.
  Proficiencies: Vajrahastas are proficient with simple 
  weapons, as well as light armor and bucklers. In addition, if 
  this is this character’s first level in any class, they may select a 
  martial tradition of their choice.
  This alters proficiencies.
  Blended Training (Ex): Whenever a vajrahasta would 
  gain a magic talent from her class levels (not the 2 bonus talents 
  gained when first gaining the casting class feature), she may 
  instead choose to gain a combat talent. A vajrahasta uses her 
  casting ability modifier as her practitioner modifier.
  This alters magic talents. This archetype may be combined 
  with other archetypes that replace magic talents; shey can not 
  gain a combat talent in place of a magic talent the other arche-
  type loses.
  Vajra (Su): As a swift action a vajrahasta may call to her 
  hands a vajra, a weapon of lightning made solid. This is a thrown 
  weapon (and counts as a weapon in the thrown weapons group) 
  with a 20 feet range increment that deals 1d6 piercing damage 
  and 1d6 electricity damage. This electricity damage is consid-
  ered part of the vajra’s nor-
  mal weapon damage dice, 
  and so is multiplied on 
  a critical hit. The va-
  jrahasta is proficient 
  with her vajras.
  
  Chapter 4: Archetypes
  120
  The vajra gains a +1 enhancement bonus for every odd 
  vajrahastas level possessed. These bonuses may be traded for 
  special abilities according to Table: Bound Equipment. A 
  vajra cannot have higher than a +5 enhancement bonus; en-
  hancement bonuses beyond this amount must be traded for 
  special abilities. If the vajrahasta applies a special ability that 
  adds electricity or sonic damage to her vajra, the size of damage 
  die is increased by one (e.g. from d6 to d8). If it deals any other 
  elemental damage, the die size is decreased by one.
  A vajra is treated as bound weapon with respect to arsenal 
  tricks. Arsenal tricks that modify a bound weapon’s material 
  may be applied to vajras. A vajrahasta may have one vajra man-
  ifested at a time at first level, and may manifest an additional 
  vajra at 5th, 10th, 15th, and 20th levels. She may manifest up to 
  her maximum number of vajras as part of the same action, each 
  with abilities and enhancement bonus identical to the first; if 
  she does not have enough hands to hold all of them, they ap-
  pear on her body ready to be drawn. The vajras’ enhancement 
  bonus and abilities may be changed any time they are mani-
  fested, though they must be the same for all of the vajrahasta’s 
  vajras.
  Unlike a bound weapon, a vajra does not automatically dis-
  appear upon leaving the vajrahasta’s hand. Instead, the vajra-
  hasta may return any number of her vajras to her hand as a swift 
  action. It still may not be wielded by another creature; if one 
  attempts to do so, the vajra immediately disappears. The vajra-
  hasta may dismiss any number of her vajras as a move action.
  She may also dismiss or return any number of her vajras 
  to her hand as an attack action. If she chooses to do so, any 
  creatures impaled on them suffer the effects of removing an im-
  paled weapon (such as bleed damage), and she gains any benefits 
  (such as regaining her martial focus with the Focusing Finale 
  Lancer talent). She may choose to apply the effects of abilities 
  that require a combat maneuver check to remove an impaled 
  weapon (such as the Pincushion Impalement Lancer talent) as 
  normal. Her vajra’s enhancement bonus applies to the combat 
  maneuver check.
  This replaces bound equipment.
  Lightning Impaler: At 2nd level, the vajrahasta gains the 
  Lancer sphere as a bonus sphere. She may only impale using her 
  vajra; taking Ranged Impale allows her to impale with melee or 
  thrown weapons. If she already possesses the Lancer sphere, 
  then she gains Ranged Impale. If she possesses Ranged Impale 
  she may instead choose any talent from the Lancer sphere 
  instead.
  This replaces the arsenal trick normally gained at 2nd level.
  Piercing Shroud (Su): At 3rd level, the vajrahasta gains 
  the Weather sphere and one (shroud) talent, as well as the 
  Localized Weather drawback. This drawback does not grant 
  an additional talent and may be bought off as normal. If she 
  already possesses the Weather sphere, then she gains a (shroud) 
  talent with no drawback. 
  When the vajrahasta successfully impales a target using her 
  vajra, she may spend a spell point as a free action to affect it 
  with a (shroud) talent she knows. She need not concentrate on 
  the effect as long as the target remains impaled (but cannot 
  spend a spell point to extend its duration), and treats her class 
  level as her caster level for the shroud’s effects. This stacks nor-
  mally with caster levels gained from other sources.
  This replaces armor training and the arsenal trick normally 
  gained at 4th level.
  Arsenal Tricks: The vajrahasta gains exclusive access to 
  the following arsenal trick:
  Anchoring Vajra: By spending a move action, she can treat 
  any of her vajras with a creature impaled on them as if she con-
  trolled them until the start of her next turn. While controlling 
  her vajras in this manner she may expend her martial focus as 
  a standard action to deal damage to each creatures impaled on 
  her vajras as though she had attacked them with each vajra im-
  paling them. She may apply (impale) talents, Vital Strike, and 
  any feat with Vital Strike as a prerequisite to this damage.
  Void Wielder
  Bearing strange weapons capable of calling forth echoes of 
  those she has slain, these warriors can do more than merely 
  defeat a foe.
  Void Blade: At 1st level, the void wielder must bind a spe-
  cial weapon called a void blade, a weapon of terrible power. Any 
  creature slain or destroyed by a void blade finds a fragment of 
  its essence trapped inside. The void blade may retain the es-
  sence of up to two creatures at one time. If additional creatures 
  are slain or destroyed, the void wielder may choose to dismiss a 
  retained essence and retain the new essence. Despite the name, 
  the void blade can be any weapon with which the void wielder 
  is proficient. The special abilities of the void blade function 
  only for the void wielder; to any other creature it functions as 
  a normal masterwork weapon of its type. The void blade oth-
  erwise functions as a bound weapon and the void wielder still 
  gains additional bound equipment options as normal from lev-
  eling, but must always keep her void blade bound.
  The void wielder may spend one hour meditating to har-
  ness the essence trapped in her void blade. After doing so, she 
  may call forth a copy of the creature as a standard action. Treat 
  this copy as summoning a companion from the Conjuration 
  sphere. Treat the void blade’s class level as her caster level 
  for this ability. This stacks normally with caster levels gained 
  from other sources. The companion remains for 1 round per 
  Hit Die of the original creature without concentration; the 
  void blade may spend a spell point as a free action to increase 
  this to 1 minute per Hit Die. Companions summoned this way 
  start with the normal 1 bonus (form) talent and gain another 
  (form) talent for every three class levels the void wielder has. 
  Talents granted this way must reflect abilities the original crea-
  ture possessed. The GM is the final arbiter of which talents are 
  appropriate and particularly weak creatures may not necessar-
  ily be able to be granted their full complement of talents (so a 
  level 1 commoner would not gain any additional talents while 
  a Small-sized snake would stop gaining bonus talents once it 
  had a poison bite and a climb speed, but both would have the 
  full Hit Dice appropriate to a companion of that caster level). 
  The summoned copy appears exactly like the original creature, 
  granting a +10 bonus to any checks made to impersonate that 
  creature, but the essence it is formed from is insufficient to 
  grant any memories or special knowledge. This bonus does not 
  stack with any other bonuses granted from mimicking the crea-
  ture’s appearance, such as the disguise self spell.
  
  Chapter 4: Archetypes
  121
  If the void wielder is slain, all essences trapped in her void 
  blade are lost. If a void wielder willingly relinquishes her bond 
  with her void blade and passes it to another, the essences are 
  retained. Doing so requires that the recipient is either a void 
  blade who gives up her own weapon prior to claiming the new 
  one or else is a warrior that has studied under the void wielder 
  for at least one month. In this case, the recipient spends their 
  time retraining a class level into void wielder at no cost beyond 
  the time invested.
  This replaces summon equipment and alters bound 
  equipment.
  Arsenal Tricks: The void wielder gains exclusive access 
  to the following arsenal tricks. Arsenal tricks that reference an 
  advanced talent are only available in campaigns where the ad-
  vanced talent is permitted.
  Endless Void: The void wielder’s void blade may store an ad-
  ditional essence. This trick may be taken up to three times; the 
  benefits stack.
  Soul Blade: (requires void wielder 4) The void wielder’s void 
  blade does not merely capture a part of the target’s essence, 
  but instead traps its soul. Attempts to raise a creature whose 
  essence has been retained in her void blade must succeed at 
  a magical skill check against the wielder’s MSD or have the 
  attempt fail. If this check is successful, the soul is freed and 
  creature is raised as normal. The creature’s essence remains re-
  tained in the blade to be summoned as usual.
  While the soul is in her possession, she may speak with and 
  question the soul, which retains the knowledge it had in life, 
  but it is under no obligation to answer questions (although bar-
  gaining for a peaceful release into the afterlife is usually enough 
  to get a spirit to talk). Souls trapped in her void blade cannot 
  be targeted with the Summon Spirit advanced talent of the 
  Death sphere unless the caster has her void blade in their pos-
  session. She may perform a ritual that functions as the Summon 
  Spirit advanced talent of the Death sphere, with the normal 
  spell point cost and casting time, though may only target souls 
  trapped in her void blade. Treat her class level as her caster lev-
  el for this ability. While the soul is trapped in her void blade, 
  she counts as possessing the creature’s body for the purpose of 
  determining the save DC modifiers based on connection to the 
  target.
  Spirit Prison: (requires soul blade, void wielder 14) The void 
  wielder’s soul blade now functions as a soul gem per the Death 
  sphere’s Soul Trap advanced talent. She may spend the normal 
  spell points required to fully trap the soul as per that talent as 
  part of capturing a slain creature’s essence or as a standard ac-
  tion if targeting an essence already possessed. She uses class lev-
  el as her caster level for this ability. This stacks normally with 
  caster levels gained from other sources. Losing or releasing an 
  essence also frees the corresponding soul.
  Warden
  Class Skills: The warden gains Knowledge (nature) (Int) 
  and Survival (Wis) as class skills instead of Knowledge (engi-
  neering) (Int) and Knowledge (nobility) (Int).
  Skill Ranks Per Level: 6 + Int modifier
  Armor Proficiency: The warden is proficient with light 
  and medium armor but is prohibited from wearing metal ar-
  mor; thus, she may wear only armor with no metal components 
  like padded, leather, or hide armor. A warden may also wear 
  wooden armor that has been altered by effects (such as iron-
  wood) so that it functions as though it were steel.
  Wardens are proficient with shields (except tower shields) 
  but must use only non-metal ones. A warden who wears prohib-
  ited armor or uses a prohibited shield must succeed at an ar-
  cane spell failure check to use her sphere abilities (even though 
  her sphere casting is not usually considered arcane without the 
  proper casting traditions).
  This alters weapon and armor proficiency.
  Nature’s Blade: A warden gains the Nature sphere as a 
  bonus sphere at 1st level and treats her class level as her cast-
  er level for (spirit) talents from the Nature sphere. This stacks 
  normally with caster levels gained from other sources.
  This replaces armor training and quick summons.
  Deadly Guardian (Ex): At 20th level, all bound and 
  summoned weapons the warden wields automatically confirm 
  all critical threats and have their damage multiplier increased 
  by 1 (×2 becomes ×3, for example). In addition, she cannot be 
  disarmed while wielding a bound or summoned weapon.
  This replaces infinite arsenal.
  Warleader
  Class Skills: A warleader gains Handle Animal (Cha) as a 
  class skill.
  Mount (Ex): A warleader gains the service of a loyal and 
  trusty steed to carry her into battle. This mount functions as 
  a druid’s animal companion, using the warleader’s level as her 
  effective druid level. The creature must be one that she is ca-
  pable of riding and is suitable as a mount. The mount is always 
  considered combat trained and begins play with Light Armor 
  Proficiency as a bonus feat.
  A warleader’s bond with her mount is strong, with the pair 
  learning to anticipate each other’s moods and moves. Should a 
  warleader’s mount die, the warleader may find another mount 
  to serve her after 1 week of mourning.
  This replaces bound equipment.
  Tactician (Ex): At 5th level, a warleader receives a team-
  work feat as a bonus feat. She must meet the prerequisites for 
  this feat. As a standard action, the warleader can grant this feat 
  to all allies within 30 feet who can see and hear her. Allies retain 
  the use of this bonus feat for 3 rounds plus 1 round for every 
  two levels the warleader possesses. Allies do not need to meet 
  the prerequisites of these bonus feats. The warleader can use 
  this ability once per day at 5th level, plus one additional time 
  per day at 10th level and for every 5 levels thereafter. If the war-
  leader gains this ability from another class, these levels stack 
  for determining the number of uses per day, and she can take 
  the better progression.
  
  Chapter 4: Archetypes
  122
  Greater Tactician (Ex): At 10th level, the warleader re-
  ceives an additional teamwork feat as a bonus feat. She must 
  meet the prerequisites for this feat. The warleader can grant 
  this feat to her allies using the tactician ability. Using the tacti-
  cian ability is a swift action.
  Powerful Tactician (Ex): At 15th level, the warleader re-
  ceives an additional teamwork feat. The warleader can select 
  from any of his teamwork feats when using the tactician ability, 
  not just his bonus feats.
  Master Tactician (Ex): At 20th level the warleader re-
  ceives an additional teamwork feat as a bonus feat. She must 
  meet the prerequisites for this feat. The warleader can grant 
  this feat to her allies using the tactician ability. Whenever the 
  warleader uses the tactician ability, she grants any two team-
  work feats that she knows.
  Whitesmith
  The Mystic Crucible (Su): A whitesmith gains the 
  Enhancement sphere as a bonus magic talent. She treats her 
  class level as her caster level for Enhancement effects that tar-
  get objects. This stacks normally with caster levels gained from 
  other sources. In addition, she may spend some of the Enhance 
  Equipment bonus for special abilities according to the table: 
  bound equipment, up to a maximum of +1 and an additional +1 
  every 5 levels.
  This ability replaces summoned equipment and boost 
  equipment.
  Personal Refinement (Su): A whitesmith does not need 
  to concentrate to maintain enhancements on equipment that 
  only she is holding or wearing. She may maintain a number of 
  effects in this manner equal to 1/2 her class level (minimum 1). 
  Each piece of equipment counts as a single enhancement, even if 
  applied with Mass Enhancement.
  At 3rd level, a whitesmith that uses Enhance Equipment on 
  a piece of equipment she is holding or wearing grants it an ad-
  ditional +1 enhancement bonus. At 7th level, and every 4 levels 
  thereafter, this bonus increases by +1.
  This ability replaces bound equipment.
  Exceptional Enhancement (Su): A whitesmith must 
  be able to keep their allies’ weapons and armor in perfect con-
  dition. At 5th level, a whitesmith may spend a spell point when 
  enhancing an object to repair the broken condition. In addi-
  tion, she may enhance an additional object whenever she uses 
  an enhancement effect that solely enhances objects; at 10th level, 
  and every 5 levels thereafter, she may enhance an additional ob-
  ject. This ability stacks with the Mass Enhancement talent.
  Perfect Concentration (Ex): A whitesmith of at least 
  19th level may concentrate on an enhancement effect as a swift 
  action.
  This ability replaces quick summons.
  Infinite Enhancements(Su): Whenever a whitesmith 
  of 20th level uses exceptional enhancement to enhance addition-
  al objects, she may spend 1 spell point to double the number of 
  additional objects she may enhance at once. She may spend any 
  number of spell points on this class feature.
  The ability replaces infinite arsenal.
  Barbarian/Unchained 
  Barbarian
  Worldsoul Incarnate
  Simple minds perceive the primal force of nature as an 
  anger that destroys, but the enlightened know its true nature. 
  Nature destroys without anger or hate - those are human fail-
  ings. Destruction is just half of the cycle of life, the other is 
  creation, and nature is the cycle. The worldsoul incarnate is the 
  avatar of the cycle. She destroys without rage, while creating 
  and re-creating herself.
  Rapture: A worldsoul incarnate can tap into the forces 
  of nature and channel them through her body, filling herself 
  with euphoric rapture. At 1st level, a worldsoul incarnate can 
  be enraptured for a number of rounds per day equal to 4 + her 
  Constitution modifier, and she can be enraptured for 2 addi-
  tional rounds per day per class level thereafter. Temporary in-
  creases to Constitution, such as from the Enhancement sphere, 
  do not increase the total number of rounds that a worldsoul in-
  carnate can be enraptured per day. The total number of rounds 
  of rapture per day is renewed after resting for 8 hours, although 
  these hours need not be consecutive.
  While enraptured, a worldsoul incarnate cannot use any 
  Charisma-, Dexterity-, or Intelligence-based skill (except 
  Acrobatics, Fly, Intimidate, and Ride) or any ability that re-
  quires patience or concentration (such as spherecasting). She 
  also takes a -2 penalty to her AC.
  The worldsoul incarnate can enter rapture as a free action, 
  and can maintain rapture each round as a free action, so long 
  as she is conscious. Whenever a rapture ends, the worldsoul 
  incarnate is fatigued for 1d4+1 rounds. A worldsoul incarnate 
  cannot enter a new rapture while fatigued or exhausted, but can 
  otherwise become enraptured multiple times per day.
  
  Chapter 4: Archetypes
  123
  Rapture counts as the rage ability for purposes of prerequi-
  sites, and may be augmented by rage powers.
  This alters rage.
  Primal Channeling (Su): While enraptured, the world-
  soul incarnate may channel primal energy to create powerful 
  supernatural effects. Whenever she spends a free action to en-
  ter or maintain rapture, she gains a number of vitality points 
  equal to her class level. She may spend vitality points to achieve 
  many different effects at once. At the end of her turn, she loses 
  all unspent vitality points.
  Fight or Flight
  As a free action, the worldsoul incarnate may spend a vi-
  tality point to gain a +4 dodge bonus until the beginning of 
  her next turn against an enemy of her choice that she can see. 
  She may acquire this bonus against multiple targets in a single 
  round, but not multiple times against the same target in the 
  same round.
  Hurricane Strike
  As a full-round action, the worldsoul incarnate may spend 
  14 vitality points to summon forth ghostly spirits that echo her 
  physical form, each of which makes a single attack before dis-
  appearing. The worldsoul incarnate may make a single melee 
  attack against every enemy within 20 feet she can see. These 
  attacks are at her full base attack bonus.
  Life Force
  The worldsoul incarnate may spend any number of vitality 
  points as a free action to gain an equal number of temporary hit 
  points. This ability can only be used if she is injured, and cannot 
  raise her current hit points plus her temporary hit points to be 
  higher than her maximum hit points. The temporary hit points 
  last until the end of rapture, and stack with themselves and 
  with temporary hit points from other sources.
  Mighty Blow
  The worldsoul incarnate may spend 1 vitality point as a free 
  action to add a +2 circumstance bonus to any attack roll (includ-
  ing attack rolls to confirm critical hits) or damage roll made 
  with a melee or thrown weapon, or to add a +2 circumstance 
  bonus to any skill or attribute check that uses her Strength, 
  Dexterity or Constitution, or to add +2 to a combat maneuver 
  roll. The decision to use this ability is made after dice are rolled, 
  but before the results are announced. Although this ability can 
  be used multiple times per turn, it can only be used once per 
  die roll.
  Primal Ascension
  The worldsoul incarnate may spend 20 vitality points as 
  a standard action to benefit from the restore ability of the Life 
  sphere, using her class level as her caster level. This removes 
  all conditions, all attribute damage and drain, and removes all 
  temporary negative levels.
  Restoring Force
  The worldsoul incarnate may spend 11 vitality points as a 
  swift action to benefit from the restore ability of the Life sphere, 
  using her class level as her caster level.
  Sunder Magic
  As a swift action, the worldsoul incarnate may spend 17 vi-
  tality points to dispel any number of magical effects that cur-
  rently afflict her.
  Surge of Movement
  The worldsoul incarnate may spend 2 vitality points as a 
  free action to move 5 feet. This movement draws attacks of 
  opportunity normally and ignores difficult terrain. She may do 
  this multiple times in a turn.
  Vicious Cycle
  The worldsoul incarnate may spend 8 vitality points as 
  a free action to make an attack at her full base attack bonus 
  against a target she has already successfully hit with an attack 
  this turn.
  Vital Force
  The worldsoul incarnate may spend 5 vitality points as a 
  free action to regain 1 hit point.
  This replaces fast movement, greater rage, indomitable 
  will, tireless rage, and mighty rage.
  Rapture Powers: The worldsoul incarnate may choose 
  any of the following powers in place of a rage power:
  Channel Energy: The worldsoul incarnate may release a mas-
  sive wave of primal energy. She gains the channel energy ability 
  as a cleric of equal level, using her casting ability to determine 
  the saving throw DC of her channeled energy. She may only 
  channel positive energy. The worldsoul incarnate must expend 
  4 rounds of her rapture to channel energy.
  Elation (requires worldsoul incarnate 10): The worldsoul incar-
  nate gains a fly speed equal to her base land speed with good 
  maneuverability.
  Natural Grace (requires worldsoul incarnate 6): Whenever the 
  worldsoul incarnate enters rapture, she may choose a combat 
  feat for which she meets the prerequisites. She gains the use 
  of this feat for the duration of the rapture. She may choose a 
  different feat whenever she enters rapture, provided at least 1 
  minute has passed since she has last left rapture.
  Primal Aura (requires worldsoul incarnate 4): While she is enrap-
  tured, she may give off an aura of positive energy that causes 
  her and all living and undead creatures within 20 feet to glow 
  slightly, giving them a penalty on Stealth checks equal to her 
  class level and negating all bonuses usually bestowed by invisi-
  bility, blink effects, darkness, or similar effects. While the aura 
  is in effect, she gains a +5 circumstance bonus to Intimidate 
  checks, and sheds bright light to a distance of 20 feet around 
  her, and normal light another 20 feet beyond that. The light 
  harms creatures vulnerable to natural sunlight as if it were nat-
  ural sunlight.
  Primal Stamina (requires Combat Stamina): During her turn, 
  the worldsoul incarnate may spend vitality in place of stamina 
  points. She must spend 2 vitality points in place of each stamina 
  point she wishes to spend.
  Barbarian Rage Powers
  The following are new barbarian rage powers.
  Blood Taker (Su): While raging, any round that the barbar-
  ian ends her turn with a creature (other than herself) suffering 
  from bleed damage within her natural reach, she heals a num-
  ber of hit points equal to the bleed damage that creature takes. 
  If multiple creatures within this area take bleed damage, only 
  the highest value is used.
  
  Chapter 4: Archetypes
  124
  Bright-Burning Rage (Ex): The barbarian may spend a round 
  of rage to recover 2d6 hit points as a standard action.
  Empowered by the Light (Ex): While raging, whenever the 
  barbarian confirms a critical hit, she gains temporary hit points 
  equal to her class level. The hit points stack with themselves 
  and with all temporary hit points from other sources, and last 
  until the end of the rage.
  Nature’s Wrath (Su): While raging, the barbarian’s melee and 
  thrown weapons are charged with the positive energy of the 
  very soul of nature itself. Her attacks ignore damage reduction 
  on creatures damaged by positive energy.
  Raging Storm: The barbarian chooses three (mantle) talents. 
  While raging in appropriate weather, the barbarian gains their 
  effects. For every 6 barbarian levels she may treat the weather 
  as 1 step more severe for the purpose of determining the man-
  tles’ effects. This rage power can be selected more than once. 
  Its effects do not stack. Each time the barbarian chooses three 
  additional (mantle) talents.
  Bard
  Sphere Bard
  Casting: The sphere bard may combine spheres and tal-
  ents to create magical effects. The sphere bard is considered a 
  Mid-Caster. (Note: All casters gain 2 bonus talents and a casting 
  tradition the first time they gain the casting class feature.)
  This replaces the spells class feature.
  Spell Pool: The sphere bard gains a small reservoir of en-
  ergy he can call on to create truly wondrous effects, called a 
  spell pool. This pool contains a number of spell points equal to 
  his level + his casting ability modifier (minimum 1). This pool 
  replenishes once per day after roughly 8 hours of rest.
  Magic Talents: A sphere bard gains 3/4ths of a magic tal-
  ent every level (the same progression as he gains caster levels). 
  Whenever the bard would receive a magic talent from his class, 
  he may instead choose a bardic masterpiece he meets the pre-
  requisites for. His caster level for masterpieces is equal to his 
  class level.
  Knave
  Some people believe that rules do not apply to them. 
  Others realize that rules do not apply to anyone. For the knave, 
  there is no goodness in being obvious or honest, and adaptabil-
  ity is an art form all itself. Whether he’s drinking with man-eat-
  ing demons or telling dirty jokes to the queen, the knave knows 
  how to talk, fight, or spellcast his way out of anything.
  This archetype requires sphere bard.
  Fool’s Play (Su): The knave can engage in a form of com-
  bat performance, in which he can effectively fight his enemies 
  while also making them look (and feel) foolish. A combination 
  of taunting, feinting, and inflicting minor (but embarrassing) 
  injuries demoralize the opponent, while the performance in-
  creases the knave’s martial skill. While performing the fool’s 
  play performance, the knave receives a +2 competence bonus 
  on all melee attack and damage rolls, and a +2 dodge bonus to 
  AC. Each of these bonuses increases by +1 every 4 class levels 
  after the 1st to a maximum of +6 at 17th level. In addition, 
  whenever the knave hits an opponent who can understand and 
  hear what he is saying, he may use a free action to taunt them. A 
  taunted enemy gets a -2 penalty to AC and attack rolls and can 
  not benefit from any morale bonuses for 1 round.
  This replaces countersong.
  Quiet Lullaby (Su): At 1st level, a knave learns a perfor-
  mance that helps disguise his true intentions. When he uses 
  this form of performance, he may attempt a Perform check. 
  Any attempt to detect the knave’s use of supernatural, spell-
  like, or sphere abilities by observing him must succeed in a 
  Perception check against the knave’s Perform check. This in-
  cludes the use of the lullaby itself. The effects of a disguised 
  ability are not hidden.
  This replaces distraction.
  A Knave of All Trades (Ex): The knave knows more 
  than he lets on, and can prepare a few tricks even seasoned wiz-
  ards do not know. At 2nd level, whenever the knave rests and 
  regains spell points, he may choose a sphere he possesses. He 
  may use his class level as his caster level with that sphere. This 
  stacks normally with caster levels gained from other sources.
  This replaces well-versed.
  Peak Performance (Su): At 12th level, the knave may 
  play a song that extends the effect of his sphere abilities. 
  Whenever he uses a sphere ability, any ally within 60 feet who 
  can see or hear him is considered within range, and he may 
  spend a spell point when using a sphere ability to affect any 
  number of allies within 60 feet.
  This replaces soothing song.
  Inspire Aggravation (Su): At 15th level, a knave learns 
  to counter magical effects with his performance. When an ene-
  my within 60 feet of the knave attempts to use a sphere ability 
  while this song is in effect, it must succeed at a magical skill 
  check against the knave’s MSD. If its tradition has the verbal 
  components drawback or its spherecasting otherwise requires 
  it to speak, it has a -4 penalty to this roll. If it fails, it may not 
  use that sphere that turn, but do not lose its action or expend 
  any spell points.
  This replaces inspire heroics.
  Bloodrager
  Sphere Bloodrager
  Casting: At 4th level, the sphere bloodrager may com-
  bine spheres and talents to create magical effects. The sphere 
  bloodrager is considered a Low-Caster. (Note: All casters gain 
  2 bonus talents and a casting tradition the first time they gain 
  the casting class feature.)
  This replaces the spells class feature and the Eschew 
  Materials feat.
  Spell Pool: At 4th level, the sphere bloodrager gains a 
  small reservoir of energy he can call on to create truly wondrous 
  effects, called a spell pool. This pool contains a number of spell 
  points equal to his class level + his casting ability modifier. This 
  pool replenishes once per day after roughly 8 hours of rest.
  Magic Talents: A sphere bloodrager gains one magic tal-
  ent at 4th level and every 2 levels thereafter.
  
  Chapter 4: Archetypes
  125
  Bloodline Talent: At 7th level, a sphere bloodrager gains 
  one bonus magic talent that must be spent on a sphere associ-
  ated with his bloodline, as outlined below:
  Bloodline Spheres: Aberrant 
  (Mind), Abyssal 
  (War), 
  Aquatic (Weather), Arcane (Warp), Black Blood (Blood), 
  Celestial (Light), Destined (Time), Draconic (Divination), 
  Elemental (Destruction), Fey (Fallen Fey), Hag (Illusion), 
  Infernal (Conjuration), Kyton (Telekinesis), Martyred (Life), 
  Medusa (Protection), Salamander (Creation), Shadow (Dark), 
  Shapechanger (Alteration), Sphinx (Fate), Undead (Death), 
  Verdant (Nature), Vestige (Enhancement).
  This replaces the spells usually gained from the sphere 
  bloodrager’s bloodline.
  Sphere Bloodrage: The sphere bloodrager may cast 
  sphere effects on himself upon entering a bloodrage instead of 
  casting spells on himself when using the greater bloodrage and 
  mighty bloodrage class features. Just as with spells, the effect 
  can only be applied to himself, and if it has a duration of greater 
  than 1 round, it instead lasts for the duration of the bloodrage. 
  The chosen sphere effect must cost no spell points; if an effect 
  is chosen with a duration of concentration, it instead lasts 1 
  round. At 20th level, the chosen effect no longer needs to cost 
  0 spell points.
  This alters greater bloodrage and mighty bloodrage.
  Sphere Blood Casting: At 4th level, the sphere bloodrag-
  er may use magical sphere effects while bloodraging, just as he 
  can with spells.
  This alters blood casting.
  Hemophage (Champion)
  Proficiencies: Hemophages are proficient with simple 
  weapons, as well as light armor and bucklers. In addition, if 
  this is this character’s first level in any class, they may select a 
  martial tradition of their choice.
  This alters weapon and armor proficiencies.
  Casting: At 1st level, the hemophage may combine 
  spheres and talents to create magical effects. The hemophage 
  is considered a Low-Caster. (Note: All casters gain 2 bonus tal-
  ents and a casting tradition the first time they gain the casting 
  class feature.)
  This replaces the spells class feature, and the Eschew 
  Materials feat.
  Spell Pool: At 1st level, the hemophage gains a small res-
  ervoir of energy he can call on to create truly wondrous effects, 
  called a spell pool. This pool contains a number of spell points 
  equal to his class level + his casting ability modifier. This pool 
  replenishes once per day after roughly 8 hours of rest.
  Blended Training: A hemophage gains a combat or mag-
  ic talent every time he gains a class level. Hemophages use their 
  casting ability modifier as their practitioner modifier.
  This replaces fast movement and all bloodline feats.
  Absorb Bloodline: At 1st level, the hemophage does not 
  gain a bloodline. Instead, he can temporarily access one by 
  drinking the blood of creatures with the appropriate bloodline 
  or other associated creatures. By drinking fresh blood (which 
  inflicts 1 point of Constitution damage from a helpless, uncon-
  scious, or willing creature as a standard action or by inflicting 
  ability damage with the blood drain ability) from a bloodrager or 
  sorcerer with the given bloodline or from a creature associated 
  with that bloodline (other than himself), the hemophage may 
  choose to gain the ability to use the bloodline powers (but not 
  bonus spells, proficiencies, and so on) as appropriate to his lev-
  el indefinitely. This ability is usable any number of times per 
  day, though gaining a new bloodline removes the benefits of any 
  previous use. Gaining a bloodline again does not restore uses 
  of abilities with limited activations, any uses of that ability are 
  expended until recovered as normal.
  Blood must be harvested within 1 hour after death. Drinking 
  the blood normally requires a full minute, but hemophages can 
  distill the blood into a potion-sized draught that can be stored 
  indefinitely and consumed as a standard action. This takes 10 
  minutes per draught and requires the use of an alchemy lab.
  The hemophage may only store a number of such draughts 
  equal to his class level plus his casting ability modifier (mini-
  mum 1) at a time; creating draughts in excess of this number 
  requires allowing previously made draughts to expire. Tiny 
  creatures can supply 1 draught each, Small creatures 2 each, 
  Medium creatures 4 each, etc. Creatures smaller than Tiny lack 
  sufficient blood for the process.
  In addition to bloodragers and sorcerers of the given blood-
  line, the following list presents a few examples of creatures 
  whose blood is considered associated to a bloodline. There may 
  be others who work equally well, at the GM’s discretion. Only 
  bloodlines from the Advanced Classes Guide are included in 
  this list; other bloodlines can be accessed similarly if in use in 
  your game.
  • Aberrant: Any aberration.
  • Abyssal: Any outsider with the chaotic and evil 
  subtypes.
  • Arcane: Any arcane caster, sphere caster with and 
  arcane-associated or natural tradition or any creature 
  with an arcane spell or spell-like ability of at least 
  3rd-level.
  • Celestial: Any outsider with the good subtype.
  • Destined: Any creature able to cast divination spells.
  • Draconic: Any dragon or creature with the dragon 
  type.
  • Elemental: Any creature with an elemental or energy 
  subtype (air, cold, earth, fire, water), provided it has 
  flesh and blood (such as a salamander, but not a fire 
  elemental).
  • Fey: Any elf, fey, or gnome.
  • Infernal: Any outsider with the evil and lawful 
  subtypes
  • Shapechanger: Any creature with the shapechanger 
  subtype.
  • Undead: Any undead creature with flesh and blood 
  (such as vampires or ghouls, but not skeletons).
  This replaces bloodline, including all bloodline spells (but 
  not bloodline feats, which are replaced by blended training).
  Sphere Blood Casting: At 4th level, the sphere bloodrag-
  er may use magical sphere effects while bloodraging, just as he 
  can with spells.
  This alters blood casting.
  
  Chapter 4: Archetypes
  126
  Sphere Greater Bloodrage: In place of casting a spell of 
  2nd level or lower as part of entering bloodrage, the hemophage 
  may cast a sphere ability on himself as a free action. The sphere 
  ability affects only the hemophage or his equipment.
  If the sphere ability can be maintained with concentration, 
  the hemophage does not need to begin concentration until his 
  bloodrage ends. The hemophage must pay the normal spell 
  point costs of the ability.
  This alters greater bloodrage.
  Sphere Mighty Bloodrage: The hemophage’s mighty 
  bloodrage ability allows the hemophage to cast two sphere abil-
  ities on himself.
  This alters mighty bloodrage.
  Mystic Scion
  When a heart full of rage meets blood filled with magic, 
  a mystic scion is created. Rage is their weapon of choice, and 
  magic makes them stronger.
  Casting: The mystic scion may combine spheres and tal-
  ents to create magical effects. The mystic scion is considered a 
  Low-Caster. (Note: All casters gain 2 bonus talents and a cast-
  ing tradition the first time they gain the casting class feature.)
  This replaces the spells class feature, bloodline spells, and 
  the Eschew Materials bonus feat.
  Spell Pool: A mystic scion gains a small reservoir of en-
  ergy he can call on to create truly wondrous effects, called a 
  spell pool. This pool contains a number of spell points equal to 
  his level + his casting ability modifier (minimum 1). This pool 
  replenishes once per day after roughly 8 hours of rest.
  Magic Talent: A mystic scion gains one magic talent at 
  4th level and every 2 levels thereafter.
  Fast Movement: The mystic scion does not gain this 
  ability until 2nd level.
  This alters fast movement.
  Bloodrage: At 1st level, the 
  mystic scion gains the unchained 
  barbarian’s rage ability. This counts 
  as the unchained barbarian’s rage 
  class features for the purpose of feat 
  prerequisites, feat abilities, magic item 
  abilities, and spell effects.
  If the mystic scion would acquire a 
  rage power via any means, he may choose 
  an unchained barbarian rage power instead.
  This alters bloodrage.
  Ragespell: At 2nd level, the mystic scion 
  begins to harness the destructive magics with-
  in them. He gains the Destruction sphere with 
  the Energy Focus drawback (which grants him 
  a bonus (blast type) talent). If he possesses this 
  sphere from another source, he gains another 
  Destruction talent of his choice.
  The mystic scion chooses a damage type. 
  Whenever he uses a Destruction sphere ability 
  to do damage of this type, he may use his class 
  level as his caster level. This stacks normally 
  with caster levels gained from other sources.
  This replaces uncanny dodge and improved uncanny dodge.
  Blood Casting: At 4th level, the mystic scion gains the 
  ability to use sphere abilities even while bloodraging. He can 
  also cast these sphere abilities defensively and can attempt con-
  centration checks while bloodraging.
  This alters blood casting.
  Greater Bloodrage: At 11th level, the mystic scion gains 
  the unchained barbarian’s greater rage ability.
  In addition, upon entering a bloodrage, the mystic scion 
  can use a sphere ability on himself as a free action. The sphere 
  ability affects only the mystic scion or his equipment. If the 
  sphere ability can be maintained with concentration, the mystic 
  scion does not need to begin concentration until his bloodrage 
  ends. The mystic scion must pay the normal spell point costs 
  of the ability.
  This alters greater bloodrage.
  Tireless Bloodrage: At 17th level, the mystic scion gains 
  the unchained barbarian’s tireless rage ability.
  This alters tireless bloodrage.
  Mighty Bloodrage: At 20th level, the mystic scion gains 
  the unchained barbarian’s mighty rage ability. In addition, upon 
  entering a bloodrage, the mystic scion can use two sphere abil-
  ities on himself.
  This alters mighty bloodrage.
  Wendigo (Champion)
  Wendigos are terrible creatures of cold, wind, and famine, 
  and those who learn to harness their energies find themselves 
  embodying the frightening powers of these creatures.
  Proficiencies: Wendigo are proficient with simple weap-
  ons, as well as light armor and bucklers. In addition, if this is 
  this character’s first level in any class, they may select a martial 
  tradition of their choice.
  This alters weapon and armor proficiencies.
  Casting: The wendi- go may combine spheres and 
  talents to create magical ef-
  fects. The wendigo is con-
  sidered a Low-Caster. (Note: 
  All casters gain 2 bonus tal-
  ents and a casting tradition 
  the first time they gain the 
  casting class feature.)
  This replaces the spells class 
  feature and all bloodline spells.
  Spell Pool: The wendigo gains 
  a small reservoir of energy he can call on to 
  create truly wondrous effects, called a spell 
  pool. This pool contains a number of 
  spell points equal to his level + his cast-
  ing ability modifier (minimum 1). 
  This pool replenishes once per 
  day after roughly 8 hours of 
  rest.
  Blended Training: A wen-
  digo gains a combat or magic talent ev-
  ery even level.
  Hunger (Ex): At 1st level the 
  wendigo gains a bite attack. This is 
  
  Chapter 4: Archetypes
  127
  a primary natural attack dealing 1d6 damage (1d4 damage if 
  Small) plus the wendigo’s Strength modifier. This ability replac-
  es bloodline and the bloodline power gained at 1st level.
  Snow Strider (Ex): Starting at 2nd level, the wendigo’s 
  speed is unhindered by snow. He need not spend extra squares 
  of movement to move through it, leaves no trail in snow or 
  ice, and cannot be tracked. He may choose to leave a trail if 
  so desired. At 5th level he need not attempt Acrobatics checks 
  to move, run, or charge on ice; takes no penalty to Acrobatics 
  checks for moving on ice; and gains a +10 feet enhancement bo-
  nus to his land speed while on snow, ice, or other frozen terrain 
  (such as permafrost).
  This ability replaces uncanny dodge and improved uncanny 
  dodge.
  Famine Aura (Su): At 3rd level, while the wendigo is in his 
  bloodrage any living creature that begins their turn within 30 
  feet or moves into this area must succeed at a Fortitude save 
  (DC 10 + 1/2 the wendigo’s class level + his casting ability mod-
  ifier) or be fatigued for one round per 3 class levels. Whether a 
  creature succeeds or fails on this saving throw, they are immune 
  to that particular wendigo’s aura of famine for 24 hours. At 12th 
  level any creature that fails its save becomes exhausted instead 
  of fatigued and any creature that succeeds on its saving throw is 
  fatigued for one round. At the beginning of each day, the wen-
  digo may choose a number of creatures up to his Constitution 
  modifier or his casting ability modifier, whichever is greater, to 
  be immune to this aura. Any creatures bound to the wendigo 
  or those he chooses to be immune, such as familiars or animal 
  companions, are similarly immune.
  For each creature that fails a saving throw against this abil-
  ity, the duration of the wendigo’s fatigue after his bloodrage 
  ends decreases by 1.
  This ability replaces all bloodline feats.
  Sphere Blood Casting: At 4th level, the sphere bloodrag-
  er may use magical sphere effects while bloodraging, just as he 
  can with spells.
  This alters blood casting.
  Ravenous Spirit (Su): At 4th level, whenever the wendi-
  go deals damage with his bite attack he may spend a spell point 
  as an immediate action to have his spirit reach out and devour 
  the spirit of an enemy within 30 feet. The target enemy takes 
  1d6 nonlethal cold damage per 4 bloodrager levels and the wen-
  digo gains an equal number of temporary hit points that last 1 
  minute per class level. At 12th level he may target two enemies 
  in this way, and at 18th level he may target three, gaining a num-
  ber of temporary hit points equal to the total damage dealt to 
  all enemies.
  This ability replaces the bloodline powers gained at 4th 
  and 12th level.
  Devour Magic (Su): Starting at 8th level, the wendigo 
  may counter a spell or magical effect cast by another within me-
  dium range as an immediate action. He must succeed at a magic 
  skill check against the caster or magical effect in question. If he 
  succeeds then the targeted effect is negated with no result and 
  he gains any spell points spent on the negated effect as tempo-
  rary spell points that last for one minute; if he negates a spell he 
  instead gains a number of spell points equal to the spell’s level 
  divided by 3, rounded up. He may use this ability once per day 
  at 8th level and twice per day at 16th level.
  This ability replaces the bloodline powers gained at 8th 
  and 16th level.
  Rime Rage (Su): At 11th level the wendigo produces a fe-
  rocious aura of cold as long as he is in a bloodrage. This affects 
  the area within 25 feet of him as though he used control weath-
  er to reduce Heat or increase Cold, using his class level as his 
  caster level. This stacks normally with caster levels gained from 
  other sources. The temperature changes instantly, dropping to 
  the highest severity of Cold he could create. Talents such as 
  Cold Lord apply to this effect, and he need not concentrate on 
  it, but it ends immediately upon ending his rage and he cannot 
  increase the effect size, center it anywhere but on himself, or 
  spend a spell point to modify it.
  This alters greater bloodrage, replacing the ability to apply 
  spells to himself on entering a bloodrage.
  Bitter Rage (Su): At 20th level the wendigo’s aura of cold 
  becomes almost a living thing. As a free action once at the end 
  of each turn he may move the area of cold from rime rage to 
  any point within 75 feet, causing it to pass through each space 
  between its old position centered on the wendigo and its new 
  one and affecting that area until the end of his next turn. At the 
  beginning of his next turn, he must choose to either teleport (as 
  the Warp sphere base ability) to the center of the aura as a free 
  action or cause the aura to return to him. If he is somehow pre-
  vented from teleporting, the aura returns to him automatically.
  This alters mighty bloodrage, replacing the increased spell 
  level he may apply to himself on entering a bloodrage.
  Cleric
  Sphere Cleric
  Casting: The sphere cleric may combine spheres and tal-
  ents to create magical effects. The sphere cleric is considered a 
  High-Caster. (Note: All casters gain 2 bonus talents and a cast-
  ing tradition the first time they gain the casting class feature.)
  This replaces the spells class feature.
  Spell Pool: The sphere cleric gains a small reservoir of 
  energy she can call on to create truly wondrous effects, called a 
  spell pool. This pool contains a number of spell points equal to 
  her level + her casting ability modifier (minimum 1). This pool 
  replenishes once per day after roughly 8 hours of rest.
  Magic Talents: A sphere cleric gains 1 magic talent at 2nd 
  level and every 2 levels thereafter.
  Necromantic Focus: A sphere cleric who chooses to 
  channel positive energy at 1st level gains the Life sphere as a 
  bonus magic talent. A sphere cleric who chooses to channel 
  negative energy gains the Death sphere as a bonus magic talent. 
  She gains an additional talent from this sphere at 3rd, 7th, 11th, 
  15th, and 19th level.
  This replaces spontaneous casting.
  Domains: A sphere cleric gains domains as normal, but 
  does not gain domain spells. Instead, she gains a bonus magic 
  talent at 1st level, chosen from the spheres associated with her 
  selected domains. She gains an additional magic talent from 
  one of those domains at 5th, 9th, 13th, and 17th level.
  This alters the domains class feature. 
  
  Chapter 4: Archetypes
  128
  The spheres associated with each domain are as follows:
  Domain
  Associated 
  Sphere
  Air
  Weather
  Animal
  Alteration
  Artifice
  Creation
  Chaos
  Fate
  Charm
  Mind
  Community
  Protection
  Darkness
  Dark
  Death
  Death
  Destruction
  Destruction
  Earth
  Nature
  Erosion
  Creation
  Evil
  Fate
  Fire
  Nature
  Glory
  Enhancement
  Good
  Fate
  Healing
  Life
  Knowledge
  Divination
  Law
  Fate
  Liberation
  Warp
  Luck
  Fate
  Madness
  Mind
  Magic
  Divination
  Nobility
  War
  Plant
  Nature
  Protection
  Protection
  Repose
  Life
  Ruins
  Destruction
  Rune
  Enhancement
  Scalykind
  Alteration
  Strength
  Enhancement
  Sun
  Light
  Travel
  Warp
  Trickery
  Illusion
  Vermin
  Alteration
  Void
  Warp
  War
  War
  Water
  Nature
  Weather
  Weather
  Faithful Shepherd
  The faithful shepherd believes that to get others to follow 
  them, she must be in front. She puts herself in harm’s way so 
  that she can tend to her flock. As a master of healing and pro-
  tecting magic, she is well equipped to protect herself even with-
  out her martial skills, but her strongest ability is the strength 
  that sustains her allies.
  Casting: The faithful shepherd may combine spheres and 
  talents to create magical effects. The faithful shepherd is con-
  sidered a Mid-Caster. (Note: All casters gain 2 bonus talents 
  and a casting tradition the first time they gain the casting class 
  feature.)
  This replaces the spells class feature.
  Spell Pool: The faithful shepherd gains a small reservoir 
  of energy she can call on to create truly wondrous effects, called 
  a spell pool. This pool contains a number of spell points equal 
  to her level + her casting ability modifier (minimum 1). This 
  pool replenishes once per day after roughly 8 hours of rest.
  Magic Talents: A faithful shepherd gains 3/4ths of a mag-
  ic talent every level (the same progression as she gains caster 
  levels).
  Keep the Flock: The faithful shepherd gains the Life and 
  Protection spheres as bonus magic talents.
  This replaces domain bonus spells.
  Positive Channeling: A faithful shepherd must choose 
  positive energy as the energy she channels with her channel en-
  ergy class feature. The faithful shepherd uses her casting ability 
  modifier in place of Charisma to determine uses per day, saving 
  throw DC, and all other effects when channeling energy.
  This alters channel energy.
  Divine Works: The faithful shepherd has been gifted by 
  her deity with minor miracles she can use to protect and heal 
  her allies - and to spread the good word. The faithful shepherd 
  gains 1 divine work at 1st level, and an additional divine work 
  every odd level after the 1st, for a total of 10 at 19th level. Each 
  divine work may be chosen once only. She may choose from the 
  following works:
  Aid the Faithful (Ex): Whenever the faithful shepherd uses 
  an ability that heals an ally within the area of one of her wards, 
  that ally gains additional hit points equal to the faithful shep-
  herd’s casting ability modifier. This cannot add more healing 
  than the original ability healed, and does not apply to abilities 
  that grant fast healing or regeneration.
  Ask for a Sign (Su) (requires faithful shepherd 3): As a standard 
  action, the faithful shepherd may spend a use of her channel en-
  ergy ability to create a sign. The sign appears in the air over the 
  shepherd, and remains in one location, active for a number of 
  rounds equal to her casting ability modifier. The sign duplicates 
  the effect of one of the exorcist hedgewitch’s sanctions, chosen 
  when the sign is created, as if the shepherd were a hedgewitch 
  of equal level. She may only have one sign active at a time; using 
  this ability ends any previous sign, and she may not use a sign 
  that would affect herself.
  Condemn the Unholy (Su) (requires faithful shepherd 7): As a 
  standard action, the faithful shepherd may spend a use of her 
  channel energy ability to force an extraplanar creature within 
  30 feet back to its proper plane of existence if it fails a Will save 
  
  Chapter 4: Archetypes
  129
  versus a DC equal to 10 + 1/2 the faithful shepherd’s class level + 
  her casting ability modifier. If the effect is successful, the crea-
  ture is instantly teleported away to its native plane of existence.
  Divine Guidance (Ex): With her deity’s favored weapon, the 
  faithful shepherd can use her casting ability modifier instead of 
  her Strength or Dexterity modifier on attack rolls.
  Divine Inspiration (Ex): By communing with her deity, the 
  faithful shepherd gains access to expanded knowledge. As 
  a standard action, she may spend a use of her channel ener-
  gy ability to gain an insight bonus to a Knowledge skill of her 
  choice equal to 1/2 her class level. This bonus lasts until she 
  rests and regains the uses of her channel energy ability. She may 
  use this ability multiple times, each time choosing a different 
  Knowledge skill.
  Give Heart (Su): Whenever the faithful shepherd creates a 
  ward, she may invigorate every ally within the area of the ward 
  as a free action. This is considered only one use of the invigorate 
  ability, regardless of the number of allies affected.
  Grant Protection (Ex) (requires faithful shepherd 5): The faith-
  ful shepherd gains a talent from the Protection sphere that she 
  qualifies for. Whenever she rests for 8 hours and regains spell 
  points, she may change which Protection sphere talent she 
  gains from this work.
  Hand of the Gods (Ex) (requires faithful shepherd 5): The faith-
  ful shepherd gains a channeling feat that she qualifies for. 
  Whenever she rests for 8 hours and regains spell points, she 
  may change which channeling feat she gains from this work.
  Heal the Sick (Su): When the faithful shepherd heals with 
  her channel energy ability, she may include any ally with an aegis 
  she created in the effect of her channel energy, as long as they 
  are within line of sight.
  Holy Presence (Ex): The faithful shepherd may choose a 
  (consecration) talent from the Fate sphere. She may create a 
  ward that duplicates the effects of that consecration within its 
  boundary. This ward is a Protection sphere talent, and uses the 
  faithful shepherd’s Protection caster level to determine effects. 
  If creating the consecration would normally require a spell point 
  to be spent, she must still spend that spell point.
  Instill Virtue (Su) (requires faithful shepherd 3): The weapons 
  of any ally under the effect of any aegis the faithful shepherd 
  created are considered aligned (with the faithful shepherd’s 
  alignment) for the purposes of overcoming damage reduction.
  Keep the Faith (Su) (requires faithful shepherd 3): The faithful 
  shepherd may spend a standard action to create a 30-foot aura 
  that gives special protection to herself and any allies within 
  range. When she creates this aura, she chooses a (ward) talent 
  she possesses other than the base sphere barrier ability: she and 
  all allies within are protected as if they were within a ward of 
  this type cast by the faithful shepherd. The aura is not a true 
  ward and can not trigger effects related to wards, and enemies 
  are not affected by the aura. The aura remains until the faith-
  ful shepherd chooses a different (ward) talent to create an aura 
  with or until she dies, and can last indefinitely. Only one aura 
  may be in effect at any given time.
  Minister to the Faithful (Su) (requires faithful shepherd 9): Any 
  ally within a 30-foot radius of the faithful shepherd or inside 
  one of her wards may, as a standard action, use one of the faith-
  ful shepherd’s Life or Protection sphere abilities on herself. The 
  sphere effect must have a casting time of one standard action 
  or less. The sphere effect is cast as if the faithful shepherd had 
  herself cast it, and is considered her effect. Any spell points 
  used are lost by the faithful shepherd. This sphere effect may 
  only target the ally and can not be combined with abilities that 
  allow sphere abilities to target multiple creatures. The faithful 
  shepherd must be willing to allow this to happen, but does not 
  need to be conscious or aware.
  Omniscience (Ex) (requires faithful shepherd 7): As a standard 
  action, the faithful shepherd may spend a use of her channel en-
  ergy ability to grant herself the benefit of any one magic talent 
  or channeling feat she does not possess. This effect lasts for 1 
  minute. She must meet all of the feat’s prerequisites, or if gain-
  ing a magic talent other than a base sphere, she must possess 
  that talent’s base sphere. Multiple uses of this ability do not 
  stack. If she uses this ability again before the previous duration 
  has expired, it replaces the previous use.
  Pray for a Miracle (Ex): The faithful shepherd can use any 
  (succor) talent she possesses on any ally within 30 feet or the 
  range of her Protection abilities (whichever is farther) without 
  sacrificing an aegis. She must instead spend a spell point.
  Punish the Unfaithful (Ex): The faithful shepherd gains a cir-
  cumstance bonus to damage equal to her casting ability modi-
  fier with all melee attacks made on enemies within a ward she 
  created.
  Purify the Sinners (Ex): The faithful shepherd may choose a 
  (totem) talent from the War sphere. She may create a ward that 
  duplicates the effects of that totem within its boundary. This 
  ward is a Protection sphere talent, and uses the faithful shep-
  herd’s Protection caster level to determine effects. If creating 
  the totem would normally require a spell point to be spent, she 
  must still spend that spell point.
  Serve Life (Ex) (requires faithful shepherd 5): The faithful 
  shepherd gains a talent from the Life sphere that she qualifies 
  for. Whenever she rests for 8 hours and regains spell points, she 
  may change which Life sphere talent she gains from this work.
  Show Mercy (Su): When the faithful shepherd channels en-
  ergy, she uses d8s instead of d6s to determine the effect.
  Take on Suffering (Su): As an immediate action, the faithful 
  shepherd may spend a spell point to redirect a ranged attack or 
  ranged ability targeting an ally within 30 feet to herself. This 
  decision may be made after it is determined if the attack hits 
  the ally.
  Tireless Devotion (Ex) (requires faithful shepherd 9): The faith-
  ful shepherd may use Protection and Life sphere abilities even 
  while dazed, nauseated, or stunned. Whenever she is under any 
  of these effects, she may still take a standard action in order to 
  use a sphere ability. If the character is nauseated, this standard 
  action is in place of the move action usually allowed. She must 
  spend an extra spell point to do this, in addition to the normal 
  costs of the ability.
  This replaces spontaneous casting.
  
  Chapter 4: Archetypes
  130
  Cleric Domains
  Fey Domain
  Powerful lords of Faerie can grant a portion of their power 
  to their followers. Druids may select this domain with their 
  nature bond class feature.
  Associated Sphere: Fallen Fey.
  Granted Powers
  Blessing of the Sidhe (Sp): You can touch a willing creature as 
  a standard action, giving it a blessing. For the next round, any 
  time the target rolls a d20, it may roll twice and take the more 
  favorable result. You can use this ability a number of times per 
  day equal to 3 + your casting ability modifier.
  Fey Skin (Su): At 6th level, as a swift action, you may grant 
  yourself DR/cold iron equal to half your class level for 1 minute. 
  You may do this a number of times per day equal to 3 + your 
  casting ability modifier.
  Domain Spells: 1st—silent image, 2nd—hideous laughter, 
  3rd—fey form I*, 4th—charm monster, 5th—fey form II*, 6th—
  mass fly, 7th—power word blind, 8th—fey form IV*, 9th—domi-
  nate monster.
  *Ultimate Wilderness
  Seelie Subdomain
  Associated Domain: Fey.
  Replacement Power: The following granted power re-
  places the fey skin power of the Fey domain.
  Charming Touch (Su): You can charm a living humanoid by 
  touching it. Creatures in combat and those with a hostile at-
  titude toward you are unaffected. Creatures receive a Will sav-
  ing throw to negate the effect. Creatures that fail their save 
  change their attitude toward you to friendly for 1 round per 2 
  class levels (minimum 1). The target views you and your words 
  in favorable ways (although this does not grant the ability to 
  communicate with the target if it cannot already understand 
  you). You must succeed at an opposed Charisma check to con-
  vince it to do something it would not normally do, and requests 
  that are against its nature or fatal to itself are never obeyed. 
  Any hostile action by you or your allies breaks the effect. You 
  can use this ability a number of times per day equal to 3 + your 
  casting ability modifier.
  Replacement Spells: 3rd—major image, 6th—geas/
  quest, 8th—irresistible dance
  Unseelie Subdomain
  Associated Domain: Fey.
  Replacement Power: The following granted power re-
  places the blessing of the sidhe power of the Fey domain.
  Curse (Su): As a standard action, you can curse a creature 
  within 30 feet, forcing it to roll twice and take the worse result 
  on all saving throws until the end of your next turn. You may do 
  this a number of times per day equal to 3 + your casting ability 
  modifier.
  Replacement Spells: 4th—confusion, 5th—dominate 
  person, 9th—weird
  Druid
  Sphere Druid
  Casting: The sphere druid may combine spheres and tal-
  ents to create magical effects. The sphere druid is considered a 
  High-Caster. (Note: All casters gain 2 bonus talents and a cast-
  ing tradition the first time they gain the casting class feature.)
  This replaces the spells class feature.
  Spell Pool: The sphere druid gains a small reservoir of 
  energy she can call on to create truly wondrous effects, called a 
  spell pool. This pool contains a number of spell points equal to 
  her level + her casting ability modifier (minimum 1). This pool 
  replenishes once per day after roughly 8 hours of rest.
  Magic Talents: A sphere druid gains 1 magic talent every 
  even level.
  Natural Magic: The sphere druid gains a bonus magic 
  talent at 1st, 3rd, 7th, 11th, 15th, and 19th level which must be 
  spent in the Nature or Weather spheres.
  This replaces spontaneous casting.
  Nature Bond: If a sphere druid chooses to gain a domain 
  as her nature bond, she gains its associated sphere and a bonus 
  magic talent from that sphere at 5th, 9th, 13th, and 17th level, 
  as the sphere cleric.
  This alters the nature bond class feature.
  Wild Heart: The sphere druid gains the Alteration sphere 
  or a talent from the Alteration sphere as a bonus sphere at 4th, 
  10th, and 16th level. When spending a spell point to allow a 
  shapeshift on herself and only on herself to endure without con-
  centration, the effect lasts for up to 10 minutes per caster level 
  instead of 1 minute per caster level. At 20th level, the effect can 
  be made permanent until dismissed.
  This replaces the wild shape class feature.
  Spirit Mender
  The spirit mender is a devotee of nature, just as all druids 
  are. But more than most, she is loved by nature in return, and 
  the spirits of nature gather around her, ready to answer her call. 
  She is in tune with the healing and nurturing powers of the 
  worldsoul, rather than the feral and animalistic powers.
  Casting: The spirit mender may combine spheres and tal-
  ents to create magical effects. The spirit mender is considered a 
  High-Caster. (Note: All casters gain 2 bonus talents and a cast-
  ing tradition the first time they gain the casting class feature.)
  This replaces the spells class feature.
  Spell Pool: The spirit mender gains a small reservoir of 
  energy she can call on to create truly wondrous effects, called a 
  spell pool. This pool contains a number of spell points equal to 
  her level + her casting ability modifier (minimum 1). This pool 
  replenishes once per day after roughly 8 hours of rest.
  
  Chapter 4: Archetypes
  131
  Magic Talents: A spirit mender gains 1 magic talent every 
  level.
  Class Skills: The spirit mender removes Knowledge (ge-
  ography) (Int) from her list of class skills and adds Knowledge 
  (religion) (Int) to her list of class skills.
  Nature Bond: If a spirit mender chooses to gain a domain 
  as her nature bond, she gains its associated sphere and a bonus 
  magic talent from that sphere at 5th, 9th, 13th, and 17th level, 
  as the sphere cleric.
  This alters the nature bond class feature.
  Base Attack Bonus: The spirit mender’s base attack bo-
  nus is equal to half her level (rounded down).
  Weapon and Armor Proficiency: Spirit menders are 
  proficient with the following weapons: club, dagger, dart, quar-
  terstaff, scimitar, scythe, sickle, shortspear, sling, and spear.
  Spirit menders are not proficient with any form of armor 
  or shield. A spirit mender who wears armor or uses a shield is 
  unable to use her spiritual protection, attendant spirits, bound 
  spirits, effortless stride or preserve the environment abilities 
  while doing so and for 24 hours thereafter.
  This alters weapon and armor proficiency.
  Spiritual Protection (Su): The spirits protect the spirit 
  mender as best they can, warning her of danger. While unar-
  mored and not carrying a shield, the spirit mender may add her 
  casting ability bonus (if any) to her AC and CMD. This does not 
  stack with other abilities that would allow the spirit mender 
  to apply her casting ability bonus (or any other mental ability 
  score) to her AC or CMD. She gains an additional +1 bonus to 
  her AC and CMD at 2nd level, and an additional +1 for every 4 
  class levels thereafter.
  This replaces the wild shape class feature.
  Attendant Spirits (Su): Small, invisible, intangible spir-
  its live in a cloud around the spirit mender. They continually 
  attend to her, removing stains and adjusting her possessions 
  and clothes: a spirit mender’s clothing floats around her, and 
  is strangely unaffected by wind or changes in gravity. Any com-
  mon stain or residue left upon the body or clothing of the spirit 
  mender disappears in a round, though more powerful chemicals 
  (such as the tar from a tanglefoot bag) are too strong for the 
  spirits to remove alone.
  The spirits are averse to the presence of metal. Although 
  they will abide its presence in smaller amounts, they will active-
  ly work to remove any large metal encumbrances from the spir-
  it mender’s body. Metal armor will fall off the spirit mender’s 
  body as quickly as it can be put on (even over her objections). 
  Metal possessions are generally not affected, but the spirits 
  tend to interfere enough to make metal weapons or shields un-
  wieldy and impossible to use in battle. Equipment that is most-
  ly wood with some metal (such as a spear) are still usable, as 
  is equipment made of alchemical silver (but not other metals, 
  even those with properties similar to alchemical silver).
  Whenever the spirit mender is restrained or placed in con-
  tact with anything her attendant spirits dislike, she receives 
  a circumstance bonus equal to half her level to Escape Artist 
  checks against it, as her spirits actively try to release her. The 
  spirit mender will always receive this bonus against non-living, 
  non-magical entanglements, artificial chemicals and against 
  metal bonds or grapples by metal or metal-wearing creatures.
  The spirit mender receives the Cantrip feat for free, and 
  any cantrip effect she can achieve that targets herself may be 
  performed as a swift action. If she already has the Cantrip feat, 
  she may choose any other feat she qualifies for instead.
  Bound Spirits (Su): The spirit mender attracts more 
  powerful nature spirits who do her bidding. She may possess a 
  number of spirits at once equal to 3 + her casting ability modi-
  fier (minimum 1).
  These spirits replenish whenever the spirit mender rests to 
  regain spell points. These spirits may be turned visible or invis-
  ible as a free action (if visible, they appear as wisps of energy 
  that glow dimly). Spirits either orbit the spirit mender (moving 
  as she does at the same speed), or may be directed to move 
  independently as a free action that may be taken once per soul 
  per round. Spirits behave as creatures with a fly speed of 40 
  feet that may only take actions to move and always succeed at 
  Fly checks. These spirits are only projected into the same plane 
  as the spirit mender, and as such are considered ethereal and 
  are also immune to damage of any kind. A spirit must remain 
  within medium range of the soul weaver, or disappear back to 
  the fey realm.
  A spirit mender gains a number of abilities, each of which 
  uses up a spirit’s energy. When using a bound spirits ability, the 
  expended spirit returns to the unbounded wilderness of the 
  fey realm until it is re-summoned at a future date. Spirit pow-
  ers generally require a standard action, and if a saving throw is 
  required the DC is equal to 10 + 1/2 spirit mender level + her 
  casting ability modifier. To use an ability, the target must be 
  adjacent to the spirit mender (if the spirit is orbiting her), or 
  else the spirit mender must first direct the spirit to move into 
  the target’s square.
  The spirit mender gains the following abilities:
  Aid the Living
  At 1st level, the spirit mender may expend a spirit to bol-
  ster a human, animal, magical beast, or plant, granting it a +1 
  sacred bonus to attack rolls and saving throws, which increases 
  by 1 for every 5 levels the spirit mender possesses. The creature 
  also gains 1 temporary hit point per level. These bonuses last 1 
  hour.
  Lovelorn Spirit
  At 1st level, the spirit mender may expend a spirit to aid 
  an ally who is at negative hit points, but not dead. The ally be-
  comes stable and gains temporary hit points equal to twice the 
  spirit mender’s class level for 1 minute.
  Open Arms
  At 1st level, The spirit mender can expend a spirit while us-
  ing a Life ability to allow it to affect a number of allies in close 
  range equal to half her spirit mender level, rounded up.
  Communing Spirit
  At 4th level, the spirit mender may expend one spirit to 
  commune with nature on a much deeper level, gaining glimps-
  es into the world beyond natural sight. This allows her to at-
  tempt a single Knowledge check with an insight bonus equal 
  to her spirit mender level + her casting ability modifier. This 
  may be used to reroll a Knowledge check the spirit mender had 
  previously failed, but no more than once per question. If the 
  spirit mender is touching a naturally occurring landmark such 
  as a great tree, river, or stone formation, she may summon its 
  
  Chapter 4: Archetypes
  132
  natural spirit and speak with it, learning about whomever else 
  has interacted or come near it in the past few days, and about 
  any important events that occurred in proximity to it.
  Healing Mastery
  At 8th level, the spirit mender can expend a spirit as a free 
  action to temporarily gain a Life talent she qualifies for. She 
  may use this talent once before the end of her current turn.
  Healing Spirit
  At 8th level, the spirit mender can expend a spirit to heal 
  herself or an adjacent ally 10 hit points per spirit mender level. 
  If the creature died within the previous round, it is restored to 
  life with at least 1 hit point.
  Blessed Spirit
  At 8th level, the spirit mender may expend a spirit as an 
  immediate action to allow the target to reroll a saving throw it 
  just failed.
  Ghostpoint
  At 12th level, the spirit mender may, when using a spell, 
  spell-like ability, sphere ability, or spirit mender ability, target 
  the effect as if she were standing in the same square as one of 
  her spirits. If the magic effect requires a touch attack, the spirit 
  may make the touch attack for the spirit mender, using her bo-
  nuses. This expends the spirit.
  Total Healing
  At 16th level, the spirit mender may spend a spirit to re-
  move all conditions currently affecting a living target. This also 
  removes all ability damage and drain, all temporary negative 
  levels, and up to one permanent negative level.
  Protected Spirit
  At 16th level, the spirit mender may use any of her bound 
  spirits powers on herself as a swift action. She may do this even 
  if helpless, unconscious or dead, as the spirits move to protect 
  her by their own will.
  The bound spirit ability counts as a soul weaver’s bound 
  nexus ability for the purpose of feats that require it as a prereq-
  uisite. For those feats, the spirit mender’s spirits are considered 
  synonymous with the soul weaver’s souls.
  Effortless Stride (Su): At 2nd level, attendant spirits 
  help carry and lift the spirit mender, allowing her to move nor-
  mally through difficult terrain, and causing her to move natu-
  rally silently. The spirit mender takes no Stealth penalties for 
  moving.
  This alters woodland stride.
  Preserve the Environment (Su): At 3rd level, the spirit 
  mender’s attendant spirits clean the environment around her as 
  she moves. She leaves behind no scent, no tracks in the soil, no 
  stains or fingerprints, and no physical indicator of her presence. 
  She cannot be tracked.
  This alters trackless step.
  Elementalist
  Admixture Savant
  Class Skills: The admixture savant loses Acrobatics 
  (Dex), Bluff (Cha), Climb (Str), Intimidate (Cha), and Swim 
  (Str) as class skills and gains Knowledge (all) (Int) as class skills.
  Admixture Pool (Su): At 2nd level, the admixture savant 
  gains the Admixture talent as a bonus talent.
  Additionally, he gains a pool of admixture points equal to 
  his level. These points may be used to remove the casting time 
  increase from the Admixture talent or to reduce the spell point 
  cost of a metamagic feat by one spell point per admixture point 
  spent.
  This ability replaces evasion and dodge bonus.
  Bonus Feat: The admixture savant may select a metam-
  agic feat or any feat with the casting prerequisite for which he 
  qualifies at 2nd level and every 4th levels thereafter.
  This replaces bonus combat feats.
  Intense Study (Su): At 3rd level, the admixture savant 
  may study a target that he can see as a move action. The ad-
  mixture savant adds 1/2 his admixture savant level to all damage 
  dealt by destructive blasts to his studied target until he studies 
  another target.
  At 9th level, this bonus damage increases to become equal 
  to his admixture savant level and he may study a target as a 
  swift action.
  At 15th level, this bonus damage increases to become equal 
  to 1.5 times his admixture savant level.
  This ability replaces favored element, but counts as fa-
  vored element for stacking purposes.
  Flexibility (Ex): At 11th level, the admixture savant may 
  spend 10 minutes practicing to gain a single bonus talent from 
  the Destruction sphere. He retains use of this talent until the 
  next time he rests to regain spell points or he spends 10 min-
  utes practicing to replace it with another talent.
  This ability replaces improved evasion.
  Metamagic Master (Ex): At 20th level, the admixture 
  adept reduces the spell point cost of any metamagic feat ap-
  plied to a destructive blast by 1 (minimum 0).
  This replaces energy body.
  Earth Warrior
  Earth Focus (Su): At 3rd level, an earth warrior adds 1/2 
  his earth warrior level to all damage dealt with destructive blasts 
  from the stone blast type group. At 9th level, this bonus dam-
  age increases to become equal to his earth warrior level, and 
  the earth warrior may use his class level as his caster level when 
  using the (earth) package from the Nature sphere. This stacks 
  normally with caster levels gained from other sources.
  At 15th level, the bonus damage increases to 1.5 times his 
  earth warrior level, and he gains a +2 bonus to his caster level 
  with the (earth) package from the Nature sphere.
  This replaces favored element.
  
  Chapter 4: Archetypes
  133
  Hard as Stone (Ex): At 5th level, an earth warrior gains 
  DR 1/adamantine. This increases to DR 2/adamantine at 11th 
  level, and DR 3/adamantine at 17th level.
  This alters elemental defense.
  Earth Movement (Su): At 7th level, an earth warrior 
  gains a 15 feet burrow speed. This improves to a 30 feet burrow 
  speed at 13th level, and the earth warrior gains tremorsense 10 
  feet. At 19th level the burrow speed increases to 45 feet and the 
  tremorsense increases to 20 feet.
  This replaces elemental movement.
  Earth Body: At 20th level, the earth warrior’s body has 
  become as hard as stone. His damage reduction increases to 
  DR 15/adamantine.
  This replaces energy body.
  Electrokinetic
  Electrokinesis: An electrokinetic gains the Destruction 
  sphere, the Telekinesis sphere, and the Electric Blast 
  Destruction talent as bonus magic talents, but also gains the 
  Energy Focus (electric blast) and Limited Telekinesis (metal 
  objects) drawbacks without gaining bonus talents from them.
  If the electrokinetic already possesses the Destruction 
  sphere or the Telekinesis sphere, he does not gain those 
  spheres but also does not gain their connected drawbacks. If 
  he already possesses the Electric Blast talent, he gains one free 
  Destruction talent of his choice.
  The electrokinetic uses his class level as his caster level 
  when using a destructive blast with an electric type blast type, 
  and when using telekinesis on metal objects.
  This ability replaces weave energy.
  Electrokinetic Stunts: An electrokinetic can select 
  electrokinetic stunts for which he qualifies in place of elemen-
  talist bonus feats. All stunts are supernatural abilities. Unless 
  otherwise specified an electrokinetic may only select any given 
  electrokinetic stunt once.
  Bioelectric Manipulation (Su): The electrokinetic may treat 
  living creatures as metal objects for the purposes of his telekine-
  sis and electrokinetic stunts.
  Electric Charge (Sp): When the electrokinetic uses his teleki-
  nesis to attack a target with a metal Bludgeon, he may spend a 
  swift action to affect that target as if they had also been struck 
  by his destructive blast, including any (blast type) talents, addi-
  tional talents and spell points that he applies to it. This destruc-
  tive blast must deal electricity damage, and cannot have a (blast 
  shape) talent applied to it.
  Electroreception (Su): The electrokinetic can sense electrici-
  ty around him, including bioelectricity. He gains blindsense 60 
  feet, except he can only sense sources of electricity and living 
  creatures, and do not require line of effect to sense these things 
  with his blindsense.
  Electrotherapy (Su): By modulating the electricity always 
  coursing through the electrokinetic, he can heal himself faster. 
  His natural healing rate for hit points and ability score damage 
  doubles, and he also doubles any healing from the treat deadly 
  wounds and long term care uses of the Heal skill. In addition, 
  after a night of rest he may remove a single point of ability 
  drain from one ability score, or two points after a day of com-
  plete bedrest.
  Lastly, whenever he would take ability damage or ability 
  drain, reduce the damage by 1 (minimum 0).
  Horizon (Su): The electrokinetic learns to stretch the limits 
  of his electrokinetic power, reaching further with it. When he 
  uses a destructive blast that deals electricity damage (or sonic 
  damage if he possesses the thunderclap class feature feature) or 
  he uses telekinesis on a metal object, increase the range of the ef-
  fect by one step (close to medium, medium to long). This stunt 
  cannot extend the range of these effects beyond long range. 
  This may be taken multiple times.
  Lightning Circuit (Su): Once per round when the electroki-
  netic would resist electricity damage with elemental defense 
  he may redirect the electric charge as a ray, firing it back at its 
  source as a ranged touch attack with a range equal to his de-
  structive blast range. If the ray hits it deals damage equal to the 
  damage resisted by elemental defense.
  Particle Blade (Sp): As a swift action the electrokinetic can 
  form a sharp, flexible weapon out of dust, sand and grit, draw-
  ing out metallic particles and accumulating others with static. 
  This particle blade is either a light melee weapon or two hand-
  ed melee weapon, chosen when he forms it. It deals slashing 
  damage equal to 1d6 per odd electrokinetic level.
  The particle blade immediately dissipates if removed from 
  his hand.
  Wall Bind (Sp): As a standard action, the electrokinetic can 
  pass a looping electric current through an object or creature 
  that binds it to a surface. This effect has the same range as his 
  telekinesis and suffers the same size restriction, and the target 
  must be touching a wall or floor. The target must succeed at 
  a Reflex save (DC 10 + 1/2 his electrokinetic level + his casting 
  ability modifier) or become entangled and anchored in place 
  for a number of rounds equal to his casting ability modifier 
  (minimum 1). An entangled creature can attempt to move by at-
  tempting a Strength or Escape Artist check equal to the Reflex 
  DC at the beginning of their turn. On a success they can move 
  for that turn, but remain entangled so long as they remain in 
  contact with a wall or floor.
  Favored Element (Su): An electrokinetic must select 
  electricity as his favored element at 3rd level. At 9th and 15th 
  level his bonus damage increases as normal, but he does not get 
  to select additional elements.
  This ability alters favored element.
  Elemental Defense (Su): At 5th level, the electrokinetic 
  gains resistance 10 to electricity and sonic. At 11th level, this 
  resistance increases to 15. At 17th level, this resistance increases 
  to 20. When he gains elemental body at level 20, this resistance 
  increases to 25.
  This ability alters elemental defense.
  Thunderbolt Wings (Su): At 7th level, an electrokinetic 
  gains a 20 feet fly speed with average maneuverability. At levels 
  13 and 19, the electrokinetic’s fly speed increases by 20 feet and 
  his maneuverability improves by one step.
  This ability replaces elemental movement.
  Thunderclap: At 9th level electrokinetic gains Thunder 
  Blast as a bonus magic talent,and may use his class level as 
  his caster level when making destructive blasts that deal sonic 
  damage.
  
  Chapter 4: Archetypes
  134
  An electrokinetic with the Energy Focus (electric blast) 
  drawback may make destructive blasts that deal either electricity 
  or sonic damage.
  Flame Warrior
  Fire Focus (Su): At 3rd level, a flame warrior adds 1/2 his 
  flame warrior level to all damage dealt with destructive blasts 
  from the fire blast type group.
  At 9th level, this bonus damage increases to become equal 
  to his flame warrior level, and the flame warrior may use his 
  class level as his caster level when using the (fire) package from 
  the Nature sphere. This stacks normally with caster levels 
  gained from other sources.
  At 15th level, the bonus damage increases to 1.5 times his 
  flame warrior level, and he gains a +2 bonus to his caster level 
  with the (fire) package from the Nature sphere.
  This replaces favored element.
  Fire Defense (Ex): At 5th level, a flame warrior gains fire 
  resistance equal to 5 + his flame warrior level.
  This replaces elemental defense.
  Fire Movement (Su): At 7th level, a flame warrior gains 
  a 20 feet increase to his base land speed. This improves by an-
  other 20 feet at 13th and 19th levels.
  This replaces elemental movement.
  Fire Body: At 20th level, the flame warrior’s body has be-
  come infused with the power of fire. He gains immunity to fire, 
  sneak attacks, and critical hits, and gains DR 10/magic.
  This replaces energy body.
  Geomancer
  Weave Elements (Su): A geomancer gains the Nature 
  sphere as a bonus sphere at 1st level, and uses his geomancer 
  level as his caster level with that sphere. This stacks normally 
  with caster levels gained from other sources.
  This replaces weave energy.
  Favored Package (Su): At 3rd level, a geomancer choos-
  es one of the packages from the Nature sphere and gains a +2 
  bonus to his caster level with that package. At 9th level, this 
  bonus improves by an additional +2, and he may choose anoth-
  er package to gain a +2 bonus with. At 15th level, all previously 
  chosen packages increase their caster level by another +2, and 
  the geomancer may choose a third package to gain a +2 bonus.
  This replaces favored element.
  Metal Warrior
  Conductive Focus (Su): At 3rd level, a metal warrior adds 
  1/2 his metal warrior level to all damage dealt with destructive 
  blasts from the electric blast type group. At 9th level, this bonus 
  damage increases to become equal to his metal warrior level, 
  and the metal warrior may use his class level as his caster level 
  when using the (metal) package from the Nature sphere. This 
  stacks normally with caster levels gained from other sources.
  At 15th level, the bonus damage increases to 1.5 times his 
  metal warrior level, and he gains a +2 bonus to his caster level 
  with the (metal) package from the Nature sphere.
  This replaces favored element.
  Electric Defence (Ex): At 5th level, a metal warrior 
  gains electricity resistance equal to 5 + his metal warrior level.
  This replaces elemental defense.
  Static Cling (Su): At 7th level, a metal warrior gains a 
  30 feet climb speed. This improves by 30 feet at 13th and 19th 
  levels.
  This replaces elemental movement.
  Electric Body: At 20th level, the metal warrior’s body has 
  become infused with the power of metal. He gains immunity 
  to electricity, sneak attacks, and critical hits, and gains DR 10/
  magic.
  This replaces energy body.
  Natural Warrior
  Natural Focus (Su): At 3rd level, the natural warrior adds 
  1/2 his natural warrior level to all damage dealt with destructive 
  blasts from the acid blast type group. At 9th level, this bonus 
  damage increases to become equal to his natural warrior level, 
  and the natural warrior may use his class level as his caster level 
  when using the (plant) package from the Nature sphere. This 
  stacks normally with caster levels gained from other sources.
  At 15th level, the bonus damage increases to 1.5 times his 
  natural warrior level, and he gains a +2 bonus to his caster level 
  with the (plant) package from the Nature sphere.
  This replaces favored element.
  Acid Defense (Ex): At 5th level, a natural warrior gains 
  acid resistance equal to 5 + his natural warrior level.
  This replaces elemental defense.
  Home in the Wild (Su): At 7th level, a natural warrior 
  gains woodland stride and trackless step, as the druid class 
  features. At 13th level, the natural warrior gains immunity to 
  poisons and diseases. At 19th level, the natural warrior gains 
  timeless body, as the druid class feature.
  This replaces elemental movement.
  Natural Body: At 20th level, the natural warrior’s body 
  has become infused with the power of nature. He gains immu-
  nity to acid, sneak attacks, and critical hits, and gains DR 10/
  magic.
  This replaces energy body.
  Soul Adept
  Most traditional elementalists focus on the four classical 
  elements; earth, air, fire and water. But a rare few, sometimes 
  known as soul adepts, instead focus on an energy they refer 
  to as ether; the primordial energy that suffuses and constitutes 
  the Ethereal Plane and is the source of power for all manner of 
  spirits, ghosts and entities. Mastering this bizarre energy grants 
  them unsurpassed proficiency in all matters incorporeal, some-
  times to the degree that the line between them and the spirits 
  they study begins to blur.
  Class Skills: A soul adept loses Escape Artist (Dex) as a 
  class skill, and adds Knowledge (religion) (Int) to his list of class 
  skills.
  Phantasmal Energy: At 2nd level, a soul adept gains the 
  Death sphere as a bonus magic talent.
  This replaces the bonus feat normally gained at 2nd level.
  
  Chapter 4: Archetypes
  135
  Weave the Ether (Su): At 3rd level, the soul adept gains 
  Ghostly Admixture as a bonus feat, even if he does not meet 
  the prerequisites, and may make admixtures even without the 
  Admixture talent, so long as he uses the Ghostly Admixture feat. 
  When using this feat, he uses the higher of his Destruction and 
  Death caster levels for determining the effects of each sphere.
  At 9th level, he adds 1/2 his class level to all damage dealt 
  by Ghostly Admixture destructive blasts, and he no longer needs 
  to spend the additional spell point detailed in the Ghostly 
  Admixture feat.
  At 15th level, he adds his full class level to all damage dealt 
  by Ghostly Admixture destructive blasts.
  This replaces favored element.
  Ghostly Defense (Su): At 5th level, the soul adept gains 
  a +2 bonus to saving throws vs. death effects, diseases, mind-af-
  fecting effects, paralysis, poison, sleep effects, and stunning. 
  These bonuses increase by 2 at 11th and 17th level.
  This replaces elemental defense.
  Wraith Form (Su): At 7th level, the soul adept becomes 
  incorporeal for a maximum number of rounds per day equal to 
  his class level + his casting ability modifier, as the wraith class 
  feature of the same name. If the soul adept gains this ability 
  from any other source, their levels stack when determining the 
  total number of rounds the soul adept may use this ability.
  This replaces elemental movement.
  Spiritual Body: At 20th level, the soul adept’s body be-
  comes one with the spirit world. He gains immunity to death 
  effects, sneak attacks, and critical hits, and gains DR 10/magic.
  This replaces energy body.
  Twinsoul Elementalist
  By channeling destructive energy through a vessel, a splin-
  ter of themselves given form by their magic to act as a lens to 
  focus their energy, these elementalists amplify their power even 
  further.
  Elemental Conduit: At 1st level, the twinsoul elemen-
  talist gains the Conjuration and Destruction spheres as bonus 
  magic talents. If the Destruction sphere is already possessed, 
  he may choose any Destruction sphere talent to gain as a bonus 
  talent. If the Conjuration sphere is already possessed, he in-
  stead gains Extra Companion as a bonus talent. The companion 
  gained from this ability is his elemental conduit. The twinsoul 
  elementalist and his elemental conduit always act on the same 
  initiative count. The elemental conduit must have the mage 
  companion archetype and gains the Destruction sphere as a 
  bonus magic talent.
  This replaces weave energy.
  Destructive Capacitor: At 2nd level, the twinsoul ele-
  mentalist may spend a full-round action channeling destructive 
  energy into his elemental conduit as a spell-like ability. The ele-
  mental conduit must be in range of the twinsoul elementalist’s 
  destructive blast. The elemental conduit may add the twinsoul 
  elementalist’s class level as an enhancement bonus to its own 
  caster level for one destructive blast it casts prior to the end of 
  its turn. The twinsoul elementalist may spend any number of 
  spell points up to his current spell point total as part of this 
  ability; the elemental conduit gains an equal number of tem-
  porary spell points until the end of its turn. When enhancing a 
  destructive blast with this ability, the elemental conduit may use 
  the twinsoul elementalist’s casting ability modifier in place of 
  its own to determine the destructive blast’s effects. The elemen-
  tal conduit may use any Destruction sphere talents and benefit 
  from any feats, traits, or other abilities that modify destructive 
  blasts that the twinsoul elementalist possesses when using a de-
  structive blast enhanced by this ability, though feats, traits, and 
  abilities (such as the Energy Specialization and Focused Blast 
  Type Group feats) possessed by both do not stack. The elemen-
  tal conduit may use the twinsoul elementalist’s MSB and MSD 
  for the modified destructive blast if necessary.
  The twinsoul elementalist treats using this ability as cast-
  ing a sphere effect for the purposes of any casting tradition he 
  possesses. Treat his class level as his caster level for this pur-
  pose. This stacks normally with caster levels gained from other 
  sources. He may voluntarily reduce his caster level when using 
  this ability. Should the twinsoul elementalist possess more than 
  one casting tradition, he must choose one when gaining this 
  ability; this ability is then associated with that tradition.
  This replaces the bonus combat feat gained at 2nd level.
  Focused Fire: At 3rd level, when the elemental conduit 
  casts a destructive blast benefiting from the elemental conduit’s 
  destructive capacitor ability, it deals bonus damage equal to half 
  the twinsoul elementalist’s class level. At 9th level, this increas-
  es to his full class level. At 15th level, this increases to 1.5 times 
  his class level.
  This replaces favored element but counts as favored ele-
  ment for stacking purposes.
  Water Warrior
  Water Focus (Su): At 3rd level, a water warrior adds 1/2 
  his water warrior level to all damage dealt with destructive blasts 
  from the cold blast type group.
  At 9th level, this bonus damage increases to become equal 
  to his water warrior level, and the water warrior may use his 
  class level as his caster level when using the (water) package 
  from the Nature sphere. This stacks normally with caster levels 
  gained from other sources.
  At 15th level, the bonus damage increases to 1.5 times his 
  water warrior level, and he gains a +2 bonus to his caster level 
  with the (water) package from the Nature sphere.
  This replaces favored element.
  Cold Defense (Ex): At 5th level, a water warrior gains 
  cold resistance equal to 5 + his water warrior level.
  This replaces elemental defense.
  Water Movement (Su): At 7th level, a water warrior 
  gains a 30 feet swim speed. This improves by 20 feet at 13th and 
  19th levels.
  This replaces elemental movement.
  Water Body: At 20th level, the water warrior’s body has 
  become infused with the power of ice. He gains immunity to 
  cold, sneak attacks, and critical hits, and gains DR 10/magic.
  This replaces energy body.
  
  Chapter 4: Archetypes
  136
  Wind Warrior
  Wind Focus (Su): At 3rd level, a wind warrior adds 1/2 
  his wind warrior level to all damage dealt with destructive blasts 
  using the air blast type group.
  At 9th level, this bonus damage increases to become equal 
  to their wind warrior level, and the wind warrior may use his 
  class level as his caster level when using the (air) package from 
  the Nature sphere. This stacks normally with caster levels 
  gained from other sources.
  At 15th level, the bonus damage increases to 1.5 times his 
  wind warrior level, and he gains a +2 bonus to his caster level 
  with the (air) package from the Nature sphere.
  This replaces favored element.
  Buffeted (Ex): At 5th level, a wind warrior gains damage 
  reduction against nonlethal damage equal to his wind warrior 
  level. He also gains a +2 bonus to his CMD, which increases by 
  an additional +2 at 11th and 17th levels.
  This replaces elemental defense.
  Wind Movement (Su): At 7th level, a wind warrior gains 
  a 20 feet fly speed with average maneuverability. This increases 
  to a 40 feet fly speed with good maneuverability at 13th level, 
  and a 60 feet fly speed with perfect maneuverability at 19th 
  level.
  This replaces elemental movement.
  Wind Body: At 20th level, the wind warrior’s body has 
  become infused with the power of air. He gains immunity to 
  nonlethal damage, sneak attacks, and critical hits, and gains DR 
  10/magic.
  This replaces energy body.
  Eliciter
  Dark Presence
  Inciter: A dark presence gains the War sphere as a bonus 
  sphere at 1st level and treats his class level as his caster level for 
  this sphere. This stacks normally with caster levels gained from 
  other sources.
  This replaces enchanter.
  Ominous: The dark presence gains a +2 bonus to the DCs 
  of his War sphere abilities and dark presence class features, as 
  well as Bluff, Diplomacy and Intimidate checks. These bonuses 
  increase to +3 at 6th level, +4 at 12th level, and +5 at 18th level.
  This replaces persuasive. Class abilities and feats that refer 
  to persuasive refer to ominous instead, and he may gain abilities 
  that have persuasive as a requirement.
  Eyes of Onyx: At 3rd level, the dark presence gains Soul-
  Piercing Gaze as a bonus feat. If he already possesses Soul-
  Piercing Gaze, then he gains Extra Emotion instead. The bo-
  nus from his ominous class feature applies to his Soul-Piercing 
  Gaze.
  This replaces defensive empathy.
  Hypnotism: The dark presence gains the following 
  hypnotisms:
  Recklessness
  At 1st level, the dark presence places a seed of self-destruc-
  tive rage into the target’s mind, making them concentrate on 
  their aggression to the detriment of defending their self. The 
  target must succeed at a Will save or lose their Dexterity bonus 
  to their AC for one round. This replaces fascinate.
  Confusion
  At 4th level, the dark presence can sow confusion. The 
  chaos of the battlefield leaves the target’s mind disoriented as 
  they try to make sense of the madness of war. They must suc-
  ceed at a Will save or be confused for a number of rounds equal 
  to the dark presence’s class level. The target receives a new save 
  at the end of each of their turns. This replaces liberate.
  Sadism
  At 10th level, the dark presence can fill the target with pain. 
  The target takes 1d8 nonlethal damage for every class level the 
  dark presence has. A successful Will save reduces the damage to 
  half. This replaces inspire greatness.
  Revulsion
  At 16th level, the dark presence exposes their enemy to the 
  gore and blood of war. The target must succeed at a Fortitude 
  save or become nauseated for a number of rounds equal to 1/2 
  the dark presence’s class level. They receive a new save at the 
  end of each of their turns. When a creature succeeds at a saving 
  throw, they are then sickened for the remainder of the dura-
  tion. This replaces inspire heroism.
  Hopelessness
  At 19th level, the dark presence can cause a target to be 
  filled with hopelessness. If they fail their Will save, they become 
  unable to attack, assist their allies, or do anything but move and 
  defend themselves. Any emotional effect (such as an enchant-
  ment or Mind sphere effect) allows the creature to attempt a 
  new saving throw, as they are given new purpose, but they re-
  ceive a -2 penalty for each previous save they failed against the 
  effect. Otherwise, the effect lasts a number of rounds equal to 
  the dark presence’s class level. This replaces reverence.
  Darkest Presence: At 20th level, the dark presence can 
  unleash a torrent of emotion across an area, invading the minds 
  of all save for those the dark presence spares. Whenever the 
  dark presence uses a hypnotism, he may spend four uses of hyp-
  notism instead of one to affect all enemies within the area of 
  effect of a single totem he has created. Enemies do not need to 
  be visible to the dark presence to be affected, nor do they need 
  to be within range of his hypnotism ability.
  This replaces domination.
  Fright Wright
  Debilitating Fear: The fright wright may use his hypno-
  tism to cause a target to become nearly paralyzed to the point 
  of inactivity, instilling the staggered condition on his target 
  for a number of rounds equal to his fright wright level. This is 
  treated as a fear effect.
  This alters the fascinate option of the hypnotism class 
  feature.
  Phobic Bulwark: At 3rd level, the fright wright is im-
  mune to fear (magical or otherwise). Each ally within 10 feet of 
  his gains a morale bonus on saving throws against fear effects 
  
  Chapter 4: Archetypes
  137
  equal to his persuasive bonus. This ability only functions while 
  the fright wright is conscious, not if he is unconscious or dead.
  This alters the defensive empathy class feature.
  Fear’s Herald: At 4th level, the fright wright’s mastery 
  of panic and terror can begin to erode away even the fiercest 
  resolve. All enemies within 10 feet of the fright wright take a 
  -4 penalty on saving throws against fear effects. When using a 
  magical effect that causes fear, the fright wright can overcome a 
  creature’s immune to fear if he succeeds on a magic skill check 
  against a DC of 11 + the creature’s Hit Dice. A creature main-
  tains their immunity to fear effects if they have 4 more Hit 
  Dice than the fright wright has class levels.
  This replaces the liberate class feature.
  Antagonizing: At 9th level, the fright wright may take 10 
  with any Intimidate check if he has ranks in that skill, even if 
  circumstances would normally prohibit this action. In addition 
  to his normal bonus to the Intimidate check, he may add 1d6 
  to the result of the roll. He may always choose to roll normally 
  instead of taking 10. In addition, once per day he may take 20 
  on an Intimidate check without taking additional time, again 
  adding 1d6 to the roll as when taking 10. He may use this ability 
  twice per day at 13th level and three times per day at 17th level.
  This replaces the convincing class feature.
  Fear’s Master: At 10th level, the fright wright’s ability to 
  instill fear even in those who are fearless is improved. When 
  using the fear’s herald class feature, he may add his persuasive 
  bonus or casting ability modifier (whichever is higher) to the 
  magic skill check.
  This replaces the inspire greatness class feature.
  Ochlophobia: At 15th level, whenever the fright wright 
  makes a target frightened or panicked, he may choose to use 
  a standard action to see and hear through the target’s eyes and 
  ears instead of his own, even if they leave his line of sight and 
  as long as they remain on the same plane or are not protect-
  ed from mental coercion (such as through the Fate sphere’s 
  Hallow word ability or the protection from evil spell). If the tar-
  get is aware of another creature, the fright wright may cast any 
  Mind sphere talent or eliciter emotion that causes fear effects 
  through his initial target as long as those talents or emotions do 
  not rely on touching a target.
  The ability to be aware of a target’s surroundings lasts as 
  long as the frightened or panicked effect lasts on the target, and 
  the fright wright is no longer aware of his own surroundings 
  while using this ability. He may cease using this ability as a free 
  action.
  This replaces the link class feature.
  Fear Incarnate: At 16th level, the fright wright can cause 
  fear in nearly anyone. Even those who have an immunity to fear 
  from racial Hit Dice or class levels that are 4 or more less than 
  his are susceptible to his fear’s herald class feature.
  This alters the inspire heroics aspect of the hypnotism 
  class feature.
  Hypnotist
  Inspiration (Ex): At 2nd level, a hypnotist’s mental pow-
  ers of deduction and observation not only allow him to manip-
  ulate others, but also to allow himself flashes of insight into 
  his own dealings. A hypnotist gains an inspiration pool as the 
  investigator class feature, equal to 1/2 his hypnotist level + his 
  casting ability modifier (minimum 1). However, rather than 
  being able to augment Knowledge, Linguistics, and Spellcraft 
  checks without spending inspiration, the hypnotist may aug-
  ment Diplomacy, Bluff, Intimidate, and Sense Motive checks 
  without spending inspiration.
  This replaces the emotion class feature.
  Investigator Talents: At 5th, 11th, and 17th level, a hyp-
  notist gains an investigator talent. He cannot gain a talent that 
  only augments abilities he does not possess (for example, stud-
  ied strike).
  Id
  Frequent Emotions: An id gains an emotion at 1st, 4th, 
  7th, 10th, 13th, 16th, and 19th levels, in addition to those gained 
  at 2nd level and every 3 levels thereafter. This does not allow 
  the id to gain access to a lesser power before 5th level, a greater 
  power before 8th level, or a master power before 11th level.
  This replaces hypnotism, liberate, terrorize, inspire great-
  ness, insanity, inspire heroics, and reverence.
  Fey Adept
  Seelie Disciple
  Versatile Performance (Ex): At 2nd level, the seelie dis-
  ciple gains versatile performance, as the bard class feature.
  This replaces darkvision.
  Fascinate (Su): At 10th level, a seelie disciple can use the 
  Perform skill to cause targets to become fascinated with him. 
  This is identical to the fascinate bardic performance, treating 
  his seelie disciple levels as bard levels, except that the seelie 
  disciple can only use this ability for a total number of rounds 
  per day equal to 1/2 his seelie disciple level + his casting ability 
  modifier, and the seelie disciple’s ability to start a bardic per-
  formance does not improve past a standard action. If the seelie 
  disciple gains bardic performance from any other source, these 
  levels stack when determining the effectiveness of this perfor-
  mance, as well as the number of rounds it is usable per day.
  This replaces hide in plain sight.
  Suggestion (Su): At 14th level, the seelie adept may plant 
  suggestions in the minds of those he has fascinated, as the bar-
  dic performance of the same name.
  This replaces see in darkness.
  Sidhe Invoker
  Able to temporarily draw portions of the land around them 
  into Faerie, sidhe invokers can reshape the world to suit their 
  whim, for a moment.
  Fae Power (Su): Instead of manipulating shadowstuff, 
  the sidhe invoker draws on his ability to manipulate the plane 
  of Faerie. The sidhe invoker gains a pool of fae points equal to 
  1/2 his class level + his casting ability modifier (minimum 1). The 
  sidhe invoker may spend fae points in place of shadow points 
  when using surreal feats.
  
  Chapter 4: Archetypes
  138
  A sidhe invoker may spend fae points to create any of the 
  following effects:
  Summon Ringfort
  The sidhe invoker may draw the area around himself par-
  tially into Faerie by spending a fae point as a full-round action. 
  This affects an area of the caster’s choice out to a maximum of 
  close range (25 feet + 5 feet per 2 class levels) and persists for 
  1 minute per class level. Inside the ringfort, colors are more 
  intense, the light shimmers strangely, and the entire area has an 
  unearthly appearance, obscuring what is real and what is not. 
  Creatures within the ringfort take a -1 penalty on saves against 
  Fallen Fey, Illusion, and Mind sphere effects originating from 
  the sidhe invoker.
  The ringfort is morphic to the sidhe invoker’s will and he 
  may make the following alterations as a standard action:
  Magic
  The fey invoker may spend a fae point to suppress either 
  all magic or a single descriptor (fire, polymorph, teleportation, 
  etc.), school, or sphere. Any attempt to use a suppressed ability 
  while within the ringfort or to effect a creature within the ring-
  fort requires a successful magic skill check against the fey invok-
  er’s MSD. Ongoing effects within the ringfort are suppressed 
  unless the caster succeeds on a magic skill check against the 
  fey invoker’s MSD. Alternatively, the fey invoker may impose 
  a 100% wild magic chance (as the wild magic drawback) on all 
  spells and sphere effects cast within the ring fort. The fey in-
  voker may exclude himself from this wild magic chance.
  Terrain
  The sidhe invoker may reshape the terrain within the area, 
  raising or lowering a number of 5-foot squares equal to his class 
  level + his casting ability modifier by up to 5 feet plus 5 feet per 
  4 class levels and may choose to have them be difficult terrain 
  or to clear existing difficult terrain (magically created difficult 
  terrain can only be cleared by succeeding on a magic skill check 
  against the effect’s MSD).
  Time
  At 10th level, the sidhe invoker may speed or slow time 
  within the area by spending a fae point, doubling or halving 
  the passing of time relative to the outside. The warping at the 
  edge of this effect imposes a 50% miss chance on all attack rolls 
  and a 50% failure chance on all spell effect made against tar-
  gets outside the ringfort from those inside and on those made 
  from outside against those inside (this happens regardless of 
  whether time is sped up or slowed down). If time is sped up, 
  creatures inside the ringfort still act in normal initiative or-
  der, but experience two rounds of time (taking two rounds of 
  actions) for every round that passes outside, essentially only 
  allowing creatures outside the area to act every other turn. If 
  time is slowed down, those inside instead act only every other 
  turn. Maintaining fast time requires the fey invoker to spend an 
  additional fae point every round after the first as a free action.
  Additional rounds of actions are all taken after the normal 
  rounds of actions, beginning from the end of the turn where 
  time is altered.
  Example: Morgana the sidhe invoker summons a ringfort around 
  herself on her turn in round one. On her turn in round 2, she speeds 
  time. All other creatures take their normal turns in initiative order un-
  til Morgana’s turn comes around again. Then, Morgana and all other 
  creatures inside the ringfort take an additional round of actions in their 
  order of initiative. Then all creatures in the combat take their normal 
  turns in order, etc.
  These alterations persist until changed again or until the 
  ringfort ends.
  This replaces shadowstuff and shadowmark.
  Create Reality: At 6th level, the sidhe invoker may spend 
  fae points to create reality. This functions as the fey adept class 
  feature.
  This alters create reality.
  Fae Reality: At 10th level, when the sidhe invoker uses 
  create reality, the illusion becomes completely real while inside 
  the ringfort or on the plane of Faerie; creatures are no longer 
  allowed a save to disbelieve the illusion unless it moves beyond 
  the ringfort or leaves Faerie.
  This replaces hide in plain sight.
  Skulk
  Umbral Adept: The skulk gains the Dark sphere as a bo-
  nus magic talent at first level. If the skulk has the Dark sphere 
  already, he gains a bonus talent for this sphere instead. This 
  replaces fey magic.
  Master Nyctomancer: Whenever the skulk ceases to 
  concentrate on a Dark sphere talent he is maintaining through 
  concentration, or if he decides not to maintain a Dark sphere 
  talent at all after its creation, it remains for a number of rounds 
  equal to 1/2 his skulk level (minimum 1) before disappearing.
  This replaces master illusionist.
  Siphon Shadow (Su): At 6th level the skulk may spend 
  a shadow point to attempt to siphon away a creature’s shadow 
  as a melee touch attack. If this attack is successful, the target 
  must succeed at a Will save equal to 10 + 1/2 the skulk’s class 
  level + his casting ability modifier or have its shadow stolen.
  The skulk gains 1 temporary spell point for every two dice 
  of his shadowmark damage when he successfully steals a shad-
  ow. These temporary spell points do not stack with spell points 
  from other targets, other instances of this ability, or any other 
  source and expire after 1 round per caster level. The skulk may 
  not gain more temporary spell points than the target has Hit 
  Dice.
  The target becomes immune to all abilities that target its 
  shadow until the shadow returns, including additional uses of 
  this ability. If the target has items in a shadow stash, they are 
  inaccessible until the shadow returns.
  The target’s shadow returns when the temporary spell 
  points are spent or expire. Siphon shadow cannot be used 
  against a creature that has been conjured or summoned, or 
  against a creature lacking an Intelligence score. A target cannot 
  be subject to a successful use of this ability more than once 
  every 24 hours.
  This ability replaces create reality.
  Arcane Forgery (Su): When a skulk successfully steals a 
  target’s shadow, he gains immediate knowledge of the target’s 
  available repertoire of spells, spell-like abilities, and talents and 
  can spend another shadow point as a free action to temporarily 
  duplicate one sphere and a number of sphere talents possessed 
  by the target. He may duplicate advanced talents, but must 
  
  Chapter 4: Archetypes
  139
  meet prerequisites to use them. He may duplicate one talent 
  at 6th level, two at 10th level, three at 14th level, and four at 
  18th level.
  These talents must be within the copied sphere. These ar-
  cane forgeries last for 1 round per caster level, during which 
  time the skulk may spend his own spell points to use these tal-
  ents as if he possessed them.
  If the target of arcane forgery has spells or spell-like abil-
  ities, the skulk may copy one or more of these in place of a 
  forged sphere or talent, gaining the ability to cast it as a spell-
  like ability. A forged spell or spell-like ability must have a spell 
  level of no more than half the skulk’s caster level. These spell-
  like abilities expire after 1 round per caster level or when cast, 
  and a skulk may not use this ability to duplicate a spell with a 
  costly material component or a focus.
  Consummate Forger (Su): At 20th level, the skulk 
  may use advanced talents replicated by arcane forgery without 
  meeting any prerequisites. Additionally, he may copy a second 
  sphere, though his pool of stolen talents remains the same.
  This replaces feytouched.
  Solipsist
  Class Skills: The solipsist gains Knowledge (dungeoneer-
  ing) (Int), Knowledge (engineering) (Int), Knowledge (histo-
  ry) (Int), and Knowledge (planes) (Int) as class skills but loses 
  Appraise (Int), Intimidate (Cha), Knowledge (local) (Int) and 
  Knowledge (nature) (Int) as class skills.
  This alters the solipsist skill list.
  Introspection: A solipsist is keenly aware of the abstract 
  state of reality and may connect to the strange and 
  terrible truths underlying the nature of the cosmos 
  or even momentarily alter them to suit his self 
  perception. A solipsist has the ability to augment 
  skill checks and ability checks through his under-
  standing of the lie we call reality.
  As a free action, he can spend a shad-
  ow point to add 1d6 to the result of that 
  check, including any on which 
  he takes 10 or 20. This choice 
  is made after the check is rolled 
  and before the results are revealed. 
  A solipsist can only use introspection 
  once per check or roll. The solipsist can use in-
  trospection on any Bluff, Knowledge or Stealth 
  skill checks without expending a shadow point, 
  provided he is trained in the skill.
  Introspection can also be used on attack 
  rolls and saving throws, at the cost of expending 
  two points each time from the shadow pool. In the 
  case of saving throws, using introspection is an im-
  mediate action rather than a free action. This fea-
  ture counts as the inspiration class feature for 
  the purposes of feats and abilities. If he has 
  levels in both solipsist and an inspiration 
  granting class he does not gain an inspi-
  ration pool, instead, he adds his inspira-
  tion granting class levels to his solipsist 
  levels to determine the size of his 
  shadow pool and use points from the shadow pool in place of 
  the inspiration pool.
  This replaces shadowmark.
  Introspective Investigation: At 4th level and every 4 
  levels thereafter a solipsist gains an investigator talent, treat-
  ing his solipsist level as his investigator level for the purposes 
  of meeting prerequisites for these talents. Any talents that use 
  inspiration pool instead use the shadow pool.
  This replaces truesight at 4th, 8th, 12th, 16th, and 20th 
  levels.
  Hypotheosis: At 20th level, a solipsist becomes mani-
  fested surreality and is treated as an aberration rather than a 
  humanoid (or whatever the solipsist’s creature type was before) 
  if to do so would be advantageous for the purpose of spells and 
  magical effects. He also gains +2 on all saving throws and spell 
  resistance 30 + his casting ability modifier vs. divination spells, 
  effects, and all other abilities used to gather information about 
  the solipsist. This spell resistance stacks with spell resistance 
  gained from other sources.
  This replaces feytouched.
  Unseelie Disciple
  Sneak Attack (Ex): A unseelie disciple gains +1d6 sneak 
  attack, as the rogue class feature. This improves by +1d6 at 3rd 
  level and every 2 levels thereafter, to a maximum of 10d6 at 
  19th level. This damage can be applied to sphere effects, but 
  only those that deal damage, require an attack roll of some sort, 
  and only once per effect regardless of the number of targets or 
  attacks and only when the target is within 30 feet. Additional 
  damage is of the same type as the effect, and if the effect allows 
  a saving throw to negate or halve the damage, it also negates or 
  halves the sneak attack damage.
  If the unseelie disciple gains sneak attack from any other 
  source (such as rogue levels), he adds these levels together when 
  determining the strength of his sneak attack (thus, a rogue 1/
  unseelie disciple 1 would possess 1d6 sneak attack, not 2d6).
  This replaces shadowstuff and shadowmark.
  Rogue Talents: At 6th, 12th, and 18th level, the 
  unseelie disciple gains a rogue talent of his choice, 
  treating his unseelie disciple levels as rogue levels when 
  determining their effects. At 12th level, the unseelie disciple 
  can choose advanced rogue talents in place of rogue talents.
  This replaces create reality, improved create reality, and 
  greater create reality.
  Word Witch
  Words have power. A simple but deep truth learned well by 
  but a few, be they a simple bard singing in a town corner or 
  a mighty king speaking to his court, the right words spoken 
  in the right ears can change the world. But these are words 
  that were created by mere mortals, vague ideas given crude 
  form. But there are other words, older words, words that 
  helped shape creation when it was first wrought into be-
  ing. This is the language of the gods themselves, and even 
  knowing just a few words of it can grant great power. One 
  who walks this path is the word witch, and when they 
  speak, Creation itself listens.
  
  Chapter 4: Archetypes
  140
  Creation Magic: At 1st level a word witch gains the 
  Creation sphere as a bonus magic talent.
  This ability replaces fey magic.
  Creation Mastery: Whenever a word witch ceases 
  concentration on an object he has created and is maintaining 
  through concentration or if he decides not to maintain the ob-
  ject at all, that object remains for a number of rounds equal to 
  1/2 his word witch level (minimum 1) before disappearing. This 
  ability replaces master illusionist.
  Words of Creation: Word witches gain a limited ability 
  to utilize words of creation. With this power, the word witch 
  can create effects by conjuring forth physical manifestations of 
  the words that describe them.
  The word witch gains a pool of word points equal to 1/2 
  his word witch level + his casting ability modifier (minimum 1). 
  Unless otherwise noted, the words of creation have a range of 
  close and use his caster level in the Creation sphere and the sav-
  ing throw DC for a word of power is equal to 10 + 1/2 the word 
  witch’s caster level + his casting ability modifier. A word witch 
  may spend word points to create any of the following effects as 
  a standard action.
  Fire
  The word witch may spend a word point to create a set of 
  flaming letters at 1st level and an additional set for every two 
  caster levels he has beyond 1st, whose size and damage grow as 
  he gains more levels. These letters may be launched altogether 
  at a single target as a ranged touch attack that deals 1d6 points 
  of fire damage, plus an additional 1d6 points of fire damage for 
  every 2 caster levels beyond 1st. If the attack is successful, the 
  target must attempt a Reflex save to avoid catching on fire.
  Alternatively, he may fire each set at a separate target, each 
  requiring a ranged touch attack to hit and dealing 1d3 points of 
  fire damage, plus an additional 1d3 points of fire damage for ev-
  ery 2 caster levels beyond 1st. When used in this way, targets are 
  not at risk of catching fire and never take damage from more 
  than one letter.
  Ice
  The word witch may conjure frozen pillars which quick-
  ly fly toward the target and attempt to trap them. The word 
  witch must attempt a grapple combat maneuver check against 
  the target, using his casting ability modifier in place of his 
  Strength modifier and his caster level in place of his base attack 
  bonus. Additionally, he uses the maximum size he may create in 
  place of his size for determining his size bonus on this attack. If 
  successful, the target becomes grappled and must succeed at a 
  Fortitude save each round or take 1 point of Dexterity damage 
  as long as they remain grappled. The ice maintains the grapple 
  every round (but never makes any action other than to main-
  tain the grapple) for a number of rounds equal to his casting 
  ability modifier plus 1/2 his caster level. At 7th level the word 
  witch gains the benefits of Improved Grapple when using this 
  ability. At 13th level he gains the benefits of Greater Grapple 
  and may attempt once to pin the target as a free action if the 
  initial grapple is successful.
  Iron
  The word witch conjures 1 metal bar for every 3 caster lev-
  els he possesses (minimum 1) that launch themselves at enemies 
  or objects. Each bar may be hurled at a target as a ranged touch 
  attack and each deals 1d6 bludgeoning damage at 1st caster lev-
  el and an additional 1d6 damage at 5th and every 4 caster levels 
  thereafter. When striking a creature, he attempts a bull rush 
  combat maneuver using his caster level as his base attack bo-
  nus, his casting ability modifier in place of his Strength modifi-
  er, and gaining a size bonus fitting for the maximum size he can 
  create with the Creation sphere. When striking an object, iron 
  may attempt a Strength check using the word witch’s casting 
  ability modifier and gaining a size bonus fitting for the maxi-
  mum size he can create with the Creation sphere at his caster 
  level to break that object. Regardless of whether he is targeting 
  a creature or object, every bar beyond the first that targets the 
  same entity grants a +3 bonus to the combat maneuver check 
  or Strength check instead of an additional combat maneuver or 
  Strength check.
  Earth
  The word witch creates a series of stone shapes which slam 
  into the ground at a target location. All creatures within a 10-
  foot radius of the target location must succeed at a Reflex save 
  or fall prone as the stones smash into the ground with enough 
  force to cause it to shake.
  Wind
  The word witch conjures a whirlwind burst of air. This 
  word creates a severe blast of air that originates from the word 
  witch, affecting all creatures in a 60-foot line and persists for 
  a number of rounds equal to his caster level. This wind is of 
  severity level 4 (see the Weather sphere), + 1 severity level per 7 
  levels the word witch possesses.
  Lightning
  At 3rd level, the word witch gains access to a new word. 
  He may create arcing letters that dance with electricity be-
  fore shooting out. All creatures within a 30-foot cone take 2d6 
  points of electricity damage (Reflex half), and an additional 1d6 
  for every odd caster level beyond 3rd. Targets wearing metal 
  armor or who are primarily made of metal take a -3 penalty to 
  this Reflex save.
  Life
  At 6th level, the word witch can imbue his creations with a 
  semblance of life. By spending a word point in conjunction with 
  any create effect, the object is affected as if by Animate Object, 
  using his caster level in the Enhancement sphere. This effect 
  lasts for as long as the word witch concentrates to maintain the 
  object or for up to 1 minute per level if he spends an additional 
  spell point.
  Silver
  At 6th level, the word witch’s magical vocabulary grows. 
  He may now conjure sharp, silvery characters that seem fluid 
  before they break apart into a barrage of needles. This deals 
  1d6 piercing damage for every odd caster level in a 30-foot cone 
  (Reflex half). This damage is considered silver for the purposes 
  of overcoming damage reduction.
  Additionally, the word witch may instead target up to 6 
  creatures. These creatures take on a silvery, metallic sheen and 
  their natural and manufactured weapons are treated as silver 
  for up to 1 minute per level.
  
  Chapter 4: Archetypes
  141
  Adamantine
  At 12th level, the word witch learns how to call upon the 
  ultimate metal. He may create adamantine by spending 1 word 
  point in conjunction with any non-instantaneous duration cre-
  ate effect.
  In addition, he may spend two word points to turn a target 
  creature into a dangerous living weapon. This grants the target 
  a +6 enhancement bonus to Strength, DR 10/adamantine, and a 
  single simple or martial weapon of his choice made of adaman-
  tine with an enhancement bonus of +4 (this bonus increases to 
  +5 at 15th level) for 1 round per caster level. While in this form, 
  the target’s speed is reduced as if they were wearing full plate 
  even if they are not, and they suffer a -4 penalty to Dexterity.
  This ability replaces shadowstuff.
  Permanent Creation: At level 20, the word witch can 
  make one of his creations permanent. He may select any object 
  he has conjured through the create ability and increase its dura-
  tion to permanent. Only one creation can be made permanent 
  in this way at one time. If another creation is designated as per-
  manent, the previous creation expires.
  This ability replaces permanent illusion.
  Fighter
  Fracture
  Anything can be broken, as long as one knows how. Bone, 
  flesh, steel, even time itself shatters when enough pressure is 
  applied in the correct way. Fractures are strange warriors who 
  possess the ability to perceive time differently than most, slip-
  ping between the cracks within moments and shattering the 
  temporal limitations that bind most mortals.
  Weapon and Armor Proficiency: The fracture does not 
  gain proficiency with heavy armor or tower shields.
  Skills: The fracture gains 4 skill points per level. He adds 
  Knowledge (arcana) (Int), Knowledge (local) (Int), Knowledge 
  (planes) (Int), Perception (Wis), and Use Magic Device (Cha) to 
  his list of class skills.
  This alters the fighter’s skills, but does not cause the frac-
  ture archetype to be incompatible with other archetypes that 
  alter skills unless the same skills are traded out.
  Chronal Reactions (Ex): At 2nd level, the fracture’s abil-
  ity to perceive openings and react to opponents on the bat-
  tlefield is enhanced to an extraordinary degree. The fracture 
  increases the number of attacks of opportunity he can make 
  in a round by 1, plus an additional 1 at 5th level and every three 
  levels thereafter. In addition, whenever the fracture attempts a 
  saving throw, he may expend an attack of opportunity to reroll 
  the result; he must choose to use this ability before he knows if 
  the saving throw was a success or failure, and must accept the 
  result even if it is worse than his original roll.
  This replaces the bonus feat normally gained at 2nd level.
  Time Fracture (Su): Starting at 6th level, the fracture 
  may expend two of his attacks of opportunity for the round 
  as a swift action to enter a state of broken time called a “time 
  fracture” that allows him to accomplish more in a small amount 
  of time than he normally could. When the fracture uses this 
  ability, he may perform either of the following options:
  • As a standard action, the fracture may move up to his 
  speed and make a single attack action against a target 
  within his reach. This attack action may be taken at 
  any point during this movement.
  • As a full-round action, the fracture may move up to his 
  speed and make a full attack. Each attack in the full 
  attack may be made against a target within the frac-
  ture’s reach at any point during the movement (this 
  would allow the fracture to move and make all of his 
  attacks against a single target, or make attacks against 
  multiple targets along the path of his move).
  This replaces the bonus feat normally gained at 6th level.
  Second Attempt (Su): From 10th level on, the fracture 
  may expend one of his attacks of opportunity for the round to 
  allow himself or an ally within 30 feet to reroll a single failed 
  Strength-, Dexterity-, or Constitution-based ability or skill 
  check. The fracture must choose whether or not to use this 
  ability as soon as he knows the result of the failed roll.
  This replaces the bonus feat normally gained at 10th level.
  Countering Reaction (Su): Starting at 14th level, when-
  ever the fracture provokes an attack of opportunity, he may 
  expend two of his attacks of opportunity for the round to at-
  tempt to counter the attack. The fracture makes a single attack 
  roll at his highest bonus and compares the result to the attack 
  roll for the triggering attack; as long as the result of the frac-
  ture’s attack roll is equal to or greater than the triggering attack 
  roll, the attack is negated.
  This replaces the bonus feat normally gained at 14th level.
  Perfect Moment (Su): Upon reaching 20th level, the 
  fracture gains the ability to enter a state of temporal accelera-
  tion that allows him to do far more in a narrow frame of time 
  than would normally be possible. As a free action that can only 
  be taken once per turn, the fracture may expend 5 of his attacks 
  of opportunity for the round to gain an extra standard action, 
  an extra move action, and an extra swift action. The fracture 
  may use these additional actions in any order or combination, 
  including to make an additional full attack. Using this ability 
  drastically depletes the fracture’s resources, however, and he 
  cannot make or expend attacks of opportunity until the end of 
  his next turn after using this ability.
  This replaces weapon mastery.
  Impossible Warrior
  The stories of common men able to bat away spells and 
  shrugs off curses are often laughed at by mages. For them, real 
  power comes from the mind or from the divine, not something 
  as feeble as the human spirit. What these mages call absurd, the 
  impossible warrior calls an honest day’s work. For them, magic 
  is not mysterious omnipotent force, but a nuisance employed 
  by tricksters and children. When they deflect spells and break 
  curses, people ask them how they do it. And they ask why oth-
  ers cannot.
  Impossible Answer (Ex): At 2nd level, the impossible 
  warrior gains the ability to parry spells, spell-like abilities, and 
  sphere abilities used against him while they are being cast. 
  
  Chapter 4: Archetypes
  142
  Whenever such an ability is used against him exclusively, or a 
  successful attack roll is made using such an effect, he may use 
  an immediate action to attempt to counter the effect.
  To counter the effect, he attempts a magic skill check 
  against the sphere ability using his class level plus his weap-
  on’s enhancement bonus (if any) in place of his magical skill 
  bonus. Creatures using spell-like abilities with no listed caster 
  level treat the creature’s Hit Dice as their caster level, making 
  their MSD equal to 11 + their Hit Dice. Artifacts and deities are 
  unaffected by the impossible warrior’s dispelling abilities.
  If successful, the ability does not affect the impossible war-
  rior. Whenever the impossible warrior successfully uses this 
  ability, he absorbs some of the spell or ability. Before the end of 
  his next turn, he must use a move or standard action to disperse 
  this energy, or the ability takes effect on him at the end of his 
  turn as if he had failed to counter it.
  If the impossible warrior is helpless, nauseated, pinned, or 
  otherwise unable to make an attack, he can not use this ability.
  This replaces the bonus feat gained at 2nd level.
  Improbable Strike (Ex): At 6th level, the impossible 
  warrior may use his impossible answer to dispel a spell, spell-
  like, or sphere effect currently affecting a creature or object. A 
  successful check ends the effect, or suppresses it for 1d4 rounds 
  if it is a permanent effect. The impossible warrior may do this 
  as a standard action, or as a swift action when he hits with a 
  melee attack or uses a combat maneuver on the target creature 
  or object. Using this ability either way does not require the im-
  possible warrior to disperse the spell or ability afterward.
  The impossible warrior may target a specific effect if he has 
  identified it, otherwise an effect is randomly chosen if there are 
  multiple effects present. Merely describing the magic accurate-
  ly is sufficient for him to target a particular magical effect, but 
  if he describes an effect that is not present, then the strike fails 
  to dispel anything.
  This replaces the bonus feat gained at 6th level.
  Unlikely Response (Ex): At 10th level, the impossible 
  warrior can use his impossible answer to counterspell any spell, 
  spell-like ability, or sphere ability that targets a creature or ob-
  ject within reach, or affects an area that he is within. This is an 
  immediate action, and successfully using this ability negates the 
  effect for all targets that have not yet been affected.
  The impossible warrior can now disperse the effect imme-
  diately as a free action instead of using an action on his next 
  turn.
  This replaces the bonus feat gained at 10th level.
  Unbelievable Force (Ex): At 14th level, when the impos-
  sible warrior uses improbable strike against a creature or ob-
  ject, he may dispel up to 1d4 effects on the target. He may name 
  any number of effects (after having rolled to determine how 
  many effects he will dispel) and leave the rest to be determined 
  randomly or to have not further effects dispelled.
  The impossible warrior may also use his improbable strike 
  to dispel any standing spell, spell-like or sphere ability effect as 
  a standard action by hitting it with a melee attack, even if it is 
  not attached to a creature or object. If used on an illusion or 
  a summoned creature, it is dispelled completely unless it is a 
  permanent effect; called creatures (such as those brought with 
  the Call Planar Creature advanced talent of the Conjuration 
  sphere) are not dispelled - magic summoned them, but does 
  not sustain them. Permanent magic effects are suppressed for 
  1d4 rounds.
  This replaces the bonus feat gained at 14th level.
  Unreal Riposte (Ex): At 18th level, the impossible war-
  rior may use his impossible answer and unlikely response abili-
  ties as a free action usable outside of his turn. In addition, when 
  he counters a spell or ability, he may use an immediate action 
  to cause the spell or ability to affect the creature that original-
  ly used the ability as if it had targeted itself with the ability. 
  Only the original creature is affected, even if the ability or spell 
  countered would have originally affected multiple targets. If the 
  ability originally affected an area, it instead affects an area that 
  includes only the creature that originally used the ability.
  This replaces the bonus feat gained at 18th level.
  Impressor
  Halfway between a warrior and an elicitor, an impressor 
  commands the emotions of others as well as himself to empow-
  er his combat ability.
  Emotions: An impressor gains emotions as the eliciter 
  class feature of the same name. At 3rd level and every 4 levels 
  thereafter, an impressor gains an emotion power of his choice, 
  using impressor levels as eliciter levels when determining which 
  powers he qualifies for, as well as the strength of his emotions. 
  These levels stack with any eliciter levels he possesses. An im-
  pressor cannot gain a lesser power before 5th level, a greater 
  power before 8th level, or a master power before 11th level.
  This replaces armor training 1, 2, 3, and 4.
  Punctuated Fury: At 19th level, an impressor may seam-
  lessly blend martial prowess and emotional technique. When 
  making a full-round attack, the impressor may also use an emo-
  tion power (the attacks and power may be directed against dif-
  ferent targets) at his full base attack bonus. This bonus extends 
  even to attacks modified to channel emotional powers (such as 
  the Elicit Strike feat).
  This replaces armor mastery.
  Runesinger (Champion)
  It’s no secret that learning magic can grant a wide range 
  of abilities, but some are only interested in its more aggressive 
  applications, and would prefer to concentrate on their mar-
  tial training. The runesinger is adept in using magical runes to 
  achieve repeatable magic effects.
  Weapons and Armor Proficiencies: Runesingers are 
  proficient with all simple weapons, as well as light armor and 
  bucklers. In addition, if this is the character’s first level in any 
  class, he may select a martial tradition of his choice.
  This alters weapons and armor proficiencies.
  Combat Training: The runesinger is considered an 
  Expert practitioner, gaining spheres and talents as appropriate. 
  A runesinger chooses whether to use Intelligence, Wisdom or 
  Charisma as his practitioner modifier when he first gains the 
  combat training class feature.
  This replaces armor training and armor mastery.
  Runes (Su): The runesinger has the ability to create mag-
  ical runes that grant him special powers in combat. For each 
  
  Chapter 4: Archetypes
  143
  rune that he knows, he paints, tattoos, or scars a symbol onto 
  his skin. Each rune grants him two abilities, an attack ability 
  and movement ability. Once either ability is used, the rune is 
  drained of magical power, and becomes darkened. It can not be 
  used again until it becomes bright, which happens naturally 1 
  minute after use. Rune abilities are supernatural abilities, and 
  can be identified with a DC 25 Knowledge (arcana) check if 
  somewhere visible.
  A rune’s attack ability can be used as a standard action and 
  is delivered through an attack with any weapon or with an un-
  armed attack. This is a special attack action. Some attack abil-
  ities have a damage die: this is how much damage the power 
  does at 1st level, with an additional die of this damage type at 
  every odd level thereafter to a maximum of 10 dice of damage 
  at 19th level. This damage is in addition to the damage caused 
  by the weapon or unarmed attack. The damage from a rune 
  can be increased by a critical hit, but it is only doubled and 
  only if the hit was a natural 20. If the runesinger misses with 
  his attack, the rune is wasted. If a rune requires a saving throw, 
  the DC is equal to 10 + 1/2 his runesinger level + his practitioner 
  modifier.
  A rune’s movement ability requires a move action to use. 
  The runesinger may use a rune’s attack ability in place of the 
  attack made at the end of a charge. 
  At 1st level, the runesinger gains 2 runes of his choice. Each 
  rune may only be chosen once.
  Cunning
  Attack Ability: The rune uses a d8 as its damage die and 
  does the same type of damage as the weapon used to in-
  flict it. The additional damage from this attack is precision 
  damage that does not affect creatures immune to critical 
  hits and is not multiplied on a critical hit. A target that 
  takes this damage also takes a -4 penalty to all attack rolls 
  for 1 round.
  Movement Ability: The runesinger moves up to his speed. 
  Whenever he enters a square, any ally adjacent to that 
  square may move 5 feet as an immediate action that does 
  not provoke an attack of opportunity, provided the ally is 
  not prone and is able to move.
  Earth
  Attack Ability: The rune uses a d4 as its damage die and 
  does acid damage. The target takes an additional 1 point of 
  damage per damage die each round for 1d4 rounds after the 
  initial attack, unless they spend a full-round action washing 
  off or removing the acid.
  Movement Ability: The runesinger moves up to his speed. 
  During this movement, he may burrow through earth (but 
  not stone). He does not leave behind a passage other crea-
  tures can use.
  Flame
  Attack Ability: The rune uses a d8 as its damage die and 
  does fire damage.
  Movement Ability: The runesinger creates a blast of fire 
  that propels them, allowing them to jump great distances. 
  The runesinger may attempt an Acrobatics check to jump, 
  with a +20 enhancement bonus. This ability counts as hav-
  ing a running start, and the runesinger may jump a distance 
  that exceeds his speed.
  Glory
  Attack Ability: The rune uses a d6 as its damage die and 
  damage of the same type as the weapon used to deliver the 
  rune. The runesinger can use this ability to sunder instead 
  of making a normal attack. If he does, he does not provoke 
  an attack of opportunity for sundering, and the hardness 
  of the target of his sunder is reduced by his class level. If 
  the targeted object is completely destroyed, the remaining 
  damage is transferred to the creature holding or wearing 
  the targeted object.
  Movement Ability: The runesinger chooses an enemy he 
  can see, and then moves up to twice his speed. Every square 
  he moves must bring him closer to the enemy he chose.
  Light
  Attack Ability: This attack does no extra damage, but a 
  blinding flash of light accompanies a successful strike. The 
  creature must succeed at a Will save or be blinded for 1 
  round. The effect lasts an additional round for every 6 class 
  levels possessed after the 1st, to a maximum of 4 rounds 
  at 19th level. A creature that succeeds at a save is dazzled 
  instead.
  Movement Ability: The runesinger transforms into light, 
  and teleports to a location he can see within a maximum 
  distance equal to his speed.
  Lightning
  Attack Ability: The rune uses a d6 as its damage die and 
  does electricity damage. If used against a target made of 
  metal or water, wearing metal armor, or soaking wet, the 
  runesinger gains a +4 circumstance bonus to the attack roll.
  Movement Ability: The runesinger transforms into a liv-
  ing lightning bolt and moves up to his speed in a straight 
  line. This movement does not provoke attacks of oppor-
  tunity. During this movement, he may pass through other 
  creatures, and any creatures he passes through takes 1 point 
  of electricity damage per class level unless they succeed at a 
  Reflex save to halve the damage.
  Pain
  Attack Ability: The runes uses a d8 as its damage die and 
  does nonlethal damage. Those damaged must succeed at a 
  Fortitude saving throw or be sickened for 1d4 rounds.
  Movement Ability: The runesinger moves up to his speed. 
  During this movement, he has damage reduction equal to 
  his class level.
  Shadow
  Attack Ability: This attack does no additional damage, 
  but when the rune singer makes his attack, he is momen-
  tarily surrounded by darkness. The runesinger attempts a 
  Stealth check vs. the target’s Perception check. If success-
  ful, the target is flat-footed against the attack. Creatures 
  with darkvision gain a +5 insight bonus on this Perception 
  check.
  Movement Ability: The runesinger becomes harder to 
  see, and may attempt a Stealth check to hide with a +20 en-
  hancement bonus to his stealth, even while being observed 
  or lacking cover. He may then move up to his full speed 
  without losing stealth, but loses his stealth if he does not 
  end his movement where he is concealed or where he has 
  cover.
  
  Chapter 4: Archetypes
  144
  Smoke
  Attack Ability: The rune uses a d8 as its damage die, and 
  does untyped damage. It has no effect on creatures that do 
  not breathe, are protected from toxic gases or are immune 
  to poison.
  Movement Ability: The runesinger and all his gear trans-
  form into smoke, and he flies up to his speed with per-
  fect maneuverability before returning to normal. During 
  the move, his material armor (including natural armor) be-
  comes worthless, but he only takes half damage from any-
  thing other than force damage, and becomes immune to 
  poison, sneak attacks, and critical hits. He can pass through 
  small holes, cracks, or narrow openings. He is subject to 
  the effects of wind, and cannot enter water or other liquids. 
  He still provokes attacks of opportunity by moving.
  Soul
  Attack Ability: The rune uses a d2 as its damage die and 
  does positive or negative energy damage as chosen by the 
  runesinger at the time of the attack. Those who take dam-
  age must succeed at a Will save or receive 1d2 Constitution 
  or Charisma damage depending on whether the damage 
  was negative or positive energy, respectively. The ability 
  damage increases to d3, d4, d6, and d8 at 5th, 9th, 13th, and 
  17th level. The positive energy attack only affects undead 
  creatures, while the negative energy attack only affects liv-
  ing creatures.
  Movement Ability: The runesinger moves up to his speed. 
  As he moves, the runesinger gathers and then radiates life 
  energy. He and any ally he is adjacent to during any part of 
  the movement gain 1 temporary hit points per class level. 
  These last for 1 minute.
  Strength
  Attack Ability: The rune uses a d6 for its damage die, and 
  does damage of the same type as the weapon or attack used 
  to deliver the rune. When this rune is used to attack, the 
  runesinger may perform a combat maneuver against the 
  same target as a free action without provoking an attack 
  of opportunity. The runesinger may choose whether the 
  attack or combat maneuver happens first.
  Movement Ability: The runesinger moves up to his speed, 
  pushing creatures back when they get in his way. As part 
  of his movement, he may attempt bull rush and overrun 
  combat maneuver checks without provoking attacks of 
  opportunity. If he fails in any attempt, he may continue 
  his movement around the target. He may attempt multi-
  ple bull rush and overrun combat maneuver checks as part 
  of his movement, but can not attempt multiple combat 
  maneuver checks against the same opponent once he has 
  failed.
  Thunder
  Attack Ability: The rune uses a d6 as its damage die and 
  does sonic damage. Creatures who take damage from this 
  attack are battered and deafened for 1 round.
  Movement Ability: The runesinger moves up to his speed, 
  projecting powerful, deep vibrations as he moves. At the 
  start of the movement and whenever he enters a new 
  square, he causes all adjacent enemies to be battered and 
  deafened for 1 round.
  Time
  Attack Ability: This attack does no additional damage, 
  but the runesinger may roll twice on the attack roll and 
  take the higher result. If the attack is a threat, he may roll 
  twice to confirm, and if both results are threats, the threat 
  is automatically confirmed.
  Movement Ability: The runesinger moves up to his speed. 
  At any point before the end of his turn, he may spend a 
  free action to teleport back to the position he started from 
  when he used this ability. He may do this in response to an 
  event that occurs on his turn, such as a successful attack 
  of opportunity made on him or a trap being set off. If he 
  does, there is a 50% chance the triggering event fails to 
  affect him.
  Water
  Attack Ability: The attacks does d6 cold damage, and the 
  creature is entangled in icy bonds for 1 round. The entan-
  gled creature can break free sooner by spending a move ac-
  tion to attempt a Strength check or an Escape Artist check 
  against the runesinger saving throw DC. A target may also 
  destroy the bonds crystal on a square or creature by dealing 
  2 damage per class level to the bonds. Fire damage is dou-
  bled against the bonds.
  Movement Ability: The runesinger transforms into wa-
  ter and moves up to his speed. During this movement, he 
  may ignore difficult terrain, flow up and across walls and 
  ceilings, walk on water, swim at the speed he moves, and 
  move through enemies. He may stand up as part of this 
  movement.
  Wind
  Attack Ability: The rune uses a d4 as its damage die and 
  does bludgeoning damage. Those damaged by the attack 
  must succeed at a Reflex save or be knocked prone.
  Movement Ability: The runesinger is lifted up off the 
  ground by a spiraling vortex of air. He may fly with a speed 
  equal to twice his normal speed and with poor maneuver-
  ability. During this movement, his horizontal movement 
  is limited: he may only change direction once during this 
  movement. Vertical movement is unaffected. At the end of 
  his move, he falls to the ground, taking no damage regard-
  less of his height from the ground.
  Wood
  Attack Ability: The rune uses a d6 as its damage die and 
  does piercing damage. Those damaged by the attack take 
  bleed damage equal to your practitioner modifier. This 
  stacks with any other bleed damage you are capable of 
  dealing.
  Movement Ability: The runesinger moves up to his speed. 
  During this movement, he does not provoke attacks of op-
  portunity from creature currently suffering bleed, and any 
  such creature that is adjacent to him at any point during his 
  movement takes their bleed damage. This may only hap-
  pen once per movement.
  Rune Feats
  Rune feats enhance how runes may be used. Runesingers 
  may choose to gain rune feats in place of any combat feat grant-
  ed by their class, or may use the feats granted to them for ad-
  vancing in level.
  
  Chapter 4: Archetypes
  145
  Advanced Rune Invocation (Rune)
  Prerequisite: Runes class feature, runesinger 16.
  Benefit: Once per day, you may expend your martial focus as 
  a swift action to brighten all of your runes.
  Ancient Word (Rune)
  Prerequisite: Runes class feature.
  Benefit: When you use a rune, you may expend your martial 
  focus to unleash a battlecry. This scream is a word that rep-
  resents your rune in an ancient language and when spoken, in-
  creases the power of your rune. If you are attacking with the 
  rune, increase the number of damage dice to your class level 
  (minimum 2). The DC of any saving throw associated with the 
  attack receives a +4 circumstance bonus. If you are moving with 
  the rune, your speed doubles for that move. You may not use 
  this ability if you can not speak or if you are currently deaf.
  Defender’s Sigil (Rune)
  Prerequisite: Runes class feature, runesinger 4.
  Benefit: Whenever you would make an attack of opportuni-
  ty, if you have martial focus, you may instead use an immediate 
  action to attack with a rune.
  Double Stroke (Rune)
  Prerequisite: Dual Wielding sphere, runes class feature.
  Benefit: When you use your dual attack ability, you may 
  expend your martial focus to use another rune attack ability 
  with your first off hand attack. You may not combine this with 
  Ancient Word.
  Engraved Weapon (Rune)
  Prerequisite: Runes class feature, runesinger 4.
  Benefit: Whenever you use a rune that does acid, cold, elec-
  tricity, fire, or sonic damage, you may place a mark on the weap-
  on that converts all of that weapons damage to that of the rune. 
  This does not affect additional damage from weapon special 
  abilities that have their own specific damage types. The mark 
  affects not only the original attack made with the rune, but 
  lasts for 1 minute and can affect other attacks. Using this ability 
  again with the same weapon ends the previous mark, and you 
  can dismiss the mark as a free action.
  Extra Rune (Rune)
  Prerequisite: Runes class feature.
  Benefit: You gain an additional rune. Once chosen, this 
  choice can not be changed.
  Special: You may choose this feat multiple times. Each 
  time, choose a different rune.
  Final Word (Rune)
  Prerequisite: Runes class feature, runesinger 16.
  Benefit: Whenever you confirm a critical hit on a target 
  while you have martial focus, you may use an immediate action 
  to attack them with a rune.
  Fletcher’s Mark
  Prerequisite: Sniper sphere, runes class feature.
  Benefit: You may use rune attack abilities with your deadly 
  shot ability, as if it were a standard attack action.
  Signature Technique (Rune)
  Prerequisite: Runes class feature, runesinger 8.
  Benefit: When you gain this ability, choose a rune you pos-
  sess. While you have martial focus, it becomes bright at the end 
  of each of your turns.
  Sign of Devotion (Rune)
  Prerequisite: Runes class feature, runesinger 4.
  Benefit: While you have martial focus, when you use a rune 
  ability, the rune does not darken until the end of the round, al-
  lowing you to use the other ability of the rune the same round.
  Uncial Script (Rune)
  Prerequisite: Runes class feature, runesinger 4.
  Benefit: You have learned to write your runes with more pre-
  cision, giving you the ability to add greater detail that leads to 
  greater control. While you have martial focus, when you attack 
  with a rune, you may roll two extra dice of damage, and the DC 
  of any saving throw associated with a rune gains a +1 bonus. You 
  can not use this if you are expending martial focus to alter the 
  attack in any way, such as with combat talents or class features.
  Special: You may take this feat once for every 4 runesinger 
  levels you possess. The effects stack.
  Spirit-Wielder
  A spirit-wielder is a fighter who communes with the spirit 
  of his weapons, bringing out their souls and awakening their 
  secret minds.
  Coax The Weapon-Spirit (Su): A spirit-wielder of at 
  least 2nd level may spend 8 hours ritually awakening the spir-
  it of one of his weapons. The weapon becomes an intelligent 
  weapon (if it was not previously). The weapon begins with an 
  Intelligence, Wisdom, and Charisma of 10. At 6th level and ev-
  ery 4 levels thereafter, increase each of its mental ability scores 
  by +2. The weapon shares the spirit-wielder’s alignment and al-
  ways begins friendly toward the spirit-wielder. The sword gains 
  telepathy (but only with its wielder), and understands all lan-
  guages its wielder does. It is aware of everything around it like a 
  creature that can see and hear, and can be blinded and deafened 
  as if it were a creature. The weapon uses the spirit-wielder’s 
  saving throws as its own.
  A spirit-wielder may only have one awakened weapon at 
  any given time; while being damaged does not harm the weap-
  on’s mind, destruction effectively kills the weapon. If a weap-
  on is stolen, lost, or leaves the spirit-wielder’s person, its mind 
  fades out over the course of a week – this process is reversed if 
  the spirit-wielder retrieves the weapon, and the spirit-wielder 
  can always reawaken a weapon if its mind has faded, returning 
  the weapon to its previous form. When an awakened weapon’s 
  mind fades, it loses all benefits of being an awakened weapon.
  If the awakened weapon was already intelligent, it uses its 
  own caster level and mental ability scores, or the above, which-
  ever is greater, but does not necessarily change its alignment 
  nor disposition toward the spirit-wielder.
  This ability replaces bravery.
  Kindle the Weapon-Spirit (Su): At 3rd level, a spir-
  it-wielder’s awakened weapon gains the Enhancement sphere, 
  with a spell pool equal to its Charisma modifier. It is treated 
  as a Low-Caster with a level equal to the spirit-wielder’s class 
  level. The weapon gains an additional magic talent of the spir-
  it-wielder’s choice at 7th, 11th, and 15th level, and can even 
  branch out to different spheres if desired. An awakened weap-
  on may select a casting tradition - if the tradition possesses a 
  drawback the awakened weapon cannot satisfy on its own (such 
  
  Chapter 4: Archetypes
  146
  as Somatic Casting), it must have its wielder fulfill it instead 
  (usually a free action).
  An awakened weapon can target its wielder with magical 
  effects, even when the effect can normally only target the caster.
  This ability replaces armor training 1, 2, 3, and 4.
  Hone the Weapon-Spirit (Su): At 5th level, the spir-
  it-wielder’s awakened weapons begin to become hardened and 
  refined past mortal craftsmanship. Awakened weapons have 
  their hardness increased by 2 and their hit points increased by 
  10 at 5th level, and again every 4 levels thereafter. At 9th lev-
  el, an awakened weapon may bypass damage reduction as if it 
  were made of cold iron; at 13th level, an awakened weapon may 
  bypass damage reduction as if it were made of silver. At 17th 
  level, an awakened weapon may bypass damage reduction and 
  hardness as if it were made of adamantine.
  This ability replaces weapon training 1, 2, 3, and 4.
  Temper the Weapon-Spirit (Su): At 19th level, a spir-
  it-wielder’s awakened weapons are practically indestructible. 
  Double the benefits of hone the weapon-spirit; an awakened 
  weapon may now ignore hardness less than its own.
  This ability replaces armor mastery.
  Steel Legend (Ex): At 20th level, a spirit-wielder’s awak-
  ened weapons are considered part of his body for the purposes 
  of resurrection. In addition, the spirit-wielder cannot be dis-
  armed of his awakened weapons, and may take 10 on an attack 
  roll made with it once per round.
  War Hero
  The war hero is bound for greatness, and when he walks 
  the path fate has laid out for him, it covers him in glory.
  Greatness (Ex): The war hero can achieve greatness by 
  dropping an enemy to 0 or fewer hit points, confirming a crit-
  ical hit on it, succeeding at a saving throw against one of their 
  abilities, or by sundering one of their weapons, their shield or 
  their armor so that it is destroyed. The 
  enemy must have at least half as 
  many Hit Dice as the war hero has.
  Whenever 
  the 
  war 
  hero 
  achieves greatness, he may acti-
  vate one of his heroic auras.
  At 1st level, the war hero gains 
  one lesser heroic aura. This is a 
  30-foot aura centered on the war 
  hero that moves with him and 
  that duplicates the effects of the 
  totem chosen. The war hero may 
  choose any basic (totem) talent 
  that does not require a spell 
  point to use, or he may choose 
  Totem Of War. Once chosen, 
  the totem can not be changed 
  until the war hero gains anoth-
  er heroic aura. Only a totem 
  that can be created with-
  out spending a spell point 
  can be duplicated with 
  a lesser aura. If the war 
  hero chooses a totem that 
  allows spell points to be spent to improve it, he may not do so, 
  even if he possesses spell points. For the purposes of this totem, 
  the war hero uses his base attack bonus as his caster level, and 
  his Charisma as his casting ability, if he does not possess a cast-
  ing tradition.
  To activate an aura (which requires a free action that may 
  be taken outside his turn) the war hero must achieve greatness. 
  This aura lasts for 1 minute, but that minute restarts whenev-
  er the war hero achieves greatness again. This ability does not 
  make the war hero a spellcaster and he has neither spell points 
  nor spheres. Likewise, his aura is not a true totem and does not 
  interact with other abilities (such as rallies) even if the war hero 
  has sphere abilities from another source.
  This replaces the bonus feat gained at 1st level.
  Many Paths: At 4th level, the war hero gains a second 
  lesser heroic aura, and chooses a totem for that aura following 
  the same restrictions as the aura gained at 1st level. He may also 
  retrain the totem chosen at 1st level.
  The war hero may activate either aura whenever he 
  achieves greatness, and may have them active simultaneously if 
  he achieves greatness multiple times. Achieving greatness only 
  allows for the activation of one aura, but always resets the du-
  ration of all active auras.
  This replaces the bonus feat gained at 4th level.
  Expanding Influence: At 8th level, the war hero gains 
  a third lesser heroic aura, and may retrain any previous totems. 
  In addition, while the war hero has at least 3 auras active, the 
  radius of his auras increase to 60 feet.
  This replaces the bonus feat gained at 8th level.
  Increasing Power: At 12th level, the war hero gains his 
  first greater heroic aura. The totem chosen for a greater aura 
  may require up to 1 spell point to be activated. He is not re-
  quired to spend any spell points when he creates this aura. He 
  may also retrain his lesser auras. His lesser auras are still (and 
  
  Chapter 4: Archetypes
  147
  will always be) limited to totems that do not require a spell point 
  to be activated.
  This replaces the bonus feat gained at 12th level.
  Legendary Response: At 16th level, the war hero gains 
  his second greater heroic aura. He may also retrain his previous 
  totems. When the war hero achieves greatness, he may activate 
  2 auras instead of 1.
  This replaces the bonus feat gained at 16th level.
  Eternal Warfare: At 20th level, the war hero gains his 
  third greater heroic aura, and may retrain any previous totems. 
  When the war hero makes a successful attack against an enemy 
  with at least half as many Hit Dice as himself, he may activate 
  an aura as an immediate action.
  This replaces the bonus feat gained at 20th level.
  Gunslinger
  Clockstopper (Champion)
  All gunslingers need speed. That’s a simple fact. But there 
  are some that find the more mundane methods of getting faster 
  to be insufficient, and instead turn to the arcane arts to improve 
  their odds. Those who focus on magic that bends time are 
  commonly called clockstoppers. The term is used as a deroga-
  tory term by those spellcasters who considered these warriors 
  to be amateurs at best and arrogant upstarts at worst. Most 
  clockstoppers do not care however, stating that their meager 
  mastery of magic is more than enough to finish the job when 
  combined with their mastery of firearms.
  Weapon and Armor Proficiency: The clockstopper is 
  proficient with simple weapons and the type of firearm she 
  chooses with the gunsmith class feature (blunderbuss, mus-
  ket, or pistol), as well as light armor. In addition, if this is her 
  first level in any class, she may select a martial tradition of her 
  choice.
  This alters the gunslinger’s normal weapon and armor 
  proficiencies.
  Blended Training: The clockstopper gains a talent at 1st 
  level, 2nd level, and every even level thereafter. This talent may 
  be spent on either magic talents or combat talents. The clock-
  stopper is considered a Low-Caster. This counts as the casting 
  class feature. (Note: All casters gain 2 bonus talents and a cast-
  ing tradition the first time they gain the casting class feature.)
  This replaces the gunslinger’s dodge, gunslinger initiative, 
  dead shot, and lightning reload deeds.
  Spell Pool: At 1st level, the clockstopper gains a small res-
  ervoir of magical energy she can use to create truly wondrous ef-
  fects, called a spell pool. This pool contains a number of points 
  equal to her level + her casting ability modifier (minimum 1). 
  This pool replenishes once per day after roughly 8 hours of rest. 
  The clockstopper may spend spell points as though they were 
  grit points when using any of her deeds. For the purpose of feat 
  prerequisites, the clockstopper satisfies the prerequisites as if 
  she were a grit or panache user.
  This replaces grit.
  Time Magic: The clockstopper gains the Time sphere as 
  a bonus talent at 1st level.
  Deeds: A clockstopper swaps some deeds for the following. 
  Fast-Time Reload (Su)
  Starting at 3rd level, as long as the clockstopper is under 
  the effects of a haste spell or alter time effect, she may reload a 
  one-handed firearm as a free action or a two-handed firearm as 
  a swift action. This replaces the pistol-whip deed.
  Leaping Shot
  Starting at 7th level, the clockstopper gains Leaping Shot 
  Deed as a bonus feat, even if she would not normally qualify 
  for it. If the clockstopper already has the Leaping Shot Deed 
  feat, she can immediately swap it for another feat for which she 
  qualifies. This replaces the startling shot deed.
  Rewind
  At 15th level, the clockstopper gains the Second Chance 
  talent from the Time sphere as a bonus talent. In addition, 
  whenever the clockstopper uses an alter time effect on herself, 
  she may choose to have the duration automatically doubled; 
  if the effect normally requires concentration, it instead lasts 
  for a number of rounds equal to the clockstopper’s caster level. 
  These increases only affect the clockstopper if the effect would 
  normally affect multiple targets (such as when using the Mass 
  Time talent).
  This replaces the slinger’s luck deed.
  Slow-Time (Su): Upon reaching 20th level, whenever the 
  clockstopper is under the effects of an active Haste or haste, 
  she gains a +4 circumstance bonus to attack rolls, damage rolls, 
  and saving throws in addition to the ability’s normal effects. 
  The clockstopper also gains these benefits on attacks made 
  against enemies under the effects of Slow or slow, and to saving 
  throws against spells and abilities created by such enemies.
  This replaces true grit.
  Cursed Stranger
  Curses are truly terrible things, and even those who some-
  how manage to rid themselves of such unnatural afflictions are 
  sometimes the worse off for it. Cursed strangers are gunslingers 
  who are afflicted by a powerful curse, but are able to suppress it 
  within themselves. These methods are not entirely perfect, and 
  the curse still “leaks out” in small ways - bringing woe and ruin 
  to all who are struck by their cursed bullets.
  Jinxed Hands (Su): As a subject of a powerful curse, a 
  cursed stranger must learn to feed off of misfortune and shift 
  the worst effects of the affliction to her foes.
  At 1st level, any firearm the cursed stranger holds gains the 
  broken condition, and cannot be fixed by any means while she 
  continues to hold it (even a Creation sphere Repair ability). As 
  long as she has at least 1 point of grit remaining, a misfire does 
  not automatically count as a miss (though a natural 1 does, as 
  normal), and her firearms never explode on a misfire.
  Any time she misfires a weapon, she regains a point of grit, 
  but misfiring while attacking a helpless creature, a creature that 
  has fewer Hit Dice than half the cursed stranger’s character 
  level, or against any target other than a creature (into the air, 
  at an inanimate object, etc.) does not restore grit. She does not 
  regain grit for confirming a critical hit with a firearm.
  This alters the grit and gunsmith class features.
  
  Chapter 4: Archetypes
  148
  Deeds: A cursed stranger swaps some deeds for the 
  following. 
  Cursed Bullets (Su) [curse]
  Whenever the cursed stranger makes an attack with a fire-
  arm, she may spend a point of grit to infuse the attack with a 
  portion of the malignant curse that affects her. Whenever the 
  cursed stranger strikes a target with a cursed bullet, the tar-
  get must succeed at a Fortitude save (DC 10 + 1/2 her cursed 
  stranger level + her modifier used for her grit pool) or suffer a -2 
  penalty to attack rolls, damage rolls, saves, ability checks, and 
  skill checks for 1 minute. This is a curse effect and cannot be 
  removed early except with the Break Enchantment Life talent 
  (or similar effects), upon the cursed stranger’s death, or by her 
  choice as a free action. Penalties from multiple cursed bullets 
  do not stack. This replaces the quick clear deed.
  Cursed Grave
  At 3rd level, whenever a creature suffering from a cursed 
  bullet is killed or the attack made with a cursed bullet kills the 
  target, the cursed stranger can spend a point of grit as an imme-
  diate action to reanimate it (as the Death sphere ability), using 
  the cursed stranger’s class level as her caster level and the mod-
  ifier used for her grit pool as her casting ability modifier. This 
  replaces the gunslinger initiative deed.
  Cursed Bullets, Improved (Su)
  At 11th level, the penalty inflicted by the cursed stranger’s 
  cursed bullets doubles to -4. This replaces the expert loading 
  deed.
  Bonus Feats: The cursed stranger can choose and gain 
  any Death sphere talent that augments reanimate as a bonus 
  feat, in addition to combat feats and grit feats.
  Glass Eye Gunmage
  A glass-eye gunmage has learned to use magic to change 
  their powers of perception, keeping their enemies from escap-
  ing their gaze - and their gun.
  Skills: A glass-eye gunmage adds Knowledge (arcana) 
  (Int) and Spellcraft (Int) to her list of class skills and removes 
  Knowledge (local) (Int) and Sleight of Hand (Dex) from her list 
  of class skills.
  This alters skills.
  Deeds: A glass-eye gunmage swaps some deeds for the fol-
  lowing. She may choose to swap out any deed she would nor-
  mally gain from her class at the same level, as specified in the 
  new deed descriptions.
  Lens Array (Su)
  At 1st level the glass-eye gunmage uses her magic to be-
  come more perceptive, enhancing her vision with magic lenses. 
  As long as the glass-eye gunmage has at least 1 grit she gains a 
  +2 bonus to Perception checks. In addition, the glass-eye gun-
  mage can spend 1 grit point as an immediate action to reroll a 
  Perception check. She must choose to reroll before the result 
  of the original roll is known, and must take the result of the 
  reroll even if it is worse than the original roll.
  This replaces any one deed gained at 1st level.
  Constant Vigilance (Ex)
  At 3rd level, the glass-eye gunmage is never caught off 
  guard. As long as she has at least 1 grit, she ignores penalties to 
  Perception checks for being distracted or asleep. In addition, 
  she can spend 1 grit point at the beginning of a battle (even 
  during a surprise round) to not be treated as flat-footed before 
  she has had a chance to act.
  This replaces any one deed gained at 3rd level.
  Lens Prodigy (Sp): At 4th level and every four levels 
  thereafter, the glass-eye gunmage gains a single (lens) talent 
  of her choice from the Light sphere. For the purposes of this 
  talent her glass-eye gunmage levels are treated as casting class 
  levels when determining MSB and MSD. She is treated as hav-
  ing a caster level equal to her glass-eye gunmage level and uses 
  the ability that determines her grit points for her casting ability 
  modifier. This stacks normally with caster levels gained from 
  other sources. If a specific use of this talent would require one 
  or more spell points, she may spend an equal number of grit 
  points instead.
  This ability replaces the gunslinger’s bonus feats.
  Wandslinger
  A wandslinger uses magic instead of guns, but follows the 
  same dangerous path.
  Class Skills: The wandslinger loses Knowledge (engineer-
  ing) (Int) as a class skill and gains Spellcraft (Int) and Use Magic 
  Device (Cha).
  Tools of Destruction: The wandslinger may create and 
  use wands keyed to the Destruction sphere as if she possessed 
  that sphere, the Craft Spell Engine feat, and a caster level equal 
  to her class level. She may not use this ability to create wands 
  with a caster level higher than her class level. She may use the 
  ability modifier she uses to determine grit capacity as her cast-
  ing ability modifier if she does not already possess one, and adds 
  her casting ability modifier to the DCs of any destructive blasts 
  she casts from a wand. The wandslinger may add Destruction 
  sphere talents that she does not possess to a wand she is craft-
  ing at no penalty.
  In addition, the wandslinger begins play with a battered 
  wand keyed to the Destruction sphere – this wand has a caster 
  level of 2 and functions only for the wandslinger.
  For the purposes of all gunslinger class features, a wand-
  slinger treats wands as one-handed firearms.
  This ability replaces gunsmith.
  Gritty Activation (Ex): A wandslinger may recharge 
  wands by expending a grit point in place of a spell point. In 
  addition, once per round when casting a destructive blast from 
  a wand, a wandslinger may expend 1 grit point in place of one 
  of the wand’s spell points. At 11th level she may use this ability 
  twice per round.
  This ability replaces quick clear and expert loading.
  Steady Aim (Ex): At 1st level, as long as a wandslinger 
  has at least 1 grit point, she can take a move-equivalent action 
  or spend a grit point to increase the accuracy of a wand of the 
  Destruction sphere. When she does, she increases the range 
  of the destructive blast by 5 feet per class level. This stacks with 
  other abilities that increase her range increment.
  This replaces deadeye.
  Wand Training (Ex): Starting at 5th level, a wandslinger 
  gains a bonus equal to her Dexterity modifier on damage rolls 
  with destructive blasts cast from wands, and may use her class 
  
  Chapter 4: Archetypes
  149
  level in place of the wand’s caster level when determining the 
  save DC of any destructive blast she casts from a wand.
  At 9th level whenever the wandslinger casts a spell from 
  a wand she may increase its caster level by +1, even if it is not 
  keyed to the Destruction sphere. This increases by an addition-
  al +1 for every 4 class levels after 9th to a maximum of +3 at 17th 
  level.
  This ability replaces gun training.
  Dead Blast (Ex): At 7th level a wandslinger gains the 
  Destruction talent Gather Energy, even if she does not possess 
  the Destruction sphere. She may apply this talent to destructive 
  blasts cast from wands as if they contained that talent.
  This ability replaces dead shot.
  Two-Wand Fighting (Ex): At 11th level a wandslinger 
  may activate two wands as a full-round action, one in each hand, 
  as long as their combined caster levels (before wand training) 
  do not exceed her class level.
  This ability replaces lightning reload.
  Hedgewitch
  Dragonblooded Mortal
  Paths: Choosing the dragonblooded mortal archetype re-
  places one of the character’s Paths.
  Saving Throws: A dragonblooded mortal has all good 
  saving throws. This alters saving throws.
  Dragon Heritage (Ex): A dragonblooded mortal gains 
  a host of different abilities depending on which dragon’s pow-
  er they carry. Choose one of the following dragons. As a drag-
  onblooded mortal gains levels, she gains different abilities de-
  pending on the dragon selected.
  Dragon Type
  Energy Type
  Breath Shape
  Black
  Acid
  60-ft. line
  Blue
  Electricity
  60-ft. line
  Green
  Acid
  30-ft. cone
  Red
  Fire
  30-ft. cone
  White
  Cold
  30-ft. cone
  Brass
  Fire
  60-ft. line
  Bronze
  Electricity
  60-ft. line
  Copper
  Acid
  60-ft. line
  Gold
  Fire
  30-ft. cone
  Silver
  Cold
  30-ft. cone
  Dragonform: A dragonblooded mortal gains the follow-
  ing abilities as she gains levels.
  Claws (Ex)
  At 1st level, a dragonblooded mortal gains the ability to 
  grow claws. These claws are primary attacks that deal 1d6 dam-
  age for a Medium creature. Growing or retracting these claws 
  is a free action.
  Dragon Hide (Ex)
  At 1st level, a dragonblooded mortal gains a +1 natural ar-
  mor bonus, and gains resistance 5 to the element associated 
  with her dragon. At 5th, 9th, 13th, and 17th levels, this natural 
  armor bonus increases by +1, and her resistance improves by 5.
  Bite (Ex)
  At 5th level, a dragonblooded mortal gains the ability to 
  grow a bite attack. This is a primary attack that deals 1d8 dam-
  age for a Medium creature. Growing or dismissing this bite at-
  tack is a free action.
  Breath Weapon (Su)
  At 9th level, a dragonblooded mortal gains the ability to 
  make a breath attack as a dragon. This breath attack has a 
  different shape and damage type depending on the the drag-
  onblooded mortal’s dragon type as chosen above. This breath 
  weapon deals 1d6 points of damage of the dragon’s energy type 
  per dragonblooded mortal level. Those caught in the area of the 
  breath receive a Reflex save for half damage. The DC of this 
  save is equal to 10 + 1/2 her dragonblooded mortal level + her 
  Constitution modifier or her casting ability modifier, which-
  ever is higher. The dragonblooded mortal may use this ability 
  once per 1d4 rounds.
  Wings (Ex)
  At 13th level, a dragonblooded mortal gains the ability to 
  grow leathery dragon wings from her back as a standard action, 
  giving her a fly speed of 60 feet with average maneuverability. 
  These wings can be dismissed as a free action.
  Power (Ex)
  At 17th level, the dragonblooded mortal gains a +2 bonus to 
  her Constitution and Strength scores. Her fly speed increases 
  to 90 feet.
  Dragonheart (Ex)
  At 20th the dragonblooded mortal’s heritage comes to 
  complete fruition. She gains immunity to paralysis, sleep, and 
  her associated energy type. She also gains blindsense 60 feet.
  Entropic Sage
  Paths: Choosing the entropic sage archetype replaces one 
  of the character’s Paths.
  Weapon and Armor Proficiency: An entropic sage is 
  proficient with simple weapons and two weapons chosen from 
  the monk weapons group at first level, but not armor.
  This alters the hedgewitch’s weapon and armor 
  proficiencies.
  Enlightenment in Oblivion: An entropic sage has con-
  templated the mysteries of the universe, seeing all creation 
  crumbling to dust and drawing strength from this certainty, 
  channeling the forces of destruction for their own ends. Some 
  seek to hasten the end, hoping to reset a great cosmic cycle; 
  some revel in destruction and seek the nothingness of oblitera-
  tion; others simply find it a useful tool for their temporary gain.
  At first level, an entropic sage gains the Destruction sphere 
  and Energy Strike talent as bonus talents, as well as the Focused 
  Shape drawback. This drawback does not grant an additional 
  talent and may be bought off as normal. If the entropic sage al-
  ready possesses the Destruction sphere, then the Energy Strike 
  talent is gained as a bonus talent with no drawback. If both 
  
  Chapter 4: Archetypes
  150
  are already possessed, then she may choose any talent from the 
  Destruction sphere as a bonus talent. The entropic sage may 
  always take a talent from this sphere in place of a secret.
  At 1st level, the entropic sage gains the Improved Unarmed 
  Strike feat as a bonus feat. Also, when unarmored and unen-
  cumbered, the entropic sage adds her casting modifier bonus 
  (if any) to her AC (including flat-footed and touch) and to her 
  CMD. These bonuses increase by +1 for every 4 entropic sage 
  levels. This does not stack with similar abilities, such as pos-
  sessed by the monk.
  The entropic sage may treat her caster level as equal to her 
  class level when using Energy Strike with her unarmed strikes 
  or weapons from the monk weapon group. This stacks normal-
  ly with caster levels gained from other sources. Using Energy 
  Strike this way does not provoke attacks of opportunity.
  At 5th level, the entropic sage’s unarmed strike does dam-
  age as a monk of half her level.
  At 9th level, the entropic sage gains the Improved Spell 
  Combat feat as a bonus feat, even if she does not meet the 
  requirements.
  At 13th level, the entropic sage may use the Improved Spell 
  Combat feat without spending a spell point.
  At 17th level, when the entropic sage reduces a creature to 0 
  or fewer hit points, its body is destroyed as per the Disintegrate 
  advanced talent.
  Secrets: The entropic sage gains exclusive access to the 
  following secrets:
  Monastic Secret: The entropic sage gains one ki power from 
  the unchained monk’s ki power list. She may treat her entropic 
  sage levels as monk levels (stacking with monk levels) for this 
  ki power and may spend spell points in place of ki. This secret 
  can be taken several times. Each time it is selected, she chooses 
  another ki power.
  Style Secret: The entropic sage gains a style feat for which 
  she qualifies. She may treat her entropic sage levels as monk 
  levels (stacking with monk levels) and also use it in place of her 
  base attack bonus for the purpose of qualifying for style feats. 
  This secret can be taken several times. Each time it is selected, 
  she chooses another style feat.
  Iron Mage
  Class Skills: The iron mage adds Intimidate (Cha), 
  Knowledge (history) (Int), and Knowledge (nobility) (Int) to 
  her class skill list. The iron mage gains 4 + Int modifier skills 
  per level.
  Saving Throws: The iron mage has good Fortitude and 
  Will saves, and poor Reflex saves.
  This alters saving throws.
  Paths: Choosing the iron mage archetype replaces one of 
  the character’s Paths.
  Military Tradition: The iron mage gains the War sphere 
  as a bonus talent, and uses her class level as her caster level 
  with that sphere. This stacks normally with caster levels gained 
  from other sources. In addition, at 1st level she gains a bonus 
  feat. This feat must be used to acquire an armor proficiency, 
  shield proficiency, or weapon proficiency she qualifies for, or 
  the Improved Unarmed Strike combat feat. If using Spheres of 
  Might, this may be spent to gain an Equipment sphere talent.
  Authority (Ex): The iron mage can call upon reserves 
  of personal strength and tactical skill to perform her tactical 
  duties more effectively and to inspire her comrades to greater 
  feats of daring. At the start of each day, an iron mage gains a 
  number of authority points equal to her casting ability mod-
  ifier. Her authority changes throughout the day, but cannot 
  go higher than this amount, barring special abilities. The iron 
  mage spends authority by using commands, and regains it by 
  succeeding in her goals.
  Whenever an enemy within 60 feet of the iron mage is re-
  duced to 0 or fewer hit points by the iron mage or one of her al-
  lies during combat, she regains 1 point of authority. The enemy 
  must have at least half as many Hit Dice as the iron mage for 
  them to regain authority, and they must not be helpless unless 
  she or her allies made them helpless.
  Commands (Ex): Once per round, the iron mage may 
  use a command to enhance her War sphere and other abilities. 
  The iron mage has many different commands available to her, 
  each with its own action cost. Once a command has been used, 
  she can not use another until next turn. If she uses a command 
  outside of her turn, it uses up this action for her next turn, 
  and she can not use another command until after her next turn 
  has ended. The iron mage may not use commands while she is 
  dazed or stunned.
  The iron mage gains access to all commands presented 
  here as she levels:
  Answer The Call
  At 1st level, the iron mage may spend a point of authority 
  as an immediate action to rally an ally she can see without the 
  need of a totem or mandate. She must still pay the normal spell 
  point cost of the rally.
  Close The Ranks
  At 1st level, the iron mage may spend a point of authority 
  as a free action to allow an ally in a mandate she created to move 
  their speed, provided their movement ends adjacent to the ally 
  she is mandated with, or adjacent to an enemy that is adjacent 
  to the ally she is mandated with. This provokes attacks of op-
  portunity normally. Both allies must be within medium range 
  of the iron mage.
  Face The Enemy
  At 1st level, as a free action, the iron mage may spend a 
  point of authority to cause a totem she created that is within 
  long range to move to her current location.
  Prepare for Battle
  At 5th level, the iron mage may spend a point of authority 
  as a free action to add a number of temporary points to her 
  momentum pool equal to twice her class level. These points are 
  the first points spent when any ally spends momentum, and last 
  until the end of her next turn.
  Pull The Trigger
  At 5th level, as a free action, the iron mage may choose 
  an enemy she can see within close range and spend 1 point of 
  authority to trigger every mandate she created which has at least 
  one member within medium range and which has a trigger the 
  is caused by the action of an enemy or the actions of a character 
  on an enemy. Both members of each mandate receive the benefit 
  of the mandate as if the other had just met the trigger condition 
  against that enemy.
  
  Chapter 4: Archetypes
  151
  Watch Your Back
  At 5th level, the iron mage may spend a point of authority 
  to rally herself as a free action. The cost of the rally is reduced 
  by 1 spell point (minimum 0).
  Adapt to the Situation
  At 9th level, the iron mage may spend a point of authority 
  as a free action to change a totem she controls into a different 
  type of totem she can create. This still qualifies as creating a to-
  tem, so any additional spell point cost of the new totem must be 
  paid, but the new totem inherits any remaining duration from 
  the previous totem, and any metamagic effects it may have had. 
  If a totem is replaced with exactly the same type of totem, crea-
  tures within must still attempt new saving throws required by 
  the totem.
  Commit Your Forces
  At 9th level, when the iron mage rallies an ally, she may 
  spend a point of authority as a free action to add the effects of 
  a second, different rally. She must pay the spell point costs of 
  both rallies. The second rally only affects the original target of 
  the rally, even if multiple creatures will be affected by the rally.
  Lead The Charge
  At 9th level, when the iron mage rolls initiative, she may 
  spend 1 point of authority to allow any ally in a mandate she 
  created to share their initiative total (d20 roll + initiative bonus) 
  with anyone they are in a mandate with. An ally may share an 
  initiative total they received from someone else with even more 
  allies, if they are in multiple mandates.
  Lend A Hand
  At 13th level, when using a sphere ability that targets an 
  ally, the iron mage may spend 1 point of authority to allow her 
  to target any ally she may currently rally, regardless of the usual 
  range restrictions of the ability she is using. This does not in-
  crease the number of allies that can be targeted by the sphere 
  ability.
  Muster Your Forces
  At 13th level, the iron mage may spend a point of authority 
  as a free action to transfer hit points from one member of a 
  mandate she created to the other member. This can not reduce 
  either member to below 1 hit point. Transferring a single hit 
  point to a dying ally stabilizes them. Temporary hit points may 
  not be transferred.
  Take The Offensive
  At 13th level, when combat begins, the iron mage may 
  spend a point of authority to create a totem at the beginning of 
  the first round in which she will get to act. This must be a totem 
  she can create in a full-round action or less, and she loses the 
  action it took to create the totem from her first turn.
  Bring The Pain
  At 17th level, the iron mage may spend a point of authority 
  as a standard action to cause a totem she controls to explode in 
  a storm of mystical energy. Each enemy within the totem must 
  succeed at a Will save vs. a DC equal to 10 + 1/2 her iron mage 
  level + her casting ability modifier or be stunned for 1 round. 
  The totem ends.
  Press The Advantage
  At 17th level, the iron mage may spend a point of authority 
  as free action to refill her momentum pool. She must spend a 
  spell point as is normally required.
  Respond To The Situation
  At 17th level, the iron mage may spend a point of authority 
  to rally an ally other than herself as if using an immediate ac-
  tion, but without expending her immediate action. She may do 
  this even if she has used her immediate action already, or if she 
  has been deprived of her immediate action (such as at the be-
  ginning of combat) but not if she is helpless. She must pay the 
  spell point cost of the rally in addition to the point of authority.
  Paths Secrets: The iron mage gains exclusive access to 
  the following secrets:
  Battle Hardened: The iron mage gains the stalwart ability, as 
  the mageknight class feature.
  Decorated Officer: The iron mage’s maximum authority in-
  creases by 2. She may take this secret multiple times. Its effects 
  stack.
  Imbued Weapon: The iron mage chooses a weapon with 
  which she has proficiency. She can add her casting ability modi-
  fier instead of her Dexterity or Strength modifier to attack rolls 
  when wielding this weapon.
  Sabre Rattling: The iron mage gains one swashbuckler deed 
  of her choice, using her iron mage level as her swashbuckler 
  level and using authority in place of panache for the purpose of 
  this deed. The deed is considered a command, and when used, 
  prevents the use of other commands until the end of the iron 
  mage’s next turn. She may take this secret multiple times. Each 
  time, she chooses another deed.
  Grand Path Secrets: The iron mage gains exclusive ac-
  cess to the following grand secrets:
  Battlefield Casting: The iron mage may take 10 on concen-
  tration checks to use War sphere abilities.
  High Alert: The iron mage may add her current authority to 
  her initiative rolls.
  Lead From The Front: Whenever the iron mage makes a full 
  attack or an attack action, she receives a +4 insight bonus to 
  those attack rolls.
  Personal Touch: Whenever the iron mage confirms a critical 
  hit on a creature, she regains one point of authority. Confirming 
  a critical hit on a helpless or unaware creature or on a creature 
  that has fewer Hit Dice than half the iron mage’s character lev-
  el does not restore authority.
  Triple Goddess
  Paths: Choosing the triple goddess archetype replaces 
  one of the character’s Paths.
  Maiden, Mother, Crone (Su): A triple goddess com-
  mands the powers of Life, Death, and Fate, seeing the strands 
  of people’s lives and manipulating them to her desires. The tri-
  ple goddess uses her class level as her caster level with the Life, 
  Death, and Fate spheres. This stacks normally with caster levels 
  gained from other sources.
  At 1st level, the triple goddess gains 2 bonus magic talents 
  that must be spent in either the Life, Death, or Fate spheres. 
  At 10th level, whenever the triple goddess rests to regain spell 
  points, she may change one magic talent she possesses in either 
  the Life, Death, or Fate sphere, replacing them with another 
  talent from that same sphere.
  Thread of Life (Su): Beginning at 5th level, a triple god-
  dess can sense, manipulate and eventually even sever a creature’s 
  
  Chapter 4: Archetypes
  152
  thread of life. She gains access to the following abilities as she 
  gains levels, and can use the following abilities a total number 
  of times per day equal to 1 + 1 for every 4 triple goddess levels 
  she possesses beyond 5th.
  At 5th level, the triple goddess may control the weaving of 
  fate. As a standard action she can touch a creature and grant 
  them either good luck or bad luck. If good luck, once a round 
  for the duration of the effect the target may roll a d20 twice and 
  take the more favorable result. The target must announce they 
  are using this benefit before any roll is made. If granting bad 
  luck, for the duration of the effect, the target must make her 
  first d20 roll twice and take the less favorable result. Bestowing 
  good or bad luck on an unwilling creature requires a touch at-
  tack. This effect lasts a number of rounds equal to 1/2 her triple 
  goddess level.
  At 9th level, the triple goddess can touch a creature as a 
  standard action and examine the cord of its life to gain an ad-
  vantage. During the next round the triple goddess gains a +20 
  circumstance bonus to a single d20 roll made against the target 
  whose cord she examined, such as an attack roll or skill check.
  This ability can be used in or out of combat but requires a 
  touch attack against an unwilling target.
  At 13th level, the triple goddess may spend a standard ac-
  tion to touch a creature and sever its connection to fate. The 
  target must succeed at a Will save against a DC equal to 10 + 
  1/2 her triple goddess level + her casting ability modifier. If the 
  target fails this saving throw, it becomes permanently sickened 
  and staggered. These conditions may only be removed through 
  the Break Enchantment Life talent, a break enchantment or re-
  move curse spell, a wish or miracle spell, or other, similar means.
  At 17th level, a triple goddess gains the ultimate power over 
  life itself: The power to end it. The triple goddess may spend 
  a standard action to make a touch attack against a single crea-
  ture and cut the cord of its life. The target receives a Will save 
  against a DC equal to 10 + 1/2 her triple goddess level + her cast-
  ing ability modifier. If the target succeeds in its Will save it is 
  staggered for 1d4 rounds and the triple goddess cannot attempt 
  to cut her cord again for 24 hours. If the target’s saving throw 
  fails, it dies. This is a death effect.
  Hunter
  Sphere Hunter
  Casting: The sphere hunter may combine spheres and tal-
  ents to create magical effects. The sphere hunter is considered 
  a Mid-Caster. (Note: All casters gain 2 bonus talents and a cast-
  ing tradition the first time they gain the casting class feature.)
  This replaces the spells class feature.
  Spell Pool: The sphere hunter gains a small reservoir of 
  energy she can call on to create truly wondrous effects, called a 
  spell pool. This pool contains a number of spell points equal to 
  her class level + her casting ability modifier. This pool replen-
  ishes once per day after roughly 8 hours of rest.
  Magic Talents: A sphere hunter gains 3/4ths of a mag-
  ic talent every level (the same progression as she gains caster 
  levels).
  Greenrunner (Champion)
  The first rule of the greenrunner is to never stop moving. 
  Death is a state of being. It is standing still, being at peace, and 
  lying down to rest. The greenrunner naturally attracts a com-
  panion as energetic and impatient as she is.
  This archetype requires sphere hunter.
  Combat Training (Ex): A greenrunner is considered an 
  Adept practitioner, gaining spheres and talents as appropriate. 
  A greenrunner uses her casting ability modifier as her practi-
  tioner modifier.
  This replaces teamwork feats and hunter tactics.
  Animal Companion (Ex): At 1st level, the greenrunner 
  gains the Beastmastery sphere as a bonus sphere. She must se-
  lect the (handle animal) package. If she already possesses the 
  Beastmastery sphere, but not the (handle animal) package, she 
  gains that package, and if that package is already possessed, she 
  gains a talent from that sphere as a bonus talent. The greenrun-
  ner uses her class level as her base attack bonus with this sphere 
  to determine its effects, but not for attack rolls.
  The greenrunner also gains the animal companion talent 
  of the Beastmastery sphere, and uses her full base attack bonus 
  as her druid class level for her animal companion (not her base 
  attack bonus -3). She may choose a martial beast animal com-
  panion if desired.
  A greenrunner may teach her companion hunter’s tricks 
  from the skirmisher ranger archetype as a standard hunter can.
  This alters the animal companion class feature.
  Handler: At 1st level, the greenrunner gains Animal 
  Empathy from the Beastmastery sphere as a bonus talent.
  This replaces wild empathy.
  Shared Magic (Ex): At 2nd level, as long as her animal 
  companion is within line of sight, the greenrunner may treat 
  them as being in range of any of her sphere abilities that target 
  one creature. In addition, whenever the greenrunner uses such 
  an ability on herself, she may spend a spell point as a free action 
  to have it affect her animal companion as well.
  This replaces precise companion.
  Incanter
  Reincarnated Master
  Mysterious Stranger (Ex): At 2nd level, a reincarnated 
  master adds half his reincarnated master level (minimum 1) to 
  the DC of Sense Motive, Diplomacy, and Knowledge checks to 
  learn about him.
  This replaces the bonus feat gained at 2nd level.
  Resist Death’s Touch: At 4th level, the reincarnated 
  master gains a +4 bonus to saving throws against death effects, 
  energy drain, and necromancy effects, and to stabilization 
  checks when dying.
  This replaces the bonus feat gained at 4th level.
  Many Lives (Ex): At 6th level, if the reincarnated master 
  is killed, he automatically reincarnates as the spell 1 day later. 
  The reincarnated master appears in a safe location within 1 mile 
  
  Chapter 4: Archetypes
  153
  of his previous body. For one week, the reincarnated master 
  always knows the direction and distance to his old body.
  If he is killed during these 7 days, he remains dead and does 
  not reincarnate. The many lives ability does not function if the 
  reincarnated master is slain by a death effect. Any attempt to 
  bring the reincarnated master back from the dead always re-
  sults in his being reincarnated.
  This replaces the bonus feat gained at 6th level.
  Cheat Death (Ex): At 8th level, once per day, the rein-
  carnated master may reroll a save against a death effect, ener-
  gy drain, or necromancy effect before the result of the roll is 
  revealed, or reroll a failed stabilization check while dying. He 
  must take the result of the second roll, even if it is worse.
  This replaces the bonus feat gained at 8th level.
  Tongue of the Sun and Moon (Ex): At 14th level, the 
  reincarnated master can speak with any living creature.
  This replaces the bonus feat gained at 14th level.
  Specializations: A reincarnated master may still gain up 
  to two specialization points worth of incanter specializations. 
  One specialization point replaces the bonus feats gained at 1st, 
  10th, and 20th level. A second specialization point replaces the 
  bonus feats gained at 12th, 16th, and 18th levels.
  Inquisitor
  Sphere Inquisitor
  Casting: The sphere inquisitor may combine spheres and 
  talents to create magical effects. The sphere inquisitor is con-
  sidered a Mid-Caster. (Note: All casters gain 2 bonus talents 
  and a casting tradition the first time they gain the casting class 
  feature.)
  This replaces the spells class feature.
  Spell Pool: The sphere inquisitor gains a small reservoir 
  of energy she can call on to create truly wondrous effects, called 
  a spell pool. This pool contains a number of spell points equal 
  to her sphere inquisitor level + her casting ability modifier 
  (minimum 1). This pool replenishes once per day after roughly 
  8 hours of rest.
  Magic Talents: A sphere inquisitor gains 3/4ths of a mag-
  ic talent every level (the same progression as she gains caster 
  levels).
  Ordained Hunter
  No one expects to be chased by the inquisition, but the 
  news that one is pursued by an ordained hunter is usually 
  enough to bring even the most heretical apostate back to the 
  true faith. Blessed by her god and endowed with extraordi-
  nary ability to follow her prey, the ordained hunter’s pursuit is 
  unstoppable.
  This archetype requires sphere inquisitor.
  Alignment: Any except true neutral.
  Blessed: At 1st level, the ordained hunter gains Fate as a 
  bonus sphere, or a Fate talent if she already has the Fate sphere, 
  and treats her class level as her caster level for this sphere. This 
  stacks normally with caster levels gained from other sources.
  This replaces detect alignment and discern lies.
  Track (Ex): The ordained hunter gains track at level 1, 
  and it gives an additional +2 bonus to checks made to follow 
  tracks.
  This alters track.
  Kismet (Ex): An ordained hunter’s unflinching devotion 
  to her god’s vision of destiny manifests as a pool of kismet: a 
  fluctuating measure of her ability to perform amazing actions 
  in combat. At the start of each day, she gains a number of kis-
  met points equal to her casting ability modifier (minimum 1). 
  Her kismet goes up or down throughout the day, but usually 
  cannot go higher than her casting ability modifier (minimum 1), 
  though feats and magic items can affect this maximum. An or-
  dained hunter spends kismet to accomplish deeds (see below), 
  and regains kismet in the following ways.
  • Natural 1 on a saving throw. Each time the or-
  dained hunter rolls a natural 1 on a saving throw, she re-
  gains 1 kismet point. If an ability or effect would allow 
  the ordained hunter to roll twice or reroll, she regains 
  kismet only if the roll she takes is a natural 1. Rolling a 
  natural 1 on a saving throw against an effect caused by 
  a creature, trap, or effect with a CR less than half her 
  character level or who is not genuinely hostile to her 
  does not restore kismet.
  • Natural 1 on an attack roll. Each time the ordained 
  hunter rolls a natural 1 on an attack roll against a crea-
  ture she regains one kismet point. If an ability or effect 
  would allow the ordained hunter to roll twice or reroll, 
  she regains kismet only if the roll she takes is a natural 
  1. Rolling a natural 1 on an attack against a creature 
  with a CR less than half her character level or who is 
  not genuinely hostile to her does not restore kismet.
  • Gamble. When the ordained hunter spends at least 
  one spell point on a Fate sphere effect, she can choose 
  to roll a d3. If the d3 is a 1 she loses an additional spell 
  point. If the d3 is a 2, she spends the spell points nor-
  mally. If the d3 is a 3, the ordained hunter still spends 
  the spell points, but regains one kismet point. She 
  can attempt this for as many spell points as she might 
  spend in a round, but can only regain one kismet point 
  per round in this way. She cannot gamble a spell point 
  if the increased spell point cost of the sphere effect 
  would reduce her to 0 spell points.
  Attempting to manipulate or circumvent the definition of 
  “genuinely hostile” attracts the ire of Lady Luck and results in 
  the ordained hunter being unable to use her kismet or any abil-
  ities requiring it for one hour per level as well as the occurrence 
  of numerous tiny coincidences that make her life unpleasant 
  during this time. (What these might be are entirely subject to 
  the GM’s imagination, but should have little effect on game-
  play. Examples might include tripping outside of combat and 
  falling face-first into manure or being mistaken for someone a 
  shopkeeper hates.)
  This ability replaces monster lore.
  
  Chapter 4: Archetypes
  154
  Deeds: Ordained hunters spend kismet points to accom-
  plish deeds. Most deeds grant the ordained hunter a momen-
  tary bonus or effect, but some provide longer- lasting effects. 
  Some deeds remain in effect while the ordained hunter has at 
  least 1 kismet point, but do not require expending kismet to be 
  maintained. An ordained hunter can only perform deeds of her 
  level or lower. Unless otherwise noted, a deed can be performed 
  multiple successive times, as long as the ordained hunter has or 
  spends the required number of kismet points to perform the 
  deed.
  Fated Encounter (Ex)
  At 1st level, as long as the ordained hunter has at least one 
  kismet point remaining, she gains a bonus to attack and dam-
  age rolls during surprise rounds equal to the current size of her 
  kismet pool, up to a maximum bonus of 2 + 1/2 her level.
  Implacable (Ex)
  At 1st level the ordained hunter may spend a kismet point 
  as a free action to allow herself and a number of other creatures 
  within 30 feet equal to her casting ability modifier to hustle 
  or forced march an additional hour without taking nonlethal 
  damage. When she does, she also reduces the number of hours 
  affected casters (including the ordained hunter herself) must 
  rest to regain spells or spell points by one (minimum 4 hours).
  Unyielding (Ex)
  At 1st level when the ordained hunter makes an initiative 
  check she may spend a kismet point and roll her check twice. 
  She may use either roll, but if she chooses the lower one she 
  is not flat-footed before her first turn, though she might be 
  caught flat-footed by an enemy for other reasons, such as the 
  Catch Off-Guard feat.
  Boldness (Ex)
  At 4th level, the ordained hunter can spend 1 kismet point 
  as a free action to increase all of her movement speeds by 20 
  feet until the start of her next turn. If she moves more than her 
  normal speed during this time she gains a +4 bonus to AC until 
  the start of her next turn.
  Empyreal Tongue (Su)
  At 4th level, when an ally (not including herself) within 
  range of her (word) talents confirms a critical hit on an enemy 
  with at least one alignment component opposite the ordained 
  hunter’s (good for evil, chaos for law, etc.) or reduces such an 
  enemy to 0 or fewer hit points, she may spend a kismet point 
  to use a (word) talent on that ally as a free action, even if it is 
  not her turn.
  Trapbreaking Aura (Su)
  At 4th level, as long as the ordained hunter has at least 1 
  kismet point, whenever she sets off a trap (magical or other-
  wise) she gains a luck bonus to AC and saves against the trap’s 
  effect equal to the current size of her kismet pool. In addi-
  tion, the ordained hunter gains the benefit of evasion (as the 
  rogue class feature) and stalwart (as the inquisitor class feature) 
  against the trap’s effects, if applicable. If the ordained hunter 
  already possesses evasion or stalwart, she instead gains the ben-
  efit of the improved version, only suffering the reduced effects 
  even if she fails the saving throw. A trap that is triggered in this 
  fashion makes its presence obvious. It cannot be manually reset 
  and does not automatically reset for a number of rounds equal 
  to the current size of her kismet pool.
  Blackened Tongue (Su)
  At 7th level, as long as the ordained hunter has at least 1 
  kismet point, she gains spell resistance equal to 5 + her class lev-
  el + the current size of her kismet pool, and if a hostile creature 
  within range of her words fails to overcome it she may spend 
  a kismet point to use a word on that enemy as an immediate 
  action. If she is aware of an effect, the ordained hunter can 
  choose to have it not be hindered by this spell resistance, and 
  harmless effects are never hindered by it. Allowing an effect to 
  bypass this spell resistance does not require an action.
  Great Ally (Ex)
  At 7th level the ordained hunter may spend a kismet point 
  as a free action to grant a single ally within 30 feet the benefit 
  of a teamwork feat she has for 1 minute. The ally must meet all 
  prerequisites for this feat.
  Twinned Myth (Su)
  At 7th level, the ordained hunter may spend a kismet point 
  as a swift action to grant the effect of one motif currently af-
  fecting her to an ally within 30 feet for as long as the motif’s 
  effect lasts. Both she and her ally gain the benefit and either 
  can discharge it to grant the discharge effect to both of them, 
  after which the effect ends for both of them. She can only share 
  a given motif with a single ally.
  Impossible Tracker (Su)
  At 10th level, as long as the ordained hunter has at least one 
  kismet point remaining she can track creatures that leave no 
  tracks, including flying, swimming, and incorporeal creatures, 
  using Survival as though they were traveling on hard ground. 
  She may also track creatures using magic to conceal their spoor 
  as long as her Survival check exceeds the caster’s MSD.
  No Escape (Ex)
  At 10th level, the ordained hunter may spend a kismet 
  point as a swift action to gain the pounce special ability until 
  the end of her turn.
  No Mercy (Ex)
  At 10th level, the ordained hunter may spend a kismet 
  point as a free action to make her next natural or manufactured 
  weapon attack deal an extra 2d6 damage and bypass the target’s 
  damage reduction.
  Improvisation (Su)
  At 13th level, the ordained hunter may spend a kismet point 
  as an immediate action to gain the discharge benefit of any mo-
  tif, even if it is not active on her or she does not possess it.
  Meditation (Ex)
  At 13th level, the ordained hunter may spend a kismet point 
  as a swift action to gain the use of any Fate talent she qualifies 
  for. This effect lasts for 1 minute.
  Serendipitous Aim (Ex)
  At 13th level, as long as the ordained hunter has at least 
  1 kismet point, whenever she fails to hit a target because she 
  rolled a natural 1 she may redirect the attack or ability to a dif-
  ferent target in range, rolling her attack roll again for the new 
  target. She does not regain kismet for the attack she redirects.
  Astral Tracker (Su)
  At 16th level, the ordained hunter can spend a kismet point 
  to determine where a creature has teleported to. She must study 
  the position from which her quarry teleported for at least ten 
  
  Chapter 4: Archetypes
  155
  minutes and then attempt a Survival check against a DC equal 
  to the MSD of whatever creature produced the teleport effect. 
  The normal bonuses and penalties for tracking do not apply, 
  nor does the ordained hunter’s bonus from track. She must at-
  tempt this check within 3 days of the teleport effect being used, 
  plus 1 day per ordained hunter level above 16th. Otherwise, it 
  becomes impossible.
  If successful, the ordained hunter can discern the teleport 
  effect’s destination. She learns the name of the creature or 
  object’s location (place name, business name, building name, 
  or the like), community, county (or similar political division), 
  country, continent, and the plane of existence where the target 
  lies. If it was on the same plane, she knows the direction and 
  distance to the destination.
  Blade of Fate (Ex)
  At 16th level, the ordained hunter can spend a kismet point 
  as an immediate action to treat an attack roll as if she had rolled 
  11. She can use this ability after rolling the attack, but before 
  the results are revealed.
  Undeniable Blow (Ex)
  At 16th level, while the ordained hunter has at least 1 kis-
  met point, she can, as a full-round action, make a single attack 
  that ignores the vagaries of chance. When she does, she makes 
  the attack against the target’s touch AC and ignores all damage 
  reduction.
  Auto da Fe (Ex)
  At 19th level, when the ordained hunter confirms a critical 
  hit, in addition to the normal damage, she can spend 1 kismet 
  point as an immediate action to debilitate her foe so she can 
  bring her to justice. The target must succeed at a Fortitude sav-
  ing throw (DC = 10 + 1/2 her ordained hunter level + her casting 
  ability modifier) or take an amount of nonlethal damage equal 
  to its current hit points + 1, as well as become paralyzed for 1 
  hour.
  Cheat Death (Ex)
  At 19th level, whenever the ordained hunter is reduced to 
  0 hit points or fewer, she can spend all of her remaining kismet 
  to instead be reduced to 1 hit point. She must have at least 
  1 kismet point to spend. Effects that kill the ordained hunter 
  outright without dealing hit point damage are not affected by 
  this ability.
  Inevitable (Su)
  At 19th level, the ordained hunter may spend 2 kismet 
  points as a free action to bypass nearly all forms of obstacle 
  which could keep her from her enemy for 1 round. She gains a 
  +40 feet bonus to her speed, her attacks ignore all damage re-
  duction, and, as long as she moves toward an enemy she is aware 
  of, she can pass through any barrier no more than 5 feet thick 
  and does not provoke attacks of opportunity for movement.
  This ability replaces judgment, second judgment, and third 
  judgment.
  Inescapable (Su): At 17th level, the ordained hunter 
  gains the ability to find her enemies even when she has no trail 
  to follow. Once per day she may spend an hour meditating on 
  her quarry. She must know the creature’s name or some other 
  way to unambiguously identify it. At the end of the hour, she at-
  tempts a Survival check against a DC of 30 + the creature’s CR. 
  Her bonus from track applies to this check. If she succeeds, 
  she receives information in 2d12 hours that identifies the crea-
  ture’s location. Some gods prefer to deliver this information 
  through dreams or omens, others by whispers heard only by 
  the ordained hunter, and yet others through serendipity, such 
  as an overheard conversation. Regardless of the means, the in-
  formation provides the ordained hunter with an unerring sense 
  of where the creature is for 24 hours. If the quarry would other-
  wise be protected or immune to identifying their location (such 
  as with the Unplottable advanced talent, mind blank spell, or 
  other similar effects), the ordained hunter may attempt a mag-
  ical skill check with a bonus equal to half her ordained hunter 
  level to overcome any such protections the quarry may have.
  This ability replaces slayer.
  Amor Fati (Ex): At 20th level, an ordained hunter picks 
  two deeds that she has access to and that she must spend kis-
  met to perform. She can perform these deeds for 1 kismet point 
  fewer (minimum 0) than usual. If the number of kismet points 
  to perform a deed is reduced to 0, the ordained hunter can per-
  form this deed as long as she has at least 1 kismet point. If a 
  deed could already be performed as long as she had at least 1 
  kismet point, she can now perform that deed even when she 
  has no kismet points.
  This ability replaces true judgment.
  Shield Of The Gods
  The shield of the gods protects the faithful by any means 
  necessary.
  This archetype requires sphere inquisitor.
  Divine Magics: At 1st level, the shield of the gods re-
  ceives a bonus magic talent of her choice from either the 
  Enhancement, Fate, or Protection spheres.
  This replaces track.
  Covenant with the Gods: The shield of the gods can 
  use sphere abilities to protect and enhance herself. As a swift 
  action, she may use any aegis of the Protection sphere, any con-
  secration of the Fate sphere, or any creature-targeting enhance-
  ment from the Enhancement sphere that has a duration greater 
  than instantaneous. She can not include other creatures in this 
  casting. She may use a talent she does not possess in this cast-
  ing, provided she has all the prerequisites and she possesses the 
  base sphere.
  The sphere ability lasts for 1 minute without concentration 
  and can not be extended beyond this, nor can it be sacrificed to 
  activate other abilities (such as sacrificing an aegis to activate a 
  succor ability). If an aegis is used, the shield of the gods spends 1 
  spell point less to create it (minimum 0). Any other spell point 
  costs must be paid normally. When cast this way, the shield of 
  
  Chapter 4: Archetypes
  156
  the gods may use her class level as her caster level. This stacks 
  normally with caster levels gained from other sources.
  The shield of the gods may use this ability once per day, 
  plus an additional time every 3 levels after the 1st, up to a total 
  of 7 times per day at 19th level.
  This replaces judgement. Other class features that interact 
  with judgment (such as true judgment) interact the same way 
  with this ability.
  Second Shield (Ex): At 8th level, whenever a shield of 
  the gods uses her covenant with the gods, she may gain two 
  sphere abilities and use both of them on herself. This only con-
  sumes one use of her covenant with the gods ability.
  This replaces second judgment.
  Third Shield (Ex): At 16th level, whenever a shield of the 
  gods uses her covenant with the gods ability, she may use three 
  sphere abilities, instead of just two. This only consumes one use 
  of her covenant with the gods ability.
  This replaces third judgment.
  True Covenant (Ex): At 17th level, the shield of the gods 
  may choose another sphere (other than Enhancement, Fate, or 
  Protection) and use abilities from this sphere with her cove-
  nant with the gods ability. The covenant with the gods ability is 
  still limited to those abilities that can target a creature and can 
  only be used to target the shield of the gods.
  This replaces slayer.
  Soldier Of The Gods (Champion)
  Weapon and Armor Proficiencies: The soldier of the 
  gods is proficient with simple weapons and the favored weapon 
  of her deity, as well as light armor and bucklers. In addition, if 
  this is this character’s first level in any class, they may select a 
  martial tradition of their choice.
  This alters weapon and armor proficiencies.
  Combat Training (Ex): A soldier of the gods is consid-
  ered an Adept practitioner, gaining spheres and talents as ap-
  propriate. A soldier of the gods uses her casting ability modifier 
  as his practitioner modifier.
  This replaces solo tactics, and the teamwork feats gained at 
  3rd, 6th, 9th, 12th, 15th, and 18th level.
  Investigator
  Sphere Investigator
  Casting: A sphere investigator may combine spheres and 
  talents to create magical effects. A sphere investigator is con-
  sidered a Mid-Caster. (Note: All casters gain 2 bonus talents 
  and a casting tradition the first time they gain the casting class 
  feature.)
  Limited Alchemy: A sphere investigator is not able to 
  create extracts, but retains the other uses of the alchemy ability.
  This alters alchemy.
  Spell Pool: A sphere investigator gains a small reservoir of 
  energy he can call on to create truly wondrous effects, called a 
  spell pool. This pool contains a number of spell points equal to 
  his level + his casting ability modifier (minimum 1).
  Magic Talents: A sphere investigator gains 3/4ths of a 
  magic talent every level (the same progression as he gains cast-
  er levels).
  Nightblazer
  Not every threat can be dealt with using weapons alone. 
  When dark evils need to be eliminated, a specialist is need-
  ed who can fight and think, using whatever metal or magic is 
  needed to dispatch the problem. The nightblazer is a necessary 
  evil, who uses his keen mind to unravel the unfathomable, and 
  then whatever tools are necessary to solve 
  the problem. And for him, solving a problem 
  means killing it. He studies his target, strips 
  away lies and deception and reveals weak-
  nesses to exploit. His spellcraft is potent and 
  precise, destroying the souls of his enemies 
  magically and physically.
  This 
  archetype 
  requires 
  sphere 
  investigator.
  Bad Habit: No one runs the night and 
  stays clean. Habits develop, including ways 
  of getting through the tougher days. At 1st 
  level, the nightblazer chooses a vice, such 
  as smoking, drinking, or gambling. This is 
  something inexpensive or that requires a 
  small amount of time. The nightblazer must 
  indulge his vice for at least one hour each 
  day (though not necessarily all at once). If he 
  does not, he can not regain inspiration until 
  he does.
  Studied Strike: The nightblazer gains 
  the studied combat and studied strike abil-
  ities at 2nd level. Studied strike does 1d6 
  
  Chapter 4: Archetypes
  157
  damage at 2nd level, and an additional 1d6 every 2 levels there-
  after, up to a maximum of 10d6 at 20th level.
  This alters studied combat and studied strike.
  Noir Instincts: At 2nd level, the nightblazer may choose 
  one skill that uses Dexterity, Wisdom or Charisma, and use his 
  casting ability score with that skill instead. He may choose ad-
  ditional skills at 5th, 8th, and 11th level.
  This replaces poison lore, poison resistance, and poison 
  immunity.
  Danger Sense: At 3rd level, the nightblazer receives dan-
  ger sense as an unchained rogue of equal level.
  This alters trap sense. This ability counts as trap sense for 
  the purpose of any feat or class prerequisite, and can be re-
  placed by any archetype class feature that replaces trap sense. 
  The bonuses gained from this ability stack with those gained 
  from trap sense (from another class).
  Ensorcelled Strike: At 3rd level, whenever the nightblaz-
  er uses studied strike, he may spend a spell point to increase the 
  damage to 1d6 per class level.
  This replaces keen recollection.
  Studied Casting: At 4th level, when the nightblazer uses 
  a sphere ability that targets his studied combat target, he may 
  use his studied strike when he delivers the sphere ability. If he 
  does, the DC of any saving throw made by the target receives a 
  +1 insight bonus for every 4 class levels the nightblazer possess, 
  but does no additional damage.
  This replaces swift alchemy.
  Psyforensic
  A psyforensic uses divinations to augment perception 
  when finding clues and ferreting out secrets.
  This archetype requires sphere investigator.
  Inquisitive: A psyforensic gains the Divination sphere as 
  a bonus sphere at 1st level. This replaces trapfinding.
  Consult the Spirits (Sp): Beginning at 3rd level, once 
  per day the psyforensic may spend an hour to enter a trance 
  to gain the benefits of the autopsy ritual. The psyforensic may 
  use consult the spirits an additional time per day every three 
  levels thereafter (6th, 9th, etc.). This replaces the trap sense 
  class feature.
  Investigator Talents
  Disciplined Mind (requires Telekinesis sphere): When the inves-
  tigator makes attacks with telekinetically manipulated objects, 
  he can use his studied combat and studied strike abilities with 
  the attack, as long as he has line of sight to the target.
  Genius for Magic: Whenever the investigator uses a magic 
  talent, he may spend 1 point of inspiration to ignore any draw-
  backs associated with his casting tradition. When he does 
  so, he does not benefit from any drawback feats tied to that 
  drawback.
  Hallucinogen (Su): The investigator gains the alchemist dis-
  covery hallucinogen, using his investigator levels as alchemist 
  levels. This stacks with any alchemist levels he possesses.
  Mental Superiority (requires Mind sphere): The investigator 
  may use his class level as his caster level with the Mind sphere. 
  This stacks normally with caster levels gained from other 
  sources. In addition, when the investigator uses a single tar-
  get charm from the Mind sphere on his studied target, he may 
  spend 1 inspiration. If he does and the target succeeds on its 
  saving throw, it must then save against the next lower version 
  of the charm (if there is one) or have it take effect instead. If the 
  target successfully saves against the charm again, it must save 
  against the next lower version (if there is one) or have it take 
  effect.
  Self-Preparation (requires Enhancement sphere): When the in-
  vestigator uses an Enhancement sphere ability that targets him-
  self or his equipment exclusively, he may use his investigator 
  class level as his caster level. This stacks normally with caster 
  levels gained from other sources. In addition, he may spend a 
  point of inspiration to use the ability as a swift action.
  Simple Deduction (requires Divination sphere): The investiga-
  tor may use his investigator class level as his caster level with 
  the Divination sphere. This stacks normally with caster levels 
  gained from other sources. When he uses the base divine ability 
  of the sphere, he may spend an inspiration point to use an al-
  ternate divination of his choice (even if he does not possess the 
  sphere it is associated with).
  Mageknight
  Broadcast Blade
  Warp Warrior: The broadcast blade must choose the 
  Warp sphere with the magic talent she gains at first level, unless 
  she already possesses the Warp sphere.
  Broadcast (Su): At 2nd level, a broadcast blade can twist 
  space as a standard action to make a single melee weapon at-
  tack against an entire area. To define the area, she may choose 
  an area from the list of shapes below. She makes a single attack 
  and rolls only once for attack, damage, and any other variables 
  involved in her attack and applies those results to each creature 
  in the area.
  At 11th level, a broadcast blade can use a full-round action 
  to strike every target in the chosen area twice instead of once. 
  She rolls twice, and applies each result to every creature in the 
  area.
  The broadcast ability can be used in conjunction with 
  Pouncing Teleport as if it was an attack, or a full attack action 
  if attacking twice.
  Lance
  At 2nd level the broadcast blade learns the lance shape, al-
  lowing her to attack all targets in a line. Her line may be of any 
  length up to a maximum length of 10 feet plus an additional 5 
  feet at 5th level and every 5 levels thereafter (so 15 feet at 5th, 20 
  feet at 10th, 25 feet at 15th, and 30 feet at 20th).
  Scythe
  At 4th level the broadcast blade learns the scythe shape. 
  She may attack all targets in a number of squares within her 
  reach. She may attack into 5 contiguous squares plus an addi-
  tional square at 10th level and every 5 levels thereafter (so 6 at 
  10th, 7 and 15th, and 8 at 20th).
  
  Chapter 4: Archetypes
  158
  Axe
  At 8th level the broadcast blade learns the axe shape, allow-
  ing her to attack all targets in a cone. Her cone may be of any 
  size up to a maximum of 10 feet, increasing by 5 feet at 20th 
  level and every 10 levels thereafter.
  This replaces the mystic combats gained at 2nd, 4th, and 
  8th levels, but still counts as possessing the mystic combat class 
  feature.
  Tactical Teleport: At 3rd level, the broadcast blade can 
  make rapid, short range teleports. When the broadcast blade 
  teleports herself (and only herself) to a location within 10 feet 
  she may spend an additional spell point to teleport as a swift 
  action instead of a standard action. The range of this teleport 
  increases by 5 feet every 4 levels thereafter (15 feet at 7th, 20 
  feet at 11th, 25 feet at 15th, and 30 feet at 19th).
  This replaces stalwart.
  Blitzing Blade: At 20th level, the broadcast blade no lon-
  ger spends an additional spell point to use the tactical teleport 
  class feature, and may use broadcast to strike every target twice 
  as a standard action instead of a full-round action.
  This replaces spellsword.
  Mystic Combat: The broadcast blade gains exclusive ac-
  cess to the following mystic combats:
  Aggressive Teleport: The broadcast blade gains Pouncing 
  Teleport as a bonus magic talent. In addition, when using 
  Pouncing Teleport she may choose to do so aggressively, gain-
  ing +2 to attacks but -2 to armor class until her next turn as if 
  she had charged.
  Broadcast Shield: The broadcast blade learns to apply her 
  talents more defensively. Any allies adjacent to her may add her 
  shield bonus to their armor class.
  Elusive Teleport: When the broadcast blade teleports, she 
  gains a +1 dodge bonus to armor class until the start of her next 
  turn. This bonus increases by +1 for every 10 broadcast blade 
  levels she possesses, and does not stack with itself.
  Selective Broadcast: The broadcast blade may exclude a num-
  ber of 5-foot squares equal to her casting ability modifier from 
  the area of her broadcast ability.
  Spatial Skirmisher: The broadcast blade gains Spatial Reach 
  as a bonus magic talent. When she uses it on herself, she may 
  use her broadcast blade level as her caster level for this ability 
  if it is higher.
  Variable Broadcast (requires broadcast blade 11): When the 
  broadcast blade makes two attacks with broadcast, she may use 
  a different shape and target a different area with each attack.
  Divine Lariat
  Weapon and Armor Proficiency: A divine lariat is pro-
  ficient with all simple weapons, martial weapons and the lasso. 
  She is proficient with light armor and medium armor but not 
  with shields.
  This alters the standard mageknight’s weapon and armor 
  proficiency.
  Magic Lasso (Su): Any lasso in the divine lariat’s hands 
  becomes magically empowered, gaining a longer reach, becom-
  ing more durable, and harder to escape from when used to en-
  tangle a foe. These benefits only endure so long as the divine 
  lariat is holding the lasso.
  Level
  Lasso 
  Hit 
  Points
  Lasso 
  AC
  Escape 
  Artist 
  DC
  Strength 
  DC
  Lasso 
  Reach
  1st
  5
  12
  17
  25
  15-ft.
  5th
  10
  14
  20
  27
  20-ft.
  9th
  15
  16
  23
  30
  25-ft.
  13th
  20
  18
  25
  33
  30-ft.
  17th
  25
  20
  27
  36
  35-ft.
  At 8th level, these benefits endure for 1 round per level, 
  even after the divine lariat releases the lasso, but does not re-
  tain these benefits if used by another creature (i.e., a target 
  entangled with the divine lariat’s lasso must still fight against 
  the lasso’s empowered hit points, AC, and Escape Artist and 
  Strength DC, but another target cannot use the lasso’s en-
  hanced abilities if attempting to entangle another target).
  At 16th level, the benefits endure for 1 hour per level after 
  the divine lariat releases the lasso.
  This replaces the casting class feature. A divine lariat still 
  gains spell points, and counts her divine lariat levels toward her 
  spell point total.
  Lasso Tricks (Ex): As a divine lariat grows in power, she 
  gains the ability to use her lasso to accomplish greater feats.
  At 1st level, the divine lariat gains the Weapon Focus (lasso) 
  feat as a bonus feat.
  At 2nd level, the divine lariat may treat her lasso as a 
  one-handed weapon, and as a melee reach weapon with a 10-
  foot reach for the purposes of threatening squares, not pro-
  voking attacks of opportunity (so long as the target is within 
  the divine lariat’s melee range), etc. When making a maneuver 
  against a target outside of this range, the lasso still counts as a 
  ranged weapon, provoking attacks of opportunity as normal. In 
  addition, as a move action she may disengage her lasso with a 
  quick series of tugs, disengaging it and returning it to herself.
  At 4th level, a divine lariat can use her lasso to perform a 
  dirty trick, disarm, steal or trip maneuver against a target, even 
  at range. If an opponent is already entangled in her lasso, the 
  divine lariat can attempt a drag or reposition maneuver against 
  that opponent. The divine lariat need not move with her oppo-
  nent unless the maneuver’s movement would put the opponent 
  beyond the reach of her lasso.
  At 6th level, the divine lariat can attempt a grapple maneu-
  ver at range against a target she has entangled with her lasso. 
  While grappling a target in this fashion, she may only move the 
  target, pin them, or tie them up. She is not considered grappled 
  while grappling a target in this fashion.
  At 10th level, a divine lariat may attempt dirty trick ma-
  neuvers and steal maneuvers in place of an attack with her lasso.
  This replaces all magic talents gained by the divine lariat.
  Bound Enemy (Su): At 7th level, as a full-round action, 
  the divine lariat’s lasso can expand to entangle entire groups of 
  enemies. The lasso becomes an area attack weapon with a 10-
  foot radius. Anyone within the radius must succeed at a Reflex 
  save against a difficulty of 10 + 1/2 her divine lariat level + her 
  Dexterity modifier or become entangled. In addition, anyone 
  entangled by this attack is pulled together into the nearest 
  open space to the center of the attack.
  
  Chapter 4: Archetypes
  159
  This replaces marked.
  Critical Roping (Ex): At 19th level, whenever a divine 
  lariat successfully confirms a critical hit with a lasso, she can 
  attempt a free combat maneuver against that target.
  This ability replaces spell critical.
  Doomblade
  Destructive Blade (Sp): As a swift action, the 
  doomblade may create a destructive blast but, rather than expel-
  ling it as a simple attack, wrap it around her hand for a number 
  of rounds equal to her casting ability modifier (minimum 1). 
  This wrapping can take any visual form the doomblade desires 
  from a blade to a hammer to a simple ball of swirling energy, 
  but the form is merely cosmetic. The doomblade is considered 
  armed with her destructive blast, and can make melee touch at-
  tacks in place of regular attacks. Rather than having its power 
  determined by the doomblade’s caster level, the destructive 
  blade always treats the doomblade’s level as its caster level.
  The destructive blade is a blast shape, and so cannot be 
  combined with other blast shapes. It also cannot have its dam-
  age increased to one die per level, but can otherwise be aug-
  mented like any other destructive blast.
  The doomblade is always considered proficient with their 
  destructive blade. If another destructive blade is summoned, 
  any previously summoned destructive blades immediately 
  disappear.
  This replaces resist magic.
  Destructive Focus: The doomblade must choose the 
  Destruction sphere with the magic talent she gains at first lev-
  el, unless she already possesses the Destruction sphere.
  Blade-Marked (Su): At 7th level, a doomblade who suc-
  cessfully deals damage with her destructive blade to a target 
  may, as a swift action, leave a magical mark on that target. The 
  target suffers a -2 penalty to saving throws against the spells, 
  spell-like abilities, and sphere abilities of the doomblade, and 
  the doomblade gains a +2 bonus to saving throws against the 
  spells, spell-like abilities, and sphere abilities of the target. This 
  mark lasts for 1 minute. The doomblade may not have more 
  than 1 mark active at a time; giving a second mark causes the 
  first to be dismissed.
  This alters marked.
  Dragoon
  Mount (Ex): Starting at 1st level, a dragoon gains the ser-
  vice of a loyal and trusty steed to carry her into battle. This 
  mount functions as a druid’s animal companion, using the dra-
  goon’s level as her effective druid level. The creature must be 
  one that she is capable of riding and is suitable as a mount. The 
  mount is always considered combat trained and begins play 
  with Light Armor Proficiency as a bonus feat. A dragoon’s bond 
  with her mount is strong, with the pair learning to anticipate 
  each other’s moods and moves. Should a dragoon’s mount die, 
  the dragoon may find another mount to serve her after 1 week 
  of mourning.
  This ability replaces the resist magic class feature.
  Mounted Mystic (Ex): At 3rd level, the dragoon gains 
  the ability to share the effects of any mystic combat ability with 
  a duration that she is using with her animal companion, provid-
  ed she is riding her companion as a mount at the time.
  This replaces stalwart.
  Dread Crusader
  Dread Crusaders fight for causes from beyond the veil of 
  death. Whether they serve a god of death or a cause champi-
  oned by their ancestors, the dread crusader fights her battles 
  aided by the power of the grave.
  Ghastly Powers (Su): At 1st level, the dread crusader 
  gains the Death sphere with the Necromantic Limit drawback 
  (ghost strike), and gains Cryptic Strike as the bonus talent for that 
  drawback. If she already possesses the Death sphere, she gains 
  the Cryptic Strike talent and does not gain the Necromantic 
  Limit drawback.
  The dread crusader uses her class level as her caster level 
  when using the Cryptic Strike talent. This stacks normally with 
  caster levels gained from other sources.
  This replaces the magic talent gained at 1st level, as well as 
  resist magic.
  Mystic Combat (Su): The dread crusader gains exclusive 
  access to the following mystic combats:
  Legion’s Fall (requires wailing cleave): When the dread cru-
  sader uses the full-attack action, she may give up her regular 
  attacks and instead make one melee attack at her highest base 
  attack bonus against each opponent within reach. She must 
  make a separate attack roll against each opponent. Each oppo-
  nent struck suffers the effects of her Cryptic Strike. She must 
  pay each associated spell point cost for each successful attack, 
  and may choose a different ghost strike for each target.
  Loathsome Smite: The dread crusader adds half her level to 
  the damage dealt by her Cryptic Strike talent.
  Wailing Cleave: When the dread crusader successfully 
  strikes a foe with a Cryptic Strike, she may spend a spell point 
  as a swift action to make a second attack at her full base attack 
  bonus against a different foe within reach (or within her first 
  range increment for a ranged weapon). If this attack is success-
  ful, the second foe is also affected by her Cryptic Strike. She 
  must pay any spell point cost associated with the second attack, 
  but may choose a different ghost strike for each target.
  Dustbringer
  It’s a harsh but undeniable truth of reality that it is always 
  easier to destroy than to create. Working from the idea that 
  you need to understand something to efficiently break it, those 
  dangerous few known as dustbringers arise from the arts of 
  transmutation, applying their arts more to destroy than to cre-
  ate. While they have some skill in other forms of magic, their 
  true power lies in breaking things so thoroughly that all that’s 
  left behind is an extremely fine black powder, the dust that gave 
  them their moniker.
  Weapon and Armor Proficiency: A dustbringer is profi-
  cient with all simple weapons, monk weapons, and light armor.
  This alters weapon proficiencies.
  Accursed Destruction: The dustbringer’s talent at caus-
  ing damage is more than just trained, it is supernatural. At 1st 
  
  Chapter 4: Archetypes
  160
  level the dustbringer gains the wrecker oracle curse, treating 
  her dustbringer level as her oracle level.
  Additionally, the dustbringer gains the Creation sphere 
  with Limited Creation (alter) drawback as a bonus talent at 1st 
  level, but does not gain a bonus talent from this drawback. If 
  the dustbringer already possesses the Creation sphere, neither 
  the sphere nor the drawback is gained.
  The dustbringer uses her class level as her caster level when 
  using the Destroy alter ability of the Creation sphere. This 
  stacks normally with caster levels gained from other sources.
  This replaces the bonus talent gained at 1st level.
  Unarmed Strikes: At 1st level, a dustbringer gains 
  Improved Unarmed Strike as a bonus feat. A dustbringer may 
  attack with fists, elbows, knees, and feet. This means that a 
  dustbringer may make unarmed strikes with her hands full. 
  A dustbringer applies her full Strength modifier (not half) on 
  damage rolls for all her unarmed strikes.
  Usually, a dustbringer’s unarmed strikes deal lethal damage, 
  but she can choose to deal nonlethal damage instead with no 
  penalty on her attack roll. She has the same choice to deal le-
  thal or nonlethal damage while grappling.
  A dustbringer’s unarmed strike is treated as both a manu-
  factured weapon and a natural weapon for the purpose of spells 
  and effects that modify either manufactured weapons or natu-
  ral weapons.
  A dustbringer also deals more damage with her unarmed 
  strikes than others, as shown on the following table.
  Table: Dustbringer.
  Level
  Damage 
  (Medium)
  Damage 
  (Small)
  Damage 
  (Large)
  1st–3rd
  1d6
  1d4
  1d8
  4th-7th
  1d8
  1d6
  2d6
  8th-11th
  1d10
  1d8
  2d8
  12th-15th
  2d6
  1d10
  3d6
  16-19th
  2d8
  2d6
  3d8
  20th
  2d10
  2d8
  4d8
  Destructive Blows: At 3rd level, the dustbringer gains 
  Improved Sunder as a bonus feat even if she does not meet the 
  prerequisites. Additionally, whenever she attempts an unarmed 
  strike to sunder an object, she adds her Destroy alter damage 
  to the attack.
  At 7th level, she gains Greater Sunder as a bonus feat even 
  if she does not meet the prerequisites and she gains Potent 
  Alteration as a bonus talent.
  This ability replaces stalwart and marked.
  Mystic Combat: The dustbringer gains exclusive access 
  to the following mystic combats. She may not select any mystic 
  combat more than once unless stated otherwise.
  All is Matter (Ex) (requires dustbringer 10): The dustbringer 
  has delved deeply enough into the mysteries to see that organ-
  ic and inorganic matter are the same thing. Her Destroy alter 
  ability can now also affect living and animate beings as if they 
  were objects. This bypasses all types of damage reduction. Any 
  animate creature reduced to 0 hit points by the dustbringer’s 
  Destroy alter ability sees their bodies crumble to dust. This 
  prevents raise dead and resurrection (although true resurrection 
  works as normal). This cannot be combined with the destruc-
  tive blows class feature, as it is still impossible to sunder a 
  creature.
  Destructive Diversity (Ex): The dustbringer’s power to de-
  stroy is no longer limited to merely touch. She can choose a 
  (blast shape) talent from the Destruction sphere. This talent 
  can now be applied to her Destroy alter ability, with the normal 
  spell point cost. She may select this mystic combat multiple 
  times. Each time it is selected, choose another (blast shape) 
  talent.
  Dustbringer’s Aura (Su): The dustbringer’s ability is unavoid-
  able. When struck by a manufactured weapon in melee, the at-
  tacker must succeed at a Reflex save or suffer damage to their 
  weapon as if it has been targeted by the Destroy alter ability 
  (even though it is an attended object) of the Creation sphere. 
  This has no effect on ranged weapons.
  The saving throw DC for this ability is equal to 10 + 1/2 
  her dustbringer level + her casting ability modifier. If the dust-
  bringer is of sufficient level to have the 15th level upgrade of 
  the wrecker curse, the weapon must save against both effects 
  separately.
  Dustbringer’s Aura, Greater (Su) (requires dustbringer’s aura): 
  The dustbringer’s aura expands outward, protecting her from 
  missiles. Any manufactured or natural weapon projectile tar-
  geting the dustbringer or passing through her square is subject 
  to her Destroy alter ability, even if it would otherwise be an in-
  valid target. If the missile survives this damage with at least half 
  of its hit points, it is unaffected and strikes its target normally.
  If this damage would be enough to give the missile the bro-
  ken condition, all effects of that condition apply, including pen-
  alty to attack, reduced critical threat range and multiplier. If 
  this damage would destroy the missile outright, then it does so 
  and the attack fails, regardless of the results of the attack roll.
  Dustbringer’s Flurry (Ex): The dustbringer gains the ability 
  to make a flurry of attacks. A dustbringer can make a dustbring-
  er’s flurry as a full-attack action. When performing a dustbring-
  er’s flurry, the dustbringer can make one additional attack at 
  her highest base attack bonus. This additional attack stacks 
  with the bonus attacks from haste and other similar effects. 
  When using this ability, the dustbringer can make these attacks 
  with any combination of her unarmed strikes and weapons that 
  have the monk special weapon feature. She takes no penalty for 
  using multiple weapons when performing a dustbringer’s flurry, 
  but she does not gain any additional attacks beyond what’s al-
  ready granted by the flurry for doing so. (She can still gain addi-
  tional attacks from a high base attack bonus, from this ability, 
  and from haste and similar effects.) She does not need to use 
  two different weapons to use this ability.
  A dustbringer applies her full Strength modifier to her dam-
  age rolls for all attacks made with dustbringer’s flurry, wheth-
  er the attacks are made with an off-hand weapon or a weapon 
  wielded in both hands. A dustbringer can substitute disarm, 
  sunder, and trip combat maneuvers for unarmed attacks as part 
  of dustbringer’s flurry. A dustbringer with natural weapons can-
  not use such weapons as part of dustbringer’s flurry, nor can she 
  make natural weapon attacks in addition to her dustbringer’s 
  flurry attacks.
  
  Chapter 4: Archetypes
  161
  At 11th level, a dustbringer can make an additional attack 
  at her highest base attack bonus whenever she performs a dust-
  bringer’s flurry. This stacks with the first attack from this abili-
  ty and additional attacks from haste and similar effects.
  Dustbringer’s Power (Ex): The normal limits of creation mag-
  ic no longer applies to the dustbringer. Her Destroy alter ability 
  can now affect animated objects such as golems and constructs. 
  She can also affect attended and magical objects, though these 
  get a saving throw versus magic.
  Touch of Dust (Su): By focusing her magic, dustbringers can 
  cause whatever she touches to simply fall into pieces. She can 
  spend a spell point to cause her Destroy alter ability to deal 
  1d6 damage per caster level. This cannot be combined with the 
  dustbringer’s flurry or the dustbringer’s aura mystic combat 
  abilities.
  Grim Disciple
  Wyrd. Nemesis. Doom. Fate has a darker side to her, and 
  the grim disciple taps into its power to curse her enemies to 
  oblivion. Drawing inspiration from the great black dogs known 
  as coin-sìth, she blends a facility with curses with the ability to 
  take advantage of an opponent’s marked fate in battle.
  Black Dog’s Maw: At 1st level, the grim disciple gains the 
  Fate sphere and a bonus curse talent from the Fate sphere, as 
  well as the Neutrality drawback. This drawback does not grant 
  an additional talent and may be bought off as normal. In addi-
  tion, the grim disciple uses her class level as her caster level for 
  (curse) talents from the Fate sphere. This stacks normally with 
  caster levels gained from other sources.
  This replaces the talent gained at first level and the mystic 
  combat gained at 2nd level, but still counts as possessing the 
  mystic combat class feature at 2nd level.
  Malocchio (Ex): At 3rd level, the grim disciple may spend 
  a spell point to reduce the casting time of a (curse) talent by 
  one step. (Swift actions cannot be further reduced.) At 11th lev-
  el she may spend a spell point to reduce it by two steps.
  This ability replaces stalwart and mystic defense.
  Brand of Ill Fate (Su): Starting at 7th level, the grim dis-
  ciple gains a bonus equal to her casting ability modifier (mini-
  mum 1) to attack and damage rolls against any creature affected 
  by a curse effect.
  This ability replaces marked.
  Herculean Scion
  Domain Power (Su): The divine ichor coursing through 
  the herculean scion’s veins grants them power normally re-
  served for the servants of her godly ancestor. The herculean 
  scion gains the powers of a domain of her choice, using her 
  herculean scion level in place of her cleric level and her casting 
  ability modifier as her Wisdom modifier.
  This replaces the magic talent gained at 1st level.
  Divine Heritage (Ex): A demigod’s body receives magic 
  more readily; a herculean scion uses her class level as her caster 
  level for enhancements that solely target herself or her wielded 
  equipment. This stacks normally with caster levels gained from 
  other sources.
  This ability replaces resist magic.
  Flesh of the Gods (Ex): As godly flesh replaces mortal 
  meat, a herculean scion leaves behind the weaknesses of mortal 
  existence. At 7th level, she becomes immune to all poisons and 
  diseases, and ages at half the normal rate.
  This ability replaces marked.
  Unbreakable Skin (Su): A herculean scion can take a 
  blade to the back without taking a scratch. At 11th level, she 
  gains DR 3/-; this improves to DR 4/- at 15th level, and DR 5/- at 
  19th level. As a side effect, her skin glows with excessive health, 
  shedding light as a candle; she may dismiss this light or cause it 
  to resume as a free action.
  This ability replaces mystic defense.
  Divine Transubstantiation (Ex): At this point, the 
  base substance of the herculean scion has been stripped away, 
  letting the divine spark shine through unhindered.
  At 20th level, her type changes to outsider, though she 
  may still be returned to life as if she were her original type, and 
  may choose to be affected by effects that are restricted to her 
  original type. Finally, when she spends a spell point to allow an 
  enhancement that solely targets her to continue without concen-
  tration, it continues for 24 hours instead of 1 minute per caster 
  level.
  This ability replaces spellsword.
  Kinetic Scourge
  Weapon and Armor Proficiency: A kinetic scourge is 
  proficient with simple and martial weapons and light armor, 
  but not shields.
  This alters the mageknight’s weapon and armor 
  proficiencies.
  Tethered: At 1st level, the kinetic scourge gains the 
  Destruction sphere and the Shape Focus drawback, select-
  ing and gaining Energy Tether. If she already possesses the 
  Destruction sphere, then Energy Tether is gained with no 
  drawback.
  The kinetic scourge may concentrate on destructive blasts 
  with the Energy Tether blast shape as a move action. The ki-
  netic scourge may also use her energy tether to retrieve small un-
  attended items within range as a swift action without dealing 
  damage to it or incurring additional spell point costs called for 
  by a blast type.
  This replaces the talent gained at first level.
  Mobile Combatant: At first level, the kinetic scourge 
  gains Tether Adept as a bonus feat.
  Tethered Maneuvers (Ex): At 2nd level, the kinetic 
  scourge may perform the dirty trick, disarm, steal, and trip 
  combat maneuvers against a target affected by her energy tether, 
  and may perform a drag or reposition on the target without 
  having to move herself.
  This replaces the mystic combat gained at 2nd level, but 
  counts as having the mystic combat class feature.
  Mystic Combats: The kinetic scourge gains exclusive ac-
  cess to the following arsenal tricks:
  Hostile Anchor: When using the Tether Adept feat, the ki-
  netic scourge may use a flying enemy as an anchor point.
  
  Chapter 4: Archetypes
  162
  Bounding Tether: As a full-round action, the kinetic scourge 
  may anchor her tether and move as per the Tether Adept feat, 
  making a single attack against a target within movement range.
  Special: If the kinetic scourge possesses the Energy Strike talent, she 
  may use it in place of this single attack.
  Dual-Tether: The kinetic scourge may maintain two energy 
  tethers simultaneously, concentrating on them in one action.
  Quick Concentration: The kinetic scourge may concentrate 
  on her energy tether (or tethers) as a swift action.
  Tethered Assault (requires Bounding Tether, kinetic scourge 6): As 
  a full-round action, the kinetic scourge may anchor her tether 
  and take an attack action or full-attack action while moving per 
  the Tether Adept feat. If she does, she can move up to the nor-
  mal distance allowed by Tether Adept, dividing the movement 
  into increments she uses before her first attack, between each 
  attack, and after her last attack. The kinetic scourge must move 
  at least 5 feet each time she attacks.
  Knight-Summoner
  A paladin riding a celestial horse. A drow assassin stalking 
  over a cavern ceiling atop a giant spider. A steel-clad dwarf 
  charging the enemy lines on a huge warthog made of stone. A 
  gnome tinkerer flying between buildings on a mechanical eagle. 
  These are all iconic knight-summoners. Forsaking some of their 
  traditional arcane powers to gain the service of an extraplanar 
  mount, these warriors are a terror to any enemy on foot (and 
  sometimes in the air). Sharing a bond far beyond that of tra-
  ditional conjuring, these warriors even gain the power to alter 
  their mounts on the go, whether that means giving it wings, 
  letting it pass through stone or even breathe fire.
  Summon Mount: At 1st level, a knight-summoner gains a 
  Conjuration companion as a bonded mount. If she possesses no 
  Conjuration companion, she gains the Conjuration sphere as a 
  bonus talent, with Mount as the free (form) talent. If she pos-
  sesses at least one Conjuration companion, but none possess 
  the Mount (form) talent, she gains Extra Companion as bonus 
  talent, with Mount as the free (form) talent. If she possesses 
  at least one Conjuration companion with the Mount (form) 
  talent, she gains a Conjuration bonus talent and chooses one 
  of these companions as her bonded mount. The knight-sum-
  moner treats her class level as her caster level for her bonded 
  mount. This stacks normally with caster levels gained from oth-
  er sources.
  This ability replaces the magic talent gained at 1st level and 
  resist magic.
  Adaptation: At 2nd level, a knight-summoner gains a bo-
  nus (form) talent from the Conjuration sphere to be applied to 
  her bonded mount. As a standard action, the knight-summon-
  er may spend a spell point to exchange this talent for another 
  (form) talent, which immediately applies to her bonded mount. 
  This change is instantaneous.
  This replaces the mystic combat gained at 2nd level but 
  counts as possessing the mystic combat class feature.
  Mystic Bond: At 7th level, the knight-summoner gains 
  the ability to share the effects of any mystic combat ability she 
  is using with her bonded mount, provided she is mounted upon 
  it at the time.
  This replaces marked.
  Rapid Adaptation: At 11th level, a knight-summoner may 
  use her adaptation ability as a move action. If she spends an 
  additional spell point, she may instead use it as a free action.
  This replaces mystic defense.
  Mystic Combat: The following mystic combats are avail-
  able exclusively to the knight-summoner:
  Extra Adaptation: The knight-summoner’s bonded mount 
  gains an additional (form) talent that can be changed with ad-
  aptation. This mystic combat can be gained more than once, 
  each time it grants an additional (form) talent. All such (form) 
  talents must be altered individually.
  Quick Summons: Once per day, the knight-summoner may 
  summon her bonded mount as an immediate action. She may 
  use this ability an additional time per day at 6th level and every 
  6 levels thereafter (12th, 18th). She may apply the effects of her 
  adaptation ability without cost as part of this ability.
  Marshal Controller (Champion)
  The essence of defense is establishing boundaries and en-
  forcing them with brute force. The marshal controller chooses 
  a section of the battlefield and then decides the laws, brutally 
  dispatching any enemy that dares break her rules.
  Weapon and Armor Proficiencies: Marshal controllers 
  are proficient with simple weapons, as well as light armor and 
  bucklers. In addition, if this is her character’s first level in any 
  class, she may select a martial tradition of her choice.
  This alters proficiencies.
  Blended Training (Ex): Whenever a marshal controller 
  would gain a magic talent from his class levels (not including 
  the 2 bonus talents gained when first gaining the casting class 
  feature), he may instead choose to gain a combat talent. A mar-
  shal controller uses his casting ability modifier as his practi-
  tioner modifier.
  This alters magic talents. This archetype may be combined 
  with other archetypes that replace magic talents; you cannot 
  gain a combat talent in place of a magic talent the other arche-
  type loses.
  Ward Caster: The marshal controller gains Protection as 
  a bonus sphere with the Limited Protection (ward) drawback. 
  She does not gain an extra talent for having this drawback, and 
  she does not gain this drawback if she possesses the Protection 
  sphere from a different source.
  The marshal controller uses her class level as her caster lev-
  el when creating a ward. This stacks normally with caster levels 
  gained from other sources.
  This replaces the magic talent gained at 1st level.
  Mighty Controller: The marshal controller gains the 
  Guardian sphere. She must choose the patrol ability as her 
  Guardian package. If she already possesses the Guardian sphere 
  with a different package, she gains the Expanded Package tal-
  ent. If she already possesses the Guardian sphere with the pa-
  trol package, she may choose another talent from the Guardian 
  sphere.
  She gains an additional talent from the Guardian sphere at 
  5th, 9th, 13th, and 17th levels.
  This replaces resist magic.
  
  Chapter 4: Archetypes
  163
  Martial Law: For the marshal controller, the wards she 
  creates are more than magical effects; they are also rules to be 
  obeyed. A ward can be violated in a number of ways, depending 
  on what it wards against. When an enemy violates the ward, 
  they draw an attack of opportunity from the marshal control-
  ler. If her patrol ability is active, she may respond to this attack 
  of opportunity as she would if it occurred in her threatened 
  area.
  • If a ward prevents entry, then a creature that should be 
  prevented entry violates it when they successfully en-
  ter it under their own power. This includes the barrier, 
  Exclusion, Logic, and Repel (ward) talents.
  • If a ward requires a creature to succeed at a Will save 
  or magic skill check in order to perform an action, and 
  they attempt that action, then it is violated. This in-
  cludes the Clarity, Impedance, Peacebound, Quantum 
  Lock, and Spell Ward (ward) talents.
  • If a ward makes a certain type of attack less effective 
  by either giving it a penalty, giving creatures damage 
  resistance against it, or making creatures immune to it, 
  then the ward is violated whenever a successful attack 
  of that type is made, or when a creature is forced to 
  attempt a saving throw against it (or would be forced 
  if they were not immune). This includes the Energy 
  Resistance, Impartiality, Magnetic Shield, and Missile 
  Shield Ward (ward) talents.
  Any attempt to destroy or dispel a ward also violates the 
  ward. A creature that is immune to a ward can not violate it.
  Mystic Combats: The marshal controller gains exclusive 
  access to the following mystic combats:
  Long Arm: Whenever an enemy provokes an attack of op-
  portunity from the marshal controller, she may spend an imme-
  diate action to move her speed, provided her movement ends 
  with the enemy that provoked the attack of opportunity in a 
  square where she threatens that enemy. This does not use any 
  of her movement if she is using a patrol. She may then make an 
  attack of opportunity without expending a use of her attacks 
  of opportunity.
  Mass Marking: The marshal controller may have multiple 
  creatures marked simultaneously.
  Mystic Guardianship: Whenever the marshal controller uses 
  a Guardian sphere ability that requires that she spends her 
  martial focus, she may spend a spell point instead. The marshal 
  controller may use her patrol ability when she does not have 
  martial focus.
  Mystic Reflexes: The marshal controller may make a num-
  ber of additional attacks of opportunity per round equal to her 
  casting ability modifier. The attacks of opportunity from this 
  mystic combat stack with those granted by Combat Reflexes 
  or similar feats.
  Never Defeated: As a swift action, she may spend a spell 
  point to reduce the amount of damage in her delayed damage 
  pool to 0.
  Quick Ward: When the marshal controller uses her patrol 
  ability, she may spend a spell point to create a ward as part of 
  the same action. The ward must be one she can normally create 
  with a standard action.
  Response Time: Whenever the marshal controller uses her 
  patrol ability, she gains a +30 feet enhancement bonus to her 
  base speed until the end of her next turn. This additional move-
  ment may be used with her patrol ability.
  Resizer
  Weapon and Armor Proficiencies: The resizer does 
  not gain proficiency in medium armor.
  Size Focus (Su): At 1st level, a resizer may change her 
  size as per the Size Change talent of the Alteration sphere as a 
  move action, treating her class level as her caster level for the 
  magnitude of the effect. This change lasts for 2 rounds plus 1 
  round per class level or until dismissed as a free action. This 
  is a polymorph effect, but a resizer may choose to reduce the 
  number of traits she gains from shapeshift by one to retain use of 
  this ability without interfering with the shapeshift.
  This ability replaces the magic talent gained at 1st level.
  Agile Strength: At 2nd level, a resizer ignores penalties 
  to ability scores when changing size.
  This replaces the mystic combat gained at 2nd level but 
  counts as possessing the mystic combat class feature.
  Quick Change: At 3rd level, a resizer may spend a spell 
  point to use her size focus ability as a swift action.
  This replaces stalwart.
  Enduring Change: At 7th level, the duration of size fo-
  cus becomes permanent until the resizer changes size with size 
  focus again.
  This replaces marked.
  
  Chapter 4: Archetypes
  164
  Rapid Shifting: At 11th level, the resizer may use size fo-
  cus as a swift action without paying a spell point. Additionally, 
  she may spend a spell point to use size focus as an immediate 
  action.
  This replaces mystic defense.
  Tiny and Titanic: At 15th level, when using her size focus 
  ability, a resizer may spend a spell point to increase or decrease 
  her size by one additional step. This size additional step may 
  allow a resizer to reach Gargantuan or Fine size with ability 
  scores as the Size Mastery advanced talent. If the Size Mastery 
  advanced talent is permitted, she may spend two spell points to 
  increase the maximum size she may obtain to Colossal.
  This replaces draw power.
  Mystic Combats: The resizer gains exclusive access to 
  the following mystic combats:
  Titan’s Grip: By quickly shifting size, stature becomes of lit-
  tle concern, allowing the resizer to quickly grasp her target at 
  any size. She gains the grab ability with her unarmed strikes 
  against targets that are no larger than the largest size she can 
  assume with the size focus ability. She does not take any pen-
  alty to her CMB for having a size smaller than Medium when 
  grappling.
  Foe-wielder: If the resizer is grappling a pinned opponent 
  that is no larger than she is, she may wield the creature as if 
  it were a melee weapon she is proficient with until the end of 
  her next turn, or until the grapple is broken, whichever comes 
  first. If she does not spend the necessary action to maintain the 
  grapple on her next turn, the grapple ends when her turn does. 
  The resizer may make a single attack action with the grappled 
  creature in place of the options normally available when main-
  taining a grapple.
  Creatures wielded in this manner are considered impro-
  vised weapon when determining their damage and required 
  hands and difficulty of use, and 1/2 of any damage dealt with 
  the wielded creature is dealt to the wielded creature itself. The 
  resizer may use the wielded creature as a thrown weapon, to a 
  maximum range of 10 feet + 5 feet per 5 base attack bonus the 
  resizer possesses. A thrown creature is prone when they land 
  and suffers an additional 1d6 bludgeoning per 5 feet they are 
  thrown beyond 10 feet, in addition to damage from being used 
  as a weapon and any falling damage, if applicable.
  If the pinned opponent is unable to resist being pinned for 
  any reason, you can use that opponent as a weapon without 
  grappling or pinning them, until the creature is reduced to 0 or 
  fewer hit points, at which point the creature cannot be grap-
  pled and only counts as an improvised weapon.
  Note: If using Spheres of Might, Foe-wielder grants the resizer the 
  Living Weapon Wrestling talent and allows them to use it, including 
  with the option to throw their opponent, even if they do not possess the 
  Wrestling sphere or Shoulder Throw talents.
  Sun Warrior
  Class Skills: A sun warrior adds Intimidate (Cha) to her 
  list of class skills and removes Handle Animal (Cha) from her 
  list of class skills.
  Magic Talents: A sun warrior must choose the Light 
  sphere with the magic talent she gains at first level, unless she 
  already possesses the Light sphere.
  Solar Brilliance: A sun warrior gains the Glory talent as 
  a bonus talent, and uses her class level as her caster level on 
  glows benefiting from Glory. This stacks normally with caster 
  levels gained from other sources. In addition, she may choose 
  whether or not any (light) talents she applies to a glow placed 
  on herself affect her.
  This replaces resist magic.
  Mystic Combat: The sun warrior gains exclusive access 
  to the following mystic combats.
  Expanded Glory: When the sun warrior creates bright light 
  with the Glory talent, she can shed bright light in a 10-foot 
  radius instead of a 5-foot radius.
  Flickering Glory: When the sun warrior would apply the ef-
  fects of a (light) talent from a glow placed upon herself or her 
  equipment, she may choose not to affect any number of crea-
  tures within the area of the glow.
  Light Focus: Gain an additional talent from the Light sphere. 
  She may take this solar radiance multiple times, gaining anoth-
  er talent from the Light sphere each time she selects it.
  Reflected Light: The sun warrior may project the effects of 
  her light onto other people. Whenever a glow benefiting from 
  her Glory talent applies a (light) effect, she may choose to treat 
  a target within the radius of bright light shed by her glory as the 
  target of the glow rather than herself for the purposes of the 
  (light) effect that turn.
  Searing Presence (requires Light sphere (Searing Light)): As a 
  free action the sun warrior may apply the Searing Light tal-
  ent to the radius of bright light shed by her glory, regardless of 
  whether she has applied any other (light) talents to the same 
  glow. She may also choose to remove the effects of Searing 
  Light from her glory with a free action. Even if she causes the 
  glow effect to shed bright light in a larger area, Searing Light 
  applied in this manner only affects the smaller radius of bright 
  light created by Glory.
  Utterdark Champion
  Alignment: The utterdark champion must be of evil 
  alignment. If she ever ceases to be evil, she loses the benefits of 
  her tenebrous smite, touch of corruption, and channel energy 
  abilities until her alignment returns to evil.
  Swallow the Light: At 1st level the utterdark champion 
  gains the Dark sphere as a bonus magic talent. An utterdark 
  champion may always gain a magic talent from the Dark sphere 
  in place of a mystic combat.
  This replaces the magic talent normally gained at 1st level.
  Tenebrous Smite (Su): At 1st level, whenever the ut-
  terdark champion places a darkness effect on an area, she may 
  spend an additional spell point as a free action to empower her-
  self against any good creatures caught within that darkness. The 
  utterdark champion gains a bonus equal to her casting ability 
  
  Chapter 4: Archetypes
  165
  modifier on all attack rolls made against good-aligned creatures 
  caught within the area of darkness. In addition, the utterdark 
  champion’s weapons deal an amount of additional damage 
  equal to 1/2 her utterdark champion level (minimum 1) to all 
  good creatures.
  At 7th level, the utterdark champion may spend 2 spell 
  points instead of 1 to empower herhis allies against her foes, 
  granting them half of her tenebrous smite bonus; all weapon 
  attacks made by the utterdark champion’s allies against good 
  targets caught within the area of darkness gain a bonus to her at-
  tacks equal to 1/2 her casting ability modifier (minimum 1) and 
  a bonus to damage equal to 1/4th her utterdark champion level.
  At 13th level, when the utterdark champion empowers her 
  allies against her foes, they gain her complete tenebrous smite 
  bonuses, rather than 1/2 her bonuses.
  This replaces resist magic
  Touch of Corruption (Su): Beginning at 2nd level, an ut-
  terdark champion may surround her hand with a fiendish flame, 
  causing terrible wounds to open on those she touches. Each day 
  she can use this ability a number of times equal to 1/2 her ut-
  terdark champion level + her casting ability modifier. As a touch 
  attack, an utterdark champion can cause 1d6 points of damage 
  for every two utterdark champion levels she possesses. Using 
  this ability is a standard action that does not provoke attacks of 
  opportunity. Alternatively, an utterdark champion can use this 
  power to heal undead creatures, restoring 1d6 hit points for ev-
  ery two levels the utterdark champion possesses. This ability is 
  modified by any feat, spell, or effect that specifically works with 
  the lay on hands paladin class feature. For example, the Extra 
  Lay On Hands feat grants an utterdark champion 2 additional 
  uses of the touch of corruption class feature.
  At any time, the utterdark champion may spend a bonus 
  combat feat or mystic combat to gain an antipaladin cruelty, 
  using her utterdark champion level as her antipaladin level for 
  this purpose.
  This replaces the mystic combat ability gained at 2nd level, 
  but still counts as possessing the mystic combat class feature.
  Channel Energy (Su): When an utterdark champion 
  reaches 4th level, she gains the supernatural ability to channel 
  negative energy like a cleric. Using this ability consumes two 
  uses of her touch of corruption ability. An utterdark champion 
  uses her level as her effective cleric level when channeling nega-
  tive energy. This ability is based on the casting ability.
  This replaces the mystic combat gained at 4th level.
  Unholy Champion (Su): At 20th level, an utterdark 
  champion becomes a conduit for the might of the evil and dark. 
  She gains DR 10/good, and increases the bonus damage gained 
  through her tenebrous smite ability from 1/2 her utterdark 
  champion level to her utterdark champion level. In addition, 
  whenever she channels negative energy or uses touch of cor-
  ruption to damage a creature, she deals the maximum possible 
  amount.
  This replaces the spellsword ability.
  Wardmage
  Mystic Warding (Su): The wardmage may create a mys-
  tical connection between herself and up to two allies called a 
  mystic ward. It takes one minute to create or change this con-
  nection, during which the wardmage must touch the target. A 
  mystic ward lasts 24 hours.
  When an enemy she can see attacks a mystically warded 
  ally with an attack that requires an attack roll, the wardmage 
  may intercept that enemy as an immediate action. When the 
  wardmage intercepts an enemy, she makes an attack with a 
  weapon or natural weapon, if able. This can be a ranged attack, 
  but it will draw attacks of opportunity if it is. If the wardmage 
  hits, the enemy receives a penalty to their attacks equal to her 
  casting ability modifier until the end of the current turn. This is 
  in addition to the normal damage and effects of the attack. The 
  choice to intercept must be made before the attack is rolled. 
  Spells and supernatural abilities can trigger an interception, but 
  only if they require an attack roll. Intercepting a sphere ability 
  does not disrupt the ability, it just causes it to miss.
  This replaces the magic talent gained at 1st level.
  Virtues: The strength of the mystic ward is modified by 
  the wardmage’s virtues. The wardmage receives one virtue at 
  1st level and an additional virtue every 4 wardmage levels be-
  yond that. She may choose from the following virtues:
  Charity: All allies are considered mystically warded while 
  they remain adjacent to the wardmage.
  Courage: Whenever she uses an immediate action to make 
  an intercepting attack, the wardmage may move up to 20 feet 
  closer to the enemy before the attack as part of the same ac-
  tion. This movement does not draw attacks of opportunity.
  Decisiveness (requires Destruction sphere): Whenever she uses 
  an immediate action to make an intercepting attack, the ward-
  mage may spend a spell point to use a destructive blast as her 
  intercepting attack. She may use any (blast type) talent that she 
  can normally use as a standard action, except that she may not 
  apply a (blast shape) talent to the destructive blast. Using this 
  ability does not provoke attacks of opportunity, but it will still 
  draw attacks of opportunity if used as a ranged attack.
  Dedication: As a standard action, the wardmage can prepare 
  to perform her duty multiple times. Until the beginning of her 
  next turn, she may make an unlimited number of intercepting 
  attacks as free actions outside of her turn. Each enemy may 
  only be attacked once this way.
  Devotion: When the wardmage makes an intercepting at-
  tack, she may automatically confirm any critical hit, and on a 
  critical hit the enemy must succeed at a Fortitude save with a 
  DC equal to 10 + 1/2 her wardmage level + her casting ability 
  modifier or be dazed until the end of its next turn.
  Discipline: Once per round, when an enemy attacks a mys-
  tically warded ally, the wardmage may make an intercepting at-
  tack as a free action, even if it is not her turn.
  Majesty (requires Warp sphere): When using an immediate ac-
  tion to make an intercepting attack, the wardmage may spend a 
  spell point to use her teleport ability of the Warp sphere to tele-
  port adjacent to the enemy. The maximum range of this teleport 
  is 5 feet per caster level.
  
  Chapter 4: Archetypes
  166
  Reliability: When the wardmage makes an intercepting at-
  tack with a ranged attack, she can make ranged attacks at the 
  enemy without taking the standard –4 penalty on her attack 
  roll if they are engaged in melee, and she ignores the AC bonus 
  granted to targets by cover. In addition, she may draw a Small 
  or Medium weapon as part of the action, or reload a weapon 
  that can normally be reloaded as a free action.
  Righteousness: When the wardmage makes an intercepting 
  attack against an enemy, she deals bonus damage equal to her 
  wardmage level.
  Sacrifice: When the wardmage intercepts an attack against 
  an adjacent ally, she may move into that ally’s square while mov-
  ing them into a square now adjacent to her as part of the inter-
  ception. This causes the intercepted attack to be redirected to 
  the wardmage.
  Selflessness: The wardmage may have up to 3 of her allies 
  warded at the same time.
  Vigilance (requires War sphere): The wardmage may rally mys-
  tically warded allies. When she uses an immediate action to in-
  tercept an enemy attacking a warded ally, she may rally that ally 
  as part of the same action. The rally occurs after the intercept-
  ing attack resolves, and occurs whether or not the attack hits.
  This replaces resist magic.
  Mark of Warding (Su): At 7th level, a wardmage who success-
  fully deals damage with a weapon or natural attack to a tar-
  get may, as a swift action, leave a magical mark on that target. 
  When a marked enemy attacks an ally other than the ward-
  mage, she may intercept them as if the target were mystically 
  warded, even if they are not. This mark lasts for 1 round per 
  wardmage level, or until the wardmage marks someone else.
  This replaces marked.
  Self Defense (Su): At 11th level, a wardmage is prepared for 
  the attacks of enemies she has intercepted. Whenever the 
  wardmage successfully intercepts an enemy, she receives dam-
  age reduction equal to half her wardmage level until the begin-
  ning of her next turn against attacks made by that target.
  This replaces mystic defense.
  Warrior Of Holy Light
  Alignment: The warrior of holy light must be of good 
  alignment. If she ever ceases to be good, she loses the benefits 
  of her luminous smite, lay on hands, and channel energy abili-
  ties until her alignment returns to good.
  Light in the Darkness: A warrior of holy light gains the 
  Light sphere as a bonus sphere at 1st level. If the warrior of 
  holy light already possesses the Light sphere, she instead gains 1 
  magic talent from the Light sphere. A warrior of holy light may 
  always gain a magic talent from the Light sphere in place of a 
  bonus combat feat or mystic combat.
  This replaces the magic talent normally gained at 1st level.
  Luminous Smite (Su): At 1st level, whenever the warrior 
  of holy light uses the Light sphere to cause a weapon she is 
  wielding to emit bright light, she may spend an additional spell 
  point to empower that weapon against evil. A warrior of holy 
  light may place a glow effect on an unarmed strike or natural 
  attack in this manner. For as long as the bright light effect re-
  mains and the warrior of holy light wields the weapon, the war-
  rior of holy light gains a bonus on all attack rolls made with that 
  weapon against evil creatures. This bonus is equal to her casting 
  ability modifier. In addition, the weapon deals an amount of 
  additional damage equal to 1/2 the warrior of holy light’s class 
  level (minimum 1) to all evil creatures.
  At 7th level, the warrior of holy light may grant the bene-
  fits of Luminous Smite to a weapon, even when that weapon is 
  being wielded by other creatures.
  At 13th level, the warrior of holy light may spend 2 addi-
  tional spell points instead of 1 when creating bright light to 
  not only grant the benefit of luminous strike to the wielder of 
  the glowing weapon, but also to all creatures within the area of 
  bright light created by the glow effect. These benefits apply to 
  all attacks made by the affected creatures. When using lumi-
  nous smite in this manner, the warrior of holy light may place 
  the effect not only on a weapon, but also on any object, or even 
  a creature.
  This replaces resist magic.
  Lay on Hands (Su): Beginning at 2nd level, a warrior 
  of holy light can heal wounds (her own or those of others) by 
  touch. Each day she can use this ability a number of times equal 
  to 1/2 her warrior of holy light level plus her casting ability mod-
  ifier. With one use of this ability, a warrior of holy light can heal 
  1d6 hit points of damage for every two warrior of holy light 
  levels she possesses. Using this ability is a standard action, un-
  less the warrior of holy light targets herself, in which case it is a 
  swift action. Despite the name of this ability, a warrior of holy 
  light only needs one free hand to use this ability.
  Alternatively, a warrior of holy light can use this healing 
  power to deal damage to undead creatures, dealing 1d6 points 
  of damage for every two levels the warrior of holy light possess-
  es. Using lay on hands in this way requires a successful melee 
  touch attack and does not provoke an attack of opportunity. 
  Undead do not receive a saving throw against this damage.
  Whenever the warrior of holy light gains a bonus combat 
  feat or a mystic combat, she may choose instead to gain a pal-
  adin mercy, treating her warrior of holy light level as her pal-
  adin level when meeting its prerequisites and determining its 
  effects. This qualifies the warrior of holy light to gain the Extra 
  Mercy feat.
  This replaces the mystic combat ability gained at 2nd level, 
  but still counts as possessing the mystic combat class feature.
  Channel Energy: When a warrior of holy light reaches 
  4th level, she gains the supernatural ability to channel positive 
  energy like a cleric. Using this ability consumes two uses of her 
  lay on hands ability. A warrior of holy light uses her class level as 
  her effective cleric level when channeling positive energy. This 
  ability is based on the casting ability.
  This replaces the mystic combat gained at 4th level.
  Holy Champion (Su): At 20th level, a warrior of holy 
  light becomes a conduit for pure light, spirit, and righteous-
  ness. She gains DR 10/evil, and increases the bonus damage 
  gained through her luminous smite ability from 1/2 her warrior 
  of holy light level to her warrior of holy light level. In addition, 
  whenever she channels positive energy or uses lay on hands to 
  heal a creature, she heals the maximum possible amount.
  This replaces the spellsword ability.
  
  Chapter 4: Archetypes
  167
  Magus
  Sphere Magus
  Casting: The sphere magus may combine spheres and tal-
  ents to create magical effects. The sphere magus is considered a 
  Mid-Caster. (Note: All casters gain 2 bonus talents and a casting 
  tradition the first time they gain the casting class feature.)
  This replaces the spells class feature.
  Spell Pool: The sphere magus gains a small reservoir of 
  energy he can call on to create truly wondrous effects, called a 
  spell pool. This pool contains a number of spell points equal to 
  his level + his casting ability modifier (minimum 1). This pool 
  replenishes once per day after roughly 8 hours of rest.
  Magic Talents: A sphere magus gains 3/4ths of a mag-
  ic talent every level (the same progression as he gains caster 
  levels).
  Spell Combat: A sphere magus may use his spell combat 
  ability with any of his sphere abilities. Rather than casting a 
  new sphere effect every round, a sphere magus may use spell 
  combat to maintain a sphere effect with a duration of ‘concen-
  tration’. In all other ways, this functions as the spell combat 
  class feature
  This alters the spell combat class feature, but can still be 
  traded out by other archetypes.
  Spellstrike: A sphere magus may use his spellstrike class 
  feature with any sphere ability that requires a touch attack.
  This alters the spellstrike class feature, but can still be 
  traded out by other archetypes.
  Spell Recall: At 4th level, a sphere magus may spend 3 
  arcane points as a swift action to regain 1 spell point. At 11th 
  level, this improves to 2 arcane points to regain 1 spell point.
  This alters spell recall and improved spell recall, but still 
  counts as both and can be traded out by other archetypes.
  Bonus Feats: A sphere magus can select combat feats, 
  item creation feats, magic talents, or metamagic feats for his 
  bonus feats.
  Knowledge Pool: At 7th level, whenever the sphere ma-
  gus rests to regain spell points, he may choose one base sphere 
  or magic talent he does not possess and add it to the list of 
  spheres and talents he has access to that day. The sphere magus 
  loses this bonus magic talent the next time he rests to regain 
  spell points, and may choose another talent to take its place. 
  The sphere magus may choose the same talent multiple times 
  in a row.
  This alters knowledge pool but can still be traded out by 
  other archetypes.
  Medium Armor: At 7th level, the sphere magus gains 
  proficiency with medium armor. If he possesses the Somatic 
  Casting drawback, he may cast in medium armor without in-
  curring a chance of arcane spell failure.
  This alters medium armor, but can still be traded out by 
  other archetypes.
  Heavy Armor: At 13th level, the sphere magus gains pro-
  ficiency with heavy armor. If he possesses the Somatic Casting 
  drawback, he may cast in heavy armor without incurring a 
  chance of arcane spell failure.
  This alters heavy armor, but can still be traded out by other 
  archetypes.
  Greater Spell Access: At 19th level, whenever the sphere 
  magus uses his Expanded Magic class feature, he may choose 
  two magic talents or base spheres to gain instead of one.
  This alters greater spell access, but can still be traded out 
  by other archetypes.
  Arcane Weaponeer
  For some warriors, the pinnacle of martial power comes 
  from allowing the mind and body to operate separately. They 
  train their minds in arcane mysteries, while they hone their 
  bodies with weapons practice. In time, they perfect a style of 
  fighting that incorporates a wide range of magical techniques.
  Casting: The arcane weaponeer may combine spheres and 
  talents to create magical effects. The arcane weaponeer is con-
  sidered a High-Caster. (Note: All casters gain 2 bonus talents 
  and a casting tradition the first time they gain the casting class 
  feature.)
  This replaces the spells class feature.
  Spell Pool: The arcane weaponeer gains a small reservoir 
  of energy he can call on to create truly wondrous effects, called 
  a spell pool. This pool contains a number of spell points equal 
  to his level + his casting ability modifier (minimum 1). This pool 
  replenishes once per day after roughly 8 hours of rest.
  Magic Talents: An arcane weaponeer gains a magic talent 
  at 2nd level and every 2 levels thereafter.
  Arcane Pool: At 4th level, the arcane weaponeer can use 
  his arcane pool to grant an enhancement bonus to his armor or 
  shield equal to the bonus he could grant to a weapon. He must 
  pay the arcane pool cost separately for each, and each enhance-
  ment is a separate action.
  At 5th level, he can add the following special abilities to 
  his armor: balanced, bitter, fortification (heavy, light, or medium), 
  ghost touch, invulnerability, spell resistance (13, 15, 17, or 19), or spell 
  storing. In addition, he can also add the following shield spe-
  cial abilities: animated, arrow catching, arrow deflection, bashing, 
  blinding, fortification (heavy, light, or medium), reflecting, spell re-
  sistance (13, 15, 17, or 19).
  This alters arcane pool and replaces spell recall. The ar-
  cane weaponeer may still take other archetypes that modify the 
  number of points in his arcane pool.
  Spell Combat (Ex): An arcane weaponeer learns to cast 
  spells and wield his weapons at the same time. When he makes 
  a full-round attack using only melee weapons, he can also use 
  any sphere ability with a casting time of 1 standard action or 
  less as a free action at any point during the attack. Rather than 
  casting a new sphere effect, an arcane weaponeer may use spell 
  combat to maintain a sphere effect with a duration of ‘concen-
  tration’. Spell combat must be declared before any attacks are 
  made. If the sphere ability fails for any reason, the ability is 
  wasted, but his attacks proceed as normal.
  Fighting in spell combat is more difficult than normal, and 
  the arcane weaponeer takes a -2 to all attacks made as part of 
  spell combat, including any attack roll involved with the sphere 
  ability he uses.
  The arcane weaponeer has learned to use his magic powers 
  near his enemies. He does not need to attempt concentration 
  
  Chapter 4: Archetypes
  168
  checks because of damage he takes from melee attacks from 
  enemies he is aware of.
  This replaces spell combat.
  Spellstrike (Su): At 2nd level, whenever an arcane weap-
  oneer uses a sphere ability that requires a touch attack, he can 
  deliver the spell through any melee weapon he is wielding as 
  part of an attack. Instead of the free touch attack normally al-
  lowed to deliver the sphere ability, an arcane weaponeer can 
  make one free melee attack with his weapon (at his highest base 
  attack bonus) as part of casting. If successful, this melee attack 
  deals its normal damage as well as the effects of the sphere abil-
  ity. If the attack is made in concert with spell combat, this me-
  lee attack takes all the penalties accrued by spell combat melee 
  attacks. This attack uses the weapon’s critical range, but the 
  sphere ability effect only deals ×2 damage on a successful criti-
  cal hit, while the weapon damage uses its own critical modifier. 
  If a sphere effect requires a saving throw, the DC of this saving 
  throw receives a +4 bonus if the spellstrike is a critical hit.
  This replaces spellstrike.
  Expanded Knowledge (Su): At 7th level, as a move ac-
  tion, the arcane weaponeer may grant himself the benefit of 
  any one magic talent he meets the prerequisites for other than 
  a base sphere. This effect lasts for 1 minute. He may use this 
  ability a number of times per day equal to 1/2 his class level, 
  rounded up. Multiple uses of this ability do not stack; if he uses 
  this ability again before the previous duration has expired, it 
  replaces the previous use.
  At 13th level, the arcane weaponeer can gain use this ability 
  as a swift action.
  At 19th level, the arcane weaponeer can use this ability as 
  a free action.
  This replaces medium armor, heavy armor, and greater 
  spell access.
  Bonus Feats: The arcane weaponeer may select combat 
  feats, item creation feats, magic talents, or metamagic feats for 
  his bonus feats.
  This alters the arcane weaponeer’s bonus feats.
  Spell Advancing: At 8th level, when the arcane weap-
  oneer uses spell combat, he may elect to not take the itera-
  tive attacks he receives after his first attack (those attacks with 
  a penalty to base attack bonus). If he does, he may move his 
  speed before or after spell combat. This decision is made when 
  spell combat is declared. He still receives any bonus attacks he 
  gets from effects such as the Improved Haste Time talent.
  This replaces improved spell combat.
  Stalwart (Ex): At 11th level, the arcane weaponeer gains 
  the mageknight’s stalwart class feature.
  This replaces knowledge pool.
  Rapid Enchantment (Su): At 11th level, the arcane 
  weaponeer may enhance his weapons, armor and shield using 
  his arcane pool using only one swift action. All costs must be 
  paid separately.
  This replaces improved spell recall.
  Spell Manipulation: At 14th level, when the arcane 
  weaponeer uses spell combat, he may enhance his spherecast-
  ing with any number of metamagic abilities without increasing 
  the casting time.
  This replaces greater spell combat.
  True Weaponeer: At 20th level, whenever the arcane 
  weaponeer uses spell combat, he may elect to not take his iter-
  ative attacks or use his spell advancing ability. This decision is 
  made when spell combat is declared.
  If he does this, he may use a second sphere ability that can 
  be used as a standard action during spell combat. Any spell-
  strike made with the second sphere ability has a -5 penalty, in 
  addition to the -2 penalty spell combat normally incurs.
  This replaces true magus.
  Magus Arcana
  Magi may choose the following arcana:
  Bladesense: The magus may spend a point from his arcane 
  pool as a swift action to form a powerful bond with his weap-
  on. Any vibration across its length is amplified, allowing him to 
  sense the world through the weapon. He may hear through his 
  weapon (even if he is deaf) with an acuteness that tells him the 
  position of enemies and objects around him.
  While holding the weapon, he gains the uncanny dodge 
  class feature as a rogue of equal level, and at 9th level he gains 
  improved uncanny dodge. At 15th level, he gains tremorsense 
  with a range of 30 feet.
  His blade sense lasts 1 minute per class level, but ends im-
  mediately if he lets go of his weapon or is disarmed.
  Counterspell Strike (requires spellstrike, Counterspell): When 
  the magus uses Counterspell with his spellstrike abilities, he 
  may add the enhancement bonus of his weapon to his magical 
  skill bonus.
  Whenever he successfully counters a spell or sphere ability 
  that can be delivered as a touch attack, he may charge his weap-
  on with that spell, and deliver it to a different creature using his 
  spellstrike before the end of his next turn.
  Destructive Spellstrike (requires Destruction sphere): Whenever 
  the magus uses a destructive blast with a spellstrike, he may 
  change the damage type of the blast to match whatever dam-
  age type his weapon does. This can be bludgeoning, piercing, 
  or slashing, or if he is wielding a weapon with magic special 
  abilities, whatever damage type the weapon is capable of doing.
  Enhanced Spellstrike: When the magus uses his spellstrike 
  ability with a weapon he has enhanced with his arcane pool, he 
  may apply the full enhancement bonus he imbued the weapon 
  with (including the bonus he used to acquire special abilities) 
  as a caster level enhancement bonus to any sphere ability deliv-
  ered with the spellstrike.
  Irresistible Strike: When he uses a sphere ability with a spell 
  strike, any DC to resist with a saving throw increases by +2.
  Marauding Arcanist: The magus may use spell combat and 
  spellstrike with thrown weapons, up to a range of 30 feet. He 
  may use spellstrike to deliver sphere abilities that normally re-
  quire a melee touch attack this way. He may add the distance, 
  driving, nimble shot, and returning special abilities to the list 
  of special abilities he can add to weapons using his arcane pool.
  Metamagic Combat: Once per day while using spell combat, 
  the magus applies any metamagic feat (even one he does not 
  possess) to a sphere ability. This does not increase casting time 
  or cost spell points.
  
  Chapter 4: Archetypes
  169
  Mystic Arcana (requires magus 9): The magus chooses a 
  mageknight mystic combat ability. He gains that ability and 
  may use it as a mageknight with a level equal to his magus level. 
  This stacks with any mageknight levels he possesses. He may 
  use the mystic combat with his spell combat and spellstrike 
  abilities.
  Mystic Mark (requires magus 9): The magus gains the 
  mageknight marked ability and may use it as a mageknight with 
  a level equal to his magus level. This stacks with any mageknight 
  levels he possesses.
  Mystic Secret (requires magus 12): The magus gains an extra 
  magic talent he qualifies for. Whenever he rests and regains 
  spell points, he may change which talent he has chosen.
  Personal Magic (requires Enhancement sphere or Protection 
  sphere): The magus may use his class level as his caster level for 
  any aegis he creates that he bears and if he uses a (succor) talent 
  to sacrifice an aegis he created that he bears, he may use his 
  class level as his caster level. This stacks normally with cast-
  er levels gained from other sources. He may use his class level 
  as his caster level for any enhancement he casts on himself or 
  equipment he has enchanted with his arcane pool. This stacks 
  normally with caster levels gained from other sources.
  Preternatural Grace: When wielding a light or one-hand-
  ed weapon with the finesse special feature and not wielding a 
  shield or wearing armor heavier than light armor, the magus can 
  add his Dexterity modifier instead of his Strength modifier to 
  that weapon’s damage.
  Quarterstaff Arcana (requires casting, spell combat): The ma-
  gus may use a quarterstaff with his spell combat as if it were a 
  one-handed weapon, though he still must grip the weapon with 
  both hands. When he uses spell combat, he may only attack 
  with one end of his staff.
  While wielding a quarterstaff, he gains a shield bonus to 
  his armor class equal to the enhancement bonus or caster level 
  enhancement bonus of the quarterstaff (including any enhance-
  ment bonus on that staff from the arcane pool class feature), 
  whichever is higher.
  Spell Critical (requires magus 18): Whenever the magus con-
  firms a critical hit against an enemy with his spellstrike, the 
  sphere ability takes effect but is not expended, and may be used 
  with another attack, as if he had missed with the first attack.
  Surge of Strength: Whenever the magus uses a spell combat 
  with a sphere ability that targets himself or his equipment, he 
  gains a +2 circumstance bonus to attack and damage rolls until 
  the end of his current turn.
  Transdimensional War Dance (requires Warp sphere): The magus 
  may use his teleport on himself as a swift action. The range is 
  decreased to 5 feet per 2 class levels (minimum 5 feet).
  Undeniable Strike (requires magus 12): When the magus uses a 
  sphere ability with spell strike, he gains a +4 bonus to his spell 
  penetration check.
  Windwalking (requires magus 6): The magus may spend a 
  point from his arcane pool as a swift action to grant himself a 
  fly speed of 30 feet with average maneuverability for 1 minute 
  per class level he possesses.
  For every 3 class levels the magus possesses beyond 6th, the 
  fly speed increases by 10 feet and the maneuverability increases 
  by 1 step (to a maximum of perfect). If the magus is at least 
  10th level, this effect lasts for 1 hour per class level instead of 
  1 minute.
  This is a supernatural ability.
  Medium
  Sphere Medium
  Casting: A psychic medium may combine spheres and tal-
  ents to create magical effects. A psychic medium is considered 
  a Low-Caster. (Note: All casters gain 2 bonus talents and a cast-
  ing tradition the first time they gain the casting class feature.)
  This replaces the spells class feature.
  Spell Pool: A psychic medium gains a small reservoir of 
  energy he can call on to create truly wondrous effects, called a 
  spell pool. This pool contains a number of spell points equal to 
  his level + his casting ability modifier (minimum 1). This pool 
  replenishes once per day after roughly 8 hours of rest.
  Magic Talents: A psychic medium gains a magic talent at 
  2nd level and every even level thereafter.
  Exclusive Spirit (Su): A psychic medium loses access to 
  both the archmage and the hierophant spirits. In their place 
  the psychic medium gains access to the spherecaster spirit.
  This alters the spirit class feature.
  Spherecaster Spirit
  Spirit Bonus
  When you channel a spherecaster, your spirit bonus applies 
  to your caster level.
  Seance Boon
  Gain a temporary spell point that lasts for 24 hours, or un-
  til you change spirits.
  Favored Locations
  Areas of unusual magic, hallowed/unhallowed areas, and 
  libraries.
  Influence Penalty
  Take a penalty to concentration checks equal to twice your 
  spirit bonus.
  Taboos
  Choose one: You must provide magical assistance whenever 
  asked; you must use your own magical solution to a problem if 
  you can, even if a mundane solution that would require fewer 
  resources is available; you must decline magical aid from others 
  at all times and you must attempt a Will saving throw against 
  even harmless spells and abilities.
  Sphere Apprentice (Lesser, Su): Grant yourself the 
  benefit of any one magic talent you do not possess.
  Sphere Surge (Intermediate, Su): You may allow the 
  spherecaster spirit to gain 1 point of influence over you to re-
  duce the spell point cost of a sphere talent or ability you use 
  by 1.
  Sphere Adept (Greater, Su): Grant yourself the benefit 
  of any two magic talents you do not possess.
  Sphere Master (Supreme, Su): Once per day, you may 
  cast any sphere talent or ability you know without spending any 
  spell points.
  
  Chapter 4: Archetypes
  170
  Visionary
  This archetype requires sphere medium.
  Perceptive: A psychic medium gains the Divination 
  sphere with the Limited Divination drawback (his choice) at 
  1st level. The psychic medium gains no bonus talent with this 
  drawback. If the psychic medium already has the Divination 
  sphere, he neither gains the sphere nor the drawback.
  Shared Sight (Su): At 2nd level a psychic medium may 
  as a free action touch an ally and grant them the benefit of a 
  (divine) or (sense) talent or ability so long as he remains touch-
  ing. He may not have more allies affected by this ability higher 
  than his spirit bonus or casting ability modifier (whichever is 
  higher).
  This replaces the shared seance class feature.
  Spirit Communion: At 3rd level, the psychic medium 
  may channel spirit allies into himself, temporarily gaining their 
  knowledge and experience. As a standard action, he may grant 
  himself the benefit of any one Divination talent he does not 
  possess. The talent remains available to use for 10 minutes. If 
  he does not use the talent within that time, the effect ends, 
  otherwise the ability lasts for the talent’s duration. He may use 
  this ability 3 times per day. Multiple uses of this ability do not 
  stack. If he uses this ability again before the previous duration 
  has expired, it replaces the previous use.
  This replaces the haunt channeler class feature.
  Mesmerist
  Sphere Mesmerist
  Casting: The sphere mesmerist may combine spheres and 
  talents to create magical effects. The sphere mesmerist is con-
  sidered a Mid-Caster. (Note: All casters gain 2 bonus talents 
  and a casting tradition the first time they gain the casting class 
  feature.)
  This replaces the spells class feature.
  Spell Pool: The sphere mesmerist gains a small reservoir 
  of energy he can call on to create truly wondrous effects, called 
  a spell pool. This pool contains a number of spell points equal 
  to his level + his casting ability modifier (minimum 1). This pool 
  replenishes once per day after roughly 8 hours of rest.
  Magic Talents: A sphere mesmerist gains 3/4ths of a mag-
  ic talent every level (the same progression as he gains caster 
  levels).
  Mental Potency: At 5th level, the sphere mesmerist can 
  affect more powerful creatures or a greater number of creatures 
  than normal with his mental effects. Whenever the sphere mes-
  merist uses an Illusion or Mind effect that targets a number of 
  creatures or a number of Hit Dice of creatures greater than 
  one, the number of creatures or Hit Dice of creatures affected 
  also increases by 1. This increases by an additional 1 for every 5 
  levels beyond 5th.
  This alters mental potency but still counts as mental poten-
  cy for the purpose of archetypes that would trade this ability.
  Conniving Bastard
  His mind is his first weapon. He looks deeply into oth-
  ers, tricking them, influencing them, and outright controlling 
  them. Then the knives come out.
  This archetype requires sphere mesmerist.
  Painful Strike: If a conniving bastard can catch an oppo-
  nent when he is unable to defend himself effectively, he can use 
  his mental abilities to enhance his combat abilities. Whenever 
  the conniving bastard hits an enemy within 30 feet with a weap-
  on attack against a creature that is denied its Dexterity bonus, 
  he may apply the effects of his painful stare to the attack. The 
  target does not need to be under the effect of the conniving 
  bastard’s hypnotic stare, and this does not count against the 
  usage limit of the conniving bastard’s painful stare. The attack 
  can not trigger a second application of the painful stare ability.
  This replaces touch treatment and alters painful stare.
  Mental Advantage: At 5th level, whenever an enemy fails 
  a Will save versus one of the conniving bastard’s sphere abili-
  ties, it becomes unable to perceive him effectively for a short 
  time. It may still attack, but are unable to defend itself effec-
  tively. Until the end of his next turn, that enemy is denied its 
  Dexterity bonus against his attacks.
  This replaces mental potency.
  
  Chapter 4: Archetypes
  171
  Monk/Unchained Monk
  Beastsoul Monk
  Bestial Feats: At 1st level, the beastsoul monk gains 
  the Transformation feat as a bonus feat in place of the bonus 
  feat granted at first level. At second level, the beastsoul monk 
  adds Hybrid Transformation and Improved Transformation 
  to his list of bonus feats. The beastsoul monk may take the 
  Transformation feat more than once, selecting a different tal-
  ent or form each time.
  This alters monk bonus feats.
  Natural Flurry: A beastsoul monk may use natural at-
  tacks in place of attacks granted by his flurry of blows class 
  feature and may apply effects requiring an unarmed strike to his 
  natural attacks. The beastsoul monk adds his Strength modifier 
  to damage with any natural attack used as part of a flurry of 
  blows. The beastsoul monk does not gain increased unarmed 
  strike damage from his class levels.
  This alters flurry of blows and unarmed strike.
  Ki Shifting: A beastsoul monk may select the Alteration 
  sphere or talents from that sphere for which he qualifies in 
  place any of the following monk class abilities: slow fall (4th), 
  high jump (5th), wholeness of body (7th), diamond body (11th), 
  abundant step (12th), diamond soul (13th), quivering palm (15th), 
  timeless body (17th), tongue of the sun and moon (17th), empty 
  body (19th), and perfect self (20th).
  This replaces the monk class ability the beastsoul monk 
  gives up for this ki power.
  An unchained beastsoul monk may take Alteration sphere 
  talents in place of ki powers. The beastsoul monk treats his 
  class levels as Low-Caster levels for the Alteration sphere and 
  spends ki points in place of spell points for Alteration sphere 
  effects. This effective caster level only applies to the Alteration 
  sphere, but stacks normally with caster levels from other sourc-
  es. Caster levels gained from beastsoul monk levels do not 
  stack with caster levels gained from those same levels via the 
  Advanced Magic Training feat.
  The beastsoul monk neither gains the bonus talents for 
  having the casting class feature nor counts his beastsoul monk 
  levels as casting class levels, but, at the GM’s discretion, may 
  gain a casting tradition.
  Drifting Lotus (Champion, Unchained Monk Only)
  The nomadic order of the drifting lotus master the mystic 
  arts of space and teleportation, incorporating them into an el-
  egant fighting style.
  Class Skills: A drifting lotus adds Knowledge (arcana) 
  (Int), Knowledge (planes) (Int) to his list of class skills and re-
  moves Knowledge (history) (Int) and Ride (Dex) from his list 
  of class skills.
  Proficiencies: A drifting lotus is proficient with simple 
  weapons, as well as light armor. In addition, if this is this char-
  acter’s first level in any class, they may select a martial tradition 
  of their choice.
  This alters weapon and armor proficiencies.
  Casting: A drifting lotus may combine spheres and talents 
  to create magical effects. A drifting lotus is considered a Low-
  Caster. (Note: All casters gain 2 bonus talents and a casting tra-
  dition the first time they gain the casting class feature.)
  This replaces stunning fist.
  Spell Pool: A drifting lotus at first level gains a small res-
  ervoir of energy he can call on to create truly wondrous effects, 
  called a spell pool. This pool contains a number of spell points 
  equal to his class level + his casting ability modifier (minimum 
  1). This pool replenishes once per day after roughly 8 hours of 
  rest.
  A drifting lotus may spend spell points if they were ki 
  points for all ki powers and class features. As long as he has at 
  least 1 spell point, he can make a ki strike.
  At 3rd level, ki strike allows his unarmed attacks to be 
  treated as magic weapons for the purpose of overcoming dam-
  age reduction.
  At 7th level, his unarmed attacks are also treated as cold 
  iron and silver for the purpose of overcoming damage reduction.
  At 10th level, his unarmed attacks are also treated as lawful 
  weapons for the purpose of overcoming damage reduction.
  At 16th level, his unarmed attacks are treated as adaman-
  tine weapons for the purpose of overcoming damage reduction 
  and bypassing hardness.
  This replaces ki pool.
  Blended Training: A drifting lotus gains a combat or 
  magic talent every time he gains a class level. A drifting lotuses 
  uses his casting ability modifier as his practitioner modifier.
  This replaces the bonus feats class feature and fast 
  movement.
  Unarmed Expert: A drifting lotus is an expert in un-
  armed combat. At first level he gains the Open Hand sphere as 
  a bonus combat talent.
  This replaces unarmed strike.
  Warp Expert: A drifting lotus gains the Warp sphere 
  and Pouncing Teleport as bonus magic talents, as well as the 
  Personal Warp drawback. This drawback does not grant an ad-
  ditional bonus talent, but may be bought off as normal.
  This replaces flurry of blows.
  Lotus Style: At 5th level the drifting lotus learns a lotus 
  style. Once per turn, after he successfully teleports himself, the 
  drifting lotus may gain the effects of a single lotus style. At 9th 
  level, and every 4 levels thereafter, a drifting lotus learns an 
  additional lotus style. At 15th level, he may gain two different 
  lotus style benefits in a turn, either gaining both from a single 
  teleport, or individual from two separate teleports.
  This replaces style strike.
  Bloom: The next attack the drifting lotus makes carries a 
  dangerous spatial disturbance that splinters the target’s body. 
  If his next attack hits, he deals an additional 1d6 damage per 
  two levels to the target. This damage is not subject to damage 
  reduction, hardness, or energy resistance. If the drifting lotus 
  does not attack before his next turn, this benefit is lost.
  Branch: The drifting lotus both teleports and does not tele-
  port, temporarily appearing in two locations at once. After tele-
  porting, the drifting lotus exists in both his starting position and 
  his destination until the beginning of his next turn. This does 
  not grant his additional actions, but he may take actions from 
  
  Chapter 4: Archetypes
  172
  either location and split actions between them as desired (al-
  lowing his to attack at one location and move at the other, for 
  example). If a single ability would affect him in both locations 
  (such as a breath weapon or destructive blast) he is only affected 
  once. This allows his to flank with himself. At the beginning of 
  his next turn, the drifting lotus resolves this duality and exists 
  only at the destination end of his teleport.
  Evade: Until the beginning of his next turn, the drifting lo-
  tus gains a +2 dodge bonus to AC and Reflex saves. This bonus 
  improves by 1 or every ten levels (+3 at 10th, +4 at 20th). He 
  loses this bonus whenever he would lose his monk AC bonus.
  Flit: The drifting lotus may make a secondary teleport in the 
  same turn. He may cast this secondary teleport as a swift action, 
  but it has a maximum range of 5 feet plus an additional 5 feet 
  per 4 levels and cannot benefit from any Warp talents he pos-
  sesses. If it is not used before the end of his turn, this second 
  teleport is lost.
  Float: Until the beginning of his next turn, the drifting lo-
  tus unmoors himself from the bonds of the earth. He does not 
  take fall damage, and falls at a rate of 60 feet per round. In ad-
  dition, he may turn a fall into a glide, moving an equal distance 
  in a horizontal direction of his choice. Finally, he can choose 
  to simply hover instead of falling, hanging in place until some 
  other force moves his or until his next turn begins.
  Pursue: The drifting lotus teleports not to a place, but a 
  person; space bends to keep his only a step away from them. 
  The drifting lotus designates a single target within his reach 
  to pursue. If it attempts to move out of his reach before his 
  next turn, he may move after it as an immediate action. This 
  allows his to mirror its movement up to a maximum distance 
  equal to his speed. He must pass through every square his tar-
  get passed through to mirror its movement, and if he reaches a 
  point where he cannot follow (such as by not having the appro-
  priate movement type) he immediately stops and can no longer 
  pursue.
  Rush: The next attack the drifting lotus makes transfers the 
  latent momentum of his teleport into his target. If his next at-
  tack hits, he may attempt a bull rush combat maneuver check 
  against the target. This does not provoke an attack of opportu-
  nity, and he may choose to substitute his MSB plus his casting 
  modifier for his CMB for this maneuver. If the target is knocked 
  into a solid object, it suffers 1d6 bludgeoning damage, + 1d6 for 
  every 5 feet it would have continued past the barrier. He does 
  not move with the targets of his bull rush. If the drifting lotus 
  does not attack before his next turn, this benefit is lost.
  Whirl: Until the beginning of his next turn, the drifting lo-
  tus is surrounded by a dizzying distortion. Anyone who attacks 
  his or targets his with an effect requiring line of sight must suc-
  ceed on a Will save (DC 10 + 1/2 his drifting lotus level + his 
  casting ability modifier) or become sickened for 1 minute.
  Shadow Boxer (Unchained Monk only)
  Alignment: Any
  Class Skills: The shadow boxer loses Knowledge (reli-
  gion) (Int) as a class skill and gains Knowledge (planes) (Int) 
  and Bluff (Cha) as class skills.
  Shadow Boxing (Su): The shadow boxer may use his 
  casting ability modifier in place of his Wisdom modifier for all 
  class features.
  At 1st level the shadow boxer may manipulate his shadow 
  as an extension of his body, delivering blows as if from his own 
  fists. His shadow can retrieve stored items, wield and attack 
  with weapons, accomplish delicate tasks like disabling a lock, 
  and deliver touch attacks. A shadow boxer’s shadow can not be 
  used to gain additional attacks, nor does he gain extra magic 
  item slots. Activating and dismissing shadow boxing are free 
  actions.
  His shadow deals damage as his unarmed strike, and its 
  attacks may be substituted freely into his flurry of blows or 
  used to execute combat maneuvers. A shadow boxer’s shadow 
  is treated as both a manufactured weapon and a natural weapon 
  for the purpose of spells and effects that enhance or improve ei-
  ther manufactured weapons or natural weapons. When making 
  attacks with wielded weapons, his shadow uses the weapon’s 
  damage. Even when wielded by his shadow, only weapons with 
  the monk special feature may be used with flurry of blows.
  A shadow boxer’s shadow has a reach of 10 feet at 1st level. 
  At 5th level and every five levels thereafter, the reach of the 
  shadow’s boxer’s shadow increases by +5 feet, to a maximum of 
  +25 feet at 20th level. This reach extends in three dimensions 
  and is not limited to targets touching the ground.
  This ability replaces stunning fist and fast movement.
  Tenebrous Mysticism: At 1st level the shadow boxer 
  gains Basic Magic Training as a bonus feat, but must select the 
  Dark sphere. At 2nd level he gains Advanced Magic Training as 
  a bonus feat or Extra Magic Talent if he already possesses it. 
  He may take Extra Magic Talent as a monk bonus feat, but may 
  only select talents from the Dark sphere when he does so.
  This replaces the bonus feats gained at first and second 
  level.
  Dark Ki (Su): At 3rd level, a shadow boxer gains a pool 
  of dark ki points, supernatural energy supplemented with the 
  subtle influence of his shadow self. The number of points in a 
  shadow boxer’s dark ki pool is equal to 1/2 his shadow boxer 
  level + his casting ability modifier.
  Dark ki points may be used as spell points for activating 
  Dark sphere talents, but spell points may not be used in place 
  of dark ki points. The dark ki pool and dark ki points otherwise 
  function and count as a ki pool and ki points.
  A shadow boxer may select talents from the Dark sphere in 
  place of ki powers, including advanced talents he qualifies for.
  This alters ki pool and ki power.
  Yamabushi (Unchained Monk only)
  Alignment: Any neutral
  Casting: At first level a yamabushi may combine spheres 
  and talents to create magical effects. A yamabushi is considered 
  a Low-Caster. (Note: All casters gain 2 bonus talents and a cast-
  ing tradition the first time they gain the casting class feature.)
  This replaces the stunning fist class feature.
  Spell Pool: A yamabushi at first level gains a small reser-
  voir of energy he can call on to create truly wondrous effects, 
  called a spell pool. This pool contains a number of spell points 
  equal to his class level + his casting ability modifier (minimum 
  1).
  
  Chapter 4: Archetypes
  173
  In addition, he may treat his spell points as if they were ki 
  points for all ki powers and class features, including the stan-
  dard benefits usually available through a ki pool such as mak-
  ing extra attacks or improving one’s AC. This pool replenishes 
  once per day after roughly 8 hours of rest.
  This replaces the ki pool gained at 3rd level.
  Magic Talents: A yamabushi only gains a magic talent at 
  4th level and every 4 levels thereafter.
  Woodsman: Yamabushi, in their search of enlightenment, 
  often begin their study in the wilderness, sometimes never even 
  leaving the harsh solitary lifestyle. At first level, a yamabushi 
  gains the Nature sphere as a bonus sphere.
  This replaces the bonus feat gained at 1st level.
  Natural Self: At 20th level, a yamabushi is treated as a 
  fey rather than as a humanoid (or whatever the yamabushi’s 
  creature type was) for the purpose of spells and magical effects. 
  He also gains DR 10/cold iron. Finally, the yamabushi gains the 
  ability to enter a state of perfect calm. During this time, the 
  yamabushi can take no actions, but he does regain spell points 
  at the rate of 1 point per hour spent at calm. He cannot use this 
  ability to gain an amount of spell points in excess of his maxi-
  mum. This replaces perfect self gained at 20th.
  Ki Powers
  The following are new ki powers that can be selected by 
  any character with the appropriate class feature.
  Balanced Ki (Su): While the monk has at least 1 ki point, 
  whenever he hits an enemy with an unarmed strike or monk 
  weapon, he gains temporary hit points equal to 1/2 his monk 
  level. These last until the beginning of his next turn.
  Blocked Ki (Su): Whenever the monk hits an enemy with an 
  unarmed strike, he may spend a ki point to block their ki. For 
  one minute, it is unable to regain hit points, and it can not be 
  affected by abilities that heal it or remove conditions. The ene-
  my receives a Will save versus a DC of 10 + 1/2 his monk level + 
  his casting ability modifier (or Wisdom modifier, if he does not 
  possess the casting ability) to negate the effect.
  Extra Magic Talent: The monk gains the extra magic talent 
  feat. He must meet the feat’s prerequisites. He may take this ki 
  power multiple times, each time granting an additional talent.
  Ninja
  Ghost Stepper (Ninja/Rogue/Unchained Rogue/
  Slayer Archetype)
  Walls are small hindrance to those that can step between 
  realms.
  Wraith Form (Su): At 1st level, the ghost stepper gains 
  the wraith form ability as a wraith of her level. Additionally, the 
  ghost stepper uses d4 for sneak attack dice. While in wraith 
  form, the ghost stepper can deliver her sneak attack damage as 
  an incorporeal touch attack made in place of a normal attack, 
  dealing cold or negative energy damage (chosen when this abil-
  ity is gained). If negative energy is chosen, creatures healed by 
  negative energy are not affected by this attack.
  For ninjas and (unchained) rogues, this alters sneak attack 
  and replaces the (unchained) rogue talents or ninja tricks gained 
  at 2nd, 8th, and 14th levels.
  For slayers, this alters sneak attack and replaces track and 
  the slayer talents gained at 2nd, 8th, and 14th levels.
  Ghostly Talent: The ghost stepper may take wraith 
  haunts in place of rogue talents, slayer talents, or ninja tricks. 
  The ghost stepper treats her class level as wraith levels for using 
  and qualifying for wraith haunts. These levels stack with those 
  gained from other sources. The ghost stepper may choose any 
  mental ability score for her casting ability modifier for deter-
  mining the effects of her wraith haunts, unless she already pos-
  sesses a casting tradition.
  Ghost Stepper Haunt: The ghost stepper gains exclu-
  sive access to the following ninja trick/rogue talent/unchained 
  rogue talent/slayer talent:
  Spell Pool: The ghost stepper gains a pool of spell points 
  equal to her casting ability modifier (as selected for the ghost-
  ly talent ability). If she already possesses a spell point pool or 
  gains it later, this ability is automatically exchanged for the 
  Extra Spell Points feat.
  Oracle
  Sphere Oracle
  Casting: The sphere oracle may combine spheres and tal-
  ents to create magical effects. The sphere oracle is considered a 
  High-Caster. (Note: All casters gain 2 bonus talents and a cast-
  ing tradition the first time they gain the casting class feature.)
  This replaces the spells class feature.
  Spell Pool: The sphere oracle gains a small reservoir of 
  energy she can call on to create truly wondrous effects, called a 
  spell pool. This pool contains a number of spell points equal to 
  her level + her casting ability modifier (minimum 1). This pool 
  replenishes once per day after roughly 8 hours of rest.
  Magic Talents: A sphere oracle gains 1 magic talent every 
  level.
  Oracle’s Strength (Su): A sphere oracle gains +1 spell 
  point at 2nd level and every 2 levels thereafter.
  This replaces mystery spells.
  Oracle’s Curse: If your curse provides you with spells 
  known (for example, Haunted), you instead gain a bonus spell 
  point at the levels you would normally gain those spells.
  Paladin
  Sphere Paladin
  Casting: At 4th level, the sphere paladin may combine 
  spheres and talents to create magical effects. The sphere pala-
  din is considered a Low-Caster. (Note: All casters gain 2 bonus 
  talents and a casting tradition the first time they gain the cast-
  ing class feature.)
  This replaces the spells class feature.
  
  Chapter 4: Archetypes
  174
  Spell Pool: The sphere paladin gains a small reservoir of 
  energy she can call on to create truly wondrous effects, called a 
  spell pool. This pool contains a number of spell points equal to 
  her class level + her casting ability modifier (minimum 1). This 
  pool replenishes once per day after roughly 8 hours of rest.
  Magic Talents: A sphere paladin gains one magic talent at 
  4th level and every 2 levels thereafter.
  Grand Purifier (Paladin & Antipaladin 
  Archetype, Champion)
  See grand purifier under antipaladin archetypes.
  Parzivalian Knight
  More than a few paladins and other champions of Good are 
  inspired to take up their vocation by sagas, chansons de geste, 
  and romances about Good triumphing over Evil. Parzivalian 
  knights take this one step further. Their conviction that these 
  stories are how the world should work forces the world to ac-
  tually work like a story. This manifests as an almost instinctive 
  ability to project consecrations that turn the tide of battle in their 
  favor.
  Casting: The Parzivalian knight may combine spheres 
  and talents to create magical effects. The Parzivalian knight is 
  considered a Low-Caster. (Note: All casters gain 2 bonus talents 
  and a casting tradition the first time they gain the casting class 
  feature.)
  This replaces spells and detect evil.
  Spell Pool: The Parzivalian knight gains a small reservoir 
  of energy she can call on to create truly wondrous effects, called 
  a spell pool. This pool contains a number of spell points equal 
  to her level + her casting ability modifier (minimum 1). This 
  pool replenishes once per day after roughly 8 hours of rest.
  Magic Talents: A Parzivalian knight gains 1 magic talent 
  every 2 levels.
  Knight of Coins: At 1st level, the Parzivalian knight gains 
  Fate as a bonus sphere, or a Fate talent if she already has the 
  Fate sphere, and treats her class level as her caster level for 
  consecrations and motifs. This stacks normally with caster levels 
  gained from other sources.
  Naïveté (Su): At 2nd level the Parzivalian knight is able 
  to manipulate luck and destiny almost unconsciously. A number 
  of times per day equal to her casting ability modifier, she may 
  ignore any one general drawback she possesses when using a 
  consecration. She may spend more than one use of this ability to 
  ignore the same number of drawbacks when using a consecration. 
  Alternatively, she may spend a use of this ability in place of a 
  spell point to create or maintain a consecration.
  Starting at 4th level, she also gains a +1 bonus to the MSD 
  of consecration effects. This increases by +1 at 8th level and every 
  4 levels thereafter.
  This ability replaces lay on hands.
  Knight of Wands: At 3rd level the Parzivalian knight 
  gains a special consecration. This has the same effect as all the 
  auras a normal paladin of her level would have (aura of cour-
  age, aura of resolve, aura of justice, aura of faith, and aura of 
  righteousness), but as a consecration it is not always active, uses 
  their consecration radius, etc. She must concentrate to maintain 
  effect, but may spend a spell point to allow the consecration to 
  continue for 10 minutes per Parzivalian knight level without 
  concentration. The Parzivalian knight may use this consecration 
  in conjunction with talents such as Sanctify Object, in which 
  case she gains the special bonus (such as immunity to fear) only 
  while in the area of the consecration.
  This ability replaces aura of courage, aura of resolve, aura 
  of justice, aura of faith, and aura of righteousness.
  Knight of Cups (Su): At 3rd level the Parzivalian knight 
  chooses one consecration she knows. This must be a consecration 
  with a duration other than instantaneous and that does not 
  cost a spell point to create. In addition to using this consecration 
  normally, she may choose to activate or deactivate it once per 
  round as a free action. She may have this consecration active for 
  a total of two rounds per level each day. These rounds do not 
  need to be spent consecutively.
  At 9th and 15th levels, she may choose an additional con-
  secration she knows to use with this ability. She may activate or 
  deactivate any or all of them as a free action once a round, but 
  if she maintains more than one in any given round each consecra-
  tion counts against the time limit separately. When she learns a 
  new consecration talent she may replace one of her chosen conse-
  crations with the new one.
  This ability replaces mercies.
  Chansons: At 4th level the Parzivalian knight gains a (mo-
  tif) talent as a bonus talent. Whenever she rests to regain spell 
  points, she may change this talent to any other motif. When she 
  uses this motif on herself, the spell point cost is reduced by 1 
  (minimum 0). This ability replaces channel energy.
  Knight of Swords (Ex): Beginning at 6th level, the 
  Parzivalian knight may discharge a motif affecting her as an 
  immediate action and have the discharged motif affect an ally 
  within the area of one of her consecrations as if the ally had 
  discharged the motif themselves. For example, when an ally is 
  struck by a manufactured weapon, the Parzivalian knight may 
  discharge The Tower to destroy the weapon.
  Idylls (Su): At 20th level, the Parzivalian knight chooses 
  one consecration she knows. This must be a consecration with a du-
  ration and that does not cost a spell point to create. The chosen 
  consecration is continuously active with no need to concentrate 
  on it. Each day when she regains spell points she may choose a 
  different consecration she knows to become continuously active, 
  in which case the previous consecration ends. If she chooses one 
  of the consecrations she chose for knight of cups, she may select 
  a different consecration to use with that ability.
  This ability replaces holy champion.
  Time Knight (Champion)
  While many paladins serve as guardians and enforcers for 
  goodly gods, time knights serve a more enigmatic power. While 
  discipline and righteousness are important factors to a being’s 
  suitability to act as a time knight, they are given much more 
  leeway in how they choose to combat evil forces that disrupt 
  the natural flow of time.
  Weapon and Armor Proficiency: Time knights are pro-
  ficient with simple weapons, as well as light armor and buck-
  lers. In addition, if this is her first level in any class, she may 
  select a martial tradition of her choice.
  
  Chapter 4: Archetypes
  175
  This alters the paladin’s normal weapon and armor 
  proficiencies.
  Blended Training: From 1st level on, the time knight 
  gains a talent each time she gains a class level. This talent may 
  be spent on either magic talents or combat talents. The time 
  knight is considered a Low-Caster. This counts as the casting 
  class feature. (Note: All casters gain 2 bonus talents and a cast-
  ing tradition the first time they gain the casting class feature.)
  This replaces the paladin’s aura of good and the spellcast-
  ing paladins normally gain at 4th level.
  Spell Pool: At 1st level, the time knight gains a small res-
  ervoir of magical energy she can use to create truly wondrous ef-
  fects, called a spell pool. This pool contains a number of points 
  equal to her level + her casting ability modifier (minimum 1). 
  This pool replenishes once per day after roughly 8 hours of rest.
  Time’s Chosen: The time knight gains the Time sphere 
  as a bonus magic talent.
  Detect Chronomancy (Sp): The time knight gains the 
  ability to detect evil creatures who have tampered with the 
  forces of time. This functions as the paladin’s detect evil class 
  feature, but the time knight can only detect evil creatures who 
  have powers that affect the natural flow of time; this includes 
  evil creatures who possess the Time sphere or any of its talents, 
  evil creatures that know time magic spells such as haste, slow, 
  or time stop, and evil creatures with abilities that allow them to 
  manipulate time, such as evil time dragons.
  This alters but otherwise counts as the detect evil class 
  feature.
  Aura of Stable Time (Su): At 3rd level, the time knight is im-
  mune to all magical aging effects. The time knight and all allies 
  within 10 feet of her gain a +4 morale bonus on saving throws 
  against time effects; this includes effects created with the Time 
  sphere or any of its talents, time magic spells such as slow, or 
  the shifting breath of a time dragon.
  This replaces aura of courage.
  Aura of Disruption (Su): At 14th level, a time knight’s at-
  tacks deliver a jolt of disruptive chronal energy that makes it 
  difficult for creatures to cast spells or use spell-like abilities. 
  Any creature struck by the time knight who attempts to cast 
  a spell or use a spell-like ability before the start of the time 
  knight’s next turn must succeed at a concentration check (DC 
  15 + 1/2 the time knight’s class level) or have the spell fail, losing 
  any spell points, spell slots, and the action taken to cast the 
  spell. Any attack action made by an ally within 10 feet of the 
  time knight also benefits from this effect.
  This replaces aura of faith.
  Chronal Imprisonment (Su): At 20th level, a time 
  knight gains the ability to permanently remove temporal threats 
  from the timeline. Whenever she uses smite evil and success-
  fully strikes an evil creature who possess the Time sphere or 
  any of its talents, an evil creature that knows time magic spells 
  such as haste, slow, or time stop, or an evil creature with abilities 
  that allow them to manipulate time, that creature must succeed 
  at a Will saving throw or be instantly erased from the timeline.
  Creatures slain by this ability cannot be returned to life by 
  raise dead, resurrection, or similar effects (such as the Resuscitate 
  talent from the Life sphere). Once a creature has succeeded on 
  a saving throw against this ability, they cannot be affected by 
  it again for 24 hours. Whenever the time knight successfully 
  erases a threat to the timeline using this ability, she regains 1 use 
  of her smite evil ability.
  This replaces holy champion.
  Code of Conduct: The time knight must be of any good 
  alignment and instantly loses all class features except proficien-
  cies, martial traditions, and combat talents if her alignment 
  ever ceases to be good. Additionally the time knight must do 
  her best to slay or imprison any evil creature she encounters 
  who possess the Time sphere or any of its talents, evil creatures 
  that know time magic spells such as haste, slow, or time stop, or 
  evil creatures with abilities that allow them to manipulate time.
  The time knight can choose to accompany such a creature 
  for a limited time in service to a greater good, but willingly al-
  lowing such a creature to go free causes the time knight to suf-
  fer the same effects as losing her good alignment until the time 
  knight receives an atonement or brings the creature to justice.
  Psychic
  Ascendant Mind
  In a perfect world, those with the greatest intelligence 
  would rule. But in this world, those with the greatest power 
  rule. The ascendant mind transmutes thought into power, and 
  thus makes the world more perfect by her mere presence. She 
  will open the minds of others, and fill them with her insights, 
  while removing the cumbersome free will she finds within.
  Casting: The ascendant mind may combine spheres and 
  talents to create magical effects. The ascendant mind is con-
  sidered a High-Caster. (Note: All casters gain 2 bonus talents 
  and a casting tradition the first time they gain the casting class 
  feature.)
  This replaces the spells class feature.
  Spell Pool: The ascendant mind gains a small reservoir of 
  energy she can call on to create truly wondrous effects, called a 
  spell pool. This pool contains a number of spell points equal to 
  her level + her casting ability modifier (minimum 1). This pool 
  replenishes once per day after roughly 8 hours of rest.
  Magic Talents: An ascendant mind gains gains 1 magic 
  talent every level.
  Mental Powers: At each even numbered class level, the 
  ascendant mind gains an additional magic talent of her choice 
  from the Divination, Mind, or Telekinesis sphere.
  This replaces detect thoughts and discipline spells.
  Psychic Discipline: The ascendant mind gains a psychic 
  discipline, but does not gain bonus spells from her discipline. 
  Discipline powers that trigger with the use of psychic spells are 
  triggered by any sphere ability.
  This alters psychic discipline.
  Phrenic Techniques (Su): The ascendant mind learns a 
  large number of small, useful powers powered by her phrenic 
  pool. Using any phrenic technique requires spending one point 
  from her phrenic pool, and any saving throw against a phrenic 
  technique is a Will save with a DC equal to 10 + 1/2 her as-
  cendant mind level + her casting ability modifier. All phrenic 
  techniques are mind-affecting abilities, but have the ability to 
  
  Chapter 4: Archetypes
  176
  affect creatures normally immune to mind-affecting abilities. 
  Those creatures gain a +4 to their saving throws against phrenic 
  techniques instead. Mindless creatures are always immune to 
  phrenic techniques.
  At 1st level, the ascendant mind gains the following abilities:
  • Autohypnosis: As an immediate action, the ascendant 
  mind may use a limited form of mind control on her-
  self. She may reroll a concentration check she just 
  made. She must keep the second result, even if it is 
  lower than the first.
  • Psionic Blast: The ascendant mind may use a standard 
  action to fire a blast of psychic energy. She may make 
  a ranged touch attack against an enemy within 30 feet. 
  If successful, the target takes 1d8 nonlethal damage per 
  class level.
  • Thought Shield: The ascendant mind may use an imme-
  diate action to create a small telekinetic shield that 
  blocks a single attack. She receives a +2 shield bonus 
  against that attack. The decision to use this power is 
  made after a successful attack roll is made, but before 
  damage dice or saving throws are rolled. The shield bo-
  nus lasts until the beginning of her next turn.
  At 3rd level, the ascendant mind gains these abilities:
  • Ego Whip: As a standard action, the ascendant mind 
  may lash out with a tendril of ectoplasmic matter at an 
  enemy. She makes a ranged touch attack against a crea-
  ture within 30 feet. If successful, the creature receives 
  a -2 penalty to its Will saving throws for 1 minute. This 
  penalty does not stack with itself.
  • Hypercognition: The ascendant mind can connect 
  to higher sources of knowledge. When she rolls a 
  Knowledge check, she may use this ability as a free 
  action to reroll a check, with an insight bonus equal 
  to her phrenic ability modifier. She must accept the 
  second result, even if it is lower than the first.
  • Mind Trick: As a swift action, the ascendant mind may 
  touch the mind of a creature within 30 feet. The target 
  must succeed at a save or be fascinated for 1 minute by 
  whatever she chooses. This can be a person, object, or 
  anything with a physical presence the target can see. 
  The distraction of a nearby combat or other dangers 
  prevents the ability from working. This is an enchant-
  ment (compulsion) ability.
  At 7th level, the ascendant mind gains these abilities:
  • False Sensory Input: As a swift action, the ascendant 
  mind implants a thought into a target’s mind, making 
  its reality a little more convenient for the ascendant 
  mind. For 1 minute, she receives a circumstance bo-
  nus equal to 1/2 her class level on all Bluff, Diplomacy, 
  Disguise, or Stealth checks against that target. This is 
  an enchantment (charm) ability.
  • Mental Barrier: The ascendant mind may use an imme-
  diate action create a psychokinetic barrier that inter-
  feres with magical energies and exists long enough to 
  defend against a single spell or sphere effect. She gains 
  spell resistance equal to 10 + her class level against that 
  one effect.
  • Thoughtsense: As a standard action, the ascendant mind 
  can gain the thoughtsense ability with a range of 60 
  feet. This lasts for a number of rounds equal to her 
  class level.
  At 11th level, the ascendant mind gains these abilities:
  • Biofeedback: As a standard action, the ascendant mind 
  may reprogram the mind of a willing creature to ignore 
  pain and injury. The creature receives a number of tem-
  porary hit points equal to twice the ascendant mind’s 
  class level, heals an equal amount of nonlethal damage, 
  and any condition that currently affecting them has its 
  remaining duration shortened by 2 rounds.
  • Id Insinuation: As a standard action, the ascendant 
  mind may envelop a target within 60 feet in a tele-
  pathic static that subtly influences it. The target must 
  succeed at a save or it immediately make an attack on a 
  target of the ascendant mind’s choice other than itself. 
  This is an enchantment (compulsion) ability.
  • Mind Blank: As a swift action, the ascendant mind may 
  empty her mind of all thought. While in this state, she 
  is still able to function, but can not apply great mental 
  effort, such as by using sphere abilities or attempting 
  skill checks that involve mental abilities. While she is 
  like this, she is effectively mindless, and is invisible to 
  senses that detect intelligent creatures. Scrying also 
  fails to detect her. This state lasts for up to 1 hour per 
  class level, or until she exerts herself mentally. Her psy-
  chic nexus still operates normally.
  At 15th level, the ascendant mind gains these abilities:
  • Intellect Fortress: As a standard action, the ascendant 
  mind may spend a point from her phrenic pool to cre-
  ate a telekinetic bubble surrounding herself and every-
  one within 10 feet. The bubble is made up of overlap-
  ping fields moving in chaotic patterns, blocking line of 
  effect for those who do not understand its mysteries. 
  Whenever an enemy attacks anyone within the bub-
  ble, the enemy must succeed at a Perception check 
  with a DC equal to 10 + 1/2 her ascendant mind level 
  + her phrenic modifier or else the attack is negated as 
  the fortress blocks it. Area of effect abilities can not 
  penetrate the fortress, and the fortress blocks incorpo-
  real movement, but not gaze attacks or light-based at-
  tacks. The fortress lasts for a number of rounds equal 
  to her class level.
  • Mind Thrust: As a standard action, the ascendant mind 
  may propel pure mental energy at a target within 30 
  feet. The target must succeed at a saving throw or take 
  1d6 damage to a mental ability score of the ascendant 
  mind’s choice.
  • Precognition: As a full-round action, the ascendant mind 
  can gain a glimpse into the future to determine what 
  dangers lurk. The next time she rolls initiative within 
  the next hour, she may add her phrenic modifier to her 
  initiative.
  
  Chapter 4: Archetypes
  177
  At 19th level, the ascendant mind gains these abilities:
  • Psychic Crush: As a standard action, the ascendant mind 
  can reach out with her mind to another mind within 30 
  feet, and crush it. The target must succeed at a save or 
  be dazed for 1 round. If successful, it is staggered for 
  1 round instead. If a creature that fails a saving throw 
  against this ability has a current hit point total less 
  than the ascendant mind’s current hit point total, it is 
  overwhelmed by her life force, and immediately drop 
  to -1 hit point. It is unconscious, but stable.
  • Schism: As a swift action, the ascendant mind may di-
  vide her mind into two separate, functional minds for 
  a number of rounds equal to her class level. The two 
  minds work together and share actions, essentially 
  giving the ascendant mind two attempts to perform 
  certain actions. While in this state, she rolls twice on 
  any Will save or any ability or skill check involving a 
  mental ability. She may also roll twice for any concen-
  tration check.
  • Tower of Iron Will: As an immediate action in response 
  to needing to attempt a saving throw, the ascendant 
  mind can create a field of psychic energy around her 
  body. She receives a circumstance bonus to her saving 
  throw equal to her phrenic modifier.
  This replaces phrenic amplifications.
  Psychic Nexus: At 9th level, the ascendant mind can form 
  a telepathic bond with other willing creatures. This takes a full-
  round action and has a range of touch, but once formed, the 
  bond lasts until the creature is knocked unconscious, moves to 
  a different plane of existence, or the ascendant mind dismisses 
  the bond as a free action. The ascendant mind may have a max-
  imum number of other creatures bonded to her equal to her 
  phrenic ability modifier. If the ascendant mind is knocked un-
  conscious, her bonds remain, but not if she is killed. Creatures 
  bonded to the ascendant mind can communicate with her and 
  with each other telepathically. She may also use mind-affecting 
  abilities on bonded creatures, even if she would normally not 
  be in range.
  This replaces telepathic bond.
  Psychic Ascension: At 20th level, the ascendant mind 
  gains the ability to transform into pure thought. While in this 
  form, she exists in the minds of the creatures in her psychic 
  nexus, while her physical form is suspended in time in a pocket 
  dimension. While in this form, she can see and hear through 
  the eyes and ears of those in her psychic nexus, but cannot act 
  beyond attempting ability or skills checks that do not require 
  her to act physically, or by using her phrenic powers. When she 
  uses her phrenic powers while ascended, she chooses someone 
  to be ‘her’ acting as target or point of origin of the power. She 
  may use her phrenic powers on herself while ascended.
  Entering or exiting this form is a full-round action that 
  provokes attacks of opportunity, and she may appear next to 
  any member of her nexus when she exits. If no creatures make 
  up her psychic nexus, she can not enter this form, and losing 
  the last creature in her psychic nexus causes her body to ma-
  terialize in an empty square adjacent to it. If at least one crea-
  ture is part of her psychic nexus, when the ascendant mind is 
  rendered unconscious or even killed, her bonds remain and she 
  automatically ascends without needing to take an action, pro-
  vided the form of death allows for some form of resurrection.
  If the ascendant mind is killed by an ability that prevents 
  resurrection, she can not ascend.
  While ascended, she is conscious and alive and can not 
  be affected by any condition that is not a mind-affecting con-
  dition. If she materializes, she gains whatever conditions her 
  body has, and dies if her body is dead. She regains one hit point 
  per minute, even if she is dead. If she died due to hit point 
  damage, she comes back to life upon reaching 1 hit point. If she 
  rests for 8 hours while ascended, she is completely healed as if 
  using the Greater Resurrection Life talent. Being brought back 
  from the dead leaves the ascendant mind with one permanent 
  negative level.
  This replaces remake self.
  Ranger
  Sphere Ranger
  Casting: At 4th level, the sphere ranger may combine 
  spheres and talents to create magical effects. The sphere ranger 
  is considered a Low-Caster. (Note: All casters gain 2 bonus tal-
  ents and may select a casting tradition the first time they gain 
  the casting class feature.) This replaces the spells class feature.
  Spell Pool: The sphere ranger gains a small reservoir of 
  energy he can call on to create truly wondrous effects, called a 
  spell pool. This pool contains a number of spell points equal to 
  his class level + his casting ability modifier. This pool replenish-
  es once per day after roughly 8 hours of rest.
  Magic Talents: A sphere ranger gains one magic talent at 
  4th level and every 2 levels thereafter.
  Apex Predator (Champion)
  The apex predator may be close to nature, but he also dom-
  inates it, through his use of tools and weapons. He understands 
  nature, but the wilds are a skill set, and do not define him.
  Proficiencies: An apex predator is proficient with simple 
  weapons, as well as light armor and bucklers. In addition, if this 
  is the character’s first level in any class, he may select a martial 
  tradition of his choice.
  This alters weapon and armor proficiencies.
  Casting: An apex predator may combine spheres and tal-
  ents to create magical effects. An apex predator is considered 
  a Low-Caster. (Note: All casters gain 2 bonus talents and may 
  select a casting tradition the first time they gain the casting 
  class feature.)
  This replaces the spells class feature, wild empathy, and 
  endurance.
  Spell Pool: The apex predator gains a small reservoir of 
  energy he can call on to create truly wondrous effects, called a 
  spell pool. This pool contains a number of spell points equal to 
  his class level + his casting ability modifier. This pool replenish-
  es once per day after roughly 8 hours of rest.
  Magic Talents: An apex predator gains a magic talent at 
  2nd level and every 2 levels thereafter.
  
  Chapter 4: Archetypes
  178
  Combat Training (Ex): The apex predator is consid-
  ered a Proficient practitioner, gaining spheres and talents as 
  appropriate. Apex predators use Wisdom as their practitioner 
  modifier.
  This replaces all combat style feats.
  Wilderness Scout: At 1st level, the apex predator gains 
  the Scout sphere as a bonus sphere, or a talent from that sphere 
  if he possesses it already. When using his scout ability, he may 
  substitute a Survival check for the appropriate Knowledge 
  check at a -5 penalty. At 8th level, he no longer takes a -5 penalty.
  This replaces tracking and swift tracking.
  Folk Healer
  All healing begins with empathy for the sick and injured. 
  From there, it is merely a question of finding the right tools. 
  Everything a healer needs is all around them, they just need to 
  develop the skills to seek them out. A folk healer has learned to 
  use common ingredients to heal common injuries. They cannot 
  raise the dead, but more often than not, they do not need to. 
  What they can do is treat the most common ailments in almost 
  any circumstances - whether that be in the city temples or the 
  far off wilderness.
  Weapons and Armor Proficiency: The folk healer is 
  not proficient with shields.
  This alters armor proficiencies.
  Casting: The folk healer may combine spheres and talents 
  to create magical effects. The folk healer is considered a Low-
  Caster. (Note: All casters gain 2 bonus talents and a casting tra-
  dition the first time they gain the casting class feature.)
  This replaces the spells class feature.
  Spell Pool: The folk healer gains a small reservoir of ener-
  gy he can call on to create truly wondrous effects, called a spell 
  pool. This pool contains a number of spell points equal to his 
  class level + his casting ability modifier. This pool replenishes 
  once per day after roughly 8 hours of rest.
  Magic Talents: A folk healer gains the Life sphere at 1st 
  level. He gains an additional magic talent at 3rd level and every 
  2 levels thereafter.
  This replaces wild empathy and endurance.
  Skilled Healer (Ex): The folk healer gains the Studied 
  Healing feat as a bonus feat. At 3rd level, the folk healer gains a 
  +2 insight bonus to his Heal checks. This bonus increases by +1 
  for every odd level after the 3rd, and he does not suffer a pen-
  alty to his Heal skill for not having a healer’s kit. He can also 
  provide long term care to himself.
  In addition, he gains the skill unlocks for the Heal skill as 
  appropriate for his number of ranks in that skill.
  This replaces favored terrain.
  Folk Remedy: By drawing on his training in medicine, the 
  folk healer can prepare special herbal remedies to aid in the 
  healing process. The folk healer can brew potions that use the 
  Life sphere, even if he does not have the Distill Compound 
  feat. If he possesses this feat, he gains a +5 bonus to all checks 
  made to brew Life sphere potions. Furthermore, when he cre-
  ates a Life sphere potion, he may increase the DC of his Craft 
  check by +5 per talent to include a Life talent he does not pos-
  sess. He may also use his Heal skill to attempt the Craft check.
  At 8th level, the folk healer becomes especially skilled at 
  making his remedies, and can prepare them at amazing speed. 
  When he creates a Life potion, he may reduce the crafting time 
  to a single standard action, and may brew the potion even in 
  distracting and dangerous conditions (such as combat). Such 
  potions tend to deteriorate quickly, however, and lose their po-
  tency after 1 hour.
  This replaces tracker and swift tracker.
  Read the Land: At 7th level, as a full-round action, the 
  folk healer may spend a spell point to tap into the ambient life 
  force of a region, expanding his consciousness and giving him 
  special insight into its nature. This area must be a continuous 
  area smaller than 1 square mile, and it ends at any point the 
  terrain changes significantly (such as moving from forest to 
  prairie, or moving underground). While in the land he has read, 
  the folk healer gains an insight bonus equal to +2 to Knowledge 
  (geography), Perception, Stealth, and Survival checks as well as 
  initiative.
  This increases to +4 at 15th level. In addition, he can move 
  normally through naturally occurring difficult terrain and leaves 
  no trace as he moves. Read the land lasts until the folk healer 
  regains spell points.
  The folk healer is considered to have the favored terrain 
  feature. Any ability that applies to favored terrain apples to any 
  terrain he has read.
  This replaces woodland 
  stride.
  
  Chapter 4: Archetypes
  179
  Geosurveyor
  Casting: At 1st level, the geosurveyor may combine 
  spheres and talents to create magical effects. The geosurveyor 
  is considered a Low-Caster. (Note: All casters gain 2 bonus tal-
  ents and a casting tradition the first time they gain the casting 
  class feature.)
  This replaces both the favored enemy and spells class 
  features.
  Spell Pool: The geosurveyor gains a small reservoir of en-
  ergy he can call on to create truly wondrous effects, called a 
  spell pool. This pool contains a number of spell points equal to 
  his class level + his casting ability modifier. This pool replenish-
  es once per day after roughly 8 hours of rest.
  Magic Talents: A geosurveyor gains a magic talent at 2nd 
  level and every 2 levels thereafter.
  Geomancer: A geosurveyor gains the Nature sphere as a 
  bonus sphere at first level. This replaces the wild empathy class 
  feature.
  Favored Package (Su): At 3rd level, a geosurveyor 
  chooses one of the packages from the Nature sphere and gains 
  a +2 bonus to his caster level with that package. At 9th level, 
  this bonus improves by an additional +2, and he may choose 
  another package to gain a +2 bonus with. At 15th level, all pre-
  viously chosen packages increase his caster level by another +2, 
  and the geosurveyor may choose a third package to gain a +2 
  bonus. These bonuses stack with other class features with the 
  same name.
  This replaces the hunter’s bond class feature.
  Master of All Lands (Su): 20th level, the geosurveyor 
  becomes familiar with and comfortable in all possible terrains. 
  His terrain bonus in all favored terrains increases by +2, and 
  he treats all other terrains as if they were favored terrains (+2 
  bonus). If a naturally occurring condition of temperature or 
  weather requires a check or saving throw, he automatically suc-
  ceeds. All allies within 60 feet of him gain a +2 bonus on these 
  checks and saves.
  This replaces the master hunter class feature.
  Jikininki
  Jikininki were originally cursed individuals, destined to 
  feast upon the flesh of corpses to sate their terrible hunger. 
  However, like all things, the dedicated can turn these curses 
  into weapons of their own.
  This archetype requires sphere ranger.
  Hateful Hunger (Su): At 1st level, by spending 1 full-
  round action feasting on a corpse, a jikininki can focus his 
  ferocity against similar creatures, gaining the benefits of the 
  favored enemy class feature against creatures with the same 
  type (and subtype, for humanoids and outsiders). This bonus 
  lasts until the jikininki consumes another corpse of a different 
  creature type, switching his bonuses to the new creature type. 
  A consumed corpse is considered destroyed for the purposes 
  of reanimation; the corpse must have been dead for no longer 
  than 1 day per class level.
  At 5th level and every 5 levels thereafter, these bonuses in-
  crease by 1 (+3 at level 5, +4 at level 10, and so on).
  This replaces favored enemy, but counts as favored enemy 
  for the purpose of meeting prerequisites, with the hateful hun-
  ger bonus counting as the jikininki’s highest and only favored 
  enemy bonus for prerequisites and effects.
  Combat Style Feat: A jikininki can select Necrosis feats 
  as combat style feats.
  Night Stalker (Ex): At 3rd level, a jikininki gains a +2 
  bonus to initiative and Stealth checks in areas of dim light or 
  darkness.
  At 8th level, he gains darkvision 60 feet; if he already has 
  darkvision 60 feet or greater, it increases by 30 feet instead. In 
  addition, he can spend a spell point a standard action to cause 
  all living creatures within 60 feet to be frightened for 1 round 
  per class level if they fail a Will save (DC 10 + 1/2 his jikininki 
  level + his casting ability modifier); creatures receive a new sav-
  ing throw each round beyond the first. This is a mind-affecting 
  fear effect, and it must be night or he must be in an area of dim 
  light or darkness to use this ability.
  At 12th level, a jikininki can use the Stealth skill to hide, 
  even while being observed, as long as he is in an area of dim 
  light or darkness.
  At 17th level, his bonuses to initiative and Stealth checks 
  made in areas of dim light or darkness increase by 2. In addi-
  tion, he is always acts in the surprise round, even if he is caught 
  unaware, as long as he is in an area of dim light or darkness.
  This replaces favored terrain, camouflage, and hide in plain 
  sight.
  Temporal Trapper (Champion)
  Weapon and Armor Proficiency: Temporal trappers 
  are proficient with simple weapons, as well as light armor and 
  bucklers. In addition, if this is his first level in any class, he may 
  select a martial tradition of his choice.
  This alters the ranger’s normal weapon and armor 
  proficiencies.
  Blended Training: From 1st level on, the temporal trap-
  per gains a talent every two levels. This talent may be spent on 
  either magic talents or combat talents. The temporal trapper is 
  considered a Low-Caster. This counts as the casting class fea-
  ture. (Note: All casters gain 2 bonus talents and a casting tradi-
  tion the first time they gain the casting class feature.)
  This replaces wild empathy and the spellcasting rangers 
  normally gain at 4th level.
  Spell Pool: A temporal trapper gains a small reservoir 
  of magical energy he can use to create truly wondrous effects, 
  called a spell pool. This pool contains a number of points equal 
  to his level + his casting ability modifier (minimum 1). This pool 
  replenishes once per day after roughly 8 hours of rest.
  Temporal Trapping: The temporal trapper gains the 
  Time sphere and Trap sphere (presented in Spheres of Might) as 
  bonus talents at 1st level.
  Charged Trap (Su): From 2nd level on, whenever the 
  temporal trapper places a snare using the Trap sphere, he may 
  spend 1 additional spell point to add an alter time effect to the 
  trap. Any creature who triggers the snare activates the alter 
  time effect; if it is normally a targeted ability, the creature is 
  immediately affected by that ability, though they are allowed 
  a saving throw if appropriate (though they use the Trap sphere 
  
  Chapter 4: Archetypes
  180
  DC instead of the Time sphere DC as normal). If the alter time 
  effect normally creates an area effect, the square itself is used 
  as the center of that effect (even if it would normally be cen-
  tered on the caster) and all creatures within the area are im-
  mediately affected by the ability, attempting saves as normal if 
  appropriate. Any alter time effect with a duration longer than 
  instantaneous lasts for 1 round per caster level, regardless of its 
  normal duration, though the temporal trapper may dismiss it 
  on his turn as a free action. If the temporal trapper knows the 
  Temporal Trap talent from the Time sphere, he does not need 
  to spend a spell point when using this ability, though he must 
  pay all other costs of the alter time effect as normal.
  This replaces the combat style feat normally gained at 2nd 
  level.
  Charged Dart (Su): Whenever the temporal trapper 
  successfully damages an opponent with a dart made using the 
  Trap sphere, he may, as an immediate action, use a single alter 
  time effect against the creature, paying any spell point costs as 
  normal.
  This replaces woodland stride.
  Temporal Trapping: Beginning at 6th level, whenever 
  the temporal trapper chooses a combat style feat, he may in-
  stead choose any talent from the Time or Trap spheres.
  Imprisoning Trap (Su): At 20th level, the temporal 
  trapper may spend 5 spell points when placing a snare creat-
  ed with the Trap sphere to imbue it with magical energy ca-
  pable of imprisoning the creature outside of time itself. Any 
  creature who fails their Reflex saving throw against the snare 
  must immediately succeed at a Will saving throw (DC 10 + 1/2 
  the temporal trapper’s class level + his Wisdom modifier) or be 
  banished outside the flow of time, placed in a state of eternal 
  temporal stasis. For the creature, time ceases to flow, and its 
  condition becomes fixed. The creature does not grow older. Its 
  body functions virtually cease, and no force or effect can harm 
  it. The creature cannot return to reality under its own power, 
  and can only be restored by another creature returning it to 
  existence with a miracle, wish, Reclamation or a similar effect.
  This replaces master hunter.
  Rogue/Unchained Rogue
  Ghost Stepper
  See ghost stepper under ninja archetypes.
  Lucky Bastard
  Most rogues tempt Fate regularly, and more than occasion-
  ally he takes the bait. The lucky bastard’s risk-taking, on the 
  other hand, seems to amuse Lady Luck, who rewards him with 
  spectacular successes. When she fails him, however, his over-
  reach causes disaster.
  Kismet (Ex): Rather than trusting only his wits and 
  guts, a lucky bastard relies on Lady Luck’s blessing in combat. 
  Starting at 2nd level, he gains a pool of kismet points: a fluctu-
  ating measure of his ability to perform amazing actions in com-
  bat. At the start of each day, he gains a number of kismet points 
  equal to his Charisma modifier (minimum 1). His kismet goes 
  up or down throughout the day, but usually cannot go high-
  er than his Charisma modifier (minimum 1), though feats and 
  magic items can affect this maximum. A lucky bastard spends 
  kismet to accomplish deeds (see below), and regains kismet in 
  the following ways.
  • Natural 1 on a saving throw. Each time the lucky 
  bastard rolls a natural 1 on a saving throw, he regains 
  1 kismet point. If an ability or effect would allow the 
  lucky bastard to roll twice or reroll, he regains kismet 
  only if the roll he takes is a natural 1. Rolling a natural 
  1 on a saving throw against an effect caused by a crea-
  ture, trap, or effect with a CR less than half his char-
  acter level or who is not genuinely hostile to his does 
  not restore kismet.
  • Natural 1 on an attack roll. Each time the lucky 
  bastard rolls a natural 1 on an attack roll against a crea-
  ture he regains one kismet point. If an ability or effect 
  would allow the lucky bastard to roll twice or reroll, he 
  regains kismet only if the roll he takes is a natural 1. 
  Rolling a natural 1 on an attack against a creature with 
  a CR less than half his character level or who is not 
  genuinely hostile to his does not restore kismet.
  • Gamble: When the lucky bastard makes an attack 
  against a creature with a weapon he has selected with 
  finesse training, he can choose to roll a d3 along with 
  his attack roll. If the d3 is a 1 and the attack hits, it 
  does the minimum possible damage, including pre-
  cision damage, if applicable. (For example, an attack 
  dealing 1d6+3 with sneak attack 2d6 would deal 6 dam-
  age.) If the d3 is a 2, the attack is resolved normally. If 
  the d3 is a 3 and the attack hits, the lucky bastard also 
  regains one kismet point. He can attempt this for as 
  many attacks as he might make in a round, including 
  attacks of opportunity, but can only regain one kismet 
  point per round in this way. A gambling attack against 
  a creature with a CR less than half his character level 
  or who is not genuinely hostile to his does not restore 
  kismet.
  Attempting to manipulate or circumvent the definition of 
  “genuinely hostile” attracts the ire of Lady Luck and results in 
  the lucky bastard being unable to use his kismet or any abilities 
  requiring it for one hour per class level as well as the occurrence 
  of numerous tiny coincidences that make his life unpleasant 
  during this time. (What these might be are entirely subject to 
  the GM’s imagination, but should have little effect on game-
  play and virtually none on combat. Examples might include 
  tripping outside of combat and falling face-first into manure or 
  being mistaken for someone a shopkeeper hates.)
  This ability replaces evasion.
  Deeds: Lucky bastards spend kismet points to accomplish 
  deeds. Most deeds grant the lucky bastard a momentary bonus 
  or effect, but some provide longer-lasting effects. Some deeds 
  remain in effect while the lucky bastard has at least 1 kismet 
  point, but do not require expending kismet to be maintained. 
  A lucky bastard can only perform deeds of his class level or low-
  er. Unless otherwise noted, a deed can be performed multiple 
  successive times, as long as the lucky bastard has or spends the 
  required number of kismet points to perform the deed.
  
  Chapter 4: Archetypes
  181
  At 2nd level the lucky bastard gains the swashbuckler’s kip-
  up deed. At 12th level he gains the swashbuckler’s evasive deed. 
  At 18th level the he gains the swashbuckler’s cheat death deed. 
  These deeds use kismet instead of panache.
  In addition, he gains the following deeds at the indicated 
  levels.
  Turnabout (Ex)
  At 2nd level, when an enemy makes an attack of oppor-
  tunity against the lucky bastard for moving through one of its 
  threatened squares the lucky bastard may spend a kismet point 
  to attempt an Acrobatics check as a free action, even if it is 
  not his turn, against a DC of the enemy’s combat maneuver 
  defense. If he succeeds, the enemy’s attack of opportunity is 
  wasted with no effect, the enemy can make no further attacks 
  of opportunity against his until the end of his next turn, and he 
  may make his own attack of opportunity against the enemy. If 
  he fails, the attack of opportunity is resolved normally and if it 
  hits the lucky bastard falls prone.
  Deceptive Tumbling (Ex)
  At 4th level, as long as the lucky bastard has at least one 
  kismet point remaining, when he uses Acrobatics to move 
  through threatened squares or as part of the turnabout deed, 
  instead of attempting his check against a DC of his opponent’s 
  CMD, he may choose to attempt his check against a DC of 10 
  + his opponent’s base attack bonus + his opponent’s Wisdom 
  modifier. If his opponent is trained in Perception, the DC is 
  instead equal to 10 + his opponent’s Perception bonus, if high-
  er. The opponent gains a +5 bonus to their check if the lucky 
  bastard attempts to move through their space. He may only use 
  this ability as part of the turnabout deed if he has at least one 
  kismet point remaining after spending turnabout’s cost.
  Dicey Thrust (Ex)
  At 4th level, the lucky bastard may, as a standard action, 
  spend a kismet point to make a single attack with a weapon he 
  has selected with finesse training. The target loses its Dexterity 
  bonus against this attack and the attack deals 1d4 extra damage 
  per two unchained rogue levels, but if it misses the lucky bas-
  tard drops the weapon he used to make the attack. If the lucky 
  bastard could not drop the weapon (such as if he made it with a 
  natural weapon), he is instead staggered for one round.
  Acrobatic Assault (Ex)
  At 12th level, the lucky bastard may spend a kismet point 
  and take a full-round action to move up to twice his speed, 
  making one attack against each enemy he moves past with a 
  weapon he has selected with finesse training. Any ability or 
  effect that would specifically allow his to prevent attacks of 
  opportunity (such as the turnabout deed) is suppressed during 
  this movement, but he may use Acrobatics and the deceptive 
  tumbling deed as normal. If he is struck by an attack of oppor-
  tunity during his movement, he immediately stops and until 
  the start of his next turn is flat-footed against attacks made by 
  the enemy who successfully attacked his and any he attacked 
  during this movement (regardless of whether his attacks hit).
  Felicitous Footwork (Ex)
  At 18th level, the lucky bastard may spend a kismet point 
  as a standard action to apply the turnabout deed to all attacks 
  made against his before the beginning of his next turn. He also 
  gains a bonus on Acrobatics checks equal to twice the current 
  size of his kismet pool; if the size of his kismet pool decreases, 
  so does this bonus.
  This ability replaces the rogue talents gained at 2nd, 4th, 
  12th, and 18th level.
  Snake Oil Salesman
  Casting: A snake oil salesman may combine spheres and 
  talents to create magical effects. He is considered a Low-Caster. 
  (Note: All casters gain 2 bonus talents, and a casting tradition, 
  upon first gaining the casting class feature.)
  This ability replaces sneak attack.
  Spell Pool: A snake oil salesman gains a small reservoir of 
  energy he can call on to create truly wondrous effects, called a 
  spell pool. This pool contains a number of spell points equal to 
  his level + his casting ability modifier (minimum 1). This pool 
  replenishes once per day after roughly 8 hours of rest.
  Magic Talents: A snake oil salesman gains the 
  Enhancement sphere and the Special Delivery drawback at 1st 
  level, gaining Instill Enhancement as normal. If he already pos-
  sesses the Enhancement sphere, he gains Instill Enhancement 
  without the Special Delivery drawback. He gains a magic talent 
  of his choice at 3rd level and every 2 levels thereafter.
  Soul of a Salesman (Ex): The ability to close on a deal 
  before the other party has time to figure out that they are being 
  cheated is the bread and butter of a snake oil salesman. He adds 
  half his level to all Appraise checks, as well as any Bluff checks 
  made to convince someone to buy his products or to trust his 
  (minimum +1).
  This ability replaces trapfinding.
  Snake Oil (Su): When the snake oil salesman creates an 
  instilled enhancement, he may choose to create snake oil. Snake 
  oil functions as an instilled enhancement, but is not limited to 
  only creating enhancements with a duration. Instead, the snake 
  oil salesman can create snake oil with a duration of concentra-
  tion and, if using Mass Enhancement, create multiple vials of 
  snake oil at once. However, when creating snake oil through 
  either or both of these methods, the duration of the instilled 
  liquid is reduced to the duration of the enhancement; the snake 
  oil salesman must concentrate to maintain the snake oil, or if 
  spending a spell point to allow the snake oil to endure without 
  concentration, time spent in liquid form counts against its total 
  duration. Snake oil not only can be applied to a weapon as if it 
  were a poison, but can also benefit from talents, abilities, and 
  feats that affect poisons, such as swift poison or deadly cocktail.
  Rogue Talents: A snake oil salesman cannot select rogue 
  talents that enhance his (nonexistent) sneak attack, unless 
  
  Chapter 4: Archetypes
  182
  gained by a different source. Instead, he gains exclusive access 
  to the following rogue talents:
  Lingering Magic (Ex): Whenever a snake oil salesman uses 
  an enhancement and chooses to create snake oil, the enhance-
  ment lasts an additional two rounds if he does not spend spell 
  points to relinquish concentration - this stacks with Lingering 
  Enhancement.
  Malpractice (Su): Whenever a snake oil salesman poisons 
  a creature with an injury poison, he deals additional weapon 
  damage equal to his casting ability modifier. In addition, he 
  may spend one spell point to enhance a dose of poison; if he 
  does so, a creature that fails their first save against the poison 
  suffers bleed damage equal to his casting ability modifier in ad-
  dition to its normal effects.
  Masterful Alchemy (Su): A snake-oil salesman gains Master 
  Alchemist as a bonus feat, even if he does not meet the 
  prerequisites.
  Spoonful of Sugar (Su): Whenever a snake oil salesman cre-
  ates an instilled enhancement or snake oil, he may mix it with a 
  contact or ingestion poison he possesses as part of the same 
  action without the risk of poisoning himself. If he does so, any 
  attempts to magically detect the poison must also succeed at a 
  magic skill check or fail automatically.
  This ability alters rogue talents.
  Cabinet of Miracles (Ex): At 4th level, the snake oil 
  salesman gains Distill Compound as a bonus feat. Whenever 
  he creates a potion that consists primarily of Enhancement ef-
  fects, he may increase the complexity of the item by one to 
  combine it with an alchemical item. If he does so, the resulting 
  potion gains all the benefits and drawbacks of the alchemical 
  item itself; if the alchemical item is a splash weapon, any crea-
  ture that it damages is affected by the potion.
  This ability replaces uncanny dodge.
  A Simple Demonstration (Ex): At 8th level, a snake oil 
  salesman may drink potions and instilled enhancements that he 
  created as part of a move action. Additionally, he is completely 
  immune to the negative effects of any poison, potion, or al-
  chemical item that he personally created.
  This ability replaces improved uncanny dodge.
  Masterful Salesman (Sp): A snake oil salesman can sell 
  fire to a fire elemental. At 20th level, he gains a unique enhance-
  ment; by spending a spell point, he may enhance a single object 
  on his person to seem incredibly valuable to onlookers. When 
  he does so, select one of the following options:
  • The object is fantastically delicious. Any creature that 
  is given or takes the object will immediately consume 
  it.
  • The object is worth 10 times as much gold or 100 gp, 
  whichever is higher.
  • The object seems to be incredibly desirable. A crea-
  ture will be willing to exchange any one item that he is 
  holding or wearing for the object.
  Regardless, any creature he attempts to give, sell, or trade 
  the object to must succeed at a Will save against DC 10 + 1/2 his 
  snake oil salesman level + his casting ability modifier or accept 
  the deal without question. Once the duration of the enhancement 
  elapses, creatures he has traded with are free to realize how aw-
  ful the deal actually was.
  This ability replaces master strike.
  Spectral Infiltrator
  While no-one will deny that ghosts are terrifying beings, 
  they also possess abilities that many thieves envy greatly. They 
  can turn invisible, walk through walls, be silent as the grave, 
  and are invulnerable to all but the most potent of weapons and 
  hazards. Many rogues find these powers so desirable that they 
  turn their every effort to acquiring them. Those who succeed, 
  whether through pacts with otherworldly powers or through 
  their own arcane efforts, are commonly called spectral infiltra-
  tors, and they are nightmares to anyone who do not take the 
  most extravagant of precautions against them.
  Ghostwalk (Su): As a move action, a spectral infiltrator 
  can partially shift his body, allowing him to move with wraith-
  like silence. While using this ability, his body and equipment 
  becomes incorporeal for most purposes (although he still suffers 
  half damage from non-magical corporeal sources), though he 
  cannot fly or pass through solid objects or creatures. However, 
  he can move at his normal speed along any surface, including 
  horizontal and vertical surfaces and liquids, and is never slowed 
  by difficult terrain, and gains a bonus equal to his class level to 
  sound-based Stealth checks. Effects originating from corpore-
  al sources that do not deal damage have a 20% chance to fail 
  against the wraith instead of the normal 50%. Force effect are 
  not subject to this failure chance.
  He can speak, use talents and perform mental actions, but 
  has no physical substance and cannot manipulate objects or 
  attack physically. He can maintain this form for a number of 
  rounds per day equal to 3 + his class level. Ending this ability is 
  a free action.
  At 6th level, he can use this ability as a swift action. In 
  addition, the spectral infiltrator’s weapons and armor gain the 
  ghost touch special ability while using this ability, and he can ma-
  nipulate objects and attack while using it.
  At 14th level, the spectral infiltrator gains a fly speed of 30 
  feet (perfect) while using this ability and can pass through solid 
  objects and creatures.
  This ability replaces trap sense/danger sense and the rogue 
  talents gained at 2nd, 6th, and 14th level.
  Rogue Talents: The spectral infiltrator gains exclusive ac-
  cess to the following rogue talents:
  Extra Ghostwalk (Su): You can use your ghostwalk ability for 
  4 additional rounds per day. In addition, you can spend a spell 
  point as a free action to recover 2 rounds of your ghostwalk 
  ability (up to your normal daily maximum). You may select this 
  talent multiple times; each time you do, you gain 4 additional 
  rounds of your ghostwalk ability per day.
  Madness (Su): You gain a +2 bonus to your Will saves against 
  mind-affecting effects. If you succeed on a saving throw against 
  a thought detection, mind control, or telepathic effect, your foe 
  makes direct contact with your tortured mind and takes 1d4 
  points of Wisdom damage (no save).
  Possess Trap (Su): When you successfully disarm a magic 
  trap, you may change its trigger - such as from touch to visual, 
  from one triggering location to another, etc. You must be at 
  
  Chapter 4: Archetypes
  183
  least 8th level and possess the trapfinding class feature (or a 
  similar feature that allows you to disarm magic traps) to select 
  this talent.
  Touch of Corruption (Su): While using your ghostwalk abil-
  ity, you can deliver touch talents and effects as if making an 
  incorporeal touch attack. In addition, by spending 1 round of 
  your ghostwalk ability, you can pass a part of your incorporeal 
  body through a foe’s body as a standard action to inflict 1d6 
  damage per class level. This damage is not negative energy—it 
  manifests in the form of physical wounds and aches from super-
  natural aging. Creatures immune to magical aging are immune 
  to this damage, but otherwise the damage bypasses all forms of 
  damage reduction. A Fortitude save halves the damage inflicted 
  (DC 10 + 1/2 class level + Intelligence modifier).
  Advanced Rogue Talents: A spectral infiltrator can 
  choose from the following advanced rogue talents in addition 
  to those available to all rogues:
  Bewildering Strike (Su): A spectral infiltrator with this ability 
  can sneak attack opponents with such precision that his blows 
  weaken and hamper them. An opponent damaged by one of his 
  sneak attacks while the spectral infiltrator is incorporeal also 
  takes a -2 penalty to Intelligence, Wisdom, or Charisma (spec-
  tral infiltrator’s choice) for 1 minute. This penalty stacks with 
  itself but as usual cannot decrease a creature’s ability score to 
  less than 1.
  Haunted Walls (Su): While incorporeal and completely in-
  side an object, you can still make sneak attacks against foes, 
  despite them having total concealment from you.
  You must be at least 14th level to select this talent.
  Mists of Confusion (Su): If you share a square with an ally 
  while using your ghostwalk ability, that ally gains concealment. 
  If you share a square with an opponent, that opponent treats all 
  targets as if they had concealment.
  Spectral Strike (Su): At 20th level, a spectral infiltrator is able 
  to breach the defenses of his foe’s minds in addition to their 
  physical bastions. Once per round, when the spectral infiltrator 
  deals sneak attack damage while incorporeal, he can force the 
  target to succeed at a Will save or be possessed (as if by the 
  Possession advanced talent).
  The DC of this save is equal to 10 + 1/2 the spectral infil-
  trator’s class level + his Charisma modifier. Once a creature has 
  been the target of a spectral strike, regardless of whether or 
  not the save is made, that creature is immune to that spectral 
  infiltrator’s spectral strike for 24 hours.
  Creatures that are immune to sneak attack damage are also 
  immune to this ability.
  This replaces master strike.
  Talent Thief (Unchained Rogue only)
  Class Skills: The talent thief loses Knowledge (dun-
  geoneering) (Int) and Perform (Cha) as class skills and gains 
  Knowledge (arcana) (Int) and Spellcraft (Int) as class skills.
  Casting: At first level a talent thief may combine spheres 
  and talents to create magical effects. A talent thief is considered 
  a Low-Caster. (Note: All casters gain 2 bonus talents and a cast-
  ing tradition the first time they gain the casting class feature).
  This replaces rogue’s edge.
  Spell Pool: At first level a talent thief gains a small reser-
  voir of energy he can call on to create truly wondrous effects, 
  called a spell pool. This pool contains a number of spell points 
  equal to his class level + his casting ability modifier (minimum 
  1).
  Shadow Theft: At 4th level, whenever the talent thief 
  confirms a critical hit on a melee attack that qualifies for sneak 
  attack damage, he may forgo all sneak attack damage in order 
  to steal the target’s shadow. He gains 1 temporary spell point 
  for each die of his sneak attack. These temporary spell points 
  do not stack with temporary spell points from other instances 
  of this ability or any other source and expire after 1 round per 
  caster level of the talent thief. The target becomes immune to 
  all abilities that target its shadow until it returns, including ad-
  ditional uses of this ability. If the target has items in a shadow 
  stash, they are inaccessible until the shadow returns. The tar-
  get’s shadow returns when the temporary spell points are spent 
  or expire. The talent thief may not gain more temporary spell 
  points than the target has Hit Dice.
  Shadow theft cannot be used against a creature that has 
  been conjured or summoned, or against a creature lacking an 
  Intelligence score. A shadow thief gains no temporary spell 
  points from this ability unless the target possesses at least half 
  as many Hit Dice as he does.
  A creature that has had its shadow stolen cannot be the 
  target of this ability again for 24 hours. A talent thief may steal 
  the shadow of a willing or helpless target as a full-round action 
  that deals no damage and does not provoke attacks of opportu-
  nity. This replaces debilitating injury.
  Arcane Larceny: At 10th level, when a talent thief steals 
  a target’s shadow, he can opt to examine target’s repertoire of 
  magic talents and temporarily steal one sphere possessed by the 
  target and one sphere talent for every four sneak attack damage 
  dice he possesses instead of gaining temporary spell points. The 
  stolen sphere and talents last for 1 round per caster level, during 
  which time the talent thief may spend his own spell points to 
  use these talents as if he possessed them. The talent thief must 
  meet any prerequisites to use stolen talents. The target loses 
  access to the stolen talents, but not the basic ability of the sto-
  len sphere, until the effect expires. If the target has the ability 
  to shuffle magic talents, such as the Spiritualism hedgewitch 
  tradition, arcane larceny does not prevent them from swapping 
  stolen talents for new ones.
  The talent thief may instead steal a spell or spell-like ability 
  with a spell level equal to or less than 1/2 his highest caster level. 
  He gains this spell or spell-like ability as a spell-like ability that 
  he may use one time within a number of rounds equal to the 
  talent thief’s highest caster level. The target is denied access to 
  this spell or spell-like ability until the talent thief expends his 
  use of it or the effect expires. If the target is treated as if the 
  spell were no longer on their spell list for the duration of the 
  effect, and may not cast it even if they have prepared multiple 
  instances of the spell or multiple uses of the spell-like ability.
  Alternatively, the talent thief may steal one feat possessed 
  by the target for every four dice of his sneak attack, gaining use 
  of the feats and denying their use to the victim for a number 
  of rounds equal to the talent thief’s caster level. If a stolen feat 
  has a variable benefit, the talent thief gains the same benefit 
  the target he stole the feat from selected. The talent thief must 
  
  Chapter 4: Archetypes
  184
  meet all prerequisites to use a stolen feat, though he may steal a 
  feat that he does not qualify for. Stealing a feat in this way does 
  not prevent the target from using other feats and abilities with 
  the stolen feat as a prerequisite.
  This replaces the second and third weapons selected for 
  finesse training.
  Time Thief
  Any thief can steal a bauble, and any bard can steal a heart, 
  but it takes a master to steal a moment from fickle Time herself.
  Steal Speed (Su): Starting at 2nd level, the time thief 
  gains the ability to steal a tiny fraction of his opponent’s speed 
  and reaction time when making a sneak attack. Once per round 
  when performing a sneak attack on an opponent, the time thief 
  can sacrifice a number of his sneak attack damage dice to steal 
  an action from his opponent, allowing the time thief to take 
  that action and denying his opponent the ability to use that 
  action until the start of the time thief’s next turn. An affected 
  target is allowed a Will saving throw (DC 10 + 1/2 his time thief 
  level + his casting ability modifier) to negate the effect. The 
  actions the time thief can steal, and the amount of sneak attack 
  dice he must sacrifice to steal them, are as follows:
  • 1 sneak attack die - Attack of opportunity. The 
  time thief steals 1 attack of opportunity from his op-
  ponent and increases the number of attacks of oppor-
  tunity he can make by 1 until the start of his next turn.
  • 3 sneak attack dice - Swift or immediate action. 
  The time thief steals his opponent’s swift action and 
  may use an extra swift action on his turn, or an ad-
  ditional immediate action before the start of his next 
  turn.
  • 5 sneak attack dice - Move action. The time thief 
  steals his opponent’s move action and may use an extra 
  move action on his turn.
  • 7 sneak attack dice - Standard action. The time 
  thief steals his opponent’s standard action and may use 
  an extra standard action on his turn.
  • 10 sneak attack dice - Full-round action. The 
  time thief steals his opponent’s standard and move ac-
  tions, and may use an extra standard action and move 
  action on his turn.
  This replaces the rogue talent normally gained at 2nd level.
  Steal Time (Su): From 10th level on, whenever the time 
  thief reduces an opponent to 0 or fewer hit points with a sneak 
  attack, he may spend an immediate action to instantly slay the 
  opponent unless they succeed at a Fortitude saving throw (DC 
  10 + 1/2 his time thief level + his casting ability modifier). If the 
  target fails their saving throw, the time thief absorbs a portion 
  of the time the creature would have still had left, adding it to 
  his own. The time thief increases his natural life span by a num-
  ber of years equal to the creature’s CR; a creature whose CR is 
  less than 1 provides no benefit. If the time thief is middle aged 
  or older, he may subtract these years from his current age up 
  to his minimum age for adulthood, removing any age-related 
  penalties to physical ability scores while retaining any bonuses 
  to mental ability scores; the time thief cannot gain bonuses for 
  reaching a new age category more than once. In addition, each 
  time the time thief successfully slays a creature whose CR is 
  at least 1 with this ability, he gains a number of temporary hit 
  points equal to twice his class level; these temporary hit points 
  expire after one minute.
  This replaces the rogue talent normally gained at 10th level.
  Stolen Eternity (Ex): Time thieves who reach 20th level 
  have stolen so much time that it can no longer touch them. 
  The time thief no longer suffers penalties to his physical abil-
  ity scores due to age and cannot die due to old age, though he 
  still accrues mental bonuses for aging as normal. He cannot be 
  affected by any magical effect which alters his age unless he 
  chooses to be, and any beneficial time effect cast on the time 
  thief, such as a haste spell or alter time effect, automatically has 
  its duration doubled; this extended duration applies only to the 
  time thief and does not affect the duration of the spell for any 
  other targets. In addition, the vast amounts of stolen time that 
  imbue the time thief’s body can help his heal injuries much 
  faster than normal, granting his fast healing 5.
  This replaces master strike.
  Treasure Seeker (Unchained Rogue only)
  Treasure seekers use magic and any tool on hand to uncov-
  er forgotten secrets and escape alive.
  Casting: At 1st level, the treasure seeker may combine 
  spheres and talents to create magical effects. A treasure seeker 
  is considered a Low-Caster. (Note: All casters gain 2 bonus tal-
  ents and a casting tradition the first time they gain the casting 
  class feature.) This replaces the trapfinding and danger sense 
  class features.
  Spell Pool: A treasure seeker gains a small reservoir of 
  energy he can call on to create truly wondrous effects, called a 
  spell pool. This pool contains a number of spell points equal to 
  his level + his casting ability modifier (minimum 1). This pool 
  replenishes once per day after roughly 8 hours of rest.
  Magic Talents: A treasure seeker gains a magic talent at 
  fifth level and every five levels thereafter.
  This replaces the rogue’s edge class feature.
  Unseen Seer (Ex): At 4th level, any divination effect 
  (other than (sense) talents and abilities) reveals nothing about 
  a treasure seeker or any of the treasure seeker’s gear, unless the 
  origin of the effect succeeds on a magical skill check against the 
  treasure seeker’s MSD + 5.
  This replaces debilitating injury.
  Rogue Talents
  In addition to rogues, ninjas, and unchained rogues, in-
  vestigators and slayers may select some of the listed talents. 
  An investigator may select arcane infiltration, chance feat, dim 
  mak, disciplined mind, focused infiltration, genius for magic, 
  hallucinogen, hidden space, mental superiority, now you see it, 
  self-preparation, shadow shaper, shadow tools, simple deduc-
  tion, slip through, and smokescreen in place of an investigator 
  talent. A slayer may select adrenal reaction, arcane infiltration, 
  chance feat, dim mak, flaying slice, focused infiltration, know 
  how to bleed, shadow shaper, shadow tools, slip through, slow-
  ing strike, or stolen blood in place of a slayer talent.
  
  Chapter 4: Archetypes
  185
  A Pact Made In Shadows (Su) (requires rogue 10): Choose one 
  mandate (from the War sphere). You may create this mandate 
  with an adjacent ally as a standard action. For purposes of 
  the mandate, your caster level is equal to your rogue level and 
  Charisma is your casting ability, if you do not possess a casting 
  tradition. The mandate lasts one round per rogue level, or until 
  you create another mandate with this ability.
  Adrenal Reaction (Ex): When you regain hit points, you may 
  make an attack as an immediate action. You may not use this 
  ability again until at least 1 minute has passed.
  Arcane Infiltration (requires Alteration or Illusion sphere): The 
  action required to maintain your glamers and shapeshifts via con-
  centration is reduced by one step.
  Arrow Charmer (Su): You can replace your Strength modifi-
  er with your Charisma modifier for determining the damage of 
  your ranged weapon attacks, such as with a composite bow or 
  a thrown weapon.
  Attention To Detail (Su): You gain the Practiced Seer feat as a 
  bonus feat. You must be able to use sphere talents and abilities 
  to select this talent.
  Chance Feat: You may gain any chance feat that you qualify 
  for in place of a rogue talent. You may select this rogue talent 
  multiple times, each time selecting another chance feat.
  Create Tools (Sp): You gain the ability to conjure by magic 
  any mundane tool you need for the task at hand. A number of 
  times per day equal to 3 + the rogue’s casting ability modifier (or 
  Intelligence modifier, if you do not possess a casting tradition), 
  you may create the precise non-magical tool you need weighing 
  up to 2 lbs. per rogue level, and if applicable, can be of mas-
  terwork quality. This tool can be as simple as a steel rod to as 
  complex as a disguise kit with a single use. This tool persists for 
  10 minutes per rogue level as long as it remains in the rogue’s 
  possession or was placed firmly in a location by the rogue. The 
  tool vanishes in 1d3 rounds if touched by anyone other than 
  the rogue. Though this ability can be used to summon papers 
  (allowing you to, for example, attempt a Linguistics check to 
  create falsified documents as a standard action) its short du-
  ration outside of the rogue’s hands make this a risky endeavor. 
  Create tools can never be used to forge coins, gems, or trade 
  goods for a bribe or transaction, as they vanish too quickly for 
  a deal to be completed.
  Cunning (Ex): You are good at getting yourself out of scrapes 
  by being wilier and craftier than your enemies. Choose a saving 
  throw. You receive a bonus to this saving throw equal to your 
  Charisma modifier (minimum 1). You lose this bonus whenever 
  you are denied your Dexterity bonus to AC or you wear armor 
  heavier than light armor. You may choose this talent multiple 
  times. Each time, choose a different saving throw.
  Dim Mak: You may use any melee weapon to deal nonlethal 
  damage without penalty if your target is denied their Dexterity 
  bonus to AC. When using this ability the weapon is treated as 
  if it also had the shadow wake weapon special ability.
  Duplicitous (Ex): Whenever a spell, spell-like ability, sphere 
  ability, or supernatural ability is used that benefits multiple al-
  lies of a caster, you are considered an ally and benefits as well. 
  You must be within range of the caster’s ability for this to work. 
  This ability does not prevent you from also being considered 
  an enemy by the same ability, and does not cause any additional 
  costs to be paid by the caster.
  Enlightened Self Interest (Su): You choose a (rally) talent from 
  the War sphere that does not cost more than 1 spell point to 
  use. You may rally yourself with this talent as an immediate ac-
  tion without the need of a totem. This is a supernatural ability, 
  and does not require spell points. For purposes of the rally, your 
  caster level is equal to your rogue level and Charisma is your 
  casting ability, if you do not possess a casting tradition. You may 
  use this rally twice per day.
  You may choose this talent multiple times: each time you 
  do, choose another rally.
  Expanded Spherecasting: You gain the Extra Magic Talent 
  feat as a bonus feat. You may take this talent multiple times. 
  You must be able to use sphere talents and abilities to select 
  this talent.
  Flaying Slice (Ex): When you do precision damage to a crea-
  ture, you may open a wound that allows you and your allies to 
  more easily penetrate their flesh. When you successfully sneak 
  attack a creature, you may spend up to half your sneak attack 
  dice to reduce the creature’s natural armor class by 1 for each 
  die spent, to a minimum of 0. You may do this multiple times 
  with multiple strikes. The loss of natural armor lasts until the 
  creature heals at least 5 hit points per point of natural armor 
  lost.
  Focused Infiltration (requires arcane infiltration): When main-
  taining a glamer via concentration, you may treat your rogue 
  level as High-Caster levels for the purposes of determining the 
  duration.
  Hedgewitch Secret: You may gain a hedgewitch secret, having 
  an effective hedgewitch level equal to your rogue level. You can-
  not gain a secret associated with a Path you do not have access 
  to. You may select this rogue talent multiple times, each time 
  selecting another hedgewitch secret. You must be able to use 
  sphere talents and abilities to select this talent.
  Hidden Space (Sp): You can use the Extradimensional 
  Storage talent of the Warp sphere as a spell-like ability. You use 
  your rogue level in place of caster level, and for casting class lev-
  els when determining MSB and MSD for this talent. You do not 
  gain a spell pool, but may spend spell points on this ability if 
  you gain them from another source. This stacks normally with 
  caster levels gained from other sources, except for any provided 
  by these rogue levels (like through Advanced Magic Training).
  You may take this talent twice, which upgrades your 
  spell-like ability to have the effect of two purchases of 
  Extradimensional Storage.
  Know How To Bleed (Ex): By exaggerating injuries, you can 
  gain the upper hand in combat. Whenever you are hit for more 
  than 20 hit points of damage in a single round, you can, until 
  the end of your next turn, feint as a swift action.
  Now You See It (Sp) (requires hidden space or Warp sphere 
  (Extradimensional Storage)): You can access your extradimension-
  al storage in a quicker, more subtle manner. You may stow or 
  withdraw a single item as a move action (or as a swift action if 
  you have taken Extradimensional Storage/Hidden Space twice). 
  In addition, you may make a Sleight of Hand check to conceal 
  your action, opposed by a Perception check from observers. On 
  success, observers do not notice the action and remain unaware 
  
  Chapter 4: Archetypes
  186
  of the item’s absence or presence for at least 1 round. Further, 
  an observer’s opposed Perception check must succeed by 5 or 
  more for them notice the involvement of extradimensional 
  space; otherwise they notice the action but remain uncertain 
  of how it was accomplished.
  At rogue level 10, you may use this talent as a swift action 
  rather than a move action (or as a free action once per round if 
  you have taken Hidden Space twice).
  Plausible Deniability (Su) (Advanced Talent): As a standard ac-
  tion, you may give yourself any one basic (aegis) talent from the 
  Protection sphere or the Deflection aegis that requires no more 
  than 1 spell point to create. This aegis uses your rogue class level 
  as its caster level and your Charisma as its casting ability, if you 
  do not possess a casting tradition. The aegis does not require 
  spell points to be created. You must use a move action each 
  round to maintain the aegis. This is not considered a form of 
  concentration and concentration checks are never required. 
  Making any attack ends the aegis immediately.
  Prescient Dodger (Ex): You have developed a sort of sixth 
  sense where it can divine where blows will hit. The source of 
  this foresight may be calculative, inborn luck or insightful. 
  When unarmored and unencumbered and not using a shield, 
  You add your highest mental ability modifier (Intelligence, 
  Wisdom, or Charisma), or casting ability modifier, if you pos-
  ses a casting tradition, to your AC and CMD. These bonuses 
  apply even against touch attacks or when the rogue is caught 
  flat-footed and increases by +1 for every 4 rogue levels. You lose 
  this bonus when you are immobilized or helpless, when you 
  wear any armor or use a shield, or when you carry a medium or 
  heavy load. This does not stack with the monk’s AC bonus or 
  similar class features.
  Reaching Fingers (Su): You can reach further than you ought 
  to, bending space just enough to grab an enticing purse from a 
  hidden corner or snatch cell keys from an unsuspecting guard. 
  You add 5 feet to your reach, but only for the purposes of Sleight 
  of Hand checks, Steal maneuvers, or manipulating objects (such 
  as picking up unattended objects, throwing switches, or drop-
  ping objects). You do not threaten this area, and cannot make 
  attacks with your additional reach. Increase this reach by 5 feet 
  for every 5 rogue levels you possess.
  Roguish Know-How (Ex): You have honed your memo-
  ry. When attempting a Knowledge check, you may add your 
  Intelligence bonus a second time. Thus, you with 5 ranks in 
  Knowledge (local) and a +2 Intelligence bonus has a total skill 
  bonus of +9 (+5 + 2 + 2) when using this ability. You can also use 
  this ability when attempting an Intelligence check to remem-
  ber something.
  Shadow Shaper: You gain a surreal feat. You may select this 
  rogue talent multiple times, each time selecting another surreal 
  feat.
  Shadow Tools: You gain the Shadowstuff Armament feat. In 
  place of making a weapon, shield or armor you may also make 
  small functional tools from shadowstuff to negate the penalty 
  to Craft or Disable Device checks for using improvised tools. 
  When using tools granted by this feat gain a +1 circumstance 
  bonus to the related skill check for every 5 rogue levels you 
  possess.
  Shifting Loyalty (Advanced Talent): Your morals have always 
  been malleable when required. Magical abilities whose effects 
  vary with alignment always treat you as the alignment of your 
  choice. This choice can change from effect to effect, and does 
  not need to be consistent. This can make you immune to a mag-
  ical ability.
  Slip Through (Su): You learn to fit through gaps that should 
  not hold you. You treat yourself as half your size (or one size 
  smaller) for the purpose of squeezing, fitting through narrow 
  spaces with Escape Artist, and similar rules. At the GM’s dis-
  cretion, you can also accomplish feats such as fitting your arm 
  under a door or sticking a finger through a keyhole.
  At rogue level 10, you treat yourself a quarter of your size 
  (or two sizes smaller) instead of half.
  Slowing Strike (Su): Whenever you deal sneak attack dam-
  age to a creature you may, as an immediate action, cause the 
  target to become slowed for 1 round as though they had failed a 
  saving throw against the Slow Time sphere alter time effect with 
  a caster level equal to your class level in the class that granted 
  you this talent. This stacks normally with caster levels gained 
  from other sources, except for any provided by these rogue lev-
  els (like through Advanced Magic Training). You may spend a 
  spell point when using this ability to allow it to last for a num-
  ber of rounds equal to your effective caster level.
  Smokescreen (Sp) (requires hidden space or Warp sphere 
  (Extradimensional Storage)): You can deploy items to cover your 
  escape. As part of a move action you can call any number of 
  objects from your extradimensional storage and drop them. 
  You may use this ability to drop loose items like bottles, gravel 
  or sand to turn squares you pass through into difficult terrain 
  (generally requiring 2 lbs. of suitable items per 5-foot square), 
  block a doorway with something large, or spill liquids such as 
  oil, holy water, or alchemical substances onto the ground. You 
  can also use this ability as a distraction by dropping something 
  that draws attention: by scattering loose papers, shattering 
  glass on hard ground, or throwing out a sack of dead spiders, 
  you may attempt a Bluff check to create a diversion to hide as 
  part of your move action. This latter use generally requires 1 lb. 
  of suitable items.
  Stolen Blood (Su): Whenever you do precision damage to a 
  creature, until the end of your next turn any hit points that 
  creature regains are gained by you instead. The creature may 
  attempt a Will save with a DC equal to 10 + 1/2 your rogue level 
  + your Dexterity bonus to negate this effect.
  Samurai
  Blind Swordsman
  Spiritual Resolve: A blind swordsman may spend daily 
  uses of resolve as if they were spell points to power any sphere 
  talents and abilities it has gained through levels in blind swords-
  man or a sphere casting class.
  This alters the resolve class feature.
  Blindfolded Fighting (Ex): At first level the blind 
  swordsman gains Blind-Fight as a bonus feat. In addition, he 
  can spend one use of his resolve as an immediate action to gain 
  
  Chapter 4: Archetypes
  187
  the benefits of the Blindfolded Oracle Divination (sense) talent 
  with an effective caster level equal to his class level. At 5th level, 
  he gains the Blinded Blade style feat, even if he does not meet 
  the prerequisites.
  This replaces the mount and mounted archer class features.
  Totem of War (Ex): At 5th level, the blind swordsman 
  can spend one use of his resolve as a move action to present 
  an emblem granting the benefits of the War sphere’s Totem Of 
  War base ability with an effective caster level equal to his class 
  level. This lasts for 1 round per level.
  This replaces the banner class feature.
  Improved Blindfolded Fighting (Ex): At 9th level, 
  the blind swordsman gains Improved Blind-Fight as a bonus 
  feat, even if he does not meet the feat’s prerequisites. In addi-
  tion, he can spend one use of his resolve as a standard action to 
  gain the benefits of the Ghost Sight Divination (sense) talent 
  with an effective caster level equal to his class level. This stacks 
  normally with caster levels gained from other sources, except 
  for any provided by these blind swordsman levels (like through 
  Advanced Magic Training).
  This replaces the greater resolve class feature.
  Totem of Allegiance (Ex): At 14th level, the blind 
  swordsman can spend one use of his resolve as a move action to 
  present an emblem (such as a banner or insignia) granting the 
  benefits of the War sphere’s Totem Of Allegiance talent with 
  an effective caster level equal to his class level to those who can 
  see it. This stacks normally with caster levels gained from other 
  sources, except for any provided by these blind swordsman lev-
  els (like through Advanced Magic Training).
  This replaces the greater banner class feature.
  Greater Blindfolded Fighting (Ex): At 17th level, the 
  blind swordsman gains Greater Blind-Fight as a bonus feat, 
  even if he does not meet the feat’s prerequisites. In addition, 
  he can spend one use of his resolve as a standard action to gain 
  the benefits of the Foreshadow Divination (sense) talent with 
  an effective caster level equal to his class level. This stacks nor-
  mally with caster levels gained from other sources, except for 
  any provided by these blind swordsman levels (like through 
  Advanced Magic Training).
  This replaces the true resolve class feature.
  Shaman
  Sphere Shaman
  Casting: The sphere shaman may combine spheres and 
  talents to create magical effects. The sphere shaman is con-
  sidered a High-Caster. (Note: All casters gain 2 bonus talents 
  and a casting tradition the first time they gain the casting class 
  feature.)
  This replaces the spells and spirit magic class features.
  Spell Pool: The sphere shaman gains a small reservoir of 
  energy she can call on to create truly wondrous effects, called a 
  spell pool. This pool contains a number of spell points equal to 
  her level + her casting ability modifier (minimum 1).
  This pool replenishes once per day after roughly 8 hours 
  of rest.
  Magic Talents: A sphere shaman gains 1 magic talent ev-
  ery level.
  Sphere Spirits: A sphere shaman does not gain spells 
  from her spirit nor her wandering spirits. Instead, she gains 
  one bonus magic talent each from the spheres associated with 
  her spirit and wandering spirits, as outlined below. Whenever a 
  sphere shaman rests to regain spell points, she may change the 
  talents granted by her spirit and wandering spirits, so long as 
  the choice matches the sphere associated with that spirit.
  Spirit Spheres: Ancestors (Telekinesis), Battle (War), 
  Bones (Death), Flame (Nature - (fire) package or general talents 
  only), Frost (Nature - (water) package or general talents only), 
  Heavens (Light), Life (Life), Lore (Divination), Mammoth 
  (Alteration), Nature (Nature - (spirit) talents or general talents 
  only), Slums (Mind), Stone (Nature - (earth) package or gen-
  eral talents only), Tribe (Enhancement), Waves (Nature - (wa-
  ter) package or general talents only), Wind (Weather), Wood 
  (Nature - (plant) package or general talents only).
  Shifter
  Beastlord
  Beastlord: At 1st level, the beastlord gains the Mind 
  sphere as a bonus talent and treats her class level as her cast-
  er level for this sphere. This stacks normally with caster levels 
  gained from other sources. The beastlord is treated as an ani-
  mal for the purposes of being affected by the charms and other 
  mind-affecting effects of other magic users, and may affect an-
  imals, vermin, and magical beasts with her own mind-affecting 
  effects.
  This replaces quick transformation.
  Hunter’s Call (Su): At 4th level, the beastlord may spend 
  2 spell points to target any number of animals, magical beasts, 
  and vermin at medium range. The targets must succeed at a Will 
  save or else it will treat her words and actions favorably (targets 
  who cannot understand her language can only obey simple in-
  structions). The beastlord can give the targets orders, but she 
  must win an opposed Charisma check to convince the creature 
  to do something it would not ordinarily do. Non-mindless tar-
  gets never follow suicidal or obviously harmful orders, though 
  intelligent targets may be convinced that something dangerous 
  is worth doing.
  Only 2 Hit Dice of creatures per caster level may be af-
  fected with this ability, and the creatures only remain under 
  the beastlord’s control for 1 hour per caster level. A magical 
  beast’s Hit Dice count as 1.5 Hit Dice for determining this. The 
  beastlord may establish a preferred order for influencing crea-
  tures in this manner, but by default creatures with the least Hit 
  Dice are affected first. Creatures with greater than animal in-
  telligence will remember that they were influenced in this way, 
  and they may seek revenge after the effect ends.
  This ability replaces lingering transformation.
  
  Chapter 4: Archetypes
  188
  Beastmind
  Mental Transformation (Ex): At 3rd level, the beast-
  mind’s transformations affect her mind as well as her body, in-
  creasing her abilities. While shapeshifted, the beastmind gains 
  a +1 bonus to Acrobatics, Climb, Survival, and Swim checks. 
  This increases by 1 for every 8 beastmind levels thereafter, to a 
  maximum of +3 at 19th level.
  This ability replaces endurance.
  Enhanced Psychology (Ex): At 7th level, the beastmind 
  gains a +2 inherent bonus to her casting ability score. This in-
  creases to +4 at 13th level, and +6 at 19th level.
  This replaces enhanced physicality.
  Shifting Mind (Su): At 8th level, the beastmind’s mental 
  transformations allow her to escape from magical effects that 
  would otherwise control or mislead her. If the beastmind is af-
  fected by a mind-affecting spell or effect and fails her saving 
  throw, she may attempt it again 1 round later at the same DC. 
  The beastmind only get one such extra chance to succeed on a 
  saving throw.
  This replaces immunity to poison.
  Bestial Mind (Su): At 12th level, the beastmind’s ability 
  to shift her mind can fool even magical effects. As a free action, 
  the beastmind may change what creature type or subtype she 
  counts as for the purpose of magical effects that depend on 
  possessing a particular creature type. This lasts until changed.
  This replaces immunity to disease.
  Dimension Shifter
  A dimension shifter learns to transform her body into a 
  ghostly substance. She shifts through dimensions as easily as 
  shifting between forms.
  Class Skills: A dimension shifter adds Knowledge (planes) 
  (Int) to her list of class skills and removes Handle Animal (Cha) 
  from her list of class skills.
  Blink: The dimension shifter gains Blink as a bonus mag-
  ic talent, even if she does not possess the Warp sphere. She 
  uses her dimension shifter level as her caster level for this abil-
  ity. This stacks normally with caster levels gained from other 
  sources.
  This replaces wild empathy.
  Dimension Shifting: When a dimension shifter shape-
  shifts herself and only herself, she may cause herself to blink as 
  part of the same action. She may also maintain both effects on 
  herself as a single concentration action, and may spend a single 
  spell point to maintain both effects on herself without concen-
  tration for 1 minute per caster level.
  This replaces quick transformation. When combined with 
  the martial shifter archetype, the Dimension Shifter gains the 
  dimension shifting feature at 2nd level instead of 1st.
  Ghostly Sight (Su): At third level a dimension shifter can 
  perceive the ethereal plane from the material when she blinks, 
  allowing her to see and hear ethereal creatures and objects nor-
  mally. This ability to perceive the ethereal plane is limited to a 
  30-foot range. A dimension shifter can easily tell the difference 
  between what is ethereal and material.
  This replaces endurance.
  Dive (Su): At 4th level a dimension shifter may spend a 
  spell point to take a special move action referred to as a dive. 
  She moves up to 30 feet and may choose to move through solid 
  objects, allowing her to pass through solid walls or sink through 
  floors. She may not pass through force effects or other surfaces 
  that would block incorporeal or ethereal creatures. If she would 
  end her action inside a solid object she takes 1d6 damage and is 
  shunted to the nearest open space.
  This replaces lingering transformation.
  Ghostly Touch (Su): At 5th level a dimension shifter can 
  easily interact with other dimensions when she blinks. While 
  blinking she can interact with ethereal and incorporeal crea-
  tures as if they were solid, allowing her natural attacks to count 
  as magical and deal full damage to incorporeal creatures. In ad-
  dition, she applies her natural armor against the touch attacks 
  of incorporeal creatures.
  This replaces steal language.
  Submerge (Su): At 9th level a dimension shifter may lin-
  ger within an object after using dive. As long as she is adjacent 
  to open space at the end of her dive, she may end her action 
  inside of a solid object. She can see into adjacent space unob-
  scured while submerged, and can remain submerged for up to 
  one minute per dimension shifter level. She may exit the object 
  at any point as part of normal movement (spending 5 feet of 
  her movement to move into any adjacent unoccupied space), or 
  may use dive again to continue moving through solid objects.
  This replaces extended transformation.
  Ghostly Claws (Su): At 11th level a dimension shifter can 
  cause her attacks to effortlessly pass through defenses when she 
  blinks. Once per turn while blinking, she may choose to resolve 
  a single natural attack as a touch attack. Also, she may spend a 
  spell point as a free action to resolve all her natural attacks as 
  touch attacks until the beginning of her next turn.
  This replaces boundless communication.
  Ghostly Presence (Su): At 15th level a dimension shift-
  er’s presence on the material is much more selective when she 
  blinks. She may spend a spell point as an immediate action to 
  halve all damage done to her until the beginning of her turn, 
  though this does not apply to force effects, ghost touch weapons, 
  or other effects that would ignore her blink miss chance. In 
  addition, she can choose to become nearly weightless as a free 
  or immediate action, making her immune to fall damage and 
  fail to set off traps or other effects that would be triggered by 
  weight.
  This replaces endless communication.
  Deep Dive (Su): At 17th level a dimension shifter can 
  dive as a full-round action instead of a move action, allowing 
  her to move up to 60 feet instead of 30 feet. In addition, she 
  may remain within an object after diving for up to one hour per 
  dimension shifter level.
  This replaces greater transformation.
  Effortless Dive (Su): At 20th level a dimension shifter 
  no longer needs to spend a spell point to dive, and may remain 
  within solid objects for any length of time.
  This replaces second skin.
  
  Chapter 4: Archetypes
  189
  Elemental Scion
  Class Skills: The elemental scion loses Handle Animal 
  (Cha) and Knowledge (geography) (Int) as class skills and gains 
  Diplomacy (Cha) and Knowledge (planes) (Int) as class skills.
  Elemental Shapeshifter: At first level, the elemental 
  scion gains the Alteration sphere and the Beast Soul drawback, 
  gaining the Elemental Transformation talent as her bonus tal-
  ent. If the elemental scion already possesses the Alteration 
  sphere, then she gains the Elemental Transformation talent 
  without the drawback. The elemental scion uses her class level 
  as her caster level for the Alteration sphere.
  This alters shapeshifter.
  Elemental Adept: When only affecting herself, the ele-
  mental scion reduces the cost of the Elemental Transformation 
  talent by one spell point, but does not gain the movement type 
  or bonus associated with the mimicked elemental. At 6th level, 
  this no longer removes the movement type or bonus.
  This replaces wild empathy.
  Destructive Gift: When the elemental scion is under the 
  effects of Elemental Transformation, she gains one (blast type) 
  talent from a blast type group associated with her current el-
  emental type (chosen every time she shapeshifts as outlined in 
  the chart below) and treats her class level as her caster level for 
  destructive blasts using that blast type.
  Elemental Form
  Available Blast Type Groups
  Air
  Air, electric, thunder
  Earth
  Acid, crystal, stone
  Fire
  Fire, light
  Water
  Cold, crystal (in the form of ice)
  This replaces the quick transformation, steal language, 
  boundless communication, and endless communication class 
  abilities.
  Destructive Traits: The elemental scion may take 
  Destruction talents in place of bestial traits.
  This alters bestial traits.
  Famine Spirit
  The famine spirit is a terrible being, walking a path be-
  tween life and death filled with nothing but hunger. These 
  beasts consume all, eating not only flesh, but souls as well.
  Fearsome Transformation (Ex): At 1st level, a famine 
  spirit gains the Alteration and Death spheres as bonus magic 
  talents. She does not gain an enhanced caster level with either 
  sphere.
  This replaces shapeshifter.
  Parched Tongue: The famine spirit’s speech calls out to 
  those who share her hunger. At 1st level, this ability functions 
  as wild empathy, except it can be used only on undead with an 
  Intelligence of 2 or less (including mindless undead). Undead 
  typically have a starting attitude of hostile.
  At 5th level, undead with an Intelligence of 2 or less do not 
  attack the famine spirit unless she moves within 15 feet of them 
  or attacks them, and she can use parched tongue on undead 
  regardless of their Intelligence.
  At 11th level, the famine spirit can use parched tongue as a 
  standard action against undead with an Intelligence of 2 or less.
  At 15th level, undead with an Intelligence score of 2 or less 
  do not notice the famine spirit unless she attacks them or tar-
  gets them with parched tongue.
  This alters wild empathy and replaces steal language, end-
  less communication and boundless communication.
  Fearsome Bite (Ex): At 3rd level, the famine spirit gains 
  the bite bestial trait. If she already possesses this bestial trait, 
  she may gain another of her choice instead. The famine spirit’s 
  bite attack also gains the grab special ability.
  This replaces replaces endurance.
  Enhanced Chomp (Su): At 4th level, the famine spirit 
  gains enhanced attacks, but only for her bite attack.
  In addition, anyone slain by a famine spirit’s bite attack be-
  comes more difficult to bring back from the dead, as the famine 
  spirit swallows a portion of their soul. The body comes under 
  the effects of a curse with a caster level equal to the famine spir-
  it’s class level; spellcasters attempting to bring a creature back 
  from the dead must succeed at a magical skillcheck with a DC 
  equal to 15 + the famine spirit’s class level or the sphere-effect 
  or spell fails and any material component is wasted. Casting 
  remove curse, using the Break Enchantment Life talent, or using 
  another effect that removes curses the round before attempting 
  to bring the creature back from the dead negates this chance. 
  The DC to remove the curse is 10 + the famine spirit’s level.
  This alters enhanced attacks.
  Infectious Maw (Su): At 4th level, a famine spirit gains 
  the swallow whole ability with her bite attack. Creatures she 
  has swallowed take 1d6 acid damage per round + 1 per class lev-
  el. Creatures who have suffered this damage come under the 
  effects of a curse with a caster level equal to the famine spirit’s 
  class level that urges them to consume flesh; similar to starva-
  tion damage, this damage cannot be recovered until 24 hours 
  have passed or the target spends a full-round action consuming 
  the corpse of a creature with Intelligence 3 or higher - until 
  then, not even magic that restores hit points heals this damage.
  She may use her class level as her base attack bonus for the 
  purpose of grapple and swallow whole CMB and CMD checks; 
  this stacks normally with base attack bonus gained from other 
  sources. She can swallow creatures up to her size category.
  At 7th level, the famine spirit can both grab and swallow 
  creatures up to one size larger than her size category. The hit 
  points needed for swallowed creatures to cut their way free in-
  creases by 10% (to 20% of total hit points, in most cases). In 
  addition, if a creature dies in her stomach, she can reanimate 
  that creature and regurgitate it into an unoccupied adjacent 
  square by spending a spell point as a move action. This func-
  tions as the Death sphere ability, using her normal caster level.
  At 13th level, the famine spirit gains a +2 AC bonus to her 
  interior. In addition, if a creature dies in her stomach with Hit 
  Dice at least half hers, she can spend a spell point as a move 
  action to digest the creature, restoring hit points equal to twice 
  the creature’s Hit Dice.
  At 19th level, the famine spirit can swallow creatures up to 
  two sizes larger than her size category. She also gains the fast 
  swallow ability with her bite attack, and the hit points needed 
  
  Chapter 4: Archetypes
  190
  for swallowed creatures to cut their way free increases by 10% 
  again (to 30% of total hit points).
  This replaces lingering transformation and enhanced 
  physicality.
  Ravenous Bite (Ex): At 8th level, the famine spirit gains 
  Vital Strike as a bonus feat. She can only use this feat in con-
  junction with her bite attack. Her bite attack deals increased 
  base damage, as shown on the table below:
  Table: Bite Damage
  Class Level
  Ravenous Bite Base Damage 
  (Medium creature)
  8th–11th
  1d8
  12th–15th
  1d10
  16th–19th
  2d6
  20th
  2d8
  At 11th level, the famine spirit gains the benefit of 
  Improved Vital Strike, even if she does not meet the prereq-
  uisites. She can only use this feat in conjunction with her bite 
  attack. Zombies and variant zombies she reanimates (such as 
  plague zombies and fast zombies) gain a bite attack that deals 
  damage (or their normal bite damage, whichever is greater) as 
  the chart above instead of a slam attack.
  At 16th level, the famine spirit gains Greater Vital Strike as 
  a bonus feat, even if she does not meet the prerequisites. She 
  can only use this feat in conjunction with her bite attack.
  This replaces extended transformation and greater 
  transformation.
  Insatiable Consumption (Su): At 20th level, whenever 
  a famine spirit uses Greater Vital Strike with a bite attack, it 
  functions as a vorpal weapon. In addition, any creature that she 
  decapitates with this ability or dies while swallowed whole has 
  their soul consumed.
  A creature with its soul consumed cannot be resurrected 
  until the famine spirit is slain, unless the caster first uses a wish 
  spell, miracle spell, or similar magic to free the creature’s soul.
  This replaces second skin.
  Fey Incarnate
  Whether it is because they are tired of the drudgery of 
  mortal life, or because they have been captivated by the sheer 
  wonder of the fey, those souls known as fey in-
  carnate have made it their life’s goal to truly 
  become one of the fey, body and soul. At first 
  most start out as minor shapeshifters, but as 
  time moves on, they learn to infuse their forms 
  with more and more of the stuff of the Faerie realms, 
  until one day they can truly join the ranks of the Fair Folk.
  Class Skills: The fey incarnate loses Climb (Str) as a 
  class skill and gains Bluff (Cha) as a class skill.
  Of the Fair Folk: The fey incarnate gains the Alteration 
  sphere and the Fallen Fey sphere as bonus spheres. The 
  Alteration sphere automatically gains the Beast Soul and 
  Lycanthropic drawbacks, granting a single bonus talent 
  which must be Fey Body (body). If any of these are already 
  possessed, either a bonus talent of either sphere may be 
  taken or one of the drawbacks may be removed. The fey incar-
  nate uses her class level as her caster level for the Fallen Fey 
  sphere when applying effects to herself, as well as when using 
  the Blank Transformation on herself and including at least one 
  trait from the Fey Body (body) talent. This stacks normally 
  with caster levels gained from other sources.
  This replaces shapeshifter.
  Fair Form: When the fey incarnate grants herself and 
  only herself the Blank Transformation and includes at least one 
  trait from the Fey Body (body) talent, she may apply a fey-link 
  to herself as part of the same action.
  Sidhe Link: The fey incarnate may take (fey-blessing) tal-
  ents in place of bestial traits.
  Enhanced Presence (Ex): At 7th level, the fey incar-
  nate’s body begins to more closely resemble the fair creatures 
  of Faerie. She gains a +2 inherent bonus to her casting ability 
  score. This increases to +4 at 13th level, and +6 at 19th level.
  This replaces enhanced physicality.
  Fey Apotheosis (Ex): At 20th level, the fey incarnate’s 
  type changes to fey. Do not recalculate hit points, base attack 
  bonus, skill points or other statistics. The fey incarnate gains 
  low-light vision if she does not already possess it. If she already 
  possesses low-light vision, instead increase its effectiveness, 
  allowing her to see three times as far instead of twice as far. 
  Whenever she grants herself the blank form and includes at 
  least one trait from the Fey Body talent, it is considered an 
  extraordinary ability instead of a magical effect. This means 
  it does not provoke an attack of opportunity, cannot be dis-
  pelled or countered, and can be used within an antimagic field. 
  
  Chapter 4: Archetypes
  191
  Changes to herself never cost a spell point and always have an 
  unlimited duration. Fey-blessings the fey incarnate casts on 
  herself expire 1 hour per caster level after being cast.
  This replaces second skin.
  Nocturnal Predator
  Shadowshifter: At 1st level the nocturnal predator gains 
  the Alteration sphere and Dark sphere as bonus magic talents. 
  The nocturnal predator uses her class level as her caster level 
  for the Dark sphere and Alteration sphere. This stacks normally 
  with caster levels gained from other sources. She also gains the 
  Lycanthropic drawback, with no bonus talent. If the nocturnal 
  predator already has either the Dark sphere or the Alteration 
  sphere, she only gains the missing sphere and does not gain 
  the Lycanthropic drawback. If she already has both, she instead 
  gains one bonus talent from either sphere. 
  This alters shapeshifter.
  Hidden Transformation: When within an area of dim 
  light, darkness, or supernatural darkness, the nocturnal pred-
  ator may use the Alteration sphere to apply a shapeshift to her-
  self and only herself as a move action. Maintaining this effect 
  through concentration only requires a move action each round 
  as long as the nocturnal predator begins her turn in an area of 
  dim light, darkness, or supernatural darkness.
  This ability alters and counts as quick transformation.
  Sneak Attack: At 3rd level, if a nocturnal predator catch-
  es an opponent unable to defend itself effectively from her nat-
  ural attacks, she can strike a vital spot for extra damage. The 
  nocturnal predator’s natural attacks deal extra damage any time 
  her target would be denied a Dexterity bonus to AC (whether 
  the target actually has a Dexterity bonus or not), or when the 
  nocturnal predator flanks her target. This additional damage is 
  1d6 at 3rd level, and increases by 1d6 every 3 levels thereafter.
  Should the nocturnal predator score a critical hit with a 
  sneak attack, this additional damage is not multiplied. A noc-
  turnal predator may only make sneak attacks using her natural 
  attacks. A nocturnal predator may deal nonlethal damage with 
  a sneak attack if the natural attack she is using deals nonle-
  thal damage, including by taking a -4 to the attack roll. Ranged 
  natural attacks can count as sneak attacks only if the target is 
  within 30 feet
  The nocturnal predator must be able to see the target well 
  enough to pick out a vital spot and must be able to reach such a 
  spot. A nocturnal predator cannot use sneak attack while strik-
  ing a creature with concealment.
  This replaces endurance and enhanced physicality.
  I Am the Night: At 1st level the nocturnal predator gains 
  a bonus to Stealth equal to 1/2 her class level and nightvision as 
  a bonus bestial trait.
  At 10th level a nocturnal predator can use the Stealth skill 
  even while being observed. As long as she is within 10 feet of 
  an area of dim light or darkness, a nocturnal predator can hide 
  herself from view in the open without the need for cover or 
  concealment. She cannot, however, hide in her own shadow.
  This replaces wild empathy, steal language, boundless com-
  munication, and endless communication.
  Rogue Talents: A nocturnal predator can select rogue 
  talents in place of bestial traits, using her nocturnal predator 
  levels as rogue levels when determining their effects.
  Pack Master
  Animal Companion (Ex): A pack master gains an ani-
  mal companion, as the druid class feature, using her pack mas-
  ter level as her effective druid level. The pack master may have 
  more than one animal companion, but she must divide up her 
  effective druid level between her companions to determine the 
  abilities of each companion.
  For example, a pack master with an effective druid level 
  of 4 can have one 4th-level companion, two 2nd-level compan-
  ions, or one 1st-level and one 3rd-level companion.
  Each time a pack master’s effective druid level increases, 
  she must decide how to allocate the increase among her ani-
  mal companions (including the option of adding a new 1st-lev-
  el companion). Once an effective druid level is allocated to a 
  particular companion, it cannot be redistributed while that 
  companion is in the pack master’s service (she must release a 
  companion or wait until a companion dies to allocate its lev-
  els to another companion). The share spells animal companion 
  ability does not give the pack master the ability to grant a single 
  magical effect to all of her animal companions.
  This 
  replaces 
  quick 
  transformation 
  and 
  lingering 
  transformation.
  Improved Empathic Link (Su): At 6th level, the pack 
  master gains an empathic link with all of her animal compan-
  ions. This functions like an empathic link with a familiar, ex-
  cept the pack master can also see through a companion’s eyes 
  as a swift action, maintaining this connection as long as she 
  likes (as long as the companion is within 1 mile) and ending it 
  as a free action. The pack master can only see through the eyes 
  of one companion at a time, and is blinded while maintaining 
  this connection.
  This replaces the bestial trait gained at 6th level.
  Pack Lord (Ex): At 20th level, each of the pack master’s 
  animal companions gains a +4 bonus to her effective druid level, 
  to a maximum equal to the pack master’s effective druid level.
  This replaces second skin.
  Protean
  Aura: At 1st level, a protean radiates an aura of chaos as a 
  cleric of her class level.
  Breadth of Form: At 1st level, a protean may tap her in-
  ner connection to the primordial chaos to unlock forms she has 
  never learned. As a standard action, a protean may grant herself 
  the benefit of any one Alteration sphere magic talent she does 
  not possess. The protean must meet the prerequisites for any 
  talent gained with this ability. This effect lasts for 1 minute. A 
  protean may use this ability a number of times per day equal to 
  3 + 1/2 her protean level (minimum 4).
  Multiple uses of this ability do not stack. If a protean uses 
  this ability again before the previous duration has expired, it 
  replaces the previous use.
  At 5th level, a protean may use this ability to gain the ben-
  efits of two Alteration sphere talents at the same time. She may 
  
  Chapter 4: Archetypes
  192
  select one magic talent as a move action or two magic talents 
  as a standard action. A protean may use one of these magic tal-
  ents to meet a prerequisite of the second magic talent; doing 
  so means that she cannot replace a talent currently fulfilling 
  another’s prerequisite without also replacing those talents that 
  require it. Each individual magic talent selected counts toward 
  her daily uses of this ability.
  At 9th level, a protean may gain the benefits of two 
  Alteration sphere talents as a move action or one magic talent 
  as a swift action.
  At 13th level, a protean may use this ability to gain the ben-
  efits of three Alteration sphere talents at the same time. She 
  may select one magic talent as a free action, two magic talents 
  as a swift action, or three magic talents as a move action. A 
  protean may use one of the magic talents to meet a prerequisite 
  of the second and third magic talents and use the second magic 
  talent to meet a prerequisite of the third magic talent. Each 
  individual magic talent selected counts toward a daily uses of 
  this ability.
  At 17th level, a protean may gain the benefit of two 
  Alteration sphere talents as a free action or three talents as a 
  swift action. Each individual magic talent selected counts to-
  ward her daily uses of this ability.
  This replaces quick transformation, extended transforma-
  tion, and greater transformation.
  Quick Transformation: At 3rd level the protean gains 
  quick transformation as the shifter class feature.
  This replaces endurance.
  Radiant Protean
  Class Skills: A radiant protean adds Bluff (Cha) to her list 
  of class skills and removes Handle Animal (Cha) from her list 
  of class skills.
  Luminous Shapeshifter: At first level, the radiant pro-
  tean gains the Light sphere as a bonus magic talent. The radiant 
  protean uses her class level as her caster level for this sphere. 
  This stacks normally with caster levels gained from other 
  sources. In addition, she gains the Touch Of Light drawback. 
  This drawback does not grant an additional talent and may be 
  bought off as normal. If the radiant protean already possesses 
  the Light sphere, then she does not gain the Touch of Light 
  drawback nor a bonus magic talent.
  This replaces the wild empathy class feature.
  Bioluminescent Transformation: At 3rd level the ra-
  diant protean gains Bioluminescent Transformation as a bonus 
  feat. If she already possesses that feat, then she may gain any 
  feat she meets the prerequisites for instead.
  This replaces the endurance class feature.
  Prismatic Hide: At 8th level, the radiant protean may 
  shift her coloration easily whenever she is subject to a shape-
  shift. So long as she moves no more than half her normal speed, 
  she gains a bonus on Stealth checks equal to half her caster lev-
  el. This does not stack with invisibility or the camouflage trait.
  This replaces the immunity to poison class feature.
  Skald
  Sphere Skald
  Casting: The sphere skald may combine spheres and tal-
  ents to create magical effects. The sphere skald is considered a 
  Mid-Caster. (Note: All casters gain 2 bonus talents and a casting 
  tradition the first time they gain the casting class feature.)
  This replaces the spells class feature.
  Spell Pool: The sphere skald gains a small reservoir of en-
  ergy he can call on to create truly wondrous effects, called a 
  spell pool. This pool contains a number of spell points equal to 
  his level + his casting ability modifier (minimum 1). This pool 
  replenishes once per day after roughly 8 hours of rest.
  Magic Talents: A sphere skald gains 3/4ths of a magic tal-
  ent every level (the same progression as he gains caster levels). 
  Whenever the sphere skald would receive a magical talent from 
  his class, he may instead choose a bardic masterpiece or skald 
  saga he meets the prerequisites for. His caster level with mas-
  terpieces is equal to his class level.
  Sphere Kenning (Su): At 5th level, a sphere skald is 
  learned in the magic of other casters, and can expand his magic 
  in untested ways. By increasing the casting time by 1 step, the 
  sphere skald can add any one magic talent to his list of talents 
  known for the purposes of a single use of a sphere ability. At 9th 
  level, he may choose two talents instead of one. At 13th level, he 
  may choose up to three talents instead.
  The sphere skald can choose a new base sphere with this 
  ability. The sphere skald can use this ability once per day at 5th 
  level, twice per day at 11th level, and 3 times per day at 17th 
  level.
  This replaces spell kenning.
  Growling Marauder (Champion)
  Music does not necessarily mean harmony - for some, a 
  growling, guttural noise that unites his allies into a frenzy of 
  violence is the highest form of artistic expression.
  This requires spheres skald.
  Proficiencies: Growling marauders are proficient with 
  simple weapons, as well as light armor and bucklers. In addi-
  tion, if this is this character’s first level in any class, they may 
  select a martial tradition of their choice.
  This alters weapon and armor proficiencies.
  Combat Training (Ex): A growling marauder is consid-
  ered an Adept practitioner, gaining spheres and talents as ap-
  propriate. A growling marauder uses his casting ability modifier 
  as his practitioner modifier.
  This replaces scribe scroll, uncanny dodge, improved un-
  canny dodge, and damage resistance.
  Ancient Kenning: The growling marauder has access to 
  old stories and secret histories that can enhance his martial 
  power and spell casting.
  At 2nd level, whenever the growling marauder rests and 
  regains spell points, he may choose a magic sphere or combat 
  sphere he possesses. He uses his class level as his base attack 
  bonus or caster level to determine the effects of this sphere, 
  
  Chapter 4: Archetypes
  193
  respectively (not for actual attack rolls). This stacks normally 
  with other base attack bonus or caster level sources.
  This replaces well-versed.
  Heavy Chord: At 3rd level, the growling marauder choos-
  es a combat talent or combat feat he possesses. Whenever the 
  growling marauder uses his inspired rage, allies affected by his 
  song gain access to this talent, even if they are not practitioners. 
  If they are not, they may use their highest mental attribute as 
  their practitioner attribute. If a base talent is granted this way, 
  allies are also affected by any drawbacks associated with the 
  talent, and also gain any bonus talents granted by the drawback.
  Every 3 levels after, he may choose an additional talent or 
  combat feat to share with his allies through his rage song. If 
  the growling marauder shares a combat talent or combat feat 
  with prerequisites, he must share the prerequisites as well. 
  Those who do not meet the prerequisites (such as the growling 
  marauder sharing a feat only available to his race with allies of 
  other races) do not benefit.
  This replaces rage powers.
  Storm Herald
  A storm herald speaks with the power of thunder and har-
  nesses it into their songs.
  This archetype requires sphere skald.
  Weapon and Armor Proficiency: A storm herald with 
  the somatic casting drawback incurs a chance of spell failure if 
  he uses a shield or wears heavy armor, not when wearing medi-
  um or heavy armor.
  This alters weapon and armor proficiency. However, this 
  archetype is still compatible with other skald archetypes that 
  also alter weapon and armor proficiency.
  Tempest Singer: A storm herald gains the Weather 
  sphere and his choice of Rain Lord, Storm Lord, or Wind Lord, 
  as well as a special version of the Focused Weather drawback. 
  He may affect both Wind and Precipitation, but may not de-
  crease their severity level. This drawback does not grant an ad-
  ditional talent and may be bought off as normal. If he already 
  has the Focused Weather drawback, the drawback is bought 
  off and no talent is gained. If he already possesses the Weather 
  sphere, but has a drawback that would prevent him from using 
  the control weather sphere base ability, he loses that drawback 
  and gains one of the listed talents. If he already possesses the 
  Weather sphere with no such drawback, then he gains one of 
  the listed talents with no drawback. If he possesses the Weather 
  sphere and all three listed talents (including Storm Lord taken 
  twice), any talent from the Weather sphere may be chosen.
  In addition, the storm herald uses his class level as his cast-
  er level for the Weather sphere. This stacks normally with cast-
  er levels gained from other sources.
  This replaces scribe scroll and well versed.
  Voice of the Storm (Su): A storm herald may choose to 
  have his singing and speaking be audible over the noise of pre-
  cipitation and wind, negating penalties to Perception to hear 
  him and allowing creatures to attempt Perception checks to 
  hear him even during hurricanes or tornadoes.
  Raging Song (Su): A storm herald gains access to the fol-
  lowing raging songs, allowing him to channel the storm through 
  his music.
  Song of the Storm’s Teeth (Su)
  At 1st level, affected allies gain a +10 feet bonus to all move-
  ment speeds, a +1 morale bonus on Reflex saving throws, and 
  their attacks deal an additional 1d6 electricity damage, but they 
  also take a –1 penalty to AC. While under the effects of song of 
  the storm’s teeth, allies other than the storm herald cannot use 
  any Charisma-, Dexterity-, or Intelligence-based skills (except 
  Acrobatics, Fly, Intimidate, and Ride) or any ability that re-
  quires patience or concentration. At 4th level and every 4 levels 
  thereafter, the song’s bonuses on Reflex saves increase by 1 and 
  the bonuses on movement speeds increase by 5 feet; the penalty 
  to AC does not change. At 8th level affected allies’ attacks deal 
  an an additional 1d6 sonic damage and the electricity damage 
  increases by 1d6. At 16th level both the sonic damage and the 
  electricity damage increase by 1d6. (Unlike the barbarian’s rage 
  ability, those affected are not fatigued after the song ends.) This 
  replaces inspired rage, but counts as inspired rage raging song 
  for all purposes involving the storm herald’s rage powers, feats, 
  and abilities.
  Saga of the Dark Sky’s Laughter (Su)
  At 4th level, the storm herald may produce a song that in-
  stantly summons stormclouds. While singing, the storm her-
  ald may use his control weather ability to affect both Wind and 
  Precipitation, and the severity level he may affect increases by 
  1. As soon as he stops singing, the control weather effect ends. 
  The storm herald may not use this ability in conjunction with 
  any talent that would modify the area of his control weather abil-
  ity. This replaces song of strength.
  Lay of Shattering Heavens (Su)
  At 14th level, the storm herald may produce a song that 
  instantly cracks open the sky to let loose a tempest. When he 
  uses control weather to create storm effects while singing (in-
  cluding while using Saga of the Dark Sky’s Laughter), at the 
  beginning of his next turn, the Wind and Precipitation imme-
  diately rise to the highest severity the storm herald may affect. 
  Lightning bolts that strike in the area of his altered weather 
  while he is singing deal additional sonic damage equal to half 
  his storm herald level. This replaces song of the fallen.
  Bolt Dodger (Su): At 4th level, the storm herald gains a 
  +4 insight bonus to AC and Reflex saving throws against elec-
  tricity and sonic attacks. At 8th level this bonus increases to 
  +6. This replaces uncanny dodge and improved uncanny dodge.
  Thunder Child: Starting at 9th level, the storm herald 
  gains resistance 10 to electricity and sonic. At 14th level this 
  increases to resistance 20, and at 19th level he gains immunity 
  to electricity and sonic damage. Allies affected by his song of 
  the storm’s teeth gain half this resistance. (Treat immunity as 
  resistance 30 for this effect.)
  This replaces damage reduction and the rage power grant-
  ed at 9th level.
  
  Chapter 4: Archetypes
  194
  Slayer
  Ghost Stepper
  See ghost stepper under ninja archetypes.
  Time Stalker
  Weapon and Armor Proficiency: Time stalkers do not 
  gain proficiency with shields of any type.
  Rapid Study (Su): From 1st level on, a time stalker may 
  choose to take 1 point of Constitution damage when using his 
  studied target ability to process information at a supernaturally 
  rapid pace, reducing the time needed to use studied target by 
  one step (move to swift, swift to free, immediate to a free ac-
  tion that can be taken even when it is not his turn).
  Time Stalker (Su): From 13th level on, the time stalker 
  becomes completely immune to the negative effects of tempo-
  ral magic. He cannot be slowed by the Time sphere’s Slow ef-
  fect, the slow spell, or similar effects, nor can he be magically 
  aged. Any other effect created by the Time sphere only affects 
  the time stalker if he so chooses. Whenever a creature within 
  100 feet of the time stalker uses an ability such as Time Freeze 
  from the Time sphere or the time stop spell, he may act freely 
  during rounds of frozen time; he can damage the caster of the 
  spell and the caster of the spell may damage him, but all other 
  restrictions applicable to the caster of the effect apply to the 
  time stalker as well.
  This replaces the instance of slayer’s advance gained at 13th 
  level; the time stalker may use slayer’s advance 1/day at 17th lev-
  el instead.
  Erase From Time (Su): Upon reaching 20th level, the 
  time stalker gains the ability to erase his targets from the time-
  line, undoing their recent deeds and preventing them from 
  being returned to life. As a standard action, the time stalker 
  may make a single attack at his full attack bonus against a stud-
  ied target; on a successful attack, the target must succeed at a 
  Fortitude saving throw (DC 10 + the time stalker’s Intelligence 
  modifier + 1/2 his class level) or be erased completely from the 
  timeline.
  The target cannot be raised from the dead or resurrected 
  by any means short of a wish or miracle, and any creature they 
  have slain within the last 24 hours is returned to life as though 
  they had never been slain in the first place. At the GM’s discre-
  tion, other actions the slain target has taken within that same 
  time frame may also be undone.
  This replaces master slayer.
  Sorcerer
  Sphere Sorcerer
  Casting: The sphere sorcerer may combine spheres and 
  talents to create magical effects. The sphere sorcerer is con-
  sidered a High-Caster. (Note: All casters gain 2 bonus talents 
  and a casting tradition the first time they gain the casting class 
  feature.)
  This replaces the spells class feature.
  Mystic Heritage (Ex): If a bloodline ability has a lim-
  ited number of uses or rounds of use per day, the sphere sor-
  cerer may spend a spell point and meditate as a full-round ac-
  tion to regain one use of that ability. This replaces the Eschew 
  Materials bonus feat.
  Spell Points: The sphere sorcerer gains a small reservoir 
  of energy she can call on to create truly wondrous effects, called 
  a spell pool. This pool contains a number of spell points equal 
  to her level + her casting ability modifier (minimum 1). This 
  pool replenishes once per day after roughly 8 hours of rest.
  Sorcerous Blood: The sphere sorcerer gains 1 additional 
  spell point per sorcerer level.
  This replaces all bloodline spells.
  Magic Talents: A sphere sorcerer gains one magic talent 
  every level.
  Focus Sphere: Many bloodline arcanas do not function 
  correctly when using the Spheres of Power system. As such, a 
  sphere sorcerer may always choose to replace her bloodline ar-
  cana with a focus sphere. The sphere sorcerer gains one sphere 
  of her choice as a bonus magic talent and treats her caster level 
  as being one higher when using that sphere. This does not stack 
  with an incanter’s sphere specialization.
  Soul Weaver
  Dual Channeler
  Channel Energy (Su): A dual channeler gains channel 
  energy as the cleric class feature, but can channel both positive 
  and negative energy. The dual channeler must choose each time 
  she channels energy if she will channel positive or negative en-
  ergy, as well as whether to target living or undead creatures as 
  normal. This counts as possessing the Versatile Channeler feat.
  This alters channel energy
  Master of Life and Death: A dual channeler gains both 
  the Life and Death spheres at 1st level.
  This alters master of life and death.
  Potent Channeler: The dual channeler gains 2 additional 
  uses of channel energy per day. This number increases by 1 for 
  every 2 dual channeler levels possessed. In addition, the dual 
  channeler counts as worshipping any deity and possessing any 
  alignment when meeting the prerequisites for channeling feats.
  This replaces bound nexus.
  Blessing/Blight (Su): At 2nd level, the dual channeler 
  may grant both blessings and blights, and gains access to both 
  sets of abilities as she gains levels. The dual channeler counts as 
  having the Blessing/Blight Versatility feat.
  This alters blessing/blight.
  Peerless Channeler (Su): The dual channeler’s mastery 
  of energy grants her the following abilities.
  Grand Channel
  At 4th level, when the dual channeler uses the channel en-
  ergy class feature, she may spend an additional use of channel 
  energy to increase the die size to d8s instead of d6s. At 8th 
  level, this increases the die size to d10s instead of d8s.
  
  Chapter 4: Archetypes
  195
  Channel Mastery
  At 8th level, when channeling energy, the dual channeler 
  may spend an additional use of channel energy to add the ben-
  efits of any one feat which has channel energy as a prerequisite 
  to that channeling, even if she does not possess that feat. She 
  must meet all other prerequisites of the feat to gain its benefits 
  in this manner.
  Simultaneous Channeling
  At 12th level, when channeling energy, the dual channeler 
  may spend an additional use of channel energy to affect each 
  creature in the area of effect individually. This means the dual 
  channeler may affect both living and undead creatures, and may 
  choose whether each target is affected by positive or negative 
  energy. She may not affect a single creature more than once 
  with a single channeling.
  Channel Blessing/Blight
  At 16th level, when channeling energy, the dual channeler 
  may spend an additional use of channel energy to apply a bless-
  ing, blight, or another applicable blessing/blight ability to one 
  creature that was affected by her channeling. This creature is 
  allowed a saving throw (if applicable) as usual. If the dual chan-
  neler possesses the Blessing/Blight Mastery feat, she may use 
  this ability to apply a blessing or a blight without spending an 
  additional use of channel energy.
  Mark Souls
  At 20th level, when the dual channeler channels energy, 
  she may spend two additional uses of channel energy to apply 
  a blessing (if affecting the target with positive energy) or blight 
  (if affecting the target with negative energy) to each creature 
  that was affected by her channeling. The creatures are allowed 
  a saving throw (if applicable) as normal.
  Ghost Sovereign
  Class Skills: The ghost sovereign loses Heal (Wis) as a 
  class skill and gains Knowledge (nobility) (Int) as a class skill.
  Royal Command (Su): Like any soul weaver, a ghost sov-
  ereign can influence the souls of any ensouled creature, causing 
  powerful effects to allies and enemies. At 2nd level, a ghost sov-
  ereign may give royal commands to any ensouled creature.
  Proclamation
  At 2nd level, the ghost sovereign may choose an ensouled 
  creature within close range and proclaim them a friend or foe 
  of the court. This is a standard action and requires that the 
  ghost sovereign to expend a use of her channel energy ability. 
  Only allies can be friends of the court. Friends of the court 
  receive a +2 circumstance bonus to attacks rolls and AC against 
  all of the ghost sovereign’s enemies, while all of the ghost sov-
  ereign’s allies receive the same bonus against foes of the court. 
  The proclamation lasts a number of rounds equal to 1/2 her 
  ghost sovereign level plus her casting ability modifier. Allies 
  only benefit from these bonuses while within close range of the 
  ghost sovereign.
  Conscription
  At 6th level, a ghost sovereign may spend a swift action 
  to conscript an ally within close range and have them make an 
  attack on an enemy as if that enemy had provoked an attack 
  of opportunity from them. Either the ally or the target enemy 
  must be under the effects of a proclamation from the ghost 
  sovereign.
  Mobilization
  At 10th level, whenever a ghost sovereign conscripts an ally, 
  the ghost sovereign may also expend a move action to allow the 
  ally to move their speed using any movement mode available to 
  them before an attack. The ally’s movement can draw attacks 
  of opportunity normally.
  Devastation
  At 14th level, when the ghost sovereign proclaims, the bo-
  nuses from the proclamation increase from +2 to +5.
  Militarization
  At 18th level, a ghost sovereign may conscript as a standard 
  action in order to have her ally make a full-round attack. The 
  ally may move their speed using any movement mode available 
  to them before the attack if the ghost sovereign expends her 
  own move action as well. This movement draws attacks of op-
  portunity normally. The ghost sovereign can not use this ability 
  and conscription on the same turn.
  This replaces blessings and blights.
  Summon Twilight Courtier: At 4th level, the ghost sov-
  ereign can expend a soul to summon a member of her court to 
  the nearest unoccupied square. The courtier appears as a finely 
  dressed and slightly translucent member of the sovereign’s race, 
  and counts as a summoned creature. It remains for a number of 
  rounds equal to the sovereign’s casting ability modifier (mini-
  mum 1).
  The ghost sovereign has 3 possible types of courtier she 
  can summon at any given time. Each of these courtier types 
  is designed as if they were creatures summoned using the 
  Conjuration sphere, with the ghost sovereign possessing a cast-
  er level equal to her class level. Each is a Medium-sized biped 
  creature with the Undead Creature (type) talent, gained twice. 
  They receive 3 hit points per Hit Die, are incorporeal, and can 
  fly 30 feet (perfect). Although undead, they still possess and use 
  their Constitution score, and if the ghost sovereign channels 
  positive energy, they are healed by positive energy and vulnera-
  ble to negative energy. If the ghost sovereign can channel both 
  positive and negative energy, then they are healed by both pos-
  itive and negative energy. Twilight courtiers receive Knowledge 
  (nobility) (Int) as a bonus class skill, and any natural or man-
  ufactured weapons they receive from (form) talents gain the 
  ghost touch weapon special ability. Although incorporeal, they 
  still have a Strength score and use it to determine damage, and 
  can manipulate unattended objects.
  The player may design their three types of courtier, and 
  may change the design whenever they level. Courtiers cannot 
  possess companion archetypes.
  For every 4 class levels the ghost sovereign possesses, 
  she may add an additional form talent to her courtier. She 
  may choose any of the following (form) talents: Armored 
  Companion, Battle Creature, Capable Companion, Fortified 
  Companion, Implement Bearer, Magical Companion, Mystical 
  Companion, Powerful Companion, Quick Companion, Roguish 
  Creature, Sage Companion, Shield Bearer, Skillful Companion, 
  Spell-Warded Companion, Trapbreaking Companion or Willful 
  Companion. When choosing feats for her courtier, she may 
  not choose feats with a limited number of daily uses, such as 
  Stunning Fist.
  
  Chapter 4: Archetypes
  196
  This alters bound nexus and replaces summon spirit I, II, 
  III, IV and V.
  Merciful Soul: At 8th level, the ghost sovereign may ex-
  pend a soul to rally herself or any ally she can see with no totem 
  or mandate needed. She may use any (rally) talent, even ones 
  she does not possess. She must pay the any spell costs normally 
  associated with the rally.
  This alters bound nexus and replaces blessed soul.
  Eternal Rule (Su): At 20th level, the ghost sovereign in-
  herits her kingdom in the spirit world. She may cross the barri-
  er between life and death as an act of will. Whenever the ghost 
  sovereign dies, she spontaneously comes back from the dead 
  24 hours later (if not resurrected by some other means sooner). 
  The process leaves her with 1 permanent negative level, but she 
  is otherwise completely healed and rested. She may appear in 
  any location she chooses that she has visited. She does not have 
  her original equipment with her.
  She may also choose to disappear from the living world as 
  a standard action, teleporting herself to her kingdom. By cross-
  ing into the afterlife willingly, she gets to retain her equipment, 
  and gains no negative level for coming back. She still must wait 
  24 hours before she can return.
  This replaces gravewalker.
  The Twilight Kingdom: Each ghost sovereign has a 
  twilight kingdom which she will eventually become the rul-
  er of (either by dying or by reaching 20th level). The king-
  dom is an area covering several square miles and has a physical 
  appearance similar to wherever the ghost sovereign grew up. 
  The population is approximately 2000 spirits, mostly of the 
  same species as the ghost sovereign.
  Where the kingdom exists varies. It might be a demi-
  plane within the astral plane, or somewhere on an outer 
  plane, or it might even exist within the mind of the sovereign 
  herself (making her physical presence in the kingdom paradoxi-
  cal, but somehow still possible). Treat the twilight kingdom as if 
  the ghost sovereign had created it using the Create Demiplane 
  talent. Within the kingdom, the sovereign’s power is god-like: 
  she can transform her own shape into whatever form she wish-
  es and alter the planar traits of kingdom itself at will.
  Physical matter can not exist within the kingdom, save 
  for the personal possessions of the ghost sovereign when she 
  chooses to visit. Likewise, living beings other than the ghost 
  sovereign can not enter the kingdom. Animated creatures can 
  not enter the kingdom, nor can undead.
  Lichling
  Living Death (Ex): A lichling uses her casting ability 
  modifier in place of her Constitution modifier when determin-
  ing the number of hit points gained from her lichling levels. 
  She may also use her casting ability modifier in place of her 
  Constitution modifier when calculating her Fortitude saving 
  throw.
  This replaces channel energy.
  Touch of Corruption (Su): Beginning at 2nd level, a li-
  chling may touch a target and fill it with negative energy.
  Each day she can use this ability a number of times 
  equal to 1/2 her lichling level + her casting ability mod-
  ifier. Using this ability is a standard action that does not 
  provoke an attack of opportunity, but may be used on herself 
  as a swift action. The lichling must make a touch attack against 
  an unwilling target. If successful, this ability deals 1d6 points of 
  damage per 2 lichling levels to the target. If used on an undead 
  target, this instead heals the undead 1d6 hit points per 2 lichling 
  levels. This ability is modified by any feat, spell, or effect that 
  specifically works with the lay on hands paladin class feature.
  A lichling may spend a feat to gain an antipaladin cruelty, 
  using her lichling level as her effective antipaladin level for this 
  purpose.
  The lichling may also channel negative energy as a cleric 
  by spending 2 uses of her touch of corruption. The lichling uses 
  her lichling level as her effective cleric level when channeling 
  negative energy. This ability is based on casting ability.
  This replaces blessing/blight.
  Negative Energy Affinity (Ex): At 6th level, the lichling 
  is healed by negative energy and harmed by positive energy, as 
  if she were undead.
  Undead Resistances: At 10th level, the lichling gains a 
  +2 bonus to all saving throws vs. death effects, mind-altering ef-
  fects, energy drain, disease, paralysis, poison, and sleep. These 
  bonuses increase to +4 at 14th level, and +6 at 18th level.
  True Undeath (Ex): At 20th level, a lichling 
  ceases to age (becoming effectively immortal), and 
  gains immunity to age effects, bleed effects, 
  nonlethal damage, ability drain, and energy 
  drain. Unintelligent undead ignore the lichling, 
  treating her as one of their own unless attacked.
  
  Chapter 4: Archetypes
  197
  Pharmakon
  Medicine Man: At 1st level, a pharmakon gains the Life 
  sphere and Affliction talent as bonus talents, as well as the 
  Limited Restoration (restore) drawback. This drawback does 
  not grant an additional talent. If the pharmakon already pos-
  sesses the Life sphere, then the Affliction talent is gained as a 
  bonus talent with no drawback.
  When using the Affliction talent, the pharmakon may 
  spend uses of channel energy in place of spell points.
  This replaces master of life and death.
  Iatrogen: At 2nd level, and every 4 additional levels there-
  after (6th, 10th, 14th, etc.), the pharmakon gains an iatrogen 
  of her choice. An iatrogen is an effect similar to a usage of the 
  Affliction talent, but is much more potent and powerful.
  Each iatrogen can only be powered by spending uses of 
  channel energy in place of spell points, including when com-
  bined with talents that allow the affecting of multiple creatures.
  Whenever a iatrogen calls for a saving throw, the DC is 
  equal to 10 + 1/2 her pharmakon level + her casting ability mod-
  ifier. If the pharmakon uses any iatrogen on a creature who is 
  already under the effect of 3 or more different iatrogenic ef-
  fects, the target must succeed at a Fortitude save or drop to -1 
  hit points and begin dying.
  Exsanguination: The pharmakon can use the Affliction tal-
  ent to inflict 1d6 bleed damage, plus an additional 1d6 bleed 
  damage per (cure) talent she possesses.
  Malignance: The pharmakon inflicts a 1d6 ability penalty to 
  a single ability score of her choice. If the pharmakon possesses 
  at least two (cure) talents, she instead inflicts this ability pen-
  alty to all ability scores. This ability penalty lasts a number of 
  rounds equal to her pharmakon level (Fortitude negates). Ability 
  penalties from malignance do not stack with themselves.
  Neurasthenia: The pharmakon inflicts the frightened (or 
  panicked, if already frightened) condition for a number of 
  rounds equal to her pharmakon level (Will negates). This is a 
  mind affecting fear effect.
  Opisthotonus: The pharmakon inflicts the staggered con-
  dition for a number of rounds equal to her pharmakon level 
  (Fortitude negates). If the target is already under the effect 
  of the staggered condition, it is instead paralyzed for a single 
  round.
  Polysynapsis: The pharmakon grants a target twice the tem-
  porary hit points she can normally grant via the invigorate Life 
  sphere ability. These temporary hit points can bring a target’s 
  current hit points above their total hit points. However, when 
  the duration expires (the pharmakon may end the duration pre-
  maturely as a free action), the creature loses hit points equal to 
  the number of temporary hit points granted in addition to the 
  temporary hit points.
  Sepsis: The pharmakon inflicts a disease onto the target, as 
  per the Inflict Disease talent from the Death sphere.
  Syncope: The pharmakon inflicts temporary negative levels 
  onto the target, as per the Drain talent from the Death sphere.
  This replaces the blessing/blight class feature.
  Totemist
  Channel Balance (Su): A totemist, like any other 
  soul weaver, may channel spiritual energy that affect nearby 
  creatures.
  Channeling balance causes a burst that affects all crea-
  tures differently in a 30-foot radius centered on the totemist. 
  Creatures in the area who are wounded (at or below 1/2 maxi-
  mum hit points) gain fast healing (for 1 minute). Creatures who 
  are healthy or grazed (above 1/2 maximum hit points) take bleed 
  damage (until they receive healing or a successful Heal check). 
  The amount of bleed damage and fast healing is 1, increasing 
  by 1 for every two totemist levels beyond 1st (2 at 3rd, 3 at 5th, 
  and so on).
  Channeling balance is a standard action that does not pro-
  voke an attack of opportunity. A totemist can choose whether 
  or not to include herself in this effect. Channel balance counts 
  as channel energy class feature for the purpose of qualifying for 
  and using channeling feats, and the totemist has an effective 
  channel energy of 1d6 per bleed/fast healing. Channel balance 
  also counts as both positive and negative channel energy for 
  this purpose of meeting feat prerequisites. She may use this 
  ability a number of times per day equal to 3 + her casting ability 
  modifier (minimum 1).
  This replaces channel energy.
  Master of Fate: The totemist gains the Fate sphere as a 
  bonus sphere at 1st level.
  This replaces master of life and death.
  Spirit Totem (Su): Beginning at 2nd level, the totemist 
  learns new ways to call upon the spirits of nature to aid their 
  allies in various tasks. The list of abilities they gain is as follows:
  Totem-Mark
  A totemist may touch a target as a standard action and 
  expend one use of channel balance to grant that target a to-
  tem-mark. This takes the form of either cicatrix or tattoo, and 
  grants the creature a +2 sacred bonus to her choice of either 
  Strength, Dexterity, or Constitution. The totem-mark lasts 24 
  hours or until dispelled. A totemist may concentrate as a move 
  action to pinpoint all totem-marked creatures within close 
  range.
  Diffuse
  At 6th level, a totemist may expend a use of channel bal-
  ance to dispel a totem-mark on a creature within close range to 
  grant them a temporary morale bonus to saving throws and AC 
  equal to 1/2 her totemist level for a number of rounds equal to 3 
  + her casting ability modifier (minimum 1).
  Enshroud
  At 10th level, a totemist may expend a use of channel bal-
  ance to dispel a totem-mark on a creature within close range to 
  grant them partial concealment (a 20% chance attacks made 
  against them will automatically miss) and DR/- equal to 1/2 her 
  totemist level for 1 minute per caster level.
  Truesight
  At 14th level, the totemist may expend a use of channel 
  balance to dispel a totem-mark on a creature within close 
  range, granting it the ability to see all things as they truly are 
  to a range of close for 1 round per totemist level. The target 
  sees through magical darkness, notices secret doors hidden by 
  
  Chapter 4: Archetypes
  198
  magic, sees exact locations of creatures or objects under blur 
  or displacement effects, sees invisible creatures or objects nor-
  mally, succeeds at all saving throws against illusions and sees 
  through them naturally, and sees the true form of polymor-
  phed, changed, or transmuted things. This does not grant the 
  ability to see through mundane disguises, non-magical means 
  of hiding things, fog, or other such effects. This cannot be 
  combined with other magic that enhances the senses, such as 
  a crystal ball.
  Transmogrify
  At 18th level, the totemist may expend a use of channel bal-
  ance to dispel a totem-mark on a creature within close range, 
  granting them a fly speed of 60 feet, a 50% chance to ignore 
  critical hits and precision damage, regeneration 5/-, as well as 
  the stalwart and evasion class features, as a mageknight and 
  rogue. These benefits last for 1 round per totemist level.
  This replaces blessing/blight.
  Spiritualist
  Psychomancer
  When a person lives with a spirit, they become acutely 
  aware of their own essence, just beneath the surface of the skin. 
  The psychomancer is interested not only with her bond to her 
  spirit, but her own spiritual evolution, and seeks to unlock her 
  soul from the prison of her flesh.
  Weapon and Armor Proficiencies: The psychomancer 
  is proficient with simple weapons and light armor only.
  This alters weapon and armor proficiencies.
  Casting: The psychomancer may combine spheres and 
  talents to create magical effects. The psychomancer is con-
  sidered a Mid-Caster. (Note: All casters gain 2 bonus talents 
  and a casting tradition the first time they gain the casting class 
  feature.)
  This replaces the spells class feature.
  Spell Pool: The psychomancer gains a small reservoir of 
  energy she can call on to create truly wondrous effects, called a 
  spell pool. This pool contains a number of spell points equal to 
  her class level + her casting ability modifier. This pool replen-
  ishes once per day after roughly 8 hours of rest.
  Magic Talents: A psychomancer gains 3/4ths of a mag-
  ic talent every level (the same progression as she gains caster 
  levels).
  Spirit Magic: At 1st level, the psychomancer begins her 
  quest to free her own spirit. She does so by choosing to special-
  ize in one of three forms of magic. The psychomancer chooses 
  either the Death, Life, or Mind sphere as her spirit sphere. She 
  gains her spirit sphere as a bonus magic talent (or a talent from 
  it if she possesses the base sphere already), and uses her class 
  level as her caster level with that sphere. This stacks normally 
  with caster levels gained from other sources.
  Once chosen, this decision can not be changed.
  This replaces calm spirits.
  Spirit Sight (Su): At 5th level, she gains blindsight to a 
  range of 10 feet. This ability only allows her to detect living 
  creatures and undead creatures. This sight also tells her whether 
  a creature is living or undead. Constructs and other creatures 
  that are neither living nor undead cannot be seen with this abil-
  ity. The range of this ability increases by 5 feet at 7th level, and 
  by an additional 5 feet for every four levels beyond 7th to a 
  maximum of 30 feet at 19th level.
  As a move action, she may double the range of her spirit 
  sense for 1 round.
  This replaces detect undead.
  Spirit Walk (Su): At 9th level, the psychomancer gains 
  the Project Spirit advanced talent of the Death sphere. When 
  she uses this talent, she may use her class level as her caster 
  level if it is higher.
  The psychomancer’s phantom must remain within range of 
  either her body or her projected spirit. If the phantom returns 
  to the psychomancer’s consciousness, the psychomancer’s pro-
  jected spirit gains the benefits.
  This replaces see invisible.
  Spirit Form (Su): At 16th level, the psychomancer be-
  comes more adept at projecting her spirit. While she is spirit 
  walking, the psychomancer can take on an incorporeal or ecto-
  plasmic form just as her phantom can. While ectoplasmic, she 
  gains the same damage reduction a phantom would. Changing 
  from incorporeal to ectoplasmic form or the reverse requires a 
  full-round action.
  This replaces call spirits.
  Summoner/Unchained 
  Summoner
  Sphere Summoner
  Casting: The sphere summoner may combine spheres and 
  talents to create magical effects. The sphere summoner is con-
  sidered a Mid-Caster. (Note: All casters gain 2 bonus talents 
  and a casting tradition the first time they gain the casting class 
  feature.)
  This replaces the spells class feature.
  Spell Pool: The sphere summoner gains a small reservoir 
  of energy he can call on to create truly wondrous effects, called 
  a spell pool. This pool contains a number of spell points equal 
  to his level + his casting ability modifier (minimum 1). This pool 
  replenishes once per day after roughly 8 hours of rest.
  Magic Talents: A sphere summoner gains 3/4ths of a mag-
  ic talent every level (the same progression as he gains caster 
  levels).
  Eidolon: A sphere summoner gains the Conjuration 
  sphere as a bonus sphere at 1st level, and uses his class level as 
  his caster level for this sphere. This stacks normally with caster 
  levels gained from other sources.
  In addition, the sphere summoner must designate one of 
  his companions as his ‘eidolon’. An eidolon is a companion with 
  which the summoner possesses a unique connection, and many 
  of his class features and abilities directly affect this particular 
  companion.
  
  Chapter 4: Archetypes
  199
  Summon Mastery (Su): The sphere summoner gains a 
  bonus magic talent drawn from the Conjuration sphere at 1st 
  level and every odd level thereafter.
  This replaces summon monster I, II, III, IV, V, VI, VII, 
  VIII, IX, and gate.
  Aspect (Su): At 10th level, whenever the sphere sum-
  moner rests to regain spell points, he may choose to divert 
  one (form) talent possessed by his eidolon, instead gaining its 
  benefits himself. Any attribute bonuses are instead gained as 
  enhancement bonuses.
  This alters aspect.
  Greater Aspect (Su): At 18th level, whenever the sphere 
  summoner rests to regain spell points, he may choose to divert 
  up to two (form) talents to himself instead of only one.
  This alters greater aspect.
  Swashbuckler
  Hasted Blade (Champion)
  Time seemed to slow almost to a standstill. She could see 
  the ever-so-slight movement of her opponent’s chest rising 
  with an inhalation, the slow twist of their wrist as they moved 
  for a block that could not possibly stop her attack. As her blade 
  slid into her opponent’s chest, time snapped into focus once 
  more. Like time itself, her opponent’s life was hers.
  Weapon and Armor Proficiency: Hasted blades are 
  proficient with simple weapons, as well as light armor and 
  bucklers. In addition, if this is her first level in any class, she 
  may select a martial tradition of her choice.
  This alters the swashbuckler’s normal weapon and armor 
  proficiencies.
  Blended Training: The hasted blade gains a talent every 
  odd level. This talent may be spent on either magic talents or 
  combat talents. The hasted blade is considered a Low-Caster. 
  This counts as the casting class feature. (Note: All casters gain 
  2 bonus talents and a casting tradition the first time they gain 
  the casting class feature.)
  This replaces the swashbuckler’s dodging panache, kip-up, 
  superior feint, and bleeding wound deeds.
  Spell Pool: At 1st level, the hasted blade gains a small res-
  ervoir of magical energy she can use to create truly wondrous ef-
  fects, called a spell pool. This pool contains a number of points 
  equal to her level + her casting ability modifier (minimum 1). 
  This pool replenishes once per day after roughly 8 hours of rest. 
  The hasted blade may spend spell points as though they were 
  panache points when using any of her deeds, and may use deeds 
  as if they have at least 1 panache point while they have any spell 
  points. For the purposes of feat prerequisites, the hasted blade 
  satisfies the prerequisites as if she were a grit, luck, or panache 
  user. Hasted blade levels stack with gunslinger levels for the 
  purpose of satisfying Signature Deed’s level requirement.
  This replaces panache.
  Time Magic: The hasted blade gains the Time sphere as a 
  bonus talent at 1st level.
  Accelerated Comeback (Su): From 2nd level on, when-
  ever the hasted blade takes damage from an enemy attack, as 
  soon as damage from the attack is resolved she may, as a free 
  action that may be taken even when it is not her turn, spend 2 
  spell points to activate the Haste effect from the Time sphere 
  targeting herself. This effect is automatically treated as though 
  the hasted blade had spent a spell point to sustain it without 
  concentration.
  The hasted blade may use this ability in response to dam-
  age taken during a surprise round, even if she is flat-footed or 
  otherwise unable to act. Drawbacks that prevent the hasted 
  blade from using Haste also prevent her from using this ability.
  This replaces charmed life.
  Decelerating Strike (Su): Starting at 3rd level, when-
  ever the hasted blade successfully damages a creature with an 
  attack made as an attack action, she may spend a spell point to 
  target the creature with the Slow effect from the Time sphere; 
  this effect lasts for a number of rounds equal to 1/2 the hasted 
  blade’s class level. The creature is entitled to a saving throw 
  against the Slow effect as normal. Drawbacks or effects that 
  prevent the hasted blade from using Slow also prevent her from 
  using this ability.
  This replaces the menacing swordplay deed.
  Rapid Attacker (Su): From 4th level on, as long as the 
  hasted blade is under the effects of Haste (either the alter time 
  effect or the spell), once per round on her turn she may expend 
  an attack of opportunity to move up to half her speed.
  This replaces the bonus feat normally gained at 4th level.
  Instantaneous Defenses (Su): At 15th level, the hast-
  ed blade gains Improved Haste as a bonus talent. In addition, 
  whenever the hasted blade uses Haste on herself, she increas-
  es the dodge bonus to AC and Reflex saving throws granted 
  by Improved Haste by 2; this increase only affects the hasted 
  blade, even if that casting of Haste would normally affect mul-
  tiple targets (such as when using Mass Time).
  This replaces the dizzying defense deed.
  Perfect Haste (Su): Upon reaching 20th level, the hasted 
  blade has become permanently imbued with the power of her 
  time magic. The hasted blade benefits from a constant Haste 
  effect, applying any benefits of her caster level, Time talents, 
  and class features as though she had cast Haste on herself. As a 
  free action taken at the start of her turn each round, the hasted 
  blade may choose whether to gain an additional attack on a 
  full attack or additional attacks of opportunity. In addition, the 
  hasted blade is immune to the paralyzed and entangled condi-
  tions, and cannot be affected by Slow (both the alter time effect 
  and the spell).
  This replaces swashbuckler weapon mastery.
  
  Chapter 4: Archetypes
  200
  Symbiat
  Bloodscarred
  Class Skills: A bloodscarred loses Linguistics (Int) as a 
  class skill and gains Bluff (Cha) as a class skill.
  Charismatic: A bloodscarred uses Charisma for any class 
  ability normally based on Intelligence.
  Vampire Touched: A bloodscarred gains the Blood 
  sphere as a bonus magic talent and uses his class level as his 
  caster level with the Blood sphere. This stacks normally with 
  caster levels gained from other sources.
  This replaces mental powers.
  Vampiric Heritage: As the bloodscarred increases in 
  power, his vampiric heritage manifests itself more strongly. 
  The bloodscarred gains the following abilities at the indicated 
  levels:
  Divine Undead
  At 1st level, a bloodscarred may spend a full-round action 
  to divine for the presence of undead as if using the Divination 
  sphere divine ability and the Death sphere alternate divination 
  option. Treat the bloodscarred’s class level as his caster level for 
  this ability. This stacks normally with caster levels gained from 
  other sources.
  Fangs
  At 1st level, the bloodscarred gains a bite attack (primary, 
  1d6 Medium, 1d4 Small).
  At 7th level, this bite attack inflicts 1 Constitution damage. 
  A Fortitude save (DC 10 + 1/2 his bloodscarred level + his cast-
  ing ability modifier) negates this damage.
  At 13th level, the bloodscarred gains temporary hit points 
  equal to the damage inflicted with his bite attack if the dam-
  aged creature would be susceptible to his blood control. The 
  temporary hit points from multiple bite attacks do not stack. 
  Additionally, the Constitution damage inflicted by his bite now 
  increases to 1d2.
  At 19th level, the Constitution damage inflicted by the 
  bloodscarred’s bite increases to 1d4.
  Wall Cling
  At 3rd level, the bloodscarred gains a climb speed of 20 feet 
  (including a +8 racial bonus on Climb checks); furthermore, he 
  need not attempt Climb checks to traverse a vertical or hor-
  izontal surface (even upside down). If he already possesses a 
  climb speed it is increased by +10 feet.
  Night Eye
  At 6th level, the bloodscarred gains darkvision 60 feet. If 
  he already has darkvision, the range of his darkvision increases 
  by 30 feet.
  Mist Form
  At 7th level, the bloodscarred may transform into a mist as 
  a standard action for a number of rounds per day equal to his 
  class level. The bloodscarred and all his gear become insubstan-
  tial, misty, and translucent. His armor (including natural armor) 
  become worthless, though his size, Dexterity, deflection bonus-
  es, and armor bonuses from force effects still apply.
  The bloodscarred gains DR 10/magic and becomes im-
  mune to poison, sneak attacks, and critical hits. While in mist 
  form, he cannot attack or cast spells or sphere abilities that 
  require components he cannot supply while in mist form, such 
  as verbal, somatic, material, or focus components. The blood-
  scarred also loses supernatural abilities while in mist form. If 
  he has a touch spell or sphere ability ready to use, that spell or 
  ability is discharged harmlessly when the mist form is in effect. 
  Ending this effect is a free action.
  While in mist form the bloodscarred cannot run, but it 
  can fly at a speed of 20 feet + 5 feet per 5 class levels and au-
  tomatically succeeds on all Fly checks. He can pass through 
  small holes or narrow openings, even mere cracks, with all he 
  was wearing or holding in his hands, as long as the effect per-
  sists. The bloodscarred is subject to the effects of wind, and he 
  cannot enter water or other liquid. He also cannot manipulate 
  objects or activate items, even those carried along with his mist 
  form. Continuously active items remain active, though in some 
  cases their effects may be moot.
  At 17th level, the bloodscarred is no longer limited to the 
  number of rounds per day he may spend in mist form. If the 
  bloodscarred is reduced to 0 or fewer hit points, he may choose 
  to enter mistform as a free action even when it is not his turn. 
  He automatically stabilizes as part of this transformation.
  Dominate
  At 9th level, as a standard action, the bloodscarred may 
  force another to do his bidding. This functions as the Mind 
  Control advanced talent of the Mind sphere, except the crea-
  ture must have a number of Hit Dice equal to or less than the 
  bloodscarred’s class level. The target is allowed a Will saving 
  throw to resist (DC 10 + his 1/2 bloodscarred level + his casting 
  ability modifier), and on a failure receives a new saving throw 
  each round to throw off the effect. The bloodscarred may dom-
  inate targets for a number of rounds per day equal to his class 
  level. These rounds do not need to be consecutive. He must 
  spend a round of this ability each round to concentrate as a 
  standard action to maintain control over a dominated creature.
  At 16th level, the bloodscarred may maintain this effect as 
  a free action each round.
  Inured to Death: At 11th level, the bloodscarred ignores 
  the effects of negative levels, though still dies if he accumu-
  lates more negative levels than Hit Dice. If he already possesses 
  the ability to ignore negative levels, instead increase the num-
  ber of negative levels required to kill him by his casting ability 
  modifier.
  This replaces the psionics ability.
  Greater Domination: At 20th level, the bloodscarred 
  may spend 2 rounds of his dominate ability to control a dom-
  inated creature for 1 hour per level without concentration. 
  Dominated creatures receive new saving throws to end the ef-
  fect each hour instead of each round.
  This replaces greater psionics.
  Chronomancer
  While the power most symbiats gain from bonding with 
  psionic aberrations grants them enhanced mental capabilities, 
  some symbiats attract even stranger and more unusual beings. 
  
  Chapter 4: Archetypes
  201
  Granted power over time and space itself, these “chrono-
  mancers” have unparallelled power over reality.
  Chronomancy: The chronomancer gains the Time and 
  Warp spheres as bonus magic talents.
  This replaces mental powers.
  Psionics (Su): The chronomancer’s powers are funda-
  mentally different than those of most symbiats. The chrono-
  mancer does not gain any of the psionic effects normally avail-
  able to the symbiat, and instead gains access to the following 
  psionic effects:
  Rapid Teleportation
  Whenever the chronomancer uses the teleport ability of the 
  Warp sphere to transport only himself and up to a light load, 
  he may do so as a move action instead of a standard action. If 
  the chronomancer possesses the Quick Teleport talent, he may 
  instead use the teleport ability as a swift action, so long as he tele-
  ports only himself and up to a medium load. The chronomancer 
  does not need to expend a standard action to activate this abil-
  ity as normal for a psionic effect, but each use of this ability ex-
  pends one 1 round from his total psionic effect rounds per day.
  Temporal Feedback Loop
  The chronomancer may trap one enemy within 60 feet in 
  a time-altering effect that causes them to experience the same 
  moment during multiple timelines, to the enemy’s detriment. 
  The target is allowed a Will saving throw (DC 10 + 1/2 his chro-
  nomancer level + his casting ability modifier) to resist this ef-
  fect. A target who fails their saving throw against this effect 
  must roll twice for every attack roll, saving throw, skill check, 
  or ability check they attempt while under the effects of this 
  ability, taking the lower result. Regardless of whether the target 
  succeeds or fails at their saving throw, each use of this ability 
  consumes a minimum of 1 round of the chronomancer’s psion-
  ics. At 13th level, the chronomancer may target and maintain 
  this effect against up to two creatures at once when using this 
  ability. At 19th level, the chronomancer may target up to and 
  maintain this effect against up to three creatures at once.
  Warp Dodge
  The chronomancer can use his mastery of time and space 
  to help protect himself and his allies from detrimental effects. 
  So long as this effect is active, as an immediate action the chro-
  nomancer may grant himself or an ally within 60 feet a bonus 
  to a single saving throw equal to 1/2 his class level (minimum 1). 
  The chronomancer may use this ability after the roll is made, 
  but must use this ability before the result of the saving throw 
  is known.
  Timeline Link
  Starting at 3rd level, the chronomancer gains the ability to 
  create a minor temporal paradox that allows him to create a 
  situation where he has already given an ally advice on how to 
  accomplish a task. Choose one ally within 60 feet; whenever 
  that ally attempts a skill check using a skill the chronomancer 
  is trained in, he may use the aid another action to assist them 
  with the check as a free action that can be taken even when it 
  is not his turn, and regardless of his current condition (though 
  this ability must be active and the chronomancer must be con-
  scious). The chronomancer may change the target of this ability 
  as part of the free action used to maintain his psionic effects 
  each round. At 10th level, the chronomancer may share this 
  ability with all allies within 60 feet.
  Warp Edge
  From 6th level on, the chronomancer gains the ability to 
  apply a spatial distortion to the edge of his weapon, or the 
  weapon of an ally within 60 feet, allowing it to more easily 
  pass through armor and deal grievous blows. Creatures bene-
  fiting from this psionic effect gain a +2 circumstance bonus to 
  attack rolls and a +4 bonus to damage rolls with any weapon 
  they wield. At 9th level and every three levels thereafter, the 
  chronomancer may affect one additional target with this ability. 
  Creatures who move more than 60 feet away from the chrono-
  mancer immediately lose all benefits of this ability until they 
  are once more within 60 feet of the chronomancer.
  Temporal Accord
  At 7th level, the chronomancer gains the ability to create 
  a special localized time stream around himself and his allies. 
  Whenever the party rolls for initiative, all allies within 30 feet 
  of the chronomancer may take the highest initiative roll from 
  amongst themselves and add their own modifiers to it (for 
  example, the chronomancer and three of his allies roll initia-
  tive and their results are 7, 10, 13, and 16; all affected allies may 
  choose to take 16 and add their own initiative modifiers).
  Whenever multiple allies within 30 feet are required to at-
  tempt a Reflex saving throw from the same effect (such as mul-
  tiple allies being within the area of the same fireball spell) they 
  may all roll their saving throw and take the highest result from 
  amongst themselves, applying their own modifiers.
  Improved Rapid Teleportation
  At 9th level, the chronomancer gains Mass Teleport from 
  the Warp sphere; if he already possesses this talent from an-
  other source, he may instead take any Time or Warp talent he 
  qualifies for. In addition, the chronomancer may now use the 
  action economy increases from his rapid teleportation ability 
  even when teleporting multiple creatures, as long as he pays the 
  appropriate costs as detailed in Group Teleport.
  Temporal Armor
  Upon reaching 11th level, the chronomancer gains the abil-
  ity to surround himself and nearby allies in a shifting field of 
  broken causality that protects them from harm. While this 
  ability is active, the chronomancer and all allies within 30 feet 
  gain a +4 insight bonus to their AC and Reflex saving throws.
  Chronomantic Mastery
  At 16th level, the chronomancer gains Improved Haste 
  from the Time sphere; if he already possesses this talent from 
  another source, he may instead take any Time or Warp talent he 
  qualifies for. In addition, whenever the chronomancer uses the 
  Haste ability from the Time sphere, he may expend two rounds 
  of his psionics to grant the target an extra move action, 1 addi-
  tional attack of opportunity, and increase the bonus to attack 
  rolls granted by Haste by an additional +1 for the duration of 
  the Haste effect.
  Greater Temporal Accord
  From 19th level on, the chronomancer may use spells and 
  sphere effects on any target benefiting from either his timeline 
  link or temporal accord abilities, regardless of distance, line of 
  sight, or line of effect.
  This alters psionics.
  
  Chapter 4: Archetypes
  202
  Enhanced Teleportation: Starting at 3rd level, the 
  chronomancer’s mastery of time and space begins to become 
  instinctual and inform all his uses of related magic. The chro-
  nomancer increases the maximum distance he can travel when 
  using the teleport ability by 10 feet and extends the duration of 
  all alter time effects by 1 round; if an alter time effect would nor-
  mally have a duration measured in minutes or hours, the effect 
  is instead extended by 1 minute or 1 hour, as appropriate. The 
  range of his teleport ability increases by an additional 10 feet and 
  the duration of his alter time effects increase by an additional 1 
  round for every three chronomancer levels he possesses beyond 
  3rd.
  This replaces pushed movement.
  Egregore
  Mental Powers: The egregore gains the Mind sphere as 
  a bonus magic talent, and uses his class level as his caster level. 
  This stacks normally with caster levels from other sources.
  This alters mental powers.
  Psionics: The egregore’s psionics work differently, on a 
  more purely mental level.
  Coordination
  At 1st level, the egregore can read the mind of all allies 
  within 60 feet, allowing them to analyze tactical data on their 
  attacks. Whenever an ally within 60 feet damages an enemy, 
  until the end of the egregore’s next turn, the egregore receives 
  a bonus to damage rolls equal to his class level against that en-
  emy and automatically confirms all critical hits against them. 
  This effect does not work against creatures immune to preci-
  sion damage. Multiple allies damaging the same enemy do not 
  confer this bonus to the egregore multiple times in a round.
  This replaces telekinetic manipulation.
  Extension
  At 6th level, the egregore may connect with the minds of 
  his allies to deliver mental attacks against their common ene-
  mies. So long as this effect is active, the egregore may, as an im-
  mediate action, use a lesser charm against an enemy that an ally 
  within 60 feet has made a successful melee attack against. At 
  16th level, he may use a greater charm. He may not expand the 
  charm used to affect other targets using Mass Charm or the like.
  This replaces telekinetic edge.
  Assimilation
  At 11th level, the egregore can mentally link all allies within 
  60 feet, stabilizing their group mind. Each ally gains a bonus 
  to their Will saves equal to the number of linked allies within 
  range to a maximum of the egregore’s casting ability modifier.
  This replaces psionic fortress.
  Trepanation
  At 16th level, the egregore can disappear from the battle-
  field as a move action to become pure thought, and reside with-
  in the mind of an ally within 30 feet. While inside his ally, he 
  may only use his psionics ability and Mind sphere abilities. He 
  can not be targeted or attacked while inside his ally, but if the 
  ally is rendered unconscious or killed, he is immediately eject-
  ed. The ally can likewise eject them at will. While the egregore 
  is within the mind of the ally, the ally gains a +2 enhancement 
  bonus to all mental ability scores, Reflex saves, and Will saves, 
  and may also use the egregore’s magic skill defense in place of 
  their own.
  This replaces telekinetic colossus.
  Splintering Strike (Su): At 3rd level, an egregore who 
  successfully deals damage to any enemy within 30 feet with 
  a weapon or natural attack to a target may, as an immediate 
  action, create a connection to the target’s mind. The egregore 
  increases the DC of any mind-affecting abilities he uses against 
  the target by 1, and he gains a +1 insight bonus to saving throws 
  against the mind-affecting abilities of the target. These bonuses 
  increase by +1 for every 3 levels after 3rd, to a maximum of +6 
  at 18th level.
  He also receives an insight bonus to Bluff, Intimidate, 
  Perception, Sense Motive, and Stealth checks equal to double 
  this amount against the splintered creature. In addition, the 
  egregore is mentally aware of the splintered creature’s pres-
  ence, and knows exactly where they are at all times, and what 
  conditions they currently have.
  This splinter lasts for 1 hour per class level, or until the 
  egregore ends the splinter as a free action. At 3rd level, the egre-
  gore may not have more than 1 splinter active at a time, and 
  must immediately dismiss an existing splinter when he creates 
  a new one. At 9th level, he may have 2 splinters active at once. 
  At 15th level, he may have 3 splinters active at once.
  At 6th level, the egregore learns to use his connection to 
  deliver Mind sphere abilities from any distance. He may use 
  any lesser charm he possesses on a splintered creature that he 
  could normally influence with (charm) talents, but if the charm 
  fails or the splintered creature succeeds at their saving throw, 
  
  Chapter 4: Archetypes
  203
  the splinter ends. At 12th level, he may deliver greater charms he 
  possesses this way, and at 18th level, he may deliver powerful 
  charms he possesses this way. This is a mind-affecting ability.
  This replaces pushed movement.
  Gravecrawler
  Unlike most symbiats, a gravecrawler is created when a 
  host becomes infested with psychic insects or aberrations that 
  often appear similar to worms, cicadas, scarabs, or maggots.
  Corrupted Powers: A gravecrawler gains the Death and 
  Mind spheres as bonus talents.
  This replaces mental powers.
  Implant Drone (Su): As a standard action, a grave-
  crawler can touch a creature (requiring a melee touch attack 
  for a non-willing creature) and place one member of his hive 
  on them, which immediately burrows into its new host’s body, 
  causing no damage beyond slight discomfort. Once the grave-
  crawler has implanted a drone in a creature, it remains active 
  for up to 1 day per class level. He can have a number of drones 
  active at a time equal to his casting ability modifier or half his 
  class level (whichever is higher). If the gravecrawler attempts 
  to implant a drone beyond his limit, one existing drone dies 
  immediately (his choice). The gravecrawler is considered to be 
  implanted with one of his own drones, but this does not count 
  towards the limit.
  If a host dies, the implanted drone dies as well. A grave-
  crawler can only affect drones he implanted, not those im-
  planted by other gravecrawlers. If a gravecrawler dies, all his 
  implanted drones die.
  By concentrating as a standard action, the gravecrawler 
  can determine the direction and distance to one of his drones 
  and are aware of any conditions affecting their host (unharmed, 
  wounded, disabled, staggered, unconscious, dying, nauseated, 
  panicked, stunned, poisoned, diseased, confused, etc.) as long 
  as he and the drone are on the same plane of existence.
  Creatures with an implanted drone give off an aura equal 
  to the gravecrawler’s class level that can be detected by Divine 
  Undead. A drone can be removed by effects that remove disease 
  (such as Restore Health); the DC to remove a drone for such 
  effects is equal to his swarm powers DC (see below). Creatures 
  that are immune to disease may still be affected by his drones.
  This replaces psionics.
  Swarm Powers (Su): Each gravecrawler carries within 
  his body a unique insectile colony with a variety of potential 
  powers. At 1st level, a gravecrawler gains 2 abilities from the fol-
  lowing list; at 3rd level and every 3rd level thereafter, he gains an 
  additional ability from this list. The saving throw for any swarm 
  power is equal to 10 + 1/2 his gravecrawler level + his casting 
  ability modifier. All swarm powers are considered supernatu-
  ral abilities unless stated otherwise. He cannot choose a swarm 
  power more than once unless stated otherwise. He must meet 
  all prerequisites before selecting a swarm power.
  At 7th level, a gravecrawler can use any swarm power that 
  normally requires a standard action as a move action instead.
  At 13th level, a gravecrawler can use such a swarm power as 
  a swift action.
  Burrowing: The gravecrawler gains a burrow speed of 15 
  feet. As a standard action, he can spend a spell point to grant 
  any creature with an implanted drone an equal burrow speed 
  for 1 minute per level. At 10th level, the burrow speed increases 
  to 30 feet.
  Cocoon: The gravecrawler can unleash a torrent of filaments 
  that bind and shield a creature. As a standard action, the grave-
  crawler targets a creature within close range; an unwilling crea-
  ture may attempt a saving throw (Reflex negates). On a failed 
  save, the creature is entombed in a cocoon with hit points equal 
  to the gravecrawler’s level for 1 minute. Damage dealt to the 
  creature is applied to the cocoon first. As long as the cocoon 
  lasts, the creature gains DR/adamantine equal to half the grave-
  crawler’s level (rounded down, minimum 1), is flat-footed, and 
  can take no actions besides a Strength or Escape Artist check 
  to break or wriggle free as a standard action (DC 10 + his grave-
  crawler level + his casting ability modifier).
  Cocoon, Flexible (requires cocoon): When the gravecrawler 
  places a cocoon on himself, he is not flat-footed and is only 
  staggered. The DC for the Strength and Escape Artist checks 
  to break out of his own cocoon are halved for him. At 5th level, 
  his allies gain these benefits when he places a cocoon on them.
  Cocoon, Healing (requires cocoon): Whenever the gravecrawler 
  entombs a creature with his cocoon, he can spend a spell point 
  as a free action to grant that creature fast healing equal to his 
  gravecrawler level for as long as they remain within the cocoon.
  Cocoon, Mind Warp (requires cocoon): When the gravecrawl-
  er entombs a creature in a cocoon, he can implant one of his 
  Mind sphere charms into its subconscious. At any time within 1 
  day per class level, he can spend an immediate action and pay 
  any spell point cost to cause that charm to take effect, granting 
  a save as normal, so long as the target is on the same plane as 
  him. A creature may only have one implanted charm at a time; 
  implanting a second requires a magic skill check to replace the 
  one currently implanted.
  Cocoon, Spray (requires cocoon): The gravecrawler may spend 
  a spell point when he uses his cocoon ability to affect all crea-
  tures within a 30-foot cone or 60-foot line (Reflex negates). He 
  does not make an attack roll when using cocoon in this fashion.
  Corrupting Drones: Any creature with an implanted drone 
  takes a -2 penalty to saving throws against the gravecrawler’s 
  swarm powers, Mind sphere effects, and Death sphere effects. 
  As a standard action, the gravecrawler can spend a spell point 
  to double these penalties for 1 minute.
  Damaging Drone (Ex): The gravecrawler may attempt to im-
  plant drones into a target in place of making an attack, mean-
  ing he may do as an attack of opportunity, in place of multiple 
  attacks during a full attack, etc. In addition, he may attempt to 
  implant drones as a thrown weapon; doing so requires a ranged 
  touch attack with a range increment of 20 feet. When affecting 
  a target with a drone, he can choose to have the drone deal 
  damage equal to 1d8 + his gravecrawler level when imbedding 
  itself into a target.
  Discorporation (requires gravecrawler 3): As a standard action, 
  the gravecrawler can discorporate into a mass of writhing in-
  sects, functioning as the Swarm Shape Alteration talent with 
  caster level equal to his class level (or caster level for the Death 
  sphere, whichever is higher) and lasting for 1 minute with no 
  concentration needed. The distraction ability’s DC is equal to 
  his swarm power’s DC. He gains the Divided Self trait, but he 
  
  Chapter 4: Archetypes
  204
  may not select other traits. He may spend a move action to end 
  this effect early. He may spend 2 spell points to use this ability 
  as an immediate action.
  Distributed Mind (requires two minds): Whenever the gra-
  vecrawler or a creature with an implanted drone fails a saving 
  throw against a mind-affecting effect, the gravecrawler may 
  spend a spell point as an immediate action to allow them to 
  reroll their saving throw with a +2 bonus. They must accept the 
  result of the reroll, even if it is worse. At 10th level, the bonus 
  increases to +4.
  Enduring Drones: The gravecrawler’s drones have no maxi-
  mum duration. When he dies, his drones do not immediately 
  die; they become dormant for a number of days equal to his 
  class level. If he is resurrected within this time, they become ac-
  tive again. In addition, the DC of effects to remove his drones 
  is increased by 2. This does not affect the number of drones he 
  may have active at once.
  Energizing Drones: As a standard action, the gravecrawler 
  can spend a spell point to grant all allies with an implanted 
  drone a +2 bonus to attack rolls, damage rolls, saving throws, 
  skill checks, and ability checks for a number of rounds equal to 
  his casting ability modifier. These bonuses are doubled against 
  foes with an implanted drone.
  Expanded Swarm: The gravecrawler may have an additional 
  2 implanted drones at a time. He may take this swarm power 
  multiple times; its effects stack.
  Hive Senses: The gravecrawler gains blindsight 10 feet. As a 
  standard action, he can spend a spell point to grant any creature 
  with an implanted drone equal blindsight for 1 minute. A gra-
  vecrawler must be at least 6th level before choosing this swarm 
  power. This swarm power can be taken up to 3 times; each time 
  it is taken, the gravecrawler’s blindsight increases by 10 feet, to 
  a maximum of 30 feet.
  Hive Network (requires gravecrawler 9): The gravecrawler 
  may use hive workers, swarm powers, Mind, and Death sphere 
  effects on any creature with an implanted drone regardless of 
  distance or line of effect.
  Hive Network, Improved (require gravecrawler 18, hive net-
  work): The gravecrawler may use any sphere effects on any 
  creature with an implanted drone, as long both are on the same 
  plane.
  Mobile Drones (requires burrowing or improved wings): 
  Whenever the gravecrawler grants a creature a fly or burrow 
  speed using his swarm powers, all mindless undead he reanimat-
  ed and control gain the same movement ability and speed.
  Revolting Embrace (requires discorporation): The gravecrawl-
  er gains the benefit of the Improved Grapple feat, even if he 
  does not meet the prerequisites; if he already possesses the 
  Improved Grapple feat, he may gain Improved Unarmed Strike 
  or a feat that requires Improved Unarmed Strike or Improved 
  Grapple that he qualifies for (if any). Whenever he succeeds on 
  a grapple check, he may spend a swift action to expel squirming 
  larvae onto the creature he is grappling, causing them to take 
  damage equal to his swarm damage and be affected by his dis-
  traction ability (requiring a saving throw as normal).
  Wings (Ex): The gravecrawler grows primitive wings, caus-
  ing him to take no damage from falling (as if subject to a con-
  stant featherfall effect). While in midair, he can move up to 5 
  feet in any horizontal direction for every 1 foot he falls, at a 
  speed of 60 feet per round. He cannot gain height with these 
  wings alone. If subjected to a strong wind or any other effect 
  that causes a creature with gliding wings to rise, he can take 
  advantage of the updraft to increase the distance he can glide.
  Wings, Improved (requires gravecrawler 5, wings): The grave-
  crawler’s wings harden and strengthen, granting him a fly speed 
  of 30 feet (poor). As a standard action, he can spend a spell 
  point to grant any creature with an implanted drone an equal 
  fly speed.
  This replaces trap sense.
  Hive Workers (Su): At 1st level, undead that a grave-
  crawler reanimates are considered to have an implanted drone. 
  This does not count against the total number of drones a gra-
  vecrawler can have implanted at once.
  At 3rd level, a gravecrawler can affect mindless creatures 
  with his Mind sphere abilities as long as they have a drone im-
  planted. In addition, when a creature with an implanted drone 
  dies, its drone survives for an additional round per class level. 
  During this time, he can reanimate the host’s corpse as long as 
  he is within long range (400 feet + 40 feet per caster level) and 
  have line of sight and effect.
  Swarm Simulacrum (Su): At 7th level, the gravecrawler 
  can spend a standard action to link a mindless undead he con-
  trols to a creature with an implanted drone for 1 round per class 
  level. The mindless undead gains a +4 circumstance bonus to 
  attack and damage rolls and a +4 deflection bonus to AC as long 
  as it is within 10 feet of the linked creature, and the mindless 
  undead’s initiative is changed to be equal to its linked creature. 
  If both linked creatures threaten the same target, they are con-
  sidered to be flanking the target regardless of position.
  If either of the linked creatures takes damage, the grave-
  crawler can spend an immediate action to transfer half of the 
  damage to the other (after damage reduction, resistances, or 
  immunities are applied for the original target). This damage can 
  not be reduced further. The gravecrawler can use this ability 
  once per day, and one additional time per day at 10th level and 
  every 3 levels thereafter (to a maximum of 5 times a day at 19th 
  level). The gravecrawler cannot link a mindless undead with an-
  other mindless undead with this ability, and creatures cannot 
  be linked to more than one target at a time.
  Hive Transference (Su): At 20th level, if a gravecrawler 
  is killed, he may attempt a DC 25 Will save as an immediate ac-
  tion. If he succeeds, one implanted drone of his choice does not 
  die (or become dormant, if he has the enduring drones swarm 
  power), and his consciousness passes into it. He may not take 
  any actions besides the following: Whenever his host is adja-
  cent to humanoid corpse, he may choose to unburrow from the 
  host, drop to the corpse, and infest it. Destroying the corpse 
  during this time kills the gravecrawler, and he cannot attempt 
  to use hive transference in this state. After 24 hours, the grave-
  crawler rises, reborn in his new body (as a reincarnate spell, using 
  the corpse’s race).
  This replaces greater psionics.
  
  Chapter 4: Archetypes
  205
  Hekatonkheires
  Telekinetic Might: A 
  hekatonkheires 
  gains 
  the 
  Telekinesis sphere as a bonus magic talent, and uses his heka-
  tonkheires level as his caster level with the Telekinesis sphere. 
  This stacks normally with caster levels gained from other 
  sources.
  This replaces mental powers.
  Thousand Unseen Hands (Su): At 1st level a hekatonk-
  heires gains Mind Limb as a bonus feat, except he gains two 
  limbs instead of one. He may use both of them as part of the 
  same swift action, and both are capable of holding and manipu-
  lating items. In addition, his mind limbs add 5 feet to his reach.
  At 3rd level a hekatonkheires can use his mind limbs to 
  attack. He treats them as two secondary tentacle attacks that 
  deal 1d4 slashing damage, and uses his casting ability modifi-
  er instead of his Strength modifier on attack and damage rolls 
  with these tentacle attacks. His tentacle attacks possess reach 
  equal to his mind limbs. A mind limb that is holding an object 
  cannot be used to make a tentacle attack. Unlike most natural 
  weapons, increased size does not improve the damage die of 
  these tentacles.
  At 6th level the mind limbs grow stronger and more ca-
  pable. While they cannot be used to make additional attacks 
  (except as tentacle attacks), they may be used to wield weapons 
  and shields and activate magic items, though they must take 
  the normal action required to use these items and cannot effec-
  tively utilize them as a mind limb’s swift action. In addition, his 
  tentacle attacks now deal 1d6 damage instead of 1d4.
  At 9th level a hekatonkheires gains two additional mind 
  limbs. He may still only use two of his mind limbs as a single 
  swift action, but may choose to use any two, and each arm is 
  equally capable of manipulating objects. He now has four ten-
  tacle attacks.
  At 12th level a hekatonkheires adds an additional 5 feet to 
  the reach of his mind limbs, and increases the damage of his 
  tentacle attacks to 2d6.
  At 15th level, a hekatonkheires gains six additional smaller 
  mind limbs. These limbs do not gain any of the normal bonuses 
  from the thousands unseen hands feature (such as additional 
  reach or the ability to manipulate weapons and shields), but 
  they may perform certain actions as swift actions as described 
  in the Mind Limb feat. He can still only use a limited number 
  of mind limbs as a single swift action, but three of these smaller 
  limbs count only as a single limb - allowing him to activate two 
  stronger mind limbs, one strong mind limb and three smaller 
  mind limbs, or six smaller mind limbs as a swift action.
  At 18th level the mind limbs gain a +6 enhancement bo-
  nus to their effective Strength, increasing carrying capacity 
  with them and adding +3 to attack and damage with the natural 
  weapons they provide. A hekatonkheires now deals 3d6 damage 
  with his tentacle attacks.
  This ability and its improvements replace psionics.
  Independent Mind: At 20th level, a hekatonkheires uses 
  a free action instead of a swift action to use his mind limbs 
  (including the six smaller limbs gained at level 15). He may only 
  use each limb once per turn, but may use each limb individually 
  at any point during his turn.
  This ability replaces greater psionics.
  Invidian
  Dark Passenger: At 1st level, an invidian gains the Mind 
  and Dark spheres as bonus magic talents. This ability replaces 
  mental powers.
  Blackened Psyche (Su): An invidian’s inner demon em-
  powers him with strength and subtlety far beyond what most 
  casters can achieve. If a blackened psyche effect calls for a sav-
  ing throw, the DC is equal to 10 + 1/2 his indivian level + his cast-
  ing ability modifier. This functions and counts as the symbiat’s 
  psionics ability, with the following modifications:
  Shadow Manipulation
  The invidian may use his influence over shadows to manip-
  ulate the battlefield. So long as this effect is active, the invidian 
  may, as an immediate action, grant concealment to an ally with-
  in 60 feet of him until the beginning of the invidian’s next turn. 
  The miss chance for this concealment is 20% + 5% for every 
  three levels in invidian. Darkvision and see in darkness do not 
  thwart this ability, but creatures that lack the ability to see are 
  immune to this effect.
  This replaces telekinetic manipulation.
  Jumping at Shadows
  At 6th level, the invidian may attempt to make an oppo-
  nent jump at their own shadow, flinching away from perceived 
  movement at just the right moment to leave them open to an-
  other attack. One target within 60 feet counts as being flanked 
  for one attack of the invidian’s choice each round. The invidian 
  may affect an additional target at 9th level and every 3 levels 
  thereafter, to a maximum of 5 targets at 18th level. In place of 
  an additional target, he may affect an additional attack on the 
  same target. Darkvision and see in darkness do not thwart this 
  ability, but creatures that lack the ability to see are immune to 
  this effect.
  This replaces telekinetic edge.
  Afraid of the Dark
  At 11th level, through subtle manipulation of psyche and 
  clever use of lighting, the invidian can influence the minds of 
  his enemies. Opponents within 60 feet of the invidian must 
  succeed at a Will save or become shaken until they leave the 
  area of effect or the invidian ends the ability. Re-entering the 
  area of effect forces a new saving throw. This is a fear effect, and 
  escalates fear conditions already on a target.
  This replaces psionic fortress.
  Shadow Puppetry
  At 16th level, the invidian may bind and manipulate a tar-
  get’s shadow to hinder their movements. The invidian may af-
  fect one creature within 60 feet, plus an additional creature for 
  every 2 levels beyond 16th. The target must succeed at a Will 
  save every round at the beginning of its turn or be staggered 
  and take a -6 penalty to Strength and Dexterity for 1 round.
  This replaces telekinetic colossus.
  Shadow Leap: At 1st level the invidian gains Step Through 
  Darkness as a bonus talent. He is constantly under the effects 
  of this (meld) talent and does not need to spend any spell points 
  to activate its effect. At 3rd level he increases the range of his 
  personal Step Through Darkness by +10 feet, and another +10 
  feet for every three invidian levels possessed beyond 3rd, to a 
  maximum of +60 feet at 18th level.
  This ability replaces pushed movement.
  
  Chapter 4: Archetypes
  206
  Operative
  Skills: The operative gains Bluff (Cha) and Disguise (Cha) 
  as class skills but loses Knowledge (religion) (Int) and Fly (Dex) 
  as class skills.
  This alters the symbiat skill list.
  Proficiencies: The operative loses proficiency with the 
  longsword, shortbow and shields. Operatives instead gain pro-
  ficiency with the chakram, garrote, shuriken and all crossbows.
  This alters weapon and armor proficiency.
  Covert Training: The operative gains the Illusion and 
  War spheres as bonus magic talents.
  This replaces mental powers.
  Logistics: At first level and every 3 levels thereafter the 
  operative may gain one of the following: a bonus magic talent 
  from the Illusion or War spheres, a teamwork feat, a squadron 
  feat, or any feat that has the Illusion or War sphere as a prereq-
  uisite. The operative must meet all prerequisites for feats and 
  talents gained from this feature.
  This replaces psionics.
  Low Drag (Ex): The operative gains a bonus on 
  Perception and Stealth checks equal to half his operative level.
  This replaces ESP.
  High Speed (Ex): Ungifted in telekinesis, the pushed 
  movement of the operative is a result of rigorous physical train-
  ing and is an extraordinary (Ex) ability rather than a supernatu-
  ral (Su) one. The improved speed is also halved gaining only +5 
  feet for every 3 class levels.
  This alters pushed movement.
  Always Ready (Ex): Beginning at 5th level, once per 
  round the operative may use an illusion, mandate, totem, or trick 
  as a move action. The operative may also spend 2 spell points 
  to use an Illusion or War sphere effect as an immediate action, 
  even if flat-footed. If using an immediate action on a sphere 
  effect during a surprise round, he may otherwise only take free 
  actions on his surprise round turn. Sphere effects created using 
  this ability have a maximum duration of 1 round.
  This replaces two minds.
  Rapid Deployment (Ex): At 20th level, once per round 
  the operative may use a mandate, totem, or trick as a free action. 
  Sphere effects created using this ability have a maximum dura-
  tion of 1 round.
  This replaces greater psionics.
  Synapse
  Twisted Mind: A synapse gains the Mind and Warp 
  spheres as bonus magic talents.
  These replaces mental powers.
  Synapse Psionics (Su): A synapse gains the following 
  psionic abilities:
  Teleporting Fury (Su)
  So long as this psionic effect is active, whenever the syn-
  apse uses the teleport ability from the Warp sphere, he flickers 
  briefly between his starting and ending location. The synapse 
  counts as being in both locations for the purpose of threaten-
  ing squares, attacking targets, and providing flanking bonuses 
  for allies. If the synapse teleports from one end of a creature to 
  the other, he may even provide flanking bonuses to himself. If 
  a creature attacks the synapse in either location, that creature 
  suffers a 20% miss chance. These benefits persist until the start 
  of the synapse’s next turn, at which time he must teleport again 
  to receive these bonuses.
  At 6th level, the miss chance increases to 50%, and the 
  synapse may make one attack against an adjacent enemy as part 
  of the action used to teleport. This attack may target an enemy 
  at either the beginning or destination points of the teleport.
  This replaces telekinetic manipulation and telekinetic 
  edge.
  Out of Sight, Into Mind (Su)
  At 16th level, the synapse may, as a full-round action, spend 
  1 round of his psionics in combination with using the teleport 
  ability from the Warp sphere to transfer himself into a space 
  currently occupied by another living creature.
  The creature gets a Will save (DC 10 + 1/2 his synapse level 
  + his casting ability modifier) to negate this effect. If the tar-
  get succeeds at their saving throw, the synapse is returned to 
  his original position and cannot target that creature with this 
  ability for 24 hours. If the target fails their saving throw, the 
  synapse’s body and equipment are converted to mental ener-
  gy occupying the target’s body, and the synapse gains control 
  of the creature. The synapse keeps his Intelligence, Wisdom, 
  Charisma, level, class, base attack bonus, base save bonuses, 
  alignment, and mental abilities. The body retains its Strength, 
  Dexterity, Constitution, hit points, natural abilities, and auto-
  matic abilities.
  A body with extra limbs does not grant more attacks than 
  normal. The synapse cannot choose to activate the body’s ex-
  traordinary or supernatural abilities. The creature’s spells and 
  spell-like abilities do not stay with the body.
  If the synapse ceases to maintain this psionic effect, he im-
  mediately shifts out of the target to the nearest unoccupied 
  square. If the target’s body is slain while occupied by the syn-
  apse, the synapse dies as well, his body immediately reforming 
  in the nearest empty square.
  This replaces the telekinetic colossus.
  Lengthened Teleport
  At 3rd level, the synapse increases his total teleport range 
  by 10 feet. This improves by an additional 10 feet per 3 levels 
  thereafter.
  This replaces pushed movement.
  Telekinetic Warrior
  Telekinetic Mastery: A telekinetic warrior gains the 
  Telekinesis sphere as a bonus talent at 1st level, and uses his 
  class level as his caster level with this sphere. This stacks nor-
  mally with caster levels gained from other sources.
  This replaces mental powers.
  Telekinetic Movement (Su): A telekinetic warrior 
  gains a bonus equal to 1/2 his class level to all Acrobatics and 
  Fly checks.
  This replaces ESP.
  Psionics: A telekinetic warrior gains the following effects 
  he may create with his psionics:
  
  Chapter 4: Archetypes
  207
  Batter
  So long as this psionic effect is active, the telekinetic war-
  rior gains a +2 bonus to all attack rolls made with Bludgeons, as 
  well as combat maneuvers made with telekinesis. This increases 
  to +3 at 7th level, +4 at 13th level, and +5 at 19th level.
  This replaces battlefield relay.
  Warmonger
  Class Skills: The warmonger removes Fly (Dex) from his 
  list of class skills and adds Bluff (Cha) to his list of class skills.
  Weapon and Armor Proficiencies: The warmonger is 
  proficient with all simple weapons, plus the longsword, rapier, 
  sap, short sword, shortbow, and whip. He is not proficient with 
  any armor or shields.
  This alters weapon and armor proficiencies.
  A Genius for War: The warmonger gains the War sphere 
  with the Personal Conflict drawback twice, gaining Call to 
  Arms and Totemic Aura as normal. The warmonger uses his 
  class level as his caster level for this sphere. This stacks normal-
  ly with caster levels from other sources.
  Any totem the warmonger creates attached himself has a 
  radius of 60 feet. In addition, allies within 60 feet of him may 
  spend momentum from his momentum pool.
  This replaces mental powers.
  Opening Move: At 3rd level, the warmonger’s experience 
  allows him to react faster to combat. He gains a +1 competence 
  bonus to initiative. This increases by +1 every 3 levels, to a max-
  imum of +6 at 18th level.
  This replaces danger sense.
  Psionics: The warmonger gains the following psionic 
  abilities:
  Opening Gambit
  The warmonger fills the mind of an ally with a powerful 
  understanding of the tools of killing. While under the effect 
  of this ability, the target may use 1d8 in place of the normal 
  weapon damage die for all manufactured weapons and unarmed 
  attacks. This increases to 1d10 at 9th level and 1d12 at 17th level. 
  The target may also make either an additional attack at their 
  highest base attack bonus when making a full attack, or gain 
  additional attacks of opportunity during the round (+1 attack 
  of opportunity, +1 for every 5 base attack bonus they possess). 
  This does not stack with similar effects, such as the Improved 
  Haste Time talent. In addition, the target does not provoke 
  attacks of opportunity by attacking unarmed or using combat 
  maneuvers. At 1st level, the warmonger can only target one ally. 
  He may target an additional ally for every 4 warmonger levels, 
  to a maximum of 5 allies at 17th level. Each ally must remain 
  within 60 feet of the warmonger or the effect ends for that ally.
  This replaces telekinetic manipulation.
  Sacrificial Pawn
  At 6th level, by maintaining contact with his allies, the 
  warmonger can capitalize on their misfortune strategically. So 
  long as this effect is active, the warmonger may, as an immedi-
  ate action, duplicate the effect of a successful weapon attack 
  made against an ally within 60 feet of the warmonger. The at-
  tacker suffers the same damage and effects that were just in-
  flicted upon the ally. Any resistances or immunities the attacker 
  possesses apply. The warmonger does not need to actually make 
  an attack of his own, or have line of sight to the attacker - only 
  to his ally.
  This replaces telekinetic edge.
  Countermove
  At 11th level, the warmonger may choose an enemy he can 
  see. Allies within 60 feet of the warmonger gain spell resistance 
  equal to 15 + the warmonger’s level that applies only to abilities 
  of that target. This does not stack with other sources of spell 
  resistance. They are also protected from bodily contact by crea-
  tures summoned by the enemy. This causes the natural weapon 
  attacks of such creatures to fail and the creatures to recoil if 
  such attacks require touching the ally. The protection against 
  contact by summoned creatures ends if the allies makes an at-
  tack against or tries to force the barrier against the summoned 
  creature.
  This replaces psionic fortress.
  Game Changer
  At 16th level, the warmonger may channel martial power 
  into an ally. That ally gains proficiency with all martial weapons, 
  a +4 circumstance bonus to attack rolls, AC and saving throws, 
  and uses the warmonger’s character level as their base attack 
  bonus (which may grant multiple attacks). In addition, they 
  gain all the benefits of being under the effect of his opening 
  gambit ability. While under this effect, the target can not cast 
  or maintain spells or sphere abilities, even if they come from 
  items. The target of this ability may end it as a free action. If 
  the warmonger uses this ability on himself, he can not use any 
  other psionic ability, or use any other sphere ability until he 
  ends the effect or fall unconscious.
  This replaces telekinetic colossus.
  Thaumaturge
  Devourer
  Devour Foe: Whenever the devourer scores a confirmed 
  critical hit against a living enemy or reduces a living enemy to 0 
  or fewer hit points, he can steal some of that creature’s energy. 
  The devourer may use his forbidden lore the next round with-
  out any fear of backlash. However, when not using this ability, a 
  devourer increases his chance of backlash from forbidden lore 
  from 15% to 20%.
  At 10th level, the devourer may use this ability on any foe, 
  not just living foes.
  Eldritch Cultist
  Forbidden Lore: Rather than risk losing his magic, an 
  eldritch cultist using forbidden lore instead has a 15% chance 
  of becoming confused for 1d6 rounds. Every time the eldritch 
  cultist uses forbidden lore, the chance of becoming confused 
  increases by a cumulative 5%, but resets to 15% after the el-
  dritch cultist fails this check. Confusion can be given to anoth-
  er creature via channel punishment as normal, and creatures 
  normally immune to confusion are not immune to this backlash 
  effect.
  This alters forbidden lore.
  
  Chapter 4: Archetypes
  208
  Eldritch Knowledge: At first level, the eldritch cultist 
  gains Divination as a bonus sphere. This replaces the invoca-
  tions class feature gained at 1st level - the eldritch cultist gains 
  access to invocations at 3rd level, but counts his eldritch cultist 
  level as two lower for the purposes of determining which in-
  vocations are available to him. This archetype remains com-
  patible with archetypes modifying or replacing invocations, but 
  gains those invocations or their replacements two levels later.
  Experimentalist
  Forbidden Alchemy: At 1st level, an experimentalist may 
  prepare vials of an alchemical brew that temporarily enhances 
  his mystic and physical potency. An experimentalist may spend 
  an hour to prepare a number of alchemical boosts equal to his 
  casting ability modifier. If additional alchemical boosts are 
  brewed the previous ones become inert. A vial of alchemical 
  boost may be drawn and consumed as a standard action. Once 
  consumed, for the next minute, he increases his caster level by 
  2 for any sphere effect cast. This applies to variables dependent 
  on a particular casting of an effect (damage, duration, number 
  of targets, etc.), but it does not apply to the caster’s total caster 
  level with that sphere (i.e., it does not determine the strength 
  of a companion from the Conjuration sphere, nor to the total 
  number of Hit Dice of reanimated creatures that may be con-
  trolled through the Death sphere). This bonus increases by +1 
  at 5th level, and by an additional +1 for every 4 levels thereafter 
  to a maximum of +6 at 17th level. Archetypes, favored class bo-
  nuses, and other abilities that alter the backlash risk and bo-
  nus from forbidden lore may be applied to forbidden alchemy 
  instead.
  Each time a sphere effect is used while under the effects of 
  an alchemical boost, the experimentalist has a 10% chance of 
  being nauseated for 1 round and sickened for 1d6 rounds. Once 
  the duration of the alchemical boost expires, the experimen-
  talist is sickened for 1 minute. You incur these penalties even 
  if you are immune to the nauseated and sickened conditions.
  Additionally, while under the effects of the alchemical 
  boost, as experimentalist gains the benefit of one Alteration 
  sphere trait that he has knowledge of for the duration of 
  the alchemical boost, using his class level as his caster level. 
  Additional traits are granted a level 5 and every 5 levels thereaf-
  ter. This is a polymorph effect, but may be retained when under 
  the effects of shapeshift, reducing the number of granted traits 
  by one for each retained trait.
  The experimentalist may only benefit from one alchemical 
  boost at a time. Additional uses replace the granted Alteration 
  sphere trait. Previous alchemical boosts retain their normal du-
  ration and the experimentalist is still sickened as normal when 
  it expires.
  This replaces forbidden lore.
  Consumption: At 2nd level, an experimentalist may pre-
  serve portions of dead creatures for later consumption, gaining 
  the ability to take the creature’s shape.
  Harvesting a sample, usually a portion of the heart or of 
  some notable feature of the creature (chimera’s tail, hydra’s 
  head, etc.), requires 1 minute of work and the remains of a 
  creature that has been dead or destroyed for less than 1 hour. 
  Upon completion, he chooses one Alteration sphere talent 
  appropriate to either taking the creature’s shape or mimicking 
  its abilities. These samples can be preserved indefinitely, but an 
  experimentalist may only maintain three samples at one time; if 
  additional samples are taken, he chooses which samples expire. 
  More than one sample may be taken from a creature, but each 
  one taken from the same creature must be associated with a 
  different talent.
  When preparing his alchemical boosts, an experimentalist 
  may expend a preserved sample to add its effects to the alchem-
  ical boosts. Each sample can enhance each alchemical boost 
  prepared and more than one sample may be added to each al-
  chemical boost. While under the effects of the boost, he gains 
  knowledge of chosen Alteration sphere talent and may disguise 
  himself as the specific creature the sample was taken from as 
  if using the Perfect Imitation talent provided he is capable of 
  taking a suitable form.
  An experimentalist may benefit from samples taken by oth-
  er experimentalists after identifying them with a Knowledge 
  check of the kind appropriate to the base creature with a dif-
  ficulty equal to that required to identify the original creature 
  +5, though doing so counts against his total number of samples 
  maintained. A slain experimentalist’s samples expire 1d4 days 
  after his death.
  At 6th, 10th, 14th, and 18th level, the number of samples 
  that an experimentalist may maintain at one time increases by 
  one.
  This replaces occult knowledge.
  Morphic Adept: At 1st level, an experimentalist gains 
  the Alteration sphere as a bonus magic talent with either the 
  Lycanthropic or Fleshwarper drawback, which can be bought 
  off as normal, but does not gain an additional talent from the 
  drawback. If he already possesses the Alteration sphere, then 
  neither talent nor drawback is gained.
  Discoveries: At 3rd, 7th, 11th, 15th, and 19th level, an 
  experimentalist gains an alchemist discovery, using his exper-
  imentalist level in place of alchemist level for meeting prereq-
  uisites and casting ability modifier in place of Intelligence for 
  determining their effects. His experimentalist level stacks with 
  his alchemist level for the purpose of determining effective al-
  chemist level for qualifying for discoveries. At 20th level, he 
  gains a grand discovery.
  If using the Spheres of Might system, he may instead gain 
  Alchemy sphere talents.
  This replaces invocations and master invoker.
  Flexible Research: An experimentalist may choose to 
  further his alchemical studies or apply his knowledge of phys-
  iology to deadly effect in place of increasing his arcane knowl-
  edge. An experimentalist may choose to gain an additional al-
  chemist discovery or to gain 1d6 sneak attack as the rogue class 
  feature (or unchained rogue, as appropriate to the campaign) 
  in place of his normal bonus feats. Each time a bonus feat is 
  gained an additional discovery may be chosen or his sneak at-
  tack can be increased by 1d6.
  If using the Spheres of Might system, he may also gain 
  Alchemy sphere talents in place of bonus feats.
  This alters bonus feats.
  
  Chapter 4: Archetypes
  209
  Knight Of Willpower
  Knights of willpower are warrior-mages who have special-
  ized in a very narrow field of magic. Able to create objects made 
  from nothing but pure will, they wield their force of personality 
  as both blade and armor. Focusing their power inward, they can 
  make themselves unmovable in their cause. Focused outward, 
  they can achieve feats of magic far beyond that of mere dab-
  blers in the arts of Creation, Light and Telekinesis.
  Mind Over Matter: When using the forbidden lore class 
  feature, the knight of willpower can spend their willpower to 
  push themselves to extremely powerful heights.
  When using forbidden lore, the knight of willpower can 
  increase to bonus to their caster level by 50% by increasing the 
  chance of backlash to 30% and increasing the penalty to attack 
  rolls, saving throws, skill checks, and his effective caster level to 
  -2. When using forbidden lore in this way the chance of back-
  lash occurring cannot be reduced by any means.
  This alters forbidden lore.
  Invocations: The knight of willpower gains the following 
  invocations, each of which replaces an existing invocation.
  Strength of Will
  At 1st level, a knight of willpower may reroll a failed Will 
  save as an immediate action.
  This invocation replaces meditation.
  Power of Fear
  At 1st level, when using forbidden lore to augment a Light 
  sphere glow effect, the knight of willpower may use an invo-
  cation to cause all enemies in the area of the light to become 
  shaken as long as they remain within the area (Will negates). He 
  may also use this invocation when using the Creation sphere to 
  create an object which causes any creature touching the object 
  to become shaken as long as they remain in contact with the 
  object (no save).
  This replaces lingering pain.
  Unbreakable Will: At 2nd level a knight of willpower 
  gains immunity to fear and any other non-allied creature nor-
  mally immune to fear loses that immunity while within 10 feet 
  of the knight of willpower, replacing their usual immunity with 
  a +4 bonus to saves against fear effects.
  The knight of willpower must consciously determine who 
  is an ally and may do so as a free action. At 6th level, allies with-
  in 10 feet of the knight of willpower gain a +1 morale bonus on 
  saving throws against fear effects and enemies take a -1 penalty 
  on saving throws against fear effects. This bonus and penalty 
  increases by 1 for every additional 4 levels the knight of will-
  power has to a maximum of +/- 4 at 18th level. This ability only 
  functions while the knight of willpower remains conscious, not 
  if he is unconscious or dead.
  This ability replaces occult knowledge.
  Bonus Feats: The knight of willpower’s bonus feats 
  must be Enhanced Creation, Extra Magic Talent (which must 
  be a Creation, Light, or Telekinesis sphere talent), Forceful 
  Creation, Iron Will, Kinetic Creation, a teamwork feat, or any 
  feat which has Iron Will as a prerequisite.
  This alters the bonus feats a thaumaturge normally gains at 
  4th, 8th, 12th, 16th, and 20th levels.
  Pact Master
  Most who call on aid from other planes make binding pacts 
  with individual creatures for long-term support. Others dance 
  in and out of contracts, making temporary arrangements, and 
  juggling obligations to various powers to shift their abilities 
  from day to day.
  Contingent Caster: A pact master does not gain the 
  casting class feature (and thus does not gain 2 free magic 
  talents) nor does he gain magic talents from his class levels, 
  though he may count his class levels as casting class levels for 
  the purposes of meeting the prerequisites for feats and using 
  the Counterspell feat and other feats with it as a prerequisite. 
  The pact master may select a casting tradition normally.
  This alters casting and magic talents.
  Pact Caster (Sp): The pact master may form a pact with 
  a powerful being with an 8 hour ritual. Once the pact is made, 
  the pact master may summon a pact companion granted by his 
  patron with a 1 hour ritual. This companion functions as a 
  Conjuration sphere companion with a caster level equal to the 
  pact master’s class level. This caster level does not stack with 
  those gained from other sources. The pact companion remains 
  for 24 hours or until dismissed as a standard action and gains 
  a bonus (form) or (type) talent at 2nd level and every 4 levels 
  thereafter (6th, 10th, 14th, 18th). This does not remove the 
  usual limit on a companion on (type) talents. The pact master 
  must still pay any additional spell point costs to summon the 
  pact companion.
  
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  210
  Pact Lore: At 1st level, the pact master may call upon his 
  patron to receive greater power. The pact master’s active pact 
  companion must spend a move action to channel this boon pri-
  or to the pact master casting a sphere effect. The pact master 
  gains a +2 bonus on caster level for the effect, increasing by +1 
  at 5th level and every 4 levels thereafter (9th, 13th, and 17th). 
  Channeling the extra power weakens the pact companion, 
  inflicting 1d4 points of Constitution burn on the companion. 
  This burn acts as Constitution damage that cannot be healed 
  except by the pact master dismissing the companion and rest-
  ing to regain spell points. This damage is inflicted regardless 
  of any immunity the companion may have. A pact companion 
  whose Constitution is reduced to 0 by this ability cannot be 
  summoned again for 1 week.
  This replaces forbidden lore but counts as forbidden lore 
  for requirements and prerequisites. Using pact lore counts as 
  using forbidden lore for the purpose of triggering invocations. 
  Effects that would use or modify the bonus from forbidden 
  lore instead use or modify pact lore. Effects that would increase 
  the backlash chance of forbidden lore instead increase the 
  Constitution burn by +1 per 5% forbidden lore chance (round 
  up). Effects that would decrease the backlash chance of for-
  bidden lore instead decrease the Constitution burn by -1 per 
  5% forbidden lore chance (round down, minimum of 1 point of 
  Constitution burn).
  Invocations: The pact master gains the following new 
  invocations:
  Redirect
  At 1st level, when the pact master takes hit point damage, 
  he may direct a part or all of this damage to his pact compan-
  ion. Alternatively, when the pact companion takes hit point 
  damage, it may direct all or part to the pact master. The pact 
  companion must be within close range. The transferred dam-
  age cannot be reduced by resistance, immunity, or any other 
  way and may not be further transferred by any effect.
  This replaces the lingering blessing, lingering pain, and 
  meditation invocations.
  Share Form
  At 3rd level, the pact master may grant himself the benefits 
  of a single (form) talent his pact companion possesses, using the 
  pact master’s class level in place of the companion’s Hit Dice to 
  determine the effects of the talent. The pact master retains the 
  benefit of this form talent for 1 minute per class level. This abil-
  ity does not stack with itself; additional uses end any previous 
  use. Any bonuses to attributes that are gained from a granted 
  (form) talent are treated as enhancement bonuses.
  This replaces the empowered defense invocation.
  Greater Share Form
  At 11th level, the pact master may gain two (form) talents 
  when using share form.
  This replaces the soulfire invocation.
  Pactmage
  Pact Invocations: A pactmage begins play making a pact 
  with a powerful outsider or creature. While the ultimate nature 
  of this creature is up to the GM, the nature of that creature 
  grants the pactmage access to unique invocations, as detailed 
  below.
  This replaces occult knowledge.
  Pactmage Patrons
  Celestial Pact
  The pactmage’s pact is with a good-aligned outsider, such 
  as an angel or azata.
  While the pact companion is within 100 feet + 10 feet per 
  level of the pact master, the pact master gains a general caster 
  level equal to his pact master level. This stacks normally with 
  caster levels gained from other sources. Additionally, while 
  gaining this caster level, the pact master gains an addition-
  al magic talent known, plus one talent at 2nd level and every 
  two levels thereafter. These talents must reflect the nature of 
  the patron and companion chosen. Each pact companion may 
  grant different talents, but grants the same talents each time 
  it is summoned. Should the pact master gain the same talents 
  granted by a companion as talents known from other sources, 
  such as feats, other classes, or favored class bonuses, the redun-
  dant talent granted by the companion is changed to another ap-
  propriate talent. When the companion is banished, dismissed, 
  or slain, any non-instantaneous effects cast with talents granted 
  by the companion immediately end. Talents granted by a pact 
  companion may be used to meet feat and other prerequisites, 
  but any ability or benefit gained by doing so only functions 
  while the talent is possessed.
  The pact master may maintain up to three pacts at one 
  time. Each pact has a different companion reflecting the nature 
  of the patron. A pact master may only have one pact compan-
  ion summoned at a time. Breaking an existing pact requires a one 
  hour ritual and may incur retribution from the slighted patron.
  The pact master may not apply (form) talents to pact com-
  panions unless the talent is granted by the companion.
  This replaces occult knowledge.
  
  Chapter 4: Archetypes
  211
  Lingering Guidance
  At 2nd level, when using forbidden lore to augment a 
  spell or sphere effect, the pactmage may use an invocation to 
  grant the affected targets a +1 sacred bonus to attack rolls, skill 
  checks, ability checks, and saving throws for 1 round.
  Celestial Blessing
  At 6th level, when using lingering blessing, the temporary 
  hit points last for 1d4+1 rounds.
  Empowered Recovery
  At 14th level, when the pactmage is the target of a healing 
  spell or ability, he may use an invocation to increase the number 
  of hit points he recovers by 50%.
  Infernal Pact
  The pactmage’s pact is with an evil-aligned outsider, such 
  as a demon or devil.
  Lingering Wrath
  At 2nd level, when using forbidden lore to augment a spell 
  or sphere effect, the pactmage may use an invocation to grant 
  the affected targets a profane bonus to melee damage rolls 
  equal to his forbidden lore bonus for 1 round.
  Infernal Pain
  At 6th level, when using lingering pain, the affected targets 
  are sickened for 1d4+1 rounds if they fail their saving throw.
  Dark Lore
  At 14th level, when using forbidden lore, the pactmage may 
  use an invocation to increase his forbidden lore bonus by +4 
  and negate the need to roll for failure. However, after complet-
  ing his action, he automatically suffers backlash penalty.
  Unspeakable Pact
  The pactmage’s pact is with an alien or aberrant creature, 
  such as an aboleth or qlippoth.
  Curse of Entropy
  At 2nd level, before an opponent attempts a saving throw 
  against one of the pactmage’s spells or abilities, he may use an 
  invocation to apply his forbidden lore bonus as a penalty to 
  their roll.
  Gift of Knowledge
  At 6th level, when using meditation, he may roll three 
  times and take the highest result.
  Lingering Madness
  At 14th level, when using forbidden lore to augment a 
  spell or sphere effect, the pactmage may use an invocation to 
  cause the affected targets to suffer 1d4 Wisdom damage (Will 
  negates).
  Soulfire Master
  Burning Lore (Su): At first level, the soulfire master 
  does not risk the usual penalties of backlash when using forbid-
  den lore. Instead, when backlash occurs, the spell is completed 
  normally and the soulfire master suffers a point of Constitution 
  burn. A soulfire master cannot use this ability if doing so would 
  reduce his Constitution to 0. This ability otherwise acts as for-
  bidden lore, including the caster level bonus increasing with 
  class level and for effects that modify the chance of backlash.
  The risk of backlash increases from 15% to 50%. Archetypes 
  that change the backlash risk, such as the devourer, may be 
  combined with this archetype, stacking the backlash changes.
  This alters forbidden lore.
  Soulfire Talent: At 4th level, the soulfire master gains the 
  Soulfire feat even if he does not meet the prerequisites.
  Additionally, he may use burning lore when using the 
  Soulfire feat with no risk of backlash.
  At 7th level, the soulfire master may pass off up to 2 points 
  of Constitution burn when using the soulfire feat with the 
  channel punishment invocation.
  This replaces the bonus feat gained at 4th level.
  Unseen Horror
  Lurking Forces (Su): At 4th level, an unseen horror 
  summons an unseen force that lurks around him, and is capa-
  ble of giving it mental commands as a free action. This force 
  is an invisible, mindless entity that can perform simple tasks 
  anywhere within 20 feet + 5 feet per 5 class levels of the unseen 
  horror, such as lifting or moving items, opening doors, or light-
  ly tapping someone on the shoulder. It can perform only one 
  activity at a time, but may repeat an activity if desired. It has an 
  effective Strength score of 2, allowing it to lift 20 pounds and 
  drag 100 pounds, moving any object it carries up to 30 feet per 
  round. It can trigger traps and similar devices, if its strength 
  is adequate to do so. It cannot perform any task that requires 
  a skill check with a DC higher than 10 and is considered un-
  trained in all skills. It cannot attack in any way, but also cannot 
  be killed or destroyed, though it ceases to exist if he dies, only 
  reappearing if he is resurrected in some manner.
  In addition, he gains one unseen augmentation listed below.
  This ability replaces the thaumaturge bonus feat at level 4.
  Unseen Augmentations: When the unseen horror would 
  gain a thaumaturge bonus feat at levels 8, 12, 16, and 20, he may 
  choose to gain one of the following unseen augmentations in-
  stead. He can only select any given unseen augmentation once.
  Flicker of Intelligence: The unseen horror’s unseen force 
  gains a skill point for each level of unseen horror he possesses, 
  which may be invested into Craft (Int), Disable Device (Dex), 
  Perform (Cha), or Sleight of Hand (Dex), allowing it to perform 
  relevant tasks with a bonus equal to its rank in that skill. Its 
  ability modifiers are 0 for the purposes of these skills, and it has 
  no class skills. However, it can perform skill checks with DCs 
  higher than 10 if it has at least one skill point invested in that 
  skill, and is considered trained in those skills.
  Forceful Presence: The unseen horror’s unseen force now has 
  an effective Strength score of 10. It can use the aid another 
  action to assist him or an adjacent creature with attempting 
  any Strength check or Strength-based skill check, and always 
  succeeds on its aid another roll for such purposes.
  Hungering Maw: The unseen horror’s unseen force can wrap 
  itself around objects and swallow them, making them inacces-
  sible until he commands it to produce them. Items swallowed 
  this way count against its carrying capacity normally, and it 
  cannot store more than its heavy load this way. His unseen 
  
  Chapter 4: Archetypes
  212
  force must pick up an unattended item before it can swallow it. 
  Picking up an unattended item and swallowing it, or producing 
  a swallowed item again is a full-round action. If he perishes, all 
  items swallowed this way appear in his square.
  Reaching Fingers: Add 10 feet to the unseen horror’s unseen 
  force’s reach. In addition, it can slip through thin cracks, reach-
  ing under doors and through keyholes without hampering its 
  ability to perform tasks, though he still needs to direct its ac-
  tions appropriately.
  Serpentine Coils: The unseen horror can use his unseen force 
  as a rope with a length equal to its reach. While in this form, 
  his unseen force has hit points equal to his level, and hardness 
  equal to his casting ability modifier. It can be broken with a 
  Strength check (DC 20 + his casting ability modifier) or if used 
  to tie up a creature, escaped with an Escape Artist check (DC 
  20 + 1/2 his unseen horror level + his casting ability modifier). 
  It may automatically attach or release itself from any location 
  within its reach suitable for a grappling hook. If broken or cut, 
  his unseen force instantly reforms in his square, but cannot as-
  sume rope form until his next turn.
  Twin Forces: The unseen horror gains a second unseen force 
  that is identical to the first, gaining any benefits from other 
  unseen augmentations.
  Umbral Ink: The unseen horror’s unseen force can silently 
  etch smoking black lettering onto a surface as if it had a quill 
  and an infinite supply of ink. It can create a transcript of any 
  conversation he understands, or accurately copy images, pat-
  terns, or writing that he can see or that is adequately described 
  to him. In addition, it can write on abnormal surfaces such as 
  liquid or even in midair, though such writing only lasts a single 
  round or until disturbed by motion before evaporating.
  In addition, it can use the Linguistics skill to create forg-
  eries (but not any other purpose) untrained with a bonus equal 
  to his unseen horror level, and can reach a DC higher than 10 
  with such a check.
  Whispering Wraith: The unseen horror’s unseen force can 
  make sounds issue anywhere within its reach, and can mimic 
  sounds he has heard. A listener may attempt a Sense Motive 
  check (DC 10 + his unseen horror level) to recognize the mim-
  icry, though they suffer a -4 penalty if they are not familiar with 
  the person or type of sounds mimicked.
  His unseen force has a maximum volume equal to one nor-
  mal human per unseen horror level he possesses.
  Void Gazer
  Occulted Visions: Coaxing out the secrets of the dark 
  tapestry comes with a price. His eyes are stained black by what 
  he has seen, a physical manifestation of the unfathomable 
  source of his knowledge. At 1st level the void gazer gains the 
  Dark sphere as a bonus magic talent and the Clouded Vision 
  oracle curse. If the void gazer has the Dark sphere already, he 
  gains a bonus talent for this sphere instead. For determining 
  the effects of the curse his oracle level is equal to his void gazer 
  levels plus one for every two Hit Dice or levels in classes other 
  than void gazer. The void gazer may not increase the maximum 
  range of his vision by any means save progressing the curse.
  The void gazer may, as part of the action required to use 
  a spell or sphere effect, increase his caster level by 2 for that 
  effect. This bonus increases by +1 at 5th level, and by an addi-
  tional +1 for every 4 levels thereafter to a maximum of +6 at 
  17th level.
  Whenever a void gazer uses occulted visions, there is a 
  15% chance he will suffer occulted backlash. When this occurs, 
  the range of his vision, including blindsense and blindsight, 
  is reduced by 5 feet until he rests to regain spell points. This 
  reduction is cumulative and can not be removed in any other 
  way. Magic that grants additional senses or extends the limits 
  of existing senses cannot extend beyond this limit. If his vision 
  is reduced to 0 feet, he is blinded and unable to use occulted 
  visions until the penalty is removed. A void gazer using occulted 
  visions with a Dark sphere talent or effect only has a 5% chance 
  of suffering a backlash.
  This alters and counts as forbidden lore.
  Eldritch Invocations: In an act of madness or despera-
  tion, the void gazer may attempt to channel the eldritch pow-
  ers of the void directly through his psyche to power his magic. 
  The void gazer only gains a number of uses of invocations per 
  day equal to half his casting ability modifier. He may, as a free 
  action, purposely suffer occulted backlash in order to gain an 
  additional use of invocations. At 3rd level, the void gazer gains 
  Stygian Immersion as a bonus talent.
  The void gazer gains the following invocations in addition 
  to the normal list of invocations:
  Glimpse of Beyond
  At 1st level, when using occulted visions to augment a Dark 
  sphere effect, the void gazer may use an invocation to cause 
  the affected targets to become confused for one round (Will 
  negates).
  Slip between Worlds
  At 3rd level, when using occulted visions to augment a Dark 
  sphere effect, the void gazer may apply the Stygian Immersion 
  meld to one affected target (Will negates).
  Shared Vision
  At 7th level, if the void gazer suffers backlash when us-
  ing occulted visions, he may share a fleeting impression of the 
  void’s terrible secrets with another creature within 30 feet. The 
  void gazer suffers backlash as normal, but the target must suc-
  ceed at a Will save or be blinded for a number of rounds equal 
  to 1/2 the void gazer’s caster level.
  Fall into the Void
  At 11th level, when using occulted visions to augment a blot, 
  the void gazer may apply Stygian Immersion to the blot in addi-
  tion to its other effects.
  Descent into Madness
  At 15th level, when using occulted visions to augment a 
  Dark sphere effect, all target currently immersed within an area 
  of Stygian Immersion blot must succeed a Will save or be con-
  fused for a number of rounds equal to his caster level. Leaving 
  the void gazer’s area of blot immediately ends the confusion.
  The void gazer loses access to the channel punishment, 
  empowered defense, empowered resistance, lingering bless-
  ing and soulfire invocations. This ability alters and counts as 
  invocations.
  
  Chapter 4: Archetypes
  213
  Vigilante
  Alter-Ego
  All vigilantes maintain at least two identities throughout 
  their careers, but there exists a rare few cases where one of 
  the identities is not merely a disguise, it is an entirely different 
  entity. Whether through a fluke of chance or a deliberate pact, 
  these vigilantes have entered into a bond with an extra-planar 
  creature who (usually) shares their alignment and views and aids 
  them in their pursuits, lending them the use of their powers.
  Tag Team: At 1st level, the alter-ego does not gain a vig-
  ilante identity. Instead, the alter-ego trades places with an ex-
  tra-planar ally until it is time to resume social activity.
  Any time the alter-ego would normally assume his vigilante 
  identity, he instead summons a companion as the Conjuration 
  sphere summon ability, treating his class level as his caster lev-
  el to determine the companion’s abilities and any Conjuration 
  sphere save DCs. This effective caster level stacks normally 
  with caster levels gained from other sources, except for any 
  provided by these vigilante levels (like through Advanced Magic 
  Training). The companion cannot possess any companion ar-
  chetype that would reduce its Intelligence below 3 or remove 
  its ability to act independently, nor may its combined arche-
  types have an increased spell point cost to summon. This change 
  requires a full-round action and the companion remains until it 
  is dismissed as a full-round action, slain, or dispelled. The nor-
  mal limits on resummoning a companion that has been banished, 
  slain, or otherwise dismissed apply.
  The alter-ego and his companion gain a basic awareness of 
  the presence and identity of known allies and enemies at the 
  time of the switch. If the alter-ego possesses the Link talent or 
  the Greater Link feat, they function to connect the alter-ego to 
  his companion despite not being on the same plane.
  This companion begins play with a single bonus (form) tal-
  ent as usual. The alter-ego cannot be targeted by any abilities 
  while his companion is summoned and vice versa; whichever one 
  is not currently active is safely stored on a distant plane. Any 
  ongoing effects on either the alter-ego or his companion con-
  tinue to affect them for their normal durations after the switch. 
  The Conjuration sphere companion is otherwise treated as the 
  alter-ego’s vigilante identity for the purposes of dual identity 
  and all other class features.
  When the alter-ego gains a vigilante talent, it instead ap-
  plies only to his companion. The alter-ego may select (form) 
  talents in place of vigilante talents for his companion.
  The companion may not use any social talents, nor may the 
  alter ego use any vigilante talents. The alter-ego may take the 
  Extra Magic Talent feat to apply (form) and (type) talents from 
  the Conjuration sphere to his companion or to gain the Call 
  The Departed or Link talents. If the alter-ego does not possess 
  any spell points, he may choose to take a point of Constitution 
  damage in place of spending a spell point to utilize the Call The 
  Departed talent as part of summoning his companion.
  This replaces seamless guise and specialization and al-
  ters dual identity and vigilante talents. Archetypes that alter 
  vigilante talents may be combined with the alter-ego; the al-
  ter-ego cannot gain a form talent in place of a vigilante talent 
  that has been replaced or modified by another archetype.
  Masked Adept
  Power has a price, and magic is no different. The masked 
  adept has turned to sources of power that are less socially ac-
  ceptable for someone of his kind. His powers are not evil, but 
  using them is seen as unacceptable, so he has learned to hide his 
  magic as well as he hides his identity.
  Skills: The masked adept adds Knowledge (arcana) (Int) 
  and Spellcraft (Int) to his list of class skills, instead of Disable 
  Device (Dex), Knowledge (engineering) (Int), and Survival 
  (Wis). The masked adept gains a number of skill ranks equal 
  to 4 + his Intelligence modifier at each level, instead of 6 + his 
  Intelligence modifier skill ranks.
  This alters the vigilante’s class skills and skill ranks per 
  level.
  Casting: The masked adept may combine spheres and tal-
  ents to create magical effects. The masked adept is considered 
  a Mid-Caster. (Note: All casters gain 2 bonus talents and a cast-
  ing tradition the first time they gain the casting class feature.)
  This replaces the vigilante talents gained at 4th, 8th, 10th, 
  14th, and 18th level.
  Spell Pool: The masked adept gains a small reservoir of 
  energy he can call on to create truly wondrous effects, called a 
  spell pool. This pool contains a number of spell points equal to 
  his level + his casting ability modifier (minimum 1). This pool 
  replenishes once per day after roughly 8 hours of rest.
  Magic Talents: A masked adept gains 3/4ths of a mag-
  ic talent every level (the same progression as he gains caster 
  levels).
  Hidden Master: At 1st level, the masked adept choos-
  es one magic sphere to be his hidden sphere. He receives this 
  sphere as a bonus talent, and uses his class level as his caster 
  level with this sphere. This stacks normally with caster levels 
  gained from other sources.
  At 2nd level, he begins to learn how to integrate the magic 
  of his hidden sphere with his costume. He may treat his vigilan-
  te identity as an implement of power dedicated to his hidden 
  sphere, with a +1 enhancement bonus. This bonus increases by 
  +1 at each even level to a maximum of +10 at 20th level. He 
  may use this bonus to acquire implement special abilities, but 
  he must always have at least +1 in enhancement bonus, and a 
  maximum of a +5 enhancement bonus. For the purpose of this 
  ability, treat any combination of special abilities with flat costs 
  
  Chapter 4: Archetypes
  214
  as being a special ability worth +1 for every 5,000 gp + 1,000 gp 
  per class level they are worth, rounded up, to a maximum of +5.
  He may only benefit from this feature while in his vigilan-
  te identity. Once chosen, the hidden adept requires 8 hours of 
  work to adjust his costume to change what special abilities he 
  chose. This replaces vigilante specialization.
  Night’s True Menace: Whenever the masked adept 
  gains a new vigilante talent, he may select from talents normal-
  ly restricted to the stalker vigilante specialization, as long as he 
  meets all other prerequisites. He can not take talents that alter 
  the hidden strike ability.
  New Social Talents
  Concealed Magic: Whenever the vigilante uses any sphere 
  ability, he can attempt to hide its effects. Whenever he casts 
  defensively, other creatures must attempt a Perception check 
  against a DC equal to the vigilante’s concentration check to 
  even notice the casting. Failure to do so prevents any reac-
  tions to his casting from taking place. This does not make any 
  touch attacks associated with the spherecasting undetectable, 
  however.
  Temporal Shifting (Su) (requires Time sphere): The vigilante 
  is surrounded by a weak field of temporal magic that allows 
  him to extend or retract time slightly. He reduces the time to 
  perform Craft, Diplomacy, Intimidate, or Profession checks 
  that would normally take at least 1 minute by 50%. When en-
  gaged in a conversation or similar social interaction that lasts 
  for at least 1 minute, he may choose to have the conversation 
  or interaction actually last twice as long in real time, though 
  everyone participating in the conversation will believe that 
  time has passed at the perceived rate until they are presented 
  with evidence to the contrary (such as the sun having moved 
  farther through the sky than it reasonably should have for the 
  perceived amount of time).
  New Vigilante Talents
  Familiar: The vigilante gains a familiar, using his vigilante 
  level as his effective wizard level. The familiar also has a social 
  identity as a seemingly normal animal, though vigilantes with 
  outlandish familiars might still need to hide them.
  Hologram (requires Illusion sphere): The vigilante may create 
  an illusion of his other self (social or vigilante) using his illusion 
  ability. The illusion has sound, odor, and tactile components, 
  and the vigilante may control the illusion as if it were his actual 
  self, even speaking through it, manipulating objects up to 25 
  pounds, and using his Bluff, Diplomacy, and Intimidate skills 
  through it. He can not fight through it however, and is unable 
  to make attack rolls, or use magical abilities of any kind. In 
  addition, any damage or any effect that causes a condition or 
  requires a saving throw dispels the illusion. An illusion of the 
  vigilante persona possesses the same appearance abilities the 
  vigilante does.
  Monstrous Guise (requires Alteration sphere): The vigilante has 
  tapped into something primal in his costumed identity, giving 
  him a powerful connection to the natural world. While in his 
  vigilante guise, the vigilante may use his class level as his caster 
  level for all Alteration effects that are limited to himself. This 
  stacks normally with other caster level sources. In addition, he 
  
  Chapter 4: Archetypes
  215
  may also use the wild empathy ability as a druid of equal level 
  while in this guise.
  Pernicious Projectiles: The vigilante gains Point-Blank Shot 
  as a bonus feat, and if he already has the Point-Blank Shot feat, 
  he can immediately swap it for another feat for which he qual-
  ifies. When making a ranged attack against an enemy within 
  15 feet that uses the vigilante’s Strength bonus on damage rolls 
  (and not his Dexterity), he also adds half his vigilante level on 
  damage rolls (minimum +1, maximum +5).
  Warpriest
  Sphere Warpriest
  Casting: The sphere warpriest may combine spheres and 
  talents to create magical effects. The sphere warpriest is con-
  sidered a Mid-Caster. (Note: All casters gain 2 bonus talents 
  and a casting tradition the first time they gain the casting class 
  feature.)
  This replaces the spells class feature.
  Devotion: At first level, a good sphere warpriest (or a neu-
  tral warpriest of a good deity) gains the Life sphere as bonus 
  sphere. An evil warpriest (or a neutral warpriest of an evil de-
  ity) gains the Death sphere as bonus sphere instead. A neutral 
  warpriest of a neutral deity (or one who is not devoted to a 
  particular deity) must choose whether he channels positive or 
  negative energy.
  This replaces the warpriest’s ability to spontaneously cast 
  ‘cure’ or ‘inflict’ spells.
  Fervor: As a swift action, a sphere warpriest can expend one 
  use of this ability to use any sphere ability with a casting time 
  of 1 round or shorter. When used this way, the ability can target 
  only the sphere warpriest or equipment he is carrying, even if it 
  could normally affect others or multiple targets. Abilities that 
  create an area that moves with the sphere warpriest (such as a 
  Totemic Aura or a Fate consecration) may be cast with this abil-
  ity. The spell point cost of the ability must still be paid. If the 
  sphere ability creates an ongoing effect, it lasts an additional 
  number of rounds equal to the sphere warpriest’s casting ability 
  modifier. The sphere warpriest may use his fervor a number of 
  times per day equal to 1/2 his sphere warpriest level + his casting 
  ability modifier.
  This alters fervor but still counts as fervor for the purpose 
  of trading it out for other archetypes.
  Spell Pool: The sphere warpriest gains a small reservoir 
  of energy he can call on to create truly wondrous effects, called 
  a spell pool. This pool contains a number of spell points equal 
  to his level + his casting ability modifier (minimum 1). This pool 
  replenishes once per day after roughly 8 hours of rest.
  Magic Talents: A sphere warpriest gains 3/4ths of a mag-
  ic talent every level (the same progression as he gains caster 
  levels).
  Bastion Of Conviction (Champion)
  The true test of faith is not accomplishment, but the abil-
  ity to sacrifice. For some devout followers of their gods, be-
  ing faithful means showing strength in the face of death, and 
  bringing the rightness of their cause to those who would be 
  destroyed by it.
  Weapon and Armor Proficiencies: A bastion of con-
  viction is proficient with all simple weapons, as well as the fa-
  vored weapon of his deity, and with light armor and bucklers. If 
  the bastion of conviction worships a deity with unarmed strike 
  as its favored weapon, he gains Improved Unarmed Strike as a 
  bonus feat. In addition, if this is the character’s first level in any 
  class, he may select a martial tradition of his choice.
  This alters weapon and armor proficiencies.
  Combat Training (Ex): A bastion of conviction is con-
  sidered a Proficient practitioner, gaining spheres and talents 
  as appropriate. A bastion of conviction uses his casting ability 
  modifier as his practitioner modifier.
  A bastion of conviction may use his class level as his base 
  attack bonus to determine what combat feats he qualifies for. 
  This stacks with other sources of base attack bonus.
  This replaces the bonus feats gained at 3rd, 6th, 12th, 15th, 
  and 18th levels.
  Militant Extremist: A bastion of conviction counts his 
  class levels as fighter levels for the purpose of qualifying for feat 
  that have a minimum number of fighter levels as a prerequisite.
  Energetic Focus: At 9th level, whenever the bastion of 
  conviction uses a positive or negative energy ability, he regains 
  martial focus.
  This replaces the bonus feat gained at 9th level.
  Devoted Disciple
  To truly master something requires a singular devotion to 
  it. The devoted disciple does not have ideals, he has one ideal, 
  one goal, and one purpose.
  This archetype requires sphere warpriest.
  Blessings: A devoted disciple only receives one blessing, 
  not two. Whatever sphere is associated with his blessing (ac-
  cording to the same associations used by sphere clerics for their 
  domains) the devoted disciple receives as a bonus magic talent 
  at 1st level, or a bonus talent from that sphere if he possesses it 
  already. He uses his class level as his caster level for this sphere. 
  This stacks normally with other caster level sources.
  This alters blessings.
  Sacred Blood (Su): At 2nd level, the devoted disciple can 
  channel his fervor ability to increase his combat ability. As a 
  swift action, he can expend a use of his fervor ability to give 
  himself greater combat ability. He may use his sacred blood of-
  fensively or defensively. When used offensively, he gains a +2 sa-
  cred or profane bonus (depending on whether he channels pos-
  itive or negative energy, respectively) to his attack and damage 
  rolls, while using his sacred blood defensively he gains this bo-
  nus to his saving throws and AC instead. This bonus increases 
  by +1 for every 4 levels after the 2nd, to a maximum of +6 at 18th 
  level. This bonus lasts for 1 minute. The devoted disciple may 
  change his blood from being offensive to defense or vice-versa 
  as a swift action. This does not alter the duration of the ability.
  
  Chapter 4: Archetypes
  216
  Divine Heretic
  The divine heretic is considered a villain by some, but 
  knows his way is the true way if others can simply be brought 
  to bare.
  This archetype requires sphere warpriest.
  Domain Spheres: At 1st level, the divine heretic gains two 
  spheres as his domain spheres. The first of these spheres is the 
  War sphere. A divine heretic gains the War sphere and Totemic 
  Aura as bonus talents, as well as the Personal Conflict draw-
  back. This drawback may be bought off as normal. If the divine 
  heretic already possesses the War sphere, then the Totemic 
  Aura talent is gained as a bonus talent with no drawback. If 
  both are already possessed, then he may choose any talent from 
  the War sphere as a bonus talent.
  The second domain sphere may be any sphere of the divine 
  heretic’s choice. A divine heretic uses his class level as his caster 
  level with both his domain spheres. This stacks normally with 
  caster levels gained from other sources.
  This replaces blessings.
  Domain Mastery (Su): At 10th level, the divine heretic 
  can expend two uses of his fervor to add any one magic talent 
  from his domain spheres that he qualifies for to his list of tal-
  ents known for the purposes of a single use of a sphere abili-
  ty. He may use this ability with his fervor class ability without 
  needing to spend additional fervor.
  This replaces channel energy.
  Endless Fervor (Su): At 20th level, once per day as a 
  swift action, the heretic may connect with the cosmic source 
  of all their power, unhindered by the interference of the di-
  vine. During this action, he may use an unlimited number of 
  sphere abilities from his domain spheres that target himself or 
  his equipment. He must pay spell point costs normally.
  This replaces aspect of war.
  Warpriest Blessings
  Fey Blessing
  Blessing of the Sidhe (lesser): You can touch a willing 
  creature, giving it a blessing. For the next round, any time the 
  target rolls a d20, he may roll twice and take the more favorable 
  result.
  Summon Fey (major): At 10th level, you can summon a 
  fey creature as the Summon Fairy talent, using your warpriest 
  level as your caster level, with a duration of 1 minute. This 
  stacks normally with caster levels gained from other sources.
  Witch
  Sphere Witch
  Casting: The sphere witch may combine spheres and tal-
  ents to create magical effects. The sphere witch is considered a 
  High-Caster. (Note: All casters gain 2 bonus talents and a cast-
  ing tradition the first time they gain the casting class feature.)
  This replaces the spells class feature.
  Spell Pool: The sphere witch gains a small reservoir of 
  energy she can call on to create truly wondrous effects, called a 
  spell pool. This pool contains a number of spell points equal to 
  her level + her casting ability modifier (minimum 1). This pool 
  replenishes once per day after roughly 8 hours of rest.
  Magic Talents: A sphere witch gains a magic talent every 
  level.
  Hexes: A sphere witch’s hex DCs are equal to 10 + 1/2 class 
  level + her casting ability modifier.
  Patron Magic: A sphere witch does not gain bonus spells 
  from her patron. Instead, she gains a bonus magic talent at 1st 
  level and every odd level thereafter chosen from the sphere as-
  sociated with her patron. The list of patrons and their associat-
  ed spheres is detailed below:
  Agility (Enhancement), Ancestors (Divination), Animals 
  (Nature), Aurora (Light), Autumn (Nature), Boundaries 
  (Protection), Conspiracies (Mind), Death (Death), Decadence 
  (Mind), Deception (Illusion), Devotion (Enhancement), 
  Dimensions (Warp), Elements (Destruction), Enchantment 
  (Mind), Endurance (Protection), Entropy (Mind), Ethereal 
  (Warp), Fate (Fate), Healing (Life), Insanity (Mind), Jynx 
  (Fate), Light (Light), Mercy (Life), Mind (Mind), Moon (Dark), 
  Mountain (Creation), Nightmares (Mind), Occult (Death), 
  Peace (Protection), Plague (Death), Plant (Nature), Portents 
  (Divination), 
  Protection 
  (Protection), 
  Recovery 
  (Life), 
  Revenge (War), Rot (Death), Shadow (Illusion), Space (Warp), 
  Spirits (Death), Spring (Weather), Stars (Divination), Storms 
  (Weather), Strength (Alteration), Summer (Nature), Thorns 
  (Nature), Time (Time), Transformation (Alteration), Trickery 
  (Illusion), Vengeance (Fate), Water (Nature), Winter (Nature), 
  Wisdom (Fate), Woodlands (Nature).
  Withering Witch
  The most core elements of the natural world are hunger 
  and decay. The withering witch knows she is dying, like ev-
  eryone else, but she does not deny the corruption of death. 
  Instead, she harnesses it, imbuing everything with it.
  Casting: The withering witch may combine spheres and 
  talents to create magical effects. The withering witch is con-
  sidered a High-Caster. (Note: All casters gain 2 bonus talents 
  and a casting tradition the first time they gain the casting class 
  feature.)
  If the withering witch possesses a familiar, it works as a 
  wizard’s familiar, and does not possess any spells.
  This replaces the spells class feature.
  Spell Pool: The withering witch gains a small reservoir of 
  energy she can call on to create truly wondrous effects, called a 
  spell pool. This pool contains a number of spell points equal to 
  her level + her casting ability modifier (minimum 1). This pool 
  replenishes once per day after roughly 8 hours of rest.
  Magic Talents: A withering witch gains a magic talent 
  each level.
  Hexes: A withering witch’s hex DCs are equal to 10 + 1/2 
  class level + her casting ability modifier.
  Corrupted Magic: The magic of the withering witch is 
  different than the magic of others. The things she creates are 
  darker and more twisted, and the effects she weaves more per-
  verse and unholy. Whenever she uses a sphere ability or hex, 
  she may corrupt it as a free action. This adds additional effects 
  to the ability for the duration of the ability. She may use her 
  
  Chapter 4: Archetypes
  217
  corruption a number of times per day equal to 1/2 her class level 
  + her casting ability modifier (minimum 1).
  A sphere ability or hex can receive any one of the following 
  effects. No more than one corruption effect may be applied to 
  a sphere ability.
  Brand
  The withering witch may corrupt a sphere ability or hex 
  that causes a lasting effect on a willing subject. The sphere abil-
  ity or hex takes the form of a blood brand on the allies fore-
  head for its duration. Whenever a creature successfully hits the 
  branded creature with a melee attack or combat maneuver, the 
  corruption of the brand reaches out, and does fire damage to 
  the attacking creature equal the withering witch’s casting abil-
  ity modifier. A character may only have one brand at a time.
  At 11th level, the brand does damage to an attacker even if 
  they fail in their attempt. This damage takes place before their 
  attack can finish, and can cause the attack to fail (such as by 
  killing the attacker).
  Contagion
  The withering witch may corrupt a sphere ability or hex 
  that requires a melee touch attack. On her next turn and each 
  turn thereafter, the witch may make a ranged touch attack as a 
  swift action to cause a corrupted sphere ability or hex to infect 
  another creature adjacent to an affected creature. This may be 
  a creature previously afflicted by the sphere ability. The new 
  creature suffers from the affect as if they were an original target 
  of the contagious ability. The withering witch may continue to 
  do this for as long as there is at least one creature affected by 
  the contagious ability. The duration of the sphere ability re-
  mains the same: when the original sphere ability would end, all 
  creatures afflicted are cured.
  At 11th level, the withering witch may use this ability as an 
  immediate action.
  Hunger
  The withering witch may corrupt a sphere ability or hex 
  that persists over an area, such as a darkness of the Dark sphere 
  or a totem of the War sphere. The result is that the zone has a 
  small amount of intelligence - just enough so that it can feel 
  hunger. Whenever a creature with Hit Dice equal to or greater 
  than half the caster level of the withering witch fails a saving 
  throw or is reduced to 0 or fewer hit points against the hungry 
  area, the zone grows by 5 feet (if it has a radius) or 2 squares (if 
  it covers squares).
  At 11th level, whenever the hungry area grows, the DC to 
  resist the zone’s effects increases by +1 to a maximum of +10.
  Mania
  The withering witch may corrupt a sphere ability or hex 
  that has an ongoing mind-affecting effect. When a creature un-
  der the effect of that ability makes a d20 roll, she may expend 
  an immediate action to glower at them. The creature takes a -2 
  penalty to that roll. She must have line of sight to the creature.
  At 11th level, the penalty increases to -4.
  Mutation
  The withering witch may corrupt a sphere ability or hex 
  that summons a creature (such as with the Conjuration or 
  Death spheres) or polymorphs a creature (such as with the 
  Alteration sphere). She can make it a more corrupted version 
  of itself. It gains a +2 bonus to all physical attributes. This bonus 
  increases by +2 every 6 levels, to a maximum of +8 at 19th lev-
  el. The creature also receives a penalty to all mental attributes 
  equal 1/2 the bonus to their physical attributes, rounded up. 
  The witch may give a smaller bonus than the maximum bonus 
  possible if desired.
  Ominous
  The withering witch may corrupt a sphere ability or hex 
  that creates a light or sound, such as a glow of the Light sphere 
  or an illusion of the Illusion sphere. Enemies who see or hear 
  the effect are shaken for 1 round the first time they are exposed 
  to that effect.
  At 11th level, the shaken condition lasts 2 rounds.
  Parasitism
  The withering witch may corrupt a sphere ability or hex 
  that causes ongoing bleed damage. While the bleed damage is 
  in effect, she gains damage reduction equal to the bleed dam-
  age, up to a maximum equal to her class level. If the bleed 
  damage is random, treat it as the maximum damage possible. 
  Damage reduction from multiple enemies does not stack; only 
  the highest value matters.
  Sadism
  The withering witch may corrupt a sphere ability or hex 
  that causes damage and has no duration beyond instantaneous, 
  and can increase the pain and suffering caused. Those who are 
  damaged by the ability or hex take an additional amount of 
  nonlethal damage equal to twice the withering witch’s class lev-
  el. This happens once, when the corrupted ability or hex takes 
  initial effect. This extra damage can not exceed the damage 
  done by the ability itself.
  Toxicity
  The withering witch may corrupt a sphere ability or hex 
  that requires a touch attack. In addition to the normal effects 
  of the attack, the target receives a -2 penalty to their saving 
  throws for 1 minute.
  At 11th level, this penalty increases to -4. This takes effect 
  after the sphere ability or hex that the melee touch attack de-
  livered takes effect, and does not stack with itself.
  Venom
  The withering witch may corrupt a sphere ability or 
  hex that creates non-living physical matter, such as with the 
  Creation sphere, a barrier from the Protection sphere, or mat-
  ter created by certain blast types of the Destruction sphere. It 
  is innately poisonous, and any creature other than the witch 
  that comes into contact with it must succeed at a Fortitude 
  save with a DC equal to 10 + 1/2 her class level + her casting 
  ability modifier or be poisoned. Treat this as a contact poison 
  with instant onset that does 1d6 damage with a frequency pe-
  riod of 1 round and a duration in rounds equal to the withering 
  witch’s casting ability modifier. A single successful Fortitude 
  saving throw cures the poison. Although living matter cannot 
  be corrupted with this ability, matter which has been made poi-
  sonous can still be animated by other means. For every 5 levels 
  after the first, increase the damage the poison does by 1d6, to a 
  maximum of 4d6 at 16th level.
  This replaces patron spells.
  Withering Hexes: The withering witch gains exclusive 
  access to the following witch hexes:
  
  Chapter 4: Archetypes
  218
  Black Blood (Ex) (Major Hex): You are healed by negative en-
  ergy, as if you were undead. This does not change how positive 
  energy affects you.
  Corrupting Touch (Ex): You gain the touch of corruption 
  ability of an antipaladin of equal level, and may heal undead 
  with a touch. Each use of your touch of corruption ability ex-
  pends a use of your corruption ability. If you are healed by neg-
  ative energy, you may expend a swift action to heal yourself.
  Dark Anathema (Su): You gain the Anathema feat, even if 
  you do not meet the prerequisites. You may use your anathema 
  ability by expending uses of your corruption ability, but when 
  you do, your anathema does negative energy damage, but only 
  affects those with the good descriptor or with a good align-
  ment. You qualify for other Anathema feats.
  Dripping Black (Ex): When you make an attack with a natu-
  ral weapon, you may poison the creature. The poison works as 
  if the target had made contact with an object corrupted with 
  the venom corruption.
  Perversion (Su): Whenever you damage a creature with your 
  corruption, they must succeed at a Will save or their alignment 
  moves step towards your alignment for 1 minute. This stacks 
  with itself, but will not cause characters to lose class features 
  (as it is only temporary) but can influence behaviour that might 
  cause them to lose class features. The movement is only along 
  one axis (law-chaos or good-evil) and the withering witch may 
  choose which axis takes precedence if there is a difference in 
  alignment in both directions.
  Unholy Ritual (Ex): By spending one minute chanting, you 
  may spend 1 spell point to regain a use of your corruption abil-
  ity. You may do this multiple times, consecutively or separately.
  Wave of Darkness (Su): You may expend 2 uses of your cor-
  ruption to channel negative energy as a cleric of equal level. 
  The DC for your channeling is determined by your casting abil-
  ity modifier. You qualify for channeling feats.
  Whispered Word (Ex): When an adjacent ally uses a sphere 
  ability, you may spend an immediate action to corrupt it. The 
  corruption still uses your class level and casting ability modifier 
  to determine its effects.
  Witch Hexes
  The following are new witch hexes.
  Entropy (Su): The witch targets a creature within 30 feet, 
  causing a ripple in the universe to surround them. The affected 
  creature is harmed by positive and negative energy, and healed 
  by neither. This effect lasts for a number of minutes equal to 
  the witch’s level. A Reflex save negates this effect.
  Festering Wounds (Su): A witch can use this hex to curse a 
  creature within 30 feet, causing their wounds to fester evilly. 
  Any hit points the creature regains using a magical ability are 
  reduced by the witch’s level. This effect lasts for a number of 
  minutes equal to the witch’s level. A Will save negates this ef-
  fect. Whether or not the save is successful, a creature cannot be 
  the target of this hex again for 1 day.
  Frightening Illusion (Sp): You may spend a spell point as a 
  swift action to create a frightening illusion that lasts momen-
  tarily. You may attempt an Intimidate check to demoralize all 
  foes within 30 feet of the illusion.
  Nocturnal (Ex): While in any area that has only dim light or 
  is darker you have fast healing 1. This ability can only heal you 
  up to half your normal maximum hit points; any excess healing 
  is lost. In addition, any melds you create work on yourself in 
  the same areas without needing to be within an area of your 
  darkness.
  Subtle Influence (Su): Choose any eliciter emotion. You may 
  use the first ability of the emotion using your class level as your 
  Eliciter level.
  Wizard
  Sphere Wizard
  Casting: The sphere wizard may combine spheres and tal-
  ents to create magical effects. The sphere wizard is considered 
  a High-Caster. (Note: All casters gain 2 bonus talents and a cast-
  ing tradition the first time they gain the casting class feature.)
  This replaces the spells class feature.
  Spell Points: The sphere wizard gains a small reservoir of 
  energy he can call on to create truly wondrous effects, called a 
  spell pool. This pool contains a number of spell points equal to 
  his level + his casting ability modifier (minimum 1). This pool 
  replenishes once per day after roughly 8 hours of rest.
  Magic Talents: A sphere wizard gains 3 magic talents ev-
  ery 2 levels. (2 at 1st level, 1 at 2nd level, 2 at 3rd level, 1 at 4th 
  level, etc.)
  Arcane Bond (Ex): At 1st level, the sphere wizard may 
  choose a familiar or a bonded object as any other wizard. If 
  the sphere wizard chooses a bonded object, then he can use it 
  to access magical knowledge he does not normally possess. As 
  a standard action, he may grant himself the benefit of any one 
  magic talent he does not possess. This effect lasts for 1 min-
  ute. If gaining a magic talent other than a base sphere, he must 
  possess that talent’s base sphere and fulfill its prerequisites. He 
  may do this once per day at 1st level, plus an additional once 
  per day for every 4 class levels he possesses, up to a total of 6 
  times per day at 20th level. Multiple uses of this ability do not 
  stack. If he uses this ability again before the previous duration 
  has expired, it replaces the previous use.
  If the sphere wizard’s casting tradition includes the focus 
  casting drawback, the bond can also be their focus, but does 
  not have to be.
  This alters arcane bond.
  Sphere Specialization: A sphere wizard gains a sphere 
  specialization of his choice from the list of sphere specializa-
  tions included in the incanter class description. He treats his 
  wizard levels as incanter levels for this purpose.
  This replaces arcane school.
  Cosmic Sage
  It is amazing how some people can consider themselves 
  masters of magic when they have no idea what it is or where it 
  came from. For the cosmic sage, magic is a secondary effect of 
  understanding the universe. He is a scientist who studies the 
  fantastic.
  This archetype requires sphere wizard.
  
  Chapter 4: Archetypes
  219
  Scribe Scroll: At 1st level, the cosmic sage gains the 
  scribe scroll feat as a bonus feat. The cosmic sage may ignore 
  the requirement to possess the base sphere when scribing or 
  using a scroll, although scribing a scroll without the base sphere 
  increases the DC of the Craft check by +5.
  This alters scribe scroll.
  Sagacious Secrets: Beginning at 2nd level, the cosmic 
  sage begins to assemble magical secrets to aid in his spherecast-
  ing. He may create a book of notes and formulae that can help 
  him assist in his spherecasting. Despite its contents, it is just a 
  normal book, and if lost, can be replaced in about 8 hours - the 
  book is only for quick reference.
  When the cosmic sage spherecasts, he may consult his 
  notes and gain a +1 enhancement bonus to caster level. This bo-
  nus increases by +1 every 4 levels after the 2nd, to a maximum of 
  +5 at 18th level. Using this ability increases the casting to a full-
  round action, if it is not a full-round action or longer already.
  This replaces sphere specialization from the sphere wizard 
  archetype.
  Eclectic Researcher
  Casting: The eclectic researcher may combine spheres 
  and talents to produce wondrous effects. He is considered to 
  be a High-Caster. (Note: All casters gain 2 bonus talents, and a 
  casting tradition, upon first gaining the casting class feature.)
  This replaces the spells class feature.
  Spell Pool: The eclectic researcher gains a small reservoir 
  of energy he can call on to create truly wondrous effects, called 
  a spell pool. This pool contains a number of spell points equal 
  to his level + his casting ability modifier (minimum 1). This pool 
  replenishes once per day after roughly 8 hours of rest.
  Magic Talents: An eclectic researcher gains 2 magic tal-
  ents at every odd level and 1 at every even level. If he does not 
  already possess it, one of the magic talents he selects at 1st level 
  must be the Enhancement sphere.
  Researcher’s Notebook (Ex): An eclectic researcher 
  gains the Spellbook Mastery and Spellcrafting feats as bonus 
  feats at 1st level. The eclectic researcher also gains the effects 
  of the Focus Casting drawback, but not the benefits, treating 
  his spell books as his focus. This cannot be combined with the 
  Focus Casting drawback. Once per day, an eclectic researcher 
  may reduce the complexity of a spell cast from his notebook by 
  1 (minimum 0); this reduction increases to 2 at 10th level, and 
  3 at 18th level.
  This ability replaces the arcane bond class feature and the 
  Scribe Scroll bonus feat.
  Name-Bound Spells (Ex): Starting at 1st level, an eclec-
  tic researcher may incorporate his identity into any spell he 
  crafts; this involves personalized imagery and symbolism. 
  Once he completes a spell developed through this method, 
  he must name the spell after himself – any attempt at modes-
  ty or subtlety in the spell’s name renders the entire spell useless.
  • Whenever he casts a spell incorporating his identity 
  in this manner, he gains the following benefits and 
  drawbacks:
  • He becomes an additional prerequisite for the spell; 
  another spellcaster may only meet this prerequisite if 
  he is aiding him in casting the spell (such as through 
  the Circle Casting feat), or if they are possessing the 
  eclectic researcher. Another caster may use the spell 
  if it has been copied into their own spellbooks or rep-
  ertoire, but the spell possesses none of the benefits of 
  being a name-bound spell.
  • When he uses researcher’s notebook to reduce the 
  complexity of one of his name-bound spells, he may 
  increase the reduction by one.
  • He may use an enhancement he knows on the spell as a 
  swift action on the same turn as it is cast. The exact 
  effects of doing so vary based on the exact nature of 
  the spell itself.
  ◊ If the spell requires an attack roll, he may enhance 
  it as if it were a weapon.
  ◊ If the spell grants a bonus to armor class, he may 
  enhance it as if it were armor.
  ◊ If the spell allows a save, he may enhance it with 
  a talent that grants a bonus to an ability score – 
  doing so increases the save DC by half the bo-
  nus granted by the talent. He must use Physical 
  Enhancement to improve the save DC of a spell 
  requiring a Fortitude or Reflex save, and Mental 
  Enhancement to improve the DC of a Will save.
  
  Chapter 4: Archetypes
  220
  ◊ If the spell summons a creature, he may enhance it 
  as if it were a creature. In that case, the enhance-
  ment automatically affects one of the creatures he 
  summoned.
  The eclectic researcher cannot concentrate on a spell and 
  that spell’s enhancement at the same time; one or the other, if it 
  is not instantaneous, must be maintained in another fashion, 
  such as through spending spell points.
  At 6th level, an eclectic researcher may add a namebound 
  spell to his repertoire without it counting towards his limit; at 
  14th level, he may add an additional name-bound spell to his 
  repertoire in the same manner.
  This replaces arcane school.
  Familiar Archetypes
  Beast Of Omen
  Shared Senses (Su): Whenever the familiar’s master 
  uses a Divination talent or ability granting himself a sense, he 
  may also grant his familiar the sense. This ability replaces share 
  spells.
  Shadow Familiar
  Class Skills: Sleight of Hand (Dex) and Stealth (Dex) be-
  come class skills for a shadow familiar.
  Adumbral: A shadow familiar has hit points equal to 1/4 
  the master’s total hit points. If a shadow familiar dies, it van-
  ishes, re-emerging from its master’s shadow with 1 hit point the 
  next time its master rests and refreshes his pool of spell points 
  or prepares spells. The shadow familiar similarly vanishes if it 
  is ever caught in normal or brighter light more than 100 feet 
  from its master, or may simply choose to vanish as a free action.
  A shadow familiar does not need to eat, breathe, or sleep. 
  This ability replaces deliver touch spells and improved evasion.
  Shadow Rider: At 7th level, a shadow familiar can at-
  tempt a single Stealth check to covertly merge with another 
  creature’s shadow. When merged, it is completely undetectable 
  by non-magical means and may safely travel through bright 
  conditions beyond 100 feet from its master so long as its tar-
  get casts a shadow to hide in. The shadow familiar travels with 
  the creature even if they teleport. Effects that eliminate the 
  shadow (such as having their shadow stolen) cause the shadow 
  familiar to reappear in an adjacent space, but effects that only 
  obscure the shadow (such as entering a dark room or flying high 
  above the ground) do not. A shadow familiar can merge with a 
  willing target’s shadow without need of a Stealth check.
  The master always knows the location of his shadow famil-
  iar, as if using the Dowsing Divination talent without a range 
  limitation.
  At 13th level, once per day the master may use Shared 
  Perception, as the Divination sphere talent, between himself 
  and his shadow familiar over any distance. This effect is not 
  blocked by the master’s use of the Obfuscation talent.
  This replaces speak with animals of its own kind and scry 
  on familiar.
  Wraith
  Draugr (champion)
  Proficiencies: Draugr are proficient with simple weap-
  ons, as well as light armor and bucklers. In addition, if this is 
  the character’s first level in any class, they may select a martial 
  tradition of their choice.
  This alters proficiencies.
  Blended Training (Ex): Whenever a draugr would gain 
  a magic talent from his class levels (not the 2 bonus talents 
  gained when first gaining the casting class feature), he may in-
  stead choose to gain a combat talent. A draugr uses his casting 
  ability modifier as his practitioner modifier.
  This alters magic talents. This archetype may be combined 
  with other archetypes that replace magic talents; he cannot 
  gain a combat talent in place of a magic talent the other arche-
  type loses.
  Rage (Ex): The draugr gains rage as the barbarian (or un-
  chained barbarian, if used) class feature, treating his draugr lev-
  els as barbarian levels for determining its effects.
  This replaces wraith form.
  Spirit of Wrath: At 1st level, the draugr gains the 
  Berserker sphere as a bonus sphere.
  At 2nd level, while possessing a creature, the draugr may 
  grant that creature the benefits and penalties of his rage ability, 
  spending round from his pool. The host is fatigued at the end 
  of this rage as usual. If the draugr possesses any rage talents, 
  the host shares these talents. While raging, the draugr’s host is 
  never considered to be acting against its nature when attacking 
  its allies.
  At 4th level, the draugr gains an insight bonus to Intimidate 
  equal to half his class level.
  At 8th level, when the draugr deals damage with an attack 
  action or succeeds on a combat maneuver made as at least a 
  standard action, he may attempt to possess the target of the 
  attack or maneuver as a swift action.
  At 14th level, the draugr’s rage improves, gaining the bar-
  barian’s greater rage ability.
  This replaces the draugr’s haunt path.
  Raging Spirit: The draugr may select rage powers and 
  (champion) feats in place of wraith haunts, treating his class level 
  as his barbarian level for the purpose of meeting prerequisites.
  Mighty Rage: At 20th level, the draugr gains the mighty 
  rage ability of the barbarian.
  This replaces wraith form mastery.
  
  Chapter 4: Archetypes
  221
  Mistshade
  Mist Form (Su): At 1st level, for a number of rounds per 
  day equal to his class level plus his casting ability modifier, the 
  mistshade may dissolve into a mist. The mistshade and all his 
  gear become insubstantial. His armor (including natural armor) 
  becomes worthless, though his size, Dexterity, deflection bo-
  nuses, and armor bonuses from force effects still apply. The 
  mistshade takes half damage from weapon attacks and gains a 
  25% ability to ignore critical hits and precision damage, which 
  increases by 25% per 5 class levels to a maximum of 100%. He 
  cannot attack or cast spells or sphere abilities with verbal, so-
  matic, material, or focus components while in mist form. If he 
  has a touch spell or sphere ability ready to use, that spell or 
  ability is discharged harmlessly when the mist form is in ef-
  fect. Entering mist form is a move action and ending it is a free 
  action.
  While in mist form, the mistshade can shroud himself in 
  a cloud of mist as a swift action. The cloud has a 5-foot radius, 
  which may be increased by 5 feet at 5th level, and again every 
  5 levels thereafter, to a maximum of 25 feet at 20th level. The 
  mist obscures all sight, including darkvision, beyond 5 feet. A 
  creature within 5 feet has concealment (attacks have a 20% 
  miss chance). Creatures farther away have total concealment 
  (50% miss chance and the attacker cannot use sight to locate 
  the target). The ability may be dismissed as a free or immediate 
  action and does not function underwater.
  While in mist form the mistshade cannot run, but it can fly 
  at a speed of 20 feet (perfect) + 5 feet per 5 class levels and auto-
  matically succeeds on all Fly checks. He can pass through small 
  holes or narrow openings, even mere cracks, with all he was 
  wearing or holding in his hands, as long as the effect persists. 
  The mistshade is subject to the effects of wind, and he cannot 
  enter water or other liquid. He also cannot manipulate objects 
  or activate items, even those carried along with his mist form. 
  Continuously active items remain active, though in some cases 
  their effects may be moot. This is a polymorph effect.
  This replaces wraith form, but any feat, haunt, or other 
  ability that would affect the duration or activation of wraith 
  form may instead be applied to mist form.
  Swarmheart
  Swarm Form (Su): At 1st level, for a number of rounds 
  per day equal to his class level plus his casting ability modifier, 
  the swarmheart may divide himself into a swarm of vermin.
  The swarm can be composed only of Tiny creatures. 
  This size cannot be altered by the Size Change talent of the 
  Alteration sphere, enlarge person, or other effects. While in 
  swarm form, the swarmheart gains a move speed of 20 feet 
  plus 5 feet per 5 class levels and can move through small holes 
  and openings that are large enough for the individual creatures. 
  While in swarm form, the swarmheart may climb virtually on 
  any surface, no matter how slick or sheer; he can climb and 
  travel on vertical surfaces or even traverse ceilings as well as 
  a spider does. While in swarm form, the swarmheart does not 
  need to attempt Climb checks to traverse a vertical or horizon-
  tal surface (even upside down). He cannot attack or cast spells 
  or sphere abilities with verbal, somatic, material, or focus com-
  ponents while in swarm form. If he has a touch spell or sphere 
  ability ready to use, that spell or ability is discharged harmlessly 
  when the swarm form is in effect. Entering swarm form is a 
  move action and ending it is a free action.
  The swarm fills a 10-foot square (or cube if flying with the 
  swarm flight haunt) and has a reach of 0. The swarm gains a 
  25% ability to ignore critical hits and precision damage, which 
  increases by 25% per 5 class levels to a maximum of 100%. The 
  swarm has the distraction ability, forcing any creature that takes 
  swarm damage to attempt a Fortitude save with a DC of 10 + 1/2 
  class level + Constitution modifier to avoid being nauseated for 
  1 round. Spellcasting or concentrating on spells within the area 
  of a swarm requires a magical skill check (DC 20 + 1/2 caster lev-
  el). Using skills that involve patience and concentration while 
  in the swarm requires a DC 20 Will save.
  The swarmheart may choose to ignore any creatures in his 
  space, choosing to not deal the swarm damage, force magical 
  skill checks to cast spells, or force Will saves to perform skills. 
  The swarm is incapable of performing combat maneuvers and 
  cannot be tripped, grappled, or bull rushed. The swarmheart 
  in swarm form takes half damage from slashing and piercing 
  weapons and 50% more damage from effects that affect an area.
  
  Chapter 4: Archetypes
  222
  Swarmhearts in swarm form do not threaten creatures, and 
  do not make attacks of opportunity with his swarm attack. The 
  swarm automatically deals 1d6 plus Constitution modifier dam-
  age to any creature whose space it occupies at the end of his 
  turn. This damage increases by 1d6 per 5 class levels. Swarm 
  attacks are not subject to a miss chance for concealment or 
  cover. The individual creatures in the swarm may appear to be 
  any suitably sized creature of the vermin type.
  A swarmheart in swarm form does not gain any special pro-
  tection from mind-affecting effects.
  This is a polymorph effect. The swarmheart gains the 
  shapechanger subtype. The swarmheart counts have possessing 
  the Swarm Shape talent of the Alteration sphere for the pur-
  poses of meeting feat prerequisites. Traits that require being in 
  the form of a swarm may be applied to swarm form.
  This replaces wraith form, but any feat, haunt, or other 
  ability that would affect the duration or activation of wraith 
  form may instead be applied to swarm form.
  Swarmheart Haunts: The swarmheart has exclusive ac-
  cess to the following haunts:
  Divided Self: While in swarm form, the swarmheart gains 
  a +4 bonus on saves against effects that target individual 
  creatures.
  Poison (Ex): The swarmheart’s swarm attack poisons targets 
  in addition to dealing damage. (Injury, DC 10 + 1/2 class level + 
  Constitution modifier, frequency 1/round for 6 rounds, effect 
  1d2 Constitution damage, cure 1 save).
  Shrink Swarm (requires swarmheart 10): The size of the crea-
  tures in the swarmheart’s swarm is reduced to Diminutive, 
  gaining immunity to weapon damage.
  Swarm Flight (Ex): While in swarm form, the swarmheart 
  gains a fly speed (perfect) equal to the ground speed granted by 
  swarm form.
  Unbodied
  While most wraiths can step out of phase with the mate-
  rial world, others are so estranged from it by death, trauma, or 
  powerful magic that they require great effort to return to it.
  Special: At the GM’s discretion, in special circumstanc-
  es slain PCs may be allowed to retrain their most recent level 
  into a level in this archetype for the wraith class. Characters 
  with wraith class levels could be allowed to retrain into this 
  archetype.
  Characters with this archetype may still benefit from ef-
  fects that restore creatures to life. If using the special circum-
  stances suggestion above, whether the character returns to life 
  as they were prior to taking this archetype or if they return as 
  having this archetype will depend on the GM and the desires of 
  the player, which should be worked out before hand.
  Permanent Wraith (Su): At 1st level, the unbodied is 
  permanently locked in wraith form. If the unbodied ends his 
  turn neither possessing a creature or object, nor manifested in 
  his physical body, he takes 1 point of nonlethal damage. This in-
  creases to 2 points at 5th character level, 3 points at 10th char-
  acter level, 4 points at 15th character level. This damage cannot 
  be healed by any means other than by time spent possessing 
  a creature or object and bypasses immunity and resistance to 
  nonlethal damage. Nonlethal damage from this ability cannot 
  be reduced or redirected. While possessing a creature or his 
  refuge object (see the object ride wraith haunt), this damage 
  heals at the rate of 1 point per minute. While possessing any 
  other object, they heal at a rate of 1 point per hour. The unbod-
  ied does not need to eat, drink, or sleep, and gains no further 
  bonuses or penalties from aging, though still dies permanently 
  when his maximum age is reached. The unbodied can speak in 
  his normal voice while in his refuge object.
  An unbodied whose damage taken from this ability exceeds 
  his maximum hit points automatically returns to his refuge ob-
  ject (if within 100 feet + 10 feet per class level) or else discor-
  porates, becoming a mindless haunt occupying his space. This 
  haunt attempts to possess any creature (or his refuge object) 
  that enters his space. If successful, the unbodied is restored to 
  his normal function. While in haunt form, the unbodied recov-
  ers all spell points after 8 hours of not attempting to possess an 
  unwilling creature (they cannot make such an attempt if out of 
  spell points).
  This replaces wraith form.
  Spirit Rider (Su): At 1st level, the unbodied gains the 
  ability to passively possess willing targets. This functions as the 
  possession ability. Additionally, the unbodied gains the object 
  ride wraith haunt. The unbodied gains the full possession abili-
  ty normally at 2nd level.
  The unbodied does not gain the bonus talent from his path 
  sphere until 2nd level.
  This replaces the magic talent gained at 2nd level.
  Manifest (Su): At 3rd level, for a number of minutes per 
  day equal to his class level plus his casting ability modifier, the 
  unbodied may manifest his physical body. Activating this ability 
  is a move action and ending it is a free action. If carrying a load 
  greater than his maximum load, the unbodied must drop items 
  until below his maximum load (if possible) as part of ending 
  this ability.
  This replaces the wraith haunt gained at 3rd level.
  Restored (Ex): At 20th level, the unbodied may remain 
  in physical form for any number of minutes in a day and no lon-
  ger takes damage for remaining outside a host while in wraith 
  form.
  
  Chapter 5: Spheres
  223
  Alteration
  You have the ability to change the physical makeup of 
  creatures.
  Shapeshift
  As a standard action you may shapeshift yourself or a touched 
  creature, changing their form for as long as you concentrate. If 
  the target is unwilling, this costs a spell point, and they are al-
  lowed a Fortitude save to negate. Shapeshifts are subject to spell 
  resistance. You may spend a spell point to allow a shapeshift to 
  remain for 1 minute per caster level without concentration. You 
  may dismiss your shapeshift as a standard action.
  Shapeshift is a polymorph effect. A target may only be af-
  fected by one shapeshift at any one time. If a caster attempts to 
  place a second shapeshift on a target, he must succeed at a magic 
  skill check. If he succeeds, the second shapeshift is successfully 
  placed on the target, dismissing and dispelling the first.
  When shapeshifting a target, the caster must choose a 
  transformation and a series of traits for them. Transformations 
  change a creature’s basic physical makeup (humanoids, drag-
  ons, land animals, birds, etc.) while traits are special charac-
  teristics or alterations (natural attacks, creature size, monster 
  special abilities, etc.). A caster may grant up to 1 trait + 1 per 5 
  caster levels and cannot grant the same trait more than once 
  unless the trait indicates it may be granted multiple times.
  With the exception of Blank Transformation (detailed be-
  low), placing a transformation on a creature causes that crea-
  ture’s physical body to change into that of another creature. 
  The target gains the listed number of limbs and loses all oth-
  ers. The target loses any extraordinary or supernatural abili-
  ties, natural attacks, and movement types dependent on their 
  Chapter 5
  Chapter 5
  Spheres
  Spheres
  original form (darkvision, scent, wings, claws, etc.) and gains 
  the listed benefits in their place.
  Alternate sources of physical traits (such as a dragon sor-
  cerer’s ability to grow claws) still function. In addition, if the 
  target changes their basic shape (for example, from humanoid 
  to non-humanoid), the target’s equipment melds into their new 
  form, causing them to lose their armor and shield bonuses and 
  the ability to pull any item from a backpack or belt. They also 
  cannot activate magic items (although constant bonuses from 
  magic items still remain).
  This cannot be used to assume the guise of a specific indi-
  vidual creature, but otherwise adds a +10 circumstance bonus 
  to Disguise checks made to appear as a different race, gender, 
  or species. The caster may cause the target to cosmetically ap-
  pear as whatever type of creature he desires, although if the 
  target is not granted the right physical attributes (for example, 
  granting the right size category or number of legs), the disguise 
  may fail completely.
  When a caster first gains the Alteration sphere, they may 
  grant creatures the Blank Transformation and the traits listed 
  below. A target must possess the appropriate limb where listed, 
  and cannot grant a natural attack to a limb that already possess-
  es a natural attack.
  • Darkvision 60 feet
  • Low-light vision
  • Two claw attacks (primary, 1d4 Medium, 1d3 Small, 
  requires arms or the front pair of at least 4 legs). You 
  may grant this trait multiple times.
  • One bite attack (primary, 1d6 Medium, 1d4 Small, 
  requires head). You may grant this trait multiple times.
  • One gore attack (primary, 1d6 Medium, 1d4 Small, 
  requires head). You may grant this trait multiple times.
  • Two slam attacks (primary, 1d4 Medium, 1d3 Small, 
  requires arms). You may grant this trait multiple times.
  • Two pincers (secondary, 1d6 Medium, 1d4 Small, re-
  quires arms). You may grant this trait multiple times.
  Additional forms and traits may be gained by taking 
  Alteration talents. Any trait may be granted to any form.
  
  Chapter 5: Spheres
  224
  Table: Creature Types
  Creature Type
  Alteration Sphere Talent
  Aberration
  Aberrant Body, Tentacles
  Animal or magical beast 
  (aquatic)
  Aquan Transformation
  Animal or magical beast (avian)
  Avian Transformation
  Animal or magical beast 
  (burrowing)
  Subterranean 
  Transformation
  Animal or magical beast 
  (quadrupeds)
  Animalistic 
  Transformation
  Animal or magical beast 
  (serpentine)
  Serpentine Transformation
  (Any) swarms
  Swarm Shape
  Construct
  Object Transformation
  Dragon
  Dragon Transformation
  Humanoids
  Anthropomorphic 
  Transformation
  Fey
  Fey Body
  Outsider (chaotic, evil, good, or 
  lawful)
  Outsider Body
  Outsider (elemental)
  Elemental Transformation
  Ooze
  Ooze Transformation
  Plant
  Plant Transformation
  Undead
  Undead Body
  Vermin or vermin-like magical 
  beasts
  Vermin Transformation
  Blank Transformation
  When a creature gains the Alteration sphere, they gain 
  the ability to grant the Blank Transformation. Unlike other 
  transformations, the Blank Transformation does not change 
  the creature’s basic makeup. They do not gain the +10 bonus 
  to Disguise checks, nor do they lose their abilities, equipment, 
  natural attacks, or any other aspect of their unaltered form. The 
  Blank Transformation allows a caster to add traits to a creature 
  without fundamentally changing the target first.
  As a trait, you may change the target’s cosmetic appear-
  ance. This could include changing the target’s apparent age, 
  making an elf into an orc, adding a purely cosmetic tail, disguis-
  ing a large dog as a small pony, changing a male into a female, or 
  some other such alteration. This grants the target a +10 bonus 
  to Disguise checks. This trait may only be applied to the Blank 
  Transformation, as such changes are assumed with other forms.
  Creature Types and Alteration Talents
  While assuming a creature’s form with the Alteration 
  sphere generally does not cause the transformed creature to 
  change their creature type or subtype, sometimes various abil-
  ities require correlating creature types and subtypes to their 
  respective talents. The table below connects various creature 
  types to the appropriate talent. In the case of the animal and 
  magical beast types, general descriptions of their forms are 
  used to better match the available talents. Note that there may 
  be specific cases where an unusual creature fits poorly with the 
  form granted by the talent corresponding to its type. In these 
  cases it is up to the GM to discern the most suitable talent.
  Alteration Talent Types
  Some Alteration talents are marked (transformation). 
  These talents grant additional transformations.
  Some Alteration talents are marked (body). These talents 
  grant themed sets of traits that mimic specific creature types.
  Alteration Talents
  Additional Limbs
  You may apply the following traits to any form. You may 
  grant each trait multiple times.
  One extra arm. This arm does not come with any nat-
  ural attacks nor provide additional attacks, but otherwise are 
  as strong and capable as the creature’s other arms. If the base 
  creature or form has no arms, this trait grants two arms the first 
  time it is gained.
  Two secondary arms. These arms do not come with any 
  natural attacks nor provide additional attacks. Secondary arms 
  may hold objects, but are not strong enough to be used to hold 
  shields or make attacks, nor possess the dexterity needed to 
  fulfill somatic requirements. Secondary arms do not count as 
  arms or hands for the purposes of traits (or similar effects or 
  abilities) which require arms or hands.
  A prehensile tail, which may be used to hold objects as 
  if it were a hand, and retrieve objects from a belt or pouch as a 
  swift action.
  Tail slap natural weapon (secondary, 1d6 Medium, 1d4 
  Small, requires tail)
  Stinger natural weapon (primary, 1d4 Medium, 1d3 Small, 
  requires tail)
  A pair of legs. This grants a 20 feet land speed if the tar-
  get did not possess one. If this is not the form’s first pair of legs, 
  the target gains a +4 CMD bonus against trip attempts. If this 
  causes the target to become a quadruped, they gain the related 
  increase to carrying capacity and may serve as a mount for crea-
  tures smaller than itself.
  An extra head. This extra head does not possess its own 
  personality nor natural attacks. For each extra head granted, 
  the target gains one of the following benefits, chosen by the 
  caster:
  • The target gains a +1 bonus to all skill checks.
  
  Chapter 5: Spheres
  225
  • The target may treat a two-handed or one-handed 
  weapon as a light weapon for the purpose of two-weap-
  on fighting penalties.
  • The target cannot be flanked.
  • The target gains a +2 bonus on saving throws against 
  enchantment effects, and gains a new save against such 
  effects 1 round later at the same DC to throw off the 
  effect. If the target possesses a similar ability already, it 
  may only use one reroll per round per effect.
  Agile
  You may add the following traits to your forms:
  Dodge: The target gains a +2 dodge bonus to AC.
  Evasion: The target gains incredible reflexes. When the 
  target succeeds at a Reflex saving throw against an attack that 
  normally deals half damage on a successful save, it instead takes 
  no damage. This ability does not function when wearing medi-
  um or heavy armor.
  Initiative: The target gains quickened reactions, granting 
  a +4 competence bonus to initiative.
  Uncanny Dodge: The target gains extraordinary reac-
  tions, granting uncanny dodge as the rogue ability. The target is 
  no longer flat-footed at the start of combat nor loses Dexterity 
  to AC against invisible attackers. If the target is granted this 
  trait a second time or already has the uncanny dodge abili-
  ty from another source, they instead gain improved uncanny 
  dodge as the rogue ability. The target can no longer be flanked. 
  This defense denies a rogue the ability to sneak attack the tar-
  get by flanking, unless the attacker has at least four more rogue 
  levels than the target has Hit Dice.
  Animal Mind
  You may apply the following trait to your forms:
  Bestial Mind: The target must succeed at a Will save or 
  have their mind become bestial. Their Intelligence is reduced 
  to 2, and they are treated as an animal for skills such as Handle 
  Animal and Diplomacy. While the target has an Intelligence 
  score of 2 or less they cannot use any spells, skills based on 
  mental ability scores, or magic sphere abilities, although they 
  retain other aspects of their class levels such as base attack bo-
  nus and any other abilities.
  Bestial Reflexes
  You may add the following traits to your forms:
  Lunge: Choose one natural attack the target possesses. As 
  a full-round action, the target may make a single attack action 
  at double its normal reach with that natural weapon with a +4 
  bonus to its attack roll.
  Leaping attack: As a standard action, the target may 
  jump, making a single attack action at any point during the 
  leap. It does not provoke an attack of opportunity for leaving a 
  threatened square.
  Pounce: The target may make a full-attack after a charge. 
  Granting this trait costs an additional spell point.
  Trample: As a full-round action, the target may move up 
  to its move speed, moving over and dealing slam damage (1d6 + 
  1-1/2 Strength modifier Medium, 1d4 + 1-1/2 Strength modifier 
  Small) to any creatures smaller than itself. Creatures affected by 
  the trample can make an attack of opportunity, but at a –4 pen-
  alty. If they forgo an attack of opportunity, they may attempt 
  to avoid the target, attempting a Reflex save for half damage 
  (DC 10 + 1/2 Hit Dice + Str modifier). A trampling creature can 
  only deal trampling damage to each target once per round, no 
  matter how many times it moves over that creature.
  Bestial Spirit
  You may add the following traits to your forms:
  Ferocity: The target may stay conscious and continue to 
  fight when at negative hit points, but loses 1 hit point per round 
  they do so.
  Rend: The target must possess claws. The target gains 
  the rend universal monster ability, and no more than once 
  per round, may deal damage equal to 1 claw + 1-1/2 times their 
  Strength modifier when successfully striking a target with 2 or 
  more claw attacks in the same round.
  Roar: The target may roar, howl, growl, or make other 
  threatening vocalizations as a standard action to attempt an 
  Intimidate check to demoralize all foes within 30 feet that can 
  hear the sound. This trait may be taken a second time to reduce 
  this to a move action.
  Speak with Animals: The target gains the ability to 
  speak with and understand animals and vermin.
  Trip: Choose one natural attack the target possesses. The 
  target gains the trip universal monster ability, and may attempt 
  a trip as a free action that does not provoke an attack of oppor-
  tunity when they successfully hit with that attack. The creature 
  is not tripped in return if the attempt fails by 10 or more. You 
  may take this trait multiple times, but only once per natural 
  attack.
  Bully
  You may add the following traits to your forms:
  Powerful Charge: Choose one natural attack the target 
  possesses. When charging, that attack attack deals damage as 
  if it were one size larger and receives 1-1/2 times the target’s 
  Strength bonus to damage instead of 1 times.
  Push/Pull: Choose one natural attack the target possess-
  es. On a successful attack against a creature of equal or smaller 
  size, the target may attempt a free bull rush, drag, or reposition 
  check that does not provoke an attack of opportunity.
  Extreme Adaptation
  You may add the following traits to your forms:
  Altitude Immunity: The target is acclimated to living at 
  high altitudes and additionally can treat its altitude zone as one 
  lower, +1 lower per 10 caster levels.
  Breathless: The target may survive without air. The tar-
  get becomes immune to effects that require breathing (such as 
  inhaled poison), can survive underwater, or even in a vacuum 
  (though does not provide protection from extreme cold or 
  other conditions that may be encountered in such an environ-
  ment). This does not give immunity to cloud or gas attacks that 
  do not require breathing. Granting this trait costs an additional 
  spell point.
  Endure Weather: The target suffers no harm from be-
  ing in a hot or cold environment and can exist comfortably in 
  conditions between -50 and 140 degrees Fahrenheit (-45 and 
  60 degrees Celsius) without having to attempt Fortitude saves. 
  The creature’s equipment is likewise protected. This trait does 
  not provide any protection from fire or cold damage, nor does 
  
  Chapter 5: Spheres
  226
  it protect against other environmental hazards such as smoke, 
  lack of air, and so forth.
  Pressure Immunity: The target is immune to the pres-
  sures of the ocean and takes no damage from water pressure.
  Giant Traits
  You may add the following traits to your forms:
  Rock Catching: Once per round the creature can catch 
  a rock (or projectile of a similar shape) up to its size that it 
  would normally be hit by. The creature must succeed at a Reflex 
  save against a DC of 15 for a Small or smaller rock, +5 per size 
  increase. (If the projectile provides a magical bonus on attack 
  rolls, the DC increases by that amount.) The creature must be 
  aware of the attack in order to attempt a rock catching.
  Rock Throwing: 2d6 Medium, 2d4 Small, this deals 1-1/2 
  times Strength damage, and has a range of 20 feet + 10 feet per 
  2 caster levels.
  Greater Changes
  Increase the number of traits you may apply with your 
  shapeshift by 1.
  Instill Shapeshift [instill]
  As a standard action you may touch a small container of 
  liquid and instill a shapeshift inside it, which functions as a po-
  tion or oil. You must spend a spell point to make the shape-
  shift endure without concentration.
  An instilled liquid remains potent until you rest to 
  regain spell points. If you have equipment on hand 
  (such as an alchemy lab), the cost of bottles and 
  water is considered negligible. You may target 
  food but not an already-magical item, such as 
  a potion. All spell points must be spent and all 
  variables of the sphere effect must be chosen 
  at the time the instilled liquid is created. You 
  cannot instill multiple effects in a single liq-
  uid, nor create multiple instilled liquids 
  with a single action.
  Lingering Transformation
  Your shapeshift effects linger for 2 ad-
  ditional rounds after you stop concentrat-
  ing. Additionally, when you spend a spell 
  point to continue your shapeshift without 
  concentration, the duration increases to 
  10 minutes per caster level. If your dura-
  tion is already or becomes 10 minutes per 
  caster level in certain situations due to 
  another source, it instead increases to 1 
  hour per caster level when in those certain 
  situations.
  Mass Alteration [mass]
  When bestowing a shapeshift, you may 
  spend an additional spell point to shapeshift an 
  additional 1 creature per 2 caster levels (mini-
  mum 1) at the same time. Each target must be 
  within range and must gain the same shapeshift 
  form and traits. Once created, each shapeshift is con-
  sidered a separate sphere effect.
  Mimicry
  You may study a creature you can see as a full-round action 
  or spend a spell point to instead study it as a swift action. For 
  the next hour or until you study another creature, you gain a 
  single Alteration talent corresponding to the creature or one 
  of the creature’s apparent features. A creature you have studied 
  with this talent counts as being familiar for the purposes of the 
  Perfect Imitation talent.
  Morphic Weapon
  You may add the following traits to your forms:
  Graft Weapon: Choose one limb capable of wielding a 
  weapon that is holding a weapon that can be used in one hand. 
  You may graft the weapon held by this limb into the limb itself. 
  A grafted weapon cannot be disarmed and may be treated as a 
  primary natural attack. The target loses other uses of this limb 
  and may take skill check penalties as a result. A grafted weapon 
  may be damaged and sundered as normal.
  Shape Weapon: Choose one limb capable of wielding a 
  weapon. You may transform this limb into a weapon the target 
  
  Chapter 5: Spheres
  227
  creature is proficient with. This weapon cannot be disarmed 
  and gains an enhancement bonus equal to 1/4 of your caster 
  level (minimum 0, maximum +5). Ranged weapons produced 
  this way do not come with ammunition. A two-handed weapon 
  still requires an additional limb to wield. This weapon is treated 
  as a manufactured weapon with hardness equal to your caster 
  level. Treat the weapon as having its own hit points, normal for 
  a weapon of its type, for purposes of effects that would damage 
  or sunder it. If this weapon has the broken condition when the 
  shapeshift ends, any attacks or skill checks made with the corre-
  sponding limb take a -2 penalty to attack rolls for 24 hours. A 
  DC 15 Heal check or magical healing equal to the hit points the 
  weapon possessed remove this penalty.
  Odiferous
  You may add the following traits to your forms:
  Inured: The target gains a +2 competence bonus on any 
  save to resist the sickened and nauseated conditions and against 
  poison effects. This bonus increases by +1 per 4 caster levels.
  Nauseating Spray: Once per minute, as a standard ac-
  tion the target may spray noxious chemicals in a 15-foot cone. 
  Any creature in this cone must succeed at a Fortitude save 
  with a DC of 10 + 1/2 Hit Dice + Constitution modifier or be 
  sickened for 1d6 rounds. If you spend an additional spell point 
  when granting this trait, the affected creatures are nauseated 
  for 1d6 rounds on a failed save and sickened for 1 round on a 
  successful save. The size of the cone increases by 5 feet per 5 
  caster levels. This counts as a poison effect.
  Stench: The target secretes a stinking chemical offensive 
  to most living things. Any creature adjacent to the target must 
  succeed at a Fortitude save or be sickened until 1d6 rounds af-
  ter they are no longer adjacent. A creature that saves against 
  this effect is immune to any instance of it from the same caster 
  for 24 hours. This is a poison effect.
  Perfect Imitation
  Your Alteration sphere abilities allow targets to imitate in-
  dividual creatures with which you are familiar. The +10 circum-
  stance bonus on Disguise checks provided by the Alteration 
  sphere applies to Disguise checks to appear as that specific in-
  dividual. This bonus does not stack with the bonus to Disguise 
  checks from similar effects (the disguise self spell, Illusionary 
  Disguise from the Illusion sphere, the Realistic LikenessARG 
  feat, etc.). Your control is detailed and specific enough to allow 
  you to merge the target’s clothing and armor with their body 
  and replicate the appearance of other clothes, armor, and even 
  jewelry. Such articles cannot be removed from the creature’s 
  possession, as they are formed from the target’s body. As usu-
  al, merged armor provides no AC and any merged equipment 
  cannot be accessed. Additionally, the option to alter a target’s 
  cosmetic appearance with Blank Transformation no longer re-
  quires a trait if not assuming the guise of a specific individual.
  You may add the following traits to your forms:
  Camouflage: The target may shift its coloration to mimic 
  its environment, granting a +5 circumstance bonus to Stealth 
  checks. This does not stack with invisibility.
  Vocal Mimicry: The target may perfectly imitate voices 
  and sounds with which it is familiar. The target gets a +10 bonus 
  on Disguise checks to vocally imitate a creature type, individ-
  ual, or object that they have listened to for at least 10 minutes. 
  These 10 minutes do not have to have been during the duration 
  of the shapeshift. This bonus does not stack with the bonus to 
  Disguise checks from shapeshift, but does increase the bonus to 
  Disguise to imitate a specific individual to +15. (Must be able 
  to speak)
  Powerful Limbs
  You may add the following traits to your form:
  Powerful Arms: Choose one pair of limbs the target 
  possesses capable of wielding a weapon. With these limbs, the 
  target may wield weapons of one size larger without penalty. 
  This does not stack with other effects that allow the target to 
  wield larger weapons without penalty, such as powerful build. 
  Additionally, the target increases its overhead lifting capacity 
  by 50%.
  Powerful Claws: Choose one natural attack the target 
  possesses (or pair of natural attacks if granted in pairs such as 
  claws, talons, pincers, etc.). The selected attack or attacks deals 
  damage as if it were one size larger. This size increase stacks 
  with other effects that increase actual and effective size, such as 
  the Size Change Alteration sphere talent or the Encompassing 
  Light talent of the Light sphere.
  Powerful Legs: The target is always considered to have a 
  running start when attempting Acrobatics checks to jump and 
  treat its move speed as if it were 10 feet + 5 feet per 5 caster 
  levels higher when determining the bonus or penalty to jump 
  checks from movement speed. Additionally, the target’s carry-
  ing capacity is increased by 50%.
  Prickly
  You may add the following traits to your forms:
  Piercing Tail: The target’s tail slap becomes more power-
  ful, becoming a primary natural attack that deals piercing dam-
  age (2d6 Medium, 1d8 Small). (Requires tail slap)
  Razor Claws: Choose one type of natural attack that 
  does piercing or slashing damage (bite, claw, etc.). This type of 
  natural attack deal 1 point of bleed damage + 1 per 5 caster lev-
  els. This bleed damage stacks with itself but not other sources 
  of bleed damage.
  Spines: The target grows spines, quills, or thorns. These 
  may be treated as armor spikes of their size (1d6 Medium, 1d4 
  Small, 20x2, piercing) but may be enhanced as natural weapons 
  and may be wielded as a secondary natural weapon if beneficial.
  Spines, Launch: The target may launch spines as a 
  thrown weapon (1d6 Medium, 1d4 Small, 20x2, piercing) with 
  a range increment of 20 feet. The target may draw the spines 
  as a free action and throw them for any attacks it is entitled to 
  normally. Launched spines regenerate at the end of the target’s 
  turn. (Requires spines)
  Ranged Alteration [range]
  You may shapeshift creatures at close range instead of touch 
  range. You may take this talent multiple times. Each time it is 
  selected, increase the range by 1 step (close to medium, medium 
  to long).
  
  Chapter 5: Spheres
  228
  Retain Ability
  Choose a number of extraordinary or supernatural abilities 
  dependent on your target’s base form (darkvision, scent, racial 
  breath weapon, etc.). You may choose to allow the target to 
  retain these abilities in place of trait you would normally grant 
  them as part of your shapeshift, at a cost of one trait per ability.
  Size Change
  As a trait, you may change a creature’s size. You may en-
  large or reduce a creature’s size by one category, +1 additional 
  size category per 5 caster levels, enlarging or reducing the size 
  of their equipment as well. You cannot enlarge beyond Large 
  size nor reduce beyond Tiny size until caster level 10, and can 
  never enlarge beyond Huge nor reduce beyond Diminutive.
  Creatures gain a +1 bonus to attack rolls and to AC, as well 
  as a +2 bonus to Fly checks and a +4 bonus to Stealth checks 
  for every size category they are reduced, and suffer a -1 penalty 
  to attack rolls and AC, as well as a -2 penalty to Fly checks 
  and a -4 to Stealth checks for every size category they are en-
  larged. (These numbers are doubled when moving to or from 
  Diminutive size.) Ability scores are also adjusted according to 
  the target’s new size; the target gains a +2 bonus to Strength 
  and suffers a -2 penalty to Dexterity for every size increase, and 
  a -2 penalty to Strength and a +2 bonus to Dexterity for every 
  size category decrease. This cannot decrease an ability score 
  beneath 1.
  Table: Size and Reach
  Size Category
  Space
  Reach
  Diminutive
  1 ft.
  0
  Tiny
  2 1/2 ft.
  0
  Small
  5 ft.
  5 ft.
  Medium
  5 ft.
  5 ft.
  Large
  10 ft.
  10 ft.
  Huge
  15 ft.
  15 ft.
  Swarm Shape
  You may add the following traits to your forms:
  Divided Self: The target gains a +4 bonus on saves against 
  effects that target individual creatures. (Requires the Swarm 
  trait)
  Swarm: You may spend a spell point to turn the target 
  into a swarm of creatures. The swarm can be composed only of 
  Tiny creatures, with appearance and movement per the shape-
  shift. This size cannot be altered by the Size Change trait, en-
  large person, or other effects. This does not affect the target’s 
  movement modes. The target can move through small holes 
  and openings that are large enough for the individual creatures. 
  The swarm fills a 10-foot square (or cube if flying) and has a 
  reach of 0. The target gains a 25% ability to ignore critical hits 
  and precision damage, which increases by 25% per 5 caster lev-
  els to a maximum of 100%.
  The swarm has the distraction ability, forcing any creature 
  that takes swarm damage to succeed at a Fortitude save with a 
  DC of 10 + 1/2 Hit Dice + Constitution modifier or be nause-
  ated for 1 round. Spellcasting or concentrating on spells within 
  the area of a swarm requires a magical skill check (DC 20 + 1/2 
  caster level). Using skills that involve patience and concentra-
  tion while in the swarm requires a DC 20 Will save. The target 
  may choose to ignore any creatures in its space, choosing to 
  not deal the swarm damage, force magical skill checks to cast 
  spells, or force Will saves to skills.
  The swarm form is incapable of performing combat ma-
  neuvers and they cannot be bull rushed, dragged, grappled, 
  repositioned, or tripped. Creatures in swarm form take 50% 
  more damage from effects that affect an area. Creatures in 
  swarm form do not threaten creatures, and do not make at-
  tacks of opportunity with their swarm attack. The swarm au-
  tomatically deals 1d6 + Constitution modifier damage to any 
  creature whose space it occupies at the end of its turn. This 
  damage increases by 1d6 per 5 caster levels and may be modi-
  fied by traits that require a natural attack (such as the Poison 
  trait from the Vermin Transformation talent) but not those that 
  modify natural attacks (such as the Powerful Claws trait from 
  the Powerful Limbs talent). A creature that retains a natural 
  attack (such as a shifter via a bestial trait) or is granted a natural 
  attack by another trait cannot use it, but uses d8 for its swarm 
  damage. Swarm attacks are not subject to a miss chance for 
  concealment or cover.
  Tentacles
  You may add the following traits to your forms:
  Constrict: The target gains the constrict universal mon-
  ster ability, and deals 1d6 damage Medium (1d4 Small) + the tar-
  get’s Strength modifier on every successful grapple check.
  Grab: Choose one natural attack the target possesses. 
  That natural attack gains the grab universal monster ability. 
  You may grant this trait once per natural attack.
  Tentacle attack (secondary 1d4 Medium, 1d3 Small). You 
  may grant this trait multiple times. The effects stack.
  Transforming Strike [strike]
  As a standard action, you may make a single weapon attack 
  in conjunction with making a shapeshift. This casting cannot be 
  reduced below a standard action, and does not provoke attacks 
  of opportunity, unless as usual if making a ranged attack. If the 
  target is struck by the attack, it is also struck by the shapeshift. 
  If using a scatter weapon, the shapeshift only applies to a single 
  target, chosen at the time of attack.
  Twisted Shapeshift
  You may spend a spell point to have your shapeshift deal 
  1d6 per two caster levels (minimum 1d6) untyped damage to all 
  targets that fail their save against the shapeshift.
  You may add the following traits to your forms:
  Flesh Pocket: You rearrange internal organs and mus-
  cles to create a pocket inside the target’s body, usually in the 
  
  Chapter 5: Spheres
  229
  abdomen. The opening to the pocket resembles a large scar. 
  The pocket can hold creatures and objects objects up to two 
  sizes smaller than the target. The target gains a +20 circum-
  stance bonus to concealing items in their flesh pocket.
  Seal Eyes: The target must succeed at a Fortitude save or 
  have its eyes sealed, blinding it.
  Twist Legs: The target must succeed at a Fortitude save 
  or have one movement speed reduced by 10 feet + 5 feet per 5 
  caster levels (minimum 5 feet).
  Vocal Theft: The target becomes unable to speak and may 
  not supply vocal spell components or attempt Perform checks 
  that require singing or speaking.
  Wrench Stomach: The target must succeed at a Fortitude 
  save or be sickened while the shapeshift lasts or for a number of 
  rounds equal to your caster level, whichever is shorter. If you 
  spend an additional spell point, the target is instead nauseated 
  on a failed save and sickened for one round on a successful save.
  Vitality
  You may add the following traits to your forms:
  Fast Healing: You may spend an additional spell point 
  to grant the target fast healing 1, increasing by +1 per 10 caster 
  levels.
  Glow of Health: The target gains a +3 racial bonus on 
  saves versus death effects, negative energy, poison, and disease, 
  increasing by +1 per 10 caster levels.
  Sleepless: The target gains immunity to magical sleep ef-
  fects as the elf racial ability.
  Body
  Aberrant Body (body)
  You may add the following traits to your forms:
  Acid Spit: As a standard action, the target may launch a 
  glob of acid as a ranged touch attack out to close range, dealing 
  1d6 damage per 2 caster levels, +1 damage per d6 for a number 
  of additional rounds equal to 1/2 your caster level (minimum 1). 
  Spending a move action removing the acid stops the additional 
  damage.
  Gibbering: All creatures within 30 feet of the target take 
  a -2 penalty on concentration checks. This penalty increases by 
  1 per 5 caster levels.
  Many Eyes: The target cannot be flanked.
  Mucus: The target gains the ability to release a mucus 
  cloud with a radius of 5 feet + 5 feet per 5 caster levels that 
  persists for 1 round per caster level unless dispersed by a strong 
  wind. Once this ability is used, it cannot be used again for 1d4 
  rounds. Any creature that comes in contact with the cloud 
  must succeed at a Fortitude save with a DC of 10 + 1/2 Hit Dice 
  + Constitution modifier or become unable to breathe air but 
  can breathe underwater for 1 round per caster level or until they 
  spend a standard action removing the mucus. A creature unable 
  to breathe air that remains out of water begins to suffocate.
  Roper Strands: The target gains a roper strand. This trait 
  may be granted multiple times, granting an additional roper 
  strand per additional trait. As a standard action, (or full-round 
  action if using multiple strands), the target may launch their 
  strands, making one ranged touch attack per strand at a target 
  within close range. Each strands clings to the target, causing 1 
  Strength damage each round they remain attached (increasing 
  by 1 die size per 5 caster levels; i.e. 1, 1d2, 1d3, 1d4, 1d6, etc.). 
  A Fortitude save (10 + 1/2 Hit Dice + Constitution modifier) 
  negates this damage for the round. A creature cannot be 
  affected more than once per round. Strands have 1 hit point, 
  and hardness equal to the effect’s caster level, and a Break 
  DC, Escape Artist DC, and AC equal to 10 + the effect’s caster 
  level. However, strands are instantly severed by any slashing 
  damage, which bypasses its hardness automatically. Creatures 
  connected by roper strands may not move away from each 
  other, though may choose to move closer or laterally. Moving 
  farther requires severing the strand with an attack, breaking 
  it with a Strength check, or removing it with an Escape Artist 
  check, or succeeding on a drag combat maneuver against the 
  target they are connected to. When two targets are connected 
  by a strand, they may attempt drag combat maneuver checks 
  against each other at range without provoking attacks of 
  opportunity. If a strand is broken, the target instantly regrows 
  the strand, and may still make strand attacks. 
  Cosmic Body (body)
  You may add the following traits to your forms:
  Cosmic Form: The target’s body becomes only semi-cor-
  poreal, appearing as a mass of starstuff or lights congealed into 
  a form, rather than a form made from flesh. The target gains a 
  deflection bonus to AC equal to 1/4th their Hit Dice, rounded 
  down.
  Spirit’s Reach: The target’s limbs become able to project 
  themselves further than their physical confines. When making 
  an attack action using a natural weapon, delivering a touch at-
  tack, performing skill checks, or manipulating objects (such as 
  picking up unattended objects, throwing switches, or dropping 
  objects), the target’s reach increases by 5 feet + 5 feet for every 
  10 caster levels you possess. The target does not threaten this 
  area.
  Shadow Blend: At 5th caster level, you may make the tar-
  get murky, giving it concealment (20% miss chance) even when 
  in normal light. This does not work in bright light.
  Spiritual Touch: At 6th caster level, you may cause 
  the target’s weapons and natural weapons to all be treated as 
  though they had the ghost touch weapon special ability.
  Ethereal: At 15th caster level, you may make the target 
  ethereal. This costs an additional spell point.
  Fey Body (body)
  You may apply the following traits to your forms:
  Fey Skin: The target gains DR 3/cold iron. This improves 
  by +1 per 5 caster levels.
  Wild Empathy: The target may improve the initial at-
  titude of an animal within 30 feet using Diplomacy. The tar-
  get gains a bonus equal to half your caster level on this check. 
  Typically domestic animals start as indifferent and wild animals 
  start as unfriendly and the check takes 1 minute. This ability 
  may be used to influence a magical beast with an Intelligence 
  score of 1 or 2, but the check takes a -4 penalty. If you spend an 
  
  Chapter 5: Spheres
  230
  additional spell point when granting this trait, this check may 
  be performed as a standard action and the penalty for influenc-
  ing magical beasts is removed.
  Woodland Stride: The target may move through any 
  sort of undergrowth (such as natural thorns, briars, overgrown 
  areas, and similar terrain) at its normal speed without taking 
  damage or suffering impairment. This has no effect on magical-
  ly manipulated terrain.
  Outsider Body (body)
  You may add the following traits to your forms. A single 
  form cannot possess traits that grant opposed subtypes (for 
  example, a target cannot possess both the Celestial Form and 
  Fiendish Form traits), and some traits have specific require-
  ments before they can be granted to a target.
  Anarchic Form: The target gains the chaotic subtype, 
  and gains a chaotic outsider’s aura for the purpose of detecting 
  alignment. The target gains DR 2/lawful, which improves by +1 
  per 5 caster levels.
  Axiomatic Form: The target gains the lawful subtype, 
  and gains a lawful outsider’s aura for the purpose of detecting 
  alignment. The target gains DR 2/chaos, which improves by +1 
  per 5 caster levels.
  Celestial Form: The target gains the good subtype, and 
  gains a good outsider’s aura for the purpose of detecting align-
  ment. The target gains DR 2/evil, which improves by +1 per 5 
  caster levels.
  Fiendish Form: The target gains the evil subtype, and 
  gains an evil outsider’s aura of the purpose of detecting align-
  ment. The target gains DR 2/good, which improves by +1 per 5 
  caster levels.
  Angel Body: (Requires good subtype) The target gains 
  a protective aura as a supernatural ability. The target and all 
  creatures within 20 feet gain a +1 deflection bonus to AC and a 
  +1 resistance bonus on saving throws, but only against attacks 
  and effects that originate from evil creatures. These bonuses 
  increase by +1 per 5 caster levels you possess.
  Daemon Body: (Requires evil subtype) The target fes-
  ters with disease as a supernatural ability. Choose one natu-
  ral attack the target possesses. When the target success-
  fully strikes a creature with that natural attack, that 
  creature must pass a Fortitude save (DC 10 + 1/2 Hit 
  Dice + Constitution modifier) or be inflicted with 
  the fleshweep disease (injury; onset immediate; 
  frequency 1/day; effect 1 Con damage and 1d3 
  Dex damage; cure 2 consecutive saves).
  Inevitable Body: (Requires lawful subtype) 
  The target counts as both its own creature type and 
  a construct, such as when determining what magic 
  can affect it. The target gains a +2 racial bonus to 
  all Fortitude saves, except against effects that also 
  work on objects. This bonus increases by +1 per 5 
  caster levels.
  Protean Body: (Requires chaotic subtype) The 
  target becomes supernaturally resistant to blockage. The tar-
  get gains a +2 racial bonus to all saving throws vs. paralysis and 
  the entangled or stunned conditions. This bonus increases by 
  +1 per 5 caster levels. The target also gains a racial bonus equal 
  to 1/2 your caster level to Escape Artist checks and combat ma-
  neuver checks made to escape a grapple or pin.
  Protean Mastery (body)
  You may add the following traits to your forms:
  Belated Shift: You may spend an additional spell point 
  to leave one trait option unassigned. You may assign any valid 
  trait to this slot at any time as a swift action, or spend a spell 
  point to do so as an immediate action, paying any spell points 
  required for the chosen trait at that time. Once assigned, the 
  trait persists for 1 minute and cannot be changed again until 1 
  minute after expiring. The target must be within close range 
  or the range of your shapeshift for you to assign a trait in this 
  fashion.
  Close Wounds: The target gains the ability to end any 
  ongoing bleed effects it suffers from as a swift action.
  Lycanthropic Hide: The target gains DR 3/silver. This 
  improves by +1 per 5 caster levels.
  Shift Organs: The target gains a 25% ability to ignore 
  critical hits and precision damage, which increases by 25% per 
  10 caster levels, to a maximum of 100%.
  
  Chapter 5: Spheres
  231
  Undead Body (body)
  You may grant the following traits to your forms:
  Undead Form: The target counts as an undead creature 
  when determining if it is healed or harmed by positive or nega-
  tive energy, such as from a cleric’s channel energy class feature 
  or the Life sphere.
  Undead Resistances: The target gains a +2 racial bonus 
  on saving throws against death effects, disease, mind-affecting 
  effects, paralysis, poison, sleep, and stunning, increasing by +1 
  per 10 caster levels.
  Undead Skin: The target gains DR 5/bludgeoning or DR 
  5/slashing. This improves by 1 per 5 caster levels. At 10th caster 
  level, this may be changed to DR/silver or magic.
  Blood Drain: At 10th caster level, the target may be 
  granted the blood drain special quality (1d2 Constitution; this 
  improves by 1 die size for each 5 caster levels beyond 10th).
  Fear Aura: At 10th caster level, the target may be granted 
  the fear aura special quality (30 feet, always active, creatures 
  entering the area must succeed at a Will save against a DC of 
  10 + 1/2 Hit Dice + Charisma modifier or be shaken for as long 
  as they are inside the aura; once a creature saves against this 
  effect, they are immune for 24 hours).
  Incorporeal: You must spend an additional spell point 
  and have at least 15th caster level to apply this trait. The target 
  may be made incorporeal with the following modifications: The 
  target retains all worn equipment not exceeding his maximum 
  load as well as the benefits from any magic items that grant a 
  continuous effect, but gains no benefit from physical armor or 
  shields, and cannot make attacks against corporeal creatures 
  unless using a weapon with the ghost touch special ability. The 
  target takes half damage from non-magic weapons instead of 
  no damage, and non-force effects originating from corporeal 
  sources that do not deal damage have a 20% chance to fail in-
  stead of the normal 50%. The target uses normal movement 
  speeds (treat moving through solid objects as ground move-
  ment), and in open air the target falls slowly, and may glide with 
  a speed of 30 feet with maneuverability (perfect), falling 1 foot 
  for every 5 feet traveled (unless possessing a fly speed).
  Transformations
  Each transformation talent lists information regarding the 
  form they grant, including the number of limbs granted, wheth-
  er or not the form has the ability to speak humanoid languag-
  es or possesses hands that can use weapons, perform dextrous 
  skills and actions, or fulfill somatic components for magic, and 
  other benefits the form grants.
  Animalistic Transformation (transformation)
  You grant the form of a land beast or magical beast with 
  your shapeshift.
  Limbs: 1 head, 4 legs
  Speech: No; Hands: No
  Speed: 40 ft. land speed, +20 ft. per 5 caster levels
  Natural weapons: bite (primary, 1d6 Medium, 1d4 Small)
  AC: +2 natural armor bonus, +1 per 5 caster levels
  Special: The target also gains the scent ability.
  In addition, you may grant the following traits to any form:
  • A land speed as that granted by Animalistic 
  Transformation (grants 2 legs if the target lacked a land 
  speed).
  • Scent.
  • 2 hoof attacks (secondary, 1d4 Medium, 1d3 Small). 
  This may be granted once per pair of legs beyond the 
  first.
  Anthropomorphic Transformation 
  (transformation)
  You grant the form of a humanoid creature with your 
  shapeshift.
  Limbs: 1 head, 2 arms, 2 legs
  Speech: Yes; Hands: Yes
  Speed: 30 ft. land speed.
  Natural weapons: none
  AC: none
  Special: The target can speak and gains knowledge of one 
  language you also speak. If the target’s Intelligence is lower 
  than 6 (including 0), it is increased to 6. If the target is normally 
  immune to mind-altering effects due to not possessing a mind, 
  this negates that immunity.
  If you so choose, you may forgo applying additional traits 
  to the target. Instead, you may allow the target to retain its 
  natural attacks, special abilities, and movement types that were 
  dependent on its previous form, in essence making the target a 
  hybrid between a humanoid and its previous form.
  If this form is being applied to a creature that is already an 
  intelligent humanoid or a creature of a similar makeup, this in-
  stead works as the Blank Transformation, but the creature may 
  undergo cosmetic changes without costing a trait. Additionally, 
  you may choose up to two traits from a single (transformation) 
  or (body) talent that you possess that do not grant natural at-
  tacks and apply them to the target, as if it were part of this 
  form. These traits do not count against the normal total of 
  traits a creature can possess.
  Anthropomorphic Transformation offers the following 
  traits, which you may apply to any form:
  • Gift of Hands: Up to two limbs the target possesses 
  of a single category (arms, legs, tails, etc.) now end in 
  grasping fingers, which can wield weapons, perform 
  dextrous actions, and fulfill somatic components for 
  magic. If used on a pair of legs belonging to a quadru-
  ped, the quadruped gains the ability to walk normally 
  on only two legs.
  • Gift of Mind: If the target’s Intelligence is lower than 
  6 (including -), it is increased to 6. If the target is nor-
  mally immune to mind-altering effects due to not pos-
  sessing a mind, this negates that immunity.
  • Gift of Speech: The target may speak and supply ver-
  bal spell components normally, even if in a form that 
  would normally prevent this.
  
  Chapter 5: Spheres
  232
  Aquan Transformation (transformation)
  You grant the form of a swimming animal or magical beast 
  with your shapeshift.
  Limbs: 1 head, tail
  Speech: No; Hands: No
  Speed: 5 ft. land speed, 20 ft. swim speed. The swim speed 
  increases by 20 ft. for every 5 caster levels
  Natural weapons: bite (primary, 1d6 Medium, 1d4 Small)
  AC: +2 natural armor bonus, +1 per 5 caster levels
  Special: Darkvision 60 ft., the amphibious subtype and 
  the ability to breathe underwater.
  Aquan Transformation offers the following traits, which 
  you may apply to any form:
  • The amphibious subtype with the ability to breathe 
  underwater.
  • A 
  swim speed 
  as 
  that 
  granted 
  by Aquan 
  Transformation.
  • Blindsense 30 feet (only in water)
  • Ink Jet: Once per minute, the target may shoot a jet 
  of ink as a standard action. In water, this creates a 10-
  foot radius sphere that provides total concealment and 
  persists for 1 minute. On land, this is a ranged touch 
  attack with a 10-foot range increment and a maximum 
  range of 50 feet that forces a struck creature to succeed 
  at a Reflex save (DC 10 + 1/2 Hit Dice + Constitution 
  modifier) or be blinded for 1d6 rounds or until they 
  spend a standard action removing the ink from their 
  eyes.
  • Jet: The target can swim backwards as a full-round 
  action at four times their swim speed. It must move 
  in a straight line while jetting, and does not provoke 
  attacks of opportunity when it does so. This trait re-
  quires a swim speed.
  • Keen Scent: The target gains the keen scent univer-
  sal monster ability.
  • Shock: As a standard action, the target may deal 1d8 + 
  1d8 per odd caster level electricity damage with a melee 
  touch attack. This touch attack does not provoke at-
  tacks of opportunity. If a creature successfully grapples 
  the target, the target may use this ability as an imme-
  diate action, inflicting the damage with no attack roll, 
  but allowing a Fortitude saving throw for half damage. 
  If the target is in water, this ability instead functions as 
  a 10-foot radius burst centered on the target; affected 
  creatures are allowed a Fortitude saving throw for half 
  damage. Creatures beyond 10 feet but within a 30-foot 
  radius takes half damage, with a Fortitude save for half 
  damage. Once used, this ability cannot be used again 
  for 1d4 rounds.
  Avian Transformation (transformation)
  You grant the form of a flying animal or magical beast with 
  your shapeshift.
  Limbs: 1 head, 2 legs, 2 wings
  Speech: No; Hands: No
  Speed: 20 ft. land speed, 30 ft. glide speed (the target takes 
  no damage when falling and may glide, moving with a speed of 
  30 ft. with maneuverability (poor), but falling 1 ft. for every 5 ft. 
  traveled.). At 5th caster level, the target gains a fly speed of 30 
  ft. with maneuverability (clumsy). This improves by 20 ft. per 5 
  additional caster levels, and one maneuverability category per 
  10 additional caster levels.
  Natural weapons: 2 talons (primary, 1d4 Medium, 1d3 
  Small)
  AC: +2 natural armor bonus, +1 per 5 caster levels
  Special: Darkvision 60 ft.
  Avian Transformation offers the following traits, which you 
  may apply to any form:
  • Two talon attacks as those granted by Avian 
  Transformation. This may be granted once per pair of 
  legs the creature possesses. The target must possess 
  wings or another means of being airborne to attack 
  with talons.
  • Two wings and its flight speed as that granted by 
  Avian Transformation.
  • Two wing attacks (secondary, 1d4 Medium, 1d3 
  Small) May be given once per pair of wings possessed.
  • Hover: The target can halt its movement while flying, 
  allowing it to hover without needing to attempt a Fly 
  check. If the target is Large or larger and hovers with-
  in 20 feet of the ground in an area with lots of loose 
  debris, the draft from its wings creates a hemispherical 
  cloud with a radius of 60 feet. The winds generated 
  can snuff torches, small campfires, exposed lanterns, 
  and other small, open flames of non-magical origin. 
  Clear vision within the cloud is limited to 10 feet. 
  Creatures have concealment at 15 feet to 20 feet (20% 
  miss chance). At 25 feet or more, creatures have total 
  concealment (50% miss chance, and opponents cannot 
  use sight to locate the creature). (Requires wind and a 
  fly speed)
  • Improved Maneuverability: The target’s flight ma-
  neuverability improves by one step, +1 per 10 caster 
  levels. (Requires a fly speed)
  • Wingover: Once each round, the target can turn up 
  to 180 degrees as a free action without attempting a 
  Fly check. This free turn does not consume any addi-
  tional movement. (Requires a fly speed)
  Dragon Transformation (transformation)
  You may grant the form of a dragon with your shapeshift.
  Limbs: 1 head, 4 legs (front 2 end in hands), 1 tail
  Speech: Yes; Hands: Yes
  Speed: 40 ft. land speed
  Natural weapons: bite (primary, 1d6 Medium, 1d4 Small)
  AC: +2 natural armor bonus, +1 per 5 caster levels
  Special: Darkvision 60 ft., a breath weapon. The breath 
  weapon is a 60-ft. line or a 30-ft. cone, and deals either fire, 
  electricity, acid, or cold damage as chosen at the time it is 
  gained. The breath weapon deals 1d8 damage per 2 caster lev-
  els, and allows a Reflex save for half damage. The target must 
  wait at least 1d4 rounds between uses of their breath weapon. A 
  target may only possess one breath weapon at a time.
  
  Chapter 5: Spheres
  233
  Dragon Transformation offers the following traits, which 
  you may apply to any form:
  • Affinity for Treasure: The target gains the scent 
  ability, except it can detect only precious metals (such 
  as copper, silver, and gold), gemstones, and creatures 
  primarily made of such materials. In addition, the 
  target gains a bonus equal to half your caster level on 
  Appraise checks.
  • Breath Weapon: Gains a breath weapon as given by 
  the dragon base form.
  • Double the size of a breath weapon (must possess 
  a breath weapon to gain this trait).
  • Draconic Resistances: The target gains a +2 racial 
  bonus on saving throws made against magic sleep and 
  paralysis, increasing by +1 per 5 caster levels. In addi-
  tion, the target adds half your caster level (minimum 
  1) to the DC of any attempts to intimidate the target.
  Elemental Transformation (transformation)
  You may spend a spell point to grant the form of an ele-
  mental with your shapeshift.
  Limbs: none
  Speech: Yes; Hands: No
  Speed: 20 ft. land speed
  Natural weapons: 2 slams (primary, 1d6 Medium, 1d4 
  Small)
  AC: +2 natural armor bonus, +1 per 5 caster levels
  Special: Darkvision 60 ft., additional limbs or natural 
  weapons cannot be added to this form through traits. The tar-
  get gains a 25% ability to ignore critical hits and precision dam-
  age, which increases by 25% per 5 caster levels to a maximum 
  of 100%.
  Additionally, the target gains one of the following packages 
  depending on which elemental is being mimicked.
  • Air: The target takes no damage when falling and may 
  glide, moving with a speed of 30 feet with maneuver-
  ability (good), but falling 1 foot for every 5 feet trav-
  eled. At 5th level, this improves to a 30 feet fly speed 
  with maneuverability (good). The target also gains re-
  sistance to electricity equal to your caster level, and 
  may create a whirlwind as an elemental of similar size.
  • Earth: The target gains a 20 feet burrow speed, trem-
  orsense 20 feet, and resistance to acid equal to your 
  caster level.
  • Fire: The target gains a +20 bonus to land speed, the 
  burn special quality (1d4, increases by 1 die size (1d6, 
  1d8, 2d6, 3d6, etc.) per 5 caster levels), and resistance 
  to fire equal to your caster level.
  • Water: The target can breath water freely and a 30 
  feet swim speed. The target also gains resistance to 
  cold equal to your caster level, and the ability to create 
  a vortex as a water elemental of similar size.
  Elemental Transformation offers the following traits, 
  which you may apply to any form:
  • Elemental Empowerment: Choose either acid, 
  cold, electricity, or fire. The first attack the target 
  makes each round with a natural attack or manufac-
  tured weapon deals additional damage of that type 
  equal to half your caster level.
  • Elemental Resistance: to either acid, cold, electric-
  ity, or fire equal to your caster level. You can take this 
  trait multiple times, but resistance to the same ele-
  ment does not stack with itself.
  • Air Mastery: Airborne creatures take a –1 penalty on 
  attack and damage rolls against the target.
  • Earth Mastery: The target gains a +1 bonus on at-
  tack and damage rolls if both it and its foe are touching 
  the ground. If an opponent is airborne or waterborne, 
  the target takes a –4 penalty on attack and damage 
  rolls. These modifiers apply to bull rush and overrun 
  maneuvers, whether the target is initiating or resisting 
  these kinds of attacks.
  • Water Mastery: The target gains a +1 bonus on at-
  tack and damage rolls if both it and its opponent are 
  touching water. If the opponent or the target is touch-
  ing the ground, the target takes a –4 penalty on attack 
  and damage rolls. These modifiers apply to bull rush 
  and overrun maneuvers, whether the target is initiat-
  ing or resisting these kinds of attacks.
  Object Transformation (transformation)
  You may spend a spell point to grant the form of an object 
  with your shapeshift.
  Limbs: None
  Speech: No; Hands: No
  Speed: 20 ft. land speed
  Natural weapons: slam (primary, 1d6 Medium, 1d4 Small)
  AC: +2 natural armor bonus, +1 per 5 caster levels
  Special: Darkvision 60 feet. The target gains hardness 
  equal to either half your caster level or the hardness of the 
  mimicked material, whichever is lower and a 25% ability to ig-
  nore critical hits and precision damage, which increases by 25% 
  per 5 caster levels to a maximum of 100%. Like an object, the 
  target takes half damage from energy and ranged attacks.
  The target gains the appearance of a single simple object 
  composed of vegetable matter such as wood, hemp, or cotton. 
  The target retains its normal senses.
  You may take this talent twice. Upon taking it a second 
  time, you gain the ability to emulate other materials per Table: 
  Transformation Materials, and to grant the form of com-
  plex objects. Complex objects, such as those with moving parts, 
  require an appropriate Craft check at the object’s craft DC. 
  Failure means the target is not usable as an object. A creature 
  under the effect of this talent does not truly become an object, 
  thus is not a valid target for the Enhancement sphere Animate 
  Object talent or similar effects. A creature that takes the form 
  of a ranged weapon must be supplied with ammunition as nor-
  mal, but is capable of loading and firing itself. A creature under 
  the effects of this talent that is used as ammunition is not de-
  stroyed when used as ammunition, but takes damage equal to 
  the damage dealt by the attack it was used for.
  
  Chapter 5: Spheres
  234
  Table: Transformation Materials
  Caster Level
  Material
  1st
  Ice, stone
  5th
  Basic metals (iron, steel, copper)
  10th
  Precious metals (gold, silver)
  15th
  Gems, specialty metals (cold iron, mithril)
  You cannot create a permanent change, such as with the 
  Permanent Transformation talent, involving gems, precious 
  metals (such as gold or silver) or rare metals (such as cold iron 
  or mithril).
  Object Transformation offers the following traits, which 
  you may apply to any form:
  • Construct Plating: The target gains DR 2/adaman-
  tine. This improves by 1 per 5 caster levels.
  • Freeze: The target may take 20 without a time in-
  crease on its Stealth check to hide in plain sight as an 
  inanimate object that matches its shape. (Requires the 
  form of an object or plant)
  • Luminescence: The target may choose to shed light 
  from any part of its body, ranging in intensity from a 
  soft glow of a candle (shadowy illumination in a 5-foot 
  radius) to the full brightness of a torch (bright light 
  in a 20-foot radius and shadowy illumination for an 
  additional 20 feet). The target may duplicate any 
  color of light, even creating multiple colors, and 
  may cancel or resume use of this ability as a free 
  action.
  • Material Weapons: The target’s unarmed 
  strikes and natural weapons are treated as silver 
  and cold iron for the purpose of bypassing damage 
  reduction. At 10th level this improves to counting as 
  adamantine.
  • Spell Resistance: The target gains spell resistance 
  equal to 10 + caster level. This trait costs an additional 
  spell point.
  Ooze Transformation (transformation)
  You may spend a spell point to grant the form of an ooze or 
  slime creature with your shapeshift.
  Limbs: none
  Speech: No; Hands: No
  Speed: 20 ft. land speed
  Natural weapons: slam (primary, 1d6 Medium, 1d4 Small, 
  +1d4 acid)
  AC: +4 natural armor bonus, +1 per 5 caster levels
  Special: Additional limbs or natural attacks cannot be 
  added to this form through traits. The target gains a 25% abili-
  ty to ignore critical hits and precision damage, which increases 
  by 25% per 5 caster levels to a maximum of 100%. The target is 
  blind but gains blindsight out to 60 ft. (thus negating the blind 
  condition’s normal penalties) and is immune to gaze attacks, 
  visual effects, visual illusions, and other attack forms that rely 
  on sight unless gaining eyes from another source. Additionally, 
  the target can move through an area as small as one-quarter 
  its space without squeezing or one-eighth its space when 
  squeezing.
  The target also gains one of the following packages de-
  pending on which ooze or slime is being mimicked:
  • Amoeba: The target gains a 20 feet swim speed, a 10 
  ft. climb speed, and the ability to breathe underwater.
  • Gelatinous Cube: The target is transparent, granting 
  a +5 circumstance bonus to Stealth checks that does 
  not stack with invisibility. The target also gains resis-
  tance to electricity equal to the effect’s caster level.
  • Jelly: The acid damage from the target’s slam only af-
  fects organic material and not stone or metal. Unless 
  a creature succeeds at a Reflex save (DC 10 + 1/2 Hit 
  Dice + Constitution modifier), the acid damage affects 
  any clothing and non-metal armor a creature is wearing 
  on a successful attack, and also damages any wooden 
  weapon that successfully attacks the jelly. This damage 
  bypasses the material’s hardness. The target also gains 
  a resistance to electricity equal to the effect’s caster 
  level.
  • Pudding: The target’s acid damage only affects organ-
  ic material and not stone or metal, and deals damage 
  to clothing, armor, and wooden weapons as described 
  
  Chapter 5: Spheres
  235
  under jellies above. Additionally, the target gains 
  a climb speed of 20 feet, and the ability to suction. 
  Activating or deactivating suction is a swift action, and 
  as long as it is using suction, it moves at half speed, but 
  may climb any surface with ease, even inverted ones. 
  Suction also grants a +10 circumstance bonus to CMD 
  vs. bull rush, awesome blows, and other attacks and 
  effects that would physically move the target.
  Ooze Transformation offers the following traits, which you 
  may apply to any form:
  • Acidic Body: The target’s body is dangerous to the 
  touch. The target’s unarmed strikes or one slam attack 
  (if it possesses one) deals +1d4 acid damage, as detailed 
  above under the Ooze Transformation. If the target al-
  ready possesses this acid damage, such as through the 
  Ooze Transformation, the damage instead increases by 
  one size category (two die sizes).
  • Acidic Nature: The target must possess a slime’s acid 
  damage, either through the Ooze Transformation or 
  the acidic body trait, to gain this trait. The target’s acid 
  only affects organic material and not stone or metal, 
  and damages clothing and wood, as detailed under 
  jellies above. If the target already possess this ability, 
  such as through the jelly or pudding packages above, 
  its acid now affects metal and can dissolve metal armor 
  and metal weapons in addition to wood and cloth.
  • Engulf: The target must possess the form from Ooze 
  Transformation, or else the fluid body trait, to gain this 
  trait. As a standard action, the target may move up to 
  its speed and attempt to engulf anything in its path. 
  It cannot make other attacks during a round in which 
  it engulfs. The creature merely has to move over its 
  opponents, affecting as many as it can cover. Targeted 
  creatures can make attacks of opportunity against the 
  creature, but if they do so, they are not entitled to a 
  saving throw against the engulf attack. Those who 
  do not attempt attacks of opportunity can attempt a 
  Reflex save (DC 10 + 1/2 Hit Dice + Strength modifier) 
  to avoid being engulfed - on a success, they are pushed 
  back or aside (target’s choice) as the creature moves 
  forward. Engulfed opponents gain the pinned condi-
  tion, are in danger of suffocating, are trapped within 
  the creature’s body until they are no longer pinned, 
  and take acid damage from the target each round if it 
  possesses either the Ooze Transformation or the acidic 
  body trait. An engulfed creature may attempt to es-
  cape as if escaping a pin.
  • Fluid Body: The target can move through an area 
  as small as one-quarter its space without squeezing or 
  one-eighth its space when squeezing.
  Orb Transformation (transformation)
  You may grant the form of a floating sphere, helmet, or 
  similar shape with your shapeshift.
  Limbs: none
  Speech: Yes; Hands: No
  Speed: 5 ft. land speed, 30 ft. + 5 ft. per 5 caster levels float 
  as the Float trait. At caster level 7, this speed becomes a fly 
  speed with maneuverability (perfect). This levitation and flight 
  is a supernatural ability.
  Natural weapons: slam (primary, 1d6 Medium, 1d4 Small)
  AC: +2 dodge bonus, +1 per 5 caster levels
  Special: May benefit from traits requiring a head as if 
  it had one and may not be tripped or beheaded (such as by a 
  vorpal weapon) unless gaining legs or a head, respectively, from 
  another source. A creature in the form of an orb counts as one 
  size smaller for the purposes of stealth and squeezing into small 
  places.
  Orb Transformation offers the following traits, which you 
  may apply to any form:
  • Aura of Fascination: The target projects a 30-foot 
  aura that fascinates creatures which are near it. Such 
  creatures must succeed at a Will save or be fascinated 
  for as long as they remain in the aura. A creature that 
  makes its save is immune to this effect for 24 hours. 
  The target may choose to suppress or resume this abil-
  ity as a free action. This ability ceases to function if the 
  target is stunned, paralyzed, unconscious, dead, or oth-
  erwise incapacitated. This is a mind-affecting effect.
  • Float: The target may float up to 5 feet + 5 feet per 
  5 caster levels above the ground, moving at 30 feet + 
  5 feet per 5 caster levels. When falling the target may 
  choose to descend at a slower rate to control its fall 
  and to negate all falling damage it would take. Each 
  round it descends 30 feet, and may move in another 
  direction for 30 feet. It may choose to drift sideways, 
  gliding forwards while descending, or down, safely in-
  creasing its rate of descent. It may even choose to drift 
  ‘upwards’ to reduce its rate of descent, even allowing it 
  to negate it entirely and hover midair.
  Plant Transformation (transformation)
  You may grant the form of a plant creature with your 
  shapeshift.
  Limbs: 2 arms (which may be tree limbs or vines)
  Speech: No; Hands: No
  Speed: 20 ft. land speed
  Natural weapons: 2 slams (primary, 1d6 Medium, 1d4 
  Small)
  AC: +4 natural armor bonus, +1 per 5 caster levels
  Special: Darkvision 60 ft. The target counts as being of 
  plant type in addition to its normal type.
  Plant Transformation offers the following traits, which you 
  may apply to any form:
  • Barkskin: You may grant the target a +2 natural ar-
  mor bonus, which stacks with other sources of natural 
  armor.
  • Rigid Body: You may grant the target a +2 natural ar-
  mor bonus, +1 per 5 caster levels, which does not stack 
  with other sources of natural armor.
  • Strong Roots: The target gains a bonus to CMD 
  equal to 2 + 1 per 10 caster levels against bull rush, drag, 
  reposition, and trip combat maneuvers or other effects 
  which would attempt to knock the target prone or 
  
  Chapter 5: Spheres
  236
  forcibly move them. This bonus doubles if the target 
  starts and ends his turn in the same space.
  Serpentine Transformation (transformation)
  You may grant the form of a serpent with your shapeshift.
  Limbs: 1 head, 1 tail
  Speech: No; Hands: No
  Speed: 40 ft. land speed, 20 ft. climb speed
  Natural weapons: bite (primary, 1d6 Medium, 1d4 Small)
  AC: +2 natural armor bonus, +1 per 5 caster level
  Special: Low-light vision, treated as a quadruped for the 
  purpose of carrying capacity.
  In addition, the target gains one of the following packages 
  depending on which serpent is being mimicked:
  • Constrictor: The target gains the grab universal 
  monster ability attached to its bite natural attack, as 
  well the constrict special attack (1d6 Medium, 1d4 
  Small, + Strength modifier). The target gains the nor-
  mal +4 bonus on checks made to start and maintain a 
  grapple from the grab ability, but this bonus increases 
  by 1 per 5 caster levels.
  • Poisonous: When the target makes a successful bite 
  attack, it automatically attempt to poison its target 
  (save Fort DC 10 + 1/2 Hit Dice + Constitution modi-
  fier; frequency 1/round for 6 rounds; effect 1d2 Con 
  damage; cure 1 save).
  Serpentine Transformation offers the following traits, 
  which you may apply to any form:
  • Death Roll: The target may, upon succeeding on a 
  grapple check to deal damage with a bite attack, at-
  tempt an additional grapple check as a free action. If 
  successful, the damaged creature is prone. This ad-
  ditional grapple check does not count toward main-
  taining the grapple, and does not add any other effects 
  (such as constrict) beyond knocking the target prone.
  • Strangle: An opponent grappled by the target cannot 
  speak or cast spells with verbal components.
  • Swallow Whole: The target gains the swallow whole 
  ability, dealing 1d6 bludgeoning damage + an addition-
  al 1d6 acid damage per 3 caster levels. The target may 
  swallow creatures up to one size smaller than them-
  selves. This trait may be taken twice; the second time 
  allows the target to swallow creatures up to their own 
  size and grants a bonus to CMB and CMD equal to 1 + 
  1 per 3 caster levels on grapple checks made to swallow 
  creatures or to prevent them from escaping once swal-
  lowed. More than one creature may be swallowed at a 
  time, but may not exceed the maximum total size that 
  can be swallowed, counting two Tiny creatures as one 
  Small creature, two Small creatures as one Medium 
  creature, etc. A swallowed creature can try to cut its 
  way free with any light slashing or piercing weapon, 
  or it can just try to escape the grapple. The amount 
  of cutting damage required to get free is equal to 1/10 
  the creature’s total hit points. This damage is inflicted 
  on the swallowing creature as normal. The AC of the 
  interior of a creature that swallows whole is 10 + 1/2 
  its natural armor bonus, with no modifiers for size or 
  Dexterity. If a swallowed creature cuts its way out, the 
  swallowing creature cannot use swallow whole again 
  until the damage is healed. If the swallowed creature 
  escapes the grapple, success puts it back in the attack-
  er’s mouth, where it may be bitten or swallowed again. 
  (You must possess a bite attack with the grab ability to 
  gain this trait.)
  Subterranean Transformation (transformation)
  You may grant the form of a subterranean animal or magi-
  cal beast with your shapeshift.
  Limbs: 1 head, 4 legs
  Speech: No; Hands: No
  Speed: 30 ft. land speed, 15 ft. burrow speed + 15 ft. per 5 
  caster levels
  Natural weapons: bite (primary, 1d6 Medium, 1d4 Small)
  AC: +2 natural armor bonus, +1 per 5 caster level
  Special: Darkvision 60 ft., tremorsense 20 ft.
  Subterranean Transformation offers the following traits, 
  which you may apply to any form:
  • A burrow speed as granted by the Subterranean 
  form.
  • Tremorsense 20 feet.
  Vermin Transformation (transformation)
  You may grant the form of a spider, insect, or other such 
  creature with your shapeshift.
  Limbs: 1 head, 6 or 8 legs
  Speech: No; Hands: No
  Speed: 30 ft. land speed and 30 ft. climb speed, both + 15 
  ft. per 5 caster levels
  Natural weapons: bite (primary, 1d6 Medium, 1d4 Small)
  AC: +2 natural armor bonus, +1 per 5 caster level
  Special: Darkvision 60 ft.
  Vermin Transformation offers the following traits, which 
  you may apply to any form:
  • Poison: One natural attack deals poison on a suc-
  cessful attack. (Injury, save Fort DC 10 + 1/2 Hit Dice 
  + Constitution modifier, frequency 1/round for 6 
  rounds, effect 1d2 Con damage, cure 1 save).
  • A climb speed, as that granted by Vermin 
  Transformation.
  • Web: Once per minute as a standard action, the crea-
  ture may throw a web, as a net with a 10 feet range 
  increment (total range 50 feet), which is effective 
  against targets up to 1 size larger than the creature. 
  The Escape Artist or Strength check DC to escape is 
  10 + 1/2 the creator’s Hit Dice + Constitution modifi-
  er, with targets already caught suffering a -4 penalty. 
  These webs may also be laid as a trap (Perception DC 
  20), covering an area up to 3x larger than the creature 
  creating it. A 5-foot section of web has hit points equal 
  to the creator’s Hit Dice and DR 5/-. A creature can 
  move across its own web at its climb speed and can 
  pinpoint the location of any creature touching its web. 
  A web may support up to twice the weight of the cre-
  ating creature.
  
  Chapter 5: Spheres
  237
  Blood
  You can manipulate blood and its properties.
  Blood Control
  As a standard action, you may establish a link to the blood 
  of a target within close range. Unwilling targets are permitted 
  a Fortitude save, and the effect is subject to spell resistance. 
  Targets with less than half their maximum hit points or tak-
  ing bleed damage take a -4 penalty on this save. This link lasts 
  for as long as you concentrate, though you may spend a spell 
  point for it to last 1 round per caster level without concentra-
  tion. Targets that gain immunity to bleed damage from their 
  creature type, subtype, or a template are immune to blood con-
  trol. Creatures that gain immunity to bleed damage from other 
  sources are susceptible to blood control, but still benefit from 
  their immunity against bleed damage.
  If a second creature attempts to establish blood control on a 
  creature that is already controlled, it must succeed at a magic 
  skill check. A creature may always attempt to end the blood con-
  trol on itself by attempting a new Fortitude save as a mental-on-
  ly standard action that may be taken even when normally un-
  able to take standard actions, such as when dazed or nauseated. 
  You may apply one (quicken) or (still) ability as part of casting 
  blood control. Once blood control has been established, you may 
  spend a standard action (unless otherwise noted) to apply addi-
  tional (quicken) or (still) abilities. Spending at least a standard 
  action to do so counts as concentrating on the ongoing blood 
  control for that instance of blood control (if able to concentrate 
  on an effect as a move action, applying additional (quicken) or 
  (still) abilities as a move action, such as via the Quicken metam-
  agic feat, would also count as concentrating for that round).
  A creature may not be affected by both a (quicken) and 
  a (still) ability at the same time. If a caster attempts to use a 
  (quicken) talent on a creature currently under the effects of a 
  (still) talent or vise versa, the previous effect ends.
  Some creatures that are normally immune to bleed damage 
  but that frequently feed on blood may be susceptible the blood 
  control. Any creature that has used the blood drain universal 
  monster ability in the previous hour or any creature composed 
  largely of blood (such as a blood golem) may be affected by blood 
  control. Other appropriate creatures may also be affected, at the 
  GM’s discretion.
  When you gain the Blood sphere, you learn the following 
  abilities:
  Bleed (quicken)
  You may cause the target of your blood control to take bleed 
  damage equal to your caster level for the duration of your blood 
  control. This damage can be stopped prior to the end of your 
  blood control by the Coagulate ability, a DC 15 Heal check, or any 
  amount of magical healing or fast healing/regeneration.
  Coagulate (still)
  You may end any bleed damage affecting the target of your 
  blood control. For the duration of the blood control, the target re-
  duces any bleed damage taken by 1 + 1 per 3 caster levels and any 
  creature using an effect that would inflict bleed damage must 
  succeed at a magic skill check or have the bleed damage negat-
  ed. Creatures imposing bleed damage via non-magical abilities 
  (such as an attack that deals bleed damage) may substitute their 
  base attack bonus for their magic skill bonus on this check.
  Blood Talent Types
  Some Blood talents are marked (quicken) or (still). These 
  talents grant you additional blood control abilities.
  Blood Sphere Talents
  Absorb Blood
  When a creature within blood control range takes bleed 
  damage to their hit points, as a free action that may be taken 
  even when it is not your turn you may choose a different crea-
  ture under the effects of your blood control to gain an amount 
  of temporary hit points equal to the bleed damage taken by 
  the first creature. These temporary hit points last for 1 minute 
  per caster level. Each creature may only provide temporary hit 
  points to one other creature.
  As a standard action, you may spend a spell point to inflict 
  1d2 points of Constitution damage to a creature under the ef-
  fects of your blood control, then choose a different creature under 
  the effects of your blood control to heal a number of hit points 
  equal to the Hit Dice of the first creature times the amount of 
  Constitution damage dealt. If you possess Mass Control, you 
  may spend an additional spell point as per that talent to inflict 
  the Constitution damage on multiple creatures and heal mul-
  tiple creatures. The total number of affected creatures cannot 
  exceed your Mass Control limit and no creature can be targeted 
  by the Constitution damage more than once per round. A sin-
  gle creature can be healed multiple times.
  Blood Tracking
  You are always aware of creatures under the effects of your 
  blood control or an effect causing bleed damage, or at or below 
  half hit points within blood control range and may pinpoint such 
  a creature’s square as a free action. Creatures that would be 
  immune to your blood control cannot be detected by this ability.
  This talent may be taken a second time; doing so grants 
  you the benefits of blindsight, though this ability is still limited 
  to the listed creatures.
  
  Chapter 5: Spheres
  238
  Crimson Vortex
  As a standard action you may create a crimson spread with 
  a 5-foot radius within your blood control range. Creatures that 
  are within this area when it is cast or that start their turn with-
  in the area must succeed at a Fortitude save or be under the 
  effects of your blood control until the end of a turn in which they 
  did not start within the affected area. Select a (quicken) or (still) 
  ability as part of creating this area; you may apply the selected 
  ability to the affected creatures.
  You may spend an additional spell point to increase this 
  radius by +10 feet increasing by +5 feet at 7th caster level and 
  every 7 caster levels thereafter. This spread does not obscure 
  vision. You need not be able to see or be aware of affected crea-
  tures, though you are aware of any that fail their save. You may 
  use this ability to target swarms. You may concentrate to main-
  tain this area, moving it up to 20 feet plus 5 feet per 2 caster 
  levels when you concentrate, flying with perfect maneuverabil-
  ity. If you spend a spell point, the spread instead persists for 1 
  round per caster level and may be moved as a move action.
  Exsanguinating Strike [strike]
  As a standard action, you may make a single weapon attack. 
  If a creature is damaged by this attack, you may initiate blood 
  control on that creature (including a (quicken) or (still) effect) 
  if it is not under the effects of your blood control. If it is under 
  the effects of your blood control, you may apply a (quicken) or 
  (still) effect to it. Applying any (quicken) ability as part of this 
  talent counts as dealing bleed damage with the weapon for the 
  purposes of the Bloodmonger feat. This casting cannot be re-
  duced below a standard action, and does not provoke attacks of 
  opportunity, unless as usual if making a ranged attack.
  Extract Blood Construct
  You may drain the blood of a dead creature within blood 
  control range and animate it as a blood construct as a standard 
  action within 1 minute per caster level of the creature’s death. 
  If the creature (or creatures) were under the effects of your 
  blood control at the time of their death, you may reduce the re-
  quired time to a swift action. This blood construct is of a size 
  according to the below table, but may not be larger than one 
  size smaller than the dead creature’s size.
  Extracted constructs are under your control. While they 
  can be dispelled, blood constructs are neither called nor sum-
  moned creatures, so are not affected by banishment, dismissal, or 
  the Hallow word of the Fate sphere. The construct obeys your 
  commands to the best of its ability, even harmful or suicidal 
  commands and will generally act to protect you in the absence 
  of other commands.
  A blood construct created by this ability persists for as long 
  as you concentrate. The construct must be within your blood 
  control range to concentrate on it. You may spend a spell point 
  to have the blood construct remain for 1 minute per caster 
  level without concentration. Doing so allows the construct to 
  leave your blood control range without any ill effects. Lengthened 
  Control increases this duration to 1 hour per caster level.
  You may not have more than 2 Hit Dice of blood constructs 
  per caster level under your control at the same time; creating 
  additional constructs forces you to dismiss existing constructs 
  until the total Hit Dice no longer exceed this cap. Temporary 
  increases to caster level (such as from implements, boons, or 
  the thaumaturge’s forbidden lore ability) do not increase this 
  cap. Once a blood construct is dismissed or destroyed, the 
  blood used can no longer be animated to create another blood 
  construct.
  As a move or swift action, you may sacrifice a blood con-
  struct under your control to heal another one that you control, 
  restoring a number of hit points equal to the hit points of the 
  sacrificed construct. Any excess hit points beyond the healed 
  construct’s maximum hit points are lost. Both creatures must 
  be within blood control range.
  If you possess Mass Control, you may target multiple crea-
  tures per that talent, drawing blood to either create multiple 
  constructs or combining the blood into a larger construct, up 
  to the maximum size you can create, counting two Small crea-
  tures as a Medium creature, two Medium creatures as a Large 
  creature, etc. You may increase the size of an existing construct 
  under your control by merging smaller constructs with it as 
  part of their creation or as a standard action; any ongoing ef-
  fects and damage taken on either construct persist in the larger 
  construct. All targets must be within blood control range.
  Caster Level
  Construct
  1st
  Tiny
  4th
  Small
  8th
  Medium
  12th
  Large
  16th
  Huge
  20th
  Gargantuan
  24th
  Colossal
  Eye Bleed
  When using the Bleed ability, you may increase the target’s 
  blood pressure, rupturing vessels in the affected creature’s eyes 
  for the duration of the bleed damage. The creature suffers a 
  20% miss chance from concealment against all creatures for 
  the duration of the bleed damage. If you spend an addition-
  al spell point, the creature is instead blinded for the duration 
  of the bleed damage as blood streams from around its eyes. 
  Creature’s without eyes or equivalent sensory organs are im-
  mune to this effect.
  Greater Blood Control
  When applying a (quicken) or (still) talent, you may spend 
  an additional spell point or increase the casting time by one 
  step (usually from a standard to a full-round action) to apply 
  two effects of that type. If the effects require different actions, 
  use the longer action.
  Hemokinesis
  You gain the following abilities:
  Blood Arc: As a standard action, you may spend a spell 
  point to cause an arc of blood to launch from any creature un-
  der the effects of your blood control that is taking bleed damage. 
  You may target a creature within that range, who then must 
  succeed on a Reflex save or be blinded until it spends a standard 
  action or two move actions wiping the blood off. Immersion in 
  water, heavy rain, or similar effects may also end this effect. If 
  you possess Mass Control, you may target multiple creatures 
  
  Chapter 5: Spheres
  239
  with this ability, though a single bleeding creature cannot sup-
  ply more than two blood arcs.
  If you possess Manipulate Alchemy, you may attempt to 
  transfer a formulae (see the Alchemy sphere from Spheres of 
  Might), potion, or poison expelled since the start of your pre-
  vious turn via the blood arc. Creatures that are willing or that 
  fail their Reflex save are immediately affected by a formulae, 
  potion, or poison and may attempt a save against it if normally 
  allowed.
  If you possess Manipulate Health, you may attempt to 
  transfer a disease expelled since the start of your previous turn 
  via the blood arc. Creatures that fail their Reflex save must im-
  mediately attempt a save against the disease.
  Move blood: You may move blood. As a standard action, 
  you may cause a volume of blood within blood control range 
  equal in size to a Small object to move up to 20 feet + 5 feet per 
  5 caster levels. The blood may be moved through the air and 
  does not fall to the ground until the end of a turn in which you 
  choose not to move it. If you possess the Telekinesis sphere, 
  you may use your telekinesis speed if it is greater.
  The volume increases by 1 Small object per caster level and 
  the distance it may be moved increases by 5 feet per 2 caster 
  levels. If moving a volume of blood of at least Small size, you 
  may attempt a bull rush or overrun maneuver against any one 
  creature in the path of this movement, using your caster level 
  -5 plus your casting ability modifier as your CMB. You gain a +1 
  bonus on this check for each size larger than Small the volume 
  of blood is, treating 2 Small volumes as Medium, 2 Medium 
  volumes as Large, etc. If you possess Mass Control, you may 
  target multiple volumes, but the total volume cannot exceed 
  your maximum volume.
  The mostly intact corpse of a creature that was susceptible 
  to bleed damage that has been dead for less than 1 hour per 
  caster level can supply a volume of 1 size category smaller than 
  itself. You may use this ability to reposition the blood trail left 
  by spending a spell point on the Slick talent, treating 1 square 
  as a Small object.
  You may spend a spell point to grant a blood construct un-
  der your control a fly speed (perfect) equal to your move blood 
  speed for the duration of its existence.
  Hemorrhage
  Your Bleed (quicken) ability now deals 2 points of damage 
  per caster level.
  Improved Bleed
  The Heal DC to stop your Bleed (quicken) ability now 
  equals 15 + your caster level. Magic healing does not stop the 
  Bleed (quicken) ability unless the caster succeeds on a magic 
  skill check.
  Improved Range [range]
  Your blood control increases its range to medium. You may 
  select this talent a second time, increasing the range to long.
  Inject
  As part of casting blood control, you may increase the cast-
  ing time by one step (usually a standard to a full-round action) 
  to inflict 1 point of Constitution damage on yourself and make 
  a melee touch attack (if within your natural reach) or ranged 
  touch attack against a creature within your blood control range. 
  You may hold the charge if using the melee option, and if you 
  possess Hemokinesis, you may hold the charge when using the 
  ranged option. If successful, the targeted creature is treated as 
  if it were bleeding for the purpose of the save penalty on any 
  instance of blood control targeting that creature, and your Blood 
  sphere effects targeting the struck creature ignore any spell re-
  sistance it possesses. This persists for 1 round per caster level or 
  until the creature spends a standard action or two move actions 
  wiping the blood off. Immersion in water, heavy rain, or similar 
  effects may also end this effect.
  If used on a creature that is immune to bleed damage from 
  their creature type, subtype, or a template, you may ignore 
  their immunity to blood control for the duration of this effect, 
  though they do not take the save penalty for bleeding or being 
  below half their maximum hit points.
  If you possess Mass Control, you may target multiple crea-
  tures, taking 1 point of Constitution damage and making an 
  attack roll for each target.
  Instill Blood Control [instill]
  As a standard action you may touch a container of liquid 
  and instill your blood control, including one (quicken) or (still) 
  talent you possess. You must spend a spell point to allow the 
  blood control to endure without concentration.
  An instilled liquid remains potent until you rest to regain 
  spell points. If you have equipment on hand (such as an alche-
  my lab), the cost of bottles and water is considered negligible. 
  You may target food but not an already-magical item, such as 
  a potion. All spell points must be spent and all variables of the 
  sphere effect must be chosen at the time the instilled liquid is 
  created. You cannot instill multiple effects in a single liquid, nor 
  create multiple instilled liquids with a single action. Instilled 
  liquids can be dispelled and possess an aura as if they were the 
  original target of the effect.
  Lengthened Control
  Your blood control lasts for 1 hour per caster level when 
  spending a spell point to continue it without concentration. 
  Creatures may still attempt a save to end it early as usual.
  Lingering Control
  Your blood control continues for two rounds after you stop 
  concentrating. Blood constructs created with Extract Blood 
  Construct also remain for this additional time. The effects of 
  the blood control still end if a creature succeeds at a save to end 
  it early.
  Mana Bleed
  As a swift action, you may force a creature under the ef-
  fects of your blood control and taking bleed damage to lose 1 spell 
  point. This loss increases by one die size (1d2, 1d3, 1d4, 1d6, 
  etc.) for every five caster levels. Creatures that possess spell 
  slots instead lose spell slots, based on the level of the slot. Each 
  slot is equivalent to a number of spell points: level 1-2: 1 spell 
  point, 3-5: 2 spell points, 6-8: 3 spell points, 9: 4 spell points. 
  The target creature chooses which spell slots are lost. If affect-
  ing a creature with psionic manifesting (see 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.
  If you possess Absorb Blood, you may choose to grant an 
  equal number of temporary spell points to a creature receiving 
  
  Chapter 5: Spheres
  240
  healing from Absorb Blood, though they cannot receive more 
  spell points than your target loses. These temporary spell 
  points do not stack with spell points from other targets, other 
  instances of this ability, or any other source and expire after one 
  round per caster level. This ability does not grant a way to use 
  spell points to those that lack one.
  Mass Control [mass]
  When using blood control or a (quicken) or (still) ability, you 
  may spend an additional spell point to affect an additional 1 
  creature per 2 caster levels (minimum 1) at the same time. Each 
  target must be within range and must be affected by the same 
  effect. For a casting that initiates blood control, this additional 
  cost is only incurred once; it is not paid a second time for the 
  free (quicken) or (still) ability. Once created, each blood control is 
  considered a separate sphere effect.
  Red Mist
  As a move action, you may cause a creature under the ef-
  fects of your blood control and suffering from bleed damage to 
  have their lost blood disperse into a mist, filling their space, 
  granting them concealment (attacks made by the creature or 
  targeting the creature has a 20% miss chance). This effect per-
  sists until you end it as a free action, the creature stops taking 
  bleed damage, or your blood control ends. Your vision is not im-
  paired by a mist you create.
  If you spend an additional spell point, the radius of the 
  mist increases to 5 feet + 5 feet per 5 caster levels. The mist ob-
  scures all sight, including darkvision, beyond 5 feet. A creature 
  5 feet away has concealment (attacks have a 20% miss chance). 
  Creatures farther away have total concealment (50% miss 
  chance, and the attacker cannot use sight to locate the target).
  A moderate wind (11+ mph), such as from a gust of wind 
  spell, disperses the mist in 4 rounds. A strong wind (21+ mph) 
  disperses the mist in 1 round. A fireball, flame strike, or sim-
  ilar spell burns away the mist in the explosive or fiery spell’s 
  area. A wall of fire burns away the mist in the area into which it 
  deals damage. If dispersed or burned away, the mist returns at 
  the start of the creature’s next turn unless the bleed damage or 
  blood control has ended.
  If you choose to take 1 Constitution damage when using 
  this talent, you may treat all creatures within the mist as if they 
  were bleeding for the purpose of the save penalty on any in-
  stance of blood control targeting such a creature.
  Self Control
  You are always considered to be under the effects of your 
  blood control and may use a (quicken) or (still) ability on yourself 
  and only yourself as a swift action. You do not count against 
  the limit on the number of creatures you may affect using Mass 
  Control.
  Quicken/Still Talents
  Blood Puppet (quicken)
  You may spend a spell point to use blood control to take con-
  trol of the target’s body. For 1 round per caster level or until the 
  blood control ends (whichever comes first), you can concentrate 
  on the target, spending an action to force the target’s body to 
  take the same type of action, acting on simultaneously.
  The puppetted creature’s body is under your control, but 
  the creature’s mind is not. Creatures capable of taking purely 
  mental actions can still do so. If you spend at least a standard 
  action controlling the puppet, this counts as concentrating on 
  the blood control. A creature under the effects of this ability can-
  not take physical action on its own; treat this as being dazed, 
  though immunity to and bonuses on saving throws against the 
  dazed condition does not apply. The target may be forced to 
  take harmful actions. A target forced to hurt or kill itself deals 
  its weapon damage + its Strength modifier to itself per round as 
  a standard action. The target may still perform mental-only ac-
  tions while under the effects of Blood Puppet (such as attempt-
  ing to end the blood control). This ability does not grant access to 
  the target’s memories, thoughts, casting, supernatural, or spell-
  like abilities, nor is your control fine enough to force the target 
  to speak intelligibly.
  Effects such as the protection from evil spell or the Hallow 
  word of the Fate sphere do not end this effect, since it is the 
  result of a physical malady rather than a mind-affecting or pos-
  session effect.
  If you possess Mass Control, you may take control and 
  command multiple puppets, but must divide a single round’s 
  worth of actions between all puppets.
  Control Oxygenation (quicken, still)
  You gain the following abilities:
  As a (still) effect, the target becomes fatigued for the dura-
  tion of your blood control. You may spend a spell point to cause 
  the creature to instead become exhausted for this duration. 
  Creatures that do not breathe are immune to this effect.
  As a (quicken) effect, you may boost the circulation of the 
  target of your blood control, allowing the target to ignore one 
  instance of the fatigued or staggered conditions and treat one 
  instance of the exhausted condition as fatigued for a number 
  of rounds equal to the target’s Constitution modifier. After a 
  creature benefits from this ability, it cannot do so again for one 
  minute per round the ability was active. Creatures that do not 
  breathe do not benefit from this effect
  If you spend a spell point, the target may make an extra 
  attack as part of a full attack or make additional attacks of op-
  portunity (as the Improved Haste Time sphere talent) for the 
  duration of this effect. This does not stack with similar effects 
  such as the Improved Haste Time sphere talent. When used 
  this way, the target is fatigued at the end of this effect. If the 
  target was already fatigued, it is instead exhausted. If it was ex-
  hausted, it drops unconscious for 1d6 rounds.
  
  Chapter 5: Spheres
  241
  Manipulate Alchemy (quicken, still)
  This talent requires that the target be under the effects of 
  your blood control and cannot be used as part of initiating blood 
  control.
  As a (still) ability, as an immediate action, when a creature 
  consumes a potion or would be affected by a formulae or poi-
  son, you may delay the effect of the formulae, potion, or poison 
  for the duration of your blood control. You may end this delay as 
  a free action that can be taken even when it is not your turn, 
  causing the formulae, potion, or poison to take effect immedi-
  ately. A given creature may only have one effect delayed in this 
  manner at a time, plus one additional effect per 10 caster levels.
  As a (still) ability, as a swift action, you may slow circulation 
  to improve the body’s ability to resist a poison. If the target is 
  affected by a poison with a frequency measured in rounds, the 
  frequency instead becomes minutes. If the frequency was mea-
  sured in minutes, it instead becomes hours. These changes do 
  not stack. The save DC of the poison is decreased by -2.
  As a (quicken) ability, you may speed circulation to improve 
  the potency of a poison in the target’s system. If the poison had 
  a frequency measured in minutes, it is now measured in rounds. 
  If it has a frequency measured in rounds, its frequency becomes 
  twice per round and the duration is halved. These changes do 
  not stack. The save DC of the poison is also increased by +2. 
  This change lasts until for the duration of the poison unless 
  dispelled or ended with a (still) talent.
  As a (quicken) ability, as an immediate action, you may at-
  tempt to force a formulae, potion, or poison out of the target’s 
  body, removing its effects from the target. This requires a mag-
  ical skill check against the formulae or poison’s save DC or the 
  potion’s MSD. Unwilling targets are allowed a Fortitude save 
  to negate this effect. You gain a +2 bonus on this check if the 
  target is suffering bleed damage or below one half its maximum 
  hit points.
  This change lasts until for the duration of the poison un-
  less dispelled or ended with a (quicken) talent.
  Manipulate Health (quicken, still)
  As a free action, you may ascertain the general condition 
  of any creature under the effects of your blood control according 
  to the list below:
  • Normal: Has at least 90% of full normal hit points, 
  free of disease.
  • Fair: 30% to 90% of full normal hit points remaining.
  • Poor: Less than 30% of full normal hit points remain-
  ing, afflicted with a disease, or suffering from a debili-
  tating injury.
  • Weak: 0 or fewer hit points remaining, afflicted with 
  a disease that has reduced an ability score to 5 or less, 
  or crippled.
  You also know if the creature is suffering from any bleed 
  effects.
  As a (quicken) ability, you may spend a spell point to at-
  tempt to force a disease out of the target’s body. This requires 
  a magical skill check against the disease’s save DC. Unwilling 
  targets are allowed a Fortitude save to negate this effect. You 
  gain a +2 bonus on this check if the target is suffering bleed 
  damage or below one half its maximum hit points.
  As a (quicken) ability, you may spend a spell point to force 
  a creature suffering from a disease to roll a save against that 
  disease. Success on this save does not count toward curing the 
  disease and failing progresses the disease.
  As a (still) ability, you may immediately grant a save to a 
  creature suffering from a disease. Success on this save counts 
  toward curing the disease but failing has no effect. A creature 
  may not be the target of this use more than once per day.
  As a (still) ability, you may delay the onset of a disease and 
  to delay any saves forced by the disease for the duration of your 
  blood control, though at least 1 save against the disease must be 
  attempted every 2 days. This does not remove any penalties al-
  ready inflicted by the disease, it only prevents the disease from 
  progressing.
  Migraine (quicken)
  You may send a rush of blood to the target’s brain, sick-
  ening the target for the duration of the blood control. You may 
  spend a spell point to instead nauseate the target. This is a pain 
  effect.
  Numb (still)
  You may cut off flow to parts of a creature’s body, mak-
  ing fine manipulation difficult. The target takes a -2 penalty 
  on Strength and Dexterity checks (including initiative) and 
  Strength and Dexterity-based skill checks and gains an equal 
  bonus on saves against pain effects for the duration of the blood 
  control. This penalty increases by +1 at 5th caster level and again 
  every 5 caster levels thereafter. This effect may change a crea-
  ture’s place in the initiative count after combat has begun.
  You may spend a spell point to slow blood flow, staggering 
  the target for the duration of the blood control.
  Slick (quicken)
  You may choose to have creatures under the effects of your 
  blood control and suffering from bleed damage take a penalty to 
  CMD against bull rush, disarm, drag, reposition, overrun, and 
  trip attempts equal to 2 + 1 per 5 caster levels. Starting and end-
  ing this effect is a free action.
  As a (quicken) ability, you may force a creature under the 
  effects of your blood control and suffering from bleed damage to 
  succeed at a Reflex save or fall prone any time they move more 
  than half their speed until they are no longer under your blood 
  control or stop taking bleed damage. If you spend a spell point, 
  any creature that enters a space that the bleeding creature has 
  exited in the last 1 round per caster level must also succeed at a 
  Reflex save or fall prone.
  
  Chapter 5: Spheres
  242
  Conjuration
  You have made contracts with outsiders, calling them to 
  your side when you are in need.
  Summon
  As a standard action, you may 
  spend a spell point to summon a creature 
  you have made a contract with (called 
  a companion) causing it to appear in an 
  adjacent square, ready to act on your 
  following turn. You must concentrate 
  to maintain the companion’s presence, 
  but may always spend an additional spell 
  point to allow the summoned creature 
  to remain for 1 minute per caster level 
  without concentration.
  Companions can take many forms; 
  a caster could contract with sympathet-
  ic angels or demons, elemental spirits, or 
  primordial beings only given form after 
  the contract is made. Thus, a compan-
  ion could have the form of a knight in 
  armor, a demonic dog, a flying anthro-
  pomorphic cat, or indeed virtually any 
  other form. You cannot choose a com-
  panion with the exact same appearance 
  as another creature.
  When you gain the Conjuration 
  sphere, you automatically gain a single 
  companion of your choice. If a compan-
  ion is conjured multiple times during 
  a day, they do not regain hit points or 
  other resources spent. If a companion is 
  reduced to 0 hit points, they instantly 
  disappear and cannot be summoned until 
  the following day.
  A companion only recovers hit 
  points and resources (unless restored 
  through the Heal skill or magical means) 
  when the caster rests to recover spell 
  points. A companion may be dismissed 
  as a free action.
  Companions may not carry equipment or items back and 
  forth when summoned and so cannot be used to store items in 
  their home plane or bring items to the caster’s plane. The ex-
  ception to this rule is equipment gained through Conjuration 
  talents, which automatically accompany the companion.
  Whenever you gain a companion, they immediately gain 1 
  (form) or (type) talent of your choice.
  Every companion comes with one of the following base 
  forms, chosen by the caster. Once made, this choice cannot 
  be altered. Companions also gain power as their caster’s power 
  grows, according to Table: Companion.
   (Note: A companion does not gain power from temporary 
  increases to caster level; i.e., from a thaumaturge’s forbidden 
  lore ability or from certain boons.)
  Table: Companion
  Caster’s 
  Caster 
  level
  Hit 
  Dice
  Base 
  Attack 
  Bonus
  Skill 
  Points
  Feats
  Natural 
  Armor 
  Bonus
  Good 
  Saves
  Bad 
  Saves
  Special
  1st
  1
  +1
  1
  1
  +0
  +2
  +0
  -
  2nd
  2
  +2
  2
  1
  +1
  +3
  +0
  Evasion
  3rd
  3
  +3
  3
  2
  +1
  +3
  +1
  -
  4th
  3
  +3
  3
  2
  +1
  +3
  +1
  -
  5th
  4
  +4
  4
  2
  +2
  +4
  +1
  Ability score 
  increase
  6th
  5
  +5
  5
  3
  +2
  +4
  +1
  Devotion
  7th
  6
  +6
  6
  3
  +3
  +5
  +2
  -
  8th
  6
  +6
  6
  3
  +3
  +5
  +2
  -
  9th
  7
  +7
  7
  4
  +3
  +5
  +2
  Multiattack
  10th
  8
  +8
  8
  4
  +4
  +6
  +2
  Ability score 
  increase
  11th
  9
  +9
  9
  5
  +4
  +6
  +3
  -
  12th
  9
  +9
  9
  5
  +4
  +6
  +3
  -
  13th
  10
  +10
  10
  5
  +5
  +7
  +3
  -
  14th
  11
  +11
  11
  6
  +5
  +7
  +3
  Improved 
  evasion
  15th
  12
  +12
  12
  6
  +6
  +8
  +4
  Ability score 
  increase
  16th
  12
  +12
  12
  6
  +6
  +8
  +4
  -
  17th
  13
  +13
  13
  7
  +6
  +8
  +4
  -
  18th
  14
  +14
  14
  7
  +7
  +9
  +4
  -
  19th
  15
  +15
  15
  8
  +7
  +9
  +5
  -
  20th
  15
  +15
  15
  8
  +7
  +9
  +5
  -
  
  Chapter 5: Spheres
  243
  Avian
  Size Medium; Speed 20 ft., Fly 15 ft*. (average); AC 
  +2 natural armor; Saves Fort (good), Ref (good), Will (bad); 
  Attack Bite (primary, 1d4 Medium, 1d3 Small), 2 talons (prima-
  ry, 1d4 Medium, 1d3 Small, creature must be airborne to use); 
  Str 12, Dex 16, Con 13, Int 7, Wis 10, Cha 11
  Avian creatures are birds and bird-like magical beasts and 
  outsiders. An avian companion has a head, 2 legs, and 2 wings 
  *This fly speed only functions on the companion’s turn. If the companion 
  is not on a surface that can support it on the end of its turn, it glides to 
  the ground, taking no falling damage. If the companion gains a natural 
  fly speed from the Avian Creature (form) talent, increase the maneu-
  verability of that speed by 1 step.
  Biped
  Size Medium; Speed 30 ft.; AC +2 natural armor; Saves 
  Fort (good), Ref (bad), Will (good); Attack 2 slams (1d4); Str 
  16, Dex 12, Con 13, Int 7, Wis 10, Cha 11
  Bipeds are usually humanoids, and 
  begin with 2 legs, 2 arms, and a head.
  Ooze
  Size Medium; Speed 20 ft.; AC +4 
  natural armor; Saves Fort (good), Ref 
  (bad), Will (bad); Attack slam (primary, 
  1d6 Medium, 1d4 Small); Str 16, Dex 8, 
  Con 16, Int 7, Wis 12, Cha 11.
  Ooze creatures are usually oozes, 
  puddings, or other amorphous creatures 
  and lack discernable limbs. An ooze 
  companion may not be tripped unless 
  gaining legs from another source.
  Orb
  Size Medium; Speed 5 ft. Hover*, 
  30 ft. (average); AC +2 natural armor; 
  Saves Fort (bad), Ref (good), Will 
  (good); Attack bite or slam (choose 1) 
  (1d6); Str 7, Dex 16, Con 13, Int 10^, 
  Wis 12, Cha 11.
  Orb creatures are lantern archons, 
  will-o-wisps, gibbering orbs, and other 
  mystical fey, outsiders, constructs, or 
  aberrations with a floating sphere-like 
  appearance and supernatural move-
  ment. An orb lacks any limbs, but may 
  treat its body as a head for the purpose 
  of adding natural attacks. An orb com-
  panion may not be tripped unless gain-
  ing legs from another source.
  *An orb may float up to 5 feet plus 5 
  feet per 5 Hit Dice above the ground, with a 
  horizontal movement speed of 30 feet. When 
  floating this way, Fly checks are not required 
  to hover or change direction. When falling 
  the orb may choose to descend at a slower 
  rate to control its fall and to negate all fall-
  ing damage it would take. Each round it 
  descends 30 feet, and may move in another 
  direction for 30 feet. It may choose to drift 
  sideways, gliding forwards while descending, 
  or down, safely increasing its rate of descent. It may even choose to drift 
  ‘upwards’ to reduce its rate of descent, even allowing it to negate it en-
  tirely and hover midair (though cannot move horizontally if it begins 
  its turn doing so). This is a supernatural ability.
  ^The Skillful Companion (form) talent raises increases Int to 13 if 
  taken.
  Quadruped
  Size Medium; Speed 40 ft.; AC +2 natural armor; Saves 
  Fort (good), Ref (good), Will (bad); Attack bite (1d6); Str 14, 
  Dex 14, Con 13, Int 7, Wis 10, Cha 11
  Quadrupeds are usually beasts, and begin with 4 legs and 
  a head.
  Serpentine
  Size Medium; Speed 20 ft.; AC +4 natural armor; Saves 
  Fort (bad), Ref (good), Will (good); Attack bite (1d6), tail slap 
  (1d6); Str 12, Dex 16, Con 13, Int 7, Wis 10, Cha 11
  Caster’s 
  Caster 
  Level
  Hit 
  Dice
  Base 
  Attack 
  Bonus
  Skill 
  Points1
  Feats
  Natural 
  Armor 
  Bonus
  Good 
  Saves
  Bad 
  Saves
  Special
  21st
  16
  +16
  16
  8
  +8
  +10
  +5
  Ability 
  score 
  increase
  22nd
  17
  +17
  17
  9
  +8
  +10
  +5
  -
  23rd
  18
  +18
  18
  9
  +9
  +11
  +6
  -
  24th
  18
  +18
  18
  9
  +9
  +11
  +6
  -
  25th
  19
  +19
  19
  10
  +9
  +11
  +6
  -
  26th
  20
  +20
  20
  10
  +10
  +12
  +6
  Ability 
  score 
  increase
  27th
  21
  +21
  21
  11
  +10
  +12
  +7
  -
  28th
  21
  +21
  21
  11
  +10
  +12
  +7
  -
  29th
  22
  +22
  22
  11
  +11
  +13
  +7
  -
  30th
  23
  +23
  23
  12
  +11
  +13
  +7
  -
  31st
  24
  +24
  24
  12
  +12
  +14
  +8
  Ability 
  score 
  increase
  32nd
  24
  +24
  24
  12
  +12
  +14
  +8
  -
  33rd
  25
  +25
  25
  13
  +12
  +14
  +8
  -
  34th
  26
  +26
  26
  13
  +13
  +15
  +8
  -
  35th
  27
  +27
  27
  14
  +13
  +15
  +9
  -
  36th
  27
  +27
  27
  14
  +13
  +15
  +9
  -
  37th
  28
  +28
  28
  14
  +14
  +16
  +9
  Ability 
  score 
  increase
  38th
  29
  +29
  29
  15
  +14
  +16
  +9
  -
  39th
  30
  +30
  30
  15
  +15
  +17
  +10
  -
  40th
  30
  +30
  30
  15
  +15
  +17
  +10
  -
  
  Chapter 5: Spheres
  244
  Serpentine creatures are snakes, fish, and other elongated 
  creatures. They begin with a head, but no arms or legs.
  Vermin
  Size Medium; Speed 20 ft., Climb 20 ft.; AC +2 natural 
  armor; Saves Fort (good), Ref (good), Will (bad); Attack bite 
  (1d6); Str 12, Dex 16, Con 13, Int 7, Wis 10, Cha 11
  Vermin are usually insects or arachnids, and begin with ei-
  ther 6 or 8 legs and a head and gain a +6 bonus to CMD vs. trip 
  attempts from its additional legs.
  Companion Features
  You may choose to make a companion Small-sized instead 
  of Medium-sized. In this case, the companion gains a +2 bonus 
  to Dexterity, a -2 penalty to Strength, as well as the usual chang-
  es for being Small (+4 Stealth bonus, +1 AC, +1 to-hit, decreased 
  damage size, etc.).
  A companion gains 2 skill points per level (reduced to 1 
  for low Intelligence) and gains the following class skills: Climb 
  (Str), Fly (Dex), Knowledge (planes) (Int), Stealth (Dex), Swim 
  (Str). They possess a d10 Hit Die and gain 2 good saves and 1 
  bad save dependent on the creature’s form. A companion be-
  gins understanding and speaking one language that the caster 
  also speaks.
  Feats: A companion begins with one feat, and gains an-
  other feat at every odd Hit Die. A companion may gain any PC 
  or monster feat for which it qualifies. While a companion may 
  gain casting abilities through feats such as Basic Magic Training 
  or Advanced Magic Training, a companion can never possess 
  the Conjuration sphere.
  Evasion: At 2 Hit Dice, a companion gains evasion, taking 
  no damage on a successful Reflex save against an effect that 
  grants half damage on a successful Reflex save. At 11 Hit Dice, 
  they gain improved evasion, only take half damage on failed 
  Reflex saves against effects that grant half damage on a success-
  ful Reflex save.
  Ability Score Increase: Just like PCs and monsters, a 
  companion gains a permanent +1 bonus to an ability score of 
  the caster’s choice for every 4 Hit Dice possessed.
  Devotion: At 5 Hit Dice, a companion gains a +4 morale 
  bonus on Will saves against charm and enchantment effects, 
  such as enchantment school spells or the Mind sphere.
  Multiattack: At 7 Hit Dice, a companion gains 
  Multiattack as a bonus feat if it has 3 or more natural attacks 
  and does not already have that feat. If it does not have the req-
  uisite 3 or more natural attacks (or it is reduced to less than 3 
  attacks), the companion instead gains a second attack with one 
  of its natural weapons, albeit at a –5 penalty. If the companion 
  later gains 3 or more natural attacks, it loses this additional at-
  tack and instead gains Multiattack.
  Companion Archetypes
  Upon gaining a Conjuration sphere companion, you may 
  select archetypes to apply to it. Once selected, the archetype 
  cannot be removed from that companion. Each companion 
  may have different archetypes. A companion may have more 
  than one archetype as long as the archetypes do not replace or 
  modify the same features or abilities.
  Multiple changes to the cost to summon a companion stack 
  (so a companion with the familiar and puppet archetypes would 
  have its cost to summon reduced by 3).
  Aquatic
  Your companion reduces one of its speeds by 20 feet and 
  gains a 20 feet swim speed. Companions with a base form that 
  grants a speed of less than 20 feet are not eligible for this arche-
  type. If this companion later gains the Water Creature (form) 
  talent, increase the swim speed granted by that talent by +10 
  feet.
  Beast
  Your companion has an animal intellect, with its starting 
  Intelligence reduced to 2. A bestial companion may not have its 
  Intelligence raised by any (form) talent (though may still receive 
  other benefits from such talents). Bestial companions count as 
  possessing the animal creature type in addition to the outsider 
  creature type for all skills and effects and require the use of 
  the Handle Animal skill to direct. Without direction, they are 
  friendly to the creature that summoned them but otherwise act 
  according to their nature. A bestial companion gains an addi-
  tional free (form) talent. A companion that has this companion 
  archetype may not also possess the mindless or puppet com-
  panion archetypes. A bestial companion begins play trained for 
  one purpose (see the Handle Animal skill) plus gains 1 bonus 
  trick, +1 at 3 Hit Dice and every 3 Hit Dice thereafter. If using 
  Spheres of Might, your bestial companion counts as an animal 
  ally, though is not a valid target for the tame ability (per the 
  rules in the Beastmastery sphere).
  Familiar
  Your companion only gains half its normal Hit Dice (round-
  ed down), effectively treating your caster level as half what it is 
  when determining its abilities, but has the spell point cost to 
  summon it reduced by 2 (minimum 0). If the companion would 
  normally only have 1 Hit Die, it still has 1 Hit Die, but receives 
  half its normal hit points (rounded down, minimum 1).
  Mage
  Your companion gains poor base attack bonus progression 
  (equal to 1/2 Hit Dice, rounded down) and uses a d6 for its Hit 
  Dice. The companion must choose the Magical Companion 
  (form) talent as its free (form) talent, but is not required to use 
  natural casting, and may gain a casting tradition of your choice. 
  The companion is considered a Mid-Caster, and gains spell 
  points equal to its Hit Dice plus its casting ability modifier.
  A mage companion must still spend feats to gain additional 
  magic talents, as usual, and does not gain the two free bonus 
  talents a caster usually gains with the casting class feature. A 
  mage companion loses Climb and Swim as class skills but gains 
  Knowledge (arcana) and Spellcraft as class skills. A mage com-
  panion may choose to give up the natural attacks granted by 
  its base form to gain the Implement Bearer (form) talent as 
  a bonus talent. This archetype cannot be combined with the 
  mindless companion archetype.
  Martial Companion
  This archetype requires Spheres of Might.
  A martial companion may combine combat spheres and 
  talents to create powerful martial techniques. Martial com-
  panions use the Proficient talent progression. When first 
  summoned, they may choose either Charisma, Intelligence or 
  
  Chapter 5: Spheres
  245
  Wisdom as their practitioner modifier. A martial companion 
  does not gain the evasion, devotion, multiattack, and improved 
  evasion special abilities. A martial companion may choose to 
  give up the natural attacks granted by its base form to gain the 
  Battle Creature (form) talent as a bonus talent.
  Mindless
  Your Conjuration sphere companion is mindless; it has no 
  Intelligence score (Int —) and cannot gain any (form) talents 
  that would increase its Intelligence score. It gains no feats or 
  skill points and cannot speak, though it is still capable of fol-
  lowing your simple instructions. A mindless companion is im-
  mune to mind-affecting effects. A mindless companion can re-
  ceive bonus feats and skill ranks to a specific skill from talents 
  such as Capable Companion and Camouflag ed Companion. 
  The companion gains an additional Hit Die at 4th caster level 
  and every 4 caster levels thereafter.
  Puppet
  Your Conjuration sphere companion is incapable of action 
  without your direct control. You must spend an action for your 
  companion to take the same action (swift for swift, standard for 
  standard, etc.). A puppet companion may make attacks of op-
  portunity by spending your attacks of opportunity if you have 
  controlled it since the beginning of your last turn. Spending 
  at least a move action this way counts as concentrating on the 
  summon for that round. Any round you do not spend directing 
  the companion, it stands mindlessly and counts as having the 
  dazed condition. Your companion may still gain feats and skills 
  (unless also possessing the mindless archetype); you may use 
  the companion’s feats, skills, casting, and other abilities when 
  directing the companion, though you may not use your own 
  through the companion. Any effect that would possess or ex-
  ercise mental control over a puppet companion (including en-
  chantment charm effects and enchantment compulsion effects) 
  requires a successful magical skill check against the summoner’s 
  MSD.
  A puppet companion takes a -2 penalty on all rolls if it is 
  outside of your close range. If you do not have line of sight 
  to the puppet companion, it is treated as being blinded. Both 
  these penalties are removed if you possess the Link talent.
  As a standard action, you may order a puppet companion 
  to follow. Doing so causes the puppet to take move actions on 
  its turn (including trading its standard action for a move action) 
  to attempt to move adjacent to you (or as close as it is able) to 
  the best of its ability. Should the companion be unable to find 
  you (such as in a complex maze when you are out of sight for 
  too long, if you are teleported out of view, etc.), the compan-
  ion will remain in its current position. Taking any other action 
  through the companion ends this ability. The spell point cost of 
  summoning a puppet companion is reduced by 1 (minimum 0).
  Warrior
  This archetype may only be applied to bipedal compan-
  ions. Your companion loses all natural attacks granted by its 
  base form and never gains multiattack, but gains the benefits of 
  the Battle Creature (form) talent taken twice.
  A companion with this archetype may never benefit from 
  (form) talents that modify or grant natural attacks, though may 
  still make unarmed strikes and benefit from feats and abilities 
  that affect unarmed strikes as normal.
  Conjuration Talent Types
  Some talents are marked (form). Whenever you select a 
  (form) talent, apply its effects to only a single companion. You 
  may select (form) talents multiple times, but no more than once 
  per companion, unless the talent says otherwise.
  Type Talents
  A (type) talent counts as a (form) talent in all ways, except 
  that an individual companion may only benefit from a single 
  talent with the (type) descriptor (though an individual (type) 
  talent may still be taken multiple times if so noted). A (type) tal-
  ent might change the companion’s creature type to a creature 
  type stated in the talent, although it retains the (extraplanar) 
  subtype. This does not change Hit Dice, skills, or grant any 
  other benefits associated with the creature type in question, 
  but the creature does count as the new type for all interactions 
  such as what magic can affect it.
  
  Chapter 5: Spheres
  246
  Conjuration Talents
  Call The Departed
  If your companion is reduced to 0 hit points and disap-
  pears, you may re-summon it by increasing the spell point cost of 
  summon by one. The companion reappears at one quarter of its 
  maximum hit points with 1 temporary negative level. Any other 
  conditions or ongoing effects on the companion are removed. 
  This negative level lasts until you rest to regain spell points but 
  otherwise may not be removed. After using this talent you may 
  re-summon the companion as normal without an increased cost, 
  but if the target is reduced to 0 hit points and this talent is used 
  on them again, the negative temporary levels stack. If the com-
  panion accumulates negative levels equal to its Hit Dice, it may 
  not be summoned again until the negative levels are removed by 
  resting to regain spell points. 1 Hit Die companions may be 
  summoned by this ability once per day, but take a -1 penalty on 
  all d20 checks in place of the negative level.
  Extra Companion
  You gain an additional companion. Whenever you summon 
  a companion, you must select only one of your companions, 
  although you may have multiple companions summoned at once. 
  You may select this talent multiple times. Each time it is select-
  ed, gain another companion.
  Greater Summoning
  When you spend a spell point to allow a companion to 
  remain for 1 minute per caster level without concentration, it 
  instead remains for 10 minutes per caster level.
  Link
  You gain a telepathic link to each of your companions. So 
  long as you are on the same plane as one of your companions, 
  you may communicate with that creature over any distance.
  Mass Summon [mass]
  When you summon a companion, you may spend an addi-
  tional spell point to summon an additional companion that you 
  possess. You must spend 1 additional spell point per compan-
  ion, but may summon up to 1 additional companion, +1 per 5 
  caster levels you possess as part of the same action.
  Additional costs to summon each companion must be paid 
  separately, as well as spell points spent to allow the companions 
  to endure without concentration. However, if you choose to 
  maintain these summoned companions via concentration, you 
  may maintain all companions summoned through Mass Summon 
  as part of the same concentration action.
  Ranged Summoning [range]
  When you summon a companion, they may appear in any 
  square within close range, rather than only in an adjacent 
  square.
  Spell Conduit
  Your companions can deliver touch spells and sphere 
  abilities for you. If you and one of your companions are 
  in contact at the time you cast a touch spell or sphere 
  ability requiring a melee touch attack, you can des-
  ignate your companion as the “toucher.” You may 
  touch a companion within your natural reach as a 
  free action during your turn to initiate this con-
  tact; your companion may do the same during its 
  turn. The companion can then deliver the touch 
  spell or ability just as you would. As usual, if you 
  cast another spell or sphere ability before the 
  touch is delivered, the touch spell or ability 
  dissipates.
  You may take this talent a multiple times. 
  If taken twice, the companion may be any-
  where within close range of you when you cast 
  the touch spell or ability and may also deliver 
  ranged touch attacks, using its attack modifiers 
  and serving as the effect’s point of origin. Each 
  additional time this talent is taken, increase the 
  range at which this ability functions by one step, 
  to a maximum of long range.
  Spell-Linked Companions
  When you target yourself with a sphere effect, 
  you may spend an additional spell point to apply the 
  effect to up to one Conjuration sphere companion, +1 
  companion per 5 caster levels. All affected companions 
  must be within 5 feet + 5 feet per 5 caster levels. This abil-
  ity may be used even on effects that normally can only tar-
  get the caster.
  
  Chapter 5: Spheres
  247
  Form Talents
  Aligned Creature (form)
  Your companion is connected to great forces of alignment, 
  such as angels, devils, or other extraplanars. Choose one end 
  of the alignment spectrum your companion possesses (good, 
  evil, lawful, chaotic). Your companion becomes connected to 
  that alignment, and may smite a target of its opposed align-
  ment once per day, as the paladin class feature. Your companion 
  may smite its opposed alignment an additional time per day for 
  every 7 Hit Dice possessed.
  Altered Size (form)
  Your companion increases or decreases permanently by 1 
  size category. A companion may gain this talent multiple times. 
  The effects stack. A companion cannot become smaller than 
  Diminutive or larger than Huge. Size changes cause the same 
  changes as detailed in the Size Change Alteration talent.
  Amorphous Creature (form)
  You may spend an additional spell point to choose a dif-
  ferent base form for your companion each time you summon it. 
  Any (form) talents that cannot be applied to the new base form 
  become inactive until a valid base form is chosen.
  Animal Creature (form)
  Your companion has the qualities of a great beast. It gains 
  a +20 feet bonus to its land speed, as well as the scent ability. It 
  gains an additional +10 feet bonus to its land speed for every 2 
  Hit Dice.
  Armored Companion (form)
  Your companion gains armor as appropriate for its form 
  and appearance (a suit of armor, a tougher hide, buffeting winds, 
  etc.). Your companion gains a +2 armor bonus, +1 at every odd 
  Hit Die beyond 1st.
  Avian Creature (form)
  Your companion gains wings and a 30 feet fly speed with a 
  maneuverability of average. This increases by 10 feet per 2 Hit 
  Dice. Alternatively, your companion may gain flight through 
  magical means: it does not gain wings, instead gaining a maneu-
  verability of perfect. This then becomes a supernatural ability, 
  and is subject to anti-magic fields and other such limitations.
  Battle Creature (form)
  Your companion is learned in the ways of war. It gains pro-
  ficiency with all simple weapons and when summoned, appears 
  with up to 2 weapons it is proficient with (masterwork, but of 
  unremarkable composition). These weapons gain a +1 enhance-
  ment bonus for every 3 Hit Dice possessed to a maximum of 
  +5. A companion may gain this form talent twice. If gained a 
  second time, it gains proficiency with all martial weapons and 
  treats its Hit Dice as fighter levels when meeting the prerequi-
  sites for feats.
  Bestial (form)
  Your companion gains a new set of natural attacks chosen 
  from the list below. A companion must possess the prerequisite 
  limbs and cannot already have a natural attack attached to that 
  limb. A companion may gain this talent multiple times. Each 
  time they gain this talent, they gain a new set of natural attacks.
  • One bite attack (primary, 1d6 Medium, 1d4 Small, 
  requires head).
  • Two claw attacks (primary, 1d4 Medium, 1d3 Small, 
  requires arms or the front pair of at least 4 legs).
  • One gore attack (primary, 1d6 Medium, 1d4 Small, 
  requires head).
  • Two hoof attacks (secondary, 1d4 Medium, 1d3 Small, 
  requires 2 legs, but creature must possess at least 4).
  • Two pincers (secondary, 1d6 Medium, 1d4 Small, re-
  quires arms).
  • Two slam attacks (primary, 1d4 Medium, 1d3 Small, 
  requires arms).
  • One sting (primary, 1d4 Medium, 1d3 Small, requires 
  tail).
  • One tail slap (secondary, 1d6 Medium, 1d4 Small, re-
  quires tail).
  • Two talons (primary, 1d4 Medium, 1d3 Small, requires 
  2 legs and creature must be airborne to use).
  • One tentacle attack (secondary, 1d4 Medium, 1d3 
  Small, no requirement).
  • Two wing buffets (secondary, 1d4 Medium, 1d3 
  Small, requires wings).
  Boon Companion (form)
  Your companion’s abilities and Hit Dice are determined as 
  if your caster level were 1 higher, increasing by +1 per 5 Hit Dice 
  you possess. This bonus cannot cause you to have an effective 
  caster level greater than your own Hit Dice.
  Camouflaged Companion (form)
  Your companion may shift its coloration to mimic its en-
  vironment, granting a circumstance bonus on Stealth checks 
  equal to 1 + 1/2 the companion’s Hit Dice. Additionally, the 
  companion gains 1 rank in the Stealth skill per Hit Die; if it 
  already possesses ranks in the Stealth skill, those ranks may be 
  immediately re-trained at no cost.
  Capable Companion (form)
  Your companion gains a bonus feat for which it qualifies, 
  chosen at the time this talent is taken. This talent may be tak-
  en more than once for each companion; each time it grants an 
  additional bonus feat to that companion.
  Climbing Companion (form)
  Your companion may climb virtually any surface, no matter 
  how slick or sheer. It can climb and travel on vertical surfaces 
  or even traverse ceilings as well as a spider does. The compan-
  ion must have at least 3 limbs free to climb in this manner. The 
  companion gains a climb speed of 20 feet, including the +8 ra-
  cial bonus on Climb checks from having a climb speed; further-
  more, it need not attempt Climb checks to traverse a vertical 
  or horizontal surface (even upside down). A companion climb-
  ing this way retains its Dexterity bonus to Armor Class (if any) 
  while climbing, and opponents get no special bonus to their 
  attacks against it. It cannot, however, use the run action while 
  climbing. If the companion already possesses a climb speed, it 
  gains a +10 feet bonus to that climb speed.
  
  Chapter 5: Spheres
  248
  Crafting Creature (form)
  You may treat your companion as if it had the Cooperative 
  Crafting feat and possessed all your Craft skill ranks and item 
  creation feats. All Craft and Profession skills are class skills for 
  your companion. This talent does not remove the need for your 
  companion to have appropriate anatomy in order to be capable 
  of crafting.
  Draconic Creature (form)
  Your companion is draconic in nature. It gains a breath 
  weapon which it may use once per 1d4 rounds. You must decide 
  when this talent is gained whether your companion will breathe 
  a 30-foot cone or a 60-foot line and whether it deals acid, cold, 
  electricity, or fire damage. It deals 1d8 damage per 2 Hit Dice 
  (minimum 1d8), and creatures may attempt Reflex saves (DC 10 
  + 1/2 Hit Dice + Constitution modifier) for half damage.
  Earth Creature (form)
  Your companion is a creature used to living in the ground. 
  It gains a 15 feet burrow speed and tremorsense 10 feet. Its bur-
  row speed and tremorsense increase by 5 feet per 2 Hit Dice.
  Elemental Creature (form)
  Your companion is a being attuned to a particular element. 
  Choose either acid, cold, electricity, or fire. Your companion 
  deals 1d3 damage of that element’s type with all of its natural 
  attacks. This damage increases by one die size per 5 Hit Dice.
  Explosive Companion (form)
  When your companion is reduced to 0 hit points or fewer, 
  it explodes in a burst of energy, dealing 1d6 damage per Hit 
  Die to all creatures within 5 feet + 5 feet per 5 Hit Dice. This 
  damage is either acid, cold, electricity, or fire, chosen when this 
  talent is gained. A successful Reflex save vs. your Conjuration 
  sphere DC halves this damage.
  Extra Limbs (form)
  Your companion gains one of the following sets of limbs: a 
  head, 2 arms, 2 legs, a tail. This does not automatically grant any 
  additional attacks. See the Alteration sphere for descriptions of 
  bonuses gained from these limbs. A companion may gain this 
  talent multiple times. The effects stack.
  Extreme Situations (form)
  Your companion suffers no harm from being in a hot or 
  cold environment and can exist comfortably in conditions 
  between -50 and 140 degrees Fahrenheit (-45 and 60 degrees 
  Celsius) without having to attempt Fortitude saves. The com-
  panion’s equipment is likewise protected. This does not pro-
  vide any protection from fire or cold damage, nor does it pro-
  tect against other environmental hazards such as smoke, lack 
  of air, and so forth.
  If your companion also possesses Avian Creature, it is ac-
  climated to living at high altitudes and additionally can treat its 
  altitude zone as one lower, plus an additional 1 zone lower per 
  7 Hit Dice.
  If your companion also possesses Water Creature, it is im-
  mune to the pressures of the ocean and takes no damage from 
  water pressure.
  Fortified Companion (form)
  Your companion’s Constitution increases by 2, +1 per 2 Hit 
  Dice.
  Implement Bearer (form)
  Your companion appears with an implement of a sphere 
  chosen when this talent is gained. This implement gains a +1 
  enhancement bonus for every 3 Hit Dice possessed to a maxi-
  mum of +5 (minimum +1). The implement may take any desired 
  shape (a staff, a ring, etc.), and if the companion possesses an-
  other talent that grants it equipment (such as Battle Creature 
  or Shield Bearer), it may choose to combine the benefits of the 
  implement and the summoned equipment, creating one item 
  that functions as both.
  Infectious Creature (form)
  Choose one of the following diseases: blinding sickness, 
  bubonic plague, cackle fever, filth fever, leprosy, mindfire, red 
  ache, shakes, or slimy doom. When a creature takes damage 
  from a manufactured or natural weapon attack made by your 
  companion, it must succeed on a Fortitude save with a DC of 
  10 + 1/2 your companion’s Hit Dice + Constitution modifier or 
  contract the disease immediately (the onset period does not 
  apply). Use the disease’s listed frequency and save DC to de-
  termine further effects. Regardless of the success or failure of 
  this save, the creature is immune to further applications of this 
  ability by your companion for 24 hours.
  Lingering Companion (form)
  When you spend a spell point to allow this companion to 
  remain for 1 minute per caster level without concentration, 
  you may spend an additional spell point to allow it to remain 
  for 1 hour per level instead. If you also possess the Greater 
  Summoning talent, your companion instead remains for 1 day 
  or until you rest to regain spell points, whichever comes first. 
  Once you have spent a spell point to summon such a creature for 
  a full day, you may dismiss and re-summon this companion at will 
  without having to spend any additional spell points that day.
  Magic Attacks (form)
  Your companion’s natural attacks are treated as magic 
  weapons for the purpose of overcoming damage reduction. At 
  7 Hit Dice they are treated as cold iron and silver for this pur-
  pose, and at 14 Hit Dice they are treated as adamantine.
  Magical Companion (form)
  Your companion possesses powerful, natural magic. It is 
  considered to possess the casting class feature with no casting 
  tradition (natural casting) and uses Charisma as its casting abil-
  ity modifier. Its Charisma increases by 1/2 its Hit Dice (mini-
  mum +1) and it gains a spell pool equal to its Charisma modifier, 
  and a caster level equal to 1/2 its Hit Dice. The companion does 
  not gain 2 bonus magic talents like most casters do, but may se-
  lect magic talents with its feats. A companion can never possess 
  the Conjuration sphere.
  Monstrous Attacks (form)
  Your companion gains one of the following traits: Constrict 
  (as the Tentacles talent from the Alteration sphere), grab, 
  lunge, pull, poison (as the Vermin Transformation talent from 
  the Alteration sphere), or trip.
  This trait applies an effect or ability to one of its natural at-
  tacks. A companion may gain this talent multiple times, gaining 
  a new trait each time. It cannot attach the same trait multiple 
  times to the same natural attack.
  
  Chapter 5: Spheres
  249
  Mount (form)
  This talent may only be applied to companions with a base 
  form suitable to serve as a mount (usually quadruped, serpen-
  tine, or vermin, though others may be allowed at the GM’s dis-
  cretion). Your companion always acts on your initiative while 
  you are mounted upon it and always appears equipped with a 
  suitable military saddle for its form that does not count against 
  its carrying capacity. You may mount such a companion as part 
  of casting summon if the companion appears within your nat-
  ural reach. You gain a +1 insight bonus on Ride checks while 
  mounted on your companion. This bonus increases by +1 per 5 
  caster levels.
  If your companion possesses a burrow speed or the earth 
  glide ability, you may travel with it while mounted. This does 
  not grant any ability to perceive your surroundings or any abili-
  ty to breathe while underground.
  Mystical Companion (form)
  Your companion gains a pool of ki points, supernatural en-
  ergy it can use to accomplish amazing feats, as the unchained 
  monk class feature. The number of points in your companion’s 
  ki pool is equal to 1/2 his Hit Dice + its Wisdom modifier (total 
  minimum 1). As long as it has at least 1 point in its ki pool, its 
  unarmed strikes and natural attacks are treated as magic weap-
  ons for the purpose of overcoming damage reduction. It may 
  take ki powers from the unchained monk list in place of feats, 
  using its Hit Dice in place of unchained monk levels for meet-
  ing prerequisites.
  Natural Aspect (form)
  Your companion gains one of the following special mon-
  ster qualities: Fast healing 1, leaping attack, pounce, rend, rock 
  catching, rock throwing, or trample. 
  A companion may gain this talent multiple times. Each 
  time it is gained, they gain a new trait from the list. See the 
  Alteration sphere for a description of each ability.
  Powerful Companion (form)
  Your companion’s Strength increases by 2, +1 per 2 Hit 
  Dice.
  Quick Companion (form)
  Your companion’s Dexterity increases by 2, +1 per 2 Hit 
  Dice.
  Raging Companion (form)
  Your companion gains the ability to rage, as the barbar-
  ian class feature, for a number of rounds per day equal to the 
  higher of its Constitution modifier and its Hit Dice. While in 
  rage, the companion gains a +4 morale bonus to its Strength 
  and Constitution, as well as a +2 morale bonus on Will saves. In 
  addition, it takes a –2 penalty to Armor Class. The increase to 
  Constitution grants the companion 2 hit points per Hit Dice, 
  but these disappear when the rage ends and are not lost first 
  like temporary hit points. While in rage, a companion cannot 
  use any Charisma-, Dexterity-, or Intelligence-based skills (ex-
  cept Acrobatics, Fly, Intimidate, and Ride) or any ability that 
  requires patience or concentration.
  The companion can end its rage as a free action and is fa-
  tigued after rage for a number of rounds equal to 2 times the 
  number of rounds spent in the rage. The companion cannot 
  enter a new rage while fatigued or exhausted but can otherwise 
  enter rage multiple times during a single encounter or combat. 
  The duration of the fatigue or exhaustion expires even when 
  the companion is not summoned. If the companion falls uncon-
  scious, its rage immediately ends, placing it in peril of dismissal 
  from hit point loss.
  The companion may take rage powers in place of feats, if 
  it qualifies for them, using its Hit Dice in place of barbarian 
  levels.
  Special: If your GM permits, you may instead use the rage 
  ability per the unchained barbarian, modifying the above abil-
  ity accordingly.
  Ravenous Creature (form)
  You companion gains the swallow whole ability, allowing 
  it to make a grapple attempt to swallow a creature that it has 
  grappled at the start of its turn as a standard action. If the com-
  panion possesses a bite attack, a successful grapple check to 
  swallow whole deals bite damage.
  Each round the creature remains swallowed, it is dealt 1d6 
  bludgeoning damage plus an additional 1d6 acid damage per 3 
  Hit Dice (minimum 0d6). Your companion may swallow crea-
  tures up to one size smaller than itself. This trait may be tak-
  en twice; the second time allows your companion to swallow 
  creatures up to their own size and grants a bonus to CMB and 
  CMD equal to 1 plus 1 per 3 Hit Dice on grapple checks made 
  to swallow creatures or to prevent them from escaping once 
  swallowed. More than one creature may be swallowed at a time, 
  but you may not exceed the maximum total size that can be 
  swallowed, counting two Tiny creatures as one Small creature, 
  two Small creatures as one Medium creature, etc.
  A swallowed creature can try to cut its way free with any 
  light slashing or piercing weapon, or it can try to escape the 
  grapple. The amount of cutting damage required to get free is 
  equal to 1/10 the companion’s total hit points. This damage is 
  inflicted on the companion as normal.
  The armor class of the interior of a creature that swallows 
  whole is 10 + 1/2 its natural armor bonus, with no modifiers for 
  size or Dexterity. If a swallowed creature cuts its way out, the 
  swallowing creature cannot use swallow whole again until the 
  companion receives healing equal to the damage dealt. If the 
  swallowed creature escapes the grapple, success puts it back in 
  the attacker’s mouth, where it may be bitten (if the companion 
  possesses a bite attack) or swallowed again.
  Resistant Creature (form)
  Choose one energy type from the following list: acid, cold, 
  electricity, fire, or sonic. Your companion gains energy resis-
  tance to that element equal to 5 + its Hit Dice. You may select 
  this talent multiple times, granting energy resistance against a 
  different element each time.
  Roguish Creature (form)
  Your companion is a creature of guile. Your companion 
  deals +1d6 sneak attack damage as the rogue class feature, 
  which increases to +2d6 at 7 Hit Dice and +3d6 at 14 Hit Dice. 
  In addition, your companion may select rogue talents as feats. 
  At 10 Hit Dice, it can select advanced talents as feats.
  
  Chapter 5: Spheres
  250
  Sage Companion (form)
  Your companion’s Intelligence increases by 2, +1 per 2 Hit 
  Dice and gains a bonus on skill checks to identify the abilities 
  and weaknesses of creatures equal to half its Hit Dice (min-
  imum 1). This increase stacks with the Skillful Companion 
  talent. Your companion gains additional skill points from this 
  increased Intelligence as usual.
  Sanguine Creature (form)
  Choose one of the following abilities. This talent may be 
  taken more than once; each time a different ability may be 
  gained:
  Bleed: Choose one natural attack your companion pos-
  sesses. That attack inflicts 1d2 bleed damage. This bleeding can 
  be stopped by a successful DC 15 Heal check or through the 
  application of any magical healing. The die size of this bleed 
  damage increases by one size for every 4 Hit Dice the compan-
  ion possesses (1d3, 1d4, 1d6, 1d8, etc.).
  Blood Drain: Your companion drains blood at the end 
  of its turn if it grapples a foe, inflicting 1 point of Constitution 
  damage. This damage increases to 1d2 at 5 Hit Dice, then one 
  die size for every 5 additional Hit Dice thereafter (1d3, 1d4, 
  etc.).
  Thirst: Your companion gains 1 temporary hit point per 
  Hit Die of the grappled creature whenever it uses its blood 
  drain ability. These temporary hit points last for 1 minute per 
  Hit Die of the companion and do not stack with other uses of 
  this ability. The companion must have the blood drain option 
  of this talent to be eligible to gain this ability.
  Shadow Creature (form)
  Your companion is a being made of shadow. It gains dark-
  vision 60 feet, low-light vision, and a +8 racial bonus to Stealth 
  checks made in dim light or darkness. Your companion takes 
  half damage from attacks and magic originating from corpore-
  al creatures and only deals half damage to corporeal creatures 
  with its own attacks and magic. However, your companion 
  deals full damage to incorporeal creatures and suffers full dam-
  age from incorporeal creatures.
  Shield Bearer (form)
  Your companion gains the shield proficiency feat, and 
  when summoned, appears carrying a type of shield it is proficient 
  with. If the creature possesses the Tower Shield Proficiency 
  feat, this may be a tower shield. The shield is masterwork, but 
  of unremarkable composition. This shield gains a +1 enhance-
  ment bonus for every 3 Hit Dice your companion possesses, to 
  a maximum of +5.
  Shocking Creature (form)
  Your companion can shock others, like an electric eel. As 
  a standard action, your companion may make a melee touch 
  attack that deals 1d8 plus 1d8 per 2 Hit Dice electricity damage. 
  This touch attack does not provoke attacks of opportunity. If a 
  creature successfully grapples this companion, the companion 
  may use this ability as an immediate action, inflicting the dam-
  age with no attack roll, but allowing a Fortitude saving throw 
  for half damage. If this companion is in water, this ability in-
  stead functions as a 10-foot radius burst centered on the com-
  panion; affected creatures are allowed a Fortitude saving throw 
  for half damage. Creatures beyond 10-foot but within a 30-foot 
  radius takes half damage, with a Fortitude save for half damage. 
  Once used, this ability cannot be used again for 1d4 rounds.
  Skillful Companion (form)
  Your companion’s Intelligence increases by 3 (raising its 
  base Intelligence to 10), and it gains an additional skill point 
  per Hit Die (raising its total to 3 per level). In addition, it gains 
  3 new class skills of your choice.
  Spell-Warded Companion (form)
  Your companion gains spell resistance equal to 10 + its Hit 
  Dice. This spell resistance does not apply to any effects origi-
  nating from you.
  Stinking Companion (form)
  Your companion gains one of the abilities listed below.
  This talent may be taken more than once; each time a dif-
  ferent ability may be gained:
  Nauseating Spray: As a standard action your companion 
  may spray noxious chemicals in a 15-foot cone. Any creature 
  in this cone must succeed at a Fortitude save with a DC of 10 
  + 1/2 Hit Dice + Constitution modifier or be sickened for 1d6 
  rounds. This is a poison effect.
  Stench: Your companion secretes a stinking chemical of-
  fensive to most living things. Any creature other than you adja-
  cent to your companion must succeed at a Fortitude save or be 
  sickened until 1d6 rounds after they are no longer adjacent. A 
  creature that saves against this effect is immune to any instance 
  of it from the same companion for 24 hours. This is a poison 
  effect.
  Superior Senses (form)
  Your companion gains either darkvision 60 feet, low-light 
  vision, or the scent ability. If your companion possesses darkvi-
  sion from another source, increase its range by 30 feet. If it al-
  ready possesses the scent ability, it may either increase its range 
  to 60 feet or gain the keen scent ability.
  Keen Scent: The companion can notice other creatures by 
  scent in a 180-foot radius underwater and can detect blood in 
  the water at ranges of up to a mile.
  Additionally, if you or your companion possesses any of the 
  following spheres, you may choose the following special senses 
  instead of one listed above:
  Dark Sphere: Your companion may gain the see in dark-
  ness ability. You must spend 1 additional spell point as part of 
  your summon to grant your companion the benefit from this 
  ability.
  Life Sphere: Your companion may gain lifesense 30 feet. 
  The creature notices and locates living creatures within range, 
  just as if it possessed the blindsight ability. You must spend 2 
  additional spell points as part of your summon to grant your 
  companion the benefit of this ability.
  Mind Sphere: Your companion may gain thoughtsense 30 
  feet. This ability functions similarly to blindsight. Nondetection, 
  mind blank, and similar effects can block thoughtsense. 
  Thoughtsense can distinguish between sentient (Intelligence 
  3 or greater) and nonsentient (Intelligence 1-2) creatures, but 
  otherwise provides no information about the creatures it de-
  tects. You must spend 2 additional spell points as part of your 
  summon to grant your companion the benefit of this ability.
  
  Chapter 5: Spheres
  251
  Nature Sphere ((earth) package): Your companion 
  may either gain the ability to see through up to 5 feet of dirt 
  and stone or gain tremorsense 30 feet. You must spend 1 addi-
  tional spell point as part of your summon to grant your compan-
  ion tremorsense. A companion with tremorsense is sensitive 
  to vibrations in the ground and can automatically pinpoint the 
  location of anything that is in contact with the ground. Aquatic 
  creatures with tremorsense can also sense the location of crea-
  tures moving through water.
  Nature Sphere ((fire) package): Your companion may 
  gain the ability to see through both magical and mundane 
  smoke, ignoring the miss chance for these obstructions, up to 
  its normal range of vision.
  Nature Sphere ((metal) package): Your companion 
  gains the scent metal ability. This ability functions much the 
  same as the scent ability, except that the range is 90 feet and 
  the companion can only use it to sense metal objects (including 
  creatures wearing or carrying metal objects). If the companion 
  already has the scent ability, increase the range of this ability by 
  the companion’s scent range.
  Nature Sphere ((plant) package): Your companion can 
  see through thick plant matter as though it were transparent, 
  with a range of 30 feet. Leaves, vines, greenery, and under-
  growth offer no concealment to the companion’s sight, though 
  solid wood still blocks its line of sight.
  Nature Sphere ((water) package): Your companion 
  may see through fog, mist, and murky water as if they were 
  perfectly clear, ignoring the miss chance for these obstructions, 
  up to its normal range of vision.
  Telekinesis Sphere: Your companion may gain touch-
  sight 30 feet. You must spend 2 additional spell points as part 
  of your summon to grant your companion the benefit from this 
  ability. Your companion may ignore invisibility, darkness, and 
  concealment, though it must have line of effect to a creature or 
  an object to discern it. It does not need to attempt Perception 
  checks to notice creatures; it can detect and pinpoint all crea-
  tures within 30 feet.
  A companion may gain this talent multiple times. Each 
  time it gains this talent, select a new sense or increase the range 
  of their darkvision by 30 feet. If a selected ability requires an 
  additional spell point cost, the caster must choose to grant the 
  ability and pay the cost each time the companion is summoned.
  Thorned Companion (form)
  The companion grows spines, quills, or thorns. These may 
  be treated as armor spikes of their size (1d6 Medium, 1d4 Small, 
  20x2, piercing) but may be enhanced as natural weapons and 
  may be wielded as a secondary natural weapon if beneficial. The 
  companion is automatically proficient with these spikes. This 
  talent may be taken a second time, allowing the companion 
  to launch spines as a thrown weapon (1d6 Medium, 1d4 Small, 
  20x2, piercing) with a range increment of 20 feet. The compan-
  ion may draw the spines as a free action and throw them for any 
  attacks it is entitled to normally. Launched spines regenerate at 
  the end of its turn.
  Transformative (form)
  Your companion can change its appearance at will. It gains 
  Disguise as a class skill and can attempt Disguise checks as a 
  standard action. This is a spell-like ability, with a caster level 
  equal to its Hit Dice.
  Trapbreaking Companion (form)
  Your companion is a natural talent for the trapbreaker’s 
  art. The companion adds 1/2 its Hit Dice to Perception checks 
  made to locate traps and to Disable Device checks (minimum 
  +1). The companion can use Disable Device to disarm magic 
  traps. It may take rogue talents in place of feats, if it qualifies 
  for them, using its Hit Dice in place of rogue levels. At 10 Hit 
  Dice, it can select advanced talents as feats.
  Water Being (form)
  Your companion gains a 30 feet swim speed, the ability to 
  breathe underwater, and blindsense 15 feet (only in water). For 
  every 2 Hit Dice, the swim speed increases by 10 feet and the 
  blindsense increases by 5 feet.
  Web Spinner (form)
  Your companion gains the ability to use webs to support 
  itself and up to one additional creature of the same size. In ad-
  dition, it can throw a web up to once per minute as a standard 
  action. This is similar to an attack with a net but has a maxi-
  mum range of 50 feet, with a range increment of 10 feet, and is 
  effective against targets up to one size category larger than the 
  companion. An entangled creature can escape with a successful 
  Escape Artist check or burst the web with a Strength check. 
  Both are standard actions with a DC equal to 10 + 1/2 the com-
  panion’s Hit Dice + the companion’s Constitution modifier. 
  Attempts to burst a web by those caught in it take a –4 penalty.
  The companion can create sheets of sticky webbing in ad-
  jacent squares up to three times its size (so a Medium com-
  panion can create a sheet that is 15-foot-by-15-foot.). Doing so 
  requires a full-round action and counts as having used its web. 
  Approaching creatures must succeed on a DC 20 Perception 
  check to notice a web; otherwise they stumble into it and be-
  come trapped as though by a successful web attack. Attempts 
  to escape or burst the webbing gain a +5 bonus if the trapped 
  creature has something to walk on or grab while pulling free. 
  Each 5-foot-square section of web has a number of hit points 
  equal to the Hit Dice of the companion that created it and DR 
  5/—.
  If the companion possesses a climb speed, it 
  can move across its own web at its climb speed. 
  While touching a web it created, the com-
  panion can pinpoint the location of 
  any creature touching its web. 
  If your companion is dis-
  missed, any webs it cre-
  ated immediately 
  disappear.
  
  Chapter 5: Spheres
  252
  Willful Companion (form)
  Your companion’s Wisdom increases by 2, +1 per 2 Hit 
  Dice. In addition, whenever your companion rolls a Will saving 
  throw, it may roll twice and take the higher result. If it may al-
  ready roll twice and take the higher result, it instead rolls three 
  times.
  Type Talents
  Constructed (type)
  Your companion is mechanical in its nature, whether it is a 
  full construct or a modified biological creature. The companion 
  gains the construct creature type. The companion gains moder-
  ate fortification and DR 2/adamantine +1 per 3 Hit Dice.
  You may take this talent twice. If taken twice, your com-
  panion gains heavy fortification, DR 3/- +1 per 3 Hit Dice, and 
  your companion no longer needs to breathe, granting it immu-
  nity to drowning, suffocation, or gas-based effects.
  Fey Companion (type)
  Your companion has strong ties to the Faerie. The com-
  panion gains the fey creature type. The companion gains DR 2/
  cold iron +1 per 5 Hit Dice, +1 saves vs. charms and sleep +1 per 
  5 Hit Dice.
  You may take this talent twice. If taken twice, your com-
  panion’s bonuses improve to DR 3/cold iron +1 per 3 Hit Dice, +1 
  saves vs. illusions and mind-affecting effects +1 per 3 Hit Dice.
  Ooze Companion (type)
  Your companion mimics the properties of oozes. The 
  companion gains the ooze creature type. Your companion can 
  move through an area as small as one-quarter its space without 
  squeezing or one-eighth its space when squeezing. The com-
  panion gains moderate fortification.
  You may take this talent twice for a given companion. If 
  taken twice, your companion gains heavy fortification, and your 
  companion can engulf creatures in its path. As a standard ac-
  tion, the companion may move up to its speed and attempt to 
  engulf any creature smaller than itself that is in its path. It can-
  not make other attacks during a round in which it engulfs. The 
  companion merely has to move over its opponents, affecting as 
  many as it can cover.
  Targeted creatures can make attacks of opportunity against 
  the companion, but if they do so, they are not entitled to a sav-
  ing throw against the engulf attack. Those who do not attempt 
  attacks of opportunity can attempt a Reflex save (DC 10 + 1/2 
  Hit Dice + Strength modifier) to avoid being engulfed—on a 
  success, they are pushed back or aside (companion’s choice) 
  as the companion moves forward. Engulfed creatures gain the 
  pinned condition, are in danger of suffocating, are trapped 
  within the companion’s body until they are no longer pinned, 
  and take slam damage from the companion each round (1d4 
  Medium, 1d3 Small if no slam attack is possessed). An engulfed 
  creature may attempt to escape as if escaping a pin.
  Planar Creature (type)
  Your Conjuration companion is strongly tied to the align-
  ment planes. Choose one of the following alignment groups. 
  Your companion gains two of the options listed under than 
  alignment group. Taking this talent a second time grants the 
  remaining two options under that alignment.
  Anarchic
  • DR 2/lawful (increasing by +1 per 5 Hit Dice)
  • Energy resistance (acid, electricity, sonic) equal to 1/2 
  Hit Dice
  • +1 saves vs. mind-affecting effects (increasing by +1 per 
  5 Hit Dice)
  • Attacks count as chaotic for the purpose of overcom-
  ing damage reduction.
  Axiomatic
  • DR 2/chaotic (increasing by +1 per 5 Hit Dice)
  • DR vs. nonlethal damage equal to 1/2 Hit Dice
  • +1 saves vs. death effects (increasing by +1 per 5 Hit 
  Dice)
  • Attacks count as lawful for the purpose of overcoming 
  damage reduction.
  Celestial
  • DR 2/evil (increasing by +1 per 5 Hit Dice)
  • Energy resistance (acid, cold, electricity) equal to 1/2 
  Hit Dice
  • +1 saves vs. disease (increasing by +1 per 5 Hit Dice)
  • Attacks count as good for the purpose of overcoming 
  damage reduction.
  Fiendish
  • DR 2/good (increasing by +1 per 5 Hit Dice)
  • Energy resistance (cold, fire) equal to 1/2 Hit Dice
  • +1 saves vs. poison (increasing by +1 per 5 Hit Dice)
  • Attacks count as evil for the purpose of overcoming 
  damage reduction.
  Plant Creature (type)
  Your companion mimics the properties of plants. The com-
  panion gains the plant creature type. The companion gains low-
  light vision and a +2 bonus on saves against paralysis, poison, 
  polymorph, sleep, and stunning effects. This bonus increases 
  by +1 per 2 Hit Dice.
  You may take this talent twice. If taken twice, your com-
  panion gains a +2 bonus on saves against mind-affecting effects 
  that increases by +1 per 2 Hit Dice, immunity to paralysis, poi-
  son, polymorph, sleep, and stunning effects, and no longer re-
  quires sleep.
  Undead Creature (type)
  Your companion mimics the properties of undead. It is 
  healed by negative energy and harmed by positive energy. The 
  companion gains the undead creature type. The companion 
  also gains +2 channel resistance, as well as a +2 bonus on saves 
  against disease, exhaustion, fatigue, paralysis, poison, sleep ef-
  fects, and stunning. These bonuses and channel resistance in-
  creases by +1 per 2 Hit Dice. You may take this talent twice. 
  If taken twice, your companion gains immunity to disease, ex-
  haustion, fatigue, paralysis, poison, sleep effects, and stunning, 
  and your companion no longer needs to breathe, granting it 
  immunity to drowning, suffocation, or gas-based effects.
  
  Chapter 5: Spheres
  253
  Creation
  You may alter and create physical materials.
  Alter
  Altering an object is a standard action and requires you to 
  touch the object to be altered. Alter is subject to spell resistance. 
  You cannot alter an animate target (such as a golem or animat-
  ed object) and the object must be non-magical and unattend-
  ed (not held, worn, or part of a creature’s equipment). While 
  some talents may affect these limitations, artifacts can never 
  be altered.
  When you gain the Creation sphere, you may alter objects 
  in the following ways:
  Destroy
  You deal damage to the object equal to 1d4 + 1/2 your caster 
  level. This bypasses all hardness. An object reduced to less than 
  half its hit points gains the broken condition.
  Repair
  You may repair a damaged object, healing it for a number 
  of hit points equal to 1d4 + 1/2 your caster level. If the object has 
  the broken condition, this condition is removed if the object is 
  restored to at least half its original hit points.
  This ability cannot restore warped or transmuted items, 
  but it can still repair damage done to such items.
  Create
  As a standard action, you may spend a spell point to create 
  a non-magical, unattended object out of vegetable matter such 
  as wood, hemp, or cotton in either your hand or an adjacent 
  square. You may create objects with multiple materials, provid-
  ed you can create all the materials required. Adamantine cannot 
  be altered or created, except for the Repair and Destroy abilities.
  The object may be of equivalent size to one Small object 
  per caster level (see chart below) and lasts as long as you con-
  tinue to concentrate, to a maximum of 1 minute per caster lev-
  el. When creating an object you may spend an additional spell 
  point to allow that object to persist for 1 minute per caster level 
  without concentration. A created object may be dismissed as a 
  standard action.
  If the created object is especially large, it must begin in an 
  adjacent square and must be completely contained within close 
  range. You may choose to create objects that can be moved eas-
  ily, or can create objects that are anchored to an unattended 
  surface large enough to hold that part of the object (such as a 
  bridge being anchored to both sides of a gap, or a wall growing 
  out of the ground). You cannot create an object directly onto a 
  creature or attended object (summoning manacles onto some-
  one’s wrists, etc.).
  When attempting to break an object that does not have 
  a predetermined Break DC, the Break DC is equal to 10 + the 
  object’s hardness +1 per inch in the item’s thickness. For exam-
  ple, a 2-inch thick stone wall would have a Break DC of 10 + 8 
  hardness + 2 inches, or DC 20.
  Generally speaking, you cannot create alchemical items, 
  poisons, materials that deal damage on contact or items that 
  carry special properties or knowledge you do not possess (rare 
  herbs, the key to a lock you did not construct, etc.). While sim-
  ple objects such as candles, folds of cloth, simple furniture, or 
  basic weapons are easy to create; particularly complex objects 
  (mechanics, crossbows, objects with moving parts) require 
  a Craft check made against the object’s Craft DC. Likewise, 
  non-magical common herbs can be created through a successful 
  Knowledge (Nature) check, such as wolfsbane or the night tea 
  plant. For herbs and items with no predetermined Craft DC, 
  the check DC is assumed to be equal to 10 +1 per 5 gp in the 
  item’s cost, though any items with a DC above 15 cannot be 
  made. Failure means the object comes into being broken and 
  unusable, or otherwise incorrect.
  A DC 15 Appraise check reveals the object as a magical 
  fake. Fabricated objects have a lingering magical aura that can 
  be detected as magic, although the objects themselves are not 
  magical.
  Table: Object Materials
  Substance
  Hardness
  Hit Points
  Glass
  1
  1/in. of thickness
  Paper or cloth
  0
  2/in. of thickness
  Rope
  0
  2/in. of thickness
  Ice
  0
  3/in. of thickness
  Leather or hide
  2
  5/in. of thickness
  Wood
  5
  10/in. of thickness
  Stone
  8
  15/in. of thickness
  Iron or steel
  10
  30/in. of thickness
  Mithral
  15
  30/in. of thickness
  Adamantine
  20
  40/in. of thickness
  There are dozens of ways a created object can interact with 
  the world, and many of the details of those interactions are de-
  termined by the GM. The following notes, however, include 
  clarifications about various types of created objects.
  Falling Objects: Objects that fall upon characters deal 
  falling damage based on their size according to Table: Object 
  Size.
  Objects made of stone or harder substances deal double 
  falling damage, while soft object such as cloth deal half falling 
  damage. An object falling less than 30 feet also deals half falling 
  damage, while an object falling more than 150 feet deals double 
  falling damage. These multipliers stack; a stone object falling 
  
  Chapter 5: Spheres
  254
  150 feet would deal x4 damage, while a cloth object falling 20 
  feet would deal 1/4th damage. A falling object takes the same 
  amount of falling damage as it deals, and no falling object can 
  deal more than 20d6 falling damage. Additional damage, such 
  as through enhancements, acid coatings, etc., is not multiplied or 
  divided by hardness or falling distance.
  Dropping an object on a creature is considered an attack 
  with a ranged weapon with a range increment of 20 feet. This 
  distance is measured from the object’s starting point to the 
  target’s square, rather than the distance between you and the 
  target. When making an attack roll with a falling object, use 
  your Intelligence instead of your Dexterity when calculating 
  your attack bonus.
  When dropping an object on a target that is larger than 
  the dropped object, make an attack roll against their AC. This 
  is similar to a weapon attack. When dropping an object that 
  is the same size or larger than the target, make an attack roll 
  against their touch AC. This is similar to using an indirect-fire 
  siege weapon, and carries some additional rules:
  When using a Large or larger object like an indirect-fire 
  siege weapon, the object targets a creature in a square, but also 
  deals half its falling damage as splash damage to additional 
  creatures within 5 feet + 5 feet per size category above Large of 
  the object being dropped. 
  When using a dropped object of Medium size or larger like 
  an indirect-fire siege engine, you may target a grid intersection 
  instead of a creature like you can with a splash weapon, in which 
  case direct damage is not dealt and splash damage (if any) af-
  fects creatures as normal. Also, like a splash weapon, if you miss 
  with a dropped object, the object veers off course one space per 
  range increment. Roll a d8 to determine the direction in which 
  the object veered off-course, just as with a splash weapon.
  A dropped, hard, non-wall/covering object larger than the 
  creatures underneath it will push creatures out of the area 
  where it fell to the nearest unoccupied spaces, while objects 
  the same size or smaller would themselves move to the near-
  est unoccupied spaces. Walls and coverings larger than the ob-
  jects underneath them function as catches, described below. 
  A dropped soft non-covering object, such as a large bundle of 
  cloth, that is larger than the creatures underneath it neither 
  moves creatures nor becomes a catch, and instead forces the 
  targets to pass a Reflex save or be knocked prone and buried 
  underneath the object itself.
  Falling Weapons: Weapons deal their normal damage 
  instead of their object size damage when dropped on a target 
  and their damage is not multiplied for hardness, although it is 
  still multiplied for distance. Falling weapons are never treat-
  ed as indirect siege weapons, and always target AC rather than 
  touch AC. Dropping a giant spike is the same as dropping a 
  greatsword.
  Buried: When a target is buried in material, such as from 
  large cloth objects as mentioned above, they suffer 1d6 points 
  of nonlethal damage per minute while buried, which becomes 
  lethal damage when their nonlethal damage equals their hit 
  points. A creature may clear material equal to five times their 
  heavy load limit per minute, or per 30 seconds if using an ap-
  propriate tool such as a pick, crowbar, or shovel. The amount 
  of stone or heavier material that fills a 5-foot-by-5-foot area 
  weighs about 1 ton (2,000 pounds), with wood and softer ma-
  terials such as cloth weight half that amount. A buried charac-
  ter cannot unbury itself, but may attempt to free itself with a 
  Strength check or Escape Artist check against a DC equal to 5 
  + the Reflex save DC they failed that buried them.
  Walls and Coverings: When creating walls, coverings, or 
  other objects that are particularly thin but cover a large area, a 
  section of 20-foot-by-20-foot cloth is considered a Small object 
  (1 hit point), while a wall 10-foot-by-10-foot and 1 inch thick 
  counts as a Small object. Adding spikes or other such decora-
  tions to a 10-foot-by-10-foot wall makes it count as a Medium 
  object, and doubling the thickness of a wall or covering counts 
  as doubling its size. When dropping a wall or covering onto an 
  area, damage is dealt to all spaces the wall or covering strikes, 
  but damage is determined by the thickness, rather than the 
  overall size, of the object (dropping a spikeless wall 1-inch thick 
  onto a target counts as striking them with a Small object, no 
  matter how large the wall may actually be in total). Additionally, 
  you cannot target specific creatures with a wall or covering; only 
  splash damage can be dealt over the affected area. Coverings 
  made of soft materials such as cloth dropped less than 30 feet 
  do not deal damage.
  Spikes and Hazardous Ground: You may create spikes 
  on an object or the ground that deal damage to targets who 
  run into or pass over them. If a target is pushed onto spikes 
  (such as through a successful bull rush) or steps onto them, 
  make a touch attack roll against the target using your caster 
  level as your attack bonus. If successful, the target suffers pierc-
  ing damage equal to your caster level (minimum 1) and has its 
  land speed reduced by half if the wound was administered to 
  its feet. This movement penalty lasts for 24 hours or until the 
  creature is treated with a DC 15 Heal check or receives at least 
  1 point of fast healing/magical healing/regeneration. A charging 
  or running creature must immediately stop if it enters an area 
  covered in spikes. A creature may move at half speed through 
  this area without risking damage to itself. Spikes added to a 
  dropped object do not increase the damage of the falling ob-
  ject, though spikes added to a wall count as increasing its size 
  as mentioned above.
  When placing spikes or any other form of hazardous ter-
  rain directly underneath a target, they are allowed a Reflex sav-
  ing throw. Success means they suffer no effect from the hazard-
  ous terrain in that square until the end of their 
  next turn. Attempting to move into or through 
  such hazardous squares affects the target 
  normally. It is also possible, through cer-
  tain talents, to create other forms of haz-
  ardous terrain, such as grease, ice, acid, or 
  other materials. Hazardous terrain created in 
  this fashion functions as normal for its kind.
  Catches, Nets, and Cages: A catch is 
  any wall or covering larger than the target 
  
  Chapter 5: Spheres
  255
  underneath it that is dropped on a target and then rests on top 
  of them to impede their movement. A net is a catch made from 
  cloth, rope, chains, or other pliable materials that is the same 
  size as the target underneath it. A cage is a wall or covering that 
  is wrapped around a target so as to impede their movement 
  without dealing falling damage first.
  A net functions the same as the exotic weapon of the same 
  name. A catch is similar to a net in that targets underneath it 
  are entangled, but escaping a catch is as easy as moving out 
  from underneath it, in addition to breaking it through dealing 
  damage or making a Strength check.
  Cages, on the other hand, do not deal damage, but are also 
  much harder to escape. While it is possible to box someone in 
  with walls and a ceiling, if those walls are not at least 10 feet 
  away from the target on all sides, the target is allowed a Reflex 
  save to immediately move to the nearest unoccupied space on 
  the outside of the cages. Creating a cage 1-inch thick that oc-
  cupies the same space as a creature is considered the same as 
  creating an object one size larger than the target creature. No 
  matter how small a cage might be, a target may always make 
  attack rolls and Strength checks unimpeded against any cage 
  created around them (with the usual DC of 10 + the object’s 
  Hardness +1 per inch in the item’s thickness), though the inside 
  may be covered in spikes as a wall at the usual cost of increasing 
  its effective size (or be coated in acid or other harmful mate-
  rials if you possess the appropriate talents) to discourage such 
  attacks and checks. Targets are not damaged by the material 
  unless they make such attacks or checks.
  Table: Object Size
  Creation Talent Types
  Some Creation talents are designated (alter) talents. These 
  grant you new ways to alter objects.
  Material
  Some Creation talents are designated (material) talents. 
  These talents expand the list of the types of materials that can 
  be altered or created.
  Creation Talents
  Altering Burst
  You may alter all unattended non-magical objects in a 10-
  foot radius around yourself. You may only affect objects half the 
  size of your usual maximum. If you spend a spell point, you may 
  alter objects up to your normal size limitation as per your caster 
  level and increase the radius to 20 feet. You may choose any 
  number of materials that you can create within this area to be 
  affected. (For example, you may choose to Destroy a stone wall 
  while leaving the wooden dresser resting against it unharmed.)
  If you possess Distant Creation, you may center this effect 
  anywhere within range. If you possess Potent Alteration, when 
  spending a spell point to alter bigger objects in a larger area, you 
  may alter up to one attended and/or magical object for every 4 
  caster levels you possess that remains within the size limita-
  tions of the effect in addition to other objects in the area.
  Created Momentum
  When creating an object and dropping it on a target 
  at the same time, the falling object never deals half dam-
  age for distance, no matter how short the fall, and only 
  needs to fall 75 feet to deal double damage. Additionally, 
  you may create an object and hurl it sideways or even 
  upwards, making attacks with it in a manner similar to 
  a projectile ranged weapon. When used in this way the 
  weapon does not deal increased damage for distance fall-
  en, but has a range increment of 40 feet when determin-
  ing range penalties, determined from the location where 
  it is created. If it is created adjacent to yourself, you may 
  use Dexterity instead of Intelligence as normal when cal-
  culating your ranged attack bonus.
  Distant Creation [range]
  When you create an object, you may create the object 
  anywhere within close range, and the object needs to be 
  completely contained within medium range. When you 
  alter a target, you may do so with a ranged touch attack 
  with a maximum range of close. You may select this tal-
  ent multiple times. Each time it is taken, increase all of these 
  ranges by 1 step (close to medium, medium to long).
  Divided Creation [mass]
  When creating an object, you may instead create multiple 
  objects within range. Each created object must be of the same 
  general type (suits of armor, wall sections, catapults, etc.), and 
  the total size of all created objects cannot exceed your maximum 
  creation size. Alternatively, you may create a single ‘object’ that 
  would normally consist of a multitude of parts (i.e., if creating 
  a tavern with this talent, it would appear with chairs, beds, bar-
  rels, etc.).
  Object Size
  Minimum 
  Caster level 
  (number of 
  Small objects 
  contained)
  Example 
  Objects
  Maximum 
  Weight 
  (lbs.)
  Falling 
  Damage 
  (to both 
  object and 
  target)
  Small
  1
  Chair
  25
  1d6
  Medium
  2
  Table
  125
  1d8
  Large
  4
  Statue
  625
  2d6
  Huge
  8
  Wagon
  3,125
  3d6
  Gargantuan
  16
  Catapult
  15,625
  4d6
  Colossal
  32
  Ship
  78,125
  5d6
  Colossal+
  64
  Tavern
  390,625
  6d6
  Table: Weapon Sizes
  Weapon Type
  Size Adjustment (From 
  Size of Intended Wielder)
  Shuriken, needles, etc.
  Four sizes smaller
  Ammunition, daggers
  Three sizes smaller
  Light weapons
  Two sizes smaller
  One-handed weapons
  One size smaller
  Two-handed weapons
  Same size
  
  Chapter 5: Spheres
  256
  Just as two Small objects counts as a Medium object and 
  two Medium objects counts as a Large object, two Tiny objects 
  count as a Small object, two Diminutive objects count as a Tiny 
  object, etc. You may drop multiple objects as an attack, but 
  each object must target a different square (up to 4 objects that 
  are Tiny or smaller can target a single square, but any attack roll 
  is done once for each object). A creature may be targeted only 
  by as many falling objects as could target any square or squares 
  the creature occupies.
  Alternatively, you may attempt to drop enough small ob-
  jects to bury a target, creating a cave-in or a similar effect on 
  top of them. This deals damage as normal for a single falling 
  object of whatever material is chosen, but also has the chance 
  of burying the target as if the dropped material were a soft ma-
  terial such as cloth.
  Exquisite Detail
  Items you create are more intricate, and much harder to 
  identify as fakes. The DC 15 limitation on how high skill checks 
  can reach is removed, allowing you to attempt skill checks of 
  any difficulty. When making skill checks to create especially ex-
  pensive and difficult objects you may use your casting ability 
  modifier in place of your Intelligence for the Craft check, and 
  the DC becomes 10 + 1 per 5 gp in its cost to a maximum of 50 
  gp, or DC 20 + 1 per 200 gp in its cost if its cost is above 50 gp. 
  Additionally, you may add your caster level to the Appraise DC 
  required to detect objects you create as magical fakes. Those at-
  tempting to detect magic on your created objects must attempt 
  a magic skill check to detect any lingering creation auras.
  Instill Alteration [instill]
  As a standard action you may touch a small container of 
  liquid and instill an alter effect inside it, which functions as an 
  oil. Effects that do not cost a spell point have their cost in-
  creased to 1 spell point when used in this manner.
  An instilled liquid remains potent until you rest to regain 
  spell points. If you have equipment on hand (such as an alche-
  my lab), the cost of bottles and water is considered negligible. 
  You may target food but not an already-magical item, such as 
  a potion. All spell points must be spent and all variables of the 
  sphere effect must be chosen at the time the instilled liquid is 
  created. You cannot instill multiple effects in a single liquid, nor 
  create multiple instilled liquids with a single action.
  Larger Creation
  You may spend an additional spell point when altering or 
  creating an object to double the size, letting you alter or create 
  up to the equivalent of 2 Small objects (1 Medium object) per 
  caster level.
  Lengthened Creation
  When you alter or create an object, you may spend a spell 
  point to make the object or effect remain for 1 hour per caster 
  level without concentration.
  Mass Liquid Generation
  You may create water even if you do not possess Expanded 
  Materials.
  When attempting to create a liquid, you can treat 5 cubic 
  feet as a Small object. By spending an additional spell point 
  when using create to fill an area with a non-harmful liquid, you 
  may instead treat a full 5-foot cube (125 cubic feet) as a Small 
  object.
  Potent Alteration
  Increase the amount of damage dealt or damage healed 
  when you use your Destroy or Repair ability to 1d6 + your cast-
  er level.
  When altering an object, you may spend an additional spell 
  point to affect magical objects, attended objects, or constructs. 
  While this means you may Repair damaged or destroyed magi-
  cal items, you cannot restore the magic to such an object unless 
  your caster level is at least equal to the item’s caster level. Items 
  with charges (such as wands) and single-use items (such as po-
  tions and scrolls) cannot be Repaired in this way.
  If used against an attended object, this requires a touch 
  attack, and the creature attending the object can attempt a 
  Will save to negate. If used against an animate object, this is a 
  touch attack but does not grant a saving throw. If the object or 
  object’s wielder is unwilling, they are also allowed a Fortitude 
  save to halve the damage (in the case of Destroy) or otherwise 
  negate the effect.
  Practiced Creation
  You may increase the casting time of any create effect by 
  1 step to reduce the spell point cost by 1 (to a minimum of 0). 
  An object created through Practiced Creation can only be main-
  tained through concentration.
  Precise Destruction
  When using your Destroy alter ability, you may target the 
  moving components of a lock in lieu of targeting the whole 
  
  Chapter 5: Spheres
  257
  lock, allowing you to disable it without destroying the entire 
  device. When attempting to disable a complex device or lock 
  you may attempt Disable Device checks as if it was a class skill 
  using your caster level in place of skill ranks and your casting 
  ability modifier in place of Dexterity. Doing so requires a stan-
  dard action, regardless of how long a typical Disable Device 
  check would take. If you possess Potent Alteration you may 
  spend a spell point to disarm magical traps.
  Replication
  By spending an additional spell point when you create an 
  object less than half of your maximum size, you may delay your 
  creation so that rather than create a single object once, it creates 
  a multitude of identical objects over time. The total size of all 
  created objects cannot exceed double your create maximum size. 
  You must set a parameter when this effect is created for when 
  and where within range the items are created; (for example, 
  creating a new arrow in a quiver whenever the previous arrow 
  is removed, or dropping a new anvil each round onto a target 
  location, determined at the time of casting). This continues 
  for the duration of the create effect or until the maximum size 
  (or another non-standard limit) has been reached, whichever 
  comes first. A replication effect cannot create more than 1/4th of 
  its maximum size in a single round, and cannot drop items on 
  or encase a single target multiple times in the same round.
  Using this talent allows the create effect to persist for 1 min-
  ute per caster level without concentration at no additional cost.
  Restrictive Casing
  When attempting to create a cage that occupies the same 
  space as a creature, you may spend an additional spell point to 
  create a full-body confinement cage. Treat a 1-inch thick cage 
  created in this fashion as an object the same size as the creature. 
  The target may still breathe and may still attempt Strength 
  checks to escape, but are otherwise unable to attack the cage or 
  take any action which requires physical movement. If spikes or 
  harmful materials are applied to the inside of such a full-body 
  confinement cage, the target suffers damage each round they 
  remain inside the cage.
  Additionally, you may create non-harmful objects directly 
  on a creature. An unwilling target is always entitled a Reflex 
  save to avoid having an object created directly on them, causing 
  the object to fall harmlessly to the ground. (For example, you 
  may create manacles on a target’s wrists, but if they succeed at a 
  Reflex save the manacles miss and fall to the ground.)
  When using this talent, create becomes subject to spell 
  resistance.
  Alter Talents
  Change Material (alter)
  You may spend a spell point to alter an object, changing its 
  composition from one material to another for 1 round per cast-
  er level. Both the material you are affecting and the material 
  you are changing it into must be materials you can create (i.e., 
  you must possess the Expanded Materials talent to work with 
  objects other than vegetable matter) and the object cannot 
  exceed your maximum creation size, although you may target 
  part of an object (such as a section of wall). When the duration 
  expires, the object returns to its normal material, although any 
  damage sustained while altered remains after it returns to its 
  original material.
  Forge (alter)
  You may spend a spell point to shape material. This is an 
  instantaneous effect, as you are literally changing the shape of 
  the material in question (i.e., it has no duration, and cannot 
  be dispelled once finished). You can only affect materials you 
  can create (i.e., you must possess the Expanded Materials talent 
  to work with materials other than vegetable matter), and you 
  may only make crude changes such as forming walls, trenches, 
  doors, coffers and other basic shapes. Detailed work (such as 
  forging armor) is not possible, and there is a 30% chance that 
  anything with moving parts simply does not work. You may af-
  fect targets up to your normal creation size, but when working 
  with a mineral (stone, metals, gems, etc.) the size you may affect 
  is reduced by half.
  Magnify/Minimize (alter)
  You may alter an object’s size for 1 minute per caster level. 
  When using alter you may cause any object you may affect to in-
  crease or decrease by 1 size category. This doubles or halves the 
  object’s height and width and multiplies or divides its weight 
  by 8.
  By spending a spell point, you can increase the number of 
  steps you may enlarge or shrink an object by 1 + 1 per 5 caster 
  levels (to a maximum of Colossal and a minimum of Fine).
  Effects which depend upon a target object’s size which 
  would not function due to size alterations are automatically 
  suppressed, continuing to count down their duration as normal, 
  when the object no longer meets the size requirements.
  Worn items affected by Magnify/Minimize impede their 
  wearer. Magical armor and clothing made too large or small 
  make movement difficult and treat the wearer as if they were 
  encumbered with a heavy load. Non-magical worn equipment 
  made too small forces the wearer to attempt a Strength check 
  (with a +2 bonus per size category change of the equipment) 
  against the Break DC of the object. Success destroys the object 
  while failure results in encumbrance as if it was a magical item. 
  Non-magical equipment made too large may encumber the tar-
  get or simply fall to the ground if made 2 or more sizes too 
  large. Other effects of similar severity may occur at the GM’s 
  discretion.
  If cast on a qualifying creature using Potent Alteration, the 
  target creature gains the same adjustments as if the Size Change 
  Alteration talent had been used on them to adjust them to the 
  target size.
  Rigidity (alter)
  You can spend one spell point to manipulate how rigid an 
  object is. You cannot alter an object that is larger than you can 
  create and the normal restrictions apply. This talent has no ef-
  fect on gases or liquids, or creatures without hardness as a de-
  fensive ability.
  Increasing an object’s rigidity improves its hardness by up 
  to 1 per two caster levels (minimum +1), but decreases its hit 
  points by 2 per inch per point of hardness increase, as the ob-
  ject’s structure becomes harder, but is in turn more prone to 
  shattering. Objects cannot be reduced to less than 1 hit point 
  (walls cannot have less than 1 hit point/inch of thickness), and 
  
  Chapter 5: Spheres
  258
  the bonuses to hardness stop when the minimum 
  amount of hit points is reached.
  Decreasing an object’s rigidity lowers its hard-
  ness by up to 1 per 2 caster levels (minimum -1), 
  but increases its hit points by 2 per inch per point 
  of hardness lost, as the object’s structure becomes 
  more flexible, but it is no longer as able to resist 
  damage as the original. Objects cannot be reduced 
  to a hardness lower than 0, and the bonuses to hit 
  points stop when the minimum hardness is reached.
  This effect lasts for one minute per caster level. 
  If you possess Lengthened Creation you may use it 
  to extend the duration as normal. You may affect a 
  created object with rigidity with the same action used 
  to create the object.
  Transparency (alter)
  You may convert any material into a more trans-
  parent version of itself as long as you concentrate for 
  up to 1 minute per caster level, but you may always spend a spell 
  point to allow the effect to remain without concentration for 
  its maximum duration.
  This does not affect the object’s composition, hardness, or 
  have any effect other than offer a clear view through the object. 
  The object may be of any size of which you can create or, if larg-
  er, may be as large as a two square feet per caster level that can 
  penetrate up to 1 foot of material per caster level.
  You may choose to affect the object’s opacity in a way that 
  allows peering through an object while remaining unobserved 
  from the other side. When used in this way, Perception checks 
  through the object suffer a -4 penalty, but it requires a DC 15 
  Perception check to notice that the object is see-through from 
  the other side. If you possess Exquisite Detail, the penalty to 
  Perception decreases to -2 and the Perception DC to notice 
  that the object is transparent increases by your caster level. If 
  you possess Lengthened Creation you may use it to extend the 
  duration as normal. You may affect a created object with trans-
  parency with the same action used to create the object.
  Material Talents
  Acidic Creation (material)
  By spending an additional spell point when you create an 
  object, you may work with material with basic acidic proper-
  ties. You may create acidic liquids (3 cubic feet equals a Small 
  creature, and is enough to cover a 5-foot square).
  If used to coat an object, this deals 1d6 acid damage per 
  round to any target that is touching the object. If used to coat 
  the ground, this counts as a form of hazardous terrain, and 
  deals 1d6 acid damage per 5 feet of movement a crea-
  ture makes across the affected ground. If applied 
  to an object that is dropped on a target or used to 
  make attacks, this deals +1d6 acid damage. You 
  may coat an object in acid with the same action 
  used to create that object.
  When creating acid, you may attempt to 
  spray or drop the acid in a way that covers a 
  target. Attempting to cover a target in acid re-
  quires acid equal to the target’s size, or double 
  if you wish to spray both the target and cover 
  the ground underneath it. Targets may attempt 
  a Reflex save to avoid being covered in acid, and 
  if they fail, suffer 1d6 acid damage +1d6 per 2 
  caster levels, per round. Targets may attempt one 
  new Reflex save every round as a move action to 
  clean away the acid and end the effect. They may 
  also clear away the acid as a full-round action that 
  provokes an attack of opportunity without requiring a 
  saving throw.
  Acid loses its potency and deals only minimum damage af-
  ter 1 round per caster level. If you possess Lengthened Creation, 
  this improves to 10 minutes per caster level.
  If you possess Gaseous Generation you may create acidic 
  gases. These follow the rules of Gaseous Generation for deter-
  mining volume, but at half the normal size. This acidic gas deals 
  1d6 acid damage per round, and an additional 1d6 damage for 
  every four caster levels beyond 1st. When an acidic gas loses its 
  potency it is dispersed entirely.
  Alchemical Creation (material)
  You may create items that require processing, such as al-
  chemical items and poisons. You may spend 1 spell point to cre-
  ate an alchemical item or poison worth up to 25 gp per caster 
  level. This functions exactly as the normal alchemical item or 
  poison, except that any DC is 10 + your casting ability modifier 
  + 1/2 your caster level and any hit point damage it deals is in-
  creased by your casting ability modifier. These alchemical items 
  or poisons remain for the normal duration of a created object, 
  at which point they disappear as usual (but any effects inflicted 
  on creatures or objects remain). You may also alter mundane 
  alchemical items or poisons up to a maximum value of 25 gp 
  per caster level, enhancing their potency in the same way for 
  the normal duration, at which point the items return to their 
  normal damage and saving throw DC. This does not stack with 
  other effects that increase the item’s DC.
  At 5th caster level and every 5 caster levels thereafter, the 
  total value you may alter or create increases by an additional 25 
  gp per caster level, according to Table: Alchemical Creation.
  If you possess Divided Creation, 
  you may create any number of alchem-
  ical items or poisons whose total val-
  ue is no more than half the maximum 
  value you may create and whose to-
  tal size is less than or equal to your 
  Table: Alchemical Creation
  Caster 
  Level
  Max 
  GP
  Caster 
  Level
  Max 
  GP
  Caster 
  Level
  Max 
  GP
  Caster 
  Level
  Max 
  GP
  Caster 
  Level
  Max 
  GP
  1st
  25
  5th
  250
  9th
  450
  13th
  975
  17th
  1,700
  2nd
  50
  6th
  300
  10th
  750
  14th
  1,150
  18th
  1,800
  3rd
  75
  7th
  350
  11th
  825
  15th
  1,500
  19th
  1,900
  4th
  100
  8th
  400
  12th
  900
  16th
  1,600
  20th
  2,500
  
  Chapter 5: Spheres
  259
  maximum size (with each alchemical item or poison counting 
  as a Small object), but only one object created this way increases 
  its saving throw DC and damage. All others retain their base, 
  non-magical statistics.
  If you possess Plasma Production, then any time you create 
  an alchemical weapon that includes a fuse as the method of 
  activating it (such as with a fuse grenade and its variants, or 
  fireworks), you may create it with the fuse pre-lit. This allows 
  you to treat the weapon as if you had used it as provided in its 
  description. (For example, creating a fuse grenade with this op-
  tion causes the grenade to explode in 1d4 rounds.) You cannot 
  create or alter poisons or formulae from the Alchemy sphere (see 
  Spheres of Might), as those mixtures are simply too unstable.
  Expanded Materials (material)
  When you create an object, you may work with any 
  non-harmful material with a hardness of 5 or less, including 
  glass, ice, or leather. You may create water (3 cubic feet equals a 
  Small creature), but not gases or flesh. As you gain caster lev-
  els, you also gain the ability to steadily make more materials, as 
  detailed in the table below. When creating objects made from 
  stone, gems, or metal, double the maximum weight per size cat-
  egory of the objects you can create.
  Note: Objects of stone or harder materials deal double 
  damage when dropped on a target.
  Slippery Ice: You may create hazardous ground made 
  from slick ice, as detailed under the Freeze ability from the 
  Nature sphere.
  Table: Rare Materials
  Caster 
  Level
  Materials
  1st
  Stone
  5th
  Basic metals (copper, iron, steel)
  10th
  Precious metals (gold, silver)
  15th
  Gems, specialty metals (cold iron, mithril)
  Gaseous Generation (material)
  By spending a spell point when you alter or create an object, 
  you may work with gaseous materials. You may create gases or 
  change their composition into any other known substance with 
  Change Material. A 5-foot cube equals a Medium creation. Half 
  a cube equals a Small creature, but this decreases the DC of any 
  created gaseous effect by 2 and halves any damage from harmful 
  gases for any creature within that space. You must have line of 
  sight to accomplish this, and as such cannot alter the air in a 
  creature’s lungs or other, similar situations.
  As you gain caster levels, you also gain the ability to make 
  more dangerous gases as detailed in the table below. Vacuums 
  cannot be altered or created, and gases cannot be destroyed by 
  damaging effects. Creatures standing in a square filled with un-
  breathable air must hold their breath or suffer the effects of 
  suffocation, following the normal rules for doing so.
  A half-filled square of non-transparent gas obscures sight 
  beyond 10 feet. Any creature behind more than 10 feet of 
  squares half-filled with a gas has concealment (attacks have a 
  20% miss chance). A square filled with a gas obscures sight be-
  yond 5 feet. A creature within 5 feet has concealment and crea-
  tures further away have total concealment (50% miss chance 
  and attackers cannot use sight to locate the target). If a square 
  is filled with a condensed gas (by treating a single square as 
  a Large object) it obscures vision as above and is difficult to 
  move in, halving movement speed of all creatures within it as 
  well as imposing a -2 penalty to melee attack and damage rolls, 
  preventing normal ranged attacks (siege weapons and magic at-
  tacks function normally), and treats anyone standing in a harm-
  ful gas as if they were exposed to it twice. (For example, taking 
  double damage from acidic vapors, or two doses of poison from 
  poisonous fumes.)
  A moderate wind (11+ mph) disperses any altered or created 
  gas in 4 rounds. A strong wind (21+ mph) disperses the gas in 1 
  round.
  Note: The Pathfinder Roleplaying Game is not designed 
  to be a perfect simulation of reality, and attempting to interject 
  real-world physics and chemistry into it is often disastrous. As 
  such, the gases that may be altered or created have been simpli-
  fied from what their real world counterparts would be. If you 
  wish to create a more specific gas, you are encouraged to discuss 
  the matter with your GM - its effects should not exceed those 
  of the gases normally available at your caster level.
  
  Chapter 5: Spheres
  260
  Table: Gaseous Generation
  Caster 
  Level
  Gaseous Material
  1st
  Breathable air
  5th
  Unbreathable air, gaseous forms of non-harmful 
  objects (for example, steam, smoke)
  10th
  Non-magical inhaled poisons (using your sphere 
  DC rather than the standard poison DC)
  15th
  Highly flammable gases (1d6 fire damage per 
  ignited 5-foot cube of gas to all targets within a 
  20-foot radius of that ignited cube, Reflex half).
  Object Of Force (material)
  You may create solid objects made of force energy. Any solid 
  object (such as something that could be created from wood) can 
  be created out of force, but objects made from force have no 
  weight (see the Lighten talent from the Enhancement sphere), 
  however, if you choose you may ‘anchor’ an object of force, cause 
  it to become immovable from the place it was created, even 
  floating in the air. If broken through damage or a successful 
  Strength check, objects of force immediately disappear.
  Objects of force stop the movement of incorporeal crea-
  tures and can be used to harm them and other creatures vulner-
  able to force effects. Objects of force possess 10 hit points per 
  inch and a hardness equal to your caster level. An object of force 
  can be any one color and is translucent but easily noticeable, 
  and require no Perception check to see while imparting a -2 
  penalty to Perception checks to see through them. If you pos-
  sess Transparency you may make the object invisible (requiring 
  a Perception check to detect with a DC equal to 10 + their size 
  modifier + your caster level) or entirely opaque without spend-
  ing an additional spell point, chosen at the time of its creation.
  Plasma Production (material)
  You may alter or create non-magical fires with your nor-
  mal limitations on size, as if it were an object. When creating 
  objects, you may create the object already on fire. Flaming ob-
  jects deal 1d6 fire damage to any creature who touches the ob-
  ject, such as by having it dropped on them or used as a weapon 
  against them. You may also light the terrain on fire or summon 
  burning materials as a form of hazardous terrain. This behaves 
  and deals damage as a fire created by the Nature sphere in-
  stead of as normal for hazardous terrain. A fire that has insuf-
  ficient fuel quickly burns itself out if not maintained through 
  concentration.
  In addition, you may spend a spell point to create non-mag-
  ical electricity. However, with no battery or other way to store 
  electricity, the energy quickly dissipates. Electricity must be 
  generated directly on a creature or object (not simply in a 
  square) and instead of being calculated by size, is instead cal-
  culated by its charge, with 1 charge being equal to a Medium 
  object. If used on a battery or other electrical storage object, 
  the charges are stored safely. If used on any other creature or 
  object, it instead deals 1d6 points of electricity damage per 
  charge to the creature or object (Reflex negates). If the crea-
  ture or object is made from a conductive material such as flesh 
  or metal, targets touching the electrified creature or object (in-
  cluding touching the same body of water) are also affected, but 
  the electricity loses 1d6 for every 10 feet the electricity must 
  travel to reach these targets from the specific square designated 
  as the center of the electricity (for example, if electrocuting a 
  metal floor, all targets touching the floor would be affected, so 
  long as they are close enough the damage is not reduced to 0). 
  The charge deals damage again each round at the beginning of 
  your turn, with the charge reducing by 1 each round. If affecting 
  a creature or their attended objects, they may ground them-
  selves or the object as a move action, harmlessly dissipating any 
  charges that remain. Creating electricity is an instantaneous ef-
  fect, and you cannot create an object charged with electricity as 
  you can create an object on fire.
  Repairing plasma restores it to the size (for fire) or stored 
  energy (for electricity) it had in the previous round. This allows 
  a fire to retain its size indefinitely without fuel so long as it is 
  repaired every round. Destroying a plasma reduces its size or 
  stored energy by 1 size category or 1d6 points of damage for 
  every 5 points of damage dealt to it.
  If you use Change Material to turn an object into a plasma 
  which dissipates entirely before the duration expires, then the 
  object is destroyed when it regains its normal form. Otherwise, 
  when the duration expires, the object reverts to its previous 
  form with no apparent difference or damage that was not 
  preexisting.
  
  Chapter 5: Spheres
  261
  Dark
  You may create and manipulate darkness.
  Darkness
  As a standard action, you may create a sphere of darkness 
  with a radius of up to 10 feet + 5 feet per 2 caster levels, centered 
  anywhere within medium range. This darkness radiates from a 
  central point, and cannot extend through walls. You must con-
  centrate to maintain this sphere, but you may always spend 1 
  spell point as a free action to make the darkness last for 1 minute 
  per level without concentration. You must remain within me-
  dium range of the darkness to sustain it through concentration.
  In this darkness, bright light (including daylight) becomes 
  dim light, imposing a 20% miss chance to attacks. Normal light 
  and dim light become absolute darkness. Sources of normal 
  light only produce dim light in a 5-foot radius, and sources of 
  dim light disappear. This is not subject to spell resistance, but 
  creatures with darkvision may see in this darkness as normal. 
  You may always dismiss one of your darkness effects as a free 
  action.
  Talents designated as (darkness) add additional effects to a 
  sphere of darkness. Only one such talent may be applied to an 
  individual sphere of darkness, but areas of darkness with differ-
  ent effects may overlap. Individual darkness effects do not stack 
  with themselves.
  If an effect that creates light is created inside a darkness 
  effect, the creator of the light effect must attempt a magic skill 
  check against the creator of the darkness effect. If the check 
  succeeds, the light effect functions normally. Otherwise, it 
  functions as any other light source, as described above.
  Meld
  Melds are effects that can be granted to a creature that al-
  ter the way they interact with darkness. The caster must touch 
  a target as a standard action to grant them the benefits of a 
  (meld) talent, and unwilling targets may attempt a Will save to 
  negate. A dark caster begins with knowledge of the following 
  meld:
  Darkvision (meld)
  You may spend a spell point to grant the target darkvision 
  60 feet for 1 hour per caster level. If the target already possesses 
  darkvision, this instead increases the range of their darkvision 
  by 30 feet.
  Dark Talent Types
  Some talents are marked (darkness). These talents add ad-
  ditional effects that can be added to a sphere of darkness. Only 
  one such effect can be added to a single area of darkness, though 
  areas of different darkness can overlap, provided they do not 
  have the same (darkness) talent effect.
  Some talents are marked (meld). These talents grant you 
  additional melds you can grant to targets.
  Blot Talents
  Dark talents listed with the (blot) tag are treated the same 
  as talents with the (darkness) tag, except in addition to adding 
  an effect, they cause the darkness to manifest as a blot. A blot is 
  a darkness effect created on a two-dimensional surface, such as 
  the ground or a wall, appearing as an inky coating rather than a 
  volume of decreased illumination. Blots do not affect the light 
  level of the area.
  Only one (blot) talent may be applied to an individual blot, 
  and a single darkness effect cannot be affected by both a (blot) 
  and (darkness) talent at the same time, but blots and darkness-
  es with different effects may overlap. Individual blots do not 
  stack with themselves, nor do they stack with similar (darkness) 
  talents.
  If a talent is labeled as (blot) and (darkness), the caster may 
  decide which tag to use when applying the talent to an area of 
  darkness.
  In order for a blot to affect a target, it must be in contact 
  with the blot. Blots count as areas of darkness with respect to 
  melds and interactions with Light sphere effects and talents.
  Shadow Talents
  Talents with the (shadow) tag manipulate a target’s own 
  shadow directly, without manifesting an area of darkness at all. 
  Unless otherwise indicated, a (shadow) talent may be applied 
  to a target within medium range as a standard action. Only one 
  (shadow) talent may be applied to any one target at a time, and 
  an unwilling target is allowed a Will save to negate a shadow. 
  The duration of each shadow is specified in its description. If 
  a shadow can be maintained through concentration, you must 
  remain within your shadow range of the target to do so.
  Shadows function normally within areas of glows, neither 
  suppressing nor being suppressed by areas of glows simply by 
  entering them. If a glow and shadow are cast directly upon the 
  same target, however, the caster of the second effect must at-
  tempt a magic skill check against the MSD of the shadow’s cast-
  er. If the check succeeds, the second effect functions normally 
  and the first effect is suppressed. Time spent suppressed counts 
  against the duration of the effect in either case.
  
  Chapter 5: Spheres
  262
  Dark Talents
  Clinging Darkness
  You may center an area of darkness or blot on a creature or 
  item rather than an area, causing it to cling to and move with 
  that creature or item. If targeting a creature or its attended 
  item, it is subject to spell resistance and that creature may at-
  tempt a Will save to negate the effect initially and again each 
  round at the end of its turn. A successful save ends the darkness 
  or blot immediately.
  Dampen Light
  You can dampen light in an area. This functions similarly 
  to creating darkness, using the same range and area, but it lasts 
  for 1 minute per caster level without the need for concentra-
  tion and only lowers light levels by one step within the area. 
  In addition, you cannot apply (darkness) talents to these areas, 
  though (meld) talents function within them as if they were an 
  area of darkness. You may also apply talents that would change 
  the area or duration of your darkness (such as Greater Darkness 
  or Eternal Darkness) to use of this talent.
  You may take this talent twice; when taken a second time, 
  you may choose to lower light levels by two steps when you use 
  this talent.
  Dappled Shadows
  You may reduce the radius of your darkness or blot in 5 feet 
  increments to create a second area of darkness or blot with a ra-
  dius equal to the subtracted amount. You may do this multiple 
  times to create multiple areas of darkness or blot. These spheres 
  may be placed anywhere within your range that you can see, but 
  do not overlap each other. If used in conjunction with the Wall 
  Of Darkness talent, your cubes no longer need to be placed 
  contiguously.
  Dual Darkness
  By spending an additional spell point you can apply two 
  (darkness) or (blot) talents to a single area of darkness (but not 
  one of each). The effect of each talent is resolved separately, 
  and you must pay the spell point costs of each one individual-
  ly, though other costs (such as metamagic or other talents) are 
  only paid once.
  Extinguish
  You may opt to instantly extinguish all non-magical light 
  sources within your areas of darkness, not merely suppress them. 
  This includes fire, incandescence, and alchemical sources. 
  Coals turn cold, glowing-hot metal is made cool, and luminous 
  chemicals are rendered inert. Additionally, your darkness can be 
  used to dispel sources of magical light and flame (such as an 
  Energy Wall consisting of fire) with a magic skill check. This is 
  an instantaneous effect that occurs when the area of darkness is 
  created. Creatures made of flame or other luminous materials 
  or energies are not harmed by this talent.
  Flowing Darkness
  Your areas of darkness and blot flow through cracks and 
  crevices like a viscous liquid, allowing them to extend around 
  corners and pass through small cracks and crevices to reach 
  their full radius. Your blot and darkness can flow through po-
  rous obstacles such as the gaps around a typical door, a wall 
  rife with rodent holes, or ill-fitting masonry, but not through 
  sealed structures like a ship’s hull, a secure safe, or a properly 
  mortared wall.
  Gaze Into The Abyss
  You tap into a well of blackness so deep that it extends be-
  yond the merely visible, threatening to draw in anyone attempt-
  ing to examine your spellwork with magically enhanced vision. 
  Anyone attempting to divine or determine magical, alignment, 
  or psychic auras of a person or object under the effect of your 
  (blot), (darkness), or (shadow) talents must succeed at a magical 
  skill check against your MSD or becomes stunned as if viewing 
  an overwhelming aura (see the Divination sphere). Those who 
  fail this check gain no information and automatically fail any 
  further attempt against any target protected by the same cast-
  er’s Gaze Into The Abyss for 24 hours.
  Greater Darkness
  When creating an area of darkness or blot, you may spend an 
  additional spell point to increase the affected area. This allows 
  you to create a sphere of darkness with a radius of up to 20 feet 
  + 5 feet per caster level. If combined with the Wall Of Darkness 
  talent, this allows you to create six 10-foot cubes, +2 cubes per 
  caster level.
  Greater Darkvision
  When granting the Darkvision meld, increase the range of 
  the granted darkvision by 30 feet. You may gain this talent mul-
  tiple times. Each time this is taken beyond the first, it increases 
  the range of the granted darkvision by an additional 30 feet.
  Greater Meld
  Your (meld) talents that only work in areas of your darkness 
  instead function in all areas of dim light or darkness.
  Instill Dark [instill]
  As a standard action you may touch a small container of 
  liquid and instill a meld or shadow effect inside it, which func-
  tions as a potion or oil.
  An instilled liquid remains potent until you rest to regain 
  spell points. If you have equipment on hand (such as an alche-
  my lab), the cost of bottles and water is considered negligible. 
  You may target food but not an already-magical item, such as 
  a potion. All spell points must be spent and all variables of the 
  sphere effect must be chosen at the time the instilled liquid is 
  created. You cannot instill multiple effects in a single liquid, nor 
  create multiple instilled liquids with a single action.
  Insinuate
  You are skilled at slipping your magic into the natural sur-
  roundings, subtly manipulating natural murk and shadows to fit 
  your purpose. You may overlap an area of blot with the natural 
  shadows in an area in such a way that it is indistinguishable 
  without magically augmented senses. This ability functions in 
  any lighting condition so long as there are shadows present, 
  and does not change the prevailing lighting condition. This area 
  of blot may be imbued with a Dark sphere talent as normal, 
  though talents with obvious or harmful effects will immediately 
  reveal the ruse. If the lighting in an area is such as to elimi-
  nate the casting of any shadows, then Insinuate cannot be used. 
  Otherwise, a blot created using this feat covers its normal area 
  of effect.
  
  Chapter 5: Spheres
  263
  Lingering Darkness
  When you cease concentrating on a darkness or blot effect, 
  you may choose to have the effect remain for two rounds before 
  dissipating.
  Mass Meld [mass]
  When using a meld, you may spend an additional spell point 
  to affect an additional 1 creature per 2 caster levels (minimum 
  1) with the meld at the same time. Each target must be within 
  range and must be affected by the same meld. Once created, 
  each meld is considered a separate sphere effect. When using 
  Mass Meld, the duration of each meld is decreased by one step 
  to 10 minutes per caster level.
  Obfuscation
  You may treat creatures and items within your area of dark-
  ness or subject to one of your (shadow) talents as if shielded by 
  a veneer of lead, and any attempt to locate them via scrying 
  fails. Divination talents benefiting from a single instance of 
  Penetrating Divination may bypass Obfuscation with a success-
  ful magical skill check. Those benefiting from a second instance 
  of Penetrating Divination bypass Obfuscation automatically.
  You may take Obfuscation a second time, increasing pro-
  tection to the equivalent of 1 foot of lead. Scrying attempts 
  using a single instance of Penetrating Divination automatically 
  fail. Attempts using two instances of Penetrating Divination 
  require a magical skill check. Obfuscation does not affect the 
  caster’s own divinations.
  Quick Meld
  You may use (meld) talents on yourself and only yourself as 
  a swift action instead of a standard action.
  Ranged Darkness [range]
  You may create and maintain darkness, blots, or use (shad-
  ow) talents on shadows anywhere within long range instead of 
  medium range. You may apply (meld) talents to targets within 
  close range. You may take this talent multiple times, increasing 
  the range by one step each time (close to medium, medium to 
  long).
  Rolling Blackout
  You gain the ability to move your areas of darkness or blot. 
  You can move one instance of darkness or blot up to 25 feet + 
  5 feet per 2 caster levels as a move action, within the maxi-
  mum range of the effect. If moving an area of darkness or blot 
  causes a creature to leave its area of effect, any ongoing effects 
  the creature is under related to that area of blot or darkness end 
  immediately.
  Shadow Coterie
  You have learned to manipulate a target’s shadow more ef-
  ficiently, allowing you to apply one additional (shadow) talent 
  to a target for every 5 caster levels, up to 5 at 20th caster level. 
  You may not apply the same (shadow) talent to a single target 
  more than once, save for the Shadow Lurk talent. Using the 
  Shadow Lurk talent or Shadow Double advanced talent no lon-
  ger removes the target’s shadow or renders its Shadow Stash 
  inaccessible unless you wish it to.
  Shadow Stash
  You may stash items in your shadow, storing each as a 
  move action. The items appear on your shadow as if you were 
  wearing or using them. A small item (a ring or a key) might be 
  unnoticeable, while a larger item (a greatsword, a tower shield) 
  would be quite obvious. Your shadow can store non-wearable 
  items, but it must either hold such items in its hands or in a 
  backpack, if you or your shadow is carrying one. You may store 
  up to 5 lbs. of non-living material per caster level. Items have no 
  weight while stashed and can not be used, activated, or provide 
  passive bonuses.
  You can retrieve an item worn by your shadow or storied 
  in its backpack as a move action, or an item carried in its hands 
  as a free action, or spend a spell point to retrieve any item as 
  an immediate action. Items stored in your shadow stash cannot 
  be the subject of pickpocket attempts, sunder attempts, or the 
  steal or disarm combat maneuvers unless the creature attempt-
  ing the maneuver also has the Shadow Stash talent. If your 
  shadow is removed or animated, such as by shadow theft class 
  ability or Shadow Lurk talent, you may not access your shadow 
  stash until your shadow returns. If you die or enter an antimagic 
  area, the contents of your shadow stash immediately appear in 
  the nearest unoccupied space.
  Investing a second talent in Shadow Stash allows you 
  quicker access to your stashed items, allowing you to withdraw 
  any worn item as a free action. Furthermore, your shadow gains 
  the ability to don items in your place. For example, if you store 
  a cloak of resistance in your shadow you gain the benefit as if you 
  were wearing it.
  If your shadow dons armor, you gain its bonuses, though 
  also suffer any armor check penalty or movement penalty it 
  would provide. This does not increase your number of magic 
  item slots. If you and your shadow don an item in the same 
  slot, you only gain the benefit of the item your physical body is 
  wearing. You may activate magic items worn by your shadow as 
  normal. This does not allow your shadow to wield weapons or 
  shields, or to activate hand-held magic items.
  Your shadow can only don items in slots that your physical 
  body possesses. If you are subject to a polymorph effect that 
  would normally remove your armor and equipment, armored 
  donned by your shadow mannequin does not provide any bene-
  fits and you may not activate magic items that would otherwise 
  meld with your body.
  Shadowing Darkness
  When creating an area of darkness you can choose to have 
  your darkness cling to anyone who passes through it and trail 
  from them like smoke. Anyone who leaves the area of your 
  darkness treats areas of bright light as areas of dim light and all 
  other light levels as total darkness for the purposes of deter-
  mining concealment when it would not be beneficial to them. 
  In addition, they continue to be affected by any (darkness) tal-
  ents as if they were still in an area of your darkness. These lin-
  gering effects last for one round after a creature leaves an area 
  of your darkness.
  In addition, you may increase the effects of this talent 
  by spending a spell point when you create an area of darkness. 
  If you do so, the effects of this talent linger for an additional 
  round per two caster levels, though a creature can attempt a 
  Reflex save at the end of each of these turns as a move action 
  to remove the clinging shadows.
  
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  264
  Shifting Shadows
  As a free action at the beginning of your turn or when you 
  first create an area of darkness, you may remove up to one 5-foot 
  square plus an additional 5-foot square per 2 caster levels from 
  anywhere within the area, and may add one 5-foot square plus 
  an additional 5-foot square per 2 caster levels to an existing area 
  of darkness, so long as the addition is contiguous. At the begin-
  ning of each turn, you may change which squares are removed 
  or added, but may never add or remove more at one time than 
  your caster level would allow.
  Sinister Surprise
  When spending a spell point to create an area of darkness or 
  blot that persists without concentration, you may opt to create 
  a darkness or blot effect that remains dormant until triggered by 
  a creature entering the 10-foot square area at the center of your 
  dormant darkness or blot effect.
  A sinister surprise can be spotted and disabled as a magical 
  trap, with a Perception DC and Disable Device DC equal to 
  the effect’s save DC. You may also trigger the sinister surprise 
  as an immediate action as long as it is within medium range. 
  You may have multiple sinister surprises active, but their trigger 
  areas may not overlap. An untriggered sinister surprise persists 
  for 10 minutes per caster level or until disabled or dismissed. 
  A triggered sinister surprise has the duration of a typical area of 
  darkness or blot.
  You may take this talent a second time to add extra con-
  ditions to the trigger of your sinister surprise. You may trig-
  ger it yourself from up to long range as an immediate action. 
  Additionally, you may choose any of the following additional 
  conditions: You may allow a number of specific individuals up 
  to your caster level, designated at the time of the casting, to 
  pass through the sinister surprise without setting it off. You may 
  set it to be triggered only by a certain creature type or specific 
  individual with whom you are familiar. You may set your sinister 
  surprise to go off at a specified time within the effect’s duration.
  Umbral Burst
  You may spend a spell point to create an area of darkness as 
  a swift action. This darkness is temporary, lasting only for one 
  round before the effect ends. You cannot concentrate to main-
  tain it, or spend a spell point to maintain it without concentra-
  tion. Talents and abilities that would normally extend its dura-
  tion (such as Lingering Darkness or Eternal Darkness) cannot 
  be applied to areas of darkness created by this talent.
  Wall Of Darkness
  Rather than create a sphere of darkness, you may arrange 
  your darkness as up to three 10-foot cubes, +1 cube per caster 
  level. These cubes must be arranged contiguously, but other-
  wise may assume any shape. You must be able to perceive all 
  areas your darkness will inhabit.
  Blot/Darkness/Shadow Talents
  Black Lung (darkness)
  Your darkness takes on a foul, miasmic quality that causes 
  creatures to choke and retch. Creatures within must succeed at 
  a Fortitude save or become sickened until they leave the area of 
  Black Lung. Creatures who succeed at this save but remain in 
  the darkness must save again at the end of their turn. If any crea-
  ture enters this area of darkness, they must save or immediately 
  become sickened. Creatures with the Verbal Casting drawback 
  suffer 50% spell failure while they are sickened by Black Lung. 
  Creatures that do not breathe are unaffected by Black Lung.
  By taking this talent a second time, you may imbue your 
  Black Lung with a dose of contact or inhalation poison held in 
  your hand. Using this ability consumes the dose of poison. Any 
  creature that fails its save against the Black Lung talent must 
  succeed at an additional Fortitude save against the poison’s DC 
  or suffer its effects. Those immune to your Black Lung are also 
  immune to the poison. There is no chance of accidentally poi-
  soning yourself when using this ability.
  Creeping Lethargy (blot, darkness)
  Your darkness fogs the mind, causing those within to slip 
  towards slumber. By spending a spell point you may create a 
  darkness or blot effect that forces creatures within it to succeed 
  at a Will save or become staggered. Creatures that fail this save 
  and remain staggered must succeed at another Will save at the 
  beginning of your next turn or fall asleep for 1 round per caster 
  level or until the darkness expires, whichever happens first. A 
  successful save negates all effects and the target is immune to 
  that instance of Creeping Lethargy. Leaving the area of darkness 
  automatically rouses the creature and removes the staggered 
  condition, but does not render the creature immune should it 
  re-enter the area of effect. This is a mind-affecting, sleep effect.
  Directional Darkness (darkness)
  Your area of darkness only blocks the light from one vantage 
  point. If your darkness is in the form of a wall, it hampers vision 
  from one side and appears clear from the other. If it is spher-
  ical, the caster may choose either for those within the area of 
  darkness to see clearly or for those outside to see within clearly. 
  The boundaries of the area of darkness remain obvious to those 
  who can see through it unhindered.
  Disorienting Darkness (darkness)
  You may create a darkness effect that has a chance to dis-
  orient anyone who enters it. When a creature within this area 
  attempts to move, or when a creature first enters this area, they 
  must succeed at a Will save or become disoriented. A creature 
  must attempt this Will save every time they enter the area of 
  darkness. If the creature fails this saving throw, they must roll a 
  d8 to determine direction: 1 is their intended direction, with 
  2-8 rotating around the creature in a clockwise direction. The 
  target moves that direction as if it were their intended course. 
  The target does not realize they are off-course until their next 
  turn or until they leave the area of darkness.
  You may take this talent a total of three times. If taken 
  twice, you gain a portion of control over your targets’ delusions. 
  When a creature that has failed it save against your disorienting 
  darkness attempts to move, you may spend an immediate action 
  to choose their direction of travel instead of rolling randomly.
  
  Chapter 5: Spheres
  265
  If taken three times, you gain even more influence over 
  your victims. When a creature that has failed its save against 
  your disorienting darkness makes an attack, casts a targeted spell 
  or spell-like ability, or uses a supernatural or extraordinary 
  ability with a specified target, the attack or ability is randomly 
  directed to another legal target within range (excluding the at-
  tacker itself). If there is no other legal target within range, the 
  attack or ability is not affected. If the affected spell or ability 
  has more than one target, all its targets are randomly chosen 
  from among the legal targets within range. Alternatively, you 
  may select the new target or targets as an immediate action 
  instead of determining them randomly. Chosen targets must be 
  legal and you must be able to perceive them.
  Fearful Darkness (blot, darkness)
  You may create a darkness or blot effect that plays with the 
  fears of any who enter it. Creatures within this area of darkness 
  or blot must succeed at a Will save or become shaken. Creatures 
  who succeed at this save but remain in the darkness must save 
  again at the end of your subsequent turns. If any creature enters 
  this area of darkness, they must immediately save or become 
  shaken. When a creature fails their saving throw, they remain 
  shaken for as long as they remain within the area of darkness 
  +1d4 rounds. This is a mind-affecting effect.
  Flat Black (blot)
  Your blot causes its area of effect to appear as a flat, feature-
  less plane of blackness, masking any terrain, traps, or unattend-
  ed objects within at the time it is cast. Some types of terrain 
  may easily be deduced from context (e.g., a river flowing in one 
  side and out the other). This talent does not hide creatures or 
  hamper attempts at non-visual detection. The DCs for all vi-
  sion-based Perception checks to find something obscured by 
  Flat Black are increased by 10. Darkvision does not pierce Flat 
  Black unless augmented with the Clearsight meld.
  Hungry Darkness (blot, darkness)
  You may create a darkness or blot effect that saps away 
  the lifeforce of those inside. Any creature inside the darkness 
  or blot must succeed at a Fortitude save or suffer 1 point of 
  Constitution damage, +1 per 10 caster levels. Creatures who re-
  main within this area of darkness or blot must save at the end of 
  your subsequent turns or suffer another point of Constitution 
  damage. If a creature enters this area of darkness or blot after it is 
  created, they must immediately save or also suffer this damage. 
  A creature may only be affected by Hungry Darkness once per 
  round, regardless of how many times they enter or exit the area 
  that turn.
  Imbue Shadow (shadow)
  You may imbue a target’s shadow with the power of your 
  darkness magic. As shadow ability, you may spend a spell point 
  to cause a target’s shadow to wrap itself around the target, cre-
  ating a band of supernatural darkness across their eyes, render-
  ing the target blinded. The blindfold lasts as long as you con-
  centrate to a total of 1 round per caster level, but you may spend 
  an additional spell point as a free action to allow the effect to 
  endure for this duration without concentration. Darkvision has 
  no effect on this blindfold, but creatures with the see in dark-
  ness ability are immune.
  Additionally, if a talent is usable as both a (darkness) and 
  (blot), you may now use it as if it also possessed the (shadow) 
  tag. Talents used in this fashion cost an additional spell point to 
  use and have a duration of 1 round per caster level.
  Intoxicating Darkness (blot, darkness)
  You may create a darkness or blot effect that erodes the men-
  tal capacity of those inside. Any creature inside the darkness 
  must succeed at a Fortitude save or suffer 1 point of Wisdom 
  damage, +1 per 10 caster levels. Creatures who remain within 
  this area of darkness must save at the end of your subsequent 
  turns or suffer another point of Wisdom damage.
  If a creature enters this area of darkness or blot after it is 
  created, they must immediately save or also suffer this damage. 
  A creature may only be affected by Intoxicating Darkness once 
  per round, regardless of how many times they enter or exit the 
  area that turn.
  Looming Darkness (blot, darkness)
  You may create a darkness or blot effect that erodes the re-
  solve of those who enter it. Creatures within this area of dark-
  ness or blot must succeed at a Will save or suffer a -1 penalty 
  to all saving throws so long as they remain within this area of 
  darkness. This penalty increases by 1 per 5 caster levels. If any 
  creature enters this area of darkness or blot, they must immedi-
  ately save or suffer this penalty. This is a mind-affecting effect.
  
  Chapter 5: Spheres
  266
  Numbing Darkness (blot, darkness)
  You may create a darkness or blot effect that subtly anesthe-
  tizes those inside. Any creature inside the darkness must suc-
  ceed at a Fortitude save or suffer 1 point of Dexterity damage, 
  +1 per 10 caster levels. Creatures who remain within this area of 
  darkness must save at the end of your subsequent turns or suffer 
  another point of Dexterity damage. If a creature enters this 
  area of darkness or blot after it is created, they must immediately 
  save or also suffer this damage. A creature may only be affected 
  by Numbing Darkness once per round, regardless of how many 
  times they enter or exit the area that turn.
  Obscure Passage (blot)
  By spending a spell point, you modify your blot to serve as 
  a portal through a surface, passing through up to 5 feet of ma-
  terial per caster level. Multiple castings can penetrate deeper 
  into a surface, and creatures can move through both openings.
  Obscure Passage can not penetrate a surface with a hard-
  ness greater than 5 plus its caster level. Attempting to create an 
  obscure passage through a surface that is too thick or too hard 
  causes the spell to fail and all spell points spent to be lost. An 
  obscure passage has a maximum diameter of 1 foot per caster lev-
  el, and leaves the surface whole and unmarred when it expires. 
  Light does not pass through an obscure passage, nor do low-light 
  vision or darkvision allow a creature to peer through it, though 
  the Clearsight meld and see in darkness do.
  A creature standing above an obscure passage as it opens may 
  attempt a Reflex save to avoid falling in.
  Pure Darkness (darkness)
  You may create a darkness effect that negates low-light vi-
  sion. Darkvision is reduced to 5 feet. In addition, all other sens-
  es (blindsight, scent, etc.) are reduced by half. See in darkness 
  is unaffected.
  Shadow Lurk (shadow)
  As a standard action you may spend a spell point to have a 
  target’s shadow split off from them and form a shadow lurk that 
  acts as an independent creature unwaveringly loyal to you for 
  10 minutes per caster level. A shadow lurk appears as a shaded, 
  obviously spurious version of the target. It is weightless and its 
  equipment is entirely illusionary. It has the same skills, feats, 
  and attributes as the target, except that its Strength score is 3, 
  and only has a number of hit points equal to your caster level. 
  The shadow lurk cannot attack, use extraordinary or supernat-
  ural abilities, cast spells or use spell-like abilities, or employ its 
  target’s class features, though it can manipulate objects and use 
  skills. A shadow lurk must remain within long range of its origi-
  nal source or it ceases to exist. The target lacks a shadow while 
  this effect is active.
  Retracting a shadow lurk is a move action that does not pro-
  voke attacks of opportunity. Either the target or the shadow lurk 
  may spend this action. If a shadow lurk is killed or exceeds its 
  range, it winks out of existence and the target’s shadow returns 
  to them with a surge of energy that causes them to be stunned 
  for 1 round. In either case, the target immediately gains the 
  knowledge of everything their shadow lurk observed and did 
  while it was detached.
  You may gain this talent a total of twice. If gained a sec-
  ond time, you may weave shadowstuff into your shadow lurks, 
  giving them and their equipment increased substance. Your 
  shadow lurks use the full Strength score of their source, have 
  2 hit points per caster level, and possess non-magical versions 
  of their sources’ equipment. It may flank, threaten, and make 
  a single attack per turn using non-magical versions of whatever 
  weapons or natural attacks its source possesses. It attacks using 
  its source’s full base attack bonus, Strength score, feats, and 
  proficiencies, but deals only half damage. A shadowstuff-im-
  bued shadow lurk may not attempt non-attack combat maneu-
  vers, cast spells, or use its source’s class features. Alchemical 
  items created as part of your shadow lurks do not function.
  Shadow Slick (blot, shadow)
  Your blot takes on a slick, nearly frictionless quality. Any 
  creature attempting to move more than half their speed through 
  the blot must attempt a Reflex save to avoid falling prone.
  If used as a (shadow) talent through Imbue Shadow, the tar-
  get must also attempt a Reflex save to avoid dropping what is in 
  its hands, and must spend a full-round action to retrieve stored 
  or dropped items as they fumble with compromised grip, but 
  gains a +10 bonus to CMD to avoid a grapple and on Escape 
  Artist checks and CMB rolls made to escape a grapple.
  Shadow Tag (blot, darkness, shadow)
  You may create an area of darkness or blot that seeps into 
  the shadows of anyone who enters their area. This lets you 
  know their relative direction and status (alive, unconscious, 
  dead) for 1 hour per caster level. If used as a (shadow) talent, 
  you cast this ability directly upon a creature instead, gaining 
  the same benefits.
  You may track up to 1 creature per caster level in this way. 
  If you are at this limit, you may choose to cease tracking an old 
  target in order to begin tracking a new one. The effect imme-
  diately ends for a target that moves more than one mile away 
  from you.
  Shadowed Mien (shadow)
  As a standard action you cloak the target in an aura of 
  menacing shadow that conceals its appearance, subtle move-
  ments, and intentions behind a curtain of disconcerting murk. 
  This dark aura hides distinguishing features from observers 
  and grants a competence bonus of 1/2 your caster level to Bluff 
  checks to lie or feint, as well as to Intimidation checks to de-
  moralize. Sense Motive checks to get a hunch about Shadowed 
  Mien’s target have their DC increased by your caster level. The 
  target has no problem seeing out of Shadowed Mien, but the 
  effect cannot be penetrated by darkvision. Clearsight and see in 
  darkness allow the target of Shadowed Mien to be seen clear-
  ly, negating its bonuses against creatures with those abilities. 
  Shadowed Mien lasts for as long as you concentrate or, if you 
  spend one spell point at any time as a free action, ten minutes 
  per caster level.
  You may spend an additional spell point as part of the 
  action to initiate Shadowed Mien to grant substance to the 
  shadowy aura. The target gains a number of temporary hit 
  points equal to your caster level for the duration of the effect. 
  Exhausting these temporary hit points does not end the other 
  effects of Shadowed Mien.
  Silent Darkness (darkness)
  You may spend a spell point to create an area of darkness 
  that dims sound as well as light. Creatures within the area can-
  not speak or converse, and spells or magical sphere effects with 
  
  Chapter 5: Spheres
  267
  verbal components suffer a 20% chance + 5% per caster level 
  of spell failure. All Perception checks made to hear noises orig-
  inating from within the area of your darkness suffer a penalty 
  equal to your caster level. Creatures attempting to use sonic or 
  language-based attacks, spells, or effects while within the area 
  of this darkness or affecting creatures within the area of this 
  darkness must attempt a magic skill check against this darkness 
  as if the effect were a magical light effect; on a failure, the sonic 
  or language-based effect fails.
  Snagging Darkness (blot)
  You may spend a spell point to create a blot effect filled 
  with dark tendrils that reach out and snare anything that pass-
  es. The entire area is considered difficult terrain, and every 
  creature within the area is the target of a grapple check when 
  the blot is created and each round it is maintained. Creatures 
  who enter this area are also immediately subject to a grapple 
  check. The CMB for this check is equal to your caster level 
  + your casting ability modifier. If successful, the target gains 
  the grappled condition, suffers 1d6 bludgeoning damage per 
  2 caster levels (minimum 1d6), and cannot move without first 
  breaking free of the grapple (the CMD of this effect is equal to 
  its CMB + 10). Just as with a normal grappler, this effect gains a 
  +5 circumstance bonus on grapple checks made against targets 
  it is already grappling.
  Stygian Immersion (blot)
  You may spend a spell point to create a blot that acts as if 
  it were a pool of water. This volume of liquid is an extradimen-
  sional space 5 feet deep per caster level, and does not damage 
  the surface the blot has been cast upon. Creatures underneath 
  the blot when it is created can attempt a Reflex save to avoid 
  falling in, and if a creature possesses the ability to breathe un-
  derwater, it can breathe within the blot. Light does not pass 
  through the blot liquid, and those within have their senses lim-
  ited in the same manner as the Pure Darkness talent. Creatures 
  are deposited safely on the surface of the blot directly above 
  their position when the duration expires.
  Tenebrous Legerdemain (blot, darkness)
  You create an area of darkness or blot which you may manip-
  ulate to perform minor feats of legerdemain. Once per round 
  as a free action you may make a pickpocket attempt or a Steal 
  combat maneuver against a target that is within your darkness 
  or blot. You may use your own Sleight of Hand modifier or Steal 
  CMB or your caster level + your casting ability modifier, which-
  ever is higher.
  You may instead retrieve one unattended item that is with-
  in your area of blot or darkness once per round as a free action. 
  Whether the item is retrieved or stolen, it appears in your 
  hands or in the nearest adjacent space if your hands are full. 
  An item retrieved or stolen cannot weigh more than 5 lbs. per 
  caster level.
  Thick Darkness (darkness)
  You may spend a spell point to create a darkness with sub-
  stance that becomes difficult to move through. Creatures move 
  at half their speed through this area, cannot make 5-foot steps, 
  and suffer a -1 penalty to all weapon attacks and damage rolls 
  made within or that pass through this area -1 per 10 caster lev-
  els. Objects that fall within this area are slowed so that each 10 
  feet of darkness reduces the falling damage by 1d6, +1d6 per 10 
  caster levels.
  Meld Talents
  Clearsight (meld)
  You may spend a spell point to grant a target immunity to 
  all negative effects from your (darkness) or (blot) talents for 1 
  hour per caster level. This does not grant the target the ability 
  to see in your darkness if it does not already possess the means 
  to do so, but it does allow creatures with darkvision to see in 
  Pure Darkness.
  You may gain this talent a total of twice. If gained a second 
  time, you may choose to have your clearsight apply to (darkness) 
  and (blot) talents cast by allies. If you or your ally gains the ben-
  efit of Clearsight from another source, you may choose to allow 
  it to it apply to your own darkness and blot effects as well. Status 
  as an ally is determined at the time Clearsight is cast and does 
  not change for its duration.
  Dark Slaughter (meld)
  You may spend a spell point to grant the target the ability 
  to make precision strikes for 1 hour per caster level. Whenever 
  the target attacks a creature it is flanking, that is denied its 
  Dexterity bonus to AC, or that is not able to perceive the crea-
  ture (such as through a successful Stealth check), it deals an 
  additional 1d6 points of precision damage to the target, +1d6 
  per 10 caster levels. This damage is not multiplied on a criti-
  cal hit, but it does stack with a rogue’s sneak attack. This only 
  functions while within an area of your darkness.
  Feed On Darkness (meld)
  You may spend a spell point to grant a target fast healing 1 
  for 1 minute per caster level. The amount of fast healing increas-
  es by +1 per 10 caster levels. This fast healing only functions so 
  long as the target remains within an area of your darkness. You 
  may take this talent up to 5 times. Multiply the granted fast 
  healing by the number of times you gain this talent.
  Hide In Darkness (meld)
  You may spend a spell point to grant the target the ability 
  to attempt Stealth checks to hide in areas of dim light or dark-
  ness even while being observed. This lasts for 1 hour per caster 
  level, and only functions when within an area of your darkness.
  Step Through Darkness (meld)
  You may spend a spell point to grant the target and up to 
  a heavy load of carried equipment the ability to step into one 
  patch of dim light or darkness and emerge in another. As a move 
  action, the target may teleport up to 30 feet, +10 feet per 5 cast-
  er levels. This lasts for 1 hour per caster level. Both the location 
  they are in and the location they are teleporting to must be 
  within an area of your darkness.
  
  Chapter 5: Spheres
  268
  Death
  You may command the powers of unlife.
  Ghost Strike
  As a standard action, you may make a ghost strike, summon-
  ing negative energy as a melee touch attack or a ranged touch 
  attack within medium range. A ghost strike is considered a neg-
  ative energy death effect, and as such has no effect on undead, 
  constructs, elementals, and other creatures immune to such 
  things (although some talents provide exceptions). Ghost strike 
  effects do not stack with themselves, and are subject to spell 
  resistance.
  Some Death talents are designated (ghost strike), which 
  provide you with additional types of ghost strikes. You gain the 
  following ghost strike when you gain the Death sphere:
  Exhausting Strike
  The subject of your ghost strike becomes fatigued for 1 
  round per caster level (Fortitude negates). You may spend 
  a spell point to increases this effect to making the target ex-
  hausted for 1 minute per caster level (Fortitude negates). On 
  a successful save, the target is still fatigued for 1 round. Unlike 
  regular fatigue and exhaustion, these conditions end as soon as 
  the duration expires.
  Reanimate
  As a standard action, you may touch an intact dead body 
  and spend a spell point to reanimate it as a zombie or skeleton 
  (depending on the composition of the body in question) for 1 
  minute per caster level. This creature gains the zombie or skel-
  eton template and obeys your commands, although only basic 
  commands such as “go”, “stay”, “follow me”, “attack”, or “guard” 
  are understandable. While specifics can be given (“guard this 
  area against humans but let goblins pass”), undead are unintel-
  ligent and easily fooled.
  A reanimated body cannot speak and has no knowledge 
  or ability to think and so cannot answer questions or reveal 
  anything it knew in life. When the duration expires, the body 
  collapses until reanimated again. It does not regain hit points 
  between reanimations. If reduced to 0 hit points, the body col-
  lapses and is destroyed; it cannot be reanimated again.
  You may have a total number of reanimated creatures ac-
  tive at any one time whose combined Hit Dice does not exceed 
  twice your caster level. If you attempt to reanimate a creature 
  that would push your total beyond this limit, you must choose 
  which creatures cease to be reanimated or are released from 
  your control. You cannot reanimate a creature with more Hit 
  Dice than twice your caster level. Temporary increases to caster 
  level (such as from implements or the thaumaturge’s forbidden 
  lore class feature) do not increase the statistics, maximums, or 
  number of undead the caster controls.
  Death Talents Types
  Some Death talents are designated (ghost strike), which 
  provide you with additional types of ghost strikes.
  Death Talents
  Corpse Bomb
  You may make any of your ghost strikes against any corpse 
  capable of being raised as a skeleton or zombie, or against any 
  corporeal mindless undead under your control. The corpse ex-
  plodes in a 20-foot radius, affecting all creatures in range as if 
  they had been struck by the chosen ghost strike; if the ghost strike 
  does not allow a saving throw, creatures affected are allowed a 
  Reflex save to negate its effects.
  The corpse or undead collapses and is destroyed; it cannot 
  be reanimated or targeted by another Corpse Bomb.
  Corpse Manipulation
  You can alter a corpse in one of the following ways by 
  touching it as a standard action:
  • You grow flesh on a decomposed or skeletonized 
  corpse, providing it with sufficient flesh that it can 
  be animated as a zombie rather than a skeleton. The 
  corpse looks as it did just before death. The new flesh 
  is not fit for eating.
  • You decompose the flesh from a corpse, leaving be-
  hind a perfectly cleaned skeleton.
  • You can spend a spell point to touch a collapsed or de-
  stroyed undead corpse, mending it so it is a valid target 
  to be reanimated again.
  • You can spend a spell point to preserve the remains of 
  a dead creature for 1 day per caster level so that they do 
  not decay. Doing so effectively extends the time lim-
  it on raising that creature from the dead. Days spent 
  under the influence of this spell do not count against 
  the time limit. Additionally, this makes transporting a 
  slain (and thus decaying) comrade less unpleasant. This 
  ability also works on severed body parts and the like.
  • You can reshape the dead body to look like another 
  creature or even a specific person so long as you have 
  firsthand knowledge of how that creature or person 
  
  Chapter 5: Spheres
  269
  actually looks. You can make the corpse one size larger 
  or smaller or change its apparent type, gender, or age. 
  Attempt a Disguise check to determine how convinc-
  ing the change is, though you may substitute your cast-
  er level for ranks in Disguise if desired.
  Cryptic Strike [strike]
  As a standard action, you may make a single weapon attack 
  in conjunction with making a ghost strike. This casting cannot be 
  reduced below a standard action, and does not provoke attacks 
  of opportunity, unless as usual if making a ranged attack. If the 
  target is struck by the attack, it is also struck by the ghost strike. 
  If using a scatter weapon, the strike only applies to a single tar-
  get, chosen at the time of attack.
  Dark Sacrifice
  Whenever you would take hit point damage that would 
  reduce you to 0 hit points or less, you can spend 1 spell point 
  as an immediate action to sacrifice a mindless undead creature 
  you control within close range (or the range of your Master’s 
  Presence, whichever is greater), destroying it instantly; reduce 
  the damage you take by the sacrificed undead’s current hit 
  points (to a minimum of 0).
  Empowered Reanimate
  All creatures you reanimate gain a +4 enhancement bonus to 
  their Strength and Dexterity.
  Expanded Necromancy
  When you reanimate a creature you may reanimate it as a 
  variant skeleton or zombie, such as a bloody skeleton, burning 
  skeleton, fast zombie, or plague zombie. When reanimating a 
  creature in this way, they count as twice their Hit Dice against 
  the total amount you may have reanimated at once.
  Gravetongue
  You may spend a spell point as a standard action to gain the 
  ability to speak with undead and corpses for 1 minute per caster 
  level. You can communicate with, ask questions of, and receive 
  answers from them. A mindless undead or corpse spoken to 
  with gravetongue does not maintain any memory of its life or 
  death - only the time that has elapsed since its death (and rean-
  imation). A normal corpse’s sense of its surroundings is limited, 
  so it will not be able to give (or recognize) detailed descriptions 
  of creatures or answer questions about events outside its im-
  mediate vicinity. The spell does not make undead creatures any 
  more friendly or cooperative than normal, and while mindless 
  undead and corpses will always answer truthfully, their ability 
  to answer more than simple questions is restricted. You do not 
  need to share a language with the target.
  Greater Ghost Strike
  When making a ghost strike, you may spend an additional 
  spell point to form your ghost strike into a close-range cone, al-
  lowing you to make an attack roll against every target within 
  this area.
  Greater Reanimate
  Increase the total Hit Dice of creatures you may have rean-
  imated at once by an additional 1 per caster level. You may select 
  this talent up to 3 times.
  Haunting Apparition
  You may place a ghost strike of your choice onto an adjacent, 
  unoccupied area up to one 5-foot square per two caster levels 
  (minimum one 5-foot square), that lashes out at the first crea-
  ture who enter its area, similar to a haunt.
  The first creature who steps onto an affected square is af-
  fected by your ghost strike. If the ghost strike does not allow a sav-
  ing throw, the creature affected is allowed a Will save to negate 
  its effects. After activation, this haunt disappears.
  A haunting apparition lasts for 10 minutes per caster lev-
  el before becoming inert. It shares your alignment, and its 
  Perception DC and hit points are equal to its save DC. You 
  may only have one active haunt apparition at a time; placing a 
  second haunting apparition deactivates the first. You may select 
  this talent multiple times. Each time it is taken, increase the 
  number of haunting apparitions you may have active at once by 1.
  Icy Grip
  When you use a ghost strike, instead of unleashing an attack 
  yourself, you may have an undead you control within range de-
  liver the attack as a melee touch attack sometime within the 
  next round. This charge is ‘held’ through the round; if the un-
  dead gets multiple attacks, it can attempt to deliver the touch 
  attack additional times if the first attempt failed. If you spend 
  an additional spell point, you may grant a use of this ghost strike 
  to each undead you control, but multiple undead cannot affect 
  the same target with the same ghost strike that round.
  Instill Death [instill]
  As a standard action you may touch a small container of 
  liquid and instill a reanimate inside it, which functions as an oil. 
  This cannot be combined with Sustained Reanimation, and 
  undead created through an instilled liquid still consider you 
  their creator, counting against your totals and following your 
  commands.
  Alternatively, you may spend a spell point to instill a ghost 
  strike. As a standard action, this can be primed and thrown as a 
  splash weapon. All targets affected by the splash (5-foot radius) 
  must save against any ghost strike effect requiring a saving throw, 
  but any target not affected by a direct hit treats any dice rolls 
  from the effect as if they had rolled their minimum.
  An instilled liquid remains potent until you rest to regain 
  spell points. If you have equipment on hand (such as an alche-
  my lab), the cost of bottles and water is considered negligible. 
  You may target food but not an already-magical item, such as 
  a potion. All spell points must be spent and all variables of the 
  sphere effect must be chosen at the time the instilled liquid is 
  created. You cannot instill multiple effects in a single liquid, nor 
  create multiple instilled liquids with a single action.
  Killing Curse
  Your ghost strikes can rip the very soul from the living. If a 
  target fails their saving throws against your ghost strikes 3 times 
  within a 1-minute period, they immediately die (Fortitude ne-
  gates). If a ghost strike does not allow a save, it is not usable with 
  this talent.
  Lingering Necromancy
  When you reanimate a corpse or corpses, they remain for 1 
  hour per caster level instead of 1 minute per caster level.
  
  Chapter 5: Spheres
  270
  Mass Reanimate [mass]
  When using your reanimate ability, you may spend an addi-
  tional spell point to reanimate multiple creatures at once. Your 
  Hit Dice limits apply to the total number you may reanimate at 
  once with this ability.
  Master’s Presence
  You can telepathically order and communicate with undead 
  creatures within close range that you control. You do not need 
  line of sight or effect to maintain this connection. Only targets 
  completely under your control are valid; charmed undead are 
  not truly under your control, and as such as such do not qualify.
  Giving basic commands to an undead is a free action, but 
  your increased control allows you to master complex commands 
  for your undead as well. Choose any 2 tricks + 1 per 5 caster lev-
  els that can be taught to an animal or the Pose as Scenery trick 
  (see the Handle Animal skill). Mindless undead you control are 
  able to perform these tricks when ordered to as a move action. 
  This does not allow you to train undead for a purpose, “push” 
  an undead to perform a task it normally would not be able to, or 
  accomplish other effects of the Handle Animal skill.
  You can select this talent up to 3 times; each time you do 
  after the first, increase its range by one step (close to medium, 
  medium to long) and increase the number of tricks your undead 
  can perform by 2.
  Additionally, so long as an undead you control is within 
  this range, you may, as a full-round action, concentrate on that 
  undead to perceive that creature’s surroundings as if you were 
  standing where that creature was. While you may use the crea-
  ture’s special sense (i.e., darkvision, etc.), you must use your 
  own Perception skill if attempting a check.
  Ranged Death [range]
  Increase the range at which you can reanimate corpses to 
  close, and increase the range of your ghost strike to long. You 
  may select this talent multiple times. For each additional time 
  this talent is taken, increase the distance at which you can re-
  animate corpses by one category (close to medium, medium to 
  long).
  Reanimated Warriors
  Choose a combat talent, combat feat, or teamwork feat 
  you possess. Undead you reanimate and control gain the bene-
  fit of this talent or feat when they are within close range of 
  you (or the range of your Master’s Presence, whichever is 
  greater). You cannot choose a feat that has another feat 
  as a prerequisite nor feats that grant open-ended bo-
  nuses (such as Extra Combat Talent), but your un-
  dead do not otherwise need to meet the feat’s 
  prerequisites.
  Whenever you rest and recover 
  spell points, you may change the feat or 
  talent chosen. You may take this talent 
  multiple times; each time you do, you 
  may grant an additional combat talent, 
  combat feat, or teamwork feat to your 
  undead.
  Shroud
  Whenever you succeed on an attack roll made as part of a 
  ghost strike, you can choose to mark the affected creature with 
  necrotic energy as a free action. If a marked creature dies with-
  in close range (or the range of your Master’s Presence, which-
  ever is greater) within 1 round per caster level, you can spend 1 
  spell point as an immediate action to reanimate its body. If you 
  possess Sustained Reanimation, you may use this talent to rean-
  imate the body without spending a spell point if you sustain it 
  via that talent. You can only have a number of creatures marked 
  at a time equal to your casting ability modifier (minimum 1).
  Sustained Reanimation
  When you reanimate a corpse, you may do so without 
  spending a spell point, but the duration is changed to ‘concen-
  tration’. A sustained undead only counts as half their Hit Dice 
  (rounded up, minimum 1) against the total amount you may 
  have reanimated at once. You can never have more than 1 sus-
  tained undead at a time.
  Taint Soul
  Whenever a target fails their saving throw against your 
  ghost strike, the creature affected has all healing effects used on 
  it halved for 1 round per 2 caster levels. If you spend an addi-
  tional spell point, it cannot heal hit point damage by any means 
  for the duration, including fast healing and regeneration.
  In addition, you can touch a willing creature as a stan-
  dard action to cause them to be healed by negative energy and 
  harmed by positive energy for 1 minute (Fortitude negates if 
  unwilling); as normal, fast healing is unaffected.
  
  Chapter 5: Spheres
  271
  Tomb Of Flesh
  You can make a melee touch attack against a living creature 
  up to your size to attempt to absorb it into your body, similar to 
  the swallow whole ability (Reflex negates).
  Being absorbed causes a creature to take negative energy 
  damage each round equal to 1d6 + 1d6 for every three caster 
  levels you have (undead are not affected). An absorbed creature 
  gains the grappled condition, while you do not. An absorbed 
  creature can try to cut its way free with any light slashing or 
  piercing weapon (the amount of cutting damage required to get 
  free is equal to 1/10 your total hit points), or it can just try to 
  escape as if escaping a grapple (using your CMD or your MSD, 
  whichever is higher). The armor class of your interior is 10 + 1/2 
  your caster level, with no modifiers for size or Dexterity. If an 
  absorbed creature cuts its way out, you cannot use this talent 
  again until the damage is healed.
  Alternatively, you can touch a corpse or undead that you 
  control as a move action to absorb it into your body or to expel 
  an absorbed corpse or undead into an adjacent square. While 
  absorbed, an undead cannot use any of its senses or take any 
  actions, and time passes normally - corpses rot and reanimate’s 
  duration continues to pass.
  You can have a number of corpses or controlled undead 
  absorbed at a time equal to 1 plus 1 for every 3 caster levels you 
  have. You can spend a spell point to expel all absorbed corpses 
  and undead with a single swift action. While you have at least 
  one undead absorbed, you give off an aura that can be detected 
  by Divine Undead equal to the highest Hit Dice undead ab-
  sorbed, but your appearance is not otherwise changed.
  Creatures and bodies storied within your tomb of flesh are 
  stored in an extradimensional space; you do not increase in size 
  no matter how many creatures and bodies are stored inside you.
  Undead Whisperer
  Undead you reanimate and control gain one skill rank per 
  caster level. These skill ranks cannot be spent on a Knowledge 
  skill, but otherwise any skill is valid as long as either you or the 
  creature (when it was alive) possess ranks in the chosen skill. 
  The undead cannot possess more ranks in a skill than either 
  you possess or that it possessed in life. You may command these 
  undead to use their skills as a basic command.
  If you possess Master’s Presence, your undead may use your 
  skill ranks in place of their own for any valid skill check, so long 
  as they are within your Master’s Presence range.
  Ghost Strikes
  Bleeding Wounds (ghost strike)
  You may make a ghost strike that deals 1 bleed damage per 
  caster level (minimum 1; no save). Targets take damage on the 
  round they are hit, plus each additional round until the bleed 
  effect stops (usually through the Heal skill or an application of 
  magical healing). You may spend a spell point to improve this 
  effect to 2 bleed damage per caster level (minimum 2).
  Command Undead (ghost strike)
  You may spend a spell point to make a ghost strike that 
  grants you a measure of control over an undead creature (Will 
  negates). For 1 minute per caster level, an unintelligent un-
  dead creature falls under your control or an intelligent undead 
  becomes friendly toward you. You can give an intelligent un-
  dead creature orders, but you must win an opposed Charisma 
  check to convince it to do anything it would not ordinarily do. 
  Retries are not allowed. An intelligent commanded undead 
  never obeys suicidal or obviously harmful orders, but it might 
  be convinced that something very dangerous is worth doing. 
  Any act by you or your apparent allies that threatens the com-
  manded undead (regardless of its Intelligence) breaks this ef-
  fect. Your commands are not telepathic; the undead creature 
  must be able to hear you. Intelligent undead remember they 
  were manipulated and may seek revenge.
  Curse (ghost strike) [curse]
  You may spend 2 spell points to make a ghost strike that be-
  stows a permanent curse on the target (Will negates). Curses 
  may be removed with the Break Enchantment Life talent, rit-
  uals such as break enchantment or remove curse, wishes, upon your 
  death, or by your choice as a free action, but otherwise cannot 
  be dispelled.
  Choose one of the following curses to bestow upon the 
  target:
  • The target suffers a -4 decrease to an ability score plus 
  an additional -2 per 5 caster levels (minimum 1).
  • The target suffers a -3 penalty on all attack rolls, saving 
  throws, ability checks, and skill checks plus an addi-
  tional -1 per 5 caster levels.
  • Each turn the target has a 25% chance to take no ac-
  tion. This chance increases by 5% per 2 caster levels 
  (maximum 75%).
  Curses do not stack with themselves, but a target can be 
  afflicted by multiple different curses. With GM permission, 
  you may invent your own curse, but it should be of equal pow-
  er to those listed. The following effects would be considered 
  appropriate:
  Clumsy: The target cannot move faster than half their 
  speed without an Acrobatics check vs. the curse’s DC. On a 
  failure, the target falls prone.
  Extreme Hunger: The target must eat and drink three 
  times as much as normal every day or begin suffering from 
  thirst and starvation.
  Fumble: Anytime the victim picks up or retrieves an 
  object (including drawing a weapon or ammunition), there is 
  a 50% chance that he immediately drops it. If ammunition is 
  dropped, the attack being made is lost. Any remaining attacks 
  in a full attack action may still be attempted.
  Greater Pain: Whenever the victim takes damage, he is 
  staggered for 1 round.
  Magically Conductive: When the victim is adjacent to 
  the area of a damaging spell or spell-like effect, the area ex-
  pands to include the victim.
  Old Age: The target gains the penalties (but not the ben-
  efits) of advancing to the next age category. This does not actu-
  ally increase their age.
  Repel Healing: The victim cannot heal naturally, and 
  magical healing heals the victim by only half the usual amount 
  (minimum 1 point). Fast healing and regeneration are likewise 
  halved.
  
  Chapter 5: Spheres
  272
  Unfocused: The target suffers a penalty equal to your 
  casting ability modifier to all skill checks governed by an attri-
  bute of your choice.
  Drain (ghost strike)
  You may spend a spell point to make a ghost strike that im-
  poses 1 temporary negative level on the target for one hour per 
  caster level (no save). This increases by 1 die size per 5 caster 
  levels (1d2, 1d3, 1d4, and 1d6). Unlike with other ghost strikes, 
  negative levels stack. While normally negative levels have a 
  chance to become permanent and can kill a target whose neg-
  ative levels equal its Hit Dice, these negative levels do not last 
  long enough to become permanent, and if a negative level from 
  this ghost strike would reduce the creature to 0 Hit Dice, the 
  creature instead takes 4 points of Constitution drain for the 
  duration of the effect. If a negative level lasts longer than 1 day, 
  the target must succeed at a Fortitude save per negative lev-
  el or have the negative level become permanent. If this ability 
  is used on an undead creature, it instead grants the creature 5 
  temporary hit points per negative level, which last for 1 hour.
  Hunger (ghost strike)
  You may spend a spell point to make a ghost strike that saps 
  a creature of its energy (Will negates). On a failed save, the sub-
  ject is fatigued and takes nonlethal damage equal to 1d8 per 
  caster level. This is considered starvation damage, and as such 
  the fatigue and nonlethal damage cannot be healed, even by 
  magic, until the target consumes some sort of food (a standard 
  action, assuming the food is on hand and need not be dug out 
  of a backpack first). If no food is available, the target begins to 
  attempt Constitution checks per day as normal for starvation. 
  Multiple applications of hunger do not stack; only the highest 
  nonlethal damage applies.
  Inflict Disease (ghost strike)
  You may spend a spell point to make a ghost strike that caus-
  es the target to contract a disease (Fortitude negates). The sub-
  ject contracts one of the following diseases: blinding sickness, 
  bubonic plague, cackle fever, filth fever, leprosy, mindfire, red 
  ache, shakes, or slimy doom. The disease is contracted immedi-
  ately (the onset period does not apply). Use the disease’s listed 
  frequency and save DC to determine further effects.
  Lich Strike (ghost strike)
  You may spend 2 spell points to make a ghost strike that 
  paralyzes the target for 1 round per 2 caster levels on a failed 
  Fortitude save. A creature is allowed a new saving throw each 
  round as a full-round action to end this effect early. Anyone par-
  alyzed by a lich strike seems dead, though a DC 20 Perception 
  check or a DC 15 Heal check reveals that the victim is still alive.
  Manipulate Undeath (ghost strike)
  You may make a ghost strike that harms undead, dealing 1d8 
  damage per 2 caster levels (minimum 1d8, Will half). You may 
  spend a spell point to instead heal the undead for this amount.
  Necrotic Feeding (ghost strike)
  You may make a ghost strike that causes a living creature 
  that is below 0 hit points but stabilized to resume dying. You 
  may also spend a spell point to make a ghost strike that, when 
  it strikes a target below 0 hit points, kills it instantly (Will ne-
  gates). If the target fails their saving throw, you gain temporary 
  hit points equal to twice the target’s Hit Dice, as well as a +2 
  enhancement bonus to Strength and Dexterity, which increases 
  by +2 for every 8 Hit Dice the target possesses. These effects 
  last for 10 minutes per Hit Die of the slain creature. Bonuses 
  from multiple creatures do not stack; only the highest bonuses 
  apply.
  Poltergeist (ghost strike)
  You may make a ghost strike that attaches a vengeful pol-
  tergeist to the target, disrupting their actions. Whenever the 
  target makes a d20 roll within 1 round per caster level, you can 
  choose for them take a -3 penalty to the roll, ending this effect. 
  This penalty is increased by 1 for every 6 caster levels you have. 
  If you spend a spell point when you use this ghost strike, you 
  can impose the penalty on up to one d20 roll the target makes 
  each round for the effect’s duration, and imposing the penalty 
  does not end the effect. A creature can only be affected by one 
  poltergeist at a time.
  Sickening (ghost strike)
  You may make a ghost strike that causes the target to be 
  sickened for 1 round per caster level (Fortitude negates). You 
  may spend a spell point to cause the target to instead become 
  nauseated. On a successful save, the target is still sickened for 
  1 round.
  Vampiric Strike (ghost strike)
  You may spend a spell point to make a ghost strike that deals 
  1d6 damage per 2 caster levels to the target (minimum 1d6) and 
  grants yourself an equal number of temporary hit points that 
  last 1 minute per caster level (Fortitude half). You cannot gain 
  more temporary hit points in this manner than the subject’s 
  current hit points + their Constitution score. If you strike mul-
  tiple targets at once with the same vampiric strike (for example, 
  through the Greater Ghost Strike talent) you cannot gain more 
  temporary hit points than 3 per caster level (minimum 6).
  Weakening (ghost strike)
  You may make a ghost strike that inflicts a 1d4 point penal-
  ty to the target’s Strength or Dexterity (your choice, Fortitude 
  negates) for 1 round per level. You may spend a spell point to 
  increase this reduction by half your caster level (minimum 1) 
  and cause a successful Fortitude save to only halve the effect 
  instead of negate it. This cannot reduce the target’s Strength or 
  Dexterity scores to less than 1.
  
  Chapter 5: Spheres
  273
  Destruction
  You can use destructive power.
  Destructive Blast
  As a standard action, you may deliver a burst of blunt magi-
  cal force as a melee touch attack or a ranged touch attack within 
  close range. A destructive blast is subject to spell resistance, and 
  while it bypasses DR/magic, it does not automatically bypass 
  other forms of damage reduction if it deals physical damage 
  (bludgeoning, slashing, or piercing). A ranged destructive blast 
  counts as a ray attack.
  A basic destructive blast deals 1d6 bludgeoning damage for 
  every odd caster level.
  Table: Destructive Blast Damage
  Level
  Damage
  1st
  1d6
  3rd
  2d6
  5th
  3d6
  7th
  4d6
  9th
  5d6
  11th
  6d6
  13th
  7d6
  15th
  8d6
  17th
  9d6
  19th
  10d6
  21st
  11d6
  23rd
  12d6
  25th
  13d6
  You may spend 1 spell point when making a destructive blast 
  to increase the damage dealt to one damage die per caster level 
  (minimum 2d6).
  Destruction Talent Types
  When augmenting a destructive blast with Destruction tal-
  ents, you may only apply 1 (blast type) talent and 1 (blast shape) 
  talent to each individual destructive blast. If a blast type or blast 
  shape grants a combat maneuver check, that maneuver ignores 
  normal size limitations.
  Blast Type Groups
  Each (blast type) talent belongs to a blast type group with 
  others of similar theme. For all purposes, the basic, unmodified 
  destructive blast counts as its own blast type group.
  Blast Type 
  Group
  Blast Types
  Acid
  Acid Blast, Adhesive Blast, Alkali Blast
  Air
  Air Blast, Gale Blast, Hurricane Blast
  Cold
  Drowning Blast, Frost Blast, Numbing Blast
  Crystal
  Crystal Blast, Living Crystal Blast, Razor Blast
  Electric
  Electric Blast, Shock Blast, Static Blast
  Fire
  Blistering Blast, Fire Blast, Searing Blast
  Force
  Force Blast, Invigorating Blast, Mana Siphon
  Holy
  Paradigm Blast, Smiting Blast
  Light
  Blinding Blast, Incandescent Blast, Radiant 
  Blast
  Negative
  Gloom Blast, Nether Blast, Tenebrous Blast
  Sonic
  Reverberating Blast, Shattering Blast, Thunder 
  Blast
  Stone
  Battering Blast, Shrapnel Blast, Stone Blast
  Destruction Talents
  Admixture
  You may either increase the casting time of your destructive 
  blast by one step or spend an additional spell point to apply two 
  (blast type) talents instead of 1. The resultant blast does half of 
  its damage of each type and any additional effects of the blast 
  types are applied normally. If the die size for the two blasts are 
  d8 and d6, use d8; if d8 and d4 use d6; if d6 and d4, use d4. If 
  two blast types have different caster levels, then use the lower 
  caster level for determining the admixtured blast’s caster level.
  Special: You do not increase the casting time or spend 
  an additional spell point when using the Admixture talent with 
  two blast types from the same blast type group.
  Cascade Failure
  When a creature receives damage from your destructive 
  blast, it suffers a -1 penalty on all saving throws against your 
  destructive blasts until the end of your next turn. This penalty 
  stacks with itself if a target is damaged by your destructive blast 
  more than once in a round.
  
  Chapter 5: Spheres
  274
  Clinging Blast
  You may spend an additional spell point to have all damage 
  from the destructive blast be treated as continuous for the pur-
  poses of any concentration checks until the start of your next 
  turn (Fortitude negates).
  Crafted Blast
  When making a destructive blast unaltered by a (blast type) 
  talent, you may change the damage of the destructive blast to be 
  either bludgeoning, piercing, or slashing, and may change all 
  rolled 1’s and 2’s to 3’s.
  Damage Control
  You may choose to have all damage dealt by a destructive 
  blast be nonlethal damage. Damage dealt is calculated as if the 
  destructive blast was its original damage type as well as nonlethal 
  (for example, an acid blast would still be subject to acid resis-
  tance), but the resulting damage is added to the target’s non-
  lethal damage total and not subtracted from their hit points. 
  When using a (blast type) talent that already deals nonlethal 
  damage, your destructive blast damage increases by +1 damage 
  per die.
  Alternatively, you may choose to deal no damage at all, only 
  inflicting secondary effects, such as from (blast type) talents, or 
  only expressing minor, controlled effects of the damage type 
  you would normally deal with your destructive blast. For exam-
  ple, you might create a spark with a Fire Blast, drive a nail into 
  wood with the bludgeoning force of a standard destructive blast, 
  or make an indistinct sound with a Thunder Blast. These ef-
  fects should never be powerful, and the GM is the final arbiter 
  of what can be accomplished this way.
  Demolition
  You can tune your destructive blast more towards inanimate 
  objects rather than creatures. When you use your destructive 
  blast this way, you deal +1 damage per die and deal full damage 
  to objects, ignoring any reduction that would normally apply 
  from being an energy attack, ranged attack, ineffective weapon 
  type, or similar effect, though hardness still applies. Anything 
  other than an inanimate object struck by this kind of destructive 
  blast only takes half damage from it.
  Energetic Response
  You can make attacks of opportunity with your destructive 
  blast, as if it were a melee weapon. You are considered armed 
  with your destructive blast, and if you possess the ability to make 
  attacks of opportunity with ranged weapons, you may do so 
  with a destructive blast. Using a destructive blast to make an attack 
  of opportunity is considered a (blast shape), and you cannot 
  use any effects that would increase its casting time, nor spend 
  a spell point to increase its damage. Using your destructive blast 
  this way does not provoke an attack of opportunity for the cast-
  ing, though it may still provoke if used to make ranged attacks.
  Epicenter
  You are immune to any damage and other effects of your 
  own destructive blasts. This includes ignoring difficult terrain 
  from your Crystal Blast and immunity to your own Energy 
  Wall, Energy Cloud, and any other blast shape with a non-in-
  stantaneous duration.
  Extended Range [range]
  Increase the range of your destructive blast by 1 range level 
  (close to medium, medium to long). You may select this talent 
  multiple times. The effects stack.
  Focused Blast
  When making a destructive blast unaltered by a (blast shape) 
  talent, your destructive blast damage increases by +1 damage per 
  die.
  Gather Energy
  You may increase the casting time of your destructive blast 
  by one step to reduce its spell point cost by 1 (to a minimum 
  of 0).
  Selective Blast
  You may exclude one creature plus one per 10 caster levels 
  from the area of your destructive blasts that have an instanta-
  neous duration. You may spend a spell point to increase the 
  number of excluded creatures by your casting ability modifier 
  (minimum +1).
  Spirit Blast
  You can choose to have your destructive blasts affect spiri-
  tual targets. When used this way, your destructive blasts extend 
  into the Ethereal Plane to affect ethereal targets normally, and 
  does not halve damage or suffer a 50% failure chance against 
  incorporeal targets.
  Wingbind
  When using a blast type that entangles, flying entangled 
  targets that are entangled must succeed at an additional Reflex 
  save or be unable to fly and fall to the ground. This does not 
  affect creatures with magical flight.
  
  Chapter 5: Spheres
  275
  Blast Shape Talents
  Blast Trap (blast shape)
  You may place a destructive blast onto an adjacent, unoccu-
  pied 5-foot square. Any creature who steps onto that square is 
  affected by your destructive blast, and is allowed a Reflex save 
  for half damage. A blast trap lasts for 10 minutes per caster level 
  before becoming inert. This is a magical trap with a Perception 
  DC and Disable Device DC equal to the blast’s save DC. You 
  may have one active blast trap at a time, +1 per 10 caster levels; 
  placing a trap beyond this limit deactivates an earlier trap of 
  your choice.
  Chain Blast (blast shape)
  You may spend a spell point to arc your destructive blast be-
  tween multiple targets. Choose a number of targets no greater 
  than 1 + half your caster level (minimum 2 targets total). Make 
  a ranged touch attack against each of them in order. No target 
  can be farther than 10 feet + 5 feet per 5 caster levels from the 
  previous target and no target can be targeted more than once. 
  Should any of the targets fail to take damage, either by a missed 
  attack, resistances, or other method, the chain stops and no 
  further targets are damaged.
  Energy Aura (blast shape)
  As a move action, you may spend a spell point to surround 
  yourself with an aura of elemental energies for a number of 
  rounds equal to your casting ability modifier; any creature that 
  ends its turn within 5 feet + 5 feet per 10 caster levels of you is 
  affected by your destructive blast, though the damage is reduced 
  to its minimum (so a 4d6 blast would deal 4 damage, or 12 with 
  Crafted Blast). A Reflex save negates this damage. You may only 
  have one aura active at a time; casting it again ends the previous 
  instance.
  Energy Bomb (blast shape) [instill]
  As a standard action, you may touch a small container of 
  liquid and spend a spell point to instill a destructive blast inside 
  it. As a standard action, this can be primed and thrown as a 
  splash weapon. A direct hit deals the destructive blast’s damage 
  to the target and damage equal to the minimum blast damage 
  is dealt in a 5-foot splash radius. Any creature taking damage 
  from either the direct hit or the splash must save against any 
  additional effects of the blast type.
  This cannot be used with the Gather Energy talent. An 
  instilled liquid remains potent until you rest to regain spell 
  points. If you have equipment on hand (such as an alchemy lab), 
  the cost of bottles and water is considered negligible. You may 
  target food (in which instead of a splash weapon it affects the 
  target who consumes it) but not an already-magical item, such 
  as a potion. All spell points must be spent and all variables of 
  the sphere effect must be chosen at the time the instilled liquid 
  is created. You cannot instill multiple effects in a single liquid, 
  nor create multiple instilled liquids with a single action.
  Energy Leap (blast shape)
  You may spend a spell point to move in a straight line up to 
  your destructive blast’s range. This movement provokes attacks 
  of opportunity as normal. You may pass through occupied spac-
  es by making an overrun maneuver as a free action against the 
  targets, using your caster level + your casting ability modifier 
  in place of your base attack bonus + your Strength modifier for 
  this check. If a target attempts to impede you during this over-
  run, they suffer the effects of your destructive blast (Reflex half), 
  whether or not they succeed in stopping your movement. You 
  may also attempt to crash through objects or barriers, dealing 
  your destructive blast damage to them, and passing through un-
  impeded if this successfully destroys them. If, however, a target 
  successfully stops you during an overrun or you are unable to 
  destroy an object or barrier, your movement immediately stops 
  at the nearest unoccupied space and you are staggered for one 
  round.
  Energy Satellite (blast shape)
  You may spend a spell point to form your destructive blast 
  into a sphere that orbits your body that lasts for one minute per 
  caster level or until used. This cannot be combined with Gather 
  Energy or spending a spell point to increase the destructive blast’s 
  damage. As an immediate action, you may discharge the sphere 
  against any creature within 5 feet + 5 feet per 10 caster levels, 
  dealing your destructive blast damage. A Reflex save halves this 
  damage. You may only maintain one satellite at a time, +1 per 
  10 caster levels. Each satellite requires a separate immediate 
  action to discharge.
  Energy Sphere (blast shape)
  You may shape your destructive blast into a non-instanta-
  neous sphere that fills a 5-foot square. Any creature within this 
  space is dealt damage from your destructive blast (Reflex ne-
  gates). This sphere has a 20 feet fly speed + 5 feet per 2 caster 
  levels and perfect maneuverability, and wind does not affect its 
  course. The sphere has a duration of concentration, but you 
  may spend a spell point to increase this duration to 1 round per 
  caster level.
  As a move action, you may direct this sphere to move to 
  a new location and strike a new target. Your sphere stops to 
  attempt to deal damage whenever it enters a space with a crea-
  ture, and cannot attempt to directly damage more than one tar-
  get in this manner per round. Your sphere has no mass and does 
  not impede movement, but creatures moving through its space 
  must succeed at a Reflex save or suffer damage. Your sphere 
  must stay within your destructive blast range or disappear.
  Energy Strike (blast shape) [strike]
  As a standard action, you may make a single weapon attack 
  in conjunction with making a destructive blast. This casting can-
  not be reduced below a standard action, and does not provoke 
  attacks of opportunity, unless as usual if making a ranged at-
  tack. If the target is struck by the attack, it is also struck by the 
  destructive blast. If using a scatter weapon, the blast only applies 
  to a single target, chosen at the time of attack.
  Energy Tether (blast shape)
  You may send out a tendril of energy to bind your foe to 
  you. Make a ranged touch attack against a target within range. 
  If successful, the target suffers your destructive blast damage 
  (Fortitude half). You may concentrate to maintain this tether 
  each round, or may spend a spell point as a free action to allow 
  it to persist for 1 round per caster level without concentration.
  Each round a target remains bound by the tether, they suffer 
  its damage (Fortitude half). The tether has 10 hit points plus 2 
  hit points per caster level, an AC of 5, hardness equal to 1/2 your 
  caster level, and a Break DC equal to the blast’s DC. Neither 
  
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  276
  you nor the tethered target may move further away from each 
  other without first breaking the tether (you may dismiss a tether 
  as a free action) or succeeding on a drag or reposition combat 
  maneuver, pulling the other along with them. If you or the teth-
  ered target move closer to each other you may, as a swift action, 
  shorten the tether; the new distance between you becomes the 
  new length of the tether. You may also lengthen the tether as a 
  swift action, but only to your maximum distance. Swarms may 
  not be targeted with this blast shape. You cannot have more 
  than one tether active at any one time; creating a second tether 
  dismisses the first.
  Energy Wall (blast shape)
  You may craft your destructive blast into a 5-foot-by-5-foot 
  cubic wall with a duration of concentration, so long as it is fully 
  contained within your destructive blast range. You may spend a 
  spell point to increase this effect and create a wall up to 20 feet 
  high and up to 20 feet wide per caster level in a straight line, or 
  a hemisphere with a radius up to 5 feet per 2 caster levels (min-
  imum 5 feet). If used in either way, the duration increases to 1 
  round per caster level.
  The wall does not block line of effect, line of sight, pro-
  jectiles, or thrown objects. Creatures passing through your 
  wall suffer your destructive blast’s damage and effects as normal. 
  Creatures standing in the wall’s space when it is created are 
  allowed a Reflex save to avoid damage.
  Explosive Orb (blast shape)
  You may transform your destructive blast into a burst effect 
  centered anywhere within range. This destructive blast fills a sin-
  gle 5-foot square (Reflex negates). You may spend a spell point 
  to increase this burst to a radius of up to 10 feet + 5 feet per 5 
  caster levels (Reflex half).
  Guided Strike (blast shape)
  You may spend a spell point to add a +20 circumstance bo-
  nus to your destructive blast’s attack roll.
  Mutable Blast (blast shape)
  You may give your destructive blast any array of strange 
  shapes, as you require. Making a mutable blast costs 1 additional 
  spell point. Each time you use Mutable Blast, you create any 
  area you desire out of contiguous 5-foot cubes, up to a maxi-
  mum of 5 cubes + 1 cube per 2 caster levels. At least one of these 
  cubes must be in a square adjacent to you. All targets in the area 
  are affected by your destructive blast, and can attempt a Reflex 
  save to take half damage.
  Rebuff (blast shape)
  You may use your destructive blast to shield a target within 
  range from ranged weapons, area effects, or even other destruc-
  tive blasts for 1 round, giving them the benefits of evasion, a +2 
  cover bonus to AC vs. ranged attacks, and a +1 cover bonus to 
  their Reflex saves. These bonuses increase by +2/+1 respectively 
  for every 5 caster levels you possess.
  By spending a spell point, you may perform a rebuff as an 
  immediate action, or provide the benefits to all targets within 
  10-foot of you + 5 feet per 5 caster levels. You may spend 2 spell 
  points to gain both of these benefits with the same rebuff.
  Retributive Blast (blast shape)
  Whenever a creature misses with a melee or melee touch 
  attack against you, you may spend a spell point as an immediate 
  action to affect that creature with a destructive blast. This does 
  not provoke an attack of opportunity, and cannot be combined 
  with Gather Energy or spending a spell point to increase its 
  damage. The creature may attempt a Reflex save to negate the 
  damage. You must be aware of the attack and able to act.
  Sculpt Blast (blast shape)
  You may spend a spell point to create a destructive blast as 
  an area effect, affecting your choice of either a 10-foot radius 
  + 5 feet per 5 caster levels burst, a close-range cone, or a me-
  dium-range line, each emanating from yourself but excluding 
  yourself from the effects. You do not need to make any attack 
  roll for area attacks, but creatures in the effect are allowed a 
  Reflex saving throw for half damage. These ranges are not in-
  creased by the Extended Range talent or similar effects.
  
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  Blast Type Talents
  Acid Blast (blast type, acid)
  Your destructive blast deals acid damage. Any creature 
  struck by the attack or that failed their Reflex saving throw if 
  one was required suffers 1 point of acid damage per damage die 
  the following round.
  Adhesive Blast (blast type, acid)
  You transmute your destructive blast into a sticky, acidic sap. 
  Your destructive blast deals acid damage, and any creature struck 
  by the attack or that failed their Reflex saving throw if one was 
  required must succeed at a Reflex save or be entangled and un-
  able to move for 1 round.
  Air Blast (blast type, air)
  You may change your destructive blast into a blast of air. An 
  air blast deals nonlethal bludgeoning damage. You may make a 
  bull rush as a free action at range against the target or targets 
  struck by your air blast or that failed their Reflex saving throw if 
  one was required. Your CMB for this check is your caster level 
  + your casting ability modifier, and all targets are pushed from 
  the point of origin of the effect. (This is usually yourself, but if 
  using a talent such as Explosive Orb, it would be the center of 
  the blast. If using Energy Wall, each square of wall is considered 
  the center of effect for those who enter that section. If using 
  Guided Strike, you may choose from which direction you want 
  to push the target, even pushing them up or down if you should 
  desire. Pushing a target into the ground knocks them prone if 
  the bull rush is successful.)
  If the target is knocked into a solid object, they suffer 1d6 
  bludgeoning damage, +1d6 for every 5 feet they would have con-
  tinued past the barrier. You do not move with the targets of 
  your bull rush.
  Alkali Blast (blast type, acid)
  Your destructive blast deals acid damage, using d4 instead 
  of d6 as its damage die. You may make a trip attempt as a free 
  action at range against the target or targets struck by your alkali 
  blast or that failed their Reflex saving throw if one was required. 
  Your CMB for this check is equal to your caster level + your 
  casting ability modifier.
  Battering Blast (blast type, stone)
  Your destructive blast becomes a hail of smooth stones, 
  dealing bludgeoning damage and using d4 instead of d6 as its 
  damage die. You may make a bull rush as a free action at range 
  against the target or targets struck by the attack or that failed 
  their Reflex saving throw if one was required. Your CMB for 
  this check is equal to your caster level + your casting ability 
  modifier, and all targets are pushed from the point of origin 
  of the effect. (This is usually yourself, but if using a talent such 
  as Explosive Orb, it would be the center of the blast. If using 
  Energy Wall, each square of wall is considered the center of 
  effect for those who enter that section. If using Guided Strike, 
  you may choose from which direction you want to push the 
  target, even pushing them up or down if you should desire. 
  Pushing a target into the ground knocks them prone if the bull 
  rush is successful.)
  If the target is knocked into a solid object, they suffer 1d6 
  bludgeoning damage, + 1d6 for every 5 feet they would have 
  continued past the barrier. You do not move with the targets 
  of your bull rush.
  This blast ignores spell resistance, spell turning, and can 
  penetrate a globe of invulnerability, antimagic field, or other 
  forms of antimagic, and is not treated as a spell or magical for 
  the purpose of bypassing damage reduction, damaging incor-
  poreal creatures, or for creatures or classes that gain a bonus to 
  saving throws against magic.
  Blinding Blast (blast type, light)
  You may spend a spell point to have your destructive blast 
  deal untyped damage. Any creature struck by the attack or that 
  failed their Reflex saving throw if one was required must suc-
  ceed at a Fortitude save or be blinded for 1 round. The damage 
  die size increases to d8 against undead creatures and any crea-
  tures vulnerable to sunlight.
  Blistering Blast (blast type, fire)
  Your destructive blast deals fire damage. Any creature struck 
  by the attack or that failed their Reflex saving throw if one was 
  required suffers a -2 penalty on Fortitude saves for 1d4 rounds.
  Crystal Blast (blast type, crystal)
  Your destructive blast becomes an explosion of crystal, grow-
  ing where it strikes. A crystal blast uses d4 instead of d6 as its 
  damage die and deals piercing damage. Any creature struck by 
  the attack or that failed their Reflex saving throw if one was 
  required must succeed at a Reflex save or be entangled and 
  unable to move. In addition, the target’s square (or the blast’s 
  affected area) becomes overgrown with crystal and counts as 
  difficult terrain. Breaking free of the entangled condition is a 
  move action, requiring either a Strength check or an Escape 
  Artist check against the crystal blast’s save DC. A target may also 
  destroy the crystal on a square or creature by dealing 3 dam-
  age per caster level to the crystal. This removes the entangled 
  condition from the creature and destroys the difficult terrain. 
  Crystal disappears after 1 minute.
  Drowning Blast (blast type, cold)
  You may spend a spell point to have your destructive blast 
  become a stream of water, pounding your foe, disorienting and 
  choking them. This deals bludgeoning damage and any creature 
  struck by the attack or that failed their Reflex saving throw 
  if one was required are considered wet and must succeed at a 
  Fortitude save or be nauseated for 1 round. The water disap-
  pears at the end of your turn, but fires extinguished or creatures 
  soaked by the water continue to be so.
  Electric Blast (blast type, electricity)
  You may change the damage type of your destructive blast 
  from bludgeoning to electricity. Targets wearing metal armor or 
  primarily comprised of metal suffer a -3 penalty to AC and to 
  saving throws against an electric blast. An electric blast can ignite 
  combustibles, and melt metals with a low melting point, such 
  as lead, gold, copper, silver, or bronze.
  Fire Blast (blast type, fire)
  Your destructive blast deals fire damage. Any creature struck 
  by the attack or that failed their Reflex saving throw if one was 
  required must succeed at a Reflex save or catch fire. A burning 
  creature takes 1d6 damage the following round, plus 1d6 per 
  round until the flames are extinguished. Each round the target 
  may attempt another Reflex save to attempt to extinguish the 
  
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  flames. Rolling on the ground or using a blanket to smother the 
  flames (a full-round action) grants the target a +4 bonus to that 
  round’s saving throw.
  Force Blast (blast type, force)
  You may spend a spell point to change the damage type 
  of your destructive blast to force. Any creature struck by the at-
  tack or that failed their Reflex saving throw if one was required 
  must succeed at a Reflex save or fall prone.
  Frost Blast (blast type, cold)
  You may change the damage type of your destructive blast 
  to cold. Any creature struck by the attack or that failed their 
  Reflex saving throw if one was required must succeed at a 
  Fortitude save or be staggered for 1 round.
  Gale Blast (blast type, air)
  You may change your destructive blast into a forceful wind 
  that deals nonlethal bludgeoning damage. You may make a trip 
  combat maneuver as a free action at range against any creature 
  struck by the attack or that failed their Reflex saving throw 
  if one was required. Your CMB for this check is equal to your 
  caster level + your casting ability modifier. If this check fails, 
  you are not tripped in return.
  Gloom Blast (blast type, negative)
  Your destructive blast deals negative energy damage. Any 
  creature struck by the attack or that failed their Reflex saving 
  throw if one was required must succeed at a Fortitude save or 
  be sickened for 1 round. Undead creatures take no damage, but 
  are instead blinded for 1 round on a failed Fortitude save. This 
  bypasses the immunities of the undead type.
  Hurricane Blast (blast type, air)
  You may spend a spell point to change your destructive 
  blast into swirling winds that swirls around the target, dealing 
  nonlethal bludgeoning damage. The target suffers a penalty to 
  ranged attacks and Fly checks equal to 1/2 your caster level for 
  1d4 rounds.
  Incandescent Blast (blast type, light)
  Your destructive blast deals untyped damage using d4 in-
  stead of d6 as its damage die and any creature struck by the at-
  tack or that failed their Reflex saving throw if one was required 
  suffers a -2 penalty on Perception checks and Will saves for 1d4 
  rounds. The damage die size increases to d8 against undead 
  creatures and any creatures vulnerable to sunlight.
  Invigorating Blast (blast type, force)
  You may spend a spell point to have your destructive blast 
  deal positive energy damage to non-living creatures using d4 in-
  stead of d6 as its damage die. Living creatures instead of taking 
  damage gain an equal number of temporary hit points (which 
  cannot exceed their maximum hit points) which last for 1 hour, 
  but also must succeed at a Fortitude save or become dazed for 
  1 round.
  Living Crystal Blast (blast type, crystal)
  You may spend a spell point to create a living crystal blast, 
  covering the target and their space in a mass of ever shifting 
  and clinging crystals. Your destructive blast deals piercing dam-
  age. Any creature struck by the attack or that failed their Reflex 
  saving throw if one was required must succeed at a Reflex save 
  or be entangled and unable to move.
  In addition, the target’s square (or the blast’s affected area) 
  becomes overgrown with living crystal. Any creature entering 
  an affected square must succeed at a Reflex save or become 
  entangled and unable to move. Breaking free of the entangled 
  condition is a move action, requiring either a Strength check or 
  an Escape Artist check against the living crystal blast’s save DC. 
  A target may also destroy the crystal on a creature by dealing 3 
  damage per caster level to the crystal. This removes the entan-
  gled condition from the creature. The crystal disappears after 
  1 minute.
  Mana Siphon (blast type, force)
  You may cause your destructive blast to sap the magic en-
  ergy from your target, funneling it to you. A mana siphon does 
  nonlethal force damage using d4 instead of d6 as its damage die 
  and any creature struck by the attack or that failed their Reflex 
  saving throw if one was required must succeed at a Fortitude 
  save or lose 1 spell point. This loss increases by one die size 
  (1d2, 1d3, 1d4, 1d6, etc.) for every five caster levels. You gain 
  an equal number of temporary spell points that last for one 
  round per caster level, though you cannot receive more spell 
  points than your target loses. These temporary spell points do 
  not stack with spell points from other targets, other instances 
  of this ability, or any other source and expire after 1 round per 
  caster level.
  Nether Blast (blast type, negative)
  You may change the damage type of your destructive blast to 
  negative energy. Any creature struck by the attack or that failed 
  their Reflex saving throw if one was required must succeed at a 
  Will saving throw or be shaken for 1 round. A nether blast does 
  not damage undead; instead, the undead must succeed at a Will 
  save or become frightened for 1 round.
  Numbing Blast (blast type, cold)
  Your destructive blast deals cold damage. Any creature struck 
  by the attack or that failed their Reflex saving throw if one was 
  required suffers a -2 penalty on Reflex saves for 1d4 rounds.
  Paradigm Blast (blast type, holy)
  If you are of lawful alignment, you may spend a spell point 
  to make your destructive blast deal axiomatic damage. If you are 
  of chaotic alignment, you may spend a spell point to have your 
  destructive blast deal anarchic damage. You cannot use this blast 
  type if you are of neither alignment.
  Note: Axiomatic damage comes from attacks that are 
  heavily infused with the power of sheer law and carry this or-
  derly power over as a form of harmful energy to chaos-aligned 
  beings. Axiomatic damage deals full damage to incorporeal tar-
  gets, and deals damage as if the weapon were law-aligned. As 
  it is not a weapon damage type, it automatically bypasses all 
  damage reduction.
  Anarchic damage comes from attacks that are heavily in-
  fused with the power of sheer chaos and carry this disorderly 
  power over as a form of harmful energy to law-aligned beings. 
  Anarchic damage deals full damage to incorporeal targets and 
  deals damage as if the weapon were chaos-aligned. As it is not 
  a weapon damage type, it automatically bypasses all damage 
  reduction.
  
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  279
  Radiant Blast (blast type, light)
  Your destructive blast deals untyped damage, and uses d4 in-
  stead of d6 as its damage die. Any creature struck by the attack 
  or that failed their Reflex saving throw if one was required must 
  succeed at a Fortitude save or treat all creatures as if they had 
  concealment (20%) for 1 round. This bypasses the immunities 
  of the undead type. The damage die size increases to d8 against 
  undead creatures and any creatures vulnerable to sunlight.
  Razor Blast (blast type, crystal)
  You craft your destructive blast into a series of jagged crystal 
  shards, dealing slashing damage and using d4 instead of d6 as 
  its damage die. Any creature struck by the attack or that failed 
  their Reflex saving throw if one was required must succeed at a 
  Reflex save or have its movement speed reduced in half until 24 
  hours pass, or it receives at least 1 point of fast healing/magical 
  healing/regeneration. This effect may also be healed as a caltrop 
  wound. In addition, every space affected by the razor blast be-
  comes covered in jagged crystals. Any creature who moves over 
  such a space must succeed at a Reflex save or suffer 1 point of 
  damage and have its speed reduced by half, as detailed above. 
  A charging or running creature must immediately stop if it fails 
  this saving throw. Any creature moving at half speed or slower 
  can pick its way through the area with no trouble. A creature 
  need only attempt one saving throw per round to avoid this 
  effect, no matter how many affected spaces they cross over that 
  round. Crystals can also be destroyed by dealing 1 point of dam-
  age per caster level to the crystal in a particular space. Crystal 
  also disappears after 1 minute.
  Reverberating Blast (blast type, sonic)
  You may spend a spell point to make your destructive blast 
  become a thundering sonic boom, dealing sonic damage. Any 
  creature struck by the attack or that failed their Reflex sav-
  ing throw if one was required must succeed at a Fortitude save 
  or suffer a penalty to concentration checks and all mental skill 
  checks equal to 1/2 your caster level for 1d4 rounds.
  Searing Blast (blast type, fire)
  Your destructive blast deals fire damage using d8 instead of 
  d6 as its damage die.
  Shattering Blast (blast type, sonic)
  Your destructive blast becomes a sonic lance, shattering 
  whatever it strikes. A shattering blast uses d4 instead of d6 as its 
  damage die and deals sonic damage. The blast does full damage 
  to objects and ignores up to half your caster level in hardness.
  Shock Blast (blast type, electricity)
  You may spend a spell point to have your destructive blast 
  deal electricity damage. A shock blast uses d4 instead of d6 as 
  its damage die. Any creature struck by the attack or that failed 
  their Reflex saving throw if one was required must succeed at a 
  Fortitude save or be dazed for 1 round.
  Shrapnel Blast (blast type, stone)
  Your destructive blast becomes a stream of jagged blades, 
  dealing slashing damage, and using d4 instead of d6 as its dam-
  age die. Any creature struck by the attack or that failed their 
  Reflex saving throw if one was required suffers bleed damage 
  equal to 1/2 the number of damage die rolled (minimum 1).
  The blast ignores spell resistance, spell turning, and can pen-
  etrate a globe of invulnerability, antimagic field, or other forms 
  of antimagic, and is not treated as a spell or magical for the 
  purpose of bypassing damage reduction, damaging incorporeal 
  creatures, or for creatures or classes that gain a bonus to saving 
  throws against magic. These blades disappear after 1 minute.
  Smiting Blast (blast type, holy)
  If you are of good alignment, you may spend a spell point 
  to make your destructive blast deal sacred damage. If you are of 
  evil alignment, you may spend a spell point to have your destruc-
  tive blast deal profane damage. You cannot use this blast type if 
  you are of neither alignment.
  Note: Sacred damage comes from attacks that are heavily 
  infused with the power of sheer good and carry this holy power 
  over as a form of harmful energy to evil-aligned beings. Sacred 
  damage deals full damage to incorporeal targets, and deals dam-
  age as if the weapon were good-aligned. As it is not a weapon 
  damage type, it automatically bypasses all damage reduction.
  Profane damage comes from attacks that are heavily in-
  fused with the power of sheer evil and carry this unholy pow-
  er over as a form of harmful energy to good-aligned beings. 
  Profane damage deals full damage to incorporeal targets and 
  deals damage as if the weapon were evil-aligned. As it is not 
  a weapon damage type, it automatically bypasses all damage 
  reduction.
  Static Blast (blast type, electricity)
  You may spend a spell point to have your destructive blast 
  deal electricity damage. You may make a disarm attempt at 
  range against any creature struck by the attack or that failed 
  their Reflex saving throw if one was required. Your CMB for 
  this check is equal to your caster level + your casting ability 
  modifier. You receive a +4 bonus on this check against any tar-
  get that is wielding a metal weapon.
  Stone Blast (blast type, stone)
  You may change the damage type of your destructive blast 
  to slashing, piercing, and bludgeoning. A stone blast ignores spell 
  resistance, spell turning, and can penetrate a globe of invulnerabili-
  ty, antimagic field, or other forms of antimagic, and is not treat-
  ed as a spell or magical for the purpose of bypassing damage 
  reduction, damaging incorporeal creatures, or for creatures or 
  classes that gain a bonus to saving throws against magic. These 
  stones disappear after 1 minute.
  Tenebrous Blast (blast type, negative)
  Your destructive blast deals negative energy damage. Any 
  creature struck by the attack or that failed their Reflex saving 
  throw if one was required suffers a -2 penalty on attack rolls for 
  1d4 rounds. Undead creatures take no damage, but are instead 
  sickened for 1 round. This bypasses the immunities of the un-
  dead type.
  Thunder Blast (blast type, sonic)
  You may change the damage type of your destructive blast 
  to sonic. Targets who take damage from your thunder blast must 
  succeed at a Fortitude saving throw or be deafened for 2d4 
  rounds.
  
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  Divination
  You can predict the future and gain information not avail-
  able to the usual 5 senses.
  Divine
  You may divine to gain information. To divine, you must 
  spend 1 minute meditating, although you may spend a spell 
  point to decrease this time to a single standard action. Divining 
  always has a duration of concentration, but you must spend a 
  full-round action concentrating (you can take no other action 
  except free actions); you are flat-footed while concentrating on 
  divining. Divining reveals information from sources within me-
  dium range of you as an emanation; it reveals information each 
  round the effect it is maintained. Divining can penetrate most 
  barriers, but 3 feet of wood or dirt, 1 foot of stone, 1 inch of 
  common metal, a thin sheet of lead blocks it.
  When you gain the Divination sphere, you gain the ability 
  to divine for magical auras, learning their strength and location. 
  You do not know the exact caster level of an item or spell, but 
  you may sense the aura’s general strength according to the chart 
  below. To determine the spell school or sphere of the effect, you 
  must succeed at a Knowledge (arcana) check with a DC equal 
  to 15 + 1/2 the caster level.
  Table: Aura Strength
  Caster Level
  Aura Strength
  1-5
  Faint
  6-11
  Moderate
  12-20
  Strong
  21+
  Overwhelming
  A magical aura lingers after its original source dissipates (in 
  the case of a spells and sphere effects) or is destroyed (in the 
  case of a magic item). In such a case, divining reveals an aura 
  strength of dim (even weaker than a faint aura). How long the 
  aura lingers at this dim level depends on its original power:
  Table: Lingering Aura
  Original Strength
  Duration of Lingering Aura
  Faint
  1d6 rounds
  Moderate
  1d6 minutes
  Strong
  1d6 x 10 minutes
  Overwhelming
  1d6 days
  When using Spellcraft to identify the properties of a magic 
  item or ongoing effect, you may use divine in place of the detect 
  magic spell. Outsiders and elementals are not magical in and of 
  themselves, but if they are summoned, the conjuration effect 
  registers.
  Alternate Divinations
  If you possess certain other spheres, you may divine for 
  information other than magical auras. These alternate divina-
  tions are detailed below.
  Alteration
  Divine Shapechanger: You may divine for creatures with 
  the shapechanger type. The strength of a shapechanger aura 
  is determined according to Table: Shapechanger. If a crea-
  ture is not a shapechanger but is under the effect of a shapeshift 
  Alteration sphere (or similar) ability, it shows up with a dim 
  aura.
  Table: Shapechanger
  HD
  Strength
  Lingering Aura 
  Duration
  Under a poly-
  morph effect
  Dim
  1 round
  1 or lower
  Faint
  1d6 rounds
  2-4
  Moderate
  1d6 minutes
  5-10
  Strong
  1d6 x 10 minutes
  11+
  Overwhelming
  1d6 days
  Blood
  Divine Bleeding: You may divine the location of any 
  creature that has taken bleed damage in the last 10 minutes 
  per caster level or that is under half its maximum hit points. 
  Creatures immune to bleed damage cannot be detected with 
  this divination.
  Conjuration
  Divine Unnaturals: You may divine the presence of out-
  siders and aberrations. In all other ways, this functions as divin-
  ing for shapeshifters.
  
  Chapter 5: Spheres
  281
  Creation
  Divine Components: You may divine for a material of 
  which you can create using the Creation sphere.
  Dark
  Divine Dark: You may divine the light levels of the sur-
  rounding area within range. When using this alternate divina-
  tion, you may spend an additional spell point to also divine the 
  location and size of shadows cast by creatures or objects. You 
  do not gain additional information, such as whether the shad-
  ow was cast by a creature or an object, or the size of said crea-
  tures or objects.
  Divine Shadow: You may divine the presence of crea-
  tures or objects native to the Plane of Shadow. In all other 
  ways, this functions as divining for shapeshifters. Shadowstuff, 
  such as that created from the fey adept class or those with 
  the sphere-specific drawback Limited Creation (shadowstuff) 
  count as originating from the Plane of Shadow for the purpose 
  of this divination.
  Death
  Divine Undead: You may divine for undead creatures. In 
  all other ways, this functions as divining for shapeshifters.
  Destruction
  Divine Hostility: You may divine whenever a creature or 
  an object within range takes hit point damage. In addition, you 
  gain knowledge as to the amount and type of damage dealt and 
  from what direction the damage was dealt from. If the source 
  of the damage is inside the area of your divine effect, you also 
  learn what square the source occupied.
  Enhancement
  Divine Enhancement: You may divine what short-term 
  effects creatures you have pinpointed are undergoing. You may 
  divine all creatures you can see within range and determine 
  which (if any) are benefiting from temporary bonuses, and the 
  sources of the bonuses be they magical, alchemical, supernat-
  ural, etc.
  Fallen Fey
  Detect Faetouched: You may divine the location of any 
  creature that possesses the elf, fey, gnome, sidheir, or similar 
  types or subtypes. In all other ways, this functions as divining 
  for shapeshifters.
  Fate
  Detect Loyalties: You may divine the top three general 
  things that matter most to the creatures you can see within 
  range. Examples of base loyalties may include but are not limit-
  ed to: Country, Faith, Family, Power, and Self. Subcategories for 
  base loyalties may also exist where appropriate such as Self (sur-
  vival) or Self (perfection), but they are generally not revealed 
  with Detect Loyalties. While you do not learn specific details 
  such as proper names of the associated loyalties, you do acquire 
  the order in which the loyalties stand. For example, a paladin 
  might have loyalties of Country, Power, and Self, but would not 
  reveal the particular country they are loyal to or the particular 
  power they serve. Mindless creatures might have only 1 loyalty 
  such as Self (survival), whereas creatures with low animal-like 
  intelligence might only have 2 loyalties such as Family (pack) 
  and Self (survival). Only the top three loyalties are revealed, 
  even if they have more.
  Divine Alignment: You may divine for a specific part 
  of the alignment spectrum: evil, good, lawful, or chaotic. The 
  strength of these auras are determined according to Chart: 
  Alignment.
  Traps, poisons, and other potential perils have no align-
  ment. Creatures with aligned intents (killing in anger, aiding 
  those in need for their own sakes, etc.) may temporarily detect 
  according to their actions.
  Divine Fate: You may divine the alignment auras of crea-
  tures you can see within range. Such creatures emit a colored 
  aura depending upon what alignments or loyalties you share 
  with them. Creatures that share the same moral alignment 
  (good/neutral/evil) emit a red aura. Creatures that share the 
  same ethical alignment (lawful/neutral/chaotic) emit a blue 
  aura. Creatures that share a primary base loyalty (see Detect 
  Loyalties) emit a yellow aura. Creatures that share multiple col-
  ors have their colors combined, i.e. a creature that shares the 
  primary base loyalty of family and the ethical alignment of cha-
  os will emit a green aura. Creatures that share all three primary 
  colors (red, blue, and yellow) emit a glowing white aura. Refer to 
  Table: Divine Fate below for 
  more information on how col-
  ored auras combine. Creatures 
  that do not share any alignment 
  or loyalties do not emit any aura 
  that you can see.
  Creature/Object
  Aura Power
  None
  Faint
  Moderate
  Strong
  Overwhelming
  Aligned Creature^ (HD)
  4 or 
  lower
  5-10
  11-25
  26-50
  51 or higher
  Aligned Undead (HD)
  -
  2 or 
  lower
  3-8
  9-20
  21 or higher
  Aligned Outsider (HD)
  -
  1 or 
  lower
  2-4
  5-10
  11 or higher
  Cleric* or paladin of an 
  aligned deity (class levels)
  -
  1
  2-4
  5-10
  11 or higher
  Aligned magic item or spell 
  (caster level)
  5 or lower
  6-10
  11-15
  16-20
  21 or higher
  ^ Except for undead and outsider, which have their own entries on the table.
  * Some characters who are not clerics may radiate an aura of equivalent power. The class description 
  will indicate whether this applies.
  
  Chapter 5: Spheres
  282
  Table: Divine Fate
  Primary Colors
  Secondary/Combination Color
  Blue and red
  Purple
  Blue and yellow
  Green
  Red and yellow
  Orange
  Blue, red, and yellow
  White
  Illusion
  Divine Illusions: You may divine for illusions. This grants 
  you a free Will save or Perception check (in the case of illusion-
  ary disguises or invisibility) against any illusions or invisibility 
  within the area.
  Life
  Divine Life: You may divine the wound thresholds and 
  conditions of seen living creatures. In addition to learning the 
  creature’s wound status, you also learn which creatures, if any, 
  are afflicted with a disease. The strength of Divine Life’s aura 
  reveals a creature’s current wound threshold and condition ac-
  cording to Chart: Divine Life.
  Chart: Divine Life
  Aura 
  Strength
  Wound 
  Threshold
  Current Hit Points
  None
  Dead
  Dead
  Dim
  Disabled
  0 or fewer hit points 
  remaining.
  Faint
  Critical
  Less than 25% of full normal 
  hit points remaining.
  Moderate
  Wounded
  25% to 50% of full normal 
  hit points remaining.
  Strong
  Grazed
  50% to 75% of full normal 
  hit points remaining.
  Overwhelming
  Healthy
  Has at least 75% of full 
  normal hit points
  Light
  Ultravision: You may divine to give yourself an added lev-
  el of perception. Once per round you may attempt a Perception 
  check as a free action (normally a move action) with a circum-
  stance bonus to Perception checks equal to your caster level.
  Mind
  Divine Charm: You may divine for the presence of charm, 
  compulsion, possession, and Mind sphere effects. You do not 
  need to attempt a Knowledge (arcana) check to identify the 
  school or sphere of these abilities.
  Nature
  Divine Elements: You may divine for the elements, de-
  pending on which packages you possess.
  • If you possess the (air) package, you may divine and 
  identify the presence of breathable air, and toxic gases 
  or vapor (or lack thereof if in a vacuum).
  • If you possess the (earth) package you may divine and 
  identify the presence of dirt, gems, sand, and stone.
  • If you possess the (fire) package you may divine the 
  presence and strength of fires.
  • If you possess the (metal) package, you may divine and 
  identify the presence of ore deposits and metals.
  • If you possess the (plant) package you may divine the 
  location of plantlife and plant creatures. In all other 
  ways, this functions as divining for shapeshifters.
  • If you possess a Nature (spirit) talent, you may divine 
  the location of animal creatures. In all other ways, this 
  functions as divining for shapeshifters.
  • If you possess the (water) package you may divine the 
  location and size of bodies of water.
  Protection
  Divine Protection: You may divine all creatures you have 
  pinpointed within range and determine which of those crea-
  tures have the lowest and highest armor class. Alternatively, you 
  may divine the lowest and highest saving throw each of these 
  creatures has. You do not however determine the values for any 
  of these attributes.
  Telekinesis
  Divine Density: You may divine the density and weight 
  of nearby objects and creatures that you can see. Utilize the 
  following chart when determining density:
  Chart: Divine Density
  Density
  Example
  Aura Strength
  Weightless
  Balsa wood, feathers, 
  shredded paper
  Faint
  Light
  Charcoal, cork, darkwood, 
  flour, hay, snow
  Moderate
  Dense
  Flesh, iron, mithral, sand, 
  soil, stone, water, wood
  Strong
  Superdense
  Adamantine, lead, gold, 
  silver
  Overwhelming
  Divine Force: You may divine the presence or absence of 
  creatures with the incorporeal subtype. For the purpose of this 
  ability, creatures such as unseen servant and other similar crea-
  tures of force are considered to have the incorporeal subtype. 
  This ability will not not reveal the general location or direction 
  in which the incorporeal creatures are, it will, however, give you 
  knowledge of the incorporeal creature’s aura utilizing the same 
  table as divining for shapeshifters.
  Time
  Divine Time: You may divine the events that happened 
  within range. You can only divine what occurred up to 1 hour 
  per caster level in the past. When you divine time you are only 
  given the following details: The number of creatures that were 
  in the area, their size, how long they remained in the area, and 
  any movements they made while in the area. In addition, if ob-
  jects were left unattended or unattended objects were moved 
  during this time, you learn the size and vague shape of such 
  objects.
  
  Chapter 5: Spheres
  283
  War
  Divine Allegiance: You may target an individual within 
  range which allows you to divine through mud, blood, sweat, 
  and wear or tear upon cloth or armor as if such was not there, 
  revealing any colors, patterns, or insignia it may have previously 
  bore. In addition, other creatures within range of the target 
  glows with a particular aura allowing the caster to know who 
  they openly allied with and who are not. Creatures under the af-
  fect of mind-affecting effects (such as charms and compulsions) 
  are shown to be loyal to their controller and their allies. This 
  does not properly function on those who are using subterfuge 
  or are pretending to be on someone’s side, as it will present 
  them as who they pretend to side with. Once each round as a 
  free action while maintaining concentration on this effect, you 
  may target a different individual within range with this divine 
  ability.
  Warp
  Divine Warp: You may divine the presence of portals, 
  rifts (including extradimensional spaces), and teleportation 
  circles, both active and inactive within range. If you perceived 
  a target teleport within the last hour, this also reveals to you 
  the general direction and distance of their teleportation. If the 
  creature teleports to a different plane, you immediately learn 
  this, but you do not learn to what plane the creature teleported 
  unless your caster level is at least 10. Should you find yourself 
  on that plane before the hour is up, you can divine their general 
  direction and distance.
  Weather
  Divine Weather: You may divine the weather at your loca-
  tion for the next 24 hours, providing you with advance warning 
  of storms, tornadoes, and so on. This reveals only the weather 
  that would arise naturally and does not take into account any 
  magical occurrences that might change the weather.
  Sense
  As a standard action, you may grant yourself 
  paranormal senses for 1 hour/level. When you 
  gain the Divination sphere, you gain the follow-
  ing sense.
  Read Magic
  You may spend a spell point to gain a sense 
  that allows you to decipher all magical writings, 
  such as those found in books, scrolls, on weap-
  ons, or in other places intelligible to you. This 
  does not invoke the magic contained in the writ-
  ing, although it may do so in the case of a cursed 
  or trapped scroll. Furthermore, once you have 
  read a magical inscription through this ability, 
  you are thereafter able to read that particular 
  writing even without this sense. You can read at 
  the rate of one page (250 words) per minute. You 
  can identify glyphs, runes, and symbol spells with 
  a Spellcraft check (DC 10 + 1/2 caster level).
  Divination Talent Types
  Some talents are marked (divine). These grant you different 
  things you may divine for in place of magic.
  Some talents are marked (sense). These talents grant you 
  additional senses you may grant.
  Divination Talents
  Expanded Divinations
  Pick any three alternate divinations which you do not cur-
  rently possess. You gain access to those alternate divinations as 
  if you possessed the requisite spheres. If the alternate divina-
  tion has an additional prerequisite such as the Nature sphere’s 
  Divine Elements, you pick which one you gain access to upon 
  acquiring it. This talent may be taken multiple times. Each 
  time you may pick three alternate divinations which you do not 
  possess.
  Fast Divinations
  Divining takes 1 round instead of 1 minute to perform with-
  out a spell point.
  Grant Divination
  You may grant your senses to a touched target instead of 
  only yourself. You may also spend a spell point to grant a divine 
  ability to a touched target. The touched target must concen-
  trate to maintain the divine ability.
  Greater Divine [range]
  Your divine ability works out to long range instead of medi-
  um range.
  
  Chapter 5: Spheres
  284
  Instill Divination [instill]
  As a standard action you may touch a small container of 
  liquid and instill a sense inside it, or spend a spell point to instill 
  a divine ability inside it. This liquid functions as a potion or oil. 
  If you do not have the ability to grant divine or sense effects to 
  other creatures, the instilled liquid is only usable by you.
  An instilled liquid remains potent until you rest to regain 
  spell points. If you have equipment on hand (such as an alche-
  my lab), the cost of bottles and water is considered negligible. 
  You may target food but not an already-magical item, such as 
  a potion. All spell points must be spent and all variables of the 
  sphere effect must be chosen at the time the instilled liquid is 
  created. You cannot instill multiple effects in a single liquid, nor 
  create multiple instilled liquids with a single action.
  Lingering Divination
  When you divine, the ability lasts 2 rounds after you stop 
  concentrating.
  Divine Talents
  Augury (divine)
  You may spend a spell point to divine whether a particular 
  action will bring good or bad results for you in the immediate 
  future.
  The base chance for receiving a meaningful reply is 70% 
  + 1% per caster level, to a maximum of 90%; this roll is made 
  secretly.
  A question may be so straightforward that a successful re-
  sult is automatic, or so vague as to have no chance of success. If 
  the augury succeeds, you get one of four results:
  • Weal (if the action will probably bring good results).
  • Woe (for bad results).
  • Weal and woe (for both).
  • Nothing (for actions that do not have especially good 
  or bad results).
  If the check fails, you get the “nothing” result. A caster who 
  gets the “nothing” result has no way to tell whether it was the 
  consequence of a failed or successful augury.
  The augury can see into the future up to one hour per cast-
  er level, so anything that might happen after that does not af-
  fect the result. Thus, the result might not take into account the 
  long-term consequences of a contemplated action. All auguries 
  cast by the same person, in the same day about the same topic, 
  use the same die result as the first casting.
  Detect Secrets (divine)
  You may spend a spell point to divine for things express-
  ly designed to be hidden. This includes secret doors, hidden 
  caches, and secret compartments. Not only does this detect 
  the presence of such secrets, but it also gives you knowledge 
  of their trigger mechanisms. This only detects doors, passages, 
  and openings specifically designed to avoid detection.
  Detect Spellcaster (divine)
  You may spend a spell point to divine the spellcasting ca-
  pabilities of a creature you can see within range, utilizing the 
  chart below. Targeted individuals who only have extraordinary 
  and supernatural abilities show up as having no spellcasting 
  aura, whereas those who have spherecasting, spells, or spell-like 
  abilities show an aura depending on the highest effective spell 
  level of an ability they can use. As always, treat a spherecaster’s 
  caster level divided by 2 as their effective spell level. You may 
  also attempt a Spellcraft check to discover the caster’s casting 
  tradition, even if they have not produced any magical effects 
  for you to observe.
  Multiclass core spellcasting classes only reveal as the high-
  est aura between the two. Spherecasters with varying caster 
  levels depending on spheres show auras according to their cur-
  rent highest sphere casting ability. If you are participating in a 
  setting with other forms of magic or spellcasting systems, they 
  are detected as appropriate.
  Chart: Detect Spellcaster
  Class Example
  Highest Effective 
  Spell Level
  Aura Strength
  Core human fighter
  Only natural, (Ex), 
  or (Su) abilities
  None
  Armorist (CL 1)
  Level 0-1 spells
  Dim
  Hedgewitch (CL 5)
  Level 2-3 spells
  Faint
  Mageknight (CL 10)
  Level 4-5 spells
  Moderate
  Eliciter (CL 14)
  Level 6-7 spells
  Strong
  Fey adept (CL 18)
  Level 8 or higher 
  spells
  Overwhelming
  Detect Thoughts (divine)
  You may divine the emotions of creatures you can see with-
  in range (Will negates), and you gain a circumstance to Sense 
  Motive checks equal to 1/2 your caster level vs. creatures you 
  have thus successfully divined. You do not know the motivation 
  or source behind why a creature is feeling the emotion. If you 
  spend an additional spell point, you divine not only the emo-
  tions of those within range, but also the surface thoughts (Will 
  negates).
  Divine Future (divine)
  You may divine for a glimpse of the future, giving yourself 
  insight into the happenings of that day. At any time during that 
  day, you may add an insight bonus equal to 1d4 + 1 per 5 caster 
  levels to one attack roll, skill check, saving throw, ability check, 
  initiative roll, or combat maneuver roll you are about to make. 
  As an immediate action, you may instead grant this benefit to 
  an ally who can both see and hear you. You may take this talent 
  multiple times, to a maximum of 5 times. You can only have 
  one use of this ability waiting to be used at a time per time you 
  have taken this talent. Every time you divine for the future, you 
  regain all your uses of this ability for that day.
  Divine Information (divine)
  You may spend a spell point to divine for information. This 
  grants you the ability to reroll a failed Knowledge check (or to 
  attempt a Knowledge check untrained), with an insight bonus 
  
  Chapter 5: Spheres
  285
  equal to 1/2 your caster level. You may only divine for informa-
  tion once per Knowledge check.
  Dowsing (divine)
  You may spend a spell point to divine the location of a crea-
  ture or object within range. This may be a specific creature or 
  object or a kind of creature or object, but either way you must 
  have a clear mental image of the creature or object to divine 
  for it (thus, you could not divine broadly for traps, creatures of 
  a broad creature type, etc.). If divining for a kind of creature 
  or object, you only locate the closest item of that kind. This 
  method of using divine is not blocked by wood or stone, but is 
  still blocked by lead.
  Object Reading (divine)
  You may perform psychometry on a target object you 
  touch gaining information about its history or previous own-
  ers, including its creator. In addition to the information you ac-
  quire below, you gain a circumstance bonus to Appraise checks 
  with that object equal to 1/2 your caster level for as long as you 
  continue to divine the object. For every 1 minute you divine the 
  object you gain one additional piece of information found in 
  the following order: Last owner’s race, last owner’s gender, last 
  owner’s age, last owner’s alignment, how the last owner lost or 
  gained the object. Upon learning this last piece of information, 
  you may spend a spell point, if you do you begin to learn in-
  formation on the owner before the last at the same rate in the 
  same order. Should object reading be interrupted for 2 or more 
  consecutive rounds, you must start again at the beginning un-
  less you spend 1 spell point per past owner.
  Sensory Overload (divine)
  You may spend a spell point and target a creature you can 
  see within range; instead of gaining information, you instead 
  flood all of its senses (and temporarily granting senses that it 
  does not normally have) to overload it with information. The 
  target cannot take any actions, not even walking, and is con-
  sidered flat-footed. When first casting Sensory Overload and at 
  the end of each round that you continue to concentrate on the 
  effect, the targeted creature takes your caster level in nonlethal 
  damage (Fortitude negates), and may attempt to end Sensory 
  Overload with a Will save. Creatures that are mindless are par-
  ticularly vulnerable to this effect and take a -2 penalty on their 
  saves.
  Viewing (divine)
  You may spend a spell point to divine, transferring your 
  point of view to any point within range. You may see and hear 
  from this location. This method of using divine is not blocked 
  by wood or stone, but is still blocked by lead. However, the 
  locale must be known—a place familiar to you, or an obvious 
  one such as a distance and direction. Once you have selected 
  the locale, the sensor does not move, but you can rotate it in 
  all directions to view the area as desired, in all ways as if you 
  were standing where your sensor is located. This ability creates 
  a scrying sensor, which can be detected (Perception DC 20 + 
  caster level) and dispelled.
  Witness The City (divine)
  You may spend a spell point to see, hear, smell, feel, and 
  even taste a torrent of past scenes and pieces of conversations 
  related to anything in a settlement you are currently in. At the 
  end of each of your turns for the duration of this divination, 
  attempt a single Diplomacy check to gather information as 
  though you had spent 1d4 hours talking to local people, without 
  having to use an action to do so. Multiple Diplomacy checks 
  made to gather information on the same topic always grants 
  the same information as the first check. You can use your 
  Perception bonus in place of your Diplomacy bonus if you so 
  wish, but with a -5 penalty.
  Note: Settlements range in population size from fewer 
  than 20 (thorp) to greater than 25,000 (metropolis). In order 
  to maintain the balance of this talent, it is suggested that when 
  working with particularly large settlements that GMs restrict 
  the use of the talent to districts of the settlement.
  Sense Talents
  Battlefield Sense (sense)
  You may spend a spell point to grant yourself greater per-
  ception. You can no longer be flanked, except by a creature 
  with 4 more rogue levels than your caster level.
  Blindfolded Oracle (sense)
  You may spend a spell point to grant yourself blindsense 
  to a range of close. You must close your eyes to use this ability. 
  For the purpose of this ability, opening or closing your eyes is 
  a free action you may take once per round. You may spend an 
  additional spell point to upgrade this ability to blindsight.
  Detect Scrying (sense)
  You may spend a spell point to detect the scryings of others. 
  Any attempt to scry or divine on a location or creature within 
  close range of you (unless you purposefully lower this defense) 
  becomes impossible unless the caster succeeds in a magic skill 
  check against you. In addition, you sense if any creature within 
  range is using the divine ability or a divination spell, as well as 
  the location of any sensors in the area (such as with the Viewing 
  talent or the clairaudience/clairvoyance spell). You become aware 
  of any attempt to scry on you, such as with a divination (scry-
  ing) school spell or the Scrying advanced Divination talent. If 
  these spells and effects originate within your sense’s area, you 
  immediately know their location. Otherwise, if you match or 
  exceed the other caster in an opposed magic skill check, you 
  gain a visual image of the diviner and know their direction and 
  distance from you. You may suppress or resume this sense as a 
  free action.
  Discern Individual (sense)
  You may spend a spell point to gain a sense granting an in-
  sight bonus to monster lore equal to 1/2 your caster level (mini-
  mum 1). You may attempt monster lore checks untrained.
  
  Chapter 5: Spheres
  286
  Foreshadow (sense)
  You may spend a spell point to gain a sense that warns you of 
  impending danger. You are not flat-footed during the surprise 
  round or the first round of combat before you act, and gain a 
  +1 dodge bonus to AC, and a +2 bonus to Reflex saves and ini-
  tiative checks. These bonuses increase by 1 for every 10 caster 
  levels possessed.
  Normal: You are flat-footed until you have acted once in 
  the initiative order.
  Ghost Sight (sense)
  You may spend a spell point to gain a sense that adds your 
  caster level to Perception checks made to notice invisible or 
  ethereal creatures. If you succeed at this check, the creature’s 
  outline becomes visible to you. This negates both the usual 
  penalties you would suffer attacking an invisible creature, and 
  the bonuses the creature would normally gain against you. This 
  continues until you lose line of sight to the creature, in which 
  case you must succeed at a new Perception check to see them.
  Logos (sense)
  You may spend a spell point to understand all spoken and 
  written words, regardless of language. You may spend an addi-
  tional spell point to also be understood by any creature with a 
  language. You do not learn the creature’s language, but instead 
  every creature hears you speak in whatever language is most 
  comfortable for it.
  Nature Sense (sense)
  You may spend a spell point as a standard action to gain a 
  special sense that grants you a +1 bonus on Knowledge (nature) 
  and Survival checks. This bonus increases by +1 every 5 caster 
  levels. You may dismiss this sense at any time as an immediate 
  action to reroll any failed Survival check avoiding natural haz-
  ards or getting lost, gaining a bonus to the roll equal to that 
  granted by Nature Sense. This stacks with any class features 
  with the same name.
  Prescience (sense)
  You may spend a spell point to gain a special sense granting 
  a +1 insight bonus to attack rolls. This bonus increases by +1 
  every 10 caster levels. In addition, you may dismiss this sense 
  before making an attack or combat maneuver to instead gain 
  an insight bonus of 10 + 1/2 your caster level to the roll as a free 
  action.
  Scent (sense)
  You may spend a spell point to gain scent. You may spend 
  an additional spell point to upgrade this ability to keen scent 
  (which functions both inside and outside of water).
  See Hazard (sense)
  You may spend a spell point to gain a free Perception 
  check to notice traps and hazards when you are within 10 ft 
  of them, be they mechanical (trip wires, dart throwers, etc.) 
  magical (rune spells, sigils, etc.) or natural (quick sand, pit falls, 
  etc.). This does not give you insight into disabling such traps 
  or hazards.
  Sense Magic (sense)
  You may spend 2 spell points to grant yourself the ability 
  to sense magic, as if using your basic divine ability as a constant 
  ability, but only to a distance of close.
  Shared Perception (sense)
  You may spend 2 spell points, instead of 1, to grant a special 
  sense to two touched creatures. The maximum number of tar-
  gets increase by +1 per 5 caster levels. As long as the targets re-
  main within long range of each other, the first target shares per-
  ception with the second, and vice versa. This grants the targets 
  the ability to see, smell, hear, etc. whatever the other targets 
  do. This sense, while not requiring line of sight, is blocked by 
  dense materials just like the divine ability. Once created, each 
  character is considered to be under a unique sense effect.
  Sniper’s Eye (sense)
  You may spend a spell point to gain a sense that reduces 
  the distance-based DC adjustment for Perception checks by 
  an amount equal to your caster level. (For example, if the DC 
  would normally increase by 10 due to being 100 feet away and 
  you have caster level of 3, the DC increase would only be by 7.)
  While this sense is active, you also reduce environmental- 
  and range increment-based penalties to your ranged attack rolls 
  by an amount equal to half your caster level. This can only ever 
  reduce penalties, and can never grant a bonus.
  Tremorsense (sense)
  You may spend a spell point to gain the tremorsense abil-
  ity with a range of close. You gain sensitivity to vibrations in 
  the ground allowing you to automatically pinpoint the location 
  of anything that is in contact with the ground; or if underwa-
  ter, you can instead pinpoint the location of creatures moving 
  through the water.
  Unhooded Sight (sense)
  You may spend a spell point to gain a sense that grants you 
  a bonus equal to 1/2 your caster level (minimum 1) to all Will 
  saves, Perception checks, or magic skill checks made to disbe-
  lieve an illusion.
  
  Chapter 5: Spheres
  287
  Enhancement
  You may place enhancements on creatures and objects, al-
  tering their properties.
  Enhance
  As a standard action, you may enhance a creature or object 
  within close range for as long as you concentrate. You may al-
  ways spend a spell point to allow an enhancement to continue 
  for 1 minute per caster level without concentration. If target-
  ing a creature or intelligent item that does not want to be en-
  hanced (or an item in a creature’s possession that does not want 
  their item enhanced), the target is allowed a Will save (DC 10 + 
  1/2 caster level + casting ability modifier) to negate the effect. 
  Enhancements are subject to spell resistance.
  Each time you use enhance, you choose one enhancement to 
  bestow. When you gain the Enhancement sphere, you gain the 
  following enhancement:
  Enhance Equipment
  You may enhance a weapon, suit of armor, shield, or as many 
  as 50 pieces of ammunition grouped together (in the same con-
  tainer or quiver), granting it a +1 enhancement bonus. This bo-
  nus increases by 1 for every 4 caster levels possessed (maximum 
  +5). This does not stack with any enhancement bonus already 
  possessed by the item.
  Enhancement Talents Types
  Some talents are marked (enhance). These talents grant 
  you new enhancements you may bestow.
  Enhancement Talents
  Crippling Strike [strike]
  You may deliver enhancements through a melee touch attack. 
  As a standard action, you may make a single weapon attack in 
  conjunction with making an enhancement. This casting cannot 
  be reduced below a standard action, and does not provoke at-
  tacks of opportunity, unless as usual if making a ranged attack. 
  If the target is struck by the attack, it is also struck by the 
  enhancement. If using a scatter weapon, the enhancement only ap-
  plies to a single target, chosen at the time of attack.
  Deep Enhancement
  When you enhance an object or creature, the enhancement 
  remains for 2 rounds after you stop concentrating. When you 
  spend a spell point to make an enhancement last 1 minute per 
  caster level without concentration, it lasts for 10 minutes per 
  caster level instead.
  Dual Enhancement
  Whenever you use an enhancement that gives you multiple 
  options, you may spend a spell point to select two options. 
  For example, you could use Physical Enhancement to provide 
  a bonus to Strength and Constitution simultaneously, or Steal 
  Senses to steal two senses instead of one.
  Greater Enhance Equipment
  When using the Enhance Equipment enhancement, increase 
  the enhancement bonus granted by 1, and raise the maximum 
  enhancement cap to +6. Additionally, when spending a spell 
  point to allow Enhance Equipment to endure for 1 minute per 
  caster level without concentration, it instead lasts for 10 min-
  utes per caster level. If you possess Deep Enhancement, this 
  enhancement instead lasts for 1 hour per caster level.
  Instill Enhancement [instill]
  As a standard action you may touch a small container of 
  liquid and instill an enhancement inside it, which functions as 
  a potion or oil. You must spend a spell point to make the en-
  hancement endure without concentration. Enhancements that 
  create creatures (such as Animate Object) still consider you 
  their creator, counting against your totals and following your 
  commands.
  An instilled liquid remains potent until you rest to regain 
  spell points. If you have equipment on hand (such as an alche-
  my lab), the cost of bottles and water is considered negligible. 
  You may target food but not an already-magical item, such as 
  a potion. All spell points must be spent and all variables of the 
  sphere effect must be chosen at the time the instilled liquid is 
  created. You cannot instill multiple effects in a single liquid, nor 
  create multiple instilled liquids with a single action.
  Mass Enhancement [mass]
  When bestowing an enhancement, you may spend an addi-
  tional spell point to enhance an additional 1 target per 2 caster 
  levels (minimum 1) at the same time. Each target must be with-
  in range and must gain the same enhancement (thus, if using the 
  Physical Enhancement talent to increase a target’s Strength, 
  you could only target creatures, all of which would gain in-
  creased Strength). Once created, each enhancement is consid-
  ered a separate sphere effect.
  Natural Enhancement
  You may enhance a creature with enhancements that normal-
  ly only apply to weapons or armor. If it applies to weapons, it 
  applies to one of the creature’s natural weapons as well as its 
  unarmed strikes; if it applies to armor, it applies to any natu-
  ral armor bonus that the creature possesses (creatures without 
  natural armor are considered to have a natural armor bonus of 
  +0).
  Ranged Enhancement [range]
  You may enhance targets within medium range. You may 
  take this talent multiple times. Each time it is taken, increase 
  the range by an additional step (close to medium, medium to 
  long).
  
  Chapter 5: Spheres
  288
  Enhance Talents
  Alter Movement (enhance)
  You may enhance creatures, increasing or decreasing their 
  speed.
  When increasing, you granting the target a +10 feet en-
  hancement bonus to one movement speed, as well as a +2 en-
  hancement bonus to any Acrobatics, Climb, Fly, or Swim checks 
  they might attempt while using that movement speed. These 
  bonuses increases by +10 and +2, respectively, per 5 caster levels.
  When decreasing a target’s movement, you halve all of the 
  target’s movement speeds (minimum 5 feet). In addition, the 
  target provokes an attack of opportunity whenever it makes 
  a 5-foot step unless it succeeds at an Acrobatics check against 
  your MSD.
  Animate Object (enhance)
  You may spend a spell point to enhance an object, bestow-
  ing movement and a semblance of life. The object obeys your 
  command and understands your language, but as it is not intel-
  ligent, it can only obey simple commands such as ‘move’, ‘fight’, 
  ‘guard’, ‘stop’, etc.
  If you animate an enemy’s weapon, the weapon cannot 
  move and attack while it is being held, but the wielder must 
  succeed at a Reflex save (DC 10 + 1/2 caster level + casting abil-
  ity modifier) each round they hold the item or lose their action 
  fighting their weapon for control. If you animate an enemy’s 
  armor or clothing, the enemy becomes entangled and must suc-
  ceed at a Reflex save each round or be staggered for that round.
  Animated objects are constructs, and gain Hit Dice accord-
  ing to their size. The maximum sized object you may animate 
  depends on your caster level, according to Table: Animate 
  Object.
  You can only have a number of animated object Hit Dice at 
  once equal to twice your caster level.
  Table: Animate Object
  Caster 
  Level
  Size
  Sample 
  Object
  Hit Dice
  Maximum 
  Construction 
  Points
  1
  Tiny
  Candelabra
  1d10
  1
  3
  Small
  Chair
  2d10+10
  1
  5
  Medium
  Cage
  3d10+20
  2
  8
  Large
  Statue
  4d10+30
  3
  11
  Huge
  Wagon
  7d10+40
  4
  15
  Gargantuan
  Catapult
  10d10+60
  5
  20
  Colossal
  Ship
  13d10+80
  6
  30
  Colossal+
  House
  16d10+100
  7
  36
  Colossal++
  Warehouse
  19d10+120
  8
  42
  Colossal+++
  Cathedral
  22d10+150
  9
  Animated Object Special Qualities
  All animated objects possess construction qualities and 
  construction flaws. However, these are not options the play-
  er has the power to choose; an animated object’s construction 
  qualities and flaws are instead chosen by the GM to reflect the 
  item in question. For example, animating an object made from 
  cloth grants it the ‘cloth’ construction flaw, while animating a 
  slingshot would create an animated object with the ranged at-
  tack construction quality.
  For more information on animated objects, see Animated 
  Objects in the Appendix.
  Bestow Intelligence (enhance)
  You may spend a spell point to enhance an animal, plant, 
  object, or mindless creature, granting it temporary intelligence. 
  The target becomes a magical creature (or intelligent item if an 
  object), and gains an Intelligence, Charisma, and Wisdom score 
  of 6 + 1/2 your caster level (or its original score, whichever is 
  higher), as well as an alignment equal to your own, and the abil-
  ity to speak and understand one language of your choice which 
  you also speak and understand, +1 language you know per point 
  of Intelligence bonus. It also gains normal senses to 60 feet if it 
  did not previously possess any. However, temporary minds do 
  not grant skill points or feats, nor the ability to move. However, 
  a target with a bestowed mind no longer counts as mindless for 
  purposes such as immunities.
  For the most part, the new mind has a beginning disposi-
  tion of friendly towards you, unless the creature already had 
  a different disposition (for example, a hostile creature would 
  still be hostile). The target does not gain greater insight into its 
  surroundings before it gained intelligence (thus, an intelligent 
  rock could not tell you who passed by it before it gained sen-
  tience, nor an intelligent tree describe a creature who climbed 
  it the day before), nor does it automatically obey your com-
  mands, although it will usually provide favors and aid that is not 
  too dangerous. Mindless creatures must attempt a Will saving 
  throw against this effect unless it is a creature already under 
  your control, such as an animated object or undead minion. 
  When bestowing a mind onto a creature under your control, 
  it still continue to obey you explicitly even though it is now 
  intelligent.
  Cripple (enhance)
  You may apply an enhancement to a creature, giving it a -2 
  penalty to all of its attack rolls, saving throws, ability checks 
  and skill checks. This penalty increases by 1 for every 5 caster 
  levels you possess.
  Deadly Weapon (enhance)
  You may enhance a weapon, granting it the keen special abil-
  ity if it does not already possess it and a +1 bonus to critical hit 
  confirmation rolls for every 3 caster levels possessed (minimum 
  0). 
  Alternatively, you may instead alter the physical properties 
  of a weapon, enabling it to bypass damage reduction of one 
  the following types: bludgeoning, cold iron, piercing, silver, or 
  slashing.
  
  Chapter 5: Spheres
  289
  Emphasize Belief (enhance)
  You may enhance creatures, granting them alignment sub-
  types corresponding to the non-neutral components of their 
  alignment. While under the effects of this enhancement, that 
  creature gains damage reduction equal to 1/3 of your caster level 
  (minimum 1), bypassed by attacks made with weapons aligned 
  to the alignment opposed to their new subtype. This damage 
  reduction stacks with any other source of damage reduction 
  they might have.
  Energize Body (enhance)
  You may enhance a target’s physical resilience. This sup-
  presses the fatigued condition or reduces the exhausted condi-
  tion to fatigued for the duration. You may spend a spell point 
  to instead completely suppress the exhausted condition for the 
  duration. The target is still considered to be suffering those 
  conditions for the purposes of effects that would render them 
  fatigued or exhausted. If the target is sleeping, this enhancement 
  causes them to immediately wake up.
  Additionally, the target adds your caster level to their 
  Constitution score for the purpose of how long it may hold 
  its breath or run before attempting Constitution checks. The 
  target also doubling their carrying capacity. This multiplier in-
  creases by 1 for every 5 caster levels possessed (thus becoming 
  x3 at 5th caster level, x4 at 10th caster level, etc.).
  Energy Enhancement (enhance)
  You may enhance a weapon, granting it the corrosive, flam-
  ing, frost, or shock weapon special abilities. The weapons deal 
  an extra point of elemental damage for every 2 caster levels 
  possessed.
  You may also apply this enhancement to a consumable item, 
  a splash weapon, or a dose of poison. Targets who consume the 
  item, suffer direct or splash damage from the splash weapon, or 
  are struck with the poison (whether or not they fail their saving 
  throw) also suffer acid, cold, electricity, or fire damage (chosen 
  at the time the enhancement is created) equal to your caster level.
  Enhance Focus (enhance)
  You may enhance creatures, allowing them a higher standard 
  of skill. Choose one skill when you grant this enhancement. The 
  target gains an enhancement bonus to that skill equal to 5 + 1 
  per 4 caster levels you possess.
  Harden/Weaken (enhance)
  You may enhance an object to either increase or decrease its 
  hardness, or enhance a creature to grant it or lessen its damage 
  reduction. You may increase or decrease an object’s hardness by 
  an amount equal to your caster level (minimum 1). Decreasing 
  an object’s hardness gives it the fragile quality if it does not al-
  ready have it. When targeting a creature, you may either grant 
  it DR/adamantine equal to 1/2 your caster level (minimum 1), 
  or decrease its current damage reduction by the same amount. 
  This only affects damage reduction that can be bypassed (so it 
  could decrease DR/cold iron, but not DR/-).
  Improved Flexibility (enhance)
  You may enhance a creature, allowing it to attempt Escape 
  Artist checks that normally require a full minute to perform 
  as a full-round action, and that normally take a full-round ac-
  tion as a standard action. At 6th caster level, it ignores all pen-
  alties while squeezing through narrow spaces, and may move 
  through such spaces at full speed. At 12th caster level, it may 
  squeeze through tight spaces at its full speed, and does not lose 
  its Dexterity bonus to AC when doing so. At 18th level, it may 
  use Escape Artist to squeeze through any space large enough to 
  fit one of its fists.
  Lighten (enhance)
  You may spend a spell point to enhance an item or creature, 
  reducing its weight or even making it weightless. The maximum 
  sized object you can affect is given on Table: Lighten Object. 
  An enhanced object weighs half as much as normal, but if you 
  choose, you may make objects up to one size category smaller 
  than your limit completely weightless, or up to 2 size categories 
  smaller float up or down as you choose at a rate of 20 feet per 
  round. While you cannot make an object or creature move any 
  direction other than up or down, this can easily be combined 
  with telekinesis, wind power, or pushing off a wall (at half the 
  target’s usual speed) to create flight-like effects. Unwilling crea-
  tures are allowed a new saving throw each round to negate this 
  effect, but they may suffer falling damage if successful.
  When determining things such as penalties for using over-
  sized weapons, damage dealt from dropping an object like an 
  indirect siege engine, affecting an object with telekinesis, etc., a 
  1/2 weight object counts as being one size category smaller and 
  a weightless object counts as being two size categories smaller.
  1/2-weight creatures suffer a -2 penalty to their CMD 
  vs. bull rush, drag, and reposition combat maneuvers, and 
  Table: Lighten Object
  Caster Level
  Tiny
  Small
  Medium
  Large
  Huge
  Gargantuan
  Colossal
  1
  Weightless
  1/2 weight
  -
  -
  -
  -
  -
  3
  Float
  Weightless
  1/2 weight
  -
  -
  -
  -
  5
  Float
  Float
  Weightless
  1/2 weight
  -
  -
  -
  8
  Float
  Float
  Float
  Weightless
  1/2 weight
  -
  -
  11
  Float
  Float
  Float
  Float
  Weightless
  1/2 weight
  -
  15
  Float
  Float
  Float
  Float
  Float
  Weightless
  1/2 weight
  20
  Float
  Float
  Float
  Float
  Float
  Float
  Weightless
  25
  Float
  Float
  Float
  Float
  Float
  Float
  Float
  
  Chapter 5: Spheres
  290
  1/2-weight armor has its spell failure chance decreased by 5%, 
  its max Dexterity bonus increased by 1, and its armor check 
  penalty decreased by 1 (minimum 0). Weightless or floating 
  creatures/armor double these bonuses/penalties. Additionally, a 
  levitating creature that attacks with a melee or ranged weapon 
  finds itself increasingly unstable; the first attack has a -1 penalty 
  on attack rolls, the second -2, and so on, to a maximum penalty 
  of -5. A full-round action spent stabilizing allows the creature 
  to begin again at -1. 
  Creatures floating above the ground cannot use a land 
  speed to move without a wall or some other method of pushing 
  themselves horizontally.
  Magic Sink (enhance)
  You may enhance creatures or objects, protecting any other 
  magic they might be subject to. Whenever a creature attempts 
  to Counterspell or otherwise dispel a magical effect on the tar-
  get, they must first roll their check against your magic sink, only 
  rolling against the intended magical effect if this first check was 
  a success. While Magic Sink can be countered when first cast, it 
  is not considered its own magical effect once applied to a target 
  and cannot be dispelled; instead, it is considered an augment to 
  the other magical effects the target is affected by.
  Mental Enhancement (enhance)
  You may enhance creatures, granting them a +2 enhance-
  ment bonus to either their Intelligence, Wisdom, or Charisma 
  scores. This increases by +2 per 7 caster levels.
  Physical Enhancement (enhance)
  You may enhance creatures, granting them a +2 enhance-
  ment bonus to either their Strength, Dexterity, or Constitution 
  scores. This increases by +2 per 7 caster levels.
  Ragged Edges (enhance)
  You may apply an enhancement to a weapon, causing attacks 
  made with it to deal additional bleed damage equal to half your 
  caster level (minimum 1). You may spend a spell point to have 
  the weapon deal additional bleed damage equal to your caster 
  level instead.
  Staunch Resistance (enhance)
  You may enhance creatures, granting them a +2 untyped bo-
  nus to one saving throw. This bonus increases by +1 per 5 caster 
  levels.
  Steal Senses (enhance)
  You may spend a spell point to apply an enhancement to a 
  creature, causing it to become either blind or deaf (your choice), 
  or to lose one special sense such as blindsense, blindsight, the 
  scent ability, tremorsense, etc.
  Steal Capacity (enhance)
  You may spend a spell point to apply an enhancement to a 
  creature, rendering it incapable of performing some action it 
  normally could. This can be used to rob the character of the 
  power of speech, or some other form of communication it pos-
  sesses, such as telepathy, writing, or performing sign language. 
  This can also be used to rob a target of one of its special move-
  ment speeds, such as flight or burrow; if the creature in ques-
  tion has a natural flight speed, they glide safely to the 
  ground. This cannot be used to rob a target of its base 
  land speed, nor of its only movement speed (for example, rob-
  bing an air elemental of its fly speed).
  Superior Poison (enhance)
  You may enhance a dose of poison, increasing the number 
  of successful saving throws necessary to cure the poison by 1.
  Superior Reflexes (enhance)
  You may enhance creatures, giving them a +1 bonus to ini-
  tiative and allowing them to make an additional attack of op-
  portunity each round. In addition, they may make attacks of 
  opportunity while flat-footed.
  At 5th caster level, and every 4 levels thereafter, increase to 
  bonus to initiative by +1 and the number of additional attacks 
  of opportunity by 1.
  Supply Vigor (enhance)
  You may enhance creatures, allowing them to ignore 2 
  points of ability damage, drain, or penalty they have suffered to 
  one of their ability scores (chosen when using this talent), and 
  reducing any such damage or drain they would suffer during 
  the duration by half this amount. This reduction does not af-
  fect any ability damage or drain taken as part of a cost. This 
  increases by 2 points per 7 caster levels. If you possess Physical 
  Enhancement or Mental Enhancement, the benefits of this tal-
  ent are supplied to any ability score enhanced with those talents 
  at no extra cost.
  Traveling Weapon (enhance)
  You may enhance a melee weapon, granting it the throw-
  ing and returning weapon special 
  abilities.
  When used on a ranged weap-
  on, a throwing weapon, or a weapon 
  that already possesses the throwing 
  special ability, this instead gives 
  the weapon or its ammuni-
  tion the ability to curve 
  slightly; ranged attacks 
  with that weapon ignore 
  2 points of the AC bonus 
  from cover less than total 
  cover, +2 points per 7 cast-
  er levels.
  
  Chapter 5: Spheres
  291
  Fallen Fey
  In its original publication in Player’s Guide to Skybourne, the 
  Fallen Fey sphere was limited to elves (and, with GM permis-
  sion, other fey-related races). While a GM is well within their 
  rights to limit this sphere in a similar fashion depending upon 
  the role of fey within their setting, no such limitation is includ-
  ed here.
  Fey-Link
  As a swift action, you change your creature type to fey for 
  1 minute per caster level. You are treated as a fey and no longer 
  count as your previous creature type for all purposes including 
  spells, magic items, etc., but you do not gain any of the benefits 
  of the fey type or lose the benefits of your previous creature 
  type, and still possess any subtypes you previously possessed 
  (thus, an elf using this ability would be treated as a fey with the 
  elf subtype).
  Whenever fey-link is active, you may spend 1 spell point as a 
  free action to gain the benefits of a fey-blessing until the end of 
  the fey-link. There is no limit to the number of fey-blessings you 
  may have active at a time, but each one must be activated sepa-
  rately, and all only endure until the end of the fey-link. Renewing 
  a fey-link does not increase the duration of a fey-blessing, and 
  ends all fey-blessings you currently possess.
  When you gain the Fallen Fey sphere, you gain the follow-
  ing fey-blessing:
  Nature-Connection (fey-blessing)
  You gain a +1 bonus on initiative checks and Knowledge 
  (geography), Survival, Stealth, and Perception checks made 
  within one terrain of your choice (chosen when this fey-bless-
  ing is cast). This bonus increases by +1 for every 5 caster levels 
  you possess. Consult the ranger list of favored terrains to see 
  potential terrain types.
  Rule Notes
  Alteration Sphere: Some fey-blessings belong to the 
  polymorph subschool. A willing creature under the effects of 
  one of these abilities may still be targeted by the shapeshift abili-
  ty of the Alteration sphere or vice-versa. Each such fey-blessing 
  maintained during the shapeshift reduces the number of traits 
  that may be assigned as part of the shapeshift by 1. Unthreatening 
  Form functions as a base transformation and may have traits 
  added to it as if it were Blank Transformation.
  Fey creatures and Fey-Blessings: Creatures with the 
  fey type are unaffected by the base function of fey-link, but 
  its duration is still needed for determining the length of time 
  fey-blessings remain active. Due to their inherent connection, 
  creatures of the fey type (naturally, not via fey-link) may begin 
  a fey-link on themselves (and only themselves) as a free action.
  Fey-Blessing with Differing Caster Levels: Fey-link 
  and the fey-blessings applied to it do not necessarily have to 
  have the same caster level. The duration and any other param-
  eters based on the caster level of the fey-link are determined by 
  the caster level with which it was cast. Likewise, any variable 
  parameters of each individual fey-blessing are determined by 
  the individual casting.
  Fallen Fey Talent Types
  Some talents are marked (fey-blessing). These talents grant 
  additional fey-blessings.
  Fallen Fey Talents
  Greater Fey-Link
  Your fey-link endures for 10 minutes per caster level rather 
  than 1 minute per caster level. You may spend a spell point to 
  increase this duration to 1 hour per caster level instead.
  Share Link
  As a standard action, you may grant a creature within close 
  range the benefit of your fey-link. To target an unwilling crea-
  ture, you must spend a spell point and it is allowed a Will save 
  to negate the effect.
  You may grant fey-blessings to a creature under the effects 
  of your fey-link as a free action as long as it is within close range. 
  If the creature is under the effects of a fey-blessing that requires 
  the use of spell points, your spell points are used, though if you 
  are not willing you can prevent the activation and end the fey-
  link as an immediate action.
  If a fey-blessing summons an object (such as Aelfwine, 
  Crown Of The Courts, Enchanting Music, or Fairy Dust), the 
  creature you share the fey-blessing has the object appear in its 
  possession and is treated as the caster for the purpose of using 
  that object.
  You may gain this talent multiple times. Increase the range 
  by one step each time this is gained beyond the 1st (close to 
  medium, medium to long). Taking this talent multiple times 
  counts as a [range] talent.
  Fey-blessing Talents
  Aelfwine (fey-blessing)
  You summon a flask, gourd, stein, or wineskin filled with 
  fairy liquor, which replenishes itself after each drink. The flask 
  is weightless and has hardness 5 and 5 hit points per caster level. 
  If the flask is destroyed, this fey-blessing ends immediately.
  You may determine the quality of the brew with a Craft (al-
  cohol) or Profession (brewer) check made as part of activating 
  this fey-blessing, but the result has no impact on its efficacy. 
  You may drink from it as a move action; you may allow a crea-
  ture whom you are within the natural reach of to drink from 
  it as a standard action on their turn with no action required 
  
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  on your part. This counts as consuming an alcoholic beverage. 
  Choose one of the following effects when the flask is created:
  Bolstering Brew: The imbiber gains temporary hit 
  points equal to your caster level that last for 1 minute.
  Brawling Booze: The imbiber gains the Barroom sphere 
  or a (drunk) talent of your choice from that sphere for 1 minute.
  Calming Sip: You may attempt a magic skill check against 
  any ongoing effects with the emotion descriptor currently af-
  fecting the imbiber. If successful, that effect is suppressed for 1 
  round per caster level. If you spend a spell point as part of the 
  drink (no action required), the effect is instead dispelled.
  Liquid Courage: The imbiber gains a +2 (+1 per 7 caster 
  levels) circumstance bonus on saves vs. fear effects for 1 minute.
  If the flask is not in your possession at the start of your 
  turn, you may summon it into your possession as a move action 
  as long as you have line of sight to it. You may have multiple 
  instances of this fey-blessing active at one time; select a differ-
  ent effect for each. Creatures that are immune to the effects of 
  alcohol cannot benefit from this effect.
  Animate Hair (fey-blessing)
  Your hair grows long and animates. You may activate the 
  following abilities as fey-blessings:
  Entangling Locks: Any hostile creature must succeed on 
  a Reflex save any time it becomes or starts its turn adjacent 
  to you. A creature that fails its save cannot move away from 
  you without first succeeding on a Strength check or an Escape 
  Artist check against your sphere DC made as a move action.
  Grasping Tresses: You may use your hair to grab objects. 
  Your hair grants a slam attack (primary, 1d4 Medium, 1d3 Small, 
  bludgeoning damage), but may not assist in wielding weapons, 
  activate magic items, or wield a shield. It may hold items and as 
  a swift action you can use it to draw a sheathed or hidden weap-
  on, ready a shield, retrieve a stored item, load a crossbow, open 
  a door, pick up an unattended item within your natural reach, 
  sheathe or store an item, or take other non-offensive actions 
  involving manipulating objects.
  Beastward (fey-blessing)
  You may activate the following abilities as fey-blessings:
  Animal Affinity: Wild animals have a default disposition 
  toward you of neutral and domestic animals have a default dis-
  position of friendly. Creatures of the animal type will not at-
  tack you unless compelled to do so by a Handle Animal check 
  or a compulsion effect.
  Repel Beast: Creatures of the animal type will not ap-
  proach closer to you than than 30 feet unless compelled to do 
  so by a Handle Animal check or a compulsion effect. Creatures 
  of the animal type within this range are shaken as long as they 
  remain within it. This does not apply to animal allies such as 
  animal companions, summoned creatures of the animal type, 
  or creatures that are tame per the Beastmastery sphere (see 
  Spheres of Might).
  Repel Vermin: Creatures of the vermin type will not ap-
  proach closer to you than than 30 feet unless compelled to do 
  so by a Handle Animal check or a compulsion effect. Creatures 
  of the vermin type within this range are shaken as long as they 
  remain within it. This ignores the immunity to the shaken con-
  dition granted by the vermin type. This does not apply to ver-
  min under your control such as vermin companions, summoned 
  vermin, or creatures that are tame per the Beastmastery sphere 
  (see Spheres of Might).
  Vermin Affinity: Vermin have a default disposition to-
  ward you of neutral. Creatures of the vermin type will not at-
  tack you unless compelled to do so by a Handle Animal check 
  or a compulsion effect.
  If you spend an additional spell point, the chosen effect 
  extends to all allied creatures within 30 feet. You may not have 
  the affinity and repel options for the same creature type active 
  at the same time; attempting to do so ends the previous effect.
  Beckoning Call (fey-blessing)
  You gain the ability to, as a standard action, sing, speak, or 
  dance in such a manner as to cause any creature of one non-fey 
  specific form of creature (humans, rats, orcs, birds, etc., chosen 
  when this fey-blessing is activated) within 60 feet who can see 
  and hear you to become fascinated with you (Will negates). A 
  creature that successfully saves cannot be targeted with your 
  beckoning call for 24 hours. If a creature fails its saving throw, 
  it approaches to sit before you, and follows you if you move, 
  so long as you take a standard action each round to maintain 
  the effect. As normal, fascinated creatures suffer a -4 penalty 
  to Perception, but cease to be fascinated if attacked or ap-
  proached with an obviously hostile intent, such as someone 
  drawing a weapon. This is a mind-affecting effect.
  Crown Of The Courts (fey-blessing)
  You conjure and don a crown representing a chosen court, 
  usually seelie or unseelie (though others may be available de-
  pending on setting), gaining an aura of authority over the fey. 
  The fey-blessing gains the descriptor matching the chosen 
  court. The crown is weightless and has hardness 5 and 5 hit 
  points per caster level. If the crown is destroyed, this fey-bless-
  ing ends immediately. If the crown is not in your possession at 
  the end of your turn, you lose the benefits of this fey-blessing 
  until it returns to your possession. You can summon it to your-
  self as a move action as long as you have line of sight to it. You 
  may only have one crown active at a time; activating this ability 
  again automatically ends any previous instances.
  Creatures of the fey type that are associated with the cho-
  sen court (good and neutral for seelie, evil for unseelie) are in-
  capable of taking hostile action against you without succeeding 
  on a Will save; if successful, they may act as normal and do not 
  need to save again against your use of this effect for 24 hours. 
  On a failure they are incapable of knowingly taking hostile ac-
  tion against you (targeting with an attack or combat maneu-
  ver, casting a non-harmless sphere effect, spell, or spell-like or 
  supernatural ability that includes you as a target or within its 
  area of effect, or aiding or granting flanking bonuses to crea-
  tures taking hostile action against you) for 1 minute. If you take 
  hostile action against a creature that has failed its save, it is 
  treated as having succeeded on its save. This is a mind-affecting 
  compulsion effect.
  Creatures of the fey type not associated with the chosen 
  court are shaken whenever they are within 30 feet of you. This 
  is a mind-affecting fear effect.
  Enchanting Music (fey-blessing)
  As a move action, you may summon one masterwork mu-
  sical instrument, be it percussion, string, or wind, of a size no 
  
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  293
  greater than 1 size smaller than your own size. The instrument 
  is weightless and has hardness 5 and 5 hit points per caster level.
  If the instrument is not in your possession at the start of 
  your turn, you may summon it into your possession as a move 
  action as long as you have line of sight to it. You can never have 
  more than one such instrument summoned at one time.
  Starting a song requires a standard action and maintain-
  ing one requires a move action. Starting a new song ends any 
  previous songs. A creature can only be under the effects of one 
  song at a time; should a creature affected by one be subjected to 
  another, the caster (not necessarily the performer, if using the 
  Share Link talent) of the second effect must attempt a magic 
  skill check against the MSD of the existing effect’s caster. All 
  options are sonic mind-affecting effects with medium range un-
  less noted.
  You may perform, singing or playing (either on the sum-
  moned instrument or another that you possess) the songs listed 
  below.
  Bewitching Melody: You may perform a haunting melo-
  dy that opens the minds of those who hear it to outside influ-
  ence, inflicting a -2 penalty (increasing by 1 at 7th caster level 
  and every 7 caster levels thereafter) against charm effects on all 
  hostile creatures.
  Dancing Tune: You play a bouncy jig that compels any 
  creature within close range to dance and caper. A creature can 
  resist by attempting a Will save. Creatures that fail are com-
  pelled to dance and shuffle their feet, and are effectively stag-
  gered as long as you continue to play. Once a creature succeeds 
  at the save against this song, it is immune to further instances 
  originating from you for 24 hours. This is a compulsion effect.
  Distracting Cacophony: You may fill the air with dis-
  cordant notes, granting all creatures within medium range a +2 
  (+1 per 7 caster levels) bonus on saves against sonic effects, but 
  imposing an equal penalty on hearing-based Perception checks 
  and concentration checks. The penalty portion of this ability is 
  not a mind-affecting effect.
  Lullaby: You may play a peaceful lullaby to inflict a -2 pen-
  alty (increasing by 1 at 7th caster level and every 7 caster levels 
  thereafter) against effects that cause sleep or the staggered con-
  dition on all hostile creatures.
  Performing one of these songs will occupy limbs and voice 
  appropriate to the instrument (if any) such that they cannot be 
  used to for other performances (such as bardic music) at the 
  same time.
  Fade (fey-blessing)
  You fade from view while in a creature’s peripheral vision. 
  You gain concealment from any creature that you are flanking.
  You may dismiss this fey-blessing as a standard action to 
  attempt a Stealth check to hide. You may reduce this to a swift 
  action by spending a spell point. You may attempt this check 
  even if you are observed and have no concealment. Any crea-
  ture that fails its Perception check cannot see you and treats 
  you as having full concealment until the start of your next turn. 
  Making an attack, casting a spell or sphere ability with verbal or 
  somatic components or subject to the Magical Signs drawback, 
  speaking, or other loud or distracting actions ends this effect.
  Fairy Dust (fey-blessing)
  By activating this fey-blessing, you gain a pouch of fairy 
  dust. This pouch has hardness 5 and 5 hit points per caster level. 
  The pouch is weightless and may not be used to hold anything 
  other than the fairy dust it contains. If the pouch is destroyed, 
  this fey-blessing ends. Destroying the pouch fills a 10-foot ra-
  dius with the chosen fairy dust, affecting all creatures in the 
  area, including the caster. A successful saving throw against any 
  effect that allows it grants the affected creature immunity to 
  that effect from that caster for 24 hours. You gain knowledge 
  of two types of fairy dust when you gain this talent; you may ac-
  tivate any one type of dust that you know when activating this 
  fey-blessing. Choose from the following options:
  Amnesia: Affected creatures must succeed on a Will 
  save or forget the past minute. This otherwise functions as 
  the Amnesia talent greater charm of the Mind sphere. You 
  must spend an additional spell point for this option.
  Bleed: Affected creatures must succeed on a Fortitude 
  save or bleed profusely when wounded. The next time the 
  creature takes hit point damage, it begins taking bleed 
  damage equal to your caster level. These bleed damage 
  may be stopped by a DC 15 Heal check or by receiving any 
  amount of healing. If this dust is applied to a weapon, the 
  weapon attack triggers the bleed damage.
  Blind: Affected creatures must succeed on a Reflex 
  save or treat all other creatures as having concealment for 
  1 round per caster level.
  Charm: Affected creatures must succeed on a Will save 
  or have its disposition toward you increase by 1 step to a 
  maximum of friendly for 1 minute.
  Fear: Affected creatures must succeed on a Will save or 
  be shaken for 1 round per caster level. You may spend an 
  additional spell point as part of activating the fey-blessing 
  to instead have affected creatures be frightened for 1 round 
  per caster level on a failed save and shaken for 1 round on 
  a successful save.
  Glitter: For 1 round per caster level, affected creatures 
  take a penalty to Stealth equal to caster level and do not 
  gain concealment from any effect that provides invisibility.
  Poison: Affected creatures must succeed on a Fortitude 
  save or suffer from itching poison, being compelled to 
  scratch at the wound for 1 round (treat this as being dazed) 
  and taking 1d2 Strength damage per round. This effect 
  ends after 1 minute, but targets are allowed a new saving 
  throw each round to end the effect early. You must spend 
  an additional spell point for this option.
  Sleep: Affected creatures must succeed on a Will 
  save or fall asleep for 1 round per caster level. Slapping or 
  wounding awakens an affected creature, but normal noise 
  does not. Awakening a creature is a standard action (an 
  application of the aid another action). You must spend an 
  additional spell point for this option.
  If you possess Fairy Flight, you also gain the following 
  option:
  Flight: For 1 minute per caster level, affected creatures 
  gain the benefits of your Fairy Flight fey-blessing. This flight 
  speed requires maintaining the proper frame of mind; if an af-
  fected creature is under the effects of an emotion or fear effect 
  
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  294
  while flying, its fly speed from this ability is suppressed and it 
  falls at a rate of 50 feet per round until it lands (taking falling 
  damage as normal) or the emotion or fear effect ends.
  As a standard action, you may fill a 5-foot cube within close 
  range with the dust, affecting any creature in that space. As 
  a move action, you may apply fairy dust to a weapon, natural 
  weapon, or piece of ammunition you possess, or as a standard 
  action you may apply it to a number of weapons or pieces of 
  ammunition equal to your casting ability modifier (minimum 
  2) within close range. A creature that is struck by the weap-
  on within 1 round per caster level of it being so treated suffers 
  from the effects of the dust, ending the effect on the weap-
  on. You may choose to end this fey-blessing early, drawing and 
  throwing the pouch to create a 20-foot radius spread of fairy 
  dust within close range, affecting all creatures within the area.
  The duration of multiple applications of dust stack. The 
  pouch replenishes itself as a free action for the duration of the 
  fey-blessing, then disappears when it ends. You may have mul-
  tiple instances of this fey-blessing active at once; select a differ-
  ent option you know for each. Each instance creates a separate 
  pouch. If the pouch is not in your possession at the start of your 
  turn, you can summon it to yourself as a move action as long as 
  you have line of sight to it. You may select this talent multiple 
  times; each time you gain two more types of fairy dust.
  Fairy Flight (fey-blessing)
  You sprout wings (which can appear as insectile, feathered, 
  or made of leaves at the caster’s choice); you take no damage 
  when falling and may glide, moving with a speed of 30 feet with 
  maneuverability (poor), but falling 1 feet for every 5 feet trav-
  eled. At 5th caster level, you gain a fly speed of 30 feet with 
  maneuverability (poor). This improves by 5 feet and one ma-
  neuverability category (to a maximum of perfect) for each 5 ad-
  ditional caster levels. This is a polymorph effect.
  Fae Light (fey-blessing)
  You shed light like a torch. You may alter the color, extin-
  guish, or resume this effect as a free action. If you possess the 
  Light sphere, you may count as being under the effects of your 
  own glow while this fey-blessing is active.
  As a standard action, you may create a light that sheds light 
  like a torch within medium range. You may move this light 30 
  feet + 5 feet per 2 caster levels per round as a move action, 
  though it must stay within range of you. This light persists for 
  the duration of the fey-link or until you create another one.
  You may choose to have either your light or the moveable 
  light shed an enchanting glow. Creatures within a 30-foot radius 
  of the light must succeed on a Will save or be fascinated. A crea-
  ture that successfully saves is immune to your use of this ability 
  for 24 hours. If a creature fails its saving throw, it approaches to 
  stand adjacent to the light and follows it if it moves. As normal, 
  fascinated creatures suffer a -4 penalty to Perception, but cease 
  to be fascinated if attacked or approached with an obviously 
  hostile intent, such as someone drawing a weapon. This is a 
  mind-affecting effect. You may alter the color or dismiss the 
  light as a free action.
  Feast And Famine (fey-blessing)
  You may activate the following abilities as fey-blessings:
  Putrid Vomit: You can spew vomit up to 30 feet as a stan-
  dard action. Treat this as a ranged touch attack with no range 
  increment. A creature struck by this attack must succeed on a 
  Fortitude save or be for sickened for 1d4 rounds. If you spend a 
  spell point as part of making the attack, the creature is instead 
  nauseated for 1d4 rounds on a failed save and sickened for 1 
  round on a successful save.
  Spoilage: This fey-blessing has no duration and is consid-
  ered an instantaneous effect. You may cause an amount of food 
  sufficient to feed 1 Medium creature per caster level to spoil. 
  This does not remove other changes made to the food, such as 
  adding poison or magical effects unless you spend a spell point 
  and succeed on a magic skill check against the poison or effect’s 
  DC.
  Unspoil: This fey-blessing has no duration and is con-
  sidered an instantaneous effect. You may cause an amount of 
  spoiled food sufficient to feed 1 Medium creature per caster 
  level to return to a palatable state. This does not remove other 
  changes made to the food, such as adding poison or magical 
  effects unless you spend a spell point and succeed on a mag-
  ic skill check against the poison or effect’s DC. Restoring the 
  food does not prevent future spoilage.
  Fey Beauty (fey-blessing)
  You gain a +1 bonus to all Charisma-based skill and ability 
  checks. This bonus increases by +1 for every 5 caster levels you 
  possess.
  Fey Potency (fey-blessing)
  You gain a +1 bonus to all rolls made to overcome spell re-
  sistance. This bonus increases by 1 for every 5 caster levels you 
  possess.
  
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  295
  Fey Secrets (fey-blessing)
  You gain an attunement to nature, which gives you insight 
  into the world around you. Once before the end of the fey-link, 
  you may gain an insight bonus to a single skill check, ability 
  check, attack roll, saving throw, combat maneuver check, or 
  initiative roll equal to 1d4 + 1 per 5 caster levels you possess. 
  You may gain this fey-blessing multiple times, gaining one use 
  of this ability per fey-blessing. You cannot use this fey-blessing 
  multiple times for the same roll.
  Grace Of The Sidhe (fey-blessing)
  You may activate the following abilities as fey-blessings:
  Evasion: You gain the evasion ability. When you succeed 
  at a Reflex saving throw against an attack that normally deals 
  half damage on a successful save, it instead takes no damage. 
  This ability does not function when wearing medium or heavier 
  armor.
  Supernatural Speed: Whenever you move at least 20 
  feet, you gain 20% miss chance against ranged attacks until the 
  start of your next turn. If you spend an additional spell point, 
  you instead gain this benefit against all attacks.
  Gremlin’s Presence (fey-blessing)
  You may activate the following abilities as fey-blessings:
  Collateral Damage: Whenever a creature misses you 
  with a melee attack, you may redirect the attack to another 
  creature within the attacking creature’s reach as an immediate 
  action. Make a new attack roll with the original bonus to deter-
  mine the result.
  Jinx: As a standard action, you can place a curse on a sin-
  gle creature within close range. A Will save negates the effect. 
  On a failed save, the target is cursed for the duration of your 
  fey-link. The victim of the curse takes a -2 penalty on all attack 
  rolls, saving throws, and skill and ability checks until the curse 
  is removed. This penalty increases by +1 for every 5 caster levels 
  you possess. A creature can only be affected by a single jinx at 
  one time. This is a curse effect. A creature that succeeds on the 
  save against this effect is immune to that caster’s use of it for 
  24 hours.
  Pugwampi’s Aura: All hostile creatures within 30 feet of 
  you take a -1 bonus to all saving throws. This penalty increases 
  by -1 for every 5 caster levels you possess. A creature benefiting 
  from any luck bonus ignores this penalty.
  Stymie Channeling: Any hostile creature that attempts 
  to channel energy within 30 feet of you must succeed on a Will 
  save or be unable to channel for that round. The use is not lost, 
  but the action is wasted.
  Listen To The Wind (fey-blessing)
  You can always find north, and always know what the 
  weather will be within long range of you for the next 48 hours. 
  This forecast reveals only the weather that would arise natural-
  ly, and does not take into account any magical occurrences that 
  might change the weather.
  Long Step (fey-blessing)
  For the duration of the fey-link, you can teleport up to 10 
  feet as a move action. This movement does not provoke an at-
  tack of opportunity and you must have line of sight to your 
  destination.
  This distance increases by 5 feet at 4th caster level and ev-
  ery 2 caster levels thereafter. If you possess Tree Meld, while 
  melded to a tree, you may move to another tree within close 
  range as a move action or medium range as a standard action. 
  You may only move to trees in this fashion once per 1d4 rounds.
  Mantle Of Autumn (fey-blessing)
  You may activate the following abilities as fey-blessings:
  Cloak of Leaves: You may surround yourself in swirling 
  leaves in a 10-foot radius as a move action. This radius increases 
  by 5 feet at 5th caster level and every 5 caster levels thereafter. 
  All allied creatures fully within this area gain concealment (at-
  tacks against them have a 20% miss chance). If hostile crea-
  tures within this area attack creatures outside this area, the 
  targets also have concealment. You may end this effect as a free 
  action. Doing so removes the leaves at the end of your turn but 
  does not end the fey-blessing; you may create and dismiss the 
  cloak of leaves for the duration of the fey-blessing.
  Touch of the Harvest: You may touch food-producing 
  plants, causing them to sprout food spontaneously. You may 
  touch a plant within your natural reach as a move action. Each 
  plant produces enough food to provide 3 Medium-sized crea-
  tures or 1 horse with food for a day. This fey-blessing ends after 
  you touch a number of plants equal to your caster level. This 
  ability requires requires fruit trees, berry bushes, or food crops.
  Mantle Of Spring (fey-blessing)
  You may activate the following abilities as fey-blessings:
  Plant Growth: A single plant or creature of the plant 
  type that you touch increases its size by one category. This in-
  creases by one category per 10 caster levels. This effect persists 
  for as long as you are within 30 feet of the target, until you end 
  it as a free action, you choose to apply it to a different target, 
  or the fey-link ends. Unwilling creatures are permitted a Will 
  save to negate this effect. This effect bypasses the immunity to 
  polymorph effects of the plant type. For creatures of the plant 
  type, see the Size Change talent in the Alteration sphere to see 
  the effects of growing to their new size.
  This ability cannot cause creatures to grow larger than 
  Huge. At 5th caster level and every 5 caster levels thereafter, this 
  limit increases by one size category, to a maximum of Colossal 
  at 15th caster level. This is a polymorph effect.
  Verdant Step: You may cause flowers, grass, and small 
  vines to spring up wherever you step. The rapid, clinging growth 
  creates difficult terrain in any space you enter until the start of 
  your next turn. You are not hindered by this difficult terrain. 
  This effect may be halted or resumed as a free action. If you 
  spend a spell point as a free action, this growth instead remains 
  for 1 minute per caster level. This ability does not function if 
  you are not touching the ground.
  This growth is considered sufficient to be a target by any 
  abilities of the (plant) package of the Nature sphere that re-
  quires plants (but not large growths such as trees) until the start 
  of your next turn or for 1 minute per caster level when using 
  the spell point option. After this time expires, the growth fades 
  away and any ongoing effects requiring it end.
  Misplacement (fey-blessing)
  For the duration of the fey-link, you gain an uncanny abili-
  ty to meddle with the possessions of other creatures. You may 
  perform the Steal combat maneuver without provoking attacks 
  
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  296
  of opportunity and may use your ranks in the Sleight of Hand 
  skill in place of your base attack bonus when determining your 
  combat maneuver check for the Steal combat maneuver.
  Any time you attempt a Sleight of Hand check or Steal 
  combat maneuver against a creature within your natural reach, 
  you may also rearrange its possessions.
  The next time that creature attempts to produce a weapon 
  or item it finds its possessions misplaced or disarranged, thus 
  requiring a standard action to retrieve a stored item or draw 
  a weapon (unless you have stolen the item in question). After 
  spending this standard action, the creature takes mental inven-
  tory and is no longer affected by this ability. You may choose to 
  replace items you have stolen with worthless material (twigs, 
  sand, etc.) that you have in your possession (but not something 
  that has an effect like a primed grenade or cursed object) with 
  an equal or lesser weight to the stolen object. This does not 
  increase the difficulty of your Sleight of Hand checks.
  Natural Blessing (fey-blessing)
  You may activate the following abilities as fey-blessings:
  Animal Blessing: All friendly creatures of the animal 
  type within 30 feet of you gain a +1 luck bonus to all saving 
  throws. This bonus increases by +1 for every 5 caster levels you 
  possess.
  Plant Blessing: All friendly creatures with the plant type 
  within 30 feet of you gain a +1 luck bonus to all saving throws. 
  This bonus increases by +1 for every 5 caster levels you possess.
  Vermin Blessing: All friendly creatures with the vermin 
  type within 30 feet of you gain a +1 luck bonus to all saving 
  throws. This bonus increases by +1 for every 5 caster levels you 
  possess.
  Natural Dominion (fey-blessing)
  Choose one of the following creature types: animal, plant, 
  or vermin. As a standard action you may command one creature 
  of that type within 30 feet of you whose CR does not exceed 
  your caster level. If the creature fails a Will save, its disposi-
  tion toward you increases to helpful for the duration of the 
  fey-blessing. Mindless creatures and creatures of animal intel-
  ligence (Intelligence 2 or lower) can be given simple commands 
  as a swift action and will obey your orders even if dangerous or 
  suicidal. Creatures of higher intelligence will fight for you and 
  defend you, but will not obey suicidal orders. You may have 
  multiple instances of this fey-blessing active simultaneous-
  ly, but you may only command a single creature at a time; at-
  tempting to command a new creature, even of a different type, 
  dismisses your influence on any previous creature, returning it 
  to its previous disposition. This is a mind-affecting compulsion 
  that bypasses the type-based immunity to mind-affecting ef-
  fects granted by the plant and vermin types. A creature that 
  succeeds on its save against this ability becomes immune to 
  that caster’s use of it for 24 hours.
  Nature’s Empathy (fey-blessing)
  You may activate the following abilities as fey-blessings:
  Vermin Empathy: You gain wild empathy as the druid 
  class feature, but only affecting creatures of the vermin type, 
  bypassing the immunity to mind-affecting effects granted by 
  the vermin type. This ability treats swarms of the vermin type 
  as if they were one creature possessing a single mind.
  Wild Empathy: You gain wild empathy as the druid class 
  feature, treating your caster levels as druid levels for this pur-
  pose. This ability treats swarms of the animal type as if they 
  were one creature possessing a single mind.
  Plant Friend (fey-blessing)
  You may activate the following abilities as fey-blessings:
  Arboreal Pacifism: Creatures of the plant type will not 
  attack you or allies within 30 feet of you unless compelled to do 
  so by magical means. This effect is broken for a given creature 
  if you or an ally attacks it.
  Plant Empathy: You gain wild empathy as the druid class 
  feature, but only affecting creatures of the plant type, bypass-
  ing the immunity to mind-affecting effects granted by the plant 
  type. This ability treats swarms of the plant type as if they were 
  one creature possessing a single mind.
  Wood Defense: You gain damage reduction equal to cast-
  er level against wood. This applies to weapons composed en-
  tirely of plant matter (staves, clubs, etc.), the natural attacks or 
  creatures of the plant type, and magical effects manipulating or 
  creating plants (the Pummel option of the (plant) package of 
  the Nature sphere, the wall of thorns spell, etc.).
  Saboteur (fey-blessing)
  You become adept at disassembling machinery, reducing 
  even complex devices to trash with shocking speed. You gain 
  a competence bonus on Disable Device checks equal to half 
  your caster level (minimum 1) and treat all devices as being one 
  category simpler for the purposes of determining how long it 
  takes to use Disable Device. Thus, difficult devices count as 
  tricky, tricky devices count as simple, and simple devices can be 
  dismantled as a free action. Additionally, once per round, you 
  may deal bonus damage equal to your caster level on any roll to 
  damage unattended objects.
  Shadow Collector (fey-blessing)
  You may activate the following abilities as fey-blessings:
  Shadow Reaver: You do not cast a shadow. When you 
  kill a living creature with CR of at least half your Hit Dice that 
  has a shadow, you gain 1 temporary spell point that expires after 
  1 minute and cast the shadow of that creature until the spell 
  point is lost.
  Steal Shadow: You may spend a spell point when at-
  tempting a Steal attempt against a creature that has a shadow, 
  stealing its shadow instead of any item if successful. Creatures 
  who have their shadows stolen gain 1 temporary negative level 
  and lose 1 spell point. This loss increases by one die size (1d2, 
  1d3, 1d4, 1d6, etc.) for every five caster levels. Creatures who 
  would be reduced below 1st level instead suffer a -2 penalty to 
  Constitution per negative level. Creatures that possess spell 
  slots instead lose spell slots, based on the level of the slot, as 
  detailed in the Introduction chapter. 
  You gain an equal number of temporary spell points that 
  expire after 1 minute, though cannot gain more spell points 
  than the target loses. These temporary spell points do not 
  stack with spell points from other targets, other instances of 
  this ability, or any other source and expire after one round per 
  caster level. This ability does not grant a way to use spell points 
  to those that lack one.
  You may restore shadows as a standard action, removing 
  the negative level(s). Shadows are restored automatically at the 
  
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  297
  end of your fey-link, or may be reclaimed by a Steal maneuver at 
  any time or as a standard action with a touch if you are helpless 
  or unconscious.
  Snare Setter (fey-blessing)
  You may make a snare that functions as a magic trap. You 
  may conjure and set a snare as a standard action in a square 
  within close range, which blends with its surroundings (DC 20 
  + caster level Perception check for a character with the trap-
  finding ability to locate). One end of the snare is tied in a loop 
  that contracts around one or more of the limbs of any creature 
  stepping inside the circle. The cord-like object tightens around 
  the creature, dealing no damage but causing it to be entangled 
  and preventing it from moving from that space.
  The snare is magical and can be dispelled as a sphere ef-
  fect. To escape, a trapped creature must attempt an Escape 
  Artist check or Strength check equal to your sphere DC as 
  a full-round action. The snare has AC and hit points equal to 
  your caster level and hardness equal to half your caster level. A 
  successful escape from the snare breaks the loop and ends the 
  effect, though not the fey-blessing. A snare persists until trig-
  gered or until the fey-link ends. Only one snare may be set at a 
  time; setting an additional snare dismisses all previous snares.
  Spores (fey-blessing)
  You may activate the following abilities as fey-blessings:
  Anxiety Spores: As a swift action or move action, you 
  may coat a weapon, piece of ammunition, or natural weapon 
  you possess with anxiety spores. You may coat those of a willing 
  ally as a move action. The next time that the coated weapon (or 
  piece of ammunition) is used to deal damage to a creature, that 
  creature must succeed on a Fortitude save or be infested with 
  the spores.
  Anxiety Spores: Disease—injury; save Fort DC (sphere 
  DC); onset 1 round; frequency 1/minute; effect cumulative 
  –1 penalty on saving throws against emotion and fear effects 
  (maximum –5); cure 2 consecutive saves
  As a standard action, you can spend a spell point to cause 
  mushrooms to erupt from any creature within close range al-
  ready infected with its anxiety spores. The targeted creature 
  takes 1d2 points of Charisma damage (Fortitude negates) as the 
  growing spores siphon away its emotions. This damage increas-
  es by one die size for every 4 caster levels (1d3, 1d4, 1d6, 1d8, 
  etc.). If the affected creature is currently shaken, frightened, 
  or panicked, any creature within 10 feet gains the same condi-
  tion for 1d4 rounds (Will negates). This is a mind-affecting fear 
  effect.
  Fungal Snare: You may create and hurl a fungal mass 
  up to 30 feet as a standard action, which explodes in a mass 
  of sticky filaments with a radius of 5 feet + 5 feet per 7 caster 
  levels. Once you do so, you may not use this ability again for 
  1d4 rounds. All creatures within this area must succeed on a 
  Reflex save or be entangled and unable to move. Breaking free 
  of the entangled condition is a move action, requiring either a 
  Strength check or an Escape Artist check against the effect’s 
  save DC. Additionally, the area counts as difficult terrain for 
  1 minute per caster level. The filaments may be destroyed by 
  dealing 3 damage per caster level; doing so if sufficient to clear 
  a single 5-foot square. The filaments have vulnerability to fire.
  Stone Shape (fey-blessing)
  You gain a competence bonus on Craft checks equal to 
  your caster level for items primarily composed of stone and 
  may craft such objects as if you had the appropriate tools.
  As a standard action, you may spend a spell point to turn an 
  adequately sized piece of stone into 50 pieces of ammunition, 
  a suit of armor, a shield, a tool, or a weapon normally primari-
  ly composed of wood or metal. Objects created this way have 
  twice their normal weight and weapons gain the fragile quality; 
  this quality is retained even when gaining an enhancement bo-
  nus. You must succeed on the appropriate Craft check to make 
  the chosen item as part of this action or else the item gains the 
  broken condition, though you may attempt to shape it again. 
  The item is considered masterwork and, if a weapon or suit of 
  armor, gains an enhancement bonus equal to your caster level/5 
  (minimum 0).
  Equipment made this way returns to its original form 
  when your fey-link ends. Using special types of stone imparts 
  the properties of that stone to the shaped object. If using stone 
  taken from a larger piece of stone, the larger stone takes dam-
  age equal to the hit points of the item (before enhancement), ig-
  noring hardness and dealing full damage to objects, which can 
  be restored by putting the item back in place and dismissing 
  the effect as a standard action.
  You can spend a spell point as a standard action to restore 
  1d6 + caster level hit points to an object made primarily of stone 
  or to a construct composed of stone (such as a stone golem).
  Stunning Glance (fey-blessing)
  You gain the ability to, as a standard action, gaze at a tar-
  get within 30 feet which must succeed at a Fortitude save or 
  be stunned for one round. Once a creature fails a save vs. this 
  ability, it is immune to your use of it for 24 hours.
  (This talent has been modified from the original version 
  found in Player’s Guide to Skybourne.)
  Summon Fairy (fey-blessing)
  You may spend a spell point to summon a creature of the 
  fey type with a CR of no greater than your caster level/3 as a 
  1-round action. The creature appears within 30 feet of you and 
  remains and serves you for as long as you concentrate or for the 
  duration of your fey-link if you spend an additional spell point. 
  The creature obeys your commands, but unless you speak the 
  creature’s language, only basic communication is possible (at-
  tacking an enemy, defending the caster, etc.).
  The total Hit Dice of fey called at one time cannot exceed 
  your caster level (temporary increases to caster level such as 
  the thaumaturge’s forbidden lore ability or implements of the 
  Fallen Fey sphere do not increase this capacity nor the high-
  est CR creature you may summon). Attempting to summon 
  an additional fey forces you to dismiss a number of existing 
  fey to bring the total under this limit. If a summoned creature 
  expends abilities with a limited use, those abilities are expend-
  ed for all creatures of the same kind. Likewise, a creature that 
  gains immunity to an ability of a summoned creature gains im-
  munity to that ability originating from all creatures of that type 
  that you summon.
  
  Chapter 5: Spheres
  298
  Tree Meld (fey-blessing)
  You gain the ability to, as a standard action, meld your 
  form and up to 100 lbs. of gear into a tree. Unmelding is as easy 
  as using a move action to leave the tree’s space. The tree must 
  be large enough to accommodate you and your gear. You may 
  hear (but not see nor benefit from other special senses) what 
  happens around the tree, and while minor physical damage to 
  the tree does not harm you, any partial or complete destruction 
  of the tree (to the extent that you no longer fit within it) expels 
  you and deals you 5d6 points of damage.
  You may still use magic while within the tree, although all 
  effects must target yourself or your held equipment. So long as 
  you are within a tree, you gain fast healing 1 and do not need to 
  breathe, eat or drink. You are not automatically expelled from 
  the tree when your fey-link expires and may unmeld when you 
  desire.
  Trickery (fey-blessing)
  Whenever you use a spell or sphere effect to deceive, trick, 
  or humiliate a target (at the GM’s discretion), you gain a +2 
  bonus to your caster level for that effect.
  Unseelie Aura (fey-blessing)
  You may activate the following abilities as fey-blessings:
  Aura of Shattered Loyalties: Any hostile creature with-
  in 30 feet of you that is shaken, frightened, panicked or cow-
  ering is unable to benefit from aid another bonuses, flanking, 
  or teamwork feats and does not count as a willing target of its 
  allies’ spells. This lasts for as long as the creature remains with-
  in this aura. You may suppress or resume this effect as a free 
  action. This is a mind-affecting fear effect.
  Fear Aura: Any hostile creature entering within 30 feet 
  of you must succeed on a Will save or be shaken for as long as 
  they remain in the aura and for 1d4 rounds afterwards. Once a 
  creature succeeds on the save against this effect, it is immune 
  to any instance of it originating from you for 24 hours. You may 
  suppress or resume this effect as a free action. This is a mind-af-
  fecting fear effect.
  Unthreatening Form (fey-blessing)
  You shapeshift into an animal whose size is Diminutive or 
  Tiny. Attacking, using a supernatural ability that requires ac-
  tivation, or casting a spell, spell-like ability, or sphere effect 
  immediately ends this fey-blessing. You gain the movement 
  modes of the chosen creature as well as any of the following 
  abilities it possesses: darkvision 60 feet, low-light vision, and 
  scent. The chosen animal may only have climb and land speeds; 
  at 5th caster level, it may have a burrow speed, and at 7th caster 
  level it may have a fly speed. Your statistics change as described 
  in the Size Change talent of the Alteration sphere. This is a 
  polymorph effect.
  Ventriloquism (fey-blessing)
  As a free action once per round, you can make your voice 
  (or any sound that you can normally make vocally) seem to issue 
  from any location within medium range, or long range if you 
  spend an additional spell point when activating this fey-bless-
  ing. You can speak in any language you know. Any sonic-based 
  abilities granted by this sphere (such as those granted by 
  Beckoning Call and Enchanting Music) can be used through 
  this effect, counting the chosen location as your location for 
  the purpose of determining area of effect. Anyone who hears 
  the sound and rolls a successful Will save recognizes it as illu-
  sory (but still hears it, though may choose not to be affected by 
  any abilities used as part of it).
  Water Creature (fey-blessing)
  This fey-blessing grants you the ability to communicate and 
  control water. When granted, you gain the following abilities:
  Hydrokinesis: When touching a body of water, you may 
  attempt the bullrush, drag, grapple, reposition, or trip combat 
  maneuver against another creature touching that body of water 
  within medium range as a standard action. Use your caster level 
  in place of your base attack bonus and your casting attribute 
  modifier in place of your Strength modifier for determining 
  your combat maneuver bonus for this check. Failure on a trip 
  attempt does not allow the target to trip you in return. You 
  have no bonuses or penalties from size on this maneuver and 
  are not limited by the size of your target.
  Waterspout: When touching a body of water, you may at-
  tempt to damage a creature touching that body of water within 
  close range as a standard action. The targeted creature must 
  succeed on a Reflex save or take 1d6 bludgeoning damage. This 
  damage increases by 1d6 at 3rd caster level and every 2 caster 
  levels thereafter.
  Waveglide: As a standard action, you can create waves 
  and currents to double or halve the speed of creatures or ob-
  jects traveling on the surface of the water, affecting up to 10 
  contiguous 5-foot squares per caster level within long range. 
  
  Chapter 5: Spheres
  299
  This requires line of effect to some part of the area, and lasts 
  as long as you concentrate. An unwilling target can ignore the 
  effect for 1 round by succeeding on a Will saving throw.
  Weapons Of The Wild (fey-blessing)
  You may activate the following abilities as fey-blessings:
  Antlers of the Forest: You gain a gore attack (primary, 
  1d6 Medium, 1d4 Small). This gore attack does double damage 
  on a charge as the powerful charge universal monster ability. At 
  7th caster level, this attack counts as chaotic for the purpose of 
  overcoming damage reduction. At 14th caster level this attack 
  gains the anarchic weapon special ability.
  Gremlin’s Teeth: You gain a bite attack (primary, 1d8 
  Medium, 1d6 Small). At 7th caster level, this attack counts as 
  evil for the purpose of overcoming damage reduction. At 14th 
  caster level this attack gains the unholy weapon special ability.
  Unicorn’s Blessing: You gain a gore attack (primary, 1d6 
  Medium, 1d4 Small). This gore attack does double damage on 
  a charge as the powerful charge universal monster ability. At 
  7th caster level, this attack counts as good for the purpose of 
  overcoming damage reduction. At 14th caster level this attack 
  gains the holy weapon special ability.
  These are polymorph effects.
  Wild Walk (fey-blessing)
  You do not leave a trail in natural surroundings and cannot 
  be tracked. You may choose to leave a trail if so desired. You 
  are not inhibited by difficult terrain resulting from natural ter-
  rain, though magically manipulated difficult terrain affects you 
  as normal.
  (This talent has been modified from the original version 
  found in Player’s Guide to Skybourne.)
  Winterfey (fey-blessing)
  You may activate the following abilities as fey-blessings:
  Cold Touch: Your natural attacks do cold damage instead 
  of their normal damage type.
  Icebeard: You become rimed in jagged ice (often taking 
  the form of a jutting beard, but formations vary according to 
  the caster), posing a serious threat to anyone attacking the 
  you in melee. An adjacent attacker must succeed at a Reflex 
  save or take 1d4 points of slashing damage when it succeeds on 
  an attack roll against you. At 3rd caster level, this ability also 
  deals 1d6 cold damage. This piercing damage increases by 1d4 
  at 6th caster level and every 6 caster levels thereafter and the 
  cold damage by 1d6 at 9th caster level and every 9 caster levels 
  thereafter. Additionally, you may break off sharp shards as a free 
  action; treat these as daggers appropriate to your size. These 
  shards melt at the end of your next turn.
  Icewalk: You may ignore difficult terrain, speed reduc-
  tions, and penalties to Acrobatics imposed by naturally occur-
  ring snow and ice.
  Lower Temperature: As a free action, you can lower the 
  temperature in a 10-foot radius around your body by 1 step, +1 
  step per 10 caster levels (see the Weather sphere for the effect 
  of Cold). The temperature changes at a rate of 1 step per round. 
  This change does not stack with that from other magic effects; 
  if another effect is present in the area, you must succeed on a 
  magic skill check against the effect’s MSD or be unable to alter 
  the temperature. Additionally, you are unaffected by tempera-
  tures down to -50°F (-45°C).
  Snowsight: You can see clearly through snow and sleet 
  as if they were perfectly clear, ignoring miss chance from these 
  obstructions, up to the normal limits of your vision.
  Wood Shape (fey-blessing)
  You gain a competence bonus on Craft checks equal to 
  your caster level for items primarily composed of wood and 
  may craft such objects as if you had the appropriate tools.
  As a standard action, you may spend a spell point to turn 
  an adequately sized piece of wood (including wood from a living 
  plant) into 50 pieces of ammunition, a suit of armor, a shield, 
  a tool, or a weapon normally primarily composed of wood. A 
  weapon that normally would have a metal head, spike, or blade 
  has its damage die reduced by one size. You must succeed on 
  the appropriate Craft check to make the chosen item as part of 
  this action or else the item gains the broken condition, though 
  you may attempt to shape it again. The item is considered mas-
  terwork and, if a weapon or suit of armor, gains an enhance-
  ment bonus equal to your caster level/5 (minimum 0).
  Equipment made this way returns to its original form 
  when your fey-link ends. Using special types of wood imparts 
  the properties of that wood to the shaped object. If using 
  wood from a living plant, the plant takes damage equal to the 
  hit points of the item (before enhancement), ignoring hardness 
  and dealing full damage to objects, which can be restored by 
  putting the item back in place and dismissing the effect as a 
  standard action. If an entire plant was used, it may be planted 
  in a suitable location and the effect dismissed.
  You can spend a spell point as a standard action to restore 
  1d6 + caster level hit points to an object made primarily of wood 
  or to a creature of the plant type.
  Zolavoi’s Mantle (fey-blessing)
  You may activate the following abilities as fey-blessings:
  Cindercloud: You may exude a cloud of smoke and em-
  bers in a 10-foot radius as a move action. This radius increases 
  by 5 feet at 5th caster level and every 5 caster levels thereafter. 
  All creatures fully within this area gain concealment (attacks 
  against them have a 20% miss chance). If creatures within this 
  area attack creatures outside this area, the targets also have 
  concealment.
  Any creature other than you that enters or starts its turn 
  inside this area takes fire damage equal to your caster level. This 
  damage cannot be taken more than once per round by an indi-
  vidual creature. You may end this effect as a free action. Doing 
  so removes the cloud at the end of your turn but does not end 
  the fey-blessing; you may create and dismiss cinderclouds for 
  the duration of the fey-blessing.
  Sense Object: You may spend a full-round action to dis-
  cern the distance and direction to one object that was within 
  your possession for at least 24 hours prior to it leaving your 
  possession within the past 1 day per caster level. You may only 
  target a single object with each activation of this fey-blessing; 
  selecting another object requires spending a spell point and dis-
  misses the previous instance.
  Smokesight: You can see clearly through ash, fire, and 
  smoke (including the cindercloud ability above) as if they were 
  perfectly clear, ignoring miss chance from these obstructions, 
  up to the normal limits of your vision.
  
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  300
  Fate
  You command cosmic forces including luck, destiny, and 
  alignment.
  Consecration
  As a standard action, you may affect a 20-foot radius + 5 
  feet per 5 caster levels area centered on you with a consecration. 
  This aura moves as you do. The effects of consecrations are sub-
  ject to spell resistance. When you gain the Fate sphere, you gain 
  the following consecration:
  Serendipity
  You bestow luck upon your allies. All allies within range 
  gain a +1 luck bonus to attack rolls, skill checks, ability checks, 
  and saving throws. This bonus lasts as long as you concentrate. 
  You may spend a spell point as a free action to allow this effect 
  to continue for 1 round per caster level without concentration.
  Word
  As a standard action, you may invoke a word of power, af-
  fecting a single creature or object within close range. Words are 
  subject to spell resistance.
  When you gain the Fate sphere, you gain the following 
  word:
  Hallow
  You may spend a spell point to hallow a target for 1 min-
  ute per caster level. Choose an end of the alignment spectrum 
  (good, evil, lawful, chaotic); you must choose an alignment that 
  you possess. The target of this word gains a +1 sacred bonus 
  (profane bonus if you are evil; if you are neither good nor evil 
  you must choose whether you grant sacred or profane bonuses 
  with this sphere) to attack rolls, AC, and saving throws made 
  against targets of your opposed alignment (evil for good, lawful 
  for chaotic, etc.). This bonus increases by 1 for every 10 caster 
  levels possessed.
  The target also gains immunity to any spell or sphere effect 
  that possesses or exercises mental control over them (includ-
  ing enchantment charm effects and enchantment compulsion 
  effects), so long as that effect originates from a creature who 
  possesses your opposed alignment. If the target is already under 
  the influence of such an effect, the target is allowed to attempt 
  a new saving throw against the controlling effect. Success 
  means the effect is suppressed for the duration of this word, 
  but resumes when this word expires. This does not expel a con-
  trolling life force (such as a ghost or projected spirit), but it 
  does prevent them from controlling the target.
  Fate Talent Types
  Some talents are marked (word). These grant you addition-
  al words of power.
  Some talents are marked (consecration). These grant you 
  additional consecrations.
  Motifs
  Some talents are marked (motif). These grant you motifs 
  you can grant to targets.
  Less precise than divination, but more proactive, (motif) 
  talents give an auspician a glimpse at the pattern of Fate’s tap-
  estry and allow her to nudge one or two threads in a direction 
  she chooses. Unless otherwise noted, a talent with the (motif) 
  tag is cast as a standard action on a target with a range of touch 
  and costs one spell point. A successful Will save negates a motif, 
  and motifs are subject to spell resistance. While they normally 
  have a duration of 1 hour per level, the target can also discharge 
  a (motif) talent as an immediate action to gain an instantaneous 
  or short-lived benefit, after which the effect ends.
  A given creature can never have more than one instance 
  of a particular (motif) talent active on them at a time; a second 
  casting at an equal or higher caster level replaces the first, while 
  a second casting at a lower level has no effect.
  Harrow Deck Motifs
  If it better suits your game, names of harrow cards can be 
  substituted for the major arcana that lend their names to motifs. 
  Suggested replacements are:
  The Chariot: The Cricket or the Teamster
  Death (advanced talent): The Uprising or the Wanderer
  The Devil: The Mute Hag or the Rakshasa
  The Emperor: The Keep or the Tyrant
  The Empress: The Publican or the Queen Mother
  The Fool: The Juggler or the Rabbit Prince
  The Hanged Man: The Beating or the Eclipse
  The Hermit: The Desert or the Empty Throne
  The Hierophant: The Trumpet or the Winged Serpent
  The High Priestess (advanced talent): The Unicorn 
  or the Vision
  Judgment: The Demon’s Lantern or the Theater
  Justice: The Inquisitor or the Owl
  The Lovers: The Courtesan or the Marriage
  The Magician: The Dance or the Locksmith
  The Moon: The Liar or the Peacock
  The Star: The Foreign Trader or the Hidden Truth
  Strength: The Brass Dwarf or the Paladin
  The Sun: The Sickness or the Survivor
  Temperance: The Midwife or the Twin
  The Tower: The Avalanche or the Cyclone
  The Wheel: The Forge or the Joke
  The World: The Bear or the Mountain Man
  
  Chapter 5: Spheres
  301
  Fate Talents
  Bound Consecration
  When using a consecration, you may choose to have the area 
  remain in place rather than move with you. Alternatively, you 
  may apply a consecration to an object with a touch. The area of 
  effect is centered on the object and moves with it (as normal, 
  choose one corner of the object’s space to be the center of the 
  consecration). You must make this choice when you first use the 
  consecration.
  Echoing Word [mass]
  When using a word, you may spend an additional spell point 
  to affect an additional 1 target per 2 caster levels (minimum 1) at 
  the same time. Each target must be within range and must be 
  affected by the same word (thus, if using the Open/Close talent, 
  you could only target objects with this ability). Once created, 
  each word is considered a separate sphere effect.
  Greater Serendipity
  When you use your Serendipity consecration, in addition to 
  bestowing a luck bonus upon your allies, all enemies within the 
  area of effect also suffer a penalty to their own attack rolls, skill 
  checks, ability checks, and saving throws equal to the bonus 
  you grant to your allies. When used this way, serendipity is con-
  sidered a curse effect on your enemies.
  Instill Fate [instill]
  As a standard action you may touch a small container of 
  liquid and instill a motif or word inside it, which functions as a 
  potion or oil. The word cannot have a duration of concentra-
  tion, nor have a trigger/normally require an immediate action 
  to activate.
  An instilled liquid remains potent until you rest to regain 
  spell points. If you have equipment on hand (such as an alche-
  my lab), the cost of bottles and water is considered negligible. 
  You may target food but not an already-magical item, such as 
  a potion. All spell points must be spent and all variables of the 
  sphere effect must be chosen at the time the instilled liquid is 
  created. You cannot instill multiple effects in a single liquid, nor 
  create multiple instilled liquids with a single action.
  Pair Of Myths
  By spending an extra spell point you can simultaneously 
  apply two motifs you possess to a target. The effects of each tal-
  ent are resolved separately and the durations are tracked sepa-
  rately. You must pay the motifs’ spell point costs, although other 
  costs (such as for metamagic) are only incurred once.
  Resounding Word [range]
  You may place words on targets within medium range. You 
  may take this talent twice. The second time it is taken, increase 
  the range from medium to long.
  Shrieking Strike [strike]
  You may deliver words via a melee touch attack. As a stan-
  dard action, you may make a single weapon attack in conjunc-
  tion with using a word. This cannot affect words usable as an 
  immediate action. This casting cannot be reduced below a 
  standard action, and does not provoke attacks of opportunity, 
  unless as usual if making a ranged attack. If the target is struck 
  by the attack, it is also affected by the word. If using a scatter 
  weapon, the word only applies to a single target, chosen at the 
  time of attack.
  Consecration Talents
  Consequences (consecration)
  While this consecration is in effect, any creature in the area 
  that attacks any other creature (whether in the area or not) 
  takes untyped damage equal to your caster level. For purposes 
  of this effect, an attack includes any non-harmless spell, spell-
  like ability, sphere effect, or supernatural ability targeting a hos-
  tile creature or whose area of effect includes a hostile creature. 
  This consecration can affect a target once per round, +1 time per 
  5 caster levels.
  You must concentrate to maintain this consecration. You 
  may always spend an additional spell point as a free action to 
  allow this consecration to continue for 1 minute per caster level 
  without concentration.
  Divine Force (consecration)
  You may fill an area with the influence of an alignment 
  type you are connected to (good, evil, lawful, or chaotic). You 
  must possess this alignment type. Creatures of that alignment’s 
  opposite (good for evil, lawful for chaotic, etc.) within this 
  area suffer one of the following detriments, chosen at random 
  (Fortitude negates):
  1. blind 1 round
  2. deaf 2d4 rounds
  3. staggered 1d4 rounds
  4. sickened 1d4 rounds
  5. dazed 1 round
  6. shaken 1d4 rounds
  As this power is cosmic in origin, it can affect undead, even 
  though undead are usually immune to some of these condi-
  tions. If you are true neutral, you may choose neutrality with 
  this consecration, in which case all creatures at the extremes of 
  the alignment spectrum (chaotic evil, chaotic god, lawful evil, 
  and lawful good) suffer the ill effects. This is an instantaneous 
  effect.
  Divine Pressure (consecration)
  You may spend a spell point to fill an area with an enduring 
  presence of an alignment you possess (chaotic, evil, good, or 
  lawful).
  Any creature of that alignment’s opposite (good for evil, 
  lawful for chaotic, etc.) who enters or begins their turn inside 
  the consecration must succeed at a Fortitude saving throw or 
  suffer one of the following conditions: deafened, exhausted, 
  or sickened (chosen at the time of casting). Creatures who fail 
  their saving throw remain under the effects of the condition 
  until they leave the area of the consecration or the consecra-
  tion ends.
  As this power is cosmic in origin, it can affect undead and 
  constructs, even though they are usually immune to effects re-
  quiring a Fortitude saving throw. If you are true neutral, you 
  may choose neutrality with this consecration, in which case all 
  creatures at the extremes of the alignment spectrum (chaotic 
  
  Chapter 5: Spheres
  302
  evil, chaotic good, lawful evil, and lawful good) suffer the ill 
  effects.
  You must concentrate to maintain this consecration. You 
  may always spend an additional spell point as a free action to 
  allow this consecration to continue for 1 minute per caster level 
  without concentration.
  Reveal Alignment (consecration)
  You may spend a spell point to create a consecration that 
  reveals the alignment of all creatures inside it. While this conse-
  cration is in effect, the alignment of all creatures within the area 
  is plain to any who observe them. How this manifests is unique 
  to each observer—some might see a good creature with a halo 
  and an evil creature with horns, while others might hear musi-
  cal themes and chords evoking an alignment—but however it 
  does the interpretation is unambiguous in the observer’s mind. 
  An observer must still be able to sense a creature in order to 
  discern its alignment. You must concentrate to maintain this 
  consecration, but you may spend a spell point as a free action to 
  allow this effect to continue for 1 round per caster level without 
  concentration.
  Stricture (consecration)
  You may spend a spell point to create a consecration that dic-
  tates the actions of all creatures within its area of effect. When 
  you create this consecration, you must declare a course of action 
  that is at most one sentence long and whether this action is to 
  be avoided or emulated. Example strictures include “No one 
  can attack”, “everyone must trade fairly”, etc. If your judgment 
  would cause a creature to attack itself or perform another ob-
  viously suicidal action, they are immune to that judgment. For 
  as long as you maintain this consecration, all creatures within this 
  area must obey this stricture. Each individual creature is al-
  lowed a Will save to negate this requirement and allow itself to 
  act normally. If a creature succeeds at their saving throw, they 
  become immune to that judgment for the rest of its duration. 
  You must always follow your own judgment. You must concen-
  trate to maintain this consecration, to a maximum of 1 minute per 
  caster level. You may always spend a spell point as a free action 
  to allow this consecration to continue for 1 minute per caster lev-
  el without concentration.
  Tug Fate (consecration) [curse]
  You may spend a spell point to create a consecration that lets 
  you manipulate luck and fate. For as long as this consecration is in 
  effect, any creature within the area who rolls a 10 on an attack 
  roll, initiative roll, skill check, ability check, or saving throw re-
  ceives either a +10 luck bonus or a -10 penalty to their roll (your 
  choice). This bonus and penalty increase by 1 per 2 caster levels, 
  and do not apply when the creature takes 10; only a d20 roll will 
  do. Additionally, once per round any time a creature within the 
  area rolls a natural 1 or natural 20, you may change the roll into 
  the opposite. This does not require an action, but may only be 
  used once per round. Converting a natural 20 to a natural 1 is 
  a curse effect and may be negated with a successful Will save. 
  You must concentrate to maintain this consecration, but you may 
  spend a spell point as a free action to allow this effect to contin-
  ue for 1 round per caster level without concentration.
  Undo Harm (consecration)
  While this consecration is in effect, every creature within 
  the area regains 5 hit points plus 1 hit point per caster level 
  at the beginning of their turn, but only up to the amount of 
  damage they have taken since their last turn and since you cre-
  ated this consecration. This consecration affects all creatures, but 
  you may spend a spell point when you create this consecration to 
  make it only affect your allies. If a creature has taken enough 
  damage to kill or destroy it, this consecration has no effect on 
  them. This stacks with fast healing and, as it is cosmic in origin 
  rather than positive energy, affects non-living creatures such as 
  undead and constructs. You must concentrate to maintain this 
  consecration, but you may spend a spell point as a free action to 
  allow this effect to continue for 1 round per caster level without 
  concentration.
  If you take this talent a second time you may cause the 
  consecration to reverse negative conditions in addition to dam-
  age. While this consecration is in effect, as an immediate action 
  you may spend a spell point to allow any one creature suffering 
  from bleed damage or the blinded, confused, dazed, dazzled, 
  deafened, exhausted, fatigued, frightened, nauseated, panicked, 
  paralyzed, shakened, sickened, or stunned conditions to be 
  cured of one of these conditions of their choice at the end of 
  their turn. For every 10 caster levels, they may cure one addi-
  tional condition. This effect can only remove effects that have 
  been inflicted since the end of the sufferer’s last turn and since 
  you created this consecration.
  Motif Talents
  The Chariot (motif)
  You may grant a motif that ensures the target is always able 
  to act. The target gains a +2 insight bonus on saving throws 
  against effects that would prevent them from acting (such as 
  dazing or paralysis) or make them staggered. This bonus in-
  creases by +1 for every 10 caster levels.
  The target may discharge this effect to ignore one such ef-
  fect for a number of rounds equal to your casting ability modi-
  fier, and may do so even when they would otherwise not be able 
  to take an immediate action, such as when dazed or nauseated.
  The Devil (motif)
  You may grant a motif that allows the target to recognize 
  the greatest threat to their goals. As a free action once per 
  round they may assess an opponent they can see. The target 
  learns the enemy’s approximate CR (see Table: Enemy CR). 
  For every five caster levels, the target may use this an additional 
  time per round.
  The target may discharge this effect to gain a +2 insight bo-
  nus to AC and attack rolls against any enemy they have assessed 
  using this motif’s benefit for one round per caster level. This 
  bonus increases by +1 for every 4 caster levels.
  
  Chapter 5: Spheres
  303
  Table: Enemy CR
  Enemy’s CR
  Result
  4+ lower than the target’s level
  Trivial
  1–3 lower than the target’s level
  Easy
  Equal to the target’s level
  Fair fight
  1–3 higher than the target’s level
  Difficult
  4+ higher than the target’s level
  Overwhelming
  The Emperor (motif)
  You may grant a motif that allows its bearer to better proj-
  ect their power. Whenever the target suffers from penalties to 
  attack rolls, damage rolls, saving throws, skill checks, or ability 
  checks, they reduce their total penalty by 1, to a minimum pen-
  alty of -1. For every 10 caster levels, they reduce the penalty by 
  an additional 1.
  The target may discharge this effect to ignore any one 
  penalty effect to an attack roll, damage roll, saving throw, skill 
  check, or ability check and gain an insight bonus to any rolls 
  that would be affected by that penalty equal to the penalty for 
  1 round per caster level. If they choose to ignore a penalty from 
  the target’s own abilities, actions, or choices (such as backlash 
  from a thaumaturge’s forbidden lore, the attack penalty from 
  Power Attack, or The Hanged Man motif), they do not gain this 
  insight bonus.
  The Empress (motif)
  You may grant a motif that subtly improves the target’s 
  ability to make their own fate. The target gains a floating pool 
  of bonus points they can use throughout the duration of this 
  motif. This pool has 1 point, plus 1 point per caster level when 
  you first grant the motif. The target may spend up to 1 point for 
  every 5 caster levels (minimum 1) to gain an insight bonus to an 
  attack roll, weapon damage roll, skill check, ability check, or 
  saving throw equal to the points they spend. The effect does 
  not end if they spend all of these points, but they can no longer 
  spend them.
  The target may discharge this effect to gain an insight bo-
  nus equal to +5 plus +1 for every 4 remaining points to any one 
  attack roll, skill check, ability check, or saving throw.
  The Fool (motif)
  You may allow a target to surrender themselves to fate. 
  The target takes a -3 penalty to all saving throws, but rolls each 
  saving throw twice and chooses the better roll. This penalty 
  decreases by 1 for every 10 caster levels.
  The target may discharge this effect to roll a saving throw 
  three times and choose the best roll (with the same penalty). 
  The target may also end this motif as a free action with no fur-
  ther effect.
  The Hanged Man (motif)
  You may allow the target to benefit from their sacrifices. 
  Each round as a free action the target may decide to gain a 
  +2 insight bonus to two of Fortitude, Reflex, and Will saving 
  throws and a -2 penalty to the other, or to gain neither bonus 
  nor penalty. This choice remains until they decide to change 
  it. This bonus (but not the penalty) increases by 1 for every 10 
  caster levels.
  The target may discharge this effect to take damage equal 
  to their Hit Dice (to a maximum of your caster level) and gain 
  half this amount (minimum 1) as an insight bonus to a single 
  saving throw, attack roll, combat maneuver check, skill check, 
  or ability check.
  The Hermit (motif)
  You may improve a target’s ability to work alone. The tar-
  get can use the aid another action to aid themselves as a swift 
  action. The bonus they gain from doing so is equal to +3 instead 
  of +2, and increases by +1 for every 5 caster levels. In any round 
  they do so, they may not benefit from another creature aiding 
  them.
  The target may discharge this effect to treat all enemies as 
  flanked as long as none of the target’s allies threaten the enemy. 
  This effect lasts one round per caster level.
  The Hierophant (motif)
  You may grant a motif that allows the target to subsume 
  themselves in the group. The target gains an aura with a radius 
  of 30 feet that gives allies other than the target a +2 insight bo-
  nus to saving throws against mind-affecting effects. This bonus 
  increases by +1 for every 5 caster levels.
  The target may discharge this effect when an ally within 
  close range takes damage to shift up to half the damage the 
  ally takes to themselves. The target may discharge this effect 
  even if the damage their ally would take would normally re-
  duce them below 1 hit point, and even if it would kill them 
  outright. Damage is transferred after the effects of damage re-
  duction, energy resistance, immunity and similar effects. The 
  damage transferred is empathic in nature and cannot be further 
  reduced, divided, or transferred.
  Judgment (motif)
  You may grant a motif that heightens the target’s discern-
  ment. It requires only a full-round action for the target to at-
  tempt a Sense Motive check to get a hunch about a situation 
  and a swift action to attempt a Perception check to intention-
  ally search for a stimulus.
  The target may discharge this effect to automatically pin-
  point all invisible creatures within close range until the end of 
  his turn.
  Justice (motif)
  You may grant a motif that enforces balance. Any time a 
  hostile creature deals damage to the target, the target gains a +2 
  insight bonus to attack and damage rolls against that enemy for 
  one round. This bonus increases by +1 for every 5 caster levels.
  The target may discharge this effect when an enemy deals 
  damage to them to shift up to half the damage to the enemy 
  who dealt the damage. A successful Fortitude save negates this 
  effect and the target still takes the full damage. The target may 
  discharge this effect even if the damage they take would nor-
  mally reduce them below 1 hit point, and even if it would kill 
  them outright. Damage is transferred after the effects of dam-
  age reduction, energy resistance, immunity and similar effects. 
  The damage transferred is empathic in nature and cannot be 
  further reduced, divided, or transferred.
  
  Chapter 5: Spheres
  304
  The Lovers (motif)
  You may grant a motif that empowers a target when near its 
  allies. The target gains an insight bonus to saving throws equal 
  to the number of allies adjacent to them, up to a maximum of 2 
  + 1 per 5 caster levels. The target may discharge this effect when 
  they take damage to shift up to half the damage they take to a 
  willing ally within close range.
  The target may discharge this effect even if the damage 
  they take would normally reduce them below 1 hit point, and 
  even if it would kill them outright. Damage is transferred after 
  the effects of damage reduction, energy resistance, immunity 
  and similar effects. The damage transferred is empathic in na-
  ture and cannot be further reduced, divided, or transferred.
  The Magician (motif)
  You may grant a motif that helps the target make the most 
  of their current circumstances. The target gains a +2 insight bo-
  nus to attacks of opportunity and untrained skill checks. This 
  bonus increases by +1 for every five caster levels.
  The target may discharge this motif to roll initiative and 
  take a standard action or move action in a surprise round when 
  they would not normally be able to or to take a full-round ac-
  tion or a standard action and a move action in a surprise round 
  when they would normally be able to take only a standard ac-
  tion or a move action. This does not cause a surprise round to 
  occur if it would not normally. The target may discharge this 
  motif even when they are flat-footed.
  The Moon (motif)
  You may grant a motif that protects the target’s subcon-
  scious and allows them to project their mind onto attackers. 
  The target gains a +2 insight bonus to saving throws against 
  mind-affecting effects. This bonus increases by +1 for every 10 
  caster levels.
  The target may discharge this effect when they are the tar-
  get of a mind-affecting spell, spell-like ability, supernatural abil-
  ity, or sphere effect to force the effect’s user to attempt a saving 
  throw against the effect’s DC. On a failed save, the target is 
  unaffected by the effect, while the effect’s user suffers the ef-
  fects of a failed save. On a successful save, the target is affected 
  by the effect as normal. (If the effect would not normally have a 
  DC, calculate it as if it did using the normal rules for that type 
  of effect.)
  The Star (motif)
  You may grant a motif that gives guidance in difficult cir-
  cumstances. The target gains a +2 insight bonus to armor class 
  against attacks of opportunity. This bonus increases by +1 for 
  every 5 caster levels.
  The target may discharge this effect to avoid provoking at-
  tacks of opportunity for one round.
  Strength (motif)
  You may grant a motif that enhances a target’s might and 
  will. The target gains a +2 insight bonus to CMB and CMD, 
  as well as to Strength checks and Strength-based skill checks. 
  This bonus increases by +1 for every 4 caster levels.
  When another creature attempts and fails to demoralize 
  the target or targets them with a fear effect that they success-
  fully resist, the target may discharge this effect to make the 
  other creature frightened until the end of their next turn, or 
  shaken for one round with a successful Will save.
  The Sun (motif)
  You may grant a motif that ensures a glorious dawn after 
  the darkest night. Whenever the target is below 50% of their 
  maximum hit points, they roll twice on all saving throws and 
  take the better result.
  The target may discharge this effect when they are below 
  50% of their maximum hit points and succeed on a saving throw 
  against a non-harmless effect to regain a number of hit points 
  equal to the caster level + your casting ability modifier and gain 
  an insight bonus to armor class and saving throws equal to your 
  casting ability modifier for 1 round.
  Temperance (motif)
  You may grant a motif that protects against the whims of 
  luck. When the target rolls a natural 1 on a saving throw or 
  attack roll, they may reroll it. If the new roll is also a natural 
  1, this effect does not allow them to reroll again, though the 
  motif’s discharge effect may allow them to.
  The target may discharge this effect to reroll a single saving 
  throw they have just made but before the results of that roll are 
  revealed. They must take the result of the reroll, even if it is 
  worse than the original roll.
  The Tower (motif)
  You may grant a motif that lets the target focus the vagaries 
  of time on a creature or object. The target’s unarmed strikes, 
  natural attacks, and manufactured weapons ignore a number 
  of points of damage reduction and hardness up to 5 + 1 per 4 
  caster levels.
  The target may discharge this effect when struck by a man-
  ufactured weapon and after taking damage (if any). The weapon 
  takes 1d4 untyped damage per caster level, ignoring hardness. A 
  successful Reflex save halves the damage, but nonmagical items 
  take the full damage regardless of the result. If the weapon’s 
  wielder has evasion, that ability does not apply to this saving 
  throw.
  The Wheel (motif)
  You may grant a motif that empowers the target almost at 
  random. Roll 1d4 when you grant the motif. The target gains 
  a +1 insight bonus to rolls indicated on the table below. This 
  bonus increases by +1 for every 10 caster levels. In addition, for 
  every 10 caster levels, roll an additional 1d4, applying the bonus 
  to that category as well. Bonuses from rolling the same result 
  more than once stack.
  The target may discharge this effect to gain an insight 
  bonus to a single attack roll, saving throw, skill check, ability 
  check, initiative roll, or concentration check equal to twice the 
  sum of the d4 rolls. They must choose to do so before rolling.
  Table: The Wheel
  d4
  Bonus
  1
  Attack and damage rolls
  2
  Saving throws
  3
  Initiative and skill checks
  4
  Concentration checks, combat maneuver 
  checks, and CMD
  
  Chapter 5: Spheres
  305
  The World (motif)
  You may grant a motif that enhances the target’s ability to 
  succeed in all their endeavors whenever they commit their ef-
  forts. Whenever they take 10 or take 20 on a skill check, they 
  gain a +2 insight bonus to the result. This bonus increases by +1 
  for every 5 caster levels.
  The target may discharge this effect to take 15 (as if they 
  were taking 20) on any skill check without spending additional 
  time, so long as they could normally take 20 with that skill and 
  are trained in it. At 10th caster level, when the target discharges 
  the effect they may take 15 on a skill check without spending 
  additional time even if they are not trained in the skill. At 20th 
  caster level, when the target discharges the effect they attempt 
  the check as though they had ranks in the skill equal to their 
  Hit Dice (to a maximum of your caster level). The insight bonus 
  from this motif applies to this skill check.
  Word Talents
  Align Object (word)
  You may spend a spell point to apply this word to an object 
  or weapon. If placed on an object, it counts as a divine focus for 
  all purposes. If placed on a weapon, it becomes chaotic, evil, 
  good, or lawful, as you choose, overcomes that type of damage 
  reduction, and deals an additional 2d6 damage to creatures of 
  the opposite alignment. This effect lasts as long as you concen-
  trate, but you may always spend a spell point to allow the effect 
  to endure for 1 minute per caster level without concentration.
  Bless (word)
  When you or one of your allies is making an attack roll, 
  skill check, ability score check, or saving throw, you may spend 
  a spell point as an immediate action to allow them to make the 
  roll twice and take the highest roll. You must use this word be-
  fore the roll in question is made.
  Borrow Luck (word)
  When a creature within range fails a saving throw, skill 
  check, or ability check, or misses with an attack, you may spend 
  a spell point as an immediate action to allow them to reroll the 
  saving throw, skill check, ability check, or attack roll. However, 
  starting after the reroll, they take a -4 penalty to that category 
  of roll until they fail another such saving throw or check or, if 
  they reroll an attack roll, until they miss with another attack. 
  Failing the rerolled saving throw or check or missing with the 
  rerolled attack does not end this effect, nor does deliberately 
  failing a saving throw, failing a saving throw against a harmless 
  effect, or attacking an object or ally.
  Borrow Trouble (word) [curse]
  When a creature within range succeeds on a saving throw, 
  skill check, or ability check, or hits with an attack, you may 
  spend a spell point as an immediate action to force them to 
  reroll the saving throw, skill check, ability check, or attack roll. 
  However, starting after the reroll, they gain a +4 bonus to that 
  category of roll until they succeed on another such saving throw 
  or check or, if they reroll an attack roll, until they hit with an-
  other attack. Succeeding on the rerolled saving throw or check 
  or hitting with the rerolled attack does not end this effect.
  Classify (word)
  You may spend a spell point to force a target creature to 
  state their name, the kind of creature they are (typically their 
  creature type, subtypes, or both), where they came from, why 
  they are where they are, and where they are going. They speak 
  in whichever language they are most comfortable with (usually 
  one of the ones gained from their race), which you may or may 
  not understand.
  A successful Will saving throw negates this effect. This is 
  a mind-affecting compulsion effect and creatures that do not 
  speak any languages (including telepathy) are immune to it.
  Conjunction (word)
  When an ally within range fails a saving throw, you may 
  spend a spell point as an immediate action to allow them to 
  reroll it using your modifier. Alternatively, when you fail a sav-
  ing throw, you may spend a spell point as an immediate action 
  to reroll it using the modifier of an ally within range. If they or 
  you still fail, whatever effect required your ally to attempt that 
  saving throw affects your ally and you as if both of you had been 
  the target, had been in its area of effect, or were subject to its 
  ongoing effect. If the saving throw was to end an ongoing effect 
  and a failure has no penalty other than the effect remaining, 
  you (if your ally rerolled the saving throw) or your ally (if you 
  rerolled the saving throw) are affected by it until the end of 
  your next turn.
  
  Chapter 5: Spheres
  306
  Curse (word) [curse]
  When an enemy within range is making an attack roll, skill 
  check, ability score check, or saving throw, you may spend a 
  spell point as an immediate action to force that target to make 
  the roll twice and take the lower result. You must use this word 
  before the roll in question is made.
  Enmity (word) [curse]
  You may spend a spell point as a standard action to place a 
  word on a target debilitating them more severely the less similar 
  their outlook on life is to yours. The effect of this word depends 
  on the number of steps away its alignment is from your own. A 
  target with the same alignment as you is unaffected, while all 
  others are affected as follows:
  Table: Enmity
  Steps
  Effect
  1
  Sickened 1 minute
  2
  Staggered 1 round
  3
  Blind 1 round
  4
  Dazed 1 round
  These effects are cumulative and consecutive; for exam-
  ple, if a chaotic evil creature were affected by an Enmity word 
  produced by a lawful good creature, it would be dazed for one 
  round, then blind for one round, then staggered for one round, 
  and finally sickened for one minute. As this power is cosmic 
  in origin, it can affect undead, even though undead are usually 
  immune to some of these conditions.
  A successful Will save negates this effect, but targets with 
  an especially strong alignment aura opposing your alignment 
  (such as chaotic or good for a lawful evil caster) take a penalty 
  to their save: strong, -1; overwhelming, -2.
  If a target has multiple alignment auras, the penalty is de-
  termined by the strongest one.
  Exorcism (word)
  As a standard action, you may spend a spell point to place 
  this word on a target suffering from a mind-affecting, curse, or 
  possession effect and attempt a magic skill check.
  If you succeed, the effect ends and you may spend a spell 
  point to learn the name and creature type and subtypes of the 
  effect’s originator, along with why it placed the target under the 
  effect. The description of the reason for placing the target un-
  der the effect is specific but no more than one short sentence. 
  (For example, “He killed my father,” is generally appropriate, 
  but “I hate him,” is not because it is not specific enough.) If the 
  target is affected by more than one such effect, you may either 
  choose a specific one you are aware of to remove or select one 
  at random. You may not attempt to remove a given effect with 
  this talent more than once per day.
  Freedom (word)
  You may spend a spell point to speak a word that frees the 
  target from physical bondage. You must concentrate to main-
  tain this ability, to a maximum of 1 round per caster level. You 
  may spend an additional spell point as a free action to allow 
  this ability to continue for 1 round per caster level without 
  concentration. The target may move and attack normally, even 
  when under the influence of magic and effects that would oth-
  erwise impede movement. This includes paralysis, slow effects, 
  entanglement, Blood Puppet, Hostile Lifts, etc. All combat 
  maneuver checks made to grapple the target automatical-
  ly fail, and the subject automatically succeeds on any combat 
  maneuver checks and Escape Artist checks made to escape a 
  grapple or a pin. The subject may even move and attack nor-
  mally while underwater, provided that the weapon is wielded 
  in the hand rather than hurled. This does not, however, grant 
  waterbreathing.
  Harm (word) [curse]
  Whenever the target of this word suffers damage, they suf-
  fer an additional amount of untyped damage equal to 1/2 your 
  caster level (minimum 1). This effect lasts as long as you concen-
  trate, but you may always spend a spell point as a free action to 
  allow this word to continue for 1 round per caster level without 
  concentration.
  Malice (word) [curse]
  You may place this word on a creature, who then designates 
  a victim within range that is entitled to a Will save to negate the 
  effect. This is a curse effect only on the victim, while it is harm-
  less to the attacker. Once per round when the attacker deals 
  damage to or succeeds on a combat maneuver check against 
  the victim the attacker gains a +1 bonus on attack rolls, damage 
  rolls, and saving throws for a number of rounds equal to your 
  casting ability modifier. This bonus increases by +1 for every 10 
  caster levels. Multiple bonuses from a single instance of this 
  word stack with each other, up to your casting ability modifier, 
  but not from other instances of the same word.
  Only direct damage gives the attacker this bonus; ongoing 
  damage such as from acid arrow does not. As a swift action the 
  attacker may change victims; this resets the bonus, and if the 
  new victim succeeds on their Will save the effect ends.
  You may choose to instead place this word on a single crea-
  ture, in which case it gains the bonus once per round when 
  any other creature deals damage to or succeeds on a combat 
  maneuver check against them.
  This effect lasts as long as you concentrate, but you may 
  always spend a spell point to allow the effect to endure for 1 
  minute per caster level without concentration.
  Mercy (word) [curse]
  You may spend a spell point to reduce the target’s ability 
  to deal lethal damage. The target is allowed a Will save, and on 
  a failure, deals nonlethal damage with all of its weapon attacks 
  for 1 round per caster level. Damage taken by creatures or ob-
  jects that are not subject to nonlethal damage is not converted 
  to nonlethal and remains lethal damage.
  Metaphysical Cloak (word)
  Choose an alignment within one step of your own on each 
  axis. The target of this word is treated as this alignment in-
  stead of their own for all purposes unless they succeed on a 
  Will saving throw. This does not change its actual alignment, 
  and so does not influence the target’s actions or cause it to vio-
  late any code of conduct it might have. This effect lasts as long 
  as you concentrate, but you may always spend a spell point to 
  allow the effect to endure for 1 hour per caster level without 
  concentration.
  
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  307
  Open/Close (word)
  Rather than targeting creatures, this word targets doors, 
  chests, and other objects that can open or close.
  You may spend a spell point to open a door or container, as 
  if you were attempting a Disable Device check to unlock it or, 
  if the opening is stuck and no lock is present, a Strength check 
  to force it open. Attempt a magic skill check with a +10 bonus 
  against the lock’s Disable Device DC or the door’s Stuck DC. 
  If the check is successful, the portal unlocks and opens. This 
  word may open doors, chests, shackles, and chains, and any oth-
  er type of fastening. It cannot, however, raise a barred gate, lift 
  a portcullis, or otherwise provide force in and of itself.
  You may also spend a spell point and speak a word that 
  magically holds shut a door, gate, chest, window, or shutter of 
  wood, metal, or stone. The portal closes and, if a lock is pres-
  ent, becomes locked. The DC to open the lock or force open 
  the portal both increase by 10. Once the opening or portal has 
  been forced or picked open, this effect ends.
  Pain (word) [curse]
  The target suffers debilitating pain. The target suffers 1d4 
  + 1/2 your caster level in nonlethal damage (no save). You may 
  spend a spell point to cause this target to suffer this damage 
  each round for a total number of rounds equal to your caster 
  level. For 1 round (or as long as this word is in effect) the tar-
  get suffers a -4 penalty to all mental skill checks (such as Bluff, 
  Spellcraft, Sense Motive, or Survival), and must succeed at a 
  magic skill check (DC 10 + 1/2 the damage dealt + 1/2 the caster 
  level) to use a sphere effect or spell.
  Perfect (word)
  You may spend a spell point to place a word on a creature 
  that enhances its existing strengths. Choose an ability score. 
  The target gains a +1 bonus to ability checks and skill checks 
  based on that ability score. In addition, the target gains a ben-
  efit for the chosen ability score as detailed on the table below.
  Subvert Weapon (word) [curse]
  You may spend a spell point to place a curse upon a weapon 
  that causes it to turn against its wielder. The next time it is used 
  to make an attack, the attack automatically hits the wielder. 
  This word itself does not obviously modify the weapon, so un-
  less alerted by other means (such as detect magic or the divine 
  use of the Divination sphere) the wielder cannot attempt to 
  deal nonlethal damage. At 10th level, the attack automatically 
  threatens a critical hit. An attended or magic weapon is entitled 
  to a Will saving throw to negate this effect. This curse remains 
  up to 1 hour per caster level or until discharged.
  Truth (word) [curse]
  The target cannot speak deliberate or intentional lies (Will 
  negates). They are always aware of this word being placed on 
  them and the caster always knows if the target made its saving 
  throw. An affected target may still be evasive, refuse to answer, 
  or word their responses carefully. This effect lasts as long as 
  you concentrate, but you may always spend a spell point to al-
  low the effect to endure for 1 minute per caster level without 
  concentration.
  Villainy (word) [curse]
  You may place this word on a creature marking them as a 
  villain regardless of their actual role in fate’s story. A successful 
  Will save negates this effect. While this word is in effect, any of 
  your allies may use their smite, challenge, or similar ability that 
  requires marking a particular adversary, or a class feature that 
  only affects a particular alignment, even if the target would not 
  normally be affected by the ability (such as a neutral creature 
  by a paladin’s smite evil). When this word’s effect ends, so does 
  the effect of these abilities. You may also, as a free action even 
  when it is not your turn, spend a spell point to allow an ally to 
  use such an effect without spending a daily use or to give an ally 
  without one of these abilities or who choose not to use that 
  ability a +1 bonus to attack and weapon damage rolls against 
  the target of this word. This bonus increases by +1 for every 3 
  caster levels.
  This effect lasts as long as you concentrate, but you may 
  always spend an additional spell point to allow the effect to en-
  dure for 1 round per caster level without concentration.
  Ability Score
  Bonus
  Strength
  The target does not provoke attacks of opportunity when performing a bull rush, overrun, or trip maneu-
  ver. If the target can already perform one of these combat maneuvers without provoking an attack of op-
  portunity, they instead gain a +2 bonus to combat maneuver checks to perform that maneuver. This bonus 
  increases by +1 for every 4 caster levels
  Dexterity
  The target gains a +10 feet bonus to all movement speeds and whenever they move the first square is not 
  considered threatened by any enemy. This bonus increases by +5 feet for every 5 caster levels.
  Constitution
  The target gains 1 temporary hit point, plus 1 temporary hit point for every 5 caster levels. These tempo-
  rary hit points refresh each round, but do not stack.
  Intelligence
  The target treats all untrained skills as though they had one skill rank in them, and gains a +2 bonus to all 
  trained skills. This bonus increases by +1 for every 5 caster levels.
  Wisdom
  The target can attempt either a Perception or Sense Motive check as a free action once per round and 
  gains a +1 bonus to initiative checks. This bonus increases by +1 for every 5 caster levels
  Charisma
  The target may use Intimidate to demoralize as a swift action (or a free action once per round if they can 
  already do so as a swift action) and attempt to influence a creature’s attitude using Diplomacy in 1 round 
  by taking a -10 penalty.
  This effect lasts as long as you concentrate, but you may 
  always spend a spell point to allow the effect to endure for 1 
  minute per caster level without concentration.
  Table: Perfect (word)
  
  Chapter 5: Spheres
  308
  Illusion
  You may craft images and impressions of things that are 
  not there.
  Illusion sphere abilities have a range of close, and unless 
  stated otherwise, creatures who interact with an Illusion sphere 
  ability may attempt a Will save to disbelieve.
  All Illusion sphere effects are either a figment or a glamer.
  Figment: Illusions or tricks cast on an area are called fig-
  ments and are transparent when disbelieved. You may choose 
  to believe or disbelieve your own figments at will, even switch-
  ing between the two once per round as a non-action, but not 
  both at once. Figments are not subject to spell resistance. A 
  figment may shed as much normal light as a torch and may cast 
  a shadow.
  A figment may be created anywhere within your maximum 
  illusion range without the need of line of sight nor line of effect, 
  but requires line of sight to be moved, directed, or have its ap-
  pearance altered after creation (all of which are done as either 
  a standard action or as part of the action used to maintain via 
  concentration). Figments can be moved at a speed of 20 feet + 5 
  feet per 5 caster levels per round and must remain within your 
  maximum illusion range.
  Glamer: Illusions or tricks cast on a creature or object are 
  called glamers, and change the way the creature or object looks, 
  smells, tastes, or otherwise interacts with the senses of others. 
  The recipient of a glamer can see through the glamer and ignore 
  its effects (for example, an invisible creature can still see itself, 
  and while you could use Illusionary Disguise and Illusionary 
  Touch x2 to make a glamer of someone on fire, that fire would 
  not damage the wearer of the glamer itself). Unwilling targets 
  may attempt a Will save to resist a glamer being placed upon 
  them, and glamers are subject to spell resistance.
  Glamers remain on the creature or object they are placed 
  upon regardless of how quickly the target moves or distance be-
  tween them and the caster. A target can be the subject of mul-
  tiple glamers at once, but not the same type of glamer multiple 
  times; for example, if a target is wearing an Illusionary Disguise 
  and becomes subject to another Illusionary Disguise, the caster 
  of the second Illusionary Disguise must succeed at a magic skill 
  check against the first glamer to replace it with their own.
  Illusion
  As a standard action, you may spend a spell point to create 
  an illusion within close range. This illusion may be a figment or a 
  glamer, and has a duration of concentration, to a maximum of 1 
  minute per caster level. By default, these illusions are visual only.
  You cannot move further away from the illusion than your 
  illusion range while maintaining it through concentration, and 
  the illusion is limited in size according to Table: Illusion 
  Maximum Size.
  Table: Illusion Maximum Size
  Caster Level
  Illusion Maximum 
  Size
  Maximum Size 
  in Cubes
  1st
  Medium
  5-ft. cube
  3rd
  Large
  10-ft.cube
  5th
  Huge
  15-ft. cube
  8th
  Gargantuan
  20-ft. cube
  11th
  Colossal
  30-ft. cube
  15th
  Colossal+
  45-ft. cube
  20th
  Colossal++
  70-ft. cube
  25th
  Colossal+++
  100-ft. cube
  30th
  Colossal++++
  150-ft. cube
  40th
  Colossal+++++
  225-ft. cube
  50th
  Colossal++++++
  340-ft. cube
  60th
  Colossal+++++++
  500-ft. cube
  Figments: You may create an illusion that is a figment of 
  anything you may clearly imagine, which behaves according to 
  your desires.
  Glamers: You may create an illusion that is a glamer. The 
  maximum size of creature you may apply this glamer to is de-
  termined by your illusion maximum size.
  When you gain this base sphere, you gain the following 
  type of glamer:
  Illusionary Disguise
  You may create a glamer that makes a creature appear as 
  something else. This allows you to attempt a Disguise check 
  as part of casting the glamer, even without a disguise kit. This 
  disguise is magical for the purposes of detecting magic or for 
  spells and effects that allow a target to see through magical ef-
  fects and illusions, and interacting with it allows for a Will save 
  to disbelieve.
  You may disguise a target as something larger than itself 
  (up to your maximum illusion size) but can only make some-
  thing appear to be one size smaller than it actually is.
  Special Considerations
  Disbelief and Interaction: When a creature interacts 
  with an illusion, they may attempt a Will save to disbelieve. 
  Generally speaking, simply observing an illusion is not enough; 
  in order to ‘interact’ with an illusion a creature may spend a 
  move action to carefully study the illusion. Additionally, any ac-
  tion that requires at least a move action and similarly engages 
  directly with the illusion counts as interaction.
  For example, if there were a figment of a dragon, a char-
  acter who tried to attack the dragon would receive a saving 
  throw to disbelieve, as would a character who spent 1 minute 
  
  Chapter 5: Spheres
  309
  attempting a Diplomacy check on the dragon. A character who 
  just traded witty banter with the dragon as a free action would 
  not, nor would a character who simply cast spells on herself or 
  her allies and never directly confronted the illusory dragon.
  For a glamer, interacting generally works the same as for a 
  figment, except that the interaction must be limited to some-
  thing the glamer affects. For instance, grabbing a creature’s ear 
  would be an interaction for a human using disguise self to ap-
  pear as an elf, but not for someone using a glamer to change 
  their hair color. Similarly, visually studying someone would not 
  grant a save against a glamer that purely changed their voice.
  Additionally, if you or a creature who has made their sav-
  ing throw against one of your illusions declares that the illusion 
  is, indeed, an illusion, other creatures so informed gain an au-
  tomatic saving throw against the illusion. While multiple dec-
  larations from multiple creatures can produce multiple saving 
  throws, only one saving throw can be generated per illusion by 
  any single creature; if a declaration was unconvincing, the same 
  person simply insisting again is not helpful.
  Sustained Disbelief: Allies do not automatically disbe-
  lieve your illusions, but if they have been informed about and are 
  familiar with your particular artistry and illusion style they gain 
  a +5 circumstance bonus to all saves made to disbelieve your il-
  lusions. You may suppress this bonus by changing your personal 
  style if you so desire.
  Creatures who successfully identify a sphere effect as be-
  longing to the Illusion sphere as it is being cast, such as with a 
  Spellcraft check or detect magic spell (or similar ability), also gain 
  this +5 circumstance bonus to any Will saves made to disbelieve 
  that illusion.
  If the GM feels it is appropriate, a creature who has in-
  teracted with multiple illusions in a day (especially if they have 
  come from the same illusionist), might gain this bonus as well, 
  to reflect how they are looking for patterns and checking and 
  double-checking everything in front of them to avoid being 
  fooled ‘again’. This bonus would not apply when taking 10, tak-
  ing 20, and would disallow checking a location multiple times 
  in a row; double-checking is reflected in the bonus.
  Multiple Senses: By default, the only sense that can be 
  affected by a basic illusion is sight. However, certain talents 
  marked with as (sensory) talents allow the caster to create il-
  lusions that also produce illusionary sound, taste, smell, or even 
  touch.
  The more complex an illusion is, the more talents it requires 
  to be convincing, with the chart below serving as a guideline 
  and the GM serving as the final arbiter for what talents are 
  required to create a specific illusion. Creating an illusion without 
  the necessary (sensory) talents often leads to disbelief; when-
  ever a creature interacts with an illusion in a way that requires 
  a (sensory) talent it does not possess, they may attempt a Will 
  save to disbelieve with a +5 bonus. This bonus is cumulative 
  for each missing (sensory) talent. This is in addition to simply 
  learning the sensory experience is not there (for example, if a 
  creature walks through an illusionary wall they will learn they 
  can pass through that wall whether or not they discover the 
  reason why is that the wall is illusionary).
  If the GM deems it appropriate, certain other situations 
  might allow a target to gain a similar +5 bonus to their Will 
  saves (for example, a creature being damaged by illusionary ‘fire’ 
  that is normally immune to fire damage).
  Table: Example Illusions
  Example of Illusion
  Additional Required Talents
  An illusionary wall
  Illusionary Touch (if felt)
  A glen full of trees
  Complex Illusion
  A warrior blocking the 
  target’s way
  Illusionary Sound, Illusionary Touch 
  (to engage in combat with target)
  A table laden with food
  Illusionary Odor, Illusionary Touch 
  (if consumed by target)
  A room filled with fire
  Illusionary Sound, Illusionary Touch
  An army of orcs chas-
  ing the target
  Complex Illusion, Illusionary Sound, 
  Illusionary Touch  
  (to engage in combat with target)
  Cover and Concealment: Figments and glamers provide 
  concealment if they block line of sight. A figment of a wall, for 
  example, would grant total concealment unless the attacker dis-
  believed the illusion, whereas a figment of fog would only grant 
  partial concealment.
  Glamers that are used to change the size of a creature to 
  appear larger than it is grants a 10% miss chance for each size 
  increase due to concealment. If a creature is glamered to appear 
  larger and its larger size would provide a cover bonus to another 
  target, it instead grants this same concealment bonus to miss 
  chance.
  Glamers and figments with the shadow descriptor which 
  grant a miss chance or concealment also grant soft cover.
  Illusionary Creatures: If creating an illusionary crea-
  ture, your illusion has an attack bonus equal to your caster level 
  + your casting ability modifier, and an AC and touch AC equal 
  to 10 + its size modifier + 1/2 your caster level + your casting abil-
  ity modifier. An illusionary creature may provide a flanking bo-
  nus against targets who fail to disbelieve it. Any creature who 
  strikes an illusionary creature in combat (unless augmented by 
  Illusionary Touch) receives the standard +5 circumstance bonus 
  to disbelieve it, and any creature struck by the illusionary crea-
  ture receives the same bonus (unless augmented by Illusionary 
  Touch 2x). All actions that an illusionary creature performs must 
  be contained within the figment of the illusion that created it, 
  regardless of the size of the illusionary creature itself.
  Powerful Senses: Senses such as see in darkness, x-ray 
  vision, mistsight, or greensight that are designed to penetrate 
  specific sorts of occlusion or display vision differently do not 
  automatically interact with illusions the way they do unaltered 
  reality, and thus tricking a character with such a sense is a dif-
  ficult task, but not impossible. For example, when creating an 
  illusionary wall to fool a creature with x-ray vision, one could 
  create an illusion that ‘looks’ like a wall being looked through 
  with x-ray vision. However, creating an illusion that would trick 
  such senses can create obvious signs of trickery with those that 
  do not possess that sight (for example, the illusion of a forest 
  would look suspicious to a character with greensight if he could 
  not see through it, but making the illusionary forest transparent 
  would look suspicious to any of their allies who do not pos-
  sess greensight). The Selective Illusions talent can be helpful in 
  overcoming this problem in certain situations.
  
  Chapter 5: Spheres
  310
  Complex and Exotic Senses: Illusions can foil all forms 
  of perception, even unusual forms that a creature might possess.
  Use the following list when dealing with unusual senses.
  • Blindsense: Illusionary Odor and Illusionary Sound
  • Blindsight: Illusionary Odor, Illusionary Sound, and 
  Illusionary Touch
  • Detect Magic: Manipulate Aura
  • Echolocation: Illusionary Sound through air, 
  Illusionary Touch through water
  • Scent or Keen Scent: Illusionary Odor
  • Lifesense: Manipulate Aura, Illusionary Touch
  • Thoughtsense or Detect Thoughts: Implausible 
  Deniability feat
  • Tremorsense: Illusionary Touch
  For figments, if you do not possess all of the indicated 
  (sensory) talents required to convincingly create the illusion, 
  creatures with that sense are automatically treated as interact-
  ing with your figment the first time the figment comes within 
  range of that sense, and any Will save made to disbelieve the 
  figment while within range of that sense is made with the stan-
  dard +5 circumstance bonus for each missing talent.
  For glamers, every sensory talent you lack to fool the listed 
  sense causes the creature affected by that glamer to suffer a -2 
  penalty to any skill bonus or Disguise check granted by that 
  glamer vs. that creature, and reduces any miss chance granted 
  by the glamer by 10%. If the skill bonus or miss chance is re-
  duced to zero, the creature may ignore all other effects of the 
  glamer.
  For Suppressions, if all senses that make up the complex 
  sense are suppressed by the effect, the complex sense fails to 
  penetrate that area.
  Trick
  As a standard action, you may create small, simple illusions 
  called tricks. Unless otherwise stated, a trick persists for 1 min-
  ute per level or until dismissed.
  Minor Figments
  You may create unconvincing figments. This is the same 
  as creating an illusion and can include all senses you can affect 
  through (sense) talents, except it is obviously fake (i.e., it is 
  translucent, unrealistic, etc.), requiring no one to attempt a 
  Will save to disbelieve. However, the effects can still be used 
  to create distractions, display images, draw a map, or be used 
  for entertainment. This counts as possessing the required tools 
  to attempt any appropriate Perform check (such as creating a 
  melody with the Illusionary Sound talent).
  Minor Glamers
  You may make minor changes to objects or creatures up to 
  your illusion maximum size, such as changing their color, mak-
  ing them appear clean or dirty, making writing appear, or other 
  minor alterations.
  Illusion Talent Types
  Some talents are marked (glamer). These talents grant you 
  additional glamers you can bestow.
  Sensory
  Sensory talents are talents that modify all illusions by ex-
  panding what senses are able to be modified, created or sub-
  verted. The sense added is also noted in the tag.
  Illusion Talents
  Bestow Focus
  When creating a glamer on a target you may have the tar-
  get use their action to maintain concentration of the glamer 
  instead of yourself. In all other ways the glamer still behaves as 
  if cast by you. You may only have one creature concentrating in 
  your place at any time. The number of creatures that can simul-
  taneously concentrate in your place improves by an additional 
  1 per 10 caster levels.
  Blur (glamer)
  As a trick you may designate a single 5-foot cube as a fig-
  ment that distorts perception. This distortion lasts for one 
  round per caster level. Any effect originating from a source 
  whose line of sight begins inside or crosses this area incurs a 
  20% miss chance + 5% per caster level (maximum 50%) due to 
  concealment. Any creature may attempt a Will save as a free ac-
  tion once per round to ignore this miss chance for 1 round. You 
  may only have one such disruption at a time. Using this trick 
  a second time immediately end the duration of the previous 
  casting of this trick.
  As an illusion you may create a distorting figment. This cre-
  ates a figment that causes a distortion as described above.
  As an illusion you may create a distorting glamer. This func-
  tions in all other ways as the trick except it does not allow for 
  a Will save to ignore the miss chance and has the duration of a 
  standard illusion.
  Committed Deception
  You may increase the casting time of an illusion by one step 
  to reduce its total spell point cost by one (minimum 0).
  Complex Illusion [mass]
  When creating a figment, you may spend an additional 
  spell point to divide the figment into multiple, independent 
  components. The combined size and range of these figments 
  must still be within your maximum illusion size, but each com-
  ponent can appear differently and behave differently. While 
  
  Chapter 5: Spheres
  311
  each component can be given its own set of programmed in-
  structions, you can only actively control one component at a 
  time. For example, when creating an illusion of a tavern, 
  a creature with this talent could create a bustling group 
  of people inside the tavern as part of the same illusion. 
  The caster could only control one such illusionary person 
  at a time though; and the rest would only perform their 
  last set of instructions. Giving a component a new set of 
  instructions is a move action. If a creature succeeds at its 
  saving throw against a complex illusion, it sees through the 
  entire figment rather than only one component part.
  When creating glamers, you may spend an additional 
  spell point to affect multiple targets with the same glamer 
  so long as they are all within your illusion range and the com-
  bined size of affected targets does not exceed your maximum 
  illusion size. For example, if your maximum illusion size is Large, 
  you could affect with this talent 2 Medium-sized targets or 4 
  Small-sized targets with your glamer.
  Control Figment
  As a full-round action you may attempt a magic skill check 
  against the magic skill defense of the controller of an existing 
  figment. If successful you gain control of the figment and may 
  command it as if it was your effect. Treat the figment in all ways 
  as if it was cast by you except this does not change any of the 
  original variables related to caster level, Illusion sphere talents, 
  class abilities or spell points. You however must remain within 
  the maximum range that you may control illusions to maintain 
  this effect as normal.
  Distracting Phantoms
  As a trick, you may designate a 5-foot cube within your il-
  lusion range as a flanking partner for you and your allies. This 
  partner remains for one round per caster level. You may only 
  have one phantasmal flanking partner at a time. Creating a new 
  cube causes the previous one to immediately dissipate.
  As a trick, you also may create a harmless sensory disrup-
  tion around a target. The target must succeed at a Will save or 
  this triggers any readied actions the target may have regardless 
  of their actual trigger.
  Decoy (glamer)
  As a trick you may create an illusionary creature in the same 
  square as a real creature, called a decoy. A decoy may perform any 
  of the following actions.
  Coaxing Decoy: The decoy immediately moves up to the 
  speed of your figments in any direction unimpeded. The coaxing 
  decoy is immune to damage and vanishes at the end of your turn. 
  If the movement of the coaxing decoy would provoke an attack 
  of opportunity from a creature, that creature must succeed at a 
  Will save or use it on the coaxing decoy.
  Defensive Decoy: The decoy follows and occupies the 
  same square as the target. Anyone attempting to attack the tar-
  get must succeed at a Will save or suffer a 50% miss chance. On 
  a miss caused by this effect the attacker targets the illusionary 
  creature instead, dissipating it. The decoy is unaffected by area 
  attacks. Defensive decoys last 1 round per two caster levels (mini-
  mum 1) or until struck with a single target effect.
  Additionally, as an illusion you may create a glamer that sur-
  rounds a target with a number of defensive decoys equal to 2 +1 per 
  3 caster levels. As long as one or more defensive decoys remain, the 
  tar-
  get gains a 50% miss 
  chance.
  If you possess the Complex 
  Illusions talent, one or more of the de-
  fensive decoys granted by the glamer may act 
  as the coaxing decoy trick. Once per round as 
  a free action you may instruct one or more decoys to move up 
  to 5 feet per 2 caster levels independently of the original tar-
  get, provoking attacks of opportunity as a coaxing decoy, then 
  disappearing.
  Enlarged Illusion
  Increase your illusion’s maximum size by one size category.
  Focused Imagination
  When you create an illusion, the illusion remains for 2 
  rounds after you stop concentrating, and you may maintain it 
  through concentration for up to 10 minutes per caster level. If 
  you possess Lingering Illusion, spending a spell point with that 
  talent allows an illusion to remain for 10 minutes per caster level 
  without concentration.
  Greater Illusionary Disguise
  When creating an Illusionary Disguise, you gain a +4 cir-
  cumstance bonus to your Disguise check, +2 per (sensory) tal-
  ent you possess (other than Manipulate Aura, which does not 
  affect the normal senses).
  Hostile Glamers (glamer)
  You can create glamers that affect the wearer. Targets of 
  a Hostile Glamer may attempt a saving throw to disbelieve in 
  addition to the saving throw granted to resist the glamer be-
  ing applied to them, and are considered to be ‘interacting’ with 
  the glamer every round as if it were a figment. For example, if 
  you created an Illusionary Disguise of someone turning into an 
  animal, that person might believe in their own transformation 
  unless they, like others, made their Will save to disbelieve.
  Hostile Glamer: You may apply a glamer to a target that 
  impedes it.
  If you may create visual or audible illusions, you may create 
  a glamer that blinds and/or deafens the target respectively (for 
  example, by putting their head in a box).
  If you possess Illusionary Touch, you may make a glamer 
  that entangles the target (for example, by creating illusionary 
  ropes to tie them up).
  
  Chapter 5: Spheres
  312
  If you possess Illusionary Touch x2, you may create an il-
  lusion that hurts them (for example, an illusion of them on fire).
  Each of these options count as their own unique hostile 
  glamer.
  Hostile Decoy: If you possess the Decoy talent, you may 
  create hostile decoys as a trick or glamer; these function the same 
  as a defensive decoy, except instead of granting a miss chance to 
  attacks against the creature, they grant a miss chance to the 
  creature itself. Any attack it makes has a 50% to strike one of 
  the hostile decoys instead of the intended target. The wearer may 
  intentionally strike a hostile decoy, but anyone other than the 
  wearer attempting to target an hostile decoy has a 50% chance to 
  instead hit the wearer.
  Hostile Masque: If you possess the Masques talent, you 
  may create a Masque glamer that grant a penalty instead of a 
  bonus to the selected skills.
  Illusionary Labyrinth
  As a trick, you may choose to perform a reposition maneu-
  ver on any target within your illusion range using your (caster 
  level + your casting modifier -5) in place of your CMB.
  When creating a figment you may spend an additional spell 
  point to require anyone that has failed to disbelieve the effect 
  to succeed at an additional Will save when attempting to move 
  from or through the area of your figment or immediately end 
  their movement and remain in the first space occupied by the 
  figment that they also occupied.
  Illusionary Terrain
  As a trick, you may designate a single cube as difficult ter-
  rain for one round per caster level. A Will save to disbelieve is 
  allowed by all who enter the cube. On a successful save they 
  treat the area as normal. This difficult terrain applies to all trav-
  el through the area regardless of type of movement.
  You may treat the area of your figments as difficult ter-
  rain regardless of the type of movement for those who fail to 
  disbelieve.
  Insistent Illusions
  As a swift action, you may spend 2 spell points to force 
  all creatures that currently disbelieve any of your figments to 
  re-roll their Will saves to disbelieve. Failure indicates that they 
  believe the illusion is real regardless of the results of previous 
  Will saves.
  Inspire Doubt
  You may combine real effects and illusionary effects to ef-
  fectively confuse targets as to which are real and which are not.
  Anyone who successfully saves against your figments takes 
  a -1 penalty to all saving throws and MSD against your other 
  non-Illusion sphere effects and abilities for the next minute 
  or until they attempt a save against one of your non-Illusion 
  sphere effects. This penalty increases by an additional one per 5 
  caster levels you possess.
  Instill Glamer [instill]
  As a standard action you may touch a small container of 
  liquid and instill a glamer inside it, which functions as a potion 
  or oil. The glamer cannot have a duration of concentration, 
  and cannot be augmented by Committed Deception. You must 
  spend an additional spell point to instill a trick.
  An instilled liquid remains potent until you rest to regain 
  spell points. If you have equipment on hand (such as an alche-
  my lab), the cost of bottles and water is considered negligible. 
  You may target food but not an already-magical item, such as 
  a potion. All spell points must be spent and all variables of the 
  sphere effect must be chosen at the time the instilled liquid is 
  created. You cannot instill multiple effects in a single liquid, nor 
  create multiple instilled liquids with a single action.
  Lingering Illusion
  You may spend a spell point to allow the illusion to remain 
  for 1 minute per caster level without the need for concentra-
  tion. When a figment is not maintained through concentration, 
  it performs whatever set of actions it was last commanded to 
  do, and cannot move beyond medium range of where it was 
  placed. Giving a figment a new series of programmed activities 
  is a move action.
  Mage Feint
  As a trick, you may force a target to succeed at a Will save 
  or lose their Dexterity bonus to armor class until their turn. 
  This trick is treated as a feint for feats, talents, and effects that 
  trigger off of a feint.
  As a trick, you also may use the aid another action on attack 
  or defense within range of your illusions. Instead of an attack 
  roll the target is allowed a Will save to ignore this effect.
  Masques (glamer)
  You may create glamers that subtly change the way some-
  one is perceived, aiding in their social interactions. Choose 
  two of the following skills: Bluff, Diplomacy, Intimidate, or 
  Perform. You may take this talent a second time to be able to 
  choose all four skills.
  As a trick, you may aid another on any target within your 
  illusion range with the selected skills.
  As a glamer, you may grant an enhancement bonus to skill 
  checks with the selected skills equal to half your caster level.
  Oblivious
  When applying a glamer to a target, you may choose to do 
  so subtly, such that they might not even realize they have been 
  affected by one. If the target fails their saving throw against the 
  glamer, they must attempt an additional Will saving throw. On 
  a failure they do not realize they have been glamered. Glamers 
  that damage or impede the target (for example, lighting some-
  one on fire with a hostile glamer) cannot be done subtly in this 
  fashion.
  Overwhelming Sensations
  As a trick you may force a target to succeed at a Will 
  save or suffer extreme sensation for one round per two cast-
  er levels (minimum 1). Select one of the effects on Table: 
  Overwhelming Sensations based on what sensory talents 
  you possess.
  Patterns
  You may create disorienting and impossible forms and 
  sensations with your figments. Targets who interact with your 
  figments and fail their Will save to disbelieve suffer a penalty 
  on Perception checks equal to your caster level for one round.
  Programmed Illusion
  Whenever you create an illusion, you may add a specific cir-
  cumstance that, when met, changes the nature of the illusion 
  immediately. You may create an additional circumstance per 5 
  
  Chapter 5: Spheres
  313
  caster levels. For example, you could create an illusion that only 
  activates when a humanoid comes within 10 feet of it, at which 
  point it becomes a high pitched siren and flashing bright lights. 
  See the Contingency feat for more examples.
  Ranged Illusion [range]
  Increase the distance by which you may manifest an illusion 
  or trick by one category (close to medium, medium to long). 
  You may take this talent multiple times. The effects stack.
  Selective Illusions
  By spending an additional spell point at the time you create 
  an illusion, you may designate any number of targets to be im-
  mune to the illusion. This allows you to, once per round per il-
  lusion as a free action, allow any number of targets to be treated 
  as automatically disbelieving the illusion or completely suppress 
  the effect without ending it (but must still concentrate if the 
  effect is being maintained via concentration). While this allows 
  the creature to be treated as if they disbelieved the illusion, this 
  does not actually force them to gain knowledge of the illusion.
  Example 1: When under the effects of Suppression or an Illusionary 
  Disguise, you may allow your allies to see you as if you had no conceal-
  ment or disguise while still maintaining the effect against everyone else.
  Example 2: When creating a figment of a tree, you could designate 
  a creature with greensight to ‘disbelieve’ the illusion, allowing them to 
  see through the tree just as they normally would be able to.
  Anyone you designate as unaffected is still aware of the ef-
  fect just as if they had disbelieved it, allowing them to appro-
  priately react in the case of a ruse or the need to make tactical 
  decisions. Illusions that have effects regardless of belief or disbe-
  lief, such as a shadow illusion, still have their effects unless you 
  opt to suppress them. Suppressing and reactivating an illusion 
  does not force those whom already successfully disbelieved the 
  illusion to re-roll their saves.
  Shadow Infusion
  When using an Illusion sphere effect you may spend an 
  additional spell point to render the illusion quasi-real, granting 
  it the shadow descriptor. If you have a shadow pool you may use 
  a shadow point instead of a spell point.
  Shadow magic, by its nature, has a very real effect even 
  if disbelieved, although usually a reduced one. If you possess 
  Illusionary Touch x2, you may transform the damage dealt by 
  the illusion to either acid, bludgeoning, cold, fire, electricity, 
  piercing, or slashing (chosen when the illusion is created but 
  can be altered with the illusion), and may make it either lethal 
  or nonlethal. If you also possess Illusionary Sound you may cre-
  ate shadow effects that deal sonic damage. If you also possess 
  Manipulate Aura you may spend an additional spell point each 
  round to create shadow effects that 
  deal force, positive energy, or nega-
  tive energy damage.
  If an illusion would have a ne-
  gated effect if disbelieved, a shad-
  ow version of that illusion instead 
  has its effectiveness reduced by half 
  (rounded down). For Will saves, 
  this changes the save to a Will (par-
  tial) save instead of Will (negates).
  Shift Glamers
  As a standard action, you may 
  move any number of your glamers still within your maximum 
  illusion range to new targets also within your maximum illusion 
  range.
  Suppression (glamer)
  As an illusion, you may create glamers that suppress and 
  eliminate sensation rather than creating their own. Suppressions 
  cannot be negated or disbelieved through a Will save. You may 
  suppress any sense that you can affect when creating illusions, 
  but each such Suppression is considered a separate glamer.
  Note: If you suppress every sense required to fool a com-
  plex or exotic sense, that sense cannot automatically detect 
  that creature.
  Invisibility: When suppressing vision, you allow the 
  target to attempt Stealth checks to hide even while being ob-
  served. This does not grant the invisible condition, but counts 
  as invisibility for effects that interact with it (such as spells that 
  negate it), and therefore does not stack with the invisibility 
  spell or other, similar effects. The target also gains a +1 circum-
  stance bonus to Stealth checks per caster level (maximum 20). 
  Objects cannot attempt Stealth checks, but become difficult 
  to see, requiring a Perception check to find with a DC equal 
  to 10 + their size bonus + your caster level. If you are undetect-
  ed by a creature, you gain total concealment against it, as well 
  as a +2 bonus to attack rolls against it, and you may ignore its 
  Dexterity bonus to AC.
  Silence: When suppressing sound, you cause the creature 
  to become muffled. The target loses its armor check penalty 
  to Stealth and reduces the penalty associated with sniping by 1 
  per caster level (minimum 0). However, the target also suffers 
  a 5% chance of arcane spell failure per caster level (maximum 
  100%) when using magic that requires verbal components or is 
  language-based.
  Touchless: When suppressing touch, it becomes difficult 
  to detect the target by feel. If the target touches or makes a me-
  lee attack against a creature from Stealth, that creature must 
  succeed at a Perception check to even feel that they have been 
  touched or attacked (DC 10 + 1 per caster level, -1 per point of 
  damage dealt). The target also gains a +1 circumstance bonus 
  per caster level (maximum +20) to Sleight of Hand checks made 
  to pick pockets.
  Odorless: When suppressing taste and smell, the affected 
  target inflicts other creatures attempting to track it or discover 
  it through smell (such as with the scent special ability) a penal-
  ty to their Perception or Survival checks equal to -1 per caster 
  level (maximum 20). This also applies to checks made to detect 
  poison or identify the target via smell or taste. Additionally, if 
  Table: Overwhelming Sensations
  Sense
  Effect
  Magic
  Treat your caster level as 5 higher when creating, but not concealing or 
  modifying, auras using the Manipulate Aura trick.
  Odor
  Sickened
  Sight
  Dazzled, this becomes staggered for 1 round if the target is already dazzled.
  Sound
  Shaken, this becomes frightened for 1 round if the target is already shaken.
  Touch
  Fatigued
  
  Chapter 5: Spheres
  314
  the target attempts to use smell to affect other targets (such as 
  making them sickened or nauseated through the stench abil-
  ity), targets gain a +1 bonus per caster level (maximum 20) to 
  their saving throws.
  Suppressing magical auras is described in the Manipulate 
  Aura talent, and is assumed to be used on all magical auras (in-
  cluding the aura from the Suppression itself) affecting the glam-
  ered creature.
  You may spend an additional spell point to create a figment 
  that suppresses sensations just like the glamer. All targets inside 
  the figment gain the above benefits and penalties, as if they were 
  under the effects of the glamer. You may choose if this applies 
  only to creatures or to all creatures and objects. Unlike other 
  figments, a Suppression figment cannot move once placed, and 
  has no sensory expression other than the noticeable blurring of 
  sensation inside its area.
  Swift Figments
  The speed your figments may move within a single round 
  improves to 25 feet + 5 feet per 2 caster levels. This talent may 
  be taken twice. If taken a second time, the speed your figments 
  may move within a single round improves to 100 feet + 10 feet 
  per caster level.
  Synesthesia
  As a trick, you can link two senses allowing you to, for ex-
  ample, see sound or smell color. You become dazed until the 
  end of your next turn, and gain any one complex sense you are 
  able to fool with your illusions until the end of your next turn. 
  The range of this sense is limited to 5 feet per caster level.
  If you possess Overwhelming Sensation, you may improve 
  the range of the sense by an additional 5 feet per caster level but 
  become deafened and blinded instead of dazed.
  Talented Trickster
  You may spend a spell point to use any trick you know as a 
  swift action. For every 5 caster levels you may use an additional 
  (maximum 5 at 20th caster level) trick you know simultaneously 
  when using this talent.
  Windtalker
  As a trick you may use your illusions to signal or commu-
  nicate. This functions as the deliver secret message use of the 
  Bluff skill but you gain a +5 + caster level circumstance bonus 
  to the Bluff check and can do so within your maximum illusion 
  range without penalty. The recipients must still interact with 
  the illusion in some way to get the intended message.
  This communication only works one way but is not lan-
  guage dependant and may rely on any sense or complex sense 
  the intended recipients possess.
  If you possess Selective Illusions, there is no chance of the 
  message being intercepted.
  Sensory Talents
  Illusionary Odor (sensory, taste & smell)
  You may add smell and taste to your illusions. For example, 
  you may change something’s taste or create the smell of smoke.
  As a trick, you may add half your caster level to the DC 
  required to detect poison in foods or to track a target by smell.
  Illusionary Sound (sensory, sound)
  You may add whatever sounds you desire to an illusion. You 
  cannot make more sound than four normal humans per cast-
  er level could make. (A horde of rats running and squeaking is 
  equal to eight humans running and shouting. A roaring lion is 
  equal to the noise from 16 humans, while a roaring dragon is 
  equal to the noise from 32 humans.)
  As a trick, you may create effects of non-specific noises 
  (feet marching, laughing and muttering of a party) or throw 
  your voice, making it appear as if it comes from somewhere else 
  within your range. Targets are allowed a Will save as usual to 
  disbelieve these sounds, or recognize your voice is not actually 
  coming from where it appears to be.
  Illusionary Touch (sensory, touch)
  You may make an illusion that feels real to the touch, in-
  cluding temperature and texture. Your illusion still cannot hold 
  weight (thus while touching the wall would only grant a new 
  saving throw, being thrown into the wall would still cause the 
  creature to pass through).
  You may take this talent a total of twice; when taken a sec-
  ond time, your illusions may also cause pain. When coming into 
  contact with an appropriate illusion (stepping into fire, being 
  hit by an illusionary enemy, etc.), if the subject fails their Will 
  save to disbelieve they take nonlethal damage equal to your 
  caster level + your casting ability modifier. A target can only be 
  damaged by your illusions once in a round, no matter how many 
  times it thinks the illusion has hurt it.
  Manipulate Aura (sensory, magic)
  You may make illusions that creates or changes magical 
  auras. As a figment or glamer you may change an area, spell, 
  creature, or object’s magical aura to make the aura appear as a 
  magic effect or item you specify, or as if under the effects of a 
  spell or sphere ability you specify, or reduce the caster level of 
  its existent aura. You cannot create or lower an aura’s perceived 
  caster level more than up to twice your caster level. Making an 
  aura appear to have a caster level of 0 completely conceals a 
  magical aura as if the target was non-magical. You may make 
  these changes as part of creating an illusion (including altering 
  or erasing the aura of the illusion itself), or independently as a 
  trick with a duration of up to 1 day per caster level.
  As you create a figment or a glamer, you may apply this 
  sensory talent to change what sphere of magic it belongs to for 
  the purpose of people identifying the school of magic or sphere 
  effect via the Spellcraft skill or detect magic (or similar spell or 
  ability). For example, if you change the apparent sphere from 
  Illusion to Destruction, any attempt to identify the sphere ef-
  fect with the Spellcraft skill will reveal it as belonging to the 
  Destruction sphere, not the Illusion sphere.
  Instead of ‘disbelieving’ a manipulated aura, a target ex-
  amining this aura through detection magic must succeed at a 
  magic skill check against the creator of the aura. If the check 
  succeeds, the detection effect functions normally detecting 
  both the true aura and this trick, but on a failure the detection 
  magic believes the manipulated aura and does not detect this 
  trick. Effects that grant bonuses to Will saves against illusions 
  add those bonuses to this magic skill check.
  Artifacts are too powerful to have their auras hidden or 
  altered in this manner.
  
  Chapter 5: Spheres
  315
  Life
  You wield the powers of life. All Life sphere effects are sub-
  ject to spell resistance.
  Cure
  As a standard action, you may spend a spell point to touch 
  a target and heal it an amount of damage equal to 1d8 + your 
  caster level. To living creatures, this is a harmless positive ener-
  gy effect, but it is harmful to undead and other creatures nor-
  mally damaged by positive energy (Will half).
  Invigorate
  As a standard action, you may invigorate a touched crea-
  ture, granting them temporary hit points equal to your caster 
  level (minimum 1). Unlike normal temporary hit points, this 
  ability can only be used on an injured target and cannot raise a 
  target’s current hit points plus their temporary hit points to be 
  higher than their total hit points. This benefit lasts for 1 hour 
  (Will negates (harmless)).
  Restore
  As a standard action, you may touch a target and spend a 
  spell point to restore their health (Will negates (harmless)).
  When using restore, you must choose to restore mind, body, 
  or soul. If affecting multiple targets, this choice becomes the 
  same for all targets.
  If restoring mind, this accomplishes all of the following:
  • Removes the dazzled condition.
  • Removes the shaken condition or lessens frightened to 
  shaken, or panicked to frightened.
  • Removes the staggered condition.
  If restoring body, this accomplishes all of the following:
  • Removes the battered condition. (See Spheres of Might.)
  • Removes the fatigued condition or lessens exhaustion 
  to fatigued.
  • Removes the sickened condition or lessens nauseated 
  to sickened.
  If restoring soul, this:
  • Heals 1d4 points of ability damage to one ability score 
  of your choice.
  If the condition targeted is part of an on-going effect, re-
  store instead suppresses the condition for a number of rounds 
  equal to your caster level. This cannot be used to remove curses 
  or instantaneous effects.
  Life Talent Types
  Cure
  (Cure) talents increase the healing done by your cure ability, 
  as well as other effects.
  Vitality
  (Vitality) talents are benefits a caster may grant to any ally 
  at the same time they use any other Life sphere ability on them. 
  (Vitality) talents always have a duration of up to 1 minute start-
  ing at the time the effect was used, or until the target takes 
  damage from either failing a saving throw or being hit with an 
  attack roll.
  If a caster possesses multiple (vitality) talents, they may 
  only grant one to the target of their Life sphere effect, but may 
  choose to grant different benefits to each target of a particular 
  Life sphere ability.
  A creature can benefit from a (vitality) talent attached to a 
  Life ability, even if they do not actually gain anything from the 
  Life ability (such as using cure on a creature at full hit points).
  Life Talents
  Adrenaline Surge
  When you use a Life sphere talent or ability on an ally 
  other than yourself, you may spend one spell point to also give 
  them an adrenaline surge. The ally may do one of the following 
  as an immediate action:
  • Make an attack at their highest base attack bonus
  • Move their speed, provoking attacks of opportunity 
  normally
  • Make an Escape Artist check with a bonus equal to 
  your caster level
  • Draw, pick up, or ready a weapon or shield
  • Stand up from prone
  You may use this ability to surge multiple allies (other than 
  yourself) at a time when you perform a Life sphere ability that 
  affects multiple allies by spending a second spell point. Surges 
  are resolved in initiative order.
  Affliction
  When using cure you may invert the effect from positive 
  energy to negative energy. This has no effect on undead and 
  damages the living (Will half). This requires a melee or ranged 
  touch attack against the target, and if used at range is consid-
  ered a ray. This cannot be combined with Fount Of Life.
  When using restore, you may choose to inflict conditions 
  rather than remove them.
  This also requires a melee or ranged touch attack. The 
  creature must succeed at a Fortitude save or be exhausted for 
  2d6 rounds. If they succeed at their saving throw, they are in-
  stead fatigued for 2d6 rounds. Unlike regular fatigue and ex-
  haustion, this condition ends as soon as the duration expires. 
  
  Chapter 5: Spheres
  316
  If you possess certain other talents, you can change the effect 
  from exhaustion or fatigue to something else, and possibly 
  change the saving throw, as outlined below:
  • If you possess Restore Capacity, you may cause the 
  target’s limbs to not function correctly, making them 
  entangled and reducing all movement speeds by half 
  for 1d6 rounds (Reflex negates). 
  • If you possess Restore Health, you may make the 
  target nauseated for 1d6 rounds (or sickened for 1d6 
  rounds on a successful save).
  • If you possess Restore Senses, you may make the target 
  confused for 1d6 rounds (Will negates).
  • If you possess Restore Spirit, you may make the target 
  incapable of receiving any magical healing, fast heal-
  ing, or regeneration for 2d6 rounds (Will negates).
  Break Enchantment
  As a special application of restore, you may spend an ad-
  ditional spell point to remove all magic from the target that 
  has a duration instead of restoring mind, body, or soul. This may 
  be used against curses including cursed equipment, although 
  it does not remove the curse from the equipment and instead 
  suppresses the effect long enough for the item to be removed. 
  Instead of a saving throw, you must succeed at a magic skill 
  check against each magical effect in order to remove it. You 
  may choose not to remove certain effects if you so desire (for 
  example, you may target only harmful effects and not beneficial 
  ones). This counts as using the break enchantment or remove curse 
  spell against those spells and effects that specify they can only 
  be removed through those spells. This has no effect on other 
  instantaneous effects.
  Clarified Strike [strike]
  As a standard action, you may make a single ranged or 
  melee attack coupled with a Life sphere ability. This casting 
  cannot be reduced below a standard action, and does not pro-
  voke attacks of opportunity, unless as usual if making a ranged 
  attack. If the target is struck by the attack, it is also struck by 
  the Life sphere effect. If using a scatter weapon, the effect only 
  applies to a single target, chosen at the time of attack.
  Deeper Healing
  Your invigorate grants 2 temporary hit points per caster lev-
  el instead of 1. Your cure heals an additional 1d8 hit points, +1d8 
  per 5 caster levels.
  Diagnose
  As a swift action, you can learn any conditions that are af-
  fecting a living creature (unconscious, dying, nauseated, pan-
  icked, stunned, poisoned, diseased, confused, etc.) within range 
  of your Life sphere abilities.
  By increasing the casting time of this ability to a standard 
  action or by spending a spell point, you can learn the details of 
  any condition they are under, such as whether they have been 
  affected by a spell or the nature of any disease or poison they 
  are afflicted with. You may use this on a deceased creature to 
  determine how they died, so long as the target has been dead 
  for no more than one day per caster level.
  You may also use this ability on any ally that is currently 
  under the effect of one of your Life sphere abilities regardless 
  of range or line of effect (such as allies who currently possess 
  temporary hit points from your invigorate ability), as long as 
  they are on the same plane of existence. You always know the 
  direction and distance to your ally.
  Empathic Healing
  You may restore others by taking on their injuries yourself. 
  Doing so reduces the cost of the Life sphere effect by 1 spell 
  point to a minimum of 0 spell points.
  When you restore a creature empathically, you gain any con-
  ditions you removed from the creature as if you had been the 
  one originally affected. Likewise, you gain any attribute drain or 
  damage, or any negative levels they had. You may not transfer 
  conditions that would kill you or render you unconscious, or 
  conditions that are the result of ongoing effects (such as being 
  shaken within a totem of doom). You may select which conditions 
  to transfer and which to leave untreated.
  
  Chapter 5: Spheres
  317
  If the effect causing the condition allowed a save, you do 
  not get a new save, though any effects on you that would pro-
  tect you from the condition still function for the duration you 
  have them. If you already have that condition, any duration it 
  may have adds to the duration of the condition you have, but 
  otherwise you are unchanged.
  If you use this talent to restore multiple creatures, the dura-
  tions of conditions removed stack if possible, but do not oth-
  erwise worsen.
  If you possess the Affliction talent, you may attempt to 
  inflict others, rather than yourself, with a condition removed 
  with the restore ability. You may use this ability in conjunction 
  with restoring body or mind, but not soul. The target must be 
  within range of your restore ability and you must succeed at a 
  melee or ranged touch attack against them. Using Empathic 
  Healing in this way increases the cost of restore by 1 spell point 
  rather than reduces it. If successful, the creature targeted must 
  succeed at a Fortitude save or they receive all the conditions 
  you just restored, except for those they are immune to.
  If you miss the target of your touch attack or they succeed 
  at their saving throw, the restored creature is still restored. If this 
  is used in conjunction with Mass Healing, multiple enemies can 
  be targeted, but each enemy can only receive conditions trans-
  ferred from one ally and each ally must have all their conditions 
  transferred to a single target.
  Esoteric Healing
  When you use your Life sphere abilities, you may choose 
  for them to not be positive energy effects. Used this way, your 
  Life sphere abilities can affect non-living creatures such as con-
  structs or undead, though they do not work on inanimate ob-
  jects. This does not allow you to harm creatures you could not 
  harm before with positive energy.
  Fount Of Life
  You may store a cure within yourself, allowing you to ac-
  cess that healing as needed throughout the day. You spend a 
  spell point and roll the damage healed as normal, except rather 
  than healing by the given amount, that amount of healing is 
  stored. You may store multiple cures in this manner to increase 
  the amount of stored healing, but you cannot store more heal-
  ing within you than 10 x your caster level. Stored healing is lost 
  when you rest to recover spell points.
  You may draw on this stored healing to heal targets exactly 
  as if using your cure ability, except you do not need to spend a 
  spell point; you may choose the amount of healing granted (to 
  a maximum amount equal to your stored healing), and any heal-
  ing granted to a target is subtracted from your stored healing.
  Greater Invigorate
  When placing an invigorate on a target, add your casting 
  ability modifier to the amount of temporary hit points granted, 
  and increase the duration to 1 hour per caster level. You may 
  spend a spell point when using invigorate to allow your invigo-
  rate to increase a target’s effective hit point total to reach be-
  yond their usual hit point total, as is normal with temporary hit 
  points. This means you may use this talent to grant an invigorate 
  to a creature already at its maximum hit points.
  Instill Life [instill]
  As a standard action you may touch a small container of 
  liquid and instill a cure, a restore, or an invigorate used in con-
  junction with the Greater Invigorate talent, or a use of the 
  Affliction talent, which functions as a potion or oil. This can-
  not be augmented by the Empathic Healing talent.
  An instilled liquid remains potent until you rest to regain 
  spell points. If you have equipment on hand (such as an alche-
  my lab), the cost of bottles and water is considered negligible. 
  You may target food but not an already-magical item, such as 
  a potion. All spell points must be spent and all variables of the 
  sphere effect must be chosen at the time the instilled liquid is 
  created. You cannot instill multiple effects in a single liquid, nor 
  create multiple instilled liquids with a single action.
  Latent Healing
  When you use cure or invigorate on a target, you may choose 
  to delay its effects. You may apply effects that add additional 
  hit points of healing at the time of the initial cure, such as addi-
  tional hit points from Fount Of Life. At any point within 1 hour 
  per caster level, the subject of the effect can trigger its effects 
  as a swift action. A target can only be under the effects of one 
  latent healing at a time.
  Lingering Resilience
  Whenever you remove a condition completely from a crea-
  ture using your restore ability, they are completely immune to 
  that condition for 2 rounds. Being immune to a condition does 
  not provide any additional defense against more severe versions 
  of a condition, and they can not be made immune to a con-
  dition they did not have. This may not provide immunity to 
  ability damage, ability drain, death, or negative levels.
  Whenever an ally regains hit points from you using your 
  cure ability, they gain damage reduction equal to 1/2 your caster 
  level or the number of hit points regained (whichever is less) for 
  2 rounds. This is not compatible with any form of fast healing 
  you may grant.
  Mass Healing [mass]
  When using a cure, invigorate, or restore, you may spend an 
  additional spell point to affect an additional 1 creature per 2 
  caster levels (minimum 1) at the same time. Each target must be 
  within range and must be affected by the same cure, invigorate, 
  or restore.
  Painkiller
  Whenever you invigorate a target, they are also healed of 
  an equal amount of nonlethal damage. They are healed up to 
  the maximum amount you can invigorate, even if this amount 
  is greater than the number of temporary hit points you grant 
  the target.
  Ranged Healing [range]
  Your cure, invigorate, and restore abilities have a range of 
  close rather than touch.
  Restorative Cure
  When using your cure or invigorate abilities on a target or 
  targets, you may spend an additional spell point to restore them 
  as well.
  Resuscitate
  Your cure and invigorate abilities function on creatures who 
  have died within no more than 1 round. If the target’s new hit 
  point total is at a negative amount greater than its Constitution 
  score, then it comes back to life and stabilizes at its new hit 
  point total. Otherwise the target remains dead. Creatures 
  brought back to life in this manner gain a temporary negative 
  level.
  
  Chapter 5: Spheres
  318
  Revitalize
  You may choose for your cure to grant the target fast heal-
  ing instead of directly healing damage. This grants the target 
  fast healing 1 for 1 minute per caster level. Increase the amount 
  of fast healing granted by the number of (cure) talents you pos-
  sess. This no longer counts as cure for talents such as Font Of 
  Life or others.
  You may take this talent a second time to increase the du-
  ration of the revitalize effect to 1 hour per caster level, but the 
  effect ends early if the target is healed a total number of hit 
  points equal to 10 x your caster level x (1 + the number of (cure) 
  talents you possess). If a creature gains fast healing from anoth-
  er source (such as another caster using this ability), they may 
  choose each round which they benefit from.
  Sanctify
  As a special application of restore, you may cause a creature 
  damaged by positive energy to suffer 1d2 temporary negative 
  levels for one hour per caster level (with no save instead of the 
  usual Will save to negate), even if they are normally immune to 
  negative levels. When used this way, this application of restore 
  requires a touch attack or ranged touch attack, and is consid-
  ered a ray.
  The inflicted negative levels increase by 1 die size per 5 
  caster levels (1d2, 1d3, 1d4, 1d6, etc.). These levels stack, but do 
  not destroy an undead creature if they have as many negative 
  levels as Hit Dice. Instead, if a negative level would reduce the 
  creature to 0 Hit Dice, the creature instead takes 4 points of 
  Constitution drain (even if they are normally immune to ability 
  drain) or Charisma drain if they have no Constitution score for 
  the duration of the effect. A negative energy effect that caus-
  es negative levels can be used to remove these negative levels 
  before they become permanent. If a negative level lasts longer 
  than 1 day, the target must succeed at a Fortitude save per nega-
  tive level or have the negative level become permanent.
  Self-Renewal
  You may spend an additional spell point to use your cure 
  or restore ability on yourself as a swift action. You cannot use 
  this to shorten an ability that has a casting time of more than a 
  standard action, and you cannot affect any creature other than 
  yourself with this ability. You may spend an additional spell 
  point to do this even if you are normally unable to cast due to a 
  condition you can restore.
  Sudden Invigoration
  By spending a spell point, you can use invigorate as an im-
  mediate action. If done in response to a creature taking dam-
  age, you may choose whether the temporary hit points are 
  gained before or after the damage is taken.
  Taste Of Victory
  Whenever you successfully hit a creature with at least half 
  as many Hit Dice as your character level with an attack that re-
  quires an attack roll, you may spend an additional spell point to 
  use a Life sphere ability as a swift action on any willing creature 
  within range. If the attack was a critical hit, knocked the target 
  creature unconscious, or reduced the enemy to 0 or fewer hit 
  points, you may use the Life sphere ability without spending 
  the additional spell point required to use this talent.
  Cure Talents
  Restore Capacity (cure)
  Your cure ability heals an additional 1 hit point per cast-
  er level. As a special application of restore, you may restore a 
  creature’s movement and physical capacity instead of restoring 
  mind, body, or soul. This allows a target to make an immediate 
  Escape Artist check with a circumstance bonus equal to your 
  caster level against any applicable condition (for example, if it 
  is entangled or grappled), and the target is cured of the stunned 
  condition. This also removes the lessening of a target’s move-
  ment speed or removal of a movement type, or any other sim-
  ilar detriment such as the loss of the power of speech. If the 
  target is under a spell or effect that causes paralysis, you may 
  attempt a magic skill check against the spell or effect, removing 
  the condition if you succeed.
  Restore Health (cure)
  Your cure ability heals an additional 1 hit point per caster 
  level. When restoring a target’s body, the exhausted and nause-
  ated conditions are completely removed rather than lessened, 
  and you may attempt a magic skill check against the DC of any 
  poison or disease the target is suffering from. On a success, this 
  removes that poison or disease from the target. This does not 
  reverse damage the target may have suffered from the poison 
  or disease (such as ability damage), but it does stop the poison 
  or disease from causing any more.
  Restore Senses (cure)
  Your cure ability heals an additional 1 hit point per caster 
  level. When restoring a target’s mind, the target is also cured of 
  the confused and dazed conditions, and the frightened and pan-
  icked conditions are completely removed rather than lessened; 
  as well as all temporary or magical removal of their senses. This 
  includes blindness, deafness, loss of tremorsense, blindsense, 
  etc. If playing with sanity rules, this also cures 1d4 points of 
  sanity damage.
  Restore Spirit (cure)
  Your cure ability heals an additional 1 hit point per caster 
  level. When restoring a target’s soul, the target is cured of all 
  ability damage, as well as all ability drain to one ability score 
  of your choice. The target is also cured of 1 temporary negative 
  level, +1 per 5 caster levels. This may also suppress a permanent 
  negative level for 1 minute per caster level instead of curing a 
  temporary negative level.
  Vitality Talents
  Aggressive Vitality (vitality)
  Your Life magic gives the target a fevered strength. This 
  grants the target a +2 circumstance bonus on attack and dam-
  age rolls with weapon attacks
  Energizing Vitality (vitality)
  Your Life magic makes your ally restless and full of energy, 
  granting them a +30 feet circumstance bonus to all forms of 
  movement.
  Sustaining Vitality (vitality)
  Your ally receives a +2 circumstance bonus to AC and sav-
  ing throws.
  
  Chapter 5: Spheres
  319
  Light
  You may create and manipulate light.
  Glow
  As a standard action, you may cause an object or creature 
  in medium range to glow for 1 minute per caster level, outlin-
  ing it with light as a candle, which may be of any color you 
  wish. This requires a touch attack or ranged touch attack, and 
  is subject to spell resistance. The object or creature becomes 
  outlined with light, giving it a -20 penalty on Stealth checks 
  and negating all bonuses usually bestowed by invisibility, blink 
  effects, darkness, or similar effects.
  As a free action, you may cause any creature or object you 
  have caused to glow that is within medium range to shed light 
  as a torch, shedding normal light to 20 feet and increasing the 
  light level by one step to a maximum of normal for 20 feet be-
  yond this. Reducing this light is also a free action.
  Whenever a glow effect interacts with a magical darkness 
  effect (such as from the Dark sphere) the caster of the glow ef-
  fect must succeed at a magic skill check against the MSD of the 
  darkness effect’s caster. If he succeeds, the Light effect func-
  tions normally. If he fails, the Dark effect functions normally 
  (outlines are swallowed, light sources are hampered, etc.). An 
  area filled with normal or bright light from a glow effect is no 
  longer considered an area of darkness for Dark sphere abilities.
  Bright Light
  As a standard action, you may cause one of your glow ef-
  fects within medium range to shed bright light. This may be 
  done as part of the same standard action used to cause that ob-
  ject to glow. This produces bright light for 30 feet + 5 feet per 2 
  caster levels, and increases the light level by one step to a maxi-
  mum of normal for 30 feet + 5 feet per 2 caster level beyond this. 
  You must concentrate to maintain this effect, but may always 
  spend a spell point as a free action to allow the bright light to 
  continue without concentration for 1 minute per caster level or 
  until the glow effect expires, whichever comes first. The bright 
  light produced by this effect is not the equivalent of daylight 
  for the purposes of creatures that are damaged or destroyed 
  by daylight, but it may affect creatures with light blindness or 
  other conditions.
  Lens
  (Lens) effects allow a user of the Light sphere to bend or 
  alter light and its properties. The caster may place a lens as a 
  standard action on any target (or sometimes a space) within the 
  same range as their glow. This requires a melee or ranged touch 
  attack when used on unwilling targets, and is subject to spell 
  resistance. A lens lasts as long as you concentrate, but you may 
  spend a spell point to allow a lens to remain for 1 hour per caster 
  level without concentration.
  When you gain the Light sphere, you gain the following 
  lens:
  Telescope (lens)
  You give the target the ability to magnify incoming light, 
  granting them a circumstance bonus to sight-based Perception 
  checks equal to +2, +1 per 5 caster levels. In addition, the dis-
  tance at which the DC for sight-based Perception checks in-
  creases improves by 10 feet per caster level (normally +1 per 10 
  feet).
  Light Talent Types
  Some talents are marked (lens). These give additional lenses.
  Light
  Some talents are designated (light), which add additional 
  effects to your glow ability. You may only apply the benefits of 
  one (light) talent to any individual glow effect. While you may 
  only apply one such talent to an individual glow effect, areas 
  of bright light from different glow effects overlap, provided 
  they are augmented by different (light) effects; an area cannot 
  be affected by the same (light) effect from multiple sources 
  simultaneously.
  When augmenting a glow effect with a (light) talent, the 
  effect is applied once per round, at the end of the caster’s turn. 
  For example, if a glowing object is thrown into a large group 
  of enemies, it would only affect those within the area where it 
  landed, not those targets it passed by to arrive in that area.
  Nimbus
  Some Light talents are designated (nimbus), which notes 
  a talent that alters the area of light shed by your glow effects, 
  changing the area in which light is increased as well as where 
  the effects of (light) talents are applied. You may only apply a 
  single (nimbus) talent to a glow at a time but may switch be-
  tween them and the normal area of your glow as a free action, 
  though any (light) talents affect only one area in a round.
  Light Sphere Talents
  Area Glow
  You may spend a spell point to create an eruption of light, 
  causing all creatures and objects within a 10 feet + 5 feet per 5 
  caster levels radius centered within range to glow. You do not 
  need to make a ranged touch attack against any creature within 
  this area. You may only make a single target glow brightly as part 
  of applying an area glow chosen after the targets are affected.
  Bend Radiance
  You may bend the light produced by your glows, allowing 
  you to create spaces untouched by their light. When you cause 
  a glow to shed normal or bright light, you may choose a number 
  
  Chapter 5: Spheres
  320
  of 5-foot cubes in the area of light it produces, up to a max-
  imum of 1 +1 per 2 caster levels. These cubes do not need to 
  be contiguous. The selected area is unaffected by your glow; its 
  light level does not change, and it is not subject to the effects 
  of any (light) talents applied to the glow. If the glow moves, this 
  omitted area moves with it. You may alter what areas are affect-
  ed and unaffected by your light as a free action.
  Black Light
  As a free action you may cause any glow within your range 
  to shed non-visible light. While shedding non-visible light, a 
  glow does not outline a creature with light, impose a Stealth 
  penalty, or increase light levels within its radius. However, 
  (light) talents applied to the glow still function as if it was shed-
  ding light in its normal area.
  A glow shedding non-visible light functions normally even 
  in magical darkness and does not hinder the function of mag-
  ical darkness in the same area. No magical skill check is made 
  when a glow under the effects of Black Light interacts with 
  magical darkness.
  Dancing Lights
  You may create a glow effect without the need for a crea-
  ture or object. This allows you to create a floating ball of light 
  that may fly up to 60 feet per round and may be directed as a 
  free action. You may give these lights simple commands, such 
  as following a creature you can see or traveling in a specified 
  pattern.
  Doubled Nimbus
  By increasing the casting time of your glow by one step or 
  by spending a spell point you may apply two (nimbus) talents to 
  a single glow effect, causing it to shed light in the area defined 
  in both (nimbus) talents. Alternatively, you may choose to apply 
  a single (nimbus) talent while also shedding light in the nor-
  mal radius of your glow, or apply a single (nimbus) talent twice. 
  Creatures in overlapping areas are still only affected by (light) 
  talents and other effects of your glow once.
  Dual Light
  By spending a spell point you can simultaneously apply two 
  different (light) talents you possess to your glow. The effect of 
  each talent is resolved separately, and you must pay the spell 
  point costs of each one individually, though other costs (such as 
  for metamagic or maintaining bright light without concentra-
  tion) are only incurred once.
  Flare
  As a swift action you can expend one of your glow effects 
  within range of your glow ability, causing it to blaze up momen-
  tarily before dying completely, ending the effect. The target of 
  the glow effect takes 1d4 untyped damage per 2 caster levels 
  (minimum 1d4), while all creatures within 5 feet + 5 feet per 10 
  caster levels of the target suffer half this damage. Affected crea-
  tures may attempt a Reflex save for half damage. If the target 
  of your glow is Large or larger, choose one of its squares when 
  determining the area of this effect.
  Flash
  You may choose to apply the effects of (light) talents at any 
  point during your turn as a free action instead of only at the 
  end of your turn. You may still only apply the effects of (light) 
  talents once per round.
  As a swift action you may spend a spell point to apply 
  the effects of a (light) talent an additional time in a single 
  round. This additional application may be activat-
  ed separately from any other application of your 
  (light) talents. This allows your (light) talent to 
  affect a different area if the glow has moved or 
  the area of its light has changed, but does not 
  let you affect any given area or creature more 
  than once per round.
  Glory
  As a free action you may cause any glow 
  placed on yourself or an item in your posses-
  sion to shed bright light in a 5-foot radius, 
  activating the effects of (light) talents and 
  other abilities that require bright light. You 
  do not need to concentrate to maintain this 
  smaller area of bright light, nor do you need 
  to spend a spell point. You may still follow the 
  normal rules for causing your glow effects to 
  shed bright light in order to shed bright light 
  in a larger area. If you have multiple glow effects 
  that could benefit from this talent, you may only 
  cause one of them to shine bright light this way, but 
  may switch which one Glory affects as a free action 
  once per turn. An item that leaves your possession (such 
  as by being thrown or disarmed) loses the benefits of this tal-
  ent until you recover it.
  
  Chapter 5: Spheres
  321
  Instill Glow [instill]
  As a standard action you may touch a small container of 
  liquid and instill a lens inside it, which functions as a potion or 
  oil. You must spend a spell point to allow it to endure without 
  concentration. You may also spend a spell point to create an in-
  stilled liquid that makes a target glow brightly, and can contain 
  the effects of a single (light) talent you possess.
  An instilled liquid remains potent until you rest to regain 
  spell points. If you have equipment on hand (such as an alche-
  my lab), the cost of bottles and water is considered negligible. 
  You may target food but not an already-magical item, such as 
  a potion. All spell points must be spent and all variables of the 
  sphere effect must be chosen at the time the instilled liquid is 
  created. You cannot instill multiple effects in a single liquid, nor 
  create multiple instilled liquids with a single action.
  Intensity Control
  You may add up to 10 feet from the radius of your normal 
  and bright light, as well as the distance to which light is in-
  creased by one step, or subtract any distance from the radius 
  of your light. If you possess talents that would alter the area of 
  your light such as the Beam talent, this increased or decreased 
  radius is added in before the area is multiplied. You may alter 
  the area of your light as a free action, but for the purpose of 
  (light) talents you may only affect one area per round.
  Alternatively, so long as you do not apply any (light) talents 
  to your glow, you may increase the radius of your normal light 
  to 40 feet and the radius of your bright light to 60 feet + 5 feet 
  per caster level, and change the distance to which light is in-
  creased to the same amount.
  You may not alter the area of bright light shed by the Glory 
  talent with Intensity Control.
  Light Link
  You always know the direction and distance to any creature 
  or object under the effect of your glow. This has no effect if the 
  creature or object is on another plane.
  Lingering Glow
  When you produce a glow, it lasts for 10 minutes per caster 
  level instead of 1 minute per caster level. When spending a spell 
  point to allow bright light to continue without concentration, 
  it lasts for 10 minutes per caster level instead of 1 minute per 
  caster level.
  When you cause one of your glow effects to shed bright 
  light by concentrating on it, you may choose for it to contin-
  ue shedding bright light for two rounds even after you stop 
  concentrating.
  Mass Lens [mass]
  When using a lens, you may spend an additional spell point 
  to affect an additional 1 creature per 2 caster levels (minimum 1) 
  with the same lens at the same time. Each target must be within 
  range. While you may maintain concentration on each lens at 
  the same time, each lens is considered a separate sphere effect. 
  When spending a spell point to allow the lenses to endure with-
  out concentration, the duration of each lens is decreased by one 
  step to 10 minutes per caster level.
  Ranged Light [range]
  You may target creatures and objects within long range 
  rather than medium range when applying a glow or lens, and 
  when causing a glow effect to shed normal or bright light.
  Solar Strike [strike]
  As a standard action, you may make a single weapon attack 
  in conjunction with making a target glow. This casting cannot 
  be reduced below a standard action, and does not provoke at-
  tacks of opportunity, unless as usual if making a ranged attack. 
  If the target is struck by the attack, it is also struck by the glow. 
  If using a scatter weapon, the blast only applies to a single tar-
  get, chosen at the time of attack.
  Style
  Your glows may be composed of multiple colors, allow-
  ing you to outline or highlight specific portions of a glowing 
  object or create art. When you cause your glow to shed light, 
  you may also create patterns and different colors in the light it 
  sheds, casting intricate designs on surfaces. These patterns may 
  be highly detailed and complex, though creating art of high 
  craftsmanship requires you to succeed on an appropriate Craft 
  check, usually Craft (painting). You determine and create the 
  pattern as part of making the glow or light, but may change it as 
  a free action once per turn.
  As a standard action you can cause one of your glows that 
  is shedding light to stain a surface with its light, painting its 
  current pattern on any portion of the glow’s area. The ability 
  to stain a surface is an instantaneous effect, so the resulting 
  stain is non-magical and functions as a mundane dye that can-
  not be dispelled, though it may be cleaned off or painted over. 
  Unwilling targets may attempt a Reflex save to avoid being 
  stained, and a 5-foot cube may be cleaned of these stains with a 
  full minute of work.
  If you also possess the Dancing Lights talent, you may alter 
  the shape and appearance of your light. It may be as large as a 
  full 5-foot cube, or as small as a mote of dust, though its size has 
  no impact on the light it sheds. Regardless of how intricate or 
  well shaped your Dancing Light is, it is impossible to mistake 
  as anything other than a magical light.
  Lens Talents
  Aiming Scope (lens)
  The target of this lens fires with more precision. They treat 
  targets of their ranged attacks as being one range increment 
  closer for all effects, such as when determining penalties for 
  firing at a longer range. In addition, they gain a +1 competence 
  bonus to all ranged attack rolls.
  For every ten caster levels you possess, the target ignores 
  an additional range increment and their competence bonus to 
  ranged attack rolls increases by 1.
  Chameleon (lens)
  You can cause light and color to shift around a target, 
  granting it the ability to blend in with its surroundings. The tar-
  get gains a circumstance bonus to Stealth checks equal to your 
  casting ability modifier. This does not stack with bonuses from 
  invisibility. An object hidden in this way requires a Perception 
  check to notice (DC 10 + the object’s size modifier + your cast-
  ing ability modifier). In addition, the target gains the ability to 
  hide even while being observed, though the target cannot move 
  more than 5 feet each round to use this benefit.
  
  Chapter 5: Spheres
  322
  Dim Light (lens)
  You cause a target to suffer no ill effects from light. The 
  target of this (lens) talent is immune to the negative effects of 
  your glows, including the effects of any (light) talents applied 
  to them. It also gains no visibility related penalties from your 
  glows, acting as if they did not exist in the area. It suffers no 
  penalties from light sensitivity.
  Halo Effect (lens)
  You may place a lens upon a creature that subtly controls 
  light around them. This is a powerful aid to communication, 
  and can be used to communicate basic ideas and emotions to 
  anyone who can see the creature. In addition, the creature gains 
  a +2 circumstance bonus to Bluff and Diplomacy checks against 
  creatures that can see them with conventional or low-light vi-
  sion, with a +1 increase every 4 caster levels. At the GM’s dis-
  cretion, this bonus may also apply to certain types of Perform 
  checks as well.
  Infravision (lens)
  You may slightly shift the spectrum of light, granting the 
  target the ability to see heat. This allows them to ignore the 
  miss chance for less than total concealment on living creatures. 
  In addition, the target is capable of tracking living creatures 
  by the heat they leave in their tracks. So long as the trail is no 
  more than an hour old, the ground condition is never treated 
  as worse than soft ground (DC 10), though strong temperature 
  conditions (such as winter snow or a desert noon) can negate 
  this benefit.
  Obscure (lens)
  You allow light to partially pass through your target and 
  move in strange ways around them, making it difficult to per-
  ceive their exact position. Once per round when the target is 
  attacked, but before the attack is rolled, they can choose to 
  have the attacker roll twice and take the lower result. For every 
  ten caster levels you possess you may cause this to happen an 
  additional time per round.
  Opponents that rely solely on non-visual senses (such as 
  blindsight) or that cannot see the target ignore this penalty.
  Periscope (lens)
  By altering the path of light you can see from unusual po-
  sitions. You may place and see from a sensor in any unoccupied 
  space within your glow range that you can draw an unobstruct-
  ed line to. You may see from the position of the sensor as if you 
  stood in the space it occupies, and may shift your perspective 
  to or from that sensor as a free action. These sensors can be 
  detected (Perception DC 20 + your caster level) and dispelled.
  Light Talents
  Beacon Of Hope (light)
  When you place a glow effect on a creature, you may choose 
  to grant that creature a +1 morale bonus on saves against fear. 
  This bonus increases by 1 for every 5 caster levels possessed. You 
  may spend a spell point to create bright light that empowers 
  those within it. All creatures within the area under the effect of 
  a fear effect are allowed a new saving throw at the effect’s orig-
  inal saving throw to end the effect, if one was originally given. 
  So long as a creature is within this area of bright light, whenev-
  er they attempt a saving throw vs. a new fear effect, they may 
  roll twice and take the better result.
  Blinding Light (light)
  When you cause a creature to glow, you may choose to 
  make that target dazzled, giving it a -1 penalty to attack rolls 
  and Perception checks.
  You may spend a spell point to create bright light that 
  blinds the glowing target and all creatures within the area of 
  bright light. All creatures must succeed at a Fortitude save or 
  be blinded for 1 round. They must attempt this saving throw 
  each round they are within this area. Creatures who succeed at 
  their saving throw are still dazzled for that round.
  Bound Light (light)
  You may spend a spell point to create a bright light that 
  binds the glowing target inside a prison of light. The target is 
  entangled and must succeed at a Fortitude save each round or 
  also be staggered for that round. In addition, the target must 
  succeed at a magic skill check to use any form of dimensional 
  travel, such as the dimension door spell or the teleport ability from 
  the Warp sphere.
  Disorienting Patterns (light)
  You may create bright light that covers an area in confusing 
  colors and designs. All squares in the area of this bright light are 
  considered difficult terrain.
  By spending a spell point you can make the patterns of the 
  bright light even more intricate and confusing. Each round a 
  creature is within the area, it must attempt a Will save or fall 
  prone.
  Blind creatures (or creatures that have closed their eyes for 
  at least 1 round) and creatures that do not rely on sight are im-
  mune to the effects of this talent.
  Encompassing Light (light)
  You may spend a spell point to create bright light that en-
  compasses the glowing creature, allowing it to function as if it 
  were larger than it is. The glowing creature deals damage and 
  gains reach as if it were 1 size category larger than it is. This im-
  proves by one size category for every 10 caster levels possessed.
  Fenestrate (light)
  You can create bright light that makes everything and ev-
  eryone within the area of the bright light translucent enough 
  that they can be seen through. This includes creatures, objects, 
  structures, and even the ground itself. Objects are not invisi-
  ble, however, and seeing through them is difficult. Objects that 
  grant cover still grant concealment, but any creature using such 
  an object to hide receives a -10 penalty to their Stealth. Magical 
  fog effects are countered by this Light talent the way magical 
  darkness can be countered by Light talents. Effects based on 
  light (such as most Light sphere abilities) can pass through to 
  affect other objects, but other effects are still stopped by solid 
  objects.
  This light can be placed on a single structure to make it 
  translucent. If the structure is larger than the area of the glow, 
  then only part of the structure is made translucent.
  Flicker (light)
  You may create bright light that partially assimilates a 
  glowing creature and its carried equipment, allowing them to 
  momentarily shed their physical form. A creature under this 
  effect can choose to move through solid objects as long as there 
  are no factors that block normal sight (such as concealment 
  
  Chapter 5: Spheres
  323
  from darkness or fog). This allows them to pass through trans-
  parent barriers like glass or through impossibly small gaps (such 
  as a keyhole), but not objects affected by Fenestrate.
  Guiding Light (light)
  When you cause a creature to glow, you may choose to 
  grant all creatures a +1 circumstance bonus to attack rolls 
  against that target, +1 per 10 caster levels. When causing that 
  creature to shed bright light, you may increase this bonus to 
  +2, +1 per 5 caster levels. This has no effect on other creatures 
  within the area of bright light.
  Hypnotic Pattern (light)
  You may spend a spell point when creating bright light 
  to fascinate creatures. All creatures within this area of bright 
  light that can see become fascinated (Will negates) for as long 
  as they remain within this area of bright light. These targets 
  take no action on their turn but to stare into the light, and 
  suffer a -4 penalty to all Perception checks. A target is allowed 
  a new saving throw each round to throw off the effect, and on a 
  successful save, may make their actions as normal. Once a tar-
  get has saved against this effect, they are immune to the effect 
  for the rest of its duration. Hostile action taken against a hyp-
  notized target automatically breaks the effect, as if the target 
  had succeeded at their saving throw. If the target was already in 
  combat when this ability is used, they gain a +2 bonus to their 
  initial saving throw.
  Inner Sun (light)
  You grant a creature that you have caused to glow brightly 
  a weapon of light they may wield as a weapon. The weapon can 
  be shaped into any melee weapon the holder is proficient with 
  as a swift action, and initially appears as whatever weapon they 
  choose. On a hit, this does an additional 1d4 fire damage + 1d4 
  damage for every 4 caster levels that you possess.
  The weapon can not harm invisible or translucent enemies 
  or structures, and passes through them harmlessly, possibly 
  damaging things on the other side. Targets that are reflective 
  such as a mirror have a 50% miss chance against attacks with 
  this weapon. If the creature deliberately lets go of the weapon, 
  it disappears, but otherwise the creature can not be disarmed.
  You may target a weapon to grant it this additional fire 
  damage, as if it were a weapon of light. This extra damage is 
  subject to the same restrictions as a weapon of light (does not 
  affect invisibile or translucent targets, 50% chance of not af-
  fecting reflective creatures).
  Irradiance (light)
  Your glow sheds ionizing radiation along with visible light. 
  When you cause a target to glow you may choose to make it 
  sickened, giving it a -2 penalty to attack rolls, weapon damage 
  rolls, saving throws, skill checks, and ability checks.
  By spending a spell point to create bright light you can in-
  crease the intensity of the radiation. All creatures in the area of 
  this bright light must succeed at a Fortitude save or be nause-
  ated for one round. They must attempt this saving throw each 
  round they are within this area. Creatures that succeed on their 
  saving throw are still sickened for that round.
  Lure Light (light)
  You may create an area of bright light that lures creatures 
  towards it. All creatures in the area of your light must succeed 
  at a Will save or be compelled to move towards the source of 
  the glow on their turns. An affected creature capable of move-
  ment must make at least one move action towards the source of 
  the glow each turn, and cannot intentionally move away from it 
  unless they must backtrack to get closer to it. A creature may 
  attempt a new Will save each turn they are in the light of the 
  glow, and after successfully saving once they are immune to 
  your use of this talent for 24 hours. If a creature is in the area of 
  multiple lure lights, they move towards the closest, or towards 
  the glow of their choice if they are equidistant. A creature will 
  not intentionally harm themselves when moving towards a lure. 
  They will not throw themselves off cliffs or into lava to pursue a 
  glow, though they will move as close as possible without risking 
  themselves.
  The effect of this (light) talent is considered a mind-affect-
  ing effect.
  Precious (light)
  You may spend a spell point to create bright light on an 
  object 2 or more sizes smaller than yourself, that compels those 
  who see it to try and acquire it. Those who see the targeted 
  object spend their turn frantically trying to acquire the precious 
  object.
  They will not automatically become violent, and affected 
  creatures will not attempt to acquire the precious object if at-
  tempting to do so would be obviously fatal, would inflict seri-
  ous injury upon them, or be against their alignment or nature. 
  They will not ignore enemies either, but their priority will be to 
  acquire the precious object.
  They will try to acquire the object by direct and immediate 
  means (not by bribery) and they will not stop just because they 
  lose sight of the object. A creature might attack someone to 
  acquire the object, but only if it is someone they might consid-
  er attacking anyways, and most likely they will try to grab the 
  object and run rather than fight in a prolonged conflict.
  If the creature manages to acquire the precious object, they 
  hold it in their hands and admire it as a standard action on their 
  turn, doing whatever is required to keep it other than letting it 
  go.
  Each creature gets a Will save to negate the effect when 
  they first see the precious object, and a new save whenever they 
  spend a standard action admiring the object. You are immune 
  to this effect, but your allies are not.
  This is a mind-affecting compulsion effect.
  Repelling Light (light)
  You may spend a spell point to create light that repels un-
  wanted creatures. Choose one creature type. In the case of hu-
  manoids and outsiders, you must instead choose one subtype. 
  Any creature of this type or subtype within the area of bright 
  light must succeed at a Fortitude save or be unable to move 
  closer to the source of the light. Affected creatures may move 
  sideways or backwards, but cannot move closer, although the 
  source of the light may move closer to them. Creatures who 
  succeed at their saving throw but remain within the area of 
  bright light must attempt a new saving throw every round to 
  avoid being affected.
  If a creature enters this area of bright light (or if the source 
  of bright light moves close to them), they must immediately 
  save or be affected.
  
  Chapter 5: Spheres
  324
  Revealing Light (light)
  You may spend a spell point to create bright light that re-
  veals all invisible creatures and objects. These creatures and ob-
  jects lose all the benefits of invisibility for as long as they are 
  within the area of bright light.
  Revelation (light)
  You may place a glow on a source of written information, 
  such as a book, to cause it to reveal any information deliberate-
  ly recorded in it. Anyone who takes even a moment to examine 
  the light (a free action) can read the entire body of work, re-
  gardless of length, damage to the text or language barriers - the 
  observer does not even need to be able to read. Even erased 
  text can be read.
  If information is recorded with a magical protection that 
  prevents detection or understanding, the caster may attempt a 
  magic skill check against the MSD of the caster to determine 
  if the information can be detected or understood. Once ab-
  sorbed, the information can be retained as reading any other 
  book can, and for a period of 1 hour after reading, the infor-
  mation remains especially clear. During this time, any creature 
  attempting a Knowledge check on a topic relevant to the writ-
  ten work receives a +2 circumstance bonus to the check, with +1 
  increase every 4 caster levels.
  This ability may be used on objects with no visible writing, 
  in order to reveal hidden messages. The light can allow a person 
  to read a magical scroll, but does not necessarily allow them to 
  cast or copy it. Observing the light does not trigger magical 
  effects that occur in response to an object being read.
  Searing Light (light)
  You may create bright light that burns targets in its area. 
  All creatures in the area suffer 1 point of fire damage per caster 
  level per round they are within this area of bright light. Undead, 
  oozes, and creatures harmed by daylight take 2 points of fire 
  damage per caster level. This does not affect the target of the 
  glow itself.
  Creatures who have a glow placed directly upon them (or 
  their equipment) augmented by the Searing Light talent may 
  as a full-round action attempt a Reflex save to extinguish the 
  bright light, causing the glow to shed only normal light for the 
  remainder of the effect and preventing further damage caused 
  by Searing Light.
  Shining Arsenal (light)
  You may place a glow on a manufactured weapon, a piece 
  of armor or a shield. When placed on a weapon, it does full 
  damage to incorporeal creatures. If placed on a shield or piece 
  of armor, you may apply its full bonus to AC against the melee 
  attacks of incorporeal creatures.
  If you cause this glow to shed bright light, you can cause 
  the glowing item to duplicate the effect of any single metal or 
  material, chosen when this ability is used. The glowing object 
  counts as a material for weaknesses and damage reduction, but 
  is not otherwise that material.
  Sunstroke (light)
  When you place a glow effect on a creature, you may 
  choose to deal it 1d4 nonlethal fire damage per 2 caster levels 
  (minimum 1d4). The creature takes this damage each round the 
  glow is in effect. A successful Fortitude save negates the damage 
  for that round, while two consecutive Fortitude saves ends the 
  effect.
  If you cause this glow to shed bright light, the target also 
  becomes fatigued the next time they take nonlethal damage 
  from this effect. If they are already fatigued, they instead be-
  come exhausted. This fatigue or exhaustion cannot be recov-
  ered from until the target has been healed of the nonlethal 
  damage taken from this effect.
  Visual Overload (light)
  When you cause a creature to glow, you may spend a spell 
  point to overwhelm the target of the glow with visual stimu-
  lation. The target must succeed at a Will save each round the 
  glow is in effect on them or be staggered for one round. When 
  causing a glow to shed bright light the target must succeed at a 
  Will save every round the bright light persists or become dazed 
  for one round instead of staggered.
  Two consecutive successful Will saves against the glow 
  ends the effect.
  Nimbus Talents
  Beam (nimbus)
  When you cause a glow effect to shed normal or bright 
  light, you can focus this light into a cone (doubling the affected 
  distance) or a line (quadrupling the affected distance). This also 
  doubles or quadruples the distance to which light is increased 
  one step to a maximum of normal light. You may change the 
  direction the light projects as well as switch whether the light 
  is a cone, line, or an emanation each once per round as a free 
  action.
  Trail (nimbus)
  When causing a glow effect to shed normal or bright light, 
  as a free action you may cause it to trail light behind it rather 
  than radiate light normally. The glow sheds normal or bright 
  light in any square it passes through during the round, and the 
  light 20 feet away from any square of this area (or 30 feet + 5 
  feet per 2 caster levels away if shedding bright light) is increased 
  by one step to a maximum of normal. If you return the light’s 
  area to normal or change between (nimbus) talents, any trail 
  left behind is removed.
  Weird Radiance (nimbus)
  When causing a glow effect to shed normal light or bright 
  light, you may shape this light into strange shapes as a free ac-
  tion. It illuminates an area that you form of a number of 5-foot 
  cubes, with each cube placed adjacent to the target of the glow 
  or another cube. For normal light you may place up to 20 5-foot 
  cubes, and with bright light you may place up to 30, plus anoth-
  er for each 2 caster levels you possess. The light 20 feet away 
  from any square of this area (or 30 feet + 5 feet per 2 caster 
  levels away if shedding bright light) is increased by one step to 
  a maximum of normal. With the Intensity Control talent you 
  may add an additional 5-foot cube per 5 feet of radius you would 
  add to your area, and increase or decrease the radius in which 
  light is increased by 10 feet. You may change the light’s area or 
  return it to its normal area as a free action, but for the purpose 
  of (light) talents you may only affect one area per round.
  
  Chapter 5: Spheres
  325
  Mind
  You gain the ability to alter the minds of others, causing 
  them to act as you see fit. All (charm) and (cloud) effects are 
  enchantment (compulsion) mind-affecting abilities.
  Note: Some Mind sphere abilities allow the caster to make 
  a request of the target creature and have different effects de-
  pending on the particular request made. While the final deci-
  sion on what request falls into what category is up to the GM, 
  the examples in Table: Example Requests are a shorthand 
  for players and GMs hoping to quickly determine what an en-
  chanted creature might or might not be asked to do.
  Charm
  You may place charms on creatures. Charms require a stan-
  dard action to use, have a range of close, and are subject to 
  spell resistance. You may only use charms on targets that possess 
  your own creature type (humanoid for humanoids, etc.) al-
  though the Expanded Charm talent changes this. Each charm 
  has three strengths; lesser, greater, and powerful. Lesser charms are 
  at-will abilities, but you may not target an individual creature 
  more than once in a day with any individual lesser charm. Greater 
  charms cost a spell point to use and powerful charms cost 2 points 
  to use. You must possess the Powerful Charm talent before you 
  may use any powerful charms.
  When you gain the Mind sphere, you gain the following 
  charm:
  Suggestion
  You may plant thoughts into a target’s mind.
  Lesser Charm: You may plant a suggestion in a target’s 
  mind, which they obey as if the thought had been their own 
  (Will negates). The suggested course of activity must be limited 
  to a sentence or two and must be a very simple request. The 
  creature performs the suggested action until it finishes, or for 
  1 hour per caster level, whichever comes first. If you choose, 
  you can instead specify conditions the creature should look for, 
  (i.e., “you should search the next person who enters this room, 
  looking for weapons.”) If the condition is not met before this 
  duration expires, the activity is not performed.
  Greater Charm: This works as the lesser charm, but may 
  be up to a basic request. Very simple requests cause the save 
  to be made with a -2 penalty. The target cannot be asked to do 
  anything it would not normally do.
  Powerful Charm: This works as the lesser charm, but the 
  creature obeys any course of action given, so long as the sugges-
  tion is not obviously fatal or against the target’s nature. Basic 
  requests cause the save to be made with a -2 penalty, while very 
  simple requests cause the save to be made with a -4 penalty.
  Table: Example Requests
  Creature
  Very Simple Request
  Basic Request
  Would not normally do
  Against the creature’s 
  nature
  Paladin
  Provide healing to an 
  injured person
  Protect the innocent from 
  danger, hunt a monster in 
  the area
  Ignore minor criminal 
  activity, hide a creature of 
  dubious guilt
  Attack teammates, 
  slaughter the innocent, 
  renounce her religion, 
  desecrate a temple
  Evil-aligned 
  professional 
  thief
  Steal a simple, unat-
  tended object, visit a 
  tavern
  Share non-compromising 
  information, teach some-
  one thieving skills
  Donate a few coins to 
  charity, reveal secret 
  plans, stab their co-con-
  spirators in the back
  Give up their most valu-
  able magic items, reveal 
  their greatest secrets, 
  turn themselves in for 
  their crimes
  Bear
  Grab fish from a stream
  Calm down and not at-
  tack an unassuming target
  Ignore a humanoid sitting 
  in its den
  Ignore the kidnapping of 
  its cubs
  Orc bandit
  Mug a weak, unguarded 
  target
  Join a raid on a town, or 
  the hunting of a monster
  Help run a farm, ignore a 
  rich-looking target, fight 
  a target where survival is 
  uncertain
  Fight a target where sur-
  vival is unlikely, join a raid 
  against its own people
  Ancient dragon
  Eat an annoying 
  humanoid
  Eat an unassuming 
  humanoid
  Give up a valuable item
  Give up its hoard
  Middle-aged 
  farmer
  Eat lunch
  Give a kind stranger a 
  meal and a hayloft to 
  sleep in
  House and feed a squad-
  ron of questionable men, 
  help a team of adventur-
  ers as a cook and porter 
  on their quests
  House wanted criminals, 
  allow the kidnapping of 
  his family, take up arms 
  and become a soldier
  
  Chapter 5: Spheres
  326
  Mind Talent Types
  Some mind talents are designated (charm) talents. These 
  talents grant you additional charms you may place on targets.
  Cloud
  Talents marked with the (cloud) tag allow the caster to 
  spend a standard action to create clouds of mental energy that 
  emanate from an area, object, or creature within close range. 
  When applying a cloud to an unwilling creature or an attended 
  object they are allowed a Will save to resist, and both placing 
  a cloud and the effects of a cloud are subject to spell resistance. 
  A creature is immune to cloud effects placed upon itself or its 
  worn and carried equipment.
  An imbued area may either be 10 feet in radius + an extra 
  5 feet per caster level, or a 10-foot wide area that extends for 
  a length of 10 feet + 10 feet per caster level (such as would be 
  appropriate to fill a 10-foot wide hallway). An imbued item may 
  be no larger than 5 cubic feet per caster level in size. A creature 
  may be up to the caster’s size + 1 size category for every 5 caster 
  levels. It is possible to imbue a portion of an item or creature (a 
  single head of a massive, two-headed dragon or a single segment 
  of a lengthy carpet with blood smeared over it, for instance) but 
  hiding a portion of an item or creature will not prevent the 
  whole of it from being noticed. Unless otherwise specified, a 
  cloud’s radius extends from an item or creature as if the creature 
  was the center of an imbued area measured as a radius.
  As with charms, most clouds have three strengths; lesser, 
  greater, and powerful. Spell point expenditures remain the same 
  for the three strengths, and you may only affect a creature with 
  a cloud if you could also affect it with a charm. Similarly, the 
  Powerful Charm talent is required to use the powerful versions 
  of clouds and you may only imbue the same item, creature, or 
  area with a lesser cloud once per day. With the exception of Mass 
  Charm, (cloud) talents are affected by talents that affect charms.
  Mind Talents
  Charming Strike [strike]
  You may deliver charms via a melee touch attack. As a stan-
  dard action, you may make a single weapon attack in conjunc-
  tion with using a charm. This casting cannot be reduced below 
  a standard action, and does not provoke attacks of opportunity, 
  unless as usual if making a ranged attack. If the target is struck 
  by the attack, it is also affected by the charm. If using a scatter 
  weapon, the charm only applies to a single target, chosen at the 
  time of attack.
  Expanded Charm
  Your charms may affect creatures of any creature type, in-
  stead of just your own. This does not allow you to affect crea-
  tures immune to mind-affecting effects with your charms.
  Instill Charm [instill]
  As a standard action you may touch a small container of 
  liquid and instill a charm inside it, which functions as a potion 
  or oil. You may create an instilled liquid of a greater or power-
  ful charm, but must spend a spell point to create a lesser charm. 
  Lesser charms created in this way are not limited to only being 
  usable once per target.
  An instilled liquid remains potent until you rest to regain 
  spell points. If you have equipment on hand (such as an alche-
  my lab), the cost of bottles and water is considered negligible. 
  You may target food but not an already-magical item, such as 
  a potion. All spell points must be spent and all variables of the 
  sphere effect must be chosen at the time the instilled liquid is 
  created. You cannot instill multiple effects in a single liquid, nor 
  create multiple instilled liquids with a single action.
  Mass Charm [mass]
  When using a charm, you may spend an additional spell 
  point to charm an additional 1 creature per 2 caster levels (mini-
  mum 1) at the same time. Each target must be within range and 
  must be affected by the same charm. Once created, each charm 
  is considered a separate sphere effect.
  Powerful Charm
  You may spend 2 spell points to use the powerful charm and 
  powerful cloud version of any charm or cloud you possess.
  Ranged Mind [range]
  Increase the range you may charm targets by 1 step (close to 
  medium, medium to long). You may select this talent multiple 
  times. The effects stack.
  Subtlety
  If a target succeeds on their save against one of your charms, 
  they must immediately attempt a second Will save. If they fail 
  this second save, they do not realize they were the subject of an 
  attempted mental assault.
  Charm Talents
  Amnesia (charm)
  You may reach into a subject’s memory and remove infor-
  mation and awareness of people, places, things, or events.
  Lesser Charm: The target loses any recollection of what 
  happened in the last round, back to the beginning of your pre-
  vious round’s actions (Will negates). A reminder of the events, 
  such as witnessing a similar action taken by one of the involved 
  creatures or distinctive items being used in the same fashion 
  or someone spending a free action to inform the person about 
  the event, allows the target to attempt a new Will save to recall 
  the forgotten moment, or the target may have their memory 
  restored through the Life sphere’s Break Enchantment talent, 
  the break enchantment spell, any effect that removes the con-
  fused condition, or the use of the Inception talent’s lesser, great-
  er, or powerful charms being used to specifically make the target 
  remember what was forgotten.
  Greater Charm: The target loses all awareness of the im-
  mediate past (Will negates). This affects all memories from up 
  to 1 minute per caster level. Alternatively, a target may lose all 
  memory of just a single person, location, item, or event, such 
  as the identity of someone they talked to, or a robbery they 
  participated in. No matter what in their memory is targeted, no 
  more than 1 minute per caster level can be altered or removed 
  from the target’s memory. A target’s memory may be restored 
  through the Life sphere’s Break Enchantment talent, the break 
  enchantment spell, or through the Inception talent’s greater or 
  powerful charms being used to specifically make the target re-
  member what was forgotten.
  
  Chapter 5: Spheres
  327
  Powerful Charm: The target loses all memory of events 
  that transpired in the recent past (Will negates). This may erase 
  memories going back 1 day per caster level. The caster may 
  erase all or part of the subject’s memory of this time. A target’s 
  memory may only be restored through the Life sphere’s Break 
  Enchantment effect if the caster also possesses the Restore 
  Senses talent, or through the miracle or wish spells. The target’s 
  memory may also be replenished through the Inception talent’s 
  powerful charm being used to specifically make the target re-
  member what was forgotten.
  Calm (charm)
  You may suppress emotions in hostile creatures or provide 
  ease to excitement and confidence. You may deny raging crea-
  tures their battles or joyous creatures their revelry.
  Lesser Charm: The target loses the benefit of any spell 
  or effect with the emotion descriptor, as well as any morale bo-
  nus from magical or extraordinary effects (Will negates). This 
  includes a paladin’s auras, the good hope spell, the effects of an 
  eliciter’s emotions, bardic music, or a barbarian’s rage. The ef-
  fects are suppressed, but not dispelled. This effect lasts a num-
  ber of rounds equal to your caster level. Any aggressive action 
  toward or damage dealt to a creature under the effect of this 
  ability automatically ends the effect.
  Greater Charm: In addition to the effects of the lesser 
  charm, this charm removes any desire to fight or engage in rev-
  elrous behavior. No violent actions or destructive actions may 
  be taken by the creature, but the target may still defend itself 
  normally. In addition, effects related to emotion that grant ef-
  fects beyond simple bonuses (such as a bard’s fascinate ability 
  or certain eliciter emotions) cannot be initiated (Will negates).
  Powerful Charm: In addition to the effects of the greater 
  charm, the target of this ability simply loses any desire to act. 
  The target is overwhelmed with soothing peace and calm and 
  as such may take no actions, but the target may still defend 
  itself normally (Will negates).
  Candor (charm)
  You compel words of honesty in your subject, bringing 
  truth to their voice.
  Lesser Charm: The target is compelled to speak only 
  what they believe to be true. This does not compel them to 
  speak, but it does prevent any words they do say from being 
  intentionally dishonest (Will negates). A target may not realize 
  they are magically compelled to speak the truth if the caster 
  has the Subtlety talent, but even if unaware they may receive a 
  Reflex save to stop themselves from talking when they attempt 
  to tell a lie and realize that their words are changing. This lasts 
  for a number of rounds equal to your caster level.
  Greater Charm: This functions as the lesser charm, but 
  the duration of the Candor is increased to a number of hours 
  equal to your caster level (Will negates).
  Powerful Charm: The target is compelled to answer a 
  single question directly put to it. A successful save allows the 
  target to ignore any similar questions asked with this talent for 
  a number of minutes equal to its Wisdom score. (Ultimately 
  the definition of “similar” is up to the GM, but generally the 
  question “Who stole the queen’s jewels?” is considered simi-
  lar to “Did you steal the queen’s jewels?” but is not considered 
  similar to “What were you doing on the night the jewels were 
  stolen?” because the focus shifts from identifying a culprit to 
  stating an activity.)
  Cerebral Strike (charm)
  You unleash a storm of psychic energy that invades the 
  mind of your subject.
  Lesser Charm: The force of your mind directly attacks 
  the psyche of your enemy. The target takes 1d8 points of non-
  lethal damage per 2 caster levels (minimum 1d8, Will negates).
  Greater Charm: The mental damage you deal is lasting 
  and no longer superficial. In addition to dealing 1d8 points of 
  nonlethal damage per 2 caster levels (minimum 1d8), you also 
  deal 1d4 points of ability damage to the target’s Intelligence, 
  Wisdom, or Charisma (your choice) + an additional 1 point of 
  ability damage per 6 caster levels. Against a successful Will 
  save, you instead deal half of the nonlethal damage you would 
  have dealt and no ability damage. (For example, a 10th lev-
  el caster would deal 5d8 points of nonlethal damage + 1d4+1 
  points of ability score damage to either Intelligence, Wisdom, 
  or Charisma, but against a successful save would only deal half 
  of 5d8 nonlethal damage.) Ability damage dealt this way cannot 
  decrease an ability score below 1.
  Powerful Charm: The force of your mental assault caus-
  es a physiological backlash in the target, along with self-in-
  flicted wounds. You deal 1d8 points of nonlethal damage per 2 
  caster levels (no save) and 1d8 + 1 per 6 caster levels of ability 
  damage to your choice of the target’s Intelligence, Wisdom, or 
  Charisma (Will halves).
  Command (charm)
  You may directly control another creature’s body.
  Lesser Charm: You may force the target to perform 
  one move, swift, or free action of your choice on its next turn 
  (Will negates). This could include yelling loudly, falling to the 
  ground, dropping its weapon, or moving in a generalized di-
  rection (away, toward, left, right, etc.). For the purpose of this 
  talent, standing still is a free action. The target cannot use its 
  other actions on that turn to undo the effect of this lesser charm 
  (pick up a dropped weapon, move back to its old square, stand 
  up if it fell down, etc.).
  Greater Charm: You take control of the target for as 
  long as you concentrate, to a maximum of 1 round per caster 
  level. (Will negates). The target is allowed a new saving throw 
  as a free action each round at the end of its turn to throw off 
  this control. Other than verbal actions, the target cannot per-
  form an action of its own choice on its turn. While under your 
  control, the target mentally fights you, and so can only be made 
  to perform a single move action or standard action each round. 
  The creature can move up to its speed and attack in the same 
  round as a charge action. While you may command a target to 
  use an item or perform magic, this does not grant you knowl-
  edge of the target’s magical abilities or inventory. While you 
  can command a creature to stand still and take no action, you 
  cannot command a creature to become helpless or give up its 
  Dexterity bonus to AC.
  Powerful Charm: This is the same as the greater charm, 
  except the target is not limited to a single standard action or 
  move action each round.
  
  Chapter 5: Spheres
  328
  Confusion (charm)
  You may unravel a creature’s mind and make them behave 
  erratically.
  Lesser Charm: The target becomes confused for 1 round 
  (Will negates).
  Greater Charm: The target becomes confused for 1 min-
  ute per caster level (Will negates).
  Powerful Charm: This is the same as the Confusion 
  greater charm, except in addition to being confused, the target 
  also suffers a -2 penalty to their caster level and a -4 penalty to 
  all their mental ability scores.
  Courage (charm)
  You inspire the target to great action.
  Lesser Charm: The target may choose one attack roll, 
  saving throw, ability check, or skill check it makes within the 
  next minute. The target gains a morale bonus equal to 2 + 1 per 
  5 caster levels on that roll. If no roll is selected before 1 minute 
  passes, this effect ends.
  Greater Charm: The target gains a morale bonus equal 
  to 1 + 1 per 5 caster levels to all attack rolls, saving throws, abili-
  ty checks, and skill checks for 1 minute per caster level.
  Powerful Charm: This is the same as the greater charm, 
  except the target also becomes immune to fear and gains tem-
  porary hit points equal to your caster level.
  Disrupt Focus (charm)
  You can make it harder for a target to concentrate on using 
  their magic.
  Lesser Charm: Your target must succeed at a concentra-
  tion check with a DC equal to 10 + your casting ability modifier 
  + half your caster level for any spell, talent, or similar effect 
  that might otherwise be subject to a concentration check un-
  der adverse conditions (Will negates). You must concentrate to 
  maintain this effect, up to a maximum number of rounds equal 
  to half your caster level (minimum 1) or until the target fails a 
  concentration check, whichever comes first.
  Greater Charm: As the lesser charm, though you no lon-
  ger need to concentrate to maintain the effect, the duration is 
  equal to your caster level (or until the target fails a concentra-
  tion check, whichever comes first), and the concentration DC 
  equals 10 + your casting ability modifier + your caster level.
  Powerful Charm: As the greater charm, though the effect 
  persists even if the target fails a concentration check, lasting 
  for up to a maximum duration of a number of rounds equal to 
  your caster level.
  Enthrall (charm)
  You cause a creature to regard you as its friend. If you or 
  your allies are attacking or threatening the creature, they gain 
  a +5 bonus to their saving throw against this charm. A DC 25 
  Sense Motive check reveals the target of this charm has been 
  enchanted. This is an enchantment (charm) effect instead of an 
  enchantment (compulsion) effect.
  Lesser Charm: You increase the target’s disposition to-
  ward you by 1 step to a maximum of friendly for 1 minute per 
  caster level (Will negates).
  Greater Charm: You increase the target’s disposition 
  toward you to friendly for 1 minute per caster level (Will ne-
  gates). You may make requests of the target, but asking it to 
  do anything it would not normally do requires an opposed 
  Charisma check, and it never obeys requests that are obviously 
  fatal or against its nature, although the target may be convinced 
  dangerous things are worth doing.
  Powerful Charm: This functions as the greater charm, ex-
  cept the duration increases to 1 hour per caster level.
  Esteem (charm)
  You imbue a target with an increased sense of self-worth, 
  capacity for persuasion, and force of personality (Will negates).
  Lesser Charm: You grant a competence bonus to a sin-
  gle Intelligence, Wisdom, or Charisma-based skill check of the 
  target’s choice equal to 1/2 your caster level (minimum 1) that is 
  performed within 1 hour + 1 hour per 5 caster levels. The target 
  counts as enchanted while under the effects of this charm, and a 
  DC 25 Sense Motive check will determine that the target is not 
  wholly acting as themselves.
  Greater Charm: This acts the same as the lesser charm, 
  but the bonus to the check now equals your caster level. As a 
  drawback to this charm, this DC of the Sense Motive check to 
  detect the charm on the target is reduced to 15. This level of the 
  charm may only be used once per day on a target.
  Powerful Charm: As the greater charm, but the check 
  may be performed within 1 day + 1 day per 5 caster levels. This 
  level of the charm may only be used once per week on a target.
  Fear (charm)
  You may warp a target’s mind with fear.
  Lesser Charm: You cause the target to become shaken 
  for 1 round per caster level (Will negates).
  Greater Charm: You cause a target to become frightened 
  for 1 round per caster level (Will negates). On a successful save, 
  they are still shaken for 1 round per caster level.
  Powerful Charm: This is the same as the greater charm, 
  except the target becomes panicked instead of frightened. On a 
  successful save, they are still shaken for 1 round per caster level.
  Gestures (charm)
  You mentally pull and tug at the target’s muscles and the 
  aspects of its mind that relate to motor functions.
  Lesser Charm: You influence the physical gestures made 
  by a target and the actions of the target’s limbs and extremities 
  (Will negates). You may impose a failure chance on any other 
  magic user whose magic requires a somatic component equal 
  to 10% + an additional 5% for every 5 caster levels (this effect 
  stacks with similar failure chances, such as the arcane spell fail-
  ure chance that accompanies armor).
  In addition, you may impose a circumstance penalty to any 
  of the target’s skill checks that would ordinarily be subject to 
  an armor check penalty equal to 2 + 1 per every 5 caster levels. 
  This effect lasts for a number of minutes equal to your caster 
  level.
  Greater Charm: In addition to the effects of the lesser 
  charm, you may enforce quick, shambling actions on the target 
  or interruptions of actions the target is taking. You may force 
  the target to pick up or drop an object in a space within its 
  reach, although the target may only be forced to drop things 
  that are held (as opposed to worn or bound in some way). As a 
  standard action that does not provoke attacks of opportunity, 
  you may make a flat-footed target fall prone, or otherwise make 
  
  Chapter 5: Spheres
  329
  a ranged trip attempt against a target that uses your caster lev-
  el in place of your base attack bonus and your casting abili-
  ty modifier in place of your Strength modifier. If the target is 
  flat-footed you may cause a check that would be affected by an 
  armor check penalty to automatically fail. Finally, you may also 
  prevent the usage of any magical ability that requires gestures 
  or somatic components.
  Powerful Charm: In addition to the effects of the lesser 
  and greater charms, you gain nearly full control over the quick 
  gestures and movements of the target. If your target threatens 
  a square where another creature provokes an attack of oppor-
  tunity, you may force the target to take an attack of opportu-
  nity against that target if they have any attacks of opportunity 
  remaining (this counts as one of your attacks of opportunity). 
  You may force the target to move up to half of its move speed 
  in any direction that you wish. You may also use the target to 
  provide the somatic components for your own magical effects, 
  and even make the target the origin point of those effects so 
  long as only somatic components are required. (Casters with 
  the Utterances talent may include verbal components with no 
  extra save required). You may also allow this magic to work in 
  either direction, allowing a willing target to control you or vice 
  versa (for example, a friendly rogue might pick a lock that only 
  you can reach using your hands, or you might use your own 
  painting skills to paint a picture through a friendly paladin’s 
  hands to impress a dignitary).
  Hostility (charm)
  You cause the target to enter a blinding rage.
  Lesser Charm: You compel the target to attack the near-
  est creature on it next turn (Will negates). The target moves 
  until this creature is within range and makes at least one attack 
  with a weapon, natural attack, or unarmed strike. If no such 
  creature can be reached, the target instead deals damage to it-
  self equal to 1d8 + its Strength modifier with whatever it has in 
  hand.
  Greater Charm: The target enters a rage for 1 round 
  per caster level (Will negates if unwilling). The target gains a 
  +2 morale bonus to Strength and Constitution, a +1 bonus to 
  Will saves, and a -2 penalty to AC. In addition, the target can-
  not use any spells, nor any skills or class features based off of 
  Intelligence, Wisdom, or Charisma. This counts as a barbarian’s 
  rage, except the target is not fatigued at the end.
  Powerful Charm: Same as the greater charm, but you may 
  grant one of the following packages to the target as well:
  • Heroic Rage: The target’s bonus to Strength and 
  Constitution increases to +4, and their bonus to Will 
  saves increases to +2. The target may still use spells, as 
  well as class features and skills based off of Intelligence, 
  Wisdom, or Charisma.
  • Brutal Rage: The target is compelled to hostility and 
  each round attacks the nearest target to itself, be it 
  friend or foe. If the creature cannot attack something 
  during its turn, it deals 1d8 + its Strength modifier 
  damage to itself with whatever it has in hand.
  Inception (charm)
  You add trivia, knowledge, and memories to a person’s 
  mind, whether or not this information is grounded in fact.
  Lesser Charm: You may “create a rumor” in a target’s 
  mind, suggesting information that a target “heard somewhere” 
  or “read once” but that they have not actually encountered 
  (Will negates). As part of the casting, you may attempt a magic 
  skill check or Bluff check opposed by the target’s Sense Motive 
  check (using modifiers as listed for the Bluff skill) to see how 
  firmly the target adheres to this new information; as with a 
  Bluff check, they may not believe this rumor even if they be-
  lieve that they heard it or read it somewhere.
  Evidence that conflicts with the implanted memory al-
  lows a new Will save to realize that the information is faulty, 
  though failure on a new Will save does not mean that the target 
  is compelled to believe the old information (instead believing 
  that they had learned some faulty information). In addition, the 
  Life sphere’s Break Enchantment talent, the break enchantment 
  spell, any effect that removes the confused condition, or the 
  Amnesia talent’s lesser, greater, or powerful charms may be used 
  to either remove false implanted information, or to make the 
  target realize that the information is faulty.
  Greater Charm: As the lesser charm, but the target’s new 
  memory can relate to things within their own experience or 
  of their own devisement (such as details about friends’ lives or 
  current news discussed at a tavern the night before). The new 
  memories will take precedence over the old if they contradict, 
  but the old memories will still remain (for example, a guard may 
  have the memory of a different combination for a combination 
  lock, password for a door, or route through a maze, but nothing 
  stops them from recalling the true information when the im-
  planted memories prove false.)
  Encountering evidence that contradicts the new memory 
  allows a new Will save to realize that the new memories are 
  false. In addition, the Life sphere’s Break Enchantment talent, 
  the break enchantment spell, or the Amnesia talent’s greater or 
  powerful charms may be used to either remove false implanted 
  information, or to make the target realize that the information 
  is faulty.
  Powerful Charm: As the greater charm, though you may 
  now craft entirely new memories of events that the target has 
  personally witnessed (Will negates). These memories are indis-
  tinguishable from actual memories, and appear to fit the flow 
  of the continuity of their memories, but do not otherwise re-
  move or alter the previous memories. A contradictory memory 
  offers a +4 bonus to both the Will save to resist the charm and 
  the Sense Motive check to resist believing the new memory. 
  Similarly, memories of creatures doing something that they 
  would not normally do or doing things against their nature give 
  a further +2 or +4 bonus to these checks, respectively.
  A target’s false memories may only be removed or proven 
  false through the Life sphere’s Break Enchantment effect if the 
  caster also possesses the Restore Senses talent, or through the 
  miracle or wish spells. The target’s memory may also be replen-
  ished through the Amnesia talent’s powerful charm being used 
  to specifically make the target realize what memories are faulty.
  Inspiration (charm)
  You inspire competence in the target.
  Lesser Charm: As an immediate action, you may add a +2 
  competence bonus to a skill check or attack roll the target has 
  just made. This can change a failure into a success. You must 
  
  Chapter 5: Spheres
  330
  choose to use this charm after the roll has been made, but be-
  fore the results are revealed.
  Greater Charm: This is the same as the lesser charm, ex-
  cept it adds +2d4 to the attack roll or skill check instead of +2.
  Powerful Charm: This is the same as the greater charm, 
  except it adds +2d4 + 1 per 2 caster levels (minimum 1) to the roll 
  instead of only +2d4.
  Mind Shield (charm)
  You may establish a ward on the mind of another, one capa-
  ble of providing protection from mental assault.
  Lesser Charm: You create a metaphysical bubble of pro-
  tective insight over the mind of a willing creature. This bestows 
  a morale bonus equal to 1 + 1/2 your caster level to mind-altering 
  effects for a number of rounds equal to your caster level. This 
  mind shield is nullified as soon as the target attempts a single Will 
  save vs. such an effect, whether or not the save was successful. 
  This does not suppress or remove existing magical effects on 
  creatures, it merely protects them from further mental attacks. 
  This charm may be used multiple times per day on targets.
  Greater Charm: You establish a notional cloud of abla-
  tive thought over the mind of a willing creature. This blur of 
  ideological presence bestows a morale bonus to Will saves vs. 
  mind-affecting effects equal to your caster level for a number of 
  rounds equal to your caster level. This mind shield is halved in ef-
  fectiveness with each Will save made vs. such an effect, wheth-
  er or not the save was successful. This does not suppress or 
  remove existing magical effects on creatures, it merely 
  protects them from further mental attacks.
  Powerful Charm: You impart an ad-
  amant shield of conceptual certainty 
  upon the mind of a willing creature. 
  This creature gains immunity to 
  any mind-altering spell or effect 
  that would require a Will save for 
  a number of rounds equal to your 
  caster level. This immunity can be 
  overcome with a magic skill check 
  against your MSD. Even if this im-
  munity is bypassed, the target re-
  ceives a bonus to saves against such 
  effects equal to your caster level.
  Mind Spy (charm)
  You can send a piece of your 
  mind into your target to see the 
  world through their eyes (save ne-
  gates). The target gets a new Will save 
  every time you use this ability, although 
  consecutive rounds do not give additional 
  saves. While this link to your target remains, 
  you can choose to use this ability at any time 
  before the link expires, or have its activation 
  linked to a specific event that your target may 
  experience. If a target fails their saving throw 
  against this ability, they do not realize it is be-
  ing used on them.
  Lesser Charm: While the link remains 
  active, you can use the target’s senses for 1 round 
  per caster level and see and hear what they can. 
  The rounds need not be consecutive. The link remains active 
  for up to 1 hour per caster level from the time the target is first 
  affected. Abilities that block or suppress possession or remove 
  enchantments (such as the protection from evil spell or the Break 
  Enchantment talent) will similarly block, suppress, or remove 
  the effect of this charm on your target.
  Greater Charm: As the lesser charm, but you can use their 
  senses for 1 minute per caster level, and the link lasts for 1 day 
  per caster level.
  Powerful Charm: As the greater charm, but you can use 
  their senses for 1 hour per caster level, and the link lasts for 1 
  week per caster level.
  Paralyze (charm)
  You freeze the target in place.
  Lesser Charm: The target is dazed for 1 round (Will 
  negates).
  Greater Charm: The target is stunned for 1 round per 
  caster level (Will negates). The target is allowed a new Will save 
  each round to end this effect early. This is a full-round action 
  that does not provoke an attack of opportunity.
  Powerful Charm: This is the same as the Paralyze greater 
  charm, except the target is paralyzed instead of stunned.
  
  Chapter 5: Spheres
  331
  Project Thoughts (charm)
  You can communicate directly into the mind of another.
  Lesser Charm: You may project a telepathic message to 
  a target consisting of no more than 25 words. If you and the 
  target do not possess a shared language, this form of communi-
  cation is impossible. Unlike other lesser charms, there is no limit 
  to the number of times you may use this on a target in a day.
  Greater Charm: Your projected telepathic message does 
  not have a word limit, although communication is carried out 
  in real time and you must concentrate for as long as you com-
  municate. You can communicate with the target even without 
  a shared language.
  Powerful Charm: This functions the same as the greater 
  charm, except the target may also respond to you with their own 
  projected telepathic messages, allowing for two-way communi-
  cation. However, the target is under no obligation to respond in 
  any way and can simply remain silent if they so choose.
  Read Mind (charm)
  You can pull information from a target’s mind.
  Lesser Charm: You may detect a creature’s emotional 
  state (Will negates if unwilling). Unlike other lesser charms, there 
  is no limit to the number of times you may use this lesser charm 
  on a target in a day.
  Greater Charm: You may read the surface thoughts 
  of a creature (Will negates if unwilling) for as long as you 
  concentrate.
  Powerful Charm: You may pull a specific piece of infor-
  mation out of a creature’s mind (Will negates). This is usually 
  enough information to answer a single, specific question to the 
  best of that creature’s knowledge, in no more than 25 words. A 
  creature who successfully saves against this powerful charm may 
  choose to provide no answer to your question or attempt to lie 
  with their Bluff skill. If you use this powerful charm twice on 
  the same creature to ask the same question, the same answer 
  (correct, no answer or lie) is given again.
  Sleep (charm)
  You put the target to sleep.
  Lesser Charm: You make the target lethargic, making it 
  staggered for 1d4 rounds (Will negates).
  Greater Charm: You put the target to sleep for 1 minute 
  per caster level (Will negates). Targets who take damage auto-
  matically wake up, and other creatures may wake a sleeping 
  creature as a standard action (an application of the aid another 
  action).
  Powerful Charm: The target is placed into a deeper 
  slumber. Whenever the sleeping target takes damage or anoth-
  er creature attempts to wake it as a standard action, the tar-
  get does not automatically awaken, but instead attempts a new 
  Will save to wake up with a +4 bonus.
  Utterances (charm)
  You tamper with a mind’s language center, and the muscles 
  controlling speech to impede or alter the flow of words. Will 
  save negates.
  Lesser Charm: You can tug on the strings of conversa-
  tion, altering the sounds of words, inserting or negating vocal-
  izations as you see fit. You may impose a failure chance on any 
  other magic user whose magic requires a verbal component 
  equal to 10% + an additional 5% for every 5 caster levels (this 
  effect stacks with similar failure chances, such as the 20% 
  chance that accompanies the deafened condition). In addition, 
  you may impose a circumstance bonus or penalty to the target’s 
  Bluff, Diplomacy, Intimidate, or Perform checks equal to 2 + 1 
  per every 5 caster levels. This effect lasts for a number of min-
  utes equal to your caster level.
  Greater Charm: In addition to the effects of the lesser 
  charm, you may wrest full control from a target’s speech by 
  stopping them from speaking entirely or choosing words for 
  them to say. This can prevent a target from using magic that re-
  quires verbal components or other vocalizations, and can force 
  a target that remains within range to only say what you want 
  them to say. A target not specifically under the mental com-
  mand to remain silent will be able to say whatever it wishes if it 
  leaves the range of the effect. If you attempt to make a target 
  say something that would be against the target’s nature (such as 
  a young lover renouncing affection for his or her betrothed, or 
  a dragon agreeing to a verbal contract to part with some of its 
  treasure), it gains another Will save to resist the effect.
  Powerful Charm: Your control over the speech of the 
  target is fluid and nearly flawless. In addition to the effects of 
  the lesser and greater charms, you may make the target speak so 
  eloquently that you may roll a Bluff, Diplomacy, Intimidate, or 
  Perform check through them using your own ranks instead of 
  its own, provided that the check in question is vocal in nature. 
  You may also make use of the target’s skills in these ranks your-
  self, borrowing the talent or, if you wish, allowing the target 
  to directly speak through you. You may also use magic that re-
  quires verbal components (but no other components) through 
  the target, as if the magic originated from the target’s space. 
  Casters with the Gestures talent may include somatic compo-
  nents with no extra save required.
  Vision (charm)
  You may make someone see things that are not there.
  Lesser Charm: You may alter a creature’s perception of 
  a single creature, object, sound, or effect for 1 round per caster 
  level (Will negates). You may alter 1 sense (sight, sound, touch/
  pain, taste, smell); for example, you could make a thief appear to 
  be an alley cat, make a scratch appear as a gaping knife wound, 
  or make the sound of footsteps seem like the wind. You cannot 
  use this to replicate speech or sights and sounds you have never 
  encountered before, nor to make something invisible. If used 
  to cover up pain (such as hiding the target taking damage) the 
  target gains a +4 bonus to their Will save. If the target interacts 
  with the object of their altered perception, they are allowed an 
  additional save every round they continue to do so.
  Greater Charm: This functions as the lesser charm, except 
  you may affect all 5 senses in relation to the chosen creature, 
  object, sound, or effect.
  Powerful Charm: This functions as the greater charm, 
  except you may change the target’s perception of everything 
  around them. This grants the target a new saving throw each 
  round they interact with any part of the altered surroundings.
  
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  332
  Cloud Talents
  Dispersion (cloud)
  You imbue a creature or object with a field of refracting 
  cognitive energy that makes it difficult to focus on what or 
  where the field masks.
  Lesser Cloud: The creature or object becomes difficult 
  to locate intentionally and almost impossible to stumble across 
  accidentally. Perception checks made to recognize a creature 
  or locate such an object or person have their DCs increased by 
  1 + 1 for every 2 caster levels, and any creature with this ability 
  placed upon them may immediately attempt to hide even if ob-
  served or without cover or concealment. Loud noises, sudden 
  actions, or other typically noticeable events allow creatures 
  near such an effect to attempt a Perception check (still mod-
  ified by the lesser cloud’s boost to DCs) to notice the creature. 
  This effect lasts for a number of hours equal to your caster lev-
  el. If the creature makes an attack against another creature, the 
  effect automatically ends.
  Greater Cloud: In addition to the effects of the lesser 
  cloud, a magic skill check may be rolled at the time of casting, 
  prompting a Will save from anyone in the cloud’s line of sight. 
  If the check result is higher than any given observer’s Will save, 
  then when the target is successfully hidden from direct obser-
  vation the observer will forget about their active presence in 
  the environment. If the observer is reminded about the target 
  by being told of its presence or directly observing it, the observ-
  er gains another Will save to recall the target and the target’s 
  significance to the current situation. (Successfully hiding again 
  may, however, cause the observer to forget the target again.)
  Powerful Cloud: In addition to the effects of the lesser 
  and greater cloud, the warded area, object, or creature becomes 
  supernaturally difficult to observe. Even if a creature is aware 
  of the target, they must succeed at a Will save every round to 
  actively engage with the target, such as through conversation, 
  attacking, searching, or medical treatment. Skill checks that 
  are carried out over the course of minutes, hours, or days (or 
  similar unit of time) instead of rounds impose a Will save for 
  every unit of time involved instead of every round due to the 
  increased intentional focus of the people performing such tasks 
  (up to the duration of the Dispersion effect).
  Lure (cloud)
  You may cause a location or object to radiate a cloud that 
  invites or repels either creatures of a given type (such as mon-
  strous humanoids or outsiders with the fire subtype), a specific 
  kind of creature (such as blue dragons or red-furred hobgob-
  lins), or creatures of a specific alignment (such as lawful neutral 
  creatures).
  If the effect is used to invite creatures, they feel elated and 
  pleased to be in the area of the effect, or desire to touch or 
  possess the affected item. They have an overpowering desire to 
  stay in the area or remain in contact with the item. If the effect 
  is used to repel creatures, they feel an urge to leave the area or 
  avoid the object in question. The creatures will actively shun 
  the area and not willingly return to it while the talent’s effect 
  is active.
  If a save to resist the invitation effect is successful, the 
  creature is unaffected, but they must reattempt the save after 
  1d6 x 10 minutes if they are still within range and the effect is 
  still continuing.
  Lesser Cloud: The lure effect can invite or repel creatures 
  of up to 1/2 your caster level in Hit Dice (Will negates). The 
  effect applies to any creature who comes within close range of 
  the effect. The effect lasts for a number of minutes equal to 
  your caster level.
  Greater Cloud: As the lesser cloud, except it can affect 
  creatures of up to your caster level in Hit Dice, applies to any 
  creature who comes within medium range of the effect, and 
  lasts for a number of hours equal to your caster level.
  Powerful Cloud: As the lesser cloud, except the lure effects 
  creatures of up to twice your caster level in Hit Dice, applies 
  to any creature who comes within long range of the effect, and 
  lasts for a number of days equal to your caster level. Casters 
  with the Ranged Mind talent may extend the range to extreme 
  range (1,000 feet + 100 feet per level). Casters with both the 
  Ranged Mind talent and the Zeitgeist advanced talent may 
  make the lure’s effect cover either 1 mile/caster level, or commu-
  nities of up to 10,000 or smaller.
  Misdirect (cloud)
  You imbue an area to persuade travelers to wander 
  elsewhere.
  Lesser Cloud: A creature entering the cloud must succeed 
  on a Will save. Failure causes them to, potentially, change di-
  rections. Roll a d8 as if throwing a splash weapon that missed 
  its target square; on a 1, the creature continues moving in its 
  intended direction. On a 2 through 8, count around the target 
  creature’s adjacent squares in a clockwise direction to deter-
  mine the direction it walks in. It finishes moving after the in-
  tended distance has been traversed, or after it moves into an 
  obstruction (such as a wall). If it was moving faster than its 
  typical movement speed (such as by running) the creature takes 
  1d4 nonlethal damage. This cloud lasts for one minute per caster 
  level.
  Greater Cloud: As the lesser cloud, but you determine the 
  new direction of travel when imbuing the area with the cloud 
  and may select a number of familiar creatures equal to your 
  casting ability modifier to be immune to the cloud’s effects.
  Powerful Cloud: As the greater cloud, but you may alter 
  the direction of every target moving through the cloud as a free 
  action as long as you remain within close range of the cloud.
  
  Chapter 5: Spheres
  333
  Nature
  You can command the very terrain to do your bidding.
  Geomancing
  As a standard action, you may command terrain and natu-
  ral effects to act on your behalf. The effect produced depends 
  on the environmental aspect targeted. Each effect must be cen-
  tered or targeted within close range. Because geomancing manip-
  ulates natural elements, it is not subject to spell resistance, even 
  if a geomancing ability targets a creature directly.
  Geomancing effects come in two forms: instantaneous and 
  concentration. Instantaneous effects have no duration, while 
  concentration effects persist as long as the caster concentrates 
  or they may spend a spell point as a free action to allow the 
  effect to continue for 1 round per caster level without the need 
  for concentration.
  When a caster gains the Nature sphere, he chooses and 
  gains one of the following Nature packages, with its included 
  abilities. A caster may gain the Expanded Geomancing talent to 
  gain additional packages.
  Air
  Breeze: Concentration, requires air. You create a light 
  wind that remains swirling around a target. The breeze grants 
  the target a circumstance bonus equal to 2 + 1 per 5 caster lev-
  els on saves against very hot conditions, severe heat, and saves 
  against clouds, vapors, and gases (such as cloudkill, stinking cloud, 
  and inhaled poisons).
  Gust Of Wind: Concentration, requires air. You may cre-
  ate a line-shaped gust of wind emanating out from you out to 
  the edge of your geomancing range, affecting all creatures and 
  objects within that line. The severity level of the wind is 3 + 
  1 per 5 caster levels (see the Wind category of the Weather 
  sphere for more information). If maintaining Gust Of Wind via 
  concentration, you may spend a spell point as a free action to 
  increase the severity level of its wind by 1 for that round. Walls 
  and other barriers block this wind.
  Purify Air: Concentration, requires air, gas, or vaporous 
  substance. You may convert polluted air or a non-breathable 
  gas or vapor into a cloud of breathable air in a 5 feet + 5 feet per 
  5 caster levels radius area centered within range. This has no 
  effect on supernatural or other magically created clouds (such 
  as a vampire’s gaseous form or a cloudkill spell). Creatures who 
  are entirely within the area of the cloud are able to breathe in 
  sufficient air to sustain them.
  Earth
  Bury: Concentration, requires sand. You shift the sands, 
  swallowing targets within a 10-foot radius + 5 feet per 5 caster 
  levels area centered within range. This functions as Entangle 
  from the (plant) package, but on a failure targets cannot move 
  but do not become entangled. Each subsequent round they 
  do not escape and this effect is still active, the Strength and 
  Escape Artist DC increases by 1. After 10 rounds or if the target 
  is knocked prone within this area and fails their save, they are 
  considered buried and begin to suffocate until they escape.
  Dust Storm: Concentration, requires sand or loose dirt. 
  You kick up sand or dirt within a 10-foot radius + 5 feet per 
  5 caster levels area centered within range. All creatures fully 
  within this area gain concealment (attacks against them have a 
  20% miss chance). If creatures within this area attack creatures 
  outside this area, the targets also have concealment.
  Tremor: Instantaneous, requires dirt or stone. You may 
  spend a spell point to send a tremor through the ground, af-
  fecting a 10-foot radius + 5 feet per 5 caster levels area centered 
  within range. Targets standing within this area must succeed at 
  a Reflex save or fall prone.
  Fire
  Affect Fire: Concentration, requires fire. You may affect 
  a normal, non-magical fire, increasing or decreasing its size by 
  one category, plus one per 5 caster levels. This is only a tempo-
  rary change; once the effect ends, the fire returns to its normal 
  size. Reducing a fire smaller than Fine extinguishes it, in which 
  case it does not return to normal size after the effect ends.
  The fire consumes fuel and deals damage as appropriate for 
  its new size, according to Table: Maximum Fire Size. The 
  minimum caster level required to affect a fire is also given in 
  the chart. If two casters are affecting the same fire in the same 
  direction (increasing or decreasing) only the strongest change 
  occurs. If two casters attempt to Affect Fire in opposite direc-
  tions (one making it bigger, one making it smaller), the second 
  caster must succeed at a magic skill check. On a success, their 
  ability functions normally, overlapping the first caster’s effect. 
  The fire counts as its altered size for determining if the second 
  caster can affect it.
  Note: If multiple fires overlap, or if a Large or larger crea-
  ture is affected by multiple smaller fires within its area at once, 
  these fires combine to determine the effective size of the fire 
  when determining damage (2 Small fires make 1 Medium fire, 2 
  Medium fires make 1 Large fire, etc.).
  If a creature has caught on fire, treat that fire as being 
  Tiny-sized for the purpose of this effect. When you affect a fire 
  on a creature, you also raise or lower the Reflex save DC to put 
  the fire out by 1/2 your caster level (minimum 0).
  Create Fire: Concentration, no requirements. You may 
  produce a Diminutive-sized magical fire that burns without 
  fuel. This fire may be 1 size category larger per 5 caster lev-
  els, and may be used to ignite flammable materials to create 
  self-sustaining, non-magical fire. If a target is within the area of 
  the created fire, they suffer damage as normal for that fire’s size 
  and catch fire. A successful Reflex save halves the damage and 
  negates catching fire.
  Manipulate Lava: Instantaneous or concentration, re-
  quires lava. You may manipulate lava. This is exactly the same 
  
  Chapter 5: Spheres
  334
  as the Freeze and Vortex powers from the (water) package, ex-
  cept you must spend an additional spell point for each ability, 
  and you must target lava. Frozen lava becomes obsidian, with a 
  hardness of 5 and 3 hit points per caster level and does not deal 
  damage per round to trapped creatures.
  Metal
  Magnetize: Instantaneous, requires metal. As a stan-
  dard action, you may cause a creature or object within your 
  geomancing range consisting mostly of metal whose size is not 
  larger than your maximum Recover Ore size to fly towards a 
  creature or object of your choice within your geomancing range. 
  This can only be used on unattended objects, attended object 
  from willing creatures, or willing creatures consisting mostly 
  of metal. You may choose to throw 
  the item harmlessly (in which case it 
  can either be caught by the target or 
  else lands in an adjacent square), or 
  you may use this as a ranged attack 
  action. This counts as a ranged at-
  tack, except you must use your casting 
  ability modifier in place of Dexterity. 
  If successful, you deal either the ob-
  ject’s ‘ore damage’, or if it is a weap-
  on, the weapon’s damage (arrows and 
  bolts with metal tips count as daggers 
  for this purpose, dealing 1d4 damage). 
  Despite the name of this ability, the 
  target object or creature need not be 
  made of metal.
  Recover Ore: Instantaneous, re-
  quires dirt or sand. As a standard ac-
  tion, you may create a piece of metal 
  ore by pulling and combining particles 
  of metal from the ground. You must 
  spend a spell point to use this ability, 
  and must have a large enough piece 
  of earth (sand or dirt) to pull the ore from. This 
  piece of ore can be brass, bronze, copper, or tin, 
  and the size of the ore recovered depends both 
  on your caster level and the square footage of 
  earth you pull from.
  The piece of ore you recover is formed on the ground 
  in an unoccupied space within range and can be of any basic 
  shape (a ball, a rod, a sheet, even a chair) but cannot be any-
  thing complex or with moving parts. You may also pull multiple 
  pieces of ore placed in different adjacent squares, so long as 
  their combined size does not exceed your maximum, and each 
  piece of recovered ore must be of the same type (such as copper 
  or tin). For these purposes, 2 Fine-sized pieces of ore equals 1 
  Diminutive-sized piece, etc.
  While this effect is instantaneous and thus cannot be 
  dispelled, ore breaks back into particles after 1 hour per cast-
  er level. If a piece of ore is used as a weapon, it counts as an 
  Table: Maximum Fire Size
  Minimum 
  Caster Level
  Fire Size
  Example
  Damage 
  per Round
  Space
  1st
  Fine
  Tindertwig
  1
  1/2-ft. square
  1st
  Diminutive
  Torch
  1d3
  1-ft. square
  1st
  Tiny
  Small campfire
  1d6
  2.5-ft. square
  3rd
  Small
  Large campfire
  2d6
  5-ft. square
  5th
  Medium
  Forge
  3d6
  5-ft. square
  8th
  Large
  Bonfire
  4d6
  10-ft. square
  11th
  Huge
  Burning shack
  5d6
  15-ft. square
  15th
  Gargantuan
  Burning tavern
  6d6
  20-ft. square
  20th
  Colossal
  Burning inn
  7d6
  30-ft. square
  25th
  Colossal+
  -
  8d6
  50-ft. square
  30th
  Colossal++
  -
  9d6
  70-ft. square
  35th
  Colossal+++
  -
  10d6
  100-ft. square
  Table: Metal Types
  Metal
  Hit Points
  Hardness
  Brass
  20/in. thickness
  9
  Bronze
  20/in. thickness
  9
  Cold iron
  30/in. thickness
  10
  Copper
  20/in. thickness
  9
  Iron
  30/in. thickness
  10
  Lead
  30/in. thickness
  10
  Mithril
  30/in. thickness
  15
  Silver
  10/in. thickness
  8
  Steel
  30/in. thickness
  10
  Tin
  20/in. thickness
  9
  Table: Recover Ore
  Minimum 
  Caster 
  Level
  Required 
  Earth to 
  Pull From
  Ore Size 
  Recovered
  Ore 
  Damage
  Ore Weight 
  (maximum)
  Sample Item*
  1
  1-ft. cube
  Fine
  1
  .8 lbs.
  lockpick or nail
  1
  5-ft. cube
  Diminutive
  1d2
  1 lb.
  Bolt, dagger, or 
  shuriken
  1
  10-ft. cube
  Tiny
  1d3
  8 lbs.
  Candelabra, 
  light mace, or 
  shortsword
  2
  25-ft. cube
  Small
  1d4
  60 lbs.
  Heavy mace, 
  heavy shield, or 
  longsword
  4
  50-ft. cube
  Medium
  1d6
  500 lbs.
  Bed, cage, 
  greatsword or 
  table
  8
  75-ft. cube
  Large
  1d8
  4,000 lbs.
  Life-sized statue
  16
  125-ft. cube
  Huge
  2d6
  16 tons
  Wagon
  32
  350-ft. cube
  Gargantuan
  3d6
  125 tons
  Catapult
  64
  500-ft. cube
  Colossal
  4d6
  2,500 tons
  Ship
  
  Chapter 5: Spheres
  335
  improvised weapon, dealing ei-
  ther bludgeoning, piercing, or 
  slashing damage, chosen at the 
  time of Recovery. The damage 
  such a weapon deals is listed as 
  ‘ore damage’ in the chart below. 
  As always, improvised weapons 
  bestow a -4 penalty to attack 
  rolls.
  *Sample items listed are sized 
  for a Medium-sized creature; mod-
  ify the object size accordingly for 
  objects sized for smaller or larger 
  creatures.
  The 
  Value 
  of 
  Recovered 
  Ore: Ore recovered through 
  the (metal) package from the 
  Nature sphere is of poor quality and degrades 
  quickly, making it impossible to simply create and 
  sell. However, players who possess a metal-based 
  Craft of Profession skill such as Craft (weapons) 
  or Profession (blacksmith) can heat and purify this 
  ore to make it workable. This allows such a charac-
  ter to attempt Craft or Profession checks to earn 
  a wage even without the presence of a market or 
  workshop to work in. Rather than earning money, 
  the check instead creates an amount of raw materials equal to 
  that day or week’s wage, which may be sold later or used as raw 
  materials for any metal-based crafting.
  Reforge: Instantaneous, requires metal. As a standard ac-
  tion, you may spend a spell point to cause an unattended ob-
  ject (or object that you are holding) consisting mostly of metal 
  whose size is not larger than your maximum Recover Ore size 
  to be reshaped into a different object of the same size. For ex-
  ample, you could reshape a longsword into a mace. You may not 
  reshape metal objects into forms with complex moving parts. 
  If targeting a magical item, the effect is not instantaneous, but 
  lasts for only 1 minute before the object reverts to its original 
  form. If reshaping a magical item would make it no longer qual-
  ify for specific enhancements, those enhancements are suppressed 
  for the effect’s duration. Reforge does not function on artifacts.
  Plant
  Entangle: Concentration, requires grass, weeds, vines, 
  or underbrush. You cause plants to grow rapidly, wrapping 
  themselves around everything in a 10-foot radius + 5 feet per 5 
  caster levels area centered within range. Creatures within this 
  area must succeed at a Reflex save or gain the entangled con-
  dition and become unable to move. Creatures that succeed at 
  their save can move as normal, but those that remain in the 
  area must save again at the end of each turn you maintain the 
  effect. Creatures that move into the area must save immediate-
  ly. Those that fail end their movement and gain the entangled 
  condition. Entangled creatures can break free as a move action, 
  if they succeed at a Strength or Escape Artist check against a 
  DC equal to the effect’s Reflex save DC. This area is also con-
  sidered difficult terrain for the duration of the effect. If the 
  area contained plants with thorns, all creatures suffer 1 point of 
  piercing damage each round they are within this area.
  Harvest: Instantaneous, requires fruit trees, berry bush-
  es, or food crops. You may spend a spell point to cause plants 
  to sprout food spontaneously. You may affect up to 1 plant per 
  caster level within range. Each plant produces enough food to 
  provide 3 Medium-sized creatures or 1 horse with food for a 
  day.
  Pummel: Concentration, requires a tree. You cause a tree 
  branch to come alive and attack a foe you designate. The tree 
  cannot move, but it makes one slam attack each round against 
  the designated target until you spend a move action to des-
  ignate another target or until the target dies or moves out of 
  range. Slam attacks may be enhanced as if the tree branch were 
  a creature, and are not subject to spell resistance. You cannot 
  designate a target you cannot perceive.
  The branch has a Strength score equal to 10 + your caster lev-
  el, and a to-hit modifier equal to your caster level + its Strength 
  modifier + its size modifier. You may animate a Medium branch 
  at 1st caster level, and your maximum size increases by 1 catego-
  ry per 5 caster levels. An entire tree can count as a branch, pro-
  vided the tree is not larger than your maximum Pummel size. 
  In place of animating a branch of Large size or larger, you may 
  animate a pair of branches two sizes smaller on the same tree.
  Branches are still objects, and as such always fail saving 
  throws, can gain the broken condition (suffering a -2 penalty to 
  attack and damage rolls), and are destroyed when reduced to 0 
  hit points.
  Note: There are very few worlds, even among fantasy, where 
  trees exist that are Colossal+ or larger. However, a caster of par-
  ticularly high caster level may continue to subdivide the branch-
  es they may animate with this ability (thus, if a caster would be 
  able to animate a branch 2 sizes larger than Colossal, they could 
  instead animate 2 Colossal branches, 4 Huge branches, etc.).
  Table: Branch Size
  Size
  Example
  Size 
  Modifier
  Slam 
  damage
  Reach
  Armor 
  Class
  Hardness
  Hit 
  Points
  Small
  Tertiary Branch 
  or Sprout
  -1
  1d4
  5 ft.
  8
  5
  2
  Medium
  Secondary 
  Branch or Sapling
  0
  1d6
  5 ft.
  7
  5
  5
  Large
  Primary Branch 
  or Young Tree
  +1
  1d8
  10 ft.
  6
  5
  15
  Huge
  Juvenile Tree
  +2
  2d6
  15 ft.
  5
  5
  50
  Gargantuan
  Typical Adult 
  Tree
  +4
  3d6
  20 ft.
  4
  5
  150
  Colossal
  Massive Tree
  +8
  4d6
  30 ft.
  3
  5
  500
  Number of Branches Per Size Category of Tree
  Tree Size
  Number of 
  Medium Branches
  Number of Large 
  Branches
  Number of 
  Huge Branches
  Huge
  1d4 (avg 3)
  -
  -
  Gargantuan
  3d4 (avg 8)
  1d4 (avg 3)
  -
  Colossal
  9d4 (avg 23)
  3d4 (avg 8)
  1d4 (avg 3)
  
  Chapter 5: Spheres
  336
  Water
  Blood Sphere Note: If you possess both the Nature sphere 
  (water) package and the Blood sphere, you may treat a volume 
  of blood as an equal volume of water for your (water) geomancing 
  abilities. You may treat a creature susceptible to bleed dam-
  age that is taking bleed damage or below half its maximum hit 
  points as being wet for any ability that requires it. You may 
  treat a creature susceptible to bleed damage of at least Large 
  size (count two Medium creatures as a Large creature, two 
  Small creatures as a Medium creature, etc.) that is suffering 
  bleed damage or below half its maximum hit points as a suffi-
  cient volume to use the Fog ability.
  Fog: Concentration, requires rain, mist, or at least 5 cubic 
  feet of water. You call up a rolling fog, cutting off people’s vision 
  within a 10-foot radius + 5 feet per 5 caster levels area centered 
  within range. The fog obscures all sight, including darkvision, 
  beyond 5 feet. A creature within 5 feet has concealment (at-
  tacks have a 20% miss chance). Creatures farther away have 
  total concealment (50% miss chance and the attacker cannot 
  use sight to locate the target). The ability does not function 
  underwater. If using a body of water, the fog must be at least 
  partially over the water itself.
  If you spend a spell point to maintain this effect without 
  concentration, a moderate wind (11+ mph) will disperse it with-
  in 4 rounds. In the presence of a strong wind (21+ mph), you 
  cannot use this ability.
  Freeze: Instantaneous, requires water. You may spend a 
  spell point to flash freeze water, turning it into ice. You may 
  freeze a 1 inch thick, 5-foot-by-5-foot square of water per caster 
  level. Alternatively, you may cover a wet Medium-sized creature 
  with 1 inch of ice per caster level. You may increase the size 
  of the frozen area or size/number of the frozen creatures, but 
  divide the ice’s thickness by the equivalent number of Medium-
  sized creatures.
  Creatures smaller than Medium count as Medium-sized 
  creatures for this effect, with the exception of multiple crea-
  tures occupying the same space. Add the sizes of multiple 
  creatures occupying the same space together when determin-
  ing their size for this purpose. For swarms, count each 5-foot 
  square as being 2 Medium-sized creatures occupying the same 
  space. You may affect both squares and creatures, but all affect-
  ed targets and spaces must be contiguous and must have the 
  same thickness of ice.
  Table: Creature Size
  Creature 
  Size
  Equivalent number of 
  Medium-sized creatures
  Fine
  1/16
  Diminutive
  1/8
  Tiny
  1/4
  Small
  1/2
  Medium
  1
  Large
  2
  Huge
  4
  Gargantuan
  8
  Colossal
  16
  Creatures are allowed a Reflex save to avoid being frozen. 
  On a failure, they are encased and cannot move, and suffer 
  1 point of cold damage per round per inch of ice. To escape, 
  they must succeed at a Strength check or Escape Artist check 
  as a full-round action to escape the ice (DC 15 +1 per inch of 
  thickness) or another creature must break the ice around the 
  trapped creature (3 hit points per inch). While encased, a target 
  can only take mental or verbal actions, or attempt to escape. 
  Being encased in ice blocks line of effect, but not line of sight 
  (the creature may still be targeted, but effects that deal damage 
  to the target must break through the ice first before dealing 
  damage to the target).
  On a successful save, the target is still entangled for 1 round. 
  Ice melts 1 inch of thickness per minute on the average day.
  When freezing ice or wet ground, you may also create slick 
  ice. A creature traversing slick ice must spend two squares of 
  movement to first enter a space with ice, and cannot move 
  more than half speed without a successful DC 15 Acrobatic 
  check at the start of the movement, falling prone on a failure. 
  Running or charging requires a DC 20 Acrobatics check, falling 
  prone on a failure, but increasing the runner’s move across the 
  ice by 10 feet if successful by 5 or more, though the runner is 
  considered flat-footed until the start of its next turn.).
  Vortex: Concentration, requires a large body of liquid. 
  You may create a spinning vortex in a body of liquid that sucks 
  creatures and objects to its center. This vortex is 5 feet wide at 
  its base, is 10 feet high + 5 feet per 5 caster levels, and is half 
  as wide at the top as it is high. Any creature entering this area 
  must succeed at a Reflex save or suffer bludgeoning damage 
  equal to 1d8 + 1/2 your caster level (minimum 0). If the creature 
  is smaller than the vortex, they must succeed at a second Reflex 
  save or be pulled into the middle of the vortex. Creatures in the 
  middle of the vortex suffer bludgeoning damage once per round 
  with no save, and must succeed at a Reflex save each round 
  or be unable to move, and on a success may only move at half 
  their swim speed. A vortex cannot contain more creatures than 
  would exceed its volume.
  You may move the vortex up to 30 feet per round as part of 
  the action required to concentrate on it. If maintaining the ef-
  fect through a method other than concentration, you may des-
  ignate a simple pattern for it to move, which you may alter as a 
  move action. Creatures in the middle of the vortex are carried 
  along with it as it moves.
  Nature Talent Types
  Some talents are marked (air), (earth), (fire), (metal), (plant), 
  or (water). You must possess the (air), (earth), (fire), (metal), 
  (plant), or (water) package respectively to gain these talents. 
  Talents marked (geomancing) give you new geomancing abilities.
  Spirit
  Some talents are marked (spirit). These talents give the 
  caster ways they have learned to tune their spirit with nature. 
  Each (spirit) talent grants the caster a new ability they may use 
  as a standard action unless otherwise specified. If a (spirit) tal-
  ent grants multiple options, each one is considered a separate 
  spirit ability. If an ability granted by a (spirit) talent affects a 
  target directly, that effect is subject to spell resistance.
  
  Chapter 5: Spheres
  337
  Nature Talents
  Deep Nature
  When you use a geomancing or spirit ability that requires 
  concentration, the ability continues to maintain itself for 2 
  rounds after you stop concentrating. When you spend a spell 
  point to make a geomancing or spirit ability endure without con-
  centration, its duration increases by one step (1 round per cast-
  er level becomes 1 minute per caster level, while 1 minute per 
  caster level becomes 10 minutes per caster level).
  Expanded Geomancing
  Choose and gain a Nature package you do not already pos-
  sess. You may select this talent multiple times, gaining a new 
  package each time.
  Grant Spirit
  When activating one of your spirit Nature abilities, you 
  may touch a willing target and grant them the benefit of your 
  (spirit) talent, rather than gaining it yourself. This can only be 
  done with (spirit) talents that have a non-concentration dura-
  tion, and requires a minimum of a standard action when grant-
  ing an effect to another.
  You may take this talent twice. When taken twice, you may 
  spend an additional spell point to affect up to 1 additional crea-
  ture per 2 caster levels (minimum 1). Each target must be with-
  in range and must be affected by the same (spirit) talent and 
  ability. Once created, each spirit is considered a separate sphere 
  effect. Taking this talent twice is considered a mass talent.
  Ranged Geomancy [range]
  The range of your geomancing abilities increases from close 
  to medium range. You may select this talent up to 2 times. Each 
  time it is selected, the range increases by 1 step (close to medi-
  um, medium to long).
  Instill Spirit [instill]
  As a standard action you may touch a small container of 
  liquid and instill a spirit effect inside it, which functions as a po-
  tion or oil. Spirit effects with an instantaneous or concentration 
  duration cannot be instilled, and if you do not have the ability 
  to grant spirit effects to other creatures, the instilled liquid is 
  only usable by you.
  An instilled liquid remains potent until you rest to regain 
  spell points. If you have equipment on hand (such as an alche-
  my lab), the cost of bottles and water is considered negligible. 
  You may target food but not an already-magical item, such as 
  a potion. All spell points must be spent and all variables of the 
  sphere effect must be chosen at the time the instilled liquid is 
  created. You cannot instill multiple effects in a single liquid, nor 
  create multiple instilled liquids with a single action.
  Wild Instinct
  While concentrating on any Nature sphere ability, you gain 
  the benefits of uncanny dodge. You may take this talent twice, 
  upon taking this talent a second time, you also gain the benefits 
  of improved uncanny dodge using your caster level in place of 
  class level to determine the minimum rogue level required to 
  flank you.
  Geomancing Talents
  Air Mastery (air, geomancing)
  When you use the Gust Of Wind ability, you may create a 
  cone area of effect instead of a line. Additionally, you gain the 
  following geomancing abilities:
  Absorbing Inhalation: Concentration. You may, as a 
  standard action, grant your lungs inhuman strength and capac-
  ity, allowing you to harmlessly and completely inhale one gas, 
  fog, smoke, mist, or similar cloud-like effect during the dura-
  tion of the talent. The cloud-like effect can have no larger of 
  a radius than 10 feet + 5 feet per 5 caster levels. If the target-
  ed cloud is a magical effect, you must succeed at a magic skill 
  check to inhale it. Inhaling the cloud removes it from the area, 
  leaving normal breathable air in its place. Gaseous creatures 
  gain a Reflex save to avoid being inhaled. This talent can only 
  affect an instantaneous-duration cloud (such as a breath weap-
  on) if you ready an action to utilize the talent in response.
  You may keep the cloud harmlessly contained within you 
  for as long as the talent remains active, but you must hold your 
  breath to do so (even if you do not normally have to breathe).
  If the cloud has a duration, the time the cloud is contained 
  within you counts toward that duration (gaseous creatures are 
  immediately and harmlessly exhaled should their gaseous form 
  expire in the nearest empty space). As a standard action, you 
  may release the stored cloud as a breath weapon, filling a 60-
  foot cone (or the cloud’s original area, if smaller). Any creature 
  in the breath’s area is subject to its normal effects, attempting 
  
  Chapter 5: Spheres
  338
  saving throws and spell resistance checks as appropriate against 
  the cloud’s original DC. The exhaled cloud resumes its dura-
  tion, if any. Exhaling the stored cloud immediately ends the 
  duration of this talent. If you do not exhale the cloud before 
  this talent’s duration expires, you suffer the cloud’s effects, au-
  tomatically fail any saving throw made to resist it, and exhaling 
  any gaseous creatures inhaled into the nearest empty space.
  Feather Fall: Concentration, requires air. You cause all 
  falling creatures or objects within a 5 feet + 5 feet per 5 caster 
  levels area to fall slowly, changing the rate at which they fall to 
  a mere 60 feet per round (equivalent to the end of a fall from a 
  few feet). The targets take no damage upon landing while this 
  talent is in effect. Once applied, this effect stays with the indi-
  vidually affected targets until the duration expires. You may use 
  this ability as an immediate action by spending a spell point.
  Create Nature (geomancing)
  As an instantaneous effect, you may spend a spell point to 
  create your geomancing element anywhere within range. While 
  this is its own geomancing ability, it may also be combined with 
  another geomancing ability as part of the same action, in which 
  case the second geomancing ability comes into effect immediate-
  ly, using the created element to meet the second ability’s pre-
  requisites. You must pay any costs associated with both abilities 
  to combine them in this manner.
  Create Nature counts as a geomancing ability or effect be-
  longing to the package being used.
  Air: Create Air: You create a cloud of air. This creates one 
  5-foot cube per 2 caster levels (minimum 1 cube) of breathable 
  air. The created cloud of air will immediately displace other 
  gases, liquids, and vapors in the area, but will shortly thereafter 
  behave as normal air. For example, if this talent is used under-
  water, the created air cloud will form a bubble that will begin to 
  ascend to the surface.
  Earth: Granulate: You create enough loose dirt or sand to 
  cover a 5-foot radius + 5 feet per 5 caster levels area. You may 
  reduce the spell point cost by 1 (minimum 0 spell points) if you 
  choose to break apart rock and stone within this area (reducing 
  their thickness by 1 inch, +1 inch per 5 caster levels), instead of 
  creating the dirt or sand spontaneously.
  to spend a spell point to combine Create Fire and other geo-
  mancing abilities as part of the same action.
  Metal: You may now use Recover Ore in conjunction with 
  other geomancing abilities, as outlined above, though doing so 
  increases the cost of Recover Ore to 2 spell points instead of 1.
  Hemoglobin: You may create metal ore out of a living crea-
  ture’s essence. Target a living corporeal creature within your 
  geomancing range. To use hemoglobin, make a ranged touch at-
  tack against the target, inflicting 1d2 Constitution damage to 
  the target (Fortitude save for half damage). The die size of the 
  Constitution damage increases by 1 step for every 5 caster levels 
  (1d3, 1d4, 1d6, etc.). Regardless of the creature’s size or bodily 
  composition, you Recover Ore of Fine size upon successfully 
  hitting the target. While the name of this ability suggests the 
  target must bleed or have blood, it is not necessary; the only 
  requirement is that the creature be corporeal and living. If the 
  target is immune to ability damage, you still Recover Ore of 
  Fine size.
  Plant: Grow Plants: You spontaneously grow plants. This 
  may create one tree (to a maximum size equal to that which 
  you can control through the Pummel geomancing ability) or a 
  field of plants within a 5-foot radius + 5 feet per 5 caster levels 
  area. This may create basic plants (corn, underbrush, ivy) and 
  may be combined with Harvest to create edible food, but can-
  not create plants with inherent qualities (i.e., you cannot create 
  rare herbs, etc.).
  Water: Create Water: You create a pool of water. You create 
  one 5-foot cube per 2 caster levels (minimum 1 cube) of clean 
  water. Using this ability in conjunction with Vortex can create 
  a vortex that travels on land, so long as it is always touching 
  the ground. Using this ability in conjunction with Freeze can 
  allow you to create walls of ice by freezing vertical spaces as 
  you would normally do horizontal spaces. These walls cover the 
  same area and have the same hit points as usual, but may be 
  arranged in a contiguous wall no more than 5 feet high per inch 
  of thickness.
  Earth Mastery (earth, geomancing)
  Increase the maximum radius of your Bury and Tremor by 
  an additional 5 feet per 5 caster levels.
  Additionally, you gain the following geomancing abilities:
  Unearth: Concentration, requires dirt or stone. You may 
  manipulate the earth surrounding a burrowing or buried crea-
  ture or object, forcing them to be pushed or pulled 5 feet + 5 feet 
  per 5 caster levels each round towards the surface (Fortitude ne-
  gates). While affected, the target is unable to burrow or earth 
  glide on its own, but is otherwise unimpeded. You may only 
  target a creature or object whose location you have pinpointed 
  (such as with a successful Perception check or with tremors-
  ense). Unless the target has earth glide, the creature cannot be 
  forcefully moved through stone (or lava if the target possesses 
  fire resistance 20+ or fire immunity), but rather only sand or 
  dirt. Each round, the target is allowed a new Fortitude save to 
  end the effect.
  Sandstone: Instantaneous. You may spend a spell point to 
  transform dirt or sand into stone in an area within range. The 
  size of the created rock or stone depends both on your caster 
  level and the radius of dirt or sand you target. Alternatively, 
  you may encase a dirt or sand covered target in 1 inch thick 
  Fire: While the (fire) package already has the power to 
  Create Fire, you may now combine Create Fire with another 
  geomancing ability, as outlined above. This can include using 
  Affect Fire and Create Fire at the same time to create truly 
  powerful fires. Unlike the uses listed above, you do not need 
  
  Chapter 5: Spheres
  339
  stone. Refer to Table: Sandstone to determine 
  the maximum target size to be encased. For ev-
  ery size smaller the encased target is than the 
  required radius of dirt or sand, either double 
  the thickness of the stone or increase the num-
  ber of encased targets. Creatures and objects are 
  allowed a Reflex save to avoid being trapped in 
  stone. On a failure, creatures or objects caught 
  in the area are encased; to escape, they must suc-
  ceed at an Escape Artist or Strength check (equal 
  to your Bury geomancing DC) as a full-round ac-
  tion; alternatively, a creature may break free by 
  dealing sufficient damage to the rock or stone. 
  Stone has a hardness of 15 and 2 hit points per 
  inch. On a successful save, affected targets are 
  still entangled and immobilized until they escape or 1 minute 
  per caster level, whichever comes first.
  Elevated Nature (geomancing)
  Your geomancing abilities can now affect greater depths and 
  heights; rocks fly, vines reach, and fire blazes in such a way as to 
  affect creatures at much higher or lower elevations than normal.
  When using Entangle or Tremor, you may affect flying 
  creatures up to 10 feet per caster level over the effect. Affected 
  creatures must succeed at a Fly check (DC 15 + caster level) 
  or fall; Entangle pulls targets harmlessly to the ground and en-
  tangles them as normal, while Tremor causes targets to suffer 
  falling damage.
  When creating a Vortex, increase the height to 10 feet + 10 
  feet per caster level. The top of the vortex is 10 feet + 5 feet per 
  5 caster levels wide, though the base of the vortex is still 5 feet.
  When using Affect Fire, you may cause the fire to manifest 
  as a pillar, reaching 10 feet per caster level into the air.
  When using Gust Of Wind you may create the gust as a 
  column with a radius of 5 feet + 5 feet per 5 caster levels and 
  a height of 10 feet per caster level, centered anywhere within 
  your geomancing range.
  When using Magnetize, double the range you can target.
  Fire Mastery (fire, geomancing)
  You gain a number of ways of expressing mastery over fire. 
  You gain the following geomancing abilities:
  Alter Light: Concentration. You may alter the light pro-
  duced by a fire within your Affect Fire maximum. You may halve 
  or double the radius of its light, as well as change its granted 
  light from an emanation to a cone of double its light radius. You 
  may also increase its granted light by 1 level (usually to bright 
  light) or decrease its granted light by 1 level (to dim light).
  Extinguish: Instantaneous. You may spend a spell point 
  to extinguish any and all fires within your geomancing range that 
  are within your Affect Fire maximum, as you desire.
  Reflash: Instantaneous. If a non-magical fire within range 
  would become extinguished (through magical or mundane 
  means), you may, as an immediate action, cause the fire to re-
  light in up to a 15-foot radius burst of flame dealing fire damage 
  equal to the largest sized fire you can create. This can be used 
  to reignite a character who has caught on fire and extinguished 
  the flames. If so, a successful Reflex save halves the damage and 
  negates catching fire.
  Fog Mastery (water, geomancing)
  When you create Fog, you may add one of the following ad-
  ditional effects depending on what other packages you possess.
  Air: Wind Blades: Your fog attacks those inside it with 
  blades of wind. Any creature or object moving through this fog 
  must succeed at a Reflex save or suffer 1d6 + 1 per 2 caster levels 
  points of slashing damage for every 5 feet of movement spent 
  entering or moving through this fog.
  Earth: Sandstorm: Requires loose dirt or sand instead of 
  water You create a sandstorm. In addition to the fog, this also 
  functions as a Vortex, except it travels over land and extends 
  into the air, and can even leave the ground and travel in the 
  air. The obscuring effect only applies to the actual area of the 
  vortex, and creatures that possess earthsight or tremorsense do 
  not have their vision obscured by this effect.
  Fire: Smokescreen: Requires fire instead of water. You may 
  create a fog out of smoke instead of mist. Creatures that begin 
  their turn within or enter the cloud must succeed at a Fortitude 
  save or become blinded for 1 minute. In addition, creatures suf-
  fer –2 penalty on attack rolls and Perception checks for as long 
  as they remain inside and for 1 round after exiting the smoke. 
  Creatures that possess firesight do not have their vision ob-
  scured by clouds modified with this effect.
  Metal: Acid Rain: You may spend an additional spell point 
  to create acid rain. An acid fog deals 1d6 acid damage per 2 
  caster levels (minimum 1d6, no save) to creatures inside it. This 
  fog deals damage when you first create it and each subsequent 
  round at the beginning of your turn. Any creature who enters 
  the cloud immediately suffers damage, but only once even if 
  they leave and re-enter the cloud as part of their movement. 
  Creatures that possess metalsight do not have their vision ob-
  scured by this effect.
  Plant: Spore Cloud: Requires grass, weeds, or trees instead 
  of water. You may create a cloud of spores. Creatures that begin 
  their turn within or enter the cloud must succeed at a Fortitude 
  save or become sickened for as long as they remain within the 
  fog + 1d6 rounds after leaving. If a creature fails its Fortitude 
  save against this effect while already sickened, it also becomes 
  nauseated for 1 round. Creatures and objects that exit the cloud 
  are covered in visible sticky spores that remain until removed 
  as a full-round action; outlining their form and revealing their 
  position, and making invisibility impossible without first clean-
  ing off the spores. Creatures that possess greensight or plan-
  tsight do not have their vision obscured by this effect.
  Table: Sandstone
  Minimum 
  Caster 
  Level
  Required 
  Radius of 
  Dirt/Sand
  Created 
  Rock or 
  Stone Size
  Maximum 
  Target Size
  Encased Rock 
  or Stone Weight 
  (maximum)
  1
  1-ft. radius
  Diminutive
  Small
  1 lb.
  1
  5-ft. radius
  Tiny
  Medium
  8 lbs.
  2
  10-ft. radius
  Small
  Large
  60 lbs.
  4
  15-ft. radius
  Medium
  Huge
  500 lbs.
  8
  20-ft. radius
  Large
  Gargantuan
  2 tons
  16
  25-ft. radius
  Huge
  Colossal
  16 tons
  32
  30-ft. radius
  Gargantuan
  Colossal+
  125 tons
  
  Chapter 5: Spheres
  340
  Water: Solid Fog: You may make your fog so thick that it 
  becomes effectively solid. Creatures move at half their speed 
  through the fog, cannot make 5-foot steps, and suffer a -1 pen-
  alty to all weapon attacks and damage rolls made within or that 
  pass through this area -1 per 10 caster levels. Objects that fall 
  within this area are slowed so that each 10 feet of fog reduces 
  the falling damage by 1d6, +1d6 per 10 caster levels.
  Hazardous Terrain (geomancing)
  You know how to make many of your geomancing abilities 
  particularly dangerous.
  When using the Freeze or Tremor geomancing abilities, you 
  may cause the affected area grows spike-like formations which 
  last 1 round per caster level. If using Freeze on creatures, this 
  affects the spaces adjacent to where they are standing. Freeze 
  can’t create both spikes and slippery ice in the same space.
  Whenever a creature steps onto an affected square, make 
  a touch attack roll against the target using your caster level 
  as your attack bonus. If successful, the target suffers piercing 
  damage equal to your caster level (minimum 1) and has its land 
  speed reduced by half due to its wounded feet. This movement 
  penalty lasts for 24 hours or until the creature is treated with 
  a DC 15 Heal check or receives at least 1 point of fast healing/
  magical healing/regeneration. A charging or running creature 
  must immediately stop if it enters the affected area. A creature 
  may move at half speed through this area without risking dam-
  age to itself.
  When using Entangle you may cause the effect to grow 
  thorns, dealing piercing damage equal to 1d6 + your caster level 
  per round to all creatures inside the effect. Those who succeed 
  at their Reflex save against the Entangle take half damage.
  When using Affect Fire or Create Fire, increase the space 
  the fire occupies as if it were one size category larger than it 
  actually is.
  Finally, when using Magnetize you may target a 5-foot ra-
  dius + 5 feet per 5 caster levels area instead of a single target. 
  When used in this way, Magnetize becomes a concentration 
  effect. Any target who enters or begins their turn within this 
  area is attacked by the metal object, as if using the Magnetize 
  ability. These attacks are not attack actions. A single creature 
  can only be attacked once per round in this way, no matter how 
  many times they pass through the affected area during their 
  movement. While this effect is active, attempting to grab or 
  impede the Magnetized object requires a successful grapple 
  (CMD equals 10 + your caster level + your casting ability modi-
  fier + any size benefit or penalty from the object).
  Manipulate Nature (geomancing)
  You may manipulate the elements to take on different 
  shapes. The types and forms you can create are determined by 
  your Nature packages, as outlined below:
  Air: Air Geyser: Instantaneous, requires air. You may, as a 
  standard action, create a powerful blast of air capable of fling-
  ing a Medium-sized or smaller target within range upward into 
  the air (Reflex negates). If the target fails its Reflex save, the 
  force of air hurls the target upward a number of feet equal to 
  5 x your caster level (or 10 x your caster level if you spend an 
  additional spell point). If a solid object (such as a ceiling) is en-
  countered, the target strikes the object taking 1d6 damage per 
  10 feet that the target was not hurled upward. For example, if a 
  creature would be hurled 20 feet into the air but hits a ceiling at 
  10 feet, the target would take 1d6 damage. After this blast of air 
  ceases, the target falls down (unless it was flying), taking falling 
  damage as normal. The maximum size of the target increases by 
  1 size category every 5 caster levels.
  Earth: Forge Earth: Instantaneous, requires ground. You 
  may spend a spell point to alter the ground within a 5-foot ra-
  dius + 5 feet per 5 caster levels area within range. You may raise 
  
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  341
  or lower the terrain up to 5 feet + 5 feet per 5 caster levels, and 
  may create variants within the affected area such as summoning 
  a small wall or creating gradients and stair effects. You cannot 
  both raise and lower the terrain with the same use of this abil-
  ity and cannot create variants in anything smaller than 5-foot 
  squares (i.e., you cannot create 1-foot diameter holes or create 
  a spike of earth). Targets within this area are not damaged by 
  falling if you lower the terrain, and climbing up the edges of 
  lowered terrain usually requires a DC 15 Climb check.
  Fire: Move Fire: Concentration. You may move a fire with-
  in your Affect Fire size up to 10 feet per caster level per round 
  in whatever manner and direction you desire. A fire moved in 
  this way continues to burn, even without fuel (although it may 
  be drowned or extinguished otherwise as normal), and dies as 
  soon as the effect ends if not moved to a new fuel source. If 
  you have spent a spell point to make this use of Affect Fire 
  self-sustaining, directing the fire is still a move action. When 
  moving fire to or through a space occupied by a creature, that 
  creature suffers the fire’s damage and catches on fire (Reflex for 
  half damage and to not catch on fire). A creature can only be 
  affected once per round by a fire, no matter how many times 
  the fire moves through their space.
  If you can Affect Fire or Create Fire, you may Move Fire as 
  part of those geomancing effects.
  Metal: Pin-ball: When using the Magnetize geomancing 
  ability as a weapon, if the attack hits you may spend a spell 
  point as a free action to Magnetize another creature within 
  range and make a ranged attack at that creature. These addi-
  tional attacks are not attack actions. The number of granted 
  attacks increases by +1 per 5 caster levels, but if you miss once 
  the pin-ball ability ends without any further attacks. You may 
  not make ranged attacks with the pin-ball ability two or more 
  times in a row against the same target.
  Plant: Shelter: Instantaneous, requires tree or branch. You 
  may spend a spell point to reshape a tree to create a shelter. 
  Use the Pummel geomancing ability to determine the hit points 
  and size of a shelter based on the tree used (the radius of the 
  shelter is the reach of the tree or branch used). Creatures and 
  equipment under the shelter suffer no harm from being in a 
  hot or cold environment, and can exist comfortably in condi-
  tions between –50 and 140 degrees Fahrenheit (-45.5 and 60 
  degrees Celsius) without having to attempt Fortitude saves. In 
  addition, the shelter provides protection against other environ-
  mental hazards such as smoke, lack of air, and so forth, however 
  the vessel does not protect against any environmental damage 
  such as cold or fire damage. The shelter also provides cover (+4 
  AC, +2 Reflex saves) to and from those inside, and hostile crea-
  tures cannot enter the shelter without first destroying the shel-
  ter. However, if the tree or branch used to create the shelter is 
  destroyed, the effects of the shelter immediately end.
  Water: Wave: Instantaneous, requires water. You may cre-
  ate a surge in water that pushing targets in its wake. This surge 
  may be created anywhere within range and may face any direc-
  tion, but once created it travels in a straight line for a distance 
  of 30 feet + 5 feet per 2 caster levels. This area may extend out 
  of the water and onto land to a maximum of 10 feet + 5 feet per 
  5 caster levels. The wave created is 5 feet wide. The width may 
  be doubled by halving the length. This may be done multiple 
  times, but the length cannot become smaller than 5 feet. A tar-
  get cannot be pushed back further than the wave’s length.
  All creatures within the affected area are pushed as if by a 
  bull rush combat maneuver, except it does not provoke an at-
  tack of opportunity. Use your caster level + your casting ability 
  modifier in place of your CMB. If the target is on land and is 
  successfully pushed by this ability, they must also succeed at a 
  Reflex save or fall prone. If combined with Create Water, it may 
  be created anywhere and may travel up to 30 feet + 5 feet per 2 
  caster levels over land.
  Metal Mastery (metal, geomancing)
  Whenever you use Recover Ore, you gain the ability to 
  Recover Ore of iron, lead, or steel. Upon reaching caster level 
  5th, you add cold iron and silver to the types of ore you may 
  recover. At caster level 10th, you gain the ability to recover mi-
  thril ore.
  When using Magnetize, you may also affect the metal ob-
  ject with Reforge with the same action, spending a spell point 
  to transform the metal object into a more dangerous form. The 
  object may take the form of a specific weapon of your choice, 
  or simply into a dangerous form which deals bludgeoning, 
  slashing, and piercing damage and deals double the ore damage 
  normal for its size.
  You also gain the following geomancing ability:
  Fortify: Instantaneous. You may spend 2 spell points as a 
  standard action to fortify an unattended object (even non-met-
  al objects) within range. The target becomes fused with metal, 
  permanently increasing or decreasing the hardness and AC of 
  the object by 1, +1 per 5 caster levels. An object may only be 
  under the effects of one fortify at a time, as each future casting 
  dismisses and replaces the previous casting. This grants no fur-
  ther benefit or penalties due to the metals used.
  Nature Lord (geomancing)
  Treat your caster level as 5 higher when determining the 
  maximum area radius and height you can affect with your geo-
  mancing abilities that affect an area (such as Bury, Dust Storm, 
  Entangle, Fog, Gust Of Wind, Purify Air, Tremor, or Vortex). 
  When using a geomancing ability dependent on size (such as 
  Affect Fire, Create Fire, Magnetize, Pummel, or Recover Ore), 
  increase the maximum size object you can create or target by 1 
  size category. When using Freeze, you may affect twice as many 
  equivalent Medium-sized creatures without affecting the thick-
  ness of the ice.
  Plant Mastery (plant, geomancing)
  Your mastery of plantlife becomes even more pronounced.
  Increase the maximum radius of your Entangle by an addi-
  tional 5 feet per 5 caster levels.
  When using Pummel, you may spend an additional spell 
  point. If you do, you may affect an additional number of branch-
  es equal to 1 + 1 per 5 caster levels.
  When using Harvest, you may produce 2 magical berries 
  per caster level, along with the usual food. Any creature who 
  consumes one of these berries is healed 1 hit point. These ber-
  ries lose their magical potency after 24 hours.
  
  Chapter 5: Spheres
  342
  Pummel Mastery (plant, geomancing)
  You may direct your animated branches to attack as a free 
  action instead of a move action. In addition, you may cause a 
  branch to perform any of the following actions instead of mak-
  ing an attack.
  Aggravating Vegetation: You may instruct the vegetation to 
  focus on antagonizing its target instead of making a regular 
  attack. The branch or tree makes an attack roll as an antago-
  nize check against the target’s Psychology DC (10 + Hit Dice + 
  Wisdom modifier; or 10 + Sense Motive bonus, if it is higher). 
  Unlike a normal antagonize check, you do not suffer a –4 penal-
  ty on antagonize attempts made against opponents of a differ-
  ent creature type or that are of animal intelligence (Intelligence 
  1 or 2). Creatures who have been previously antagonized gain a 
  +4 bonus to their Psychology DC. Mindless creatures are im-
  mune to the effects of antagonize.
  Antagonize is a mind-affecting effect. If you successfully 
  beat the target’s Psychology DC, the creature, instead of taking 
  damage, gains the antagonized condition against the attacking 
  vegetation. The antagonized condition remains for 1 round. 
  The duration of this condition increases by 1 round for every 5 
  by which you beat your opponent’s Psychology DC.
  Sap Conglutination: Instead of a regular attack, you may in-
  struct the vegetation to excrete a rubbery resin and attempt to 
  coat the target with it. Targets hit by the attack become coated 
  with this sap and gain the fatigued condition until they remove 
  it as a full-round action. If a fatigued creature becomes coated 
  with sap a second time, they gain the exhausted condition until 
  the sap is removed as a full-round action.
  Reforge Mastery (metal, geomancing)
  As a concentration effect, you may use a limited form of 
  Reforge that can even affect attended objects. When targeting 
  an attended object, you may apply one of the following effects.
  Reforged Edge: You may target a weapon and affect its crit-
  ical hit threat range, increasing or decreasing it by 1, +1 per 10 
  caster levels. This bonus or detriment is applied after abilities 
  and feats such as Improved Critical or the keen weapon special 
  ability, and cannot be doubled. If this would decrease a weap-
  on’s critical hit threat range below 1, the weapon instead has 
  its critical hit multiplier decreased by 1 for every point it is re-
  duced below 1 (minimum x1 crit multiplier).
  Reforged Reach: You may target a weapon and increase the 
  weapon’s reach by up to 5 feet + 5 feet per 10 caster levels.
  Chill Metal: If you possess the (water) package, you may tar-
  get a piece of metal or mostly-metal equipment and decrease 
  its temperature. Any creature who begins their round touching 
  the chilled metal takes 1d6 cold damage per 2 caster levels. If 
  the chilled metal is something they are holding such as a sword 
  or coin, they may attempt a Reflex save to drop the item to take 
  only minimum damage, otherwise, the creature may attempt a 
  Fortitude save for half damage. Worn equipment such as armor 
  cannot be dropped in this fashion. If the object is used as a 
  weapon, it deals an additional 1d6 cold damage. If this ability 
  is used on a metal object with moving parts (such as a door’s 
  hinges), those pieces become non-functional as they freeze to-
  gether, requiring a Strength check to beat your MSD to break 
  loose and restore functionality.
  Heat Metal: If you possess the (fire) package, you may heat 
  metal. This functions the same as chill metal, except dealing 
  fire damage instead of cold damage, and moving parts cease 
  functionality due to being slightly welded rather than frozen.
  Temperature (fire, geomancing)
  Your control over fire extends to a level of mastery over 
  temperature. You gain the following geomancing abilities.
  Trail Blaze: Instantaneous. You may spend a spell point 
  to create a wave of ash, hot air and smoke in 120-foot line which 
  reveals a safe path to traverse, allowing creatures to ignore dif-
  ficult terrain within the affected area for a number of rounds 
  equal to 1/2 your caster level (minimum 1). Creatures who are 
  caught in the area of effect when first cast must attempt a 
  Fortitude save or become exhausted, creatures that succeed at 
  their saves become fatigued instead.
  Boil Water: Concentration, you must possess the (water) 
  package.  you may, as a standard action, cause a 5-foot cube 
  of water per 2 caster levels (minimum one 5-foot cube) within 
  range to heat up and boil, dealing 1d6 per 2 caster levels (min-
  imum 1d6, no save) fire damage to any creature within. Each 
  round at the beginning of your turn, any creature still within 
  the boiling water suffers damage again. If a creature enters the 
  boiling water, they immediately suffer damage, but only once 
  during their movement, no matter how many times that move-
  ment takes them in and out of the boiling water.
  Melt Earth: Concentration, you must possess the (earth) 
  package. You may spend 2 spell points as a standard action to 
  melt the surface of a 5-foot square of sand, dirt, or stone, plus 
  another contiguous 5-foot square per 5 caster levels, transmut-
  ing the top inch per caster level into lava. This is not enough 
  
  Chapter 5: Spheres
  343
  lava to create vortexes. Creatures who enter this square or be-
  gin their turn in this square suffer 1d6 fire damage per caster 
  level (Reflex half, targets who are in the square when the lava is 
  created may instead attempt a Reflex save to move out of the 
  space and avoid all damage).
  Even after a creature leaves the lava, creatures who failed a 
  saving throw against this lava suffer half damage each round for 
  1d3 rounds (no save). A creature may spend a full-round action 
  to remove the lava and end this effect for future rounds. If a 
  creature is within this square when the effect ends, the earth 
  instantly cools around the creature, immobilizing it (Reflex ne-
  gates). An immobilized creature cannot move until it succeeds 
  at Strength or Escape Artist check against the caster’s Nature 
  DC, both of which require a full-round action. Alternatively, 
  another creature may attempt a Strength check as a standard 
  action to break the earth, or any creature may deal 5 damage 
  per caster level to the earth to break it.
  Thrown Pummel (plant, geomancing)
  When using the Pummel geomancing ability, the tree 
  branches may throw vegetation as a ranged attack instead of 
  only making melee slam attacks. The attack is treated as a 
  thrown weapon with a range increment equal to twice the tree 
  branch’s reach. The attack roll and damage otherwise remain 
  unchanged.
  Water Mastery (water, geomancing)
  Your mastery of water is delicate and intricate. You may 
  manipulate snow as if it were liquid water.
  In addition, you gain the following geomancing abilities:
  Air Bubble: Concentration, requires both water and air, 
  meaning it usually must be used at the water’s surface. You may 
  fold water in such a way that it traps air inside of it. This can 
  take one of two forms: You may create either an individual air 
  bubble around a creature’s head, or create a large bubble mea-
  suring up to 5 feet + 5 feet per 5 caster levels in radius. You may 
  move this bubble as if it were a Vortex. An individual air bubble 
  allows a creature to breathe underwater for 1 hour normally, 
  but otherwise does not impede swimming. A larger air bubble 
  traps significantly more air, and allows those inside to remain 
  dry and walk on the ground at the bottom of the body of water 
  as if it were ground. A large air bubble contains enough air for a 
  Medium creature to breathe normally for 6 hours per 5 feet in 
  the bubble’s radius.
  Push Swimmer: Instantaneous. You may move creatures 
  and objects within a 5-foot radius + 5 feet per 5 caster levels area 
  that are surrounded or submerged in water up to 5 feet per 2 
  caster levels in any direction that ends with them still in water 
  (Reflex negates if unwilling). A target slammed into a solid ob-
  ject suffers 1d6 falling damage per 10 feet of movement.
  Spirit Talents
  Destroy Element (spirit)
  As a standard action you may spend a spell point to remove 
  and deconstruct your elements. This requires a touch attack 
  or ranged touch attack against a target within your geomancing 
  range. You may use the following abilities depending on what 
  packages you possess.
  Air: Suffocation: You pull the breath from a living creature’s 
  lungs. The target is allowed a Fortitude save to resist, and on a 
  failure is staggered and is left unable to speak, use breath weap-
  ons, cast spells with verbal components, or perform any other 
  action requiring breath for 1d4 rounds, +1 per 2 caster levels. If 
  a target is unable to breathe for long enough, they may begin to 
  suffocate, as detailed in the Gamemastery Guide.
  Earth: Shatter: You may target an unattended, non-magi-
  cal object, regardless of composition, of up to 10 lbs. per caster 
  level and shatter it to pieces. This can be used to target objects 
  attached to other objects (for example, a door or window), but 
  cannot target a section of a larger object (for example, a portion 
  of a stone wall). You may instead target a creature comprised 
  mostly of stone or crystal; stone creatures suffer 1d6 damage 
  per 2 caster levels while crystalline creatures suffer 1d6 damage 
  per caster level (Fortitude half).
  Fire: Ash Strike: You may generate a cone of ash that reach-
  es from you to the edge of your geomancing range. This does 
  not require a touch attack. This ash reveals invisible characters 
  until they can wash off the ash or remove it as a full-round ac-
  tion (which provokes attacks of opportunity), and reveals the 
  square invisible creatures are in if they walk on the ground, as 
  they leave footprints in the ash. Targets struck by the ash strike 
  must succeed at a Fortitude save or be blinded for 1d4 rounds, 
  or until they wash off or remove the ash as mentioned above.
  Metal: Oxidation: You destroy a metal object or creature. If 
  the target’s size is one or more sizes larger than the size of ore 
  that you can recover, the creature or object takes 1d8 damage 
  per 2 caster levels (Fortitude half), otherwise the target takes 
  1d8 per caster level (Fortitude half). This damage overcomes 
  any hardness the creature or object may have. If targeting an 
  attended object, you must pass the touch attack roll and the 
  target is allowed a Reflex save to negate damage. If an object 
  receives sufficient damage to destroy it, it instead becomes 
  non-functional for 1 minute per 2 caster levels, before returning 
  to the broken condition with 1 hit point.
  Plant: Decompose: You cause a living target’s flesh to rot, 
  possibly even growing mold and mushrooms. The target suf-
  fers 1d4 + 1 per 5 caster levels points of Constitution damage 
  (Fortitude half). If a target fails their saving throw against this 
  ability, all fast healing/magical healing/regeneration they gain is 
  halved for 1 round per caster level (minimum 1).
  Water: Dehydration: You suck the moisture from a living 
  creature, causing it to suffer 1d6 nonlethal damage per caster 
  level and become sickened for 1 round (Fortitude half). Oozes, 
  plants, and creatures with the aquatic or water subtypes suffer 
  lethal damage instead.
  
  Chapter 5: Spheres
  344
  Dragonlung (spirit)
  You gain a breath weapon when you gain this talent. This 
  breath weapon is either a 60-foot line or a 30-foot cone, chosen 
  the first time this talent is gained. This talent may be taken 
  twice to gain both options. This breath weapon deals 1d8 dam-
  age per 2 caster levels (minimum 1d8), and allows a Reflex save 
  for half damage. Using this breath weapon is a standard action, 
  but you must wait at least 1d4 rounds between uses.
  Whenever you use this breath weapon, you may choose a 
  damage type from among those available to you based on your 
  packages, as outlined below:
  • Air: sonic damage
  • Earth: bludgeoning/slashing/piercing damage
  • Fire: fire damage
  • Metal: electricity damage
  • Plant: acid damage
  • Water: cold damage
  Friend To Wildlife (spirit)
  Choose either animals or vermin. You may take this talent 
  twice to gain both options.
  You may spend a spell point as a standard action to cause 
  the chosen creature type to treat you as a friend for 1 minute 
  per caster level. Indifferent creatures (such as domesticated 
  animals or domesticated honeybees) become friendly to you, 
  while unfriendly creatures (such as wild animals) become in-
  different to you. This means that wild creatures will not attack 
  unless provoked, and you may make requests of these creatures, 
  provided you may communicate with them (if you cannot com-
  municate with a creature, only basic commands such as ‘go’, 
  ‘come’, ‘fight’, or ‘stay’ may be communicated). This has no ef-
  fect on animals or vermin who are hostile to you (such as those 
  already in combat), and a creature with a master (such as an an-
  imal companion) will still attack if commanded to by its master.
  Once during the duration of this ability, you may call the 
  nearest animal or vermin (depending on the type chosen when 
  this talent is taken) of a particular type you designate to seek 
  you out. The creature’s CR cannot exceed your caster level, 
  though if you choose vermin you may summon a swarm with 
  a CR no more than 1/2 your caster level. The creature moves 
  toward you under its own power, so the time it takes to arrive 
  depends on how close a creature of the desired type is when 
  you cast the spell. If there is no animal or vermin of that type 
  capable of reaching you within this effect’s duration, you are 
  aware of this fact.
  Master Of Elements (spirit)
  You count as possessing three additional Nature packages 
  of your choice when determining what (spirit) talents you can 
  gain and use. You may take this talent twice, which allows you 
  to count as possessing every package. If you later gain all Nature 
  packages except one per time you’ve gained this talent, you 
  immediately retrain this talent into Expanded Geomancing. 
  Abilities from (spirit) talents that scale off of geomancing abil-
  ities (such as an ability that deals damage or determines size 
  by referencing a particular ability ability) function normally 
  according to the statistics that ability would have if you pos-
  sessed it. For retraining purposes, possessing any Nature pack-
  age counts as having Master Of Elements.
  Nature’s Carapace (spirit)
  You may spend a spell point as a move action to wrap an 
  element around yourself for 1 minute per caster level. This al-
  lows you to grant yourself one of the benefits outlined below, 
  dependent on the packages you possess:
  Air: Buffeting Winds: You gain a 10% miss chance vs. ranged 
  attacks, +10% per 5 caster levels. This does not affect ranged 
  weapons that are unusually massive, such as boulders or siege 
  weapons.
  Earth: Stoneskin: You gain DR/adamantine equal to 1/2 
  your caster level. Once this has absorbed damage equal to 10 
  per caster level, it immediately ends even if its duration has not 
  expired.
  Fire: Flame Mantle: You place fire around yourself as a 
  mantle. This does not deal fire damage to yourself, but all adja-
  cent creatures take fire damage equal to the largest fire you can 
  create at the end of each of your turns, and must succeed at a 
  Reflex save or catch fire.
  Metal: Iron Body: You wrap yourself in thick iron. You 
  count as a creature comprised mostly of metal and gain a +6 ar-
  mor bonus and a -3 armor check penalty, both of which increase 
  by 1 per 4 caster levels, and you are considered to be wearing 
  heavy armor, such as when calculating movement speed. You 
  are considered armed when making unarmed attacks, and gain 
  a +2 bonus to Strength and a -2 penalty to Dexterity, both of 
  which increase by 2 for every 8 caster levels you possess.
  Plant: Barkskin: You gain a +1 enhancement bonus to nat-
  ural armor, +1 per 5 caster levels. In addition, in natural envi-
  ronments you gain a circumstance bonus to Stealth equal to 1/2 
  your caster level (minimum 1). You lose this circumstance bonus 
  to Stealth in any round that you move more than 5 feet.
  Water: Seamantle: You wrap water around yourself, gain-
  ing a circumstance bonus to Escape Artist checks and com-
  bat maneuver checks made to escape a grapple, as well as to 
  your CMD to avoid being grappled, equal to your caster level. 
  Additionally, the distortion from the water grants you a 10% 
  chance to negate critical hits and precision damage, +10% per 
  5 caster levels.
  Nature’s Movement (spirit)
  You may spend a standard action to gain one of the follow-
  ing benefits for 1 round. You may spend a spell point to gain one 
  of the following benefits for 1 minute per caster level. You may 
  move up to your speed with the granted move type as part of 
  activating this sphere effect, so long as the action used was at 
  least a move action. The movements you can choose are deter-
  mined by the packages you possess.
  Air: Air Ball: You gain a rideable sphere of compressed air, 
  which can support 200 + 20 lbs. per caster level. This ball can 
  float up to 5 feet + 5 feet per 5 caster levels above the ground, 
  and has a movement speed equal to your base land speed. This 
  ball is only usable by you, but others may ride along if the ball 
  can support the weight of all riders. The ball is treated as a 
  mount, but requires no Ride or Fly checks to use and cannot be 
  affected by uses of those skills such as cover or spur mount, nor 
  can be targeted by opponents.
  
  Chapter 5: Spheres
  345
  Earth: Burrow: You can tunnel through sand, loose soil, or 
  gravel, at a burrow speed equal to half your land speed (mini-
  mum 10 feet) or at a burrow speed equal to a quarter of your 
  land speed through stone (minimum 5 feet). While burrowing 
  with this talent you cannot charge or run. This ability does not 
  grant you the ability to breathe underground, so when pass-
  ing through loose material, you must hold your breath and take 
  only short trips or else you may suffocate.
  Fire: Ride the Flames: You may use heat waves to push your-
  self, gaining a fly speed equal to your base land speed, with a 
  maneuverability of clumsy. This fly speed only functions on 
  your turn. If you are not on a surface that can support you on 
  the end of your turn, you glide safely to the ground, at a speed 
  of 60 feet per round, taking no falling damage. You cannot use 
  this fly speed to hover.
  Metal: Ironshod: You become difficult to impede with traps, 
  hazards, and difficult terrain. You reduce any damage you take 
  from traps, hazards, and difficult terrain (including caltrops and 
  spike stones) by your caster level, and you can still 5-foot step 
  through difficult terrain. When moving through difficult ter-
  rain, you may completely ignore 5 feet of difficult terrain + 5 
  feet per 5 caster levels when calculating your movement for a 
  round.
  Plant: Brachiate: You gain a climb speed equal to half 
  your land speed (minimum 10 feet), granting you all the usual 
  benefits of a Climb speed, including a racial +8 bonus to Climb 
  checks. In addition, you can move through the upper canopies 
  of jungles and forests with the same ease you move along the 
  ground. You can use your base land speed to move through any 
  heavily forested area without touching the ground by leaping 
  and swinging from tree to tree. You can also use this among the 
  rafters of a building, or even stalactites on a cavern ceiling.
  Water: Water Walk: You gain the ability to walk on water. 
  Water and all other liquid becomes solid to you, allowing you to 
  move over it as if it were normal ground. Especially turbulent 
  water (such as during a storm) may count as difficult terrain. 
  You may always choose to sink into the water and swim if you so 
  desire, in which case you are considered to have a Swim speed 
  equal to your land speed, granting you all the usual benefits of 
  a Swim speed, including a racial +8 bonus to Swim checks. This 
  does not, however, grant you the ability to breathe underwater.
  Nature’s Weapon (spirit)
  You may perform one of the following special attacks or 
  gain one of the following benefits. In addition to the effects 
  that already possess a duration, if you possess the ability to 
  grant (spirit) talent abilities to another you may spend a spell 
  point as a standard action to grant a target the ability to use 
  one of these attacks for 1 round per caster level. The options 
  available are dependent on your Nature packages, as outlined 
  below:
  
  Chapter 5: Spheres
  346
  Air: Cacophony: As a standard action you may create a tor-
  rent of wind that deals sonic damage equal to 1d4 + 1 per caster 
  level to all creatures and unattended objects within a cone that 
  reaches from you to the edge of your geomancing range. Any 
  creature damaged by the effect must succeed at a Fortitude 
  save or be deafened for 1d4 rounds.
  Earth: Stone Fist: As a free action you may encase one or 
  both of your fists with stone for 1 round. While so encased, you 
  cannot hold anything in that hand and suffer a -2 armor check 
  penalty. You also are considered armed when making unarmed 
  strikes with that hand, gain a +1 shield bonus to AC, and your 
  unarmed strikes with that hand deal 1d6 damage Medium (1d4 
  Small) and ignore hardness less than 8. This damage increases 
  by 1 die size (1d8, 1d10, 2d6, 2d8, etc.) every 4 caster levels you 
  possess, and the shield bonus increases by 1 for every 6 caster 
  levels you possess. This does not stack with monk levels or oth-
  er effects that increase the damage of unarmed strikes.
  Fire: Fire Wielder: As a free action you may create a fire in 
  one or both of your hands. You are considered armed with this 
  fire, and can treat it as a light weapon when making attacks. 
  Attacks with this flame are touch attacks, and deal fire damage 
  equal to the largest fire you can create with Create Fire. This 
  fire cannot be augmented like a normal fire, and attacks with 
  this fire are not augmented by your Strength modifier or effects 
  that increase physical damage such as Power Attack, as flame 
  is immaterial. You cannot be disarmed of this fire, but you may 
  throw it as a ranged weapon attack with no range penalty to a 
  maximum of your geomancing range.
  Metal: Blade Whip: As a standard action you may reshape 
  a mostly metal weapon (such as a sword or battleaxe) you are 
  wielding into a cable and perform a trip, disarm or sunder com-
  bat maneuver against a target within your geomancing range. 
  This is considered a ranged attack, and you cannot be targeted 
  in return on a failure. You gain a bonus to the check equal to 
  1/2 your caster level (minimum 1). After the combat maneuver 
  check has been resolved, your weapon returns to its original 
  form.
  Plant: Bramble Strike: You may spend a spell point as a 
  standard action to cause brambles to burst from any most-
  ly wooden weapon (such as a club, quarterstaff, or spear) you 
  are wielding, or pieces of mostly-wooden ammunition such as 
  an arrow or bolt coming from a ranged weapon you are using, 
  for 1 round per caster level. Once per round when you strike a 
  creature with one of your qualifying weapons, you may cause 
  them to attempt a Reflex save. On a failure, the target becomes 
  entangled for 1 round. For every 10 caster levels you possess, 
  you may use this ability an additional time per round. Escaping 
  this entanglement follows the same rules as escaping from the 
  Entangle geomancing ability. If a creature fails their saving throw 
  while already entangled from this effect, the condition’s dura-
  tion increases by 1 round.
  Water: Icicles: You may spontaneously create an icicle in 
  your hand as a free action. These icicles count as masterwork 
  daggers and melt if they leave your hand for more than 1 round. 
  These icicles gain a +1 enhancement bonus per 4 caster levels 
  you possess (maximum +5) and deal an amount of extra cold 
  damage equal to 1/2 your caster level.
  Nature Sight (spirit)
  You may gain a supernatural sense depending on what 
  Nature packages you possess for as long as you concentrate, 
  or you may spend a spell point to gain the sense for 1 minute 
  per caster level. This sense has a range equal to your geomancing 
  range. Each sense must be gained as a separate effect.
  Air: Cloudsight (Su): You gain mistsight, except allowing 
  you to only see through clouds of fog, mist, and smoke as if they 
  were transparent. In addition, you do not suffer miss chance 
  from concealment or total concealment against creatures that 
  are flying or have the air subtype provided they are within range 
  of your cloudsight.
  Earth: Earthsight (Su): You gain tremorsense, only allowing 
  you to detect anything in contact with the same body of ground 
  as you. In addition, you do not suffer miss chance from con-
  cealment or total concealment against creatures that are un-
  derground or have the earth subtype provided they are within 
  range of your earthsight.
  Fire: Firesight (Su): You can see through flames, lava, and 
  smoke as if they were transparent. In addition, you do not suf-
  fer miss chance from concealment or total concealment against 
  creatures that are on fire or have the fire subtype provided they 
  are within range of your firesight.
  Metal: Metalsight (Su): You gain the scent ability, except 
  only allowing you to detect metal objects (including creatures 
  wearing or carrying metal objects). In addition, you do not suf-
  fer miss chance from concealment or total concealment against 
  ferrous creatures or creatures that have the clockwork or robot 
  subtypes provided they are within range of your metalsight.
  Plant: Plantsight (Su): You gain greensight, except only al-
  lowing you to see through leaves, living wood, greenery, under-
  growth, and vines as if they were transparent (you still cannot 
  see through dead wood). In addition, you do not suffer miss 
  chance from concealment or total concealment against crea-
  tures that are entangled in plantlife or of the plant creature 
  type provided they are within range of your greensight.
  Water: Watersense (Su): You gain tremorsense, except only 
  allowing you to detect anything in contact with the same body 
  of water as you. In addition, you do not suffer miss chance from 
  concealment or total concealment against creatures that are 
  underwater or have the water subtype provided they are within 
  range of your watersense.
  Rejuvenation (spirit)
  As a standard action, you may heal yourself an amount 
  equal to 1/2 your caster level (minimum 1) per round for as long 
  as you concentrate. This healing only functions if you have 1/2 
  your maximum hit points or less. You may spend a spell point 
  to grant yourself fast healing equal to 1/2 your caster level (min-
  imum 1) for 1 minute per caster level, but this fast healing also 
  only confers healing so long as you have 1/2 your maximum hit 
  points or less.
  Resist Elements (spirit)
  As a swift or move action, you may grant yourself one of 
  the following benefits for 1 round, depending on what packages 
  you possess. You may spend a spell point to gain one of these 
  benefits for 1 minute per caster level, or to gain it for one round 
  as an immediate action.
  
  Chapter 5: Spheres
  347
  Whenever you activate this ability, you may spend an ad-
  ditional spell point to absorb damage instead of resisting it. 
  Whenever damage is negated by one of these benefits, you are 
  healed an amount equal to the negated damage.
  Air: Sonic resistance equal to 10 + your caster level.
  Earth: DR 1/adamantine, +1 per 5 caster levels. This stacks 
  with other forms of damage resistance.
  Fire: Fire resistance equal to 10 + your caster level.
  Metal: Electricity resistance equal to 10 + your caster level.
  Plant: Acid resistance equal to 10 + your caster level.
  Water: Cold resistance equal to 10 + your caster level.
  Ride The Elements (spirit)
  You may spend a spell point as a move action to increase or 
  decrease your movement speeds by 10 feet + 10 feet per 5 caster 
  levels (applying to all movement modes) for 1 minute per caster 
  level. When attempting an Acrobatics check to jump while this 
  ability is active, the height and length of your jump is doubled, 
  to a maximum of your move speed.
  Speak With The Elements (spirit)
  You may spend a spell point to commune with the ele-
  ments for 1 minute per caster level.
  Air: Speak With Clouds: You gain the Auran language, and 
  may speak with clouds of fog or mist. This is not truly accom-
  plished with speech, but rather by interacting with the cloud 
  you may learn what else has touched it, passed through it, is 
  hidden within it, etc. You can tell depth, weight, size, and num-
  ber of passers-by, but not more detailed information.
  Earth: Speak With Stone: You gain the Terran language, and 
  may speak with natural or worked stone. This is not truly ac-
  complished through speech, but rather by touching a stone you 
  may learn what else has touched it, passed by it, what is hidden 
  underneath it, etc. You can tell depth, weight, size, and number 
  of passers-by, but not more detailed information.
  Fire: Speak With Fire: You gain the Ignan language, and 
  may speak with fire or smoke. This is not truly accomplished 
  through speech, but rather by gazing into the flames and smoke 
  you may learn what else has touched it, passed by it, what is 
  responsible for creating it, etc. You can tell weight, size, and 
  number of passers-by, but not more detailed information.
  Metal: Speak With Metal: You gain the Aklo language, and 
  may speak with natural ore or worked metal. This is not truly 
  accomplished through speech, but rather by touching a piece 
  of metal you may learn what else has touched it, worn it, passed 
  by it, what is hidden inside it, details of its forging, etc. You can 
  tell depth, weight, size, and number of passers-by, but not more 
  detailed information.
  Plant: Speak With Plants: You gain the Sylvan language, 
  and may speak with normal plants and plant creatures. You can 
  communicate with normal plants and plant creatures and can 
  ask questions and receive answers from them. A normal plant’s 
  sense of its surroundings is limited, so it will not be able to 
  give (or recognize) detailed descriptions of creatures or answer 
  questions about events outside its immediate vicinity.
  Water: Speak With Water: You gain the Aquan language, 
  and may speak with pools or bodies of water. This is not truly 
  accomplished through speech, but rather by dipping a limb into 
  the water you may learn what else has touched it, passed by it, 
  what is hidden inside it, etc. You can tell depth, weight, size, 
  and number of passers-by, but not more detailed information. 
  You can speak with both fresh or salt bodies of water, and if 
  attempting to converse with particularly large bodies of water, 
  such as oceans, you can only acquire information from a por-
  tion of the body of water, to a maximum distance of 1000 feet 
  + 100 feet per caster level.
  Speak With Wildlife (spirit)
  Choose either animals or vermin. You may spend a spell 
  point to gain the ability to speak with your chosen creature 
  type for 1 minute per caster level. You can ask questions of and 
  receive answers from them, but this does not make them any 
  more friendly than normal. Mindless vermin cannot under-
  stand or answer with more than basic information, wary and 
  cunning animals are likely to be terse and evasive, and stupid 
  creatures make inane comments. If a creature is friendly toward 
  you, it may do some favor or service for you. You may take this 
  talent twice, gaining both options.
  Wreath Of Elements (spirit)
  As an immediate action, (or a free action usable even when 
  it is not your turn by spending a spell point) you may reach out 
  with one of your elements. This grants you the following abil-
  ities, depending on which packages you possess. You may only 
  use Wreath Of Elements once per round.
  Fire: You attack a target within your reach with fire, deal-
  ing fire damage equal to your caster level (Reflex half).
  Air: Make a check adding your caster level and casting 
  ability modifier vs. the bull rush CMD of a target within your 
  reach. On a success, the target is pushed 5 feet directly away 
  from you.
  Earth: You gain temporary hit points equal to your caster 
  level against one attack.
  Metal: You reach out with a magnetic field, gaining a de-
  flection bonus to AC and CMD equal to 2 +1 per 5 caster levels 
  against one attack.
  Plant: Make a check using your caster level + your casting 
  ability modifier vs. the grapple CMD of a target within your 
  reach. On a failure, the target is entangled for 1 round.
  Water: Make a check using your caster level + your casting 
  ability modifier vs. the trip CMD of a target within your reach. 
  On a failure, the target is knocked prone.
  
  Chapter 5: Spheres
  348
  Protection
  You are a user of the magics of preservation.
  Aegis
  As a standard action, you may touch a creature and spend 
  a spell point, granting them an aegis for 1 hour per caster level. 
  Unwilling targets are allowed a Will save to resist gaining an 
  aegis, and aegis is subject to spell resistance.
  Multiple aegises of the same talent can be placed on a single 
  creature, and the creature can benefit from them when they 
  are providing different effects. This means Armored Magic can 
  give a target both armor and shield, and Energy Resistance can 
  grant resistance to multiple energy types to the same target.
  You gain the following aegis when you gain the Protection 
  sphere:
  Deflection
  You grant the target a +1 deflection bonus to AC, +1 per 5 
  caster levels.
  Ward
  As a standard action, you may create a ward centered on 
  yourself with a radius of up to 10 feet + 5 feet per caster level, 
  but can also be made so small as to only cover yourself. Wards 
  remain as long as you concentrate, but you may spend a spell 
  point to allow them to remain for 1 round per caster level with-
  out concentration. Wards remain in the location they were cre-
  ated, even if you move (however, if the ward is created entirely 
  on top of a vehicle, it will move with that vehicle). If a ward 
  affects targets inside it, its effects are subject to spell resistance. 
  When you gain the Protection sphere, you gain the following 
  ward:
  Barrier
  You may create a ward that creates a mostly-transparent 
  wall of force at its perimeter. While this barrier does not block 
  line of sight, it does block line of effect; thus, while you could 
  still target a creature through the barrier (such as for an attack 
  that attempts to break the barrier and still deal damage to the 
  creature on the other side), the barrier does stop attacks, move-
  ment, breath weapons, and any spells or sphere effects that rely 
  on line of effect until the barrier is destroyed. Ethereal crea-
  tures are technically stopped by the barrier, but can usually find 
  a way around it (as the barrier does not cut through objects, and 
  so usually stops at ground level). Creatures inside a space where 
  a barrier is created are shunted to the nearest empty space on 
  the outside.
  A barrier has hit points equal to twice your caster level 
  and a Break DC of 15 + 1/2 your caster level. A barrier can hold 
  weight, up to 2,400 lbs. + 250 lbs. per caster level; beyond that, 
  a barrier simply shatters as if broken with a Strength check. If a 
  barrier is broken anywhere, the entire effect ends.
  If an attack is directed at a target through the barrier, the 
  attack first deals its damage to the barrier itself. If this damage 
  is enough to destroy the barrier, the attack continues on to its 
  intended target, although damage dealt to the barrier is sub-
  tracted from any damage done to the target or targets. Burst-
  effect attacks such as splash weapons, fireball spells, or others 
  attempting to travel through the barrier explode at the barrier’s 
  edge and also must overcome the barrier’s hit points to damage 
  targets on the other side. If you maintain your barrier through 
  concentration, its hit points is renewed each round on your 
  turn.
  Protection Talent Types 
  Certain protection talents grant you additional aegises or 
  wards, and are marked (aegis) or (ward) respectively.
  Succor
  A (succor) talent allows you to create an effect by sacrific-
  ing an aegis you created. This is an immediate action that can 
  be performed using any aegis you created that you have line of 
  effect to. The resulting effect occurs to the creature that bore 
  the aegis. These talents require line of sight, but otherwise have 
  unlimited range.
  Protection Talents
  Barrier Maze
  When you create a barrier, instead of having a wall at the 
  edge of the ward, you may spend a spell point to create a number 
  of cubes equal to twice your caster level. Each cube is a separate 
  object that completely fills a 5-foot square, and has 5 hit points, 
  or 4 + your caster level hit points if you possess the Greater 
  Barrier talent. Like a barrier, the cubes are mostly-transparent, 
  and they block the same modes of attack. They are otherwise 
  materially identical to a barrier, and have the same Break DC.
  Objects and creatures can not be trapped within a cube, 
  and the presence of a creature in a square prevents the cube 
  from forming there. Cubes must be created at ground level, but 
  can be joined into larger configurations. All cubes must be cre-
  ated within an area you could cover with a ward.
  Buttressing
  You may repair any barrier you created (including those cre-
  ated using Greater Barrier) causing it to regain a number of hit 
  points equal to twice your caster level. This is a move action, 
  or you may spend a spell point to do this as a swift action. You 
  must have line of sight to the barrier to use this talent.
  In addition, when you spend a spell point to maintain a bar-
  rier without concentration, you may spend an additional spell 
  point to make it self-repairing. The barrier regains 1 hit point + 
  1 hit point per 2 caster levels at the start of each of your turns.
  
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  A barrier that has been reduced to 0 hit points has been 
  destroyed and cannot regain hit points or be restored using this 
  talent.
  If used on a barrier comprised of cubes using the Barrier 
  Maze talent, this talent allows each cube to regain 1 lost hit 
  point or for 1 cube to regain all lost hit points when you spend a 
  move action or a spell point and a swift action to use this ability. 
  When you spend a spell point to maintain the barrier without 
  concentration, you may spend an additional spell point to make 
  each cube regain 1 hit point per round. A cube that has been re-
  duced to 0 hit points has been destroyed and cannot regain hit 
  points or be restored using this talent, though the remaining 
  cubes can still regain hit points.
  Community
  So long as you are on the same plane and are aware of it 
  happening, whenever a creature under one of your aegises takes 
  damage, you may spend a spell point as a free action (usable 
  outside your turn) to transfer up to half of that damage to any 
  other creature under one of your aegises. Damage transferred by 
  this talent may not be resisted or redirected further.
  Continuous Barrier
  barriers you create are completely sealed spheres. If creat-
  ing the barrier would cause it to go through another object, the 
  barrier cuts harmlessly through the material (without compro-
  mising the integrity of the object, but preventing the object 
  from being moved). If creating the barrier would cause it to go 
  through a creature or animated object, the barrier shunts the 
  creature just outside the effect of the sphere.
  These modifications to your barriers make it so that ethe-
  real creatures, or creatures with unusual movement modes such 
  as burrow cannot enter the warded area by going around the 
  barrier, but must instead destroy the barrier to enter or exit.
  This ability can be combined with Greater Barrier to allow 
  your barrier wall to pass through objects.
  Distant Protection [range]
  When creating a ward, you may center it anywhere within 
  close range. When granting an aegis, you may grant it to a tar-
  get within close range. You may take this talent multiple times. 
  Each time it is gained, increase the range by one step (close to 
  medium, medium to long).
  Enduring Protection
  When you spend a spell point to make a ward last without 
  concentration, it lasts 1 minute per caster level.
  Glyph
  At the time of casting a ward you may choose to shape the 
  ward into a glyph: a magical trap whose effects are not imme-
  diately active until triggered. A glyph is cast upon a 5-foot-by-
  5-foot area and takes the form of a 6 inch tall symbol, faintly 
  visible on a surface. The glyph lasts for 1 hour per caster level or 
  until activated by a trigger specified by the caster at the time 
  it is created. When activated, the glyph becomes the center 
  point for the ward, and it performs its function for a number 
  of rounds equal to your caster level, and then the ability ends. 
  Once cast, the glyph cannot be moved from its location, unless 
  its complete surface is movable (for example, if cast on the deck 
  of a ship). Destroying the surface the glyph is on destroys it, 
  but does not end the glyph effect once it has been triggered. If 
  you have the Permanent Ward advanced talent, you may make 
  a glyph that is permanent, and will activate with its trigger, stay 
  active for as long as the trigger is active, and shut off afterwards 
  until triggered again.
  Creating a glyph requires a round per caster level and a spell 
  point. You must also pay the spell point cost of whatever ward 
  the glyph will create, though you do not need to spend a spell 
  point to maintain the ward: the glyph can maintain the ward as 
  if it were concentrating. When you create the glyph, you may 
  decide what area is covered by the glyph’s effect; this may be up 
  to close range from the location of the glyph.
  You set all of the conditions of the glyph when it is created. 
  Typically, any creature entering the warded area or opening the 
  warded object without speaking a password (which you set when 
  creating the glyph) triggers the magic it stores. Alternatively or 
  in addition to a password trigger, glyphs can be set according to 
  physical characteristics (such as height or weight) or creature 
  type, subtype, or kind. Glyphs can also be set with respect to 
  chaos, evil, good, or law, or to pass those of a particular religion. 
  They cannot be set according to class, Hit Dice, or level. Glyphs 
  respond to invisible creatures normally but are not triggered by 
  those who travel past them ethereally. Multiple glyphs cannot 
  be cast on the same area. However, if, for example, a cabinet 
  has three different drawers, each can be separately warded.
  A glyph knows when it has been read, which may be used as 
  part of a trigger. A glyph can only have one trigger, but you can 
  always trigger your own glyph as a free action, provided you are 
  still on the same plane of existence.
  A glyph can be seen by effects that detect or sense mag-
  ic, and can also be detected as a magical trap can be. In order 
  for someone to spot one of your glyphs it requires a Perception 
  check with a DC equal to 25 + 1/2 your caster level (minimum 
  1). Disabling the glyph requires a Disable Device check with 
  the same DC. Alternatively, destroying the surface the glyph is 
  imprinted on can destroy the glyph, but once activated, destroy-
  ing the glyph does not dispel the effect, and the glyph activates 
  when damaged if the damage is not sufficient to destroy it.
  Greater Barrier
  You may fashion your barrier into a flat plane if you so 
  choose. This wall must be contiguous and must begin adjacent 
  to you, although it may extend as far out as close range (if you 
  possess the Distant Protection talent, it must begin within 
  close range and be contained within medium range), and can 
  cover up to 1 10-foot square per caster level. This flat plane may 
  be arranged vertically, horizontally, or along whatever angle you 
  choose. In addition, when creating a barrier, you may spend an 
  additional spell point to increase its Hit Points to 10 per caster 
  level, double its maximum weight, and increase the Break DC 
  by 10. The barrier’s hit points do not replenish, even if main-
  tained through concentration.
  Instill Aegis [instill]
  As a standard action you may touch a small container of 
  liquid and instill an aegis inside it, which functions as a potion 
  or oil.
  An instilled liquid remains potent until you rest to regain 
  spell points. If you have equipment on hand (such as an alche-
  my lab), the cost of bottles and water is considered negligible. 
  You may target food but not an already-magical item, such as 
  a potion. All spell points must be spent and all variables of the 
  
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  350
  sphere effect must be chosen at the time the instilled liquid is 
  created. You cannot instill multiple effects in a single liquid, nor 
  create multiple instilled liquids with a single action.
  Lingering Succor
  Whenever you use a (succor) talent, the effects of the aegis 
  sacrificed do not end until the end of your second turn. An aegis 
  cannot be sacrificed to power a succor a second time.
  Mass Aegis [mass]
  When using an aegis, you may spend an additional spell 
  point to affect an additional 1 creature per 2 caster levels (min-
  imum 1) with the aegis at the same time. Each creature must 
  be within range and must be affected by the same aegis. When 
  using Mass Aegis, the duration of each aegis is decreased to 10 
  minutes per caster level. Once created, each aegis is a separate 
  sphere effect, and can be sacrificed to use a succor individually.
  Selective Barrier
  When you create a barrier, you may spend a spell point to 
  make its structure more complicated, allowing certain kinds of 
  activities to pass through the barrier. For each of the follow-
  ing, you must choose whether it can cross the barrier, and if so, 
  in what direction: melee attacks, ranged attacks, area of effect 
  abilities, and movement. Whenever the barrier regains or could 
  regain hit points, you may change this decision.
  Shared Aegis
  In addition to providing an aura of protection, any aegis 
  you create can be extended beyond the body of the creature 
  bearing it. When a creature under the effects of an aegis you 
  created has an allied creature within its natural reach, the ally 
  also gains the benefit of the aegis. This requires active effort 
  from the creature wearing the aegis, and they can not use their 
  aegis to defend another creature if they would be denied their 
  Dexterity bonus against the source of the effect they are pro-
  tecting their ally from.
  While a creature is under the protection of your shared ae-
  gis this way, you may use (succor) talents that target them as if 
  they were bearing the aegis. Only one creature may benefit from 
  a succor this way.
  Status
  You always know the direction and distance to all creatures 
  benefiting from your aegises and are aware of any conditions 
  affecting them (confused, disabled, diseased, dying, nauseat-
  ed, panicked, poisoned, staggered, stunned, unconscious, un-
  harmed, wounded, etc.). If the target dies or moves to another 
  plane of existence, this effect ceases to function.
  Ward/Aegis Talents
  Ablating (aegis)
  You may create an aegis that has a chance of negating at-
  tacks against the protected creature. When created, the aegis 
  has an ablation rate of 20% + 5% for every 3 caster levels, max-
  imum 50%. The aegis acts as a miss chance equal to its ablation 
  rate against attacks, and whenever the protected creature is 
  missed due to miss chance, its ablation rate drops by 5%. When 
  the ablation rate becomes equal to or less than 0, the aegis ends, 
  even if the duration has not yet expired. If the character has a 
  miss chance from another source, only the highest miss chance 
  applies, and the aegis is only 
  reduced if its ablation rate 
  is higher than all other miss 
  chances.
  Armored Magic (aegis)
  You may create an aegis 
  that wraps the target in pro-
  tective barriers, granting 
  them either a +3 armor 
  bonus or a +1 shield bo-
  nus to AC (your choice). 
  This does not stack 
  with other armor or 
  shield bonuses, but does apply against attacks made by incor-
  poreal creatures. These bonuses increase by +1 for every 5 caster 
  levels you possess.
  Breathless (aegis)
  You may create aegis that suspend the body’s needs. The 
  target grains a +4 morale bonus to saving throws against poi-
  sons and diseases, can withstand extreme pressures (such as 
  from the ocean), and can survive without air, making it immune 
  to effects that require breathing (such as inhaled poison), and 
  granting it the power to survive underwater, or even in a vacu-
  um. This does not give immunity to cloud or gas attacks that do 
  not require breathing.
  Clarity (ward)
  Within the area of this ward, attempts to conceal, obfus-
  cate, or disguise oneself are hindered. Any creature within the 
  ward must succeed at a Will save or they become unable to use 
  any abilities to disguise or conceal themselves. Likewise, any 
  spell, spell-like ability, or sphere ability that creates illusions or 
  makes it difficult to sense physical phenomena is more diffi-
  cult to use. When the ward is first created, the user attempts 
  a single magical skill check against every illusion or concealing 
  effect created with a spell, spell-like ability, or sphere ability. 
  Magic items have a MSD of 11 + their caster level and creatures 
  using spell-like abilities have an MSD equal to 11 + their Hit 
  Dice.
  
  Chapter 5: Spheres
  351
  If your check succeeds, the effect is suppressed or the mag-
  ic item ceases to function, respectively. Time spent suppressed 
  counts toward a magical effect’s total duration. Any additional 
  attempt to create an illusion or concealment effect requires the 
  caster to beat your MSD with a magical skill check. They must 
  do this even if they passed their Will saving throw.
  Deathless (aegis)
  You may create aegis that blocks direct attacks on one’s 
  life. This grants the subject a +4 morale bonus to saving throws 
  against all death spells, Death sphere abilities, channeled neg-
  ative energy, and other magical death effects, as well as harm-
  ful effects originating from healing spells, Life sphere abilities, 
  channeled positive energy, and other magical healing effects. 
  The subject is granted a Will save to negate these effects even if 
  one is not normally allowed.
  Destructionless (aegis)
  You may create an aegis that protects against direct magical 
  attacks. This grants a +4 morale bonus to AC and saving throws 
  against ray attacks, effects from the evocation magic school or 
  the Destruction sphere, breath weapons, as well as attacks and 
  effects originating from elementals.
  Energy Resistance (aegis, ward)
  You may create a ward that suppresses one energy type of 
  your choice (acid, cold, electricity, fire, or sonic). Any damage 
  of that energy type dealt within this area is reduced by 10 + 
  your caster level. You may also create an aegis that grants energy 
  resistance 10 + your caster level to either acid, cold, electricity, 
  fire, or sonic. These effects only absorb damage and may not 
  protect from other side effects of an attack.
  Exclusion (ward)
  You can create a ward that prevents entry of a common 
  material or element chosen when you create the ward. You 
  may choose an element based on their physical material (such 
  as stone, metal, water, or acid), form of energy (such as fire or 
  light) or based on their physical properties (such as poisonous 
  materials or living materials). Magical and non-magical mate-
  rials excluded have great difficulty entering the ward, but are 
  unaffected once inside.
  Creatures made of or carrying the material with them 
  must succeed at a Strength check against a DC equal to your 
  Protection sphere DC to cross the threshold of the ward, or 
  they can simply drop any of the warded material they are carry-
  ing. An attack from outside the ward that crosses into the ward 
  and is composed of the offending material receives a penalty to 
  attack equal to your caster level.
  Eyeless (aegis)
  You may create an aegis that protects against effects de-
  pendent on light, dark, or that attack the senses. This grants a 
  +4 morale bonus to AC and saving throws against effects from 
  the Light and Dark spheres, attacks based on light or from illu-
  sionary sources (although this does not grant a bonus to saving 
  throws made to disbelieve illusions), as well as gaze attacks and 
  attacks and effects with the shadow descriptor.
  Fateless (aegis)
  You may create an aegis that protects against tugs on the 
  strands of fate. This grants a +4 morale bonus to saving throws 
  against effects from the divination magic school, effects from 
  the Divination and Fate spheres, and effects with the curse 
  descriptor. This also applies to all spells, spell-like, and super-
  natural abilities originating from hags and outsiders. The sub-
  ject is granted a Will save to negate curse effects even if one is 
  not normally allowed.
  Friendship (aegis)
  You may create an aegis that gives a creature special protec-
  tion from the spell, spell-like, sphere and supernatural abilities 
  of his allies. Whenever one of that creature’s allies uses a spell, 
  spell-like, sphere or supernatural ability that is subject to spell 
  resistance and covers an area, allies with this aegis and their 
  equipment are treated as if they were immune.
  Guardian (aegis)
  You may create an aegis that draws harmful attention to 
  its bearer and away from their allies. Any hostile target with-
  in 10 feet of the bearer of this aegis who decides to target any 
  creature other than the bearer of this aegis suffers a -1 penalty 
  to their attack roll. This penalty increases by 1 for every 5 cast-
  er levels possessed. Multiple Guardian aegises do not stack; if a 
  creature attacks one creature with this aegis while within the 
  area of another creature with this aegis, they suffer no penalty 
  for their attack.
  Impartiality (aegis, ward)
  Creatures within this ward or bearing this aegis are treated 
  as having no alignment for all magical effects. Effects that de-
  tect alignment (such as the Divine Alignment alternate divina-
  tion from the Divination sphere) do not detect the creature or 
  creatures protected, while those that affect certain alignments 
  have no effect on protected creatures at all. This does not allow 
  a creature to disguise their alignment - they appear as an ab-
  sence of alignment.
  Impedance (aegis, ward)
  You may create a ward that makes it difficult for creatures 
  to approach the center of the ward. At the beginning of their 
  turn, or when they try to enter the ward, a creature must suc-
  ceed at a Will save or they are unable to enter or move any clos-
  er to the center of the ward. If applied as an aegis, this functions 
  the same except the range is reduced to 5 feet + 5 feet per 10 
  caster levels.
  This talent does not interfere with attacks; only movement.
  Inner Peace (aegis)
  You may create an aegis that grants the target a +4 morale 
  bonus to saving throws against all fear, emotional and mind-af-
  fecting abilities, both magical or mundane. When the target 
  is affected by a magical ability this bonus applies to, they are 
  always granted a save to completely negate the effect, even if 
  one is not normally allowed. The improved composure of the 
  subject also grants them a +4 morale bonus to Bluff checks to 
  conceal emotions or relay secret messages, and to Diplomacy 
  checks to influence attitudes to make creatures calm.
  Iron Shield (aegis)
  You may create an aegis that protects against the forces of 
  nature. This grants a +4 bonus to AC and saving throws against 
  all forms of environmental damage (though not from vacuum), 
  attacks that utilize nature as a resource (such as lightning called 
  from the sky, but not from all electricity attacks), abilities of 
  the Nature and Weather spheres, and the spell, spell-like, and 
  supernatural abilities of fey creatures, magical beasts, and plant 
  creatures.
  
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  352
  Logic (ward)
  This ward presents subtle inconsistencies and misdirec-
  tions that prevent entry. Creatures must have an Intelligence of 
  at least 3 to enter into the warded area. Teleportation bypasses 
  the effect of this ward, and low-intelligence creatures can still 
  be pushed or otherwise motivated into the ward area by other 
  more intelligent creatures or by accident.
  Magnetic Shield (ward)
  Creatures within this ward have damage reduction equal 
  to your caster level against all metal weapons or metal tipped 
  weapons, with the exception of silver weapons. This defense 
  also applies to melee attacks by ironshod creatures or creatures 
  that have metal covering the point of contact of the attack 
  (such as a punch from someone wearing a gauntlet).
  Mettle (aegis)
  A creature with this aegis receives an untyped bonus to 
  their AC equal to 5 + your caster level against critical hit con-
  firmation rolls.
  Missile Shield (ward)
  You may create a ward that protects creatures within from 
  projectiles, including projectile weapons, thrown rocks, rays 
  made up of projectiles (such as created by the Stone Blast tal-
  ent of the Destruction sphere) or falling debris. Any damage 
  of that type dealt within this area is reduced by 5 + your caster 
  level. These effects only absorb damage and may not protect 
  from other side effects of an attack (like being pinned under 
  the weight of a thrown boulder or being poisoned by a poi-
  soned arrow).
  Mystic Shell (aegis)
  You may create an aegis that protects magical effects on 
  the character. A mystic shell has 2 layers, + 1 layer per 10 caster 
  levels. While the layers are in place, whenever a magical effect 
  on the character would be dispelled, it remains and instead a 
  layer of the shell is lost. Each layer is counterspelled as a sepa-
  rate magical effect. Layers of the shell can also be sacrificed to 
  use (succor) talents or abilities. Layers from multiple castings of 
  this aegis do not stack.
  Obscurity (aegis, ward)
  Creatures with this aegis or within this ward appear unre-
  markable and unimportant to those around them. Creatures 
  must succeed at a Will save to be able to notice their presence, 
  even if they succeeded on a relevant Perception check. A suc-
  cessful save allows them to see the obscured creatures normally 
  (assuming they can see the creatures normally), until they have 
  left the sight of the creature by either moving out of line-of-
  sight or succeeding at a Stealth check. Creatures who are spe-
  cifically looking for the protected creatures and are aware of 
  their identity (like those who have been told you are there by 
  someone else), or who are engaged in combat with them auto-
  matically pass this saving throw. Creatures with this aegis do not 
  leave behind tracks or other signs of their passage.
  Obstruction (aegis)
  You may create an aegis that absorbs damage. The target 
  gains DR/- equal to 1/2 the caster level (minimum 1). Once this 
  aegis has absorbed damage equal to 10 x the caster level, the 
  aegis ends even if its duration has not yet expired.
  Painful Aegis (aegis)
  You may create an aegis that inflicts pain on creatures that 
  hurt its bearer. Whenever a creature successfully hits the bearer 
  of this aegis with a melee or ranged attack, that creature suffers 
  1 point of nonlethal damage per 2 caster levels (minimum 1).
  Peacebound (aegis, ward)
  You may create a ward that renders all creatures within 
  incapable of causing violence. Any violent action or targeted 
  offensive magical effect created within the ward fails and the 
  target’s action is wasted (Will negates). If any target succeeds at 
  this Will save, the ward’s effect immediately ends for all. When 
  a Peacebound ward is broken in this fashion, all creatures within 
  become immune to that caster’s Peacebound ward for 24 hours. 
  You may also create an aegis that makes the target immune to 
  violent actions or magic. Any such action made against the tar-
  get requires the attacker to succeed at a Will save or lose that 
  action. If a creature succeeds at this Will save they are immune 
  to the effects of that casting of this aegis. If the bearer of the 
  Peacebound aegis takes an offensive action against any creature, 
  the aegis immediately ends.
  Plexing Aegis (aegis)
  A Plexing aegis offers no specific protection until activated, 
  but at any time during its duration you may spend an immedi-
  ate action to activate it, turning it into any aegis you can cre-
  ate. When this occurs, you must pay the spell point cost of the 
  new aegis normally. You may activate Plexing aegises on multiple 
  creatures with the same action, provided all of them are being 
  turned into the same kind of aegis. Once activated, the Plexing 
  aegis remains that aegis type for the remainder of its duration. 
  The caster level of a Plexing aegis is determined when it is cast 
  and does not change once activated.
  A Plexing aegis costs a spell point to create like any other 
  aegis, and may be sacrificed to use a succor ability before or after 
  it is activated. You may combine this talent with the Mass Aegis 
  talent at the time of its casting or to activate multiple Plexing 
  aegises at once, but must pay the cost of Mass Aegis for each of 
  these uses.
  Quantum Lock (ward)
  You may create a ward that represses all effects that alter 
  reality, including sphere abilities that change the rate of time, 
  teleportation, gravitational effects, transdimensional effects, 
  distortion of space, and Warp and Time sphere abilities within 
  its area of effect. When this ward is created, attempt one magic 
  skill check against each effect in the area of the ward that it 
  can repress. Magic items have a MSD of 11 + their caster level. 
  If your check exceeds the MSD of the magical effect or item, 
  the effect is suppressed or the magic item ceases to function, 
  respectively. Time spent suppressed counts toward a magical 
  effect’s total duration.
  Once inside the effect, any caster attempting to use an abil-
  ity that can be repressed by this ward must attempt a magic 
  skill check against your MSD. If they fail, the ability is negated 
  completely (e.g., the creature never leaves its point of origin).
  Ray Deflection (aegis)
  Whenever a ray attack is used against a creature with this 
  aegis, there is a 20% chance the ray will be deflected back at the 
  caster. This increases by 5% for every 5 caster levels to a maxi-
  mum of 50%. This aegis does not offer protection against rays 
  
  Chapter 5: Spheres
  353
  that automatically hit, such as those with a natural 20 on the 
  attack roll. A deflected ray makes an attack against the attacker 
  using the same attack roll and all of the applicable modifiers of 
  the original attack and if it hits, the attacker takes the attack’s 
  damage and suffers all the other consequences of getting struck 
  with that attack.
  Repel Chaos/Evil/Good/Law (ward)
  You may create a ward that repels creatures of one end of 
  the alignment spectrum (chaotic, evil, good, lawful), chosen by 
  you when this ward is created. All creatures of that alignment 
  cannot cross the edge of this ward unless they succeed at a Will 
  save. Once a creature has succeeded at this Will save, they may 
  cross the barrier without trouble and are immune to your Repel 
  ward for 24 hours. If a creature is already within this warded 
  area when it is created, or if the ward is moved into their space, 
  they instantly become immune to the ward, as if they had suc-
  ceeded at their saving throw. You cannot repel an alignment 
  that you yourself possess.
  Resist Transformation (aegis)
  You may create aegis that holds the target’s shape togeth-
  er. This grants the subject a +4 morale bonus on saves against 
  polymorph effects, Enhancement and Alteration sphere ef-
  fects, effects from the alter ability from the Creation sphere, 
  and spells from the transmutation school, as well as to saving 
  throws against spell, spell-like, and supernatural abilities of ly-
  canthropes and creatures with the shapeshifter subtype.
  Resistance (aegis)
  You may create an aegis that grants +1 resistance bonus to 
  all saving throws. This increases by 1 for every 4 caster levels 
  you possess.
  Slippery (aegis)
  You may create an aegis that protects a creature from being 
  physically restrained or manipulated. The bearer of this aegis 
  gains a +2 enhancement bonus to Acrobatics checks, Escape 
  Artist checks, and to CMD, and if they are under an effect they 
  could escape with an Escape Artist check they may attempt 
  such a check immediately as an immediate action. These bo-
  nuses increase by 1 for every 5 caster levels you possess.
  Spell Ward (aegis, ward)
  You may spend a spell point to create a ward that represses 
  all magic within its area of effect. Attempt one magic skill 
  check against each magical effect, magic item, or summoned 
  creature within the area. Magic items have a MSD of 10 + their 
  caster level. If your check exceeds the MSD of the magical ef-
  fect, item, or caster who summoned the creature, the effect 
  is suppressed, the magic item ceases to function, or the sum-
  moned creature temporarily disappears. Time spent suppressed 
  counts toward a magical effect’s total duration. Any caster at-
  tempting to use a magical ability in or targeted within this area, 
  or any summoned creature attempting to enter this area, must 
  attempt a magic skill check against your MSD. On a success, 
  the magical effect is unimpeded, and the summoned creature is 
  not banished by that Spell Ward. This counts as an antimagic 
  field for effects that interact with them.
  You may also spend 2 spell points instead of 1 to create an 
  aegis that grants the target spell resistance equal to 10 + your 
  caster level.
  Stabilize (aegis)
  You may create aegis that stabilizes the target against pla-
  nar effects or effects that warp time and space. The target gains 
  a +4 morale bonus to AC and saving throws against any telepor-
  tation effects, effects from the Time or Warp spheres, direct 
  telekinesis (such as Hostile Lift, but not attacks from Bludgeons) 
  as well as any other effects that alter time, such as the slow spell. 
  This also applies to attacks and abilities from extraplanar crea-
  tures, such as summoned or conjured creatures.
  Succor Talents
  Bulwark (succor)
  As an immediate action, you may dismiss an aegis on an ally 
  to give them DR/- equal to your caster level until the beginning 
  of your next turn.
  Healing Aegis (succor)
  As an immediate action, you may dismiss one or more of 
  your aegises on a target, healing that target for an amount equal 
  to your casting ability modifier + your caster level per aegis dis-
  pelled. This may keep the target from dying.
  Luck (succor)
  As an immediate action, you may dismiss an aegis on a tar-
  get to allow them to reroll a saving throw they have just made. 
  They must take the second result, even if it is worse.
  Punishment (succor)
  When a creature successfully hits a creature you have 
  placed an aegis on with an attack, you may sacrifice an aegis they 
  are bearing as an immediate action to harm the attacker. The 
  attacker takes 1d8 nonlethal damage per 2 caster levels (mini-
  mum 1d8).
  Reflection (succor)
  When a creature with an aegis you created becomes the tar-
  get of a spell or sphere ability that affects only them, you may 
  spend a spell point and sacrifice an aegis they are bearing as an 
  immediate action to attempt to counterspell the ability and re-
  direct the effect. You attempt a magical skill check against the 
  magical skill defense of the caster, and if successful, the sphere 
  effect affects the caster as if they had been the original target. 
  Any bonuses you or the other sphere caster have to counter-
  spelling apply to this roll. The decision to do this must be made 
  before any attack roll or saving throw is made.
  Vengeance (succor)
  When an enemy you can see successfully hits a creature 
  you have placed an aegis on with an attack, you may sacrifice an 
  aegis they are bearing as an immediate action to make an attack 
  with a weapon or natural weapon against the creature. You gain 
  a bonus to damage equal to your caster level for this attack.
  
  Chapter 5: Spheres
  354
  Telekinesis
  You can lift and move objects through magic.
  Telekinesis
  As a standard action, you can use telekinesis to lift one will-
  ing creature or unattended object within close range and move 
  it up to 20 feet + 5 feet per 5 caster levels (its telekinesis speed). 
  The creature or object levitates as long as you concentrate, 
  have line of effect, and the object remains within close range.
  The objects and creatures you may lift are restricted 
  by size; the largest creature or object you can lift is given in 
  the chart below. This assumes the creature or object is made 
  from a dense material, such as flesh creatures or stone objects. 
  Creatures or objects made of lighter materials, mostly open 
  space, or reduced to 1/2 weight with the Lighten talent of the 
  Enhancement sphere count as being one size category smaller, 
  while weightless creatures or objects count as being 2 size cate-
  gories smaller for this purpose.
  Table: Object Size
  Caster 
  Level
  Object Size
  Sample 
  Object
  Average 
  Weight (lbs.)
  1st
  Diminutive
  Dagger
  1 lbs.
  3rd
  Tiny
  Candelabra
  5 lbs.
  5th
  Small
  Heavy shield
  25 lbs.
  8th
  Medium
  Adult human
  125 lbs. 
  11th
  Large
  Statue
  625 lbs. 
  15th
  Huge
  Wagon
  3,125 lbs.
  20th
  Gargantuan
  Catapult
  8 tons
  25th
  Colossal
  Sailing Ship
  39 tons
  30th
  Colossal+
  Tavern
  195 tons
  40th
  Colossal++
  Galleon
  977 tons
  50th
  Colossal+++
  Temple
  4,883 tons
  60th
  Colossal++++
  Cathedral
  24,414 tons
  Your telekinesis is simple and cannot perform dexterous ac-
  tions (tying a knot, opening a book, turning a key, etc.). Any 
  object you control with telekinesis has a touch AC of 10 + your 
  casting ability modifier + any size modifier, and a CMD of 10 
  + your caster level + your casting ability modifier + the object’s 
  size modifier. If ever a Strength check is required (such as a 
  creature trying to battle you for control of an item), you may 
  use your casting ability modifier as your Strength modifier for 
  that purpose. If another target attempts to use telekinesis on 
  something you are already affecting with telekinesis, they must 
  overcome your CMD first, or the attempt fails.
  The following special rules apply to certain activities you 
  may perform with telekinesis:
  Bludgeon
  Once per turn when lifting a creature or object with tele-
  kinesis (referred to as a Bludgeon), you can spend its remain-
  ing movement to strike a creature or object within its reach. 
  This is considered a ranged attack and can benefit from feats or 
  combat talents related to weapon and ranged attacks, but does 
  not provoke attacks of opportunity except as provoked by the 
  casting of the telekinesis itself. Making the attack is a standard 
  action; if the caster is both maintaining a telekinesis effect via 
  concentration and making a Bludgeon attack, they need only 
  spend a single action to do both, provided it is the larger action 
  of the two.
  When you use a Bludgeon to strike a target, you must suc-
  ceed at a ranged attack roll against the target, using your cast-
  ing ability modifier in place of Dexterity for the attack roll. 
  On a successful hit, the target and the Bludgeon take damage 
  depending on the Bludgeon’s size. If the Bludgeon is a weapon, 
  the attack deals appropriate damage for that weapon (bolts and 
  arrows are treated as daggers for this purpose). Since weapons 
  are designed to deal damage, they do not suffer damage them-
  selves if used as a Bludgeon. Objects beyond Colossal are still 
  treated as Colossal for calculating damage.
  Table: Object Damage
  Object Size
  Damage Dealt
  Fine
  1
  Diminutive
  1d2
  Tiny
  1d3
  Small
  1d4
  Medium
  1d6
  Large
  1d8
  Huge
  2d6
  Gargantuan
  3d6
  Colossal
  4d6
  Catch
  If using telekinesis on a projectile or thrown object within 
  your size limit (often as a readied action), you may stop the 
  attack from dealing damage. The originator of the attack (the 
  creature who threw the projectile, etc.) is allowed a Will save to 
  negate this ability. After Catching an object, you may move it as 
  normal for your telekinesis.
  Hostile Lift
  You may spend a spell point to lift an unwilling creature 
  with telekinesis. The target is allowed a Will save to negate 
  this effect, plus an additional Will save each round the effect 
  
  Chapter 5: Spheres
  355
  is maintained. Telekinesis used in this way is subject to spell 
  resistance.
  If a Hostile Lift is sustained with Sustained Force, it only 
  lasts until the target succeeds at its save. A creature may suffer 
  falling damage if they successfully save while floating high in 
  the air.
  Sustained Force
  As a free action, you can spend a spell point to no longer 
  need to concentrate to maintain lifting a particular object for 
  up to 1 minute per caster level. You may give a Sustained Force 
  simple orders (float in the air, go north, follow a target) that it 
  obeys to the best of its ability, to a maximum of your telekinesis 
  range. Changing a Sustained Force’s orders is a move action. 
  You cannot sustain combat-related uses of telekinesis (combat 
  maneuvers, Bludgeons, etc.), nor complicated tasks (make a 
  wagon load itself with stones and move them to another lo-
  cation, etc.). You may dismiss a Sustained Force as a standard 
  action.
  Telekinesis Talents
  Acceleration
  When you move a target with telekinesis you can double the 
  distance you can move it that turn by having all of its move-
  ment be in a straight line. An object that moves at least 10 feet 
  this way before being used as a Bludgeon is counted as hav-
  ing made a charge and gains the related +2 on its attack roll. 
  If you also possess the Dancing Weapon talent, you may apply 
  charge-related feats and combat talents to your charge with 
  that Bludgeon.
  Dampening Field
  You may use your telekinetic force to protect and stabilize 
  creatures and objects that you are lifting.
  When lifting an object with your telekinesis, you may grant 
  it a +1 bonus to hardness and a +1 deflection bonus to AC, +1 
  per 5 caster levels, and cause it to take no penalties from the 
  broken condition.
  When lifting a creature with your telekinesis, you may grant 
  it DR/piercing equal to 1/2 your caster level.
  When using a creature or object as a Bludgeon, you may 
  choose for the object itself to not suffer damage from being 
  used as a Bludgeon.
  You may grant these benefits as part of a Sustained Force, 
  as part of or independent of any actual telekinetic movement.
  Dancing Weapon
  You may add your casting ability modifier to all damage 
  rolls made with a Bludgeon. Additionally, your Bludgeons 
  count as either a ranged, thrown, or melee weapon under your 
  control, as determined by the caster. A caster may change a 
  Bludgeon from one to the other once per round but a single 
  Bludgeon cannot count as more than one at the same time. You 
  may make attack actions with your Bludgeon, though doing 
  so is not combinable with making a full attack, unless using 
  Divided Mind or Mobile Bludgeon. You may apply appropriate 
  feats and combat talents such as Power Attack to your actions 
  with that Bludgeon, and if treating an object as a melee weap-
  on, the Bludgeon has a reach and threatens the area around it 
  as if wielded by a creature of the same size as the Bludgeon. 
  You are considered to be wielding the weapon for the purpose 
  of making attacks of opportunity or flanking, but do not suffer 
  penalties for oversized or undersized weapons.
  Divided Mind [mass]
  You may lift multiple targets at once (up to 1 + 1 per caster 
  level) whose combined size does not exceed your maximum tele-
  kinesis size. You may treat these objects as one effective object 
  for the purpose of Bludgeoning a creature, or you may make 
  multiple Bludgeons per round (although you cannot make more 
  attacks in a round than would otherwise be allowed with your 
  base attack bonus and any respective feats or combat talents if 
  you possess the Dancing Weapon talent, applying penalties for 
  full attacks as normal). If you spend a spell point to use Hostile 
  Lift or Sustained Force, it may apply it to as many of these ob-
  jects as applicable as if each were a different effect.
  You may also spend a spell point when using the Steal, 
  Telekinetic Maneuver, or Telekinetic Push talents to affect 
  multiple targets at once (up to one additional target per 2 cast-
  er levels, minimum 1), although you cannot affect an individu-
  al target more than once per round with any push or combat 
  maneuver.
  Finesse
  You may use telekinesis to perform fine manipulations, such 
  as turning a key in a lock, unrolling a scroll, or tying a knot. You 
  may attempt appropriate skill checks (such as Craft, Disable 
  Device, Profession, or Performance checks that involve objects 
  or instruments, but not Sleight of Hand or other checks in-
  volving attended objects unless you possess the Steal talent) at 
  a distance, as well as Heal checks to perform first aid. When 
  performing a skill at a distance you may use your casting ability 
  modifier in place of the normal ability modifier, but you also 
  suffer a -5 penalty to the skill check and cannot take 10.
  You may also use Sustained Force to maintain complicated, 
  non-combat procedures such as making knives prepare dinner, 
  make a lute play itself, or making a shovel dig a ditch.
  Flight
  When using telekinesis to lift a creature or creatures and 
  spending a spell point to create a Sustained Force on them, 
  you may grant that creature the ability to control their own 
  movement for the duration of the Sustained Force. They gain 
  a fly speed equal to your telekinesis speed, with maneuverability 
  (perfect).
  When affecting a target with a Sustained Force, they no 
  longer need to remain within your telekinesis range.
  Floating Shield
  When using your telekinesis to lift a shield, you may apply 
  its shield bonus to the armor class of anything in its square, 
  though this does not stack with any shield bonus they already 
  possess. A shield sustained with Sustained Force still grants its 
  shield bonus, and may be directed to follow a given individual 
  or target. If you possess the Orbit talent, you may choose a sin-
  gle shield in orbit of you and add its shield bonus to your armor 
  class. If you possess the Dancing Weapon talent, you may apply 
  shield related feats and combat talents (such as Shield Focus) to 
  any shield you are lifting.
  
  Chapter 5: Spheres
  356
  Forceful Telekinesis
  When you are using an object or weapon as a Bludgeon, it 
  is effectively one size larger for determining how much dam-
  age it deals. In addition, any time you would perform a com-
  bat maneuver using telekinesis (such as with Steal or Telekinetic 
  Maneuver) you add a +2 bonus to your CMB and CMD.
  Gravity Shift
  By concentrating your telekinetic powers on an area you 
  may effectively increase or decrease the area’s gravity. As a stan-
  dard action you may alter the gravity of a 10-foot radius + 5 
  feet per five caster levels sphere anywhere within range of your 
  telekinesis. As long as you concentrate, the area becomes either 
  an area of heavy gravity or an area of light gravity. You may also 
  change the type of gravity in the area as a move action. This 
  talent can be used to alter areas that are already heavy or light 
  gravity, either altering them to normal gravity or doubling their 
  effects, but cannot be used in areas of no gravity or subjective 
  gravity. You may spend a spell point to sustain this effect with 
  Sustained Force.
  Heavy Gravity: In heavy gravity areas, Acrobatics, Climb, 
  Ride, and Swim checks incur a -2 circumstance penalty, as do 
  all attack rolls. All item weights are effectively doubled, which 
  might affect a character’s speed. Weapon ranges are halved. 
  A character’s Strength and Dexterity scores are not affected. 
  Characters that fall in areas of heavy gravity take 1d10 points of 
  damage for each 10 feet fallen, to a maximum of 20d10 points 
  of damage.
  Light Gravity: Characters in an area of light 
  gravity gain a +2 circumstance bonus on attack rolls 
  and on Acrobatics and Ride checks. All items weigh 
  half as much, and weapon ranges double. Strength and 
  Dexterity do not change as a result of light gravity, but 
  what you can do with such scores does change. Falling 
  characters in light gravity take 1d4 points of damage 
  for each 10 feet fallen (maximum 20d4).
  Gravity Ward/Well
  As a standard action, you can create an area of 
  gravity that either pulls objects in or keeps them out. 
  Select either yourself or a spot within range of your 
  telekinesis, and choose either to attract or repel.
  If you choose attract, all creatures and unattended 
  objects of up to your telekinesis limit within 10 feet + 5 
  feet per 5 caster levels of the chosen spot are drawn in 
  a straight line to the unoccupied space nearest to the 
  center of the effect. Unwilling creatures are subjected 
  to a drag combat maneuver using your caster level plus your 
  casting ability modifier as your CMB. A creature in the area of 
  this effect cannot move away from the center of the effect ex-
  cept by attempting the drag combat maneuver as a move action 
  against a CMD equal to 10 plus your caster level plus your cast-
  ing ability modifier, moving the indicated distance away from 
  the center of the gravity well.
  If you choose repel, this functions the same way except 
  creatures and unattended objects within the area are pushed in 
  a straight line away from the center of the effect, and creatures 
  are subjected to and perform bull rush combat maneuvers in-
  stead of drag combat maneuvers.
  This effect lasts as long as you concentrate (pulling or push-
  ing creatures each round on your turn) and can be maintained 
  with Sustained Force.
  Greater Speed
  Your telekinesis speed increases to 30 feet + 5 feet per 2 cast-
  er levels per round.
  Homing
  When you miss with a Bludgeon attack, you may spend a 
  spell point as an immediate action to make the Bludgeon home 
  back in on the target. For a number of rounds equal to your 
  caster level the object single-mindedly moves towards the tar-
  get without you needing to concentrate on it, taking the short-
  est path as it attempts to attack them each turn. A Bludgeon 
  directed this way can only make one attack per turn, and once 
  it makes a single successful attack it stops pursuing the target 
  and drops to the ground unless you begin concentrating on it 
  again. If you possess the Divided Mind talent you may pay a 
  single spell point to make multiple objects pursue a target, but 
  as soon as any one of them makes a successful attack, they all 
  stop pursuing.
  Idle Concentration
  You may choose to maintain concentration on your teleki-
  nesis as a swift action. However, targets of your telekinesis remain 
  motionless while you concentrate on them this way, hovering in 
  place. You cannot move them, use them to Bludgeon, or direct 
  them to perform tasks. Dancing weapons that hover do not 
  threaten their range or provide flanking bonuses, and you may 
  not apply the benefits of Telekinetic Crush to hovering tar-
  gets. This talent cannot be used to concentrate 
  on a Hostile Lift or Kinetic Field.
  
  Chapter 5: Spheres
  357
  Increased Range [range]
  Increase the range of your telekinesis by one step (close to 
  medium, medium to long). You may select this talent multiple 
  times. The effects stack.
  Kinetic Field
  You may spend a spell point to apply your telekinesis as ki-
  netic energy across an area instead of directly onto targets. This 
  fills an area with a radius of up to 10 feet + 5 feet per five caster 
  levels with kinetic energy, which manifests in one of the follow-
  ing ways, each of which may be made into a Sustained Force. 
  An area cannot be affected by more than one field at a time:
  • You may make all squares in the area, including the 
  air, become difficult terrain. Moving through this area 
  causes fire damage equal to 1/2 your caster level (mini-
  mum 1) per 5 feet of movement due to intense friction.
  • You may cause any projectiles or thrown objects up 
  to one size smaller than your telekinesis limit that pass 
  through this area to be affected as if by Catch.
  • You may cause creatures or objects up to one size 
  smaller than your telekinesis limit that enter this area 
  to move up to half your telekinesis speed in one direc-
  tion, chosen when the field is created, to a maximum 
  distance of the edge of the field. Unwilling targets may 
  attempt a Will saving throw to resist, and if a creature 
  fails this save and attempts to move against the direc-
  tion of field they must first spend movement equal to 
  half your telekinesis speed to overcome the effects of 
  the field. Unattended objects move on your turn and 
  are not fast enough to cause harm. Creatures do not 
  move until their turn. 
  Kinetic Sense
  You no longer need line of sight to use telekinesis on an ob-
  ject or creature, as long as you target the correct space the tar-
  get is in. If you target an incorrect square your action is wasted, 
  though you retain any spell points you would have spent.
  In addition, you may spend a spell point to gain 30 feet 
  blindsense for one minute per caster level.
  Mobile Bludgeon
  When you use your telekinesis to make a Bludgeon attack, 
  you may continue to move the object after the attack roll is 
  made if it has any movement remaining. This means you may 
  make multiple Bludgeon attacks in a round, though not more 
  than you would normally be allowed with your base attack bo-
  nus, and applying penalties for full attacks as normal. You may 
  choose to forfeit any remaining movement in order to make a 
  full attack with a single Bludgeon against a single target. If you 
  possess the Dancing Weapon talent, you may gain extra attacks 
  from feats and combat talents.
  Orbit
  When you lift an object with your telekinesis and move it 
  into your square or drop an item you are holding, you may place 
  it in a passive orbit around you. An object in orbit drifts slow-
  ly around you, moving with you when you move as if you car-
  ried it, and does not require concentration to remain in orbit, 
  though it does nothing except drift passively. At any point you 
  may begin concentrating on it again, directing it and using it 
  normally with your telekinesis, or you may pick up an item in 
  orbit as a free action. You may have multiple objects around 
  you at one time so long as their total size does not exceed the 
  size limit of your telekinesis. If you possess the Dancing Weapon 
  talent, you are considered to be wielding any object in your or-
  bit and may use them to make attacks, though they are still 
  made through the Dancing Weapon talent. Items caught with 
  Catch may immediately be placed into orbit. You may not use 
  Hostile Lift in conjunction with Orbit.
  Parry
  You may use the Catch function of telekinesis to block 
  attacks with melee weapons, though they retain their hold 
  on their weapon even if you successfully block their attack. 
  However, if you possess the Steal talent as well, you may imme-
  diately use it on that weapon as part of a successful Catch. Your 
  telekinesis must be specially tuned towards the task, so when you 
  ready an action to Catch (or when you spend a spell point on 
  the catch field option of the Quick Reactions talent, if you pos-
  sess it) you must specify whether your telekinesis can intercept 
  melee or ranged attacks.
  Powerful Telekinesis
  Increase the maximum-sized object or creature you may 
  affect with telekinesis by 1 size category.
  Quick Reactions
  You may spend a spell point to make a telekinetic Catch as 
  an immediate action. If you possess the Telekinetic Push talent, 
  you may spend a spell point to perform pushes as an immediate 
  action.
  If you possess Kinetic Field, you may spend a spell point 
  as a standard action to fold kinetic energy around yourself to 
  create a catch field. This catch field moves with you and lasts 
  1 round per 3 caster levels (minimum 1). Once per round this 
  stops a projectile aimed at you as if you were using Catch. You 
  cannot have more than one use of this ability active at any one 
  time.
  Return
  When you stop a ranged attack with telekinetic Catch, 
  you may immediately fling it back at the attacker if they are 
  in range of your telekinesis. Resolve this as a standard Bludgeon 
  attack using the object you were attacked with. Return may 
  not be used in conjunction with the catch field option of Quick 
  Reflexes.
  Steal
  You may use telekinesis on attended objects. You may per-
  form a disarm or steal combat maneuver against a target using 
  telekinesis, using your caster level plus your casting ability mod-
  ifier as your CMB. You may use telekinesis to perform Sleight 
  of Hand checks at a distance as well and may use your cast-
  ing ability modifier in place of your Dexterity modifier for this 
  purpose, but you also suffer a -5 penalty to the skill check and 
  cannot take 10. If the maneuver or skill check is successful, you 
  may move the lifted object up to your telekinesis distance in any 
  direction, but may not use it as a Bludgeon as part of the same 
  action.
  Telekinetic Crush
  When using your telekinesis on a target, you may crush it 
  with your grip. Every round you maintain concentration you 
  may deal 1d6 bludgeoning damage and an additional 1d6 per 5 
  
  Chapter 5: Spheres
  358
  caster levels. Alternatively, you may attempt a Strength check 
  to break an object you are holding with your telekinesis, using 
  your casting ability modifier instead of your Strength modifier 
  and adding the size modifier from the largest-sized object you 
  can lift with telekinesis. You may use this on sections of a larger 
  object than you can lift with your telekinesis, allowing you to 
  punch holes through walls or rip down doors so long as you can 
  lift the targeted section.
  Telekinetic Maneuver
  You can use telekinesis to manipulate a target with more fi-
  nesse than a Hostile Lift. You may target a creature with tele-
  kinesis to perform a bull rush, drag, reposition, trip, dirty trick, 
  or grapple (upgrades to pin if the target is already grappled) 
  combat maneuver against a target, ignoring size limitations. 
  Use your caster level plus your casting ability modifier as your 
  CMB. If grappling, your CMD is your telekinesis CMB + 10 and 
  the target is allowed to attempt a Will save each round after 
  the grapple is initiated to negate the effect, just as they can 
  with Hostile Lift. These maneuvers do not provoke an attack 
  of opportunity from the target. If grappling, you do not gain 
  the grappled condition, and you cannot be knocked prone by 
  failing a trip check.
  Telekinetic Push
  You may throw your telekinetic power at an object, aiding 
  or impeding its natural movement. As a readied action, you may 
  push a projectile, creature, thrown object, or another caster’s 
  Bludgeon up to one size larger than your telekinesis limit. If aid-
  ing, you may increase a weapon’s range increment by half your 
  telekinesis speed and increase its effective size by 1 size category 
  +1 per 5 caster levels for the purposes of dealing damage and 
  determining if another caster may Catch the object with their 
  own telekinesis. If aiding a creature, you may choose to instead 
  grant it an enhancement bonus to its movement equal to 1/2 
  your telekinesis speed. You may also add 1d6 damage + 1d6 per 5 
  caster levels to the falling damage a target suffers. This ability 
  may be used to cause damage to a target that was successfully 
  tripped.
  Alternatively, you may slow down a creature or object, cut-
  ting its movement speed in half. If the target is falling, this de-
  creases their falling speed to 60 feet per round, allowing them 
  to fall great distances without being hurt. 
  When you use the Catch function of your telekinesis, you 
  may also choose to deflect an object instead of Catching it, 
  causing it to simply miss instead of being lifted with telekinesis.
  Telekinetic Push still requires a spell point when used di-
  rectly on hostile targets, but does not allow a Will save to ne-
  gate, even when used with Catch, due to the briefer contact and 
  more indirect force. Telekinetic Pushes cannot be sustained 
  with Sustained Force.
  Telekinetic Tools
  You may use your telekinesis to mimic simple tools, such as 
  shovels, hammers, or scissors by using your telekinesis as if ma-
  nipulating an item of the appropriate size.
  If you possess the Finesse talent, you may mimic tools as-
  sociated with any of the listed skills, allowing you to Perform 
  without an instrument or pick a lock without thieves tools. In 
  addition, if you possess the Telekinetic Maneuver talent, when 
  grappling a target you may choose to use the tie up grapple 
  action to restrain them with telekinetic force instead of a rope. 
  A creature successfully tied up this way is bound and helpless, 
  and must follow the tie up rules to escape their bonds. This 
  restraining force lasts until broken by a successful combat ma-
  neuver, until they receive help from an outside force as a full-
  round action, or until you dismiss it. A target cannot attempt 
  a Will save to negate the effects of these bonds, or a Strength 
  check to break them.
  You may also attack your enemies with pure telekinetic 
  force. You may make Bludgeon attacks without an object, deal-
  ing bludgeoning or slashing damage as a Bludgeon of the size 
  you specify, up to your telekinesis size limit. If you possess the 
  Dancing Weapon talent, you may treat this Bludgeon attack as 
  if it was made with a weapon you have proficiency with, sized 
  up to your telekinesis size limit.
  Tether
  You can create a telekinetic connection between two ob-
  jects of any size, tethering them together. As a standard ac-
  tion you can tether two targets within 30 feet of each other, 
  preventing them from moving further than 30 feet from each 
  other without either breaking the tether or dragging the other 
  target with them. An unwilling creature gets a Reflex save to 
  avoid being tethered. A creature dragging an object follows the 
  normal carrying capacity and encumbrance rules, but must use 
  the drag combat maneuver to drag an unwilling creature. The 
  tether may be broken as a move action with a Strength check 
  equal to the tether’s save DC. A tether lasts as long as you con-
  centrate and an additional number of rounds after that equal 
  to your caster level. You may spend a spell point to maintain a 
  tether with Sustained Force.
  Whirlwind Assembly
  You can use your telekinesis to ready yourself for any given 
  situation. You may perform any of the following actions as a 
  swift action:
  • You may draw up to two sheathed weapons or items 
  you are carrying (even if it is stored in a backpack or 
  similar container) and put away up to two objects you 
  are holding in your hands. In addition, you may don 
  a single set of armor or robes and put away any robes 
  or armor you are currently wearing, or swap out any 
  number of smaller worn items (such as gloves, hats, 
  or rings). Each individual item equipped or put away 
  must fall within the size limit of your telekinesis.
  • You can call a single unattended object that you can 
  see within 20 feet + 5 feet per 5 caster levels instantly to 
  your hand. The object must fall within your telekinesis 
  size limit, and the object must be no more than a light 
  load for you.
  • You may load a ranged weapon you are wielding that 
  has a reload time of a standard action or less. For re-
  load times greater than a standard action, the reload-
  ing time is reduced by a standard action as it has been 
  partially done.
  
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  359
  Time
  You can alter the flow of time itself.
  Alter Time
  The base Time sphere grants you two methods to alter time. 
  All alter time effects require a standard action to activate (unless 
  otherwise stated) and have a range of touch, and are subject 
  to spell resistance. Effects that target an area are centered on 
  you. Effects maintained through concentration require you to 
  remain within close range of the target or location after placing 
  the effect.
  When you gain the Time sphere, you gain the following 
  ways to alter time:
  Haste
  You grant the target increased speed. The target gains a 
  +10 feet enhancement bonus to all forms of movement, as well 
  as a +1 bonus to attack rolls and a +1 dodge bonus to AC and 
  Reflex saves. This increases by +10 feet per 5 caster levels, and a 
  +1 bonus per 10 caster levels. You must concentrate to maintain 
  this effect, but may spend a spell point as a free action to allow 
  it to remain for 1 round per caster level without concentration.
  Slow
  You slow the target’s movements and perception of time. 
  The target has its movement speeds halved (minimum 5 feet) 
  and suffers a -1 penalty to attack rolls, AC, and Reflex saves 
  (Will negates). This penalty increases by 1 per 10 caster levels 
  you possess. You must concentrate to maintain this effect, but 
  may spend a spell point as a free action to increase its duration 
  to 1 round per caster level without concentration.
  If a Haste and Slow ability are used on the same creature, 
  the second caster must attempt a magic skill check against the 
  effect of the first caster. On a failure the target is unaffected. 
  On a success, the effects counter each other, leaving neither in 
  place.
  Time Talent Types
  Some Time talents are marked (time). These talents grant 
  you additional alter time abilities.
  Time Sphere Talents
  Augment Healing
  When you use Haste or Slow on a creature (or group of 
  creatures, such as with the Mass Time talent), you may spend 
  an extra spell point to augment the natural healing abilities of 
  all affected targets. With Haste, you can grant them fast healing 
  equal to 1 + 1 per 5 caster levels you possess for the duration of 
  the effect.
  With Slow, you can suspend the target’s natural healing 
  abilities, preventing any fast healing or regeneration they may 
  possess for the duration of the effect. Magical or extraordinary 
  healing from other sources continues to function as normal. A 
  creature whose regeneration cannot be suppressed or ignored 
  (such as the tarrasque) is immune to this effect.
  Improved Haste
  When you use Haste on a target, that target may either 
  make an additional attack at their highest base attack bonus 
  when making a full attack, or make additional attacks of oppor-
  tunity during the round (+1 attack of opportunity, +1 for every 5 
  caster levels you possess). The target may only benefit from one 
  such benefit per round; if they make a full attack with a bonus 
  attack, they do not gain additional attacks of opportunity that 
  round. This effect is not cumulative with similar effects, such as 
  that provided by the haste spell or a speed weapon, and taking 
  a full attack with a bonus attack from such a source counts as 
  choosing that option for Haste for that round.
  Improved Slow
  When you use Slow on a creature, the target also becomes 
  staggered.
  Instill Time [instill]
  As a standard action you may touch a small container of 
  liquid and instill an alter time effect that targets a single creature 
  or object inside it, which functions as a potion or oil. The cho-
  sen effect cannot have a duration of concentration.
  An instilled liquid remains potent until you rest to regain 
  spell points. If you have equipment on hand (such as an alche-
  my lab), the cost of bottles and water is considered negligible. 
  You may target food but not an already-magical item, such as 
  a potion. All spell points must be spent and all variables of the 
  sphere effect must be chosen at the time the instilled liquid is 
  created. You cannot instill multiple effects in a single liquid, nor 
  create multiple instilled liquids with a single action.
  Mass Time [mass]
  When using an alter time effect that targets creatures, you 
  may spend an additional spell point to affect an additional 1 
  creature per 2 caster levels (minimum 1) at the same time. Each 
  target must be within range and must be affected by the same 
  alter time effect. Once created, each alter time effect is consid-
  ered a separate sphere effect. Alternatively, you may spend an 
  extra spell point to double the size of an alter time effect that 
  targets an area.
  Ranged Time [range]
  Your alter time effects gain a range of close. You may select 
  this talent multiple times. Each time it is selected, you may 
  increase the range by one level (close to medium, medium to 
  
  Chapter 5: Spheres
  360
  long). Increasing the range beyond close also increases the range 
  at which you may maintain an effect through concentration.
  Retroactive Preparation
  As a standard action, you may spend a spell point to edit 
  the past, retroactively obtaining a generic object, such as a 
  mundane item or a commonly-available magic item such as a 
  healing potion, worth less than 100 gp per caster level. The ob-
  ject immediately appears on your person or in a container or 
  extradimensional space attended by you. The cost of the item 
  is immediately deducted from the wealth (usually coins, but can 
  be nonmagical gemstones or other nonmagical objects used for 
  trade) you currently carry.
  You cannot obtain an object worth more than you have the 
  wealth to purchase. The object must be one that would have 
  been available in a settlement you have visited within the past 
  1 week per caster level.
  Second Chance
  As an immediate action, you may spend a spell point to 
  allow any creature currently benefiting from one of your alter 
  time effects to reroll a saving throw they just failed. They must 
  accept the new result even if it is worse than the original roll.
  Temporal Trap
  You may spend a spell point to place an alter time effect 
  onto an adjacent, unoccupied 5-foot square in addition to the 
  normal costs of that effect. Any creature who steps onto the 
  square activates the alter time effect; if it is normally a target-
  ed ability, the creature is immediately affected by that ability, 
  though they are allowed a saving throw as normal, if appropri-
  ate. If the alter time effect normally creates an area effect, the 
  square itself is used as the center of that effect (even if it would 
  normally be centered on the caster) and all creatures within the 
  area are immediately affected by the ability, attempting saves 
  as normal if appropriate. Any alter time effect with a duration 
  longer than instantaneous lasts for 1 round per caster level, re-
  gardless of its normal duration, though you may dismiss it on 
  your turn as a free action.
  You may only have 1 active temporal trap at a time; plac-
  ing a second trap deactivates the first. Temporal traps may be 
  made permanent with the permanency spell or ritual; permanent 
  temporal traps do not count against your total number of active 
  traps and automatically reset after their duration expires.
  When used with an ability that includes a variable cost, 
  such as the Time Clone advanced talent, the cost must be paid 
  up front; if the cost is insufficient to affect the creature that 
  triggers this effect, the trap is not activated. If the variable cost 
  is greater than required to affect the triggering creature, the 
  excess spell points are wasted but the trap and effect otherwise 
  occur as normal.
  You may select this talent multiple times, increasing the 
  number of temporal traps you may have active at once by 1 each 
  time you do so.
  Time Strike [strike]
  As a standard action, you may make a single weapon attack 
  in conjunction with using an alter time effect that targets a sin-
  gle creature. This casting cannot be reduced below a standard 
  action, and does not provoke attacks of opportunity, unless as 
  usual if making a ranged attack. If the target is struck by the 
  attack, it is also struck by the alter time effect. If using a scatter 
  weapon, the effect only applies to a single target, chosen at the 
  time of attack.
  Time Zone
  When activating a (time) effect that targets an area, you 
  may adjust the affected area to one of the following shapes:
  • Globe: Radius of up to 10 feet + 5 feet per 2 caster lev-
  els centered on your square. This effect radiates from 
  a central point, and cannot extend through walls. You 
  may choose to exclude yourself from the effect.
  • Wall: You may arrange your alter time as up to three 
  10-foot cubes, +1 cube per caster level. You must be 
  able to perceive all areas your alter time will inhabit. 
  You must occupy a space in or adjacent to one of the 
  cubes.
  If you possess the Ranged Time talent, the selected area 
  may be anywhere with range and does not have to be centered 
  on or adjacent to you, but the effect cannot extend beyond your 
  Ranged Time range.
  Time Talents
  After Image (time)
  You may cause a target to bleed through time, blurring 
  their image so that they appear to be in multiple places at once. 
  This grants the target concealment (20% miss chance) against 
  attacks, +5% per 3 caster levels to a maximum of 50%. This is 
  a blur effect, and may be counteracted by abilities that specify 
  they can see through them. Opponents that cannot see the sub-
  ject ignore this penalty, although fighting an unseen opponent 
  carries penalties of its own.
  This effect lasts as long as you concentrate, although you 
  may spend a spell point as a free action to allow this effect to 
  remain for 1 minute per caster level without concentration.
  Age (time)
  You may spend a spell point to increase or decrease a tar-
  get’s age by 1 category (unwilling creatures attempt a Fortitude 
  save to negate). This adds or removes penalties to physical 
  ability scores but does not add or remove bonuses to mental 
  ability scores. You may move the target 1 age category older 
  or younger, plus an additional category for every 5 caster levels 
  possessed.
  This cannot cause the target to die of old age, nor become 
  so young they were never born. This effect lasts as long as you 
  concentrate, but you may always spend a spell point as a free 
  action to allow this effect to continue for 1 minute per caster 
  level without concentration. The effects of different age cate-
  gories are cumulative (thus, a target moved from young adult to 
  venerable would suffer a -6 penalty to all physical ability scores).
  You may also target an object instead of a creature. 
  Attended objects are permitted a Will save by their holder to 
  negate this ability. Unless noted, the chosen effect persists for 
  as long as you concentrate, or for 1 minute per caster level if 
  you spend an additional spell point. Choose from the following 
  effects:
  Restore: As an instantaneous effect, you may spend a spell 
  point when targeting an object with the broken condition to 
  restored it to the form it previously had, removing the broken 
  condition. This does not restore any charges to limited use 
  items nor restore expended single-use items. This option can 
  
  Chapter 5: Spheres
  361
  also be used to counter or dispel the other applications of this 
  talent with requiring a magic skill check.
  Spoilage: As an instantaneous effect, you may cause an 
  amount of food sufficient to feed 1 Medium creature per caster 
  level to spoil or cause an equal amount of spoiled food to return 
  to a palatable state. This does not remove other changes made 
  to the food, such as adding poison or magical effects unless you 
  spend a spell point and succeed on a magic skill check against 
  the poison or effect’s DC. Restoring the food does not prevent 
  future spoilage.
  Weather:  The object is shifted to its future state, reduc-
  ing its hardness by your caster level.
  Broken Time (time)
  You cause time to move at an unnatural pace around the 
  target for as long as you concentrate, jumping and skipping in 
  distorted shudders unless they succeed at a Will saving throw. 
  Targets who fail their saving throw take a penalty on all skill 
  checks and attack rolls equal to 1/2 your caster level and must 
  succeed on a concentration check against your MSD to cast 
  a spell; failing this concentration check means the spell fails 
  and the effort is wasted. You may spend a spell point to allow 
  this effect to continue for 1 round per caster level without 
  concentration.
  Creatures affected by this ability may attempt a new Will 
  saving throw as a free action once each round to attempt to end 
  its effects.
  Causality (time)
  You may spend a spell point to pull causality from an alter-
  nate timeline, making cause follow effect rather than the other 
  way around. The target or targets must succeed at a Will save or 
  suffer 1d8 bludgeoning damage per 2 caster levels and fall prone. 
  The cause of this damage could be a falling rock, the target 
  tripping over something, or any other random occurrence (the 
  details are left to the GM).
  Delay Pain (time)
  As an immediate action, when an ally or object with your 
  natural reach (or within Time sphere range, if you possess the 
  Ranged Time talent) would take damage or be subject to any 
  effect, you may spend a spell point to delay the onset of that 
  damage and/or effect until the end of the creature’s next turn 
  (for creatures and attended objects) or the caster’s next turn 
  (for unattended objects). The delayed damage and/or effect is 
  incurred at this time, though it is subject to any changes to 
  immunity, resistances, etc. A given effect or instance of damage 
  cannot be delayed more than once. Unwilling creatures and ob-
  jects attended by unwilling creatures require a successful touch 
  attack and are allowed a Will save to negate this delay.
  If you spend an additional spell point as part of us-
  ing this ability, you may partially delay ability damage, 
  ability drain, and hit point damage further, causing the 
  creature to receive half (round up) of the damage or 
  drain at the end of its next turn and the remainder at 
  the end of the following turn.
  Eject (time)
  You may spend a spell point to attempt to eject a 
  creature from time itself for 1 round per caster level 
  (Will negates). The creature disappears completely and 
  cannot be the target of any damage or effect while it is 
  vanished. When the effect ends, the creature returns in 
  the exact spot it disappeared from (or the closest unoccupied 
  square). From the target’s perspective no time has passed, and 
  any effect already on the target with a duration (such as magic 
  or poison) continues as if the time spent ejected simply had not 
  happened. An ejected creature can attempt a new saving throw 
  each round as a full-round action to end this effect early.
  Fast Time (time)
  You may spend a spell point to accelerate time within a 
  10-foot radius burst, +5 feet per 5 caster levels. All effects that 
  are in effect within this area or on a creature within this area 
  have their duration decreased by 1 round per caster level. This 
  affects magic (spells, sphere abilities, etc.), poisons, diseases, 
  etc., but does not grant extra actions to the targets within this 
  area or provide any other benefit. In the case of effects that 
  target areas, only the effect contained within Fast Time’s area 
  is accelerated. Unwilling targets (including allies if they choose) 
  are allowed a Will save to negate this effect for themselves or 
  area effects originating from them. You can choose whether or 
  not to affect yourself with your own fast time.
  Lethargy (time)
  You may spend a spell point and make a melee or ranged 
  touch attack against a target within range, causing them to ex-
  perience a massive amount of time in a single instant, render-
  ing them exhausted unless they succeed at a Fortitude saving 
  throw. Targets who are already fatigued or exhausted fall asleep.
  Sleeping creatures are helpless. Slapping or wounding awak-
  ens a sleeping creature, but normal noise does not. Awakening a 
  creature is a standard action (an application of the aid another 
  action), and the target awaken exhausted if it got less than 1 
  hour of sleep, or fatigued if it got less than roughly 8 hours.
  Rapid Response (time)
  You grant the target a competence bonus to initiative 
  checks equal to 1/2 your caster level (minimum 1) and the ability 
  to act in the surprise round even if they fail their Perception 
  check to notice the presence of foes. You must concentrate to 
  maintain this effect, but may spend a spell point to allow it to 
  remain for 10 minutes per caster level without concentration.
  You may take this talent up to three times; the second time 
  you take this talent, affected targets also gain evasion (or im-
  proved evasion if they already have evasion) and a +2 compe-
  tence bonus on Reflex saving throws. The third time you take 
  this talent, affected targets also gain uncanny dodge (or im-
  proved uncanny dodge if they already have uncanny dodge) as 
  a rogue of your caster level and increase the competence bonus 
  on Reflex saving throws to +4.
  Table: Age Categories
  Age Category
  Physical Penalties (Age penalties accumulate)
  Child
  -1 size category, -2 to all physical ability scores
  Youth
  -1 to all physical ability scores
  Young Adult
  none
  Middle Age
  -1 to all physical ability scores
  Old Age
  -2 to all physical ability scores
  Venerable
  -3 to all physical ability scores
  
  Chapter 5: Spheres
  362
  Repetition (time)
  You may spend a spell point to momentarily extend time 
  for a target, allowing them to take extra care when perform-
  ing an action. This allows the target to take 20 on a Strength- 
  or Dexterity-based skill check without increasing the time 
  required to perform the action, even if stress or distractions 
  would normally prevent the target from taking 10 or taking 20.
  This may only be used on skill checks that take no more 
  than 1 round to perform. If using this ability on yourself and 
  only yourself, you may use this ability as a swift action. You can-
  not use this ability as a swift action in this manner if combining 
  it with the Mass Time talent.
  Retry (time)
  As an immediate action, you may spend 2 spell points to 
  force a target to redo their turn (Will negates if unwilling). 
  The target is returned to where their turn began, and any skill 
  checks, attack rolls, movement, attacks of opportunity, etc. that 
  occurred during their turn become as if they never happened. 
  The target may perform the same actions again (remaking any 
  rolls required by such actions), or they may choose completely 
  different actions. If you choose to redo your own turn in this 
  manner, you do not recover the action or spell points spent 
  using this ability.
  Shift Time (time)
  You may spend a spell point to grant the target the ability 
  to immediately take a standard, move, or swift action if they 
  choose. Any target who takes an action with this ability loses 
  that action for their next turn. You may use this ability on your-
  self and only yourself as a swift action, or a free action if you 
  choose to take a swift action with this ability. You cannot use 
  this ability as a swift or free action in this manner if combining 
  it with the Mass Time talent. A creature cannot benefit from 
  Shift Time more than once per round.
  Steal Time (time)
  You may spend a spell point to attempt to erase a creature’s 
  turn from existence. The target is dazed for 1 round (Will ne-
  gates). If successful, you immediately gain an additional stan-
  dard action. An individual target cannot suffer the effects of 
  this ability more than once per round. Even if you successfully 
  target multiple creatures in the same round with this ability 
  (such as through the Mass Time talent), you cannot gain more 
  than a single standard action in a round in this manner, nor can 
  you use this new standard action to activate this talent an addi-
  tional time by any means.
  Stretch Time (time)
  You may spend a spell point to decelerate time within a 10-
  foot radius burst, +5 feet per 5 caster levels.
  All effects that are active within this area or on a creature 
  within this area have their duration extended by 1 round per 
  caster level, to a maximum extended duration of twice the ef-
  fect’s normal duration (so an effect that normally only lasts for 
  1 round could not be extended in this manner for more than 1 
  additional round). This affects magic (spells, sphere abilities, 
  etc.), poisons, diseases, etc., but does not prevent creatures 
  within the area from taking actions as normal. In the case of ef-
  fects that target areas, only the portion of the effect contained 
  within Stretch Time’s area is decelerated. Unwilling targets (in-
  cluding allies if they so choose) are allowed a Will save to negate 
  this effect for themselves or area effects originating from them. 
  You can choose whether or not to affect yourself with your 
  own stretch time. Stretch Time counters the effects of Fast Time 
  within its affected area and vice versa.
  Time Bubble (time)
  You may spend a spell point to create a bubble of distorted 
  time around yourself that extends outward in a sphere with a 
  radius of up to 15-foot + 5 feet per 5 caster levels. This sphere 
  lasts for 1 round per caster level and moves with you, remain-
  ing centered around you at all times. Time passing within this 
  sphere moves at a different rate than time outside, granting all 
  creatures within the sphere partial concealment from attacks 
  originating from outside the sphere. If a creature occupies a 
  space both within the sphere and without (such as a Large or 
  larger creature), creatures within the sphere do not gain par-
  tial concealment against its attacks, but the creature takes 1d8 
  damage per two caster levels as its body is torn apart by con-
  flicting temporal forces. This damage occurs when the creature 
  first enters the spaces within and without the time bubble, and 
  at the start of their turn each round they remain within the 
  affected area. Creatures cannot be damaged by this effect more 
  than once per round. You may spend an additional spell point 
  when you create this sphere to apply the effects of the Haste 
  or Slow abilities (including the effects from Improved Haste 
  or Improved Slow) to all creatures within the sphere’s affected 
  area; you may choose at the time of casting whether or not to 
  subject yourself to these additional effects.
  Time Freeze (time)
  You may spend one spell point to freeze all activity within 
  a 10-foot radius burst, + 5 feet per 5 caster levels. If used as a 
  readied action, this can stop ranged attacks or instantaneous 
  magical effects (such as destructive blasts), but in the case of 
  effects that target areas, only the effect contained within the 
  Time Freeze’s area is stopped. Unwilling targets (including al-
  lies if they choose) are allowed a Will save to negate this effect 
  for themselves or effects originating from them (attacks, mag-
  ic, etc.). You can choose whether or not to affect yourself with 
  your own time freeze.
  All affected objects and creatures within this area cannot 
  act for 1 round, neither can they be acted upon (moved, dealt 
  damage to, etc.). Once the effect is in place, non-affected crea-
  tures can enter the area of effect without incident, so long as 
  they do not disturb an affected creature or object. After one 
  round has passed, everything within the area is unfrozen; crea-
  tures resume moving, ranged attacks hit the square they were 
  targeting, and blast effects resolve as normal.
  Timeline Bridge (time)
  By connecting the target to versions of themselves that ex-
  ist in alternate timelines, you grant the target an insight bonus 
  on all Knowledge checks equal to 1/2 your caster level and the 
  ability to attempt such checks untrained. You must concentrate 
  to maintain this effect, but may spend a spell point to allow it 
  to remain for 1 minute per caster level without concentration. 
  As an immediate action, you may spend a spell point to end 
  this effect on the target and apply the insight bonus to their 
  AC against a single attack or to a single saving throw by giving 
  them a surge of revelation from a version of themselves that has 
  already survived the attack or effect in another timeline.
  
  Chapter 5: Spheres
  363
  War
  You can alter a battlefield, affecting both allies and enemies 
  with your magic.
  Totem
  As a standard action, you may place a totem. A totem is an 
  effect on a 50-foot + 5 feet per 2 caster level radius area centered 
  on you, but does not move as you do (if a totem is created en-
  tirely on top of a vehicle, it will move with that vehicle but only 
  extend to the edge of the vehicle’s space). Creatures who leave 
  this area lose the effects of your totem. You must concentrate to 
  maintain a totem, but may always spend a spell point as a free 
  action to allow a totem to remain for 1 minute per caster level 
  without concentration.
  You must remain within long range of the center of your 
  totems when maintaining them through concentration. If you 
  move beyond this range, the totem ends. The effects of a totem 
  are subject to spell resistance.
  When you gain the War sphere, you gain the following 
  totem:
  Totem Of War
  You and your allies gain a +2 circumstance bonus to all 
  weapon damage rolls. This bonus increases by 1 for every 5 cast-
  er levels.
  Rally
  A rally is a magical effect you may enact as an immediate 
  action, targeting a creature within the area of effect of one of 
  your totems (or with whom you share a mandate, as detailed be-
  low), granting the target bonuses or allowing them to take cer-
  tain actions. You must be within long range of a target to rally 
  that target. If a rally targets a specific creature, it is subject to 
  spell resistance.
  Some rallies can be used in response to other events, in 
  which case the rally occurs before the triggering event com-
  pletes, unless noted otherwise. Rallies that work from triggers 
  can only be used when that trigger occurs, and can only affect 
  those allies that the trigger applies to.
  When you gain the War sphere, you gain the following 
  rally:
  Commanding Aid
  You may use the aid another action on the target. You must 
  use your caster level + your casting ability modifier in place of 
  your melee attack bonus for this purpose, and may aid them 
  against any creature also within range of your rally.
  War Talent Types
  Talents marked (totem) grant you new totems. Talents 
  marked (rally) grant you additional rallies.
  Mandate
  Talents marked (mandate) grant you ways of creating man-
  dates. Mandates are effects that exist between a pair of allies, 
  each of whom benefits from the actions of the other.
  As a standard action, you can create a mandate between two 
  allies within medium range, one of whom may be yourself. You 
  may concentrate to maintain a mandate, or can spend a spell 
  point to make it last 1 minute per level without concentration. 
  A mandate only works while the two sharing the mandate are 
  within medium range of each other, and both are conscious and 
  able to act.
  A creature can be part of multiple mandates with the same 
  or different creatures, but cannot be a member of the same 
  mandate type talent multiple times. Bonuses granted last until 
  the end of the next turn of the ally who received the bonus. The 
  advantage of a mandate can be triggered over and over again, 
  though it does not stack with itself.
  Momentum
  Talents marked (momentum) grant you a momentum pool, 
  as well as a method of using it.
  If you have at least one (momentum) talent, you can spend 
  a spell point as a standard action to gain a momentum pool. This 
  pool lasts 1 hour per caster level, and holds a number of points 
  of momentum equal to the War caster’s caster level plus their 
  casting ability modifier. Using this ability again refills your mo-
  mentum pool; it does not create additional pools.
  Allies within 30 feet of you can spend points of momentum 
  from this pool to activate any ability from any of your (mo-
  mentum) talents (using a (momentum) talent spends momentum 
  points, not spell points). All of your (momentum) talents draw 
  from the same pool, and using momentum is not considered a 
  sphere ability and does not provoke attacks of opportunity.
  The caster level associated with the momentum pools is that 
  of the caster when they last filled their pool. Being knocked 
  unconscious or made helpless makes the momentum pool inac-
  cessible until you are conscious again.
  War Talents
  Bleeding Battlefield
  When you create a totem, enemies within your totem can-
  not heal naturally, and fast healing and regeneration are halved. 
  Multiple totems do not reduce the healing further. Magical heal-
  ing works normally.
  
  Chapter 5: Spheres
  364
  Blood Bond
  When you create a mandate and spend a spell point to main-
  tain it without concentration, the mandate lasts for 10 minutes 
  per caster level rather than 1 minute per caster level. If you are 
  a member of the mandate, it instead lasts 1 hour per caster level.
  Call To Arms
  You may create a totem or mandate as a move action, or 
  spend an additional spell point to create one as a swift action. 
  You may not use this talent to both create a totem or mandate as 
  a move action and a swift action in the same round.
  Close Cooperation
  Allies you share mandates with are considered within touch 
  range for the purposes of your sphere abilities and supernatural 
  abilities.
  Combat Inertia
  Whenever you spend a spell point to use a War sphere 
  ability, you regain a point of momentum + 1 per 10 caster lev-
  els, provided you currently have at least one point of momentum 
  remaining.
  Declaration Of War
  When you create a totem, you may designate a type or sub-
  type of creature (using the ranger’s favored enemy categories). 
  Enemies of that type take a -2 to saving throws against that 
  totem.
  Eternal Vigilance
  You may rally any ally within 30 feet of you even without a 
  totem in place, and you can always rally yourself.
  Hammer And Anvil
  Whenever you enter a mandate with an ally, you may choose 
  a combat or teamwork feat you possess. Your ally gains the ben-
  efits of that feat for the duration of the mandate. This ally must 
  qualify for the feat in order to gain its benefits. You may share 
  an additional feat for every 10 caster levels you possess.
  Lingering Resentment
  When you cease concentrating on a totem or mandate ef-
  fect, you may choose to have it remain for two rounds before 
  dissipating.
  Mass Rally [mass]
  When rallying a target, you may spend an extra spell point 
  to rally up to 1 additional creature per 2 caster levels (minimum 
  1). You must affect every selected creature with the same rally.
  Mental Assault
  When you use a mind-affecting ability against an enemy 
  that is within the area of one of your totems, the DC to resist 
  increases by +2. This includes sphere abilities, but not the abil-
  ities of the totem itself or any other totem it might overlap areas 
  with.
  Ranged Totem [range]
  When placing a totem, you may center it anywhere with-
  in close range. You may select this talent multiple times. Each 
  time it is taken, increase the range by one range increment 
  (close to medium, medium to long).
  Redeployment
  You can move totems you created as a swift action. In order 
  to move a totem, it must be your totem, and it must be with-
  in the range you can create totems. The totem can be moved to 
  anywhere within range. It is still the same totem, so creatures 
  which made saving throws against it do not reroll.
  If you have the ability to create totemic auras, then you 
  may move auras between creatures (even while they are un-
  conscious), or turn them into fixed totems and back again, but 
  unwilling targets receive a Will save to resist. Doing so may 
  change the range of the totem.
  Resounding Rally
  Whenever you rally an ally other than yourself, you may 
  also rally yourself at the same time with the same rally without 
  expending any additional spell points. If the rally is triggered by 
  an event, that event must affect you for the rally to affect you 
  as well.
  Resourcefulness
  The maximum size of your momentum pool increases by the 
  number of (momentum) talents you possess. In addition, when 
  you refill your momentum pool, it refills to its maximum value, 
  including these additional points. You may take this talent mul-
  tiple times; its effects stack.
  Totemic Aura
  You may create totems attached to yourself or to other crea-
  tures. A totem attached to a creature is called a totemic aura. This 
  functions as a regular totem, except that it has a radius of 30 
  feet, it moves with the creature it is attached to, becomes in-
  active if that creature is knocked unconscious and is dispelled 
  if they are killed. They continue to function if they go beyond 
  long range of their creator, but the creator can only rally those 
  within that totem (including the creature it is attached to) if 
  they are within long range.
  The recipient must be within range (adjacent to you, or 
  in close range if you possess the Ranged Totem talent). An un-
  willing creature can have a totem attached to them as a touch 
  attack; no saving throw is allowed, but the Break Enchantment 
  talent from the Life sphere or a similar effect effect can dispel 
  the totem before its natural duration expires. An enemy with a 
  totem attached to them still receives any saving throws the totem 
  allows to avoid being affected. A successful save means they are 
  unaffected by the totem, but it remains attached to them and it 
  still affects those within range of it.
  Spell resistance can prevent a totemic aura from being at-
  tached to a creature. A failed spell penetration check dispels 
  the totem.
  Mandate Talents
  Adroitness (mandate)
  When a member of this mandate is missed by an enemy, the 
  other member of this mandate receives a +4 morale bonus to 
  damage rolls against that enemy.
  Aptitude (mandate)
  When a member of this mandate succeeds in a skill check, 
  the other member gains +4 morale bonus to the same skill. If 
  both members of a mandate attempt a skill check at the same 
  time with the same skill and one succeeds, it can change the 
  result of the other’s skill check.
  Awareness (mandate)
  When a member of this mandate damages an enemy, the 
  other member can make attacks without the enemy benefiting 
  
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  from any form of concealment, displacement, invisibility or ef-
  fects that attempt to prevent an attacker from knowing where 
  a target is.
  Guile (mandate)
  When a member of this mandate succeeds in a combat ma-
  neuver against an enemy, the other member gains full conceal-
  ment against that enemy.
  Mobility (mandate)
  When a member of this mandate moves adjacent to a crea-
  ture, the other member may use an immediate action to move 
  up to their speed, provided this movement ends in a square 
  adjacent to the same creature.
  Perseverance (mandate)
  When a member of this mandate regains hit points, the 
  other member gains an equal number of temporary hit points, 
  up to a maximum equal to their maximum hit point total. The 
  temporary hit points gained do not stack with each other, and 
  last until the mandate ends.
  Resolve (mandate)
  When a member of this mandate hits an enemy with an 
  attack, the other member gains a +4 morale bonus to AC and 
  CMD against that enemy, and a +4 morale bonus to saving 
  throws against that enemies’ abilities.
  Ruthlessness (mandate)
  When a member of this mandate misses an enemy with an 
  attack, the other member may use an immediate action to use 
  a combat maneuver against that enemy. This does not provoke 
  attacks of opportunity.
  Tenacity (mandate)
  When a member of this mandate succeeds in a saving throw, 
  the other member gains +4 morale bonus to saving throws. If 
  both members of a mandate attempt a saving throw at the same 
  time and one succeeds while the other fails, the bonus can 
  change the results of failed allies’ saving throw if the bonus is 
  sufficient to meet the original DC required.
  Vindictiveness (mandate)
  When a member of this mandate is hit by an enemy, the 
  other member of this mandate receives a +2 morale bonus to 
  attack rolls and CMB against that enemy.
  Momentum Talents
  Aggressive Momentum (momentum)
  As a swift action, any ally may spend three points of momen-
  tum to grant themselves an additional attack made at their high-
  est base attack bonus for that round. This does not stack with 
  effects that grant extra attacks as part of a full-round action.
  Damaging Momentum (momentum)
  Whenever an ally hits an enemy with a weapon attack, 
  natural weapon attack or unarmed strike, they may spend two 
  points of momentum to add your casting ability modifier to the 
  amount of damage done. The damage is of the same type as the 
  attack. This may be done only once per attack.
  Demoralizing Momentum (momentum)
  Whenever an ally hits an enemy with an attack, they may 
  spend a point of momentum as an immediate action to try and 
  demoralize that enemy with their Intimidate skill. If the enemy 
  is already shaken, they may instead spend three points to at-
  tempt to make the shaken enemy frightened. If they are already 
  frightened, they may instead spend five points to attempt to 
  make the frightened enemy panicked.
  Favorable Momentum (momentum)
  Allies may spend two points of momentum to add a 1d6 cir-
  cumstance bonus to any skill or ability check. The decision to 
  add this bonus must be made before the skill or ability check is 
  rolled. Each ally may do this only once per turn.
  Marauding Momentum (momentum)
  On their turn, an ally may spend a point of momentum to 
  move 5 feet. This is a free action that draws attacks of opportu-
  nity normally. The ally may do this up to 4 times on their turn, 
  and these movements may be taken between attacks.
  Resilient Momentum (momentum)
  Whenever an ally takes hit point damage, they may spend 
  a point of momentum to reduce the damage of the attack by 
  your casting ability modifier (minimum 1). This is not a form of 
  damage resistance and does not stack with itself.
  Tactical Momentum (momentum)
  When an ally attempts a combat maneuver, they may 
  spend a point of momentum to receive an insight bonus equal 
  to 1/2 your casting ability modifier (minimum 1). If they do, the 
  combat maneuver does not provoke any attacks of opportu-
  nity. Only one point of momentum may be spent per combat 
  maneuver.
  Threatening Momentum (momentum)
  When an ally hits an enemy with a weapon attack with a 
  natural roll of 16 or greater, they may spend a point of momen-
  tum to have the attack be considered a critical hit for the pur-
  pose of triggering critical feats. This does not make the hit an 
  actual critical hit, and no confirmation roll is required. This can 
  allow a critical feat to be triggered even if the target is immune 
  to critical hits. The normal rules for critical feats apply. If the 
  attack was already a threat, they may spend a point of momen-
  tum to confirm it instead. They must do this before rolling to 
  confirm.
  Rally Talents
  Absorb (rally)
  When an enemy deals damage to an ally you can rally, you 
  may spend a spell point to transfer half of this damage to anoth-
  er ally you can rally. This damage cannot be reduced or divided 
  further.
  Counterattack (rally)
  When an enemy misses an ally with a melee attack, you 
  may spend a spell point to rally that ally, allowing them to make 
  an attack with a natural or manufactured weapon on the enemy 
  that missed them. If the attack hits, the ally gains a +4 dodge 
  bonus against that enemy until the end of their next turn. If 
  the ally was flat-footed against the enemy, they are no longer 
  flat-footed.
  Empower (rally)
  You may spend a spell point to rally a target, giving them a 
  +4 morale bonus to either attack rolls and CMB, AC and CMD, 
  saving throws, or concentration checks and spell penetration 
  checks. The bonus from this rally lasts 1 round. The decision 
  
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  to use this rally in response to an attack must be made prior to 
  the attack roll, and the decision to use this rally in response to a 
  saving throw must be made before the save is rolled.
  Engage (rally)
  You may spend a spell point to rally a target, allowing them 
  to attempt an Escape Artist check, draw a weapon, ready a 
  shield, set a weapon against a charge, retrieve a stored item, 
  stand-up from a prone position, or any other simple, non-of-
  fensive action the GM deems appropriate. The action is taken 
  by the ally immediately as a free action and does not draw any 
  attacks of opportunity.
  Finish (rally)
  You may spend a spell point to rally an ally, allowing them 
  to reroll an attack roll (even an attack roll to confirm a critical 
  hit) or CMB check. The decision to roll must be made before 
  the results of a roll are announced, and the second result must 
  be used.
  Intercept (rally)
  You may spend a spell point to rally a target, allowing them 
  to swap positions with an adjacent ally. This does not draw at-
  tacks of opportunity. Both allies must be capable of movement 
  for this to work, even if they can only crawl. If this is done in 
  response to an attack, then the target of the attack changes to 
  the other ally.
  Position (rally)
  You may spend a spell point to rally a target, allowing it to 
  immediately move up to 5 feet per 2 caster levels (minimum 5 
  feet). This movement does not provoke attacks of opportunity 
  and must end within the area you can rally. If used to avoid an 
  attack or area effect (or to move the attacker), this grants the 
  defender evasion and a dodge bonus to AC and Reflex saves 
  equal to half your caster level (minimum 1).
  Replenish (rally)
  You may spend a spell point to rally a target, allowing them 
  to reroll a saving throw they just failed. They must take the 
  second result, even if it is worse.
  Retribution (rally)
  When an enemy deals damage to an ally and both ally and 
  enemy are within the area you can rally, you may spend a spell 
  point to deal 1d6 damage to the attacker for every 2 caster 
  levels you possess (minimum 1d6). This damage may be either 
  acid, electricity, cold, or fire.
  Safety (rally)
  When a creature confirms a critical hit against the target, 
  you may spend a spell point to cause that critical hit to resolve 
  as a normal hit instead.
  Strike (rally)
  You may spend a spell point to rally an ally, allowing them 
  to use a combat maneuver (but not an Escape Artist check or 
  grapple) on an enemy they threaten. The combat maneuver 
  does not provoke an attack of opportunity, and receives a mo-
  rale bonus to CMB equal to 1/5th your caster level (minimum 
  0).
  Totem Talents
  Absolute Totem (totem)
  You must spend a spell point to create an absolute totem. 
  Within this totem, the weapons, armor and equipment allies are 
  wearing or carrying receive a bonus to their hardness equal to 
  your caster level. While using these weapons, allies receive a +1 
  competence bonus to sunder attempts. This increases by +1 for 
  every 5 caster levels, and whenever an enemy strikes them with 
  a melee attack using a manufactured weapon, they may attempt 
  to sunder their opponent’s weapon as an immediate action.
  Blood Totem (totem)
  You must spend a spell point to create a blood totem. 
  Whenever an enemy within this totem’s area deals damage to 
  an ally within this totem’s area, the damage roll is reduced by 
  1 (to a minimum of 0), and the attacker takes 1 damage that 
  bypasses all damage resistance. The damage reduced and the 
  damage dealt by this totem increases by 1 for every 5 caster levels 
  you possess.
  Divisive Totem (totem)
  You must spend a spell point to create a divisive totem. 
  While within this totem, enemies lose trust in all other crea-
  tures. They have no allies except themselves, only enemies. If 
  an effect can only target allies, they can only use it on them-
  selves. They resist the help of other creatures, attempt saving 
  throws even when an ability is harmless (such as healing), and 
  resist being touched. Enemy creatures can not move through 
  other creatures’ squares. Summoned and conjured creatures no 
  longer obey commands. This is a mind-affecting compulsion 
  ability.
  A creature within this totem gets a Will saving throw upon 
  first encountering it, and an additional Will saving throw at the 
  end of each turn they are affected by it until they successfully 
  save. Even when a successful save is made, their allies may still 
  treat the creature as an enemy if they are also within the totem 
  and have not made a save.
  Giving Totem (totem)
  You must spend a spell point to create a giving totem. 
  Whenever a creature is subjected to a positive energy effect 
  that causes them to regain or lose hit points (but not tempo-
  rary hit points granted or ability damage dealt) the number of 
  hit points gained or lost increases by your caster level or by the 
  original value, whichever is less.
  Gyroscopic Totem (totem)
  You must spend a spell point to create a gyroscopic totem. 
  Gravitational fluctuations keep enemies within this totem un-
  balanced while they remain within. An unbalanced creature can 
  still move, but entering squares draws attacks of opportunity as 
  if they had left the square, and the creature can not take 5-foot 
  steps.
  In addition, at the end of any movement with a total dis-
  tance greater than 5 feet, the creature must succeed at a Reflex 
  save or fall prone. If the creature has more than 2 legs, it gains a 
  +1 bonus to this saving throw for each additional leg, and crea-
  tures that are flying, crawling, swimming, or burrowing are un-
  affected, as are creatures that are not affected by gravity such 
  as incorporeal creatures. Teleporting creatures do not draw at-
  tacks of opportunity because of this totem.
  
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  367
  Hallowed/Unhallowed Totem (totem)
  You may create either a hallowed or unhallowed totem. If cre-
  ating a hallowed totem, all creatures within the area of this totem 
  suffer a -1 penalty to saving throws made to resist channeled 
  positive energy and positive energy effects such as cure spells 
  and Life sphere effects. This penalty increases by 1 for every 
  10 caster levels. If creating an unhallowed totem, this penalty in-
  stead applies to channeled negative energy and negative energy 
  effects, such as inflict spells and Death sphere effects. If you 
  place a hallowed totem in a location that already has an unhal-
  lowed totem present or vice versa, you must succeed at a magic 
  skill check to place your totem. On a success, the two totems 
  cancel each other, leaving neither hallowed totem nor unhallowed 
  totem in place.
  Haunting Totem (totem)
  Enemies within this totem must succeed at a Will save, or 
  become distracted by hallucinations at the edge of their per-
  ception. If they fail, any of the caster’s allies threatening them 
  are considered to be flanking them. This lasts as long as are in 
  the totem, ends if they leave the totem, and resumes if they re-
  enter the totem. They do not get a new saving throw if the leave 
  and then reenter the totem area. This is a mind-affecting illusion 
  (phantasm) effect, and creatures with blindsense or blindsight 
  automatically succeed at their saving throw.
  Invigorating Totem (totem)
  You and your allies gain 1 temporary hit point per round at 
  the end of your turn, +1 per 5 caster levels. These temporary hit 
  points stack with themselves, to a maximum number of tem-
  porary hit points equal to your caster level. These temporary 
  hit points only remain as long as you remain within the area of 
  effect of this totem.
  Quickening Totem (totem)
  You and your allies gain a +2 dodge bonus to AC vs. attacks 
  of opportunity. This increases by +1 for every 4 caster levels you 
  possess.
  Rebellious Totem (totem)
  You create a totem that interferes with charm and compul-
  sion magic as well as other powers that let a caster enforce their 
  will on others. Whenever a creature attempts to exert or main-
  tain mental control over another creature inside your totem, 
  they must attempt a magic skill check against your magic skill 
  defense or else their attempt fails, and their control is suspend-
  ed for as long as the target remains within the totem. During 
  the intervening time, the controlled creature is free. A mindless 
  creature may do nothing, or continue in their previous activity, 
  while a creature with their own mind may act normally. They 
  are still under the effects of any ability that controlled them, 
  they simply are not receiving new orders. The controlling cast-
  er may attempt to resume control on their next turn.
  This totem’s effects apply to summoned (but not 
  called) creatures, mindless creatures, or creatures that 
  are controlled against their will. It does not expel a con-
  trolling life force (such as a ghost or projected spirit), but 
  it does prevent them from controlling the target.
  This totem ignores spell resistance, spell immunity or 
  any other effect that would render a creature invulnera-
  ble, as it is the interaction that is affected by the totem, 
  not the creature itself.
  Scourging Totem (totem)
  This totem emits pulses of energy, damaging every en-
  emy within your totem’s range for an amount per round 
  equal to 1/2 your caster level (minimum 1). This damage 
  may be acid, electricity, cold, or fire, as chosen when the 
  totem is created. Creatures who enter the area of effect 
  of this totem suffer damage immediately. Creatures who 
  remain within the area of this totem suffer damage each 
  round at the end of your turn.
  Tactical Totem (totem)
  When you activate this totem, choose a teamwork feat 
  you possess. Allies within the totem that qualify for that 
  feat gain the benefits of that feat. In addition, all allies 
  are considered to have that feat for the purpose of deter-
  mining whether other allies benefit from that feat. For ev-
  ery 10 caster levels, choose an additional teamwork feat. 
  When you create this totem, you may choose to spend a 
  spell point. If you do, you may share any teamwork feats 
  you qualify for, not just teamwork feats you possess.
  
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  368
  Taking Totem (totem)
  You must spend a spell point in order to create a taking 
  totem. Whenever a creature is subjected to a negative energy 
  effect that causes them to regain or lose hit points (but not 
  temporary hit points granted or ability damage dealt) the num-
  ber of hit points gained or lost increases by your caster level or 
  the original value, whichever is less.
  Totem Of Allegiance (totem)
  You must spend a spell point to create a totem of allegiance. 
  Choose an end of the alignment spectrum (chaotic, evil, good, 
  or lawful) when you create this totem. Creatures within the area 
  of this totem who possess that alignment gain a +1 circumstance 
  bonus to all saving throws and attack rolls. This bonus increases 
  by 1 per 10 caster levels.
  You must select an alignment that you possess. If you are 
  true neutral, you may select neutrality with this totem. This only 
  benefits true neutral creatures; chaotic neutral, lawful neutral, 
  neutral evil, and neutral good creatures are unaffected.
  Totem Of Courage (totem)
  You must spend a spell point to create a totem of courage. 
  You and your allies gain a +1 competence bonus to attack rolls 
  and a +1 morale bonus to saves vs. fear. The bonus to attack 
  rolls increases by 1 for every 10 caster levels you possess, and 
  the bonus to saves vs. fear increases by 1 for every 5 caster levels 
  you possess.
  Totem Of Deep Thought (totem)
  Your allies gain a +1 competence bonus to concentration. 
  This increases by +1 for every 5 caster levels you possess. When 
  you create this totem, you may spend a spell point. If you do, the 
  bonus applies not only to concentration rolls, but spell penetra-
  tion rolls as well.
  Totem Of Doom (totem)
  You must spend a spell point to place a totem of doom. All 
  enemies in the area become shaken (no save). This effect lasts 
  as long as they remain within the totem’s effect area. The effects 
  of this totem are not cumulative with itself or other sources of 
  fear.
  You may take this talent a total of three times. If taken 
  twice, your totem of doom becomes cumulative; if a creature 
  comes into contact with your totem of doom who is already 
  shaken from another effect, the effect of your totem of doom is 
  changed to frightened for that specific creature. If you gain this 
  talent three times, a creature who comes into contact with your 
  totem of doom who is already frightened from another effect be-
  comes panicked. Multiple totems of doom do not stack with each 
  other for this purpose.
  Totem Of Enemies (totem)
  You must spend a spell point to create a totem of enemies. 
  Choose an end of the alignment spectrum (chaotic, evil, good, 
  or lawful) when you create the totem. Creatures within the area 
  of this totem who possess that alignment suffer a -1 penalty to all 
  saving throws and attack rolls. This penalty increases by 1 per 
  10 caster levels. You must select an alignment that you do not 
  possess. If you are chaotic neutral, lawful neutral, neutral evil, 
  or neutral good, you may select true neutral with this totem.
  Totem Of Expulsion (totem)
  You must spend a spell point to create a totem of expulsion. 
  The totem creates a field of energy that applies interdimension-
  al pressure to creatures that do not belong on your plane, and 
  weakens them. All non-native outsiders (including allies) within 
  are sickened (no save) while they remain inside the area of the 
  totem. In addition, they receive a penalty to any damage reduc-
  tion, energy resistance, and spell resistance they possess equal 
  to your caster level. Energy immunity is also affected: treat im-
  mune creatures as having a resistance equal to twice their to-
  tal Hit Dice, then subtract your caster level as you would with 
  normal resistance, to a minimum of 0. You can only create this 
  totem on your home plane.
  Totem Of Foresight (totem)
  You must spend a spell point to create a totem of foresight. 
  Whenever an ally in the area of the totem attacks, they may 
  choose two possible target enemies for the attack, and then roll 
  the d20 for each target. They may then choose which enemy 
  they attack, and use the d20 rolled for that enemy as their hit 
  roll.
  Totem Of Insanity (totem)
  You must spend a spell point to create a totem of insanity. 
  Enemies within this totem are filled with bloodlust and confu-
  sion, and must succeed at a Will save upon entering the area 
  of the totem or upon it being created. If they fail, then on the 
  beginning of their next turn there is a 50% chance they will 
  attack their own nearest ally instead of their enemy. If they do, 
  they are considered an ally for the purposes of your totems for 
  the duration of the attack. At the end of any turn they do this, 
  they receive another saving throw.
  Leaving the totem causes the effect to end for a creature, 
  but re-entering it causes the effect to resume if they have not 
  yet made a successful saving throw. These are mind-affecting, 
  compulsion effects.
  Totem Of Iron (totem)
  You must spend a spell point to create a totem of iron. This 
  grants you and your allies a +1 natural armor bonus. This bonus 
  increases by +1 for every 10 caster levels you possess.
  Totem Of Liberation (totem)
  You must spend a spell point to create a totem of liberation. 
  You and your allies gain a +1 insight bonus against all mind-al-
  tering effects, enchantment (charm) effects, enchantment 
  (compulsion) effects, and Mind sphere abilities. This bonus in-
  creases by 1 for every 5 caster levels you possess.
  Totem Of Mobility (totem)
  You must spend a spell point to create a totem of mobility. 
  As a swift action, allies within this area may make a 5-foot step. 
  This is in all ways similar to a normal 5-foot step, except this 
  does not prohibit them from taking their usual 5-foot step, nor 
  using a move action to move normally.
  Totem Of Screaming Skin (totem)
  You must spend a spell point to create a totem of screaming 
  skin. Enemies within this are haunted by the sensation of pain 
  from far away. Whenever their skin is even slightly broken, a 
  wound rips open in the shape of a mouth and screams, making 
  even the smallest injuries horrific. Whenever a weapon or nat-
  ural weapon attack is made on an enemy inside the totem, if the 
  
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  attack roll misses by 5 or less, and is not a natural 1, the attack 
  is a glancing blow and does damage equal to your caster level. 
  Effects that trigger on a hit, such as a melee touch attack deliv-
  ering a sphere ability, do not trigger on a glancing blow.
  Totem Of Shared Sight (totem)
  You and your allies can share perception, seeing through 
  each other’s eyes and hearing through each other’s ears. 
  Anything visible or noticed by one is also perceived by every-
  one else, including with special senses such as blindsense or 
  scent. This can prevent a character from being surprised. If any 
  ally within the totem successfully saves versus an illusion effect, 
  then everyone else automatically succeeds at their saving throw 
  as well, even if they previously failed. This totem does not pre-
  vent allies from being flanked.
  Totem Of Speed (totem)
  You and your allies gain a +5 bonus to all movement speeds, 
  + 5-foot per 5 caster levels.
  Totem Of Stability (totem)
  You and your allies gain a +2 bonus to CMD. This bonus 
  increases by +1 for every 5 caster levels you possess.
  Totem Of Stumbling (totem)
  All enemies suffer a -2 penalty to their CMD. This penalty 
  increases by 1 for every 5 caster levels.
  Totem Of Tactical Coordination (totem)
  Allies within this totem do not take hit point damage from 
  attacks, spells, or abilities of other allies within this totem, and 
  may choose to automatically succeed at any saving throws vs. 
  the abilities of allies within the totem.
  Totem Of Tactical Prowess (totem)
  Whenever you or your allies would gain a bonus to attack 
  rolls or to AC due to battlefield positioning, such as flanking, 
  higher ground, or cover, that bonus is increased by 1, +1 per 5 
  caster levels.
  Totem Of The Dragonslayer (totem)
  You and your allies gain a +1 competence bonus to Reflex 
  saves vs. area effects. This increases by +1 for every 5 caster 
  levels you possess. When you create this totem, you may spend 
  a spell point. If you do, whenever an ally attempts a Reflex sav-
  ing throw that benefits from this totem against an attack that 
  normally deals half damage on a successful save, they take no 
  damage on a successful save instead.
  Totem Of The Heroic Heart (totem)
  You must spend a spell point to create a totem of the hero-
  ic heart. Allies gain a +4 competence bonus to ability and skill 
  checks using Strength, Constitution, or Dexterity. This bonus 
  increases by +1 for every 5 caster levels.
  Totem Of The War Dance (totem)
  You must spend a spell point to create a totem of the war 
  dance. You and your allies may use your move actions to allow 
  other allies to move. The giving character cannot move (or take 
  a 5-feet step), while the receiving ally gets another move action 
  to spend. This extra move action must be used immediately and 
  can only be used with a movement ability. They may not leave 
  the area of the totem during this move. Their actions provoke 
  attacks of opportunity normally. No single ally can be moved by 
  more than 2 allies until their next turn has occurred. Any ally 
  may swap places with an adjacent ally as a move action. This 
  does not provoke attacks of opportunity. Both allies must be 
  capable of moving for this to work.
  Totem Of Whispers (totem)
  The area of your totem is filled with quiet voices that dis-
  tract and unnerve your enemies. Enemies take a -1 penalty to 
  their concentration checks and Perception checks involving 
  listening. This increases by -1 for every 2 caster levels you pos-
  sess. This does not work against deaf enemies, or enemies in an 
  environment where it is difficult to hear. The whispers also in-
  terfere with using abilities that require speaking - such an abil-
  ity has a 10% chance of failing when used plus 5% per 5 caster 
  levels, even if the user is deaf. Whenever a creature uses such 
  an ability, they can attempt a Perform (oratory) as part of the 
  action required to activate the ability with a DC of 10 + your 
  caster level to negate this effect.
  
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  Warp
  You can twist space to your whim.
  Teleport
  You can spend a standard action to teleport yourself and up 
  to a heavy load to any place within close range. Alternatively, 
  you may teleport a touched willing creature and their carried 
  equipment instead of yourself. You may spend a spell point to 
  increase your teleport range to medium instead of close. You 
  must have line of sight to your destination.
  Warp Talent Types
  Bend Space
  Talents marked (space) grant you ways of bending and fold-
  ing space. Bending space requires a standard action, and you must 
  be touching the target or location to be affected.
  Warp Talents
  Distant Teleport
  When you spend a spell point to increase the range of your 
  teleport, the range increases to long instead of medium.
  Emergency Teleport
  You may spend a spell point to perform a teleport as an im-
  mediate action. The range is decreased to 5 feet per 2 caster 
  levels (minimum 5 feet) and cannot be coupled with talents that 
  would increase its range. If used to avoid an attack or area ef-
  fect (or to move the attacker), this grants the defender evasion 
  and a dodge bonus to AC and Reflex saves equal to half your 
  caster level (minimum 1). You cannot touch a target as part of 
  this teleport, but you may affect another creature if you are al-
  ready touching them.
  Imbue Teleport
  When you would teleport a target, you may imbue them 
  with the ability to teleport instead of immediately teleporting 
  them. The imbued target gains the ability to teleport itself once 
  with the same details (such as caster level, talents, spell point 
  expenditures) as you used with the original casting. However, 
  the target may only teleport themselves and not others.
  The imbued teleport remains for 1 hour per caster level, 
  or until used once. You may maintain one imbued teleport at 
  a time, plus an additional imbued teleport for each five caster 
  levels you possess.
  Instill Teleport [instill]
  As a standard action you may spend a spell point to touch 
  a small container of liquid and instill a teleport or bend space that 
  affects a single target inside it, which functions as a potion or 
  oil. The instilled effect cannot have a trigger/normally require 
  an immediate or readied action to activate, nor have a duration 
  of concentration.
  An instilled liquid remains potent until you rest to regain 
  spell points. If you have equipment on hand (such as an alche-
  my lab), the cost of bottles and water is considered negligible. 
  You may target food but not an already-magical item, such as 
  a potion. All spell points must be spent and all variables of the 
  sphere effect must be chosen at the time the instilled liquid is 
  created. You cannot instill multiple effects in a single liquid, nor 
  create multiple instilled liquids with a single action.
  Isoport
  When you teleport a target you may change their orienta-
  tion and lower their velocity. This allows you to turn the target 
  up to 360 degrees, which lets you turn them during a charge or 
  run action and either give or remove the prone condition, and 
  cancel out momentum-based movement (such as falling, being 
  thrown or pushed), which effectively resets any distance they 
  have fallen. Using this talent to respond to actions or events 
  outside of your turn typically requires a readied action.
  You may choose to apply only the effects of Isoport, chang-
  ing a target’s spatial orientation and velocity without teleporting 
  them to another location. Doing so reduces the casting time 
  to a swift action instead of a standard action. If you also spend 
  a spell point, you may Isoport a target as an immediate action. 
  You must possess Unwilling Teleport to affect unwilling targets, 
  and must spend a spell point as usual.
  Mass Teleport [mass]
  You may spend a spell point to teleport multiple creatures, 
  up to 1 additional target per 2 caster levels (minimum 1). You 
  may choose whether or not to include yourself in the group to 
  be teleported. Each creature must be touching you or someone 
  else in the affected group to be teleported, unless you possess the 
  Ranged Teleport talent. If you possess the Unwilling Teleport 
  talent, you only need to spend one spell point no matter how 
  many unwilling targets are affected. If one unwilling target suc-
  ceeds at their saving throw, other creatures are still affected as 
  normal. All targets must be within the same distance from each 
  other at their destination as they were required to be in order 
  to be teleported (touching, unless you possess Ranged Teleport).
  Pouncing Teleport
  You may spend a spell point or increase your teleport casting 
  time by one step in order to make a single attack after suc-
  cessfully teleporting yourself. You may also spend an additional 
  spell point to make either a full attack or take an attack ac-
  tion instead of a single attack after successfully teleporting. You 
  may not use this talent in conjunction with any abilities or 
  conditions that reduce the action needed to teleport (such as 
  Emergency Teleport or Quick Teleport).
  
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  371
  Quick Teleport
  When teleporting yourself or a group that includes yourself, 
  you may spend an additional spell point to teleport as a move ac-
  tion instead of a standard action. You cannot make a free touch 
  attack as part of a quick teleport, but you may affect another 
  creature if you are already touching them.
  Ranged Warp [range]
  You no longer need to be touching another creature in or-
  der to teleport them, although the creature must still be within 
  close range to be affected in this manner. Likewise, when you 
  use a (space) talent, the target or location to be affected may be 
  any appropriate target or location within close range instead of 
  touch range.
  You may take this talent multiple times. Each time it is 
  taken, increase the range by 1 step (close to medium, medium 
  to long).
  Recall
  Before you teleport yourself or a willing ally, you may desig-
  nate the target’s current square as a recall point by increasing 
  the casting time of your teleport by one step or by spending a 
  spell point. At the end of each round, the target may choose to 
  return to the recall point, teleporting there without spending an 
  action so long as it is within teleport range. The recall point lasts 
  for 1 round per caster level or until used, whichever comes first.
  Segmented Warp
  You may spend a spell point to split a teleport in two. You 
  cast a single teleport on yourself and pay any spell point costs 
  once, but may teleport yourself twice in quick succession. 
  Between these two teleports you may only take one action of any 
  kind you have remaining. Casting the second teleport does not 
  require a second action, but provokes an attack of opportunity 
  regardless (though you may cast defensively or use other meth-
  ods to protect yourself from such attacks). The total distance 
  covered by both teleports cannot be longer than the maximum 
  range of the initial teleport. If your second teleport is disrupted 
  by an attack of opportunity or other means, it is lost.
  If used in conjunction with Pouncing Teleport you do not 
  get extra attacks, but may make your attack after either half 
  of the split teleport. Attacking this way counts as your single 
  action for the purposes of Segmented Warp. If you choose to 
  full attack, you may instead use any number of your attacks as 
  a single action, and use any remaining attacks after your second 
  teleport. Other abilities that would create additional effects with 
  your teleport (such as dual sphere feats) only apply to one of the 
  split teleports.
  Splinter
  When teleporting a target (usually with the Teleport Object 
  or Unwilling Teleport talents), you may splinter the target, caus-
  ing it to appear not quite as it was. This deals 1d6 damage per 2 
  caster levels (minimum 1d6) to the target. This damage bypass-
  es all damage reduction, energy resistance, and hardness.
  Swap Placement
  When teleporting yourself or another creature to a location 
  already occupied by a different creature, you may send the crea-
  ture already occupying that location back to where the teleport-
  ing creature came from. This must be a willing target unless you 
  possess the Unwilling Teleport talent. If the second target is 
  unwilling, you must spend a spell point and they are allowed a 
  save as normal. If they succeed at this saving throw, the teleport-
  ing creature returns to their point of origin unharmed.
  Teleport Object
  You may teleport objects independent of people. The ob-
  ject cannot weigh more than 10 pounds per caster level, and it 
  cannot be in the possession of another creature (in their hand 
  or on their person). If a creature is willing, you may teleport the 
  object directly into their hand or onto their person.
  If you possess the Ranged Teleport talent, you may, as a 
  readied action, catch a projectile out of the air that passes with-
  in range, redirecting it against another target if you wish. The 
  creature who initiated the attack is allowed a Will save to ne-
  gate this effect, and you must make an attack roll against the 
  new target, but using your casting ability modifier in place of 
  Dexterity when making the attack. Damage is still determined 
  by the creature who initiated the attack.
  Teleport Trap
  You may lay a teleport effect onto an adjacent, unoccupied 
  5-foot square. If you possess the Ranged Teleport talent, you 
  may place this effect anywhere within that range. This is a la-
  tent teleport effect, except it only activates when a creature steps 
  onto the target square, and must target the triggering creature. 
  You must possess the Unwilling Teleport talent and spend a 
  spell point as usual if you want your teleport trap to affect un-
  willing targets. You must possess the Teleport Object talent to 
  affect unattended objects, and may decide when making the 
  teleport trap whether unattended objects will trigger the effect 
  
  Chapter 5: Spheres
  372
  or not. If you possess the Mass Teleport talent, you may spend 
  a spell point to allow the teleport trap to remain after its initial 
  use, affecting additional creatures who enter its square until the 
  duration expires or it has attempted to teleport 1 creature + 1 
  per 2 caster levels (minimum 2 total). You must designate the 
  destination where triggering creatures will be teleported when 
  creating a teleport trap.
  When a creature steps into the triggering square, the tele-
  port effect activates, transporting the triggering creature to the 
  designated destination. Unwilling targets are allowed a saving 
  throw as normal.
  A teleport trap lasts for 10 minutes per caster level before 
  becoming inert. This is a magical trap with a Perception DC 
  and Disable Device DC equal to the teleport’s save DC. You may 
  only have one teleport trap active at a time. You may select this 
  talent multiple times. Each time this talent is gained beyond 
  the 1st, increase the total number of teleport traps you may have 
  active at one time by 1.
  Unseeing Teleport
  You may spend an additional spell point when making a 
  teleport to no longer require line of sight to the destination; in-
  stead of choosing a spot to appear, you may instead indicate a 
  direction and distance.
  If the target arrives in a place that is already occupied by 
  a solid body, you may spend a spell point to return the target 
  to its point of origin unharmed. Otherwise, the target takes 
  1d6 points of damage and is shunted to a random open space 
  on a suitable surface within 100 feet of the intended location. 
  If there is no free space within 100 feet, the target takes an 
  additional 2d6 points of damage and is shunted to a free space 
  within 1,000 feet. If there is no free space within 1,000 feet, 
  the target takes an additional 4d6 points of damage and the 
  teleport simply fails.
  Unwilling Teleport
  You may spend a spell point to teleport an unwilling crea-
  ture as you can a willing creature. This requires a touch attack 
  if done at touch range, the unwilling creature is allowed a Will 
  saving throw to negate being teleported, and the effect is subject 
  to spell resistance. An unwilling creature can only be teleported 
  into open areas on solid surfaces (thus, they cannot be teleported 
  into the air or into a solid object, and any such attempt instant-
  ly fails). In addition, they gain a +4 bonus to their saving throw 
  if the location would be directly harmful to them (onto a bed 
  of spikes, etc.).
  Warping Strike [strike]
  As a standard action, you may make a single weapon attack 
  in conjunction with making a teleport or activating a (space) tal-
  ent that targets a creature or object. This casting cannot be 
  reduced below a standard action, and does not provoke attacks 
  of opportunity, unless as usual if making a ranged attack. If the 
  target is struck by the attack, it is also struck by the teleport 
  or (space) talent. You can only teleport a willing target unless 
  you also use Unwilling Teleport. If using a scatter weapon, the 
  sphere effect only applies to a single target, chosen at the time 
  of attack.
  Space Talents
  Avert (space)
  You may bend space around yourself to avert attacks. When 
  you bend space against an attack targeted at you, the originator 
  of the attack must make a Will save or have their attack veer 
  wide and miss. You must normally ready an action to make use 
  of this ability since bending space requires a standard action, but 
  you may spend a spell point to use it as an immediate action 
  instead.
  When you take the total defense action, you may use this 
  ability as an immediate action until the beginning of your next 
  turn without paying a spell point.
  Blink (space)
  A creature affected by this ability interacts with physical 
  objects erratically. You may choose to apply this effect as a ben-
  efit or penalty. As a benefit this grants the target an effect sim-
  ilar to concealment (20% miss chance + 5% per 3 caster levels, 
  maximum 50%) against attacks against them. As a penalty, the 
  target always attacks as if into concealment (suffering a 20% 
  miss chance + 5% per 3 caster levels on all attacks, maximum 
  50%), but may attempt a Will save to negate the effect. Miss 
  chance from either version is not applied to force effects or 
  effects that pass between coterminous planes (such as attacks 
  from weapons with the ghost touch special ability). Miss chance 
  from this effect does not stack with miss chance from other 
  blink effects, being incorporeal, or similar effects; only the 
  highest applies. This effect lasts as long as you concentrate, 
  though you may spend a spell point to sustain it for one minute 
  per caster level without the need for concentration.
  Create Gap (space)
  You bend space to create a gap in an otherwise solid object or 
  wall. By spending a spell point, you can create a hole in an inan-
  imate object up to a 5-foot cube in size plus an additional 5-foot 
  cube per 4 caster levels placed in any configuration so long as 
  it is contiguous. This hole does not damage the object or affect 
  its structural integrity; since the created hole is formed of add-
  ed space rather than removed space, everything in the affected 
  area is still accessible, pushed to the nearest edge of the created 
  gap. If the gap is created so that a creature would fall through it, 
  they may make a Reflex save to safely move to the nearest edge 
  of the hole. This hole lasts as long as you concentrate, though 
  you may spend a spell point to allow a gap to remain for 1 min-
  ute per caster level without concentration.
  Dimension Pierce (space)
  You allow one touched object or creature to interact with 
  other planes by spending a spell point. A touched creature can 
  target ethereal and incorporeal targets without suffering a 50% 
  miss chance or reduction in damage, and can manipulate such 
  targets as if they were material. A touched ethereal or incor-
  poreal target gains the ability to interact with the world as if 
  it were corporeal in all ways. A touched object gains the ghost 
  touch special ability. The effects of this talent last for one hour 
  per caster level.
  Distort Size (space)
  You distort the target’s spatial footprint, causing them 
  to occupy a smaller or larger area. You may add or subtract 5 
  feet to the space they occupy (so an enlarged Medium creature 
  
  Chapter 5: Spheres
  373
  would occupy a 10-foot cube instead of a 5-foot cube, and a 
  shrunken Gargantuan creature would occupy a 15-foot cube in-
  stead of a 20-foot cube). You can alter the target’s space by an 
  additional 5 feet for every 4 caster levels you possess. This does 
  not change the target’s size category for any purpose such as 
  reach, damage, or modifiers, though their reach does extend 
  from the new space they occupy. If you would shrink the tar-
  get’s space below a 5-foot cube, you instead halve their space 
  for each 5 feet you would normally subtract, rounding down to 
  the nearest half foot (a Medium creature shrunk by one step 
  would occupy a 2-1/2-foot cube, or a 1-foot cube if shrunk by 
  two steps) (minimum 1-foot cube).
  You may alter the target’s space anywhere from their nor-
  mal size as a swift action each turn (or as part of a concentra-
  tion action). When you use this ability on a target, you can also 
  grant them control, allowing them to spend a swift action to 
  change their space each turn following the same rules.
  This effect lasts for as long as you concentrate, but you may 
  spend a spell point to maintain it for 1 minute per caster level 
  without concentration.
  Extradimensional Room (space)
  You may create a small pocket dimension, accessible 
  through a shimmering portal that either appears in the air be-
  fore you or on a touched, reasonably flat surface. This pocket 
  dimension measures one 10-foot cube per caster level, arranged 
  as you wish so long as the space is continuous. You can make 
  the entrance as small as 5-foot square or as large as 10-foot 
  square. You can select its light level and temperature (from -40° 
  F to 120° F, -40° C to 50° C), but otherwise it is a featureless 
  location.
  This space does not exist until you enter the portal, and 
  continues to exists as long as you are inside. However, you may 
  spend a spell point to create the space without entering, and 
  allow it to remain for up to 1 round per caster level regardless of 
  whether or not you are inside it. If the portal is placed on the 
  ground or in some other way an unwilling creature might fall 
  in, the creature is allowed a Reflex save to evade. Climbing the 
  walls of this room requires a DC 20 Climb check. When this 
  ability expires or is dispelled, all objects and creatures within 
  this space are harmlessly ejected through the portal.
  You may take this talent two times; when taken a second 
  time you gain greater control over your room. As long as you 
  concentrate, the room remains even if you are not inside it. 
  You do not need to continue concentrating while inside the 
  room, but must begin concentrating again if you exit for the 
  room to remain. In addition, as a standard action or as part 
  of concentration, you can bar the portal and prevent anything 
  from crossing it. Anyone inside can reopen the door as a stan-
  dard action, while anyone outside can force the portal open 
  with a Strength check or slip through with an Escape Artist 
  check (with the DC being equal to 10 + 1/2 caster level + casting 
  ability modifier). While barred, the portal can still be seen and 
  the room dispelled from the outside. Lastly, if you also pos-
  sess the Extradimensional Storage talent, you may withdraw 
  any number of items from your Extradimensional Storage and 
  place them on any stable surface in the room when it is creat-
  ed. When the room expires or is dispelled, you may have any 
  unattended items inside of it be placed directly into the space 
  of your Extradimensional Storage talent rather than ejected so 
  long as they do not exceed its weight limit.
  Extradimensional Storage (space)
  You gain a permanent extradimensional space that may 
  hold up to 10 pounds per caster level of non-living material. 
  You can create a portal to this extradimensional space within arm’s 
  reach at will. Placing an object in this space or calling an object 
  from this space requires a full-round action, but may be done 
  as a swift action by spending a spell point. Living things and 
  attended objects cannot be placed in your extradimensional 
  storage. If you die (or are destroyed, if you lack a Constitution 
  score), all contents of your extradimensional space appear in 
  your square or the nearest unoccupied space.
  You may take this talent two times; when taken a second 
  time your extradimensional space may hold an additional 15 
  pounds per caster level, for a total of 25 pounds per caster level. 
  In addition, you may place or withdraw an object from your 
  extradimensional space as a move action instead of a full-round 
  action, which counts as drawing the equipment normally. If the 
  object would normally be worn or have to be donned in some 
  way (such as armor or a magic ring), you may remove or don it 
  as part of the same action as placing or withdrawing it from 
  storage.
  Flex Space (space)
  You can choose to either contract or expand space in an 
  area equal to three 10-foot cubes, plus an additional 10-foot 
  cube per caster level. These cubes must be arranged contigu-
  ously, but otherwise may assume any shape. Contracted space 
  is easier to move through, allowing you to move 10 feet per 5 
  feet of movement. Expanded space is more difficult to move 
  through, and 10 feet of movement allows you to only move 
  one 5-foot square. These effects multiply and divide all other 
  movement costs (such as difficult terrain or poor visibility), and 
  are a specific exception to the normal rule for doubling. This 
  area lasts as long as you concentrate, but you may spend a spell 
  point to allow it to remain for 1 minute per caster level without 
  concentration. If you occupy squares with different effects on 
  your movement speed, you move at the slowest rate of all the 
  squares. If you attempt to contract an expanded space (or vice 
  versa) you must succeed on a magical skill check against the 
  opposing effect. On success, your effect functions normally and 
  the opposing effect is suppressed for the duration.
  Fluctuate (space)
  By spending a spell point you can charge a target with spa-
  tial instability. Each turn they may teleport as a swift action, with 
  the range decreased to 10 feet plus an additional 5 feet per 4 
  caster levels. This effect lasts as long as you concentrate. As 
  a free action you may spend a spell point to allow the effect 
  to continue for 1 round per caster level without the need for 
  concentration.
  You cannot select this talent if you possess the Bender 
  drawback, or otherwise do not possess the teleport function of 
  the Warp sphere.
  Looped Space (space)
  You bend the edges of an area, bounding it with your magic 
  and trapping creatures inside. The bounded area measures one 
  10-foot cube, and you may increase the area by an additional 
  10-foot cube per 5 caster levels, arranged as you wish so long 
  
  Chapter 5: Spheres
  374
  as the entire area is contiguous. Anyone inside the area must 
  succeed on a Will save to move out of the area. On a failed 
  save, they instead move to the opposite face of the area and 
  must wait until their next turn to attempt to leave it again. This 
  does not prevent attacks across the boundary in either direc-
  tion, and creatures may enter the area without difficulty. This 
  area lasts as long as you concentrate, but you may spend a spell 
  point to allow it to remain for 1 round per caster level without 
  concentration.
  If you also possess Plane Manipulator, you may spend a 
  spell point to apply its dimensional anchor effect to the area of 
  your looped space, contesting teleportation and planar travel to a 
  magical skill check.
  Plane Manipulator (space)
  You may create a dimensional anchor emanating from 
  yourself, affecting you and all creatures within 10 feet per caster 
  level. You must concentrate each round to maintain this effect, 
  although you may spend a spell point to allow the emanation to 
  continue for 1 minute per caster level without concentration. 
  Any attempt to teleport or cross planes made by any creature 
  within this area fails unless they succeed at a magical skill check 
  against you. This also applies to the summoning of companions 
  and other extraplanars.
  You may also touch a creature from another plane and 
  spend a spell point to banish them back to their home plane 
  (Will negates).
  Spatial Reach (space)
  You can imbue a creature with magic that bridges the dis-
  tance between them and anything they reach or move towards, 
  contorting space to their benefit. The target gains a +10 feet 
  enhancement bonus to their movement speed and adds 10 feet 
  to their natural reach, though they do not threaten with this 
  additional reach. Both bonuses increase by 5 feet per 5 caster 
  levels. This effect lasts as long as you concentrate, but you may 
  spend a spell point to allow it to remain for 1 minute per caster 
  level without concentration.
  Teleport Beacon (space)
  You may spend a spell point to designate a touched spot, 
  object, or creature as a personal dimensional beacon, which 
  lasts for one hour per caster level. You may spend a spell point 
  to teleport yourself to your teleport beacon regardless of how far 
  away it is, so long as it is on the same plane. If your teleport bea-
  con is a creature or object, you may instead teleport your teleport 
  beacon to you. You must use the Unwilling Teleport talent to do 
  this with an unwilling creature, and they are allowed a saving 
  throw as normal.
  There is no limit to the number of teleport beacons you can 
  have active at one time. If you possess multiple teleport beacons 
  and the Mass Teleport talent, you may use the Mass Teleport 
  talent to teleport multiple teleport beacons at once, as if you were 
  touching all affected targets. All affected teleport beacons must 
  be teleported to the same location (you, or an unaffected teleport 
  beacon of your choice).
  Warp Link (space)
  You may create a link to a touched spot, object, or crea-
  ture, allowing you to know the direction and distance to it. You 
  know if the target is on another plane and whether that plane 
  is coexistent, coterminous, or separate from the plane you are 
  on, but you do not know their direction and distance if they are 
  on another plane. If your target is unwilling, you must succeed 
  on a melee touch attack (or a ranged touch attack with Ranged 
  Warp) to create the link, and they are allowed a Will save to ne-
  gate the effect. The link lasts for one hour per caster level. You 
  may only maintain one link at a time, though you may spend 
  a spell point to create a link that does not count against this 
  limit. If you also possess Teleport Beacon, your beacons gain all 
  the effects of this talent as if they were also links.
  Wormhole (space)
  You touch a single 5-foot square and link it to another 5-foot 
  square within close range of it to which you have line of sight 
  and line of effect, contracting the space between them. You 
  may connect an additional 5-foot square per 2 caster levels any-
  where within range as well. Anyone may choose to use 5 feet of 
  their movement to travel in a straight line between two linked 
  squares as if they were adjacent (though they are not treated as 
  adjacent for any other purpose). This wormhole lasts as long as 
  you concentrate, but you may spend a spell point to allow it to 
  remain for 1 round per caster level without concentration.
  If you possess Ranged Warp more than once, this also in-
  creases the maximum distance between the touched squares 
  (allowing you to place squares within medium range of one an-
  other if Ranged Warp has been taken twice, or long range if 
  taken three times).
  
  Chapter 5: Spheres
  375
  Weather
  You can command the weather to do your bidding.
  Control Weather
  As a standard action, you may control all weather within 
  medium range, adjusting either the wind, temperature, or pre-
  cipitation levels. If you are in a confined area such as inside a 
  building, your control only extends to the edge of that space. 
  This change in weather lasts as long as you concentrate, but 
  you may always spend a spell point as a free action to allow this 
  change to continue for 1 minute per caster level without con-
  centration. When using control weather to change the weather’s 
  severity, the change happens 1 level change per category per 
  round until the desired severity is reached. When the effect 
  ends, the severity of the altered weather categories returns to 
  normal by 1 step per round.
  If you are maintaining the effect through concentration, 
  the effect moves with you, raising and lowering the severity of 
  unaffected or no-longer affected area as described above. If it 
  is being maintained through a spell point, it remains stationary.
  Wind has 7 steps of severity, while temperature and humid-
  ity have 13. Temperature is divided between ‘Heat’ and ‘Cold’, 
  each with 7 steps of severity. (If the temperature is lowered 
  below step 1 of Cold, it becomes step 2 of Heat. If the tem-
  perature is lowered below step 1 of Heat, it becomes step 2 of 
  Cold.) Likewise, humidity is divided between ‘Precipitation’ 
  and ‘Aridity’, which follows a similar setup. An average day of 
  no wind, no rain, and unremarkable temperature is assumed to 
  be at severity level 1 for all categories.
  At 1st caster level, you may create weather of severity level 
  1, 2 or 3. This improves by one severity level per 7 caster levels 
  to a maximum of severity level 7. You may create weather of up 
  to this severity, or lower the severity of pre-existing weather if 
  it is within this limit. If the natural weather is of a higher sever-
  ity level than you can affect, you cannot use control weather to 
  alter that aspect of the weather.
  If two casters are controlling weather in the same location 
  and affecting different categories, both effects happen normal-
  ly. If both casters are affecting the same category, the second 
  caster must be able to affect the weather’s new severity, and 
  must succeed at a magic skill check to wrestle control from the 
  first caster. On the first caster’s subsequent turn, if he main-
  tains his own control weather effect, he must succeed at his own 
  magic skill check to wrestle control of the weather back from 
  the second caster. If the first caster is maintaining their effect 
  through a spell point instead of concentration and the second 
  caster succeeds at their magic skill check, the first caster’s 
  weather effect is suppressed for as long as the second caster 
  uses control weather. Once the second caster’s effect ends, the 
  first caster’s effect resumes functioning, provided its duration 
  has not already expired.
  The following is a description of all the different effects 
  one can create with the Weather sphere. See the Pathfinder 
  Core rulebook for more details on weather and environmental 
  effects. Depending on the terrain, a GM could rule addition-
  al effects happen; rain can cause rivers or enclosed spaces to 
  flood, Cold can create ice sheets on flat terrain, etc. Generally, 
  weather conditions from different categories stack. (Thus, if 
  Wind, Cold, and Precipitation were all increased to Severity 
  level 5, the area would be under the effects of the appropriate 
  Wind, Cold, and Snow effects, all at the same time.)
  Note: It is impossible to raise weather above severity lev-
  el 7. However, for every effective level above severity level 7 
  a caster’s control weather would otherwise be able to reach, all 
  numbers associated with that weather type, including DCs or 
  penalties, are increased by 1. 
  Wind
  You cannot change the direction of the wind, but you may 
  overpower it. If you wish to change the direction of the wind, 
  you must create a new wind of the direction you desire. If the 
  wind is the same severity as the natural wind, the winds negate 
  (if they oppose) or join to create a wind with a direction half-
  way between the two. If one wind is smaller than the other, the 
  smaller wind is negated in favor of the stronger one.
  Light Wind: A gentle breeze, having little or no game 
  effect.
  Table: Weather Conditions
  Severity
  Wind
  Cold
  Heat
  Precipitation
  Aridity
  Ash
  Vog
  1
  Light
  Cool
  Cool
  None
  None
  None
  None
  2
  Moderate
  Chilled
  Warm
  Mist
  Dry
  Light
  Light
  3
  Strong
  Cold
  Hot
  Light/fog
  Very dry
  Moderate
  Moderate
  4
  Severe
  Severe
  Severe
  Moderate
  Parched
  Heavy
  Heavy
  5
  Windstorm
  Extreme
  Extreme
  Heavy
  Drought
  Very heavy
  Very heavy
  6
  Hurricane
  Arctic
  Burning
  Flash flood
  Sere
  Suffocating
  Suffocating
  7
  Tornado
  Killing
  Boiling
  Great flood
  Desiccating
  Smothering
  Smothering
  
  Chapter 5: Spheres
  376
  Moderate Wind: A steady wind with a 50% chance of ex-
  tinguishing small, unprotected flames, such as candles.
  Strong Wind: Gusts that automatically extinguish unpro-
  tected flames (candles, torches, and the like). Such gusts impose 
  a –2 penalty on ranged attack rolls and on Perception checks.
  Severe Wind: In addition to automatically extinguishing 
  any unprotected flames, winds of this magnitude cause protect-
  ed flames (such as those of lanterns) to dance wildly and have 
  a 50% chance of extinguishing these lights. Ranged weapon at-
  tacks and Perception checks are at a –4 penalty.
  Windstorm: Powerful enough to bring down branches if 
  not whole trees, windstorms automatically extinguish unpro-
  tected flames and have a 75% chance of blowing out protected 
  flames, such as those of lanterns. Ranged weapon attacks are 
  impossible, and even siege weapons have a –4 penalty on attack 
  rolls. Perception checks that rely on sound are at a –8 penalty 
  due to the howling of the wind.
  Hurricane-Force Wind: All flames are extinguished. 
  Ranged attacks are impossible (except with siege weapons, 
  which have a –8 penalty on attack rolls). Perception checks 
  based on sound are impossible: all characters can hear is the 
  roaring of the wind. Hurricane-force winds often fell trees.
  Tornado: All flames are extinguished. All ranged attacks 
  are impossible (even with siege weapons), as are sound-based 
  Perception checks. While natural winds of severity level 7 can 
  result in a tornado, magically-altered winds of severity level 7 
  affects too small of an area to create this phenomenon. (Instead 
  of being blown away [see Table: Wind], characters in close 
  proximity to a tornado who fail their Fortitude saves are sucked 
  toward the tornado. Those who come in contact with the actual 
  funnel cloud are picked up and whirled around for 1d10 rounds, 
  taking 6d6 points of damage per round, before being violently 
  expelled (falling damage might apply). While a tornado’s rota-
  tional speed can be as great as 300 mph, the funnel itself moves 
  forward at an average of 30 mph [roughly 250 feet per round]. 
  Other Wind Effects
  Duststorm: When severity level 4 winds are created in 
  a desert, it can create a duststorm, blowing fine grains of sand 
  that obscure vision, smother unprotected flames, and can even 
  choke protected flames (50% chance). At severity level 5, a 
  duststorm deals 1d3 points of nonlethal damage each round to 
  anyone caught out in the open without shelter and also poses a 
  choking hazard (see Drowning, except that a character with a 
  scarf or similar protection across her mouth and nose does not 
  begin to choke until after a number of rounds equal to 10 + her 
  Constitution score).
  Cold
  Cold environments can deal either lethal or nonlethal cold 
  damage to a creature. A creature dealt damage in this manner 
  becomes fatigued (frostbitten), and cannot recover from fatigue 
  or damage until warmed up. If a character takes an amount of 
  nonlethal cold damage equal to her total hit points, any further 
  damage from a cold environment is lethal cold damage.
  Characters wearing a cold weather suit treat the Cold as if 
  it were 1 level lower in severity, and may use the Survival skill to 
  gain bonuses to saving throws against Cold. A large fire can be 
  used to create an area of warmth in a cold environment. Cold 
  deals damage according to Table: Cold.
  Heat
  Heat works very similarly to Cold. Hot environments can 
  deal lethal or nonlethal fire damage to a creature. A creature 
  dealt damage in this manner becomes fatigued (heatstroke), 
  and cannot recover from fatigue or damage until cooled off 
  (reaches shade, survives until nightfall, gets doused in water, 
  and so forth). If a character takes an amount of nonlethal fire 
  damage equal to her total hit points, any further damage from 
  a hot environment is lethal fire damage.
  Table: Wind
  Severity 
  Level
  Wind 
  Speed
  Ranged Attacks 
  Normal/Siege 
  Weapons*
  Checked 
  Size^
  Blown 
  Away 
  Size`
  Fly 
  Penalty
  1 (light)
  0–10 mph
  —/—
  —
  —
  —
  2 (moderate)
  11–20 mph
  —/—
  —
  —
  —
  3 (strong)
  21–30 mph
  –2/—
  Tiny
  —
  –2
  4 (severe)
  31–50 mph
  –4/—
  Small
  Tiny
  –4
  5 (windstorm)
  51–74 mph
  Impossible/–4
  Medium
  Small
  –8
  6 (hurricane)
  75–174 mph
  Impossible/–8
  Large
  Medium
  –12
  7 (tornado)
  175–300 mph
  Impossible/
  impossible
  Huge
  Large
  –16
  * The siege weapon category includes ballista and catapult attacks as well as boulders tossed by giants.
  ^ Checked Size: Creatures of this size or smaller are unable to move forward against the force of the 
  wind unless they succeed on a DC 10 Strength check (if on the ground) or a DC 20 Fly check if airborne.
  ` Blown Away Size: Creatures on the ground are knocked prone and rolled 1d4 × 10 feet, taking 1d4 
  points of nonlethal damage per 10 feet, unless they succeed at a DC 15 Strength check. Flying creatures are 
  blown back 2d6 × 10 feet and take 2d6 points of nonlethal damage due to battering and buffeting, unless 
  they succeed at a DC 25 Fly check.
  A tornado uproots trees, destroys buildings, and causes similar 
  forms of major destruction.)
  
  Chapter 5: Spheres
  377
  Characters in heavy clothing or armor take a -4 penalty on 
  their saves against Heat. Creatures may use the Survival skill to 
  gain bonuses to saving throws against Heat. Heat deals damage 
  according to Table: Heat.
  Precipitation
  Precipitation has the most severe interaction with the oth-
  er weather categories, as the conditions change depending on 
  the temperature and wind.
  When combined with Cold severity 4 or higher, snow ef-
  fects are added to rain effects. When combined with Wind se-
  verity 4 or higher, storm effects are added to the rain effects. 
  When combined with both Cold severity 4 and Wind severity 
  4, this results in rain, snow, and storm effects. Mist and fog are 
  Table: Cold
  Severity Level
  Effects
  3 (below 40° F)
  Fortitude save each hour (DC 15, +1 per previous check) 
  or take 1d6 points of nonlethal cold damage.
  4 (below 0° F)
  Same as level 3, but a check every 10 minutes.
  5 (below –20° F)
  1d6 lethal cold damage every minute (no save) and a 
  Fortitude save (DC 15, +1 per previous check) or take 
  1d4 nonlethal cold damage.
  6 (below -60° F)
  Same as severity level 5, but damage and Fortitude saves 
  happen each round.
  7 (below -120° F)
  3d6 lethal cold damage each round (no save). Being 
  encased in ice increases this to 10d6.
  Table: Heat
  Severity Level
  Effects
  3 (above 90° F)
  Fortitude save each hour (DC 15, +1 per previous 
  check) or take 1d4 points of nonlethal fire damage.
  4 (above 110° F)
  Same as level 3, but a check every 10 minutes.
  5 (above 140° F)
  1d6 lethal fire damage every minute (no save), and a 
  Fortitude save every 5 minutes (DC 15, +1 per previous 
  check) or take 1d4 nonlethal fire damage.
  6 (above 180° F)
  Same as severity level 5, but damage and Fortitude 
  saves happen each round.
  7 (above 212° F)
  3d6 lethal fire damage each round, no save. Immersion 
  in boiling liquids increases this to 10d6.
  Table: Precipitation
  Severity 
  Level
  Rain Effects
  Combined with 
  Cold 4 and higher 
  (Snow Effects)
  Combined with 
  Winds 4 and higher 
  (Storm Effects)
  1
  None
  None
  None
  2
  Mist
  Light frost
  Mist
  3
  Light/fog
  Snow
  Light storm
  4
  Moderate
  Heavy snow
  Storm
  5
  Heavy
  Blizzard
  Powerful storm
  6
  Flash flood
  Great blizzard
  Monsoon
  7
  Great flood
  Avalanche
  Typhoon
  the exceptions to this, as they only appear when 
  rain is not combined with either snow nor storm. 
  Severity of the snow or storm effects depends on 
  the severity of the Precipitation, not the severity 
  of the Wind or Cold.
  Note: While water freezes at Cold severity 
  3, magic cannot cause rain to instantly become 
  snow as it falls until severity level 4, since the 
  magical water/cold is only augmenting the natural 
  process, not replacing it.
  Rain Effects
  Mist: Mist grants all creatures concealment 
  from any creatures over 100 feet away (all attacks 
  suffer a 20% miss chance).
  Fog: The caster may create light rain or fog. 
  If fog is chosen, it obscures all sight beyond 5 feet, 
  including darkvision. Creatures 5 feet away have 
  concealment.
  Other rain effects: Beginning at severity 
  level 4, rain has the same effect on fires, ranged 
  attacks, and Perception checks as wind of equal 
  severity level. This does not stack with the penal-
  ties provided by wind. The rain also cuts visibility 
  ranges by half, resulting in an additional –4 penal-
  ty on Perception checks due to poor visibility. It 
  rains about 1 inch per hour at severity 4, 2 inches 
  per hour at severity level 5, 5 inches per hour at 
  severity level 6, and 10 inches per hour at severity 
  level 7.
  Snow Effects
  Snow causes squares to count as difficult ter-
  rain. This requires 24 hours of snow at severity 
  level 1, 8 hours at severity level 2, 1 hour at sever-
  ity level 3, and happens immediately at severity 
  level 4. At severity level 5, snow obscures vision 
  as fog does. It costs 4 squares of movement to 
  enter a square covered with heavy snow (about 2 
  feet). This requires 24 hours at severity level 4, 
  8 hours at severity level 5, 1 hour at severity lev-
  el 6, and happens immediately at severity level 
  7. Heavy snow accompanied by strong or severe 
  winds might also result in snowdrifts 1d4 × 5 feet 
  deep, especially in and around objects big enough 
  to deflect the wind—a cabin or a large tent, for 
  instance.
  Storm Effects
  Beginning at severity level 4, storms will randomly strike 
  a square with lightning, dealing 4d8 electricity damage (Reflex 
  half) to everything in or above that square. This happens once 
  per minute. This damage increases by 2d8 for every severity lev-
  el above 4, to a maximum of 10d8 at severity level 7.
  Aridity
  As Heat is the opposite of Cold, Aridity is the opposite of 
  Precipitation. If the Precipitation is lowered below step 1 of 
  Precipitation, it becomes step 2 of Aridity. If the Aridity is low-
  ered below step 1 of Aridity, it becomes step 2 of Precipitation.
  Water left in open air loses about an inch of height per day 
  for every level of combined severity between Heat and Aridity. 
  
  Chapter 5: Spheres
  378
  This becomes 2 inches per combined level at Aridity severity 
  level 6, and 4 inches per combined level for Aridity severity 
  level 7.
  In normal conditions, a character can go without water for 
  1 day plus a number of hours equal to his Constitution score. 
  After this time, the character must succeed at a Constitution 
  check each hour (DC 10, +1 for each previous check) or take 1d6 
  points of nonlethal damage. Characters that take an amount of 
  nonlethal damage equal to their total hit points begin to take 
  lethal damage instead.
  Beginning at severity level 2, all creatures suffer a penalty 
  equal to the Aridity severity level to all saving throws against ef-
  fects that would cause fatigue or exhaustion, as well as to saving 
  throws made against thirst. At Aridity severity level 3 creatures 
  must drink twice as much water per day to stay healthy.
  At severity level 4, the amount of time a character can 
  go without water before they must begin attempting checks, 
  as well as the time between checks, is cut in half (12 + 1/2 
  Constitution modifier hours, checks every 30 minutes). This 
  time is cut in half again for each severity level above 4.
  Even if they are drinking enough water, targets in areas of 
  extreme magically-enhanced aridity still suffer terrible effects 
  as the water in their bodies is constantly sucked up by the envi-
  ronment around them. Targets in areas of high aridity suffer the 
  same chance of suffering nonlethal damage (from desiccation) 
  and suffering fatigue (but not fire damage) as if they were in 
  Heat of the same severity level. This does not stack with the 
  penalties provided by Heat or Cold. However, if combined with 
  Wind or Heat of severity level 4 or higher, the combined effects 
  drain the energy from all living creatures, rendering them sick-
  ened for as long as they are within this environment.
  Characters who have taken nonlethal damage due to desic-
  cation or from a lack of food or water are fatigued. Nonlethal 
  damage from thirst or starvation cannot be recovered until the 
  character gets food or water, as needed, or until they receive 
  magical healing.
  Other Weather Effects
  There are weather categories that are not able to be ma-
  nipulated by basic wielders of control weather, but can become 
  available through taking certain talents. These weather catego-
  ries are as follows:
  Ash
  Ash is treated as snow, except that, beginning at sever-
  ity level 4, any creature inhaling it must succeed at a DC 15 
  Fortitude save each round or be staggered for one round. The 
  DC increases by 1 for each previous save and by 2 for each se-
  verity category above 4. Any creature moving through difficult 
  terrain created by ash takes 1d6 slashing damage for every 10 
  feet they move (rounded up). Moving through heavy ash causes 
  1d6 slashing damage for every 5 feet.
  Ash is a type of volcanic weather, and thus requires the 
  Volcano Lord advanced talent to create.
  Vog
  Vog of severity level 2 and 3 act as mist and fog. Starting 
  at severity level 4 it also causes all in the area to become sick-
  ened until it leaves the area (Fortitude DC 15 negates, the DC 
  increases by 1 per previous save). For each severity level above 
  4, the DC increases by 2. At severity level 6, all within the area 
  are nauseated as long as they remain in the area and for 1d6+1 
  rounds after they exit. At severity level 7, they also suffer 1d6 
  Constitution damage per round as they inhale poisonous gas 
  (Fortitude DC 15 negates, the DC increases by 1 per previous 
  save).
  Vog is a type of volcanic weather, and thus requires the 
  Volcano Lord advanced talent to create.
  Weather Talent Types
  Mantle
  When you gain your first (mantle) talent, you gain the abil-
  ity, as a standard action, to touch a creature and spend a spell 
  point, bestowing your mantle upon it. Unwilling targets may 
  attempt a Will save to resist a mantle being placed on them. A 
  mantle lasts for one hour per caster level, and is subject to spell 
  resistance.
  Having a mantle grants different effects depending on the 
  current weather conditions. Talents marked with the (mantle) 
  tag add effects to your mantle; once you have bestowed your 
  mantle upon a creature they gain the benefits of all (mantle) tal-
  ents you have that apply to the weather in its area. Abilities 
  and effects that reduces the severity of weather (such as the 
  Weather incanter specialization or Protective Mantle) do not 
  reduce the effect of mantles.
  Shroud
  While control weather deals in manipulating large weather 
  patterns, a shroud is an expression of extremely localized weath-
  er, usually only large enough to effect a single target.
  You may activate a (shroud) talent as a standard action, 
  placing that shroud on a single creature within your control 
  weather range. Placing a shroud on a target is subject to spell 
  resistance, but a target does not get a saving throw to resist 
  the application of a shroud. Shroud effects persist as long as the 
  caster concentrates. The caster may always spend a spell point 
  as a free action to allow the effect to continue for 1 round per 
  caster level without the need for concentration.
  Unlike control weather, shrouds produce no lasting effects; 
  any rain evaporates immediately ice disappears when it leaves 
  the target, etc. Shrouds do not counter the prevailing effects 
  of the local weather (for example, Karakaze does not protect 
  against the effects of Heat), but are also not affected by them 
  (for example, Glare functions even in complete darkness and 
  Heat Stroke works even in arctic levels of Cold).
  When a creature is affected by two or more shrouds of the 
  same weather type (such as Aridity or Heat) or is affected by a 
  shroud and is in an area of the shroud’s weather type of severity 
  level 3 or above, it suffers an additional effect depending on 
  the shroud’s type. If a shroud has more than one weather type, 
  it can trigger the added effect of any of its types. Regardless of 
  the number of shrouds affecting a target, any additional effect 
  only affects them once per round. The saving throw DC and 
  the caster level for any additional effect are equal to that of the 
  shroud affecting them. If a target is affected by multiple shrouds 
  with different DCs and caster levels, use the highest DC and 
  caster level for the additional effect (even if the highest caster 
  level and highest DC are from different shrouds).
  
  Chapter 5: Spheres
  379
  Shroud Additional Effects
  Aridity: The target takes a -4 penalty to its Constitution 
  score, which may not reduce its Constitution score below 1. It 
  may attempt a Fortitude save (at its unpenalized Fortitude save 
  bonus) at the beginning of each turn to negate this penalty for 
  one round.
  Cold: The target takes a -2 penalty to attack rolls, con-
  centration checks, and AC. It may attempt a Will save at the 
  beginning of each turn to ignore this penalty for one round.
  Heat: The target takes a -4 penalty to its Strength score, 
  which may not reduce its Strength score below 1. It may at-
  tempt a Fortitude save at the beginning of each turn to negate 
  this penalty for one round.
  Precipitation: Each round at the beginning of its turn 
  the target must succeed at a Reflex save or treat the square 
  it starts in as difficult terrain. They also take a -4 penalty to 
  Acrobatics and Climb checks, and to CMB and CMD.
  Wind: Each round at the beginning of its turn the target 
  must succeed at a Fortitude save or be moved 1d6 x 5 feet in a 
  random direction. This movement provokes attacks of oppor-
  tunity. If the target cannot move this far (such as if a wall or 
  other creature is in the way) it takes 1d6 damage per 10 feet not 
  traveled (minimum 1d6) and falls prone.
  Weather Talents
  Dry Lightning
  When you are using control weather to create Wind of se-
  verity level 4 or above in an area of Aridity severity level 4 or 
  above, you may cause lightning to strike as if there were storm 
  effects of a severity level equal to the Wind severity level. The 
  ability to control where lightning strikes and the increased fre-
  quency from Storm Lord applies to these lightning strikes.
  Encompassing Weather [mass]
  When using a shroud, you may spend an additional spell 
  point to affect additional creatures, up to 1 extra creature per 2 
  caster levels (minimum 1). Every target must be affected by the 
  same shroud. If you possess a mantle, you may likewise increase 
  the number of targets you affect with your mantle, but the du-
  ration is reduced from 1 hour per caster level to 10 minutes per 
  caster level.
  Focused Weather
  When controlling weather, you may reduce the size of the 
  effect down to a minimum radius of 25 feet and place the effect 
  anywhere so long as it is contained within your control weather 
  range.
  Forceful Wind
  When you are using control weather to create Wind, the 
  DC to avoid being blown away in the area, to move against the 
  wind while checked, and the penalty to Perception checks are 
  all increased by your casting ability modifier (minimum 1). The 
  penalty to ranged attack rolls increases by half this amount 
  (minimum 1).
  Greater Size [range]
  When controlling weather, you may affect all weather 
  within long range of you.
  Greater Weather
  When you use control weather, you may spend an 
  extra spell point to affect 2 weather categories instead 
  of 1, or two extra spell points to affect 3 weather cat-
  egories instead of 2. You do not need to change these 
  categories in the same way, or make them the same 
  severity level (i.e., you may make one category more 
  severe, while making another less severe).
  Head In The Clouds
  You may use a standard action spent to concen-
  trate on a shroud to also cast a new shroud, and may 
  maintain up to two shroud effects through concen-
  tration as part of the same action. This talent may 
  be taken more than once, each time increasing the 
  number of shroud effects you can concentrate on as 
  part of the same action by one.
  Instill Weather [instill]
  As a standard action you may touch a small con-
  tainer of liquid and instill a mantle or shroud inside it, 
  which functions as a potion or oil. You must spend a spell 
  point to allow shrouds to endure without concentration.
  An instilled liquid remains potent until you rest to re-
  gain spell points. If you have equipment on hand (such as 
  an alchemy lab), the cost of bottles and water is considered 
  
  Chapter 5: Spheres
  380
  negligible. You may target food but not an already-magical 
  item, such as a potion. All spell points must be spent and all 
  variables of the sphere effect must be chosen at the time the 
  instilled liquid is created. You cannot instill multiple effects in 
  a single liquid, nor create multiple instilled liquids with a single 
  action.
  Lengthened Weather
  When you spend a spell point to allow your control weather 
  effect to persist without concentration, you may cause the ef-
  fect to persist for 1 hour per caster level instead of 1 minute per 
  caster level.
  Severe Weather
  When you control weather, you may spend an extra spell 
  point to raise the severity you can create or alter with your con-
  trol weather by 1 level, to a maximum of severity level 7.
  Snow Lord
  When you are using control weather to create a Precipitation 
  severity level 4 or above in an area of Cold severity level 4 or 
  above, you can choose to change the snow to hail. Hail has the 
  same effect on movement as snow, but it also deals 1 point of 
  bludgeoning damage per severity level of Precipitation to ev-
  erything within the affected area.
  At severity level 4, the visibility penalty of rain does not 
  apply to hail, and the -4 penalty to Perception only applies to 
  Perception checks based on sound.
  Storm Lord
  When you are using control weather to create Precipitation 
  of severity level 4 or above in an area of Wind severity level 4 
  or above, you can control where the lightning bolts strike. You 
  may take this talent a total of twice. If taken twice, you may 
  increase the frequency of lightning strikes to 1 per round.
  Weather Strike [strike]
  As a standard action, you may make a single weapon attack 
  in conjunction with placing a mantle or shroud. This casting can-
  not be reduced below a standard action, and does not provoke 
  attacks of opportunity, unless as usual if making a ranged at-
  tack. If the target is struck by the attack, it is also affected by 
  the mantle or shroud. If using a scatter weapon, this only applies 
  to a single target, chosen at the time of attack.
  Mantle Talents
  Barometric Mantle (mantle, all)
  Creatures bearing your mantle immediately know when 
  weather within your control weather range is being manipulated, 
  such as with the control weather ability. Although they do not 
  automatically know who or what is changing the weather, they 
  do learn in what way the weather is being manipulated (such as 
  what weather conditions are being affected, and whether the 
  severity levels are being raised or lowered). They may also pre-
  dict the natural weather within medium range for the next 48 
  hours and gain a +2 bonus to saving throws against the effect of 
  weather (natural or magically manipulated). If you possess the 
  Climate advanced talent they recognize altered weather and 
  predict natural weather at a range of 2 miles.
  Blazing Skin (mantle, heat)
  When a creature bearing your mantle is in an area of Heat 
  of severity level 3 or higher, and is struck by a metal melee 
  weapon, natural attack, unarmed strike, or touch attack, the 
  attacker takes 1d4 fire damage. They may spend an immediate 
  action to increase the damage by an additional die. For each 
  category above hot, the die increases one step (from 1d4 to 
  1d6), to a maximum of 1d12 at boiling.
  Boreal Glare (mantle, cold)
  When a creature bearing your mantle is in an area of Cold 
  of severity level 3 or higher, they gain a glare attack that deals 
  1d6 cold damage, plus 1d6 cold damage for each severity level 
  above 3. This functions as a gaze attack with a range of 30 feet, 
  except that it only affects a single creature each round and only 
  if they focus on a target as a swift action. A successful Fortitude 
  save halves this damage, and the attack is not hindered by pre-
  cipitation. In addition, a creature bearing your mantle can see 
  clearly through falling snow and sleet as if they were perfectly 
  clear, ignoring miss chance from these obstructions, up to the 
  normal limits of their vision.
  Borne Aloft (mantle, wind)
  When a creature bearing your mantle is in an area of Wind 
  of severity level 3 or higher, they gain a 20 feet fly speed (clum-
  sy). For each category above severity level 3 the speed increas-
  es by 20 feet and the maneuverability increases by one step. 
  When using this fly speed (but not any other fly speed they 
  might have) they ignore the negative effects of wind related to 
  flying, such as being blown away or taking a penalty to their Fly 
  checks.
  Clear Skies (mantle, all)
  Creatures bearing your mantle treat weather as one step 
  less severe, plus one step per 10 caster levels. This and other 
  (mantle) talents still work according to the true severity level. 
  You may take this talent a second time at 5th caster level and 
  a third time at 15th caster level. Each additional time you take 
  it, creatures bearing your mantle treat weather as an additional 
  one step less severe.
  Desiccant (mantle, aridity)
  When a creature bearing your mantle is in an area of Aridity 
  of severity level 3 or higher, whenever they strike an enemy with 
  a natural attack, unarmed strike, or touch attack (including as 
  part of another touch attack), the target suffers +1d4 nonlethal 
  damage from desiccation. This increases by 1 die size for every 
  severity level above 3, to a maximum of +1d12 at severity level 7.
  Fluidity (mantle, precipitation)
  When a creature bearing your mantle is in an area of 
  Precipitation of severity level 3 or higher, they gain a +5 bonus 
  to Escape Artist checks and CMD against grapples, +2 for each 
  category above light rain/fog. For each two categories above 
  light rain/fog, they count as one size smaller for the purpose of 
  squeezing and their reach increases by 5 feet.
  Frost Shield (mantle, cold)
  When a creature bearing your mantle is in an area of Cold 
  of severity level 4 or higher, they gain a +1 bonus to their AC, +1 
  for every severity level above 4.
  Gelid Body (mantle, cold)
  When a creature bearing your mantle is in an area of Cold 
  of severity level 3 or higher, they gain cold resistance 5 and DR 
  5/bludgeoning or magic, both increasing by 1 for each catego-
  ry above Cold severity level 3. At severity level 5 this damage 
  
  Chapter 5: Spheres
  381
  resistance becomes DR/bludgeoning, and they gain vulnerabili-
  ty to sonic. At severity level 7, their damage resistance becomes 
  DR/–.
  High Energy (mantle, heat)
  When a creature bearing your mantle is in an area of Heat 
  of severity level 3 or higher, they gain a number of temporary 
  hit points equal to twice the Heat’s severity level. These tempo-
  rary hit points replenish every round.
  Lightning Rod (mantle, storm)
  When a creature bearing your mantle is in an area of Storm 
  of severity level 4 or higher, whenever they strike an enemy 
  with a melee weapon that is primarily made of metal or which 
  has a metal striking surface (like most polearms and maces), 
  the enemy is struck by a small lightning bolt dealing 2d4 elec-
  tricity damage, +1d4 damage per each category above storm. In 
  addition, any creature bearing your mantle gains a dodge bonus 
  to Reflex saves against lightning strikes equal to your casting 
  ability modifier.
  Mirage Sight (mantle, heat)
  When a creature bearing your mantle is in an area of Heat 
  of severity level 3 or higher, they gain a +2 bonus, +2 per catego-
  ry above severity level 3, on saving throws against illusions. At 
  severity level 5 or higher, every time they attack an opponent 
  that has concealment, they roll their miss chance twice and use 
  the better of the two rolls.
  Mist Form (mantle, precipitation)
  When a creature bearing your mantle is in an area of 
  Precipitation of severity level 3 or higher, weapon attacks 
  against them have a 10% miss chance, +10% per category above 
  light rain/fog. This miss chance stacks with the miss chance 
  from concealment in fog.
  Mummified Flesh (mantle, aridity)
  When a creature bearing your mantle is in an area of Aridity 
  of severity level 3 or higher, they gain DR 2/slashing and light 
  fortification. The damage reduction increases by 1 for each se-
  verity level above 3. At severity level 4 they gain medium forti-
  fication and at severity level 7 they gain complete immunity to 
  critical hits and precision damage.
  Razor Ice (mantle, cold)
  When a creature bearing your mantle is in an area of Cold 
  of severity level 4 or higher, their unarmed strike deals 1 addi-
  tional slashing damage and any creature striking them with an 
  unarmed strike or natural weapon takes 1 slashing damage. This 
  damage increases by 2 for each category above severity level 4.
  Sand Swimmer (mantle, aridity)
  When a creature bearing your mantle is in an area of Aridity 
  of severity level 2 or higher, they can swim through sand as if 
  it were water at a speed of 30 feet and gain tremorsense 30 
  feet (even if they stand on ground other than sand). They may 
  breathe sand as if it were air. The speed and tremorsense range 
  both increase by 5 feet per category above severity level 2. 
  Unlike the effects of other (mantle) talents, if a creature bearing 
  your mantle leaves an area of Aridity of severity level 2 or higher 
  they retain the ability to swim through sand for a number of 
  rounds equal to the last Aridity severity level they were in, but 
  not the other effects of this talent.
  Sodden (mantle, precipitation)
  When a creature bearing your mantle is in an area of 
  Precipitation of severity level 3 or higher, they gain fire resis-
  tance 10, plus 5 for each category above severity level 3. At se-
  verity level 7 they instead become immune to fire damage. They 
  can also put out fires of Small or smaller size with a touch, in-
  creasing by one size category for each severity category above 
  severity level 3, and their weapon attacks deal +2 damage to 
  creatures with the fire subtype, +1 damage per category above 
  severity level 3.
  Whispering Winds (mantle, wind)
  All creatures bearing your mantle can talk with each other 
  as if they were adjacent to each other, as long each conversa-
  tion partner is in an area of Wind of severity level 2 or high-
  er. This works regardless of distance or any weather between 
  them, as long they are on the same plane. This allows them to 
  speak and hear each other even if one of them is in an area of 
  magical silence, though it does not allow them to speak verbal 
  components.
  Wind Tunnel (mantle, wind)
  Ranged attacks by creatures bearing your mantle take no 
  penalty due to wind and can pass through wind wall and similar 
  effects. When a creature bearing your mantle is in an area of 
  Wind of severity level 2 or higher, they gain a +1 bonus to all 
  ranged weapon attacks. This bonus increases by +1 for every 2 
  severity levels above 2.
  Zephyr’s Flight (mantle, wind)
  When a creature bearing your mantle is in an area of Wind 
  of severity level 2 or higher, they gain a +5 feet bonus to all their 
  movement speeds, +5 feet per category above severity level 2.
  Shroud Talents
  Battering Winds (shroud, wind)
  You place this shroud on a target creature, causing small 
  eddies and gusts to constantly buffet it. The target takes a -2 
  penalty to Reflex saves and attack rolls. The penalty increases 
  by -1 per 5 caster levels.
  Biting Wind (shroud, wind)
  You place this shroud on a target creature, targeting a biting 
  wind at its eyes. It treats all creatures beyond 30 feet as having 
  concealment.
  Black Ice (shroud, cold)
  You place this shroud on a target creature, causing ice to 
  form under its feet or on its wings. The target can only walk 
  at half speed, and only by succeeding at a DC 10 Acrobatics 
  check. If the target flies using wings, it can only fly at half 
  speed, and only by succeeding at a DC 10 Fly check. If it fails 
  it cannot move that round and must succeed at a Reflex save or 
  fall. If it fails by 5 or more it immediately falls, with no Reflex 
  save. If the target does not move on its turn, it does not need to 
  attempt this check and is not considered flat-footed for using 
  Acrobatics to move over uneven ground.
  Crackling Arc (shroud, precipitation)
  You place this shroud on a target creature, causing it to be 
  veiled in plasma that leaps to strike its allies. Each round at the 
  beginning of its turn, one of the target’s allies, chosen at ran-
  dom, within close range takes electricity damage equal to 1d6 
  
  Chapter 5: Spheres
  382
  + your caster level. The ally can attempt a Reflex save to halve 
  this damage.
  Diamond Dust (shroud, cold)
  You place this shroud on a target creature, causing the air 
  around it to suddenly be filled with ice crystals. At the begin-
  ning of each turn the target takes cold damage equal to 1d6 + 
  your caster level. A successful Fortitude save halves this damage.
  Drench (shroud, precipitation)
  You place this shroud on a target creature, causing a small 
  cloud to follow it, pouring constantly. Unless the target takes a 
  swift action to dry off (provoking attacks of opportunity) each 
  round its move speed is reduced by half, to a minimum of 5 feet.
  Dust Cloud (shroud, aridity)
  You place this shroud on a target creature, filling the air it 
  breathes with dry dust. At the beginning of each turn the target 
  must succeed on a Fortitude save or begin coughing, becoming 
  staggered for one round.
  Fata Morgana (shroud, heat)
  You place this shroud on a target creature, causing it to be 
  distracted by mirages. The target takes a -2 penalty to AC and 
  to saving throws against illusions. This penalty increases by -1 
  per 5 caster levels.
  Glare (shroud, heat)
  You place this shroud on a target creature, causing sunlight 
  to blind it. The target is dazzled and treats all targets at a higher 
  elevation than it as having concealment. Other creatures can 
  also pinpoint its location in non-magical darkness, though it 
  still has complete concealment unless they have senses that 
  pierce the darkness.
  Heat Stroke (shroud, heat)
  You place this shroud on a target creature, creating a re-
  gion of intense heat that befuddles them. They take a -2 penalty 
  to all Intelligence- and Wisdom-based ability checks and skill 
  checks, -1 per 5 caster levels. Additionally, each round they take 
  nonlethal fire damage equal to 1d6 + half your caster level. At 
  10th level, half of this damage becomes lethal.
  Illuminating Shaft (shroud, aridity)
  You place this shroud on a target creature, causing a beam 
  of sunlight to reveal its position. The target takes a penalty to 
  Stealth checks equal to -10 plus your caster level and all ranged 
  attacks against the target gain a bonus equal to 1 plus 1 per 5 
  caster levels.
  Intensified Weather (shroud)
  Choose Aridity, Cold, Heat, Precipitation, or Wind. The 
  target suffers the effect of that weather at severity level 3. 
  Precipitation of severity level 3 causes light rain, not fog. If you 
  possess talents or feats that would increase the severity of that 
  type of weather that you can create, apply that increase to the 
  effects of this shroud. If the target is already in weather of the 
  chosen type at the same severity or higher, it suffers the effect 
  of the chosen type of weather as if it were one step more severe.
  This shroud counts as whichever type of weather you chose 
  for the purpose of causing additional effects. You may apply 
  this shroud multiple times to a single target, choosing a different 
  type of weather each time.
  Karakaze (shroud, cold)
  You place this shroud on a target creature, creating a cold, 
  dry mountain wind to numb them. The target takes a 1d6 pen-
  alty to Dexterity, which increases by 1 at the beginning of each 
  of its turns, to a maximum increase equal to half your caster 
  level. This penalty cannot reduce a creature’s Dexterity below 1 
  and ends when this shroud does.
  Personal Thunderhead (shroud, precipitation)
  You place this shroud on a target creature, causing a small 
  cloud to follow it and periodically strike it with lightning. Every 
  time the target attempts to take a standard or full-round ac-
  tion, it takes electricity damage equal to 1d6 + your caster level 
  (Reflex negates). This counts as taking place during the cast-
  ing of a spell or the use of a sphere ability for the purpose of 
  concentration checks. Each time the target fails a Reflex save 
  against this shroud’s effects they must succeed at a Fortitude 
  save or be deafened for one round.
  Sirocco (shroud, aridity)
  You place this shroud on a target creature, causing a con-
  stant dry wind to sap its strength. The target is fatigued and 
  each round it takes nonlethal damage equal to 1d6 + half your 
  caster level. At 10th level it is instead exhausted. At the begin-
  ning of each turn the target may attempt a Fortitude save to 
  reduce the damage by half and negate the fatigue for one round 
  or reduce the exhaustion to fatigue. Unlike normal exhaustion 
  or fatigue, the effect ends as soon as the spell’s duration expires.
  Squamish (shroud, wind)
  You place this shroud on a target creature, creating a con-
  stant strong wind that pushes the target back. When you place 
  this shroud on the target, choose a direction for the wind to 
  blow from. Each round this shroud makes a bull rush attempt 
  from this direction against the target. Your CMB for this check 
  is equal to your caster level + your casting ability modifier.
  
  Chapter 6: Advanced Magic
  383
  Magic is the heart of the fantasy experience and influences 
  everything from setting to plot to game style. In some worlds, 
  wandering heroes must trek to distant lands, while in others 
  teleportation magic is common and available to all with the 
  money to afford it. In some adventures, heroes must search 
  out ancient libraries and forgotten scrolls to learn lost secrets, 
  while in others priests can directly petition the gods at any 
  time, gaining greater knowledge than what is available through 
  mortal means alone.
  Each of the examples listed above are great worlds for 
  adventure, but the choice of what magic is or is not available 
  carries repercussions that are felt in the plots that can be expe-
  rienced and how that setting develops. After all, a world where 
  the rich can have themselves brought back to life after an assas-
  sination is very different from one where death is always final, 
  and a game where players need vehicles, healing kits, and a net-
  work of spies is vastly different from one where players can scry 
  on the enemy, teleport to its location, destroy it with magic, 
  then bring it back from the dead later for questioning.
  With some exceptions, the spheres found earlier in this 
  book deal with the game on a small scale: how combats are 
  fought, how wounds are healed, etc. Advanced magic, on the 
  other hand, deals with magic on a grand scale: transportation, 
  resurrection, and other effects that may drastically alter the way 
  the world functions or how the game itself is played. Advanced 
  magic is not necessarily more powerful than basic magic, but 
  its breadth, scope, and affect on the world puts it more in the 
  realm of storytelling tools rather than tools for tactical combat, 
  providing players and GMs with tools they need to alter the 
  face of the gaming world and determine what sort of game they 
  will play.
  Using Advanced Magic
  For the most part, there is nothing included in the 
  Advanced Magic chapter that is beyond the scope and capa-
  bilities of many spells included in the core Pathfinder RPG 
  magic system. However, because Spheres of Power is designed to 
  facilitate worlds not considered part of the default Pathfinder 
  RPG experience, they are listed here as optional rules so that 
  GMs can use or discard them as the needs of the game and the 
  setting require.
  In a low-magic world where even powerful wizards must 
  still rely on horses and quick wits no matter their level, then all 
  advanced magic options can simply be removed. Alternatively, 
  a high-magic world might include all advanced magic options, 
  Chapter 6
  Chapter 6
  Advanced Magic
  Advanced Magic
  letting players teleport, visit other planes, bring allies back 
  from the dead, and more whenever and however they choose. 
  In a custom world where, say, magic is unstable or not common, 
  perhaps only rituals or another form of advanced magic would 
  be available, and then only in certain situations and with GM 
  approval. In all cases, players and GMs are encouraged to com-
  municate openly before a game starts so that both understand 
  what they are expecting from the game and the place of magic 
  within its setting.
  Included in this chapter are rules for 4 different advanced 
  magic systems: Advanced Talents, Rituals, Spellcrafting, and 
  Incantations. Each of these systems fulfills a different game 
  need, and any or all of them may be used together or separately 
  without issue.
  Advanced Talents: Advanced talents are a series of tal-
  ents that greatly expand what a sphere can do, making advanced 
  magic available at the cost of only a few spell points. With ad-
  vanced talents a Warp caster can traverse worlds, a Creation 
  caster can permanently turn his enemies into stone, or a Life 
  caster can raise his allies from the dead. With advanced talents 
  this high-powered magic becomes part of the caster’s daily rou-
  tine, letting them change the face of their world without the 
  need for gold or esoteric rituals.
  Rituals: Rituals are complex ceremonies through which 
  a caster may create a great variety of magical effects through 
  a significant investment of time and money. With rituals, 
  sphere casters gain access to the scope and breadth of the core 
  Pathfinder RPG spell system in a way that greatly expands the 
  utility of magic, although in a way that makes them impractical 
  for most combats. With rituals, casters can enact utility spells 
  and world-changing magic, but only at times when they have 
  the time and materials to use it.
  Spellcrafting: Spellcrafting is a system that allows crea-
  tures to wield custom powers, combining effects from multiple 
  spheres into magic of their own creation. In many ways, spell-
  crafting is akin to the crafting of magic items, giving players 
  that same level of control over their magic. While not nec-
  essarily as game-changing as other advanced magic systems, 
  spellcrafting, like magic item crafting, involves rules that are 
  purposefully kept vague to better allow for creative expression, 
  and so should always be done with GM oversight.
  Incantations: Incantations are a powerful tool by which 
  a GM can create magic that is truly unique, wondrous, and 
  serves the need of the story or setting. With incantations, play-
  ers use skill checks and a series of very specific conditions to 
  
  Chapter 6: Advanced Magic
  384
  bring about magical effects that are often risky, but also highly 
  rewarding. Incantations could include anything from a villain’s 
  magical formula for destroying the world to a nursery rhyme 
  that reveals to careful listeners how to safely traverse the forest 
  of the fey king. As incantations are independent of character 
  class and caster level, they might even not deal with magic at 
  all; a risky surgical procedure, a puzzle-locked door, or fixing an 
  ancient steam-powered train could all be accomplished through 
  the incantation system.
  Advanced Talents
  With advanced talents, advanced magic becomes part of 
  a caster’s daily activities. Like all magic talents, advanced tal-
  ents are tied to a particular sphere and either provide the caster 
  with new abilities or else augment the base abilities included 
  in that sphere. A caster must spend a magic talent to gain an 
  advanced talent, as they would any other sphere talent. Unlike 
  other talents, however, advanced talents also come with special 
  prerequisites that the caster must meet, usually in the form of 
  a minimum permanent caster level they must possess in the 
  relevant sphere as well as a number of other spheres and talents 
  they must also possess.
  Advanced Alteration Talents
  Diffuse Swarm
  Prerequisites: Alteration sphere (Swarm Shape), caster 
  level 10th.
  When using the Swarm trait from Swarm Shape, you may 
  reduce the size of the creatures in the swarm to Diminutive. 
  At 15th level, you may choose to reduce their size to Fine. 
  Diminutive and Fine swarms are immune to weapon damage.
  Elemental Purity
  Prerequisites: 
  Alteration 
  sphere 
  (Elemental 
  Transformation (transformation)), caster level 7th.
  When bestowing a form through the Elemental 
  Transformation talent, the capabilities of the granted form 
  increase.
  If granting the form of an earth elemental, the target gains 
  earthglide.
  If granting the form of an air elemental, the target’s fly 
  speed increases to 100 feet and their maneuverability increases 
  to (perfect).
  If granting the form of a water elemental, the target’s swim 
  speed increases to 100 feet.
  If granting the form of a fire elemental, the target’s land 
  speed increases to 100 feet
  Energy Manipulation
  Prerequisites: Alteration sphere (any talent granting en-
  ergy resistance as a trait option), caster level 10th.
  You may spend an additional spell point to add the follow-
  ing trait options to your forms:
  Energy Immunity: You may grant the target immunity 
  to one energy type to which it has resistance.
  Vulnerability: You may grant the target vulnerability to 
  one energy type. Calculate this effect after any existing resis-
  tance. If the target is immune to the energy type, this trait has 
  no effect.
  Extreme Changes
  Prerequisites: Alteration sphere (Greater Changes), 
  caster level 5th.
  Increase the number of traits you may apply with your 
  shapeshift by 1. This stacks with the increase from Greater 
  Transformation. This talent may be taken once, then one addi-
  tional time at 10th caster level and every 10 caster levels there-
  after. Its effects stack.
  Fusion
  Prerequisites: Alteration sphere (Mass Alteration), cast-
  er level 5th.
  You may spend a spell point to target two creatures adjacent 
  to each other with your shapeshift and merge them together into 
  one amalgamated body. When doing so, choose one of the crea-
  tures to be the primary creature and one to be the secondary 
  creature. Fusion counts as a shapeshift on the secondary creature 
  which occupies the same space as the primary creature, but a 
  different shapeshift can be applied to the primary creature as 
  normal. You may choose to apply a different shapeshift to the 
  primary creature with the same action as applying the fusion, 
  which share concentration and duration. An amalgamated body 
  can only have one creature merged into it at a time.
  
  Chapter 6: Advanced Magic
  385
  The new amalgamated body possesses current and max-
  imum hit points equal to those of both creatures combined. 
  The amalgamated body possesses the extraordinary and super-
  natural abilities, physical statistics, Fortitude and Reflex saves, 
  initiative, and base attack bonus of the primary creature. The 
  physical ability modifiers of the secondary creature are gained 
  as bonuses to the primary creature’s physical ability scores 
  (minimum 0, increases to Constitution do not increase hit 
  points as those have already been merged together).
  At the caster’s discretion, the shapeshift applied to the pri-
  mary creature may be a Blank Transformation, granting it the 
  limbs beyond what the primary creature already possesses as 
  well as the natural attacks and special abilities of the secondary 
  creature in place of other traits.
  Unless also applying a (transformation) talent to the pri-
  mary creature to merges its equipment, the amalgamated body 
  gains the equipment of both creatures, but may only wear and 
  benefit from one item per magic item slot as usual, and if both 
  creatures were using an item that requires a slot (for example, 
  both wearing armor), only one of those pieces of equipment 
  can be used, with redundant equipment being merged into the 
  amalgamated body.
  Both of the base creature’s minds remain independent, 
  retaining mental ability scores and Will saves and are capa-
  ble of taking purely mental actions, but they act on the same 
  initiative.
  While weapon and armor proficiencies are shared between 
  the two minds, only one mind can control the amalgamated 
  body at a time, and only the feats, skills, and talents of that 
  mind can be accessed. At the start of their turn, if the base 
  creatures do not agree which is to be in control, they may make 
  opposed Will saves to take control of the body that round, but 
  the body is staggered and takes a -4 penalty to Reflex saves 
  and AC from the confusion. Mindless creatures are unable to 
  contest the control of an intelligent creature but two mindless 
  creatures will always contest each other’s control when fused. 
  Effects that allow a Will save target the mind currently con-
  trolling the body. Ongoing magical effects on the base creatures 
  overlap.
  Should this ability fail to affect either target (whether by 
  successful save, spell resistance, or other cause), the effect fails. 
  If the amalgamated creature is killed, the effect ends and both 
  creatures die. The appearance of the merged body is mostly 
  determined by the dominant body, but at the caster’s discre-
  tion its cosmetic appearance may include aspects of the merged 
  creature.
  If either target creature is suffering the effects of a disease, 
  poison, or ongoing spell effect, the amalgamated body imme-
  diately receives a new save at a +4 bonus unless both creatures 
  are under the same effect. If the dominant body possesses im-
  munity to such an effect, the effect is suspended until the fusion 
  ends, though its duration is expended as normal. Ability dam-
  age, drain, or penalty to the physical statistics of the dominant 
  body are retained, but those to mental ability scores continue 
  to affect each creature individually.
  When this effect ends, any hit point damage, ability dam-
  age, ability drain, or other such penalty incurred is split evenly 
  between the two creatures (round up). If this damage would 
  be sufficient to reduce either creature to death, that creature 
  is instead reduced to 1 hit point above its death threshold and 
  is stable, with the excess damage transferred to the other crea-
  ture. If the transferred damage would kill that creature, then 
  both creatures are reduced to 1 hit point above their death 
  threshold and are stable. If it would reduce any ability score 
  below 0, or 1 in the case of Constitution, or if the creature does 
  not have that ability score (such as undead and constructs lack-
  ing a Constitution score), any excess is transferred to the other 
  creature, to a minimum of 0, or 1 in the case of Constitution. 
  Any spell effects, poisons, diseases, or other effects that affect-
  ed the amalgamated creature continue to affect both creatures, 
  but durations are halved and any subsequent saves are made at 
  a +4 bonus. If the space available at the end of this effect can-
  not accommodate both creatures, they may make opposed Will 
  saves. The loser is shunted to the nearest empty space, taking 
  1d6 damage per 10 feet of solid material it passes through.
  Homogenize
  Prerequisites: Alteration sphere (Twisted Shapeshift), 
  caster level 15th.
  You may spend an additional spell point to increase the 
  damage from Twisted Shapeshift to 10 damage per caster level, 
  with a Fortitude save to negate this increase. A creature reduced 
  to 0 hit points or below by this ability becomes a homogenous 
  pool of organic material.
  Manipulate Healing
  Prerequisites: Alteration sphere (Vitality), caster level 
  10th.
  You may spend an additional spell point to add the follow-
  ing trait options to your forms:
  Block Healing: You may remove any fast healing or re-
  generation the target possesses. Additionally, any attempt to 
  magically heal the target requires a magical skill check against 
  your MSD.
  Regenerate Flesh: In addition to the normal healing 
  from the Fast Healing option of the Vitality talent, the target’s 
  severed body members (fingers, toes, hands, feet, arms, legs, 
  tails, or even heads of multi-headed creatures), broken bones, 
  and ruined organs grow back. The physical regeneration is 
  complete in 1 round if the severed members are present and 
  touching the creature. It takes 2d10 rounds otherwise. This is 
  an upgrade to, and does not stack with, the Fast Healing trait.
  Permanent Transformation
  Prerequisites: 
  Alteration 
  sphere 
  (Lingering 
  Transformation), caster level 10th.
  When applying a shapeshift, you may spend 2 spell points 
  to change your shapeshift into an instantaneous effect, perma-
  nently changing the creature into the new form. Because this 
  is an instantaneous effect, it cannot be dispelled once placed. 
  The target is still under the effect of a shapeshift, however, and 
  any caster attempting to apply a new shapeshift to the target (ex-
  cept the original caster himself) must succeed at a magic skill 
  check as usual; the second shapeshift replaces the first instead 
  of adding to it. When the second shapeshift’s duration expires, 
  the first shapeshift returns. A second application of a Permanent 
  Transformation can be used to counter the first Permanent 
  Transformation, returning the target to its original form. The 
  
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  386
  Make Whole advanced Life talent, as well as polymorph any 
  object, can also restore the target to its original form.
  Size Mastery
  Prerequisites: Alteration sphere (Size Change), caster 
  level 15th.
  When using the Size Change talent, you may spend an addi-
  tional spell point to increase the maximum/minimum possible 
  size to Gargantuan/Fine. At caster level 20th, you may instead 
  spend two additional spell points to increase the maximum size 
  to Colossal. Ability score changes follow the standard rules for 
  the Size Change talent.
  Star-Spawn Body (body)
  Prerequisites: Alteration sphere (Aberrant Body or 
  Cosmic Body), caster level 5th.
  You may spend an additional spell point to add the follow-
  ing trait options to your forms:
  Impossible Geometries: You may grant the target the 
  appearance of impossible geometries, making its apparent and 
  actual positions different. This grants a 2% miss chance per 
  caster level against all attacks. The true seeing spell or True 
  Seeing Divination sphere talent can defeat this miss chance, 
  but any creature that looks upon the target while under the 
  aforementioned effects must succeed at a Will save equal to 
  your Alteration sphere DC or be staggered for 1d4 rounds (this 
  is a mind-affecting effect). (requires caster level 10th)
  If you possess the Mind sphere, you may spend an addi-
  tional spell point to add the following traits to your forms:
  • Unspeakable Presence: You may grant the target a 
  fear aura with a 30-foot radius. Hostile creatures must 
  attempt a Will save against a DC of 10 + 1/2 the target’s 
  Hit Dice + their Charisma modifier each round they 
  end their turn within the aura. On a failure they be-
  come shaken until they leave the aura and 1d4 rounds 
  after leaving it. This effect stacks with itself, shaken 
  creatures become frightened and frightened creatures 
  become panicked for the same duration. This is a 
  mind-affecting effect.
  • Overwhelming Mind: You may alter the target’s 
  mind to be overwhelming in its power and alien struc-
  ture. The first time a creature other than an outsider 
  (excluding native outsiders) or aberration makes men-
  tal contact with a creature with this trait, it must suc-
  ceed at a Will save equal to your Alteration DC or be 
  stunned for 1 round. On a successful save, the creature 
  is merely staggered for 1 round. This effect can occur 
  whether the target initiates mental contact (such as via 
  a demand, dream, nightmare, or sending spell, certain 
  Mind sphere effects or spell-like abilities, or once per 
  round merely by telepathic communication) or anoth-
  er creature attempts to do so (such as via detect thoughts 
  or the Mind sphere). Once a creature is exposed to 
  overwhelming mind, it is immune to this effect for 24 
  hours. This is a mind-affecting effect. (requires caster 
  level 10th)
  Starflight: You may grant the target the ability to survive 
  in the void of outer space. It flies through space at an incredible 
  speed. Although exact travel times vary, a trip within a single 
  solar system should take 3d20 hours, while a trip beyond should 
  take 3d20 days (or more, at the GM’s discretion). (requires fly 
  speed, caster level 15th)
  Transform Object
  Prerequisites: Alteration sphere (Object Transformation 
  (transformation)), caster level 1st.
  You may spend a spell point to target objects with your 
  shapeshift. You may not apply Blank Transformation to an ob-
  ject. Use the base statistics of an animated object of the object’s 
  size to determine the resulting creature’s statistics. The object 
  obeys your command and understands your language, but as it 
  is not intelligent, it can only obey simple commands such as 
  ‘move’, ‘fight’, ‘guard’, ‘stop’, etc. Transformed objects do not 
  gain any construct points. They take full damage from attacks 
  and energy effects, and lose any hardness they possess while 
  transformed. The size of object you can transform is given in 
  the table below:
  CL
  Size
  Sample Object
  Hit Dice
  1
  Tiny
  Candelabra
  1d10
  5
  Small
  Chair
  2d10+10
  10
  Medium
  Cage
  3d10+20
  15
  Large
  Statue
  4d10+30
  20
  Huge
  Wagon
  7d10+40
  25
  Gargantuan
  Catapult
  10d10+60
  Advanced Blood Talents
  Arrest Flow (still)
  Prerequisites: Blood sphere, caster level 15th.
  If a creature is already under the effects of your blood con-
  trol, you may spend two spell points as a standard action to stop 
  all circulation in the body of a creature. On a failed Fortitude 
  save, the target is immediately rendered unconscious. The tar-
  get is staggered for 1 round on a successful save. If rendered 
  unconscious, the following round the creature must succeed at 
  a Fortitude save or die instantly. On a successful save, the target 
  remains unconscious for 1d4 rounds. This is a death effect.
  Drain Lifeblood
  Prerequisites: Blood sphere, caster level 1st.
  When using the Bleed (quicken) ability, you may spend 1 ad-
  ditional spell point to force affected creatures to suffer 1 point 
  of Constitution bleed instead of the normal bleed damage. This 
  is not increased by Hemorrhage. If you possess Absorb Blood, 
  you may treat any hit points lost by this ability as bleed damage 
  for the purpose of that talent.
  Overclock
  Prerequisites: Blood sphere (Control Oxygenation 
  (quicken, still)), caster level 18th.
  When using the (quicken) option of Control Oxygenation, 
  you may spend three additional spell points to grant the tar-
  get an additional standard action each round for a number of 
  rounds equal to its Constitution modifier (minimum 1 round) 
  or until your blood control ends, whichever comes first. In any 
  round the target uses this extra action it takes 1d4 Constitution 
  burn. This damage increases to 1d6 if the target is fatigued and 
  
  Chapter 6: Advanced Magic
  387
  to 1d8 if the target is exhausted. The target is exhausted at the 
  end of this effect. This additional standard action cannot be 
  used to cast a spell or sphere effect.
  Puppet Master
  Prerequisites: Blood sphere (Blood Puppet (quicken)), 
  caster level 10th.
  When spending an action to direct your blood puppet, you 
  may have all creatures under your control perform the same 
  action if it is possible for them.
  Sanguine Minion
  Prerequisites: Blood sphere (Extract Blood Construct, 
  Lengthened Control), caster level 5th.
  When you create a blood construct, you may spend 2 spell 
  points to make the creation an instantaneous effect. The crea-
  ture exists independent of your concentration, has no duration, 
  and cannot be dispelled. These constructs still count against 
  the total number of blood constructs you may have created at 
  any one time. If you create more than your total, you may select 
  which constructs are destroyed.
  Advanced Conjuration Talents
  Call Planar Creature
  Prerequisites: Conjuration sphere, caster level 1st.
  You may call beings from other planes and bring them into 
  your own. Calling a creature in this manner takes 10 minutes 
  of focused casting and costs 2 spell points. Calling takes one 
  of two forms: allies and hostiles. If you call a servant of an ex-
  traplanar being with which you have a strong connection (i.e., a 
  cleric calling a servant of its god) they are considered an ally. All 
  other creatures are considered hostiles, regardless of their dis-
  position towards the caster. GMs have the final say in whether 
  or not a character is capable of calling allies.
  To call a target, you must choose a location within close 
  range for them to appear, and the kind of creature to be called 
  must be known and stated. If you wish to call a specific individ-
  ual, you must use that individual’s proper name. You may call 
  multiple creatures with one use of this ability (up to 3 at once) 
  but the Hit Dice of a single creature cannot exceed your MSB, 
  while the combined Hit Dice of all creatures cannot exceed 
  your caster level.
  Allies: Allies are never hostile and do not resist, although 
  additional payment is always expected for their services.
  Payment can take a variety of forms, from donating gold 
  or magic items to an allied temple, to a gift given directly to 
  the creature, to a quest on your part that matches the crea-
  ture’s alignment and goals. Regardless, this payment must be 
  made before the creature agrees to perform any services. The 
  bargaining takes at least 1 round, so any actions by the creature 
  begin in the round after it arrives.
  A task taking up to 1 minute per caster level requires a pay-
  ment of 100 gp per Hit Die of the creature called. For a task 
  taking up to 1 hour per caster level, the creature requires a pay-
  ment of 500 gp per Hit Die. A long-term task, one requiring 
  up to 1 day per caster level, requires a payment of 1,000 gp per 
  Hit ..Die. A nonhazardous task requires only half the indicated 
  payment, while an especially hazardous task might require a 
  greater gift.
  Few if any creatures will accept a task that seems suicidal 
  (unlike a companion from the Conjuration sphere that simply 
  returns to its home plane when reduced to 0 hit points, a called 
  creature actually dies when it is killed). However, at the GM’s 
  discretion, if the task is strongly aligned with the creature’s 
  ethos, it may halve or even waive the payment.
  If an agreement cannot be reached, the ally returns to their 
  home plane immediately. If you are not willing to give the re-
  quested payment, but attempt to press the target into service 
  anyway, treat the creature as hostile. Pressing a creature in this 
  way may have a detrimental effect on any future attempts to call 
  an allied outsider.
  Hostiles: If a hostile creature is unwilling to be called, it 
  is allowed a Will saving throw to resist. If the saving throw suc-
  ceeds, the creature is not called. If the saving throw fails, the 
  creature is immediately called (spell resistance does not keep it 
  from being called).
  When a hostile creature is called, it is rooted to a specif-
  ic location within range (you can decide how much space to 
  give it, up to a 30-foot radius). It cannot leave this area until an 
  agreement with you has been reached. It can escape this loca-
  tion by successfully pitting its spell resistance against your mag-
  ic skill check, by teleportation or dimensional travel, or with a 
  successful Charisma check pitted against a DC of your MSD + 
  your Charisma modifier. It can try each method once per day. If 
  it breaks loose, it can do as it pleases, including fleeing, return-
  ing to its home plane, or attacking you.
  If the creature does not break free of its prison, you can 
  keep it bound for as long as you dare. You can attempt to com-
  pel the creature to perform a service by describing the service 
  and perhaps offering some sort of reward. You make a Charisma 
  check opposed by the creature’s Charisma check. The check is 
  assigned a bonus of +0 to +6 based on the nature of the ser-
  vice and the reward. If the creature wins the opposed check, 
  it refuses service. New offers, bribes, and the like can be made 
  or the old ones re-offered every 24 hours. This process can be 
  repeated until the creature promises to serve, until it breaks 
  free, or until you decide to dismiss it (a free action so long as it 
  remains trapped). Impossible demands or unreasonable com-
  mands are never agreed to. If you ever roll a natural 1 on the 
  Charisma check, the creature breaks free of the spell’s effect 
  and can escape or attack you.
  Once the requested service is completed, the creature 
  need only to inform you to be instantly sent back whence it 
  came. The creature might later seek revenge. If you assign some 
  open-ended task that the creature cannot complete through its 
  own actions, the effect remains for a maximum of 1 day per cast-
  er level, and the creature gains an immediate chance to break 
  free (with the same chance to resist as when it was trapped). 
  Note that a clever recipient can subvert some instructions.
  At the end of its task, or when the bargained duration 
  expires, a called ally returns to its home plane (after reporting 
  back to you, if appropriate and possible).
  
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  388
  Diagram
  Prerequisites: Conjuration sphere (Call Planar Creature), 
  caster level 1st.
  When using the Call Planar Creature advanced talent 
  to call hostile creatures, your traps are even harder to break 
  than usual. If you spend 10 minutes and succeed at a DC 20 
  Spellcraft check to prepare a summoning circle before you call 
  a creature, that creature finds it very difficult to escape. You 
  cannot know the result of your Spellcraft check until after the 
  calling is performed, but you may take 20 on this check by ded-
  icating 3 hours and 20 minutes to creating the circle.
  If your check is successful, the called creature cannot use 
  its spell resistance to attempt to escape its prison, nor use any 
  dimensional or teleportation effects, nor can any of its abilities 
  or attacks cross the prison’s border. When pitting its Charisma 
  against your trap, the DC increases by 5. While a creature can-
  not disturb the summoning circle, if any outside force disturbs 
  the circle (even a hair falling across it), the called creature is 
  immediately freed.
  Greater Altered Size (form)
  Prerequisites: Conjuration sphere (Altered Size (form)), 
  caster level 15th.
  You may increase the size of a Huge companion to 
  Gargantuan or a Gargantuan companion to Colossal. You may 
  decrease the size of a Diminutive companion to Fine. This tal-
  ent may be taken more than once for the same companion to 
  enlarge the companion from Gargantuan to Colossal.
  Greater Healing (form)
  Prerequisites: Conjuration sphere (Natural Aspect 
  (form) (fast healing option)), companion with 3 Hit Dice or 
  greater.
  Your companion’s fast healing increases by +1 per 3 Hit 
  Dice.
  Regenerating Companion (form)
  Prerequisites: Conjuration sphere (Natural Aspect 
  (form) (fast healing option)), caster level 10th.
  Your companion’s fast healing becomes regeneration in-
  stead. Your companion is not dismissed if reduced to or below 
  0 hit points, nor are effects that trigger when the companion 
  is reduced to 0 hit points (such as Explosive Companion) trig-
  gered, unless this regeneration is suppressed.
  This regeneration is overcome by two of the following 
  damage types of your choice: acid, bludgeoning, cold, electric-
  ity, fire, negative energy, piercing, positive energy, or slashing. 
  You cannot select a damage type that your companion possess-
  es resistance or immunity to from a permanent ability, such as 
  a (form) or (type) talent.
  Should your companion later gain resistance or immunity 
  to the selected damage type from a permanent ability, you must 
  select a new damage type.
  Swarm Companion (form)
  Prerequisites: Conjuration sphere (Altered Size (form)).
  You may grant your companion the swarm subtype, with 
  constituent members of Tiny size. Your companion’s swarm 
  damage is 1d6 + 1d6 per 3 Hit Dice. At caster level 10th, you 
  can reduce the swarm to Diminutive and at caster level 15th to 
  Fine. The swarm possesses a hive mind with the mental abilities 
  of the companion, so it may be targeted with mind affecting 
  effects unless possessing another ability that would prevent it. 
  The swarm loses all natural attacks, but counts its swarm dam-
  age as a natural attack for abilities that modify a natural attack, 
  such as the poison option of the Monstrous Attacks (form) 
  talent.
  This talent cannot be applied to a companion with the 
  Troop Companion (form) talent.
  Troop Companion (form)
  Prerequisites: Conjuration sphere.
  You may grant your companion the troop subtype, with 
  constituent members of a Small or Medium size. Your compan-
  ion’s troop damage is 1d6 + 1d6 per 3 Hit Dice with an enhance-
  ment bonus, reach, and threatened area per the companion’s 
  attacks (thus a companion with the Battle Companion (form) 
  talent summoned with a reach weapon threatens as a creature of 
  the individual’s size with a reach weapon). The troop gains no 
  benefit from additional natural attacks, but if it possesses at 
  least one natural attack may count its troop damage as a nat-
  ural attack for abilities that modify a natural attack, such as 
  the poison option of the Monstrous Attacks (form) talent. The 
  companion still counts as a single creature for the purpose of 
  being targeted by mind affecting effects.
  This talent cannot be applied to a companion with the 
  Swarm Companion (form) talent or with a size other than 
  Medium or Small.
  Vanishing Companion (form)
  Prerequisites: 
  Conjuration 
  sphere 
  (Camouflaged 
  Companion (form)), caster level 10th.
  Your companion may use the Stealth skill to hide even 
  while observed.
  Advanced Creation Talents
  Costly Creation
  Prerequisites: Creation sphere (Expanded Materials (ma-
  terial), Lengthened Creation; Create Materials or Permanent 
  Change), caster level 15th.
  You may spend 5 additional spell points when using Create 
  Materials or Permanent Change to permanently create valuable 
  raw materials, including gems, precious metals (such as gold or 
  silver), and rare metals (such as cold iron or mithral). When 
  using this talent your caster level is halved for determining the 
  quantity of material that can be created.
  Note: This talent can be unbalancing for a game, and GMs should 
  consider its role in their setting before allowing it to fall into player 
  hands. However, if handled correctly, this talent can lead to interesting 
  interactions between players and setting. For example, the players might 
  flood a market with rare jewels only to find their value plummets as the 
  market floods. This applies to the selling of a mass amount of mithral or 
  adamantine as well. Also remember that towns have a maximum buy 
  value and attempting to sell items that exceed this value cannot be done.
  Additionally take note of how this talent could affect the world 
  at large outside of PC hands. If many high level Creation casters ex-
  ist, then normally rare materials might be commonplace in the setting, 
  their rarity long since diminished by industrious casters, or perhaps the 
  materials are not naturally occurring at all and the few mages with the 
  ability to create them charge a fortune for their use, keeping their prices 
  
  Chapter 6: Advanced Magic
  389
  high. This ultimate secret of Creation might even be passed down only 
  among those of a certain order, limiting the talent’s availability to a 
  select few, like medieval guilds, with well guarded, secret recipes whose 
  methods could be lost.
  Create Materials
  Prerequisites: Creation sphere (Lengthened Creation), 
  caster level 10th.
  You may spend 2 spell points to create raw materials. This 
  is an instantaneous effect; you create the material as self-evi-
  dent normal material, and thus it cannot be dispelled and has 
  no duration. You cannot create complex items, i.e., you may cre-
  ate walls, battlements, ramps, or domes, but cannot create cat-
  apults, armor, or a complete building in this manner, although 
  the material may be crafted as any other material after it is sum-
  moned. If you possess the Fabricate advanced talent, you may 
  permanently create any object you could normally create, provid-
  ed you succeed on an appropriate Craft check first.
  You can summon any material you may create, with the ex-
  ception of gems, precious metals (such as gold or silver) or rare 
  metals (such as cold iron or mithril), unless you possess Costly 
  Creation (see above for further information).
  Dissolution (alter)
  Prerequisites: Creation sphere (Potent Alteration).
  You may spend a spell point when using Destroy on a 
  non-magical, unattended object. The ability does not deal dam-
  age and instead simply disintegrates as much as a 10-foot cube 
  of nonliving matter.
  When targeting an attended non-magical object, magical 
  object, or creature (by spending an additional spell point via 
  Potent Alteration), you may spend another spell point to re-
  duce the target to its component parts. The target is entitled to 
  a Fortitude saving throw. Failure results in the target taking 2d6 
  points of damage per caster level that bypasses all hardness, re-
  sistances, and damage reduction. A successful save reduces this 
  damage to the normal damage of the Potent Alteration talent. 
  If this damage reduces the creature or object to 0 or fewer hit 
  points, it is entirely disintegrated.
  Duplicate
  Prerequisites: Creation sphere (Exquisite Detail), caster 
  level 5th.
  You may touch a single object and, as a full-round action, 
  create a perfect duplicate of the object either in your hand or 
  an adjacent square. The object is an exact replica in every way, 
  and the only way to tell the object is not the original is the lin-
  gering Creation aura surrounding the object. You must be able 
  to create all of the materials included in its construction, other-
  wise the object created is crafted from materials you can create 
  and colored to appear like the original, which could give away 
  the ruse. Magical items duplicated are always non-magical but 
  otherwise flawless imitations. If you possess Create Materials, 
  you may spend an additional 2 spell points to duplicate the ob-
  ject as an instantaneous effect, in which case it has no lingering 
  Creation aura.
  If you possess the Fleshcrafting and Bestow Life advanced 
  talents, you may create a duplicate of a target creature. This du-
  plicate appears to be the same as the original, but it has only 
  half of the real creature’s levels or Hit Dice (and the appro-
  priate hit points, feats, skill ranks, and special abilities for a 
  creature of that level or Hit Dice). You must attempt a Disguise 
  check when you cast the spell to determine how good the like-
  ness is (you may use your caster level in place of your ranks 
  in Disguise). If you possess Exquisite Detail you may add your 
  caster level as a bonus to this check, even if you use your caster 
  level in place of your ranks in Disguise. A creature familiar with 
  the original might detect the ruse with a successful Perception 
  check (opposed by the caster’s Disguise check) or a DC 20 
  Sense Motive check to get a hunch something is 
  wrong. The duplicate creature is not under your 
  control, though it recognizes you are its creator 
  and functions as a faithful companion, as described under the 
  Bestow Life talent. Creating a duplicate in this manner costs 
  1 spell point + 1 additional spell point for every 3 Hit Dice of 
  the duplicate creature and you may not create a duplicate of a 
  creature with more Hit Dice than your caster level. These du-
  plicates are incapable of growing in power, but otherwise age as 
  normal (if made permanent with Create Materials). No magical 
  effects affecting the target are duplicated.
  Fabricate
  Prerequisites: Creation sphere (Forge (alter)), caster lev-
  el 10th.
  When using your Forge talent, you may spend an addition-
  al spell point to produce items of great detail. You must succeed 
  at the appropriate skill check to make complex items and work 
  at a rate of 1 round per 10 cubic feet when working in this man-
  ner. You can only work with a material which you can create.
  
  Chapter 6: Advanced Magic
  390
  Fleshcraft (material)
  Prerequisites: Creation sphere (any (material) talent), 
  caster level 10th.
  You may create and alter flesh as you would other materials. 
  While you may craft from flesh (hardness 0, 2 hit points per 
  inch) and bone (hardness 5, 10 hit points per inch) as you might 
  any other material, this also means you can create the body of a 
  creature. Created bodies are not alive, and you must attempt a 
  Disguise check if attempting to create a copy of a specific indi-
  vidual. You may also alter a body, although you must spend an 
  additional spell point to alter a living creature (Fortitude ne-
  gates). You may create a permanent body through the Create 
  Materials talent.
  If used in conjunction with the Change Material talent to 
  affect a living creature, this does not kill the target; however, 
  they do not appear to be alive for effects that would detect such 
  things, and they may be injured as any other object. When re-
  turned to normal the creature is still alive (provided they were 
  not destroyed in this alternate form), but any injuries or defor-
  mities gained in their altered state carry over to their original 
  forms.
  If you possess the Forge talent, you may sculpt a creature’s 
  body in one of the following ways:
  • You can remove or restore an arm, leg, or tail. While 
  technically you can add a limb to a creature that was 
  not missing one, these extra limbs are too weak to hold 
  things or be used to attack.
  • You may remove or restore a sense: sight, hearing, 
  touch, taste, or smell.
  • You may attack the target’s body, dealing 2d6 
  Constitution damage.
  • If you possess the Fabricate advanced talent, you 
  may change a creature’s appearance permanently. 
  You attempt a Disguise check if mimicking a specific 
  creature.
  Magma Mastery (material)
  Prerequisites: Creation sphere (Plasma Production (ma-
  terial)), caster level 10th.
  You may create or alter lava and magma (3 cubic feet equals 
  a Small creature). Lava and magma count as a harmful liquid.
  Material Body (alter)
  Prerequisites: Creation sphere (any (material) talent, 
  Change Material (alter)), caster level 5th.
  You may spend a spell point to change a willing, touched 
  creature’s skin into another solid material you can create as 
  long as you maintain concentration to a maximum of 1 min-
  ute per caster level. You may spend an additional spell point 
  to maintain this effect without concentration. If you possess 
  Lengthened Creation, the duration of this ability is increased 
  to 1 hour per caster level.
  The creature gains damage reduction equal to the materi-
  al’s hardness. This damage reduction is bypassed by adaman-
  tine as long as the material’s hardness is less than 20.
  Once this damage reduction has prevented a number of 
  points of damage equal to the material’s hit points per inch per 
  3 caster levels the effect ends.
  If you possess the Fleshcrafting advanced talent, the ef-
  fect increases, granting the target a +4 bonus to saving throws 
  against diseases and poisons, and a 50% chance that any critical 
  hit or sneak attack against the target is treated as a normal hit, 
  as if the target were wearing medium fortification armor.
  Mythical Material Maker (material)
  Prerequisites: Creation sphere (any (material) talent), 
  caster level 15th.
  Add adamantine and any similarly incredibly rare material 
  that is known to you, subject to GM discretion, to the list of 
  materials you can create. Treat your caster level as 1/2 for deter-
  mining both size and duration for effects involving adamantine 
  and similar extremely rare materials. This can be done perma-
  nently with Costly Creation, though the penalty from both tal-
  ents stacks when creating permanent incredibly rare materials.
  Note: Metals and other materials similar to adamantine in 
  rarity or power may not exist in all campaign settings. In these 
  situations, the GM is encouraged to add any setting specific ex-
  tremely rare materials not normally able to be affected by create/
  alter to the list of affected materials granted by this talent. The 
  purpose of this talent is to allow access to even the rarest of 
  materials, save for those that are divine in nature.
  Ooze Originator (create)
  Prerequisites: Creation sphere (Acidic Creation (materi-
  al)), caster level 5th.
  You may create and animate an ooze creature. You must 
  spend an additional spell point for every 4 Hit Dice of the de-
  sired ooze; you cannot create an ooze with more Hit Dice than 
  your caster level or that is larger than you can create. The mag-
  ic behind the ooze’s creation allows it to recognize you as its 
  creator and obey basic commands such as “attack”, “defend”, 
  or “move” and to follow them to the best of its ability, but it 
  otherwise is a normal, mindless member of its kind and will act 
  appropriately.
  This ooze may be any un-templated creature of the ooze 
  type or a unique creation subject to GM discretion. You may 
  not control more Hit Dice of ooze than your caster level; if you 
  create more than this, the earliest-created oozes no longer rec-
  ognize you as their creator until you are under this limit again. 
  Oozes can be made permanent through the Create Materials 
  advanced talent.
  Permanent Change
  Prerequisites: Creation sphere (Change Material (alter), 
  Expanded Materials (material), Forge (alter)), caster level 10th.
  When using your Change Material talent, you may spend 
  an additional spell point to make the change an instantaneous 
  effect; the change is permanent and cannot be dispelled. If 
  used on a target in conjunction with the Change Material and 
  Fleshcraft talents, another application of the Fleshcraft and 
  Change Material talents can return them to normal for a limit-
  ed time, but only another use of the Permanent Change talent 
  or the use of the Make Whole advanced Life talent can perma-
  nently reverse this effect. You cannot create a permanent change 
  involving gems, precious metals (such as gold or silver) or rare 
  metals (such as cold iron or mithril), unless you possess Costly 
  Creation.
  
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  391
  Plasma Projection
  Prerequisites: Creation sphere (Plasma Production (ma-
  terial)), caster level 5th.
  When holding any object that could be reasonably used as 
  a hilt or wielding a melee weapon you may spend a spell point 
  to create in the space above the hilt or alter the weapon into a 
  blade of plasma. The shape of the plasma can take any form you 
  wish, but regardless of its form treat this weapon as an energy 
  sword (see Equipment section) that you are proficient with that 
  lasts for 1 round per caster level without concentration. You 
  may spend an additional spell point when this duration expires 
  to renew its duration as a free action. This duration can be ex-
  tended by Lengthened Creation as normal. While the effect 
  persists the energy blade can be turned off or on again by the 
  wielder as a swift action.
  You may spend an additional spell point as a swift action 
  each round to increase the length and intensity of the ‘sword’ for 
  1 round. The sword’s damage increases by 1d10 (for a Medium 
  energy sword) and an additional 1d10 for every 5 caster levels 
  you possess beyond 5th. When enlarged in this way, the energy 
  sword may threaten and make attacks at a reach of 10 feet or 
  against adjacent targets at no penalty.
  State Shift (alter)
  Prerequisites: Creation sphere (Change Material (alter)), 
  caster level 10th.
  When using Change Material, you may turn gases, liquids, 
  and solids into either of the other two states. If you have Plasma 
  Production you may also convert matter into a plasma and vice 
  versa. This is a magical effect and the change in form itself has 
  no additional effect on the condition of the target object, deal-
  ing no damage to it. When turning a solid into a liquid or gas 
  the resultant object disperses as normal, but recombines when 
  the effect ends and in the same location unless its component 
  parts have been collected and moved elsewhere. If all pieces 
  of an object are not present, the object still regrows from the 
  largest remaining piece.
  If a magical object is converted into a new form, its magical 
  properties cannot be used unless they are still applicable to its 
  new state of matter.
  Sustenance (material)
  Prerequisites: Creation, caster level 1st.
  You may spend 10 minutes to create enough bland food and 
  drink to sustain a number of Medium-sized creatures equal to 
  your casting ability modifier. If you possess Exquisite Detail 
  you may create any normal assortment of food or drink using 
  Profession (Cook) and gaining a bonus to this check equal to 1/2 
  your caster level. This is an instantaneous Creation effect that 
  costs no spell points. Alternatively, you may use this ability as a 
  standard action by spending 1 spell point.
  Additionally, by spending 1 spell point, you may create or 
  alter any one object with normal size and material limitations 
  to be edible. The object becomes nutritious enough to sustain 
  a number of creatures based on its total size, with a Tiny-sized 
  object being enough for a Medium creature. The object is treat-
  ing as having a hardness of 0 against bite attacks, and creatures 
  that do not have bite attacks can bite it to deal 1d3 + 1/2 Strength 
  modifier damage to the object. Objects in this way only retain 
  this property for a limited period of time as normal for altering 
  objects, but any part of the object that was devoured during 
  this time is instantaneously converted into food. If you possess 
  Permanent Change, you may make this an instantaneous effect 
  by spending an additional spell point.
  Advanced Dark Talents
  Animated Shadow (shadow)
  Prerequisites: Dark sphere (Shadow Lurk (shadow)), 
  caster level 5th.
  By spending one spell point you lend your shadow anima-
  tion and substance, allowing it to move and manipulate objects 
  as if they were an additional set of limbs for 1 hour per cast-
  er level. Your animated shadow has two arms and a reach of 10 
  feet. It can retrieve and use stored items, wield and attack with 
  weapons, activate magical items, accomplish delicate tasks like 
  disabling a lock, and deliver touch attacks, all using your own 
  statistics and bonuses. These arms can not be used to make ad-
  ditional attacks above your normal maximum, gain extra magic 
  item slots, or grant additional actions. You may not use other 
  abilities or talents that allow you to use your shadow to manip-
  ulate objects, such as shadow limb and Shadow Boxing, while 
  Animated Shadow is active.
  Black And Black Morality (blot, darkness, shadow)
  Prerequisites: Dark sphere (Gaze Into The Abyss), cast-
  er level 10th.
  By spending additional 2 spell points you may empower a 
  blot, darkness, or shadow so that the alignments of those within 
  are rendered utterly null. Any new spell or effect targeting a 
  creature or object of a particular alignment, or with a variable 
  effect determined by alignment, automatically fails against tar-
  gets protected by Black And Black Morality. Creatures lose the 
  benefit of alignment-based damage reduction when affected by 
  Black And Black Morality. Any ongoing spell or effect target-
  ing alignment, such as a paladin’s smite ability or the penalties 
  inflicted by a strongly aligned plane, are suspended for as long 
  as the target is protected by Black And Black Morality, but 
  not ended. Time spent protected by Black And Black Morality 
  counts against the duration of ongoing effects.
  Eternal Darkness
  Prerequisites: Dark sphere (Lingering Darkness), caster 
  level 10th.
  When creating darkness, you may spend 2 spell points to 
  turn your darkness into a permanent effect that lasts until it is 
  dispelled. Once created, this darkness is unmoving. It cannot be 
  centered on a creature or object with the Clinging Darkness 
  talent, and cannot be moved with the Rolling Blackout talent, 
  though you can adjust its area with Shifting Shadows.
  Lightless Penumbra (shadow)
  Prerequisites: Dark sphere (Shadowed Mien (shadow)), 
  caster level 1st.
  By spending an additional spell point you may render your 
  shadowed mein entirely opaque, protecting the target from 
  harm from daylight, magical or normal, and granting a bonus 
  equal to your caster level on saves against light, pattern, and 
  vision-based effects. You are always treated as having your eyes 
  averted with respect to gaze attacks, though you suffer none of 
  
  Chapter 6: Advanced Magic
  392
  the associated penalties. Creatures with extreme vulnerability 
  to daylight, such as vampires and shadow demons, are protect-
  ed from daylight by this talent.
  Melt Into Shadow
  Prerequisites: Dark sphere (Animated Shadow (shadow), 
  Flowing Darkness), caster level 10th.
  By spending 2 spell points as a standard action you may 
  become an area of blot for one minute per caster level. You gain 
  a climb speed equal to the land speed and may pass through 
  small cracks and openings as if using the Flowing Darkness tal-
  ent. You gain a bonus to your reach equal to the radius of your 
  darkness.
  In blot form you can manipulate objects and use your items 
  (which also take on blot form) as if using the Animated Shadow 
  talent. In this form you lose AC bonuses from armor and natu-
  ral armor, but gain DR/- equal to 1/2 your caster level. You can-
  not be tripped in blot form. Losing contact with a solid surface, 
  either through your own actions or those of an ally or oppo-
  nent, immediately ends Melt Into Shadow.
  You may imbue yourself with one (blot) talent at normal 
  spell point cost. This talent affects all targets within the area of 
  your reach. You may change your active (blot) talent as a stan-
  dard action, though you must pay any spell point cost associ-
  ated with the new talent. You may end Melt Into Shadow as 
  a swift action, rematerializing in any unoccupied space within 
  your reach.
  Midnight (darkness)
  Prerequisites: Dark sphere (Greater Darkness), caster 
  level 10th.
  You may spend 2 additional spell points to increase the 
  area of your darkness to a 2 mile radius.
  One With The Void
  Prerequisites: Dark sphere (Step Through Darkness 
  (meld)), caster level 10th.
  By spending 2 spell points as a standard action you may 
  become an area of your own darkness for one minute per caster 
  level. You become incorporeal and gain a fly speed of 30 feet 
  (good). You may share spaces freely with allies and enemies, 
  without any benefit or penalties to either party from doing 
  so. You cannot make attacks in this form and do not threaten, 
  though you may still cast spells and use talents.
  You may adjust your size as a move action from a 5-foot 
  radius sphere up to the maximum volume of your darkness, and 
  you may imbue yourself with one (darkness) talent at its nor-
  mal spell point cost. Changing your active (darkness) talent is a 
  standard action, and you must pay any spell point cost associat-
  ed with the new talent. You may not manipulate objects or use 
  your own items in this form. Ending this effect is a swift action 
  allowing you to rematerializing in any unoccupied space within 
  your personal area of darkness.
  Pitch Black
  Prerequisites: Dark sphere (Pure Darkness (darkness)), 
  caster level 10th.
  Pure Darkness no longer counts against the number of 
  (darkness) talents you may apply to an area of darkness.
  In addition, when you apply the effects of Pure Darkness 
  to your darkness, you may spend an additional spell point to 
  make an even deeper area of shadow. All areas of light, even 
  bright light, become absolute darkness, and no mundane light 
  sources function. Darkvision or even see in darkness does not 
  function in this area, and all other senses (such as blindsight, 
  scent, and even see in darkness) are reduced to a 5 feet range.
  Shadow Double (shadow)
  Prerequisites: Dark sphere (Animated Shadow (shadow), 
  Shadow Lurk (shadow)), caster level 15th.
  You may spend 3 spell points as a standard action to split 
  off your shadow to act as an independent creature unwaveringly 
  loyal to you for one hour per caster level. Your shadow double has 
  the same attributes and statistics as you do, but half as many hit 
  points, and its copies of your equipment are entirely non-mag-
  ical. If it removes or drops its copied equipment, it disappears 
  after 1 round. You may give your shadow double additional equip-
  ment to use, including magical equipment, but you share one 
  set of magic item slots and may not both benefit from an item 
  in the same slot. It casts spells and uses spell-like abilities as 
  you do, but you both draw from the same pool of spell points, 
  spell-like abilities, spell slots, and memorized spells. Your shad-
  ow double may move any distance from you as long as it remains 
  on the same plane of existence.
  You do not cast a shadow while this ability is active, nor 
  may you use or be the target of any abilities or talents that af-
  fect your shadow while your shadow double is active.
  Reattaching your shadow double is a move action that does 
  not provoke attacks of opportunity. Either you or your shadow 
  double may spend this action. If your shadow double is killed or 
  removed from the same plane of existence as you, it winks out 
  of existence and drops any non-copied equipment or items it is 
  carrying, and your shadow returns with a surge of energy that 
  causes you to be stunned for 1d4 rounds. In either case, you im-
  mediately gain the knowledge of everything your shadow double 
  observed and did while it was detached.
  Shadow Walker (meld)
  Prerequisites: Dark sphere (Step Through Darkness 
  (meld)), caster level 10th.
  A target must be within an area of dim light or darkness for 
  you to apply this meld to them. When this talent is applied, the 
  target temporarily steps out of the Material Plane and into the 
  place where it borders the Plane of Shadow. While within this 
  region of shadow, the target may move at a rate of 50 miles per 
  hour, seeing their relative place in the Material Plane, although 
  it appears blurry and lacking in details. At any time, the target 
  may step back into the Material Plane, at which point the ef-
  fects of this (meld) talent immediately end.
  Because of the blurring of reality between the Plane of 
  Shadow and the Material Plane, the target cannot make out de-
  tails of the terrain or areas you pass over during transit, nor can 
  you predict perfectly where your travel will end. It is impossi-
  ble to judge distances accurately, making this ability ill-suited 
  for scouting or spying. Furthermore, when stepping back into 
  the Material Plane, the target is shunted 1d10 x 100 feet in a 
  random horizontal direction from the desired endpoint. If this 
  would place the target within a solid object, they are shunted 
  1d10 x 1,000 feet in the same direction. If this would still place 
  them within a solid object, they are shunted to the nearest 
  empty space available, but the strain of this activity renders the 
  creature fatigued (no save).
  
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  393
  Vanish In Shadow
  Prerequisites: Dark sphere (Hide In Darkness (meld)), 
  caster level 5th
  When you apply the Hide In Darkness meld to a target, its 
  benefits function in any area of dim light or darkness, not just 
  areas of darkness you created.
  In addition, when you apply the meld to a target you may 
  spend an additional point to completely hide them from de-
  tection. Anyone that attempts to discern the target’s location 
  must succeed on the normal Perception check to locate them 
  while they are hiding, even those using unusual forms of per-
  ception such as blindsight or tremorsense or Divination sphere 
  effects to directly or indirectly discover their current position.
  Advanced Death Talents
  Astral Projection
  Prerequisites: Death sphere (Project Spirit), caster level 
  10th.
  When using the Project Spirit advanced Death talent, you 
  may spend an additional spell point to project your spirit into 
  the Astral Plane instead of the Ethereal Plane. You may bring 
  up to 1 additional willing creature per 2 caster levels 
  with you, provided these creatures are linked in a 
  circle with you at the time. These fellow travelers 
  are dependent upon you and must accompany 
  you at all times. If something happens to you 
  during the journey, your companions are stranded 
  wherever you left them.
  While you are on the Astral Plane, your astral body 
  is connected at all times to your physical body 
  by an incorporeal silver cord. If the cord is bro-
  ken, you are killed, astrally and physically. 
  Luckily, very few things can destroy a sil-
  ver cord. Unlike a regular use of the 
  Project Spirit talent, you and your 
  companions may travel through the 
  Astral Plane in this manner indefinite-
  ly, until you either choose to end the ef-
  fect (which returns you to your body) or it is ended 
  by some outside means. This effect may be dispelled 
  like any other sphere effect by targeting either your 
  astral form or your physical body. Dispelling this ef-
  fect immediately returns you to your body.
  Astral Travel
  Prerequisites: 
  Death 
  sphere 
  (Astral 
  Projection, Project Spirit), caster level 15th.
  When projecting yourself and/or your allies into 
  the Astral Plane, you may spend an additional spell 
  point (bringing the total to 3) to allow you and your 
  allies to travel astrally to any of the other planes 
  that border the Astral Plane. If you choose to enter 
  one of these planes, you form a new physical body 
  (and equipment) on that plane of existence, exact-
  ly like your true form, although the silver cord 
  remains invisibly attached to this new body, 
  and magic items used still count against 
  the item’s total uses. You are still subject 
  to the weaknesses of an astral form (you may be dispelled, your 
  cord may be broken, etc.). If your new form is killed, you are 
  returned to your original body, gaining 2 permanent negative 
  levels as normal.
  Corpse Forge
  Prerequisites: Death sphere (Corpse Manipulation), 
  caster level 3rd.
  As a standard action, you can destroy one undead you re-
  animated and control within your reanimate range (or the range 
  of your Master’s Presence, whichever is greater) to add its Hit 
  Dice to another undead you reanimated and control within 
  range. The creature receiving the benefit of this talent does not 
  gain any other abilities of the sacrificed creature beyond the 
  increase in Hit Dice, although its own abilities are recalculated 
  using the higher Hit Dice. Add their current hit points togeth-
  er (to a maximum of their new total hit points), and use the 
  longer of their durations. The resulting undead can have Hit 
  Dice above 20, but still cannot possess Hit Dice greater than 
  twice your caster level. When the reanimate duration ends, all 
  combined corpses separate into their original forms.
  Create Haunt
  Prerequisites: Death sphere (Haunting Apparition), 
  caster level 5th.
  You may spend 1 minute and 5 spell points to cre-
  ate a haunt with a CR equal to or less than 1/2 your 
  Death sphere caster level. These haunts share your 
  alignment. Haunts created through this talent have 
  a destruction condition of being suc-
  cessfully affected with the Break 
  Enchantment talent from the Life 
  sphere or other effects that would 
  counter a curse.
  Greater Curse
  Prerequisites: Death sphere 
  (Curse (ghost strike)), caster level 15th.
  When you successfully apply a curse through 
  your Curse ghost strike, the DC to remove it is in-
  creased by +5. Additionally, you may apply much more 
  powerful curses to the target, examples of which are out-
  lined below:
  Curse of Ages: The target ages 1 year every day.
  Daybane: The target suffers 1d6 points of non-
  lethal damage for every minute of exposure to bright 
  light, including daylight. This does not become le-
  thal damage if the target falls unconscious.
  Dayblind: The target is blind except in dim 
  light or darkness.
  Famine: Any food that the target attempts 
  to consume instantly rots into a putrescent 
  mass. The target can attempt a Fortitude save 
  to choke down the spoiled food. If the tar-
  get fails at the check, she takes 1d2 points 
  of Constitution damage. In either case, at-
  tempting to consume food leaves the target 
  sickened and unable to eat for 1d4 hours. 
  Food created by magic can resist spoil-
  age with a successful magic skill check 
  against the DC of the curse.
  
  Chapter 6: Advanced Magic
  394
  Font of Truth: The target is unable to intentionally lie. 
  In addition, anytime the target is asked a question, she must 
  succeed at a Will save or answer in exacting, truthful detail. 
  The target receives an additional save once per minute to cease 
  elaborating upon her answer.
  Insanity: The target gains either amnesia, mania/phobia, 
  multiple personality disorder, paranoia, psychosis, or schizo-
  phrenia, as detailed in the Pathfinder RPG GameMastery Guide.
  Lycanthropy: The target becomes afflicted with 
  lycanthropy.
  Ravenous: The target must attempt a Fortitude save ev-
  ery hour. If it fails, it must eat a full day’s worth of food. If suf-
  ficient food is not available, starvation advances at the rate of 1 
  day per failed Fortitude save.
  Unluck: Once per hour, the target must reroll one roll (de-
  cided by the GM) and take the worse result.
  Venerable: The target gains the penalties (but not the 
  benefits) of advancing to the venerable age range. This does not 
  actually increase their age.
  Vulnerability: The target gains vulnerability to a single 
  energy type. This has no effect on targets immune to the cho-
  sen energy type.
  Greater Undead
  Prerequisites: Death sphere (Lingering Necromancy, 
  Permanent Undead), caster level 5th.
  You may spend 3 spell points and 1 hour to reanimate a body 
  as a greater form of undead, including banshees, vampires, 
  wights, and others. This is always an instantaneous effect, cre-
  ating permanent undead that cannot be dispelled.
  The created undead cannot have a challenge rating above 
  1/2 your caster level, and the created undead are not automat-
  ically under your control; alternate means of control must be 
  established. Many undead have specific requirements for their 
  creation listed in their descriptions (banshees are the spirits of 
  female elves who either betrayed a lover or were betrayed by 
  one, bodaks are extraplanar undead created in the Abyss, allips 
  are the spirits of insane suicides, etc.). These prerequisites must 
  be met in order to create a specific kind of undead.
  At caster level 15th, you may create any form of undead, 
  regardless of CR, provided you meet its additional prerequi-
  sites. GMs always have the final say over what prerequisites an 
  undead might require.
  Mercy Killing
  Prerequisites: Death sphere (Corpse Manipulation or 
  Killing Curse (ghost strike)).
  As a standard action, you may target a conscious and will-
  ing creature with your ghost strike, and they immediately die 
  without any pain or discomfort. However, for 1 day per caster 
  level the creature is treated as having died for no more than 
  1 round for the purposes of the Resuscitate talent and other 
  spells or abilities that are used to bring creatures back from the 
  dead. While this effect lasts, the remains of the dead creature 
  do not decay and cannot be reanimated by anyone but you with-
  out a successful magic skill check made against your MSD.
  Permanent Undead
  Prerequisites: Death sphere (Lingering Necromancy), 
  caster level 5th.
  When you reanimate a corpse as a skeleton or zombie, you 
  may spend 2 spell points to make the reanimation an instanta-
  neous effect. The undead creature exists independent of your 
  concentration, has no duration, and cannot be dispelled. These 
  undead still count against the total number of undead you may 
  have reanimated at any one time. If you create more undead 
  than your total, old permanent undead are not destroyed; in-
  stead, they are simply released from service and will attack you 
  or any other nearby living creatures.
  Possession
  Prerequisites: Death sphere (Project Spirit), caster level 
  10th.
  When you project your spirit by use of the Project Spirit 
  advanced Death talent, you may move into the same space as 
  a material creature and attempt to possess it. You must spend 
  a spell point to attempt a possession, and the target is allowed a 
  Will save to negate. If their saving throw fails, the target’s soul 
  is repressed, and yours assumes control of the body. You may 
  only possess a physical creature with a soul (this includes most 
  living creatures and intelligent undead but not constructs, un-
  intelligent undead, or outsiders).
  Attempting to possess a body is a full-round action. You 
  may only attempt to possess a creature once during any individ-
  ual projection of your spirit.
  If you are successful, your life force occupies the host body. 
  You keep your Intelligence, Wisdom, Charisma, level, class, 
  base attack bonus, base save bonuses, feats, talents, alignment, 
  mental abilities, extraordinary abilities, supernatural abilities, 
  and magical abilities such as spells and sphere abilities. The 
  body retains its Strength, Dexterity, Constitution, hit points, 
  natural abilities, and automatic abilities. A body with extra 
  limbs does not allow you to make more attacks (or more advan-
  tageous two-weapon attacks) than normal. You cannot choose 
  to activate the body’s extraordinary or supernatural abilities. 
  The creature’s spells and spell-like abilities do not stay with the 
  body. You may possess a body for up to 1 hour per caster level, 
  but may always end the effect early as a standard action. If the 
  host body is slain, you return to your body and suffer 2 perma-
  nent negative levels. As is usual when projecting your spirit, this 
  effect may be dispelled at either your body or the host’s body.
  Project Spirit
  Prerequisites: Death sphere, caster level 10th.
  You may spend a spell point to project your spirit out of 
  your body for up to 1 round per caster level. During this time, 
  your body falls into a state of suspended animation; it requires 
  neither food nor water and does not age, although it may be 
  slain through normal means.
  Your spirit manifests as an ethereal version of you with 
  your hit points and abilities, and carries a copy of all of your 
  equipment. It is invisible, insubstantial, and capable of moving 
  in any direction, even up or down, albeit at half normal speed. 
  It can move through solid objects, including living creatures, 
  and may see and hear its surroundings, although as it is on the 
  Ethereal Plane, it can only see and hear the Material Plane to 
  a distance of 60 feet. When the time limit expires, your spirit 
  immediately returns to your body. Using magic items (such as 
  scrolls, wands, potions, and other items with a limited number 
  
  Chapter 6: Advanced Magic
  395
  of charges or uses per day) while ethereal counts against the 
  item’s total remaining uses when you return to your body.
  Your spirit cannot attack or otherwise affect creatures and 
  objects on the Material Plane nor generally be affected by them, 
  although some effects (such as force damage) specifically target 
  ethereal creatures when used by material creatures. Certain 
  material creatures or objects also have attacks or effects that 
  can specifically affect creatures on the Ethereal Plane. These 
  effects do not work in reverse to allow your spirit to affect ma-
  terial creatures.
  Your spirit treats other ethereal creatures and ethereal ob-
  jects as if they were material. Your spirit may use any magic you 
  possess, but such magic can only affect other ethereal things. 
  If your spirit self is slain, your spirit instantly returns to your 
  body, reviving it from its state of suspended animation. This is a 
  traumatic affair, however, and you gain two permanent negative 
  levels.
  Soul Drain
  Prerequisites: Death sphere, caster level 5th.
  Each time you use a ghost strike that does not cause negative 
  levels or immediately kill its target (such as Killing Curse), you 
  can choose for it not to count as a death effect, meaning it can 
  affect creatures normally resistant or immune to death effects, 
  such as outsiders with the daemon subtype. This allows you to 
  affect constructs and undead with your ghost strikes. Such crea-
  tures gain a +4 bonus to any granted saving throw, and may still 
  be immune to the effects caused by your ghost strike (disease, 
  etc.).
  Soul Trap
  Prerequisites: Death sphere, caster level 15th.
  As a standard action, when adjacent to a creature that has 
  died very recently (within 1 round per caster level) you may 
  spend 3 spell points to trap their soul into a gem. The target 
  is allowed a Will save to negate the effect, and the gemstone’s 
  value must be at least 1,000 gp per Hit Die of the creature 
  you are attempting to trap. If successful, the creature’s soul be-
  comes trapped within the gemstone. A trapped creature cannot 
  be resurrected or have its spirit summoned, unless the caster 
  is in possession of this gemstone. The creature trapped inside 
  the gemstone always fails its saving throws if the holder of the 
  gemstone uses the Summon Spirit advanced Death talent on it. 
  If the gemstone is broken, the spirit is released. If the spirit is 
  called through the Summon Spirit advanced Death talent, the 
  caster may choose to release the spirit, in which case it travels 
  to the afterlife, leaving the gem empty and reusable.
  Summon Spirit
  Prerequisites: Death sphere, caster level 5th.
  You may spend 3 spell points and 1 hour to summon the 
  spirit of a dead creature. You must know the exact creature you 
  are trying to summon and be able to designate them (such as 
  their name or place and time of death, etc.) and the more fa-
  miliar you are with the spirit and the more recently they died, 
  the more likely they are to appear. The spirit you are trying 
  to summon is allowed a Will save with the following modifiers 
  depending on your knowledge and connection to the target, as 
  well as its time of death:
  Table: Familiarity (Spirit)
  Knowledge
  Will Save 
  Modifier
  None*
  +10
  Secondhand (you have heard of the subject)
  +5
  Firsthand (you have met the subject)
  +0
  Familiar (you know the subject well)
  -5
  *You must have some sort of connection (see below) to a creature of 
  which you have no knowledge.
  Table: Connection (Spirit)
  Connection
  Will Save Modifier
  Likeness or picture
  -2
  Possession or garment
  -4
  Corpse/remains
  -10
  Table: Time Deceased
  Time the Creature has been Dead
  Will Save Modifier
  1 year
  +2
  10 years
  +4
  100 years
  +6
  1000 years
  +8
  On a successful saving throw, the target does not appear 
  and may choose to retaliate spiritually, giving you 2 tempo-
  rary negative levels that last 24 hours (meaning you must save 
  against them becoming permanent). While friends may choose 
  to purposefully fail their saving throw and come willingly, in 
  most other cases being ripped from the afterlife is a horrid 
  experience and can turn even the nicest of spirits hostile. If 
  a spirit succeeds at their saving throw against this effect they 
  cannot be summoned again by the same caster for 1 month. 
  Sometimes, the spirits of heroes, kings, and others are protect-
  ed by a deity and are simply unable to be summoned.
  Once a spirit has been summoned, you may do any of the 
  following:
  • You may ask one question per two caster levels. The 
  corpse’s knowledge is limited to what it knew during 
  life, including the languages it spoke. Answers may be 
  brief, cryptic, or repetitive. A creature who would have 
  opposed you in life may attempt a new Will save to 
  refuse to answer or to lie with the Bluff skill.
  • You may use the spirit as a component when creating 
  an animated object or undead creature (Will negates if 
  unwilling; if the spirit succeeds at its save, it immedi-
  ately returns to the afterlife as if it had made its origi-
  nal saving throw). You must create the undead creature 
  or animated object as usual, but by placing the spirit 
  into the target, the spirit is brought back to life with-
  in this new body. The object or undead creature gains 
  the mental attributes, personality, memories, etc. of 
  the selected spirit, but otherwise is normal for its new 
  creature type. (At the GM’s discretion, a spirit bound 
  to a permanent animated object or undead creature 
  
  Chapter 6: Advanced Magic
  396
  may recover or gain class levels over time, but loses at 
  least 1 level per CR of its new form.) An undead crea-
  ture or animated object created in this way is not auto-
  matically under your control.
  • If you possess the Resurrection advanced Life talent, 
  you may place the spirit into a new body, bringing the 
  soul back to life, even if you do not have the target’s 
  body, it is missing vital components, or the target has 
  been dead for longer than the time limit. You must 
  possess either a soulless body (such as one created 
  through the Fleshcraft and Create Materials advanced 
  Creation talents), or else a body assembled from oth-
  er, recently slain bodies. (Assembly requires either 
  the target’s body with one additional body for every 
  replaced vital component, or else a minimum of six dif-
  ferent bodies—one for each limb, the torso including 
  head, and the brain. In some cases, more bodies may 
  be necessary. Special unguents and bindings worth 500 
  gp are also required.) You may bring the target back to 
  life with the Resurrection advanced Life talent. The 
  target retains its ability scores and class levels (even 
  those dependent on blood, such as sorcerer levels) but 
  its race and appearance depend on the body possessed.
  Advanced Destruction Talents
  Calamity (blast shape)
  Prerequisites: Destruction sphere (Explosive Orb (blast 
  shape) or Sculpt Blast (blast shape)), caster level 10th.
  When creating a destructive blast, you may spend 2 spell 
  points to shape your destructive blast into a vast shape. If you 
  possess Explosive Orb, you may create a close range-radius 
  burst centered within range. If you possess Sculpt Blast, you 
  may create either a long-range line, a medium-range cone, or a 
  close-radius burst centered on yourself. All targets are allowed 
  a Reflex save for half damage.
  Crystal Cocoon
  Prerequisites: Destruction sphere (any two (blast type) 
  talents in the crystal blast type group including either Crystal 
  Blast or Living Crystal Blast), caster level 10th.
  When using the Crystal Blast or Living Crystal Blast talent, 
  you may spend an extra spell point to fully encase your targets 
  in a shell of crystal. Targets that fail their Reflex saves against 
  your destructive blast are helpless and cannot take physical ac-
  tions other than to attempt Strength or Escape Artist checks to 
  escape the crystal, but can still breathe and take purely mental 
  actions. The crystal blocks line of sight and line of effect to 
  and from the encased target. Destroying the cocoon frees the 
  victim, the crystal having hit points as normal for the Crystal 
  Blast and Living Crystal Blast talent.
  Disintegrate (blast type)
  Prerequisites: Destruction sphere, caster level 5th.
  You may spend a spell point to have your destructive blast 
  deal untyped damage. Any creature reduced to 0 or fewer hit 
  points is entirely disintegrated, leaving behind only a trace of 
  fine dust. A disintegrated creature’s equipment is unaffected. 
  This blast type does full damage to objects and ignores all hard-
  ness, energy resistance, and energy immunity.
  When targeting a single object, the destructive blast sim-
  ply disintegrates as much as a 10-foot cube of nonliving mat-
  ter. Thus, it disintegrates only part of any very large object or 
  structure targeted. Attended objects may attempt a Fortitude 
  save to negate this effect, but still take destructive blast damage. 
  The destructive blast effects even objects constructed entirely of 
  force, but not magical effects such as a globe of invulnerability, an 
  antimagic field, or a barrier from the Protection sphere.
  Energy Cloud (blast shape)
  Prerequisites: Destruction sphere, caster level 10th.
  You may spend three spell points to make your destructive 
  blast into a roiling cloud of destruction. The cloud covers a 10-
  foot + 5 feet per 5 caster levels radius, is 10-foot + 5 feet per 5 
  caster levels tall, and is stationary unless directed by the caster 
  to move as a move action, which it does at a rate of 20-foot + 5 
  feet per 2 caster levels and persists for 1 minute per caster level. 
  The cloud obscures vision as the fog cloud spell. Any creatures 
  who begin their turn inside the cloud suffers your destructive 
  blast damage. Affected creatures are allowed a Fortitude saving 
  throw for half damage. You are immune to damage from your 
  own cloud.
  Extreme Range
  Prerequisites: Destruction sphere (Extended Range x2), 
  caster level 5th.
  Your destructive blast has a range of 1,000 feet + 100 feet 
  per caster level. Destructive blasts outside of your long range but 
  inside this range can only target squares or large objects (ones 
  the occupy more than one square), not individual creatures and 
  take effect one round after being used.
  Greater Admixture
  Prerequisites: Destruction sphere (Admixture), caster 
  level 5th.
  When using the Admixture talent, you may spend an addi-
  tional spell point to add a third (blast type) talent. The damage 
  dealt is split between the three blast types and the additional 
  effects from each blast type apply normally. If different dam-
  age die apply to the different types, use the largest. If the blast 
  types have different caster levels, then use the lowest caster lev-
  el for determining the Admixtured destructive blast’s caster level.
  Special: You do not increase the casting time or spend 
  an additional spell point when using the admixture talent with 
  blast types from the same blast type group. The additional spell 
  point cost of Greater Admixture still applies. This can be used 
  to apply two Admixture feats to a single destructive blast.
  Penetrating Blast
  Prerequisites: Destruction sphere, caster level 5th.
  Your destructive blast ignores energy resistance equal to your 
  caster level. You may spend a spell point to increase this effect 
  to become twice your caster level. If a creature has immunity 
  to your destructive blast’s damage type, treat that immunity as 
  if it were ‘resistance 40’ instead of ‘immunity’ and calculate as 
  normal.
  Radiation Blast (blast type, fire, light)
  Prerequisites: Destruction sphere (any two (blast type) 
  talents in the fire blast type group), caster level 5th.
  
  Chapter 6: Advanced Magic
  397
  You may spend two additional spell points to have your 
  destructive blast do half fire and half untyped damage. Any crea-
  ture damaged by the attack must succeed at a Fortitude save 
  with your destructive blast’s DC or suffer the effects of low radi-
  ation. A creature suffering from radiation instead must succeed 
  at a Fortitude save with your destructive blast’s DC or have the 
  level of radiation increased by one step, inflicting the new levels 
  primary effect. This effect stacks with the effects of lower radi-
  ation levels. Saves against the secondary effects of the radiation 
  are made at their normal save DCs. The target’s square (or the 
  destructive blast’s affected area) becomes irradiated for 1 minute 
  per caster level. Any creature passing through an irradiated 
  square must succeed at a Fortitude save DC 14 or be affected 
  by low radiation.
  Radiation
  Radiation is a poison effect, whose initial effect causes 
  Constitution drain and secondary effect causes Strength dam-
  age. Radiation dangers are organized into four categories: low, 
  medium, high, and severe.
  Radiation 
  Level
  Fort 
  Save
  Primary 
  Effect
  Secondary Effect
  Low
  13
  1 Con drain
  1 Str damage/ day
  Medium
  17
  1d4 Con drain
  1d4 Str damage/day
  High
  22
  2d4 Con drain
  1d6 Str damage/day
  Severe
  30
  4d6 Con drain
  2d6 Str damage/day
  Pathfinder Campaign Setting: Technology Guide © 2014, Paizo 
  Inc.; Authors: James Jacobs and Russ Taylor.
  Initial Effect: Radiation initially deals Constitution drain 
  unless the exposed character succeeds at a Fortitude saving 
  throw. A new saving throw must be attempted to resist radia-
  tion’s initial damage each round a victim remains exposed to it.
  Secondary Effect: Secondary effects from radiation deal 
  Strength damage at a much slower rate than most poisons. This 
  secondary effect ends only after a character succeeds at two 
  consecutive Fortitude saving throws to resist secondary radi-
  ation damage. If a character has Strength damage equal to his 
  current Strength score, further damage dealt a secondary effect 
  is instead Constitution damage.
  Removing Radiation Effects: All radiation damage is a 
  poison effect, and as such it can be removed with any effect 
  that neutralizes poison. Ability damage and drain caused by ra-
  diation damage can be healed normally.
  Advanced Divination Talents
  Alternate Divinations, Advanced (sense)
  Prerequisites: Divination sphere, caster level 1st.
  Like alternate divinations, this advanced talent grants ad-
  ditional divinations depending upon what other spheres you 
  know. Unlike alternate divinations however, this advanced tal-
  ent grant new sense abilities instead of divine abilities.
  Life: Lifesense: You may spend a spell point to gain the life-
  sense ability. You sense and locate living creatures within close 
  range, as if you had the blindsight ability.
  Dark: See in Darkness: You may spend 2 spell points to gain 
  the see in darkness ability. The creature can see perfectly in 
  all darkness, including magical darkness that otherwise might 
  obstruct darkvision.
  Death: Spirit Sense: You may spend a spell point to gain 
  the spirit sense ability, which allows you to know when immor-
  tal or deathless beings are nearby. You can sense the presence 
  of undead; fey; outsiders; and astral, ethereal, or incorporeal 
  creatures within close range, as if you had the blindsight ability.
  Weather: Storm Vision: You may spend a spell point to gain 
  a special sense granting the ability to negate any concealment, 
  miss chance, and penalties to Perception directly caused by 
  weather such as rain or fog (be they magical or natural).
  Mind: Thoughtsense: You may spend 2 spell points to gain 
  the thoughtsense ability. You automatically detect and locate 
  conscious creatures within close range. This ability functions 
  similarly to blindsight. Nondetection, Spell Ward, and simi-
  lar effects block thoughtsense. Thoughtsense can distinguish 
  between sentient (Intelligence 3 or greater) and nonsentient 
  (Intelligence 1–2) creatures, but otherwise provides no infor-
  mation about the creatures it detects. Creatures lacking an 
  Intelligence score, or otherwise less than 1 do not function to 
  detect or locate such creatures.
  Telekinesis: Touchsight: You may spend 2 spell points to 
  gain the touchsight ability. You gain the ability to “feel” your 
  surroundings even when your sight would otherwise be ob-
  scured by your physical environment. Your touchsight field 
  emanates from you out to close range. You ignore invisibility, 
  darkness, and concealment, though you must have line of ef-
  fect to a creature or an object to discern it. You do not need to 
  attempt Perception checks to notice creatures; you can detect 
  and pinpoint all creatures within close range. In many circum-
  stances, comparing your regular senses to what you learn with 
  touchsight is enough to tell you the difference between visible, 
  invisible, hiding, and concealed creatures.
  Discern Location (divine)
  Prerequisites: Divination sphere (Dowsing (divine), 
  Greater Divine), caster level 15th.
  You may spend 3 spell points to divine the location of any 
  one creature or object. To find a creature, you must have seen 
  the creature or have some item that once belonged to it. To find 
  an object, you must have touched it at least once.
  Discern Location has no maximum range and circumvents 
  normal means of protection from scrying or other means of 
  nondetection. Indeed, nothing short of a mind blank spell, the 
  Unplottable advanced Protection talent, or the direct interven-
  tion of a deity keeps you from learning the exact location of 
  the targeted individual or object. You learn the name of the 
  creature or object’s location (place, name, business name, build-
  ing name, or the like), community, county (or similar political 
  division), country, continent, and the plane of existence where 
  the target lies.
  Divine Identity (divine)
  Prerequisites: Divination sphere (Discern Individual 
  (sense)), caster level 1st.
  You may divine the presence of individual auras. When di-
  vining in a location, you sense which creatures have recently 
  been in that area. This does not reveal any information about 
  
  Chapter 6: Advanced Magic
  398
  those creatures other than the strength of their aura, but each 
  aura possesses a unique signature; if you sense the same crea-
  ture more than once, you can easily connect that they are the 
  same creature.
  Table: Divine Identity
  Hit Dice
  Aura Strength
  Aura Duration
  1-4
  Dim
  1 round
  5-8
  Faint
  1d6 rounds
  9-12
  Moderate
  1d6 minutes
  13-16
  Strong
  1d6x10 minutes
  17+
  Overwhelming
  1d6 days
  It is also possible for someone to adopt an alias, as the 
  same aura is detected multiple places, but may be more difficult 
  to identify as the same person. If you possess a secret identity, 
  such as with the vigilante class or in another way with GM ap-
  proval, your secret identity and primary identity will detect as 
  different people.
  Vigilantes, Fugitives, and Divine Identity: While it 
  is very easy to identify lower level creatures individually, their 
  auras do not last very long, which is why many petty thieves 
  can go undetected, even in settlements that have access to this 
  ability. However, thieves of great skill or renown can quickly 
  become easy to spot, becoming celebrities in their own right 
  as their deeds are easily identified, even if they themselves are 
  difficult to capture.
  Divine Knowledge (divine)
  Prerequisites: Divination sphere (Read Omens (divine)), 
  caster level 10th.
  You may spend 3 spell points to divine for knowledge, delv-
  ing the universe for the answer to a specific question. Delving 
  in this manner is not an exact practice, and the only answers 
  you may receive are ‘yes’, ‘no’, ‘unclear’, or ‘unknown’. You have 
  a 50% chance + 1% per caster level of gaining a true answer. A 
  failed roll produces an ‘unknown’ answer, while a roll of 90% 
  or higher produces a lie. If you use this ability to ask the same 
  question twice, the same answer repeats.
  Note: GMs are fully encouraged to use their own numbers 
  and methods for determining when true, untrue, or unknown 
  answers are gained. A caster divining knowledge could be ask-
  ing friendly gods, bargaining with the Fates, reading the tablets 
  of life, or using any number of alternate methods for gaining 
  knowledge. As such, the specifics of this ability can vary widely 
  between campaigns—friendly gods may always answer truth-
  fully, while Fates may require specific bargains to be made in 
  exchange for knowledge. It is always possible that the source of 
  information being asked simply does not know the answers to 
  certain questions.
  Expansive Vision
  Prerequisites: Divination sphere, caster level 10th.
  You may spend an additional spell point to increase the 
  range of a sense from close range to medium range, or medium 
  range to long range. This advanced talent may be taken up-to 
  two times, increasing the range by two steps instead of one.
  Greater Scrying (divine)
  Prerequisites: Divination sphere (Greater Divine, 
  Scrying, Viewing (divine)), caster level 15th.
  When using the Scrying advanced talent, you may spend 
  an additional spell point to decrease the action needed to con-
  centrate on the effect by 1 step (normally a full-round action 
  to a standard). In addition, you may move your sensor without 
  following a target with a speed of 150 feet once each round as 
  a free action.
  Penetrating Divination
  Prerequisites: Divination sphere, caster level 1st.
  When using Divination sphere talents or abilities, any di-
  vine or sense abilities normally blocked by dense substances, can 
  now penetrate 15 feet of wood, 5 feet of stone, 6 inches of com-
  mon metal, or a half inch of lead. You may take this advanced 
  talent a second time increasing the thickness you can penetrate 
  to 30 feet of wood, 10 feet of stone, 1 foot of common metal, 
  or an inch of lead.
  Read Omens (divine)
  Prerequisites: Divination sphere, caster level 5th.
  You may spend 2 spell points to divine for knowledge of the 
  future. You gain useful advice in reply to one question regarding 
  a specific goal, event, or activity to occur within 1 week. This 
  advice could be a useful phrase or a cryptic omen or rhyme. If 
  you do not act on the information, the conditions may change 
  so that the information is no longer useful. The base chance for 
  a correct divination is 70% + 1% per caster level, to a maximum 
  of 90%. If the die roll fails, you receive no information and 
  know the attempt failed, unless specific magic yielding false in-
  formation is at work. Multiple divinations about the same topic 
  by the same caster use the same dice result as the first attempt 
  and yield the same answer each time.
  Scrying
  Prerequisites: Divination sphere (Greater Divine, 
  Viewing (divine)), caster level 10th.
  You may spend 2 spell points and 1 hour to observe a crea-
  ture or object as if using the Viewing talent, but over any dis-
  tance. If targeting a creature, the target is allowed a Will save to 
  resist being viewed, which is subject to the following modifiers 
  depending on your knowledge and connection to the desired 
  creature. Creatures or objects on a different plane receive an 
  extra +5 bonus to their Will save. If viewing an object, the ob-
  ject may attempt a save (if intelligent), or any creature holding 
  the object, or that could be considered to ‘possess’ the object is 
  allowed to attempt this save on its behalf. If no such creature is 
  available, assume a default Will save of 15.
  Table: Familiarity (Scrying)
  Knowledge
  Will Save 
  Modifier
  None*
  +10
  Secondhand (you have heard of the subject)
  +5
  Firsthand (you have met the subject)
  +0
  Familiar (you know the subject well)
  -5
  *You must have some sort of connection (see below) to a creature of 
  which you have no knowledge
  
  Chapter 6: Advanced Magic
  399
  Table: Connection (Scrying)
  Connection
  Will Save 
  Modifier
  Likeness or picture
  -2
  You have one of the creature’s possessions, 
  or have a person present who once owned 
  the object
  -4
  You possess a piece of the subject (body 
  part, lock of hair, broken fragment, etc.)
  -10
  If the save fails, you can see and hear the subject and its 
  surroundings (approximately 10 feet in all directions of the 
  subject) as if you were present. If the saving throw succeeds, 
  you cannot scry on the target again for 24 hours. If the subject 
  moves, the sensor follows at a speed of up to 150 feet.
  Trapfinding (sense)
  Prerequisites: Divination sphere (See Hazard (sense)), 
  caster level 1st.
  You may spend a spell point to gain a special sense that lets 
  you add 1/2 your caster level to Perception checks made to lo-
  cate traps and to Disable Device checks (minimum +1). In addi-
  tion, you may disable magic traps as a rogue.
  True Seeing (sense)
  Prerequisites: Divination sphere (Ghost Sight (sense), 
  Unhooded Sight (sense)), caster level 10th.
  You may spend 2 spell points to gain the ability to see all 
  things as they actually are for 1 minute per caster level. You 
  see through normal and magical darkness, notice secret doors 
  hidden by magic, see the exact locations of creatures or objects 
  under blur or displacement effects, see invisible creatures or 
  objects normally, see through illusions, and see the true form of 
  polymorphed, changed, or transmuted things. Further, you can 
  focus your vision to see into the Ethereal Plane (but not into 
  extra-dimensional spaces). The range of true seeing conferred 
  is 120 feet.
  This ability does not grant the ability to see through solid 
  objects and does not negate concealment, including that caused 
  by fog and the like. True seeing does not help the viewer see 
  through mundane disguises, spot creatures who are simply 
  hiding, or notice secret doors hidden by mundane means. In 
  addition, this sight does not work in conjunction with other 
  viewing magic, such as Scrying or Viewing Divination talents.
  Unobscured Vision (sense)
  Prerequisites: Divination sphere (Ghost Sight (sense)), 
  caster level 10th.
  You may spend 3 spell points to gain a special sense that 
  grants the ability to see into and through solid matter with-
  in close range, with the viewer seeing as if he were looking 
  at something in normal light even if there is no illumination. 
  Unobscured Vision, despite the name, can be blocked by dense 
  materials as if it were a divine talent or ability.
  Advanced Enhancement 
  Talents
  Antimagic Aegis
  Prerequisites: Enhancement sphere (Magic Sink (en-
  hance)), Protection sphere (Spell Ward (aegis, ward)), caster 
  level 1st.
  Whenever you use Magic Sink on a creature benefiting 
  from your Spell Ward, or vice versa, you may spend an addi-
  tional spell point. If you do so, any aegis or enhancement that that 
  creature benefits from is not suppressed by any form of anti-
  magic; the creature is otherwise affected normally by effects 
  such as antimagic field or Spell Ward. This protection ends 
  when either Magic Sink or Spell Ward end, whichever comes 
  first.
  Ascetic Control
  Prerequisites: Enhancement sphere, caster level 5th.
  By spending 10 minutes and 2 spell points, you may down-
  play the needs of your body until they vanish entirely. While 
  Ascetic Control is active, you do not bleed, and do not need 
  to breathe, eat, drink, or sleep. Ascetic Control lasts 24 hours.
  Bestow Life
  Prerequisites: Enhancement sphere (Animate Object 
  (enhance), Bestow Intelligence (enhance)), caster level 10th.
  You may spend 3 spell points and 24 hours to bring a plant, 
  animal, construct, or object to life. This is an instantaneous ef-
  fect, and as such is a permanent change and cannot be dispelled. 
  This has no effect on a creature with an Intelligence 
  of 3 or higher.
  
  Chapter 6: Advanced Magic
  400
  This ability may manifest in one of the following ways:
  • You transform a tree into an intelligent animated ob-
  ject, granting it the benefits of your Animate Object 
  and Bestow Intelligence enhancements. The target’s type 
  changes to magical creature.
  • You transform an animal into an awakened animal. The 
  target’s type changes to magical beast, and its mental 
  ability scores change to 3d6 each. At the GM’s discre-
  tion, the animal may be recreated using whatever char-
  acter creation rules the campaign has employed.
  • You grant life to an empty body. This could be a 
  body created through the Fleshcraft and Create Raw 
  Materials Creation advanced talents or a body craft-
  ed from parts of other recently slain bodies sewed to-
  gether. (Assembly requires a minimum of six different 
  bodies—one for each limb, the torso including head, 
  and the brain. In some cases, more bodies may be nec-
  essary. Special unguents and bindings worth 500 gp 
  are also required.) The target becomes a living 1st lev-
  el commoner of whatever race its body was crafted to 
  mimic, but may retrain as usual.
  • You transform a magical object into an intelligent item 
  with a 10 Intelligence, Wisdom, and Charisma. The 
  item must be a permanent magical item (thus scrolls, 
  wands, potions, etc. cannot be enhanced in this way), 
  and the item does not gain any powers automatically; 
  abilities and attribute bonuses must be crafted into the 
  item as usual.
  Creatures and magic items created in this fashion possess 
  your alignment and can speak one language that you know plus 
  one additional language that you know per point of Intelligence 
  bonus (if any). An animal affected in this manner cannot serve 
  as an animal companion, familiar, or special mount, but it may 
  serve as a cohort if the caster possesses a means for having one.
  With the exception of intelligent items (which follow the 
  intelligent item rules), the affected creature serves you as a 
  faithful companion. However, as it is a living, intelligent being, 
  it will expect good treatment in return (indeed, an animal that 
  was treated harshly before it was enhanced in this way may feel 
  no particular loyalty to the caster at all). A caster may only have 
  one companion of this sort at any one time; if a second creature 
  is awakened, the first remains friendly, but no longer under-
  takes tasks for the caster unless it is in its own best interests.
  Give Magic Life
  Prerequisites: Enhancement sphere (Bestow Intelligence 
  (enhance)), caster level 10th.
  Whenever you use a non-instantaneous sphere ability, you 
  may spend 2 spell points to give it the Embodiment of Magic 
  template instead of casting it normally; if you do so, it is initial-
  ly friendly towards you, and will die at the end of the effect’s 
  duration.
  If you also possess Bestow Life, you may use it on creatures 
  created through this talent; doing so increases their potency 
  by 3, and prevents them from dying at the end of the effect’s 
  duration.
  Referential Enhancements
  Prerequisites: Enhancement sphere (Deep Enhancement, 
  Mass Enhancement), caster level 15th.
  Whenever you use Mass Enhancement, you may spend 2 
  additional spell points to have the enhancement affect a 30-foot 
  burst instead. If you do so, the enhancement’s duration changes to 
  days per caster level and it affects all valid targets that are with-
  in the enhancement’s area; the benefits fade if the target leaves 
  the area, but return if they do.
  Upon using this talent, you may exclude targets from the 
  effect based on some visible or audible criterion. This would 
  allow you to, say, have Enhance Equipment affect any swords 
  within the area, or have Render Clumsy apply only to creatures 
  who are not prominently showing a particular badge.
  Reverse Gravity (enhance)
  Prerequisites: Enhancement sphere (Lighten (enhance)), 
  caster level 15th.
  You may spend 2 spell points to enhance an area of up to 
  1 10-foot cube per caster level, arranged contiguously. Unlike 
  most enhancements, you can only maintain this effect through 
  concentration for up to 1 round per caster level. Spending an 
  additional spell point to allow it to become self-sustaining lasts 
  for 1 round per caster level, not 1 minute per caster level, and is 
  unaffected by Deep Enhancement.
  Within this area, gravity reverses. Unattached objects and 
  creatures in the area fall upward and reach the top of the area 
  in 1 round. If a solid object (such as a ceiling) is encountered 
  in this fall, falling objects and creatures strike it in the same 
  manner as they would during a normal downward fall. If an ob-
  ject or creature reaches the top of the area without striking 
  anything, it remains there, oscillating slightly, until the effect 
  ends. At the end of the duration, affected objects and creatures 
  fall downward.
  Provided it has something to hold onto, a creature caught 
  in the area can attempt a Reflex save to secure itself and not fall 
  upward. Creatures who can fly or levitate can keep themselves 
  from falling.
  Advanced Fallen Fey Falents
  Blinding Beauty (fey-blessing)
  Prerequisites: Fallen Fey sphere, caster level 10th.
  Any humanoid within 30 feet of you that looks at you must 
  succeed on a Fortitude save or be blinded for 1 minute per cast-
  er level. A creature that succeeds on this save is immune to your 
  use of this ability for 24 hours. You may suppress or resume 
  this ability as a free action. Activating this fey-blessing costs an 
  additional spell point.
  Bound To Nature (fey-blessing)
  Prerequisites: Fallen Fey sphere, caster level 10th.
  If you are slain while under the effects of this fey-bless-
  ing, you immediately reincarnate as the reincarnate spell at the 
  start of your next turn (based on when your next turn would 
  be, if you were not dead). You return in the same space, or the 
  nearest space that is not intrinsically dangerous, though your 
  equipment remains in the place you died. You may choose to 
  delay your reincarnation by up to 1 hour. Upon your return, all 
  
  Chapter 6: Advanced Magic
  401
  spell slots and spell points you possessed are lost and you gain 
  1 negative level until you rest to regain spell points (this nega-
  tive level replaces the negative levels normally incurred by the 
  reincarnate spell). If you are slain by an effect that would prevent 
  reincarnation, you may attempt a magic skill check against that 
  effect to return regardless. You gain a +2 on this check if in a 
  natural setting (not in a settlement or artificial structure). Once 
  you have been reincarnated by this ability, you cannot benefit 
  from it for 1 week.
  Drowning Kiss (fey-blessing)
  Prerequisites: Fallen Fey sphere, caster level 10th.
  You can flood the lungs of a willing, helpless, or fascinated 
  creature by touching it (traditionally by kissing the creature on 
  the lips) as a standard action. If the target cannot breathe wa-
  ter, it cannot hold its breath and immediately begins to drown. 
  On its turn, the target can attempt a Fortitude save to cough 
  up this water; otherwise it falls unconscious at 0 hit points. 
  On the next round, the target must save again or drop to –1 hit 
  points and be dying; on the third round it must save again or 
  die. Succeeding at any of these Fortitude saves causes the tar-
  get to cough up the water and no longer be drowning, ending 
  the effect. Activating this fey-blessing costs an additional spell 
  point.
  Fey Initiation
  Prerequisites: Fallen Fey sphere (Greater Fey-Link), 
  caster level 15th.
  You may spend 3 spell points and 8 hours to change your 
  creature type to fey as an instantaneous effect. If you possess 
  Share Link, you may instead target a willing and conscious crea-
  ture. Fey Initiation fails if the target leaves the area before the 
  casting is complete.
  Fey Invisibility (fey-blessing)
  Prerequisites: Fallen Fey sphere (Fade (fey-blessing)), 
  caster level 5th.
  You must spend an additional spell point to use this fey 
  blessing. You and all your equipment fade from view, becoming 
  invisible. You gain total concealment, as well as a +40 bonus to 
  Stealth checks when stationary, which decreases to +20 when 
  moving.
  In addition, since you are invisible, you may attempt 
  Stealth checks even while being observed and do not require 
  cover to retain or initiate Stealth. Even when detected by an-
  other creature, an invisible creature gains a +2 bonus to attack 
  rolls against sighted targets and ignores their Dexterity bonus 
  to AC. Attacks against creatures with total concealment have 
  a 50% chance they will simply miss, even if the attack has tar-
  geted the correct square. Making yourself invisible also hides 
  any magical auras on yourself or your worn or held equipment 
  from such effects as detect magic or the base Divination sphere 
  divine ability.
  Making an attack, casting a spell or sphere ability with 
  verbal or somatic components or subject to the Magical Signs 
  drawback, speaking, or other loud or distracting actions ends 
  this effect.
  Steal Skin (fey-blessing)
  Prerequisites: Fallen Fey sphere, caster level 5th.
  As a full-round action, you may steal the skin of a crea-
  ture of Small, Medium, or Large size with a roughly humanoid 
  shape. The target creature must be dead, helpless, or willing. If 
  the target creature is alive, you must make a successful coup de 
  grace attack to steal its skin. Should the creature survive this, 
  it is nauseated as a pain effect, takes Constitution bleed of 1d4, 
  bleed damage equal to three times your caster level, and takes 
  a -10 penalty on saves against disease until its skin is regrown 
  by regeneration or a similar effect. Should this bleed damage be 
  halted by any means, it restarts in 1d4 rounds.
  You then may don or remove the stolen skin as a move 
  action. When wearing a stolen skin, you take on the likeness of 
  the skin’s original owner, including the victim’s voice, build, and 
  size, but gain none of the creature’s abilities. The stolen skin 
  grants you a +10 bonus on Disguise checks to appear as that 
  creature, with none of the usual penalties for different gender, 
  race, age, and size. Stolen skins are preserved for the duration 
  of the fey-blessing and remain as supple as living skin. You may 
  only have a single skin stolen at a time; stealing another forces 
  you to discard any previously stolen skins. Discarded skins rot 
  and decay normally. Discarded skins may not be reused.
  Advanced Fate Talents
  Atonement (word)
  Prerequisites: Fate sphere, caster level 10th.
  You may act as an intermediary on behalf of your align-
  ment. If you are connected to a deity or another source of pow-
  er, you may also intercede on its behalf.
  By spending 2 spell points, you may allow the target to 
  change its alignment or make amends for indiscretions in one 
  of the following ways:
  • If a creature has had its alignment magically changed, 
  atonement returns its alignment to its original status at 
  no additional cost.
  • A paladin, cleric, druid, or any other caster whose 
  casting tradition dictates their power comes from an 
  aligned source may lose their powers through indiscre-
  tions or alignment changes. You may use this ability to 
  restore that character’s class levels or magic powers. 
  Sometimes you or the deity you represent may require 
  the target to undertake a quest, make a sacrifice, or 
  perform some other action to prove its desire to atone 
  before it can have its power restored in this fashion.
  • You grant the creature the chance to instantly change 
  its own alignment to match yours. The target may 
  freely choose whether it retains its original alignment 
  or acquiesces to your offer and changes to your align-
  ment. No duress, compulsion, or magical influence can 
  force the subject to take advantage of the opportunity 
  offered if it is unwilling to abandon its old alignment. 
  Unless specified by the GM, this cannot work on out-
  siders or any other creature incapable of changing its 
  alignment naturally.
  Note: Normally, changing alignment is up to the player. 
  This use of atonement offers a method for a character to change 
  his or her alignment drastically, suddenly, and definitively.
  
  Chapter 6: Advanced Magic
  402
  Compel Possessor [curse]
  Prerequisites: Fate sphere (Exorcism (word), Geas 
  (word), Greater Geas, Mark Of Judgment), caster level 15th.
  When you successfully remove an effect or possessor using 
  the Exorcism word, you may spend 3 spell points and one hour 
  to bind the spirit of the target’s possessor. The originator of 
  the effect or possession is placed under the effect of your Geas 
  or Mark Of Judgment (your choice), regardless of its distance 
  from you.
  Consecrated Ground
  Prerequisites: Fate sphere (Bound Consecration), caster 
  level 5th.
  When you use a consecration that remains in place using 
  Bound Consecration, you may spend three spell points to al-
  low the effect to continue for 2 hours per caster level without 
  concentration. You may take this talent a second time at 10th 
  caster level, which allows you to spend three spell points to 
  make the effect permanent.
  Death (motif)
  Prerequisites: Fate sphere (one (motif) talent), caster 
  level 5th.
  You may grant a motif that allows a target to preserve and, 
  ultimately, change the other motifs they bear. While this motif 
  is active, whenever the target discharges a (motif) talent other 
  than Death there is a 50% chance that it does not end. The 
  target may discharge this effect to immediately bring one oth-
  er (motif) talent you or they know into effect with a duration 
  equal to this motif’s remaining duration. Granting this motif 
  costs two spell points.
  Elude Fate (word)
  Prerequisites: Fate sphere, caster level 10th.
  You may spend three spell points to place a word on a crea-
  ture that protects it from a single doom. Choose a set of cir-
  cumstances. If the circumstances would kill the target of this 
  word the target is instead left at 1 hit point and the word ends.
  In order for this word to function, the circumstances must 
  be sufficiently specific. For example, “death at the hands of an 
  orc,” “death in an ambush,” “death by fire,” or “death caused 
  by the Telekinesis sphere” would be acceptable; “death by hit 
  point damage” or “death at the hands of an enemy” would not. 
  The GM is the ultimate arbiter both of what is sufficiently spe-
  cific (though if a set of circumstances is ruled to not be, the 
  caster does not spend spell points) and of whether a particular 
  death meets the specified conditions.
  This word lasts 1 hour per caster level or until discharged.
  Entropic Aura (consecration) [curse]
  Prerequisites: Fate sphere, Death sphere, caster level 
  10th.
  You may spend a spell point to create a consecration that 
  makes healing difficult. All fast healing and regeneration pos-
  sessed by creatures in the area of this consecration is suppressed, 
  and all effects within the area that would heal hit point damage 
  or restore ability damage or drain are halved. In addition, any 
  damage dealt to creatures in the area (including you) is difficult 
  to heal, even after this consecration ends. Half of it may be healed 
  normally. The rest cannot be healed naturally (including by fast 
  healing). Other effects can heal the damage only if the effect’s 
  originator succeeds on a Heal check against a DC of your MSD 
  + your casting ability modifier. This DC increases by 8 unless 
  it is made within an area infused with positive energy, such as 
  produced by a consecrate spell or ritual.
  You must concentrate to maintain this consecration, but 
  you may spend an additional spell point as a free action to al-
  low this effect to continue for 1 round per caster level without 
  concentration.
  Execration
  Prerequisites: Fate sphere (at least one [curse] (word) 
  talent), caster level 10th.
  When you spend a spell point to allow a word with the 
  [curse] descriptor to continue without concentration, you may 
  spend an additional 2 spell points to increase the duration to 
  permanent. A permanent curse cannot be dispelled, but it may 
  be broken through the Break Enchantment Life talent, as well 
  as spells such as break enchantment, limited wish, miracle, remove 
  curse, or wish. You may remove a permanent curse that you 
  placed on a target as a standard action as long as the target is 
  within your word range.
  Falsehood (word) [curse]
  Prerequisites: Fate sphere, caster level 1st.
  Any magical effect which would detect lies or force to 
  speak the truth requires a magical skill check to affect the tar-
  get. Failure means the effect does not detect your target’s lies or 
  force it to speak only the truth. In addition, you may force the 
  creature to speak only lies; this word is only a [curse] effect if 
  you do. Unless the target succeeds on a Will saving throw, they 
  cannot speak the truth as they understand it. They are always 
  aware of this word being placed on them and the caster always 
  knows if the target made its saving throw. An affected target 
  may still be evasive, refuse to answer, or word their responses 
  carefully.
  You may spend an additional spell point to grant the target 
  a bonus to Bluff checks equal to +5 plus your caster level. This 
  bonus only applies to checks made to convince another of the 
  truth of the target’s words. It does not apply to other uses of 
  the Bluff skill, such as feinting in combat, creating a diversion 
  to hide, or communicating a hidden message via innuendo.
  This effect lasts as long as you concentrate, but you may 
  always spend a spell point to allow the effect to endure for 1 
  minute per caster level without concentration.
  Geas (word) [curse]
  Prerequisites: Fate sphere, caster level 10th.
  You may spend 2 spell points and 10 minutes to place a 
  geas on a touched target with fewer Hit Dice than your caster 
  level. A geas is a magical command that compels the target to 
  carry out some service or to refrain from some action or course 
  of activity, as declared when the geas is placed. The target is 
  allowed a Will save to negate this effect. While a geas cannot 
  compel a creature to kill itself or perform acts that would result 
  in certain death, it can cause almost any other course of activity.
  The geased creature must follow the given instructions un-
  til the geas is completed, no matter how long it takes. If the 
  instructions involve some open-ended task that the recipient 
  cannot complete through his own actions, the geas remains in 
  effect for a maximum of 1 day per caster level. A clever recipient 
  can subvert some instructions.
  
  Chapter 6: Advanced Magic
  403
  If the subject is prevented from obeying the geas for 24 
  hours, it takes a -2 penalty to each of its ability scores. Each day, 
  another -2 penalty accumulates, up to a total of -8. No ability 
  score can be reduced to less than 1 by this effect. The ability 
  score penalties are removed 24 hours after the subject resumes 
  obeying the geas.
  A geas cannot be dispelled, but it may be broken through 
  the Break Enchantment Life talent, as well spells such as break 
  enchantment, limited wish, miracle, remove curse, or wish. You may 
  remove a geas that you placed on a target as a standard action.
  Greater Geas
  Prerequisites: Fate sphere (Geas), caster level 10th.
  Your geas becomes more powerful. Targets of your geas no 
  longer gain a saving throw against the effect, and you may tar-
  get any creature, not only those with fewer Hit Dice than your 
  caster level. In addition, the geas can only be broken through 
  the Break Enchantment Life talent or the remove curse or break 
  enchantment spells if the target’s caster level is at least two high-
  er than yours. Limited wish, miracle, and wish may still remove 
  a geas.
  Heroism (word)
  Prerequisites: Fate sphere (Bless (word)), caster level 5th.
  You may spend a spell point to place a word on a target 
  that marks them as a protagonist in fate’s story, granting them 
  a temporary hero point that disappears in one round or once 
  used.
  The High Priestess (motif)
  Prerequisites: Fate sphere (one (motif) talent), caster 
  level 5th.
  You may grant a motif that extends the benefits of other 
  motifs affecting a target to their allies. When you use this ability, 
  choose a motif currently affecting the target to link this motif 
  to. The target’s allies gain the normal effect as long as they are 
  within 30 feet of the target. When the target discharges the 
  chosen motif, they may either choose a different motif affecting 
  the target to link this motif to or discharge this motif as part 
  of the same action to grant all allies within 30 feet of them an 
  insight bonus to saving throws equal to half your caster level for 
  one round. If the target discharges the chosen motif but it does 
  not end (such as if they also have the Death motif), they may not 
  choose a different motif to link to this motif (it instead remains 
  linked to the chosen motif), but may discharge this motif.
  Mark Of Judgment [curse]
  Prerequisites: Fate sphere (Geas (word), Greater Geas), 
  caster level 10th.
  Your geas gains a permanent duration, as well as a more im-
  mediate effect. If the target breaks the geas even once, it im-
  mediately suffers a permanent -8 penalty to all ability scores or 
  another punishment of equal strength designated at the time of 
  casting. This punishment may only be removed if the geas is re-
  moved or at your discretion, whether or not the target returns 
  to obeying the geas.
  Undying Obstinance (consecration)
  Prerequisites: Fate sphere, Life sphere, caster level 15th.
  You may spend a spell point to create a consecration filled 
  with positive energy that sustains the living beyond what their 
  bodies can withstand. While this consecration is in effect, no 
  living creature becomes disabled or dying within its area, nor 
  do creatures die from loss of hit points. This does not protect 
  creatures from these effects once this consecration ends or they 
  leave the area, nor does it protect them from death from other 
  causes. This counts as a Life talent for the purpose of talents, 
  drawbacks, or other abilities that change who you can affect 
  with Life talents or abilities.
  You must concentrate to maintain this consecration, but you 
  may spend an additional spell point as a free action to allow 
  this effect to continue for 1 round per two caster levels without 
  concentration.
  Advanced Illusion Talents
  Advanced Invisibility
  Prerequisites: Illusion sphere (Suppression (glamer) (in-
  visibility)), caster level 10th.
  You may spend an additional spell point when using the 
  Suppression glamer to make the target completely invisible. 
  This grants them a +20 bonus to Stealth (increased to +40 if 
  they are standing still), and they possess total concealment even 
  when detected.
  Deceive Dweomer
  Prerequisites: Illusion sphere (Manipulate Aura (sensory, 
  magic)), caster level 1st.
  As a trick, you may add half your caster level as an enhance-
  ment bonus to Use Magic Device checks to emulate a race, 
  class feature, ability score or alignment. This bonus lasts for 
  1 minute. In addition, you may now use the manipulate aura 
  trick to add, modify or conceal auras of alignment, race, crea-
  ture type, level or any other descriptor that may be detected or 
  discerned by a spell or sphere effect.
  When using any sphere talent or ability (not just those be-
  longing to the Illusion sphere), you may apply Manipulate Aura 
  to change what sphere of magic it belongs to for the purpose 
  of people identifying the school of magic or sphere effect via 
  the Spellcraft skill or detect magic (or similar spells or abilities).
  Distant Deception
  Prerequisites: Illusion sphere (Ranged Illusion x2), cast-
  er level 5th.
  Your illusion range improves to 1,000 feet + 100 feet per 
  caster level. To place glamers on a creature or object beyond 
  long range you must be able to individually identify them. To 
  apply sensory talents to figments at greater than long range you 
  must be able to be experiencing the corresponding sensation 
  created by the figment.
  Expand Illusion
  Prerequisites: Illusion sphere (Enlarged Illusion), caster 
  level 1st.
  When creating an illusion, you may spend an additional 
  spell point to improve its size by one step. You may spend an 
  additional spell point per 5 levels to improve its size by an ad-
  ditional step.
  
  Chapter 6: Advanced Magic
  404
  Permanent Image
  Prerequisites: Illusion sphere (Lingering Illusion), caster 
  level 10th.
  When creating an illusion, you may spend 2 spell points to 
  increase its duration to permanent.
  Phantom Mind
  Prerequisites: Illusion sphere (Lingering Illusion, 
  Programmed Illusion), caster level 8th.
  By spending an additional spell point, you no longer need 
  to have line of sight or spend a standard action to direct, move, 
  or alter your figments. This allows your figments to somewhat 
  automatically adapt to situations without having to be given 
  new orders or modifying appearances to fit the situation.
  Your illusions, when behaving autonomously, act and react 
  more or less realistically depending upon your caster level. Use 
  the following table as a guideline for what may at most be ex-
  pected from an illusion acting independently.
  Table: Phantom Mind Illusion Realism
  CL
  Maximum Expected Realistic Effect
  8-10
  Simple communication (as a human toddler).
  11-12
  Decent problem solving, moderate communication 
  (as a very young human).
  13-14
  Decent communication (as a young human).
  15-16
  Advanced problem solving and simple planning (as 
  an adolescent human).
  17-18
  Advanced communication and moderate planning 
  (as a dumb human).
  19-20
  Advanced planning (as an average human).
  Phantom Mind illusions resist casual testing, as they know 
  when they should respond and how, and can outsmart less intel-
  ligent creatures without direction from you. Creatures with an 
  Intelligence score lower than half the caster level of the illusion 
  gain no benefits from obvious signs of trickery and cannot out-
  smart them with causal testing.
  Phantom Pain
  Prerequisites: Illusion sphere (Illusionary Touch (senso-
  ry, touch) x2), caster level 5th.
  Improve the damage done by figments by your casting abil-
  ity modifier (applying your casting ability modifier a total of 
  twice).
  Spell Disruption
  Prerequisites: Illusion sphere (Blur (glamer), Manipulate 
  Aura (sensory, magic)), caster level 5th.
  You may spend an additional spell point when using Blur to 
  have it also cause spell failure chance equal to its miss chance. 
  This spell failure applies to all spells, sphere effects, spell-like 
  and supernatural abilities that go to, from, or whose line of 
  sight or effect cross the illusion.
  Advanced Life Talents
  Hypervitalize
  Prerequisites: Life sphere (Restore Health (cure), 
  Revitalize), caster level 15th.
  When you use the Revitalize talent on a creature, you may 
  spend 2 additional spell points to make the creature exception-
  ally vital on a cellular level for the duration of the revitalization. 
  Every cell of their body is so imbued with positive energy that 
  they are no longer a single living being, but a collection of living 
  cells creating a gestalt. Each individual cell can survive on its 
  own and actively fights to keep the whole body functioning: 
  blood will crawl back into the wounds that released them, bro-
  ken bones will straighten themselves, and wounds will actively 
  close and seal shut.
  The hypervitalized creature gains the following benefits:
  • Immunity to bleed, death effects, damage from pos-
  itive energy effects, disease (magical and non-magi-
  cal), paralysis, poison, sleep effects, aging effects, and 
  stunning.
  • Not subject to nonlethal damage of any kind. Immunity 
  to damage or drain to its ability scores, as well as to ex-
  haustion and fatigue effects. These do not protect the 
  character from the results of their own abilities (such 
  as nonlethal damage caused by the Draining Casting 
  drawback) or voluntarily gained through helpful ef-
  fects (such as the Overclocked talent).
  • Immunity to any effect that requires a Fortitude save 
  (unless the effect also works on objects or is harmless).
  • The fast healing granted by Revitalize is upgraded to 
  regeneration; severed limbs can be reattached to the 
  body (and indeed, will try to reattach themselves if 
  possible). The target is not at risk of death from mas-
  sive damage, not disabled at 0 hit points, and at neg-
  ative hit points is unconscious but stable, even if ex-
  ceeding the Constitution score. It can only be killed 
  if the body is deliberately destroyed, such as being im-
  molated or disintegrated, or by allowing the effect to 
  expire while at negative hit points greater than their 
  Constitution score. Creatures that possess abilities 
  that allow them to stay unconscious at 0 or fewer hit 
  points still fall unconscious if they would normally die 
  from the amount of damage they have received.
  • Does not need to breathe, drink, eat, or sleep.
  Make Whole
  Prerequisites: Life sphere (Break Enchantment, Restore 
  Senses (cure), Restore Spirit (cure)), caster level 10th.
  You may spend an additional spell point when restoring soul 
  to remove one permanent negative level from the target in ad-
  dition to the other effects. At caster level 15th, this removes 
  all negative levels and spending an additional spell point also 
  allows restoring soul to count as using a miracle or wish spell for 
  those spells and abilities that specify they can only be removed 
  by the use of these spells. This does not mimic any other bene-
  fits of a miracle or wish spell.
  
  Chapter 6: Advanced Magic
  405
  Additionally, they are healed of all broken bones, severed 
  body parts (fingers, toes, hands, feet, arms, legs, tails, or even 
  heads of multi-headed creatures), and ruined organs. This also 
  restores sight, hearing, and other permanent loss of senses. If 
  body parts to be reattached are not present, they require 2d10 
  rounds to regrow.
  This cannot bring a creature back from the dead nor func-
  tion on a creature that is already dead.
  Resurrection
  Prerequisites: Life sphere (Resuscitate), caster level 
  10th.
  You may spend 3 spell points and 1 minute to bring a dead 
  target back to life. A target cannot have been dead for more 
  than 1 day per caster level, the creature’s body must be reason-
  ably intact (i.e., it cannot be missing a vital component such 
  as its head or heart), and the target’s soul must be willing to 
  return (an unwilling target cannot be forcibly resurrected). The 
  target is restored to full health and any ability scores drained or 
  damaged to 0 are raised to 1, but otherwise, any conditions the 
  target was under when it died return when it is raised (disease, 
  poison, curses, etc.). A restore can be applied simultaneously 
  with the resurrection to counteract these conditions.
  Missing body parts are not restored, although the wounds 
  are sealed and do not bleed. The target also gains two per-
  manent negative levels when it is raised or suffers 2 points of 
  Constitution drain for every negative level it would be reduced 
  below 1st level. If this would reduce the target’s Constitution to 
  0 or less, it cannot be raised. You cannot raise a target that has 
  died of old age.
  Resurrection, Greater
  Prerequisites: 
  Life 
  sphere 
  (Break 
  Enchantment, 
  Make Whole, Restore Senses (cure), Restore Spirit (cure), 
  Resurrection, Resuscitate), caster level 15th.
  When you bring a target back to life with your Resurrection 
  talent, they only suffer 1 permanent negative level, they may 
  have been dead for up to 10 years per caster level, and they 
  can be missing vital components; indeed, you need only a small 
  piece of their body (a pinch of ash, a finger, etc.) to bring them 
  back to life and fully restore their body to its complete form.
  Transfiguration
  Prerequisites: Life sphere (Restore Health (cure)), caster 
  level 10th.
  As a full-round action, you spend two spell points to trans-
  form an adjacent creature into a more perfect version of itself, 
  one step closer to divinity than before. The transfigured creature 
  is superior to its old self spiritually, and is free of many of the 
  burdens of mortality. Any penalties for old age are suspend-
  ed, and it gains immunity to all diseases, including 
  supernatural and magical diseases, and poisons 
  of all kinds. Most importantly, its current 
  and maximum hit points are raised by 
  5 hit points per caster level. This 
  can not bring a creature’s maxi-
  mum hit points to more than 
  twice its normal maximum 
  hit points.
  The 
  transfigura-
  tion lasts a number of 
  hours equal to your 
  caster level, or until 
  they drop below 0 
  hit points. When 
  the transfiguration 
  ends, if a crea-
  ture’s 
  current 
  hit point total is 
  greater than their 
  original maximum 
  total, their current 
  hit point total be-
  comes their original 
  maximum hit point to-
  tal, but they otherwise do 
  not lose any hit points from 
  the reduction in their maxi-
  mum hit points.
  
  Chapter 6: Advanced Magic
  406
  Advanced Light Talents
  Daylight (light)
  Prerequisites: Light sphere, caster level 10th.
  When causing an object to shed bright light, you may spend 
  2 additional spell points to cause the object to shed bright light 
  for a 2 mile radius and normal light for 5 miles beyond that.
  Diffuse Body
  Prerequisites: Light sphere (Flicker (light)), caster level 
  7th.
  Your Flicker talent becomes more nuanced and refined. 
  Rather than allowing someone to simply turn into a single 
  body of light, you give them the ability to split themselves into 
  multiple reflections. When a creature under the effects of your 
  Flicker takes a move action, they may choose to move in two 
  separate directions and end their move in two different loca-
  tions. When they take their next action or the next time they 
  are attacked or targeted at one of these locations, whichever 
  is sooner, they must decide which of these positions they are 
  actually in.
  Everglow
  Prerequisites: Light sphere (Lingering Glow), caster lev-
  el 1st.
  By spending a spell point you can make a glow permanent, 
  so long as it is not placed on an unwilling target. This also trans-
  fers control over the glow effect to anyone who holds the ob-
  ject, or the creature affected, allowing them to choose when to 
  shed light or to simply glow. They may also turn the glow off 
  completely as a move action, or turn it on again as a standard 
  action.
  These permanent glows cannot be caused to shed bright 
  light, and cannot have (light) talents applied to them. Any alter-
  ations of the glow’s area or other qualities must be applied and 
  determined when it is made permanent and cannot be changed; 
  a permanent glow may only possess one unchangeable Style that 
  cannot stain its surroundings, and may only have one (nimbus) 
  talent applied, which cannot be changed after the glow is creat-
  ed, though the direction of talents such as Illuminate and Beam 
  can be altered as a free action normally.
  Incarnate Glow
  Prerequisites: Light sphere (Flicker (light)), caster level 
  15th.
  When using the Flicker (light) talent, you can spend two 
  spell points to more completely assimilate the target, turning 
  them into a form composed of pure light. In addition to the 
  normal effects of the Flicker talent, the target gains the follow-
  ing benefits:
  • Immunity to nonmagical attack forms. Even when 
  attacked with magical abilities and magic weapons, 
  the target takes only half damage from any corporeal 
  source. Corporeal effects that do not deal damage only 
  have a 50% chance of working. Force effects work on 
  the target normally, and the ghost touch special ability 
  can affect the target as if it were incorporeal.
  • The target loses any natural armor bonus it possesses, 
  but gains a deflection bonus equal to your casting abil-
  ity modifier.
  • The target can move in any direction with its base 
  land speed, effectively gaining a fly speed with per-
  fect maneuverability. In addition, the target passes 
  through water and operates in it as easily as it does in 
  air, becomes weightless and cannot fall or take falling 
  damage.
  • The target moves silently and cannot be heard with 
  Perception checks if it does not wish to be heard. 
  Nonvisual senses such as scent or blindsight are inef-
  fective in regards to the target.
  Light Speed
  Prerequisites: Light sphere (Flicker (light), Incarnate 
  Glow), caster level 15th.
  While a target is under the effects of Incarnate Glow, they 
  can take advantage of their near-light state to move at much 
  greater speeds. Whenever the target takes a move, run, with-
  draw or 5-foot step action, as long as they move in a straight 
  line and there are no factors that block normal sight (such as 
  concealment from darkness or fog), they may move five times 
  the normal distance they would travel.
  In addition, the target may briefly move at light speed. 
  This functions as a single run action, following the normal rules 
  for run and movement, except the target may not pass through 
  factors that block normal sight (such as concealment from 
  darkness or fog), but may otherwise run 100 miles per caster 
  level in a line as part of a single action. After taking this ac-
  tion, the glow and all its effects (including the effects of Flicker, 
  Incarnate Glow, and Light Speed) immediately end.
  Prismatic Radiance (light)
  Prerequisites: Light sphere (Searing Light (light), Style), 
  caster level 15th.
  By spending three spell points to create bright light, you 
  cause your glow to shed a dazzling array of beautiful and deadly 
  colors. Each round a creature is within the area of this bright 
  light, roll 1d8 to determine what effect the light has on them.
  Table: Prismatic Radiance
  1d8
  Color
  Effect
  1
  Red
  1d4 fire damage per caster level (Reflex half)
  2
  Orange
  1d6 acid damage per caster level (Reflex half)
  3
  Yellow
  1d8 untyped damage per caster level (Reflex 
  half)
  4
  Green
  Poison (Frequency 1/round for 4 rounds; 
  effect 1d2 Constitution damage; cure 2 
  consecutive Fortitude saves)
  5
  Blue
  Dazed for 1d2 rounds (Fortitude negates)
  6
  Indigo
  Confused for 1d4 rounds (Will negates)
  7
  Violet
  Each round for one minute, 50% chance to 
  take no actions (Will negates)
  8
  Multicolor
  Roll twice more, rerolling any further results 
  of 8
  
  Chapter 6: Advanced Magic
  407
  Radiation (light)
  Prerequisites: Light sphere (Irradiance (light)), caster 
  level 10th.
  When you spend a spell point to create bright light with 
  the Irradiance talent, you may spend an additional spell point 
  to create higher energy radiation. Creatures in the area who fail 
  the Fortitude save against nausea also contract low radiation, as 
  described in the Radiation Blast advanced Destruction talent. 
  This cannot stack with itself to increase radiation to higher lev-
  els, but can stack with other sources of radiation.
  Star Genesis
  Prerequisites: Light sphere (Intensity Control), caster 
  level 10th.
  When you use the Intensity Control talent you may spend 
  a spell point to increase the radius of your normal and bright 
  light (as well as the distance at which light is increased by one 
  step) by 25 feet + 5 feet per 2 levels instead of just by 10 feet.
  If you exercise this option, you may also spend an addition-
  al spell point when creating bright light to cause the central 30 
  feet + 5 feet per 2 caster level radius to be equivalent to daylight 
  for all purposes, including for creatures that are damaged or 
  destroyed by such light.
  Advanced Mind Talents
  Deadly Vision (charm)
  Prerequisites: Mind sphere (Vision (charm)), caster level 
  10th.
  As a greater charm, you may spend 2 spell points to give 
  the target a vision of the most fearsome creature imaginable, 
  pulling its subconscious fears into a shape before its eyes. Only 
  the target can see this vision, although you may see the vague 
  shape of the creature the target is seeing. The target first gets a 
  Will save to recognize the image as unreal. If that save fails, the 
  phantasm touches the subject, and the subject must succeed on 
  a Fortitude save or die from fear. This is a fear effect.
  Greater Communication
  Prerequisites: Mind sphere (Project Thoughts (charm)), 
  caster level 10th.
  So long as you are personally familiar with the subject, 
  you may spend an additional spell point to use your Project 
  Thoughts charm across any distance, even across planes (al-
  though there is a 5% chance a cross-planar sending simply does 
  not arrive). Recipients are allowed to respond in kind, but the 
  target must voluntarily receive and send the messages; the tar-
  get may simply decide to block you out, in which case the con-
  versation immediately ends.
  Insanity (mind)
  Prerequisites: Mind sphere (Confusion (charm)), caster 
  level 10th.
  When applying a Confusion charm to a target, you may 
  spend an additional spell point to change this charm into an 
  instantaneous effect. The charm has no duration and cannot be 
  dispelled. This cannot be removed except through the Make 
  Whole advanced Life talent or through a similar effect such as 
  a greater restoration spell.
  Memetic Link
  Prerequisites: Mind sphere (Enthrall (charm), Mass 
  Charm, Powerful Charm, Project Thoughts (charm)), caster 
  level 10th.
  When you place a powerful Enthrall charm on a target, you 
  may spend an extra spell point at the time of casting to create 
  a memetic link between you and the target. This link allows the 
  target, if they have access to the Mind sphere, enchantment 
  spells, or similar mind-affecting effects, to treat both itself and 
  you as the caster of any such mind-affecting effects that they 
  produce. All calculations involving caster level, saving throw 
  DCs, magic skill checks, and other similar concerns related to 
  the actual casting still use the target’s own casting ability, but 
  you are treated as the caster for the purposes of the results. (For 
  example: If your target uses the Read Mind charm on anoth-
  er target, you would both gain the information gleaned from 
  the secondary target’s mind.) If your target possesses Memetic 
  Link as well, he or she may cede control of an Enthrall charm 
  he or she casts to you as well, creating a potential chain of en-
  thralled targets, though such a chain may only go as long as your 
  casting ability modifier (not counting yourself).
  Mind Control
  Prerequisites: Mind sphere (Enthrall (charm), Powerful 
  Charm, Project Thoughts (charm)), caster level 10th.
  When you place a powerful Enthrall charm on a target, you 
  may spend an additional spell point to increase the duration to 1 
  day per caster level. In addition, the target obeys all commands 
  you give it, except for obviously suicidal ones. Commands that 
  are against the target’s nature grant it a new saving throw with 
  a +2 bonus to throw off the entire effect.
  You may communicate your requests telepathically to the 
  target (if you do not have a shared language, you can only com-
  municate basic commands such as ‘go’, ‘fight’, ‘stand still’, etc.). 
  This can be done over any distance once established, but not 
  across planes.
  By concentrating fully on the effect (a standard action), you 
  can receive full sensory input as interpreted by the mind of the 
  subject, and if you possess the Read Mind talent and Greater 
  Communication advanced talent, it can communicate with 
  you. You cannot actually see through the subject’s eyes, but it 
  still gives you a general idea of what’s going on.
  If you do not spend at least 1 round concentrating on the 
  creature each day, the subject receives a new saving throw to 
  throw off your control.
  Recondite Stimuli
  Prerequisites: Mind sphere, caster level 1st.
  You can reach the minds of creatures thought, by some, to 
  be untouchable by the mental arts. When you gain this talent, 
  you may choose plants and oozes, or one creature type from the 
  following list: constructs, vermin, or undead.
  Once selected, you may affect creatures of that creature 
  type with your charms and other mind-affecting effects, bypass-
  ing any type-based immunity to mind-affecting effects these 
  creatures may have, and treating mindless creatures as hav-
  ing an Intelligence score of 1 for the purposes of Mind sphere 
  talents.
  Special: This talent may be selected more than once. 
  Each time, a different creature type must be selected.
  
  Chapter 6: Advanced Magic
  408
  Zeitgeist (cloud)
  Prerequisites: Mind sphere (Mass Charm, Project 
  Thoughts (charm)), caster level 10th.
  You may spend an additional 1, 2, or 3 spell points and take 
  10 minutes to affect large communities of 200 or smaller, 2,000 
  or smaller, or 5,000 or smaller (respectively) with a single lesser 
  or greater version of a charm. Every individual within this com-
  munity of 3 or fewer Hit Dice is automatically affected by this 
  charm, while everyone with 4 or more Hit Dice receives a Will 
  save as normal with a +4 bonus. This effect lasts for a number 
  of hours equal to your caster level.
  Note: GMs using the Zeitgeist talent to create an en-
  thralled thorpe or all-too-sleepy little village are encouraged to 
  not roll the Will saves until player characters arrive “on screen”, 
  and to recall that many, many NPC citizens will have fewer 
  than 3 Hit Dice and not be permitted a save. Waiting for the 
  PCs to arrive will save prep time and cut down on NPC note 
  mismanagement, even if you do realize that a plot-crucial NPC 
  was actually unaffected and should have been active elsewhere 
  from time to time.
  Advanced Nature Talents
  Cyclone (air, geomancing)
  Prerequisites: Nature sphere ((air) package, Manipulate 
  Nature (geomancing)), caster level 15th.
  As a concentration effect, you may spend 2 spell points to 
  create a powerful cyclone of raging wind that moves through the 
  air, along the ground, or over water at a speed of 60 feet per 
  round. This cyclone is 10 feet wide at the base, 30 feet wide at 
  the top, and 30 feet tall. You can concentrate on controlling the 
  cyclone’s every movement or spend an additional spell point to 
  allow it to exist for 1 round per caster level without concentra-
  tion, in which case you must specify a simple program (direct-
  ing the cyclone’s movement or changing its programmed move-
  ment is a standard action). The cyclone always moves during 
  your turn. If the cyclone exceeds the effect’s range, it moves in 
  a random, uncontrolled fashion for 1d3 rounds and then dissi-
  pates. (You cannot regain control of the cyclone, even if it comes 
  back within range.)
  Any Large or smaller creature that comes in contact with 
  the spell effect must succeed on a Reflex save or take 3d6 points 
  of damage. A Medium or smaller creature that fails its first save 
  must succeed on a second one or be picked up bodily by the 
  cyclone and held suspended in its powerful winds, taking 1d8 
  points of damage each round on your turn with no save al-
  lowed. You may direct the cyclone to eject any carried creatures 
  whenever you wish, depositing the hapless souls wherever the 
  cyclone happens to be when they are released.
  Earthquake (earth, geomancing)
  Prerequisites: 
  Nature 
  sphere 
  ((earth) 
  package, 
  Manipulate Nature (geomancing)), caster level 15th.
  As an instantaneous effect, you may spend 3 spell points to 
  create an earthquake, affecting an 80-foot radius area. The pow-
  erful shockwave created by this ability knocks creatures down, 
  collapses structures, opens cracks in the ground, and more. 
  The effect lasts for 1 round, during which time creatures on the 
  ground cannot move or attack. A caster on the ground must 
  succeed at a Concentration check (DC 20 + 1/2 the caster level) 
  or lose any spell or sphere effect they try to cast. The earthquake 
  affects all terrain, vegetation, structures, and creatures in the 
  area. The specific effect of an earthquake depends on the nature 
  of the terrain where it is created.
  Cave, Cavern, or Tunnel: The roof collapses, dealing 
  8d6 points of damage to any creature caught under the cave-in 
  (Reflex DC 15 half) and pinning that creature beneath the rub-
  ble (see below). An earthquake cast on the roof of a very large 
  cavern could also endanger those outside the actual area who 
  are below the falling debris and rubble.
  Cliffs: The earthquake causes cliffs to crumble, creating 
  a landslide that travels horizontally as far as it falls vertically. 
  Any creature in the path takes 8d6 points of bludgeoning dam-
  age (Reflex DC 15 half) and is pinned beneath the rubble (see 
  below).
  Open Ground: Each creature standing in the area must 
  succeed at a DC 15 Reflex save or fall down. Fissures open in 
  the earth and every creature on the ground has a 25% chance 
  to fall into one (Reflex DC 20 to avoid a fissure). The fissures 
  are 40 feet deep. At the end of the earthquake, all fissures grind 
  shut. Treat all trapped creatures as if they were in the bury zone 
  of an avalanche, trapped without air (see Suffocation rules in 
  Pathfinder Gamemastery Guide for more details).
  Structure: Any structure standing on open ground takes 
  100 points of damage, enough to collapse a typical wooden or 
  masonry building, but not a structure built of stone or rein-
  forced masonry. Hardness does not reduce this damage, nor is 
  it halved as damage dealt to objects normally is. Any creature 
  caught inside a collapsing structure takes 8d6 points of blud-
  geoning damage (Reflex DC 15 half) and is pinned beneath the 
  rubble (see below).
  River, Lake, or Marsh: Fissures open under the water, 
  draining away the water from that area and forming muddy 
  ground. Soggy marsh or swampland becomes quicksand for the 
  duration of this effect, sucking down creatures and structures. 
  Each creature in the area must succeed at a DC 15 Reflex save 
  or sink down in the mud and quicksand. After the earthquake 
  ends, the rest of the body of water rushes in to replace the 
  drained water, possibly drowning those caught in the mud.
  Pinned Beneath Rubble: Any creature pinned beneath 
  rubble takes 1d6 points of nonlethal damage per minute while 
  pinned. If a pinned character falls unconscious, he or she must 
  attempt a DC 15 Constitution check each minute thereafter 
  until freed or dead, suffering 1d6 points of lethal damage for 
  each failed save.
  Eternal Steel (metal and plant, geomancing)
  Prerequisites: Nature sphere ((metal) package, (plant) 
  package, Living Steel), caster level 8th.
  As an instantaneous effect, you may as a standard action 
  spend 3 spell points to grant one metal creature or metal object 
  regeneration 1 (acid). The amount of regeneration increases by 
  +1 per 10 caster levels.
  Freezing Geyser (fire, water, geomancing)
  Prerequisites: Nature sphere ((fire) and (water) package, 
  Create Nature (geomancing), Temperature (fire, geomancing)), 
  caster level 15th.
  
  Chapter 6: Advanced Magic
  409
  This creates a burst of boiling water that snap-freezes once 
  it has covered its targets. As a concentration effect, you may 
  spend 2 spell points to create an eruption coming from a 10-
  foot square of solid ground within range. This deals 1d6 fire 
  damage per caster level per round to all creatures within the 
  10-foot square and up to 30 feet above it. A successful Reflex 
  save halves the damage, but creatures with evasion still suffer 
  3d6 fire damage on a successful save.
  Starting in the second round of the geyser’s eruption, the 
  rapidly cooling water begins raining down on all targets within 
  30 feet of the geyser, lasting for the length of the effect +1d3 
  rounds. Any creature caught in this freezing downpour takes 
  10d6 points of cold damage each round and is entangled by the 
  layer of frost and ice forming on it. Even creatures affected by 
  the main geyser who failed their Reflex save but left the area 
  of cold rain find themselves entangled as the water on them 
  freezes.
  A successful Reflex save halves the damage and prevents 
  the entangled condition, but still deals 2d6 cold damage to 
  creatures with evasion who successfully save. While a creature 
  outside the affected area finds their entangled condition leaves 
  after 1 round as the ice melts, creatures who remain within 
  the affected area are affected each round, with each additional 
  failed save causing its speed to be reduced by 10 feet. If the 
  creature’s speed reaches 0 feet, it is completely encased in ice, 
  as the (water) package geomancing ability, with ice thickness de-
  termined as usual for the caster. At this point the creature con-
  tinues taking damage from the freezing water—automatically 
  failing any saving throws—plus an additional 3d6 points of cold 
  damage each round until freed from the ice.
  If an entangled creature steps into the burning geyser, they 
  suffer fire damage as normal and are no longer entangled, as the 
  boiling water melts the ice.
  Living Steel (metal and plant, geomancing)
  Prerequisites: Nature sphere ((metal) package, (plant) 
  package), caster level 5th.
  As an instantaneous effect, you may as a standard action 
  spend 2 spell points to permanently grant the effects of living 
  steel to a metal creature or object whose size is no larger than 
  the ore that you may recover. Living steel repairs damage to 
  itself at a rate of 2 hit points per day, or 1 hit point per day if 
  it has the broken condition. In addition whenever the wielder 
  of a metal weapon rolls a natural 1 on an attack roll against 
  a creature wearing living steel armor or wielding a living steel 
  shield, the item must succeed at a DC 20 Fortitude save or gain 
  the broken condition. If the weapon already has the broken 
  condition, it is instead destroyed. Living steel cannot damage 
  adamantine weapons in this way.
  Materials Of Legend (metal, geomancing)
  Prerequisites: Nature sphere ((metal) package, Metal 
  Mastery (metal, geomancing)), caster level 10th.
  You may spend 2 additional spell points when using your 
  Recover Ore ability, if you do you may treat the ore in the 
  ground so that when it surfaces, you recover your choice of 
  Elysian bronze, fire-forged steel, or frost-forged steel.
  Natural Ally (spirit)
  Prerequisites: Nature sphere (Friend To Wildlife (spir-
  it)), caster level 1st.
  As an instantaneous effect, you may, as a standard action, 
  spend 3 spell points to call a specific fey, magical beast, plant or 
  vermin of a type you designate (provided the creature’s CR is 
  
  Chapter 6: Advanced Magic
  410
  equal to or less than 1/2 your caster level) which then appears in 
  a place within range at the start of your next turn, and remains 
  for up to 1 hour per caster level. Unlike Animal Friend, this ad-
  vanced talent does not require that there are creatures of those 
  types in the area. The creature will aid the caster to the best of 
  its ability, but unless the caster speaks the creature’s language, 
  only basic communication is possible (attacking an enemy, de-
  fending the caster, etc.) The creature must also be treated fairly 
  and will not give aid that is obviously suicidal. If treated poorly, 
  they may turn on and attack the caster. A caster may not use 
  Natural Ally more than once per day.
  Persistent Fog Cloud (water, spirit)
  Prerequisites: Nature sphere ((water) package, Deep 
  Nature), caster level 10th.
  You may spend 2 additional spell points when using the 
  (water) geomancing Fog ability to change the duration of the 
  fog from concentration to permanent. The fog in this form be-
  comes an insubstantial object without hit points. You may con-
  centrate on the fog to have it move up to 1/2 your speed in any 
  direction. If targeted or otherwise in the area of an ability from 
  the Weather sphere, the caster using the Weather sphere must 
  attempt a magic skill check against your magic skill defense. If 
  the Weather sphere user is successful, the fog is immediately 
  dispelled. It is otherwise not subject to the effects of weather 
  not created by magic.
  Phoenix Resurgence (fire, spirit)
  Prerequisites: Nature sphere ((fire) package, Resist 
  Elements (spirit), Wreath Of Elements (spirit)), caster level 1st.
  In response to gaining the disabled or dying condition, as 
  an instantaneous effect, you may as an immediate action spend 
  3 spell points to explode into a ball of flame dealing 1d6 fire 
  damage per caster level to all creatures within 10 feet + 5 feet 
  per 5 caster levels. At the beginning of your next round, you 
  return to life with 0 hit points and a number of temporary hit 
  points equal to your caster level, which remain for 1 hour. You 
  may only use this effect once per hour.
  Rapid Growth (plant, geomancing)
  Prerequisites: Nature sphere ((plant) package, Create 
  Nature (geomancing)), caster level 15th.
  You may spend 3 spell points to create a massive growth of 
  plantlife. This affects up to a 1/2 mile radius area in one of the 
  following ways:
  Change Terrain: You may change the terrain in this area 
  to forest or jungle. This does not cause animals native to the 
  forest or jungle to appear, nor does it guarantee that the terrain 
  type will stay that way indefinitely (some areas such as deserts 
  or high mountains cannot support forests or jungles, and a for-
  est or jungle created in these locations may die out over time) 
  but in all other ways, the terrain changes to the selected type.
  Improve Forest: If used in an area that already contains a 
  forest or jungle, you may cause the area to grow rapidly. Typical 
  trees become massive trees, all areas become covered in under-
  growth, and areas already covered in undergrowth gain heavy 
  undergrowth.
  A creature standing in the same square as a typical tree 
  gains partial cover, which grants a +2 bonus to Armor Class and 
  a +1 bonus on Reflex saves. The presence of a tree does not oth-
  erwise affect a creature’s fighting space, because it is assumed 
  that the creature is using the tree to its advantage when it can. 
  The trunk of a typical tree has AC 4, hardness 5, and 150 hit 
  points. A DC 15 Climb check is sufficient to climb a tree.
  Massive trees take up an entire square and provide cover 
  to anyone behind them. They have AC 3, hardness 5, and 600 
  hit points. Like their smaller counterparts, it takes a DC 15 
  Climb check to climb them. Space covered with light under-
  growth costs 2 squares of movement to move into and provides 
  concealment. Undergrowth increases the DC of Acrobatics 
  and Stealth checks by 2 because the leaves and branches get in 
  the way. Heavy undergrowth costs 4 squares of movement to 
  move into and provides concealment with a 30% miss chance 
  (instead of the usual 20%). It increases the DC of Acrobatics 
  checks by 5. Heavy undergrowth is easy to hide in, granting a +5 
  circumstance bonus on Stealth checks. Running and charging 
  are impossible. Squares with undergrowth are often clustered 
  together. Undergrowth and trees are not mutually exclu-
  sive; it is common for a 5-foot square to have both a tree and 
  undergrowth.
  Increase Yield: If used in an area of developed farmland, 
  you double the crop production in that area for the rest of the 
  harvest season. This has no effect if used in winter or other 
  times when crops are not being tended.
  Tsunami (water, geomancing)
  Prerequisites: 
  Nature 
  sphere 
  ((water) 
  package, 
  Manipulate Nature (geomancing)), caster level 15th.
  As a concentration effect, you spend 2 spell points to cre-
  ate a wave of water 10 feet deep, 10 feet wide per caster level, 
  and 2 feet tall per caster level. This wave moves in a straight line 
  at 60 feet per round over water (30 feet per round over land), 
  and if not combined with Create Water, must originate from a 
  large body of water. It travels perpendicular to its width, and 
  may be maintained for no more than 5 rounds.
  Creatures struck by the tsunami take 8d6 points of blud-
  geoning damage (a Fortitude save halves this damage) and are 
  subject to a special CMB check. The wave’s CMB is equal to 
  your caster level + your casting ability modifier + 8 (for the 
  wave’s size). If this CMB check defeats a creature’s CMD, the 
  creature is knocked prone and carried along by the wave. A 
  creature carried along by a tsunami can attempt to escape the 
  wave on its turn as a standard action by making a CMB or Swim 
  check opposed by the wave’s CMB check. If a creature fails 
  to escape, it takes another 6d6 points of bludgeoning damage 
  (Fortitude save for half) and continues being carried along by 
  the wave.
  Objects struck by a tsunami are swept up if they are Huge 
  or smaller and are carried along by the wave, deposited in a pile 
  at the end of the wave’s journey. Gargantuan or larger objects, 
  as well as structures or objects firmly attached to the ground, 
  take 8d6 points of bludgeoning damage when a tsunami passes 
  through its space—if this is enough to destroy the object or 
  structure, the remains are carried along by the wave. Hardness 
  does not reduce this d amage, nor is it halved as damage dealt 
  to objects normally is. Freedom of movement or the Freedom word 
  prevents a creature from being carried along by a tsunami but 
  does not prevent damage caused by it hitting a creature.
  A solid barrier that is taller than the tsunami that is not 
  destroyed by the wave stops that portion of the wave from 
  
  Chapter 6: Advanced Magic
  411
  continuing onward, leaving a gap in the wave as the rest of it 
  continues forward.
  Volcano (fire, geomancing)
  Prerequisites: Nature sphere ((fire) package, Manipulate 
  Nature (geomancing)), caster level 15th.
  As a concentration effect, you may spend 2 spell points to 
  call lava up from deep within the earth. This lava bursts from 
  a 10 feet wide hole in the ground centered within range and 
  creates a spout 10 feet high per 2 caster levels. Any creature in 
  this area or who enters this area takes 10d6 points of fire dam-
  age and is hurled into the air and then tossed to the ground, 
  suffering falling damage based upon the height of the volcanic 
  spray (e.g., if the volcano is 80 feet tall, the creature takes 8d6 
  falling damage) and lands prone in a random square adjacent 
  to the spout. A successful Reflex saving throw halves the fire 
  damage and the creature is not tossed into the air, instead mov-
  ing to the closest square adjacent to the geyser (Large-sized or 
  larger creatures are moved enough so that they are not on top 
  of the geyser but still adjacent to it). This movement does not 
  provoke attacks of opportunity and does not count toward the 
  creature’s normal movement.
  In addition, the volcano sprays lava, smoke, and poison gas 
  in a hemispherical emanation around itself. The radius of this 
  emanation is equal to one half the volcano’s height (e.g., an 80 
  foot spout has a 40-foot radius emanation). All creatures within 
  this area, including yourself, have concealment and suffer 2d6 
  points of fire damage each round as lava cascades on them. 
  They also suffer 1d6 Constitution damage per round as they in-
  hale poisonous gas (Fortitude DC 15 negates, the DC increases 
  by 1 per previous save), as Vog severity level 7 from the Weather 
  sphere. Even after a creature leaves the lava-filled area, they 
  suffer 1d6 points of damage for 1d3 rounds as the lava already 
  on them cools.
  A volcano must be created on the ground and cannot be cre-
  ated in other places, such as on the 2nd floor of a building. You 
  can choose to make a smaller volcano than your level permits 
  if an obstruction prevents it from reaching its full height, or if 
  you simply want to create a spread of lava that’s smaller than 
  your maximum.
  Whispering Elements (geomancing)
  Prerequisites: Nature sphere, caster level 1st.
  As an instantaneous effect, you may as a standard action 
  spend a spell point to send a message or sound through an ele-
  ment corresponding to a package you possess (air, earth, water, 
  etc.) to a designated spot anywhere in the world. The message 
  travels to the destination, provided that the location is familiar 
  to you and that it can find a way to the location through its 
  chosen medium. The message can travel as slowly as 1 mile per 
  hour or as quickly as 1 mile per 10 minutes, though if it cannot 
  reach its destination within 1 hour per caster level, the effect 
  ends without delivering the message. If choosing plant or fire 
  the message can travel without a medium, provided the end 
  location possesses either plantlife or a fire for the message to 
  be delivered through.
  The message is gentle and unnoticed until it reaches the 
  location, where it then delivers its whisper-quiet message or 
  other sound to all creatures within 10 feet + 5 feet per 5 caster 
  levels of the destination. Note that the message is delivered 
  regardless of whether anyone is present to hear it.
  At time of casting, you can prepare the effect to bear a 
  message of no more than 20 + your caster level words, cause the 
  talent to deliver other sounds for 1 round per 2 caster levels, or 
  merely have the message seem to be a faint manifestation of 
  the chosen element.
  The message cannot speak verbal components, use com-
  mand words, or activate magical effects.
  Wildfire (fire)
  Prerequisites: Nature sphere ((fire) package, Ranged 
  Geomancy x2), caster level 5th.
  When using affect fire, you may spend 3 spell points to 
  send forth a burst of heat that targets everything within a radi-
  us of 1000 feet + 100 feet per caster level. Creatures and objects 
  caught within the radius of effect are dealt fire damage equal to 
  the largest fire you can create and catch fire (if they are flamma-
  ble, such as trees or cloth). A successful Reflex save halves the 
  damage and negates catching fire.
  Zoetic Geomancy
  Prerequisites: Nature sphere (Deep Nature), caster level 
  10th.
  As an instantaneous effect you may spend 10 minutes and 
  3 spell points to target a portion of material within close range 
  from one of your packages to create a correlating elemental. 
  For these purposes, the Weather sphere counts as a Nature 
  package. The (plant) package, rather than producing an ele-
  mental, instead creates a treant.
  The creature created is friendly toward you, and while 
  you have no special empathy or connection with it, the crea-
  ture serves you in specific tasks or endeavors if you commu-
  nicate your desires to it. However, as it is a living, intelligent 
  being, it will expect good treatment in return. If you use Zoetic 
  Geomancy again, any previously created creatures remain 
  friendly to you, but they no longer undertake tasks for you un-
  less it is in their best interests.
  Table: Zoetic Geomancy
  Geomancing 
  Package
  Required Target
  Creature
  Air
  15-ft. cube of air
  Huge geomancy born 
  air elemental
  Earth
  15-ft. cube of dirt, 
  sand, or stone
  Huge geomancy born 
  earth elemental
  Fire
  15-ft. cube of fire 
  or lava
  Huge geomancy born 
  fire elemental
  Metal
  Huge object of 
  metal
  Huge geomancy born 
  cold iron elemental
  Plant
  Huge vegetation
  Wyrgrove treant
  Water
  15-ft. cube of 
  water
  Huge geomancy born 
  water elemental
  Weather
  15-ft. cube of air
  Huge geomancy born 
  air elemental
  
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  412
  Advanced Protection Talents
  Adaptation (aegis)
  Prerequisites: Protection sphere (Energy Resistance (ae-
  gis, ward)), caster level 10th.
  You may spend 2 spell points to grant a target an aegis that 
  makes them immune to one damage type of your choice (acid, 
  cold, electricity, fire, or sonic).
  Antimagic Aura
  Prerequisites: Protection sphere (Spell Ward (aegis, 
  ward)), caster level 10th.
  When creating a Spell Ward, you may spend an additional 
  spell point to improve the ward’s abilities: The ward stops all 
  magic and summoned creatures without the need for a magic 
  skill check. If this ward is pitted against a summoned creature 
  that has spell resistance, you must still attempt a magic skill 
  check against the creature’s spell resistance to banish it.
  Complex Glyph
  Prerequisites: Protection sphere (Glyph), caster level 
  5th.
  When you create a glyph, you may substitute an ability that 
  you possess from another sphere in place of a ward.
  This ability must either target an area, or must have the 
  ability to attack creatures. When triggered, the glyph activates 
  the ability. For an ability with a duration, it lasts for 1 round 
  per caster level (even if the original duration of the ability was 
  longer), while an instantaneous ability activates once against 
  whomever triggered the glyph, or a random target within range 
  if that is not applicable. You must pay the full spell point cost 
  of the sphere ability the glyph contains. You do not need to pay 
  a spell point to maintain an effect without concentration - the 
  glyph maintains the effect as if it were concentrated on. A glyph 
  cannot discern automatically between allies and enemies; only 
  those who trigger them and those who have not. This extends 
  to the substitute effects which normally would be able to dis-
  tinguish between allies and enemies.
  If you possess the Cantrips feat, you may use any simple 
  magical effect the Cantrips feat can create (such as a simple 
  alarm, or having an illusionary mouth appear and deliver a short 
  message) with the glyph instead of a sphere ability. Counterspell 
  may also be substituted for a sphere ability. Similarly, you may 
  add a non-magical trap (such as those constructed with the 
  Craft skill) to a glyph in place of a sphere ability.
  A complex glyph uses your caster level with the sphere of 
  the sphere ability to determine the effect of the sphere abili-
  ty, but uses your Protection caster level to determine its own 
  properties.
  Permanent Ward
  Prerequisites: Protection sphere (Enduring Protection), 
  caster level 10th.
  When creating a ward, you may spend 2 spell points to in-
  crease its duration to permanent. A complex glyph can be made 
  permanent as a normal glyph can, except for those complex 
  glyphs that trigger non-magical traps.
  When a permanent glyph is triggered, it uses its ward or 
  sphere ability. For abilities with a duration, the glyph activates 
  the ability and then maintains it as if it were concentrating on 
  it for as long as the trigger is satisfied. For an attack ability, the 
  
  Chapter 6: Advanced Magic
  413
  glyph attacks a randomly selected creature in range of both the 
  ability and the glyph itself once per round until there are no 
  longer any targets to attack.
  The glyph always has an initiative equal to its caster level 
  and does not roll a d20 or add any modifiers to its initiative.
  To be turned into a permanent glyph, a ward or other sphere 
  ability must be usable as a full-round action or shorter without 
  costing any spell points to use. If the caster has abilities that al-
  lows them to reduce spell point cost by increasing casting time, 
  they may apply them, provided the casting time stays at a full-
  round action or less.
  Subtle (aegis)
  Prerequisites: Protection sphere, caster level 5th.
  A creature with this aegis is surrounded by a field of magical 
  energy that interferes with other forms of magic. Rather than 
  producing an obvious spell resistance effect, however, the crea-
  ture with the aegis becomes hidden from sphere abilities and 
  supernatural abilities.
  The effect is such that these abilities can not target the 
  character properly without assistance from a creature. If a su-
  pernatural or sphere ability discerns between allies and enemies 
  (as many totems of the War sphere do), or acts in a way that its 
  effects only affect certain creatures (such as creatures of a crea-
  ture type or a specific alignment), the creature with the aegis is 
  unaffected or considered to be an ally. Similarly, magic traps and 
  contingency effects (like glyphs) are not triggered by the crea-
  ture’s presence, and any effect relying on a magical trigger is 
  also not triggered, as if the creature were invisible to the trap or 
  effect. Traps may still be sprung by physical triggers, however.
  Abilities that rely on the caster choosing targets are not 
  affected by this aegis, even if that ability only works on certain 
  targets (such as a paladin’s smite evil ability), and this does not 
  give the bearer any special concealment from creatures us-
  ing magical senses. Area effect abilities are also still effective 
  against the creature, provided the effect affects every creature, 
  or affects every creature save for those specifically made invul-
  nerable by the caster.
  True Protection
  Prerequisites: Protection sphere, caster level 10th.
  Whenever you create an aegis or ward, you may tie it to a 
  specific creature. Against that creature, the aegis or ward acts 
  as if it had a +10 circumstance bonus to caster level, but it is 
  ineffective against any other creature. This means the aegis or 
  ward works against attacks made by the creature, their abili-
  ties, or the attacks or abilities of other creatures it summons 
  or controls.
  To be used, the caster must be able to uniquely identify the 
  creature. If the caster has met the target, this is sufficient, oth-
  erwise they require some other means of identifying the crea-
  ture. Having a sample of the creature’s blood or tissue works, or 
  having the creature’s true name, but a description of the crea-
  ture is not sufficient.
  The GM is the ultimate adjudicator of what is required.
  Undying (aegis)
  Prerequisites: Protection sphere (Deathless (aegis)), 
  caster level 7th.
  When you create a Deathless aegis, you may spend an addi-
  tional spell point to create an Undying aegis instead. In addition 
  to the effects of the Deathless aegis, the subject is immune to 
  energy drain and any negative energy effects, including chan-
  neled negative energy.
  This aegis does not remove negative levels that the subject 
  has already gained, but it does remove the penalties from nega-
  tive levels for the duration of its effect.
  This aegis does not protect against other sorts of attacks, 
  even if those attacks might be lethal.
  Unplottable (aegis)
  Prerequisites: Protection sphere (Resistance (aegis)), 
  caster level 15th.
  You may grant the target an aegis that makes them unde-
  tectable through divination magic of any sort. Any magical at-
  tempt to gather information on the target (including scrying, 
  effects that detect invisibility, detect alignment, or even miracle 
  and wish spells when used in a similar manner) automatically 
  fails. In the case of scrying that does not directly view the bear-
  er of this aegis (such as instead scanning the area they happen 
  to be in), the spell or effect works normally, but the creature is 
  not detected.
  Advanced Telekinesis Talents
  Affix
  Prerequisites: Telekinesis sphere (Effortless Telekinesis, 
  Idle Concentration), caster level 10th
  By spending two spell points, you may permanently affix 
  a single object you are lifting with your telekinesis to a specific 
  point in space. This is an instantaneous effect that binds the 
  object to that specific point, preventing it from moving in any 
  direction even due to gravity.
  An unwilling creature lifted through the use of Hostile Lift 
  gains an immediate opportunity to break your telekinetic hold 
  with a Will save. If the save fails they remain held by your tele-
  kinesis, and must attempt a Reflex save to avoid being fixed in 
  place permanently with no further saves. A creature affected 
  by Affix can still take actions and can freely move their limbs, 
  but cannot move away from the point they have been affixed to, 
  even with teleportation effects.
  Since this is an instantaneous effect, it cannot be dispelled. 
  However, a successful application of telekinesis or brute force can 
  break an object free with a magic skill check or Strength check 
  against your MSD + 4. If applying your own telekinesis against an 
  object you have affixed, you automatically succeed on your mag-
  ic skill check. This effect can also be ended by the Make Whole 
  advanced talent from the Life sphere, the Freedom (word) from 
  the Fate sphere, or the freedom of movement spell.
  Astral Affixation
  Prerequisites: Telekinesis sphere (Affix, Effortless 
  Telekinesis, Idle Concentration), caster level 15th.
  When you affix a target permanently in place, you may 
  spend an additional spell point to strengthen the effect by pin-
  ning them to astral leylines. A creature that has failed its Reflex 
  save against being affixed must succeed at a third save or be 
  rendered paralyzed for as long as they are affixed.
  In addition, regardless of whether or not this additional 
  save is failed, breaking a target free that has been affixed in this 
  
  Chapter 6: Advanced Magic
  414
  way requires a successful magic skill check or Strength check 
  against your MSD + 10. In addition, a telekinesis effect or the 
  Freedom word with a lower caster level than the affixing will 
  always be insufficient and cannot break a target free.
  Choking Grasp
  Prerequisites: Telekinesis sphere (Telekinetic Crush), 
  caster level 15th.
  As either a stand-alone standard action or as part of main-
  taining a Hostile Lift, you may spend 2 spell points to suffocate 
  a target within your telekinesis range. The target must succeed 
  at a Fortitude save or have its hit points drop to 0 and fall 
  unconscious on its next turn as if it had failed a Constitution 
  check against suffocation. Next round, the target must succeed 
  at a second Fortitude save or drop to -1 hit points begin dy-
  ing. In the round following that they must succeed at anoth-
  er Fortitude save or suffocate and die. Succeeding on any of 
  these saves prevents further saves and stops the effects from 
  worsening, but does not negate the effects of any previously 
  failed saves. This talent only affects living creatures that must 
  breathe.
  Disperse Force
  Prerequisites: Telekinesis sphere (Quick Reactions, 
  Telekinetic Push), caster level 10th.
  You can apply an opposing force at the right times, cancel-
  ing out offensive forces. As an immediate action whenever you 
  would take damage, you may spend two spell points to negate 
  that damage. You may use this to respond to energy or magic 
  based attacks, and you may even use it to insulate you against 
  environmental hazards (such as acid rain or lava) but it is in-
  effective against damage from internal or nonphysical sources 
  (such as bleed damage or a mental attack).
  Effortless Telekinesis
  Prerequisites: Telekinesis sphere, caster level 10th.
  When you use your telekinesis to lift creatures or objects 
  and spend a spell point to create a Sustained Force on them, the 
  Sustained Force persists for 1 hour per caster level instead of 1 
  minute per caster level.
  Focused Power
  Prerequisites: Telekinesis sphere (Powerful Telekinesis), 
  caster level 5th.
  By spending a spell point you can further advance the 
  strength of your telekinesis. Increase the maximum sized ob-
  ject you can affect with telekinesis by 1 size category. This effect 
  stacks with the benefits of Powerful Telekinesis. However, the 
  action required to concentrate on the effect is increased by one 
  step, and you may not spend a spell point to maintain it with 
  Sustained Force.
  You may spend an additional spell point to increase your 
  capacity by another size, but doing so demands all of your men-
  tal focus. You may only use the basic capability of telekinesis to 
  move objects, and cannot use this in conjunction with Hostile 
  Lift or Bludgeon.
  Gravity Manipulation
  Prerequisites: Telekinesis sphere (Gravity Shift), caster 
  level 15th.
  When you use Gravity Shift, you may spend two spell 
  points instead of one to have greater control over gravity. 
  You may create or manipulate areas of no gravity or objective 
  gravity, and may apply any gravity trait to any area. Creatures 
  in the area may attempt a Reflex save to hang onto an adjacent 
  surface whenever you change gravity.
  No Gravity: Individuals in an area of no gravity merely 
  float in space, unless other resources are available to provide a 
  direction for gravity’s pull.
  Objective Gravity: The strength of objective gravity is 
  the same as normal, but the direction is not the traditional 
  “down” toward the ground. It may be down towards any solid 
  object, at an angle to the surface of the ground itself, or even 
  upward.
  Linear Acceleration
  Prerequisites: Telekinesis sphere (Acceleration, Greater 
  Speed), caster level 10th.
  You may spend 2 spell points as a standard action to fling 
  an object you are currently lifting at immense speeds, tying it 
  to a target or location within line of sight, causing it to imme-
  diately pass out of your control as it races towards that target, 
  to a maximum distance of 5 miles. This cannot be used to hurl 
  objects into the air nor to attempt to hurl them in an arc for 
  greater distance; the targeted creature, object, or location must 
  be within direct line of sight and line of effect.
  By making a successful ranged touch attack, using your 
  casting ability modifier in place of your Dexterity modifier, 
  against the target you deal double the normal Bludgeon damage 
  to it. If the attack misses, the object strikes the center of the 
  target’s space. The object’s impact into the target or their space 
  releases a powerful shockwave and everyone in a 30-foot radius 
  + 5 feet per five caster levels, including the initial target, takes 
  1d6 damage per 2 caster levels and is dazed for one round. A 
  Fortitude save negates the dazed condition, though the initial 
  target is not allowed a saving throw if the touch attack succeed-
  ed. Objects fired using Linear Acceleration suffer the full initial 
  and secondary damage of the attack.
  Puppet
  Prerequisites: Telekinesis sphere (Finesse, Telekinetic 
  Maneuver), caster level 10th.
  When you lift a creature with your telekinesis you may 
  spend a spell point to take precise control over their physical 
  form. You can force them to run, jump, manipulate objects, and 
  wield weapons, but you cannot force them to use special abili-
  ties such as spells that are not a function of bodily movement, 
  and cannot take control of their vocal cords, though you can 
  prevent them from making sounds. If you force the subject to 
  engage in combat, use an attack bonus equal to your base attack 
  plus your casting ability modifier, and substitute your casting 
  ability modifier for any ability modifiers on damage rolls. In ad-
  dition, substitute your casting ability modifier for the subject’s 
  Dexterity modifier when determining armor class. When per-
  forming actions that would require a skill check, use your skill 
  ranks plus your casting ability modifier for the check.
  Since the subject is only under your physical control, on 
  their turn they can still take purely mental actions. You must 
  use Hostile Lift to affect an unwilling creature, and they are 
  allowed the normal Will saves to negate the effect.
  
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  415
  Advanced Time Talents
  Advanced Rewind
  Prerequisites: Time sphere (Age (time)), caster level 
  10th.
  You may use the Age (time) talent to not only alter the age 
  of creatures or objects, but also enchantments.
  By spending two spell points and succeeding at a mag-
  ic skill check against the enchantment’s magic skill defence, 
  you may rewind an enchantment on a creature or object to be-
  fore it was placed, removing it from the target. This cannot be 
  used to reverse instantaneous effects such as damage, but can 
  be used to remove permanent enchantments. If successfully 
  used on a magic item this renders the object non-magical. This 
  has no effect on artifacts, but can be used to target area spells. 
  Permanent constructs are treated as creatures for this effect; 
  you can rewind an enchantment off of a construct, but cannot 
  rewind the enchantment that gave life to the construct itself.
  Improved Eject (time)
  Prerequisites: Time sphere (Eject (time)), caster level 
  17th.
  You may spend 5 spell points to touch a target and attempt 
  to permanently eject a creature from the space-time continuum 
  unless they succeed on a Will saving throw. The subject remains 
  there in a state of suspended animation unless a freedom spell or 
  Reclamation is cast at the locale where the ejection took place. 
  Magical search by a crystal ball, a locate object spell, or other 
  similar divinations (including most effects from the Divination 
  sphere) does not reveal the fact that a creature is ejected, but 
  the discern location spell or advanced talent does.
  A miracle or wish spell will not free the recipient, but will 
  reveal where it has been ejected.
  Reclamation: In addition to ejecting someone from the 
  space-time continuum, you may also spend 5 spell points to re-
  turn a creature ejected from the space-time continuum. This 
  ability must be used at the location where the target was first 
  ejected. This talent may also be used to free a creature from 
  the effects of an imprisonment or maze spell, and can be used to 
  instantly dispel any ongoing effect created by the Time sphere, 
  such as a Slow effect, Time Bubble, or Time Clone.
  Past Sight
  Prerequisites: Time sphere, caster level 5th.
  You peer not only through space, but through time. You 
  may spend one minute and a spell point to view the past of your 
  present location out to close range, viewing the past hour. You 
  gain full sensory information based on the senses you possess.
  You may concentrate on this effect, viewing an additional 
  hour further in the past for each minute of concentration. You 
  are considering flat-footed while concentrating on this effect.
  If you possess the Mass Time talent, you may share this 
  sight with a number of willing creatures within your alter time 
  range as defined by that talent. Such creatures are also flat-foot-
  ed for the duration, though they may choose to exit the vision 
  at any time.
  If you possess the Ranged Time talent, you increase the 
  area you may view by one step per time it is taken (close to 
  medium, medium to long). If Ranged Time is taken three times, 
  your viewing area increases to line of sight.
  At caster level 8th, you may spend an extra spell point to 
  view days instead of hours, each day requiring 10 minutes.
  At caster level 16th, you may spend 2 additional spell points 
  to view years instead of hours, each year requiring 1 hour.
  Query Self
  Prerequisites: Time sphere, caster level 10th.
  You may spend 2 spell points to reach through time to 
  contact a possible future self. This future self can be up to 1 
  hour per caster level into the future. You may ask a future self a 
  single short question, receiving a short, concise answer if your 
  future self is able. You may concentrate on this effect, asking a 
  different future self a different question each round. If the an-
  swer must be longer than a few words, your future self may re-
  ply over multiple rounds as long as you maintain concentration.
  While your future self usually gives honest and accurate in-
  formation, your new knowledge of events may change the out-
  come, and therefore render the advice of your future self obso-
  lete at the GMs judgement (such as the case of outcomes tied 
  to random chance, in which case the GM should roll a dice to 
  roughly approximate the chance of success when determining 
  whether a successful or not version of yourself was contacted).
  Any given question has a 10% chance that no future self 
  will respond. This result is identical to if you try to contact a 
  version of yourself that is dead as a result of the course of ac-
  tion you specified.
  Reversion
  Prerequisites: Time sphere, caster level 10th.
  You gain the ability to allow a character to completely re-
  train the last class level they gained by returning them to an 
  earlier point in time. You must spend 10 spell points and re-
  main in physical contact with the target for 1 minute, at the 
  end of which they may immediately retrain the last class level 
  they gained, choosing a new class, feats, spells, skills, or other 
  class options as appropriate. The target of this ability must still 
  rest to regain any bardic performance rounds, rage rounds, spell 
  points, spell slots, or other limited use abilities granted by this 
  new class level.
  Reversion, Complete
  Prerequisites: Time sphere (Reversion), caster level 15th.
  When using the Reversion talent, you may allow the target 
  to retrain any and all class levels they possess, choosing a new 
  class, feats, spells, skills, or other class options as appropriate. 
  The target of this ability cannot immediately use limited-use 
  powers gained in this fashion that it did not previously have, 
  and must rest to regain any bardic performance rounds, rage 
  rounds, spell points, spell slots, or other limited use abilities 
  granted by these new class levels.
  Temporal Haste
  Prerequisites: Time sphere (Improved Haste), caster lev-
  el 9th.
  When applying Haste to a target, you may spend an addi-
  tional spell point to grant them the ability to take 1 additional 
  move or swift action each round for the duration of the effect. 
  This cannot be spent for an additional immediate action.
  
  Chapter 6: Advanced Magic
  416
  target is destroyed or when the duration of this effect ends. 
  You must succeed on a melee touch attack (or a ranged touch 
  attack if you possess the Ranged Time talent) to use this ability 
  on an unwilling target, and they are allowed a Will saving throw 
  against this effect; on a successful saving throw this ability fails 
  and any spell points spent on it are wasted.
  Time clones created with this talent cannot create addi-
  tional time clones or similar copies of themselves.
  Advanced War Talents
  Carry The Flag
  Prerequisites: War sphere, caster level 10th.
  If you are the commander of a ship or similar large vessel 
  weighing at least 2,000 pounds, you may create a totem attached 
  to the vessel itself. The area of the totem includes the entire ves-
  sel, and extends outward from it to affect any creature within 
  close range of the vessel.
  Commander
  Prerequisites: War sphere, caster level 10th.
  If you are the commander of an army, that army gains a 
  +1 bonus to its Offensive Modifier, Defensive Value, and to all 
  morale checks.
  Monument
  Prerequisites: War sphere, caster level 10th.
  The caster may attach a totem to a manufactured object 
  that is at least 2,000 pounds and is of high quality - such as a 
  great statue, masterwork building, or impressive sailing vessel. 
  The object can not be animated, and can not become animat-
  ed without dispelling the totem first. The range of the totem in-
  creases to 1 mile per caster level, and it remains for one day per 
  caster level. Multiple totems may be attached to the same mon-
  ument. The owner of a monument does not need to stay within 
  range of it to maintain it, and they can share ownership with al-
  lies, allowing those allies to use it to rally their own allies. When 
  created, the creator must specify an easily perceived condition 
  by which allies of the monument will be identified, such as their 
  race, uniform or equipment.
  Creating a monument takes 8 hours.
  Advanced Warp Talents
  Create Demiplane
  Prerequisites: Warp sphere (Extradimensional Room 
  (space)), Creation sphere (Expanded Materials (material)), cast-
  er level 15th.
  When using the Extradimensional Room talent, you may 
  spend 3 spell points to create your extradimensional room as 
  an instantaneous effect; it becomes a permanent demiplane 
  and cannot be dispelled, no matter who is or is not inside. 
  Alternatively, you may use this ability to create a new portal to 
  a permanent demiplane you have previously created. You may 
  permanently close a portal to your demiplane as a free action, 
  but know that only interdimensional travel can reach a demi-
  plane without a working portal.
  Temporal Stasis
  Prerequisites: Time sphere, caster level 15th.
  You may touch a target and spend 3 spell points to place it 
  into a state of suspended animation (Fortitude negates). For the 
  creature, time ceases to flow and its condition becomes fixed. 
  The creature does not grow older. Its body functions virtually 
  cease, and no force or effect can harm it. When placing this 
  effect on a creature, you may choose to either place the tar-
  get into stasis permanently or to set either a time limit or a 
  condition on the ability. When the time limit expires or the 
  condition is met, the temporal stasis ends. Temporal Stasis may 
  be dispelled.
  Time Clone (time)
  Prerequisites: Time sphere, caster level 10th.
  You draw a version of the target from an alternate time-
  line to assist you on the battlefield by spending a number of 
  spell points equal to 1/2 the target’s total Hit Dice (minimum 
  1). Activating this ability informs the caster of how many spell 
  points it will cost for their intended target; if they do not have 
  enough spell points, the action is wasted but no spell points are 
  spent.
  This copy lasts for a number of rounds equal to 1/2 your 
  caster level and appears in a square adjacent to the target and 
  acts immediately on your turn, moving and acting as you direct 
  it (a free action). The copy shares all of the target’s statistics 
  (including current spell points after the talent is used and other 
  limited-use abilities), movement speeds, and abilities, including 
  equipped items (but not consumable or limited use items such 
  as potions, wands, and scrolls), but its tether to this timeline is 
  tenuous and the copy instantly vanishes if it takes any damage 
  or fails a saving throw against any spell or effect. Any items the 
  time clone may have possessed instantly disappear when the 
  
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  417
  As a permanent demiplane, you have much more control 
  over the composition, appearance, and contents of your room. 
  The demiplane can be filled with air or water (your choice), and 
  could have an earth, stone, water, or wood floor. The “walls” 
  and “ceiling” of the plane may appear like solid earth, stone, 
  wood, or water, or they may end in mist, a featureless void, or a 
  similar unreal-looking border. While it is still generally feature-
  less, you may transplant plants or animals to your demiplane 
  to create an ecosystem and manipulate the earth, water, and/or 
  stone of the demiplane as you would any other materials.
  If you possess the Blood sphere in addition, you may in-
  clude blood in any place that you would normally be able to 
  place water. This blood can be supernaturally resistant to con-
  gealing, remaining liquid for indefinite periods of time.
  If you use this ability while within your demiplane, you may 
  either permanently increase its size by an additional 10-foot 
  cube per caster level, or add or remove one of the following 
  traits to the entire demiplane:
  Energy: You grant your demiplane the (minor) negative- 
  or positive-dominant energy trait. A plane cannot have both 
  the negative-dominant and positive-dominant energy traits.
  Magic: You may grant your plane the dead magic, en-
  hanced magic, impeded magic, or wild magic planar trait. If 
  you select dead magic, you are affected along with everything 
  else and cannot cast on your plane. If you select enhanced or 
  impeded magic, choose one type of magic to be enhanced or 
  impeded, such as “effects with the fire descriptor or that ma-
  nipulate fire” or “death spells and effects”. A plane cannot be 
  enhanced and impeded for the same kinds of magic.
  Morphic: Your plane reacts to your thoughts; you may ad-
  just the terrain’s shape as an at-will ability. By concentrating for 
  1 minute, you may adjust a 150-foot square (10 feet deep) por-
  tion of earth, stone, or plantlife, shaping it however you will. 
  This is not fast enough to do damage or trap creatures, but 
  may be used to create fences and walls, ditches, human shapes, 
  embankments, and others.
  Portal: If you possess the Planeshift advanced talent, you 
  may grant your demiplane a permanent gate to one location on 
  another plane, which can only be used for planar travel. This 
  location must be very familiar to you. This gate is always open 
  and usable from both sides, but you can secure it using normal 
  means (such as by building a door around it).
  Time: By default, time passes at the normal rate in your 
  demiplane. If you possess the Time sphere, you may make your 
  plane have the erratic time, flowing time (half or double normal 
  time), or timeless trait (see Time, GameMastery Guide p. 185).
  Alignment: If you possess the Fate sphere, you can 
  grant your plane the (mildly) chaos-, evil-, good-, law-, or neu-
  tral-aligned alignment trait (see Alignment Traits, Gamemastery 
  Guide p. 187). You cannot give your demiplane an alignment 
  trait for an alignment you do not have.
  Bountiful: If you possess the Nature sphere, you may grant 
  your demiplane a thriving natural ecology, with streams, ponds, 
  waterfalls, and plants. The demiplane provides enough plant-
  based food (nuts, grains, fruit, fungi, and so on) to support one 
  Medium creature for every 10-foot cube of the demiplane per 
  day. The demiplane does not have any animals unless you trans-
  port them there, but the ecology can sustain itself for as long 
  as the demiplane exists without requiring watering, gardening, 
  pollination, and so on; dead organic material decays and returns 
  to the soil in the normal manner. If your demiplane has ambient 
  light, these plants are normal, familiar surface plants; if it is a 
  realm of twilight or darkness, these plants are fungi and other 
  plants adapted to near-darkness or underground locations.
  Elemental: You may grant your plane the air-, earth-, fire-
  , or water-elemental dominant trait.
  Gravity: By default a demiplane’s gravity is normal and 
  oriented in one direction, like what most creatures are used 
  to on the Material Plane. You may adjust the plane’s gravity 
  is heavy, light, none, objectively directional, or subjectively 
  directional.
  Weather: If you possess the Weather sphere, you may 
  grant a weather and seasonal cycle to your demiplane, custom-
  izable as you see fit (for example, your demiplane could always 
  be winter or have week-long seasons).
  Shape: By default, the demiplane has a fixed shape and 
  borders. You may make your plane self-contained so it loops 
  upon itself when a creature reaches one edge. You may desig-
  nate areas or locations on the edges of your plane where this 
  occurs (such as a pair of secret doors or a path in the woods) or 
  apply it to the entire plane.
  Structure: You may give your demiplane a specific, linked 
  physical structure, such as a giant tree, floating castle, laby-
  rinth, mountain, and so on. (This option exists so you can pick 
  a theme for your plane without having to worry about the small 
  details of determining what abilities you need for every hill, 
  hole, wall, floor, and corner.)
  Dimensional Lock (space)
  Prerequisites: Warp sphere (Plane Manipulator (space)), 
  caster level 15th.
  You may spend 2 spell points to designate a 20-foot ra-
  dius area centered within medium range as being completely 
  immune to extradimensional travel. For 1 day per caster level, 
  any attempt within this area to cross space or planes (includ-
  ing all Warp sphere effects, summoning a companion from the 
  Conjuration sphere, astral projection, blink, dimension door, ethere-
  al jaunt, etherealness, gate, maze, plane shift, shadow walk, and sim-
  ilar spell-like abilities) instantly fails. A dimensional lock does 
  not interfere with the movement of creatures already in ethe-
  real or astral form when it is created, nor does it block extradi-
  mensional perception or attack forms. Also, the effect does not 
  prevent summoned creatures from disappearing at the end of a 
  summoning spell.
  Enduring Portal
  Prerequisites: Warp sphere (Mass Teleport, Portal, 
  Teleport Beacon (space), Unwilling Teleport, Wormhole 
  (space)), caster level 15th.
  When using the Portal advanced talent, you may spend an 
  additional spell point to cause the portal to remain without the 
  need for concentration, and increase its maximum duration to 
  1 hour per caster level.
  If you instead spend 2 spell points, the portal has a per-
  manent duration and dispelling attempts affect it as if it were 
  a magic item. Effects that would destroy a magic item (such as 
  Counterspell, Greater) can also destroy the portal.
  
  Chapter 6: Advanced Magic
  418
  Flawless Teleport
  Prerequisites: Warp sphere (Distant Teleport, True 
  Teleport, Unseeing Teleport), caster level 15th.
  When using the True Teleport advanced talent, the range is 
  increased to unlimited (excluding interplanetary transport) and 
  you no longer suffer a chance of arriving off-target, always ap-
  pearing exactly where you intended. When using the Planeshift 
  advanced talent, you no longer appear off-target from your in-
  tended destination on the other plane.
  You need not have seen the destination you are trying to 
  reach, but in that case you must have at least a reliable descrip-
  tion of the place to which you are teleporting. If you attempt 
  to teleport with insufficient information (or with misleading in-
  formation), you disappear and simply reappear in your original 
  location.
  Group Teleport
  Prerequisites: Warp sphere (Mass Teleport, Ranged 
  Teleport), caster level 10th.
  By spending 2 spell points, you may teleport any number 
  of targets within your Ranged Warp range. If you possess 
  Unwilling Teleport, you only need to spend one spell point no 
  matter how many unwilling targets are affected. If an unwilling 
  target succeeds at their saving throw, other targets are still af-
  fected as normal. If you possess Teleport Object, you may also 
  teleport any number of objects so long as each individual object 
  is within your weight limit (or size limit if you possess Teleport 
  Structure).
  Planeshift
  Prerequisites: Warp sphere (Distant Teleport, True 
  Teleport, Unseeing Teleport), caster level 10th.
  You may spend 2 additional spell points to teleport to an 
  alternate dimension or plane of existence. You must know the 
  plane you are trying to reach, as well as where within that plane 
  you would like to appear (if you do not know a specific location 
  to appear on that plane you may still use this ability, but you 
  run the risk of appearing anywhere on that plane). Even if you 
  do have a specific location in mind, you always appear 5 to 500 
  miles (5 x d100) from your intended destination.
  Portal
  Prerequisites: Warp sphere (Mass Teleport, Wormhole 
  (space)), caster level 5th.
  When using your teleport ability, you may spend an addi-
  tional spell point to open a portal between your location and 
  your destination. This portal has a maximum diameter of 5 feet 
  per caster level and opens in the air somewhere adjacent 
  to you. The portal lasts as long as you concentrate 
  to a maximum of 1 round per caster level. Anything 
  moving through one end of this portal arrives at the 
  other end; it is possible to make attacks, flank, 
  or perform other actions as if the two locations 
  were adjacent. You may choose to open the por-
  tal without automatically going through it, if you 
  so desire.
  Store Structure
  Prerequisites: 
  Warp 
  sphere 
  (Extradimensional Storage (space)), caster level 1st.
  By spending a spell point you can touch an object to 
  place it in your extradimensional storage, even if it would 
  normally be too large or dense. Objects stored this way do not 
  count against the weight limit of your storage, but are limited 
  by size; you may store objects whose combined size is no larger 
  than the maximum size listed on the structure table below.
  When you retrieve an object stored this way, it appears in 
  an unoccupied, adjacent square. It must be placed on a suitably 
  supportive surface; a boat could be placed on a relatively flat 
  plain or a large body of water, but not midair.
  Teleport Structure
  Prerequisites: Warp sphere (Teleport Object), caster lev-
  el 5th.
  You can teleport objects of much greater weight and size, 
  even whole vehicles and structures. You may teleport any object 
  of appropriate size, shown on the Structure Table below.
  If you use Group Teleport in conjunction with this talent, 
  a teleported object counts as a creature in the affected group 
  for the purposes of who may be included within the Group 
  Teleport.
  If you use Mass Teleport in conjunction with this talent, 
  you may teleport all targets touching a teleported object or struc-
  ture instead of teleporting all creatures within Ranged Warp 
  
  Chapter 6: Advanced Magic
  419
  range. You must use Unwilling Teleport to teleport any unwilling 
  creatures on the object or structure.
  Table: Structure
  Caster level
  Maximum Size
  Example Object
  1st
  Medium
  Barrel
  5th
  Large
  Table
  10th
  Huge
  Wagon
  15th
  Gargantuan
  Catapult
  20th
  Colossal
  Ship
  25th
  Colossal+
  Tavern
  30th
  Colossal++
  Castle
  Familiarity: “Very familiar” is a place where you have 
  been very often and where you feel at home. “Studied careful-
  ly” is a place you know well, either because you can currently 
  physically see it or you have been there often. “Seen casually” is 
  a place that you have seen more than once but with which you 
  are not very familiar. “Viewed once” is a place that you have 
  seen once, possibly using magic such as the Scrying advanced 
  talent. “False destination” is a place that does not truly exist or 
  if you are teleporting to an otherwise familiar location that no 
  longer exists as such or has been so completely altered as to no 
  longer be familiar to you. When traveling to a false destination, 
  roll 1d20+80 to obtain results on the table, rather than rolling 
  d100, since there is no real destination for you to hope to arrive 
  at or even be off target from.
  On Target: You appear where you want to be.
  Off Target: You appear safely a random distance away 
  from the destination in a random direction. Distance off target 
  is d100 of the distance that was to be traveled. The direction 
  off target is determined randomly.
  Similar Area: You wind up in an area that is visually or 
  thematically similar to the target area. Generally, you appear 
  in the closest similar place within range. If no such area exists 
  within the spell’s range, the spell simply fails instead.
  Mishap: You and anyone else teleporting with you have got-
  ten “scrambled.” You each take 1d10 points of damage, and you 
  reroll on the chart to see where you wind up. For these rerolls, 
  roll 1d20+80. Each time “Mishap” comes up, the characters 
  take more damage and must reroll.
  Universal Teleport
  Prerequisites: Warp sphere (Distant Teleport, Flawless 
  Teleport, True Teleport, Unseeing Teleport), caster level 17th.
  When using True Teleport, your range becomes truly un-
  limited; you can even teleport between planets if you so choose. 
  You must have a solid grasp of which world you wish to travel 
  to (“the third planet from the sun” is an acceptable destina-
  tion, but “a habitable world near that bright star” is not). If you 
  have a specific location on a planet in mind, you arrive there 
  without a chance of failure; otherwise you arrive at a location 
  that would not immediately be life-threatening. If no such safe 
  landing zone exists on the world, such as someone attempting 
  to travel into the sun without the proper precautions in place, 
  the teleport simply fails.
  Warp Manipulator
  Prerequisites: Warp sphere (Plane Manipulator (space), 
  Unwilling Teleport), caster level 1st.
  You may spend a spell point to create a dimensional anchor 
  as an immediate action, allowing you to use it in response to a 
  teleportation effect.
  In addition, when a teleport fails due to your dimensional 
  anchor you may pay a spell point to redirect it, choosing its 
  destination as if you had cast the effect instead of the caster. 
  The caster must succeed on a Will save to avoid the effect being 
  redirected.
  If you possess Dimensional Lock, you may spend an addi-
  tional spell point to use it as an immediate action.
  True Teleport
  Prerequisites: Warp sphere (Distant Teleport, Unseeing 
  Teleport), caster level 10th.
  When teleporting, you may spend 2 spell points to increase 
  the range to 100 miles per caster level. You must have some 
  clear idea of the location and layout of the destination. The 
  clearer your mental image, the more likely the teleportation 
  works. Areas of strong physical or magical energy may make 
  teleportation more hazardous or even impossible.
  To see how well the teleportation works, roll d100 and con-
  sult the following table. Refer to the following information for 
  definitions of the terms on the table.
  Table: Mishap
  Familiarity
  On 
  Target
  Off 
  Target
  Similar 
  Area
  Mishap
  Very familiar
  01–97
  98–99
  100
  —
  Studied 
  carefully
  01–94
  95–97
  98–99
  100
  Seen casually
  01–88
  89–94
  95–98
  99–100
  Viewed once
  01–76
  77–88
  89–96
  97–100
  False 
  destination
  —
  —
  81–92
  93–100
  
  Chapter 6: Advanced Magic
  420
  Advanced Weather Talents
  Boiling Lord
  Prerequisites: Weather sphere, caster level 5th.
  When using control weather to create Precipitation of se-
  verity level 4 or above in an area of Heat severity level 4 or 
  above, you may cause the rain to boil, dealing 1d6 fire damage 
  per Precipitation severity level per round to all creatures within 
  the affected area.
  Cacaphonic Clap
  Prerequisites: Weather sphere (Storm Lord), caster level 
  10th.
  When you use Storm Lord to control where a lightning 
  bolt strikes, you may spend a spell point to cause the strike to 
  be accompanied by a great thunderclap. Any creature within 10 
  feet of the strike must succeed at a Fortitude save or be deaf-
  ened for 1 hour, a Will save or be dazed for 1 round, and a Reflex 
  save or fall prone.
  Climate
  Prerequisites: Weather sphere (Greater Size), caster lev-
  el 10th.
  When controlling weather, you may spend an additional 
  spell point to increase the effect’s size to a 2 mile radius. When 
  altering weather in this manner, it takes 20 minutes of focused 
  casting before the effects begin to manifest. Winds of severity 
  level 7 can create tornados when combined with this talent, al-
  though you cannot control their path.
  Climatic Shift
  Prerequisites: Weather sphere (Lengthened Weather), 
  caster level 15th.
  When you use control weather you may spend 3 additional 
  spell points to change the duration to a permanent effect, re-
  placing the natural weather. This effect remains stationary. It 
  cannot be dispelled, although future uses of control weather may 
  temporarily change its weather conditions and, if combined 
  with the use of this talent, reverse it.
  Cold Lord
  Prerequisites: Weather sphere, caster level 1st.
  When using control weather to create cold, increase the 
  highest severity level you may create or alter by 1. In addition, 
  you may create an area of up to 80 feet in diameter in the center 
  of the affected area where the change in temperature is not felt.
  Dehydration Pulse
  Prerequisites: Weather sphere (Desert Lord), caster lev-
  el 5th.
  While within an area with Aridity of severity level 2 or 
  higher, you may as a standard action (but no more often than 
  once every 1d4 rounds) spend 2 spell points to draw in the 
  moisture from an area in a 20-foot radius surrounding yourself. 
  Plantlife within the area dies, beds of water are drained, and 
  living creatures within range (other than you) take 1d6 points 
  of damage per caster level and are staggered for 1d4 rounds. 
  A successful Fortitude save halves the damage and negates the 
  staggered effect. Oozes, plants, and creatures with the aquatic 
  or water subtype take double damage from this effect.
  Desert Lord
  Prerequisites: Weather sphere, caster level 1st.
  When using control weather to create Aridity, increase the 
  highest severity level you may create or alter by 1. In addition, 
  you may create an area of up to 80 feet in diameter in the center 
  of the affected area where the change in aridity is not felt.
  Fire Tornadoes
  Prerequisites: Nature sphere ((fire) package), Weather 
  sphere (Wind Lord), caster level 15th.
  When you are using control weather to create or alter Wind 
  of severity level 7 you may cause the tornadoes to become alive 
  with fire. Any object or creature swept into the funnel cloud 
  takes an additional 6d6 fire damage each round and are set on 
  fire once they are expelled. Any flammable objects (including 
  grass or other vegetation) in the tornadoes’ path that cannot 
  be swept into the funnel cloud take 6d6 fire damage and are 
  set on fire.
  Heat Lord
  Prerequisites: Weather sphere, caster level 1st.
  When using control weather to create heat, increase the 
  highest severity level you may create or alter by 1. In addition, 
  you may create an area of up to 80 feet in diameter in the center 
  of the affected area where the change in temperature is not felt.
  Rain Bomb
  Prerequisites: Weather sphere (Rain Lord), caster level 
  1st.
  When you are using control weather to create Precipitation 
  of level 3 or above, you may spend a spell point as a free ac-
  tion to immediately increase the Precipitation to level 7 for one 
  round, after which the effect ends and the Precipitation level 
  immediately returns to its previous level.
  Rain Lord
  Prerequisites: Weather sphere, caster level 1st.
  When using control weather to create or alter precipitation, 
  increase the highest severity level you may create or alter by 1. 
  In addition, when using your control weather to affect precipita-
  tion, you may choose to create an area up to 80 feet in diame-
  ter at the center of the affected area that is not subject to the 
  precipitation. Rain, snow, and storm does not gather over that 
  area.
  Tornado Lord
  Prerequisites: Weather sphere (Wind Lord), caster level 
  10th.
  When you use control weather to affect wind, you may alter 
  the path of a single tornado within range more precisely. Each 
  round as a free action you may plot a course for the tornado, 
  which may be up to 250 feet long and may have one turn of 
  up to 90 degrees, plus one turn per 5 caster levels above 10th. 
  Alternatively, you may cause the tornado to remain in one place. 
  You can alter the path of a tornado caused by magically-altered 
  wind combined with Climate.
  Volcano Lord
  Prerequisites: Weather sphere, Nature sphere ((earth) 
  package, (fire) package), caster level 10th.
  You can spend 2 spell points to use your control weather to 
  create or alter Ash or Vog. You may take this advanced talent 
  
  Chapter 6: Advanced Magic
  421
  a second time to increase the highest severity level of Ash and 
  Vog you may create or alter by 1.
  Wind Lord
  Prerequisites: Weather sphere, caster level 1st.
  When using control weather to create or alter wind, increase 
  the highest severity level you may create or alter by 1. In addi-
  tion, when you use your control weather to affect wind, you may 
  also turn that wind up to 90 degrees in any direction. This can 
  change the general direction of a tornado (provided you can 
  affect winds of that severity) although detailed control is not 
  possible.
  Not only can you control the wind’s direction, but you may 
  also create complicated patterns. You may create an “eye” of 
  calm air up to 80 feet in diameter at the center of the area if 
  you so desire and may choose any of the following patterns for 
  the wind:
  • You may create a downdraft that blows from the cen-
  ter outward in equal strength in all directions.
  • You may create an updraft that blows from the outer 
  edges in toward the center in equal strength from all 
  directions, veering upward before impinging on the 
  eye in the center.
  • You may create a rotation that causes the winds to 
  circle the center in a clockwise or counterclockwise 
  fashion.
  Rituals
  Rituals are magical formulae that allow a caster to create 
  a magical effect of their choosing through a combination of 
  chanting, gesturing, and the use of magical focuses and ingredi-
  ents. While sphere abilities are fueled by spell points and often 
  take no longer than a standard action, rituals may take min-
  utes, hours, or even days to perform, often requiring the use 
  of a magical laboratory or temple and the expenditure of rare 
  components.
  In many ways, rituals are similar to spells and principally 
  exist as a way to either re-introduce the utility of spells to a 
  world of spheres, or to allow spherecasters to use spells in a 
  world where both exist.
  All rituals possess the following:
  Base Sphere: Every ritual has an associated sphere, which 
  a caster must possess in order to use the ritual.
  Ritual Level: Every ritual possesses a level from 0-9.
  Casting Time: The amount of time the caster must invest 
  in order to use the ritual.
  Save DC: If a ritual calls for a saving throw, the DC is equal 
  to 10 + the ritual’s level + the caster’s casting ability modifier.
  Materials: Every ritual has a material cost, be it special 
  focuses, rare materials, or general alchemical equipment. These 
  items must be present when the ritual is used, and with the 
  exception of focuses (which are designated with an F), these 
  materials are expended when the ritual is cast.
  Using A Ritual
  All rituals require the caster to possess a written 
  copy of the ritual such as a scroll or ritual book, as 
  rituals are too complex to use without some form of 
  written direction. If a caster comes into possession of 
  a ritual, the caster must first decipher the magical writing with 
  either a successful Spellcraft check (DC 20 + the ritual’s level), 
  a read magic spell, or the basic sense ability from the Divination 
  sphere. Once a ritual has been deciphered, it does not need to 
  be deciphered again, even if the original written copy is lost and 
  another used in its place.
  Once a ritual has been deciphered, the method for using 
  that ritual differs depending on whether the caster is working 
  from a permanent magic book or from a scroll.
  
  Chapter 6: Advanced Magic
  422
  Ritual Books
  To use a ritual from a magic book, the caster must possess 
  that ritual’s associated base sphere (or must possess the Ritual 
  Caster feat), and their caster level with that sphere must be at 
  least twice the ritual’s level. In addition, their casting ability 
  score must also be at least 10 + the ritual’s level. If the caster 
  meets all these prerequisites and possesses the ritual’s material 
  components, he may invest the required amount of time and 
  activate the ritual.
  Recording a ritual into a magic book is a process that re-
  quires 1 hour per ritual level (0 level rituals take 30 minutes) 
  and requires one page per ritual level (0 level rituals take half 
  a page). A ritual may be copied from another book, a scroll, 
  or created through independent research. If a ritual is copied 
  from a scroll, this expends the scroll. In addition, if a ritual is 
  copied from a scroll or another ritual book, a certain amount of 
  magic (in the form of material components) must be expended 
  to create a working written version, according to the Table: 
  Ritual Cost. This cost does not need to be paid if the ritual 
  was independently researched, as the components were spent 
  during the research itself.
  Table: Ritual Cost
  Ritual Level
  Writing Cost
  0
  5 gp
  1
  10 gp
  2
  40 gp
  3
  90 gp
  4
  160 gp
  5
  250 gp
  6
  360 gp
  7
  490 gp
  8
  640 gp
  9
  810 gp
  Buying and Selling Ritual Books: While ritual books 
  have a cost to create, rituals also have a cost to research. Ritual 
  books could easily be found as loot, but are not considered to 
  have a market value in and of themselves. While the details of 
  magic and economics depends on the setting in question, in 
  most cases there are either too few casters in the world to al-
  low for large-scale ritual book sales, or so many casters in the 
  world that specially-regulated guilds and merchants handle the 
  creation, copying, and sale of magical formulae. As such, while 
  certain rare rituals or other special circumstances may provide 
  exceptions, a player may buy ritual books at a cost of 4x the 
  cost of a scroll or sell their own ritual-casting services to rich 
  clients, but will not find it possible to sell copies of their own 
  ritual books.
  Scrolls
  Creating and using a ritual scroll is handled the same as cre-
  ating and using a core Pathfinder spell scroll. To create a ritual 
  scroll, a caster must know and be able to use the ritual and must 
  possess the Scribe Scroll feat. Using a ritual scroll causes the 
  writing on the scroll to disappear, leaving the scroll as nothing 
  but an ordinary blank sheet.
  A ritual scroll contains a copy of a ritual that has been 
  mostly cast, with the ritual’s cost and much of its casting time 
  spent earlier during the scroll’s creation. A ritual scroll has a 
  market value equal to the level of the ritual × the creator’s caster 
  level × 25 gp + the ritual’s material cost. When a caster creates a 
  ritual scroll itself, the cost of creation is the level of the ritual x 
  the creator’s caster level x 12.5 gp + the ritual’s material cost. A 
  0 level ritual is treated as having a level of 1/2 for this purpose.
  Activating a scroll is the same as using a ritual from a book, 
  except the casting time is the spell’s casting time (as opposed 
  to the ritual’s casting time, which is always longer), there is no 
  material component (as that was supplied earlier), and a cast-
  er may attempt to activate a scroll even if her caster level is 
  not necessarily high enough. If the caster’s caster level is not at 
  least twice the ritual’s level, she may attempt a check (d20 + her 
  caster level vs. a DC equal to the scroll’s caster level + 1) to use 
  the scroll anyway. If the caster succeeds, the scroll is activated 
  as normal. If this check fails, the scroll is spent and the caster 
  determines scroll mishap as with a core Pathfinder spell scroll.
  Researching Rituals
  If a caster possesses a ritual’s prerequisite caster level, 
  sphere, and the Craft Rituals item creation feat, she may choose 
  to research a ritual, allowing her to create a written version of 
  that ritual even if no previously written version exists for her to 
  work from. With GM permission, the caster may even create 
  completely unique and original rituals, similar to creating cus-
  tom spells in the core Pathfinder magic system.
  Researching a ritual is similar to creating a magic item; 
  there is a time and material cost, after which the caster must 
  attempt a Spellcraft check to determine if she was successful. 
  It takes one week of research per ritual level to create a ritual. 
  At the end of this process, the caster must attempt a single 
  Spellcraft check. The DC to finish a ritual is 10 + 2x the ritual’s 
  level. Failing this check means that the ritual is not created. 
  Failing this check by 5 or more results in an unintentional effect 
  when the ritual is used, similar to how magic item creation can 
  result in a cursed item. The nature of this unintentional effect 
  is subject to GM discretion.
  The cost of researching a ritual is determined by Table: 
  Research Cost.
  Once a ritual has been researched, the caster may immedi-
  ately cast the ritual by spending its material cost. She may also 
  write the ritual down in a magic book at no extra cost, as the 
  required magic components were already used in the research 
  process.
  
  Chapter 6: Advanced Magic
  423
  Table: Research Cost
  Ritual Level
  Development Cost
  0
  500 gp
  1
  1,000 gp
  2
  2,000 gp
  3
  4,500 gp
  4
  8,000 gp
  5
  12,500 gp
  6
  18,000 gp
  7
  24,500 gp
  8
  32,000 gp
  9
  40,500 gp
  Material Cost and Casting Times: Every ritual has 
  a casting time determined by its level, as shown on Table: 
  Material Cost & Casting Time. If the spell in question has 
  a longer casting time than what is listed on this table, use the 
  spell’s casting time instead.
  Rituals also have material cost. A ritual’s cost is determined 
  by adding any material cost listed in the spell’s description to an 
  amount of generic magical materials, as shown on the following 
  table. Feats like Eschew Materials do not decrease the addition-
  al costs listed on the table. Depending on the ritual and casting 
  tradition of the caster, this material cost could be alchemical 
  supplies, rare herbs, or another form of magical component.
  Table: Material Cost & Casting Time
  Spell Level
  Material Cost
  Casting Time
  0
  1 gp
  1 minute
  1
  5 gp
  5 minutes
  2
  10 gp
  10 minutes
  3
  25 gp
  30 minutes
  4
  50 gp
  1 hour
  5
  100 gp
  2 hours
  6
  250 gp
  4 hours
  7
  500 gp
  8 hours
  8
  1,000 gp
  1 day
  9
  2,500 gp
  2 days
  Optional Pricing
  Rituals are included with a material cost to create better 
  synergy between rituals and the core Pathfinder magic system. 
  However, spending money is by no means the only way to reg-
  ulate the use of powerful magic. Low-level rituals (0-3) may eas-
  ily have their material component cost removed, and GMs are 
  encouraged to create alternate pricing methods if such would 
  better suit their campaigns, several examples of which are in-
  cluded below. These alternate pricings could even be used when 
  creating magic items or accomplishing other feats of magic.
  Blood Price
  Sacrifices are the only way to invoke greater magic. For 
  every 25 gp of a ritual’s listed cost, 1 Hit Die worth of crea-
  tures must be killed. Creatures with an Intelligence score of 3 
  or higher count as twice their listed Hit Dice for this purpose. 
  These creatures must be killed within a specially prepared mag-
  ic circle (no cost to create, but requires at least one hour to 
  draw; maximum radius 5-foot per caster level). So long as the 
  magic circle remains intact, any caster may use Hit Dice col-
  lected within it to power their magic, spending the collected 
  Hit Dice as if it were gold to power their rituals.
  Mixing Spells & Rituals
  In a world where both core Pathfinder spells and Spheres of 
  Power spheres exist simultaneously, a spherecaster in possession 
  of a spell scroll or a wizard’s spell book may use these spells as 
  if they were rituals, and spellcasters may memorize their spells 
  from available ritual books.
  Converting Spells to Rituals
  To turn a spell into a ritual, use the following formulae:
  Ritual level: This is equal to the spell’s level.
  Base Sphere: Determine the ritual’s base sphere through 
  the following conversions.
  Spell School
  Sphere Equivalent
  Abjuration
  Protection
  Abjuration (good, evil, lawful, chaotic)
  Fate
  Conjuration (creation)
  Creation
  Conjuration (healing)
  Life
  Conjuration (teleportation)
  Warp
  Conjuration (calling, summoning)
  Conjuration
  Divination
  Divination
  Enchantment
  Mind
  Evocation*
  Various1
  Illusion
  Illusion
  Necromancy
  Death
  Transmutation
  Enhancement
  Transmutation (polymorph)
  Alteration
  Transmutation (earth, air, fire, water)
  Nature
  *Evocation includes so many different types of spells that a simple 
  conversion is not possible. (Light) spells would be the Light sphere, 
  (Darkness) spells would be the Dark sphere, but others could be 
  Destruction, Weather, Mind, or even Creation depending on the spell in 
  question. GMs should use their own good judgment to determine which 
  sphere an Evocation spell should use.
  
  Chapter 6: Advanced Magic
  424
  Cataclysmic Magic
  Rituals disrupt the fabric of reality. Magic users risk their 
  own destruction when using this magic, and while some vil-
  lains may possess artifacts that exempt them from these risks, 
  the average PC is not usually so lucky. Rituals have no material 
  cost, but every time a caster uses a ritual above level 1, he must 
  roll a d20. He compares his result to Table A if using a ritual of 
  level 2-5, and to Table B if using a ritual of level 6-9.
  Table A
  Roll
  Result
  1
  Your body surges with an unusual power. Your caster 
  level increases by 1 for 1 day.
  2
  Fate smiles upon you. Once during the next hour 
  you may roll a d20 twice and take the better result 
  when making an attack roll, saving throw, or skill 
  check.
  3
  Your body lights up like a torch for 3d6 hours.
  4
  You change color every hour for 1d3 days.
  5
  No consequence.
  6
  No consequence.
  7
  No consequence.
  8
  Your body emits a high-pitched squeal for 6d6 
  hours, making sleep and stealth impossible.
  9
  Whispers from the beyond whisper things to you 
  for 1d4 days. Depending on the spirit, the whispers 
  could be prophetic, violent, or simply rude.
  10
  Your life reverses on itself. For 1d3 days, you count 
  as an undead creature for all spells.
  11
  Strange palpable darkness follows you for 1d4 days. 
  The area within 40 feet of you for that time is 
  always dim light and difficult terrain.
  12
  Magical forces leave you scarred. You suffer 1 point 
  of ability drain to a randomly-determined ability 
  score.
  13
  Your mind reels with disturbing nightmares when 
  you sleep. You awaken fatigued every morning for 
  the next 1d3 days.
  14
  Telekinetic forces lift you and all creatures and 
  objects within 100 feet of you, dangling you in place 
  for 1d3 hours. A successful Will save (DC 18) negates.
  15
  The magic you have unleashed unravels your mind. 
  For 1d6 days, you have a 25% of doing nothing every 
  time you take an action.
  16
  A storm of pure magic rips through the area. For 10 
  rounds, every creature and object within 1 mile of 
  you suffers 1 point of damage per 2 caster levels per 
  round (Reflex half).
  Roll
  Result
  17
  You develop a ravenous appetite. You must consume 
  5 lbs. of food every hour for the next 1d10 hours. 
  Each hour you do not eat this amount causes you to 
  suffer 2 points of Constitution damage.
  18
  You disappear for 1d4 hours, reappearing in the 
  same spot you left with no memory of where you 
  disappeared to.
  19
  You and one random creature within 1,000 feet of 
  you swap bodies for 1d3 days.
  20
  Roll twice and combine the results
  Table B
  Roll
  Result
  1
  A powerful outsider has felt your magic and 
  taken an interest in you, offering you a quest and 
  reward if you accept.
  2
  A random magic item appears before you (50% 
  chance for a cursed item).
  3
  Your casting ability modifier increases by 2 for 1 
  hour.
  4
  2d4 floating balls of light follow you for a week, 
  each giving off light as a torch.
  5
  No consequence.
  6
  No consequence.
  7
  A shower of light turns day into night for 2d6 
  days within a 2-mile radius.
  8
  Your body begins to waste away. You suffer 2 
  points of Constitution damage every day for 1 
  week.
  9
  Your senses are permanently warped by your 
  magic. You cannot see beyond 60 feet, but you 
  also gain blindsense 60 feet.
  10
  You become feral for 1d4 hours. You lose all 
  ability to use magic or mental skills, and attack 
  anyone who comes within 30 feet of you.
  11
  A vision of death and destruction plays before 
  your eyes for 1d3 days. You are sickened for this 
  entire time.
  12
  You either permanently shrink one size category 
  or grow one size category, chosen at random.
  13
  All plant life within 2 miles instantly dies.
  14
  Angry spirits of the dead follow you and disrupt 
  your work for 1d4 days. You suffer a -2 penalty to 
  all attack rolls, skill checks, ability checks, and 
  saving throws.
  15
  You are instantly reincarnated into a randomly 
  determined body.
  16
  All intelligent creatures within 60 feet are rein-
  carnated into randomly determined bodies.
  
  Chapter 6: Advanced Magic
  425
  Roll
  Result
  17
  Your essence is spent. You suffer 1d6 points of 
  ability drain to 2 randomly determined ability 
  scores, which may not be healed by magic, and 
  only disappears after 1d3 weeks.
  18
  You exude a randomly determined disease. For 
  1d3 weeks, all creatures who come within 30 feet 
  of you must save or become diseased. A creature 
  who saves against this disease cannot be poten-
  tially infected again until the following day.
  19
  A powerful outsider has felt your magic and 
  declared you its enemy. It appears and attempts 
  to destroy you.
  20
  Roll twice and combine the results.
   Essence Price
  Rituals are powered by essence, which must be freely giv-
  en. Rituals cost experience points instead of gold, which may be 
  drawn from the caster herself or other willing party members.
  Life Price
  Greater magic saps the very life force from its users. 
  Instead of costly components, a caster ages 1 week for every 50 
  gp of a ritual’s listed material cost.
  Priceless Component
  While rituals of levels 0-3 have the usual material require-
  ments, rituals of levels 4-9 require a special rare component 
  to use. This component is so rare and valuable that it cannot 
  be bought and sold in any market. Those who hold this com-
  ponent find it gives them such control over those who do not 
  have it that it is jealously guarded, and the only way to gain it 
  is to find it, steal it, or trade services for it. This item could be 
  a rare gem only mined in one location, human souls distilled 
  through an evil artifact, the tears of an elder god, or a special 
  artifact (e.g., a dozen small spheres, each of which may be used 
  to power a ritual, but subsequently disappears for 1 week per 
  level of the ritual used. After this time, the sphere reappears in 
  a random location on the planet).
  Ritual Feats
  Ritual Caster
  Prerequisites: Casting class feature.
  Benefit: You may use a ritual, even if you do not possess 
  that ritual’s base sphere. If you also possess the Craft Rituals 
  item creation feat, you still cannot research a ritual unless you 
  meet all of its prerequisites.
  Ritual Master
  Prerequisites: Ritual Caster, casting class feature.
  Benefit: You may use your MSB in place of your caster 
  level when using rituals.
  Spell Adept
  Your ability to use rituals has grown to great power.
  Prerequisites: Spell Dabbler, casting class feature.
  Benefit: When using your Spell Dabbler feat, you may in-
  crease the preparation time to 1 hour to prepare as many rituals 
  as you desire, spending spell points for each prepared ritual. 
  You cannot prepare more than 4 rituals of any individual level 
  in this manner.
  Spell Dabbler
  You have learned to hold rituals in your memory to a minor 
  degree.
  Prerequisites: Casting class feature.
  Benefit: You may choose one ritual per day. You may use 
  up to the highest level you may cast. By spending 15 minutes 
  preparing beforehand, you may cast this ritual once as a spell-
  caster at any point during that day. This may also be a lower-lev-
  el ritual augmented by any metamagic feats you possess, so long 
  as its effective level does not exceed that which you can cast. 
  All drawbacks of your tradition still apply, and the spell may be 
  augmented by any tradition boons you possess. Rather than a 
  material cost, (unless the spell has costly material components 
  already listed), you must spend a number of spell points at the 
  time you prepare the ritual dependent on the level of the ritual 
  in question: 0-2: 1 spell point, 3-5: 2 spell points, 6-8: 3 spell 
  points, 9: 4 spell points.
  Sample Rituals
  Agreement
  Spheres Fate, Mind; Ritual Level 1
  Casting Time 5 minutes
  Components V, M (exotic candles lit by each participant 
  that are used to light a final candle, collectively worth at least 
  5 gp)
  Description A simple ritual that forms a magically bind-
  ing contract between two or more individuals, agreement cre-
  ates a set of magical terms for all involved parties, though the 
  conditions may vary for each participant. The agreement also 
  includes penalties for failing to comply; a creature that violates 
  the terms of the agreement is magically compelled to perform 
  some task, action, or service agreed upon when the agreement 
  was set into place. No save is allowed to avoid the repercussions 
  upon breach of the agreement, and all parties are held to the 
  terms of the ritual even if someone else breaks the agreement 
  first. Parties who fulfill their end of the terms even after others 
  breach the agreement face no such ill consequences.
  An agreement cannot be dispelled, but it may be broken 
  through the Break Enchantment Life talent, as well as through 
  spells such as break enchantment, limited wish, miracle, remove curse, 
  or wish. Similarly, a second agreement ritual may be performed 
  by all participants of the original agreement, wherein the terms 
  simply release some or all previous participants from the terms 
  of one previous agreement.
  When participating in the agreement ritual, an individual 
  is only considered to be bound to the agreement if they un-
  derstand the terms and are not being coerced through magical 
  compulsion or direct intimidation.
  
  Chapter 6: Advanced Magic
  426
  Animal Messenger
  Sphere Nature; Ritual Level 2
  Casting Time 10 minutes
  Components V, S, M (a morsel of food the animal likes, 
  10 gp in silver dust)
  Description This functions as the animal messenger spell.
  Animate Dead
  Sphere Death; Ritual Level 3
  Casting Time 30 minutes
  Components V, S, M (an onyx gem worth at least 25 gp 
  per Hit Die of the undead)
  Description This functions as the animate dead spell, ex-
  cept undead created with this ritual count towards the caster’s 
  Death sphere limit.
  Ant Haul
  Sphere Enhancement; Ritual Level 1
  Casting Time 5 minutes
  Components V, S, M (small pulley, 5 gp of silver dust)
  Description This functions as the ant haul spell.
  Arcane Mark
  Sphere Illusion; Ritual Level 0
  Casting Time 1 minute
  Components V, S, M (treated ink worth 1 gp)
  Description This functions as the arcane mark spell.
  Arcane Rune
  Sphere Protection; Ritual Level 4
  Casting Time 1 hour
  Components S, M (high quality ink laced with powdered 
  precious metals, worth 50 gp or more)
  Target a page of text (magical or non-magical)
  Duration permanent until discharged
  Description By using the material component as ink, you 
  scribe over another text, causing anyone else who attempts to 
  read the text to take 4d6 fire damage. If this is used on magical 
  text, the Read Magic Divination sphere ability (or similar ritu-
  al, spell, or ability) must be used.
  An arcane rune can be seen by effects that detect or sense 
  magic, and can also be detected as a magic trap. In order for 
  someone to spot an arcane rune it requires a Perception check 
  with a DC equal to 14 + your casting ability modifier. Disabling 
  the rune requires a Disable Device check with a DC equal to 29 
  + your casting ability modifier. Alternatively, destroying the sur-
  face on which the rune is imprinted on can destroy the magic 
  trap. Once the rune has been activated, it disappears.
  Astral Projection
  Sphere Death; Ritual Level 9
  Casting Time 2 days
  Components V, S, M (3,500 gp jacinth)
  Description This functions as the astral projection spell.
  Autopsy
  Sphere Death or Divination; Ritual Level 4
  Casting Time 1 hour
  Components V, M (healer’s kit worth 50 gp)
  Target 1 corpse
  Description By using your knowledge of the dead or divi-
  nation magic you can piece together information about the life 
  and death of the creature. Immediately after completing the 
  ritual, the caster learns which of the following is the ultimate 
  cause of the creature’s demise: age, ability score loss (drain, 
  damage, burn), level loss, damage, death effect, or unknown 
  (anything else). After such has been determined the caster may 
  ask 1 question + 1 question per 5 caster levels about the life and 
  or death of the creature. Below are a list of approved questions 
  that may be asked by the caster, although others may be ap-
  proved at the GM’s discretion.
  • What is the specific source of its demise? (i.e., a crea-
  ture who died of ability score loss will have revealed 
  whether it was caused by disease, magic, poison, etc.)
  • What killed the creature? (creature type, creature size, 
  and creature gender)
  • Where did the creature die? (in bed, in a back alley, at 
  the docks, etc.)
  • When did the creature die? (minutes, hours, days, 
  weeks, years ago)
  • Any unusual physical traits on the corpse? (missing ap-
  pendage, mutilation, etc.)
  • What did the creature look like before it died? (crea-
  ture type, size, gender, hair color, etc.)
  Baleful Polymorph
  Sphere Alteration; Ritual Level 5
  Casting Time 2 hours
  Components V, S, M (100 gp in diamond dust)
  Description This functions as the baleful polymorph spell.
  Beacon Pillar
  Sphere Light; Ritual Level 0
  Casting Time 1 minute
  Components S, M (any highly reflective or luminescent 
  object worth at least 1 gp)
  Description This ritual alters the material component 
  into a bubble of radiant magic which lasts for 24 hours before 
  losing its power and collapsing into ash. At any time during 
  that duration it can be thrown (treat it as a thrown weapon 
  with a 10-foot range increment) or crushed as a standard ac-
  tion, expending the bead and releasing the magic within. Using 
  the bubble this way creates a column of bright light that has a 
  5-foot radius and a height of 300 feet that can be easily seen for 
  miles. This column of light lasts for one minute.
  Call Spirit Curate
  Sphere Conjuration, Death, or Nature; Ritual Level 0
  Casting Time 1 minute
  Duration 24 hours
  Components V, S, M (1 gp’s worth of silver powder)
  Description A spirit of nature takes on a translucent, hu-
  manoid form ready to aid its caller. The spirit curate follows 
  directions and may only willing aids in invocations and rituals 
  that motivate cosmic balance or aid in the expansion of nature. 
  If a situation arises where the expansion of nature is disrupting 
  cosmic balance, the spirit will aid and support the expansion 
  of nature. The spirit when aiding in incantations counts as a 
  secondary performer, using your casting ability modifier as its 
  bonus to the first check it attempts before disappearing. If the 
  spirit curate is attacked, or is called and does not participate 
  
  Chapter 6: Advanced Magic
  427
  in a ritual or incantation by the end of 24 hours, the spirit 
  dissipates.
  Control Weather
  Sphere Weather; Ritual Level 7
  Casting Time 8 hours
  Components V, S, M (500 gp in rare herbs)
  Description This functions as the control weather spell.
  Create Mindscape
  Sphere Mind; Ritual Level 4
  Casting Time 1 hour
  Components V, S, M (alchemical sleeping draughts con-
  sumed by the caster and target, collectively worth 160 gp)
  Description This functions as the create mindscape spell.
  Detect Divinity
  Sphere Divination or Fate; Ritual Level 0
  Casting Time 1 minute
  Components V, S, or F (holy symbol or relic), M (1 gp’s 
  worth of silver)
  Target 1 creature or object
  Description This ritual may be cast with different com-
  ponents which may be used in part or combined for added 
  effect. Upon the completion of the ritual, all creatures within 
  long range of the caster learn whether the target is symbolic of 
  or would belong to a god. This is not to mean whether or not 
  the object or creature is worshiped as a god, whether the target 
  deserves to be worshiped, or if the target is as powerful as (or 
  greater than) a god, but rather whether such a target has in fact 
  ascended to godhood or has inherent divinity. In addition to the 
  effects listed in the Table: Detect Divinity - Components 
  and Responses below, the caster may divine the strength of 
  the target’s divinity aura.
  Table: Detect Divinity - Aura Strength
  Target
  Aura Strength
  Aura Duration
  False God or 
  Quasi-deities
  No aura
  -
  Demi-God or Fallen God
  Dim
  1 round
  Lesser Deities
  Faint
  1d6 rounds
  Intermediate Deities
  Moderate
  1d6 minutes
  Greater Deities
  Strong
  1d6 x 10 minutes
  Overdeities
  Overwhelming
  1d6 days
  Divination
  Sphere Divination; Ritual Level 4
  Casting Time 1 hour
  Components V, S, M (incense and an appropriate offering 
  worth 75 gp)
  Description This functions as the divination spell.
  Dreampath
  Sphere Mind; Ritual Level 4
  Casting Time 1 hour
  Components V, S, M (lighted incense, and pearls crushed 
  into warm milk (collectively worth 50 gp plus an extra 10 gp per 
  individual included) consumed at the beginning of the ritual)
  Description At the conclusion of the ritual you (and up 
  to one other creature per two caster levels) enter a trance and 
  leave your physical body behind and enter either your own per-
  sonal dreamscape or the dreamscape of another that you have 
  either located or into which you have been welcomed. If you 
  enter the dreamscape of another, the portion of their dream-
  scape that you observe may reshape to be more like your own 
  personal dreamscape.
  Dreamquake
  Sphere Mind; Ritual Level 2
  Casting Time 10 minutes
  Components V, M (treatise on psychology, neural phys-
  iology, or nightmares worth 10 gp; the treatise must be on 
  your physical person when you enter the dreamscape, and the 
  dreamscape’s recreation of the treatise is acceptable while cast-
  ing within the dreamscape, though the physical copy will turn 
  to ash in the waking world just as it does in the dream)
  Description By reciting the phrases within the treatise 
  and altering them as you speak, the knowledge of that which is 
  as well as that which is not but should be reverberates through-
  out the dreamscape, focusing tremors on a specific point. One 
  thought construct within the dreamscape, often one provid-
  ing a specific bonus to the caster or effect on the environment, 
  takes 1d12 points of damage per caster level and can be consid-
  ered ruined or non-functional if it takes damage equal to ten 
  times the casting ability modifier of the owner of dreamscape 
  in question (if the owner of the dreamscape is not a caster, use 
  the highest mental ability modifier to determine this). Such 
  damage is repaired at a rate equal to its owner’s casting ability 
  modifier per minute if the structure is not ruined; if it is ruined, 
  it repairs at a rate equal to the owner’s casting ability modifier 
  per day.
  Table: Detect Divinity - Components and Responses
  Component
  Example
  Negative Response
  Positive Response
  Verbal
  Stating the target’s name
  A telepathic voice fills the air understood 
  by all stating whether the target is or is 
  not divine.
  -
  Somatic
  Pointing at the target
  Target appears monochrome for 1 round
  Target appears prismatic, fascinating 
  onlookers for 1 round (Will negates)
  Focus
  The target’s holy symbol
  holy symbol breaks
  holy symbol glows
  
  Chapter 6: Advanced Magic
  428
  Driving Force
  Sphere Telekinesis; Ritual Level 3
  Casting Time 30 minutes
  Components V, S, M (magic attuned lodestone worth 25 gp)
  Description This ritual creates a stream of gentle teleki-
  netic force that pushes towards a specific direction. A line with 
  a length equal to 25 feet + 5 feet per 2 caster levels is centered on 
  you, while the line itself is positioned towards the designated 
  direction. Any creature (including you) that travels on the line 
  towards the designated direction travels at double its normal 
  overland speed, though its speed in tactical situations is unaf-
  fected. The effects of this ritual last for a full day.
  Earthquake
  Sphere Nature; Ritual Level 8
  Casting Time 1 day
  Components V, S, M (unworked gems or minerals worth 
  1,000 gp)
  Description This functions as the earthquake spell.
  Fairy Path
  Sphere Fallen Fey; Ritual Level 3
  Casting Time 30 minutes
  Components S, M (25 gp cold iron compass that is con-
  sumed at the end of the duration)
  Description This ritual causes the compass to point to-
  ward the fairy ring nearest a destination in Faerie specified 
  during that casting of the ritual. The compass points the way 
  for 24 hours, then disintegrates.
  Find Fairy Ring
  Sphere Fallen Fey; Ritual Level 1
  Casting Time 5 minutes
  Components S, M (5 gp in fungus native to Faerie)
  Description This ritual gives you the direction to the 
  nearest fairy ring that you are capable of passing through. It 
  gives no information regarding distance.
  Floating Disk
  Sphere Creation; Ritual Level 1
  Casting Time 5 minutes
  Components V, S, M (silver dust worth 5 gp)
  Description This functions as the floating disk spell.
  Grant Metamagic Feat
  Sphere Mind; Ritual Level 3
  Casting Time 30 minutes
  Components V, S, M (125 gp of burnt magical 
  scrolls)
  Description The performer of the ritual gains 
  knowledge of one metamagic feat for which he meets 
  the prerequisites for 24 hours. Only one feat 
  may be gained from this ritual at one time; ad-
  ditional castings remove the feats previously 
  gained from this ritual.
  Hallow
  Sphere Fate; Ritual Level 5
  Casting Time 24 hours
  Components V, S, M (herbs, oils, and incense 
  worth at least 1,000 gp, plus 1,000 gp per level of the 
  ritual to be included in the hallowed area)
  Description This functions as the hallow spell.
  Heal
  Sphere Life; Ritual Level 6
  Casting Time 4 hours
  Components V, S, M (250 gp in special ointment)
  Description This functions as the heal spell.
  Heroes’ Feast
  Sphere Creation; Ritual Level 6
  Casting Time 4 hours
  Components V, S, M (250 gp in rare herbs and spices)
  Description This functions as the heroes’ feast spell.
  Identify
  Sphere Divination; Ritual Level 1
  Casting Time 5 minutes
  Components V, S, M (bottle of fine wine worth 5 gp, 
  stirred with an owl’s feather)
  Description This functions as the identify spell.
  Lifesblood Sacrifice
  Sphere Life; Ritual Level 4
  Casting Time 30 minutes
  Components V, S, F (obsidian ritual knife), M (onyx stone 
  worth 100 gp)
  
  Chapter 6: Advanced Magic
  429
  Description You kill a willing or helpless creature to re-
  store life to a dead creature. The sacrificed creature must either 
  have more Hit Dice than the target to be revived or else be a 
  blood relative of the target. The target is revived as per the 
  raise dead spell. The sacrificed creature cannot be revived by any 
  means short of miracle or wish until the raised target is slain.
  Mental Block
  Sphere Mind; Ritual Level 2
  Casting Time 10 minutes
  Components V, M (petals from a flower that only opens 
  in the light of a moon, worth 10 gp)
  Description By meditating and intoning an ancient rhyme 
  while breathing the scent of the flower petals as they burn, you 
  fortify your dreamscape against unwanted intruders, granting 
  your dreamscape a bonus equal to 2 + your casting ability modi-
  fier on its Will save to avoid detection through scrying or other 
  similar means. You also gain this bonus on attacks against your 
  mind that come directly from your own dreamscape, such as on 
  Will saves made to resist enchantment effects cast at you by an-
  other when you are both in your dreamscape or on saves to re-
  sist the effects of attacks against your dreamscape directly. This 
  bonus lasts for one day per caster level. During this duration, a 
  thought construct of resilient durability (typically resembling a 
  mausoleum, large safe, small fort, or other stocky, sturdy struc-
  ture) appears within your dreamscape. If the thought construct 
  is destroyed, removed, or made non-functional, you lose the 
  bonuses offered by this ritual.
  Open Rift
  Sphere Warp; Ritual Level 3
  Casting Time 30 minutes
  Components V, S, M (25 gp of preserved flesh from a 
  creature with the elemental subtype)
  Description An elemental rift is opened at a point within 
  400 feet, creating an area with a 30-foot radius inside of which 
  the planar traits (elemental and energy traits, gravity traits, and 
  magic traits only) of one elemental plane override those of the 
  plane on which this spell is cast. This effect lasts for 24 hours.
  Pact
  Spheres Fate, Mind; Ritual Level 3
  Casting Time 30 minutes
  Components V, M (a scroll of gilded vellum worth 25 gp 
  to be burned at the conclusion of the ritual, along with the 
  proper tools for signing in expensive inks or blood)
  Description A potent agreement between people, usually 
  those who do not trust each other or at least wish some stren-
  uous assurance to be placed on the other. Those who sign the 
  gilded vellum enter into a binding contract, one where failure 
  to fulfill their side invites dire consequences. Such consequenc-
  es may include:
  • 1 point of damage every round forever (typically cir-
  cumventing damage reduction or other means of 
  avoiding damage unless a specific sort of damage is 
  specified).
  • Instant death (affecting even those typically immune 
  to death effects such as constructs or the undead)
  • Lycanthropy
  • Petrification
  • The presence of a ghostly wraith or other creature that 
  will kill one of the signer’s love ones if they venture 
  outside at night
  • Transformation into a small animal
  • Another effect of similar strength and effect, with GM 
  approval
  No one may participate in the pact ritual except by their 
  own free will. No saving throw or spell resistance can avoid the 
  negative consequences should a pact maker not fulfill their side 
  of the bargain, as the ritual takes effect at the time of the cast-
  ing. The pact enforces the spirit of the agreement before the 
  specific wording of the agreement, but will ignore the specific 
  wording if all parties agree for this to be the case. Similarly, nei-
  ther party is subject to any terms of a contract they either have 
  not read or had read to them in a language they understand.
  A pact cannot be dispelled, but it may be broken through 
  the Break Enchantment Life talent, as well as through spells 
  such as break enchantment, limited wish, miracle, remove curse, or 
  wish. Similarly, a second pact ritual may be performed by all par-
  ticipants of the original pact, wherein the terms simply release 
  some or all previous participants from the terms of one previ-
  ous pact.
  Permanency
  Sphere Varies (see below); Ritual Level 5
  Casting Time 2 hours
  Components V, S, M (2,500 in diamond dust per level of 
  the affected ritual, see spell)
  Description This functions as the permanency spell.
  Polymorph Any Object
  Sphere Creation; Ritual Level 8
  Casting Time 1 day
  Components V, S, M (diamond dust worth 1,000 gp)
  Description This functions as the polymorph any object 
  spell.
  Preserve Organ
  Sphere Death or Life; Ritual Level 0
  Casting Time 1 minute
  Components V, S, M (drop of liquid ice worth 1 gp)
  Description You may preserve a severed limb or harvest-
  ed organ for 24 hours, during which time the limb or organ does 
  not decompose or deteriorate in any way. When the duration 
  of this ritual expires, the severed limb or harvested organ con-
  tinues to decompose. This ritual is not sufficient to preserve a 
  whole corpse for the purpose of raising the dead.
  Attaching Severed Limbs
  In gritty campaigns, it is commonplace for even low-level 
  characters to experience limb loss, especially when the Called 
  Shots rule system from Pathfinder’s Ultimate Combat is being 
  used. Amputated limbs outside of the Make Whole advanced 
  Life talent or the regeneration ritual decompose quickly when 
  not preserved. Refer to the table below as a guideline for deter-
  mining how long a severed limb can remain amputated before 
  use of Make Whole is required to reattach a limb. Taking effec-
  tive measures (such as keeping it cool, at the GM’s discretion) 
  to preserve an amputated organ doubles the amount of time it 
  can be preserved.
  
  Chapter 6: Advanced Magic
  430
  Attaching a severed limb requires that the amputee recov-
  ers the hit points lost during the debilitating blow (usually 50% 
  of the creature’s maximum hit points), plus a successful use of 
  the Heal skill’s treat deadly wounds before the limb deterio-
  rates too much. Amputation that is performed due to compli-
  cations which are the result of disease or poison must be cured 
  before attempting replantation.
  Successfully reattaching a limb without the use of Make 
  Whole does not mean full recovery until the ability dam-
  age or drain usually associated with the limb is also treat-
  ed (see Pathfinder’s Ultimate Combat, pages 193-197 for more 
  information).
  Table: Severed Limbs
  Limb
  Size Example
  Necrosis (w/o limb 
  preservation)
  Fine
  Halfling finger/toe
  4 hours
  Diminutive
  Human finger/toe
  3 hours
  Tiny
  Human hand/foot
  2 hours
  Small
  Human arm/leg
  1 hour
  Medium
  Frost giant arm/leg
  30 minutes
  Large
  Titan finger/toe
  15 minutes
  Huge
  Titan hand/foot
  5 minutes
  Gargantuan
  Titan arm/leg
  1 minute
  Raise Dead
  Sphere Life; Ritual Level 5
  Casting Time 2 hours
  Components V, S, M (100 gp in special ointment, dia-
  mond worth 5,000 gp)
  Description This functions as the raise dead spell.
  Reflection/Refraction
  Sphere Light; Ritual Level 2
  Casting Time 10 minutes
  Components V, S, M (well made glass prism worth 50 gp)
  Description You can alter the reflective and refractive 
  properties of an inanimate object. You can change the color-
  ation of an object, make its surface reflective, glossy, or dull, or 
  even make it more or less translucent or transparent (though 
  you cannot make an object invisible in this way, or remove in-
  visibility). Your alteration does not have to be uniform, allowing 
  you to simultaneously paint a wall and give it a clear window, 
  or create other patterns, though you must attempt appropriate 
  skill checks to create complex or artistic designs. This is an in-
  stantaneous effect as you are directly changing the properties 
  of the object, so it does not have a duration and cannot be dis-
  pelled. This ritual can affect up to one 5-foot cube of material.
  Scrying
  Sphere Divination; Ritual Level 4
  Casting Time 1 hour
  Components V, S, M (50 gp in silver dust), F (pool of wa-
  ter, or silver mirror worth 1,000 gp)
  Description This functions as the scrying spell.
  Shrink Item
  Sphere Creation; Ritual Level 3
  Casting Time 30 minutes
  Components V, S, M (25 gp of silver dust)
  Description This functions as the shrink item spell.
  Siege of Trees
  Sphere Nature; Ritual Level 7
  Casting Time 8 hours
  Components V, S, M (500 gp in rare herbs)
  Description This functions as the siege of trees spell.
  Sympathy
  Sphere Nature; Ritual Level 8
  Casting Time 1 day
  Components V, S, M (a drop of honey and crushed pearls 
  worth 2,500 gp)
  Description This functions as the sympathy spell.
  Telekinetic Mule
  Sphere Telekinesis; Ritual Level 1
  Casting Time 5 minutes
  Components V, S, M (ritual chalk worth 5 gp)
  Description For 24 hours, add your caster level plus your 
  casting ability modifier to your Strength to determine your car-
  rying capacity.
  Teleport
  Sphere Warp; Ritual Level 5
  Casting Time 2 hours
  Components V, M (100 gp in diamond dust)
  Description This functions as the teleport spell.
  Tongues
  Sphere Divination; Ritual Level 3
  Casting Time 30 minute
  Components V, M (silver dust worth 25 gp)
  Description This functions as the tongues spell.
  Tool For The Job
  Sphere Creation, Enhancement, or Nature; Ritual Level 
  0
  Casting Time 1 minute
  Components S, M (water, metal, stone, or wood; gold 
  dust worth 1 gp)
  Duration 1 hour per caster level
  Description By magically shaping a nearby resource, you 
  temporarily create a single tool that serves as masterwork tools 
  (granting a +2 circumstance bonus) for one skill of your choice. 
  Skills or skill uses that do not require tools (such as Knowledge 
  skills, Use Magic Device, etc.) cannot benefit from this ritual. 
  The tool lasts for 1 hour per caster level before dissolving back 
  into its elemental components.
  Unseen Servant
  Sphere Telekinesis; Ritual Level 1
  Casting Time 5 minutes
  Components V, S, M (ritual chalk worth 5 gp)
  Description This ritual functions as the unseen servant 
  spell.
  
  Chapter 6: Advanced Magic
  431
  Unseen Servant, Bound
  Sphere Telekinesis; Ritual Level 3
  Casting Time 30 minutes
  Components V, S, M (ritual chalk worth 1000 gp)
  Description This ritual functions as the unseen servant 
  spell, except the duration is permanent and the unseen servant 
  is bound to a specific location rather than the caster. If the un-
  seen servant is destroyed by taking damage, moving beyond its 
  range, or is dispelled, it reforms after 24 hours.
  An unseen servant created by this ritual can be set to obey 
  the orders of others than the caster, either performing tasks for 
  anyone, obeying the orders of anyone who provides a password, 
  or obeying anyone who carries a specific token. Who can give 
  orders is set when the ritual is performed, and tokens must be 
  designated at this time. Any object can be used as a token, and 
  you may designate a number of tokens equal to your caster level 
  when you perform the ritual.
  Water From Blood
  Sphere Blood; Ritual Level 0
  Casting Time 1 minute
  Components V, S, M (blood to be transmuted)
  Description You draw out the blood of one creature slain 
  within the last hour and separate out the water. The creature 
  must have been a valid target for blood control. A Medium crea-
  ture yields 2 gallons of clean water; divide this volume by 4 for 
  every size category smaller and multiply by 4 for every size cat-
  egory greater than Medium.
  Weld, Least
  Sphere Telekinesis; Ritual Level 0
  Casting Time 1 minute
  Components V, S, M (a few drops of alchemical resin 
  worth 1 gp)
  Description With this ritual you telekinetically bind a 
  Diminutive-sized or smaller object to another surface, fixing 
  the two together indefinitely. The force that binds them is a 
  relatively weak one however, and any creature may use a move 
  action to pull them apart.
  Weld, Lesser
  Sphere Telekinesis; Ritual Level 1
  Casting Time 5 minutes
  Components V, S, M (vial of alchemical resin worth 5 gp)
  Description As the least weld ritual, except you may bind a 
  Tiny-sized or smaller object to a surface, and the bond between 
  them is stronger. Attempting to pull the joined items apart re-
  quires a standard action and a successful Strength check (DC 11 
  + casting ability modifier).
  Weld, Greater
  Sphere Telekinesis; Ritual Level 3
  Casting Time 30 minutes
  Components V, S, M (flask of alchemical resin worth 10 
  gp)
  Description As the least weld ritual, except you may bind 
  a Small-sized or smaller object to a surface and the bond be-
  tween them is substantial. Attempting to pull the joined items 
  apart requires a standard action and a successful Strength check 
  (DC 10 + half caster level + casting ability modifier).
  Incantations
  Incantations, like rituals, are elaborate ceremonies de-
  signed to bring about powerful effects. However, while rituals 
  require a caster level and accomplish their feats through ges-
  tures, chanting, and the use of expensive components, incan-
  tations have no required caster level and could involve chant-
  ing, gesturing, dancing, building elaborate machines, sacrificing 
  gnomes under a full moon, carving the name of god onto a 
  stone and dropping it into a bottomless well, or any number of 
  other possible conditions.
  Incantations are a completely different type of magic from 
  anything else presented on this site. Where other magic uses 
  caster levels and spell points, incantations use skill checks. 
  Where other magic is reliable, broad, and generally carries no 
  risk for the caster, incantations are often costly, dangerous, and 
  very specific in what they accomplish. There are no class re-
  quirements to using most incantations, and virtually anyone 
  can use an incantation if they are willing to pay the high cost of 
  success and risk the even higher cost of failure.
  The Role of Incantations
  More so than any other form of magic presented on this 
  site, incantations are almost completely defined by their role 
  in the campaign.
  Rituals and Advanced Talents are both designed to be play-
  er driven forms of advanced magic: if a player possess the plane-
  shift ritual and has the gold to cast it, he may sojourn the planes 
  as often as he sees fit. With an incantation, on the other hand, 
  a player may only know how to visit a specific plane and might 
  only be able to do so one day a year or only when they fulfill 
  a special requirement, such as holding the heart of a recently 
  slain black dragon. Using an incantation is often a very special 
  event, and entire quests and adventures could revolve around 
  performing—or stopping—an incantation from being used. 
  Usually, incantations serve one of three purposes: plot device, 
  party aid, and flavor.
  Plot Device: Incantations are often very specific, both in 
  effect and requirement. Through incantations, a GM can allow 
  the party to raise the dead, travel across worlds, or speak to 
  spirits in ways that do not upset the rest of the game world. 
  Alternatively, villains could summon ancient demons, turn a 
  city to stone, or place a king in an eternal slumber without nec-
  essarily being too high level for the party to handle. No matter 
  what the story demands, an incantation can be crafted to fit the 
  requirement.
  Party Aid: Sometimes a party lacks something the GM 
  feels they need. This could be a method of healing or track-
  ing, a means for long-range communication, or a party scout. 
  Through incantations, a GM can give a party new abilities that 
  change the way they play, from giving them the ability to sum-
  mon a spirit scout, to letting them heal their wounds at night 
  without need for the Life sphere. In this way, incantations can 
  become a treasure more valuable than gold and definitely worth 
  a quest or two to acquire.
  
  Chapter 6: Advanced Magic
  432
  Flavor: Incantations allow a GM to customize the place of 
  magic in their world, mixing setting, plot, and character togeth-
  er in ways other magic systems simply cannot contain. In the 
  case of low-magic worlds or horror-themed games, incantations 
  could even completely replace other magic systems, adding a 
  sense of wonder and danger to magic that extends beyond what 
  many consider ‘traditional’ gameplay. Indeed, incantations do 
  not need even strictly to be magic; it is an easy thing to adapt 
  the incantation rules to cover meditative trances, risky medi-
  cal procedures, or the creation of steam-powered technological 
  wonders, if that is the feel a particular world demands.
  Discovering Incantations
  While rituals and spells have clear-cut rules for player-con-
  ducted research, there are no universal rules for discovering 
  incantations, as each incantation is something wholly unique 
  unto itself. Players may discover an incantation in an ancient 
  library, as part of the rites of a hidden temple, in an old nursery 
  rhyme or children’s tale, or among a blacksmith’s notes detail-
  ing his last, greatest creation. Incantations might be found as 
  treasure or might require the party to quest in search of secret 
  knowledge.
  Using Incantations
  To use an incantation, a creature must meet all of its in-
  cluded criteria. While the exact rules and requirements differ 
  from incantation to incantation, every incantation has the fol-
  lowing basic components:
  Casting Time: Every incantation has a casting time, 
  which could range from a matter of minutes to several days or 
  more.
  Components: Most incantations require some variety of 
  components, such as focus, material, somatic, and verbal com-
  ponents. In addition, some require secondary performers (ab-
  breviated SP in an incantation’s description).
  Secondary Performers (or Secondary Casters): 
  Incantations often require multiple participants to successful-
  ly complete them. However, only one participant can be the 
  primary performer. Secondary performers can attempt skill 
  checks in place of the primary performer. However, perform-
  ers cannot use the aid another action to assist in required skill 
  checks. Incantations can be performed with more performers 
  than necessary, so if certain participants cannot continue, oth-
  ers can replace them.
  Skill Checks: Every incantation lists a series of skill 
  checks that must be successfully made in order to complete the 
  incantation. Each incantation lists how many successful checks 
  are required to cast it. Unless otherwise specified, you attempt 
  a skill check every 10 minutes; failing a check means the in-
  cantation takes an additional 10 minutes to complete. Often, 
  an incantation’s required skill checks can be performed in any 
  order. Occasionally, however, a particular sequence is required 
  either in total or in part. In this case, the required skill checks 
  will be labeled with “in order” in the incantation description.
  Any of the checks listed after this label must be performed 
  in the same sequence listed; any listed before this label may be 
  performed in any order either before or after the entirety of 
  the sequenced checks. For example, in the case of “Skill Checks 
  Knowledge (arcana) DC 20, 1 success; in order—Sense Motive 
  DC 20, 1 success; Bluff DC 20, 3 successes; Survival DC 20, 3 
  successes,” you must attempt 1 Sense Motive check, followed 
  by 3 Bluff checks, and then by 3 Survival checks. However, the 
  lone Knowledge (arcana) check may be performed either be-
  fore the Sense Motive check or after the last Survival check.
  Backlash and Failure: Many rituals include some sort of 
  backlash that affects you whether the incantation was success-
  ful or not. In addition, if the caster fails two consecutive skill 
  checks, the entire incantation fails. Failing to cast an incanta-
  tion still expends all material components and always bestows 
  additional consequences.
  Failed Incantations
  If two consecutive skill checks are unsuccessful—even if 
  made by different performers—the incantation fails. If an effect 
  is listed in an incantation’s description specifically for failure, it 
  targets the performer that failed the second check (in addition 
  to a possible backlash). There are many possible consequences 
  for failure, with the most common listed below.
  Attack: A summoned creature attacks you—and likely ev-
  eryone else nearby.
  Augment: Instead of destroying the target as it was sup-
  posed to, the incantation makes the target more powerful.
  Betrayal: Though the incantation seems to succeed, the 
  subject of the incantation—or even you—actually undergoes a 
  dramatic alignment change. For the next 1d6 minutes, the sub-
  ject’s alignment becomes the extreme opposite of what it was 
  previously (for instance, lawful good becomes chaotic evil, or 
  chaotic neutral becomes lawful neutral; a neutral subject ran-
  domly becomes lawful good, lawful evil, chaotic good, or cha-
  otic evil). The subject generally tries to keep its new outlook a 
  secret.
  Damage: You or the target takes damage as the conse-
  quence of failure.
  Death: Someone dies. This is usually you or the target. 
  Some incantations allow a saving throw to avoid this conse-
  quence of failure.
  Delusion: You believe the incantation worked, but actual-
  ly, it had no effect—or a very different one from that intended.
  Falsehood: The incantation (typically a divination) pro-
  vides you with false results, but you believe it to be true.
  Hostile Spell: You are targeted by a harmful effect, spec-
  ified in the incantation’s description.
  Mirrorcast: The incantation has the opposite effect of 
  what was intended.
  Reversal: The incantation affects you rather than the in-
  tended target.
  
  Chapter 6: Advanced Magic
  433
  Special Rules
  Interrupting Incantations: Incantations take a long 
  time to perform, but they are not as delicate and exacting as 
  other forms of magic. You do not provoke attacks of opportu-
  nity while performing them, and you can even pause the ritual 
  for a short time in order to fight, use magic, or take other ac-
  tions. However, for each round the incantation is interrupted, 
  the DC of all subsequent skill checks to complete the perfor-
  mance increases by 1.
  Time spent during the interruption of an incantation does 
  not count toward its casting time.
  Saving Throws: If an incantation allows a save, the 
  formula to calculate the save is included in the incantation’s 
  description.
  Spell Resistance: When attempting magic skill checks 
  to overcome spell resistance, divide the incantation’s skill check 
  DC by 2 to find its effective MSB. (For opposed checks, use the 
  default DC for the incantation’s sphere modified by any bonus-
  es or penalties listed in the incantation for the opponent’s roll; 
  divide this value by 2.) Use this value even if you are a caster.
  Taking 10: As long as you are not threatened or distracted, 
  you may take 10. However, incantations with backlash compo-
  nents or similarly harmful aspects count as threats, preventing 
  you from taking 10. You may never take 20 when attempting to 
  complete an incantation.
  Creating New Incantations
  While there are rules for player-driven research for both 
  rituals and spellcrafting, creating new incantations is exclusive-
  ly the realm of the GM (although it is possible for players to 
  attempt the creation of an incantation under strict GM super-
  vision). Creating new incantations can be a difficult balancing 
  act: if an incantation is too difficult, too costly, or too danger-
  ous, players may avoid using it altogether, while if an incanta-
  tion is too easy, players may use it endlessly. Likewise, while 
  some low-magic games leave the players with little option but 
  incantations, in other games the players may have access to so 
  many advanced talents and rituals that they do not need to rely 
  on incantations except for the most pressing of circumstances. 
  As such, judgment and common sense should always be used 
  when creating new incantations; all numbers and values given 
  below should be seen as guidelines rather than hard rules.
  As a rule of thumb, each incantation should have at least 
  one aspect (high DC, expensive component, extremely-specif-
  ic effect or requirements, strong backlash or risk of failure) to 
  discourage overuse; each use of an incantation should feel like 
  a major event, if not the focus of its own adventure. While in-
  cantations may be as varied and unique as the GM desires, the 
  following guidelines will help balance new incantations.
  
  Chapter 6: Advanced Magic
  434
  Determine Sphere
  When creating an incantation, first decide which sphere or 
  spheres it most thematically resembles. Each sphere has a spe-
  cific DC associated with it that serves as the base skill check 
  DC. If an incantation combines themes from multiple spheres, 
  choose the most important one to determine the incantation’s 
  base DC, and add 1/3 of the DC of the other spheres to the 
  total DC.
  Each summary below specifies the range, target, duration, 
  and other aspects of an incantation associated with a particular 
  sphere.
  Alteration
  Skill Check DC 32; Range close; Target one creature; 
  Duration minutes; Saving Throw Fortitude negates (or 
  harmless); SR yes
  Blood
  Skill Check DC 32; Range close; Target one creature; 
  Duration minutes; Saving Throw Fortitude negates (or 
  harmless); SR yes
  Conjuration
  Skill Check DC 30; Range close; Target one creature; 
  Duration hours; Saving Throw Will negates (harmless); SR 
  yes (harmless)
  Creation
  Skill Check DC 30; Range close; Target one 20-ft. 
  cube of matter; Duration hours; Saving Throw Will negates 
  (harmless); SR yes (harmless)
  Dark
  Skill Check DC 30; Range medium; Area 20-ft. radi-
  us burst (or 1 person for meld); Duration minutes; Saving 
  Throw none or Fortitude negates (harmless); SR no or yes 
  (harmless)
  Death
  Skill Check DC 34; Range close; Target one or more 
  creatures or corpses; Duration instantaneous; Saving Throw 
  Fortitude negates (or none); SR no
  Destruction
  Skill Check DC 32; Range close; Area 5-ft. wide bolt or 
  20-ft. radius burst; Duration instantaneous; Saving Throw 
  Reflex half; SR yes
  Divination
  Skill Check DC 30; Range long; Target personal; 
  Duration minutes; Saving Throw none; SR no
  Enhancement
  Skill Check DC 32; Range close; Target one creature or 
  20 cubic feet of matter; Duration minutes; Saving Throw 
  Fortitude negates (or harmless); SR yes
  Fate
  Skill Check DC 32; Range medium; Area 5-ft. wide 
  bolt or 20-ft. radius burst; Duration instantaneous; Saving 
  Throw Reflex half; SR yes
  Fallen Fey
  Skill Check DC 32; Range close; Target one creature; 
  Duration minutes; Saving Throw Fortitude negates (or 
  harmless); SR yes
  Illusion
  Skill Check DC 32; Range touch; Target one living crea-
  ture or 20 cubic feet of matter; Duration minutes; Saving 
  Throw Will disbelief; SR yes
  Life
  Skill Check DC 32; Range medium; Target 1 creature; 
  Duration instantaneous; Saving Throw Fortitude negates 
  (harmless); SR yes (harmless)
  Light
  Skill Check DC 30; Range medium; Area 20-ft. radius 
  burst; Duration minutes; Saving Throw None; SR yes
  Mind
  Skill Check DC 32; Range close; Target one living crea-
  ture; Duration minutes; Saving Throw Will negates; SR yes
  Nature
  Skill Check DC 30; Range close; Area 20-ft. radius 
  burst; Duration minutes; Saving Throw Reflex negates; SR 
  yes
  Protection
  Skill Check DC 32; Range close; Target one or more 
  creatures, no two of which can be more than 30 ft. apart; 
  Duration minutes; Saving Throw Will negates (harmless); 
  SR yes (harmless)
  Telekinesis
  Skill Check DC 32; Range close; Target one or more 
  creatures or objects, no two of which can be more than 30 ft. 
  apart; Duration minutes; Saving Throw Will negates; SR 
  yes
  Time
  Skill Check DC 32; Range close; Target one or more 
  creatures, no two of which can be more than 30 ft. apart; 
  Duration minutes; Saving Throw Fortitude negates; SR yes
  War
  Skill Check DC 32; Range close; Area 20-ft. radius 
  burst; Duration rounds; Saving Throw Fortitude negates 
  (harmless); SR yes (harmless)
  Warp
  Skill Check DC 30; Range close; Target one creature; 
  Duration instantaneous; Saving Throw Fortitude negates; 
  SR yes
  Weather
  Skill Check DC 32; Range medium; Area 20-ft. radius 
  burst; Duration minutes; Saving Throw none; SR no
  Modify DC
  For the next step, determine what adjustments, if any, are 
  required of the base DC, factoring in the specifics of your in-
  cantation (see Table: Modifying Incantations for a list of how 
  certain factors change the skill check DC). Use this list as a 
  guideline for modifications that are not listed, such as new 
  backlash effects.
  
  Chapter 6: Advanced Magic
  435
  Table: Modifying Incantations
  Factors Check
  DC 
  Modifier
       Skill Checks
  Requires checks involving more than one skill
  -1
       Casting Time
  1 hour between checks
  -1
  Casting time is restricted (such as, only during 
  full moon)
  -4
  Casting time is severely restricted (such as, 
  only during lunar eclipse)
  -8
       Focus and Material Components
  Expensive material component (500 gp)
  -1
  Expensive material component (5,000 gp)
  -2
  Expensive material component (25,000 gp)
  -4
  Expensive focus (5,000 gp)
  -1
  Expensive focus (25,000 gp)
  -2
       Extra Performers
  10 or fewer secondary performers
  -2
  11-100 secondary performers
  -6
  101 or more secondary performers
  -10
       Range
  Touch to close/close to touch
  +2/-2
  Close to medium/medium to close
  +2/-2
  Medium to long/long to medium
  +2/-2
       Area
  Doubling area/halving area
  +3/-3
       Target
  Unwilling target must be helpless
  -2
  Limited targets (by Hit Dice, creature type, 
  and so on)
  -3
  Single target to multiple targets
  +4
       Duration
  Rounds to minutes/minutes to rounds
  +2/-2
  Minutes to hours/hours to minutes
  +4/-2
  Hours to days/days to hours
  +6/-2
  Days to permanent or instantaneous/perma-
  nent or instantaneous to days
  +10/-4
       Saving Throw
  None (or harmless) to save partial/save partial 
  to none (or harmless)
  +2/-2
  Save partial to save negates/save negates to save 
  partial
  +2/-2
       Spell Resistance
  Yes to no (or harmless)/no (or harmless) to yes
  +4/-4
       Backlash
  Per 2d6 points of damage
  -1
  Performer is exhausted
  -2
  Per negative level performer gains
  -2
  Performer reduced to -1 hit point
  -3
  Performer infected with disease
  -4
  Backlash affects secondary performers too
  -1
       Lesser Incantations
  Per incantation effective level less than 6th
  -2
  Set Level
  Finally, set the effective level of the incantation. 
  Incantations are comparable to spells and rituals, and have the 
  same level system (0-9). When determining the level of an in-
  cantation, it is often useful to compare it to spells or rituals to 
  determine an appropriate level. Or, if comparing it to its base 
  sphere, assume a level of 1/3 the needed caster level +1 per spell 
  point required. This effective level determines a number of as-
  pects of the incantation, such as how many total successes are 
  required, save DCs, and sometimes its range and duration.
  Skill DC: For every level an incantation possesses below 
  6th, decrease its starting DC by 2. The minimum DC for an 
  incantation is 8 + (2 x level of the incantation). This equals a DC 
  10 for 1st level, DC 12 for 2nd level, DC 14 for 3rd level, DC 16 
  for 4th level, and DC 18 for 5th level.
  Total Successes: Equal to the incantation’s effective lev-
  el. Save DC: 10 + incantation’s effective level + the principle 
  caster’s casting ability modifier.
  Duration and Range: When determining the duration, 
  range, and other variables, assume a caster level of twice the 
  incantation’s level. Duration and range are determined as usual: 
  if a duration is given in minutes, it will have a duration of 1 min-
  ute per caster level. If the range is medium, it will have a range 
  of 100 feet + 10 feet per caster level. Thus, a level 5 ritual with 
  a duration of minutes and a range of medium would have a du-
  ration of 10 minutes, and a range of 300 feet. These details are 
  often specified in an incantation’s description. If not, assume a 
  caster level of twice the incantation’s level and use the same for-
  mula a similar spell would use. For example, an incantation with 
  a duration of minutes would last 12 minutes as it is effectively a 
  6th level ritual. The same incantation with a range of medium 
  can affect a target up to 220 feet away.
  
  Chapter 6: Advanced Magic
  436
  Opposed Checks
  Some incantations use opposed ability or skill checks in-
  stead of checks with static DCs. Creating these incantations is 
  almost identical to creating ones with static DCs; you must still 
  choose the sphere and use the same default values, however, 
  replacing the starting DC in this case with an opposed check, 
  such as Bluff vs. Sense Motive or Disguise vs. Perception. When 
  modifying the incantation, instead of applying adjustments to 
  a static DC, apply adjustments to the target’s check result. For 
  example, if creating an incantation that required an opposed 
  Bluff vs. Sense Motive check, if you increased the duration from 
  minutes to hours, you would then apply a +4 adjustment to the 
  target’s check result. This means the opposed check would now 
  be your Bluff result vs. the target’s Sense Motive result +4. If, 
  instead, you reduced the duration from minutes to rounds, you 
  would apply a -2 adjustment to the target’s Sense Motive check.
  In an incantation description, using the current example, 
  an opposed check would be designated “Bluff vs. Sense Motive 
  +4”. The skill or other quantity that you use is the first listed, 
  in this case Bluff. The one you are opposing uses the second 
  skill or the other quantity listed, in this case Sense Motive. Any 
  modifier listed for you or your opponent is applied to the re-
  spective checks.
  Sample Incantations
  Call Extraplanar Being
  With proper research and suitable payment, 
  anyone can call upon the denizens of the planes.
  Sphere Conjuration; Level 3rd
  Skill Checks Knowledge (nature or 
  planes) DC 15 + 1 per Hit Die of called crea-
  tures 2 successes, Knowledge (arcana) DC 15 + 
  1 per Hit Die of called creatures 1 success.
  Casting Time 1 hour
  Components S, M (25 gp worth of 
  powdered silver per Small-sized crea-
  ture that will fit in the circle, a Medium 
  creature counts as two Small creatures, a 
  Large creature counts as two Medium 
  creatures, etc.)
  Target A number of Hit Dice 
  of outsiders
  Duration instantaneous
  Saving Throw Will negates; SR no
  Description
  The performers may call upon a powerful crea-
  ture from another plane. Calling takes one of two 
  forms: allies and hostiles. If you call a servant of an 
  extraplanar being with which you have a strong connec-
  tion (i.e., a cleric calling a servant of its god) they are 
  considered an ally. All other creatures are considered 
  hostiles, regardless of their disposition towards the cast-
  er. GMs have the final say in whether or not a character 
  is capable of calling allies. The caster level of this ability is equal 
  to (the Knowledge check DC-10)/2.
  If the target is of the fey type, use Knowledge (nature); 
  if of the outsider type, use Knowledge (planes). To call a tar-
  get, the primary performer must choose a location within close 
  range for them to appear (often a diagram per the Summoning 
  Diagram incantation or Diagram advanced talent), the Hit 
  Dice of the creature (or creatures), requiring 1 Knowledge (na-
  ture or planes) check, and the kind of creature to be called must 
  be known and stated (the second Knowledge (nature or planes) 
  check). If the primary performer wishes to call a specific in-
  dividual, he must use that individual’s proper name (doing so 
  increases the DC of the Knowledge (nature or planes) check 
  by 10). Multiple creatures may be called with one use of this 
  ability (up to 3 at once) but the combined Hit Dice of all called 
  creatures cannot exceed the chosen Hit Dice total.
  If successful, the performers call the creatures as the Call 
  Planar Creature advanced talent.
  Note: Many evil-aligned creatures will accept payment 
  in blood instead of wealth, even behaving as allies if a blood 
  price is offered. For every 25 gp cost, 1 Hit Die worth of crea-
  tures must be killed. Creatures with an Intelligence score of 3 
  or higher count as twice their listed Hit Dice for this purpose. 
  These creatures must be killed within a specially prepared mag-
  ic circle (no cost to create, but requires at least one hour to 
  draw; maximum radius 5 feet per caster level). So long as the 
  magic circle remains intact, any caster may use Hit Dice col-
  lected within it to power their magic, spending the collected 
  Hit Dice as if it were gold to power their rituals. The life and 
  essence alternate ritual costs (see optional pricing section) 
  may also be appropriate for some creatures, at the GM’s 
  discretion.
  Backlash
  All performers are fatigued. If already fa-
  tigued, they instead become exhausted. If exhaust-
  ed, they fall unconscious for 1d4 hours.
  Failure
  All performers gain 1 permanent negative 
  level. Additionally, the target is aware of the 
  identities of all the performers and may 
  seek revenge or chastisement if it chooses. 
  The target may choose to appear but is 
  completely unbound and may act as it 
  chooses.
  Commune With Nature
  Sphere Divination; Level 5th
  Skill Checks in order Knowledge (nature) DC 20, 
  Knowledge (geography) DC 20, Knowledge (nature) DC 
  20, 1 success each.
  Casting Time 1 hour
  Components V, S, DF
  Target personal
  Duration 10 minutes
  Saving Throw none; SR no
  
  Chapter 6: Advanced Magic
  437
  Description 
  Skill checks are made on the day of a solstice or equinox in-
  side a druid’s hallowed stone circle, which are made once every 
  20 minutes. Attempts on performing the incantation outside 
  the required location or day increases the skill check DC by 
  +20, usually resulting in failure.
  Secondary performers may aid in this incantation, while 
  not required, sufficient secondary performers decreases all the 
  skill check DCs by an appropriate amount.
  Upon successfully completing the incantation, the per-
  formers suffer from the effects of backlash and have ten min-
  utes (the incantations duration) to each ask for one useful piece 
  of advice in response to a question concerning a specific goal, 
  event, or activity that is to occur within one week per perform-
  er. The advice can be as simple as a short phrase, or it might 
  take the form of a cryptic rhyme or omen. If any of the per-
  formers does not act on the information, the conditions may 
  change so that the information is no longer useful.
  Backlash 
  Primary and secondary performers become exhausted after 
  the completion of casting the incantation.
  Failure 
  All performers receive backlash consequences and are im-
  mediately attacked by a summoned animal, elemental, fey, or 
  vermin creature whose challenge rating is equal to 2 + the Hit 
  Dice of the highest performer.
  Demonseal
  While most often used to close planar rifts between the 
  human world and more hellish dimensions, it may be used to 
  close rifts between other planes as well. While this incantation 
  may be used to permanently close other permanent portals or 
  planar gates, the incantation is usually considered too costly for 
  something so minor.
  Sphere Protection or Warp; Level 8th
  Skill Checks In order: Craft (calligraphy or stonemason-
  ry) DC 50 3 successes, Knowledge (planes) DC 50 4 successes, 
  Perform (oratory or sing) DC 50 1 success
  Casting Time 2 hours
  Components S, V, F (3 gemstones worth 5,000 gp or more 
  each, or a single gemstone worth 25,000 gp or more)
  Target 1 rift or tear between planes
  Duration 100 years
  Saving Throw none; SR no
  Description
  To begin the incantation, Craft checks are made to in-
  scribe the focus (or foci) with runes. Runestones made in this 
  fashion must be inscribed in the presence of the planar rift to 
  be sealed shut. Knowledge (planes) checks are then used first 
  to determine the proper placement of the focus (or foci), and 
  to determine the best language used to seal the planar tear. To 
  bring the incantation to a close, the Perform check is used to 
  chant the sealing chant. If 100 or more secondary performers 
  aid in this incantation, decrease the skill DCs by 10.
  Upon successfully completing the incantation, the focus 
  will begin to glow and begin to orbit the location of the now 
  closed rift (unless affixed to a structure of some sort). The rift 
  will remain shut for 100 years or until all foci used during this 
  incantation are removed. Any focus crafted during this incan-
  tation may be reused (if present) to reseal a rift that they were 
  used to shut without having to craft new runestones. A single 
  runestone may be removed with a successful magic skill check 
  from the Telekinesis or Warp spheres vs. a MSD of 30; alterna-
  tively, a runestone may be removed by force with a successful 
  Strength check DC 50.
  Backlash
  The primary performer and any secondary performers be-
  come exhausted immediately after performing the incantation.
  Failure
  The planar rift or tear instead opens further, causing 2d4+1 
  creatures native to the other plane to appear (whose individual 
  CR is equal to the highest level performer +1), which are un-
  friendly (if not hostile) toward the performers.
  Fimbulvinter
  Some say the world will end in ice, the entirety of it turned 
  to glaciers and tundra, with little growing and ravenous pred-
  ators roaming the land. And there are some who believe it is 
  their destiny to bring about this wintry end. By invoking an-
  cient sagas and investing a menhir with their own life force, 
  they believe they can cover the world in a shroud of frost. They 
  may be right.
  Sphere Weather; Level 9th
  Skill Checks in order—Knowledge (religion) DC 38 4 
  successes, Craft (stonework) DC 38 1 success, Perform (oratory) 
  DC 38 4 success
  Casting Time 9 days (cast during a time of war)
  Components V, S, F (monolith of semi-precious stone 
  worth 30,000 gp)
  Area special
  Duration instantaneous
  Description
  After the recitation of the saga is finished, the menhir 
  glows briefly with a cold blue light and instantly begins chilling 
  the air around it. The temperature within 5 feet of the menhir 
  immediately drops to severity level 5, regardless of prevailing 
  conditions. This area expands by 5 feet per round until it reach-
  es a 100-foot radius, and then expands by 5 feet per hour until it 
  covers the entirety of the plane it is on. In addition, predatory 
  animals within the area gain a +6 bonus to Strength and a +4 bo-
  nus to Constitution, and are hostile to all creatures other than 
  animals. This has no effect on animal companions or similar 
  bonded creatures.
  The temperature within the area can be lowered as nor-
  mal, but raising the temperature requires a magic skill check 
  against a DC of 31. It attempts a magic skill check against any 
  magical effect that would raise the temperature in the area once 
  per minute; its magic skill bonus is +20. The effect cannot be 
  dispelled, but destroying the menhir immediately ends it. The 
  menhir is a Colossal object with hardness 8 and 1000 hit points. 
  It regains 25 hit points each round and takes no damage from 
  
  Chapter 6: Advanced Magic
  438
  acid, cold, electricity, or fire and cannot be moved by any means 
  short of deific force (such as represented by a miracle or wish).
  Backlash
  Primary performer and all secondary performers are re-
  duced to 0 hit points.
  Failure
  Primary performer and all secondary performers are re-
  duced to -1 hit point, and 2d12 winter wolves appear and attack 
  them, devouring their corpses if they die.
  Impenetrable Dome
  Sphere Protection; Level 5th
  Skill Check In order: Knowledge (engineering) DC 24 4 
  successes, Knowledge (planes) DC 24 1 success.
  Casting Time 50 minutes
  Components S, V, F (4 stone structures such as menhir, 
  obelisks, or statues worth a minimum of 5,000 gp each)
  Effect 2 mile radius barrier of force centered on the pri-
  mary performer
  Duration 10 hours
  Saving Throw None; SR Yes (harmless)
  Description
  Knowledge (engineering) checks are made once every 10 
  minutes (one per stone) verifying the correct angular position-
  ing of their placement in relation to the other stones and the 
  epicenter to which the primary performer stands. As many as 
  four secondary performers may aid in this incantation, taking 
  upon themselves a single negative level from that which the 
  primary performer would suffer. Once each of the stones is 
  placed, the primary performer positions themselves according 
  to the current zodiac positioning with a Knowledge (planes) 
  check. Each performer (primary or secondary) must then with-
  out magical coercion willingly and freely state that they offer 
  themselves up as sacrifice.
  Upon successfully completing the incantation, a barrier of 
  force (similar to that created with the Protection sphere) is cre-
  ated centered on the primary performer (but will remain where 
  the incantation is cast and will not move, even if the primary 
  performer moves). The barrier has 100 hit points and refreshes 
  at the beginning of each round until the duration of the incan-
  tation has expired. If the barrier is cast on a mobile landmass 
  (such as a floating island), the barrier will move with the mobile 
  landmass, remaining centered to where it is cast.
  Backlash
  The primary performer takes 4 negative levels (-1 per 
  secondary performer, of which takes the negative level upon 
  themselves).
  Failure
  If you fail 2 consecutive checks, the incantation still func-
  tions but only affects a radius of 600 feet with only 50 hit points 
  per round, with a duration of 1 hour. In addition, the primary 
  performer takes 4 negative levels and all secondary performers 
  take 2 negative levels each.
  Petition The Fates
  By contacting beings outside of space and time you may 
  contract a power that will aid you or those you know in accom-
  plishing a quest.
  Sphere Fate; Level 9th
  Skill Checks Knowledge (history) DC 35 2 successes, 
  Knowledge (planes) DC 35 2 successes, Knowledge (religion) 
  DC 35 2 successes; in order—Diplomacy DC 35 2 successes, 
  Linguistics DC 35 1 success
  Casting Time 1 hour (cast at the start of a rare cosmic 
  event)
  Components V, S, M (three sculpted idols worth 10,000 
  gp each).
  Target Primary performer
  Duration instantaneous
  Saving Throw none; SR no
  Description
  Those that research ‘The Fates’ may find that a certain nu-
  merology exists that can be used to count the days leading up to 
  a particularly rare astrological event (such as a planetary align-
  ment involving multiple solar systems) (the Knowledge (histo-
  ry) checks). Through further research, one may determine the 
  exact hours that the cosmic event will occur (the Knowledge 
  (planes) checks).
  After finding the exact day and hour of the cosmic event, 
  the primary performer must seek out three idols which the 
  Fates will both appreciate and entice them to appear (the 
  Knowledge (religion) checks). At the hour of the cosmic event 
  one must call out in a loud voice toward the celestial spectacle 
  offering up the three idols (Diplomacy checks). If the Fates are 
  pleased, they will offer the primary performer a single wish, to 
  be worded with no more than 35 words. Examples of what an 
  appropriate wish may do include any of the following:
  • Grant 5 temporary spell points and talents of the pri-
  mary performer’s choice (with a caster level equal to 
  their character level with these talents) for 24 hours.
  • Undo the harmful effects of a sphere talent or ability 
  on a target the primary performer names.
  • Swing the tide of a battle in your favor by raising fallen 
  allies to continue fighting (but will fall again after 24 
  hours).
  • Moving you and your allies, with all your and their 
  gear, from one plane to a specific locale through planar 
  barriers with no chance of error.
  • Protect a city from an earthquake, volcanic eruption, 
  flood, or other natural disaster.
  While wishing for other things is possible, if given a par-
  ticularly wordy or complicated wish the fates may choose to 
  fulfill the wish in their own time, or may require the primary 
  performer to work to bring the wish to pass (i.e., the wish will 
  not occur without effort on the performer’s side). This incanta-
  tion counts as a miracle or wish for the purposes of spell effects 
  or abilities that require them.
  
  Chapter 6: Advanced Magic
  439
  Backlash
  Because the incantation requires overwhelming energy 
  that alters reality, the primary performer instantaneously loses 
  2 limbs chosen at random by rolling a 1d4 twice (1: Right arm; 
  2 Left arm; 3: Right leg; 4: Left leg); primary performers whose 
  anatomical structure is not strictly humanoid, or otherwise 
  lack the appendage to be lost may instead lose alternative limbs 
  such as wings, additional legs, or multiple tentacles. Primary 
  performers who lack limbs altogether may have reality altered 
  causing them to lose people or other objects of sentimental 
  worth. Attempting to negate backlash through non-instanta-
  neous polymorph effects will result in the angering of the Fates, 
  causing the incantation to fail. Limbs lost due to backlash may 
  only be fully restored through a miracle, wish, or similar effect.
  Failure
  Those that fail 2 consecutive Knowledge checks fail to per-
  form the incantation correctly, thus resulting in the failure of 
  the beings of fate to answer their call, but no material com-
  ponents are wasted. Those that fail 2 consecutive Diplomacy 
  checks fail to strike a bargain and, as punishment for the arro-
  gance and insult, any secondary performers are instantaneously 
  slain, and the Fates take the three idols with them. Those that 
  fail the Linguistics check find their wish to be corrupted with a 
  very different result than what was intended.
  Ragnarok
  Through sacrilege, blasphemy, and murder, you call upon 
  the lower planes to bring about destruction and an infestation 
  of fiends.
  Sphere Destruction; Level 9th
  Skill Checks Knowledge (planes) DC 27 4 successes, 
  Knowledge (religion) DC 27 5 successes
  Casting Time 8 hours (cast during the new moon)
  Components V, S, M (35,000 gp worth of good-aligned 
  magic items, sacrifice of 13 creatures with Intelligence of at 
  least 3).
  Secondary Casters 12
  Area 1-mile radius
  Duration instantaneous and 18 days, see text
  Saving Throw Reflex half, see text; SR no
  Description
  After a night-long depraved ritual involving the profaning 
  of good-aligned relics and culminating in the torture and sac-
  rifice of thirteen sentient beings, a massive burst of infernal 
  energy washes out from the site of casting. All creatures with-
  in one mile (including all surviving casters) take 10d6 profane 
  damage (Reflex half). Good-aligned beings take an additional 
  5d6 damage. Immediately after, a 90-foot radius portal (as the 
  Warp advanced talent) opens to one of the lower planes, chosen 
  by the caster. 2d10 balors, olethrodaemons, or pit fiends, as ap-
  propriate to the chosen plane, emerge immediately and attack 
  any beings they come across (including all surviving casters). 
  These may be followed by any other fiend native to the chosen 
  plane. The portal closes in 18 days, but any fiends who have 
  come through it remain.
  Backlash
  Six randomly selected secondary casters die.
  Failure
  Primary caster and all secondary casters die and their souls 
  are dragged to a lower plane. They can never be returned to life 
  by any means.
  Special
  This incantation can be modified as if by Extend Spell by 
  doubling the material component and casting time, Empower 
  Spell by tripling the material component and casting time, 
  Maximize Spell by quadrupling the material component and 
  casting time, or any combination of these.
  Reincarnate
  Sphere Life; Level 4th
  Skill Check in order Survival DC 23, Knowledge (planes) 
  DC 23, Diplomacy DC 23, Survival DC 23, Heal DC 23, 
  Knowledge (nature) DC 23, 1 success each.
  Casting Time 1 hour
  Components V, S, SP, M (oils and herbs worth 500 gp)
  Range 45 ft.
  Target 1 dead creature
  Duration instantaneous
  Saving Throw none; SR no
  Description 
  Skill checks are made inside a druid’s hallowed stone circle, 
  which are made once every 10 minutes. Attempts on perform-
  ing the incantation outside the required location increases each 
  skill check DC by +20, usually resulting in failure. Secondary 
  performers may aid in this incantation, while not required, a 
  sufficient number of secondary performers decreases the skill 
  check DCs by the appropriate amount.
  Upon successfully completing the incantation, the per-
  formers of the incantation bring back the spirit of the target 
  dead creature into another body, provided that the subject’s 
  soul is willing to return. If the subject’s soul is not willing to 
  return, the incantation does not work; therefore, a subject that 
  wants to return receives no saving throw.
  Since the dead creature is returning in a new body, all 
  physical ills and afflictions are repaired. The condition of the 
  remains is not a factor. So long as some small portion of the 
  creature’s body still exists, it can be reincarnated. The magic 
  of the incantation creates an entirely new young adult body for 
  the soul to inhabit from the natural elements at hand.
  A reincarnated creature recalls the majority of its former 
  life and form. It retains any class abilities, feats, or skill ranks 
  it formerly possessed. Its class, base attack bonus, base save 
  bonuses, and hit points are unchanged. The reincarnated crea-
  ture’s ability scores depend on the new body. First eliminate the 
  subject’s racial adjustments (since it is no longer necessarily of 
  his previous race) and then apply the adjustments of their new 
  race to its remaining ability scores.
  It is possible for the change in the subject’s ability scores 
  to make it difficult for it to pursue its previous character class. 
  If this is the case, the subject is advised to become a multiclass 
  character or to retrain its existing class levels. The target crea-
  ture’s new race must be of the same Race Point (RP) Power 
  
  Chapter 6: Advanced Magic
  440
  Level equal to or lower than its previous race. For the purpose 
  of this incantation, all core races are considered to have the 
  Standard (1 RP - 10 RP) Power Level (even though dwarves have 
  a RP value of 11). If the target does not have a race point value 
  to begin with, the GM determines if the target falls under one 
  of the three RP Power Levels. If the target does, the creature 
  may be reincarnated under a race within that point range, oth-
  erwise the incantation fails in the beginning without expending 
  the material components, backlash, or other penalties.
  Backlash
  Primary and secondary performers each take 1 temporary 
  negative level lasting 24h.
  Failure
  The results of failing this incantation are dependent on 
  which skill check the incantation failed:
  Survival checks (either), the soul of the primary performer 
  becomes lost and thus dies (the performer may still be raised 
  normally).
  Knowledge (planes), Falsehood - continue with the incan-
  tation as if the Knowledge check was successful, and should the 
  rest of the incantation be successful, you do not reincarnate the 
  spirit of the target, but rather that of a random creature.
  Diplomacy, the primary performer fails to convince the 
  creature’s spirit from leaving at this time. It may still retry 
  the entire incantation later or use other means of raising the 
  deceased.
  Heal, Falsehood - continue with the incantation as if the 
  Heal check was successful, and should the rest of the incanta-
  tion be successful, you reincarnate the spirit, but it dies inex-
  plicably after 1 hour. You may still retry the entire incantation 
  later or use other means of raising the deceased.
  Knowledge (nature), the new body for the retrieved spirit 
  is frail - continue with the incantation as if the Knowledge (na-
  ture) check was successful. The target receives a permanent -2 
  racial penalty to Strength, Dexterity and Constitution, stack-
  ing with any other racial penalties the new creature may have. 
  These additional penalties can only be removed by using miracle 
  or wish.
  Race Points (RP)
  Below are the Race Point Power Level values. Refer to 
  Pathfinder Roleplaying Game Advanced Race Guide for more infor-
  mation on the Race Point system or values for expanded races.
  Power Level
  Race Point (RP) Range
  Standard
  (1 - 10 RP)
  Advanced
  (11 - 20 RP)
  Monstrous
  (21 - 30 RP)
  Rite Of Waking Slumber
  To have the aid of a master magician at a difficult time 
  may come with a cost, though that cost need not be taxing, 
  and one’s life may be richer afterward for the gamble. Those 
  who dare the risk may become an agent… for a week, a year, a 
  lifetime, or a moment… of a mage versed in a tradition passed 
  from the elves to the dwarves and merfolk and on to the arcane 
  lords of other lands where magic and warfare go hand in hand.
  Sphere Mind; Level 6th
  Skill Checks Knowledge (arcana) DC 26 1 success, in or-
  der—Heal DC 26 1 success, Bluff DC 26 1 success, Craft (alche-
  my) DC 26 2 successes, Bluff DC 26 1 success
  Casting Time 6 hours
  Components V, S, M (alchemically treated wine worth 
  200 gp, drunk during the incantation), F (diamond prism, silver 
  chalice, and tattoo equipment collectively worth 2,000 gp)
  Range touch
  Target one living humanoid, giant, or monstrous humanoid
  Duration instantaneous
  Saving Throw no; SR yes
  Description
  One who has convinced a sufficiently powerful magician 
  to perform the Rite Of Waking Slumber to this ritual is sub-
  jected to a six hour procedure wherein the performer exercis-
  es the muscles of their target, places them into a highly sug-
  gestive state, creates and administers an alchemically treated 
  wine (which the target must drink), and implants post-hypnotic 
  suggestions. During the procedure, the performer also incorpo-
  rates alchemical inks into a tattoo somewhere on the target’s 
  body, which acts as both a conduit for the initial placement of 
  the magic and as the basis for a mental bond between the per-
  former and target. Other aids, usually courtiers or acolytes of 
  the performer, are required to assist the performer in gathering 
  magic and perfecting the alchemical treatments.
  Traditionally, the target has agreed to perform some ser-
  vice in exchange for another, and the abilities imparted through 
  this incantation (accessible via the waking sleeper prestige 
  class, which the target now qualifies for) can often aid with 
  these services. However, the first service is often tending to the 
  suddenly vulnerable master when their health drops incredibly 
  at the end of the rite. Rarely, at the end of the rite the target 
  will try to betray the performer while they are in this weakened 
  state, though the assembled acolytes and other measures may 
  be taken for the security of the caster.
  Backlash
  The performer of the ritual is wracked with the magical 
  energy wrought from the martial power new locked in the mind 
  of the target, reducing their current hit points to -1.
  Failure
  Failure on the Knowledge (arcana) check causes a build-
  up of mental energy that causes 3d6 points of damage to both 
  the target and performer. Failure on the Heal check causes 
  the performer’s handiwork at working the target’s muscles 
  and pressure points to be off, leading to the target being para-
  lyzed for 1d4 days. Failure on either Bluff check means that the 
  post-hypnotic suggestions did not settle properly, and bestows 
  a rampant paranoia upon the target, effectively giving them the 
  opposite alignment for 1d6 minutes at the conclusion of the rit-
  ual, likely tied to a desire to attack or sabotage the performer. 
  Failure on either Craft (alchemy) check means that there was 
  something wrong with the wine or inks used in the incantation, 
  and the target is afflicted with blinding sickness.
  Waking Sleeper (prestige class)
  Alignment: The willingness to take the risks of training 
  means that neutrality is rare among waking sleepers.
  Hit Die: d10
  
  Chapter 6: Advanced Magic
  441
  Class Skills
  Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal 
  (Cha), Knowledge (nobility) (Int), Perception (Wis), Profession 
  (Wis), Ride (Dex), Swim (Str), Use Magic Device (Cha)
  Skill Ranks at Each Level: 4 + Int modifier
  Requirements
  To qualify to become a waking sleeper, a character must 
  fulfill all the following criteria.
  Base Attack Bonus: +3
  Skills: Knowledge (nobility) 5 ranks
  Special: Must have undergone the Rite of Waking 
  Slumber as performed by a caster of caster level 12th or higher 
  (see Incantations in chapter 6).
  Table: The Waking Sleeper
  Level
  BAB
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  1
  +1
  +0
  +1
  +1
  Mark of the master, 
  recall, sleeper training
  2
  +2
  +1
  +1
  +1
  Catatonia
  3
  +3
  +1
  +2
  +2
  Deep conditioning
  4
  +4
  +1
  +2
  +2
  Regimented thought
  5
  +5
  +2
  +3
  +3
  Perfect clarity
  Class Features
  Weapon and Armor Proficiencies: A waking sleeper 
  gains proficiency in all simple and martial weapons.
  Mark of the Master (Su): The waking sleeper generally 
  has some sign, usually a tattoo on the back, that relates to his 
  or her liege. Whether visible or not, the tattoo will glow with a 
  faint light (though not enough to see by) whenever the waking 
  sleeper enters a state of recall (see below). The waking sleeper 
  takes a -10 penalty to resisting the DC of scrying effects cast 
  by their master, and automatically fails any Will save triggered 
  by mind-affecting effects originating from their master while 
  raging.
  If the master ever chooses to fully sever ties or dies, the 
  mark’s effects cease (though the mark itself will remain).
  If a dead master returns to life or becomes an undead crea-
  ture capable of casting spells with a caster level greater than or 
  equal to the waking sleeper’s class level, the effects of the mark 
  resume unless it was the waking sleeper who dealt the blow that 
  killed the master.
  Sleeper Training (Ex): A waking sleeper gains a pool of 
  combat feats that represent her rigorous training. At level 1, 
  the waking sleeper may add any two combat feats for which 
  she meets the prerequisite to this pool, and she adds two more 
  combat feats to the pool for every further level in the class.
  The waking sleeper does not have access to these feats ex-
  cept when in a state of recall (see below). The feats in this pool 
  do not qualify as prerequisites, except for other feats that are 
  added to the pool at higher levels. If a waking sleeper gains 
  access to a feat in her pool through another method (such as 
  by selecting it as a feat when leveling up) then the feat leaves 
  sleeper training and may be immediately replaced with another 
  feat.
  Second Self (Ex): A waking sleeper is, while in a state of 
  recall, nearly a different person, often displaying detachment 
  from things that would otherwise prompt emotional ties while 
  not in recall. In many ways, this is a different identity; while 
  in a state of recall, they cannot be scried upon as their typical 
  self, and while not in recall the “sleeper” version of themselves 
  can similarly not be scried upon. Some waking sleepers create 
  long careers of intrigue, espionage, or thievery, known only as 
  the agent who makes a habit of stealing rare diamonds, assas-
  sinating various high-profile targets, or otherwise making life 
  difficult for those in high places who could usually stamp out 
  such interlopers.
  Recall (Ex): A waking sleeper’s training allows them to 
  enter a state known as recall for a number of rounds per day 
  equal to 4 + her Wisdom modifier. At each level after 1st lev-
  el, she gains 2 additional rounds per day. While experiencing 
  recall, a waking sleeper gains a +2 morale bonus to Strength, 
  and a +2 morale bonus to Will saves. In addition, the waking 
  sleeper may select one of the feats from her sleeper training 
  and activate it, making use of the feat as if she had it naturally, 
  even if the feat has a prerequisite that is only met by virtue of 
  other combat feats within the sleeper training pool of feats. 
  When a sleeper ends a state of recall, she becomes fatigued 
  for a number of rounds equal to the number of rounds that she 
  experienced the recall, and cannot return to the state until the 
  fatigue ends.
  Catatonia (Ex): Beginning at 2nd level, the waking sleep-
  er’s training allows for quick, efficient healing during rest. 
  Whenever she completes a full night’s rest or full day of bed 
  rest, she recovers additional hit points equal to her waking 
  sleeper level. In addition, a waking sleeper may choose to enter 
  a deeper, more rejuvenating sleep: a waking sleeper who finish-
  es a full night’s rest or full day of bed rest recovers two addi-
  tional points of ability damage for each affected ability score. 
  Unfortunately, this deeper sleep makes it impossible to pass 
  Perception checks while sleeping, instead requiring the wak-
  ing sleeper to be physically shaken or wounded before waking. 
  When something makes the waking sleeper awaken premature-
  ly, she is dazed for one round afterward.
  Deep Conditioning (Ex): At 3rd level, the waking sleep-
  er’s deeper triggers begin to unlock. During a state of recall, the 
  morale bonus to Will saves increases to +4, and a total of three 
  sleeper training feats may be selected.
  Regimented Thought (Su): Beginning at 4th level, the 
  conditioning of the waking sleeper’s master becomes truly 
  rooted, for better or for worse. While a waking sleeper is in 
  her state of recall, any attempt to use a mind-affecting spell or 
  sphere effect requires a magic skill check against a DC of 15 + 
  the waking sleeper’s total levels in casting classes.
  Perfect Clarity (Ex): At level 5, the waking sleeper gains 
  incredible control of her combat techniques. The bonus to 
  Strength and to Will saves increases to +6, and a total of five 
  sleeper training feats may be selected when in a state of re-
  call. In addition, the waking sleeper may, as a free action ev-
  ery round, change two of the selected feats without leaving her 
  state of recall.
  
  Chapter 6: Advanced Magic
  442
  Ritual Of Resurrection
  Performing a ritual to restore life to the dead is a compli-
  cated thing — and it is not guaranteed that you’ll be able to 
  bring them back. Or at least, not that you’ll bring them back 
  the same way. That said, a well-stocked laboratory can at least 
  allow you to make the attempt, if you’re willing to slave away 
  for hours.
  Sphere Life Level 5th
  Skill checks in order-Craft (alchemy) DC 24 1 successes, 
  Heal DC 24 4 successes
  Casting Time 5 hours
  Components S, V, M (500 gp worth of oils and medicine, 
  to be used in the revival process)
  Target One dead creature
  Duration instantaneous
  Saving Throw Fortitude (harmless); SR yes (harmless)
  Description
  By brewing a concoction that was rumored to restore life 
  to the dead, you can attempt to revive the fallen. The process 
  takes hours, as the medicine must be injected carefully into ev-
  ery square inch of the body in painfully small increments, and 
  deal with the tremors and complications that arise during the 
  process.
  Each check takes one hour to complete, as the concoction 
  needs precise amounts of heat, stirring, and sitting before the 
  next step can occur. Once the brew is finished, needles are used 
  to inject the brew into the body, and the body must be carefully 
  monitored. The smallest misstep can mean wracking pain for 
  the victim, and possibly even brain damage.
  Success, however, allows the creature to return to life with 
  one permanent negative level. (Or if the subject was 1st level, 
  one point of Constitution drain.) The body must be relatively 
  whole beforehand, or else it will still be missing all body parts 
  that it was lacking in the first place.
  Backlash
  All performers are exhausted.
  Failure
  If one or two checks are failed, the target returns with the 
  damaged soul template. If three checks are failed, the process 
  does not work.
  River Of Reverie
  There exists a dream of a river, meandering through lands 
  both real and imaginary. Believed to be related to the bounte-
  ous forces of the natural world, and tied to myths of the origin 
  of willpower, this river is often sought by studious wielders of 
  arcane power but rarely mastered. The chaotic and gentle flow 
  is known by more fishermen and sailors than by wizards and in-
  canters; in fact, only the calm, relaxed business of fishing seems 
  appropriate for catching a dream, and then only with a specially 
  prepared bait. While this structure of the mind flows through 
  a consciousness, the maintainer of such a dreamscape gains a 
  great defense against forces that act from beyond the grave 
  though risks greater danger of facing a watery one.
  Sphere Mind; Level 4
  Skill Checks in order—Craft (alchemy) DC 18 1 success, 
  Profession (fisher) DC 18 2 successes, Spellcraft DC 18 1 success
  Casting Time 4 hours
  Components S, M (aged cheese worth 150 gp to be al-
  chemically treated and used as bait), F (masterwork heirloom 
  fishing rod of darkwood worth at least 1,000 gp)
  Range personal
  Target self
  Duration 8 hours
  Saving Throw Will negates (harmless); SR yes (harmless)
  Description
  To perform this incantation, one must engage in a true act 
  of fishing. First, one must alchemically alter the aged cheese 
  into being the perfect bait for catching a dream. Then one must 
  begin fishing at a suitably calm stream or river. Finally, once the 
  dream takes the bait, one must use the fishing rod to channel 
  the magical energies necessary to weave the dream into one’s 
  own mind. The River of Reverie will always appear near the 
  primary performer in their dreamscape, flowing through the 
  land and providing a scenic view that always interposes itself 
  between any undead creatures who enter the dreamscape. Any 
  supernatural, spell-like, or extraordinary abilities employed by 
  the undead creature to target the performer in their dream-
  scape automatically fail as if line of sight and line of effect 
  were both blocked, and as if the target were out of range of 
  the effect. However, the supernatural, spell-like, or extraordi-
  nary abilities of creatures with the aquatic subtype or water 
  subtype automatically succeed against the performer. Spells or 
  sphere-effects not related to the being’s nature are not affected 
  by this.
  Backlash
  The performer is exhausted. If the incantation is a success, 
  the caster only becomes exhausted once the duration expires.
  Failure
  If you fail the Craft (alchemy) check twice, the cheese 
  is wasted and must be replaced. If you fail two consecutive 
  Profession (fisher) checks, the dream of the River of Reverie 
  gets away with the bait (which, again, requires the cheese to be 
  replaced). If you fail the Spellcraft check, the dream of the River 
  of Reverie gets away with the bait, the ever-losable cheese.
  Steal Lifeblood
  Sacrificing others is a time-honored way for the evil to 
  postpone their judgment.
  Sphere Blood; Level 5th
  Skill Checks in order—Heal DC 25 (1 success per sacrifi-
  cial victim), Knowledge (religion) DC 25, 3 successes.
  Casting Time 1 hour
  Components S, M (1 Hit Die of creature sacrificed per 
  target Hit Die)
  Target one willing or helpless living creature
  Duration instantaneous
  Saving Throw none; SR yes
  Description
  The sacrificial victims, intelligent creatures (Intelligence 
  greater than 2) at least 1 age category younger than the target, 
  are exsanguinated (Heal) and the target bathes in their blood 
  while dark powers are invoked (Knowledge (religion)).
  
  Chapter 6: Advanced Magic
  443
  If successful, the target creature has its age category re-
  duced by 1 (to the minimum age in that category), to a mini-
  mum of young adult. Penalties to physical ability scores from 
  aging are lost. Bonuses to mental ability scores from aging are 
  retained, though a creature cannot benefit from these bonuses 
  more than once.
  Backlash
  All primary and secondary performers are fatigued.
  Failure
  All primary and secondary performers are exhausted. The 
  target ages 1 age category (to the minimum age in that cate-
  gory). If the target is already venerable, it instead crumbles to 
  dust. A blood construct of the largest size possible based on the 
  sizes of the sacrificed creatures forms and attacks all perform-
  ers until destroyed or until all performers are slain.
  Summoning Diagram
  Wise conjurers take precautions before calling on the den-
  izens of other planes.
  Sphere Conjuration; Level 3rd
  Skill Checks Knowledge (planes) DC 15 + 5 per size cat-
  egory above Small 1 success, Knowledge (arcana) DC 15 + 5 per 
  size category above Small 1 success.
  Casting Time 1 hour
  Components S, M (25 gp worth of powdered silver per 
  Small-sized creature that will fit in the circle, a Medium crea-
  ture counts as two Small creatures, a Large creature counts as 
  two Medium creatures, etc.)
  Target a number squares of level, empty ground sufficient 
  to contain a creature of the circle’s size (1 square for Medium or 
  Small creatures, 4 squares for Large, etc.)
  Duration instantaneous
  Saving Throw none; SR no
  Description
  The primary performer spreads the powdered silver to 
  make a summoning diagram, attempting the Knowledge checks 
  to ensure the integrity of the circle. If successful, the result is 
  a summoning diagram per the Diagram advanced talent of the 
  Conjuration sphere. The diagram lasts until disrupted or the 
  creature is released from the circle or banished, consuming the 
  diagram.
  A more permanent circle can be crafting by adding a Craft 
  (jewelry) or other appropriate Craft or Profession skill for the 
  diagram and another appropriate Craft skill for the material 
  into which it will be inlaid (Profession (carpenter) for a wooden 
  surface, Profession (stonemason) for a stone surface, etc.) at the 
  same DC as the base checks. Doing so increases the cost and 
  creation time of the circle by 5 times its base price and time, 
  but it can be used any number of times.
  Backlash
  None
  Failure
  The diagram appears completed, but provides no bonus-
  es. The performers are unaware of the failure and any creature 
  in the circle is immediately freed and likely contemptuous of 
  the performers’ incompetence, causing the performers to suffer 
  significant increases in the cost to bargain for services (double 
  base costs) if the creature does not choose to simply depart or 
  attack.
  The Motion Archival
  Hidden far beneath the earth is a secret, ancient labyrinth; 
  the dusty halls of the Ancestral Repository. Within its dizzying 
  maze rest endlessly slumbering monsters, fabled treasures, for-
  gotten mysteries, and the immortal guardians who watch over 
  it all and keep it safe. Those in the service of these guardians 
  know an incantation by which any object or entity of inter-
  est can be returned to the Repository from afar: The Motion 
  Archival.
  Sphere Warp; Level 4th
  Skill Checks in order - Knowledge (arcana) DC 20 2 suc-
  cesses, Knowledge (local) DC 20 1 success, Diplomacy DC 20 
  1 success
  Casting Time 1 minute
  Components: S, V
  Target one creature or object
  Duration instantaneous
  Saving Throw Will negates; SR yes
  Description
  Granted only to the allies of the Ancestral Repository, this 
  incantation offers an object or creature to the Repository and 
  requests that the immortal guardians take custody of it. The 
  incantation uses a circle of blood to call the attention of the 
  guardians to the target, which is then followed by a petition to 
  one of the guardians.
  The circle of blood must be created around the target at 
  precise locations. Because of this, a creature targeted by this 
  incantation must either be willing or helpless. Further, the cir-
  cle must incorporate arcane symbols that give a short descrip-
  tion of the target, and so creating the circle requires the two 
  Knowledge (arcana) checks.
  When the circle is successfully created, a link between the 
  target and the Repository is formed. Within the circle, a mirage 
  of the labyrinth can be seen, and a petition can be sent through 
  it. The petition must follow a complex protocol and address 
  a specific immortal guardian appropriate to the target being 
  sent. Understanding this protocol and the proper guardian to 
  address takes a Knowledge (local) check, and then a Diplomacy 
  check to make a convincing petition.
  After a successful petition, the target is teleported to the 
  Repository.
  Backlash
  One willing performer (either primary or secondary) must 
  take 2d6 damage as they provide blood for the incantation.
  Failure
  If you fail the initial Knowledge (arcana) checks, the incan-
  tation simply fails immediately as the link fails to form between 
  the target and the Repository. Failing the Diplomacy check 
  means the petition is rejected, and the target is not accepted 
  by the guardians. If the Diplomacy check is failed by 5 or more, 
  the incantation automatically fails if used on the same target 
  again before one week passes.
  Curiously, failing the Knowledge (local) check does not 
  prevent the target from being teleported, but means incorrect 
  
  Chapter 6: Advanced Magic
  444
  protocol was used or the wrong guardian addressed. This typ-
  ically results in censure by the guardians (treat them as un-
  friendly the next time they are encountered), but sometimes 
  may result in stranger results, such as an object being lost in a 
  dangerous or unknown part of the Repository, a transported 
  villain appearing in an insecure area, or the target arriving in a 
  way that disrupts or adversely affects other archived items.
  The River Returns
  The island city of Great Delta is a nexus of magic and wa-
  ter, countless rivers running into and from the lake it is built 
  within. As the heart of all waterflows in the region, the city has 
  a mystic link to even the most distant rivers. This link may be 
  used by a clever and careful magician to travel swiftly back to 
  Great Delta from far afield.
  Sphere Warp; Level 6th
  Skill Checks in order - Knowledge (geography) DC 22 1 
  success, Spellcraft DC 22 1 success, Swim DC 20 4 successes.
  Casting Time 30 minutes
  Components S, V, F (a river)
  Target up to 8 willing creatures
  Duration instantaneous
  Saving Throw none; SR no
  Description
  Developed by the water magi of Great Delta, this incanta-
  tion allows a traveling magi or one of their allies to make their 
  way back to the city. By calling upon the natural flow of water 
  and the power held within the city rivers, this magic can link 
  a nearby river to the distant rivers of the city, and so by swim-
  ming down the river an individual can instantly return to Great 
  Delta.
  First, one traveler must match the river used as a focus 
  for the incantation with the most similar river found at Great 
  Delta with a Knowledge (geography) check. Then one traveler 
  must perform the arcane rite that links the two rivers together 
  with a Spellcraft check.
  Once the rite is complete, each traveler must enter the 
  river and attempt four consecutive Swim checks to travel its 
  currents and reach Great Delta.
  Backlash
  Swimming in the real and magical currents takes great ef-
  fort. All travelers are exhausted.
  Failure
  If a performer fails the initial Knowledge (geography) or 
  Spellcraft checks then the ritual simply fails. If one of the trav-
  elers fails two consecutive Swim checks then they do not arrive 
  at Great Delta, and instead sink in the river used as a focus as if 
  they had failed a Swim check by 5 or more.
  Transfer Years
  Death cannot be cheated, but he can be bribed.
  Sphere Time; Level 5th
  Skill Checks Heal DC 30 2 successes, Knowledge (ar-
  cana) DC 30 1 success
  Casting Time 1 hour
  Components S, V
  Target Two willing or helpless living creatures
  Duration instantaneous
  Saving Throw none; SR yes
  Description
  This ritual ages the primary target creature by 2 years per 
  point that the lower of the two Heal checks exceeds the DC, 
  and decreases the age of the secondary target (either the pri-
  mary performer or a creature within 30 feet designated by the 
  primary performer) by half the number of years added to the 
  initial target. The initial target takes ability score penalties (but 
  not bonuses) from aging as normal. The secondary target may 
  reduce ability score penalties from aging, but retains any bonus-
  es. Bonuses do not increase with repeated aging and de-aging.
  The primary target must have more than half the Hit Dice 
  of the secondary target or else simply turns to dust with no 
  effect on the secondary performer.
  Backlash
  All primary and secondary performers are fatigued. 
  Fatigued creatures are exhausted. Exhausted creatures fall un-
  conscious for 1d4 hours and take 1d6 points of Constitution 
  drain.
  Failure
  All primary and secondary performers age 1d4 x 10 years, 
  taking penalties and gaining bonuses as appropriate. The pri-
  mary target shifts to the young adult age category, with ability 
  score adjustments as appropriate.
  Timeless Tontine
  A pact sealed in blood, the target removed from time; a 
  barrier perfect for something that otherwise cannot be killed.
  Sphere Time; Level 7th
  Skill Checks Heal DC 35, 1 success per performer, 
  Knowledge (arcana) DC 35 1 success
  Casting Time 1 hour
  Components S, V, M (blood from all performers)
  Target One creature or object
  Duration see text
  Saving Throw none; SR yes
  Description
  All performers shed their blood to form a pact, locking the 
  target away outside of time for as long as they live. The target 
  is removed from time as the Eject Time sphere talent until the 
  death of the last performer.
  Extracting the necessary blood inflicts 1 point of 
  Constitution damage on each performer.
  Alternatively, a Craft check of an appropriate type may 
  be added, allowing each performer to bind an item as part of 
  the ritual. In this case, the target does not return until all the 
  objects are either reunited or destroyed. Amulets, rings, and 
  swords are examples of appropriate items, though anything the 
  GM believes is suitable may be used.
  Backlash
  Each failure on a Heal check inflicts 1 point of Constitution 
  damage to the performer from which the blood was being ex-
  tracted but fails to produce blood useable for the incantation.
  Failure
  If the target was a creature, for one year and one day 
  the target may, as a standard action, direct the actions of any 
  
  Chapter 6: Advanced Magic
  445
  performers that can hear its directions, as the powerful charm 
  version of the Suggestion ability of the Mind sphere with no 
  saving throw.
  If the target was an object, the creature (other than one of 
  the performers) that currently possesses the object gains this 
  ability.
  Spellcrafting
  Spellcrafting is a system that allows casters to create and 
  use custom magical abilities that otherwise would be outside 
  the scope of the Spheres of Power system. Unlike advanced tal-
  ents, rituals, and incantations, spellcrafting does not necessarily 
  deal with world-affecting magic (although such spells can be 
  crafted using advanced talents), but rather allows players and 
  GMs to customize a caster’s magic to create something truly 
  unique.
  In its simplest form, a spell is a sphere effect that has been 
  augmented and added to with talents it otherwise could not 
  use. Like unaugmented sphere effects, a spell has a base sphere 
  from which its caster level and DC is derived, and often re-
  quires the expenditure of spell points.
  If a GM decides to allow spells, a spell may be used by any 
  creature who possesses its prerequisites, though a creature 
  must find a way to learn it, such as finding someone who knows 
  the spell who can teach it to them. While the rules presented 
  below are designed to aid in spellcrafting, in the end spellcraft-
  ing is purposely left vague to encourage creativity, mystery, and 
  wonder. Like magic items, spellcrafting is much more fun when 
  a spell has more personality than simply being a combination 
  of effects.
  Spellcrafting Feats
  Spellcrafting
  Prerequisite: Casting class feature.
  Benefit: You may create spells of your own.
  Spellbook Mastery
  Prerequisites: Spellcrafting, casting class feature.
  Your grasp of spellcrafting theory allows you to cast spells 
  from a spellbook as if it were in your repertoire. The casting 
  time of the spell is increased by 1 round if used this way.
  You may attempt to cast a spell from a spellbook even if 
  you do not meet the prerequisites, but every sphere or talent 
  not possessed causes you to suffer a cumulative 10% chance per 
  missing prerequisite that the spell will not manifest; instead, 
  a mishap happens, chosen by the GM. Example mishaps are 
  detailed below.
  • A surge of uncontrolled magical energy deals 3d6 
  points of damage to the caster.
  • Spell strikes the caster or an ally instead of the intend-
  ed target, or a random target nearby if the caster was 
  the intended recipient.
  • Spell takes effect at some random location within spell 
  range.
  • Spell’s effect on the target is contrary to the spell’s nor-
  mal effect.
  • The caster suffers some minor but bizarre effect relat-
  ed to the spell in some way. Most such effects should 
  last only as long as the original spell’s duration, or 2d10 
  minutes for instantaneous spells.
  • Spell has delayed effect. Sometime within the next 
  1d12 hours, the spell activates. If the caster was the 
  intended recipient, the spell takes effect normally. If 
  the user was not the intended recipient, the spell goes 
  off in the general direction of the original recipient or 
  target, up to the spell’s maximum range, if the target 
  has moved away.
  You cannot use a spell that requires an advanced talent un-
  less you possess that talent. Talents gained through implements 
  or with the Circle Casting feat count when meeting a spell’s 
  prerequisites.
  Creating a Spell
  Spellcrafting is as much art as science and is a similar pro-
  cess as inventing spells with the core Pathfinder magic system, 
  in that good sense and judgment are just as important to creat-
  ing a balanced spell as the math itself. GMs are encouraged to 
  adjust the casting time, spell point cost, and content of a spell 
  if it is exploitative or disrupting of gameplay. To create a spell 
  with spellcrafting, first choose a base sphere ability (destructive 
  blast, glow, shapeshift, etc.) augmented by talents as normal. This 
  base ability determines the spell’s base sphere and all associated 
  numbers such as saving throws, spell point cost, and caster level 
  if, as is the case with the elementalist, eliciter, or shifter, their 
  caster level is different with different spheres. This also deter-
  mines the spell’s number of targets, duration, etc.
  Next, choose additional sphere abilities, talents, feats, and 
  other augmentations to add to the base sphere ability. You must 
  possess every sphere, talent, or feat to be used in the created 
  spell, and a sphere ability or talent may not be applied twice 
  to the same spell unless it is granting different effects. A spell 
  begins at complexity 0, which increases or decreases with every 
  alteration made. The more complex a spell is, the greater its 
  casting time and the more spell points it costs to use.
  When applying a feat, a talent or a severely limited as-
  pect of a different sphere effect to a spell, the complexity is 
  increased by 1. If adding a full second base sphere ability to a 
  spell, the complexity increases by 2. Any spell points required 
  by the feat, talent or base effect added must also be spent. 
  Other alterations could include changing an effect from ‘per-
  sonal’ to ‘touch’ (+1 complexity), shortening a duration from 1 
  hour per caster level to 1 minute per caster level (-1 complexity), 
  etc. No spell can have a negative complexity, and without GM 
  permission, a spell should never cost less than 1 spell point.
  Adjusting Durations: If you are adding an effect that 
  normally has a duration two or more steps larger than the spell 
  (for example, adding an aegis, which normally has a duration of 
  1 hour per caster level, to an effect with a duration of 1 minute 
  per caster level), reduce the spell’s cost by 1 spell point. If you 
  are adding an effect that normally has a duration two or more 
  steps smaller than the spell (for example, adding an enhancement, 
  which usually has a duration of 1 minute per caster level, to an 
  
  Chapter 6: Advanced Magic
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  aegis, which normally has a duration of 1 hour per caster level), 
  increase the spell’s cost by 1 and decrease the spell’s duration 
  by one step. When dealing with durations of ‘instantaneous’, 
  effects that simply deal damage (such as destructive blasts) are 
  considered the same as ‘concentration’, while effects that deal 
  other effects (such as the Permanent Transformation advanced 
  Alteration talent) are considered the same as ‘permanent’ for 
  these purposes.
  Table: Complexity Increase
  Change
  Complexity
  Adding a feat or talent to a sphere effect it 
  would not normally affect.
  +1
  Add an additional sphere effect.
  +2
  Increase range or duration by 1 step.
  +2
  Decrease range or duration by 1 step.
  -1
  Changing a personal effect to ‘touch’
  +1
  It must also be remembered that, like the creation of mag-
  ic items, the creation of a spell is something that is as much an 
  art as a science. The GM is encouraged to review all spells and 
  to make adjustments as seem necessary. No spell effect should 
  be created that grants more than 1 damage die per caster level 
  without severe inspection.
  Example: Lioneta is an expert at both the Dark and Destruction 
  spheres, and wants to make spells that combine these two spheres into 
  custom abilities. She approaches her GM about creating a spell that 
  combines a large area Explosive Orb destructive blast with the creation 
  of a darkness effect for 1 minute per caster level in the affected area. 
  The GM says that this would create a spell with a complexity of 2, and 
  a total spell point cost of 3 (1 for explosive orb, 1 for darkness without 
  concentration, 1 for complexity).
  Lioneta’s second idea is creating a darkness effect that functions 
  as a blot of destructive blast rather than darkness, dealing its damage 
  every round. She wants to combine a Snagging Darkness effect (which 
  deals 1d6 damage per 2 caster levels to targets it grapples) with a de-
  structive blast (with a spell point spent to increase the damage), and 
  cause the destructive blast to repeat every round, affecting all targets 
  who are inside the Snagging Darkness. This would create a spell with a 
  complexity of 2, a duration of 1 round per caster level, and a spell point 
  cost of 5 (2 for the darkness, 1 for the destructive blast, 1 for the adjusted 
  duration, and 1 for the complexity) that deals 1 damage die per round 
  to targets within the area, in addition to the damage dealt by snagging 
  darkness on a successful grapple.
  However, her GM says that a spell like that would combine too 
  many sources of damage, and shouldn’t be allowed. Instead, she proposes 
  that the spell point spent to increase the destructive blast’s damage be 
  removed, lowering the damage to one damage die per 2 caster levels to 
  targets within the area, with the chance for more if the snagging dark-
  ness can successfully grapple. Lioneta agrees.
  Once you have determined a proposed spell’s complexi-
  ty, compare the result to Table: Complexity Effects. This 
  shows how many additional spell points the spell costs to use, 
  as well as the increase to casting time.
  Table: Complexity Effects
  Complexity
  Cost
  0
  0 spell points, 0 time increases
  1
  0 spell points, 1 time increase
  2
  1 spell point, 1 time increase
  3
  1 spell point, 2 time increases
  4
  2 spell points, 2 time increases
  5
  2 spell points, 3 time increases
  6
  3 spell points, 3 time increases
  7
  3 spell points, 4 time increases
  Once a particular spell has been created, it may be add-
  ed to through further research, but cannot be fundamentally 
  changed except through the creation of a new spell. Creating 
  a spell is a process similar to creating a magic item, and takes 1 
  day of research per talent involved, at the end of which a caster 
  must succeed at a Spellcraft check with a DC equal to 5 x the 
  number of spheres, talents, and feats involved, or have their 
  efforts wasted. Talents providing several effects count once per 
  effect. A caster may only retain a number of spells 
  in his repertoire at a time equal to his casting ability 
  modifier. If a caster researches a spell after he has 
  reached this limit, he must decide which of their pre-
  vious spells will be lost from his memory to make 
  room for the new spell.
  It is possible to learn a spell without research-
  ing it, provided one can find a teacher or a spellbook 
  that can teach it to them and they possess all of the 
  prerequisites and spend at least 1 hour per sphere, 
  talent, or feat learning it. If a spell is forgotten, how-
  ever, (such as when learning a spell beyond the char-
  acter’s limit, forcing them to choose one to forget) it 
  is gone forever unless recorded in a spellbook.
  A caster with the Spellcrafting feat may augment 
  a spell by adding more talents or feats to it, through 
  an additional day of research per talent, and a new 
  Spellcraft check at the end of the process.
  
  Chapter 6: Advanced Magic
  447
  Spellbooks
  A spellbook is a written account of how to perform a spell. 
  Writing a spell down in a magic book takes 1 hour per sphere 
  or talent involved in the spell and requires 1 page per sphere 
  or talent or feat involved in the spell. Talents providing several 
  effects count once per effect.
  A caster who possesses the prerequisite talents and feats 
  can learn a spell from a spellbook, adding it to their repertoire. 
  However, before a caster can use a spellbook they must deci-
  pher the spell, through either a successful Spellcraft check (DC 
  20 + the spell’s complexity), a read magic spell, or use of the base 
  sense ability from the Divination sphere. Once a spell has been 
  deciphered, it does not need to be deciphered again by the 
  same caster.
  Unlike a ritual book, a spellbook is simply a notebook de-
  tailing the theory involved in a spell’s creation, and as such, has 
  no cost in magical components to create. Spellbooks have no 
  market value of their own, and while they may be found, they 
  are rarely bought and even more rarely sold.
  Sample Spells
  Armor of Vines
  Sphere Protection
  Cost 3 spell points (+1 (Armored Magic), +1 Create Nature, 
  +1 duration adjustment)
  Casting Time full-round action
  Range touch
  Target 1 creature
  Area 5-ft. radius + 5 ft. per 5 caster levels
  Duration 1 minute/caster level
  Saving Throw Will negates (harmless), Reflex negates 
  (see below); SR yes (harmless)
  Prerequisites Protection (Armored Magic), Nature 
  ((plant) package, Create Nature)
  Complexity 1 (+2 Nature ((plantlife) package, -1 decreased 
  duration)
  Crafting Time 4 days
  Effect This spell covers the target is a writhing mass of 
  vines, which both defend and attack. The target gains an aegis 
  that grants them a +3 armor bonus, +1 per 5 caster levels. This 
  does not stack with any armor the creature is already wearing. 
  Any time a creature comes within 5 feet + 5 feet per 5 caster 
  levels of the target, whether by its own movement or when the 
  bearer of the armor of vines moves past it, this armor reaches out 
  a vine in an attempt to bind that creature. Any creature affected 
  in this manner must succeed at a Reflex save or become entan-
  gled. If a creature is entangled in this fashion they cannot move, 
  although they cease to be entangled once the bearer of this aegis 
  moves away from them. Once a target is entangled, they may 
  end this condition through a Strength check or Escape Artist 
  check, as detailed in the Entangle ability of the Nature sphere.
  Aura Of Righteousness
  Sphere Fate
  Cost 5 spell points (+2 complexity, +1 duration, +1 Echoing 
  Word, +1 Divine Pressure)
  Casting Time 1 round
  Range personal
  Area 20-ft. radius + 5 ft. per 5 caster levels emission from 
  the caster
  Duration 1 round/level
  Saving Throw Fortitude partial (see text); SR Yes
  Prerequisites Fate sphere (Serendipity, Divine Pressure, 
  Echoing Word, Pain), caster must have a good alignment
  Complexity 4 (+2 Pain, +2 Divine Pressure)
  Crafting Time 4 days
  Effect The aura of righteousness creates an aura that extends 
  from the caster that aids the good and harms the wicked.
  While within this aura, those who are of good alignment 
  receive a +1 luck bonus to all of their attack rolls, skill checks, 
  ability checks, and saving throws. Evil creatures, on the oth-
  er hand, suffer excruciating pain, suffering nonlethal damage 
  equal to 1d4+ 1/2 your caster level each round they are within 
  this aura. On any round they suffer damage, they also suffer a 
  -4 penalty to all mental skill checks, and must pass a magic skill 
  check (DC 10 + 1/2 damage dealt + 1/2 caster level) to use a mag-
  ic sphere effect or spell. They must also succeed at a Fortitude 
  save or be exhausted for as long as they are within the aura 
  of righteousness, and if they succeed, must repeat this saving 
  throw each round they remain within the aura.
  While the aura of righteousness is designed for good casters, 
  it is rumored that there are versions of this spell designed for 
  use by chaotic, evil, or lawful casters instead.
  Bless/Corrupt Earth (earth)
  Sphere Nature
  Cost 2 spell points (+1 Manipulate Nature, +1 complexity)
  Casting Time full-round action
  Range close
  Duration instantaneous; see text
  Prerequisites Nature sphere ((earth) package, Manipulate 
  Nature), Fate sphere (Bless, Curse)
  Complexity 2 (+2 Fate sphere)
  Crafting Time 5 days
  Effect This spell functions as the Manipulate Nature tal-
  ent’s Forge Earth option, except that you also bless or curse 
  the affected land for 1 year per 2 caster levels (minimum 1 year), 
  adding one of the following effects.
  Enrichment: Earth that is blessed, will yield a 50% more 
  crops, attempting to use magic to grow plants in this area will 
  grant a luck bonus to its caster level equal to +1 per 5 caster 
  levels (minimum 1).
  Stunt Growth: Earth that is cursed, will yield 50% less 
  crops, attempting to use magic to grow plants in this area will 
  grant a penalty to its caster level equal to -1 per 5 caster levels 
  (minimum -1).
  You can only have one bless/corrupt earth spell in effect at 
  one time. If you cast this spell while another casting of the 
  
  Chapter 6: Advanced Magic
  448
  same type is still in effect, the previous casting is dispelled. In 
  addition, an area can only be under the effect of one instance of 
  this spell at a time; applying an additional use of this spell re-
  quires a successful magic skill check (which dispels the previous 
  effect if successful). Dispelling bless/corrupt earth only removes 
  the enrichment or stunt growth properties of the spell.
  Blessing of Time
  Sphere Protection
  Cost 2 spell points (+1 aegis, +1 duration change)
  Casting Time full-round action (+1 complexity)
  Range touch
  Target 1 creature
  Duration 10 minutes/caster level
  Saving Throw Will negates (harmless); SR yes (harmless)
  Prerequisites Time sphere (Improved Haste), Protection 
  sphere
  Complexity 1 (+2 Time, -1 switched aegis)
  Crafting Time 3 days
  Effect This spell grants the target an aegis that bestows 
  on them incredible speed. The target gains a +1 bonus to at-
  tack rolls, a +10 enhancement bonus to their movement speed, 
  and a +1 dodge bonus to AC and Reflex saves. This increases 
  by +10 feet per 5 caster levels, and a +1 bonus per 10 caster lev-
  els. Whenever the target takes the full-attack action, they may 
  make one additional attack at their highest base attack bonus. 
  Or the target may make additional attacks of opportunity 
  during the round (+1 attack of opportunity, +1 for every 5 caster 
  levels you possess).
  Blessing of Time, Greater
  Sphere Protection
  Cost 4 spell points (+1 aegis, +1 Mass Time, +1 duration 
  change, +1 complexity)
  Casting Time 1 round
  Range close (25 ft. + 5 ft. per 2 caster levels)
  Target 1 creature + 1 per 2 caster levels (minimum 2 
  creatures)
  Duration 10 minutes/caster level
  Saving Throw Will negates (harmless); SR yes (harmless)
  Prerequisites Protection sphere, Time sphere (Improved 
  Haste, Mass Time, Ranged Time)
  Crafting Time 5 days
  Complexity 3 (+2 Time sphere, +1 Mass Time, +1 Ranged 
  Time, -1 switched aegis)
  Effect This spell functions as blessing of time, except the 
  aegis is granted to multiple creatures within range.
  Confirmation Crisis
  Sphere Mind
  Cost 2 spell points (+1 Bless, +1 complexity)
  Casting Time full-round action
  Range close (25 ft. + 5 ft. per 2 caster levels)
  Target 1 creature
  Duration 1 round
  Saving Throw Will negates; SR yes
  Prerequisites Mind sphere (Hostility), Fate sphere (Bless)
  Complexity 2 (+2 Fate sphere)
  Crafting Time 4 days
  Effect This spell is a mind-affecting effect that fills its 
  target with both irrational rage, and the confidence of certain 
  success despite any evidence to the contrary. The target is com-
  pelled to attack the nearest creature to itself on its next turn 
  (Will negates). The target moves until the creature is within 
  range, and makes at least one attack with a weapon, natural 
  attack, or unarmed strike. When the attack roll is made, the 
  target must roll twice and take the higher result. If no such 
  creature can be reached, the target will instead deal damage to 
  itself equal to 1d8 + its Strength modifier with whatever it has 
  in hand. Whatever the outcome, a creature cannot be affected 
  by confirmation crisis more than once per day.
  Create Creature
  Sphere Creation
  Cost 4 spell points (2 Create Materials, +1 duration, +1 
  complexity)
  Casting Time full-round action
  Range close (25 ft. + 5 ft. per 2 caster levels)
  Duration 1 hour/caster level
  Saving Throw none SR no
  Prerequisites Creation sphere (Expanded Materials, 
  Forge, Create Materials, Fabricate, Fleshcraft), Enhancement 
  sphere (Animate Object)
  Complexity 2 (+2 Enhancement sphere)
  Crafting Time 8 days
  Effect This spell creates a living creature that appears as 
  a physical duplicate of a creature within range. You must at-
  tempt a Disguise check to determine the skill of the duplica-
  tion. While the creature appears to be whatever it was craft-
  ed to resemble, in reality it is an animated object under your 
  control and uses the same rules as animated objects from the 
  Enhancement sphere. While the target has a copy of whatever 
  equipment the duplicated creature possesses, this equipment is 
  nonmagical and of unremarkable composition. The maximum 
  size and materials that may be duplicated are dependent on 
  your caster level, as described in the Creation sphere.
  Delirious Donnybrook
  Sphere Mind
  Cost 3 spell points (+1 Greater Charm, 1 Mass Charm, +1 
  complexity)
  Casting Time full-round action (+1 complexity)
  Range close (25 ft. + 5 ft. per 2 caster levels)
  Target 1 creature + 1 per 2 caster levels (must match the 
  caster’s creature type)
  Duration 1 round/caster level
  Saving Throw Will partial (see text); SR yes
  Prerequisites Mind sphere (Cerebral Strike, Mass 
  Charm, Paralyze)
  Complexity 2 (+2 Cerebral Strike)
  Crafting Time 4 days
  
  Chapter 6: Advanced Magic
  449
  Effect This spell affects a group of creatures of the 
  same type as the caster, forcing them to attempt a Will save. 
  Creatures failing this saving throw are bombarded with psychic 
  energy taking 1d6 points of nonlethal damage per 2 caster levels 
  and becoming stunned for 1 round per caster level. Affected 
  targets receive a new Will save every round to end the effect (a 
  full-round action that does not provoke an attack of opportuni-
  ty). Creatures who succeed on their saving throw only take half 
  of the nonlethal damage and are not stunned.
  Earth Surfing (earth, spirit)
  Sphere Nature
  Cost 2 spell points (+1 forge earth, +1 complexity)
  Casting Time full-round action
  Range close
  Area 5-ft. radius + 5 ft. per 5 caster levels
  Duration concentration
  Saving Throw none; SR yes
  Prerequisites Nature sphere ((earth) package, Manipulate 
  Nature), Telekinesis sphere
  Complexity 2 (+2 Telekinesis)
  Crafting Time 2 days
  Effect (requires stone): This spell moves an area of earth 
  no greater than a 5-foot radius + 5 feet per 5 caster levels, caus-
  ing it to shift across the ground, leaving no sign of its move-
  ment except for the shifting of whatever was on top of it. Every 
  object on top of this area of earth moves 20 ft + 5 ft per 5 caster 
  levels per round in a direction you specify, so long as it ends 
  its movement still on the ground. This movement does not 
  provoke attacks of opportunity, and can bypass difficult ter-
  rain, creatures, and objects as they are pushed to the side, then 
  returned to their original space after the section of earth has 
  moved through. Walls wider than this area of earth, however, 
  still impede movement. If the caster is not standing on the af-
  fected area of earth, this moment cannot exceed close range 
  from the caster.
  Golem Prison
  Sphere Creation
  Cost 3 spell points (+1 Creation sphere, +1 Animate Object, 
  +1 complexity)
  Casting Time full-round action
  Range close (25 ft. + 5 ft. per 2 caster levels)
  Target one creature
  Duration concentration
  Saving Throw Reflex negates; SR no
  Prerequisites Creation sphere (Distant Creation, 
  Expanded Materials), Enhancement sphere (Animate Object)
  Complexity 2 (+2 Enhancement sphere)
  Crafting Time 5 days
  Effect This spell encapsulates the target’s body in a golem. 
  The golem’s maximum size and possible material composition 
  is based on your caster level, as detailed in the Creation sphere. 
  If the target is unwilling, they are allowed a Reflex save to avoid 
  being encapsulated, in which case the golem still appears but in 
  an adjacent space.
  The golem created by this spell is an animated object (see 
  animated objects in the Appendix) and acts as you direct for as 
  long as you concentrate. If you are inside this golem, an attack 
  to the golem is not enough to force you to attempt a concentra-
  tion check. If the target inside the golem is unwilling, they may 
  generally act normally but may only target something inside 
  the golem or the golem itself with their attacks or magic abili-
  ties. The creature to be trapped must be at least 1 size category 
  smaller than the golem itself.
  Hydrate (water)
  Sphere Nature
  Cost 1 spell point (+1 cure)
  Casting Time full-round action
  Range close
  Duration instantaneous
  Saving Throw Fortitude half; SR yes
  Prerequisites Nature sphere ((water) package), Life 
  sphere
  Complexity 1 (+2 Life sphere, -1 removing effect)
  Crafting Time 3 days
  Effect This heals a target for 1d8 hit points + 1 per caster 
  level by restoring the hydration in their body. This is similar 
  to the cure ability from the Life sphere, but the effect is wa-
  ter-based; it has no effect on undead, and deals damage to crea-
  tures of the fire subtype. In addition, being affected by Hydrate 
  removes any lingering effects of environmental heat (such as 
  fatigue from heatstroke).
  Inferno
  Sphere Destruction
  Cost 3 spell points (+1 Explosive Orb, +1 complexity, +1 full 
  CL damage)
  Casting Time full-round action
  Range medium (100 ft. + 10 ft. per caster level)
  Area 10-ft. radius sphere + 5 ft. per 5 caster levels
  Duration concentration
  Saving Throw Reflex half; SR yes
  Prerequisites Destruction sphere (Explosive Orb, 
  Extended Range, Fire Blast), Nature sphere ((fire) package, 
  Manipulate Nature)
  Complexity 2 (+2 Nature sphere)
  Crafting Time 6 days
  Effect This spell creates a powerful, spherical explosion 
  of fire, dealing 1d6 fire damage per caster level to everything 
  within the area and setting it on fire. A successful Reflex save 
  halves the damage and negates catching fire.
  Every round, you may move this sphere up to 10 feet per 
  caster level in any direction, including into the air. The sphere 
  deals damage to everything it passes over, but no more than 
  once per round. If a creature enters the area occupied by this 
  sphere, they immediately suffer damage and risk catching fire.
  The flaming sphere must remain within medium range of 
  the caster at all times, or it immediately vanishes, ending the 
  spell.
  
  Chapter 6: Advanced Magic
  450
  Liar’s Lament
  Sphere Mind
  Cost 1 spell point (+1 greater charm)
  Casting Time full-round action
  Range close (25 ft. + 5 ft. per 2 caster levels)
  Target 1 creature
  Duration 1 hour/caster level
  Saving Throw Will negates; SR yes
  Prerequisites Mind sphere (Candor), [Destruction 
  sphere] (Fire Blast)
  Complexity 1 (+1 Fire Blast talent)
  Crafting Time 4 days
  Effect This spell imposes a surprising penalty upon those 
  who would spread falsehood. Those who fail their Will save 
  are subject to a magical illness wherein every lie that they tell 
  causes their clothing to catch fire and, 1 round later, begin deal-
  ing 1d6 points of fire damage to them per turn. Every round, a 
  Reflex save may be attempted to extinguish the flame. Rolling 
  on the ground or using a blanket to extinguish the flame (a full-
  round action) grants the target a +4 bonus to the saving throw. 
  If a target is not wearing clothes, the target’s hair, fur, feathers, 
  or entire body may catch on fire instead.
  Mind Freeze
  Sphere Mind
  Cost 3 spell points (+1 Mass Charm, +1 greater charm, +1 
  complexity)
  Casting Time full-round action
  Range medium (100 ft. + 10 ft. per caster level)
  Target 1 + 1 per 2 caster levels (minimum 2) creatures
  Duration 1 minute/caster level
  Saving Throw Will half; SR yes
  Prerequisites Mind sphere (Confusion, Expanded 
  Charm, Mass Charm, Ranged Mind), [Destruction sphere] 
  (Frost Blast)
  Complexity 2 (+2 Destruction sphere)
  Crafting Time 7 days
  Effect This is mind-affecting. You cause the targets’ minds 
  to freeze up, filling them with the sensation of bitter cold until 
  they can think of little else. Each target suffers 1d6 cold dam-
  age per 2 caster levels and becomes staggered for 1 round and 
  confused for 1 minute per caster level. A successful Will save 
  halves this damage and negates the staggered and confused 
  conditions.
  Minor Protection
  Sphere Protection
  Cost 0 spell points
  Casting Time standard action
  Range touch
  Target one creature
  Duration concentration
  Saving Throw Will negates (harmless); SR yes (harmless)
  Prerequisites Protection sphere
  Complexity 0
  Crafting Time 1 day
  Effect The target gains an aegis, granting him a +1 deflec-
  tion bonus to AC for as long as you concentrate. This bonus in-
  creases by 1 for every 5 caster levels possessed. This aegis cannot 
  be sacrificed to fuel (succor) talents.
  Mudslide (earth, geomancing, water)
  Sphere Nature
  Cost 1 spell point (+1 complexity)
  Casting Time full-round action (+1 complexity)
  Area 10-ft. line + 5 ft. per 5 caster levels
  Duration instantaneous
  Saving Throw Reflex half; SR no
  Prerequisites Nature sphere ((earth) package, (water) 
  package, Manipulate Nature)
  Complexity 2 (+1 (earth) package, +1 exchanging non-dam-
  age effect with damage effect)
  Crafting Time 3 days
  Effect This spell causes mud to spring up from the ground 
  and spray all targets within a line. Those within the area of ef-
  fect must attempt a Reflex save. On failure, they take 1d4 per 
  caster level bludgeoning damage and become immobilized as 
  per Bury from the (earth) package. Those that succeed at the 
  Reflex save only take half damage and are not immobilized.
  Sand Barrier (earth, geomancing)
  Sphere Nature
  Cost 2 spell points (+1 complexity)
  Casting Time full-round action (+1 complexity)
  Range close (25 ft. + 5 ft. per 2 caster levels)
  Duration concentration
  Saving Throw none; SR yes
  Prerequisites Nature sphere ((earth) package), Protection 
  sphere
  Complexity 2 (+2 Protection sphere)
  Crafting Time 2 days
  Effect (requires sand or loose dirt): You may create a 10 
  feet + 5 feet per 5 caster levels radius wall of sand within range. 
  The wall is spherical in shape and stops movement, and blocks 
  both line of sight and line of effect. The sand barrier grants 
  both total cover and total concealment against creatures on 
  opposite sides of the wall while the wall is at full hit points, or 
  partial cover and concealment if at half hit points or more. A 
  sand barrier with less than half its hit points remaining does not 
  block line of sight, line of effect, or grant cover or concealment. 
  
  Chapter 6: Advanced Magic
  451
  If creating the wall would cause it to go through a creature or 
  animated object, the sand barrier shunts the creature just out-
  side the effect of the sphere. Creatures who are ethereal or who 
  possess a burrow speed do not have their movement impeded 
  by the wall.
  The wall has a hardness of 4 + 1 per 5 caster levels, hit 
  points equal to your caster level (minimum 1), and a Break DC 
  of 15 + 1/2 your caster level. If an attack is directed at a target 
  through the wall, the attack first deals its damage to the wall 
  itself. If this damage is enough to destroy the wall, the attack 
  continues on its intended target, although damage dealt to the 
  wall is subtracted from any damage done to the target or tar-
  gets. Burst-effect attacks such as splash weapons, fireball spells, 
  or others attempting to travel through the wall explode at the 
  barrier’s edge and also must overcome the wall’s hit points to 
  damage the targets on the other side.
  If you maintain your wall through concentration, its hit 
  points is renewed each round on your turn.
  Shatter Mind and Body
  Sphere Destruction
  Cost 1 spell point (+1 full CL damage)
  Casting Time full-round action
  Range close (25 ft. + 5 ft. per 2 caster levels)
  Target one creature
  Duration instantaneous
  Saving Throw Will (partial), Fortitude (partial); SR yes
  Prerequisites Destruction sphere (Frost Blast, Nether 
  Blast)
  Complexity 1 (+1 Nether Blast)
  Crafting Time 3 days
  Effect This spell creates a ball of swirling energy that the 
  caster hurls as a ranged touch attack. The target suffers 1d6 
  points of damage per caster level, half of which is cold damage, 
  the other half negative energy. If the target is struck, they must 
  attempt both a Fortitude save and a Will save. If the target fails 
  their Fortitude saving throw, they are staggered for 1 round. 
  If the target fails their Will save, they are shaken for 1 round. 
  If the target is undead, they do not suffer the negative energy 
  damage and instead must succeed at a Will save or be fright-
  ened for 1 round.
  Stalagmite (earth, geomancing)
  Sphere Nature
  Cost 2 spell points (+1 complexity, +1 full CL damage)
  Casting Time full-round action
  Duration concentration
  Saving Throw Reflex half; SR yes
  Prerequisites 
  Nature 
  sphere 
  ((earth) 
  package), 
  Destruction sphere (Crystal Blast)
  Complexity 2 (+2 Destruction sphere)
  Crafting Time 3 days
  Effect This spell requires sand or loose dirt, and functions 
  as Dust Storm from the (earth) package. Each round while it is 
  in effect, you may as a swift action cause a stalagmite to instan-
  taneously solidify out of the sand, impaling a target within the 
  sand cloud. The stalagmite deals 1d4 points of piercing damage 
  per caster level (Reflex half). In addition, a target that fails this 
  saving throw cannot move from its current location until it suc-
  ceeds at an Escape Artist or Strength check against the spell’s 
  DC. All stalagmites created fall away naturally once the dust 
  storm ends and can be removed in other ways as well, such as 
  by dealing 3 points of damage per caster level to the stalagmite. 
  The stalagmite is 1 foot wide at its base and rises 5 feet + 5 feet 
  per 5 caster levels tall. If it encounters a ceiling before it reaches 
  its maximum height, it stops growing.
  Tree Perch (plant, geomancing)
  Sphere Nature
  Cost 1 spell point (+1 Create Nature)
  Casting Time standard action
  Duration instantaneous
  Saving Throw none; SR no
  Prerequisites Nature sphere ((plant) package, Create 
  Nature, Elevating Nature)
  Complexity 0 (-1 exchanging attack effect with harmless 
  effect)
  Crafting Time 3 days
  Effect You may spontaneously create a towering pine-tree. 
  Unlike trees created with Grow Plants, this tree is a 10 feet tall 
  Medium-sized sapling tree at CL 1st, a 20 feet tall Large-sized 
  young tree at CL 2nd, a 40 feet tall Huge-sized juvenile tree at 
  caster level 4th, an 80 feet tall Gargantuan-sized adult tree at 
  caster level 8th, and finally a 160 feet tall Colossal-sized mas-
  sive tree at caster level 16th. If it encounters a ceiling before it 
  reaches its maximum height, it stops growing. The branches of 
  the tree are evenly spaced and perfect for climbing; ascending 
  the tree requires a successful DC 5 Climb check. Trees, and its 
  branches created with this spell cannot be magically animated 
  such as with pummel or similar sphere talents or abilities, nor 
  can it be used to fulfill requirements of other plant-related ritu-
  als, sphere talents, or abilities such as tree stride.
  Ultimate Barrier
  Sphere Protection
  Cost 4 spell points (+2 complexity, +1 duration, +1 Greater 
  Barrier)
  Casting Time 1 round
  Range personal
  Area Either a 10-ft. radius + 5 ft. per caster level hemi-
  sphere, or a flat plane made up of 1 contiguous 10 ft. square per 
  caster level, with no section reaching beyond 25 ft. + 5 ft. per 2 
  caster levels from the caster
  Duration 1 round per caster level
  Saving Throw Will partial (see text); SR No
  Prerequisites Protection sphere (must have wards, Repel 
  Evil/Good/Law/Chaos, Energy Resistance, Missile Shield, 
  Greater Barrier)
  Complexity 4 (+2 Energy Resistance, +2 Missile Shield, +2 
  Repel Evil/Good/Law/Chaos, -2 limited effect)
  Crafting Time 5 days
  Effect You create a powerful barrier that is almost impossi-
  ble to damage or destroy. The barrier has 10 hit points per cast-
  er level and a Break DC of 25 + 1/2 your caster level. However, 
  
  Chapter 6: Advanced Magic
  452
  creatures of a chosen end of the alignment spectrum (good, 
  evil, lawful, or chaotic, chosen at the time the barrier is created) 
  cannot even touch the barrier without first succeeding at a Will 
  saving throw which they may attempt only once per round. The 
  barrier also has resistance to one energy type of your choice 
  (acid, cold, electricity, fire, or sonic) equal to 10 + your caster 
  level, and even reduces the damage of projectiles thrown at it 
  (such as rocks, rays, or projectile weapons) by 5 + your caster 
  level.
  Violent Winds
  Sphere Destruction
  Cost 2 spell points (+1 Echoing Word, +1 full CL damage)
  Casting Time full-round action
  Range close (25 ft. + 5 ft. per 2 caster levels)
  Target 1 + 1 per 2 caster levels (minimum 2) creatures
  Duration instantaneous
  Saving Throw none; SR no
  Prerequisites Destruction sphere (Air Blast), [Fate 
  sphere] (Echoing Word)
  Complexity 1 (+1 Echoing Word talent)
  Crafting Time 4 days
  Effect You batter your foes with great bursts of wind. You 
  may make one ranged touch attack against a number of crea-
  tures within range, up to 1 + 1 per 2 caster levels (minimum 2), 
  but no more than one attack per individual creature. Each tar-
  get successfully struck suffers 1d6 nonlethal damage per caster 
  level, and is subject to a bull rush combat maneuver that does 
  not provoke an attack of opportunity, and that does not require 
  you to move with the target. Use your caster level + your casting 
  ability modifier as your CMB for this maneuver.
  Water Serpent
  Sphere Nature
  Cost 3 spell points (+1 Create Nature, +2 complexity)
  Casting Time full-round action
  Range close (25 ft. + 5 ft. per 2 caster levels)
  Duration concentration
  Saving Throw Reflex partial; SR no
  Prerequisites Nature sphere ((water) package, Create 
  Nature, Manipulate Nature), Telekinesis sphere
  Complexity 2 (+2 Telekinesis sphere)
  Crafting Time 4 days
  Effect This spell summons a large serpent-like coil of water 
  which flies around the battlefield, striking targets. The water 
  serpent occupies a 5-foot square, and may fly up to 20 feet per 
  round + 5 feet per 2 caster levels with perfect maneuverability. 
  The water serpent can move freely through spaces occupied by 
  creatures, and makes a bull rush attempt that does not provoke 
  an attack of opportunity against every creature whose space it 
  passes through. Your CMB for this bull rush attempt is equal 
  to your caster level + your casting ability modifier. Each target 
  is pushed in the direction the serpent is traveling at that time. 
  If a creature is successfully pushed by this bull rush attempt, 
  they must also succeed at a Reflex save or fall prone. The water 
  serpent can strike the same target multiple times by moving 
  through its square repeatedly. If a creature moves into the space 
  occupied by a water serpent, they must succeed at a Reflex save 
  or be subject to the serpent pushing them back with its bull 
  rush as normal.
  
  Chapter 7: Additional Options
  453
  Alternate Racial Options
  Any Race
  If a character receives the Basic Magic Training feat as a 
  racial feature, they may exchange that feat for the Extra Magic 
  Talent feat (as normal) if and when they gain the casting class 
  feature. The provided Extra Magic Talent feat is spent on the 
  same sphere as was originally granted.
  Aasimar
  Angelic Ally: Through merit, family ties, or inherit-
  ed obligation, some aasimar have the right to petition the 
  higher planes for aid. They gain Basic Magic Training in the 
  Conjuration sphere as a bonus feat at 1st level. The companion 
  must take Aligned Creature (good) with its free (form) talent. 
  This replaces skilled and the spell-like ability racial traits.
  Archon Ancestor: An aasimar with archon heritage of-
  ten display more affinity with the magic of teleportation than 
  light. They gain Basic Magic Training in the Warp sphere as a 
  bonus feat at 1st level with the Personal Warp drawback, receiv-
  ing a bonus talent as normal. This replaces the darkvision and 
  spell-like ability racial traits.
  Celestial Body: Some aasimar have a stronger connection 
  to their celestial forebears than others. They gain Basic Magic 
  Training in the Alteration sphere as a bonus feat at 1st level with 
  the with the Lycanthropic drawback, gaining Outsider Body as 
  the bonus talent for that drawback. This replaces skilled and 
  the spell-like ability racial traits.
  Celestial Petitioner: Some aasimar better know how to 
  call upon the upper planes for aid. Good creatures of the out-
  sider type are always considered as allied when called by a cast-
  er of nonevil alignment. Whenever bargaining for the services 
  of a called good creature of the outsider type, they gain a 25% 
  discount on the required payment for any services. This replac-
  es celestial resistance.
  Creative Nature: Gain Basic Magic Training with the 
  Creation sphere as a bonus feat with the Limited Creation (cre-
  ate) drawback. They do not gain a bonus talent as is normal 
  for having a sphere-specific drawback, but if they create a holy 
  symbol sized for themselves it lasts for 3 rounds after they stop 
  concentrating. This replaces spell-like ability.
  Light Attuned: Occasionally an aasimar is more attuned 
  to the magic and power of light. They gain Basic Magic Training 
  Chapter 7
  Chapter 7
  Additional Options
  Additional Options
  in the Light sphere as a bonus feat. This racial trait replaces the 
  darkvision and spell-like ability racial traits.
  Alraun
  Bloodweed: The nature of the creation of the alraun 
  leaves some with an innate affinity for blood magic, unfortu-
  nately it is not without a cost as they become vulnerable to 
  bright light. They gain Basic Magic Training in the Blood sphere 
  as a bonus feat at 1st level. The alraun also gain light sensitivity, 
  causing them to become dazzled in areas of bright light. This 
  replaces their blood sense racial traits.
  Changeling
  Dreamspace: Changelings who are the children of 
  dreamthief hags often manifest powers related to dreams. They 
  gain the Dreamspace feat as a bonus feat at 1st level even if 
  they do not meet the prerequisites. This replaces the claws and 
  natural armor racial traits.
  Cherufe
  Burning Blood: While most amet cherufe have a con-
  nection to lava, there are other cherufe of both breeds that 
  possess fire in their blood. The gain the Burning Blood feat and 
  may use their Hit Dice in place of caster level to determine 
  the effects of that feat, if beneficial. This replaces their cherufe 
  breed power.
  Dhampir
  Bloodbender: Vampiric heritage gives many dhampir an 
  innate affinity for blood magic. They gain Basic Magic Training 
  in the Blood sphere as a bonus feat at 1st level. This replaces 
  manipulative and the spell-like ability racial traits.
  Bloodshaper: Gain Basic Magic Training with the 
  Creation sphere as a bonus feat with the Fission and Material 
  Focus (blood) drawbacks, but do not gain bonus talents as nor-
  mal. You may create blood in solid or liquid form, and it reacts 
  to positive and negative energy as if it were an undead creature 
  rather than an object. Regardless of form, it has no nutritional 
  value unless you possess Sustenance. In addition you may alter 
  (Destroy) creatures with blood as if they were objects, though 
  they are entitled to a Fortitude save for half damage. This re-
  places spell-like ability. (Blood in a solid form has the same 
  hardness and hit points as ice and may be used to create weap-
  ons that possess the fragile quality unless they are created at 1/4 
  caster level or otherwise enhanced.)
  
  Chapter 7: Additional Options
  454
  Dwarf
  Anchoring Magic: Sometimes dwarves manifest natural 
  talent with magics related to anchoring and stability, allowing 
  them to prevent teleportation and planar movement. They gain 
  Basic Magic Training in the Warp sphere as a bonus feat at 1st 
  level with the Bender drawback, receiving 
  Planar Manipulator as their bonus talent. 
  This replaces the hardy racial trait.
  Elf
  Doppelganger-spawn: 
  Due to the incredible skill of 
  their imitations, the blood 
  of doppelgangers can easily 
  mingle with that of other rac-
  es. This blood sometimes as-
  serts itself strongly, creating the 
  doppelganger spawn. They gain 
  the Basic Magic Training feat for 
  the Alteration sphere and the 
  Lycanthropic drawback, gaining 
  the Shifting Disguise feat in place 
  of a bonus talent. This 
  replaces elven magic and 
  keen senses.
  Faerie Born: True 
  children of Faerie, not the 
  exiles born in another 
  world and corrupted by 
  its influence. Faerie born 
  change their type from humanoid to fey, though do not 
  change any subtypes. This modifies type and replaces keen 
  senses.
  Fey Bargainer: Lingering ties to the fey realms allow 
  those of fey blood to better deal with their distant relations. 
  Creatures of the fey type are always considered as allied when 
  called. Whenever bargaining for the services of a called crea-
  ture of the fey type, they gain a 25% discount on the required 
  payment for any services. This replaces elven magic.
  Fey Heart: The power of the fey runs stronger in some 
  faebloods, whether by practice of their innate skill, stronger 
  traces of the blood of the upper echelons of the courts, or some 
  other cause. They gain the Basic Magic Training feat for the 
  Fallen Fey sphere as a bonus feat. This replaces elven magic.
  Practice Makes Perfect: Gain a +2 racial bonus for all 
  Craft checks and to your caster level for the create usage of the 
  Creation sphere as long as this bonus does not raise your caster 
  level above your current Hit Dice. This replaces elven magic 
  and keen senses.
  Fenghuang
  Fey Bargainer: Lingering ties to the fey realms allow 
  those of fey blood to better deal with their distant relations. 
  Creatures of the fey type are always considered as allied when 
  called. Whenever bargaining for the services of a called crea-
  ture of the fey type, they gain a 25% discount on the required 
  payment for any services. This replaces curiosity.
  Fey Heart: The power of the fey runs stronger in some 
  faebloods, whether by practice of their innate skill, stronger 
  traces of the blood of the upper echelons of the courts, or some 
  other cause. They gain the Basic Magic Training feat for the 
  Fallen Fey sphere as a bonus feat. This replaces curiosity.
  Weatherborn: As masters of both flight and fire, many 
  fenghuang find that manipulating the weather is a trick that 
  comes to them quite naturally. They gain Basic Magic Training 
  in the Weather sphere as a bonus feat. This replaces curiosity.
  Fetchling
  Animate Shadow: Detaching 
  your shadow and sending it to spy on 
  your enemies (or friends) is a useful skill 
  for those born of shadow. They gain Basic 
  Magic Training in the Conjuration sphere as a 
  bonus feat at 1st level. The companion’s free 
  talent must be Shadow Creature (form) tal-
  ent. The caster does not cast a shadow while 
  this companion is summoned. This replaces shad-
  ow resistance and spell like ability racial traits.
  Darkness Adept: Born of shadow, 
  fetchlings are natural practitioners of magics 
  relating to darkness and deception. They 
  gain Basic Magic Training in the Dark 
  sphere at 1st level. At 13th level, they receive the 
  Extra Magic Talent feat. This replaces spell-like 
  abilities.
  Shadow Cache: By utilizing their 
  tie to the Plane of Shadow, some fetch-
  lings gain the ability to create a small, 
  shadowy space that they can store items in. They gain Basic 
  Magic Training in the Warp sphere as a bonus feat at 1st level 
  with the Bender drawback, receiving Extradimensional Storage 
  as their bonus talent. This replaces the shadow blending racial 
  trait.
  Gathlain
  Fey Heart: The power of the fey runs stronger in some 
  faebloods, whether by practice of their innate skill, stronger 
  traces of the blood of the upper echelons of the courts, or some 
  other cause. They gain the Basic Magic Training feat for the 
  Fallen Fey sphere as a bonus feat. This replaces natural armor 
  and spell-like abilities.
  Gnome
  Arcane Engineer: Gain the Basic Magic Training feat, 
  selecting either the Creation, Illusion or Nature sphere. This 
  replaces gnome magic.
  Faerie Born: True children of Faerie, not the exiles 
  born in another world and corrupted by its influence. Faerie 
  born change their type from humanoid to fey, though do not 
  change any subtypes. This modifies type and replaces defensive 
  training.
  Fey Bargainer: Lingering ties to the fey realms allow 
  those of fey blood to better deal with their distant relations. 
  Creatures of the fey type are always considered as allied when 
  
  Chapter 7: Additional Options
  455
  called. Whenever bargaining for the services of a called crea-
  ture of the fey type, they gain a 25% discount on the required 
  payment for any services. This replaces gnome magic.
  Fey Heart: The power of the fey runs stronger in some 
  faebloods, whether by practice of their innate skill, stronger 
  traces of the blood of the upper echelons of the courts, or some 
  other cause. They gain the Basic Magic Training feat for the 
  Fallen Fey sphere as a bonus feat. This replaces gnome magic.
  Fey Motes: Through natural talent or by training one 
  aspect of their magic to the exclusion of other magics, some 
  gnomes master their ability to create roving, trickster lights. 
  They gain Basic Magic Training in the Light sphere as a bonus 
  feat, with the Roving Glow drawback and Dancing Lights as 
  their bonus talent. This replaces the obsessive and gnome mag-
  ic racial traits.
  Seelie Savant: Some gnomes embody their fair folk her-
  itage more strongly than others and carry an aura of whimsy 
  with them wherever they go. The beauty around such gifted 
  gnomes is more profound, colors are brighter and some say 
  even jokes are somehow funnier. Gain the Witchmarked gener-
  al drawback and use your character level in place of caster level 
  for calculating its penalties. This general drawback does not 
  count for gaining boons or calculating additional spell points 
  based on your level in spherecasting classes. Gain a bonus spell 
  point at first level and an additional bonus spell point for every 
  3 character levels you possess. The bonus spell points granted 
  by this racial trait may only be used for Creation, Illusion or 
  Nature sphere effects. You cannot select the Witchmarked gen-
  eral drawback if you ever gain a casting tradition. This replaces 
  illusion resistance.
  Half-Elf
  Doppelganger-spawn: Due to the incredible skill of 
  their imitations, the blood of doppelgangers can easily min-
  gle with that of other races. This blood sometimes asserts it-
  self strongly, creating the doppelganger spawn. They gain the 
  Basic Magic Training feat for the Alteration sphere and the 
  Lycanthropic drawback, gaining the Shifting Disguise feat in 
  place of a bonus talent. This replaces elven immunities and 
  keen senses.
  Fey Heart: The power of the fey runs stronger in some 
  faebloods, whether by practice of their innate skill, stronger 
  traces of the blood of the upper echelons of the courts, or some 
  other cause. They gain the Basic Magic Training feat for the 
  Fallen Fey sphere as a bonus feat. This replaces keen senses.
  Halfling
  Doppelganger-spawn: Due to the incredible skill of 
  their imitations, the blood of doppelgangers can easily min-
  gle with that of other races. This blood sometimes asserts it-
  self strongly, creating the doppelganger spawn. They gain the 
  Basic Magic Training feat for the Alteration sphere and the 
  Lycanthropic drawback, gaining the Shifting Disguise feat in 
  place of a bonus talent. This replaces halfling luck and fearless.
  Half-Orc
  Doppelganger-spawn: Due to the incredible skill of their 
  imitations, the blood of doppelgangers can easily mingle with 
  that of other races. This blood sometimes asserts itself strongly, 
  creating the doppelganger spawn. They gain the Basic Magic 
  Training feat for the Alteration sphere and the Lycanthropic 
  drawback, gaining the Shifting Disguise feat in place of a bonus 
  talent. This replaces orc ferocity and intimidating.
  Human
  Doppelganger-spawn: Due to the incredible skill of 
  their imitations, the blood of doppelgangers can easily min-
  gle with that of other races. This blood sometimes asserts it-
  self strongly, creating the doppelganger spawn. They gain the 
  Basic Magic Training feat for the Alteration sphere and the 
  Lycanthropic drawback, gaining the Shifting Disguise feat in 
  place of a bonus talent. This replaces the bonus feat trait.
  Ifrit
  Elemental Call: Scions of powerful genies can claim a 
  servitor as their inheritance. They gain Basic Magic Training 
  in the Conjuration sphere as a bonus feat at 1st level. The com-
  panion must take Elemental Creature (form) as its first talent, 
  selecting fire as its element. This replaces fire affinity and the 
  spell-like ability racial traits.
  Flame Form: Some ifrit have a stronger connection to 
  their elemental forebears than others. They gain Basic Magic 
  Training in the Alteration sphere as a bonus feat at 1st level 
  with the Beast Soul drawback for Elemental Transformation 
  (fire elemental only), receiving Elemental Transformation as a 
  bonus talent as normal. Once per day, they may use this talent 
  without paying the additional spell point cost. This replaces 
  fire affinity and the spell-like ability racial traits.
  Flame Touch: Some ifrit are more adept than others at 
  channeling their native connection to the plane of fire. They 
  gain Basic Magical Training in the Destruction sphere as a bo-
  nus feat at 1st level with the Energy Focus drawback for the fire 
  blast group, receiving a bonus talent as normal. This replaces 
  fire affinity and the spell-like ability racial traits.
  Planar Bargainer: The blood of genies calls to its kind 
  as well as honing one’s sense for a deal. Creatures of the out-
  sider type with the fire subtype are always considered as allied 
  when called. Whenever bargaining for the services of a called 
  creature of the outsider type with matching subtype, they gain 
  a 25% discount on the required payment for any services. This 
  replaces energy resistance.
  Torchlight: Fire is a natural source of light, and some if-
  rit master this secondary characteristic. They gain Basic Magic 
  Training in the Light sphere as a bonus feat, with the Touch Of 
  Light drawback and Searing Light as their bonus talent. This 
  racial trait replaces the fire affinity and spell-like ability racial 
  traits.
  
  Chapter 7: Additional Options
  456
  Kitsune
  Fox Guise: To better mesh with the available options, 
  kitsune receive Transformation as a bonus feat gained at 1st 
  level, selecting the form of a Tiny fox per the Animalistic 
  Transformation talent, even if the size is smaller than permit-
  ted. This replaces either change shape or kitsune magic.
  Special: You may gain Transformation from this trait and 
  Human Guise, exceeding the usual limits for selecting the 
  Transformation feat.
  Fox Trickster: Gain the Basic Magic Training as a bonus 
  feat, selecting either the Illusion, Light, or Mind sphere. This 
  replaces the kitsune magic racial trait.
  Fox’s Wedding: Some kitsune possess an affinity for 
  weather magic instead of enchantments. They gain Basic Magic 
  Training in the Weather sphere as a bonus feat. This replaces 
  kitsune magic.
  Human Guise: To better mesh with the available op-
  tions, kitsune receive Transformation as a bonus feat gained 
  at 1st level, selecting the form of a human (or other suitable 
  humanoid at the GM’s discretion) per the Anthropomorphic 
  Transformation talent. They do not gain the additional +2 traits, 
  but do retain their low-light vision. This replaces change shape.
  Special: You may gain Transformation from this trait 
  and Fox Guise, exceeding the usual limits for selecting the 
  Transformation feat.
  Magical Tails: Some kitsune are naturally gifted in mag-
  ic and grow additional tails as their innate power increases. 
  Legend says that the fur of such gifted kitsune will change to 
  snow white upon growing their 9th and final tail.
  Gain the Witchmarked general drawback and use your 
  character level in place of caster level for calculating its pen-
  alties; unless stated otherwise, the sign of this witchmark is 
  the growth of additional tails. This general drawback does not 
  count for gaining boons or calculating additional spell points 
  based on your level in spherecasting classes. Gain a bonus spell 
  point at first level plus an additional bonus spell point for every 
  3 character levels you possess. The bonus spell points granted 
  by this racial trait may only be used for two spheres from the 
  following list: Alteration, Dark, Destruction, Illusion, Light, 
  Mind or Nature. These choices must be made at first level and 
  cannot be changed later. You cannot select the Witchmarked 
  general drawback if you ever gain a casting tradition. This re-
  places natural weapons.
  Natural Shapechanger: A few kitsune push their natu-
  ral shapeshifting abilities into more extreme directions. They 
  gain Basic Magic Training in the Alteration sphere as a bonus 
  feat at 1st level. This replaces kitsune magic.
  Kobold
  Avatar of the Dragon: While most kobolds are barely 
  even dim reflections of the might and majesty of their draconic 
  forebears, others are blessed with a much greater portion of the 
  old blood. As a bonus feat gained at 1st level, they can choose ei-
  ther the Transformation feat selecting Dragon Transformation, 
  or Basic Magic Training in Alteration with the Beast Soul draw-
  back, receiving Dragon Transformation as the bonus talent for 
  this drawback. This replaces crafty.
  Draconic Debtor: A rare kobold manages to earn the fa-
  vor of a true dragon, regardless of whether this favor is based 
  on merit, inheritance, or whim, and may call on a lesser reflec-
  tion of their patron. They gain Basic Magic Training in the 
  Conjuration sphere as a bonus feat at 1st level. The companion’s 
  free talent must be the Draconic Creature (form) talent. This 
  replaces crafty.
  Dragon’s Breath: A few rare kobolds are blessed with 
  the deadly breath of their draconic ancestors. They gain Basic 
  Magic Training in the Destruction sphere as a bonus feat at 1st 
  level with the Energy Focus drawback for a blast group corre-
  sponding to a true dragon’s breath weapon and the Shape Focus 
  drawback for the Sculpt Blast blast shape, receiving the bonus 
  talents as appropriate. This replaces crafty.
  Special: If you also take the dragon-scaled alternate racial 
  trait, your chosen energy resistance must match that of your 
  blast type.
  Merfolk
  Water Mastery: Some merfolk find that they possess a 
  natural mastery of water, both above and below the waves. They 
  gain Basic Magic Training in the Weather sphere as a bonus 
  feat, with the Limited Weather (Precipitation) drawback and 
  Rain Lord as their bonus talent. This replaces natural armor.
  Nagaji
  Serpent’s Body: Some reptilian races are born with 
  a great affinity for the serpents they resemble. They gain 
  Transformation, selecting the form of a serpent per the 
  Serpentine Transformation talent, as a bonus feat at 1st level, 
  even if they do not meet its prerequisites. This replaces resis-
  tant and serpent sense.
  Summon Serpent: Some reptilian races are born with an 
  innate command of their lesser cousins. They gain Basic Magic 
  Training in the Conjuration sphere as a bonus feat at 1st level. 
  The companion must be of the serpentine body type. This re-
  places resistant and serpent sense.
  Oread
  Elemental Call: Scions of powerful genies can claim a 
  servitor as their inheritance. They gain Basic Magic Training 
  in the Conjuration sphere as a bonus feat at 1st level. The com-
  panion must take Elemental Creature (form) as its first talent, 
  selecting acid as its element. This replaces earth affinity and the 
  spell-like ability racial traits.
  Gem Crafter: Some oreads have learned how to condense 
  magical energy into stones for later use. They gain Basic Magic 
  Training in the Destruction sphere as a bonus feat at 1st level 
  with the Shape Focus drawback for the Energy Bomb shape, 
  receiving a bonus talent as normal. In addition, the oread has a 
  limited ability to reclaim power from these stones and put it to 
  other uses. As a move action an oread may destroy an Energy 
  Bomb he created without discharging it to gain 1 temporary 
  spell point until the start of his next turn. This replaces the 
  earth affinity and spell-like ability racial traits.
  Planar Bargainer: The blood of genies calls to its kind as 
  well as honing one’s sense for a deal. Creatures of the outsider 
  
  Chapter 7: Additional Options
  457
  type with the earth subtype are always considered as allied 
  when called. Whenever bargaining for the services of a called 
  creature of the outsider type with matching subtype, they gain 
  a 25% discount on the required payment for any services. This 
  replaces energy resistance.
  Stone Body: Some oreads have a stronger connection to 
  their elemental forebears than others. They gain Basic Magic 
  Training in the Alteration sphere as a bonus feat at 1st level 
  with the Beast Soul drawback for Elemental Transformation 
  (earth elemental only), receiving Elemental Transformation as 
  a bonus talent as normal. Once per day, they may use this tal-
  ent without paying the additional spell point cost. This replaces 
  earth affinity and the spell-like ability racial traits.
  Stone Thrower: Some oreads have mastered conjur-
  ing and manipulating stone, crystal, or metal. They gain Basic 
  Magic Training in the Destruction sphere as a bonus feat at 1st 
  level with the Energy Focus drawback for the crystal, electric 
  or stone blast type group, receiving a bonus talent as normal. 
  This replaces earth affinity and the spell-like ability racial traits.
  Samsaran
  Sphere-touched: The samsaran gains the feat Basic 
  Magic Training as a bonus feat, but are limited to choosing ei-
  ther the Divination or Mind sphere. This replaces samsaran 
  magic.
  Sidheir
  Faerie Born: True children of Faerie, not the exiles born 
  in another world and corrupted by its influence. Faerie born 
  change their type from humanoid to fey, though do not change 
  any subtypes. This modifies type and replaces multitalented.
  Fey Bargainer: Lingering ties to the fey realms allow 
  those of fey blood to better deal with their distant relations. 
  Creatures of the fey type are always considered as allied when 
  called. Whenever bargaining for the services of a called crea-
  ture of the fey type, they gain a 25% discount on the required 
  payment for any services. This replaces sphere of desire.
  Fey Heart: The power of the fey runs stronger in some 
  faebloods, whether by practice of their innate skill, stronger 
  traces of the blood of the upper echelons of the courts, or some 
  other cause. They gain the Basic Magic Training feat for the 
  Fallen Fey sphere as a bonus feat. This replaces sphere of desire.
  Skinwalker
  Form-master: All skinwalkers have some connection to 
  form altering magic, though some wield greater proficiency 
  than others. They gain Basic Magic Training in the Alteration 
  sphere as a bonus feat at 1st level. This replaces animal minded 
  and the spell-like ability racial traits.
  True Changer: Rather than their hereditary lycanthropy 
  manifest in a minor shapeshifting ability, some skinwalker’s can 
  fully assume the form of a beast. They gain Transformation as 
  a bonus feat at 1st level. The form chosen for this feat reflects 
  their lycanthropic heritage (wolf, tiger, shark, etc.). This replac-
  es change shape.
  While under the effects of the Transformation feat, they 
  gain a +2 racial bonus to one physical ability score of their 
  choice. This bonus is chosen each time their Transformation 
  shape is assumed.
  Strix
  Stormwing: Accustomed to performing daredevil stunts 
  in poor weather, these strix treat Wind as one step less severe 
  for purposes of determining whether they would be checked 
  or blown away and their penalty to Fly checks. This replaces 
  nocturnal and hatred.
  Suli
  Creative Nature: Gain Basic Magic Training with the 
  Creation sphere as a bonus feat with the Limited Creation 
  (create) drawback. They may select a bonus Creation talent as 
  is normal for having a sphere-specific drawback. This replaces 
  elemental assault.
  Destructive Hand: A few suli learn to channel the de-
  structive energies in their blood in a different way. They gain 
  Basic Magic Training in the Destruction sphere as a bonus feat 
  at 1st level with the Destructive Touch drawback, receiving a 
  bonus talent as normal. This replaces elemental assault.
  Destructive Heritage: A few suli have a stronger con-
  nection to their elemental forebears than others. They gain 
  Basic Magic Training in the Alteration sphere as a bonus 
  feat at 1st level with the Beast Soul drawback for Elemental 
  Transformation, receiving Elemental Transformation as a bo-
  nus talent as normal. This replaces elemental assault, negotia-
  tor, and energy resistance.
  Elemental Call: Scions of powerful genies can claim a 
  servitor as their inheritance. They gain Basic Magic Training 
  in the Conjuration sphere as a bonus feat at 1st level. The com-
  panion must take Elemental Creature (form) as its first talent, 
  selecting an element matching its heritage (suli can choose any 
  of acid, cold, electricity, and fire). This replaces elemental nego-
  tiator and elemental assault for suli.
  Planar Bargainer: The blood of genies calls to its kind 
  as well as honing one’s sense for a deal. Creatures of the out-
  sider type with either air, earth, fire, or water subtypes (chosen 
  at character creation but may not be changed afterwards) are 
  always considered as allied when called. Whenever bargaining 
  for the services of a called creature of the outsider type with 
  matching subtype, they gain a 25% discount on the required 
  payment for any services. This replaces energy resistance.
  Sylph
  Air Blooded: Some sylph are particularly skilled at the 
  offensive application of their natural talents. They gain Basic 
  Magic Training in the Destruction sphere as a bonus feat at 1st 
  level with the Energy Focus drawback for the air, electric, or 
  sonic group, receiving a bonus talent as normal. This replaces 
  air affinity and the spell-like ability racial traits.
  Air Master: Some sylph have a stronger connection to 
  their elemental forebears than others. They gain Basic Magic 
  Training in the Alteration sphere as a bonus feat at 1st level 
  with the Beast Soul drawback for Elemental Transformation 
  (air elemental only), receiving Elemental Transformation as a 
  bonus talent as normal. Once per day, they may use this talent 
  
  Chapter 7: Additional Options
  458
  without paying the additional spell point cost. This replaces air 
  affinity and the spell-like ability racial traits.
  Airy Heritage: Gain Basic Magic Training with the 
  Creation sphere as a bonus feat with the Gas Mage drawback, 
  but do not gain a bonus talent as normal. Whenever a sylph cre-
  ates or alters a gas, they gain a fly speed of 5 feet per two caster 
  levels until the end of their turn. This replaces spell-like ability.
  Elemental Call: Scions of powerful genies can claim a 
  servitor as their inheritance. They gain Basic Magic Training 
  in the Conjuration sphere as a bonus feat at 1st level. The com-
  panion must take Elemental Creature (form) as its first talent, 
  selecting electricity as its element. This replaces air affinity and 
  the spell-like ability racial traits.
  Gale Master: Some sylph can call upon blasts of wind to 
  scatter their enemies. They gain Basic Magic Training in the 
  Destruction sphere as a bonus feat at 1st level with the Energy 
  focus drawback for the air blast group, receiving a bonus talent 
  as normal. In addition, when casting a destructive blast modified 
  by the Air Blast talent they may choose for it to deal no dam-
  age. If dealing no damage, the destructive blast gains a bonus to 
  CMB on its bull rush attempt equal to +1 per die of damage it 
  would normally have inflicted. Using Air Blast to bull rush an 
  opponent into an obstacle still inflicts damage as normal. This 
  replaces air affinity and the spell-like ability racial traits.
  Gusts And Gales: Some sylph are more adept at con-
  trolling wind than their own movement through the air. They 
  gain Basic Magic Training in the Weather sphere as a bonus 
  feat, with the Limited Weather (Wind) drawback and Wind 
  Lord as their bonus talent. This replaces the spell-like ability 
  and air affinity racial traits.
  Planar Bargainer: The blood of genies calls to its kind 
  as well as honing one’s sense for a deal. Creatures of the out-
  sider type with the air subtype are always considered as allied 
  when called. Whenever bargaining for the services of a called 
  creature of the outsider type with matching subtype, they gain 
  a 25% discount on the required payment for any services. This 
  replaces energy resistance.
  Tiefling
  Deceiver: Gain the Basic Magic Training feat as a bonus 
  feat, selecting either Destruction, Illusion or Mind sphere. 
  This replaces the spell-like ability trait.
  Destructive Nature: Gain Basic Magic Training with the 
  Creation sphere as a bonus feat with the Limited Creation (al-
  ter) drawback and gain Potent Alteration as the bonus talent for 
  having a sphere-specific drawback. As part of altering an object 
  a tiefling may choose to brand it with the mark of their deity, 
  allowing it to function as a holy or unholy symbol. This replaces 
  spell-like ability.
  Destructive Taint: Some tieflings are born with a natural 
  affinity for destructive magic, channeling the fire of the low-
  er planes. They gain Basic Magic Training in the Destruction 
  sphere as a bonus feat at 1st level with the Energy Focus draw-
  back for a blast group appropriate to their heritage, as approved 
  by the GM, receiving a bonus talent as normal. This replaces 
  fiendish sorcery and the spell-like ability racial traits.
  Fiendish Atavism: Some tieflings have a stronger con-
  nection to their fiendish forebears than others. They gain 
  Basic Magic Training in the Alteration sphere as a bonus feat 
  at 1st level with the with the Lycanthropic drawback, gaining 
  Outsider Body as the bonus talent for that drawback. This re-
  places fiendish sorcery and the spell-like ability racial traits.
  Fiendish Bargainer: Some tieflings have an inherent 
  sense for the desires of their forebears. Evil creatures of the 
  outsider type are always considered as allied when called by a 
  caster of nongood alignment. Whenever bargaining for the ser-
  vices of a called evil creature of the outsider type, they gain a 
  25% discount on the required payment for any services. This 
  replaces fiendish resistance.
  Fiendish Servitor: A few tieflings have learned to lever-
  age the power of their blood to wrench a minion from the low-
  er realms. They gain Basic Magic Training in the Conjuration 
  sphere as a bonus feat at 1st level. The companion must take 
  Aligned Creature (evil) with its free (form) talent. This replaces 
  skilled and the spell-like ability racial traits.
  Obscured Heritage: The light does not shine evenly 
  across the multiverse, and those tieflings tracing their heritage 
  to one of the benighted planes tend to show a particular talent 
  for manipulating darkness. They gain Basic Magic Training in 
  the Dark sphere at first level. This replaces spell-like ability.
  Selfish Teleport: Some fiends possess the natural ability 
  to teleport, and their tiefling descendents will sometimes man-
  ifest a similar talent. These tieflings gain Basic Magic Training 
  in the Warp sphere as a bonus feat at 1st level with the Personal 
  Warp drawback, receiving a bonus talent as normal. This re-
  places the fiendish sorcery and spell-like ability racial traits.
  Traitorous Taint: Some tieflings are predatory deception 
  incarnate. Their every move identifies them as descended from 
  
  Chapter 7: Additional Options
  459
  the apex ambush predators and coercive dominators of the pit. 
  Gain the Witchmarked general drawback and use your charac-
  ter level in place of caster level for calculating its penalties. This 
  general drawback does not count for gaining boons or calculat-
  ing additional spell points based on your level in spherecasting 
  classes.
  Gain a bonus spell point at first level and an additional bo-
  nus spell point for every 3 character levels you possess. The bo-
  nus spell points granted by this racial trait may only be used for 
  Destruction, Illusion or Mind sphere effects. You cannot select 
  the Witchmarked general drawback if you ever gain a casting 
  tradition. This replaces fiendish sorcery.
  Undine
  Elemental Call: Scions of powerful genies can claim a 
  servitor as their inheritance. They gain Basic Magic Training 
  in the Conjuration sphere as a bonus feat at 1st level. The com-
  panion must take Elemental Creature (form) as its first talent, 
  selecting cold as its element. This replaces water affinity and 
  the spell-like ability racial traits.
  Ocean Born: Some undine have a stronger connection to 
  their elemental forebears than others. They gain Basic Magic 
  Training in the Alteration sphere as a bonus feat at 1st level 
  with the Beast Soul drawback for Elemental Transformation 
  (water elemental only), receiving Elemental Transformation as 
  a bonus talent as normal. Once per day, they may use this tal-
  ent without paying the additional spell point cost. This replaces 
  water affinity and the spell-like ability racial traits.
  Ocean Master: Some undine are particularly skilled at 
  the offensive application of their natural talents. They gain 
  Basic Magic Training in the Destruction sphere as a bonus feat 
  at 1st level with the Energy Focus drawback for the cold blast 
  group, receiving a bonus talent as normal. This replaces water 
  affinity and the spell-like ability racial traits.
  Planar Bargainer: The blood of genies calls to its kind 
  as well as honing one’s sense for a deal. Creatures of the outsid-
  er type with the water subtype are always considered as allied 
  when called. Whenever bargaining for the services of a called 
  creature of the outsider type with matching subtype, they gain 
  a 25% discount on the required payment for any services. This 
  replaces energy resistance.
  Watery Heritage: Gain Basic Magic Training with the 
  Creation sphere as a bonus feat with the Water Wizard draw-
  back. This replaces spell-like ability.
  Vishkanya
  Serpent’s Body: Some reptilian races are born with 
  a great affinity for the serpents they resemble. They gain 
  Transformation, selecting the form of a serpent per the 
  Serpentine Transformation talent, as a bonus feat at 1st level, 
  even if they do not meet its prerequisites. This replaces poison 
  use and toxic.
  Summon Serpent: Some reptilian races are born with an 
  innate command of their lesser cousins. They gain Basic Magic 
  Training in the Conjuration sphere as a bonus feat at 1st level. 
  The companion must be of the serpentine body type. This re-
  places poison use and toxic.
  Wayang
  Animate Shadow: Detaching your shadow and send-
  ing it to spy on your enemies (or friends) is a useful skill for 
  those born of shadow. They gain Basic Magic Training in the 
  Conjuration sphere as a bonus feat at 1st level. The companion’s 
  free talent must be Shadow Creature (form) talent. The caster 
  does not cast a shadow while this companion is summoned. This 
  replaces shadow magic and shadow resistance.
  Fated Fade: All wayangs are called to be dissolved into 
  the shadow. On rare occasions the strength of a wayang soul 
  begins to blur and distort the body that houses it as it tries to 
  return to the greater darkness. Gain the Witchmarked general 
  drawback and use your character level in place of caster level 
  for calculating its penalties. Gain a bonus spell point at first 
  level and an additional bonus spell point for every 3 character 
  levels you possess. The bonus spell points granted by this ra-
  cial trait may only be used for Darkness, Illusion or Protection 
  sphere effects. You cannot select the Witchmarked general 
  drawback if you ever gain a casting tradition. This replaces 
  shadow resistance.
  Shadow Specialist: Gain the Basic Magic Training feat, 
  selecting either the Dark, Illusion or Protection sphere. This 
  replaces the shadow magic racial trait.
  Shadow Symbiosis: Believing they will one day return 
  to the shadow from which they emerged, wayangs have an 
  almost symbiotic relationship with the darkness. At 1st level 
  they gain a +2 bonus to all saves against Dark sphere effects as 
  well as spells of the shadow subschool, a +1 bonus to the DC of 
  Dark sphere effects they cast, and Basic Magic Training feat in 
  the Dark sphere. This replaces shadow resistance and shadow 
  magic.
  Traits
  Combat
  Combat Healer
  You have been trained in giving quick, efficient first aid, 
  possibly as a field medic during war.
  Benefit: You can use the first aid aspect of the Heal skill 
  as a swift action instead of a standard action, and Heal is always 
  a class skill for you.
  Iron-Plated Mind
  You grew up with magic, and possibly annoying siblings 
  who repeatedly tried to trip up your casting.
  Benefit: Choose a sphere. You gain a +4 trait bonus on 
  magic skill checks to cast defensively with that sphere.
  Practiced Aim
  You have battled with magic since a very young age.
  Benefit: You gain a +1 trait bonus on attack rolls with your 
  destructive blast.
  Strangely Resistant
  You have been exposed to a certain style of magic repeat-
  edly and have built up resistances.
  Benefit: Choose a sphere. You gain a +2 trait bonus to all 
  saving throws vs. the effects of that sphere.
  
  Chapter 7: Additional Options
  460
  Tinnitus
  Blows to the head can sometimes have benefits.
  Benefit: You have a slight but persistent ringing in your 
  ears. You gain a +1 trait bonus to Will saves against sonic and 
  language dependent effects using spoken languages. This bonus 
  also applies to illusions with an auditory component.
  Equipment
  Magic Wardrobe
  You can use a hint of teleportation magic to instantly 
  change clothes.
  Benefit: As a swift action, you can swap an outfit you are 
  currently wearing for another outfit in your possession, as well 
  as don or remove individual pieces of clothing or jewelry. If you 
  choose to affect a magical piece of clothing (such as a hat or 
  ring) you are limited to only affecting it, either swapping it with 
  another magical item of the same slot, removing it, or donning 
  it. You may not use this trait to don or remove armor, but you 
  may draw things from an extradimensional storage from the 
  Warp sphere. This trait is a supernatural ability.
  Necrotic Tinkerer
  You inherited a necrotic marionette, possibly from a parent 
  or mentor.
  Benefit: You begin play with a battered necrotic marionette 
  with 1 Hit Die. Creatures other than you cannot reanimate it. It 
  can only be sold for scrap (it is worth 1d10 gp when sold), but it 
  can be upgraded normally, upon which everyone can reanimate 
  it.
  Sky Dancer
  You grew up alongside airships, possibly as a trader or a 
  wealthy noble who enjoyed sailing the skies for pleasure.
  Benefit: You begin play with a personal skyrider, which 
  has bonus hit points equal to twice your ranks in Craft (airship). 
  You can repair this vehicle by spending 4 hours and attempting 
  a Craft (airship) check, restoring a number of hit points equal 
  to the result. If it is destroyed, you may replace it by spending 
  20 gp and 8 hours. Any other creature attempting to pilot this 
  craft takes a -8 penalty to their Fly check. You may also acceler-
  ate, decelerate, or turn a skyrider as a move action.
  Faith
  Blood Cult Survivor
  You have survived attempts to use your blood to fuel dark 
  (or at least questionable) rituals.
  Benefit: You gain a +1 trait bonus on saves against blood 
  control and effects that cause bleed damage. Additionally, the 
  first point of bleed damage you take each round is treated as 
  nonlethal damage. This increases by 1 point per round at 5 Hit 
  Dice and every 5 Hit Dice thereafter.
  Conscious Cultist
  You must openly belong to a community of psychic influ-
  ence, such as an agency or guild, and have experience with eso-
  teric rituals and incantations.
  Benefit: Gain a +1 trait bonus to caster level when using 
  talents and abilities from the Divination, Mind and Telekinesis 
  spheres. This increase in caster level may not raise your caster 
  level over your Hit Dice.
  Defender Of The Faith
  Prerequisite: You must openly belong to a publicly 
  known religious organization.
  Benefit: You gain a +1 trait bonus to caster level when 
  using talents and abilities from the Fate, Life and Protection 
  spheres. This increase in caster level may not raise your caster 
  level over your Hit Dice. In addition, you may participate in rit-
  uals or incantations associated with your religious organization.
  Force Of Spirit
  Your conviction gives weight to magic enacted for battle.
  Benefit: When you create a totem and pay a spell point to 
  make it continue without concentration, the duration of the 
  totem increases by 2 rounds.
  Grove Neophyte
  Prerequisite: You must openly worship a spirit of nature, 
  be it an element, ideal or actual spirit.
  Benefit: You gain a +1 trait bonus to your caster level 
  when using talents and abilities from the Alteration, Nature, 
  and Weather spheres. This increase in caster level may not raise 
  your caster level over your Hit Dice. In addition, you may at-
  tend, if not participate in, rituals and incantations performed 
  inside hallowed druid stone circles.
  Pilgrim
  You are a mystic wanderer, initiated into the mysteries of 
  the path.
  Benefit: Your caster level is treated as 2 higher when de-
  termining the distance you can travel with teleport.
  Skeptical
  You are hard to convince and extremely critical.
  Benefit: You gain a +1 trait bonus to Sense Motive checks 
  and a +1 trait bonus to Will saves vs. illusions, enchantments, 
  and Mind sphere effects.
  Magic
  Additional Medium
  Prerequisite: Limited Warp (Warp) drawback
  Benefit: You may select a second condition that you may 
  teleport to or from. So long as both your starting position and 
  your destination meet one of your two conditions, you may 
  teleport.
  Chronosense
  You have an acute innate sense time.
  Benefit: You always know the date and time of day. You 
  can automatically sense auras (see the Divination sphere’s di-
  vine base ability) left by Time sphere effects (and similar magic, 
  as the GM rules appropriate) within 20 feet.
  Daysense
  You can sense the positions of the celestial bodies, even 
  when you are underground or they are out of sight.
  Benefit: This allows you to always know the precise time 
  and the direction of true north. In addition, you gain a +1 trait 
  bonus on Knowledge (geography) and Survival checks, and one 
  of these skills (of your choice) becomes a class skill.
  Destructive Adept
  Prerequisite: Creation sphere.
  Benefit: The damage dealt by alter (Destroy) increases to 
  1d8 + 1/2 your caster level. If you possess Potent Alteration, the 
  damage is increased to 1d10 + your caster level.
  
  Chapter 7: Additional Options
  461
  Destructive Reservoir
  Prerequisite: Destruction sphere.
  Benefit: Once per day you may cause yourself to become 
  fatigued as a free action. You immediately gain 2 temporary 
  spell points. These points persist until the start of your next 
  turn and can only be spent on a destructive blast. If you are al-
  ready fatigued, you instead become exhausted. If you are ex-
  hausted or immune to fatigue or exhaustion you may not use 
  this trait.
  Destructive Talent
  Prerequisite: Destruction sphere.
  Benefit: Your destructive blasts gain a +1 trait bonus to dam-
  age. This bonus increases by 1 for every 10 character levels. This 
  bonus damage is of the same type as the destructive blast. If the 
  blast deals more than one damage type, as with the Admixture 
  talent, you may choose which type this bonus applies to.
  Differing Worldview
  You were raised among members of entirely different spe-
  cies, and relate to them just as well as to those of your own 
  ancestry.
  Prerequisite: Mind sphere.
  Benefit: Pick a creature type that can usually be affect-
  ed by mind-affecting effects other than your own. Your Mind 
  sphere charms affect this type of creature in addition to your 
  own. If you gain the Expanded Charm talent or any other abili-
  ty which allows you to target the chosen creature type, you may 
  either choose another applicable creature type or, if none are 
  left uncovered, you may immediately replace this trait another 
  with another Magic trait at your GM’s discretion.
  Dramatic Teleportation
  Prerequisite: Warp sphere.
  Benefit: When you teleport you can create a minor sen-
  sory effect so long as it is related to a Perform skill you have 
  at least one rank in (such as a leaving behind echoing laughter 
  with (comedy) or using (wind instruments) to herald your arriv-
  al with a flute’s flourish). Perform is always a class skill for you. 
  If it is already a class skill for you, or you later gain it as a class 
  skill from another source, you instead gain a +1 trait bonus to a 
  Perform skill of your choice.
  Dual Creation
  Whatever prevents you from following conventional 
  teachings and Creation processes has not deterred your spirit. 
  Through great effort, you have mastered a second material and 
  are equally able to work with two now.
  Prerequisite: Limited Material (Creation) drawback
  Benefit: You may select an additional material that you 
  can create or alter with Creation.
  Dual Limit
  Prerequisite: Limited Telekinesis (Telekinesis) drawback
  Benefit: You may select an additional material that you 
  can manipulate with telekinesis.
  Fairy Magic
  You are particularly proficient in fey magic.
  Benefit: You gain a +1 trait bonus to your caster level for 
  the Fallen Fey, Illusion, and Mind spheres. This bonus cannot 
  cause your caster level to exceed your Hit Dice.
  Favored Curse
  You have transformed meddlers enough to gain a favored 
  form.
  Benefit: Choose one form talent. When using this talent 
  while applying your shapeshift to an unwilling target, you gain a 
  +1 trait bonus to the effect’s DC.
  Favorite Shape
  You grew up among other creatures and constantly used 
  your magic to become one of them.
  Benefit: Choose one form talent. Twice per day as a swift 
  action when using shapeshift to apply this form to yourself, you 
  may extend the shapeshift’s duration without spending a spell 
  point.
  Friendly Fortune Teller
  You have worked as a professional diviner, and have mas-
  tered techniques for performing many divinations in a day.
  Benefit: Two times per day, while touching a creature or 
  an object, you may as a free action decrease the spell point cost 
  to divine by 1. You only divine information about the touched 
  creature or object when using this trait.
  Gift for Magic
  Whether through ancestry, training, or another personal 
  aspect, your skill with a particular type of magic is far more 
  natural than normal.
  Benefit: Choose a sphere. You gain a +2 trait bonus to 
  your caster level with that sphere. This bonus cannot cause 
  your caster level to exceed your Hit Dice.
  Healing Reserve
  You have learned to use your own blood to fuel your magic.
  Benefit: Once per day, you may spend a free action to gain 
  a temporary spell point, but you lose one hit point. This cost 
  can not be reduced in any way and can not be a temporary hit 
  point. The spell point persists until the start of your next turn, 
  and must be spent on talents and effects related to the Life 
  sphere.
  Kinetic Drain
  You know how to harness the power of motion and use it 
  for spellcasting.
  Benefit: Once per day, you may spend a move action to 
  gain a temporary spell point. This point persists until the start 
  of your next turn, and must be spent on talents and effects re-
  lated to the Telekinesis sphere.
  Lightbringer
  You have learned to overcome darkness with light.
  Benefit: You gain a +2 trait bonus to the magic skill bonus 
  and magic skill defence of your Light sphere effects when de-
  termining their interaction with Dark sphere effects.
  Nightbringer
  You have learned to overcome light with darkness.
  Benefit: You gain a +2 trait bonus to the magic skill bonus 
  and magic skill defence of your Dark sphere effects when deter-
  mining their interaction with Light sphere effects.
  Omen Reader
  You understand the workings of magic like a second 
  language.
  Benefit: You may cast read magic as a spell-like ability 
  which you may use at-will as a standard action. For the purpose 
  
  Chapter 7: Additional Options
  462
  of this spell-like ability, your effective caster level is equal to 1/2 
  your Hit Dice (minimum 1).
  Photosynthetic Magic
  The light of the sun is powerful, and you can harness it for 
  your own magic.
  Benefit: After spending at least one hour in true sunlight 
  over the course of a day, you gain an additional spell point that 
  can only be spent on talents and effects related to the Light 
  sphere. Time spent in the sun does not need to be consecutive. 
  You cannot gain more than one spell point a day this way.
  Pocket Space
  You have slight talent or training in the magical art of 
  bending space.
  Benefit: You gain a permanent extradimensional space 
  that can hold up to 5 pounds plus an additional 5 pounds for 
  every five character levels you possess, and nothing larger than 
  a Small-sized object (or a combination of smaller objects equal 
  in size to one Small object). You may place any inanimate, unat-
  tended object you touch into your pocket space as a full-round 
  action, and may retrieve any one object from your pocket space 
  as a full-round action. If you die (or are destroyed, if you lack 
  a Constitution score), all contents of your pocket space appear 
  in your square, or the nearest unoccupied space. Any effects 
  interacting with the Extradimensional Storage talent also in-
  teract with this space. If you gain the Extradimensional Storage 
  talent later, this pocket space is merged with the space granted 
  by the talent.
  Potential Energy
  You learn to conserve but ready your energy, poising it on 
  the edge but holding it back until you need it most.
  Benefit: You gain a second spell point pool that can hold 
  two spell points. This spell pool never refreshes, but you may 
  fill it by shifting points from your primary spell point pool as 
  a full-round action. These spell points may only be spent on 
  talents and effects related to the Telekinesis sphere.
  Predetermined Caster
  You have been visited by beings from another dimension, 
  who prepared you for your destiny.
  Benefit: You gain a +1 trait bonus to caster level when us-
  ing talents or abilities from the Fate, Time, and Warp spheres. 
  This bonus cannot cause your caster level to exceed your Hit 
  Dice. In addition, 1 per day you may cast the cantrip guidance 
  as a spell-like ability.
  Restorative Adept
  Prerequisite: Creation sphere.
  Benefit: The damage you heal with alter (Repair) increases 
  to 1d8 + 1/2 your caster level. If you possess Potent Alteration, 
  the amount is increased to 1d10 + your caster level.
  Smoke And Mirrors
  You learned your magic from learning mundane illusionist 
  tricks and adapting that knowledge for use with magic.
  Benefit: Gain a +1 trait bonus to caster level with the 
  Dark, Illusion and Light spheres and a +2 trait bonus to Perform 
  checks when you augment a performance with magic. This bo-
  nus cannot cause your caster level to exceed your Hit Dice.
  Transcendent Intuition
  You learn as much from experience as from books.
  Benefit: Choose a Knowledge skill. You may use your 
  Wisdom modifier or Charisma modifier (whichever is higher) 
  instead of your Intelligence modifier when attempting checks 
  with this skill.
  Unorthodox Casting
  Perhaps you are a druid trained in nature magic by a fey 
  such as a nymph or satyr; maybe you grew up in a great library 
  where you studied the magic of nature and geography; or per-
  haps you learned magic from an academic who combined study 
  and meditation in equal measures. Either way, you embrace un-
  orthodox techniques that change your approach to magic.
  Benefit: Choose any one mental ability score. You use 
  that score as your casting ability score instead of the one grant-
  ed by your casting tradition.
  Unrealized Telekinetic
  You possess under-developed telekinetic potential.
  Benefit: You may use the mage hand cantrip as an at-will 
  spell-like ability with a caster level equal to your character level. 
  In addition, you can qualify for Protokinesis feats without pos-
  sessing the Telekinesis sphere. For the purposes of these feats 
  you are treated as having a caster level equal to half your char-
  acter level and may choose one mental ability as your casting 
  ability score, if you do not possess a casting tradition already.
  Special: If you later gain access to the Telekinesis sphere, 
  you may immediately replace this trait with the Kinetic Drain 
  or Potential Energy trait.
  Waking Dreamer
  You are more connected to dreams than others.
  Benefit: Twice per day as a full-round action you may 
  grant yourself a temporary spell point. This spell point may 
  only be used on Illusion or Divination sphere effects and dissi-
  pates after a number of rounds equal to your Hit Dice.
  Race
  Fey-blood
  You have traces of fey blood in your veins, granting you an 
  affinity for fey magic.
  Benefit: Twice per day, you may spend a standard action 
  to activate a fey-blessing, reducing the spell point cost by 1.
  Special: A member of any race may select this trait.
  Minor Bioluminescence
  Your skin (or a patterned portion of it) shines with a strange 
  luminescence that many find to be mesmerizing.
  Benefit: You shed light as a candle, increasing the light 
  level by one step 5 feet around you, and may turn this light on 
  or off as a free action. So long as the light is on, you gain a +1 
  bonus on Bluff checks. In addition, Bluff is a class skill for you.
  Special: A member of any race may select this trait, rep-
  resenting distant ancestry to celestial or other light-based crea-
  tures, or an atypical mutation of some kind.
  Region
  Focused Hearing (Temperate Forest)
  Benefit: As a full-round action you may grant yourself 
  blindsense 10 feet for one round.
  
  Chapter 7: Additional Options
  463
  Ink in the Blood (Shadow Plane)
  Benefit: Gain a shadow point and a shadow pool. You are 
  treated as having the create reality class feature for the purpos-
  es of meeting prerequisites for surreal feats.
  Tetrachromacy (Jungle)
  Benefit: You experience a broader spectrum of color. 
  Gain a +2 circumstance bonus to Perception against creatures 
  and objects receiving a circumstance bonus to Stealth and a +2 
  circumstance bonus to Will saves against visual figments that 
  do not include the Complex Illusions talent.
  Religion
  Aura
  Benefit: You shed light as a torch, illuminating a 10-foot 
  radius with normal light and increasing light by one step (to a 
  maximum of normal) 10 feet beyond that. This light is a super-
  natural ability, and you may turn this light on or off as a standard 
  action. In addition, you gain a +1 trait bonus on Knowledge (re-
  ligion) checks, and Knowledge (religion) is a class skill for you.
  Born Healer
  Benefit: Your cure ability heals an additional 1d8 hit points.
  Doom Cultist
  Benefit: You gain a +1 trait bonus to caster level for the 
  Blood, Death, and Destruction spheres. This bonus cannot 
  cause your caster level to exceed your Hit Dice.
  Sun Worship
  By dedicating yourself to the sun, you have become inured 
  to its effects and attuned to its nature.
  Benefit: You are immune to the dazzled condition. In ad-
  dition, you may qualify for the Photosynthesis and Sense Light 
  feats as if you possessed the Light sphere.
  Untethered
  You follow a spiritual path of freedom, distancing yourself 
  from the world in order to achieve enlightenment.
  Benefit: You may choose to count yourself as either one 
  size smaller or one size larger when you would be affected by 
  telekinesis due to your ability to detach yourself from worldly 
  bonds.
  Social
  Compassion
  Benefit: You may use Charisma in place of Wisdom when 
  you use your Heal skill, and Heal is always a class skill for you.
  Guardian Of The Real
  Benefit: You gain a +2 trait bonus to Knowledge (planes) 
  to identify monsters. The Knowledge (planes) skill is always a 
  class skill for you.
  Impersonator
  Benefit: You gain a +2 trait bonus to Bluff checks to im-
  personate another creature and Bluff is always a class skill for 
  you.
  Meditative
  Benefit: Two times per day when casting Divination 
  (sense) abilities, you may increase the casting time to 10 min-
  utes to reduce the spell point cost by 1. You may not apply any 
  metamagic feats to any sense modified by this trait.
  Military Historian
  Benefit: You gain a +4 trait bonus to Knowledge (history) 
  checks and Knowledge (local) checks when dealing with mil-
  itary history, important military leaders, famous soldiers, or 
  historic battlefields. One of these skills (your choice) is a class 
  skill for you.
  Paranoid
  Benefit: You gain a +2 trait bonus to Sense Motive checks 
  and Will saves vs. illusions, enchantments, and Mind sphere ef-
  fects. This bonus does not apply to fear effects and is instead a 
  -1 penalty.
  Planar Dealing
  Benefit: You gain a +2 trait bonus on Charisma-based 
  checks against outsiders. If you have an ability to substitute 
  another ability score when attempting such checks, this bonus 
  still applies. Additionally, you receive a 10% discount whenever 
  bargaining for the services of a called outsider.
  
  Chapter 7: Additional Options
  464
  Favored Class 
  Bonuses
  Armorist
  Aasimar: Deal +1/2 bonus damage to evil outsiders when 
  using a bonded weapon. This bonus damage bypasses DR/good, 
  as appropriate. Other damage dealt as part of the attack does 
  not automatically go through DR/good.
  Dwarf: +1 hardness for summoned and bound equipment. 
  If this raises an item’s hardness above 20, adamantine’s pene-
  tration quality only bypasses 20 points of the object’s hardness.
  Elf: +1/4 to all critical confirmation rolls made with bound 
  weapons. This does not stack with the Critical Focus feat.
  Gnome: +1/4 bonus to the armorist’s caster level with the 
  Creation sphere.
  Goblin: +1/2 bonus damage on a successful critical hit with 
  any bonded weapon. This damage is applied after the normal 
  critical hit damage has been applied to the damage roll.
  Half-elf: +1/6 of an arsenal trick.
  Half-orc: +1/8 of a new piece of bound equipment.
  Halfling: Reduce the summoning time of 1 piece of bound 
  equipment per 4 levels taken to a swift action. If the time re-
  quired to summon that piece of bound equipment is already a 
  swift action, this instead reduces it to a free action.
  Human: For every 4 times this is selected, gain a new ex-
  otic weapon proficiency.
  Merfolk: Gain +1/6 of an arsenal trick.
  Orc: Deal +1/2 bonus damage when sundering objects or 
  equipment with a bonded weapon.
  Tiefling: +1/2 bonus damage to good outsiders when us-
  ing a bonded weapon. This bonus damage bypasses DR/evil, as 
  appropriate. Other damage dealt as part of the attack does not 
  automatically bypass DR/good.
  Elementalist
  Aasimar: Deal +1/2 damage to evil outsiders and undead 
  with your destructive blasts.
  Dwarf: +1 energy resistance to acid, cold, electricity, fire, 
  or sonic (maximum 10 per energy type). This stacks with the 
  energy resistance normally gained through this class or any oth-
  er source.
  Elf: +1 foot to one movement type the elementalist pos-
  sesses. In combat, this only has an effect for every five increases 
  to the movement’s speed.
  Gnome: +1/6 of a magic talent.
  Goblin: Add +1/2 to damage rolls the elementalist makes 
  with destructive blasts against an opponent he is flanking or an 
  opponent that is denied its Dexterity bonus to AC.
  Half-elf: +1/6 bonus to all damage dealt with unarmed 
  strikes.
  Half-orc: Increase the damage dealt with all destructive 
  blasts not augmented by favored element by +1/2.
  Halfling: Gain +1/6 of a dodge bonus to AC.
  Human: Gain +1/6 of a bonus magic talent.
  Merfolk: Gain DR 1/piercing for every 6 times this ben-
  efit is taken.
  Orc: Deal an additional +1/2 bonus damage vs. objects 
  when using a destructive blast.
  Tiefling: All destructive blasts deal an additional +1/4 nega-
  tive energy damage. This extra negative energy damage has no 
  effect on undead, or other targets normally healed by negative 
  energy.
  Eliciter
  Aasimar: Gain a +1/4 bonus to your effective class level 
  when determining the effects of all abilities associated with one 
  emotion.
  Dwarf: +1/3 bonus to saves against mind-altering effects.
  Elf: Increase the duration of all hypnotism effects by 1/4 
  of a round.
  Gnome: +1/3 to the DC of the fascinate hypnosis.
  Goblin: Gain a +1/2 bonus to Bluff checks.
  Half-elf: +1/4 of an extra use of hypnotism per day.
  Half-orc: When using the liberate hypnotism ability, the 
  target gains a +1/4 bonus to their Will save.
  Halfling: Gain a +1/4 bonus to Diplomacy, Bluff, 
  Intimidate, and Sense Motive checks.
  Human: Gain +1/6 of a bonus emotion.
  Merfolk: Increase the range of the eliciter’s hypnotism by 
  5 feet for every 3 times this benefit is taken.
  Orc: Gain a +1/2 bonus to Intimidation checks made to 
  demoralize opponents, and to Bluff checks made to feint in 
  combat.
  Tiefling: Gain a +1 bonus to MSB checks made to over-
  come the spell resistance of outsiders.
  Fey Adept
  Aasimar: Gain +1/6 of an additional use of truesight per 
  day.
  Dwarf: +1/2 to the hardness of objects made using shad-
  owstuff with the create reality ability.
  Elf: Increase the saving throw penalty bestowed by the fey 
  adept’s shadowmark by +1/6.
  Gnome: Increase the duration of all illusions by 1/4 of a 
  round.
  Goblin: Gain a +1/2 bonus to Stealth checks and Perception 
  checks made in dim light and darkness.
  Half-elf: +1/4 of an extra use of shadowstuff per day.
  Half-orc: Increase the damage dealt by the fey adept’s 
  shadowmarks by +1/2.
  Halfling: Gain a +1/2 bonus to Stealth checks.
  Human: +1/2 increase the hit points of creatures and ob-
  jects made using the create reality shadowstuff ability. These hit 
  points are added after the reduction is applied for the creature 
  or item being made with shadowstuff.
  
  Chapter 7: Additional Options
  465
  Merfolk: Increase shadowmark’s range by 5 feet.
  Orc: Increase the fey adept’s darkvision range by 5 feet.
  Tiefling: Increase the duration of the shadowmark’s pen-
  alty by 1 round.
  Hedgewitch
  Aasimar: Gain a +1/2 bonus to all Use Magic Device 
  checks.
  Dwarf: +1/4 bonus to Fortitude saves.
  Elf: +1/2 to two Knowledge skills of the hedgewitch’s 
  choice.
  Gnome: +1/2 bonus to any skill of the hedgewitch’s choice.
  Goblin: Gain a +1/4 bonus to Reflex saves.
  Half-elf: +1/6 bonus to all class skills gained through 
  traditions.
  Half-orc: Gain +1/4 of a use per day of one of your tradi-
  tion powers.
  Halfling: Gain +1/6 of a new hedgewitch secret.
  Human: Gain +1/6 of a bonus magic talent.
  Merfolk: Gain a +1/2 bonus to Diplomacy and Bluff checks 
  made to ask favors or to convince a creature of the truthfulness 
  of your words.
  Orc: Choose a tradition power usable 3 + 1/2 the hedge-
  witch’s level times per day. The hedgewitch may use this power 
  an additional 1/2 times per day.
  Tiefling: Choose a tradition power usable a number of 
  times per day equal to 3 + 1/2 the hedgewitch’s level. The hedge-
  witch may use this power an additional 1/2 times per day.
  Incanter
  Aasimar: Gain a +1/2 bonus to all Spellcraft checks.
  Dwarf: +1/6 of an item crafting feat.
  Elf: +1/6 of a metamagic feat.
  Gnome: +1/6 bonus to the DCs associated with one sphere 
  of the incanter’s choice.
  Goblin: Gain a +1/5 bonus to the incanter’s caster level 
  with one sphere, but gain a cumulative 1% chance of wild magic 
  happening when using an effect from that sphere. This stacks 
  with the Wild Magic casting drawback.
  Half-elf: Gain +1/6 of a new bonus magic talent.
  Half-orc: Gain a +1/5 bonus to your effective class lev-
  el when determining the strength and save DCs of a sorcerer 
  bloodline.
  Halfling: Choose any incanter ability with a number of 
  uses per day equal to 3 + the incanter’s casting ability modifier. 
  The incanter may use this ability an additional 1/2 times per day.
  Human: Gain +1/6 of a bonus magic talent.
  Merfolk: Choose a sphere. Whenever the incanter creates 
  an effect from that sphere, the effect endures for 1/2 a round 
  after the duration expires, or the incanter stops concentrating.
  Orc: Choose one sphere specialization ability or domain 
  ability that can be used a number of times per day equal to 3 
  + the incanter’s casting ability modifier. The incanter may use 
  that ability an additional +1/2 times per day.
  Tiefling: Gain a +1/2 bonus to all concentration checks.
  Mageknight
  Aasimar: Gain a +1/6 bonus to all saving throws made 
  against effects originating from outsiders.
  Dwarf: +1/6 bonus to all saving throws vs. magic. This 
  stacks with the resist magic class feature.
  Elf: +1/2 to all Acrobatics checks made to avoid attacks 
  of opportunity, and to Escape Artist checks made to escape a 
  grapple.
  Gnome: Increase the bonuses and penalties bestowed by 
  the mageknight’s marked ability by +1/8.
  Goblin: Gain a +1 foot increase to the mageknight’s base 
  move speed. In combat, this only has an effect for every five 
  increases to the movement’s speed.
  Half-elf: Choose a single mystic combat with a duration 
  measured in rounds. Increase the duration of that mystic com-
  bat by 1/2 a round (maximum 4 rounds per mystic combat). This 
  may be taken and applied to different mystic combats.
  Half-orc: Gain +1/6 of a bonus combat feat.
  Halfling: Gain +1/6 of a mystic combat.
  Human: Gain +1/6 of a bonus magic talent.
  Merfolk: Gain +1 foot to the mageknight’s land base 
  movement. In combat, this only has an effect for every five in-
  creases to the movement’s speed.
  Orc: Increase the mageknight’s effective level by +1/5 when 
  determining the potency of mystic combat abilities.
  Tiefling: Gain a +1/6 bonus to attack rolls made against 
  outsiders.
  Shifter
  Aasimar: Gains a +1/2 bonus to all Handle Animal checks.
  Dwarf: +1/3 bonus to Swim checks made to resist nonlethal 
  damage from exhaustion, Constitution checks made to contin-
  ue running, Constitution checks made to avoid nonlethal dam-
  age from a forced march, Constitution checks made to hold 
  the shifter’s breath, Constitution checks made to avoid non-
  lethal damage from starvation or thirst, Fortitude saves made 
  to avoid nonlethal damage from hot or cold environments, and 
  Fortitude saves made to resist damage from suffocation.
  Elf: +1/3 to the shifter’s natural armor bonus while us-
  ing a form from the Alteration sphere other than Blank 
  Transformation.
  Gnome: +1/2 bonus on Diplomacy and Intimidate checks 
  to change a creature’s attitude.
  Goblin: Add +1/2 to all checks using wild empathy.
  Half-elf: Reduce the attack roll penalties for secondary 
  natural attacks by 1/8, to a minimum of 0. This stacks with ben-
  efits provided by the Multiattack feat.
  Half-orc: Gain +1/6 of a bestial trait.
  Halfling: Increase the number of negative hit points you 
  can possess before dying by 1, and gain a +1/4 bonus to Survival 
  checks.
  Human: Add a +1/2 bonus on Diplomacy and Intimidate 
  checks to change a creature’s attitude.
  Merfolk: Gain +2.5 feet to the shifter’s swim speed. In 
  combat, this only has an effect for every two increases to the 
  movement’s speed.
  
  Chapter 7: Additional Options
  466
  Orc: Choose one natural attack gained through bestial 
  traits. Increase the die size of the natural attack by 1 step for 
  every 6 times this benefit is gained.
  Tiefling: Deal an additional +1/2 damage when attacking 
  targets the shifter is flanking, or who are denied their Dexterity 
  bonus to AC.
  Soul Weaver
  Aasimar: Add +1/3 to the amount of damage dealt or dam-
  age healed when using the channel energy class feature.
  Dwarf: +1/4 an additional use of channel energy per day.
  Elf: +1/6 to the penalties and benefits granted by the soul 
  weaver’s blessings or blights.
  Gnome: Increase the soul weaver’s channel energy save 
  DC by +1/6.
  Goblin: Increase the save DCs of all of your Death sphere 
  effects by +1/6.
  Half-elf: Increase the radius affected by the soul weaver’s 
  channel energy by 1 foot. In combat, this increases the radius by 
  5 feet for every 5 times it is taken.
  Half-orc: Add 1/3 to the damage healed or dealt with 
  channel energy.
  Halfling: Increase the duration of all bound nexus abili-
  ties that have a duration by +1/6 of a round.
  Human: Gain +1/4 of a new soul you may summon per day 
  for your bound nexus.
  Merfolk: Gain +1/6 of a channel feat.
  Orc: Gain +1/4 of a use per day of bound nexus.
  Tiefling: The soul weaver heals an additional 1 point of 
  damage to himself when using his channel energy class feature 
  to heal.
  Symbiat
  Aasimar: When using a Mind sphere ability on an evil 
  creature, increase the DC by +1/4.
  Dwarf: +1/4 bonus to Will saves.
  Elf: Gain +1 foot to the symbiat’s land base movement. 
  In combat, this only has an effect for every five increases to 
  the movement’s speed. This bonus stacks with the symbiat’s 
  pushed movement, and applies under the same circumstances.
  Gnome: +1/6 bonus to DCs associated with a sphere of the 
  gnome’s choosing other than the Mind sphere.
  Goblin: Increase the number of rounds the symbiat may 
  use psionics by 1.
  Half-elf: Increase the number of rounds the symbiat may 
  use psionics by 1.
  Half-orc: Increase the number of rounds the symbiat may 
  use psionics by 1.
  Halfling: Add +1/2 to the AC bonus granted by trapsense.
  Human: Gain a +1/4 bonus to all Perception and Sense 
  Motive. This stacks with the ESP class feature.
  Merfolk: Increase the number of rounds the symbiat may 
  use psionics per day by 1.
  Orc: Gain a +1 bonus to concentration checks made to cast 
  defensively.
  Tiefling: Gain 1/6 of a bonus combat feat.
  Thaumaturge
  Aasimar: Increase the temporary hit points granted by 
  lingering blessing by +1/2.
  Dwarf: Increase the duration of empowered defense by 
  1/4 of a round.
  Elf: +1/6 bonus to the thaumaturge’s occult knowledge 
  bonuses.
  Gnome: Reduce the thaumaturge’s forbidden lore back-
  lash percent chance by 1/4 of a percent.
  Goblin: Gain +1/4 of a spell point.
  Half-elf: Gain +1/6 of a bonus magic talent.
  Half-orc: Increase the duration of empowered defense by 
  1/4 of a round.
  Halfling: Gain +1/4 of a daily use of invocations.
  Human: Increase the thaumaturge’s forbidden lore bonus 
  by +1/8, but increase the backlash percentage chance by 5% for 
  every 8 times this is gained.
  Merfolk: Increase the save DCs of the thaumaturge’s in-
  vocations by +1/6.
  Orc: Whenever the thaumaturge uses the Nature sphere to 
  deal damage (for example, increasing a fire’s size or using a tree 
  to pummel a target), increase the damage dealt by +1/2.
  Tiefling: Increase the duration of the lingering pain invo-
  cation by 1/4 of a round.
  Wraith
  Aasimar: Gain +1/4 sacred bonus on saves against effects 
  that would end possession.
  Dhampir: Gain +1/8 bonus to path sphere DCs.
  Dwarf: Increase the failure chance of magic effects origi-
  nating from a corporeal source while in wraith form by 1%.
  Elf: Add +1 foot to all of the wraith’s speeds while incorpo-
  real. In combat, this only has an effect for every five increases 
  to the movement’s speed.
  Gnome: Gain +1 round of wraith form per day.
  Goblin: Gain +1 round of wraith form per day.
  Halfling: Gain +1/6 of a new wraith haunt.
  Hobgoblin: Gain +1/6 of a new combat feat.
  Human: Gain +1/6 of a new magic talent.
  Orc: Increase effective class level by +1/3 when determin-
  ing what creatures of the animal and magical beast types you 
  can possess.
  Tiefling: Gain +1/8 bonus to possession DC.
  Feats
  The following feats have been divided up by their tag for 
  ease of use. When a feat possesses multiple feat tags, they are 
  written out under the first feat tag where they appear and sub-
  sequent lists will only list the feat’s name.
  The following feat tags are given their own sections in this 
  book.
  Admixture Feats: Admixture feats grant new ways to uti-
  lize the Admixture talent (from the Destruction sphere), add-
  ing abilities from other spheres to your destructive blast.
  
  Chapter 7: Additional Options
  467
  All admixture feats replace the second blast type talent you 
  would normally apply, with the resulting destructive blast deal-
  ing normal blast damage in addition to the effect outlined in 
  the feat. Any additional costs incurred by the additional effect 
  must be paid as normal. If your caster level is different for the 
  two spheres, the destructive blast is governed by your caster level 
  for the relevant blast type and the additional effect is governed 
  by your caster level for the appropriate ability.
  Anathema Feats: Anathema feats grant a focus on the 
  use of the Anathema feat, which grants the ability to convert 
  several different abilities that rely on positive energy into a 
  force of destruction.
  Champion Feats: Champion feats blend Spheres of Power 
  and Spheres of Might together, focusing on abilities useful for 
  characters dipping into both systems.
  These feats are not usable if not utilizing both systems. 
  Some archetypes can select these as bonus feats.
  Channeling Feats: Channeling feats augment or alter the 
  use of the channel energy class feature.
  Chance Feats: The force of kismet is mostly the domain 
  of archetypes such as the ordained hunter and lucky bastard, 
  but it is possible for others to tap into its abilities.
  Chance feats grant kismet and a way to use it.
  Combat Feats: Combat feats are combat-related options, 
  and most notably, they can be selected as bonus feats by a num-
  ber of different classes.
  Companion Feats: Companion feats can be taken either 
  by a Conjuration sphere companion or by a caster with the 
  Conjuration sphere.
  If taken by the caster, the feat only applies to a single com-
  panion that qualifies for it, but may be taken multiple times. 
  The feat may not be reassigned to a different companion for 
  as long as the chosen companion is in your service. The effects 
  do not stack unless noted, each time one is taken it applies to 
  a different companion. If taken by a companion, they may only 
  be taken once unless noted. Any caster level prerequisite must 
  be met by the caster.
  Counterspell Feats: The Counterspell feat, as well as 
  other feats that augment it, allow a caster to combat another 
  caster by negating their magic, either as they are casting it or by 
  destroying the effect once it has been placed upon a creature, 
  object, or location.
  Drawback Feats: Drawback feats present a way of tak-
  ing advantage of a specific drawback in a manner more specific 
  than just gaining extra spell points.
  It is possible for a casting tradition to grant a drawback 
  feat in place of a boon. An incanter may select drawback feats 
  as bonus feats.
  Dual Sphere Feats: Skilled magicians can learn to 
  combine different fields of magic, allowing them to produce 
  new effects or wield multiple forms of magic simultaneously. 
  While the results are powerful, doing so requires great skill and 
  concentration.
  Only the effects of one Dual Sphere feat can be applied to 
  any given use of sphere abilities.
  Metamagic Feats: Applying a metamagic feat to a sphere 
  effect is similar to, but slightly different from, how a sponta-
  neous caster applies a metamagic feat to a spell. A caster may 
  choose to augment their sphere effect with an appropriate 
  metamagic feat at the time of casting. To use a metamagic feat, 
  the caster must spend a number of additional spell points equal 
  to the level increase of the metamagic feat. In addition, the 
  sphere effect’s casting time increases by 1 step. These effects 
  are cumulative for every metamagic feat applied.
  The only exception to this is Quicken Spell which, instead 
  of increasing the casting time, decreases the casting time by 
  2 steps to a minimum of one swift action. Like all metamagic 
  feats, a caster cannot apply Quicken Spell multiple times to the 
  same effect.
  For the most part, any metamagic feat (except for Heighten 
  Spell) can be applied to a sphere effect, although some are only 
  useful in certain situations (such as Silent Spell only truly being 
  useful for casters with the Verbal Casting drawback) or may be 
  deemed incompatible by the GM.
  If the effect of a metamagic feat is determined by spell lev-
  el, treat the sphere effect’s caster level/2 as its effective spell 
  level.
  Necrosis Feats: Necrosis feats represent ongoing nec-
  romantic modification, corruption, or experimentation the 
  character has made on his body to bring it closer to undead 
  anatomy. Necrosis feats are distinct from more common feats 
  in three ways.
  Tainted: Upon taking a necrosis feat, the character’s body 
  becomes contaminated with negative energy. From that point 
  on, if the character dies, returning him to life proves to be more 
  difficult. Any spellcaster who attempts to bring the character 
  back from the dead must attempt a magical skill check (DC 
  = 10 + the slain character’s Hit Dice) or have the effect fail. 
  Effects that may only bring a creature back that has died within 
  1 round (such as the Resuscitate talent) gain a +5 to this check. 
  Each necrosis feat beyond the first increases this DC by 1.
  Greater Power: Necrosis feats increase in power relative to 
  the number of necrosis feats a character possesses. Most ne-
  crosis feats grant far greater effects to characters with at least 
  four necrosis feats. For necrosis feats that require an immediate 
  action to activate them, you may activate as many necrosis feats 
  as you desire as part of the same immediate action (although 
  you must spend the required spell points for each activated 
  feat).
  Magical Infusion: A character gains a number of spell points 
  equal to the number of necrosis feats he has.
  Protokinesis Feats: Protokinesis feats represent innate 
  telekinetic abilities, powers usable with minimal thought and 
  effort in contrast to the magic of the Telekinesis sphere. They 
  often develop unintentionally, without need for training or 
  even awareness of them.
  Unless noted otherwise, the benefit granted by any protoki-
  nesis feat is a spell-like ability with a caster level equal to your 
  character level and an MSB of your character level. In addition, 
  protokinesis feats do not function when you are unconscious.
  The effects of protokinesis feats last indefinitely unless 
  otherwise noted, though they may be dismissed as a free action, 
  or restarted as a standard action if they have been dispelled or 
  dismissed.
  Proxy Feats: Proxy feats represent an enhanced ability to 
  manipulate and take advantage of the Create Proxy enhancement, 
  
  Chapter 7: Additional Options
  468
  which by default is granted by the Spell Proxy feat. Unless oth-
  erwise stated, these feats only apply to Create Proxy effects 
  that you created yourself, and only affect creatures under the 
  effects of Create Proxy who are within 30 feet. Generally, using 
  a proxy feat immediately ends the Create Proxy effect for that 
  creature. An incanter may select proxy feats as bonus feats.
  Squadron Feats: Based around the use of the Squadron 
  Commander feat, these feats offer various ways for allies to 
  help each other - unlike teamwork feats, however, only one per-
  son in the party needs to know the feat being used.
  Surreal Feats: Surreal feats are feats that use or rely upon 
  the irrational and unpredictable substance known as shadow-
  stuff. All surreal feats are spell-like abilities that are treated as 
  (figment, shadow) illusions for the purposes of interacting with 
  other effects. Characters with the Shadow Infusion talent or 
  the create reality class feature may spend spell points in place 
  of shadow points to activate abilities granted by surreal feats.
  The first time you gain a surreal feat you also gain a shadow 
  pool as the fey adept class feature, except it only contains a 
  number of shadow points equal to the total number of surreal 
  feats you possess. This stacks with any other shadow points.
  Teamwork Feats: Teamwork feats are special in that 
  they require at least two characters to know them in order 
  to take effect, although some classes have abilities that make 
  them easier to use.
  Table: Sphere-Specific Feats
  Sphere
  General Feats
  Combat Feats
  Dual Sphere Feats
  Alteration
  Companion Merger, Cursed Form, 
  Favored Form, Shifting Disguise, 
  Shifting Mastery
  Aligned Attacks, Devourer, 
  Disarming Transformation, 
  Swarm Coordination, Two-
  Headed Adept, Two-Headed 
  Sight, Venom Spitter, Venomous 
  Ichor, Venomous Soul
  Bioluminescent Transformation, Deep Cover, 
  Spirit Form, Twisted Reanimation, Wound 
  Manipulator
  Blood
  Acid Blood, Blood Thirst, Blood 
  Potion, Burning Blood, Create Humor 
  Familiar, Construct Armor, Reservoir
  -
  Crimson Theurgy, Formed Construct
  Conjuration
  Advanced Circles, Focusing Direction, 
  Linked Equipment, Greater Link, 
  Mind Over Manners
  Venomous Spit, Web Exemplar
  Destructive Companion, Exceptional Ally, 
  Formed Construct, Invisible Friend
  Creation
  Before Creation Comes Destruction, 
  Creation Mastery, Precocious 
  Creation, Master Of Remaking, Wall 
  Master, Wondrous Wardrobe
  Destructive Counter, Precision 
  Bombardment
  Alloy Creation, Cooperative Destruction, 
  Enhanced Creation, Floating Creation, Forceful 
  Creation, Hard Light, Kinetic Creation, 
  Reforge Object, Surreinforcement
  Dark
  Aura Of Mystery, Damning Darkness, 
  Dark Portal, Lurking Surprise, Shadow 
  Feast, Shadow Swap
  -
  Black Totem, Body Double, Dark Room, Event 
  Horizon, Hypnotic Darkness, Shade, Shadow 
  Cage, Shadow Doppelganger
  Death
  Anemic Wounds, Channel Resistance, 
  Dispatch The Weak, Flesh Absorption 
  Master, Plague Lord, Superior 
  Reanimation, Undead Animal 
  Companion, Variant Necromancy, 
  Versatile Feeding
  Rage Of The Grave, Skeletal 
  Contortionist
  Animating Possession, Baleful Storm, Corpse 
  Explosion, Flexible Ghost Strike, Might Of 
  The Grave, Piecemeal Animation, Poltergeist’s 
  Malice, Swift Demise, Sylvan Necromancy, 
  Twisted Reanimation, Vudu, Warded Bones, 
  Warlord Of The Damned
  Destruction
  Focused Blast Type Group
  Arcing Strike, Deadly Targeting, 
  Energy Snake, Fear And Flame, 
  Frozen To The Bone, Heavy 
  Hand, Improved Energy 
  Leap, Improved Energy Wall, 
  Perpetual Sphere, Improved 
  Rebuff, Superior Rebuff, Reach 
  Blade, Tether Adept
  Atmospheric Imbuement, Cooperative 
  Destruction, Corpse Explosion, Destructive 
  Companion, Destructive Radiance, Fan the 
  Flame, Flexible Ghost Strike, Imbue with 
  Nature, Material Infusion, Primal Blast, Warp 
  Burst
  Divination
  Practiced Seer, Tabulated Mind
  Precognicient Protection, 
  Precognicient Resistance, 
  Precognicient Smite
  Aura Engineering, Divining Beacon
  Enhancement
  Aligned Object, Animate Structural 
  Features, Animated Arsenal, Complex 
  Animations, Durable Objects, 
  Enchanted Animation, Mounted 
  Magician, Object Familiar, Tactical 
  Animation
  -
  Alloy Enhancement, Animate Tornado, 
  Animating Possession, Backdoor Control, 
  Enhanced Creation, Enhanced Vigilance, 
  Enhancing Telekinesis, Exceptional Ally, 
  Floating Creation, March Of The Treants, 
  Might Of The Grave, Nature’s Enhancement, 
  Reforge Object, Solid Illusions, Tribal Mark
  
  Chapter 7: Additional Options
  469
  Sphere
  General Feats
  Combat Feats
  Dual Sphere Feats
  Fallen Fey
  Enchanting Performance, Master Of 
  Faerie
  -
  Water Manipulator
  Fate
  Ecumenicism
  -
  Endless Possibilities, Sanctified Vigilance
  Illusion
  -
  Weird Assault, Weird Defense, 
  Weird Motion
  Asymmetrical Warfare, Aura Engineering, 
  Blurred Boundary, Body Double, Deep 
  Cover, Illustrious Light, Implausible 
  Deniability, Invisible Friend, Shade, Shadow 
  Doppelganger, Solid Illusions, Superpositioned, 
  Surreinforcement, Tactile Illusion, Vudu, Wave-
  Particle Duality
  Life
  Crescendo, Extended Resuscitate, First 
  Response, Fortified Healing, Fount Of 
  Mercy, Healing Touch, Psionic Vitality, 
  Rigorous Defense, Studied Healing, 
  Treat Injury, Wellspring Of Life
  -
  Benevolence, Endless Possibilities, Invigorating 
  Rally, Wound Manipulator
  Light
  Afterglow, Crimson Flash, Defiant 
  Radiance, Lightshow, Photosynthesis, 
  Searing Brilliance, Seraphic Glow, 
  Sense Light, Shining Stars
  Sunlight Strike
  Aurora, Beam Propulsion, Bioluminescent 
  Transformation, Coronal Shroud, Destructive 
  Radiance, Flash Warp, Hard Light, Illuminated 
  Vigilance, Illustrious Light, Luminous Aegis, 
  Luminous Flame, Wave-Particle Duality
  Mind
  Deceptive Advisor, Dynopathy, Mental 
  Cloud, Silver Tongue
  Mind Over Matter, Pressure 
  Point Proficiency, Pressure 
  Point Pugilist
  Backdoor Control, Dreamspace, Hypnotic 
  Darkness, Implausible Deniability
  Nature
  Coastal Infusion, Fertilize Nature, 
  Formulae Geomancing, Smolder Resin, 
  Steam Geomancing, Terrain Strider
  -
  Alloy Creation, Alloy Enhancement, Alloy 
  Telekinesis, Fan the Flame, Imbue with Nature, 
  Luminous Flame, March Of The Treants, 
  Nature’s Enhancement, Material Infusion, 
  Primal Blast, Spirit Form, Sylvan Necromancy, 
  Water Manipulator
  Protection
  Companionship, Confining Circle, 
  Energy Reflection, Enmity Ward, 
  Graphomancy, Immutable Protection, 
  Protective Reserve, Shrouding Aegis
  Martial Aegis
  Benevolence, Blurred Boundary, Defensive 
  Vigilance, Dimensional Aegis, Forceful Hand, 
  Guarded Step, Luminous Aegis, Shadow Cage, 
  Tribal Fortification, Warded Bones, Warning 
  Sign
  Telekinesis
  Extradimensional Assembly, Floating 
  Panoply, Mind Against Body, Push/Pull 
  Mastery, Skillful Force
  -
  Alloy Telekinesis, Beam Propulsion, Enhancing 
  Telekinesis, Event Horizon, Forceful Creation, 
  Forceful Hand, Kinetic Creation, Piecemeal 
  Animation, Poltergeist’s Malice, Tactile Illusion
  Time
  Spell Capacitor
  Swift Warrior
  Stasis Storage, Swift Demise
  War
  Deduction, Ensouled Totem, 
  Expanding Presence, Forbidden 
  Totem, Hail, Impassion, Psionic 
  Vigilance, Reflexive Magic, Savagery, 
  Spirit Beacon, Succor, Totem Of The 
  Darkest Aberration, Totem Of The 
  Deepest Curse, Totem Of Undoing, 
  Tribal Rhythm, Witch Hunt
  Martial Totem, Totem Tactics, 
  Totemic Stamina
  Asymmetrical Warfare, Black Totem, Defensive 
  Vigilance, Enhanced Vigilance, Illuminated 
  Vigilance, Invigorating Rally, Sanctified 
  Vigilance, Tribal Fortification, Tribal Mark, 
  Warlord Of The Damned, Warning Sign
  Warp
  Companion Teleport, Cosmologist, 
  Extradimensional Shadow, Jump Scare, 
  Skillful Disappearance, World In 
  Miniature
  -
  Dark Room, Dimensional Aegis, Divining 
  Beacon, Dreamspace, Flash Warp, Guarded 
  Step, Stasis Storage, Superpositioned, Warp 
  Burst
  Weather
  Mantled Caster, Thrum Of Rain, 
  Tornado Companion
  -
  Animate Tornado, Atmospheric Imbuement, 
  Aurora, Baleful Storm, Coronal Shroud
  
  Chapter 7: Additional Options
  470
  General Feats
  Acid Blood
  Prerequisites: Blood sphere; ability to cast any sphere 
  effect, spell, or spell-like ability with the acid descriptor. You 
  may not take this feat if you possess the Burning Blood feat.
  Benefit: Any creature that confirms a critical hit against 
  you with a piercing or slashing melee weapon is sprayed with 
  your blood, suffering 1 point of acid damage per Hit Die. A 
  successful Reflex save with a DC equal to your Blood sphere 
  DC negates this damage. Melee weapons with reach do not en-
  danger their users in this way.
  Additionally, you can apply your acidic blood to a weapon 
  or natural attack by dipping it in your own blood as a swift 
  action. This requires dealing 1d4 damage to yourself as part of 
  the swift action unless you suffer from an ongoing bleed effect 
  or are below half your maximum hit points. The weapon gains 
  the corrosive special ability for a number of rounds equal to your 
  Constitution modifier. At 10 Hit Dice, this improves to corro-
  sive burst.
  Hemokinesis using your blood adds 1 point of acid damage 
  per Hit Die to any creature struck by a touch attack or subject 
  to a successful combat maneuver made as part of that ability.
  Advanced Circles
  Prerequisites: Conjuration sphere (Diagram).
  Benefit: When using the Diagram advanced talent, you 
  reduce the time required to make the diagram to 1 minute, or 
  10 minutes if you take 20 on the Spellcraft check.
  Additionally, when you make a diagram with the Diagram 
  advanced talent, you may imbue the diagram with additional 
  effects:
  If you possess the charm ability of the Mind sphere, you 
  may cast a charm, paying the normal cost (if any), to automati-
  cally target any creature called into the circle. A charm cast this 
  way gains a +2 bonus on its save DC and ignores the creature’s 
  spell resistance. The duration of the charm does not begin to 
  expire until the called creature leaves the diagram.
  If you possess the ward ability of the Protection sphere, 
  you may integrate a barrier into your circle, paying 1 spell point 
  plus any additional cost for improving the ward. Doing so pre-
  vents the circle from being broken until you choose to end the 
  ward or the barrier is destroyed.
  Advanced Magic Training
  Prerequisite: Basic Magic Training or casting class 
  feature.
  Benefit: Treat any racial Hit Dice not granting sphere-
  casting and your levels in non-spherecasting classes as Low-
  Casting classes when determining your total caster level, magic 
  skill bonus, and magic skill defense. You gain spell points from 
  casting tradition drawbacks, but otherwise do not add these 
  levels when determining your spell point pool. If you do not 
  possess levels in an actual spherecasting class or racial Hit Dice 
  granting spherecasting, increase your spell point pool to be-
  come equal your casting ability modifier (minimum 1).
  Special: For retraining purposes, having the casting class 
  feature counts as Advanced Magic Training.
  Aeolian Flautist
  Prerequisite: Bardic performance or raging song class 
  feature.
  Benefit: When you use Perform (wind) to produce a bar-
  dic performance or a raging song in an areas of wind, treat your 
  relevant class level and ranks in Perform (wind) as 1 higher for 
  each category above severity level 1.
  Afterglow
  Prerequisite: Light sphere.
  Benefit: When you affect a creature with a positive ener-
  gy ability (such as with channel energy, fervor, lay on hands, or 
  most Life sphere abilities), you may cause them to glow. You 
  must spend a separate action to cause them to glow brightly.
  Aligned Object
  Prerequisites: Enhancement (Animate Object), must 
  not be true neutral.
  Benefit: Any animated object you create gains the sub-
  types of your alignment. In addition, you gain access to the fol-
  lowing additional ability and flaw:
  Aligned Weapons (Su; 1 CP): The animated object’s slam at-
  tacks deal 1d6 additional damage to creatures whose alignment 
  opposes one of the animated object’s alignment subtypes. This 
  ability may be chosen multiple times; its effects stack.
  Heavily Aligned (Su; +1 CP): The animated object’s hard-
  ness is bypassed by weapons and effects that are aligned to an 
  alignment that opposes one of the animated object’s alignment 
  subtypes.
  Anemic Wounds
  Foes find the wounds you inflict hard to heal.
  Prerequisites: Death sphere (Bleeding Wounds (ghost 
  strike)).
  Benefit: Magical healing does not stop your bleed effects 
  unless their caster succeeds at a magical skill check against you. 
  Healing from class features (such as lay on hands) use their class 
  level as their MSB for this purpose. In addition, the DC needed 
  to remove your bleed effects with the Heal skill increases by an 
  amount equal to your caster level.
  Animate Structural Features
  Prerequisites: Enhancement sphere (Animate Object 
  (enhance)).
  You may use Animate Object on portions of objects or 
  structures, such as animating a hallway within a castle or the 
  front door of a cottage. Objects animated in this way always 
  have the Immobile flaw. Additionally, such objects are rigidly 
  attached to the rest of the structure, reducing its reach as if it 
  were two size categories smaller than it actually is.
  The animated portion of the structure may attack crea-
  tures that are within reach of any of its surfaces, and is immune 
  to any effect that would move it that could not also move the 
  structure it is a component of.
  Animated Arsenal
  Prerequisites: Enhancement sphere (Animate Object 
  (enhance)), base attack bonus +1.
  Benefit: Whenever you create an animated object out of a 
  weapon, you may change the damage type of one slam attack to 
  either piercing or slashing. If you choose to apply the piercing 
  attack or slashing attack abilities to one of the object’s other 
  
  Chapter 7: Additional Options
  471
  slam attacks, you may choose to have it also apply to the slam 
  attack modified through this feat for no additional cost. Finally, 
  the first application of ranged attack only costs 1 CP.
  Arcane Empowerment
  Prerequisites: Spell pool; the ability to cast arcane, di-
  vine, or psychic spells.
  Benefit: When casting a spell, you may spend 1 spell point 
  as a free action to either increase the caster level by 2 or in-
  crease the spell’s DC by 2. You cannot spend more than 1 spell 
  point in this manner. This does not stack with an arcanist’s abil-
  ity to increase a spell’s caster level or DC through the expendi-
  ture of points from their arcane reservoir.
  Armorist Training
  Prerequisites: One or more of the following class fea-
  tures: arcane pool, divine bond, sacred armor, sacred weapon.
  Benefit: You may add all the special abilities from the list 
  of special abilities an armorist may add to their summon and 
  bound weapons to the list of special abilities your weapons or 
  armor may possess. When you add weapon special abilities to a 
  weapon using your arcane pool, divine bond, or sacred weapon 
  ability, you may choose from the special abilities an armorist 
  has access to. Similarly, when you add special abilities to armor 
  using your sacred armor ability, you may choose armor special 
  abilities an armorist has access to.
  Armorist Trick
  Prerequisites: One or more of the following class fea-
  tures: arcane pool, divine bond, sacred armor, sacred weapon.
  Benefit: You may choose an armorist’s arsenal trick that 
  allows you to add special abilities to the list of special abilities 
  your weapons or armor may possess. Treat your class level as 
  your armorist level when meeting the prerequisites for this ar-
  senal trick. When you add weapon special abilities to a weapon 
  using your arcane pool, divine bond, or sacred weapon ability, 
  you may choose from the special abilities provided by the trick. 
  Similarly, when you add special abilities to armor using your sa-
  cred armor ability, you may choose armor special abilities pro-
  vided by the trick. You may take this feat more than once. Each 
  time you do, choose another arsenal trick.
  Artificery
  Prerequisite: Any Craft or Profession 5 ranks.
  Benefit: Select one Craft or Profession skill in which 
  you have at least 5 ranks. You gain a +2 bonus on your chosen 
  Craft or Profession skill. You may use your ranks in this Craft 
  or Profession skill as if it were your caster level and magic skill 
  bonus when qualifying for item creation feats, and when deter-
  mining how powerful of an enchantment you may place upon 
  an item. Possessing this feat does not, however, grant you access 
  to any magic spheres when determining which enchantments 
  you may place upon an item. You must use your chosen Craft or 
  Profession skill when creating a magic item, and cannot work 
  with any item or material not related to your chosen skill.
  Special: This feat counts as, and does not stack with, the 
  Master Craftsman feat, and may be selected in place of Master 
  Craftsman whenever that feat is gained.
  Artificery, Improved
  Prerequisites: Any Craft or Profession 10 ranks, 
  Artificery.
  Benefit: When using the skill chosen with the Artificery 
  feat to create a magic item, you may craft that magic item 
  whether or not you possess its prerequisite base sphere. 
  Crafting a magic item in this fashion increases the skill check 
  required to make the item by +5.
  Aura Of Mystery
  Prerequisites: Dark sphere (Obfuscation).
  Benefit: You gain the benefit of the Obfuscation talent 
  as a constant effect whenever you are in an area of dim light or 
  darkness, whether it is mundane or magical. You may raise and 
  dismiss this effect as a standard action with no spell point cost.
  Basic Magic Training
  Prerequisite: No casting class feature.
  Benefit: Choose a sphere of magic. You gain access to this 
  basic sphere. You gain an effective caster level of 1, a magic skill 
  bonus of 1, a magic skill defense of 12, and a spell pool of 1. You 
  may also select a casting tradition when you gain this feat. You 
  are considered to possess the casting class feature, but do not 
  gain the +2 magic talents a caster gains for their 1st level in a 
  casting class.
  If you later gain levels in a class granting the casting class 
  feature, exchange this feat for the Extra Magic Talent feat.
  Special: For retraining purposes, having the casting class 
  feature counts as Basic Magic Training.
  Before Creation Comes Destruction
  Prerequisite: Creation sphere.
  Benefit: You gain a pool of temporary spell points that 
  can only be used to create objects. This pool has a maximum 
  value equal your casting ability modifier (minimum 1). When 
  
  Chapter 7: Additional Options
  472
  using the Destroy ability of alter, if you reduce an object to 
  0 hit points you may gain 1 temporary spell point up to your 
  maximum value. These spell points may only be spent on create 
  effects and only to create objects of equal or smaller size to the 
  smallest object destroyed. Temporary spell points not spent ex-
  pire when you refresh your normal spell point pool. You may 
  gain a number of temporary spell points this way per day up to 
  3 + your casting ability modifier.
  Blood Potion
  Prerequisites: Blood sphere; Brew Potion or the Alchemy 
  sphere (formulae) package.
  Benefit: You are able to create potions (or formulae from 
  the Alchemy sphere) within your own blood. They can only tar-
  get you, but you may activate one as a swift action, or 2 + 1 per 
  7 character levels as a standard action. This is a mental action 
  that does not provoke attacks of opportunity.
  Blood Thirst
  Prerequisites: Blood sphere, bite attack.
  Benefit: You gain the blood drain universal monster 
  ability with your bite attack, and thus may inflict 1 point of 
  Constitution damage whenever you end a turn grappling a crea-
  ture. Additionally, each time you inflict Constitution damage 
  with this ability, you heal a number of hit points equal to the 
  creature’s Hit Dice. You cannot heal more than 10 hit points 
  per character level per day using this ability.
  Burning Blood
  Prerequisites: Blood sphere; ability to cast any sphere ef-
  fect, spell, or spell-like ability with the fire descriptor. You may 
  not take this feat if you possess the Acid Blood feat.
  Benefit: Any creature that confirms a critical hit against 
  you with a piercing or slashing melee weapon is sprayed with 
  your blood, which ignites on contact with the air, dealing 1 
  point of fire damage per Hit Die. A successful Reflex save with 
  a DC equal to your Blood sphere DC negates this damage. 
  Melee weapons with reach do not endanger their users in this 
  way.
  Additionally, you can apply your flaming blood to a weap-
  on or natural attack by dipping it in your own blood as a swift 
  action. This requires dealing 1d4 damage to yourself as part of 
  the swift action unless you suffer from an ongoing bleed effect 
  or are below half your maximum hit points. The weapon gains 
  the flaming special ability for a number of rounds equal to your 
  Constitution modifier. At 10 Hit Dice, this improves to flaming 
  burst.
  Hemokinesis using your blood adds 1 point of fire damage 
  per Hit Die to any creature struck by a touch attack or subject 
  to a successful combat maneuver made as part of that ability.
  Cantrips
  Prerequisite: Basic Magic Training or casting class 
  feature.
  Benefit: You can create a variety of small magical effects. 
  These effects are not powerful and are treated as sphere effects 
  in all ways. They require a standard action to use, usually have a 
  range of close, and are either instantaneous or have a duration 
  of 1 hour depending on the effect created.
  • You may make a ranged touch attack, dealing 1d3 acid, 
  electricity, fire, or cold damage to a target.
  • You may clean, soil, or color up to 1 cubic foot of ma-
  terial per round.
  • You may create floating lights the size of candle flames 
  and move them up to 20 feet per round as a free action.
  • You may create a spark such as with flint and steel, 
  which may ignite flammable, unattended Fine objects.
  • You may open or close a door or container weighing no 
  more than 30 lbs.
  • You may chill, warm, or flavor 1 lb. of nonliving 
  material.
  • You may create a small breeze from whichever direc-
  tion you choose, strong enough to rustle clothing and 
  flicker candles.
  • You may lift objects weighing up to 1 lb. and move 
  them up to 10 feet per round.
  • You may create small non-speech sounds, such as that 
  of a mouse screeching, soft simple harp music, or the 
  hubbub of a whispered conversation.
  • You may touch a creature or object and detect whether 
  it possesses a magical aura. You may use Spellcraft to 
  identify its aura as if using the detect magic spell.
  You can make up new effects, but they should not be more 
  powerful than those listed above. The GM is the final arbiter of 
  what is or is not a cantrip.
  Channel Resistance
  You and undead you create are resistant to channeled 
  energies.
  Prerequisite: Death sphere.
  Benefit: You and all undead you reanimate gain channel re-
  sistance +2. This stacks with other sources of channel resistance.
  Circle Casting
  Prerequisites: Casting class feature, magic skill bonus 
  +10.
  Benefit: You may aid another spellcaster who also pos-
  sesses this feat, granting them a temporary +1 bonus to their 
  caster level, as well as granting them access to your spell points 
  and talents as if they possessed them. You must spend a stan-
  dard action every round to maintain this ability, and you must 
  be within 30 feet of the caster you are aiding in this manner.
  A target may be aided by multiple casters at once in this 
  manner, but all involved casters must remain within 30 feet of 
  each other, and the effects are not strictly cumulative. It takes 
  one aiding caster to add a +1 bonus, three to add a +2 bonus, six 
  to add a +3 bonus, ten to add a +4 bonus, and fifteen to add a 
  +5 bonus. No caster may receive more than a +5 bonus in this 
  manner.
  Coastal Infusion
  Prerequisites: Nature sphere ((earth) package and (wa-
  ter) package).
  Benefit: When using either the (earth) package or the 
  (water) package within close range of both land and a substan-
  tial body of water (such as a lake, river, ocean, or sea), you gain a 
  +2 bonus to your caster level for those geomancing abilities.
  
  Chapter 7: Additional Options
  473
  Companion Merger
  Prerequisites: Alteration sphere (Mass Alteration); ani-
  mal companion or familiar.
  Benefit: You may merge your body with your adjacent ani-
  mal companion or familiar. You may target your companion and 
  yourself with a mass shapeshift, paying the normal spell point 
  cost. The merged form counts as one creature and retains the 
  physical form of your companion or familiar (physical statis-
  tics, natural attacks, supernatural and extraordinary abilities, 
  movement speeds, initiative, etc.) but gains your mental abil-
  ity scores, casting ability, feats, base attack bonus (if higher), 
  and base saving throws (if higher). You may instead merge the 
  companion or familiar with yourself, gaining the companion or 
  familiar’s natural attacks (limited by the presence of suitable 
  limbs), supernatural and extraordinary abilities, and movement 
  speeds.
  The merged body has the current and maximum hit points 
  of either creature at your choice, increasing its current and 
  maximum hit points by those of the other creature for the du-
  ration of the effect. You may add traits to the merged form as 
  normal for your shapeshift. If the merged creature is killed, the 
  effect ends and both you and your companion or familiar die. 
  If either you or your companion is suffering the effects of a 
  disease, poison, or ongoing spell effect, the amalgamated body 
  immediately receives a new save at a +4 bonus unless both crea-
  tures are under the same effect.
  When this effect ends, any hit point damage, ability dam-
  age, ability drain, or other such penalty incurred is split evenly 
  between you (round up). If this damage would be sufficient to 
  reduce either of you to death, that creature is instead reduced 
  to 1 hit point above its death threshold and stabilized, and the 
  excess damage is transferred to the other creature. If it would 
  reduce an ability score below 0, or 1 in the case of Constitution, 
  any excess is transferred to the other creature. Any spell effects, 
  poisons, diseases, or other effects that affected the merged crea-
  ture continue to affect both of you, but durations are halved 
  and any subsequent saves are made at a +4 bonus. If the com-
  panion or familiar possesses immunity to an ongoing effect, the 
  effect is suppressed until the merger ends. If the merger ends 
  in a space too small to accommodate your body, you or your 
  companion (your choice) is shunted to the nearest empty space, 
  taking 1d6 damage per 10 feet of solid material passed through.
  Companion Teleport
  Prerequisite: Warp sphere.
  Benefit: When you teleport yourself, you may also teleport 
  a touched creature that has a strong bond to you, such as an 
  animal companion, cohort, Conjuration sphere companion, ei-
  dolon, or familiar. You and such a touched creature count as a 
  single target if you use Mass Teleport.
  Note: Even if you possess Ranged Teleport, you must 
  touch a creature to benefit from this feat. Also, other creatures 
  than those listed may count as having a strong bond, at the 
  GM’s discretion. Generally such a creature should have a me-
  chanical link to you, though that may be waived under special 
  circumstances.
  Special: You may select this feat and benefit from it even 
  if you possess the Personal Warp drawback.
  Companionship
  Prerequisites: Protection sphere, 3rd-level paladin.
  Benefit: When you use an aegis on an ally, they are consid-
  ered physically closer to you. Any supernatural class ability you 
  gain as a paladin treats the ally as being within 5 feet of you, 
  provided you have line of sight to them and are not required to 
  physically touch them.
  Complex Animations
  Prerequisites: Enhancement sphere (Animate Object 
  (enhance)).
  Benefit: When using the Animate Object enhancement, the 
  animated objects you create gain +1 construction point.
  Complex Harmony
  Prerequisites: Bardic performance class feature, charac-
  ter level 10th.
  Benefit: You may start a second bardic performance while 
  maintaining another. Starting the second performance costs 2 
  rounds of bardic performance instead of 1. Maintaining both 
  performances costs a total of 3 rounds of bardic performance 
  for each round they are maintained.
  This ability does not stack with any other method of main-
  taining simultaneous bardic performances.
  Confining Circle
  Prerequisites: Protection sphere (Repel Evil/Good/Law/
  Chaos (ward)).
  Benefit: When you create a Repel ward, you may invert 
  it, so that creatures of the repelled alignment can enter freely, 
  but must attempt a Will saving throw to leave the warded area.
  Constellation
  Prerequisites: Light sphere (Dancing Lights), caster lev-
  el 5th.
  By spending a spell point when you create a glow effect, 
  you may cause it to take the form of a number of motes equal 
  to your caster level. Each of these motes sheds normal light in 
  a 5-foot radius, and light 5 feet beyond that is increased by one 
  step to a maximum of normal. If you cause the glow to shed 
  bright light, then they shed bright light in a 5-foot radius, and 
  increase light 5 feet beyond that by one step to a maximum 
  of normal. Each of these motes acts like a glow effect creat-
  ed with the Dancing Lights talent, except that you may direct 
  and affect all of them as a single glow effect for all purposes. 
  Overlapping areas of bright light from motes do not stack their 
  effects for purposes other than increasing light level.
  Special: This is considered a (nimbus) effect. Unlike oth-
  er (nimbus) effects, Constellation may only be applied when a 
  glow effect is created, and you cannot switch to other (nimbus) 
  talents once it has been applied.
  Construct Armor
  Prerequisites: Blood sphere (Extract Blood Construct), 
  caster level 5th.
  Benefit: Whenever you use the Extract Blood Construct 
  talent to create a blood construct, you may create that con-
  struct around a willing target that is no larger than the con-
  struct. A single creature may not have more than one instance 
  of construct armor at a time and constructs being used as ar-
  mor cannot themselves gain construct armor from another 
  construct.
  
  Chapter 7: Additional Options
  474
  The target gains the Strength, Dexterity, size, damage re-
  duction, natural attacks, and armor class of the construct. Any 
  damage that the target would take is instead directed to the 
  construct. If the construct is reduced to 0 or fewer hit points, 
  this effect ends immediately and any additional damage it 
  transferred to the target. This effect does not affect equipment 
  size, though the target may choose to count as its normal size 
  for the purpose of determining penalties from inappropriately 
  sized weapons. The construct and its wearer cannot be targeted 
  separately; any mind affecting abilities targeting the construct 
  automatically target the wearer instead and any effect that 
  would move either moves them both.
  Contingency
  Prerequisites: Casting class feature, caster level 10th.
  Benefit: You may spend a spell point and ten minutes of 
  preparation to use a sphere effect in such a way that it comes 
  into effect under some later condition you have previously dic-
  tated. You must pay any spell point costs associated with the 
  desired effect and must place the effect on yourself or onto a 
  creature or location within close range. The creature or area 
  selected must be the target of the sphere effect.
  The conditions needed to activate the effect must be clear, 
  but they can be general. (If the caster is dropped below half hit 
  points, if an elf enters the room, or if Madame Deflour comes 
  within close range are all examples of contingency conditions.)
  In all cases, the contingency causes the sphere effect to 
  manifest instantly when the prescribed circumstances occur. If 
  complicated or convoluted conditions are prescribed, the ef-
  fect may fail when triggered. The effect occurs based solely on 
  the stated conditions, regardless of whether you want it to. You 
  may only have one contingency active at a time; any previous 
  unused contingency effect is dispelled when a new one is creat-
  ed. A caster always knows when their contingency is triggered, 
  even if they are not present. If a contingency is placed on a 
  creature or location, it can be detected and dispelled like any 
  other sphere effect. For this purpose, a contingency is consid-
  ered a magic trap with a Perception and Disable Device DC 
  equal to 25 + 1/2 the caster level.
  If a contingency remains unused when a caster rests to re-
  gain spell points, they may choose to dispel the contingency or 
  sustain it, in which case they do not recover the spell points 
  used to create the contingency.
  Contingency Tampering
  Prerequisite: Enhanced Contingency.
  Benefit: You gain the following enhancements, which may 
  be used to enhance sphere abilities augmented by Contingency.
  Introduce Flexibility: You may spend 1 spell point to enhance 
  a contingency, granting it an additional trigger– this additional 
  trigger must be a valid condition, as defined by the Contingency 
  feat. If either condition is met, the contingent sphere ability 
  triggers immediately.
  Suppress Triggers: You may spend 1 spell point to enhance a 
  contingency, removing its trigger condition for the duration.
  You may only target your own contingencies or any other 
  contingencies that you know the trigger condition for.
  Cosmologist
  Prerequisites: Knowledge (planes) 15 ranks, Warp sphere 
  (Create Demiplane, Extradimensional Room (space)).
  Benefit: When using the Create Demiplane advanced tal-
  ent, you may add the Portal, Time, Alignment, Bountiful, and 
  Weather traits to your demiplane even if you do not possess the 
  prerequisite spheres or talents.
  Cunning Caster
  Prerequisites: Deceitful, caster level 1st.
  Benefit: When creating a magical sphere effect, you 
  can attempt a Bluff check (opposed by observers’ Perception 
  checks) to conceal your actions from onlookers. 
  Every drawback possessed that could be heard or seen (ma-
  terials, somatic components, verbal components, requiring a 
  focus, etc.) imposes a cumulative -4 penalty to this Bluff check. 
  If the magic sphere effect is obvious (such as a summoned crea-
  ture or a destructive blast), you also take a –4 penalty on the Bluff 
  check, and even if your check is successful, observers still see 
  the effect (though they fail to notice that you are responsible 
  for it).
  Create Humor Familiar
  Prerequisite: Blood sphere.
  Benefit: You may create a humor familiar. Choose a Tiny 
  blood construct or a humoral ooze (choleric, melancholic, 
  phlegmatic, or sanguine, chosen at the time of creation) as a 
  familiar per the wizard’s arcane bond class feature. The humor 
  familiar can be reabsorbed into your body as a standard action. 
  The familiar gains all familiar abilities based on your levels in 
  casting classes.
  When absorbed, the humor familiar has fast healing 5 but 
  ceases to provide bonuses such as the Awareness feat. Humoral 
  oozes count as being in contact with their master while ab-
  sorbed for the purpose of their emotional touch ability. If a 
  humor familiar is lost or dies, it can be replaced 1 week lat-
  er through a ritual costing 200 gp per level in casting class-
  es or through a specialized procedure that inflicts 1 point of 
  Constitution damage per 2 levels (minimum 1). Replacing the 
  familiar allows you to choose any other familiar available from 
  this feat. The ritual takes 8 hours to complete. You may not 
  have both a humor familiar and a familiar from another source; 
  if you possess another ability that would grant a familiar, the 
  effective wizard level from that ability stacks with your levels in 
  casting classes to determine the strength of your humor famil-
  iar (maximum equal to your total Hit Dice).
  Creation Mastery
  Prerequisites: Creation sphere (any (material) talent).
  Benefit: Treat your character level as your caster level 
  when determining the types of materials that you can create, 
  such as through your (material) talents. This has no effect on 
  total size of materials, duration, or any use of alter.
  Special: You cannot have both Creation Mastery and 
  Master Of Remaking.
  Crescendo
  Prerequisites: Life sphere; bardic performance or raging 
  song class feature.
  Benefit: You may invigorate any target affected by your 
  bardic performance or raging song, and you may spend a spell 
  point to invigorate them as a swift action. If combined with 
  Mass Healing, you can affect every ally affected by your bardic 
  performance or raging song.
  
  Chapter 7: Additional Options
  475
  Crimson Flash
  Prerequisite: Light sphere.
  Benefit: During combat, as a swift action, you may spend 
  a spell point to expel a blast of light seen only by one ally that 
  can see you who has not yet acted in combat. That ally may 
  use your current initiative in place of their own as if they had 
  rolled it. If used during a surprise round, that ally is no longer 
  surprised.
  Cursed Form
  Prerequisites: Alteration sphere, caster level 5th.
  Benefit: You may grant your shapeshift effects the curse 
  descriptor. They can only be removed by the Life sphere Break 
  Enchantment talent, spells such as break enchantment, limited 
  wish, miracle, remove curse, or wish, or similarly powerful magic 
  or abilities. If you possess the Unnatural Transformation draw-
  back, failing the save granted by the drawback still ends the 
  effect. This feat does not affect the duration of the shapeshift, it 
  only makes it more difficult to remove.
  Damning Darkness
  Prerequisites: Dark sphere, evil alignment.
  Benefit: Any good creature that begins their turn within 
  or enters the area of effect of your darkness must succeed at a 
  Fortitude save against its DC or be sickened for one minute, 
  even if normally immune to being sickened or effects requiring 
  a Fortitude save. A creature that succeeds on its saving throw is 
  immune to your Damning Darkness for 24 hours.
  Dark Portal
  Prerequisites: Dark sphere (Step Through Darkness 
  (meld)).
  Benefit: When you use your Step Through Darkness 
  (meld) talent, you may opt to keep a dark portal open behind 
  you until the start of your next turn. Any creature that can 
  reach the spot you departed from as part of their move action 
  while the portal is open may choose to follow you. You may not 
  choose who is able to use the portal. Those who follow through 
  the portal appear in any space of their choice that is adjacent 
  to your exit point. If all such spaces are occupied, they may not 
  follow.
  Deceptive Advisor
  Prerequisite: Mind sphere.
  Benefit: When you attempt to influence the attitude of 
  an individual with the Diplomacy skill or deceive an individual 
  with the Bluff skill, your very words are laced with deceptive, 
  incantatory cadences. As a swift action, you may cause a target 
  within 30 feet of you to attempt a Will save with a DC equal 
  to 10 + 1/2 your Mind sphere caster level + your casting ability 
  modifier. Failure means that your Bluff checks are treated as if 
  your statements are one step more reasonable to the target (for 
  example, an impossible lie that would ordinarily impose a -20 
  penalty to your Bluff checks would instead be treated as merely 
  far-fetched and would only impose a -10 penalty to your Bluff 
  check).
  In addition, failure means that the target is treated as one 
  stage friendlier to you for the purposes of shifting his or her 
  attitude by one step (for instance, changing the attitude of a 
  creature from unfriendly to indifferent normally requires a 
  DC equal to 20 + the creature’s Charisma modifier, but would 
  now only require a DC equal to 15 + the creature’s Charisma 
  modifier). These effects last a number of hours equal to your 
  casting ability modifier, but the normal rules for the frequency 
  with which a creature may be influenced by Bluff or Diplomacy 
  are still in effect. This is a mind-affecting, language-dependent 
  effect.
  Deduction
  Prerequisites: War sphere, studied combat class feature.
  Benefit: Whenever you create a mandate that you share 
  with another ally, they benefit from your studied combat ability, 
  receiving the same bonuses you do against the same target. If 
  you possess abilities that trigger from studied combat (such as 
  studied strike), they may trigger that ability as well. Only one 
  ally (other than yourself) can benefit from your studied combat 
  this way.
  Defiant Radiance
  Prerequisite: Light sphere.
  Benefit: You add +2 to your MSB and MSD for the purpos-
  es of Light sphere effects. Double this bonus when attempting 
  an opposed magic skill check against magical darkness effects.
  Defiant Shadow
  Prerequisite: Dark sphere.
  Benefit: You add +2 to your MSB and MSD for the pur-
  poses of Dark sphere effects. Double this bonus when attempt-
  ing an opposed magic skill check against magical light effects.
  Dispatch The Weak
  Weakened bodies make for easy targets for your death 
  effects.
  Prerequisites: Death sphere, caster level 3rd.
  Benefit: Creatures that are fatigued or exhausted take a -2 
  penalty on saving throws against death effects originating from 
  you.
  Durable Objects
  Prerequisites: Enhancement sphere (Animate Object 
  (enhance)).
  Benefit: Whenever you create an animated object, it gains 
  bonus hit points as if it were one size larger. If the animated 
  object already has an effective size of Colossal or greater, it in-
  stead gains 30 additional bonus hit points.
  Dynopathy
  Prerequisites: Mind sphere, emotion class feature, cast-
  er level 5th.
  Benefit: You may fuel raw magical energy from your spell 
  pool and into your emotion class feature. You may spend a spell 
  point instead of a daily use of an emotion for emotions with 
  limited daily uses.
  Ecumenicism
  Prerequisite: Fate sphere.
  Benefit: Whenever you use a word or consecration (or spell 
  or ritual based on a word or consecration), you may choose an 
  alignment within one step of your own. Determine the effect of 
  the word or consecration as if you had that alignment.
  Enchanted Animation
  Prerequisites: Enhancement sphere (Animate Object 
  (enhance)).
  Benefit: Whenever you create an animated object, you 
  may spend a spell point to grant it a single use of one of your 
  sphere abilities; if the sphere ability costs spell points to use, 
  
  Chapter 7: Additional Options
  476
  you must pay for that cost when granting it. It may use that 
  sphere ability as if you had cast it yourself.
  Enchanting Performance
  Prerequisites: Fallen Fey sphere (Beckoning Call 
  (fey-blessing) or Enchanting Music (fey-blessing)); bardic per-
  formance or raging song class feature.
  Benefit: You may use your Beckoning Call or any of your 
  Enchanting Music options in place of a bardic performance or 
  raging song, starting and maintaining the effects as if it was a 
  performance or raging song by spending performance or raging 
  song rounds. Feats such as Lingering Performance apply to your 
  Beckoning Call and Enchanting Music when used in this way.
  Energy Reflection
  Prerequisites: Protection sphere (Energy Resistance (ae-
  gis, ward)).
  Benefit: Whenever a creature attacks the bearer of your 
  Energy Resistance aegis, and the damage is reduced by that ae-
  gis, you may choose for that creature to suffer damage equal to 
  the amount of damage reduced by the Energy Resistance aegis. 
  The damage is of the same type as it was originally inflicted.
  Enhanced Contingency
  Prerequisites: Enhancement sphere, Contingency.
  Benefit: You may enhance a contingency effect. If the con-
  tingency creates or summons a valid target for that enhancement, 
  the enhancement is transferred to that target. Otherwise, the en-
  hancement is transferred to the sphere effect once it takes effect. 
  You may spend an additional spell point when applying the en-
  hancement to tie it into the contingency; if you do so, time spent 
  prior to the contingency triggering does not count towards the 
  enhancement’s duration.
  Enmity Ward
  Prerequisites: Protection sphere, favored enemy class 
  feature.
  Benefit: You may create a ward that repels all your favored 
  enemies, as the Repel ward. You may apply your bonus to hit 
  your favored enemies to the DC of this ward.
  Ensouled Totem
  Prerequisites: War sphere, bound nexus class feature.
  Benefit: You may expend a soul from your bound nexus 
  to create a bound totemic soul. A totemic soul works as a nor-
  mal totem, but it can move as if it were a soul (they normally 
  orbit the character, but the soul weaver can move any number 
  of them as a free action once per round and they have a fly 
  speed of 40 feet), and it has a radius of only 30 feet. A totemic 
  soul continues to exist for 10 minutes per level in the class that 
  grants you the bound nexus class feature without needing con-
  centration. You must still pay the normal spell point cost for 
  creating the totem.
  Expanding Presence
  Prerequisites: War sphere (Totemic Aura); antipaladin or 
  paladin.
  Benefit: The range of your antipaladin or paladin auras 
  increases to that of any totemic aura you created that is attached 
  to you.
  Extended Resuscitate
  Prerequisites: Life sphere (Resuscitate), caster level 5th.
  Benefit: Your cure and invigorate abilities function on crea-
  tures who have been dead for a number of rounds equal to 1/2 
  your caster level.
  Extra Arsenal Trick
  Prerequisite: Arsenal trick class feature.
  Benefit: Gain an arsenal trick for which you meet the pre-
  requisites. You may take this feat multiple times. The effects 
  stack.
  Extra Bestial Trait
  Prerequisite: Bestial trait class feature.
  Benefit: Gain an additional bestial trait for which you 
  meet the prerequisites. You may take this feat multiple times. 
  The effects stack.
  Extra Breadth Of Form
  Prerequisite: Breadth of form class feature.
  Benefit: Increase the number of times per day you may 
  use breadth of form by 2. You may take this feat multiple times. 
  The effects stack.
  Extra Divine Works
  Prerequisite: Divine works class feature.
  Benefit: You may choose an additional option from the 
  list of possible divine works class features. You may choose this 
  feat multiple times. Each time, choose another divine work.
  Extra Electrokinetic Stunt
  Prerequisite: Electrokinetic stunt class feature.
  Benefit: You gain an additional electrokinetic stunt for 
  which you qualify. You may take this feat multiple times. The 
  effects stack.
  Extra Emotion
  Prerequisite: Emotion class feature.
  Benefit: Gain the minor power of a new emotion or the 
  next level of an emotion you already possess. You may take this 
  feat multiple times. The effects stack.
  Extra Iatrogen
  Prerequisite: Iatrogen class feature.
  Benefit: Gain an additional iatrogen for which you meet 
  the prerequisites. You may take this feat multiple times. The 
  effects stack.
  Extra Invocations
  Prerequisite: Invocations class feature.
  Benefit: Increase the number of times per day you may 
  use invocations by 2. You may take this feat multiple times. The 
  effects stack.
  Extra Magic Talent
  Prerequisite: Basic Magic Training or casting class 
  feature.
  Benefit: Gain an additional sphere or a talent from a 
  sphere you possess. You may take this feat multiple times. The 
  effects stack.
  Extra Mystic Combat
  Prerequisite: Mystic combat class feature.
  Benefit: Gain an extra mystic combat ability for which 
  you qualify. You may gain this feat multiple times. The effects 
  stack.
  Extra Nexus Powers
  Prerequisite: Bound nexus class feature.
  
  Chapter 7: Additional Options
  477
  Benefit: Increase the number of souls in your bound nex-
  us by 2. You may gain this feat multiple times. The effects stack.
  Extra Psionics
  Prerequisite: Psionics class feature.
  Benefit: You may use psionics an extra 6 rounds per day. 
  You may gain this feat multiple times. The effects stack.
  Extra Secret
  Prerequisite: Secrets class feature.
  Benefit: Gain an extra secret for which you qualify. You 
  may gain this feat multiple times. The effects stack.
  Extra Shadowstuff
  Prerequisite: Shadowstuff class feature.
  Benefit: Increase the number of shadow points you pos-
  sess by 2. You may gain this feat multiple times. The effects 
  stack.
  Extra Spell Points
  Prerequisite: Spell pool.
  Benefit: Your spell pool total increases by 2. You may gain 
  this feat multiple times. The effects stack.
  Extra Swarm Powers
  Prerequisite: Swarm powers class feature.
  Benefit: You gain an additional swarm power you qualify 
  for.
  Special: This feat can be taken multiple times.
  Extra Unseen Augmentation
  Prerequisite: Unseen forces class feature.
  Benefit: You gain an additional unseen augmentation for 
  which you qualify. You may take this feat multiple times. The 
  effects stack.
  Extra Wraith Haunt
  Prerequisite: Wraith haunt class feature.
  Benefit: You gain an additional wraith haunt. You may 
  take this feat multiple times. The effects stack.
  Extradimensional Assembly
  Prerequisites: Telekinesis sphere (Whirlwind Assembly), 
  Warp sphere (Extradimensional Storage (space)).
  Benefit: When you use your Whirlwind Assembly talent 
  you may access and swap items in and out of your extradimen-
  sional storage freely, without the need to use a second action or 
  spend a spell point.
  Extradimensional Shadow
  Prerequisites: Dark sphere (Shadow Stash), Warp sphere 
  (Extradimensional Storage).
  Benefit: You deepen your shadow by making it a portal 
  into your extradimensional space, combining your magic into 
  one whole; you can no longer use Extradimensional Storage or 
  Shadow Stash separately, instead treating them as a single ef-
  fect. Your extradimensional shadow combines the weight limit 
  of the two talents into a single progression (15 pounds per cast-
  er level, or 30 pounds per caster if you have invested two talents 
  in Extradimensional Storage) and you may store and withdraw 
  items in it using any action options either talent allows. Objects 
  in your extradimensional shadow cannot be affected by crea-
  tures with Shadow Stash, and they do not become unavailable 
  if your shadow is stolen: a flickering portal in the shape of your 
  shadow remains, allowing you to access items regardless.
  If you have invested two talents in Shadow Stash, your 
  shadow may don items even if they are not your size, stretching 
  and warping to fit into them. You must still have the appropri-
  ate body slot for the item.
  You may treat your extradimensional shadow as either tal-
  ent for all purposes. Among other uses, this allows you to apply 
  the effects of feats like Stasis Storage or World In Miniature 
  to it, which often distort the appearance of your shadow. 
  Whenever it would be necessary to determine whether it is a 
  Dark (shadow) effect or a Warp (space) effect (such as calculat-
  ing its caster level or how it would be affected by Light), the 
  caster may treat it as whichever they deem most advantageous 
  to them.
  Favored Form
  Prerequisite: Alteration sphere.
  Benefit: Choose one (transformation) Alteration sphere 
  talent that you possess. You may increase the number of traits 
  granted by your shapeshift when granting that form by 1.
  Special: You may take this feat more than once; each time 
  it applies to another (transformation) Alteration talent you 
  possess.
  Fertilize Nature
  Prerequisites: Nature sphere ((earth) package, (plant) 
  package).
  Benefit: Geomancing abilities from the (earth) and (plant) 
  packages lasts 2 additional rounds after you end concentration.
  First Response
  Prerequisite: Life sphere.
  Benefit: When you use a standard action to use a Life 
  sphere ability on an ally other than yourself, you may take 10 on 
  any concentration checks required.
  Flesh Absorption Master
  Your body reaches peak conditioning for digesting prey 
  and holding corpses for fodder.
  
  Chapter 7: Additional Options
  478
  Prerequisites: Death sphere (Tomb Of Flesh).
  Benefit: You gain a +2 bonus to your CMD and AC against 
  creatures absorbed by your Tomb Of Flesh, and you may carry 
  up to 2 additional creatures inside your Tomb Of Flesh at a 
  time. You may choose whether or not to deal negative energy 
  damage to your absorbed creatures or not, but must make the 
  same choice for all absorbed creatures.
  If you possess Necrotic Feeding, when a creature within 
  your Tomb Of Flesh dies you may target it with a Necrotic 
  Feeding ghost strike as an immediate action, spending a spell 
  point as usual. If the target fails its saving throw against this 
  ghost strike, you may absorb its entire corpse into you, increasing 
  the duration of your Necrotic Feeding bonus to hours per Hit 
  Die rather than 10 minutes per Hit Die. Absorbing a corpse in 
  this fashion does not absorb its equipment, which is expulsed 
  harmlessly from your body.
  Floating Panoply
  Prerequisites: 
  Enhancement 
  sphere 
  (Mass 
  Enhancement), Telekinesis sphere (Divided Mind), Enhancing 
  Telekinesis, caster level 7th.
  Benefit: When you use the Enhancing Telekinesis feat, 
  you may spend a spell point to enhance every item you lift with 
  Divided Mind, following the restrictions of Mass Enhancement.
  Focused Blast Type Group
  Prerequisite: Destruction sphere.
  Benefit: Choose one blast type group. Treat your caster 
  level as 1 higher for this blast type group, increasing by +1 per 
  5 Hit Dice you possess. This bonus cannot cause you to have a 
  caster level greater than your Hit Dice.
  Focusing Direction
  Prerequisite: Conjuration sphere.
  Benefit: You may spend a swift action to empower a 
  Conjuration sphere companion within close range, enabling it 
  to touch creatures warded with the appropriate protection from 
  (alignment) spell, the Hallow word of the Fate sphere, and sim-
  ilar effects until the start of your next turn. You may instead 
  affect a number of companions equal to your casting ability 
  modifier with a move action.
  If directing a companion with the puppet companion ar-
  chetype, you may apply the benefits of this feat to that com-
  panion as part of directing that companion with a move, stan-
  dard, or full-round action.
  Fool Magic
  Prerequisites: Bluff 3 ranks; Deceitful or Skill Focus 
  (Bluff); Iron Will.
  Benefit: When you succeed at a Will saving throw made 
  against any magical effect, the caster of that effect does not au-
  tomatically know you have succeeded at your saving throw. This 
  allows you to attempt a Bluff check against their Sense Motive 
  check to convince them that you failed your saving throw and 
  are under the effects of the magic. You can choose to allow 
  supplementary effects of the magic (such as the telepathic link 
  provided by the dominate person spell or the Dominate advanced 
  Mind talent) to function as if you had failed your saving throw, 
  to aid in the deception. You may dismiss the supplementary 
  effect early as a standard action.
  Forbidden Totem
  Prerequisites: War sphere, forbidden lore class feature.
  Benefit: Whenever you successfully use forbidden lore 
  with a totem, all allies within the totem receive a morale bonus 
  equal to your base forbidden lore bonus to one of the following, 
  chosen by you when you create the totem: attack rolls, damage 
  rolls, AC, saving throws, ability checks, skill checks, magic skill 
  checks, or CMB and CMD. Bonuses to your forbidden lore bo-
  nus do not increase this bonus. Multiple totems can give allies 
  multiple bonuses, but two similar bonuses do not stack.
  Formulae Geomancing
  Prerequisites: Nature sphere (three or more packages).
  Benefit: You may read and use an alchemist’s formulae 
  book, creating extracts for use during the day as an alchemist 
  does. You must have a caster level with the entire Nature sphere 
  equal to 3x the level of the extract, and use your Nature caster 
  level as your caster level for the extracts. You must spend 1 spell 
  point per level of the created extract, and only you can drink 
  the extract to gain its effects.
  Fortified Healing
  Prerequisites: Life sphere, Combat Stamina.
  Benefit: Whenever you use a Life sphere ability on an ally 
  that restores hit points or grants temporary hit points, they 
  regain 1 point of stamina for every 5 points regained or granted, 
  respectively. This occurs even if they do not benefit from all 
  points granted (such as an uninjured person being healed).
  Fount Of Mercy
  Prerequisites: Life sphere (Fount Of Life).
  Benefit: Any ally within close range may spend a standard 
  action to heal themselves for any number of hit points available 
  in your fount of life, in all ways as if you had used the ability 
  on them during your turn. This reduces the number of healing 
  stored by an equal amount. This is a supernatural ability that 
  may not be used if either yourself or the ally is in an antimagic 
  field or similar effect. You always have the option of denying or 
  limiting the amount of healing the ally receives, and allies can 
  not benefit while you are unconscious.
  Graphomancy
  Prerequisites: Craft (calligraphy) 1 rank, Protection 
  sphere.
  Benefit: You have learned to use ancient writings and 
  symbols to enhance your Protection sphere abilities. When you 
  create a ward, you gain a bonus to your caster level equal to half 
  the number of ranks you have in the Craft (calligraphy) skill, 
  rounded up. This can not increase your caster level above your 
  Hit Dice.
  Greater Hypnosis
  Prerequisite: Hypnotism class feature.
  Benefit: The range at which you may affect targets with 
  your hypnotism increases to medium range.
  Normal: You may only affect targets with your hypnotism 
  at close range.
  Greater Link
  Prerequisites: Conjuration sphere (Link).
  Benefit: You may choose to receive full sensory input 
  from one of your companions. This requires a full-round action 
  and renders you flat-footed until the start of your next turn. 
  
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  You do not benefit from any magical effects you are under nor 
  any extraordinary senses you possess, but do benefit from ef-
  fects and extraordinary senses your companion possesses. You 
  use your own Perception modifier for any Perception checks 
  made while receiving sensory input this way. Your companion’s 
  senses are not inhibited by this ability. This full-round action 
  counts as concentrating on the summon.
  Grenade Master
  Benefit: When determining the save DC of an explosive 
  or splash weapons such as an alchemical weapon, dust, oil, or 
  potion you are activating, you may add your casting ability mod-
  ifier (or Intelligence modifier, if you do not possess the casting 
  class feature) to the save DC. This only applies to explosives 
  and splash weapons that do not already add an ability modifier 
  to the DC (so while it would apply to alchemical weapons, it 
  would not apply to an Alchemist’s bomb class feature).
  Haboob Lord
  Prerequisites: Weather sphere, caster level 5th.
  Benefit: When you are using control weather to create 
  Wind of severity level 4 or above in an area of Aridity severity 
  level 3 or above, you may cause a dust storm even if there is no 
  sand or dust in the area. Dust storms blow fine grains of sand 
  that obscure vision, smother unprotected flames, and can even 
  choke protected flames (50% chance). At Wind severity level 5, 
  a dust storm deals 1d3 points of nonlethal damage each round 
  to anyone caught out in the open without shelter and also poses 
  a choking hazard (see Drowning, except that a character with a 
  scarf or similar protection across her mouth and nose does not 
  begin to choke until after a number of rounds equal to 10 + her 
  Constitution score).
  Hail
  Prerequisites: War sphere, Mystic Focus, casting class 
  feature, ability to gain martial focus.
  Benefit: You may spend a spell point to rally an ally who 
  has the ability to gain martial focus to restore their martial 
  focus.
  Healing Touch
  Prerequisites: Life sphere; lay on hands or fervor class 
  feature.
  Benefit: Whenever you use your lay on hands or fervor 
  ability to heal a creature, you may invigorate or restore the same 
  creature as part of the same action. You must pay the normal 
  spell point cost of the ability.
  Heroic Companion
  Prerequisite: Beastmastery sphere, Conjuration sphere, 
  animal companion, familiar, or eidolon.
  Benefit: Your animal companion, animal allies, familiar, 
  eidolon, and Conjuration companions can spend your hero 
  points as if they were their own.
  Immutable Protection
  Prerequisite: Protection sphere.
  Benefit: You receive a +4 insight bonus to MSB and MSD 
  for any magical skill check made by your wards. This includes 
  casting the ward and any checks made to dispel or repress mag-
  ical effects because of a ward ability.
  Impassion
  Prerequisites: War sphere, emotion class feature.
  Benefit: You may spend a spell point to rally an ally with 
  any emotion from your emotion class feature that targets a sin-
  gle creature. You do not need to be within touch range, even if 
  the emotion normally requires it.
  Improved Favored Element
  Prerequisites: Two favored elements.
  Benefit: Your second and third favored elements receive 
  the same damage bonus as your first favored element.
  Improved Favored Package
  Prerequisites: Two favored packages (geomancer ele-
  mentalist archetype).
  Benefit: Your second and third favored packages receive 
  the same bonus as your first favored package.
  Item Mastery
  Prerequisite: Caster level 10th.
  Benefit: When determining the save DC of a magic item 
  you activate that determines its power by the formulae 10 + 1/2 
  the item’s caster level, you may add your casting ability modifier 
  to the save DC. In addition, you may use your casting ability 
  modifier for any sphere effects from any magic item you ac-
  tivate that require it (such as the Chameleon talent from the 
  Light sphere).
  Jump Scare
  Prerequisites: Intimidate 5 ranks, Warp sphere.
  Benefit: You can teleport suddenly and in an ominous burst 
  of magic, leaping forward in an unexpected and terrifying dis-
  play. After you appear, you can attempt an Intimidate check to 
  demoralize an opponent in range (demoralize normally has a 
  range of 30 feet) as a free action.
  Layered Shroud
  Prerequisites: Weather sphere (one (shroud) talent), 
  caster level 10th.
  Benefit: When you use a shroud as a standard or full-round 
  action, you may spend a spell point to use a different shroud 
  on the same target as a swift action. If the first shroud affect-
  ed multiple targets (as with Encompassing Shroud), the second 
  affects any one of the targets and may not be combined with 
  Encompassing Shroud.
  Lightshow
  Prerequisites: Light sphere, bardic performance class 
  ability.
  Benefit: When you activate a bardic performance, you 
  may cause one ally affected by that performance to glow as 
  part of the same beginning action. You may change which ally 
  is affected by this glow each round you maintain your bardic 
  performance.
  Lingering Link
  Prerequisites: Psionics class feature, mind link psionic 
  effect.
  Benefit: When affecting targets with your mind link 
  psionic effect, you only need to spend 1 round of psionic power 
  per minute the effect is maintained, rather than every round. 
  You may use your mind link psionic effect jointly with other 
  psionic effects and may start both with the same action, but 
  
  Chapter 7: Additional Options
  480
  you must spend the cost for each effect while maintaining both. 
  Ending one effect does not necessitate ending the other.
  Lingering Psionics
  Prerequisite: Psionics class feature.
  Benefit: The bonuses and penalties from your psionics 
  continue for 2 rounds after you cease using it. Any other re-
  quirement, such as range or specific conditions, must still be 
  met for the effect to continue. If you begin a new psionic ef-
  fect during this time, the bonuses and penalties of the previous 
  psionic effect immediately cease.
  Linked Equipment
  Prerequisite: Conjuration sphere.
  Benefit: When you summon a Conjuration sphere com-
  panion, you may select any number of magic items occupying 
  magic item slots on your body, losing the benefit of those magic 
  items and applying them to the companion for the duration of 
  the summon. Only one companion can benefit from this ability 
  at one time; assigning the bonus to a newly summoned compan-
  ion ends its effects for any previously summoned companion. 
  You regain the benefits of the selected items when the summon 
  ends. You still count as possessing the item for the purpose of 
  items that require an attunement period. You may not assign 
  cursed items to the companion.
  Lurker In Darkness
  Prerequisite: Stealth 6 ranks.
  Benefit: Creatures using unusual forms of sensory percep-
  tion such as blindsight, greensight, or tremorsense cannot auto-
  matically foil your use of Stealth; such creatures must attempt 
  a Perception check as normal to detect you when you make use 
  of the Stealth skill, though they gain a +2 bonus for each unusu-
  al form of perception you must try to avoid beyond the first. 
  Lurker In Darkness foils indirect detection (such as a creature 
  using detect magic to search for your magical items while you are 
  using Stealth) in the manner described above, but has no effect 
  on psi-like abilities, powers, spells, spell-like abilities, and/or 
  supernatural abilities specifically used to uncover information 
  about you rather than enhancing the user’s perception, such as 
  the augury spell. However, when interacting with sphere talents 
  and abilities, Lurker In Darkness foils Divination sphere sense 
  abilities in the manner described above, but has no effect on 
  the Divination sphere divine abilities.
  Note: This feat was previously published in the Psionic 
  Bestiary, by Dreamscarred Press. It has been modified to work 
  with Spheres of Power.
  Lurking Surprise
  Prerequisites: Dark sphere (Shadow Lurk (shadow), 
  Sinister Surprise).
  Benefit: You may imbue your shadow lurk with the ability 
  to cast a single Dark sphere effect with a duration other than 
  concentration. You must pay the spell point cost of this effect 
  when you create the shadow lurk. This effect may include Dark 
  sphere talents, though not advanced talents. These spell points 
  are lost if the shadow lurk expires or is destroyed, but regained 
  if the shadow lurk is retracted. Casting the Dark sphere power 
  destroys the shadow lurk.
  Mantled Caster
  Prerequisites: Weather sphere, any (mantle) talent, magic 
  skill bonus +5.
  Benefit: For the purposes of your (mantle) talents you are 
  always treated as being under the effect of your mantle and gain 
  benefits from any (mantle) talents as if the weather were one 
  step more severe. This does not apply to other creatures you 
  bestow your mantle on.
  Master Artisan
  Prerequisites: Forbidden lore class feature, any item cre-
  ation feat.
  Benefit: Choose one item creation feat that you possess. 
  Add your forbidden lore bonus to your caster level or MSB 
  when meeting prerequisites or determining how powerful of an 
  enchantment you may place upon an item.
  Master Of Cosmos
  Prerequisites: Conjuration sphere, forbidden lore class 
  feature.
  Benefit: Your companions gain a circumstance bonus to 
  attack rolls and skill checks equal to your forbidden lore bonus.
  Master Of Death
  Prerequisites: Death sphere, forbidden lore class feature.
  Benefit: Add your forbidden lore bonus to your cast-
  er level when determining the number and power of undead 
  creatures you may control at any one time through the Death 
  sphere.
  Master Of Faerie
  Prerequisites: Fallen Fey sphere (Summon Fairy 
  (fey-blessing)), forbidden lore class feature.
  Benefit: Add your forbidden lore bonus to your caster lev-
  el when determining the total Hit Dice of fey creatures you 
  may have summoned at one time.
  Master Of Remaking
  Prerequisite: Creation sphere.
  Benefit: Treat your character level as your caster level for 
  when determining which objects you may alter, such as through 
  your (material) talents, as well as your damage dealt/healed with 
  Repair or Destroy. This has no effect on any use of create.
  Special: You cannot have both Creation Mastery and 
  Master Of Remaking.
  Master Of Small Magics
  Prerequisites: Enhancement sphere, Cantrips.
  Benefit: You may use leaked magic from your enhance-
  ments to improve your Cantrips. Whenever you use Cantrips 
  while under the effects of one of your own enhancements, you 
  may either increase the range to medium, double the duration, 
  or double the amount of matter you can affect at one time. In 
  addition, you may choose to use any creature or object within 
  30 feet that is under the effects of one of your enhancements as 
  the origin for any Cantrip you use.
  Mental Cloud
  Prerequisites: Mind sphere (Mass Charm).
  Benefit: You may spend 2 spell points to manifest a (charm) 
  as an actual, literal cloud of mental energy. This cloud has a ra-
  dius of up to 10 feet + 5 feet per 5 caster levels, centered within 
  your maximum charm range, and lasts for 1 minute per caster 
  level. This cloud does not obscure sight or grant concealment, 
  
  Chapter 7: Additional Options
  481
  and the cloud remains for 1 minute per caster level. A moderate 
  wind ( 11+ mph) will disperse it within 4 rounds, while a strong 
  wind (21+ mph) will dissipate it at the start of your next turn.
  Whenever a legal creature enters this cloud (including al-
  lies, enemies, or even yourself) or begins their turn inside it, 
  they become subject to the charm and may attempt a saving 
  throw if allowed and desired. Once a creature has either saved 
  against or become subject to the charm, they cannot be affected 
  again even if they remain with the cloud or leave and return.
  Mind Against Body
  Prerequisites: Telekinesis sphere (Telekinetic Maneuver).
  Benefit: Rather than using your body to fight off more 
  capable opponents, you employ your mind, fighting back 
  with your full telekinetic power. You may substitute 10 + your 
  Telekinesis sphere caster level + your casting ability modifier for 
  your CMD when you are defending against a combat maneuver.
  Mind Opener
  Prerequisites: Psionics class feature, battlefield relay 
  psionic effect.
  Benefit: Increase the save DC of your battlefield relay 
  psionic effect by +2.
  Mind Over Manners
  Prerequisites: Conjuration sphere (Call Planar Creature).
  Benefit: You may use your casting ability modifier in place 
  of your Charisma modifier when determining the DCs for 
  Charisma checks made by called creatures and for attempting 
  opposed Charisma checks against called creatures when using 
  the Call Planar Creature advanced talent.
  Mounted Magician
  Prerequisites: Handle Animal 3 ranks, Ride 3 ranks, 
  Enhancement sphere, casting class feature.
  Benefit: When targeting yourself with an enhancement, 
  your mount also gains the benefits of that enhancement. This 
  lasts as long as you are both enhanced and mounted. If you dis-
  mount or are unseated, your mount loses the benefit of your 
  enhancement.
  Mystical Reinforcement
  Prerequisites: War sphere, Circle Casting.
  Benefit: You may use your circle casting to aid other spell-
  casters within totems you control or whom you share a mandate 
  with as if they had the Circle Casting feat.
  Object Familiar
  Prerequisites: Enhancement sphere (Animate Object 
  (enhance)), ability to acquire a familiar.
  Benefit: When choosing a new familiar, you may select a 
  Tiny animated object in place of a normal creature. An object 
  familiar’s type does not change, and it does not gain the ability 
  to speak to other creatures of its kind.
  Special: You may apply the benefits of any feats that im-
  prove your use of Animate Object to your animated object fa-
  miliar. If you later take Improved Familiar, you may select a 
  Small animated object at 5th caster level instead.
  Occult Savant
  Prerequisites: Spellcraft 10 ranks, Use Magic Device 10 
  ranks or any Knowledge skill 10 ranks; occult knowledge class 
  feature.
  Benefit: You may take 10 with any Knowledge, Spellcraft, 
  or Use Magic Device check, regardless of stress or other situa-
  tions where taking 10 would otherwise be impossible.
  Otherworldly Mind
  Benefit: Due to some quirk of your consciousness or odd-
  ity in your background, your heart and mind are like that of 
  another realm entirely. Scrying to locate your Dreamscape now 
  treats your Dreamscape as if it is on another Plane rather than 
  on the same Plane as your physical form, granting a +5 bonus 
  to your Will save to avoid the scrying attempt. In addition, any 
  effect that numerically boosts the difficulty of getting into your 
  Dreamscape or moving within it is increased by 1.
  Note: There will usually be some actual world or realm in 
  a campaign’s cosmology connected to this feat when it is taken. 
  People within that world or realm, or others who also have the 
  Otherworldly Mind feat connected to that realm, ignore your 
  Dreamscape’s extra +5 bonus.
  Perceptive Psionics
  Prerequisites: Perception 7 ranks, Sense Motive 7 ranks, 
  psionics class feature, battlefield relay psionic effect.
  Benefit: You may read a target’s subtle movements, even 
  if you cannot read their mind. If a target succeeds at their sav-
  ing throw against your battlefield relay, you may still activate 
  the effect against them. When using battlefield relay in this 
  fashion, the bonuses granted are divided by 2.
  Your battlefield relay persists at half strength for as long as 
  it is maintained. If you wish to attempt your battlefield relay 
  again, you must cease your battlefield relay and use it again.
  You may even target creatures with your battlefield relay 
  that are usually immune to mind-affecting abilities. These tar-
  gets need not attempt a Will save, and the bonuses are always 
  divided by 2 against them.
  Photosynthesis
  Prerequisites: Con 13, Survival 3 ranks, Light sphere.
  Benefit: After a long period of meditation, you have 
  learned how to harness the power of light. If you are in an area 
  of bright light, you can regain hit points equal to your character 
  level as a move action. This ability can only be used once per 
  minute, and can only heal you up to half your normal maximum 
  hit points; any excess healing is lost.
  In addition, so long as you spend at least one full hour in an 
  area of bright light you gain all the nourishment you need, and 
  do not need to eat or drink that day.
  The benefits of this feat are a supernatural ability.
  Plague Lord
  Diseases you inflict fester at an alarming rate.
  Prerequisites: Death sphere (Inflict Disease (ghost 
  strike)).
  Benefit: When a creature fails its save against Inflict 
  Disease, it must attempt another saving throw against every 
  disease it currently suffers from - successful saves do not count 
  towards a disease’s cure, and failed saves immediately inflict the 
  disease’s effect.
  
  Chapter 7: Additional Options
  482
  Practiced Seer
  Prerequisite: Divination sphere.
  Benefit: You may use your magic skill bonus or caster lev-
  el, whichever is higher for the purposes of determining the du-
  ration of Divination (sense) talents or abilities.
  Precocious Creation
  Prerequisites: Creation sphere (any (material) talent).
  Benefit: When attempting to create or alter material, you 
  may spend an additional spell point to treat your caster level 
  as 5 higher for determining the types of material that you may 
  affect. This has no effect on the size, duration, caster level, or 
  any other numerical effect of the ability.
  Primal Emblem
  Prerequisite: Banner class feature.
  Benefit: Choose a totem from the War sphere that does 
  not require spell points to be spent when it is created. Your 
  banner can also create the effects of that totem, using your class 
  level as your caster level and your Charisma modifier (or practi-
  tioner modifier, if using Spheres of Might) as your casting ability 
  modifier, if you do not already possess a casting tradition. If the 
  totem produces the same type of bonus as your banner, these 
  bonuses stack and are considered a single bonus. You can create 
  the effects of the totem for a maximum number of rounds per 
  day equal to your casting ability modifier + 1/2 your base attack 
  bonus (minimum 1). Activating this ability is a free action, and a 
  free action must be spent each round to maintain it.
  You may purchase this feat multiple times. Each time 
  choose another totem. Rounds of use of one totem can not be 
  used to fuel a different totem. You may only have one totem ac-
  tive at a time.
  This is an extraordinary ability.
  Protective Reserve
  Prerequisite: Sentinel’s reserve class feature.
  Benefit: Choose an (aegis) talent from the 
  Protection sphere. You may create that aegis as a 
  supernatural ability, but only on yourself, us-
  ing points from your reserve in place of spell 
  points. For the purpose of this aegis, your 
  caster level is equal to your sentinel level, and 
  your casting ability is the ability used to deter-
  mine your reserve points. You may acquire this 
  feat multiple times; choosing another (aegis) 
  talent each time.
  Special: This feat requires Spheres of 
  Might.
  Psionic Vigilance
  Prerequisites: War sphere, psionics 
  class feature.
  Benefit: You may rally allies 
  who are currently under the 
  effects of your psionics. You 
  are considered under the ef-
  fects of your psionics when-
  ever they are active.
  Psionic Vitality
  Prerequisites: Life sphere, psionics class feature.
  Benefit: Whenever you expend a round of your psionics, 
  you or an ally of your choice that is affected by your psionics 
  regains 1d6 hit points. You may expend additional rounds of 
  your psionics to increase the amount healed by 1d6 per round 
  expended in this manner.
  Psychosomatic Healing
  Prerequisite: Create reality class feature.
  Benefit: You may create an illusion around a creature that 
  gives the appearance and feeling that the creature is in good 
  health. This illusion works not only on the creature, but on any-
  one observing the creature. Whenever the creature takes dam-
  age from any source, the amount of damage taken is reduced by 
  half your caster level (minimum 0). Unlike damage reduction, 
  this can not be bypassed, except if the attacker manages to dis-
  believe the illusion.
  Reflexive Magic
  Prerequisites: War sphere, base attack bonus +11.
  Benefit: You gain 2 spell points that can only be spent to 
  rally yourself. You regain each of these spell points 1 minute 
  after they are used.
  Reservoir
  Prerequisite: Blood sphere.
  Benefit: Whenever a creature with Hit Dice of at least 
  half your character level under the affects of your blood control 
  is slain or destroyed, you may spend a move action before the 
  end of your next turn to absorb the creature’s blood, gaining 1 
  blood point. You may have a maximum number of blood points 
  equal to your Constitution modifier (or Charisma modifier, if 
  you lack a Constitution score; minimum 1). You may spend 
  blood points any time you would take Constitution dam-
  age or bleed from a Blood sphere ability to reduce the 
  damage or bleed by 1 per point spent. Reducing 
  Constitution bleed in this way only 
  reduces it for the current round. 
  Blood points expire after 1 
  hour.
  
  Chapter 7: Additional Options
  483
  Rigorous Defense
  Prerequisites: Life sphere, inspiration class feature.
  Benefit: Whenever you use inspiration, you may invigorate 
  yourself as part of the same action.
  Robustness
  Benefit: Whenever you are the target of a sphere ability 
  or supernatural ability that allows you to regain hit points that 
  does not grant fast healing, you heal additional hit points equal 
  to your Hit Dice. The increase in healing can not be greater 
  than the original amount of healing granted. When you are 
  granted fast healing, the fast healing heals 1 additional hit point 
  per round.
  Savagery
  Prerequisites: War sphere, animal focus class feature.
  Benefit: Whenever you create a mandate that you share 
  with another ally, they benefit from any animal focuses you have 
  active. Only one ally (other than yourself) can benefit from your 
  animal focuses this way.
  Searing Brilliance
  Prerequisites: Light sphere (Searing Light (light)), caster 
  level 5th.
  Benefit: Your Searing Light now deals 1 point of untyped 
  damage per caster level per round in addition to its fire dam-
  age. Undead, oozes, and creatures harmed by daylight take 2 
  additional points of untyped damage per caster level per round 
  instead.
  Seraphic Glow
  Prerequisites: Light sphere, good alignment.
  Benefit: Any evil creature that begins their turn within 
  your glow or enters its area of effect must succeed at a Will save 
  against its DC or be shaken for one minute, even if normally 
  immune to fear or mind-affecting effects. This ability cannot 
  cause a shaken creature to become frightened or a frightened 
  creature to become panicked, but further fear effects can make 
  them frightened or panicked as normal. A creature that suc-
  ceeds on its saving throw is immune to your seraphic glows for 
  24 hours.
  Sense Light
  Prerequisites: Perception 5 ranks, Light sphere.
  Benefit: Through intense rituals and training you have 
  become capable of sensing light by touch. By spending a swift 
  action, you retain your normal visual abilities for a round when 
  your eyes are closed, and are immune to the effects of the blind-
  ed and dazzled conditions, and all gaze attacks. You do not, 
  however, retain the benefits of sight-based abilities (such as 
  darkvision or low-light vision). You must be in an area of dim or 
  brighter light to gain the benefits of this feat.
  The benefit of this feat is a supernatural ability.
  Shadow Feast
  Prerequisite: Dark sphere.
  Benefit: You may consume your own shadow as a free ac-
  tion, gaining 1 spell point for every 2 points of burn to your 
  casting ability score you accept. No matter how many spell 
  points you regain, you can only consume your shadow once 
  a day. You may not gain spell points in excess of your normal 
  maximum spell pool. Spell points gained this way are available 
  immediately, but the ability burn does not take effect until the 
  end of your turn. Your shadow disappears until the burn heals, 
  and you are immune to any spells or abilities that manipulate 
  or target your shadow until it returns. Any items stored in your 
  shadow stash are inaccessible until your shadow returns.
  Shadow Swap
  Prerequisites: Dark sphere (Shadow Lurk (shadow), Step 
  Through Darkness (meld)).
  Benefit: Anyone under the effects of your Step Through 
  Darkness talent and your Shadow Lurk talent may switch 
  places with their shadow lurk as a move action as long as the 
  distance between them does not exceed the range of Step 
  Through Darkness. If you have the Shadow Coterie talent, they 
  may switch places with any of their shadow lurks within range. 
  They may switch places even if neither the user nor the shadow 
  lurk is in an area of darkness.
  Shared Magic
  Benefit: When you use a sphere ability that has an on-
  going effect, you may spend a free action to designate an ally 
  within close range as the owner of the ability. That ally gains 
  control of the ability at the beginning of their next turn. The 
  new owner is considered the creator of the spell, and can do 
  whatever the owner can with the spell, including concentrat-
  ing to maintain it, dismissing it, moving it (if it can be moved), 
  spending spell points on it, or any other effect that can take 
  place after the ability has been created. The new owner must 
  be a spherecaster with a caster level equal to a minimum of half 
  the caster level of the sphere ability the are being given. They 
  use their own concentration and magical skill bonus to main-
  tain the spell, but the sphere ability still uses your caster level.
  Shifting Disguise
  Prerequisite: Alteration sphere.
  Benefit: You may alter the shape, color, and texture of 
  your body to mimic other creatures. As a full-round action, you 
  may reshape your body, but not your clothes, armor, or equip-
  ment, to mimic another creature of your size, appearing to be 
  of another race, sex, and build, though you cannot add or re-
  move limbs or disguise major wounds, granting a +10 circum-
  stance bonus on Disguise checks. This change persists until 
  you change form again. The bonus on Disguise checks does not 
  stack with that granted by the shapeshift ability of the Alteration 
  sphere, a hat of disguise, the Realistic LikenessARG feat, or similar 
  sources. You cannot assume the form of a specific individual 
  unless you also possess the Perfect Imitation talent. This is a 
  supernatural polymorph effect.
  Special: You may gain traits from the Blank Transformation 
  option of the shapeshift ability of the Alteration sphere while un-
  der the effects of this feat even though it is a polymorph effect. 
  If you possess the Perfect Imitation talent, you may choose to 
  merge your currently worn equipment and mimic clothing and 
  armor per that talent.
  Shifting Mastery
  Prerequisite: Combat Casting.
  Benefit: When targeting only yourself with a shapeshift 
  effect, your casting does not provoke attacks of opportunity. 
  Additionally, you may take 10 on any concentration checks re-
  lated to casting Alteration sphere effects.
  
  Chapter 7: Additional Options
  484
  Shining Stars
  Prerequisites: Light sphere (Dancing Lights, Glory).
  Benefit: You may apply the effects of your Glory talent to 
  glow effects you create as Dancing Lights as if they were placed 
  on yourself, though you may still only apply the effects of Glory 
  to a single glow at a time.
  Shoulder To Shoulder
  Prerequisite: Grit, luck pool or panache class feature.
  Benefit: When you gain this feat, choose a mandate from 
  the War sphere. You may spend a point of grit, luck or panache 
  to create this mandate between yourself and an adjacent ally as a 
  swift action. This is a supernatural ability. For purposes of this 
  mandate, the attribute that governs the maximum amount of 
  grit, panache or luck you can possess is your casting ability and 
  your base attack bonus is your caster level. The mandate lasts for 
  one minute, or ends immediately if you create another mandate 
  with this ability, fall unconscious, or if you move beyond 60 feet 
  from each other.
  If the person you share the mandate with performs an ac-
  tion that would allow you to regain grit, luck, or panache, then 
  you may regain grit, luck, or panache as if you had performed 
  the action yourself.
  Shrouding Aegis
  Prerequisites: Protection sphere, shadowstuff class 
  feature.
  Benefit: You may spend a point of shadowstuff to create a 
  shrouding aegis. A shrouding aegis protects its bearer through the 
  use of illusion by either obscuring their image, making them 
  appear in a slightly different location, or disguising their move-
  ments. The illusions act intelligently and are constantly shifting, 
  causing the creature to have a somewhat ‘unreal’ appearance.
  Creatures attacking anyone with a shrouding aegis must at-
  tempt a Will save against a DC equal to 10 + 1/2 your Protection 
  caster level + your casting ability modifier to determine if they 
  can see properly through the shrouding aegis. Those who fail 
  this saving throw can not take attacks of opportunity against 
  the shrouded creature, can not benefit from or participate in 
  flanking it, and can not deal any precision-based damage to the 
  shrouded creature. Critical hits work normally, however.
  Those who succeed at the save or are immune to illusions 
  are not affected by the shroud. Once a creature succeeds at 
  their saving throw, they do not need to attempt any additional 
  saving throws against that shroud. The shroud is considered an 
  illusion, and benefits from your abilities that enhance illusions.
  Silver Tongue
  Prerequisite: Mind sphere.
  Benefit: As an immediate action, you may spend a spell 
  point to reroll a single Bluff, Diplomacy, or Intimidate check 
  with a +2 enhancement bonus. You may make the decision to 
  use this ability after rolling the check, and you must keep the 
  result of the second roll even if it is lower. This bonus increases 
  by +1 per 3 Mind caster levels.
  Skillful Disappearance
  Prerequisites: Warp sphere.
  Benefit: The ability to teleport is only half of your ability 
  to disappear. Whenever you teleport you can also use one of the 
  following abilities as long as you meet the ability’s prerequisites.
  Exit Stage Left (Disguise 5 ranks): When you teleport you can 
  attempt a Disguise check as part of the same action, creating 
  and donning a disguise between disappearing and reappearing. 
  You may only disguise minor details when using this ability, and 
  do not get the normal +5 modifier for doing so.
  Flourish: When you teleport you can create a minor senso-
  ry effect (such as sparkles or a soft clap of thunder) when you 
  depart or arrive. You may also leave a Fine-sized calling card 
  where you depart (whether marking the spot with a smoking 
  brand or dropping a single rose petal) that disappears after one 
  hour.
  Make Them Flinch (Intimidate 5 ranks): Immediately before 
  you teleport you may attempt an Intimidate check against an 
  opponent as a free action, as if making a demoralize check. If 
  you succeed, casting teleport does not provoke an attack of op-
  portunity from that opponent.
  Without a Trace (Stealth 3 ranks): You take advantage of even 
  the briefest windows of opportunity to disappear without be-
  ing noticed. Immediately before teleporting you may attempt a 
  Stealth check, opposed by a Perception check from any onlook-
  ers. Onlookers who fail their check do not see where you have 
  gone or how you left, though they may still find out through 
  other means.
  Skillful Force
  Prerequisites: Telekinesis sphere (Finesse, Steal, or 
  Telekinetic Tools).
  Benefit: When using your telekinesis to perform skill 
  checks as described in Finesse or Steal, you do not suffer the 
  normal -5 skill check penalty. When using Telekinetic Tools, 
  your mimicked tools are effectively masterwork and grant a +2 
  circumstance bonus on related checks.
  Smolder Resin
  Prerequisites: Nature sphere ((fire) package and (plant) 
  package).
  Benefit: Your Pummel geomancing ability deals additional 
  fire damage equal to your casting ability modifier with each hit 
  that successfully deals damage.
  Soulfire
  Prerequisite: Caster level 5th.
  Benefit: You may accept 2 or more points of Constitution 
  burn as a free action. Doing so grants 1 temporary spell point 
  per 2 points of burn that expires at the end of your turn. If 
  these temporary spell points are spent on a sphere effect that 
  deals damage, half that damage becomes untyped damage and 
  the effect bypasses spell resistance. The number of spell points 
  granted per 2 points of burn increases by +1 every ten character 
  levels. You cannot use this ability if doing so would reduce your 
  Constitution to 0.
  Soul-Piercing Gaze
  Prerequisite: Emotion class feature.
  Benefit: As a standard action, you may attempt to make 
  eye contact with all enemies within close range. The enemies 
  must be able to see and hear you to be affected. Each enemy 
  receives a Reflex saving throw against a DC 10 + 1/2 your class 
  level + your casting ability modifier against the gaze. Enemies 
  may attempt to avert your gaze as they would a gaze attack 
  (such as by averting their eyes of wearing a blindfold).
  
  Chapter 7: Additional Options
  485
  If at least one enemy fails their saving throw, you may 
  choose one enemy that failed their saving throw and use an 
  emotion from your emotion class feature on them as if you had 
  made a successful melee touch attack. They still receive the 
  regular saving throw against the emotion, if any. If every target 
  succeeds on their saving throw against your gaze, the emotion 
  is not expended.
  When using Soul-Piercing Gaze, it is difficult for observers 
  to detect the use of any supernatural ability. You may attempt 
  a Bluff check vs. the passive Perception (DC 11 + Perception 
  modifier) of any observers to disguise what you are doing.
  Spell Capacitor
  Prerequisite: Time sphere.
  Benefit: You may cast sphere effects into a temporary rift 
  in time, creating a spell capacitor, storing them for a short time 
  before discharging them simultaneously. This casting spends 
  any spell points required at the time it is performed. You may 
  cast sphere effects into this capacitor with total spell point cost 
  not exceeding half of your casting ability modifier (minimum 1) 
  and total caster level not exceed three times your caster level 
  (use the highest caster level for the effects stored if you have 
  multiple caster levels). Once an effect is cast into the capacitor, 
  it dissipates harmlessly after 1 minute. All stored effects may be 
  released as a 1 round action, choosing targets for each stored 
  effect individually within the parameters of that effect.
  Spirit Beacon
  Prerequisite: War sphere.
  Benefit: When you create a totem, you may make it mani-
  fest as a glowing pillar of ethereal light that extends upward for 
  hundreds of feet (though not through ceilings). Any creature 
  within 100 feet per caster level that can see the light is affected 
  by your totem, even if they are seeing the totem indirectly. For 
  enemies, it is trivial to avert their eyes (so they can choose to 
  simply not be affected by the totem), but any ally with a line of 
  sight to the spirit beacon can easily keep it in view.
  Sphere Focus
  Prerequisite: Casting class feature.
  Benefit: Choose a sphere. You gain a +1 bonus to saving 
  throw DCs for all abilities from that sphere. You may take this 
  feat multiple times. The effects do not stack. Each time it is 
  gained, apply this benefit to a different sphere.
  Sphere Virtuoso
  Prerequisites: Casting class feature; two or more talents 
  from any sphere that both have the instill, mass, range or strike 
  descriptors.
  Benefit: If you possess two talents from separate spheres 
  that both possess the instill, mass, range, or strike descriptors, 
  you count as possessing all talents of that corresponding type 
  from all spheres that possess such a talent. You must possess 
  the corresponding base sphere before gaining access to any tal-
  ent, and if such a talent can be taken multiple times, this only 
  counts as possessing the talent once.
  Example: If a character possesses Energy Strike and Cryptic 
  Strike, they would count as possessing all other talents with the 
  strike descriptor. If a character possesses Instill Life and Instill 
  Death, they would count as possessing all other talents with the 
  instill descriptor.
  Steam Geomancing
  Prerequisites: Nature sphere ((fire) package and (water) 
  package).
  Benefit: When using any Nature sphere ability that deals 
  cold or fire damage, you may change the damage to half cold 
  damage and half fire damage.
  Studied Healing
  Prerequisites: Heal 1 rank, Life sphere.
  Benefit: When you use your cure ability, you gain a bonus 
  to your caster level equal to half the number of ranks you have 
  in the Heal skill, rounded up. This can not increase your caster 
  level above your Hit Dice.
  Strengthened Possession
  Prerequisite: Possession class feature.
  Benefit: You count your wraith level as 4 higher when de-
  termining the maximum CR of a creature you may possess, the 
  save DC of your possession ability, and your effective wraith 
  level for determining the effect of path abilities (though does 
  not grant access to path abilities that have not yet been gained). 
  This bonus cannot increase your effective wraith level above 
  your Hit Dice.
  Succor
  Prerequisites: War sphere, lay on hands class feature.
  Benefit: You may spend a spell point to rally an ally, and 
  use your lay on hands class feature on them. This costs the nor-
  mal number of uses of your lay on hands class feature in addi-
  tion to the spell point cost of the rally, but does not require the 
  ally to be within the normal range of your lay on hands ability.
  Superior Reanimation
  Undead you create are even stronger than usual.
  Prerequisites: Death sphere (Empowered Reanimate).
  Benefit: All creatures you reanimate gain a +6 enhance-
  ment bonus to their Strength and Dexterity, or a +8 enhance-
  ment bonus to either Strength or Dexterity. These bonuses su-
  percede those of Empowered Reanimate.
  Synchronicity
  Prerequisite: Emotion class feature.
  Benefit: You may enhance an emotion power that has a 
  range of touch and a single target to extend the range to 30 
  feet and the maximum number of targets to be equal to your 
  casting ability modifier. Each target of the emotion power must 
  be within close range of each other as well as you. If the power 
  grants a saving throw to resist, the DC is reduced by 2. Using 
  an emotion power in this way costs 3 daily uses of the power 
  instead of 1.
  Tabulated Mind
  Prerequisite: Divination sphere.
  Benefit: When you concentrate to maintain a divine ef-
  fect, you are no longer considered flat-footed due to maintain-
  ing concentration, and may also take swift or immediate ac-
  tions during the same action. In addition, as a free action you 
  may spend a spell point to reduce the concentration action for 
  divine effects by 1 step for 1 round per caster level, thus reduc-
  ing a normally full-round action into a standard action, and also 
  allowing for additional move actions to be performed. If you 
  also possess the boon Easy Focus, you reduce instead the con-
  centration action without spending a spell point to a standard 
  
  Chapter 7: Additional Options
  486
  action, allowing for additional move actions, and with spending 
  spell points from 1 full-round action to 1 move action, allowing 
  for additional standard actions.
  Normal: Concentrating on a divine effect is usually a full-
  round action, while also preventing any other standard, move, 
  immediate and swift actions, and granting the flat-footed 
  condition.
  Tactical Animation
  Prerequisites: Enhancement sphere (Animate Object 
  (enhance)).
  Benefit: Whenever you create an animated object, you 
  may grant it a single Teamwork feat it qualifies for as a bo-
  nus feat. You may spend an additional spell point when us-
  ing Animate Object to grant the object an additional bonus 
  Teamwork feat it qualifies for.
  Normal: Animated objects are mindless, and do not pos-
  sess any feats.
  Tenacity
  Prerequisite: Judgment class ability.
  Benefit: Whenever you activate a judgment, if you have 
  not previously activated that judgment today, you gain tempo-
  rary hit points equal to your Hit Dice + your casting ability 
  modifier. These last until you rest and regain uses of your judg-
  ment class ability.
  Terrain Strider
  Prerequisite: Nature sphere.
  Benefit: You are much less affected by terrain that has 
  been enchanted or magically manipulated to impede you, based 
  upon what packages you possess. Gain a +4 circumstance bonus 
  to saving throws against any Nature sphere talents or abilities 
  from a package you possess.
  Thrum Of Rain
  Prerequisites: Weather sphere; bardic performance or 
  raging song class feature.
  Benefit: When you start a bardic performance or raging 
  song, you may use your control weather ability as part of the 
  same action. As long as the song continues, you may maintain 
  the effect as part of the song without concentration or spend-
  ing spell points. Once your performance ends, you must either 
  begin concentrating on the effect or spend a spell point to allow 
  it to continue without concentration.
  Tornado Companion
  Prerequisites: Weather sphere; animal companion with 
  an effective druid level of 7.
  Benefit: You can select a tornado to serve as your com-
  panion. You acquire and advance this creature in the same way 
  as the companion detailed in the class feature used as a prereq-
  uisite for this feat. You can also dismiss the creature as dictated 
  by your class feature.
  Tornado (companion)
  Starting StatiSticS
  Size Large, Speed fly 50 ft. (Good); AC +3 natural armor, 
  Attack slam (1d4); Str 16, Dex 17, Con -, Int -, Wis 3, Cha 
  1; Special Qualities fluid, whirlwind (10-15 ft. high, 1d4+3 
  damage, DC 10 + 1/2 HD + Str modifier), construct immunities, 
  darkvision 60 ft. CMD cannot be tripped
  Fluid: A tornado companion is unusually fluid; it may 
  squeeze through tight spaces as if it were two sizes smaller than 
  it actually is.
  Mindless: Tornado companions have no Intelligence 
  score and possess the mindless trait. In spite of this, tornado 
  companions may learn one trick, plus additional bonus tricks 
  as noted on Table: Animal Companion Base Statistics 
  (in the Pathfinder RPG Core Rulebook). Tornado companions 
  have no skill points, but they gain feats as if they had an 
  Intelligence score as noted on Table: Animal Companion 
  Base Statistics.
  Whirlwind: A tornado companion is always in whirlwind 
  form (see Pathfinder RPG Bestiary Appendix 3: Glossary)
  Note: As a construct, a tornado companion does not gain 
  increased hit points from a high Constitution score, but in-
  stead gains 30 bonus hit points from its size. It has base attack 
  bonus and saving throws as normal for an animal companion.
  Totem Of The Darkest Aberration
  Prerequisites: War sphere, forbidden lore class feature.
  Benefit: You must spend a spell point to create a totem 
  of the darkest aberration. When an ally within this totem uses a 
  sphere ability, you may use an immediate action to allow them 
  to benefit from your forbidden lore class feature. If backlash 
  occurs, it affects only you, but the ability still fails. A sphere 
  ability can only benefit from forbidden lore once.
  Totem Of The Deepest Curse
  Prerequisites: War sphere, forbidden lore class feature.
  Benefit: You must spend 2 spell points to create a totem of 
  the deepest curse. The area of this totem is desecrated with the ab-
  errations you commune with. Enemies within this totem suffer 
  the effects you currently suffer from due to any backlash you 
  have accumulated.
  Totem Of Undoing
  Prerequisites: War sphere, caster level 10th.
  Benefit: You must spend 2 spell points to create a totem 
  of undoing. Enemy creatures must succeed at a Fortitude save 
  or become faded for as long as they remain within the totem. 
  Leaving the area of the totem ends this effect, but they must 
  save again if they re-enter the area. A faded creature has be-
  come less real and less material than before. Faded creatures 
  do half damage with attacks and abilities, unless that attack 
  or ability does full damage against incorporeal creatures (such 
  as force damage or a ghost touch weapon). Faded creatures have 
  no weight and do not set off traps that are triggered by weight. 
  They may still fall, and take double normal falling damage while 
  the surface they fall onto takes none. Faded creatures suffer a 
  penalty equal to your caster level to their Strength score (to a 
  minimum Strength of 1) when determining their CMB, CMD, 
  as well as their ability to lift, break or otherwise manipulate 
  objects around them.
  Tough As Nails
  Prerequisite: Grit, luck, or panache pool.
  Benefit: When you spend a point of your grit, luck, or 
  panache, you gain temporary hit points equal to your character 
  level. These last 1 minute.
  
  Chapter 7: Additional Options
  487
  Trance
  Prerequisite: Emotion class feature.
  Benefit: You may apply any emotion power with ‘touch’ 
  in the name to yourself as a move action instead of a standard 
  action. Doing so does not provoke an attack of opportunity.
  Transformation
  Benefit: 
  Choose 
  one 
  (transformation) 
  Alteration 
  sphere talent that does not cost a spell point. If you choose 
  Anthropomorphic Transformation and are humanoid or of a 
  similar body plan, choose one other (transformation) or (body) 
  talent to use when choosing traits.
  As a full-round action, you may assume the form of a single 
  creature whose type corresponds to this form talent per the 
  shapeshift ability of the Alteration sphere as a supernatural abil-
  ity. The same creature (wolf, spider, treant, etc.) is mimicked 
  and the appearance of that creature is retained each time. The 
  chosen form may be the same as your base size or else Medium 
  or Small, applying size change bonuses and penalties as appro-
  priate if this is not your usual size. When assuming your chosen 
  form, you gain the chosen size. This transformation lasts until 
  you choose to revert to your original form as a full-round ac-
  tion. You gain all the abilities granted by this form (movement 
  modes, natural attacks, special abilities, etc.) but do not gain 
  any traits from the Alteration sphere as part of this transforma-
  tion. Treat your Hit Dice as your caster level for the purposes of 
  this effect. This is a polymorph effect. Possessing this feat gives 
  you the shapechanger subtype.
  Special: You may gain traits from the Blank Transformation 
  option of the shapeshift ability of the Alteration sphere while 
  under the effects of this feat even though it is a polymorph 
  effect. This feat counts as possessing the Alteration sphere and 
  the chosen (transformation) talent for the purpose of meeting 
  feat prerequisites. If you possess the Perfect Imitation talent or 
  Shifting Disguise feat, you may make cosmetic changes to your 
  Transformation form per the base Alteration sphere trait.
  Transformation, Hybrid
  Prerequisite: Transformation.
  Benefit: When changing into a form granted by the 
  Transformation feat, you may instead assume a hybrid form, 
  blending your base form and your transformation form. This 
  cannot be used if your transformation form is already similar to 
  your base form, such as a humanoid using Anthropomorphic 
  Transformation.
  When in hybrid form, you gain all limbs, natural attacks, 
  special abilities, and movement modes from your transforma-
  tion form, but without changing your basic shape nor melding 
  your equipment. You may choose to retain limbs and move-
  ment speeds from your base form if your transformation form 
  lacks them or has lesser versions, such as a humanoid keep-
  ing arms when assuming a hybrid form based on Serpentine 
  Transformation or Vermin Transformation, adding legs to 
  Aquan Transformation, or a winged creature retaining its wings 
  under Animalistic Transformation.
  If your transformation would grant you additional legs, you 
  may instead gain them as arms, although they do not grant any 
  additional attacks, are not strong enough to gain any natural 
  attacks, and may not assist in wielding weapons, activate magic 
  items, or wield a shield. They may hold items and as a swift 
  action you can use them to draw a sheathed or hidden weapon, 
  don a shield, retrieve a stored item, load a crossbow, open a 
  door, pick up an unattended item, sheathe or store an item, 
  or take other non-offensive actions involving manipulating ob-
  jects. Items do not automatically merge with the new form if it 
  is capable of wearing them, but the size of the items does not 
  change if they do not resize on their own.
  Special: Traits granted from the Improved Transformation 
  feat apply to both your base transformation form and your hy-
  brid form.
  Transformation, Improved
  Prerequisites: Transformation, character level 5th.
  Benefit: Choose one trait for every 5 character levels 
  you possess (minimum 1) from the Blank Transformation abil-
  ity of the Alteration sphere, from the talent chosen for the 
  Transformation feat, another Alteration sphere talent you pos-
  sess, or another trait deemed appropriate to the form selected 
  for your Transformation feat by the GM. You may not select a 
  trait that carries an additional spell point cost. You gain one set 
  of traits for each instance of the Transformation feat that you 
  possess. Once selected, these traits and their specific manifes-
  tations cannot be changed. You may take the Perfect Imitation 
  talent or the Retain Ability talent in place of a trait and may 
  apply them to your Transformation form. Additionally, the time 
  required to change shape with the Transformation feat is re-
  duced to a swift action.
  Special: Traits gained from this feat count against the 
  maximum number of traits you may receive from the shapeshift 
  ability of the Alteration sphere. You may choose to suppress 
  one or more traits granted by this ability when you assume a 
  particular Transformation form. Alternatively, you may choose 
  to gain one or more traits from a particular set without the base 
  form.
  Treat Injury
  Prerequisites: Heal 1 rank, Life sphere.
  Benefit: Whenever you treat deadly wounds, you may you 
  may use restore on the target. This costs one less spell point than 
  normal. Even if you may use treat deadly wounds on a target 
  multiple times in a day, this ability may only be used on a target 
  once per day.
  Triage
  Prerequisites: Heal 1 rank; caster class ability or ki class 
  ability.
  Benefit: You may spend a spell point or ki point to treat 
  deadly wounds on a creature as a full-round action as per the 
  Heal skill. You may do this even if the creature that has already 
  received such treatment that day.
  Tribal Rhythm
  Prerequisites: War sphere; bardic performance or raging 
  song class feature.
  Benefit: The character gains the ability to attach totems 
  they create to their songs. When they do so, the totem affects 
  all allies (but not enemies) who are affected by the song. As 
  long as the song continues, the character may maintain the to-
  tem as part of the song without concentration or spending spell 
  points, but must still pay any regular spell point cost to create 
  the totem.
  
  Chapter 7: Additional Options
  488
  Allies affected by a totem attached to a song can be rallied. 
  In the case of a raging song, the ally need only have the choice 
  to be affected; they do not need to choose to be affected in or-
  der for the caster to be able to rally them. Whenever the char-
  acter creates a new totem, they may attach it to their song or 
  create it normally. Totems attached to songs can be ended as a 
  free action. If the character has the ability to move totems, they 
  may attach and detach totems from their song as if the totems 
  were totemic auras attached to themselves.
  When you use a standard action to begin a song, you may 
  create a totem attached to it as part of the same action.
  Two Minds
  Prerequisites: Alteration sphere (Additional Limbs) or 
  multiple heads.
  Benefit: When you have more than one head and are the 
  target of a mind-affecting ability that allows a Will save, you 
  may spend a spell point as a free action, even if it is not your 
  turn, to reroll the save after the die is rolled but before the 
  result is revealed.
  Undead Animal Companion
  Your animal companions serve you beyond the grave.
  Prerequisites: Death sphere (Undead Whisperer); ani-
  mal companion or mount class feature.
  Benefit: You can gain the services of an undead animal 
  companion with the skeleton or zombie template, either by 
  performing a ceremony requiring 24 uninterrupted 
  hours of prayer in an environment where the new 
  companion typically is buried, or to replace (or reani-
  mate) an animal companion that has perished. It keeps its 
  Intelligence and Wisdom scores, and you may use the 
  higher of its Constitution and Charisma for its 
  new Charisma score. It retains the same feats, 
  tricks, and skills of a living animal companion, 
  and you can continue to use the Handle Animal 
  skill to direct it. It keeps all special abilities 
  gained as a part of being an animal companion 
  (i.e. evasion) and as a member of their species. 
  For the purposes of effects targeting creatures 
  by type (such as a ranger’s favored enemy and 
  bane weapons), it counts as both animal and 
  undead.
  If you possess Expanded Necromancy, you 
  may make your animal companion one of the 
  options available through that talent at no extra 
  cost.
  Vampiric Disruption
  Prerequisites: Life sphere (Affliction).
  Benefit: Upon successfully using your 
  Affliction talent, you may use a swift action to 
  use a Life sphere ability on yourself.
  Variant Necromancy
  You are experienced with maintaining 
  control over unusual undead.
  Prerequisites: Death sphere (Expanded 
  Necromancy).
  Benefit: When you reanimate a variant 
  undead from Expanded Necromancy, they 
  only count as x1.5 their Hit Dice (rounded up) against the total 
  amount you may have reanimated at once.
  Versatile Crafter
  Prerequisite: Any item creation feat.
  Benefit: When creating a magic item, you may create an 
  item even if you lack the base sphere or do not have a high 
  enough caster level or MSB. This increases the DC of the item 
  creation check by +5 for each base sphere or individual caster 
  level/point of MSB bypassed in this fashion.
  Versatile Feeding
  You have learned the art of funneling necromantic power 
  between yourself and your minions.
  Prerequisites: Death sphere (Necrotic Feeding (ghost 
  strike)).
  Benefit: Whenever you use your Necrotic Feeding ghost 
  strike, you may make either or both of the following choices:
  You may use Necrotic Feeding to consume a mindless un-
  dead you reanimated and control (regardless of its actual hit 
  points); if you do, it automatically fails its saving throw.
  You may grant the bonuses gained from your Necrotic 
  Feeding to an undead you control within close range (or the 
  range of your Master’s Presence, whichever is greater).
  Only one creature can benefit from your Necrotic Feeding 
  bonuses at a time, and additional uses of Necrotic Feeding 
  overlap (do not stack).
  Vigilant Skeptic
  Prerequisites: Perception 5 ranks and Sense 
  Motive 5 ranks; or Alertness.
  Benefit: You are automatically treated as 
  interacting with any figments you come 
  within 5 feet of, increasing by an ad-
  ditional 5 feet per 2 ranks you have 
  in Perception. As a full-round ac-
  tion you may interact with all fig-
  ments within 30 feet. You get a +1 
  bonus to Perception and Sense 
  Motive checks per 2 character lev-
  els against targets benefiting from 
  glamers.
  Vital Magic
  Prerequisite: Fervor 
  or lay on hands class 
  feature.
  Benefit: You may spend 
  1 spell point as a free action 
  to regain 1 use of your fervor or lay 
  on hands ability.
  Wall Master
  Prerequisite: Creation sphere.
  Benefit: When attempting to create 
  a wall anchored into another object and 
  built out of entirely 10 feet-by-10-feet seg-
  ments, double the size of the wall you can 
  create.
  Wand Charger
  Prerequisites: 
  Craft 
  Spell 
  Engine, caster level 4th.
  
  Chapter 7: Additional Options
  489
  Benefit: When recharging a spell engine, you may spend 
  a number of spell points not exceeding half your caster level, 
  restoring an equal number of spell points to the spell engine. 
  You may not exceed the spell engine’s maximum charges this 
  way. You may recharge a spell engine more than once a day with 
  this ability, but the total transferred spell points cannot exceed 
  half your caster level. Additionally, you may count your caster 
  level as 4 higher when determining what spell engines you can 
  recharge.
  Wand Wielder
  Prerequisite: Caster level 10th.
  Benefit: When wielding a spell engine, use your caster lev-
  el in place of the spell engine’s caster level (if it is higher) when 
  calculating its abilities.
  Wellspring Of Life
  Prerequisites: Life sphere (Fount Of Life).
  Benefit: The maximum size of your fount of life increases 
  by 2 hit points per caster level. It increases by another 2 points 
  per caster level for each (cure) talent you possess.
  Wind Dancer
  Benefit: Whenever you drive an air vehicle you treat the 
  Wind severity level either one step higher or one step lower (to 
  a minimum of 0 and a maximum of 7), whichever you prefer. 
  You may change this decision once per round as a free action. 
  If you have 11 ranks in Fly or Profession (pilot), you no longer 
  suffer the negative effects of any Wind of severity level 5 or 
  lower while driving an air vehicle. If you have 17 ranks in Fly or 
  Profession (pilot) you no longer suffer the negative effects of 
  any wind while driving an air vehicle. It cannot be sucked into 
  or damaged by a tornado.
  Witch Hunt
  Prerequisites: War sphere, judgment class feature.
  Benefit: Whenever you create a mandate that you share 
  with another ally, they benefit from judgments you have active. 
  Only one ally (other than yourself) can benefit from your judg-
  ments this way.
  Wondrous Wardrobe
  Prerequisites: Creation sphere (Expanded Materials 
  (material)).
  Benefit: You need not spend a spell point to create or alter 
  non-magical clothing, non-magical fake jewelry, or other parts 
  of a mundane disguise. You are still limited to the materials you 
  can create. Fake jewelry created by this talent is difficult to tell 
  apart from real jewels at a glance. A full minute of study and 
  a DC 15 Appraise check is needed to reveal their fraudulent 
  nature. If you possess Exquisite Detail you increase the DC of 
  the Appraise check by 1/2 your caster level. This is a permanent 
  effect that lasts until dispelled or dismissed.
  This allows you to create or alter any mundane disguise on 
  yourself or a willing creature, treating the target as having used 
  a disguise kit. If you have the ability to change creatures’ forms 
  (such as via the Alteration sphere or the Alternate Form racial 
  trait) then as part of using that ability you may create or alter 
  clothing on the affected creatures as a free action.
  Additionally, as a free action, you can designate any object 
  you have created to disappear at a specific point in time or under 
  specific conditions which can be as detailed or vague as you 
  desire but must only contain visible or audible triggers, such 
  as the stroke of midnight or upon sitting down on the royal 
  throne.
  World In Miniature
  Prerequisites: 
  Nature 
  sphere, 
  Warp 
  sphere 
  (Extradimensional Room (space) or Extradimensional Storage 
  (space)).
  Benefit: The extradimensional spaces you create are not 
  empty void, but instead a tiny world formed from your magic. 
  This world generates naturally and consistent across all extrad-
  imensional rooms you create as well as your extradimensional 
  storage. The elements of this world take up no space in an ex-
  tradimensional storage. By increasing the action of geomancing 
  by one step, you can simultaneously open a portal to your world 
  to access the elements within. The world’s exact composition 
  depend on the geomancing packages you possess:
  Air: Your world possesses a breathable atmosphere and 
  miniature storms. Each round, it produces enough air to sustain 
  a Medium-sized creature or to create a single instantaneous use 
  of air geomancing in an airless environment.
  Earth: Your world is formed of soft soil and sand. You may 
  use this soil and sand to generate things like dust storms if you 
  possess that capacity, or you may open a portal beneath a target 
  to form a solid earthen surface underneath them, to a maxi-
  mum size of a 10-foot square.
  Fire: Your world is rich in fuel and produces a constant 
  flame. A Tiny-sized fire burns within it at all times. If it is ex-
  tinguished, it reignites one round later if conditions permit.
  Metal: Your world is shot through with veins of metal. You 
  can use recover ore to extract a Tiny-sized piece of metal ore 
  from your world each day.
  Plant: Your world grows plantlife that produces enough 
  food to sustain a Medium-sized creature for a day. These plants 
  can be used for the entangle and harvest abilities any number of 
  times per day, but they are not large enough to count as a tree.
  Water: Your world contains rivers and oceans. It produces 
  enough clean water to sustain a Medium-sized creature for a 
  day. You may generate fog from this water any number of times 
  per day, though it is not large enough to produce effects such 
  as a vortex.
  Admixture Feats
  Admixture feats grant new ways to utilize the Admixture 
  talent (from the Destruction sphere), adding abilities from oth-
  er spheres to your destructive blast. All admixture feats replace 
  the second blast talent you would normally apply, with the re-
  sulting destructive blast dealing normal blast damage in addition 
  to the effect outlined in the feat. Any additional costs incurred 
  by the additional effect must be paid as normal. If your cast-
  er level is different for the two spheres, the destructive blast is 
  governed by your caster level for the relevant blast type and 
  the additional effect is governed by your caster level for the 
  appropriate ability.
  Auspicious Admixture (Admixture)
  Prerequisites: Destruction sphere (Admixture), Fate 
  sphere.
  Benefit: When using Admixture, you may spend an addi-
  tional spell point to affect one target damaged by the destructive 
  blast with a word effect you know in place of a second blast type. 
  
  Chapter 7: Additional Options
  490
  If you possess Echoing Word, you may apply the word to any 
  targets damaged, up to your maximum targets from Echoing 
  Word.
  Blood Wrack (Admixture)
  Prerequisites: 
  Blood 
  sphere, 
  Destruction 
  sphere 
  (Admixture).
  Benefit: When using Admixture, you may spend an addi-
  tional spell point to have a single creature that takes damage 
  be targeted by blood control (including the free (quicken) or 
  (still) ability granted by initiating blood control) that you pos-
  sess. Creatures already under the effects of your blood control 
  instead may be targeted by a (quicken) or (still) ability. If you 
  possess the Mass Control talent, you may apply the blood con-
  trol to all targets damaged, up to your maximum number of 
  targets from Mass Control, though all affected creatures must 
  be targeted by the same (quicken) or (still) ability.
  Enhancing Admixture (Admixture)
  Prerequisites: 
  Destruction 
  sphere 
  (Admixture), 
  Enhancement sphere.
  Benefit: When using Admixture, you may spend an addi-
  tional spell point to have a single creature that takes damage 
  be targeted by an enhancement effect that you possess. If you 
  possess the Mass Enhancement talent, you may apply the en-
  hancement to any targets damaged, up to your maximum targets 
  from Mass Enhancement. This ability can only target creatures, 
  it cannot be used to affect objects.
  Ghostly Admixture (Admixture)
  Prerequisites: Death sphere, Destruction sphere 
  (Admixture).
  Benefit: When using Admixture, you may spend an addi-
  tional spell point to affect one target damaged by the destructive 
  blast with a ghost strike effect you know, in place of a second 
  blast type. If you possess the Greater Ghost Strike talent, you 
  may pay an additional spell point to apply the ghost strike to all 
  targets damaged.
  Illuminating Admixture (Admixture)
  Prerequisites: Destruction sphere (Admixture), Light 
  sphere.
  Benefit: When using Admixture, you may cause a single 
  creature that takes damage to glow.
  Mind Wrack (Admixture)
  Prerequisites: Destruction sphere (Admixture), Mind 
  sphere.
  Benefit: When using Admixture, you may spend an addi-
  tional spell point to have a single creature that takes damage be 
  targeted by a charm that you possess. If you possess the Mass 
  Charm talent, you may apply the charm to all targets damaged, 
  up to your maximum number of targets from Mass Charm.
  Morphic Admixture (Admixture)
  Prerequisites: Alteration sphere, Destruction sphere 
  (Admixture).
  Benefit: When using Admixture, you may spend an ad-
  ditional spell point to have a single creature that takes dam-
  age save against a hostile shapeshift. If you possess the Mass 
  Alteration talent, you may apply the hostile shapeshift to all 
  targets damaged, up to your maximum targets from Mass 
  Alteration.
  Nebulous Admixture (admixture)
  Prerequisites: Destruction sphere (Admixture), Weather 
  sphere.
  Benefit: When using Admixture, you may spend an addi-
  tional spell point to affect one target damaged by the destructive 
  blast with a shroud effect you know in place of a second blast 
  type. If you possess Encompassing Weather, you may apply the 
  shroud to any targets damaged, up to your maximum targets 
  from Encompassing Weather.
  Space-Rending Admixture (Admixture)
  Prerequisites: Destruction sphere (Admixture), Warp 
  sphere (Unwilling Teleport).
  Benefit: When using Admixture, you may spend an ad-
  ditional spell point to have a single creature that takes dam-
  age targeted by Unwilling Teleport. If you possess the Mass 
  Teleport talent, you may apply the Unwilling Teleport effect 
  to all targets damaged, up to your maximum targets from Mass 
  Teleport.
  Telekinetic Admixture (Admixture)
  Prerequisites: 
  Destruction 
  sphere 
  (Admixture), 
  Telekinesis sphere.
  Benefit: When using Admixture, you may spend an ad-
  ditional spell point to lift a creature that takes damage as per 
  Hostile Lift. If you possess the Divided Mind talent, you may 
  lift any number of creatures damaged by the destructive blast 
  that do not exceed your lift limit. Maintaining the Hostile Lift 
  requires concentration or spending one spell point as normal.
  Time-Thief’s Admixture (Admixture)
  Prerequisites: Destruction sphere (Admixture), Time 
  sphere.
  Benefit: When using Admixture, you may spend an addi-
  tional spell point to have a single creature that takes damage 
  targeted by an alter time ability that you possess. If you possess 
  the Mass Time talent, you may apply the alter time effect to all 
  targets damaged, up to your maximum targets from Mass Time.
  Umbral Admixture (Admixture)
  Prerequisites: 
  Dark 
  sphere, 
  Destruction 
  sphere 
  (Admixture).
  Benefit: When using Admixture, you may spend an addi-
  tional spell point to center a darkness or blot effect on the tar-
  get’s square or another affected square.
  Anathema Feats
  Anathema (Anathema)
  Prerequisite: Channel positive energy class feature, fer-
  vor, or lay on hands class feature.
  Benefit: As a standard action, you can create a blast of 
  positive energy, called an anathema. The anathema requires ei-
  ther a melee touch attack or it can be used as a ray with a range 
  of 30 feet. The anathema does d6 damage per level of the class 
  that grants the ability used to meet the prerequisites, and can 
  harm any living or undead target with the evil descriptor or 
  with an evil alignment, even if positive energy would not nor-
  mally damage the target. The target does not receive a saving 
  throw against damage done by this ability.
  Using the anathema uses one one use of your channel pos-
  itive energy class feature, fervor, or lay on hands class ability.
  This is a supernatural ability.
  
  Chapter 7: Additional Options
  491
  Empowered Anathema (Anathema)
  Prerequisite: Anathema.
  Benefit: When you use your anathema, you do +1 damage 
  per die.
  Extended Anathema (Anathema)
  Prerequisite: Anathema.
  Benefit: The range of your anathema increases to 60 feet. 
  You may select this feat up to 3 times, increasing the range of 
  your divine anathema by 30 feet each time to a maximum of 
  120 feet.
  Shaped Anathema (Anathema)
  Prerequisite: Anathema.
  Benefit: You may form your anathema in different shapes, 
  affecting all creatures within the area. You may make a line 
  with a length equal to the range of your anathema, a cone with 
  a length equal to 1/2 the range of your anathema, or a burst 
  around yourself with a radius equal to 1/3 the range of your 
  anathema. Any creature within other than yourself takes dam-
  age, with a Reflex save for half damage with a DC equal to 10 + 
  the number of dice of damage your anathema does (not includ-
  ing extra dice from focused anathema) + your highest mental 
  attribute modifier.
  If you possess the Extended Anathema feat, the size of 
  these shapes increases as your range does.
  Weaponized Anathema (Anathema)
  Prerequisite: Anathema.
  Benefit: Once per round, when you hit with a weapon at-
  tack, you may deliver your anathema through the attack as a 
  free action. The damage from the anathema is not increased 
  by critical hits.
  Champion Feats
  Dimensional Archer (Champion)
  Prerequisites: Warp sphere, +3 base attack bonus.
  Benefit: Your dual mastery of ranged weaponry and warp 
  magic enables you to use the following techniques:
  Anchoring Shot (Sp): As an attack action you may spend a 
  spell point to make an attack with a ranged weapon. If the at-
  tack hits, the target cannot teleport or shift between planes un-
  less it succeeds on a magical skill check against you. This effect 
  lasts for 1 minute per caster level.
  Retreating Reload: You may simultaneously reload a weapon 
  and teleport, using only the longer of the two actions (so a stan-
  dard action teleport and full-round action reload would take a 
  full-round action, while a move action teleport and a swift action 
  reload would take a move action). This always takes at least a 
  swift action.
  Warp Shot (Sp): As an attack action you may spend a spell 
  point to make an attack with a ranged weapon. The attack ig-
  nores all cover, even total cover, as it bypasses all barriers be-
  tween it and the target by either bending space to go through 
  them, teleporting directly to the target, or similar means. The 
  attack is still subject to concealment (such as from being unable 
  to see an enemy behind an opaque wall).
  Dimensional Athlete (Champion)
  Prerequisites: Athletics sphere, Warp sphere.
  Benefit: Your movements transcends space itself. You may 
  apply talents with the (motion) tag to teleporting as if it were 
  movement, treating distance teleported as distance moved. In 
  addition, the AC bonus from the Mobility talent applies to any 
  attacks of opportunity provoked by casting teleport. Teleporting 
  is treated as its own unique movement mode, and does not 
  work with abilities that require a different movement mode to 
  function.
  Fairy Alchemy (Champion)
  Prerequisites: Alchemy sphere, Fallen Fey sphere (Fairy 
  Dust (fey-blessing)).
  Benefit: If you possess the (poison) package of the 
  Alchemy sphere, you may use fairy dust from the Fairy Dust tal-
  ent as if it was a poison. If you possess the (formulae) package 
  of the Alchemy sphere, you may throw fairy dust from the Fairy 
  Dust talent as if it was a splash weapon in place of a formu-
  lae, with a 5-foot splash radius. You may use the higher of your 
  Alchemy sphere and Fallen Fey sphere DCs to determine the 
  effects of this dust.
  Spell Attack* (Champion, Combat)
  Prerequisites: Casting class feature; any talent with the 
  strike descriptor.
  Benefit: When using a talent with the strike descriptor, 
  the attack is treated as a special attack action. This attack may 
  benefit from Vital Strike, as well as combat spheres that aug-
  ment attack actions (but not other special attack actions).
  *Originally printed in Champions of the Spheres
  Unseelie Trapper (Champion)
  Prerequisites: Fallen Fey sphere (Snare Setter (fey-bless-
  ing)), Trap sphere.
  Benefit: In place of the snare from your Snare Setter 
  fey-blessing, you may place any snare from the Trap sphere that 
  you possess. You do not require a trap bag to set such snares. 
  You may use your ranks in Craft (traps) in place of your caster 
  level when determining the effects of the Snare Setter talent.
  Chance Feats
  The force of kismet is mostly the domain of ordained 
  hunters and lucky bastards, but it is possible for others to tap 
  into its abilities. Chance feats grant kismet and a way to use it.
  When you first take a chance feat, you gain a kismet pool 
  if you did not otherwise have one. You gain one kismet point 
  at the beginning of each day, and this is also your maximum 
  kismet. You regain kismet when you roll a natural 1 on an at-
  tack roll or saving throw, subject to the same limitations as an 
  ordained hunter. If you already have a kismet pool, you gain 1 
  extra kismet point at the beginning of each day and your max-
  imum kismet increases by 1 for every chance feat you possess.
  Channel Luck (Chance, Channeling)
  Prerequisite: Channel energy.
  Benefit: When you channel energy, you may spend a kis-
  met point to grant all creatures affected a luck bonus (if they 
  were healed) or a luck penalty (if they were harmed and failed 
  their save) to their next saving throw equal to the number of 
  
  Chapter 7: Additional Options
  492
  dice of your channel energy ability. This bonus lasts at most 1 
  minute for each die of your channel energy ability.
  Defy Fate (Chance)
  Prerequisite: Kismet pool.
  Benefit: As long as you have at least one kismet point re-
  maining you automatically succeed on Constitution checks to 
  stabilize and may roll saving throws against effects that would 
  kill you outright (but not that would kill you through damage 
  or other effects) twice and take the better result.
  Karmic Healing (Chance)
  Benefit: When you heal another creature’s hit points, 
  whether using the Life sphere or another ability, you may spend 
  a kismet point to regain an equal number of your own.
  Lucky Streak (Chance)
  Benefit: When you successfully confirm a critical hit, 
  you may spend a kismet point to make an extra attack at your 
  highest base attack bonus as an immediate action. If this attack 
  hits, increase its critical threat range by +1. This bonus is ap-
  plied after abilities such Improved Critical or the keen weapon 
  special ability and cannot be doubled.
  Surge of Fortune (Chance)
  Benefit: When you roll a natural 15 or above on a skill 
  check or ability check (including if you take 20), you may spend 
  a kismet point to gain a +7 luck bonus to the roll.
  Weighted Dice (Chance)
  Benefit: You may spend a kismet point to roll a d6 as a 
  free action. At any time until you next regain kismet you may 
  spend an immediate action to add the result of one of those 
  die rolls to any attack roll, damage roll, or CMB, skill, or abil-
  ity check. You may decide to use this after you roll but before 
  you know the result. You may only have one use of Weighted 
  Dice active at a time, and once you have used a die roll, it is 
  expended.
  Channeling Feats
  Blessing/Blight Mastery (Channeling)
  Prerequisites: Blessing/blight class feature, channel en-
  ergy class feature.
  Benefit: When you channel energy, you may spend an ad-
  ditional use of channel energy to apply a blessing or blight to 
  one creature that was affected by your channeling. This crea-
  ture is allowed a saving throw as usual, if they would normally 
  be granted one.
  Blessing/Blight Versatility (Channeling)
  Prerequisites: Versatile Channeler, blessing/blight class 
  feature, channel energy class feature.
  Benefit: If you can apply blessings to targets, you may 
  now also apply blights, treating your soul weaver level as being 
  effectively 2 levels lower for this purpose.
  If you can apply blights to targets, you may now also apply 
  blessing, treating your soul weaver level as being effectively 2 
  levels lower for this purpose.
  Channel Destruction (Channeling)
  Prerequisites: Destruction sphere, channel energy class 
  feature.
  Benefit: You may imbue your channel energy with a blast 
  type talent. This channeled energy may only be used to harm, 
  but affects all creatures in the area, not just living or undead. 
  The channeled energy does its normal number of damage dice 
  of a die size and damage type corresponding to the chosen blast 
  type. Additional effects apply as usual for the chosen blast type. 
  If more than one blast type is known, a different blast type may 
  be selected each time channel energy is used. For example, a 
  5th level soul weaver with this feat and the Crystal Blast talent 
  could channel energy, dealing 3d4 piercing damage as well as the 
  effects of Crystal Blast in the normal area and with the normal 
  DC of her channel energy. If, for example, she also possesses 
  the Searing Blast talent, the next round she can channel energy, 
  dealing 3d8 fire damage.
  If the (blast type) talent chosen has additional spell point 
  costs, an additional use of channel energy must be used in place 
  of each spell point required. You may spend a spell point to 
  increase the damage to one die per level in the class that grants 
  channel energy that you possess.
  Channel Life (Channeling)
  Prerequisites: Life sphere, channel energy class feature.
  Benefit: You may channel energy and augment it with 
  your Life sphere abilities. You must spend the normal spell 
  point cost of the ability, but may target any creature that is 
  affected by your channel energy, even if they would normally 
  be out of range of your ability. If combined with Mass Healing, 
  you may affect every creature affected by your channel energy.
  Channel Luck (Chance, Channeling)
  This feat is described under Chance feats above.
  Channel Resolve (Channeling)
  Prerequisite: Channel energy class feature.
  Benefit: When you channel energy, instead of its normal 
  effects, you may instead grant those within range a single at-
  tack. These attacks are made immediately in initiative order. 
  Each attack receives a bonus to damage equal to the number of 
  dice you would have rolled for your channel energy.
  Channeled Detonation (Channeling)
  You can overcharge your connection with your undead us-
  ing your channel energy ability.
  Prerequisites: Death sphere, ability to channel negative 
  energy, caster level 5th.
  Benefit: You can spend a use of your channel energy abili-
  ty as a standard action to detonate a mindless undead you con-
  trol within 30 feet (or your Master’s Presence range, whichever 
  is greater), destroying it, but causing your channel energy to 
  burst outwards from its location; your channel deals (or heals, 
  as appropriate) 1 additional point of damage per Hit Die of the 
  undead sacrificed.
  You can activate this ability as an immediate action when-
  ever a mindless undead you control is reduced to 0 hit points by 
  spending a spell point (and a use of channel energy, as normal).
  Totemic Channeling (channeling)
  Prerequisites: War sphere, channel energy class feature.
  Benefit: When you use your channel energy feature, in-
  stead of affecting everyone in a specific radius, you may spend a 
  spell point to have it affect all allies or all enemies in a totem you 
  control. You do not need to be within the chosen totem.
  
  Chapter 7: Additional Options
  493
  Combat Feats
  Combat feats are combat-related options, and most nota-
  bly, they can be selected as bonus feats by a number of different 
  classes.
  Aligned Attacks (Combat)
  Prerequisites: Non-neutral alignment, caster level 5th.
  Benefit: Choose one alignment you possess. Your natural 
  attacks count as that alignment for the purposes of overcoming 
  damage reduction. If your alignment changes, you may select 
  a new non-neutral alignment that you possess in place of the 
  originally chosen alignment. If you cease to possess a non-neu-
  tral alignment, you lose the benefits of this feat until you gain 
  a non-neutral alignment. This is an extraordinary (Ex) ability.
  Arcane Grip (Combat, Counterspell)
  Prerequisites: Counterspell, Improved Grapple.
  Benefit: When initiating a grapple, you may use the 
  Counterspell feat as a free action. Resolve the counterspell 
  attempt prior to applying the effects of freedom of movement, 
  the Freedom word of the Fate sphere, and similar effects. 
  Additionally, you are always entitled to attempt a Spellcraft 
  check to identify such an effect on a creature within your reach 
  as a free action.
  Arcing Strike (ombat)
  Prerequisites: Destruction sphere (Guided Strike (blast 
  shape)), caster level 11th.
  You may spend a spell point to make your destructive blast 
  fly in an erratic path, unerringly striking your target no mat-
  ter what lies between you. Your destructive blast ignores the AC 
  bonus granted to targets by anything less than total cover, and 
  the miss chance granted to targets by anything less than total 
  concealment. Total cover and total concealment provide their 
  normal benefits against your ranged attacks.
  Special: If you possess the Divination sphere Viewing tal-
  ent, you can use Arcing Strike to strike any target that you can 
  see that is within range of both your destructive blast and your 
  divination, as long as it is not inside a completely enclosed space 
  (GM’s discretion).
  Armored Casting (Combat)
  Prerequisite: Light Armor Proficiency.
  Benefit: You may add the armor bonus from any armor 
  you are wearing (but not armor enhancement bonus or natural 
  armor bonus) to concentration checks made to cast defensively 
  or while grappled. You must be proficient with the armor in 
  question.
  Augur Of Combat (Combat)
  Prerequisite: Int 13.
  Benefit: As long as you are last in the initiative count, use 
  your Intelligence modifier for attack rolls in place of the ability 
  modifier that you would normally use.
  Calculated Shot (Combat)
  Attack smarter, not harder.
  Prerequisites: Int 13, Focused Shot, Point-Blank Shot, 
  Precise Shot.
  Benefit: You may use Focused Shot with any ranged weap-
  on, not just bows or crossbows. You gain a +2 bonus to attack 
  and damage rolls when using Focused Shot. If using Spheres of 
  Might, this counts as a special attack action.
  Champion’s Strike (Combat)
  Prerequisite: Arcane Strike or Imbued Strike.
  Benefit: Your arcane strike or imbued strike is in effect at 
  all times without you needing to take an action to activate it. 
  In addition, when you use this ability with an attack action that 
  only affects one target and has only one attack roll, the bonus 
  on damage rolls for your strike is increased 100% for every +5 
  base attack bonus you possess.
  Counterspelling Strike (Combat, Counterspell)
  Prerequisite: Counterspell.
  Benefit: Whenever you strike a target with a weapon 
  attack, you may spend a spell point as an immediate action 
  to attempt to dispel an existing magical effect on the target 
  using your Counterspell ability, or multiple effects with your 
  Improved or Greater Counterspell ability.
  Deadly Targeting (Combat)
  Prerequisite: Destruction sphere.
  Benefit: The base critical threat range of your destructive 
  blast increases to 19-20.
  Destructive Counter (Combat)
  Prerequisites: Creation sphere (any (material) talent).
  Benefit: When targeted by a ranged attack or spell effect 
  that originates from another square (such as a destructive blast 
  but not a vortex from (water) geomancing), or being in a square 
  that such an effect passes through (such as an Energy Sphere 
  destructive blast), you may attempt to destroy the projectile or 
  spell effect as an immediate action by spending 1 spell point 
  (this spell point cost can not be reduced in any way). If the 
  attack is a projectile, it functions as normal unless it loses half 
  or more of its hit points and gains the broken condition, suffer-
  ing the usual effects, or is destroyed at which point it deals no 
  damage. If the target is a spell effect of a material you can af-
  fect with your alter ability (for example, a fire damage destructive 
  blast with Plasma Production, or a dropped stone object with 
  Expanded Materials) you may attempt to damage the spell ef-
  fect. You must succeed at a magic skill check against the caster 
  in question. If you succeed then the targeted effect is damaged.
  Reduce the damage the spell effect would deal by 1d6 per 
  caster level (increasing to 1d8 per caster level plus your casting 
  ability modifier if you possess Potent Alteration). If this would 
  reduce the spell’s damage to 0, the effect ends when it reaches 
  your square. If the targeted spell deals no damage, instead lower 
  any save DC it might have by your casting ability modifier. If 
  this would reduce the save DC to 9 or lower, the effect ends 
  when it reaches your square. Any effect that would occur in 
  or beyond your square is negated while any square the effect 
  passed through prior to yours is affected normally.
  Devourer (Combat)
  Prerequisites: 
  Alteration 
  sphere 
  (Serpentine 
  Transformation (transformation)) or swallow whole ability, 
  character level 10th.
  Benefit: When you are grappling a creature, once per 
  round you may attempt to use your swallow whole ability as a 
  free action. You gain a +2 competence bonus to CMB and CMD 
  to make and resist grapple checks relating to the swallow whole 
  ability. This is an extraordinary ability.
  
  Chapter 7: Additional Options
  494
  Disarming Transformation (Combat)
  Prerequisites: Alteration sphere (Transform Object).
  Benefit: When targeted by an attack with a manufactured 
  weapon within your shapeshift range, you may spend a spell 
  point as an immediate action to briefly shapeshift the weapon 
  into an animal, disarming your foe. You must be aware of the at-
  tack. The target is allowed a Will save to negate this effect. On 
  a failed save, the weapon immediately transforms into a Small 
  animal or a group of Tiny animals and moves a short distance 
  away before returning to its original form in a square of your 
  choosing within 30 feet of the target. The weapon’s movement 
  does not provoke attacks of opportunity. The transformed 
  weapon will not pass through dangerous squares such as an en-
  ergy wall, instead stopping in the previous square.
  Alternatively, you may spend a spell point as a standard 
  action to shapeshift a manufactured weapon in the range into 
  a hostile serpent that whips around to attack its wielder. The 
  weapon’s wielder must succeed at a Will save or the next time 
  the weapon is used within 1 round per caster level for an at-
  tack, the damage of the attack is instead dealt to the wielder. 
  The wielder cannot willingly reduce or deal nonlethal damage 
  with this attack. Once the damage has been dealt, the effect 
  is discharged. If you spend an additional spell point, the effect 
  persists for 1 round per caster level, each attack after the first 
  granting a Will save to end the effect.
  Dodging Rally (Combat)
  Benefit: Whenever you are rallied, you receive a +4 dodge 
  bonus to AC until the end of your next turn.
  Elicit Strike (Combat)
  Prerequisite: Emotion class feature.
  Benefit: If you make a successful melee attack against an 
  opponent, in addition to dealing your weapon damage, you can 
  spend a swift action to deliver the effects of an emotion power 
  delivered by touch.
  Energy Snake (Combat)
  Prerequisites: Destruction sphere (Energy Sphere (blast 
  shape)).
  Benefit: When using the Energy Sphere blast shape, 
  you may spend 2 spell points instead of 1 to form the energy 
  sphere into a serpent, which grows with every target it damages. 
  Whenever the energy sphere successfully deals damage to a tar-
  get, its size increases by 1 5-foot square. When moving the ener-
  gy sphere each round, its squares must be arranged contiguously 
  in an arrangement that follows the movement of the ‘head’ of 
  the serpent.
  Fear And Flame (Combat)
  Prerequisites: Destruction sphere (Fire Blast (blast type, 
  fire)).
  Benefit: When a creature is set on fire by your destructive 
  blast, they must succeed at a Will save each round they remain 
  on fire or become shaken. If shaken, they become frightened. 
  If frightened, they become panicked. A successful save reduces 
  the severity by one step and ending the on fire condition ends 
  the effects of this feat, though not fear conditions from other 
  sources.
  Frozen To The Bone (Combat)
  Prerequisites: Destruction sphere (at least one (blast 
  type) talent that deals cold damage).
  Benefit: When using a destructive blast blast shape that al-
  lows a Reflex save with a blast type that deals cold damage, you 
  may replace the Reflex save with a Fortitude save.
  Gritting Teeth (Combat)
  Prerequisite: Combat Stamina.
  Benefit: You can prepare yourself for harm if you have 
  advance warning. As a swift action, you may spend 3 stamina 
  points to give yourself resistance to one type of energy damage 
  (acid, cold, electricity, fire, or sonic). This resistance is equal to 
  your character level + your highest mental attribute modifier 
  and lasts 1 minute. You may use this ability multiple times to 
  give yourself resistance against different energy types.
  Heavy Hand (Combat)
  Prerequisites: Destruction sphere (at least one (blast 
  type) talent that deals nonlethal damage).
  Benefit: When using a destructive blast blast type that 
  deals nonlethal damage, you may instead deal lethal bludgeon-
  ing damage, but your die size is reduced one step. Additionally, 
  you gain a +1 insight bonus to attack rolls and save DCs with 
  destructive blasts that deal nonlethal damage.
  Imbued Strike (Combat)
  Prerequisites: Casting class feature, caster level 1st.
  Benefit: As a swift action, you can imbue your weapons 
  with a fraction of your power. For 1 round, your weapons deal +1 
  damage and are treated as magic for the purpose of overcoming 
  damage reduction. For every +5 magic skill bonus you possess, 
  this bonus increases by +1, to a maximum of +5. This ability 
  counts as Arcane Strike for the purposes of qualifying or using 
  feats, items, and abilities, and the bonus from this ability does 
  not stack with the bonus from Arcane Strike. Any feat, item, 
  or ability referencing the caster level of Arcane Strike instead 
  uses the magic skill bonus. In addition, you are considered an 
  arcane caster for the purpose of qualifying for feats that require 
  Arcane Strike as a prerequisite.
  Improved Energy Leap (Combat)
  Prerequisites: Destruction sphere (Energy Leap (blast 
  shape), Explosive Orb (blast shape)).
  Benefit: When you end your movement when using 
  Energy Leap, you may choose to also deal your destructive blast 
  damage in a burst centered on your square with a 5-foot radius, 
  + 5 feet per 10 caster levels. Creatures that take damage from 
  your energy leap do not suffer additional damage from the burst.
  Improved Energy Wall (Combat)
  Prerequisites: Destruction sphere (Energy Wall (blast 
  shape)).
  Benefit: You may spend an additional spell point when 
  using the Energy Wall blast shape. The wall now grants con-
  cealment from creatures on the other side and any non-magical 
  ammunition passing through the wall are destroyed and other 
  non-magical projectiles suffer a -2 penalty to their attack roll.
  At caster level 9th the wall can also affect ammunition with 
  a +1 enhancement bonus, increasing by +1 for every 3 caster lev-
  els thereafter. Unusually massive ranged weapons (such as boul-
  ders or ballista bolts) and ranged attacks generated by natural 
  attacks or spell effects are not affected by this ability.
  Special: If you possess the Demolition talent or apply a 
  (blast type) talent that ignores hardness and deals full damage 
  to objects, such as Shattering Blast or Disintegrate, treat the 
  
  Chapter 7: Additional Options
  495
  wall’s caster level as 3 higher for determining the effects of this 
  feat.
  Improved Spell Combat (Combat)
  Prerequisites: Casting class feature; any talent with the 
  strike descriptor.
  Benefit: When activating a magic sphere talent with the 
  strike descriptor, you may spend a spell point to instead use 
  the sphere effect in conjunction with making a full attack. The 
  magic sphere effect is delivered through the first successful at-
  tack made as part of that full attack routine; if no attack is 
  successful, no creature is targeted with the magic sphere effect 
  and any spell points spent are wasted.
  Martial Aegis (Combat)
  Prerequisites: Protection sphere, base attack bonus +1.
  Benefit: When you create an aegis on yourself, you may 
  use your base attack bonus as your caster level for the purpose 
  of effect (but not duration). If you use a (succor) talent on this 
  aegis, you may also use your base attack bonus as your caster 
  level for the succor.
  Martial Presence (Combat)
  Prerequisites: Combat Stamina, base attack bonus +1.
  Benefit: Choose a basic totem from the War sphere (in-
  cluding totem of war). You can spend 5 points from your stamina 
  pool to create a 30-foot aura that moves with you and that du-
  plicates the effects of this totem. The action required to activate 
  this ability depends on the totem. If the totem has no spell point 
  cost, it is a swift action to create it, if the totem requires a spell 
  point to be created, then activating it is a move action, and if it 
  requires more than 1 spell point, it requires a standard action. 
  For the purposes of the totem ability, use your base attack bonus 
  in place of your caster level and use your highest mental ability 
  modifier as your casting ability modifier, if you do not already 
  possess a casting tradition. The aura created is not a true totem, 
  and does not qualify for feats that alter totems. Once activated, 
  the aura remains active for 1 minute. Falling unconscious or dy-
  ing causes the aura to end.
  This is an extraordinary ability.
  Martial Reflexes (Combat)
  Prerequisites: Combat Stamina or a grit pool, ki pool, 
  luck pool, or panache class feature; base attack bonus +1.
  Benefit: Choose a basic (rally) talent. You may rally your-
  self with this talent at any time by spending either 5 stamina 
  points or one grit, ki, luck, or panache point for every spell 
  point you would normally need to spend. If you do so, the rally 
  is considered an extraordinary ability, and may be used within 
  areas where magic does not function. For the purposes of this 
  rally, you use your base attack bonus as your caster level and 
  your highest mental ability for your casting ability, if you do 
  not already possess a casting tradition. This ability is not a true 
  rally and does not interact with other abilities that affect rallies.
  Martial Totem (Combat)
  Prerequisites: War sphere, base attack bonus +1.
  Benefit: When you create a totem, you may use your base 
  attack bonus as your War caster level for purposes of effect (but 
  not size or duration).
  Melee Caster (Combat)
  Prerequisite: Combat Casting.
  Benefit: When using a magic sphere effect as (or as part 
  of) a melee attack or melee touch attack, the casting does not 
  provoke an attack of opportunity.
  Militant Animation (Combat)
  Prerequisites: Enhancement sphere (Animate Object 
  (enhance)), base attack bonus +1.
  Benefit: Whenever you create an animated object, you 
  may grant it a single combat feat it qualifies for as a bonus feat. 
  You may spend an additional spell point when using Animate 
  Object to grant the animated object an additional bonus com-
  bat feat it qualifies for.
  Normal: Animated objects are mindless, and do not pos-
  sess any feats.
  Mind Over Matter (Combat)
  Prerequisites: Mind sphere, caster level 5th.
  Benefit: When you take hit point damage and are not 
  flat-footed against the damage’s source, you may choose to 
  spend spell points as a free action (even when it is not your 
  turn) to delay some or all of the damage, effectively nullifying it 
  for the moment when it occurs. For every spell point spent, you 
  may delay an amount of damage equal to twice your Mind cast-
  er level (meaning a level 7 thaumaturge could delay 28 points of 
  damage by spending 2 spell points). The damage is delayed for a 
  number of rounds equal to your casting ability modifier.
  In addition, by spending a spell point as a standard action, 
  you may will your metabolic functions to respond differently. 
  You may delay the effect of poison on yourself by altering its 
  frequency by one step (rounds to minutes, minutes to hours, 
  or hours to days, only usable once per poison), you may use 
  your casting ability score instead of Constitution for holding 
  your breath, and you may add your casting ability modifier as a 
  
  Chapter 7: Additional Options
  496
  bonus to checks to disguise your health under close observation 
  (such as when feigning death).
  This is treated as a supernatural ability. Any delayed dam-
  age can be taken at a point prior to the expiration of the de-
  lay by dismissing the effect, as if dismissing a spell. Healing 
  received while damage is delayed can preemptively negate the 
  damage before the effect ends if you wish. If an attack’s damage 
  is negated entirely, secondary effects of the damage are also ne-
  gated if the secondary effect would be negated through damage 
  reduction.
  Mystic Assault (Combat)
  Prerequisites: Casting class feature, base attack bonus 
  +6.
  Benefit: When making a full attack, you may spend a 
  spell point to replace the first attack with any sphere ability 
  or supernatural ability that can be used as a standard action 
  and requires an attack roll or touch attack roll. You must still 
  pay any costs required by this sphere ability or supernatural 
  ability (such as spell points), and if you are using two weapons, 
  this replaces both the primary and secondary weapon attacks. 
  Abilities that replace any of your attacks in a full-round attack 
  are not compatible with mystic assault, nor are other abilities 
  that allow you to use a supernatural or sphere ability as part of 
  an attack.
  Using the sphere or supernatural ability provokes an attack 
  of opportunity if it normally would, and if the ability is dis-
  rupted, the associated attack is lost but the remaining iterative 
  attacks are not. You may decide after you have used your sphere 
  or supernatural ability whether to spend the spell point and 
  continue with your full-round attack or if you wish to take a 
  move action instead.
  Mystic Assault, Improved (Combat)
  Prerequisite: Mystic Assault.
  Benefit: You do not need to spend a spell point to use 
  mystic assault.
  Perpetual Sphere (Combat)
  Prerequisites: Destruction sphere (Energy Sphere (blast 
  shape)).
  Benefit: Whenever you successfully deal damage to a tar-
  get with your energy sphere, increase its duration by 1 round. You 
  can only extend the sphere’s duration by up to a number of 
  rounds equal to your Destruction caster level.
  Pierce The Veil (Combat)
  Prerequisites: Wis 13, base attack bonus +2.
  Benefit: When attacking a target with a miss chance 
  granted from a spell, sphere effect, supernatural or spell-like 
  ability, you may take a penalty to your attack roll to reduce the 
  miss chance for that attack. Each -1 penalty to the attack roll 
  you take reduces the miss chance by 10%. You cannot use this 
  feat to take a penalty greater than half of your base attack bo-
  nus (rounded up).
  Precision Bombardment (Combat)
  Prerequisites: Creation sphere (Created Momentum).
  Benefit: When using create to drop objects on a target or 
  attack them with Created Momentum and are doing so in a way 
  that targets normal AC, you may treat the attack as a weapon 
  attack roll for all purposes; you may apply feats to your attack as 
  you could with any ranged weapon, and may treat creating and 
  dropping a single object on a target as a standard action as an 
  attack action. Dropping the object has its range increment in-
  creased to 40 feet just as when using it as a weapon. Additional 
  damage from feats or talents such as Deadly Aim or Vital Strike 
  is not multiplied based on hardness or falling distance.
  Precogniscent Protection (Combat)
  Prerequisites: Divination sphere (one or more (sense) 
  talents or abilities).
  Benefit: You gain an insight bonus to armor class equal 
  to the number of senses from the Divination sphere you have 
  active (maximum 1 + 1 per 5 Hit Dice). In addition, you may 
  as an immediate action spend a spell point and dismiss a sense 
  you have active to cause a critical hit against you to become a 
  regular hit instead.
  Precogniscent Resistance (Combat)
  Prerequisites: Divination sphere (one or more (sense) 
  talents or abilities).
  Benefit: You gain a resistance bonus to saves equal to the 
  number of senses from the Divination sphere you have active 
  (maximum 1 + 1 per 4 Hit Dice). In addition, you may as an im-
  mediate action spend a spell point and dismiss a sense you have 
  active to reroll a saving throw you have failed.
  Precogniscent Smite (Combat)
  Prerequisites: Divination sphere (one or more (sense) 
  talents or abilities).
  Benefit: You gain an insight bonus to attack and damage 
  equal to the number of senses from the Divination sphere you 
  currently have active (maximum 1 + 1 per 5 Hit Dice). You may 
  as an immediate action spend a spell point and dismiss a sense 
  you have active to ignore a percentage of miss chance (maxi-
  mum 5% + 5% per 5 Hit Dice) for 1 round.
  Pressure Point Proficiency (Combat)
  Prerequisites: Mind sphere, Improved Unarmed Strike.
  Benefit: By studying precisely where and how to strike 
  your enemies, you can interrupt the biological processes that 
  contribute to mental stability. If you make a successful unarmed 
  strike against an opponent, it takes a -1 penalty to all Will saves 
  until the end of your next turn. Multiple strikes you make 
  against the same target do not stack, and the penalty to Will 
  saves can apply to mind-affecting effects channeled through the 
  strike.
  Pressure Point Pugilist (Combat)
  Prerequisites: Mind sphere, Improved Unarmed Strike, 
  Pressure Point Proficiency, character level 5th.
  Benefit: The penalty from Pressure Point Proficiency in-
  creases to -2 if you successfully hit the target a second time in 
  the same round.
  Rage Of The Grave (Combat)
  Your revenant-like anger fuels you even in death, granting 
  you one last chance to take down your killers.
  Prerequisites: Death sphere, rage class feature; caster 
  level 6th or base attack bonus +6.
  Benefit: Whenever you are dealt hit point damage that 
  would kill you, you can spend all your remaining rounds of rage 
  as an immediate action. If you do, you are immediately reani-
  mated as a fast zombie as if you had reanimated yourself, except 
  you possess Hit Dice equal to your racial Hit Dice plus your 
  
  Chapter 7: Additional Options
  497
  class level, and your duration is equal to the number of rounds 
  of rage you spent to use this ability. You gain all passive benefits 
  and detriments of your rage despite being undead, and may still 
  use rage powers. Each round, you must attempt to kill the crea-
  tures that killed you to the best of your ability, (as determined 
  by the GM), or the duration immediately expires.
  When the duration expires (assuming you were not de-
  stroyed while a fast zombie), you are returned to life with -1 hit 
  points (stable), gaining 2 temporary negative levels that last 24 
  hours.
  You must have at least one round of rage remaining to use 
  this ability, and you can only use this ability once per day.
  Reach Blade (Combat)
  Prerequisites: Destruction sphere, destructive blade 
  class feature.
  Benefit: Your destructive blade may be shaped with the 
  reach property. This property can be added or removed each 
  time you shape the blade.
  Rebuff, Improved (Combat)
  Prerequisites: Destruction sphere (Rebuff (blast shape)).
  Benefit: Whenever a creature within range is the target of 
  a ranged attack, you may spend a spell point as an immediate 
  action to target the projectile with a destructive blast. Make an 
  opposed attack roll using your caster level in place of your base 
  attack bonus to destroy the projectile and negate the attack. 
  Unusually massive projectiles (such as boulders or ballista bolts) 
  and ranged attacks generated by natural attacks or spell effects 
  are not affected by this ability.
  Rebuff, Superior (Combat)
  Prerequisites: Destruction sphere (Rebuff (blast shape)), 
  Improved Rebuff, improved evasion class feature.
  Benefit: When using the Rebuff talent to provide cover 
  to allies, you also grant them the benefits of improved evasion.
  Shape Expert (Combat)
  Prerequisites: Destruction sphere (Energy Wall (blast 
  shape) or Explosive Orb (blast shape)).
  Benefit: When using the Energy Wall (blast shape) talent 
  without a spell point, increase the wall’s size to a 10-foot-by-
  by-10-foot wall, plus an additional 10 feet per 10 caster levels. 
  When using the Explosive Orb (blast shape) talent without 
  a spell point, the radius becomes 5 feet + 5 feet per 10 caster 
  levels.
  Skeletal Contortionist (Combat)
  You have extreme control over your bones and joints, al-
  lowing you to respond to a variety of physical threats.
  Prerequisites: Death sphere, charmed life class feature.
  Benefit: You can expend a daily use of charmed life as an 
  immediate action to gain one of the following benefits:
  Reduce all damage taken from bludgeoning, piercing, and 
  slashing damage until the start of your next turn by an amount 
  equal to your casting ability modifier + 1/2 your character level.
  Add your casting ability modifier as an insight bonus to 
  your CMB and CMD until the start of your next turn.
  Ignore all penalties to attack rolls, AC, and movement for 
  being prone until the start of your next turn.
  Sunlight Strike (Combat)
  Prerequisites: Light sphere; Arcane Strike or Imbued 
  Strike.
  Benefit: Whenever you successfully hit an enemy that is 
  vulnerable to light (such as by the light blindness, light sensi-
  tivity, or sunlight powerlessness universal monster rules) with 
  a melee weapon you have imbued with your Arcane Strike or 
  Imbued Strike feat, you deal an additional 1d6 points of dam-
  age to the target of your attack. The struck creature must also 
  succeed at a Fortitude saving throw (DC 10 + 1/2 your charac-
  ter level + your Strength modifier) or become staggered for 1 
  round. This bypasses the immunity to Fortitude saves usually 
  granted by some creature types.
  Swarm Coordination (Combat)
  Prerequisites: Alteration sphere (Swarm Shape).
  Benefit: When under the effects of the Swarm Shape tal-
  ent, you may perform combat maneuvers in place of dealing 
  swarm damage. You may choose individually to deal damage or 
  perform a maneuver against each creature that would receive 
  swarm damage and may perform different maneuvers against 
  each creature. These maneuvers provoke attacks of opportu-
  nity as normal. You may also hold and carry objects while in 
  swarm form, though may not wield weapons or activate magic 
  items. You count as a Small creature for determining your size 
  bonus on these maneuvers and for carrying capacity, increasing 
  by one size per 5 caster levels. Additionally, you threaten the 
  squares you occupy while in swarm form, but still may not deal 
  swarm damage as an attack of opportunity.
  Swarming Strike (Combat)
  Prerequisites: Coordination class feature, psionics class 
  feature.
  Benefit: When using the coordination class feature, you 
  may receive the bonus to damage from a number of allies equal 
  to your casting ability modifier. This expends 3 rounds of your 
  daily uses of psionic effects for the day.
  Swift Warrior (Combat)
  Prerequisite: Time sphere.
  Benefit: When targeting yourself and only yourself with 
  an alter time effect, you gain a +1 bonus to your caster level, in-
  creasing by +1 at 5 Hit Dice and every 4 Hit Dice thereafter (9, 
  13, 17). This bonus cannot cause your caster level to exceed your 
  Hit Dice.
  Tether Adept (Combat)
  Prerequisites: Destruction sphere (Energy Tether (blast 
  shape)).
  Benefit: When using the Energy Tether blast shape, in-
  stead of targeting a creature, you can anchor it to a solid surface 
  within its range such as a wall or ceiling (but not floor) as a stan-
  dard action. This can only work to a maximum range of close, 
  whatever your destructive blast’s maximum range. Once the teth-
  er is anchored, you may, as a move action, attempt to move to 
  any other legal square within the tether’s reach (as determined 
  from the anchor point) without provoking an attack of oppor-
  tunity, regardless of your normal move speed, by attempting an 
  Acrobatics check and comparing the result to the CMD of each 
  creature adjacent to the start and destination points; success on 
  this check allows you to complete the movement, and failure 
  causes you to fall prone in a square adjacent to the creature 
  
  Chapter 7: Additional Options
  498
  whose CMD you failed to beat. This movement can include 
  squares on elevated or recessed surfaces, or even walls. If you 
  have a climb speed, you may even end this movement on a wall 
  or ceiling. You must have a clear path towards the destination 
  (this ability does not allow you to pass through solid obstacles 
  or opponents, though it may allow you to circumvent an enemy 
  if you have a clear path around them within the tether’s reach). 
  You must have a free hand to use this ability. Blast types that 
  carry a spell point cost do not incur that cost when using this 
  feat. The anchoring object receives no damage nor other effects 
  of your destructive blast.
  Totem Tactics (Combat)
  Prerequisite: War sphere.
  Benefit: Allies inside any of your totems or sharing a man-
  date with you are treated as if they possessed the same team-
  work feats as you for the purpose of determining whether you 
  receive a bonus from those feats. Your allies do not receive any 
  bonuses from these feats unless they actually possess the feats 
  themselves. The allies’ positioning and actions must still meet 
  the prerequisites listed in the teamwork feat for you to receive 
  the listed bonus.
  Totemic Stamina (Combat)
  Prerequisites: War sphere, Combat Stamina.
  Benefit: When you create a totem or mandate, you may 
  spend a stamina point each round to maintain it as a free ac-
  tion. You are still considered concentrating and can have your 
  concentration disrupted as usual. You may maintain multiple 
  effects this way. You can not recover the stamina points spent 
  while the totem or mandate maintained this way remains in 
  effect.
  Two-Headed Adept (Combat)
  Prerequisites: Alteration sphere (Additional Limbs) or 
  multiple heads.
  Benefit: When you have more than one head you do not 
  take two-weapon fighting penalties.
  Two-Headed Sight (Combat)
  Prerequisites: Alteration sphere (Additional Limbs) or 
  multiple heads.
  Benefit: When you have more than one head you are 
  immune to flanking.
  Venom Spitter (Combat)
  Prerequisites: 
  Alteration 
  sphere 
  (Serpentine 
  Transformation 
  (transformation) 
  or 
  Vermin 
  Transformation (transformation)), poison bestial trait, or 
  racial poison ability.
  Benefit: You may spit your poison as a ranged touch 
  attack with a range of 20 feet. Treat the poison as a con-
  tact poison for this feat. This is an extraordinary (Ex) 
  ability.
  Venomous Ichor (Combat)
  Prerequisites: Alteration sphere (Serpentine 
  Transformation 
  (transformation) 
  or 
  Vermin 
  Transformation (transformation)), poison bestial trait, 
  or racial poison ability.
  Benefit: Any creature that confirms a critical hit 
  against you with a piercing or slashing melee weapon is 
  sprayed with your poison (treat the poison as a contact 
  poison for this application). Melee weapons with reach do not 
  endanger their users in this way. You cannot use this ability if 
  you do not have poison.
  Additionally, you can apply your poison to a weapon or nat-
  ural attack by dipping it in your own blood as a swift action. 
  This requires dealing 1d4 damage to yourself as part of the swift 
  action unless you suffer from an ongoing bleed effect or are 
  below half your maximum hit points. This is an extraordinary 
  (Ex) ability.
  Venomous Soul (Combat)
  Prerequisites: 
  Alteration 
  sphere 
  (Serpentine 
  Transformation (transformation) or Vermin Transformation 
  (transformation)), poison bestial trait, or racial poison ability.
  Benefit: You gain a +2 bonus to the DC of the poison 
  granted by your bestial trait, shapeshift, or race and the cure now 
  requires an additional save. This is an extraordinary (Ex) ability.
  Warded Step (Combat)
  Prerequisite: Casting class feature.
  Benefit: Your sphere effects that cover an area (including 
  darknesses, totems, and wards) are especially easy for you to move 
  through. The area inside one of your sphere effects is never dif-
  ficult terrain for you, and you receive a +4 circumstance bonus 
  to AC vs. attacks of opportunity caused by moving through any 
  square of a sphere effect you created.
  Web Mastery (Combat)
  Prerequisites: Alteration sphere (Vermin Transformation 
  (transformation)) or web bestial trait.
  Benefit: If you possess the web bestial trait, increase the 
  number of times per day you may use the web bestial trait by 
  twice your Constitution modifier. When you possess the Web 
  Alteration trait, it may be used a number of times per minute 
  equal to your Constitution modifier.
  
  Chapter 7: Additional Options
  499
  Additionally, as a full-round action, you may render a crea-
  ture that is entangled by your web and within your reach help-
  less. Such a creature counts as being tied up, increasing the DC 
  to escape to 20 + 1/2 of your Hit Dice + Constitution modifier. 
  The helpless creature may still attempt Strength and Escape 
  Artist checks to free themselves as normal.
  Weird Assault (Combat)
  Prerequisites: Illusion sphere (Decoy (glamer), Mage 
  Feint), base attack bonus +3.
  Benefit: As part of any action requiring an attack roll, you 
  may suppress up to two decoys surrounding you until the start of 
  your next turn. For each decoy suppressed, you gain a temporary 
  spell point that may only be used on the Mage Feint talent.
  Special: If you possess the Weird Defense feat, you may 
  end its effect in place of suppressing one of your illusionary 
  copies to use this feat.
  Weird Defense (Combat)
  Prerequisites: Illusion sphere (Blur (glamer), Decoy 
  (glamer)).
  Benefit: As a swift action, you may grant yourself a miss 
  chance equal to 10% + 5% per 2 caster levels (maximum 95%) 
  until the start of your next turn or until an attack misses due 
  to this feat. Effects that ignore concealment only reduce this 
  miss chance by half (rounded down). This is a spell-like ability. 
  For abilities that allow for re-rolls for attacks that miss due to 
  concealment such as the Blind-Fight feat, instead calculate the 
  miss chance as 10% + 5% per 3 caster levels and reroll on a miss 
  as per normal for the ability.
  Weird Motion (Combat)
  Prerequisites: Illusion sphere (Mage Feint), base attack 
  bonus +3.
  Benefit: Add your casting ability modifier as a circum-
  stance bonus to AC against attacks of opportunity incurred 
  when charging or making ranged attacks. In addition, as a 
  full-round action you may make a single ranged or charge at-
  tack and use your Mage Feint talent as part of the same action 
  against that target.
  Companion Feats
  Companion feats can be taken either by a Conjuration 
  sphere companion or by a caster with the Conjuration sphere. 
  If taken by the caster, the feat only applies to a single com-
  panion that qualifies for it, but may be taken multiple times. 
  The feat may not be reassigned to a different companion for 
  as long as the chosen companion is in your service. The effects 
  do not stack unless noted, each time one is taken it applies to 
  a different companion. If taken by a companion, they may only 
  be taken once unless noted. Any caster level prerequisite must 
  be met by the caster.
  Armory (Companion)
  Prerequisites: Conjuration sphere (Battle Creature 
  (form)).
  Benefit: A companion that possesses the Battle Creature 
  (form) talent appears with one additional weapon, +1 per 4 cast-
  er levels. These weapons function like the original ones.
  Companion Concentration (Companion)
  Prerequisite: Conjuration sphere.
  Benefit: When you choose to concentrate on a sphere 
  effect, as a swift action you may pass concentration on that 
  sphere effect to your companion within close range (based on 
  your Conjuration caster level). You must have line of effect to 
  the companion to do so. As long as the companion remains 
  within close range, you may resume concentrating on the ef-
  fect at any time as a swift action. A companion may not con-
  centrate to maintain the effect that summoned it, nor on any 
  effect to which it lacks line of effect. If the companion leaves 
  close range, it may continue to concentrate on the effect, but 
  you may not resume concentrating on it yourself. A mindless 
  companion may not assume concentration of a sphere effect. 
  Treat the companion’s Hit Dice as levels in a caster class for 
  determining its bonus on concentration checks. If the compan-
  ion does not have a casting ability modifier, use its Charisma to 
  determine its concentration check bonus.
  Greater Earth Creature (Companion)
  Prerequisites: Conjuration sphere (Earth Creature 
  (form)), caster level 5th.
  Benefit: Your companion gains the earth glide ability.
  Earth Glide (Ex): When the creature burrows, it can pass 
  through stone, dirt, or almost any other sort of earth except 
  metal as easily as a fish swims through water. If protected 
  against fire damage, it can even glide through lava. Its burrow-
  ing leaves behind no tunnel or hole, nor does it create any rip-
  ple or other sign of its presence. A move earth spell or the Forge 
  Earth ability of the Nature spherecast on an area containing 
  the burrowing creature flings it back 30 feet, stunning it for 1 
  round unless it succeeds on a DC 15 Fortitude save.
  Hungry (Combat, Companion)
  Prerequisites: Ravenous Companion, caster level 10th.
  Benefit: When your companion is grappling a creature, it 
  may attempt to use its swallow whole ability as a free action. It 
  gains a +2 competence bonus to CMB and CMD to make and 
  resist grapple checks relating to the swallow whole ability.
  Manifestation (Companion)
  Prerequisites: Conjuration sphere (Shadow Creature 
  (form)).
  Benefit: Your companion may manifest itself as a move 
  action. While manifested, your companion takes full damage 
  from attacks and magic originating from corporeal creatures 
  and deals full damage with its attacks and magic against corpo-
  real creatures. This does not affect your companion’s ability to 
  deal damage to and receive damage from incorporeal creatures. 
  Your companion may end this effect as a move action.
  Variable Armaments (Companion)
  Prerequisites: Conjuration sphere (Battle Creature 
  (form) or Shield Bearer (form)), companion with 6 or more Hit 
  Dice.
  Benefit: A companion that possesses Battle Creature or 
  Shield Bearer may substitute the enhancement bonus to its 
  weapons and shields granted by those talents for weapon and 
  shield special abilities available per the armorist bound equip-
  ment table. The weapon or shield must maintain at least a +1 
  enhancement bonus. Changing the selected special abilities re-
  quires an 8 hour ritual.
  
  Chapter 7: Additional Options
  500
  Variable Size (Companion)
  Prerequisites: Conjuration sphere (Altered Size (form)).
  Benefit: As a standard action, you may suppress your com-
  panion’s Altered Size talent and Greater Altered Size advanced 
  talent. The talent remains suppressed until you end this effect 
  as a free action. Your companion must be within close range to 
  begin or end this effect.
  Venomous Blood (Companion)
  Prerequisites: Conjuration sphere (Monstrous Attacks 
  (form) with poison option).
  Benefit: Any creature that confirms a critical hit against 
  your companion with a piercing or slashing melee weapon is 
  sprayed with its poison (treat the poison as a contact poison for 
  this application). Melee weapons with reach do not endanger 
  their users in this way.
  Additionally, your companion can apply its poison to a 
  weapon or natural attack by dipping it in its own blood as a 
  swift action. This requires dealing 1d4 damage to itself as part 
  of the swift action unless the companion suffers from an ongo-
  ing bleed effect or is below half its maximum hit points.
  Venomous Focus (Companion)
  Prerequisites: Conjuration sphere (Monstrous Attacks 
  (form) with poison option).
  Benefit: Your companion gains a +1 bonus to the DC of 
  its poison, increasing by +1 at 5 Hit Dice and every 5 Hit Dice 
  thereafter, and the cure now requires an additional save.
  Venomous Spit (Companion)
  Prerequisites: Conjuration sphere (Monstrous Attacks 
  (form) with poison option).
  Benefit: Your companion may spit its poison as a ranged 
  touch attack with a range of 20 feet. Treat the poison as a con-
  tact poison for this feat.
  Watchful Companion (Companion)
  Prerequisites: Conjuration sphere (Greater Summoning, 
  Lingering Companion (form)).
  Benefit: When summoned for 1 day, your companion does 
  not disappear when you rest to regain spell points. When the 1 
  day duration is complete, you may pay the summoning cost again 
  even when unconscious to renew the duration of the summon 
  without your companion disappearing. Your companion may 
  choose to wake you up as a free action as long as it is within 
  long range.
  Web Exemplar (Companion)
  Prerequisites: Conjuration sphere (Web Spinner (form)).
  Benefit: Your companion may use its web ability a num-
  ber of times per minute equal to its Constitution modifier.
  Additionally, as a full-round action, your companion may 
  render a creature that is entangled by its web and within its 
  reach helpless. Such a creature counts as being tied up, increas-
  ing the DC to escape to 20 + 1/2 of the companion’s Hit Dice + 
  Constitution modifier. The helpless creature may still attempt 
  Strength and Escape Artist checks to free themselves as normal.
  Counterspell Feats
  Arcane Grip (Combat, Counterspell)
  This feat is described under Combat feats above.
  Counterspell (Counterspell)
  Prerequisites: Casting class feature, magic skill bonus +5.
  Benefit: You may spend a spell point as a standard action 
  to dispel an existing magical effect on a creature, item, or lo-
  cation within medium range. You may target a specific effect 
  if you have identified it, otherwise the effect with the highest 
  caster level on the target is automatically targeted. Alternatively, 
  you may ready an action to use this ability to counter a spell or 
  magical effect cast by another. In both cases, you must succeed 
  at a magic skill check against the caster or magical effect in 
  question. If you succeed then the targeted effect is destroyed.
  If you target a magic item, the item is not destroyed; in-
  stead the item’s magical properties are suppressed for 1d4 
  rounds, after which the item recovers its magical properties. A 
  suppressed item becomes nonmagical for the duration of the 
  effect. An interdimensional opening (such as a bag of holding) 
  is temporarily closed. A magic item’s physical properties are 
  unchanged; a suppressed magic sword is still a sword (a mas-
  terwork sword, in fact). Artifacts and deities are unaffected by 
  mortal magic such as this.
  This is treated as a sphere effect, and it is subject to all 
  rules as a sphere ability, is affected by the caster’s casting tradi-
  tion, and can itself be countered by another caster.
  Counterspell, Improved (Counterspell)
  Prerequisites: Casting class feature, Counterspell, magic 
  skill bonus +10.
  Benefit: When using the Counterspell feat against a crea-
  ture or object, you may spend an additional spell point to target 
  an additional 1 magical effect on the target per 5 caster levels. 
  Alternatively, you may spend an additional spell point to affect 
  multiple effects in a 20-foot burst. Roll one magical skill check 
  and apply that check to each creature in the area, as if targeted 
  by the basic Counterspell feat. Objects that are the target of 
  magical effects are also targeted by this ability, but magic items 
  are not.
  For each ongoing effect that targets an area and whose 
  point of origin is within the counterspell area, apply your mag-
  ical skill check to end that effect. If a magical effect overlaps 
  the counterspell area but is not centered within it, apply your 
  magical skill check to end that effect, but only within the over-
  lapping area.
  If an object or creature within the area of effect is the re-
  sult of ongoing magic (such as a summoned monster or com-
  panion, or an object created through the Creation sphere), 
  apply the magical skill check against the spell or effect that 
  summoned them, causing them to disappear (or return to their 
  home plane) if successful.
  Counterspell, Greater (Counterspell)
  Prerequisites: Casting class feature, Counterspell, 
  Improved Counterspell, magic skill bonus +15.
  Benefit: When using the Counterspell feat, you may 
  spend 2 additional spell points to target all magic within a 40-
  foot radius burst, whether it be magical effects or magic items. 
  If your check succeeds against a magic item, that item’s magic 
  
  Chapter 7: Additional Options
  501
  is suppressed for 1 minute per caster level. If your check suc-
  ceeds against a magical effect, the effect is destroyed.
  You also have a 1% chance per caster level of destroying 
  an antimagic field. If the antimagic field survives the greater 
  counterspell, no items within it are affected.
  You may also spend the 2 additional spell points, but only 
  target a single item. You attempt your magical skill check with 
  a +5 bonus against this item. If you succeed, the item is perma-
  nently destroyed.
  Even artifacts are subject to this effect, though there is 
  only a 1% chance per caster level of actually affecting such pow-
  erful items. If successful, the artifact’s power unravels, and it is 
  destroyed. If an artifact is destroyed, you must succeed at a DC 
  25 Will save or permanently lose all spellcasting abilities. These 
  abilities cannot be recovered by mortal magic, not even miracle 
  or wish. Destroying artifacts is a dangerous business, and it is 
  95% likely to attract the attention of some powerful being who 
  has an interest in or connection with the device.
  Counterspell Mastery (Counterspell)
  Prerequisites: Counterspell, magic skill bonus +7.
  Benefit: You may perform a counterspell as an immediate 
  action by spending an additional spell point. You may only use 
  a counterspell in this fashion when using it to counter an effect 
  while it is being cast i.e., you cannot use this ability to dispel ef-
  fects already in place or suppress magic items. You gain a +2 bo-
  nus to magical skill checks made when using the Counterspell 
  feat.
  Counterspelling Strike (Combat, Counterspell)
  This feat is described under Combat talents above.
  Fool’s Counterspell (Counterspell)
  Prerequisites: 
  Illusion 
  sphere 
  or 
  Mind 
  sphere; 
  Counterspell.
  Benefit: When you successfully counter a spell, the caster 
  must succeed at a Will save equal to your Illusion sphere DC or 
  Mind sphere DC (whichever is greater), or believe the spell had 
  its intended effect, even if they would otherwise be aware of its 
  failure. Treat this effect as a figment with a duration equal to 
  the countered spell, and use the rules for interacting with and 
  investigating figments.
  Magician’s Trade (Counterspell)
  Prerequisites: Enhancement sphere, Counterspell.
  Benefit: Whenever you use Counterspell, you may end an 
  enhancement affecting yourself to increase the number of magi-
  cal effects you may end with Counterspell by one. There is no 
  limit on the number of enhancements you may cancel to improve 
  your Counterspell; however, you may only use enhancements 
  you created yourself to fuel this feat that are not maintained 
  through concentration.
  Spellthief (Counterspell)
  Prerequisite: Counterspell.
  Benefit: Whenever you successfully counterspell an effect 
  that targets a creature or object, you may instead choose to 
  reassign the effect’s targets. If you do so, you immediately take 
  over concentration for the original caster (if the effect requires 
  concentration), and the original caster cannot choose to pre-
  maturely end the effect.
  Drawback Feats
  Drawback feats present a way of taking advantage of a spe-
  cific drawback in a manner more specific than just gaining extra 
  spell points. At your GM’s option, you may take a drawback 
  feat in place of a boon. An incanter may select drawback feats 
  as bonus feats.
  Addictive Power (Drawback)
  Prerequisites: Enhancement sphere, Addictive Casting 
  drawback.
  Benefit: Your enhancements satisfy your addiction, to a de-
  gree; whenever you spend a spell point to relinquish concen-
  tration on an enhancement targeting yourself, the time until you 
  begin suffering penalties extends to the end of the enhancement’s 
  duration. In addition, you gain a +1 bonus to all saving throws 
  while you are suffering the penalties from your addiction.
  Battlecry (Drawback)
  Prerequisite: Verbal Casting drawback.
  Benefit: Whenever you use a sphere ability, you can un-
  leash a powerful battlecry as part of your verbal casting. Until 
  the end of your next turn, you receive a circumstance bonus to 
  your Intimidate checks equal to half your caster level.
  Careful Magic (Drawback)
  Prerequisites: Enhancement sphere, Extended Casting 
  drawback.
  Benefit: Your slow casting style results in more firmly 
  constructed sphere effects. You add your casting ability mod-
  ifier as a bonus to your MSD (minimum +1) for the purposes 
  of countering or dispelling your sphere effects. You may spend 
  an additional spell point when enhancing a creature or object to 
  force any creature attempting to dispel or counter that effect to 
  roll twice and take the worse result.
  Hidden Heretic (Drawback)
  Prerequisite: Witchmarked drawback.
  Benefit: As a full-round action, you may conceal your 
  witchmark for 24 hours without the need for a Disguise check. 
  You may even attempt to use magic without giving away your 
  witchmark, but in order to do so you must attempt a concen-
  tration check (DC 20 + 1/2 the caster level). On a failure you 
  may choose to either manifest your witchmark or keep your 
  witchmark hidden but have no magical effect manifest, wasting 
  any time and spell points spent. You may choose to re-manifest 
  your witchmark as a free action.
  Magical Focus (Drawback)
  Prerequisites: Enhancement sphere; Focus Casting 
  drawback or Galvanized drawback.
  Benefit: Whenever you enhance your focus or a weapon 
  you are wielding with Galvanized Casting, you may choose to 
  have the effect continue without concentration without spend-
  ing a spell point. This feat only applies to the spell point spent 
  to relinquish concentration. If another feat, talent, or class fea-
  ture grants you the ability to spend more spell points when re-
  linquishing concentration to improve the effects, you still need 
  to spend the additional spell points to gain those benefits.
  Mystic Choreography (Drawback, Proxy)
  Prerequisites: Enhancement sphere; at least one of the 
  Skilled Casting, Somatic Casting, or Verbal Casting drawbacks; 
  Circle Casting, Spell Proxy.
  
  Chapter 7: Additional Options
  502
  Benefit: Whenever you use a sphere ability, any creature 
  currently under the effects of Create Proxy may take an imme-
  diate action to perform one of your required components for 
  you. As long as that creature meets the criteria for the draw-
  back in question, you may ignore it for the purposes of that 
  sphere ability. Regardless of whether or not this attempt is suc-
  cessful, the Create Proxy effect ends immediately.
  Push/Pull Mastery (Drawback)
  Prerequisites: Telekinesis sphere (Directional Control 
  drawback).
  You may use telekinesis to move objects both directly to-
  wards you and directly away from you. If you push or pull an ob-
  ject that does not move (for example, a building or the ground/
  an object pushed into the ground) you may instead apply the 
  movement to yourself, using the stalled momentum of your tele-
  kinesis to push or pull yourself in the opposite direction. This 
  means that, as a standard action, you can move yourself at a 
  speed equal to double your telekinesis speed but only towards or 
  away from a stationary object that you can affect with telekinesis 
  (if you end in the air, you do not fall until the end of your next 
  turn). You may grant yourself this ability as a sustained force, 
  gaining a fly speed equal to twice your telekinesis speed, but may 
  only move in a single direction per move action that is toward 
  or away from an appropriate object for telekinesis.
  Suffer By Proxy (Drawback, Proxy)
  Prerequisites: Enhancement sphere, Draining Casting 
  drawback, Circle Casting, Spell Proxy.
  Benefit: Whenever you use a sphere ability, you may 
  choose to have a creature under the effects of Create Proxy suf-
  fer the nonlethal damage for you. The creature must be within 
  the range of one of your Proxy feats, and must not be immune 
  to nonlethal damage. You cannot choose to split up the nonle-
  thal damage; all of it must be dealt to a single creature.
  Terrain Defiler (Drawback)
  Prerequisites: Terrain Casting drawback, non-good 
  alignment.
  Benefit: Whenever you blight, corrupt, or drain an area 
  of its nutrients with the Terrain Casting drawback, you may 
  choose to increase the radius of the corrupted area by 10 feet 
  + 5 feet per 5 caster levels of the sphere talent or ability used. 
  Doing so decreases the spell point cost of any metamagic feat 
  by 1 (minimum 0), but also increases the time required for 
  the area to naturally recover to 10 years per caster level of the 
  sphere talent or ability used.
  Special: You cannot gain this feat if you possess the 
  Terrain Focus feat.
  Terrain Focus (Drawback)
  Prerequisites: Nature sphere, Terrain Casting drawback.
  Benefit: You have learned to draw upon the nutrients in 
  some terrain more easily than others, which powers your pri-
  mal magics. Choose one of the following terrains: Cold, Desert, 
  Forest, Jungle, Mountain, Plains, Planes (pick one, other than 
  the Material Plane), Swamp, Underground, Urban, or Water. 
  Gain a +2 insight bonus to caster level with the Nature sphere 
  while using magic within the chosen terrain.
  Special: You can gain this feat multiple times. Its effects 
  do not stack. Each time you take the feat, it applies to a new 
  terrain. You cannot gain this feat if you possess the Terrain 
  Defiler feat.
  Thematic Augmentation (Drawback)
  Prerequisite: Magical Signs drawback.
  By interweaving illusions with all of your spells you change 
  their sensory manifestation. When you select this feat chose 
  a theme such as weapons, cubes, demons, skulls, or slime. You 
  may change the appearance but not any other effect of any spell 
  or sphere ability you cast to manifest instead as the chosen 
  theme. Spells altered in this way gain a +5 to the Spellcraft DC 
  to identify them and a +1 circumstance bonus against dispelling 
  or counterspell attempts. Illusions you create within your theme 
  gain a +1 competence bonus to their caster level.
  This feat can only affect spells that have an obvious audito-
  ry or visual manifestation.
  Wild Casting (Drawback)
  Prerequisite: Somatic Casting drawback or Verbal 
  Casting drawback.
  Benefit: You may supply somatic and verbal components 
  even when in a form not normally able to do so, such as when 
  subject to a polymorph effect.
   Dual Sphere Feats
  Alloy Creation (Dual Sphere)
  Prerequisites: Creation sphere, Nature sphere ((metal) 
  package).
  Benefit: When using your Creation sphere abilities, you 
  may create and alter objects made from metals you can summon 
  with your Recover Ore Nature sphere ability, even if you do not 
  possess the Expanded Materials Creation talent. When using 
  metal geomancing talents or abilities limited by your Recover 
  Ore size, you may target and affect metal one size larger than 
  you could normally affect with your Recover Ore ability. This 
  does not increase the actual size of the ore you can recover.
  Alloy Enhancement (Dual Sphere)
  Prerequisites: Enhancement sphere, Nature sphere 
  ((metal) package).
  Benefit: Whenever you use a (metal) geomancing ability 
  which creates or affects metal (such as Recover Ore) you may 
  choose to enhance the metal via the Enhancement sphere as part 
  of the same action. This costs 1 additional spell point, in addi-
  tion to any spell points required by the enhancement in question.
  Alloy Telekinesis (Dual Sphere)
  Prerequisites: Telekinesis sphere, Nature sphere ((metal) 
  package).
  Benefit: Whenever you use the (metal) geomancing Recover 
  Ore ability, you may use telekinesis to Bludgeon another target 
  creature or object with the metal ore recovered in this way, all 
  as part of the same action. If you increase the casting time by 
  1 step (usually from a standard to full-round action), you may 
  utilize your caster level instead of your base attack bonus for 
  the first attack roll, and add your casting ability modifier to 
  damage.
  Animate Tornado (Dual Sphere)
  Prerequisites: Enhancement sphere (Animate Object 
  (enhance)), Weather sphere (Tornado Lord, Wind Lord).
  Benefit: You may animate a tornado, whirlwind, or 
  dust-devil using Animate Object any time you are within wind 
  
  Chapter 7: Additional Options
  503
  of severity level 4 or higher. Treat this as an animated object 
  of Huge size (even if you could not normally animate Huge 
  objects). It has the whirlwind universal monster ability (10-20 
  feet high, 1d8+15 damage, DC 23), but is constantly in whirlwind 
  form and cannot leave it. It also has the fluid and additional 
  movement (fly) abilities, but no construction points. For every 
  5 caster levels above 10 you have in the Weather sphere, the 
  tornado gains +4 Strength and the DC for its whirlwind ability 
  gains a +2 bonus (for a total increase of 4). You may use the 
  Bestow Intelligence and Bestow Life talents on this tornado.
  Animating Possession (Dual Sphere)
  You can project your soul into an object to give it a sem-
  blance of life.
  Prerequisites: 
  Death 
  sphere 
  (Master’s 
  Presence), 
  Enhancement sphere (Animate Object (enhance)).
  Benefit: When you use Animate Object, you may auto-
  matically possess the object as the Possession advanced talent. 
  Your animated object always willingly fails its saving throw 
  against this effect. You do not have to share a space with them, 
  and you may possess the object despite it being a construct.
  In addition, you can shift concentration of a single 
  Enhancement sphere ability or effect to an undead you control 
  as a free action. If its concentration is broken (using your con-
  centration modifier), the enhancement is ended as normal.
  Asymmetrical Warfare (Dual Sphere)
  Prerequisites: Illusion sphere, War sphere.
  Benefit: You may use your rally abilities on those under 
  the effects of your glamers or in the areas of your figment as if 
  they can see and hear you and are within the area of your totems.
  Atmospheric Imbuement (Dual Sphere)
  Prerequisites: Destruction sphere, Weather sphere.
  Benefit: When using (blast type) talents from the air, 
  electrical, or sonic blast type groups, or any blast type deemed 
  appropriate by the GM, when there is an area of rain and wind 
  both at or above category 4, your destructive blast bypasses spell 
  resistance.
  Aura Engineering (Dual Sphere)
  Prerequisites: Divination sphere, Illusion sphere 
  (Deceive Dweomer, Manipulate Aura (sensory, magic)).
  Benefit: You may attempt Use Magic Device checks on 
  any object within close range using the greater caster level 
  of your Divination or Illusion spheres. Additionally you may 
  take 10 or 20 on Use Magic Device checks and apply the bo-
  nus granted from the Deceive Dweomer trick to all Use Magic 
  Device checks. This is a supernatural ability and attended or in-
  telligent objects are allowed a Will save as if this was an Illusion 
  (glamer) to negate the effect but you may use your Divination 
  caster level to determine the DC if it is higher.
  Aurora (Dual Sphere)
  Prerequisites: Light sphere, Weather sphere.
  Benefit: When you use control weather, you may also 
  choose to increase the light level by one step in the same area, 
  up to a maximum of normal light. At 10th caster level, you may 
  increase the light level by an additional step. Areas of magical 
  darkness in range of this effect are unaffected, their light levels 
  remaining unchanged.
  Backdoor Control (Dual Sphere)
  Prerequisites: Enhancement sphere (Bestow Intelligence 
  (enhance)), Mind sphere (Expanded Charm).
  Benefit: Whenever you use a charm against a creature or 
  object you used Bestow Intelligence, requests you make that 
  would normally be against their nature are instead treated as 
  things they would not normally do. This increased control ex-
  tends to creatures you create through advanced magic, such as 
  Bestow Life, Duplicate, or Give Magic Life.
  Baleful Storm (Dual Sphere)
  When thunder rolls and lightning cracks, your minions 
  rise.
  Prerequisites: Death sphere (Mass Reanimate), Weather 
  sphere (Rain Lord).
  Benefit: When you use control weather to create or control 
  Precipitation of severity 4 or more, you may choose to spend 2 
  additional spell points. If you do, you may reanimate any num-
  ber of corpses within the area of controlled weather each round as 
  a move action without paying the base ability spell point cost. 
  Your Hit Dice limits apply to the total number you may reani-
  mate with this ability, and the reanimated undead only last as long 
  as your control weather is creating or controlling Precipitation of 
  at least severity level 4.
  Beam Propulsion (Dual Sphere)
  Prerequisites: Light sphere, Telekinesis sphere.
  Benefit: By amplifying and focusing the tiny pressure ex-
  erted by light with your powers of telekinesis, you can move a 
  target with the force of light alone. When you cause a target to 
  glow, you may increase the casting time by one step to also lift 
  it with your telekinesis as part of the same action. If using Area 
  Glow, you can lift multiple objects if you also possess Divided 
  Mind. You may concentrate to maintain the bright light of this 
  glow and your telekinesis with a single action.
  Benevolence (Dual Sphere)
  Prerequisites: Life sphere (Fount Of Life), Protection 
  sphere.
  Benefit: Whenever an ally within range of your cure ability 
  that is under the effects of an aegis is damaged, you may spend a 
  spell point as an immediate action to heal them with hit points 
  from your fount of life. This may keep the target from dying.
  Bioluminescent Transformation (Dual Sphere)
  Prerequisites: Alteration sphere, Light sphere.
  Benefit: When you shapeshift a target, you may also cause 
  that target to glow. In addition you may maintain concentration 
  on the shapeshift and the bright light of the glow with a single 
  action. If you apply a (light) talent to a glow created and main-
  tained this way, it counts against the number of traits you may 
  grant with your shapeshift.
  Black Totem (Dual Sphere)
  Prerequisites: Dark sphere, War sphere.
  Benefit: When you create a totem, you may spend a spell 
  point to add the effects of a darkness ability you have to it. If 
  you do, the entire area of your totem is a darkness, and your 
  melds work within this totem as if they were within any other 
  darkness that you created.
  
  Chapter 7: Additional Options
  504
  Blurred Boundary (Dual Sphere)
  Prerequisites: Illusion sphere (any (glamer) talent), 
  Protection sphere.
  Benefit: Any attack that deals enough damage to break 
  through your barrier treats all creatures that are contained 
  within the barrier as if they were under the effects of a single 
  (glamer) talent you possess before dealing damage. This glam-
  er effect only applies to the attack that penetrates the barri-
  er. When creating a glamer you may also grant the effects of 
  a single aegis you possess to the target. The aegis effect added 
  this way uses the duration of the glamer instead of its normal 
  duration. This is not an actual aegis and does not provide any 
  other benefits, such as those granted by the Status talent of the 
  Protection sphere.
  Body Double (Dual Sphere)
  Prerequisites: Dark sphere (Shadow Lurk (shadow)), 
  Illusion sphere, ability to create glamers.
  Benefit: By spending an extra spell point you may sum-
  mon a single shadow lurk that remains bound to its host, serving 
  as a combat decoy. Every successful attack requiring an attack roll 
  from an opponent that failed to see through the shadow lurk’s 
  disguise has a 50% chance of hitting the shadow lurk instead of 
  the intended target. A shadow lurk acting as a body double does 
  not stun the target if it is destroyed.
  Cooperative Destruction (Dual Sphere)
  Prerequisites: Creation sphere (Plasma Production (ma-
  terial), Potent Alteration), Destruction sphere.
  Benefit: You may ready an action to assist an allied caster. 
  When an ally within range of your alter uses a destructive blast 
  with a blast type that deals any amount of electric or fire dam-
  age you may attempt to Repair the spell effect to increase its 
  power. The caster level of the destructive blast increases by 1 and 
  an additional +1 for every 4 caster levels of the Repair effect. By 
  spending a spell point, you may instead activate this ability as 
  an immediate action.
  Additionally, you may pay a spell point and increase the 
  casting time of your fire or electric destructive blasts by 1 step in 
  order to attempt to strengthen your own destructive blasts fol-
  lowing the same method. You may spend two spell points to 
  activate this ability as a swift action instead of increasing the 
  casting time.
  If you possess Acidic Creation, you may also apply this ef-
  fect to destructive blasts that deal acid damage. Other talents 
  may increase the available damage types at GM discretion.
  Coronal Shroud (Dual Sphere)
  Prerequisites: Light sphere, Weather sphere (at least one 
  (mantle) or (shroud) talent).
  Benefit: When you spend a spell point to cause a creature 
  to glow with bright light, you may either choose to have them 
  count as under the effect of your mantle as long as the bright 
  light lasts or choose a type of weather, causing them to count 
  as being under the effect of an additional shroud of that weather 
  type.
  Corpse Explosion (Dual Sphere)
  You can cause a corpse to explode like a literal bomb.
  Prerequisites: Death sphere (Corpse Bomb), Destruction 
  sphere.
  Benefit: You may use a destructive blast to activate your 
  Corpse Bomb talent instead of a ghost strike. Affected targets 
  are allowed a Reflex save for half damage.
  Crimson Theurgy (Dual Sphere)
  Prerequisites: Blood sphere, Death sphere.
  Benefit: When determining the range of your ghost strike 
  and Blood sphere effects, you may use the longer of your blood 
  control and ghost strike ranges. This does not increase the size of 
  the cone from the Greater Ghost Strike talent.
  When you deal damage to a creature with the Bleeding 
  Wounds ghost strike, you may spend a spell point as a move ac-
  tion to target that creature with blood control. If you possess 
  both Mass Control and Greater Ghost Strike talents, you may 
  target a number of creatures affected by the ghost strike up to 
  the maximum allowed by Mass Control.
  Dark Room (Dual Sphere)
  Prerequisites: 
  Dark 
  sphere, 
  Warp 
  sphere 
  (Extradimensional Room (space)).
  Benefit: Rather than a shimmering portal, the entrance 
  to your extradimensional room may appear as a deep shadow, dif-
  ficult to discern from a normal shadow by mundane means. An 
  active Perception check with a DC of 10 + 1/2 caster level + your 
  casting ability modifier is required to find the entrance if it is 
  cast in conditions of dim light or darker or positioned so as 
  to overlap with an existing shadow. Those inside the room can 
  look out through the portal unhindered.
  Normal: The portal to an extradimensional room shimmers 
  conspicuously.
  Deep Cover (Dual Sphere)
  Prerequisites: Alteration sphere, Illusion sphere.
  Benefit: In place of an Alteration trait you may apply the 
  effects of your illusionary disguise to your form. This use of illu-
  sionary disguise no longer allows for a Will save to negate upon 
  interaction, and lasts as long as the shapeshift does, requiring 
  no additional spell points or concentration to maintain. This 
  stacks with the Disguise bonus of the shapeshift and allows the 
  shapeshift to attempt to assume the form of specific individuals.
  Defensive Vigilance (Dual Sphere)
  Prerequisites: Protection sphere, War sphere.
  Benefit: While an ally is within the area of one of your 
  wards, you may rally that ally. When you rally an ally who has an 
  aegis you created attached to them, you may sacrifice an aegis to 
  reduce the spell point cost of the rally by 1 spell point.
  Destructive Companion (Dual Sphere)
  Prerequisites: Conjuration sphere (Explosive Companion 
  (form)), Destruction sphere.
  Benefit: When you summon a companion that possesses 
  the Explosive Companion (form) talent, you may apply a single 
  (blast type) talent that you possess to that companion. When 
  the explosive companion detonates, it uses the die size and 
  damage type of the (blast type) talent and applies its additional 
  effects as if it were a destructive blast. Any additional spell point 
  costs associated with the chosen (blast type) talent must be 
  paid as part of casting summon.
  
  Chapter 7: Additional Options
  505
  Destructive Radiance (Dual Sphere)
  Prerequisites: Destruction sphere, Light sphere.
  Benefit: Whenever you use your destructive blast, you can 
  choose to have it take on the properties of light. A destructive 
  blast modified in this way no longer requires line of effect to 
  its targets, but is blocked by factors that affect normal sight 
  (such as concealment). For example, you could fire your destruc-
  tive blast through a glass window or a barrier, but it would be 
  blocked by opaque walls, fog or darkness.
  Dimensional Aegis (Dual Sphere)
  Prerequisites: Protection sphere, Warp sphere.
  Benefit: You gain a (succor) talent that lets you sacrifice 
  an aegis borne by an ally other than yourself to swap places with 
  them by teleporting. They must be within range of your teleport 
  ability, but you do not need to be normally able to teleport oth-
  ers. The ally must be willing or unconscious. This may be done 
  in response to an attack before the results of the attack are de-
  termined. If so, the attack changes target to whomever is now 
  occupying the space now occupied by the original target. The 
  attack is not rerolled.
  Divining Beacon (Dual Sphere)
  Prerequisites: Divination sphere, Warp sphere (Teleport 
  Beacon (space)).
  Benefit: You may create teleport beacons that you can sense, 
  giving you impressions of everything that happens around 
  them. You know the size and movement of anything in a 10-
  foot radius around a beacon created this way. In addition, you 
  may divine to see and hear from the location of such a teleport 
  beacon as if you were standing in its position, regardless of your 
  distance from it. Using divine in this way creates a scrying sen-
  sor which can be detected with a Perception check (DC 20 + 
  caster level), but can only be dispelled by dispelling the teleport 
  beacon.
  Dreamspace (Dual Sphere)
  Prerequisites: Mind sphere, Warp sphere.
  Benefit: When you sleep, you may choose to project your 
  mind into a quasi-real space, or dreamspace. This dreamspace is 
  a single 10-foot cube in size (increasing by a single 10-foot cube 
  every 4 character levels, their arrangement determined when 
  you level) and you can select the ambient light level, tempera-
  ture, and cosmetic style when entering the dreamspace or as a 
  standard action. The cosmetic style of your dreamspace is only 
  partially under your control, reflecting your current dreams, 
  state of your mind, and conscious desires.
  When you use an action to adjust the style it will always 
  reflect your intended changes, but you do not have fine control 
  over its appearance and your unconscious mind may be reflect-
  ed in its subtler elements. You can choose to have it appear as 
  a castle, but not a specific castle or place you have seen, and if 
  you are worried it may appear to be under siege or shrouded in 
  shadow.
  You interact with the dreamspace using a copy of your 
  body and all you wear, leaving behind your physical body in the 
  real world. You may also choose to bring up to a heavy load 
  of unattended, inanimate objects within touch range into your 
  dreamspace with you, causing them to disappear when you fall 
  asleep, and may choose to bring them back in a similar manner 
  when you wake. Your dreamspace and any items left within it 
  persist even while you are not in it, though they enter stasis 
  until you return.
  Because the dreamspace is not a true physical location, 
  you cannot take any actions that would cause you to leave the 
  dreamspace other than waking up, or that would affect your 
  body or the real world. In addition, the dreamspace cannot be 
  entered using normal teleportation or planeshifting effects. At 
  the GM’s discretion, effects allowing travel to normal dreams 
  can enter the dreamspace, and it may count as a dreamscape for 
  certain effects.
  Otherwise, actions have their normal effects in the dream-
  space. Regardless of how you spend your time in dreamspace, 
  you gain the normal benefits of sleep.
  Endless Possibilities (Dual Sphere)
  Prerequisites: Fate sphere, Life sphere.
  Benefit: Whenever you use a Life sphere ability on an ally, 
  they receive a +1 luck bonus to all attack rolls, saving throws, 
  skill checks and ability checks until the end of their next turn. 
  This bonus increases by +1 for every 5 Life caster levels you 
  possess.
  Enhanced Creation (Dual Sphere)
  Prerequisites: 
  Creation 
  sphere 
  or 
  Shadowstuff 
  Armament, Enhancement sphere.
  Benefit: When creating an object with either the Creation 
  sphere or the Shadowstuff Armament feat, you may enhance the 
  object with one enhancement you possess as part of the same ac-
  tion. You may concentrate on maintaining the enhancement and 
  the creation as part of the same action.
  
  Chapter 7: Additional Options
  506
  Any enhancement that would increase attack or damage 
  also increases the attack roll and damage roll of the object if 
  dropped on a target. If you possess Divided Creation you can 
  only enhance one object created, unless you also possess Mass 
  Enhancement, in which case you may target every object creat-
  ed regardless of your usual limits.
  Enhanced Vigilance (Dual Sphere)
  Prerequisites: Enhancement sphere, War sphere.
  Benefit: While an ally is under the effect of one of your 
  enhancements, you may rally that ally. The ally must be the target 
  of the enhancement, not an object they are carrying or wielding.
  Enhancing Telekinesis (Dual Sphere)
  Prerequisites: Enhancement sphere, Telekinesis sphere.
  Benefit: When you lift an object with your telekinesis, as 
  part of the same action you may enhance it with one enhancement 
  you possess. You may concentrate on lifting and enhancing the 
  item with a single action. Only a single object can benefit from 
  this combination, even if you can enhance or lift more than one 
  at a time.
  Event Horizon (Dual Sphere)
  Prerequisites: Dark sphere, Telekinesis sphere (Gravity 
  Well).
  Benefit: You may use the Gravity Well talent as a (dark-
  ness) talent covering the full area of a darkness or blot. You may 
  do the same with the Gravity Shift talent. If you have Gravity 
  Manipulation advanced talent, you may use it as a (darkness) or 
  (blot) talent. When used as (darkness) or (blot) talents, Gravity 
  Shift and Gravity Manipulation count as Dark sphere talents 
  for determining caster level and bonus effects.
  Exceptional Ally (Dual Sphere)
  Prerequisites: Conjuration sphere, Enhancement sphere 
  (at least one (enhance) talent).
  Benefit: Whenever you summon a companion, you may 
  spend one spell point to enhance them as part of the same stan-
  dard action. If you do so, the enhancement lasts for the full 
  duration of the summoning effect.
  Fan The Flame (Dual Sphere)
  Prerequisites: Destruction sphere (Fire Blast (blast type 
  , fire)), Nature sphere ((fire) package), caster level 3rd.
  Benefit: When a creature is set on fire by your fire blast, 
  the fire does not deal 1d6 damage the following round, but 
  rather deals damage equal to the largest fire you may affect. 
  This fire reverts to normal after the first round, dealing 1d6 fire 
  damage on subsequent rounds until extinguished, but you may 
  choose to concentrate each round, or spend a spell point once 
  as a free action, to cause the fire to stay at its increased size 
  until extinguished.
  Flash Warp (Dual Sphere)
  Prerequisites: Light sphere, Warp sphere.
  Benefit: You can disappear or appear in a flash of brilliant 
  light. When you teleport yourself you may briefly shed bright 
  light as if you were targeted by your glow. You may apply the 
  effects of (light) talents and other Light sphere talents to the 
  glow, paying any costs normally. You choose whether the effects 
  of the glow begin at your starting position or only at your des-
  tination, but the effects apply immediately. This glow does not 
  persist beyond a moment, and ends immediately after its ef-
  fects have been applied.
  Flexible Ghost Strike (Dual Sphere)
  You can make ghost strikes in a variety of configurations.
  Prerequisites: Death sphere, Destruction sphere (one 
  (blast shape) talent).
  Benefit: You can apply (blast shape) talents to your ghost 
  strikes as if they were destructive blasts. They still count as a ghost 
  strike for all purposes, and they use your caster level for the 
  Death sphere to determine all parameters (range, area, etc.). 
  If the ghost strike does not allow a saving throw, your target is 
  allowed a Will save to negate its effects.
  Floating Creation (Dual Sphere)
  Prerequisites: Creation sphere, Enhancement sphere 
  (Lighten (enhance)).
  Benefit: When you create an object, you can make it 
  weightless as the Lighten talent.
  If your floating creation is a 5-foot cube of solid matter 
  as hard as stone or harder, each floating cube can support ap-
  proximately 1,000 pounds of weight. Lighter materials can only 
  support half as much weight, and some materials may not be 
  able to support any, at the GM’s discretion.
  Forceful Creation (Dual Sphere)
  Prerequisites: Creation sphere, Telekinesis sphere.
  Benefit: When you create an object, you may initiate and 
  maintain the Sustained Force or Bludgeon telekinesis abilities as 
  part of creating the object, so long as the object is within the 
  normal limitations of those abilities. Additionally, if you spend 
  a spell point to maintain the object without concentration, you 
  may choose to maintain a Sustained Force on the object for the 
  same duration without spending an additional spell point.
  Forceful Hand (Dual Sphere)
  Prerequisites: Protection sphere, Telekinesis sphere.
  Benefit: You gain a (succor) talent that lets you sacrifice 
  an aegis to use a telekinetic effect to defend the creature that 
  bore the aegis. You may make a telekinetic Catch on an attack 
  made on the creature, or, if you possess the Telekinetic Push 
  talent, you may perform a push on an enemy that is adjacent to 
  the creature.
  Formed Construct (Dual Sphere)
  Prerequisites: Blood sphere (Extract Blood Construct), 
  Conjuration sphere.
  Benefit: When you create a blood construct, you grant it 
  one (form) talent from the Conjuration sphere that you possess.
  Guarded Step (Dual Sphere)
  Prerequisites: Protection sphere, Warp sphere.
  Benefit: When teleporting yourself or a group that in-
  cludes yourself to a location within a ward you created, you may 
  reduce the action required by one step, from a standard action 
  to a move action or from a move action to a swift action, but 
  not to an immediate action or free action.
  Hard Light (Dual Sphere)
  Prerequisites: Creation sphere, Light sphere.
  Benefit: When you create an object, you may make it out 
  of hardened light instead of matter. Objects you create this way 
  naturally shine, shedding bright light as if by your glow effect. 
  Otherwise, an object created out of hardened light has the prop-
  erties of any one material you can normally create, except that it 
  has half its normal weight.
  
  Chapter 7: Additional Options
  507
  Hypnotic Darkness (Dual Sphere)
  Prerequisites: Dark sphere (Looming Darkness (blot, 
  darkness)), Mind sphere.
  Benefit: Those within your darkness are particularly vul-
  nerable to your charms. Your areas of darkness and blot are always 
  treated as if imbued with Looming Darkness when you use the 
  Confusion, Fear, or Sleep charms.
  Illuminated Vigilance (Dual Sphere)
  Prerequisites: Light sphere, War sphere.
  Benefit: While an ally is within 30 feet of any object that 
  you have caused to glow, you may rally them.
  Illusionary Blast (Dual Sphere)
  Prerequisites: Destruction sphere, Illusion sphere 
  (Illusionary Touch (sensory, touch) x2).
  Benefit: When creating a destructive blast, you may spend 
  an additional spell point to allow your destructive blast to be-
  have as if it were an illusion in specific ways; the destructive blast 
  deals nonlethal damage regardless of other effects, blast types, 
  or blast shapes applied, and no longer requires line of sight or 
  line of effect in order to be created or strike a target.
  Special: If you possess the Shadow Infusion Illusion tal-
  ent, you may spend an additional spell point or shadow point to 
  have your destructive blast deal damage as normal but still gain 
  the other benefits of this feat.
  Illustrious Light (Dual Sphere)
  Prerequisites: Illusion sphere, Light sphere.
  Whenever you create a figment or glamer you may, as part 
  of the same action, affect the figment or the creature or object 
  subject to the glamer with your glow. Concentrating on the illu-
  sion and concentrating to create bright light can be done with 
  the same action, and spending spell points to cause the illusion 
  to endure without concentration double as spell points spent to 
  cause the bright light to endure without concentration.
  Imbue With Nature (Dual Sphere)
  Prerequisites: Destruction sphere, Nature sphere (any 
  (geomancing) talent).
  Benefit: When using a (blast type) talent from a blast type 
  category corresponding to a geomancing talent you possess, you 
  may increase the casting time by one step or spend an additional 
  spell point to draw material from the environment to enhance 
  your destructive blast, allowing it to bypass spell resistance.
  Geomancing Talent
  Blast Type Categories
  (Air) package
  Air, electric, sonic
  (Earth) package
  Crystal, stone
  (Fire) package
  Fire, light
  (Metal) package
  Acid, electric
  (Plant) package
  Acid, force
  (Water) package
  Cold, crystal
  Implausible Deniability (Dual Sphere)
  Prerequisites: Illusion sphere (Manipulate Aura (sensory, 
  magic), Programmed Illusion), Mind sphere.
  Benefit: You may have your illusions interact with Detect 
  Thoughts and similar abilities as if they had an Intelligence 
  score of up to twice your caster level.
  Whenever you place a glamer on a creature, you may spend 
  an additional spell point to create an illusionary mind complete 
  with false memories, including a false Intelligence score (for this 
  purpose creatures with an Intelligence 0 are treated as invisible 
  to effects such as thoughtsense). When a creature attempts to 
  extract information directly from the mind or compel honest 
  responses of anyone under the effects of glamers modified by 
  this feat, they must first attempt a magic skill check against 
  your magic skill defense. Failure indicates the information or 
  response given is any information of your choosing, even false 
  information. You do not need to be aware of the mental intru-
  sion or compulsion to choose the information gained.
  The illusionary mind added to glamers modified by this feat 
  constantly broadcasts misleading information. Abilities that 
  would grant an insight bonus to attack rolls, combat maneuver 
  checks, skill checks or armor class against the glamered crea-
  ture instead incur a penalty of equal value. This also applies to 
  any effects that rely on mind reading such as the battlefield re-
  lay symbiat class feature.
  Special: If you possess the persuasive class feature you 
  may add the bonus to save DC’s to Illusion sphere abilities. 
  This feat counts as a talent with the (Sensory: Mind) tag.
  Invigorating Rally (Dual Sphere)
  Prerequisites: Life sphere, War sphere.
  Benefit: Whenever you rally an ally, you may also invigo-
  rate them.
  Invisible Friend (Dual Sphere)
  Prerequisites: Illusion sphere (Suppression (glamer)), 
  Conjuration sphere (Shadow Creature (form)).
  Benefit: When maintaining a companion with the Shadow 
  Creature talent via concentration, it gains the benefits of the 
  Invisibility glamer from the Suppression talent.
  As a free action, you may spend a spell point to allow your 
  shadow companion to fully manifest itself. Your companion los-
  es the Shadow Creature talent and gains one other (form) talent 
  of your choosing in its place for one minute per caster level.
  Kinetic Creation (Dual Sphere)
  Prerequisites: Creation sphere, Telekinesis sphere, cast-
  er level 7th.
  Benefit: You can create items out of telekinetic force in-
  stead of matter. Objects made this way cannot incorporate any 
  other materials and must be simple in construction, lacking 
  intricate details or complex moving parts. This ‘material’ has 
  hardness 10 and 3 hit points per inch, has no weight and cannot 
  be moved, save by you through telekinesis. At the end of each 
  round its hit points are fully replenished. Unlike other created 
  objects, objects of telekinetic force are magical and can be dis-
  pelled, which also destroys them.
  Special: Telekinetic force made with the Create Materials 
  advanced talent reforms itself over the course of an hour if de-
  stroyed, but not if dispelled.
  Luminous Aegis (Dual Sphere)
  Prerequisites: Light sphere, Protection sphere.
  Benefit: As a swift action, you may make an ally glow if 
  they are bearing an aegis you created. You must use a separate 
  action to make them glow brightly, and the duration of the glow 
  does not change.
  
  Chapter 7: Additional Options
  508
  Luminous Flame (Dual Sphere)
  Prerequisites: Light sphere, Nature sphere ((fire) 
  package).
  Benefit: Whenever you use the Create Fire or Alter Fire 
  geomancing ability, you may also cause the fire to glow. You may 
  maintain concentration of this (fire) geomancing ability and the 
  bright light of the glow with a single action.
  March Of The Treants (Dual Sphere)
  Prerequisites: Enhancement sphere, Nature sphere 
  ((plant) package).
  Benefit: Whenever you cast Pummel, you may choose to 
  spend an additional spell point to enhance the target, allowing 
  the tree to uproot itself (or break free from the tree if targeting 
  a branch) and gain a ground movement speed of 10 + 10 feet 
  per 5 caster levels for the duration of Pummel (or enhance if 
  you spend an additional spell point). On the last round of the 
  target’s duration, the tree or branch will plant itself (as best 
  it could upon the space it is located), becoming once again 
  immobile.
  Material Infusion (Dual Sphere)
  Prerequisites: Destruction sphere, Nature sphere ((met-
  al) package).
  Benefit: When using a destructive blast that deals blud-
  geoning, piercing, or slashing damage, you may choose to have 
  the blast count as cold iron or silver. At 15th caster level you 
  may also choose adamantine. If other relevant materials exist in 
  your campaign, the GM may determine at what level this talent 
  applies to them.
  Might Of The Grave (Dual Sphere)
  When you reanimate a body, you can grant it magical en-
  hancements for a short time.
  Prerequisites: 
  Death 
  sphere 
  (reanimate 
  ability), 
  Enhancement sphere (any (enhance) ability).
  Benefit: When you reanimate a corpse or corpses, you 
  can apply an enhancement to them as part of the same action. 
  Enhancements that require additional spell points must have that 
  cost paid as well. This enhancement remains in effect as long as 
  the undead is not destroyed, and cannot be dispelled separately, 
  though neither Permanent Undead nor Lingering Necromancy 
  can extend the duration of these enhancements past the base du-
  ration of reanimate.
  Mutagenic Enhancements (Dual Sphere)
  Prerequisites: Alteration sphere, Enhancement sphere 
  (any (enhance) ability).
  Benefit: Whenever you enhance a creature, you may also 
  give them a trait of your choice, just as if you had used shapeshift 
  on them. Doing so makes the enhancement into a polymorph 
  effect, but this can stack with other polymorph effects. A crea-
  ture may only be under the effects of one enhancement modified 
  in this way, but the trait they gained does not count towards the 
  limit for your shapeshift.
  Nature’s Enhancement (Dual Sphere)
  Prerequisites: Enhancement sphere, Nature sphere (any 
  (spirit) talent).
  Benefit: Whenever you enhance a creature, you may also 
  imbue the target with a non-instantaneous spirit ability. The 
  target must be a valid choice for both the enhancement and spirit 
  ability; you may only target yourself if you cannot target others. 
  In addition, you may maintain concentration on the enhance-
  ment and the spirit ability with a single action.
  Piecemeal Animation (Dual Sphere)
  Prerequisites: Death sphere, Telekinesis sphere (Divided 
  Mind).
  Benefit: When you reanimate a dead body, it does not need 
  to be intact. So long as at least half the body remains you can 
  animate it as if it was intact, stitching its broken form togeth-
  er with telekinetic forces that keep it upright and stable. You 
  may even work with worse material than this, merging smaller 
  pieces of different bodies and animating them as single whole 
  so long as you have enough material and all pieces come from 
  the same kind of creature.
  Poltergeist’s Malice (Dual Sphere)
  Every mistake your foes make brings them closer to your 
  service.
  Prerequisites: Death sphere (Poltergeist (ghost strike)), 
  Telekinesis sphere (Telekinetic Maneuver).
  Benefit: You gain a bonus on CMB checks equal to your 
  Poltergeist penalty when making Telekinetic Maneuver at-
  tempts against creatures suffering from your Poltergeist effect.
  Primal Blast (Dual Sphere)
  Prerequisites: Destruction sphere (any (blast type) tal-
  ent), Nature sphere (any package).
  Benefit: When using a (blast type) talent from a blast type 
  category corresponding to a geomancing talent you possess, you 
  may add your casting ability modifier to any attack rolls and 
  damage rolls of the destructive blast. If you do so, you do not 
  modify attack rolls and damage rolls with your destructive blasts 
  with your Strength modifier, Dexterity modifier, or any other 
  ability score (if you have an ability that allows you to modify 
  attack rolls and/or damage rolls with that ability score). On any 
  individual attacks of which a destructive blast is being applied to 
  a natural or weapon attack (such as with the Energy Strike tal-
  ent or similar ability), Primal Blast instead modifies the attack 
  and damage rolls of the natural or weapon attack (replacing any 
  other ability modifier bonuses with your casting ability modi-
  fier as normal).
  Geomancing Package
  Blast Type Category
  (Air) package
  Air, electric, sonic
  (Earth) package
  Crystal, stone
  (Fire) package
  Fire, light
  (Metal) package
  Acid, electric
  (Plant) package
  Acid, force
  (Water) package
  Cold, crystal
  Reforge Object (Dual Sphere)
  Prerequisites: Enhancement sphere (Animate Object 
  (enhance)), Creation sphere (Potent Alteration).
  Benefit: You do not need to spend an additional spell 
  point when altering an animated object you have created. In 
  addition, you may freely re-assign a construction point when 
  altering an Animated Object in a way that affects its material 
  or shape.
  
  Chapter 7: Additional Options
  509
  Sanctified Vigilance (Dual Sphere)
  Prerequisites: Fate sphere, War sphere (any (rally) talent).
  Benefit: You may use rallies on allies within the area of 
  your consecrations even if you do not share a mandate with them 
  and they are not within range of one of your totems.
  Shade (Dual Sphere)
  Prerequisites: Dark sphere, Illusion sphere.
  Benefit: When creating a figment, you may, as part of the 
  same action, create darkness as the base Dark sphere ability. 
  Even if you do not choose to do so, the area occupied by your 
  figments and those under the effects of your glamers counts as 
  being within your darkness.
  Shadow Cage (Dual Sphere)
  Prerequisites: Dark sphere, Protection sphere.
  Benefit: When you create a ward, you may spend a spell 
  point to add the effects of a darkness ability you have to it. If 
  you do, the entire area of your ward is a darkness, and your melds 
  work within this ward as if its bearer were within any other 
  darkness that you created.
  Shadow Doppelganger (Dual Sphere)
  Prerequisites: Dark sphere (Shadow Lurk (shadow)), 
  Illusion sphere (Illusionary Disguise ability).
  Benefit: You may create your shadow lurks and shadow dou-
  ble with an Illusionary Disguise to look and sound like you or 
  the target they are spawned from at no additional cost in spell 
  points or actions. This additional effect functions exactly as the 
  Illusionary Disguise ability, using your ranks in the Disguise 
  skill with a +10 bonus circumstance bonus to the check. Your 
  shadow lurk can speak in your voice. Anyone physically inter-
  acting with your shadow lurk or shadow double receives a Will 
  save to disbelieve the disguise. Certain actions, such as your 
  shadow lurk being hit with an attack or displaying its diminished 
  Strength, automatically reveal the ruse. If you have taken the 
  Shadow Lurk talent a second time, your shadow lurk’s attacks 
  deal full damage as long as its disguise remains intact.
  Solid Illusions (Dual Sphere)
  Prerequisites: Enhancement sphere, Illusion sphere 
  (Illusionary Touch (sensory, touch) x2).
  Benefit: You may enhance any illusions you create as if they 
  were actually the creatures and objects they appear to be. Parts 
  of the illusion can be enhanced separately - you could use the 
  Enhance Equipment enhancement to grant an illusionary soldier 
  an enhancement bonus to attack and damage rolls with its 
  non-existent spear. Additional damage from enhanced illusions 
  deal nonlethal damage of their type (nonlethal fire damage, 
  nonlethal bleed damage, etc.) unless your illusions are dealing 
  lethal damage because of another talent, feat or ability (such as 
  the Shadow Infusion talent).
  Spirit Form (Dual Sphere)
  Prerequisites: Alteration sphere, Nature sphere (any 
  (spirit) talent).
  Benefit: When you use shapeshift on a creature, you may 
  also imbue the target with a non-instantaneous spirit ability. 
  You must spend spell points as normal if required by the spirit 
  ability, and when you apply a (spirit) talent to a target in this 
  way, it counts against the number of traits you may grant with 
  your shapeshift.
  Stasis Storage (Dual Sphere)
  Prerequisites: 
  Time 
  sphere, 
  Warp 
  sphere 
  (Extradimensional Storage (space)).
  Benefit: By spending one minute in concentration, you 
  can lock away part of your extradimensional storage, sending it 
  beyond time and placing its contents in stasis. This renders the 
  selected contents inaccessible until you spend another minute 
  unlocking it, but while they are locked the contents do not 
  suffer wear from age or from effects such as rust or rot while 
  stored in this way, and time spent in the space does not count 
  against the duration of abilities such as (enhance) talents, or 
  time limits such as the time limit reviving a dead creature.
  Superpositioned (Dual Sphere)
  Prerequisites: 
  Illusion 
  sphere 
  (Decoy 
  (glamer), 
  Suppression (glamer)), Warp sphere, caster level 5th.
  Benefit: While under the effects of the Suppression tal-
  ent, you may use the Warp sphere teleporting only yourself and 
  carried gear as a move action rather than a standard action. 
  Whenever you use a Warp sphere effect on yourself, you may 
  leave behind or appear with a copy of yourself that lasts until 
  the start of your next turn as the Decoy trick.
  Surreinforcement (Dual Sphere)
  Prerequisites: Creation sphere; Illusion sphere (Shadow 
  Infusion) or create reality class feature.
  Benefit: When you create materials with the Creation 
  sphere, they are laced with shadowstuff that grants you in-
  creased control over them. Objects you create with the Creation 
  sphere regain a number of hit points equal to half your Creation 
  caster level at the start of each of your turns and can repair 
  themselves from the broken condition. Objects you create out 
  of shadowstuff, such as with the fey adept’s ability to Create 
  Reality, have a hardness equal to your Illusion caster levels 
  (minimum 5) and may gain the properties of any material with 
  equal or less hardness.
  Swift Demise (Dual Sphere)
  Your chronomantic power extends to blurring the moment 
  between life and death.
  Prerequisites: Death sphere, Time sphere.
  Benefit: You may use your Slow and Haste abilities as 
  ghost strikes. Additionally, when you reanimate a body or bodies, 
  you may augment them with your Haste ability as a free action.
  If the undead creatures are maintained through concentra-
  tion (such as through the Sustained Reanimation talent), you 
  may concentrate on Haste and the reanimation as part of the 
  same action.
  Sylvan Necromancy (Dual Sphere)
  Plant and animal matter are equally suitable focuses for 
  your magic.
  Prerequisites: Death sphere (Expanded Necromancy), 
  Nature sphere.
  Benefit: You can use your (plant) geomancing abilities on 
  corpses instead of plants. In addition, you can reanimate dead 
  plant life as zombies (or skeletons, if they are made of wood) 
  with the grab special ability. These animated plants are treated 
  as animated objects when determining their statistics, although 
  they do not gain construction points. If you possess Hazardous 
  Terrain, undead plant life and plant creatures you create add 
  
  Chapter 7: Additional Options
  510
  damage on a successful grapple attempt as if it were an entangle 
  effect.
  Tactile Illusion (Dual Sphere)
  Prerequisites: Illusion sphere (Illusory Touch (sensory, 
  touch) x2), Telekinesis sphere (Finesse).
  Benefit: By weaving your illusions together with a hint of 
  telekinetic force you can allow them to exert force more ap-
  propriate to their apparent nature. Your illusions can support 
  weight or block movement of creatures or objects so long as 
  all pressure and weight on it falls within the size limit of your 
  telekinesis. However, anyone who disbelieves the illusion may 
  choose to ignore the telekinetic effect, moving through the il-
  lusion as normal, as well as allowing them to throw or move 
  items through it.
  In addition, you may deal lethal damage with your illusions 
  instead of nonlethal damage.
  Tribal Fortification (Dual Sphere)
  Prerequisites: Protection sphere, War sphere.
  Benefit: When you create a ward, you may spend a spell 
  point to add the effects of a totem ability you have to it. If you 
  do, the entire area of your ward is a totem (even if your totem 
  would normally be smaller), and your rallies work within this 
  ward as if they were within any other totem that you created.
  Tribal Mark (Dual Sphere)
  Prerequisites: Enhancement sphere, War sphere.
  Benefit: You may create enhancements that duplicate the 
  effect of being within totems. The tribal mark works as an en-
  hancement, using your Enhancement caster level. If used on a 
  creature, the creature is treated as if being within the totem that 
  is the basis for the enhancement. If used on an object, then any 
  creature carrying the object is affected as if they were the target 
  of the enhancement themselves. Only the creature enhanced or 
  carrying the enhanced object is considered inside the totem for 
  effects that require another ally or an enemy to also be within 
  the totem. The enhancement can not be used to rally.
  Twisted Reanimation (Dual Sphere)
  When you reanimate a corpse, its remains shifts to 
  suit your purposes.
  Prerequisites: Alteration sphere (Undead Body), 
  Death sphere; or Alteration sphere, Death sphere (Corpse 
  Manipulation).
  Benefit: When you reanimate a dead body, you may apply 
  a single trait you have access to through the Alteration sphere 
  to the new skeleton or zombie as a polymorph effect; this effect 
  remains as long as the undead stays reanimated. When reani-
  mating multiple bodies at once, you must grant each body the 
  same trait. As a standard action, you can touch an undead you 
  control benefiting from this effect to change the trait granted.
  Vudu (Dual Sphere)
  Prerequisites: Death sphere, Illusion sphere (Illusionary 
  Touch (sensory, touch) x2, Illusionary Disguise ability).
  Benefit: Anyone struck by your ghost strike takes damage 
  from your Illusionary Touch in addition to any other effects.
  Special: Your reanimated undead gain the benefits of the 
  Illusionary Disguise glamer appearing as they did when they 
  were alive. You do not need to know what the creature looked 
  like when it was alive to gain this benefit.
  Warded Bones (Dual Sphere)
  Undead that you create are even harder to destroy than 
  normal.
  Prerequisites: Death sphere, Protection sphere.
  Benefit: When you reanimate a corpse, you can also apply 
  an aegis to the undead. The spell point cost of the aegis must be 
  paid as well. This aegis remains in effect as long as the undead is 
  not destroyed, and cannot be dispelled separately.
  If combined with Mass Reanimate, each aegis must be paid 
  for separately.
  Neither Permanent Undead nor Lingering Necromancy 
  can extend the duration of these aegises past the base duration 
  of reanimate.
  Warlord Of The Damned (Dual Sphere)
  You can rally the hearts of your people - even after they 
  have stopped beating.
  Prerequisites: Death sphere (Master’s Presence), War 
  sphere; or Death sphere, War sphere (Hallowed/Unhallowed 
  Totem (totem)).
  Benefit: As a free action, you can shift concentration of 
  a single active totem to an undead you control (using your con-
  centration modifier); if its concentration is broken, the totem is 
  ended as normal. In addition, undead you control can benefit 
  from morale bonuses granted by your totems and rallies.
  Warning Sign (Dual Sphere)
  Prerequisites: Protection sphere, War sphere.
  Benefit: Allies receive a +1 circumstance bonus to initia-
  tive per aegis they bear that you created. This bonus stacks with 
  itself.
  
  Chapter 7: Additional Options
  511
  Warp Burst (Dual Sphere)
  Prerequisites: Destruction sphere (Explosive Orb (blast 
  shape)), Warp sphere.
  Benefit: When teleporting yourself, you may increase the 
  casting time by one step and spend a spell point to target your 
  destination square with a destructive blast with the Explosive 
  Orb blast shape, paying additional costs for the destructive blast 
  as normal. You must have line of sight and line of effect to the 
  target square unless you possess the Unseeing Teleport talent. 
  You may exclude your destination square from this effect.
  Water Manipulator (Dual Sphere)
  Prerequisites: Fallen Fey sphere (Water Creature 
  (fey-blessing)), Nature sphere ((water) package).
  Benefit: You gain the benefits of Water Creature as a (spir-
  it) talent; you may use them at any time without needing to ac-
  tivate a fey-blessing first. The range of these abilities becomes 
  equal to your geomancing range, and you may use the higher of 
  your Nature (water) and Fallen Fey caster levels.
  Wave-Particle Duality (Dual Sphere)
  Prerequisites: Illusion sphere, Light sphere.
  Benefit: The light from your bright light becomes a 
  spread rather than an emanation allowing it to move around 
  corners and through tight spaces and small holes as if it was a 
  gas. This light may penetrate areas and containers that are not 
  airtight by spreading at a rate of 1 cube per 3 caster levels each 
  round through cracks in doors, keyholes or other small gaps in 
  construction.
  Wound Manipulator (Dual Sphere)
  Prerequisites: Alteration sphere, Life sphere.
  Benefit: When you shapeshift a creature, you may spend a 
  spell point as a free action to allow them to regain one hit point 
  for every Hit Die they possess. The target regains an additional 
  hit point per Hit Die for each (cure) talent you possess. This 
  healing is not positive energy.
  Item Creation Feats
  Item creation feats are used to create magical items or ac-
  cess other types of advanced casting techniques.
  Individual item creation feats are included in Chapter 8: 
  Equipment.
  Metamagic Feats
  Align Spell (Metamagic)
  Benefit: When you select this feat, choose a non-neu-
  tral component of your alignment. When you prepare (if you 
  are a prepared caster) or cast (if you are a spontaneous caster 
  or spherecaster) an aligned spell, choose weal or woe. If you 
  choose weal, all variable, numeric effects of the spell are de-
  creased by half (including bonuses to those dice rolls) for crea-
  tures of that alignment and increased by half (including bonus-
  es to those dice rolls) for creatures of the opposite alignment. 
  If you choose woe, the increase and decrease are the other way 
  around. If the spell does not have variable, numeric effects, it 
  instead has its saving throw DC and effective spell level de-
  creased by 2 against creatures of the selected alignment and 
  increased by 2 against creatures of the opposite alignment. If 
  you choose woe, these effects are reversed. The spells effects 
  do not change for creatures of neither alignment. Spells that 
  neither do damage nor have a saving throw cannot be affected 
  by Align Spell.
  Cost: +2 spell points
  Special: If you are chaotic evil, chaotic good, lawful evil, 
  or lawful good, you can take this feat twice, each time selecting 
  a different component of your alignment. If you are true neu-
  tral you may choose neutrality with this feat, in which case the 
  damage or effective spell level and DC are increased against 
  chaotic evil, chaotic good, lawful evil, and lawful good creatures 
  and decreased against true neutral creatures.
  If you change alignment such that you no longer have the 
  alignment component you chose for this feat, you may imme-
  diately choose a different component of your alignment (or 
  true neutral if that is your new alignment) to use it with. If you 
  already have already taken this feat for the only non-neutral 
  component of your new alignment (or for true neutral if that is 
  your new alignment) you may immediately retrain this feat at 
  no cost to one you qualify for. Atonement reverses this retraining 
  and restores this feat. See the “Retraining” section of Chapter 3 
  in Ultimate Campaign for more information on retraining.
  Burrowing Magic (Metamagic)
  Prerequisite: Warp sphere.
  Benefit: You allow a magic effect to function even with-
  out line of effect, transporting its effects through barriers that 
  would otherwise impede it. You must still possess line of sight 
  for effects that require it, and the target must still be within the 
  effect’s range.
  Cost: +3 spell points.
  Delayed Magic (Metamagic)
  Benefit: You delay the effect of a sphere ability for up to 
  5 rounds after you use it, +1 round per caster level. You must 
  select the amount of delay when using the effect. The area or 
  target to be affected must be within range when the ability is 
  used, but need not remain in your range (you or it may move) 
  before the effect activates.
  Cost: +1 spell point
  Horrifying Imagination (Metamagic)
  Benefit: For one additional spell point, anyone targeted 
  by your spells or sphere effects, attempting a save against them, 
  or within their area becomes shaken for 1d4+1 rounds unless 
  they succeed at a Will saving throw using the same DC as the 
  original spell. For two additional spell points, they instead 
  become frightened for 1d4+1 rounds unless they succeed at a 
  Will saving throw using the same DC as the original spell. On 
  a successful save, they instead become shaken for 1d4+1 rounds. 
  This is a mind-affecting fear effect. Characters must only save 
  against this effect once per spell or sphere effect it is applied to 
  even if the modified spell requires additional saves.
  Cost: +1 or +2 spell points
  Suppressed Spell (Metamagic)
  Prerequisites: Illusion sphere (Suppression (glamer)).
  Benefit: Spells affected by this feat have a reduced man-
  ifestation. Being subjected to the effect requires a Perception 
  check (DC 15 + 1/2 your caster level) or the target does not per-
  ceive the presence and source of the effect.
  
  Chapter 7: Additional Options
  512
  Special: For each (sensory) talent you possess, improve 
  the Perception check DC by an additional +2 and hide sensa-
  tion associated with that (sensory) talent. This has no effect 
  on spells or sphere abilities that rely on a suppressed sensa-
  tion(s) to function, but you may always forgo the +2 bonus to 
  the Perception DC to allow the sensation of the effect to func-
  tion normally.
  Cost: +2 spell points
  Necrosis Feats
  Necrosis feats represent ongoing necromantic modifica-
  tion, corruption, or experimentation the character has made 
  on her body to bring it closer to undead anatomy. Necrosis feats 
  are distinct from more common feats in two ways.
  Tainted: Upon taking a necrosis feat, the character’s body 
  becomes contaminated with negative energy. From that point 
  on, if the character dies, returning him to life proves to be more 
  difficult. Any spellcaster who attempts to bring the character 
  back from the dead must attempt a magical skill check (DC 
  = 10 + the slain character’s Hit Dice) or have the effect fail. 
  Effects that may only bring a creature back that has died within 
  1 round (such as the Resuscitate talent) gain a +5 to this check. 
  Each necrosis feat beyond the first increases this DC by 1.
  Greater Power: Necrosis feats increase in power relative 
  to the number of necrosis feats a character possesses. Most ne-
  crosis feats grant far greater effects to characters with at least 
  four necrosis feats. For necrosis feats that require an immediate 
  action to activate them, you may activate as many necrosis feats 
  as you desire as part of the same immediate action (although 
  you must spend the required spell points for each activated 
  feat).
  Between Two Worlds (Necrosis)
  You can reverse the flow of your body’s energies, changing 
  what will heal and harm you.
  Prerequisite: Death sphere.
  Benefit: You gain +1 spell point. You can spend a spell 
  point as an immediate action to reverse your reaction to posi-
  tive and negative energy for 1 round per necrosis feat you pos-
  sess - a living creature would now be healed by negative energy 
  and harmed by positive energy, while an undead creature would 
  be be healed by positive energy and harmed by negative energy. 
  Using this ability again while it is active returns you to your 
  normal state.
  Four Necrosis Feats: As a full-round action, you can reverse 
  your reaction to positive and negative energy for 24 hours with-
  out spending a spell point. Using this ability again while it is 
  active still returns to your normal state.
  Cold Heart (Necrosis)
  Your blood flow slows and heartbeat grows erratic without 
  significant harm to you, increasing your ability to survive freez-
  ing temperatures and electric shocks.
  Prerequisite: Death sphere.
  Benefit: You gain +1 spell point. You can spend a spell 
  point as an immediate action to gain cold resistance 5 and 
  electricity resistance 5 for 1 round. For each necrosis feat you 
  possess beyond this one, the cold and electricity resistances in-
  crease by 5 and the duration increases by 1 round.
  Four Necrosis Feats: You always have cold resistance 10 and 
  electricity resistance 10, and when you spend a spell point, you 
  gain immunity to cold and electricity for a number of rounds 
  equal to the number of necrosis feats you possess.
  Deadened Flesh (Necrosis)
  Your nerves fail, increasing your pain tolerance and general 
  resilience.
  Prerequisite: Death sphere.
  Benefit: You gain +1 spell point. You can spend a spell 
  point as an immediate action to gain a +1 bonus to natural ar-
  mor and DR/- for 1 round. For each necrosis feat you possess 
  beyond this one, the natural armor bonus and damage reduc-
  tion increase by 1 and the duration increases by 1 round.
  Four Necrosis Feats: You gain half the normal benefit of this 
  feat at all times (increasing to the full benefit when you spend 
  a spell point).
  Hemomancy (Necrosis)
  Prerequisite: Death sphere.
  Benefit: You gain +1 spell point. You gain blindsense 15 feet 
  against bleeding creatures. If you pay 1 spell point as a swift ac-
  tion, you can afflict such creatures directly through their blood 
  with ghost strikes for 1 round regardless of line of sight or effect.
  For each necrosis feat you possess beyond this one, in-
  crease the range of your blindsense against bleeding creatures 
  by 15 feet and the duration when you spend a spell point by 1 
  round.
  Four Necrosis Feats: When you spend 1 spell point as a swift 
  action to activate this feat, you can affect bleeding creatures 
  within the blindsense range granted by this feat with any talent 
  that requires a touch attack, Fortitude save, or Will save re-
  gardless of distance, line of sight, or line of effect.
  Numb Mind (Necrosis)
  Your emotional and reflex responses fade, allowing you to 
  shrug off distracting conditions.
  Prerequisite: Death sphere.
  Benefit: You gain +1 spell point. You can spend a spell 
  point as an immediate action to gain a +2 bonus to saving throws 
  against bleed, death effects, disease, energy drain, exhaustion, 
  fatigue, mind-affecting effects, paralysis, poison, sleep effects, 
  and stunning for 1 round. For each necrosis feat you possess 
  beyond this one, the bonus and duration increase by 1.
  Four Necrosis Feats: When you use this feat, you also gain 
  a new saving throw against one of the above effects currently 
  affecting you (your choice).
  Wandering Spirit (Necrosis)
  Your soul begins to loosen its grip on your body, preparing 
  itself to flee if threatened.
  Prerequisite: Death sphere.
  Benefit: You gain +1 spell point. By spending 8 hours creat-
  ing an intense mystical connection between you and an object, 
  you can designate it as your phylactery. When you would die/
  be destroyed from hit point loss, you can spend a spell point as 
  an immediate action to transfer your soul to your phylactery, as 
  long as it is in close range. Your soul stays in its phylactery for 
  1 round. During this time, your body may be healed, as long as 
  your phylactery remains unbroken.
  If your new hit point total is greater than a negative amount 
  equal to your Constitution score (or greater than 0, if you are 
  
  Chapter 7: Additional Options
  513
  undead), then you come back to life and stabilizes at your new 
  hit point total. You otherwise remain dead. If you are brought 
  back to life in this manner, you gain a temporary negative level. 
  For each necrosis feat you possess beyond this one, your soul 
  remains in its phylactery for one additional round. Your phylac-
  tery has a number of hit points and break DC equal to 5 times 
  the number of necrosis feats you possess, and a hardness equal 
  to triple your necrosis feats.
  Four Necrosis Feats: Your soul stays in its phylactery for up 
  to 1 minute per necrosis feat, and your phylactery functions as 
  long as it is within long range.
  Protokinesis Feats
  Protokinesis feats represent innate telekinetic abilities, 
  powers usable with minimal thought and effort in contrast to 
  the magic of the Telekinesis sphere. They often develop un-
  intentionally, without need for training or even awareness of 
  them.
  Unless noted otherwise, the benefit granted by any pro-
  tokinesis feat is a spell-like ability with a caster level equal to 
  your character level. In addition, protokinesis feats do not 
  function when you are unconscious.
  The effects of protokinesis feats last indefinitely unless 
  otherwise noted, though they may be dismissed as a free action, 
  or restarted as a standard action if they have been dispelled or 
  dismissed.
  Counterweight (Protokinesis)
  Prerequisites: Acrobatics 3 ranks, Telekinesis sphere.
  Benefit: By applying your telekinetic powers to your own 
  body you can stand on surfaces that could not normally support 
  your weight, allowing you to balance on a single thread or walk 
  across liquid, though you must still attempt Acrobatics checks 
  to balance on narrow or difficult surfaces. You cannot walk on 
  normal gaseous substances such as air or clouds, though you 
  could balance on a solid fog spell. In addition, you may add your 
  casting ability modifier as a bonus to Acrobatics checks.
  Force Shield (Protokinesis)
  Prerequisite: Telekinesis sphere.
  Benefit: By forming a thin field of telekinetic force with 
  your hand as a swift action you can gain a +2 shield bonus to 
  your armor class, +1 per 5 caster levels in Telekinesis. This 
  counts as a shield, except it imposes no spell failure or armor 
  check penalty. You must keep at least one hand free to maintain 
  your force shield.
  Gravitic Anomaly (Protokinesis)
  Prerequisites: Telekinesis sphere, Counterweight.
  Benefit: Due to your control over your personal gravi-
  ty, you can move on walls and ceilings and other surfaces as 
  if they were the ground. If you are tripped or fall prone, the 
  area’s normal gravity reasserts itself and you fall to the ground, 
  taking falling damage as appropriate for your distance above 
  the ground.
  Kinetic Drift (Protokinesis)
  Prerequisites: Telekinesis sphere, Counterweight, char-
  acter level 5th.
  Benefit: You can float above the ground instead of walk-
  ing. You can hover up to 1 foot above the ground, allowing you 
  to ignore difficult terrain. When falling you may choose to de-
  scend at a slower rate to control your fall and to negate all fall-
  ing damage you would take. Each round you descend 30 feet, 
  and may move in another direction for 30 feet. You may choose 
  to drift sideways, gliding forwards while descending, or down, 
  safely increasing your rate of descent. You may even choose to 
  drift ‘upwards’ to reduce your rate of descent, even allowing you 
  to negate it entirely and hover midair.
  Mind Limb (Protokinesis)
  Prerequisite: Telekinesis sphere.
  Benefit: Your telekinetic powers give you an additional 
  arm made of telekinetic force. Your telekinetic limb functions 
  much as a normal arm can, but to an extent can also act inde-
  pendently. As a swift action you can use it to draw a sheathed 
  or hidden weapon, ready a shield, retrieve a stored item, load 
  a crossbow, open a door, pick up an unattended item, sheathe 
  or store an item, or take other non-offensive actions involving 
  manipulating objects. Your telekinetic limb cannot effectively 
  wield weapons or shields or activate magic items, but can pass 
  such items to another hand as part of any other action it takes.
  Telekinetic Exoskeleton (Protokinesis)
  Prerequisites: Telekinesis sphere, character level 3rd.
  Benefit: With your telekinesis you can supplement your 
  physical skills. As a swift action you can give yourself one of the 
  following benefits:
  Dampening Field: You gain temporary hit points equal to 
  your casting ability modifier.
  Propelling Force: You gain a +10 feet enhancement bonus to 
  your movement speeds.
  Tactile Telekinesis: You add your casting ability modifier as a 
  bonus to Strength checks, and Climb and Swim checks.
  These benefits lasts indefinitely. If you activate one of 
  these benefits while a previous benefit is still in effect, the first 
  benefit ends immediately.
  Touchsense (Protokinesis)
  Prerequisites: Perception 5 ranks, Telekinesis sphere.
  Benefit: You can use your telekinesis to sense your sur-
  roundings, passively measuring vibrations in the ground. You 
  gain tremorsense with a 15 feet range.
  Special: If you possess the Kinetic Sense talent, add 15 
  feet to the range of the tremorsense it provides.
  Proxy Feats
  Proxy feats represent an enhanced ability to manipulate 
  and take advantage of the Create Proxy enhancement, which 
  by default is granted by the Spell Proxy feat. Unless otherwise 
  stated, these feats only apply to Create Proxy effects that you 
  created yourself, and only affect creatures under the effects of 
  Create Proxy who are within 30 feet. Generally, using a proxy 
  feat immediately ends the Create Proxy effect for that creature. 
  An incanter may select proxy feats as bonus feats.
  Defensive Proxies (Proxy)
  Prerequisites: Enhancement sphere, Circle Casting, 
  Spell Proxy.
  Benefit: Whenever you fail a saving throw against a 
  sphere effect, any creature within that is currently under the 
  effects of Create Proxy may spend an immediate action to allow 
  
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  514
  you to reroll your saving throw. Doing so causes Create Proxy 
  to immediately end for that creature.
  Maintain Proxy (Proxy)
  Prerequisites: Enhancement sphere, Circle Casting, at 
  least one Proxy feat.
  Benefit: Whenever one of your Create Proxy effects 
  would end due to a Proxy feat, you may spend 1 spell point to 
  prevent it from ending prematurely.
  Mystic Choreography (Drawback, Proxy)
  This feat is described under drawback feats above.
  Mystic Generosity (Proxy)
  Prerequisites: Enhancement sphere, Circle Casting, 
  Spell Proxy.
  Benefit: Whenever you use Create Proxy on a creature, 
  you may spend a spell point to grant them the Basic Magic 
  Training feat as a bonus feat while they are under the effects of 
  that enhancement. The sphere they gain access to must be one 
  that you also have access to.
  Special: If the target of Create Proxy does not meet the 
  prerequisites for Basic Magic Training, they gain Extra Magic 
  Talent as a bonus feat instead. The bonus talent they gain must 
  be one that you also possess.
  Proxy Counterspell (Proxy)
  Prerequisites: Enhancement sphere, Circle Casting, 
  Counterspell, Spell Proxy.
  Benefit: Whenever you use Counterspell, any creature 
  under the effects of Create Proxy may spend an immediate ac-
  tion to allow you to end an additional effect. Doing so causes 
  Create Proxy to end immediately for that creature.
  Proxy Network (Proxy)
  Prerequisites: Enhancement sphere, Circle Casting, 
  Spell Proxy.
  Benefit: Whenever you use a sphere effect with a range 
  of touch, you may choose to have it originate from a creature 
  under the effects of Create Proxy instead of yourself. Doing so 
  causes Create Proxy to end immediately.
  Spell Proxy (Proxy)
  Prerequisites: Enhancement sphere, Circle Casting.
  Benefit: You gain access to an additional enhancement, 
  which you may use normally:
  Create Proxy: You may enhance creatures, allowing them to 
  act as aiding casters as if they themselves possessed the Circle 
  Casting feat. They do not need to have any magic talents or a 
  spell pool to do so.
  Special: You may incorporate Create Proxy into a spell as 
  if it were an Enhancement talent. You may not take Spell Proxy 
  if you have the Personal Magics drawback.
  Spell Proxy, Extended (Proxy)
  Prerequisites: Enhancement sphere, Circle Casting, at 
  least one Proxy feat.
  Benefit: The benefits of your proxy feats apply to crea-
  tures within 60 feet.
  Normal: Proxy feats only apply to creatures within 30 
  feet.
  Spell Proxy, Improved (Proxy)
  Prerequisites: Enhancement sphere, Circle Casting, 
  Spell Proxy.
  Benefit: Whenever you use Create Proxy, you may also 
  transfer the concentration to maintain one sphere effect to 
  the targets. If they possess spell points of their own, they may 
  spend them in your place to have the effect continue without 
  concentration.
  Spreading Magic (Proxy)
  Prerequisites: Enhancement sphere, Circle Casting, 
  Spell Proxy.
  Benefit: Whenever you use a sphere ability that targets 
  a creature, a creature under the effects of Create Proxy may 
  choose to become an additional target if they are also within 
  range. Doing so causes Create Proxy to end immediately for 
  that creature.
  Suffer By Proxy (Drawback, Proxy)
  This feat is described under drawback feats above.
  Tactical Proxies (Proxy)
  Prerequisites: Enhancement sphere, Circle Casting, 
  Spell Proxy, any one teamwork feat.
  Benefit: You may treat any creature under the effects of 
  Create Proxy as if they shared all of your teamwork feats. They 
  do not gain the benefits of your teamwork feats unless they 
  actually have it themselves.
  Special: If you also have Improved Spell Proxy, you may 
  choose to grant them the benefits of one of your teamwork 
  feats instead of transferring concentration.
  Squadron Feats
  Based around the use of the Squadron Commander feat, 
  these feats offer various ways for allies to help each other - 
  unlike teamwork feats, however, only one person in the party 
  needs to know the feat being used.
  Battlefield Tactics (Squadron)
  Prerequisites: War sphere, Squadron Commander; or 
  Warleader sphere, Troop Commander.
  Benefit: You may give your actions to members of your 
  squadron. The type of action required to do this is equal to the 
  type of action given: swift, move, standard, full-round, or attack 
  of opportunity. If you give an attack of opportunity action to 
  another squadron member, they must use it to attack the target 
  that provoked the attack of opportunity from you. A character 
  can not receive more than one extra action per round this way, 
  regardless of how many squadrons they might be a member of.
  Close Formation (Squadron)
  Prerequisites: War sphere, Squadron Commander; or 
  Warleader sphere, Troop Commander.
  Benefit: When members of your squadron use the aid an-
  other action on other squadron members, they grant their ally 
  an additional +2 bonus.
  Focused Fire Tactics (Squadron)
  Prerequisites: War sphere, Squadron Commander; or 
  Warleader sphere, Troop Commander.
  Benefit: As a swift action, you may spend a spell point 
  or expend your martial focus and designate a target. Until 
  the beginning of your next turn, whenever a member of your 
  
  Chapter 7: Additional Options
  515
  squadron hits that target, all members of your squadron receive 
  an additional +1 circumstance bonus to attack rolls and damage 
  against that target. Members with iterative attacks can benefit 
  from bonuses generated earlier in the same turn. This bonus 
  stacks with itself, up to a maximum equal to your War caster 
  level or your ranks in Diplomacy, whichever is higher.
  Instructive Command (Squadron)
  Prerequisites: War sphere, Squadron Commander; or 
  Warleader sphere, Troop Commander.
  Benefit: Choose a skill you are trained in. All members 
  of your squadron are treated as having at least as many ranks 
  in that skill as you. If you possess the skill unlock for that skill, 
  members of your squadron may use the skill unlock powers 
  made available by your number of ranks in the skill. Whenever 
  you rest for 8 hours, you may change the skill you have chosen 
  to share.
  Lightning Tactics (Squadron)
  Prerequisites: War sphere, Squadron Commander; or 
  Warleader sphere, Troop Commander; character level 10th.
  Benefit: After you roll initiative, you may spend a spell 
  point or expend your martial focus. If you do, squadron mem-
  bers may use your natural d20 roll in place of their own roll. 
  They keep their own modifiers.
  Mass Command (Squadron)
  Prerequisites: War sphere, Squadron Commander; or 
  Warleader sphere, Troop Commander, casting class feature.
  Benefit: When using a sphere ability on a single creature 
  in your squadron other than yourself, you may spend an ad-
  ditional spell point to target any number of creatures in your 
  squadron. All squadron members must be within the range of 
  the sphere ability. You must have line of sight and line of effect 
  to affect them, and you may include yourself as a target. This 
  cannot be used with sphere effects that do not have the option 
  of being augmented by a (mass) talent. If the sphere ability has 
  a duration greater than 1 hour, it is reduced to 1 hour. 
  Mixed Formation (Squadron)
  Prerequisites: War sphere, Squadron Commander; or 
  Warleader sphere, Troop Commander.
  Benefit: Members of your squadron do not provide cover 
  to enemies, and members do not take penalties for shooting 
  into melee against enemies in melee exclusively with other 
  squadron members.
  Mobile Tactics (Squadron)
  Prerequisites: War sphere, Squadron Commander; or 
  Warleader sphere, Troop Commander.
  Benefit: Squadron members may use a swift action to 
  move a squadron member who is in a square adjacent to them 
  to another square that is also adjacent to them. This movement 
  does not provoke attacks of opportunity.
  Phalanx Formation (Squadron)
  Prerequisites: War sphere, Squadron Commander; or 
  Warleader sphere, Troop Commander.
  Benefit: While a member of your squadron is adjacent to 
  another member of your squadron, they receive a +2 circum-
  stance bonus to AC and melee attack rolls. This bonus increas-
  es by +1 for every additional member adjacent after the first.
  Pincer Formation (Squadron)
  Prerequisites: War sphere, Squadron Commander; or 
  Warleader sphere, Troop Commander.
  Benefit: When two or more members of your squadron 
  flank an enemy, their flanking bonus applies to damage rolls as 
  well as attack rolls.
  Platoon Commander (Squadron)
  Prerequisites: War sphere, Squadron Commander; or 
  Warleader sphere, Troop Commander.
  Benefit: The number of members of your squadron in-
  creases. Your squadron includes yourself and 4 allies plus an 
  additional ally for every 2 caster levels or ranks in Diplomacy 
  (whichever is higher) you possess. You may add troop or crew 
  creatures to your squadron, with each counting as 4 creatures.
  Ranged Command (Squadron)
  Prerequisites: War sphere, Squadron Commander; or 
  Warleader sphere, Troop Commander; casting class feature.
  Benefit: You may choose to have your sphere talents or 
  abilities which target a willing creature have a range of close 
  rather than touch when targeting members of your squadron.
  Requested Command (Squadron)
  Prerequisites: War sphere, Squadron Commander; or 
  Warleader sphere, Troop Commander.
  Benefit: Any member of your squadron may expend a 
  standard action requesting assistance. You may immediately 
  respond by using a sphere ability that targets them (and only 
  them, not an area around them) as a free action. You must be in 
  range, and you must be able to use the sphere ability. Using the 
  sphere ability draws attacks of opportunity normally.
  Scouting Tactics (Squadron)
  Prerequisites: War sphere, Squadron Commander; or 
  Warleader sphere, Troop Commander.
  Benefit: As a swift action, you may spend a spell point or 
  expend your martial focus to mentally communicate with the 
  rest of your squadron the location of an enemy you have suc-
  cessfully damaged that turn. Until the beginning of your next 
  turn, the target does not benefit from concealment or any form 
  of stealth.
  Shielded Formation (Squadron)
  Prerequisites: War sphere, Squadron Commander; or 
  Warleader sphere, Troop Commander.
  Benefit: Whenever a member of your squadron leaves a 
  square adjacent to another member of your squadron, they do 
  not provoke attacks of opportunity from adjacent enemies.
  Squadron Commander (Squadron)
  Prerequisite: War sphere.
  Benefit: You have a squadron of allies who experience 
  greater benefits from your totems. Your squadron can include 
  yourself and up to 3 additional allies, plus an additional ally 
  for every 5 caster levels you possess or for every 5 ranks in 
  Diplomacy you possess, whichever is higher. You can change 
  the membership any time you rest and regain spell points, but 
  you must touch a creature to add it to your squadron. You must 
  spend 1 minute every day renewing the links between you and 
  your squad members. You must have access to each member 
  you wish to include. Your caster level at the time you renew this 
  
  Chapter 7: Additional Options
  516
  connection is used for this ability through the day, even if your 
  caster level changes.
  Squadron members must be specific individuals. Squadrons 
  can include summoned companions that are effectively the 
  same creature being summoned each time (such as the com-
  panion summoned with the Conjuration sphere), but not sponta-
  neously created creatures.
  Alternatively, instead of allies, your squadron may consist 
  of yourself and one crew or troop.
  Members of your squadron gain increased bonuses from 
  your totems. If a totem grants a bonus to any d20 roll or any num-
  ber that is the target of a d20 roll (such as AC, attack rolls, 
  saving throws, CMB, CMD, ability checks, skill checks, con-
  centration checks, or spell penetration checks), that bonus in-
  creases by +1, and an additional +1 for every 10 War caster levels 
  you possess.
  Vigilant Command (Squadron)
  Prerequisites: War sphere, Squadron Commander; or 
  Warleader sphere, Troop Commander.
  Benefit: You may rally any ally in your squadron within 
  long range or that you can see, even if they are not within range 
  of a totem, and you can always rally yourself.
  Surreal Feats
  Surreal feats are feats that use or rely upon the irrational 
  and unpredictable substance known as shadowstuff. All surreal 
  feats are spell-like abilities that are treated as (figment, shad-
  ow) illusions for the purposes of interacting with other effects. 
  Characters with the Shadow Infusion talent or the create re-
  ality class feature may spend spell points in place of shadow 
  points to activate abilities granted by surreal feats.
  The first time you gain a surreal feat you also gain a shadow 
  pool as the fey adept class feature, except it only contains a 
  number of shadow points equal to the total number of surreal 
  feats you possess. This stacks with any other shadow points.
  Emulation Expert (Surreal)
  Prerequisites: Illusion sphere (Manipulate Aura (senso-
  ry, magic)); Illusion sphere (Shadow Infusion) or shadow pool;  
       Shadow Magic or create reality class feature.
  Benefit: When using the Shadow Magic feat or create re-
  ality class feature to duplicate effects from another sphere, you 
  may spend a shadow point to treat the effect as both from the 
  Illusion sphere and the sphere it is mimicking. This allows you 
  to apply bonuses from items, class features, talents or feats that 
  benefit that sphere as well as the Illusion sphere.
  This feat does not allow you to apply the caster level bonus 
  from staves for two different spheres. For example, when using 
  create reality or Shadow Magic to produce a destructive blast, 
  you may apply Destruction talents you possess and apply the 
  caster level bonus from either a staff of Destruction or Illusion, 
  apply bonus damage from elementalist energy specialization 
  class feature and treat both your fey adept and elementalist lev-
  els as full caster levels for calculating the caster level.
  Gather Shadowstuff (Surreal)
  Prerequisite: Shadowmark class feature.
  Benefit: In place of spending a shadow point you may use 
  shadowmark as a full-round action.
  Greater Shadowmark (Surreal)
  Prerequisite: Shadowmark 1d6.
  Benefit: Your shadowmark deals d8s for damage instead 
  of d6s.
  Shadow Magic (Surreal)
  Prerequisites: Illusion sphere (Shadow Infusion) or 
  shadow pool.
  Benefit: You may mimic other spheres of magic by shap-
  ing shadowstuff. As a free action, you may spend 1 shadow point 
  to grant yourself a temporary magic sphere or talent you do 
  not possess from the following list: Alteration, Conjuration, 
  Creation, Dark, Death, Destruction, Enhancement, Light, 
  Nature, Protection or Weather sphere for 1 minute. For every 5 
  surreal feats you possess, you may grant yourself an additional 
  temporary talent from the chosen sphere. You must still meet 
  any prerequisites that the talents possess. When gaining multi-
  ple talents with this feat, you may use a talent gained this way 
  as a prerequisite for other gained talents.
  Any sphere talents or abilities gained from this feat are 
  treated as if they were from the Illusion sphere and possess 
  the shadow descriptor. Shadow magic, by its nature, has a very 
  real effect even if disbelieved, although usually a reduced one. 
  Unless stated otherwise, objects created as shadow illusions 
  are made of shadowstuff (stable), and creatures have 1/5th their 
  normal hit points.
  The effective caster level of effects created using this feat is 
  equal to your caster level in the Illusion sphere -2 (minimum 1). 
  You may not have more than one sphere effect active at a time 
  from the spheres granted from this feat. A second use of this 
  feat immediately ends the duration of the previous use.
  Shadow Shield (Surreal)
  Benefit: You may, as a swift action, spend a shadow point 
  to create a protective layer of shadowstuff around a creature or 
  object within 25 feet + 5 feet per 2 character level. This grants 
  1d4 temporary hit points for every character level you possess. 
  Any creature that has at least 1 temporary hit point granted by 
  your shadow shield also gains damage reduction 1/-. This dam-
  age reduction improves by an additional 1 per 5 character levels 
  you possess. These temporary hit points last 1 minute.
  Shadow Shield, Improved (Surreal)
  Prerequisite: Shadow Shield.
  Benefit: Improve the temporary hit points granted by 
  your shadow shield to 1d4+1 per character level. Instead of pro-
  viding DR/-, the shadow shield reduces all hit point damage 
  from all sources by the same amount.
  Shadowblast (Surreal)
  Prerequisite: Shadowmark class feature.
  Benefit: When using your shadowmark, you may spend 
  an extra shadow point to change the effect from a ranged touch 
  attack into a close-ranged cone. All creatures within this area 
  are allowed a Reflex save for half damage. If they succeed at this 
  Reflex save, they do not suffer the penalty to Will saves.
  Shadowstuff Armament (Surreal)
  Benefit: As a move action or a free action with the expen-
  diture of a shadow point, you may create and instantaneously 
  equip a non-magical version of a weapon, piece of ammunition, 
  light armor, or light shield you are proficient with out of sta-
  ble shadowstuff. In the case of exotic weapons, you must have 
  
  Chapter 7: Additional Options
  517
  studied a pre-existing version of the weapon for at least 1 week. 
  This object dissipates one round after you are no longer in con-
  tact with it or if you use this feat a second time. Creating am-
  munition using this feat may be done as part of the same action 
  required to load a weapon instead of a move action without 
  having to spend a shadow point.
  Special: You may create an additional simultaneous object 
  with a single use of this feat per 5 character levels.
  Shadowy Slay (Surreal)
  Benefit: Any time you deal damage to a creature from 
  an illusion source you may spend a shadow point to allow the 
  creature to be briefly attacked through its shadow. Any attack 
  made against the target may resolve as a touch attack. This ef-
  fect lasts 1 minute or until the creature is hit by a touch attack.
  Surreal Strike (Surreal)
  Benefit: You gain shadowmark as the fey adept class fea-
  ture, but use your character level -4 (minimum 1) as your fey 
  adept level for the purposes of determining damage and Will 
  save penalties.
  Violent Shadow (Surreal)
  Prerequisites: Shadowmark 3d6, shadow pool.
  Benefit: You may spend a shadow point as a full-round 
  action to make a single attack with your shadowmark. Rather 
  than a ranged touch attack, treat your shadowmark as a melee 
  touch attack with a 10-foot reach. Regardless of if your attack 
  hits or not, you may make attacks of opportunity as melee 
  touch attacks with a 10-foot reach with your shadowmark with-
  out additional expenditure of points from your shadow pool 
  until the beginning of your next turn. If you have multiple at-
  tacks from a high base attack bonus or effects such as haste you 
  can (as part of the full-round action) make as many attacks with 
  your violent shadow as your base attack bonus allows.
  Teamwork Feats
  Teamwork feats are special in that they generally require 
  at least two characters to know them in order to take effect, 
  although some classes have abilities that make them easier to 
  use.
  Cooperative Mind (Teamwork)
  Prerequisites: Must have been subject to the Fusion ad-
  vanced talent, character level 5th.
  Benefit: When under the effects of the Fusion advanced 
  talent with another creature that possesses this feat, you may 
  act together more efficiently. You may choose to cooperate, al-
  lowing each creature to use the body to take a standard action. 
  This consumes the amalgamated body’s full-round action, but 
  leaves each mind with their normal move and swift actions. 
  This allows both creatures to supply verbal or somatic spell 
  components, allows either creature to make attacks of oppor-
  tunity, grants each creature access to combat feats and combat 
  talents known by the other, and allows you to choose which 
  mind is targeted by effects requiring a Will save until the start 
  of your next turn.
  Cooperative Reanimate (Teamwork)
  Undead you and your allies create resonate with each of 
  your souls.
  Prerequisite: Death sphere.
  Benefit: You may give simple commands to undead under 
  the control of an ally who also possesses this feat; if they receive 
  conflicting orders, they act under their controller’s orders. 
  In addition, if at any time you would fall unconscious or be 
  dropped to 0 hit points or less, you may choose to transfer any 
  undead you have control over to another ally with this team-
  work feat for 1 minute (or their normal maximum duration, 
  whichever is shorter). Transferred undead may be returned to 
  their owner during this time period as a move action, but can 
  never be transferred to a third ally. After the duration expires, 
  they are considered under your ally’s control and count towards 
  your ally’s maximum Hit Dice total of undead they can have 
  reanimated at once.
  Cumulative Nimbus (teamwork)
  Prerequisites: Weather sphere (any (shroud) talent), 
  magic skill bonus +5.
  Benefit: When a creature is under the effect of shrouds 
  produced by multiple casters with this feat, any saving throws 
  against one of these shrouds is made against the highest DC of 
  any such shroud. Shrouds produced by casters without this feat 
  are unaffected and other shrouds cannot use their DC.
  Twilight Adept (Teamwork)
  Prerequisite: Dark sphere or Light sphere.
  Benefit: Your Dark sphere talents or abilities contin-
  ue to function in areas where you or someone else with the 
  Twilight Adept feat cast a Light sphere talent or ability. Your 
  Light sphere talents or abilities continue to function in areas 
  where you or someone else with the Twilight Adept feat cast 
  a Dark sphere talent or ability. The MSD to dispel a Light or 
  Dark sphere effect overlapping in this way is increased by +2. 
  You may choose to have your Dark and Light sphere talents or 
  abilities interact normally if you wish. The light level in over-
  lapping areas defaults to the ambient lighting conditions.
  Normal: If a Light sphere effect interacts with a darkness 
  effect (such as from the Dark sphere) or vice versa, the creator 
  of the second effect must succeed at a magic skill check against 
  the creator of the first effect.
  
  Chapter 8: Equipment
  518
  Ammunitions
  Arrow, Vial
  Price 5 gp; Weight 0.3 lb.
  This arrow carries a small vial, large enough to carry a sin-
  gle dose of a contact poison, inhaled poison, formulae, liquid 
  alchemical item, potion, oil, or dust. The vial is designed to 
  shatter upon impact, releasing its content on or centered on 
  the target. A vial arrow deals no weapon damage, and on a miss 
  calculate the new center as with a splash weapon. Filling the 
  vial requires a full-round action.
  Bolt, Vial
  Price 5 gp; Weight 0.3 lb.
  This crossbow bolt carries a small vial, large enough to car-
  ry a single dose of a contact poison, inhaled poison, formulae, 
  liquid alchemical item, potion, oil, or dust. The vial is designed 
  to shatter upon impact, releasing its content on or centered on 
  the target. A vial bolt deals no weapon damage. Filling the vial 
  requires a full-round action.
  Chapter 8
  Chapter 8
  Equipment
  Equipment
  Injector Shot
  Price 15 gp; Weight 0.1 lbs.
  An injector shot is a special kind of alchemical cartridge 
  often used by bounty hunters and others who wish to subdue 
  targets while keeping them alive. An injector shot is designed 
  to hold a dose of injury poison, and while most injury poisons 
  can simply be applied to a shot like any other type of ammuni-
  tion, an injector shot is designed to deliver the poison through 
  injection; an injector shot deals nonlethal damage instead of 
  lethal damage in addition to delivering the poison. Filling an 
  injector shot requires a full-round action.
  Shatter Shot
  Price 15 gp; Weight 0.1 lbs.
  A shatter shot is a special type of alchemical cartridge de-
  signed to hold a single dose of a contact poison, inhaled poi-
  son, formulae, liquid alchemical item, potion, oil, or dust. The 
  shatter shot is designed to shatter upon impact, releasing its 
  content on or centered on the target. A shatter shot deals no 
  weapon damage. Filling the vial requires a full-round action.
  
  Chapter 8: Equipment
  519
  Splatter Shot
  Price 25 gp; Weight -
  A splatter shot is a special type of alchemical cartridge de-
  signed for firearms with the scatter weapon quality. A splatter 
  shot is designed to hold 2 doses of a contact or injury poison; if 
  only loaded with one dose or a dose from 2 different poisons, it 
  is ineffective. When fired, every target damaged by the scatter 
  shot are also affected by the included poison. Filling a splatter 
  shot requires a full-round action.
  Special Materials
  Arcsilver
  HP/Inch: 40; Hardness: 10; Cost Weapons and armor 
  fashioned from arcsilver are always masterwork; the master-
  work cost is included in the prices given below
  This bright white metal has strange electrical properties 
  and crackles with electricity when charged. By strategically in-
  corporating coils of arcsilver into a weapon, suit of armor, or 
  shield, this electricity can be discharged into enemies. Charging 
  an item made of arcsilver is a move action that does not pro-
  voke an attack of opportunity, performed by slowly brandishing 
  the weapon or brushing it against a surface.
  When a weapon made with arcsilver is charged it passes 
  this charge to anything it strikes, dealing +1d6 bonus electricity 
  damage on its next successful hit. Ammunition is generally too 
  small to gain a substantial charge, and so does not gain this 
  property.
  When a suit of armor or a shield made with arcsilver is 
  charged, it passes the charge to the next creature that success-
  fully strikes the wearer with either a metal melee weapon, an 
  unarmed strike, or a natural weapon. This deals 1d6 electricity 
  damage to the attacker.
  In addition, arcsilver’s natural electromagnetic properties 
  allow it to be treated as a light density material for the purposes 
  of telekinesis despite being the same weight as steel. Items with-
  out metal parts cannot be made from arcsilver.
  Although, arcsilver is typically not used as the sole mate-
  rial of an item (in order to protect the user from its electric 
  charge), arcsilver cannot be used in conjunction with other spe-
  cial materials.
  Type of Item
  Item Cost Modifier
  Weapon
  +2,000 gp
  Armor and shields
  +3,000 gp
  Featherglass
  HP/Inch 3; Hardness 5; Cost 15 gp per pound of the 
  original item weight
  Featherglass is a rare material found in the high places of 
  the world, a translucent substance that looks like hazy skyblue 
  ice or glass and weighs little more than air.
  Featherglass can be treated in a number of ways to make it 
  either flexible or stiff and brittle, and can be used to create al-
  most any item, though it is too fragile to create effective weap-
  ons and armor. Any object made out of featherglass weighs 
  one-eighth of what a normal object would weigh. Featherglass 
  objects are considered weightless for the purposes of telekinesis.
  Flowstone
  HP/Inch: 10; Hardness: 8; Cost 10 gp per pound
  Other than being unusually smooth textured, flowstone 
  appears to be normal dark gray stone, its special properties 
  only becoming apparent when it is manipulated with telekinet-
  ic powers. While to hand and tool it is solid and rigid, it molds 
  and shapes like clay under the direction of telekinesis.
  By using telekinesis you can shape flowstone instead of lift-
  ing it, affecting an amount of it equal to your normal size limit 
  as a full-round action. Any simple shape may be imposed on the 
  flowstone this way, such as flattening a side or shaping it into a 
  rough ball. For something more complicated or finely detailed, 
  more time must be taken: with each full-round action you may 
  shape 1 cubic foot per caster level of your telekinesis effect, al-
  lowing you to create specific items or precise shapes, though a 
  Craft check may be required to create anything complex, such 
  as artistic shapes or moving parts. Changes imposed on flow-
  stone in this way are permanent until changed through another 
  use of telekinesis.
  Due to its moldability, under the influence of telekinesis 
  two or more portions of flowstone may be merged into a single 
  object, either repairing broken items or simply creating larger 
  masses to work with. Because it normally acts as stone, flow-
  stone is largely unsuitable for weapons and armor.
  Flowstone is normally sold in at least 10 pound lots. Smaller 
  portions are generally priced higher per pound while lots mea-
  sured in hundreds or thousands of pounds may be discounted. 
  A cubic foot of flowstone weighs 150 pounds, while a 5-foot 
  cube of flowstone weighs nearly 20,000 pounds.
  Greenwood
  HP/inch: as wood; Hardness: as wood; Cost To deter-
  mine the price of a greenwood item, use the original weight 
  but add 50 gp per pound to the price of a masterwork version 
  of that item. Items made from darkwood cannot be made into 
  greenwood.
  The secret of greenwood lies in its harvesting. Each length 
  is taken, with leaves still attached, from a tree animated by a 
  treant and cut with care to avoid the death of the tree. A dryad 
  then speaks to and shapes the wood, coaxing the living green of 
  the leaves into the grain of the wood itself. The resulting wood 
  remains alive as long as it is doused with at least one gallon of 
  water (plus 1 gallon for every 10 pounds of the item’s weight) 
  once per week and allowed to rest for an hour in contact with 
  fertile soil. Any wooden or mostly wooden item (such as a bow 
  or spear) made from greenwood is considered a masterwork 
  item. Items not normally made of wood or only partially of 
  wood (such as a battleaxe or a mace) either cannot be made 
  from greenwood or do not gain any special benefit from being 
  made of greenwood.
  When damp and in contact with fertile soil, living green-
  wood heals damage to itself at a rate of 1 hit point per hour, 
  even repairing breaks and regrowing missing pieces. If the 
  weapon has the broken condition, it is repaired during the first 
  hour of contact with fertile soil. Greenwood items take only 
  one-quarter damage from fire.
  Greenwood can be altered or enhanced with wood-shaping 
  magic such as ironwood, shape wood, and warp wood. The dura-
  tion of any such effect on a greenwood item is doubled.
  
  Chapter 8: Equipment
  520
  Shadow Cord
  Price: +1200 gp (this includes the cost of masterwork)
  Shadow cords are thin threads of stable shadowstuff woven 
  into clothing or light armor. Shadow cord responds to glam-
  ers and improves their efficacy when placed on the wearer. Any 
  glamer cast on the wearer is treated as if it had an additional 
  (sensory) talent of the wearers choosing applied to it and a +1 
  circumstance bonus to the effective caster level of that glamer.
  Stable Shadowstuff
  Weapon Price: +2,000 gp (this includes the cost of 
  masterwork)
  Armor Price: +4,000 gp (this includes the cost of 
  masterwork)
  A stabilized form of shadow stuff can be created via 
  Permanent Illusions and strange rituals. Weapons and ar-
  mor made of this quasi-real material rendering them prac-
  tically weightless and unbreakable by conventional means. 
  Unfortunately this makes them also far less effective and lethal 
  than their completely real counterparts.
  Objects made of stable shadowstuff are treated as illusions 
  with the shadow descriptor in addition to the object and ma-
  terials they are emulating. They interact with spells and sphere 
  effects as shadow illusions would, treating their wielder as their 
  source. They are unaffected by the destroyed condition and 
  cannot have their native state permanently altered after their 
  creation. If suppressed or modified by magic, shadowstuff ob-
  jects return to their native physical state upon reaching their 
  full hit points (instantaneous effects such as warp metal or warp 
  wood reduce a stable shadowstuff object to 1 hit point in addi-
  tion to its normal effects). Their nature is unaffected by disbe-
  lief and all listed and stats and abilities remain unchanged even 
  if revealed to be a shadow illusion.
  Equipment made of stable shadowstuff has 5 hit points 
  per inch of thickness and a hardness of 0. Stable shadowstuff 
  stubbornly retains its shape and regenerates half its hit points 
  (rounded up) each round and can even restore itself from the 
  destroyed condition.
  Weapons and ammunition made of stable shadowstuff 
  have their weight reduced to 1/5th their normal weight, gain 
  the fragile quality and may be treated as up to 2 sizes smaller by 
  their wielder if to do so would be beneficial for the purposes of 
  attack penalties and hands required to wield the weapon.
  Attacks and abilities using shadowstuff weapons or ammu-
  nition resolve as touch attacks and ignore damage reduction 
  and energy resistance, but deal exclusively nonlethal damage, as 
  well as have all damage they deal halved (rounded down). This 
  limitation also applies to all additional damage added from any 
  source.
  Only leather (not studded leather) armor, padded armor, 
  bucklers, and light shields can be made of stable shadowstuff, 
  but that armor may appear to be, and is treated as, any armor 
  or shield type (including unarmored) if to do so would be bene-
  ficial to the wearer. Shadowstuff armor weighs 1/5th its normal 
  weight, has its armor check penalty reduced by 3, spell failure 
  chance reduced by 20% and its maximum Dexterity bonus im-
  proved by 4. Donning or removing stable shadowstuff armor is 
  always a swift action.
  Unstable Shadowstuff
  Price: 100 gp per part (a part is equal to one Tiny-sized 
  object)
  Unstable shadowstuff is an amorphous blob of no discern-
  ible color behaving like something between liquid and smoke. 
  It falls or drips at an erratic rate as if its mass and density are in 
  constant flux. Occasionally it has been seen to ignore conven-
  tional rules of gravity and matter by crawling up walls, dripping 
  upwards or moving through solid objects unpredictably. Parts 
  of shadowstuff kept together, no matter how many, take up no 
  more space than a single part. Those who utilize this odd mate-
  rial usually keep a massive reserve in an inkwell made of stable 
  shadowstuff to prevent the surreal properties of the material 
  from allowing it to leak out or escape.
  Characters with the Illusion sphere can quickly but tem-
  porarily shape unstable shadowstuff into semi-stable forms. By 
  spending a spell point as a standard action, an illusionist may 
  transform unstable shadowstuff into any mundane non-master-
  work object of the same approximate mass (Tiny size).
  Multiple parts of this strange stuff can be used to create a 
  single larger object. This object retains its new form for 1 min-
  ute per Illusion caster level of the shaper.
  Unstable shadowstuff may be consumed like a material 
  component as part of the action to use a sphere effect or class 
  feature with the (shadow) descriptor. If consumed, grants a +2 
  circumstance bonus to caster level of the effect.
  Unstable shadowstuff, when shaped, behaves in all ways as 
  stable shadowstuff except its native physical state is that of an 
  amorphous blob. If destroyed, suppressed or altered it reverts 
  to that state.
  Sample Ritual Books
  Reminder: Buying and Selling Ritual Books
  While ritual books have a cost to create, rituals also have a 
  cost to research. Ritual books could easily be found as loot, but 
  are not considered to have a market value in and of themselves. 
  As such, while certain rare rituals or other special circumstanc-
  es may provide exceptions, a player must buy ritual books at a 
  price of 4x the cost to create the ritual book or sell their own 
  ritual-casting services to rich clients, but will not find it possi-
  ble to sell copies of their own ritual books.
  Diary of a conSpiracy theoriSt (Divination)
  Aura faint Divination; CL 4
  Slot none; Price 240 gp; Weight 1.5 lbs.
  DeScription
  This tattered book has a cover made from a thin sheet of 
  lead and contains the ramblings of a thaumaturge who went 
  insane, insisting that an unknown entity was out to get them. 
  A number of similar ritual books have turned up each written 
  by a different hand telling their own personal fall and descent 
  into madness.
  
  Chapter 8: Equipment
  521
  Rituals
  0—detect poison, guidance
  1st—detect thoughts
  2nd—augury
  conStruction requirementS
  Craft Rituals, Ritual Caster, Divination sphere; Cost 60 
  gp.
  grimoire of nature’S Wrath (nature)
  Aura overwhelming Nature; CL 18
  Slot none; Price 13,520 gp; Weight 2 lbs.
  DeScription
  This ritual book is usually hidden away by a Grand 
  Archdruid, only to be removed when nature beckons for a life 
  reset. Each copy of this tome is described different from the 
  others, so while one may be stone tablets bound with vines, 
  another might be a book of inscribed leaves.
  Rituals
  4th—ice storm
  7th—firestorm
  8th—control plants, earthquake, repel metal or repel stone
  9th—sympathy
  conStruction requirementS
  Craft Rituals, Ritual Caster, Nature sphere; Cost 3,380 gp.
  novice guiDe to triage (Life)
  Aura faint Life; CL 2
  Slot none; Price 140 gp; Weight 1 lb.
  DeScription
  These bone-white books contain medical expertise on 
  how to accurately sort the wounded, treat for shock, and bind 
  bleeding wounds. Initially, these were handed out to soldiers by 
  members of the White Lotus Cult, but distribution was even-
  tually put to an end. Ironically, more patients had died by un-
  trained novices when they spent minutes searching the books 
  instead of binding the injured wounds, than those saved.
  Rituals
  0—stabilize
  1st—cure light wounds, deathwatch, remove fear
  conStruction requirementS
  Craft Rituals, Ritual Caster, Life sphere; Cost 35 gp.
  primer of cataStrophic Weather (Weather)
  Aura overwhelming Weather; CL 18
  Slot none; Price 14,840 gp; Weight 2 lbs.
  DeScription
  Usually bound in a charred cover, this ritual book has been 
  used in the past to demolish entire metropolises. While possi-
  ble that a rare copy or two may be locked away in the forbidden 
  archives of the Whitecloud Monastery organization, it is loudly 
  proclaimed illegal on grounds of suspected terrorism to be in 
  possession of such books without proper documentation and 
  permits.
  Rituals
  7th—control weather, firestorm
  8th—reverse gravity, sunburst, whirlwind
  9th—storm of vengeance
  conStruction requirementS
  Craft Rituals, Ritual Caster, Weather sphere; Cost 3,710 
  gp.
  rituaLS of primorDiaL aSpectS (nature)
  Aura overwhelming Nature; CL 18
  Slot none; Price 9,720 gp; Weight 1 lb.
  DeScription
  This book’s cover appears to be made from the skins of 
  different elemental humanoids including ifrit, oread, sylph, and 
  undine. The contents of its pages gives a detailed synopsis of 
  each of the primordial planes, the denizens within, and how to 
  bring them into being.
  Rituals
  9th—elemental swarm, shambler, summon nature’s ally IX
  conStruction requirementS
  Craft Rituals, Ritual Caster, Nature sphere; Cost 2,430 gp.
  tome of eSoteric reSearch (Divination)
  Aura faint Divination; CL 2
  Slot none; Price 80 gp; Weight 1 lb.
  DeScription
  It is not uncommon for a library established by the Blue 
  Cowl organization to find a copy of this ritual book on its 
  shelves. The ritual book usually has a blue leather cover with 
  silver or grey stitching and embroidered lettering.
  Rituals
  0—detect magic, read magic
  1st—identify
  conStruction requirementS
  Craft Rituals, Ritual Caster, Divination sphere; Cost 20 
  gp.
  tome of form maStery (aLteration)
  Aura overwhelming Alteration; CL 18
  Slot none; Price 17,400 gp; Weight 1 lb.
  DeScription
  The cover of this ritual book is aberrant and appears to 
  change color periodically. Inside, the tome contains and in-
  canter’s notes on what she believes to be the ultimate transfor-
  mation rituals.
  Rituals
  7th—greater polymorph, plant shape III
  8th—animal shapes, form of the dragon III, form of the giant II, 
  polymorph any object
  9th—shapechange
  conStruction requirementS
  Craft Rituals, Ritual Caster, Alteration sphere; Cost 4,350 
  gp.
  
  Chapter 8: Equipment
  522
  Magic Items
  Using Magic Items
  Spell Trigger and Spell Completion Items
  While some Pathfinder magic items (swords, potions, 
  armor, etc.) are usable by virtually any creature, some items 
  (scrolls, wands, and staves) can only be used by magic-users 
  who meet their prerequisites. Specifically, the core Pathfinder 
  system requires the caster to use magic of their same source 
  (arcane or divine), and to have the spell on their spell list. 
  However, while GMs may add distinctions such as the arcane/
  divine divide to the Spheres of Power system through casting tra-
  ditions, concepts such as spell lists do not exist in the Spheres 
  of Power system.
  Instead, when using the Spheres of Power system and deter-
  mining if a creature may activate a spell completion item such 
  as a scroll, the creature must possess the base sphere associated 
  with that item, and their caster level must be at least equal to 
  the caster level of the item. If their caster level is lower than the 
  caster level of the spell-completion item, they suffer a chance 
  of failure, as detailed in the description of scrolls from the 
  Pathfinder Roleplaying Game Core Rulebook.
  In order to activate a spell trigger item such as a wand, 
  the caster must possess the base sphere associated with that 
  item. When converting a pre-existing magic item to the Spheres 
  of Power system, or when determining which base sphere an 
  Spheres of Power caster must possess in order to activate a spell 
  trigger or spell completion magic item from the core Pathfinder 
  magic system, see Rituals under Advanced Magic.
  Adjusting Wealth by Level
  The Pathfinder Roleplaying Game contains guidelines for 
  estimating the amount of wealth a character is expected to have 
  at any given level, commonly referred to as Wealth-by-Level.
  While not a hard rule of the game, Wealth-by-Level was 
  created as a GM aid when determining how powerful charac-
  ters are expected to be at different points in the game.
  The rules and guidelines presented below can produce 
  both new magic items as well as altered prices for standard 
  magic items. This could alter both how a character spends their 
  money, as well as how much power a certain amount of gold 
  can bring them. When mixing multiple magic item creation 
  systems together, this can cause even greater inconsistencies, as 
  the same item may have a variety of costs depending on which 
  system was used to create it.
  While the following rules are designed for balanced game-
  play, GMs are encouraged (especially when mixing systems) to 
  adjust prices, powers, and availability of items as needed for a 
  particular game, and to disallow any options that prove disrup-
  tive or unbalancing.
  Crafting Magic Items
  Quick Conversions
  In Pathfinder, all pre-written magic items are listed with a 
  set of prerequisites for their creation, often in the form of feats, 
  spells, a minimum caster level, and required material compo-
  nents. When using the Spheres of Power system to create these 
  pre-existing magic items, there are two ways to quickly adapt 
  their prerequisites to fit with the Spheres of Power system. These 
  methods require substitutions to be made with either magic 
  talents or rituals.
  Magic Talents: When creating a pre-existing magic item, 
  with GM permission, a caster may simply substitute an appro-
  priate magic talent for the required spell: Fire Blast can replace 
  burning hands or fireball, while the Suppression Illusion talent 
  can substitute for the invisibility spell in a similar fashion. The 
  GM is always the final arbiter when determining which talent 
  would replace which spell.
  Rituals: For games that employ rituals and/or tradition-
  al Pathfinder spellcasting, a Spheres of Power caster may use an 
  item’s prerequisite spell as a ritual in order to meet the item’s 
  crafting prerequisites. This can even allow a spherecaster to use 
  the traditional magic item creation rules, using ritual level in 
  place of spell level when determining the cost of a new magic 
  item. When using this method, treat the ritual’s material cost 
  as if it were a spell’s costly material component.
  Item Creation with Spheres of Power
  It is entirely possible to use the Spheres of Power system 
  with the Pathfinder Roleplaying Game magic item crafting 
  rules without issue; most of the Pathfinder Roleplaying Game’s 
  magic item creation rules differentiate magic items by slot only, 
  and through the ritual system, spherecasters can even meet all 
  of the prerequisites for an item without the need for conver-
  sion of any kind. However, Spheres of Power introduces many al-
  ternate forms for various magic items to better synergize them 
  with the Spheres of Power system (changing how magical effects 
  are constructed, altering how staves and wands work, etc.) and 
  introduces new crafting guidelines to better work with these 
  changes. These rules are included below.
  Note: The rules and guidelines for creating magic items, 
  both here and in core Pathfinder, are suggestions only; there 
  will always be items that ‘should’ cost more or less than what 
  the guidelines would indicate, and items whose powers are 
  so unique that they do not quite fit into any guidelines at all. 
  When creating custom magic items, prices should be compared 
  to those of existing items that accomplish similar effects, and 
  the GM is always the final arbiter if a particular price is too 
  high, too low, or whether a desired item simply should not be 
  able to exist.
  
  Chapter 8: Equipment
  523
  Creating Magic Items
  To create a magic item, a caster must possess the appro-
  priate item creation feat, the base sphere associated with the 
  item’s abilities and any talents expressly required to create its 
  effect (for example, a talent from Destruction’s fire (blast type) 
  group to create an item that uses fire), and a caster level with 
  that sphere equal to or greater than the caster level of the item 
  (charms, implements, and magical arms and armor use the 
  crafter’s MSB instead of caster level). Temporary increases in 
  caster level, such as a thaumaturge’s forbidden lore class feature 
  or benefits gained through certain casting tradition boons or 
  magic items, do not count towards a caster’s maximum caster 
  level for the purpose of crafting magic items. A creature cannot 
  create a magic item dependent on an ability they cannot use 
  due to a casting tradition drawback.
  Additionally, the crafter must supply materials whose cost 
  is equal to 1/2 the base cost of the item to be created. When 
  adding an enchantment to an existing object, the object must 
  be supplied separately (for example, when creating a magic 
  sword, a masterwork sword must be supplied in addition to the 
  cost of the enchantment itself).
  Finally, the crafter needs a fairly quiet, comfortable, and 
  well-lit place in which to create a magic item. The crafter must 
  spend 8 hours (1 day) per 1,000 gp in the item’s base cost craft-
  ing the magical item. Scrolls and compounds such as potions, 
  oils, and dusts only take 2 hours to craft if their base cost is 250 
  gp or lower, but all other items require a minimum of 8 hours to 
  create. The crafter spends the materials required to create the 
  item at the beginning of the crafting process, and cannot create 
  more than one item per day. A creature cannot spend more than 
  8 hours per day crafting. The days spend crafting do not need 
  to be consecutive.
  Crafting must be done in 4 hour blocks at a minimum. If 
  a crafter is working in an area that is distracting or dangerous 
  (such as in the back of a wagon or in an area that is not quiet), 
  they net only half benefit from time spent crafting. A caster can 
  attempt to work on crafting a magic item throughout a day of 
  adventuring (spending time during meals or their shift during 
  watch to do what work they can), but the combination of dis-
  tracting environments and lack of time mean they only net 2 
  hours of crafting per day spent in this fashion.
  At the end of the crafting period, the caster must attempt 
  a single skill check (usually Spellcraft, but the caster may substi-
  tute an appropriate Craft skill determined by the nature of the 
  item in question) to determine if the item was created correctly. 
  The DC of this check is equal to 10 + the caster level of the 
  item. Failing this check means the item does not function cor-
  rectly and the materials and time are wasted. Failing this check 
  by 5 or more results in the creation of a cursed item.
  When creating a magic item, the crafter must possess the 
  base sphere associated with the enchantment created, either 
  on their own or through an ally, implement, wand/spell engine, 
  or scroll. If the item requires a talent the crafter does not have 
  access to either on their own or through another caster willing 
  to help (other than the base sphere), they may attempt to cre-
  ate the item anyway, increasing the Spellcraft DC by +5 for each 
  missing talent.
  Cooperative Casting
  If you need another character or a magic item (such as a 
  wand or spell engine, implement, or scroll) to supply one of 
  an item’s requirements, both you and the other character or 
  the magic item must be present for the entire duration of the 
  crafting process.
  Talent-Based Item Creation
  Some magic items, such as magical weapons and charms, 
  pick their powers from a predetermined list. For other magic 
  items, their power and effects are created by building and com-
  bining effects, not unlike the method a caster uses to combine 
  spheres and talents when casting.
  When creating a magic item that uses the talent-based cre-
  ation system, its base cost is determined by multiplying its cast-
  er level x its complexity x a base cost determined by the type of 
  item being created, as detailed under the different magic item 
  creation feats listed below. While the item’s caster level deter-
  mines its power just as it does for casters, the enchantment’s 
  complexity is determined by the number and type of benefits 
  it possesses.
  All items created through the talent-based creation system 
  must choose a base sphere and ability from the list present-
  ed below, and begin with a complexity of 1. The crafter may 
  increase or decrease the item’s complexity through any of the 
  following alterations, but an effect’s complexity always has a 
  minimum of 1. When combining multiple talent-based effects 
  or spell engine/wand effects, they all must be crafted with the 
  same caster level, though each may have its own complexity 
  (charms, implements, and magical weapons and armor do not 
  follow this rule, as their prices are not calculated depending on 
  caster level). An effect’s caster level must be equal to or greater 
  than its complexity.
  Increased Range: You may increase or decrease the range 
  of an effect by 1 step at a cost of +1 complexity per increase, or 
  -1 complexity per decrease.
  Chart: Range
  Range Increments
  Personal (user or centered on user)
  Touch (adjacent to user)
  Close (25 ft. + 5 ft./2 caster levels)
  Medium (100 ft. + 10 ft./caster level)
  Long (400 ft. + 40 ft./caster level)
  Increased Duration: You may increase or decrease the 
  duration of an effect by 1 step at a cost of +2 complexity per 
  increase or -2 complexity per decrease.
  Chart: Duration
  Duration Increments
  1 round/caster level
  1 minute/caster level
  10 minutes/caster level
  1 hour/caster level
  
  Chapter 8: Equipment
  524
  Add Talent: You may add the effects of any talent from 
  the item’s base sphere at a cost of +1 complexity per talent. If 
  adding the effects of a talent would normally require the caster 
  to spend additional spell points, increase the complexity by 1 
  per spell point required.
  Note: If adding an advanced talent, the complexity increase 
  becomes +2, +1 per spell point required for its use. All talents 
  listed as prerequisites for that advanced talent must have al-
  ready been added to the effect, and the item must have a caster 
  level equal to or higher than the talent’s prerequisites. A crafter 
  must have access to an advanced talent to add it to an item; ad-
  vanced talents cannot be bypassed by increasing the Spellcraft 
  check DC.
  Unique Changes: Because magic items are at their best 
  when they are unique and original, there is technically no lim-
  itation to what alterations you may make to a magic item. 
  When making a unique change to a magic item’s abilities that 
  is of equal power to adding a magic talent or an additional spell 
  point, increase the complexity by +1. If adding a unique limita-
  tion that would be the equivalent of a drawback, decrease the 
  complexity by 1.
  Variable Effects: It is possible to create a magic item 
  that gives choice to its user; for example, an item that creates 
  a destructive blast that allows the user to pick from a variety of 
  blast types or blast shapes. For such an item, the complexity 
  increase for every option beyond the most expensive would be 
  1/2 the usual increase.
  Item Base Powers
  Alteration
  Range: personal
  Duration: 1 round/caster level
  Effect: The target gains the effects of a shapeshift (Fortitude 
  negates), gaining the Blank Transformation and 1 trait +1 per 5 
  caster levels chosen from the basic Alteration sphere. These 
  must be chosen when the item is crafted and do not change 
  from use to use.
  Complexity
  Forms and Traits: Changing the form or traits granted by this 
  effect increases the complexity by 1 for every talent required. 
  If using a talent, form, or trait would normally cost extra spell 
  points, increase the complexity by an additional +1 per spell 
  point required.
  Increased Traits: You may add an additional trait to the form, 
  increasing the complexity by 1.
  Other Talents: Adding the effect of the Mass Alteration tal-
  ent to this item increases the complexity by 2.
  Multiple Forms: If the target may change or choose their 
  form or traits from among the talents included in the item, in-
  crease the complexity by an additional +1.
  Blood
  Blood Control
  Range: touch
  Duration: 1 round/caster level
  Effect: Apply blood control (with either the bleed or coagu-
  late ability) to the target, as the base Blood sphere.
  Extract Blood Construct
  Range: touch
  Duration: 1 round/caster level
  Effect: Create a blood construct per the Extract Blood 
  Construct talent of no more than 1 Hit Die per caster level.
  Complexity
  Improved Blood Control: You may change the (quicken) or 
  (still) effect granted or apply a Blood talent to the effect by 
  increasing the complexity by 1. If the talent or ability would 
  normally cost extra spell points, increase the complexity by an 
  additional +1 per spell point required.
  Control Required: Instead of the base abilities, you may ap-
  ply a (quicken) or (still) ability that requires the target to al-
  ready be under the effects of your blood control to a target that 
  is under the effects of your blood control. This does not increase 
  complexity.
  Conjuration
  Range: personal (adjacent space)
  Duration: 1 round/caster level
  Effect: Summons a companion from the Conjuration 
  sphere. Unlike other summoned companions, this companion 
  does not begin with 1 (form) talent.
  Complexity
  Form Talents: Increase the complexity by 1 for every (form) 
  talent the companion possesses.
  Increased Duration: Adding the Lingering Companion talent 
  or the Greater Summoning talent to this effect increases the 
  duration by 1 step for +1 complexity instead of +2 instead of 
  their usual effects. You may increase the duration to 24 hours 
  by adding both talents and increasing the complexity by an ad-
  ditional +2, for a total of +4.
  Creation
  Alter
  Range: touch
  Duration: instantaneous
  Effect: Repair or Destroy the target as the base Creation 
  sphere.
  Create
  Range: personal (adjacent space)
  Duration: 1 round/caster level
  Effect: Create an object, as the Creation sphere.
  Complexity
  Greater Creation: To add the effects of a Creation talent 
  (or to change the alter effect bestowed), increase the complex-
  ity by 1 for every talent added. If a talent would normally cost 
  extra spell points, increase the complexity by an additional +1 
  per spell point required. When changing the alter effect from 
  Repair or Destroy, change the duration to match the ability 
  chosen.
  
  Chapter 8: Equipment
  525
  Dark
  Range: personal (centered on item)
  Duration: 1 round/caster level
  Effect: Create an area of darkness as the Dark sphere, fill-
  ing a 10 feet + 5 feet per 2 caster levels radius area.
  Complexity
  Blot: You may change the effect from creating darkness to 
  creating a blot and add a single (blot) talent to the item at no 
  increase in complexity.
  Meld: You may change the effect from creating darkness to 
  granting the target the benefits of a single (meld) talent. This 
  does not increase the complexity unless selecting the Feed On 
  Darkness (meld) talent, in which case it increases the complex-
  ity by 2.
  Greater Darkness: To add the effects of a Dark sphere tal-
  ent, increase the complexity by +1 per talent. If a talent would 
  normally cost extra spell points, increase the complexity by an 
  additional +1 per spell point required.
  Shadow: You may change the effect from creating darkness 
  to generating the effect of a (shadow) talent. Doing so increases 
  the complexity by 1, plus an amount equal to the spell point 
  cost of the talent. Adjust the duration (and casting time if it is 
  less than a standard action) to match that of the talent selected.
  Death
  Ghost Strike
  Range: touch
  Duration: variable (as ghost strike)
  Effect: Affect the target as with the basic ghost strike from 
  the Death sphere. You may increase the power of your ghost 
  strike (as if spending a spell point) by increasing the complexity 
  by 1.
  Reanimate
  Range: touch
  Duration: 1 round/caster level.
  Effect: Reanimate a corpse into a skeleton or zombie of no 
  more than 1 Hit Die per caster level.
  Complexity
  Ghost Strike: If changing the ghost strike bestowed, increase 
  the complexity by 1. When using a ghost strike would normally 
  cost extra spell points, increase the complexity by an addition-
  al +1 per spell point required. The ghost strike’s duration always 
  changes to match the ghost strike selected.
  Multiple Targets: When reanimating targets, you may in-
  crease the complexity by 2 to reanimate multiple targets at once, 
  by no more than 2 Hit Dice per caster level, each target must be 
  within close range, and each reanimated creature cannot exceed 
  1 Hit Die per caster level. For every additional +1 added to the 
  complexity, you may increase the total number of reanimated 
  creatures by 1 Hit Die, to a total amount equal to your Death 
  sphere maximum.
  Death Talents: You may add the effects of any Death sphere 
  talent by increasing the complexity by 1. If a talent would nor-
  mally cost extra spell points, increase the complexity by an ad-
  ditional +1 per spell point required.
  Destruction
  Range: touch
  Duration: instantaneous
  Effect: 1d6 bludgeoning damage per 2 caster levels. You 
  may increase the damage to one die per caster level by increas-
  ing the complexity by 1.
  Complexity
  Destruction Talents: You may apply the effects of a (blast 
  shape) or (blast type) talent to the magic item by increasing 
  the complexity by 1 for each talent added. If a talent would 
  normally cost extra spell points, increase the complexity by an 
  additional +1 per spell point required.
  Admixture: Adding the Admixture talent to an item does 
  not increase the complexity, but the complexity is increased for 
  each blast type added, as outlined above under ‘Destruction 
  Talents’.
  Divination
  Divine
  Range: close
  Duration: concentration
  Effect: Gain information on magic auras within range, as 
  the base divine from the Divination sphere.
  Sense
  Range: personal
  Duration: 1 minute/caster level
  Effect: Grant the target the base sense from the Divination 
  sphere.
  Complexity
  Divine: You may change the subject of your divining to 
  one of the other subjects you may divine for from the base 
  Divination sphere (Divine Alignment, Divine Undead, etc.) by 
  increasing the complexity by 1.
  Sense: You may change the sense granted by increasing the 
  complexity by 1 per spell point in the sense’s cost.
  Greater Divination: You may apply any other talent from 
  the Divination sphere by increasing the complexity by 1. If this 
  sense or divine would normally cost additional spell points, in-
  crease the complexity by +1 per the number of additional spell 
  points.
  Enhancement
  Range: touch
  Duration: 1 round/caster level
  Effect: Apply the basic enhancement of the Enhancement 
  sphere to a target.
  Complexity
  Change Enhancement: You may change the enhancement ap-
  plied by increasing the complexity by 1. If the applied enhance-
  ment would normally cost extra spell points, increase the com-
  plexity by an additional +1 per spell point required.
  
  Chapter 8: Equipment
  526
  Fallen Fey
  Range: personal
  Duration: 1 minute/caster level
  Effect: Apply fey-link to the target, as the base Fallen Fey 
  sphere, as well as the Nature-connection fey-blessing linked to 
  a terrain selected when the item is created.
  Complexity
  Improved Fey-Blessing: You may change the fey-blessing ef-
  fect granted, add an additional terrain to Nature-connection, 
  or apply a Fallen Fey talent to the effect by increasing the com-
  plexity by 1. If the talent or ability requires the expenditure of a 
  spell point, increase the complexity instead by 2.
  Fate
  Range: personal
  Duration: 1 round/caster level
  Effect: Create a Serendipity consecration, affecting a 20-
  foot radius burst.
  Complexity
  Word: To apply the effects of a word instead of a consecration, 
  increase the complexity by 1, +1 for every spell point required 
  by the word in question. Adjust the duration (and casting time 
  if it is less than a standard action) to match that of the word 
  selected.
  Greater Fate: You may apply the benefits of a Fate sphere 
  talent to the item by increasing the complexity by 1. If apply-
  ing a talent would normally cost extra spell points, increase the 
  complexity by an additional +1 per spell point required.
  Motif: You may change the effect to granting a target the 
  effects of a motif. When doing so, increase the duration to 1 
  minute per caster level, and increase the complexity by 1.
  Illusion
  Range: touch (adjacent space)
  Duration: 1 round/caster level.
  Effect: Create a silent visual illusion as the Illusion sphere 
  ability.
  Complexity
  Change Sense: If you wish to change the affected sense, los-
  ing the visual aspect of the illusion and replacing it with another 
  sense, do not increase the complexity.
  Altered Effects: To add an Illusion talent to this ability, in-
  crease the complexity by 1. If the talent would normally cost 
  extra spell points, increase the complexity by an additional +1 
  per spell point required.
  Glamer: To change the effect from creating a figment to 
  creating a glamer (an illusion that is attached to a target, such as 
  Illusionary Disguise or another talent), increase the complexity 
  by 1 as normal when adding a talent. When adding Suppression, 
  increase the complexity by +2 instead of +1.
  Life
  Range: touch
  Duration: instantaneous
  Effect: Cure or restore the target, as the base Life sphere.
  Complexity
  Increased Restoration: To add the effects of a Life talent to 
  this ability, increase the complexity by 1 for every talent added.
  Versatile Restoration: To add the ability to use different vari-
  ants of restore or to usable either as a cure or a restore, increase 
  the complexity by 1 for each additional option. If these differ-
  ent options are all used as part of the same usage, increase the 
  complexity by 2 instead.
  Temporary Hit Points: To change this effect from cure or re-
  store to granting 1 temporary hit point per caster level, increase 
  the duration to 1 minute/caster level and do not change the 
  complexity. To add temporary hit points onto the effect with-
  out replacing the initial effect, increase the complexity by 1.
  Light
  Range: personal (object)
  Duration: 1 minute/caster level
  Effect: The target glows and creates bright light, as the 
  Light sphere.
  Complexity
  Lesser Light: To create a glow that only produces normal 
  light (as the Light sphere), decrease the complexity 
  by 1. This cannot decrease the complexity lower 
  than 1.
  Lens: When changing the effect from creating 
  light to instead bestowing a lens, increase 
  the complexity by 1.
  Nimbus: Adding a (nimbus) tal-
  ent to the effect increases the com-
  plexity by 1.
  Powerful Light: To apply 
  the effects of a Light talent, 
  increase the complexity 
  by 1. If this talent would 
  normally 
  cost 
  extra 
  spell points, increase 
  the complexity by an 
  additional +1 per spell 
  point required.
  
  Chapter 8: Equipment
  527
  Mind
  Range: touch
  Duration: as charm
  Effect: Plant a Suggestion in the target’s mind, as the base 
  Mind sphere lesser charm. The target must be of your own crea-
  ture type.
  Complexity
  Alternate Charm: To change the charm applied by this effect, 
  increase the complexity by 1.
  Cloud: When changing the effect to that of a (cloud) talent, 
  the area becomes either a 10-foot radius + an extra 5 feet per 
  caster level, or a 10-foot wide area that extends for a length of 
  10 feet + 10 feet per caster level. Increase the complexity by +2.
  Open Mind: To allow this charm to affect all creature types 
  (so long as the creature is not immune to mind-altering effects), 
  increase the complexity by 1.
  Mass Charm: To affect an additional 1 target per 2 caster 
  levels (minimum +1), increase the complexity by 2.
  Greater Charm: To use a charm’s greater variant, increase the 
  complexity by 1. To use a charm’s powerful variant, increase the 
  complexity by 3.
  Nature
  Range: personal (centered on item)
  Duration: 1 round/caster level
  Effect: Produce a geomancing effect, as one included in the 
  base Nature sphere. The user is not immune to a geomancing 
  effect they create.
  Complexity
  Greater Geomancing: To change the geomancing effect to one 
  granted by a talent, or to add the effects of a talent to this abil-
  ity, increase the complexity by 1. If the talent or effect would 
  normally cost extra spell points, increase the complexity by an 
  additional +1 per spell point required.
  Nature Spirit: To change the effect to bestowing a spirit ef-
  fect, increase the complexity by 1.
  Protection
  Aegis
  Range: personal
  Duration: 1 minute/caster level
  Effect: Grant the target the benefits of the basic aegis 
  granted by the Protection sphere.
  Ward
  Range: personal (centered on caster)
  Duration: 1 round/caster level
  Effect: Create the basic ward, as the base Protection 
  sphere.
  Complexity
  Greater Protection: To change the aegis or ward granted, or to 
  apply the effects of a Protection talent, increase the complexity 
  by 1. This is in addition to the spell point usually required to 
  create an aegis.
  Succor: When adding a (succor) talent without changing the 
  aegis granted, increase the complexity by +1. If adding a succor 
  to replace a granted aegis, do not increase the complexity; the 
  succor can be activated at any time during the effect’s duration.
  Telekinesis
  Range: personal (item, user, or object attached to item)
  Duration: 1 round/caster level
  Effect: You may cause a target to move through space, as 
  the Telekinesis base sphere Sustained Force ability (Will ne-
  gates). If moved into a square occupied by another object, this 
  may perform a Bludgeon maneuver.
  Complexity
  Greater Telekinesis: You may apply the effects of any 
  Telekinesis talent to this item by increasing the complexity by 
  1. If the talent would normally cost extra spell points, increase 
  the complexity by an additional +1 per spell point required.
  Time
  Range: personal
  Duration: 1 round/caster level
  Effect: Apply a Haste or Slow to the target, as the base 
  Time sphere.
  Complexity
  Improved Time: You may change the alter time effect grant-
  ed or apply a Time talent to the effect by increasing the com-
  plexity by 1. If the talent or ability would normally cost extra 
  spell points, increase the complexity by an additional +1 per 
  spell point required.
  War
  Range: personal (centered on caster)
  Duration: 1 round/caster level
  Effect: Apply the effects of the base totem from the War 
  sphere to a stationary 50-foot area centered on the caster.
  Complexity
  Rally: To use a rally on a target instead of creating a totem, 
  increase the complexity by +2. If the rally costs more than 1 
  spell point, increase the complexity by +1 for every additional 
  spell point. Change the duration to instantaneous and the ac-
  tivation time to an immediate action. To apply Greater Rally 
  and affect an additional 1 target per 2 caster levels within range, 
  increase the complexity by another +2.
  Greater Totem: To change the totem placed or apply the ef-
  fects of another War talent, increase the complexity by 1. If 
  the talent would normally cost extra spell points, increase the 
  complexity by an additional +1 per spell point required.
  Mandate: When changing the granted effect to creating a 
  mandate between two people, the range becomes touch and the 
  duration becomes 1 round per caster level.
  Momentum: When changing the effect to granting the ben-
  efits of a (momentum) talent, increase the duration to 1 min-
  ute per caster level, and increase the complexity by 1. The item 
  grants a number of momentum points equal to the item’s caster 
  level.
  
  Chapter 8: Equipment
  528
  Warp
  Range: personal
  Duration: instantaneous
  Effect: Teleport the target anywhere within close range 
  that the user can see (Will negates if unwilling).
  Complexity
  Increased Effect: To increase the range the target is tele-
  ported (close to medium, medium to long), increase the com-
  plexity by 2 for each increase.
  Greater Warp: To apply the effects of a Warp talent, increase 
  the complexity by 1. If that talent would normally cost extra 
  spell points, increase the complexity by an additional +1 per 
  spell point required.
  Bend Space: To change the effect to bending space, increase 
  the complexity by 1. If the bend space effect would normally cost 
  extra spell points, increase the complexity by an additional +1 
  per spell point required. Change the duration to match the 
  chosen bend space effect.
  Weather
  Range: personal
  Duration: 1 round/caster level
  Effect: Change one weather category’s severity level as the 
  base Weather sphere within a close-range radius burst.
  Complexity
  Increase Effect: To increase the size of the area affected 
  (close-range radius burst to medium-range radius burst, medi-
  um-range radius burst to long-range radius burst), increase the 
  complexity by 2 for each such increase.
  Greater Weather: You may apply the effects of a Weather 
  talent by increasing the complexity by 1. If the talent would 
  normally cost extra spell points, increase the complexity by an 
  additional +1 per spell point required.
  Mantles and Shrouds: When changing the base effect to be-
  stowing a mantle or a shroud, do not increase the complexity, and 
  change the range to touch.
  Miscellaneous Variables
  When creating a magic item, the following options are also 
  available.
  No Space Limitation: If an item does not need to be 
  worn nor held in hand to be used (for example, a magical tattoo 
  or an orbiting ioun stone), multiply the cost by 2.
  Permanency: Generally, effects bestowed by magic items 
  are not permanent. When dealing with an exception to this 
  rule (for example, the love everlasting potion), the item must 
  have a duration measured at least in hours, a caster level of at 
  least 10, and the complexity must be raised by an additional +2. 
  Permanent effects may be dispelled or removed by the Break 
  Enchantment Life talent, or a similar effect such as the break 
  enchantment spell. A GM should be careful when allowing per-
  manent effects.
  Multiple Effects: It is possible to add two or more ef-
  fects to the same magic item (for example, an item that both 
  can create a destructive blast that also grants its wearer a bonus 
  to Intelligence). When doing so, the crafter must have all of 
  the appropriate item creation feats, and every effect must have 
  the same caster level (the caster level of the item itself), but can 
  have different complexities. When finished, multiply the cost 
  of every effect except for the most expensive one by 1.5.
  Mixing Effects: Just as it is possible to add two or more 
  different effects onto the same magic item, it is possible to 
  make an effect that is a combination of two different sphere 
  abilities (for example, instead of a device that can create dark-
  ness or destructive blasts, you could create a device that creates 
  darkness and affects everything within that darkness with a de-
  structive blast). When creating such an effect, calculate each ef-
  fect separately (they must have the same caster level but can 
  have different complexities), then multiply the cost of every 
  effect except for the most expensive one by 2.
  Intelligent Items
  Magic items sometimes have intelligence of their own. 
  Magically imbued with sentience, these items think and feel 
  the same way characters do and should be treated as NPCs. 
  While the rules for creating and using intelligent items is most-
  ly the same between the core and spheres magic systems, the 
  following intelligent item powers and dedicated powers may be 
  used to more fully integrate intelligent item creation into the 
  Spheres of Power magic system.
  Intelligent Item Powers
  Each intelligent item should possess at least one power, 
  although more powerful items might possess a host of pow-
  ers. To find the item’s specific powers, choose or roll on the 
  table below. All powers function at the direction of the item, 
  although intelligent items generally follow the wishes of their 
  owner. Activating a power or concentrating on an active one is a 
  standard action the item takes. The caster level for these effects 
  is equal to the item’s caster level. Save DCs are based off the 
  item’s highest mental ability score.
  Table: Intelligent Item Powers
  d100
  Item Power
  Base Price 
  Modifier
  Ego 
  Modifier
  01-12
  Cantrips
  +1,000 gp
  +1
  13-24
  Spherecasting (CL 2nd)
  +1,200 gp
  +1
  25-38
  Spherecasting (CL 4th)
  +2,400 gp
  +1
  39-50
  Item has 5 ranks in one 
  skill1
  +2,500 gp
  +1
  51-62
  Spherecasting (CL 6th)
  +6,000 gp
  +1
  63-74
  Item has 10 ranks in one 
  skill1
  +10,000 gp
  +2
  75-86
  Item has a fly speed of 
  30 ft.
  +10,000 gp
  +2
  87-98
  Spherecasting (CL 8th)
  +12,000 gp
  +2
  99-00
  Spherecasting (CL 10th)
  +24,000 gp
  +2
  1: Intelligent items can only possess Intelligence-, Wisdom-, or 
  Charisma-based skills, unless they also possess some form of ability to 
  move.
  
  Chapter 8: Equipment
  529
  Cantrips: The intelligent item gains the benefits of the 
  Cantrips feat, even if it does not meet the feat’s prerequisites. 
  When using the Cantrips feat, the intelligent item has an effec-
  tive caster level equal to 1/2 its Ego.
  Spherecasting: Choose a sphere of magic. The intelli-
  gent item gains access to this basic sphere, with an effective 
  caster level equal to that listed in the table above and a spell 
  point pool equal to its highest mental ability score modifier 
  (minimum 1), which becomes its casting ability modifier. If 
  spherecasting is selected more than once, use the higher of the 
  two caster levels and may exchange the unused caster levels of 
  the lower spherecasting effect in the following ways: An addi-
  tional magic talent (for 4 caster levels), an additional spell point 
  (for 2 caster levels). With GM permission, the item may also 
  select a casting tradition.
  Dedicated Powers
  A dedicated power operates only when an intelligent item 
  is in pursuit of its special purpose. This determination is always 
  made by the item. It should always be easy and straightforward 
  to see how the ends justify the means. Unlike its other pow-
  ers, an intelligent item can refuse to use its dedicated powers 
  even if the owner is dominant. The caster level for these effects 
  is equal to the item’s caster level. Save DCs are based on the 
  item’s highest mental ability score. See the table below for a list 
  of dedicated powers.
  Table: Special Purpose Item Dedicated Powers
  d100
  Dedicated Power
  Base Price 
  Modifier
  Ego 
  Modifier
  01-20
  Item can detect any spe-
  cial purpose foes within 
  60 ft.
  +10,000 gp
  +1
  21-35
  Full spherecasting (CL 10)
  +56,000 gp
  +2
  36-50
  Wielder gets a +2 luck 
  bonus on attacks, saves, 
  and checks
  +80,000 gp
  +2
  51-65
  Full spherecasting (CL 12)
  +90.000 gp
  +2
  66-80
  Full spherecasting (CL 14)
  +132,000 gp
  +2
  81-95
  Full spherecasting (CL 16)
  +182,000 gp
  +2
  96-100
  Item can resurrect its 
  wielder once per month 
  without requiring bodily 
  remains, restoring it to 
  full health with no nega-
  tive levels.
  +200,000 gp
  +2
  Full Spherecasting: Full spherecasting functions simi-
  larly to spherecasting, except the intelligent item gains a bonus 
  magic talent and a bonus spell point for every 2 caster levels it 
  possesses. If the intelligent item possesses two dedicated pow-
  ers that are both spherecasting, it gains keeps highest caster 
  level and gains bonus magic talents and spell points equal to 1/2 
  the lower dedicated power’s caster level.
  New Crafting Feats
  The core crafting feats in the Pathfinder Roleplaying Game 
  divides magic item creation into different groups, sometimes 
  relating to the item’s function, other times depending on the 
  item slot the magic item uses. In order to make crafting more 
  seamless with the Spheres of Power system, the following new 
  crafting feats are used throughout this book. Whenever a char-
  acter would gain or use a base crafting feat (or if you wish to 
  use the basic crafting feats instead of the new ones listed here), 
  they map to the new crafting feats in the following way:
  Table: Crafting Feats Conversion
  New Crafting Feat
  Core Crafting Feat
  Capture Spell
  Scribe Scroll
  Craft Apparatus
  Craft Rod
  Craft Implement Of Power
  Craft Staff
  Craft Spell Engine
  Craft Wand
  Craft Marvelous Item
  Craft Wondrous Item
  Distill Compound
  Brew Potion
  Forge Charm
  Forge Ring
  Forge Construct
  Craft Construct
  Smith Magical Weapons 
  and Armor
  Craft Magical Arms 
  and Armor
  Capture Spell (replaces Scribe Scroll)
  Prerequisites: Caster level 1st.
  Benefits: A character who possesses this feat can create 
  scrolls. In addition to ritual scrolls (which function the same 
  as scrolls from the core Pathfinder Roleplaying Game), they 
  can create scrolls using the talent-based item creation system. 
  Scrolls have the same requirements for deciphering and acti-
  vating as core Pathfinder scrolls, and a creature must possess a 
  scroll’s base sphere, or else must activate the scroll through the 
  Use Magic Device skill.
  A scroll has a base cost of 25 gp x caster level x complexity.
  Craft Apparatus (replaces Craft Rod)
  Prerequisites: Caster level 1st.
  Benefits: This feat allows for the creation of talent-based 
  magic items that require no activation except to hold, wear, or 
  carry them.
  Creating an apparatus costs 2,000 gp x caster level x com-
  plexity. An item must have an effect measured in hours to be 
  made into an apparatus. Thus, as an example, if making an 
  apparatus of the War sphere totem talent-based item creation 
  effect, which is measured in rounds, the effect would need to 
  have its duration increased by 3 steps (+6 complexity) before it 
  could be made into an apparatus.
  Continual Life Sphere Effects: Creating an apparatus 
  that grants what is normally an instantaneous effect, such as 
  Life sphere effects, has a base complexity of 6. If crafting an ap-
  paratus that grants a continual cure, the effect becomes instead 
  fast healing 1 (+1 per additional +1 in complexity). If an appara-
  tus grants a continual restore, it instead grants immunity to one 
  effect (+1 per additional +1 in complexity; a creature cannot gain 
  
  Chapter 8: Equipment
  530
  immunity to effects that require a magic skill check to remove 
  or are unaffected by the Life sphere). Temporary hit points can-
  not be made into a continual effect.
  Craft Implement Of Power (replaces Craft Staff)
  Prerequisites: Magic skill bonus +3.
  Benefits: Just as a weapon can grant enhancement bo-
  nuses to its wielder’s attack and damage rolls, an implement of 
  power serves as a focus for magical power, adding enhancement 
  bonuses to its wielder’s caster level with a particular sphere. 
  These bonuses are always enhancement bonuses, and therefore 
  multiple implements benefiting the same sphere do not stack. 
  These bonuses only apply to the wielder; this bonus does not 
  apply to spell engines nor other magic items they might be us-
  ing. Implements of Conjuration, Death, and Enhancement do 
  not increase the number or statistics of companions, undead, 
  or animated objects; instead, such implements grant circum-
  stance bonuses to the creature’s attack rolls and skill checks.
  Most implements are staves; 3-5 feet long sticks of wood 
  or metal that the caster holds, but an implement can take any 
  shape. Just like a magical weapon, an implement of power has 
  its cost calculated according to its maximum bonus; an imple-
  ment of power grants an enhancement bonus from +1 to +5, 
  with a total possible bonus of +10. Just like a magic weapon, an 
  implement costs 2,000 gp x (total bonus) squared.
  An implement uses the crafter’s MSB rather than their 
  caster level when determining the maximum caster level imple-
  ment they can create. The item’s caster level must be at least 
  3x the enhancement bonus granted by the implement. If the 
  implement has other magical enchantments placed upon it, 
  use the highest caster level. An implement must have at least 
  a +1 enhancement bonus to have any other implement special 
  abilities.
  Note: Implements cannot be used to meet caster level 
  prerequisites. If a talent has prerequisites, the user or the staff 
  must have access to all prerequisites to use that talent.
  possesses a base sphere, a caster level, and a small pool of spell 
  points. The spell engine uses its own caster level and spell 
  points to fuel its casting ability; under normal circumstances, 
  a caster cannot spend their own spell points or use their own 
  caster level when activating a spell engine. If a spell engine’s 
  effects call for a saving throw, the DC is equal to 10 + 1/2 the 
  item’s caster level.
  Once per day, a caster whose caster level is at least equal 
  to the spell engine’s caster level may spend one of their spell 
  points to restore 1 spell point to the spell engine. A spell engine 
  may only have one spell point per day restored in this fashion, 
  regardless of how many casters attempt to do so.
  The simplest spell engine a crafter may create contains a 
  base sphere, 1 spell point, and a caster level of 2. This spell en-
  gine has a base price of 1,000 gp. When a crafter increases a 
  spell engine’s caster level (to a maximum of their own), for ev-
  ery 2 caster levels a spell engine gains, the crafter may place an 
  additional magic talent into the spell engine, or may increase 
  the spell engine’s maximum spell point pool by 1. A crafter must 
  possess each talent to be placed in the spell engine, or else must 
  have access to that talent through another caster. Likewise, if 
  a crafter possesses a sphere-specific drawback for the spell en-
  gine’s base sphere (or simply wants to create a focused spell 
  engine), that spell engine also possesses that sphere-specific 
  drawback, and gains either a bonus magic talent or a spell point 
  in exchange.
  A spell engine may contain an advanced talent, but must 
  possess that talent’s minimum caster level, as well as all of its 
  prerequisite talents. A spell engine may be used to meet the 
  prerequisites for creating other magic items.
  A spell engine’s pricing is determined by comparing it to 
  Table: Spell Engine Pricing.
  Table: Spell Engine Pricing
  Caster Level
  # of Additional Magic 
  Talents/Spell Points
  Price (gp)
  2 (base wand)
  0
  1,000
  4
  1
  4,000
  6
  2
  9,000
  8
  3
  16,000
  10
  4
  25,000
  12
  5
  36,000
  14
  6
  49,000
  16
  7
  64,000
  18
  8
  81,000
  20
  9
  100,000
  Craft Marvelous Item (replaces Craft Wondrous 
  Item)
  Prerequisites: Caster level 1st.
  Benefits: A marvelous item is a device that produces a 
  magical effect that must be activated (usually activated as a 
  standard action) often through the touch of a button, the speak-
  ing of a command word, or some other action such as striking 
  the item against the ground, holding it against the intended 
  Craft Spell Engine (replaces Craft Wand)
  Prerequisites: Caster level 1st.
  Benefits: This feat allows a creature to create spell-trigger 
  items which casters can use as if they were their own sphere 
  abilities. A creature must possess a spell engine’s base sphere, 
  or else must activate the spell engine through the Use Magic 
  Device skill.
  The most common form of spell engine is a wand; a hand-
  held stick usually between 5 and 12 inches long that the caster 
  points to direct the magic. However, a spell engine can take 
  any form.
  A spell engine contains a limited amount of casting ability, 
  which can be activated by the one wielding the spell engine as a 
  standard action, as if the magic were their own. A spell engine 
  
  Chapter 8: Equipment
  531
  target, throwing the item through the air. Marvelous items use 
  the talent-based method of magic item creation. If a wondrous 
  item’s effect requires a saving throw from any creature, the DC 
  is equal to 10 + 1/2 the item’s caster level.
  A marvelous item can be used once per day by default, and 
  costs 400 gp x caster level x complexity. Additionally, a marvel-
  ous item can possess the following custom multipliers.
  Multiple Uses: If a marvelous item can be used multiple 
  times per day, multiply the cost by the number of daily uses. If 
  its uses per day is increased to 5, it becomes usable an unlimited 
  number of times per day.
  Limited Uses: If a marvelous item can be used at will but 
  only a maximum of 50 times before it loses all of its magic, 
  multiply its cost by 2.5.
  Craft Rituals (item creation)
  Prerequisite: Ritual Caster, casting class feature.
  Benefits: You may research rituals. See Advanced Magic 
  for more information on researching rituals.
  Distill Compound (replaces Brew Potion)
  Prerequisites: Caster level 1st.
  Benefits: A creature with the Distill Compound feat is 
  adept at creating compounds including potions, oils, and pow-
  ders. Compounds are magical effects stored in physical form; 
  they use the talent-based method of item creation, and are us-
  able only once.
  • A potion targets the creature who drinks it, usually as 
  a standard action (one target with a range of personal).
  • An oil may be applied to an object or creature with-
  in your reach as a standard action. For unwilling tar-
  gets this requires a melee touch attack that does not 
  provoke an attack of opportunity. You may attempt to 
  apply an oil to a target at range, treating the oil as a 
  splash weapon that only affects the target of a direct 
  hit. Additionally, if the oil affects creatures but not ob-
  jects, you may use the oil as a contact poison such as by 
  applying it to a weapon.
  • An effect that targets an area can be made into a pow-
  der. A powder may be thrown as a splash weapon (cen-
  tering itself on the square it strikes), or may be spread 
  by hand (centering the effect anywhere between di-
  rectly on the user and far enough away so the area of 
  effect borders the user’s space).
  • With GM permission, it is also possible to place a com-
  pound-like effect into a different, appropriate item (for 
  example, a jewel that explodes when thrown or an ap-
  ple that applies a potion-like effect when eaten, etc.).
  A compound has a base cost of 50 gp x caster level x com-
  plexity. If a compound requires a saving throw, the DC is equal 
  to 10 + 1/2 its caster level.
  Forge Charm (replaces Forge Ring)
  Prerequisites: Magic skill bonus +1.
  Benefits: A creature with the Forge Charm feat knows 
  how to add permanent enhancements and effects to an item, 
  such that whoever wears or uses that item gains that bonus for 
  as long as they are wearing or using that item.
  When forging a charm, the crafter must possess the base 
  sphere associated with the charm to be made. The base cost of 
  a charm, as well as the minimum magic skill bonus required, 
  vary depending on the type of charm being made. As always, 
  crafting a charm costs 1/2 the base cost.
  A charm uses the crafter’s MSB rather than their caster 
  level when determining the maximum caster level charm they 
  can create. The item’s minimum caster level is determined by 
  the charm being created, as detailed below. If the item possess 
  multiple charms or other enchantments, use the higher caster 
  level of all included enchantments.
  Table: Charm Bonuses
  Charm
  Minimum Caster 
  Level
  Required Base 
  Sphere
  Maximum 
  Bonus
  Base Cost
  Grant an enhancement 
  bonus to an ability score
  2x enhancement bonus
  Enhancement
  +6
  Bonus squared x 1,000 gp
  AC bonus (deflection)
  3x bonus
  Protection
  +5
  Bonus squared x 2,000 gp
  AC bonus (natural armor)
  3x bonus
  Alteration
  +5
  Bonus squared x 2,000 gp
  AC bonus (other)
  3x bonus
  Various1
  +3
  Bonus squared x 2,500 gp
  Energy Resistance
  1/2 granted resistance
  Protection
  +30
  1,600 x resistance -4,000, 
  resistance 5 minimum
  Save bonus (resistance)
  3x bonus
  Protection
  +5
  Bonus squared x 1,000 gp
  Save bonus (other)
  3x bonus
  Various1
  +3
  Bonus squared x 2,000 gp
  Skill bonus (competence)
  1x competence bonus
  Mind
  +20
  Bonus squared x 100 gp
  Spell resistance
  1/2 granted resistance
  Protection
  -
  10,000 gp per point over 
  SR 12, SR 13 minimum
  CMB/CMD (competence, 
  one combat maneuver)
  3x bonus
  Enhancement
  +5
  Bonus squared x 1,000 gp
  1: While uncommon, it is possible to have magic items that grant luck, insight, profane, or sacred bonuses to AC or saving throws, 
  morale bonuses to saving throws, or other bonuses. When applying such benefits through a charm, morale bonuses have Mind as a base 
  sphere, insight bonuses have Divination as a base sphere, and luck, profane, and sacred bonuses have Fate as a base sphere.
  
  Chapter 8: Equipment
  532
  Forge Construct (replaces Craft Construct)
  Prerequisites: Any two of the following feats: Craft 
  Apparatus, Craft Marvelous Item, Forge Charm, Smith Magical 
  Weapons And Armor; magic skill bonus +5.
  This feat is functionally identical to Craft Construct.
  Smith Magical Weapons And Armor (replaces Craft 
  Magical Arms or Armor)
  Prerequisites: Magic skill bonus +3.
  Benefits: This feat allows the user to craft magical weap-
  ons and magical armor. Crafting magical weapons and magical 
  armor follows the same rules as core Pathfinder magical weap-
  ons and armor, except that a creature must possess the base 
  sphere associated with any special ability before it can be add-
  ed. Some core Pathfinder special abilities that can be added to 
  magical weapons or armor carry prices calculated in gp costs 
  rather than bonus increases; some of these special abilities are 
  enchantments more appropriately created through the Craft 
  Marvelous Item or Craft Apparatus feats, which should be used 
  to craft such enchantments.
  Magical weapons and armor use the crafter’s MSB rather 
  than their caster level when determining the maximum caster 
  level item they can create. The item’s caster level must be at 
  least 3x the enhancement bonus of the weapon or armor. If the 
  item has other magical enchantments placed upon it, use the 
  higher caster level. A magical weapon or magical piece of armor 
  must have at least a 1 enhancement bonus to have any other 
  special abilities.
  Table: Magical Weapon and Armor Pricing
  Weapon 
  Bonus
  Base Price 
  (gp)
  Armor/
  Shield Bonus
  Base Price 
  (gp)
  +1
  2,000
  +1
  1,000
  +2
  8,000
  +2
  4,000
  +3
  18,000
  +3
  9,000
  +4
  32,000
  +4
  16,000
  +5
  50,000
  +5
  25,000
  +6
  72,000
  +6
  36,000
  +7
  98,000
  +7
  49,000
  +8
  128,000
  +8
  64,000
  +9
  162,000
  +9
  81,000
  +10
  200,000
  +10
  100,000
  Light Generation
  Light is often a byproduct or sign of an item’s magical pow-
  er: a magical sword shines when it is unsheathed, or a shields 
  mystic runes glow ominously. Below are different forms of light 
  that magic items might shed, expanding on the light generation 
  rules for magic weapons. While weapons are the most common 
  items to shed light, any magic item that costs at least 1,000 gp 
  can be created to glow in the same manner; items that cost less 
  than 1,000 gp may still be created to glow, but only shed light 
  as a candle and cannot use any of the alternate light generation 
  methods below. Creating an item that generates light does not 
  affect the price or creation of the item, but the decision cannot 
  be changed once the creator makes it. Only a single form of 
  light generation can be chosen per item. A single use or limited 
  charge item (such as a scroll or wand) that runs out of uses or 
  charges no longer generates light.
  Celestial: This form of light generation is tied to a time 
  of day. During either the day or night, the item sheds normal 
  light in a 30-foot radius, and increase the level of illumination 
  by one step (to a maximum of normal) in a 60-foot radius. At 
  the opposite time of day it only sheds light as a candle. The 
  time of day the item is attuned to is chosen when it is made, 
  and cannot be changed.
  Lantern: The item sheds normal light in a 40-foot cone, 
  and increases the level of illumination by one step (to a maxi-
  mum of normal) in an 80-foot cone. You may change the direc-
  tion of the cone as a free action once per turn.
  Line: The item sheds normal light in an 80 feet long, 10 
  feet wide line, and increases the level of illumination by one 
  step (to a maximum of normal) in a 160 feet long, 20 feet wide 
  line. You may change the direction of the line as a free action 
  once per turn.
  Motes: The item sheds light as a candle. In addition, it 
  generates four small motes that also shed light as a candle that 
  hover wherever the wielder directs. These motes can be placed 
  anywhere within a 100-foot radius as a free action once per 
  turn.
  Strobe: Whenever this item is used as part of a standard 
  or longer action (such as attacking with a weapon), or bran-
  dished as a move action, it sheds light as a torch until the be-
  ginning of your next turn.
  
  Chapter 8: Equipment
  533
  Trail: Any square the item passes through sheds normal 
  light in a 5-foot radius for one round, and increases the level of 
  illumination by one step (to a maximum of normal) in a 10-foot 
  radius.
  Variable: The amount of light that the item generates 
  can be adjusted. It can shed normal or dim light in a 10-foot 
  or smaller radius, and you may choose whether or not it also 
  increases the light level up to the same level in a radius twice 
  that size. You may even cause the item to shed no light at all. 
  Adjusting the light the item sheds is a standard action.
  Warning: Select a creature type (if you select humanoid 
  or outsider, you must also select one subtype). The item sheds 
  light as a torch whenever that category of creatures comes 
  within 100 feet of it.
  Creativity and Custom Magic Items
  When creating a custom magic item, the rules explained 
  above are guidelines, and not hard rules. A sword could be en-
  chanted as a wand, a rod could grant ring-like benefits to its 
  holder, or a necklace could hold gemstones that have each been 
  enchanted with potion-like single-use magical effects. In many 
  ways, each item creation feat maps less to a particular type of 
  item, and more to a particular type of enchantment: a caster 
  with Craft Magical Arms And Armor could create a magical 
  frying pan, but it would need to be enchanted as a weapon un-
  less he possessed another item-creation feat.
  Likewise, while the above rules are designed to help deter-
  mine an item’s price and powers, in reality the scope of what a 
  magic item can do is limited only by the crafter’s imagination. 
  Magic items are at their best when they are unique, wondrous, 
  and personalized, which can mean creating new abilities be-
  yond the scope of the basic spheres. The GM is the final arbi-
  ter for determining an item’s final market price, and may adjust 
  a price higher, lower, or even disallow any item or option if it 
  becomes unbalancing or disruptive.
  Sample Magic Items
  Apparatus
  Apparatuses are talent-based magic items that require no 
  activation except to hold, wear, or carry them.
  animate WanD BracerS
  Aura faint Enhancement and Mind; CL 5th
  Slot wrist; Price 4,200 gp; Weight 1 lb.
  DeScription
  While this appears to be a normal wand bracer, it has been 
  animated to perform its duties automatically, responding to 
  mental signals from their wearer. Drawing and stowing wands 
  from this bracer is a free action that can be performed even 
  when it is not your turn.
  conStruction requirementS
  Craft Apparatus, Enhancement sphere (Animate Object 
  (enhance)), Mind sphere (Read Mind (charm)); Cost 2,200 gp
  arcane orrery
  Aura moderate Illusion; CL 10th
  Slot none; Price 10,000 gp; Weight 5 lbs.
  DeScription
  This small leather case can be opened to reveal illusory 
  floating spheres orbiting each other in an indiscernible pattern, 
  tied together with magical texts flowing and shifting, describing 
  their relationships to each other. Setting up the arcane orrery 
  is a standard action. Using it while researching a new ritual or 
  spellcrafting a new spell grants a +5 insight bonus on Spellcraft 
  checks to create the ritual or spell.
  conStruction requirementS
  Craft Apparatus; Craft Ritual or Spellcrafting; Cost 5,000 
  gp
  BanDoLier of grenaDeS
  Aura faint Destruction; CL 3rd; Scaling wonder
  Slot belt or chest; Price 900 gp; Weight 1 lb.
  DeScription
  This seemingly common bandolier has 5 empty ‘slots’ which 
  can each properly store a single alchemical creation (such as an 
  acid flask or alchemist’s fire), magical dust, oil, or potion (or an-
  other similarly shaped object at the GM’s discretion). Objects 
  stored in these slots can be retrieved as a move action.
  6th Level – 4,800 gp: A special additional slot forms 
  which contains what seems to be an endless supply of gre-
  nade-like bombs, which may not be poured out, stored else-
  where, or passed to other creatures for later use (they explode 
  1 round after leaving the bandolier). A single bomb may be 
  drawn, primed, and thrown as an attack made with a thrown 
  splash weapon with a range increment of 20 feet. A direct hit 
  deals 2d6 slashing, piercing, and bludgeoning damage, ignoring 
  spell resistance, spell turning, and can penetrate a globe of invul-
  nerability, antimagic field, or similar effects, and is not treated 
  as a spell or magical effect for creatures or classes that gain a 
  bonus to saving throws against magic. Any creature or object 
  within 5 feet of the hit target or square takes 2 points of slash-
  ing, piercing, and bludgeoning splash damage affecting them in 
  a similar fashion as if directly hit. These grenades may be used 
  to make full attacks or other attack routines that allow for mul-
  tiple attacks in a round.
  11th Level – 24,000 gp: The grenade-like bombs now 
  deal 3d6 damage on a direct hit, with 3 splash damage. The 
  bombs otherwise function as before.
  15th Level – 72,000 gp: The grenade-like bombs now 
  deal 4d6 damage on a direct hit, with 4 splash damage. The 
  bombs otherwise function as before.
  20th Level – 264,000 gp: The grenade-like bombs now 
  deal 5d6 damage on a direct hit, with 5 splash damage. The 
  bombs otherwise function as before.
  conStruction requirementS
  Craft Apparatus, Destruction sphere (Energy Bomb (blast 
  shape)); Cost 132,000 gp
  
  Chapter 8: Equipment
  534
  BLuDgeoner’S roD
  Aura strong Destruction; CL 15th
  Slot none; Price 72,305 gp; Weight 5 lbs.
  DeScription
  This rod functions as a +2 light mace, but also has a but-
  ton that, when pressed (a move action), charges the mace head 
  with magical force. The first attack made with this rod before 
  the end of the wielder’s turn deals an extra 15d6 bludgeoning 
  damage.
  conStruction requirementS
  Craft Apparatus, Smith Magical Weapons And Armor, 
  Destruction sphere; Cost 36,305 gp
  BonDeD noteBookS
  Aura faint Divination; CL 5th
  Slot none; Price 5,000 gp; Weight 2 lbs. (set)
  DeScription
  A set of two identical leather-bound books of modest size, 
  permanently linked to each other when created. Whatever 
  is written in one book instantaneously appears on the corre-
  sponding page of the other, so long as they are on the same 
  plane. Each page can hold up to 100 words and each book con-
  tains 50 pages. The backs and fronts of pages can be written 
  on. A bonded notebook cannot be fitted with new pages; once the 
  space inside has been used, the bonded notebooks become virtu-
  ally worthless.
  conStruction requirementS
  Craft Apparatus, Divination sphere; Cost 2,500 gp
  BonDeD quiLLS
  Aura faint Creation and Divination; CL 5th
  Slot none; Price 5,000 gp; Weight -
  DeScription
  These feather quills come in pairs. Each quill functions as 
  a quill of endless ink. When both are held by a willing creature, 
  any writing produced by one quill is instantly reproduced by 
  the other, so long as both are on the same plane. A creature 
  holding one quill is always aware if the other quill is being held 
  by a willing creature, though no other information about that 
  creature is gained. This cannot be used to create two copies at 
  once of a scroll, spellbook, or other magical writing.
  conStruction requirementS
  Craft Apparatus, Creation sphere, Divination sphere; 
  Cost 2,500 gp
  BottomLeSS fLaSk
  Aura faint Warp; CL 5th
  Slot none; Price 1,000 gp; Weight 2 lbs.
  DeScription
  This ornate and surprisingly weighty hip flask appears to 
  be made out of silver, and its stopper is decorated with five 
  small gems of different colors. It does not appear to be able to 
  hold more than a pint, but the flask can open into five separate 
  extradimensional spaces, each of which can hold up to 20 gal-
  lons. These spaces do not mix or overlap, so the contents are 
  kept separate and uncontaminated; in addition, they can safely 
  store volatile substances such as acid or alchemist’s fire. The 
  different spaces can be accessed by twisting the stopper so that 
  a different gem faces the front of the flask, which can be done 
  as a swift action. The flask can pour out a maximum of one pint 
  per round (or a single flask of an alchemical substance) into a 
  square within the wielder’s reach. If broken, the flask is ruined 
  and all contents are lost in extradimensional space.
  conStruction requirementS
  Craft Apparatus, Warp sphere (Extradimensional Storage 
  (space)); Cost 500 gp
  crimSon fLaSk
  Aura faint Blood; CL 5th
  Slot none; Price 2,000 gp (least), 8,000 gp (lesser), 16,000 gp 
  (greater); Weight 1 lb.
  DeScription
  Creatures with the Reservoir feat may spend a full-round 
  action filling this flask with stolen blood, transferring blood 
  points into the flask. The quality of the flask determines 
  how many points it may hold: least - 2, lesser - 4, greater - 6. 
  Reservoir points do not expire while in the crimson flask. A crea-
  ture possessing the flask may open it as a move action. While 
  holding an open flask, the holder may spend reservoir points as 
  if those points were in its reserve.
  conStruction requirementS
  Craft Apparatus, Blood sphere; Cost 1,000 gp (least), 
  4,000 gp (lesser), 8,000 gp (greater)
  Doom cannon
  Aura moderate Destruction; CL 10th
  Slot none; Price 50,000 gp; Weight 4,500 lbs.
  DeScription
  A huge cylinder, protecting an array of magically treated 
  focusing crystals, mounted on a wheeled carriage. The doom 
  cannon may be moved, aimed, and fired as a mundane fiends-
  mouth cannon*, but requires no ammunition or loading. The 
  cannon deals 10d6 untyped damage as per the Disintegration 
  talent with a range of 200 feet with a x2 critical multiplier, or 
  automatically destroys a 10-foot cube of nonliving matter. If a 
  doom cannon with the broken condition experiences a misfire, 
  the blast damage is dealt in a 20-foot radius of the cannon and 
  the weapon is destroyed.
  conStruction requirementS
  Craft Apparatus, Destruction sphere (Disintegrate (blast 
  type)); Cost 25,000 gp
  *Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo 
  Publishing, LLC
  fieLD reSearcher’S LenSeS
  Aura faint Divination and Destruction; CL 10th
  Slot eyes; Price 15,000 gp; Weight -
  DeScription
  These glasses are sturdier than they look, and stay unnat-
  urally clean as grime slides off them. When worn by someone 
  with the studied strike class feature (such as an investigator), 
  the damage from his or her studied strike increases by 1d6. In 
  
  Chapter 8: Equipment
  535
  addition, whenever they make a studied strike, they may spend 
  a spell point to double the number of dice rolled.
  conStruction requirementS
  Craft Apparatus; Cost 7,500 gp
  foLDaBLe circLe
  Aura moderate Conjuration; CL 6th
  Slot none; Price Small 2,000 gp, Medium 4,000 gp, Large 
  8,000 gp, Huge 16,000 gp; Weight Small 1 lb., Medium 4 lbs., 
  Large 16 lbs., Huge 64 lbs.
  DeScription
  A heavy cloth mat with a binding circle worked in silver 
  and cold iron threads. A Small circle may be deployed as a 
  standard action (or two creatures performing move actions), a 
  Medium or Large may be deployed as a full-round action (or 
  two creatures performing standard actions or four creatures 
  performing move actions), and a Huge deployed as a 1 round 
  action (or two creatures performing full-round actions or four 
  creatures performing standard actions) and may be gathered 
  and stowed with the same actions. These actions provoke at-
  tacks of opportunity.
  Once deployed, the circle counts as having a prepared sum-
  moning circle made with a successful DC 20 Spellcraft check 
  per the Diagram advanced Conjuration sphere talent. This cir-
  cle is harder to break than a normal circle, requiring the fold-
  able circle to be moved or destroyed to free the summoned 
  creature, though an object falling across the diagram still dis-
  rupts it until it is cleared. A given foldable circle can only be 
  used to hold creatures up to its size. Attempts to hold a larger 
  creature result in not gaining any benefit from the foldable cir-
  cle. A foldable circle has hardness 2 and 10 hit points plus 10 hit 
  points per size category above Small.
  conStruction requirementS
  Craft Apparatus, Conjuration sphere (Diagram); Cost 
  Small 1,000 gp, Medium 2,000 gp, Large 4,000 gp, Huge 8,000 
  gp
  force hook
  Aura faint Telekinesis; CL 4th
  Slot none; Price 1,000 gp; Weight 1 lb.
  DeScription
  This short metal rod fits well into the hand and is small 
  enough that it is barely longer than a clenched fist. You may 
  activate it as a move action and cause it to telekinetically hook 
  on to a solid, inanimate surface within 200 feet, allowing it to 
  act as if you had a rope securely linked between the rod and 
  that surface. A second move action causes the hook to retract, 
  drawing the rod and its wielder towards the surface at a rate of 
  50 feet per round. You may also use a free action to disconnect 
  the hook from any surface it is attached to. The hook can sup-
  port a load of up to Huge size.
  conStruction requirementS
  Craft Apparatus, Telekinesis sphere (Tether); Cost 500 gp
  gLeam BruSh
  Aura faint Light; CL 3rd
  Slot none; Price 200 gp; Weight —
  DeScription
  A gleam brush takes the form of a handheld brush with a 
  wooden handle decorated with colored whorls and spirals. This 
  magic brush is considered a masterwork tool for appropriate 
  Craft skills (such as calligraphy or painting) and creates ink of 
  any color, changing to any color the user imagines as a free ac-
  tion; the ink glows, increasing the light level by one step 5 feet 
  around it. The ink created by a gleam brush is nonmagical and 
  permanent, and may cleaned up or removed from surfaces as 
  normal ink can. A gleam brush never runs out of ink.
  Different styles of brush can be found and produced, rang-
  ing from fine tipped ink brushes to wide, thick paintbrushes, 
  but they are always small enough to be held in one hand.
  conStruction requirementS
  Craft Apparatus, Light sphere (Style); Cost 100 gp
  gremLin BeLLS
  Aura faint Fallen Fey and Protection; CL 3rd
  Slot none; Price 1,000 gp; Weight 1 lb.
  DeScription
  These delicate bells, no more than an inch high each, are 
  crafted from bronze, brass, or other semi-precious metals and 
  strung up over doors, windows, or objects which the owner 
  wishes to keep from gremlins. Gremlins that comes within 20 
  feet of a set of bells affixed to an object are nauseated and pre-
  vented from using any supernatural or spell-like abilities.
  conStruction requirementS
  Craft Apparatus, Fallen Fey sphere, Protection sphere; 
  Cost 500 gp
  grig fiDDLe
  Aura faint Fallen Fey and Mind; CL 3rd
  Slot none; Price 8,200 gp; Weight 2 lbs.
  DeScription
  This exquisitely made fiddle bears fine carvings depicting 
  fey and mortals cavorting joyously. In addition to being a mas-
  terwork stringed instrument, a skilled player can mimic the 
  enchanting music of the grig, compelling those around them 
  to dance. As a standard action, the bearer may play, forcing all 
  creatures within a 20-foot radius to dance and caper unless they 
  succeed on a Will save with a DC equal to 10 + 1/2 the player’s 
  rank in Perform (strings) + the player’s Charisma modifier. This 
  effect lasts for as long as the creature remains within the area 
  of effect. The bearer may continue to play as a standard action. 
  Treat this effect as being staggered. Once a creature succeeds 
  at the save against a grig fiddle, it is immune to that fiddle for 24 
  hours. This is a sonic mind-affecting compulsion effect.
  conStruction requirementS
  Craft Apparatus, Fallen Fey sphere, Mind sphere; Cost 
  4,200 gp
  
  Chapter 8: Equipment
  536
  keyhome
  Aura strong Warp; CL 15th
  Slot none; Price 40,000 gp; Weight —
  DeScription
  Though their shape and style can drastically differ, every 
  keyhome takes the form of a key, typically attached to a chain 
  or keyring. As a standard action the key can be turned as if in a 
  lock to open a 10-foot square doorway to an extradimensional 
  space unique to that key. The extradimensional space has a vol-
  ume of ten 10-foot cubes arranged contiguously, with the exact 
  layout being determined when the keyhome is made. Anything 
  placed within the extradimensional space remains there even 
  when the doorway is closed, and travels with the keyhome. The 
  key can be used to close the doorway with a standard action. 
  If the doorway is shut from the inside, the doorway remains 
  visible where it was created, but without the key it must be 
  forced open with a Strength check (DC 25) or slipped through 
  with an Escape Artist check (DC 30). Anyone on the inside can 
  force their way out with the same checks even if there is no 
  doorway, appearing in the nearest open space to the key. The 
  extradimensional space takes on some of the properties of the 
  area the key itself is in even when the doorway is shut; air seeps 
  in, and the light level and temperature of the space are often 
  influenced by the outside, though the magic serves to dampen 
  extremes, so that the temperature only ranges between 40 to 
  90 degrees Fahrenheit (4 to 32 degrees Celsius) and the nor-
  mal light level is never less than dim or bright enough to prove 
  blinding.
  conStruction requirementS
  Craft Apparatus, Warp sphere (Extradimensional Room 
  (2x) (space), Extradimensional Storage (space)); Cost 20,000 
  gp
  Lantern of fuLL Sight
  Aura moderate Light; CL 9th
  Slot none; Price 54,000 gp; Weight 4 lbs.
  DeScription
  This lantern creates bright light in a 70-foot radius, and 
  raises the light level by one step to a maximum of normal light 
  for 70 feet beyond this. Any invisible creature within this area 
  of bright light becomes immediately visible, losing all benefits 
  of invisibility.
  conStruction requirementS
  Craft Apparatus, Light sphere; Cost 27,000 gp
  meDic SatcheL
  Aura faint Creation; CL 2nd; Scaling wonder
  Slot belt or chest; Price 250 gp; Weight 1 lb.
  DeScription
  This white leather satchel is embossed with a healer’s in-
  signia (usually the symbol of a deity with the healing domain). 
  The bag has clasps that allow it to be easily attached to either 
  the waist or the chest. Inside the satchel are various bandages 
  normally found inside a healer’s kit. A medic satchel has enough 
  bandages for 10 uses of a healer’s kit (called charges). Unlike the 
  kit however, this satchel regains all charges at the beginning of 
  each day, and can be fully recharged instantaneously by spend-
  ing 1 spell point. Also like the healer’s kit, the medic satchel 
  grants a +2 circumstance bonus to Heal checks, and counts as a 
  healer’s kit for the purpose of skills, feats, or abilities.
  3rd Level – 750 gp: The medic satchel now grants a +4 cir-
  cumstance bonus to Heal checks.
  4th Level – 1,500 gp: The medic satchel now regains its 
  charges 8 hours after the first charge is used.
  5th Level – 2,625 gp: The medic satchel now grants a +6 
  circumstance bonus to Heal checks.
  6th Level – 4,000 gp: The medic satchel now regains its 
  charges 4 hours after the first charge is used.
  7th Level – 5,875 gp: The medic satchel now grants a +8 
  circumstance bonus to Heal checks.
  8th Level – 8,250 gp: The medic satchel now regains its 
  charges 2 hours after the first charge is used.
  9th Level – 11,500 gp: The medic satchel now grants a +10 
  circumstance bonus to Heal checks.
  10th Level – 15,500 gp: The medic satchel now has unlim-
  ited charges.
  conStruction requirementS
  Craft Apparatus, Creation sphere; Cost 7,750 gp
  miniature orrery
  Aura faint Divination; CL 4th
  Slot none; Price 1,000 gp Weight 1 lb.
  DeScription
  This small brass sphere fits easily into the hand, and with 
  a command becomes transparent, revealing the motes of light 
  moving within it. Each mote represents a celestial body, and 
  put together the lights of a miniature orrery accurately depict 
  their current positions in the sky. Using a miniature orrery you 
  can always determine the precise time and which direction true 
  north lies in relation to yourself. In addition, it grants a +4 cir-
  cumstance bonus on Survival checks made to avoid getting lost, 
  and with a DC 20 Knowledge (geography) check you can deter-
  mine your approximate location in the world and the current 
  date.
  conStruction requirementS
  Craft Apparatus, Divination sphere, Light sphere; Cost 
  500 gp
  patch hoLe
  Aura moderate Warp; CL 6th
  Slot none; Price 7,500 gp; Weight —
  DeScription
  A patch hole is a black circle of cloth nearly identical in ap-
  pearance to a portable hole. It is 6 feet in diameter, can be fold-
  ed as small a pocket handkerchief, and lightly adheres to surfac-
  es it is spread against, allowing it to easily be placed on ceilings 
  and walls. When fully spread on a surface it bends space, cre-
  ating a cylindrical hole 10 feet deep in whatever surface it was 
  placed on. The created hole lasts for 1 minute before reverting 
  to cloth, and may be activated three times per day as a standard 
  action. A patch hole otherwise functions as Create Gap.
  
  Chapter 8: Equipment
  537
  conStruction requirementS
  Craft Apparatus, Warp sphere (Create Gap (space)); Cost 
  3,750 gp
  pocket of hoLDing
  Aura faint Warp; CL 3rd
  Slot none; Price 200 gp; Weight 1/2 lb.
  DeScription
  This small cloth bag easily fits in the hand, but opens into 
  an extradimensional space that can store up to 1 cubic foot of 
  material or 10 pounds. They can also be designed as pockets 
  and sewn into normal or magical clothing.
  conStruction requirementS
  Craft Apparatus, Warp sphere (Extradimensional Storage 
  (space)); Cost 100 gp
  primorDiaL cLay
  Aura faint Creation; CL 5th
  Slot none; Price 150 gp per pound; Weight 1 lb.
  DeScription
  This substance has a light gray color and is frequently 
  found in hardened balls. Characters with the Creation sphere 
  quickly recognize what it is. Primordial clay is extremely easy to 
  manipulate with magic, and a sphere caster can use it in concert 
  with their Creation sphere abilities. Whenever the sphere cast-
  er creates an object with weight equal to or less than the amount 
  of primordial clay they possess (and wish to use), they may use 
  the clay, forming it into whatever they wish to create.
  The clay changes shape and even changes what type of 
  matter it is - it can become any material the caster can manipu-
  late, but it can not transform into anything biologically reactive 
  or chemically explosive (like alchemical components or food) 
  or any form of gemstone. When the caster uses the clay this 
  way, it retains its shape indefinitely, or until they use it again. It 
  is trivial for a Creation caster to transform the clay into some-
  thing wearable, so it is always a free action to draw the clay into 
  their hand.
  conStruction requirementS
  Craft Apparatus; Cost 75 gp per pound
  quiLL of enDLeSS ink
  Aura faint Creation; CL 1nd
  Slot none; Price 80 gp; Weight -
  DeScription
  This feather quill is perpetually supplied with ink, creating 
  enough to write continuously, though never dripping. The quill 
  usually comes with a small metal carrying case capable of safely 
  holding up to three quills. Some quills are created with special 
  inks; 5 vials of the special ink are consumed in the process of 
  crafting a quill with a special ink. Each quill can only use one 
  type of ink.
  conStruction requirementS
  Craft Apparatus, Creation sphere; Cost 40 gp
  roD of SpeLL DiSruption
  Aura faint universal; CL 5th
  Slot none; Price 10,000 gp; Weight 8 lbs.
  DeScription
  The length of this cold iron rod is covered in intricate 
  runes. The wielder of this rod may attempt to dispel an ongo-
  ing magical effect within 150 feet as per the Counterspell feat. 
  The rod possesses an MSB of +5. This rod may also be used as a 
  readied action to counterspell an effect per the same feat. This 
  rod may be improved, increasing its MSB by +1 for every 2,000 
  additional gp spent (1,000 gp additional cost when crafting), 
  but its MSB cannot exceed that of the creature crafting or im-
  proving it.
  conStruction requirementS
  Craft Apparatus, Creation sphere; Cost 5,000 gp
  SeamStreSS cuffS
  Aura faint Creation; CL 2nd; Scaling prize
  Slot wrists; Price 150 gp; Weight 1/2 lb.
  DeScription
  These intricately made cuffs veil a collection of pearl-head-
  ed pins behind beautiful embroidery, and spare needles be-
  tween the seams. If a pin or needle becomes damaged, or oth-
  erwise distances itself from the cuffs for more than 400 feet, 
  the old pin or needle becomes destroyed, and a new one is in-
  stantaneously created on the cuff. Pulling on a single thread of 
  the embroidery will cause it to slowly unravel itself until cut, 
  although no more than 400 feet of thread may be produced by 
  the cuffs per day.
  5th Level – 1,825 gp: The wearer may as a standard action 
  (or immediate action if he spends a spell point) activate the 
  cuffs to create or modify a non-magical set of clothing whose 
  total value cannot exceed that of 10 gp. The seamstress cuffs may 
  only create or modify the clothing of a willing creature within 
  range of touch. The created or modified clothing is permanent, 
  but the seamstress cuffs can only have up to 2 suits of clothing 
  created or modified in this manner at a time; creating or mod-
  ifying a suit of clothing beyond this limit causes the oldest suit 
  of clothing to return to disappear/return to its original state.
  7th Level – 3,825 gp: The seamstress cuffs can now create 
  or modify clothing whose total value cannot exceed that of 50 
  gp, and may have up to 4 suits of created or modified clothing 
  at a time.
  9th Level – 6,225 gp: The seamstress cuffs can now create 
  or modify clothing whose total value cannot exceed that of 100 
  gp, and may have up to 6 suits of created or modified clothing 
  at a time.
  11th Level – 12,225 gp: The seamstress cuffs can now create 
  or modify clothing whose total value cannot exceed that of 500 
  gp, and may have up to 8 suits of created or modified clothing 
  at a time.
  conStruction requirementS
  Craft Apparatus, Creation sphere (Expanded Materials 
  (material), Exquisite Detail); Cost 6,112 gp
  
  Chapter 8: Equipment
  538
  ShackLeS of the unBroken circLe
  Aura moderate Mind; CL 10th
  Slot none; Price 4,015 gp; Weight 2 lbs.
  DeScription
  These mithril manacles bear intricate, ever-shifting magi-
  cal runes arranged into impossibly complex knot-work. While 
  they can be used as mundane mithril manacles, their true value 
  is far greater. When multiple creatures with sphere casting abil-
  ity are cuffed together in a circle (requiring one set of shackles 
  per individual) and at least one possesses the Circle Casting 
  feat, all creatures in the circle are treated as having the Circle 
  Casting feat until the circle is broken. All creatures wearing the 
  shackles gain the entangled condition, though this entangle-
  ment does not apply to any checks made as part of casting. 
  Any creature that does not have the Circle Casting feat only 
  counts as half a creature for determining the caster level bonus 
  available from the feat. Creatures without casting ability in the 
  circle prevent its completion and no benefit is gained until they 
  are removed. A creature may don or remove the shackles as a 
  standard action. No creature can move more than 5 feet from 
  the creatures adjacent to it in the circle.
  conStruction requirementS
  Craft Apparatus, Circle Casting; Cost 3,015 gp
  SpeLL WarDeD Brace
  Aura overwhelming Protection; CL 20th; Scaling wonder
  Slot feet, neck, or wrists; Price 90 gp; Weight 1 lb.
  DeScription
  This brace, while made primarily of adamantine, is also 
  combined with a silver and cold iron alloy. If placed against a 
  limb of a creature (a touch attack), the brace will go viscous and 
  change size so to fit and latch onto that creature.
  The spell warded brace is considered a piece of cursed equip-
  ment, and may only be magically removed from a creature with 
  a successful use of the Break Enchantment talent (or similar 
  ability). Any spell or sphere ability attempting to remove the 
  brace must succeed on a magic skill check beating a DC 20. 
  The brace has no other effect unless it is attached to a crea-
  ture of significant level or Hit Dice to unlock its other abilities. 
  The brace, if brought into an antimagic field or similar effect, 
  hardens and can then be removed by force or finesse. A success-
  ful Strength check DC 35 can break free (this does not damage 
  the item), while a successful Escape Artist check DC 40 will 
  allow the equipped creature to slip free of the brace.
  4th level — 1,800 gp: Any creature attempting to use a 
  magical ability while the spell warded brace is equipped, must 
  first succeed on a magic skill check DC 17. Creatures without a 
  magic skill bonus are considered to have a bonus of +0. Failing 
  the check means the magical ability had no effect, wasting 
  any used resources (such as spell points, slots, or daily uses as 
  appropriate).
  8th level — 9,900 gp: The magic skill check necessary to 
  use magical abilities is increased to a DC 23.
  12th level — 32,400 gp: The magic skill check necessary 
  to use magical abilities is increased to a DC 29.
  16th level — 94,500 gp: The magic skill check necessary 
  to use magical abilities is increased to a DC 35.
  20th level — 264,000 gp: The magic skill check neces-
  sary to use magical abilities is increased to a DC 41.
  conStruction requirementS
  Craft Apparatus, 
  Protection 
  sphere 
  (Spell Ward), 
  Counterspell; Cost 132,000 gp
  SteeL iDoL
  Aura faint Enhancement; CL 5th
  Slot none; Price 15,000 gp; Weight 1 lb.
  DeScription
  This small, metal sculpture is about the same size as a holy 
  symbol, and can be mistaken for such. Any caster who can cre-
  ate sphere effects that cover an area can attach the area of effect 
  to the idol if he is touching it. The resulting area moves with 
  the idol. The caster cannot concentrate on an area attached to 
  a steel idol, and an area of effect can not be attached to the idol 
  while another area of effect ability is already attached to it.
  conStruction requirementS
  Craft Apparatus, Enhancement sphere; Cost 7,500 gp
  Storage Sphere
  Aura faint Warp; CL 15th
  Slot none; Price see below; Weight 1 lb.
  DeScription
  This fist-sized sphere is made of cool, surprisingly sturdy 
  glass, and is used to easily store vehicles and large structures. 
  Spending three rounds pressing a storage sphere against an unat-
  tended object stores the object, causing a miniature model of 
  the object to appear within the sphere. The wielder can spend 
  another three rounds to remove the object within, placing it in 
  an adjacent unoccupied space. This space must also be a suit-
  ably supportive surface for the object: a boat cannot be placed 
  in midair, or a wagon in an ocean. Only one object can be stored 
  in the sphere at a time; any objects in the sphere must be re-
  moved before new objects can be stored. The maximum size 
  object a sphere can hold depends on the sphere’s type, as shown 
  on the table below.
  
  Chapter 8: Equipment
  539
  Table: Storage Sphere
  Sphere Type
  Size Limit
  Price
  I
  Medium
  7,500 gp
  II
  Large
  10,000 gp
  III
  Huge
  15,000 gp
  IV
  Gargantuan
  25,000 gp
  V
  Colossal
  40,000 gp
  VI
  Colossal+
  60,000 gp
  VII
  Colossal++
  90,000 gp
  conStruction requirementS
  Craft Apparatus, Warp sphere (Extradimensional Space 
  (space), Store Structure); Cost 3,725 gp (type I), 5,000 gp (type 
  II), 7,500 gp (type III), 12,500 gp (type IV), 20,000 gp (type V), 
  30,000 gp (type VI), 45,000 gp (type VII)
  taLiSman of LeaD
  Aura faint Death; CL 5th
  Slot none; Price 6,000 gp; Weight -
  DeScription
  The ashes of a great sage or wise man have been stored in 
  this bauble, allowing a character with the bound nexus class 
  feature to consult with the soul. As a full-round action, the 
  character may telepathically speak to the soul within, and gain 
  a +2 insight bonus to any Knowledge check made that round. 
  In addition, the soul may be expended as any other soul in the 
  character’s bound nexus. The soul becomes available again 24 
  hours later. During that time, the character can not consult 
  with the soul (as it is absent).
  conStruction requirementS
  Craft Apparatus; Cost 3,000 gp
  thunDer cuLverin
  Aura faint Destruction; CL 5th
  Slot none; Price 24,000 gp; Weight 4,500 lbs.
  DeScription
  A large cylinder, one end flared into a dish shape, mount-
  ed on a wheeled carriage. The thunder culverin may be moved, 
  aimed, and fired as a mundane large cannon, but requires no 
  ammunition or loading. The culverin deals 6d4 sonic damage 
  as the Shattering Blast talent with a range of 160 feet at a x2 
  critical multiplier. If a thunder culverin with the broken condi-
  tion experiences a misfire, the blast damage is dealt in a 20-foot 
  radius of the thunder culverin and the weapon is destroyed.
  conStruction requirementS
  Craft Apparatus, Destruction sphere (Shattering Blast 
  (blast type, sonic)); Cost 12,000 gp
  toWer of impregnaBLe DefenSe
  Aura strong Destruction, Protection; CL 15th
  Slot none; Price 255,000 gp; Weight 3 tons
  DeScription
  This magically-empowered tower generally sits near the 
  entrance to a building, city, or other permanent encampment 
  to defend it against undesirables.
  If a target approaches within 60 feet of the tower with-
  out speaking the password aloud, the tower immediately erects 
  a force barrier in a circle extending 15 feet around itself. This 
  barrier possesses 150 hit points and has a Break DC of 32. In 
  addition, if the target remains within 60 feet of the tower, they 
  are struck every round for 15d6 electricity damage originating 
  from the tower (Reflex half), which can penetrate the barrier.
  The tower can only strike one target per round in this 
  manner, and will always strike the closest undesirable. While 
  the tower’s barrier may be erected as many times as necessary 
  during the day, its hit points only replenishes at a rate of 10 per 
  hour. If the barrier is destroyed, it cannot reform for 24 hours.
  conStruction requirementS
  Craft Apparatus, Destruction sphere, Protection sphere; 
  Cost 127,500 gp
  Warg peLt
  Aura moderate Alteration; CL 6th
  Slot shoulders; Price 8,000 gp Weight 1 lb.
  DeScription
  This cloak, made from the hide of a slain warg, grants the 
  wearer the ability to assume its likeness. This item functions as 
  an apparatus of Alteration with the Animalistic Transformation 
  talent (limited to the shape of a warg) and grants darkvision 60 
  feet as an additional trait.
  conStruction requirementS
  Craft 
  Apparatus, 
  Alteration 
  sphere 
  (Animalistic 
  Transformation (transformation)); Cost 4,000 gp
  WayStone
  Aura strong Warp; CL 16th
  Slot none; Price 20,000 gp; Weight 200 lbs.
  DeScription
  A smooth, rounded stone engraved with glowing purple 
  lines, a waystone is a useful tool for any practitioner of telepor-
  tation magic. As a standard action a spellcaster with the Warp 
  sphere can invest a spell point into a touched waystone to gain 
  access to its power. This invested spell point is spent and does 
  not replenish so long as it is invested, though the spellcaster 
  can end their investment with a standard action at any distance 
  from the waystone, and an invested spell point only remains in-
  vested for up to a year before fading. A spellcaster with a spell 
  point invested in a waystone can teleport themselves back to 
  the waystone regardless of how far away it is, so long as it is on 
  the same plane. Teleporting back to the waystone ends the spell 
  point investment, allowing it to be recovered normally and 
  requiring a new spell point to be invested to use the waystone 
  again. Any number of spellcasters can invest a spell point in a 
  waystone, and they are often installed in important locations.
  conStruction requirementS
  Craft Apparatus, Warp sphere (Teleport Beacon (space)); 
  Cost 10,000 gp
  
  Chapter 8: Equipment
  540
  Charms
  A creature with the Forge Charm feat knows how to add 
  permanent enhancements and effects to an item, such that 
  whoever wears or uses that item gains that bonus for as long as 
  they are wearing or using that item.
  Charms are normally made with the Forge Charm feat, but 
  can also be made with the Forge Ring feat if you are not using 
  the new crafting feats.
  acaDemy uniform
  Aura faint Creation and Divination;  CL 1st; Scaling bauble
  Price 10 gp; Slot body; Weight —
  DeScription
  This magic item is designed to be used principally with the 
  Wizard’s Academy adventure module. 
  This woolen scholar’s outfit is true blue in color, and shifts 
  in length and shape depending upon who attempts to don it 
  so to best accommodate the creature’s anatomy. For example, 
  a fenghaung may find it transform into a vest of sorts that will 
  not impede its flight, whereas if an awakened serpent were to 
  don the outfit, it would become a form fitting tube. As the out-
  fit becomes attuned to the wearer over the passage of time, the 
  outfit begins to make slight alterations such as changing the 
  robe’s color, texture, etc. to better match the form and dispo-
  sition of its owner.
  5th Level – 525 gp: While wearing the outfit, the creature 
  gains a +2 competence bonus to all Spellcraft checks, and a +1 
  competence bonus to any End of Week Test (and any other ap-
  propriate event at GM’s discretion).
  9th Level – 2,300 gp: While wearing the outfit, the crea-
  ture also gains a +2 competence bonus to all Knowledge checks 
  and may attempt any Knowledge check untrained.
  13th Level – 7,000 gp: The competence bonus to 
  Spellcraft checks increases to +4, and the competence bonus to 
  any End of Week Test increase to +3.
  17th Level – 20,500 gp: The competence bonus to 
  Knowledge checks increases to +6, and the wearer may take 10 
  on any Knowledge check even if stress and distractions would 
  normally prevent the creature from doing so.
  conStruction requirementS
  Forge Charm, Creation sphere, Divination sphere (Discern 
  Individual (sense)); Cost 10,250 gp
  aLaBaSter gLoveS
  Aura strong Life; CL 12th
  Slot hands; Price 40,000 gp; Weight —
  DeScription
  These white gloves channel and focus positive energy along 
  strands of gold weaved into them. Whenever the wearer use a 
  sphere ability or supernatural ability that manipulates positive 
  energy and either heals hit points or does damage, the amount 
  of hit points or damage is increased by +10.
  conStruction requirementS
  Forge Charm, Life sphere; Cost 20,000 gp
  amuLet of emotionaL Weather
  Aura moderate Weather; CL 10th
  Slot neck; Price 45,000 gp; Weight 1 lb.
  DeScription
  The amulet of emotional weather is a beautiful piece crafted 
  from clear diamonds of multiple sizes. However, depending on 
  the wearer’s mood, they can change the color to blue (sad), red 
  (angry), green (happy), or yellow (scared). The amulet of emotion-
  al weather is considered a cursed item, and cannot be taken off 
  except with the aid of magic such as the Break Enchantment 
  talent from the Life sphere.
  The emotional state of the wearer of an amulet of emotional 
  weather becomes reflected in the weather around them. This is 
  considered a casting of control weather with a caster level of 10; 
  the weather within 200 feet of the wearer will change at a rate 
  of 1 severity level per round as normal, until it reaches severity 
  level 5 in the determined category.
  If the wearer feels particularly sad, the weather around 
  them becomes Precipitation severity 5. If they feel particularly 
  angry, the weather becomes Heat severity level 5. If they feel 
  particularly happy, the weather becomes Wind severity 5, and 
  if they feel particularly scared, the weather becomes Cold se-
  verity 5.
  The exact nature of what constitutes a strong emotion is 
  determined by both the player and the GM; if the player says 
  a particular situation would make his character feel happy this 
  would trigger the amulet, and if the GM notes that the charac-
  ter is behaving particularly sad, they might note the amulet has 
  activated. Other situations, such as magic or conditions that 
  alter emotions, would also trigger the amulet; if the character 
  is subject to an effect that renders them shaken, frightened, 
  or panicked, this counts as being scared, while being under a 
  mind-altering effect that grants a morale bonus would count as 
  being happy. Spells such as overwhelming grief would count as 
  being sad, while the rage class feature or the eliciter’s touch of 
  rage power would count as being angry.
  A character can create an emotional state inside them-
  selves to fool the amulet by attempting a DC 20 Perform (act) 
  check as a move action. In all other cases, the GM is the final 
  arbiter of what constitutes feeling a respective emotion when 
  such things are in dispute.
  conStruction requirementS
  Forge Charm, Weather sphere (Severe Weather); Cost 
  22,500 gp
  cLear gem
  Aura moderate Life; CL 8th
  Slot none; Price 75,000 gp; Weight —
  DeScription
  This small, oval gem fits easily into a pocket, and refracts 
  light as if it were a diamond. Whenever a positive energy heal-
  ing effect occurs within 60 feet of the bearer, they benefit as if 
  they had been targeted by an identical effect. The original tar-
  gets of the healing effect still benefit. It has been suggested by 
  some that powerful undead may create a corresponding opaque 
  gem which would give the same effect for negative energy.
  conStruction requirementS
  Forge Charm, Life sphere; Cost 37,500 gp
  
  Chapter 8: Equipment
  541
  conSteLLation BeLt
  Aura faint Telekinesis; CL 5th
  Slot belt; Price 2,000 gp; Weight 1 lb.
  DeScription
  When you wear this belt, you store inanimate objects in the 
  air, where they slowly orbit around you until you pick them up 
  again. When you drop an item you are holding you may choose 
  to store it in orbit around you. You may retrieve an object in or-
  bit as a free action. You may only store one object of Small size 
  or smaller in orbit, or a number of smaller objects whose total 
  size category is Small or less. If you possess the Orbit talent the 
  capacity of your Orbit increases by one Small-sized object.
  conStruction requirementS
  Forge Charm, Telekinesis sphere (Orbit); Cost 1,000 gp
  DimLight veiL
  Aura faint Light; CL 5th
  Slot head; Price 1,500 gp; Weight -
  DeScription
  A dimlight veil cuts the glare of light and the sun, shielding 
  the eyes. The wearer is immune the dazzled condition, and suf-
  fer no ill-effects from light sensitivity. In addition, the wearer 
  gains a +2 bonus on saving throws against Light effects.
  conStruction requirementS
  Forge Charm, Light sphere; Cost 750 gp
  Divine SymBoL
  Aura faint Fate; CL 1st
  Slot none; Price 500 gp; Weight -
  DeScription
  A divine symbol is a holy symbol that is especially attuned to 
  4-5 domains of a particular deity. To activate the divine symbol, 
  the user must possess two or more of the attuned domains and 
  expend a use of channel energy. Activating the divine focus will 
  grant a +1 profane or sacred bonus to caster level to the spheres 
  matching the attuned domains for 1 hour. Deities that channel 
  positive energy grant sacred bonuses, while those that channel 
  negative energy grant profane bonuses. Deities that can chan-
  nel both or either types of energy have their divine symbol’s 
  bonus type chosen when it is created. A creature cannot benefit 
  from multiple divine symbols at once, even if they grant different 
  bonus types.
  conStruction requirementS
  Forge Charm, channel energy class feature; Cost +250 gp
  forger’S gLoveS
  Aura moderate Creation; CL 10th
  Slot hands; Price 75,000 gp; Weight -
  DeScription
  These leather workman gloves perpetually look dirty, no 
  matter how well they are cleaned. While worn, these gloves 
  provide the wearer with the ability to forge metal with a touch, 
  as the Forge Creation talent. The target also gains a +10 compe-
  tence bonus to all Craft checks made involving metal objects.
  conStruction requirementS
  Forge Charm, Craft Apparatus, Creation sphere; Cost 
  37,500 gp
  gLoveS of air maStery
  Aura faint Destruction; CL 5th;
  Slot hands; Price 4,000 gp (lesser), 16,000 gp (greater); 
  Weight —
  DeScription
  The wearer is treated as having the Improved Bull Rush 
  (lesser) or the Improved Bull Rush and Greater Bull Rush 
  (greater) feats for the purposes of using the Air Blast talent. 
  Both gloves must be worn for the magic to be effective. The 
  feat’s bonus to CMD applies continuously while the gloves are 
  worn.
  conStruction requirementS
  Forge Charm, Destruction sphere (Air Blast (blast type, 
  air)); Cost 2,000 gp (lesser), 8,000 gp (greater)
  gLoveS of unSeen grip
  Aura moderate Telekinesis; CL 8th
  Slot hands; Price 8,000 gp; Weight 1 lb.
  DeScription
  The wearer of these gloves improves the strength and grip 
  of their telekinesis. Add a +2 bonus on their CMB and CMD 
  checks when they use the Telekinetic Maneuver or Steal talents.
  conStruction requirementS
  Forge Charm, Telekinesis sphere (Forceful Telekinesis, 
  Telekinetic Maneuver); Cost 4,000 gp
  intenSifying gLoveS
  Aura faint Destruction; CL 5th
  Slot hands; Price 4,000 gp (lesser), 16,000 (greater); Weight 
  —
  DeScription
  Each pair of intensifying gloves are attuned to a single energy 
  type, either acid, cold, fire, electricity, negative energy, or son-
  ic damage. The wearer’s destructive blasts ignore either 5 points 
  (lesser) or 10 points (greater) of energy resistance to that type. 
  Both gloves must be worn for the magic to be effective.
  conStruction requirementS
  Forge Charm, Destruction sphere ((blast type) talent 
  matching the chosen energy type); Cost 2,000 gp (lesser), 
  8,000 gp (greater)
  ironSiDe ring
  Aura moderate Alteration and Enhancement; CL 8th
  Slot ring; Price 40,000 gp; Weight -
  DeScription
  This ring is carved from cold iron, and gives its wearer a 
  sense of unbreakable stability. The wearer of the ring gains a +4 
  enhancement bonus to their Constitution, a +2 natural armor 
  bonus, and a +4 enhancement bonus to their CMD.
  conStruction requirementS
  Forge Charm, Alteration sphere, Enhancement sphere; 
  Cost 20,000 gp
  
  Chapter 8: Equipment
  542
  remnant of courage
  Aura faint War; CL 10th
  Slot none; Price 2,250 gp; Weight 0.1 lbs.
  DeScription
  Each remnant is a small piece of metal or fabric fastened 
  to the neck, shirt or wrist. Each has its own history, and many 
  pieces are debris from the armor and uniforms of fallen heroes. 
  Each remnant has an associated rally, which the wearer can use 
  on an ally within 30 feet, but not on their self. A single user can 
  not activate more than one remnant in a single 24 hour period, 
  and each remnant can only be used once per 24 hour period.
  conStruction requirementS
  Forge Charm, War sphere; Cost 1,125 gp
  ring of cLarity
  Aura faint Mind; CL 5th
  Slot ring; Price 2,500 gp; Weight -
  DeScription
  This crystal ring is actually somewhat difficult to see. A DC 
  20 Perception check is required to notice it on someone’s fin-
  ger. Once per day, it allows the wearer to take 10 on a concen-
  tration check, even if they are threatened. When used, the ring 
  turns opaque grey-pink until it is ready to be used again.
  conStruction requirementS
  Forge Charm; Cost 1,250 gp
  ring of force armor
  Aura faint Protection; CL 4th
  Slot ring; Price 6,400 gp; Weight -
  DeScription
  Twice per day, this ring may be activated to create a suit 
  of armor made of force on the wearer. The suit remains for 4 
  hours per activation. The wearer must, as part of the activation 
  of the ring, attempt a Craft (armor) check, DC 10 + AC bo-
  nus of the armor (maximum +9). Armor created with this ring 
  functions as standard armor (possessing the same armor check 
  penalty and maximum Dexterity bonus) except that its AC bo-
  nus also applies against attacks made by incorporeal creatures. 
  Failing the skill check results in the daily usage being wasted 
  with no effect.
  conStruction requirementS
  Craft Marvelous Item, Protection sphere; Cost 3,200 gp
  ring of potentiaL reaLizeD
  Aura strong Fate; CL 12th
  Slot ring; Price 75,000 gp; Weight -
  DeScription
  This ring looks like a simple piece of common iron until 
  slipped onto the finger. Once there, it transmutes to a beauti-
  ful ring of precious metal with rare stones that reflect light in 
  impossible ways, its appearance changing depending on who is 
  wearing it.
  The ring remains inactive until worn for 24 hours, and 
  remains inactive if the wearer is already wearing a similar 
  ring. When the wearer recovers spell points, the wearer gains 
  additional spell points equal to their casting ability modifier. If 
  the ring is taken off during the day, these points are lost (the bo-
  nus spell points from this ring are always the last points spent).
  In addition, once per day the wearer can cast a spell that ig-
  nores all limitations placed on them by their casting traditions: 
  a skilled caster does not need to attempt a check, a prepared 
  caster can cast a spell spontaneously (giving up assigned spell 
  points or other spells to do so), a focus caster can cast without 
  their focus, and so forth.
  conStruction requirementS
  Forge Charm; Cost 37,500 gp
  ring of SkiLLeD caSting
  Aura faint Fate; CL 8th
  Slot ring; Price 30,000 gp; Weight -
  DeScription
  This heavy brass ring is usually worn on the creature’s 
  middle (or largest) finger. Whenever the wearer casts a spell 
  that uses a metamagic feat, they may reduce the cost of one 
  metamagic feat by 1 spell point (minimum 0). Other metamagic 
  cost-reducing abilities do not stack with this one.
  conStruction requirementS
  Forge Charm; Cost 15,000 gp
  Skimmer
  Aura moderate Telekinesis; CL 11th
  Slot none; Price 8,000 gp; Weight 5 lbs.
  DeScription
  This oval disc is just large enough for a Medium-sized 
  creature to stand on comfortably, and hovers above the ground 
  when its command word is spoken. While standing on a skim-
  mer you can move at your normal land speed, but may hover up 
  to 5 feet above the ground. You ignore difficult terrain and can 
  also move over liquid surfaces as if they were solid while hov-
  ering. In addition, you may attempt a DC 20 Acrobatics check 
  when you move with a skimmer to improve your move speed by 
  10 feet. Failure by five or more means you fall off the skimmer 
  and are prone. A skimmer can only support a Medium-sized load 
  or smaller - it will not hover when loaded heavier.
  conStruction requirementS
  Forge Charm, Telekinesis sphere; Cost 4,000 gp
  targeting monocLe
  Aura faint Destruction; CL 5th
  Slot eyes; Price 8,000 gp Weight —
  DeScription
  This monocle is worn over one eye, magically analyzing 
  and highlighting the weaknesses of the wearer’s enemies. The 
  wearer’s destructive blasts gain the benefit of the keen weapon 
  special ability.
  conStruction requirementS
  Forge Charm, Destruction sphere; Deadly Targeting or 
  Improved Critical; Cost 4,000 gp
  taSkminD
  Aura moderate Telekinesis; CL 11th
  Slot headband; Price 16,000 gp; Weight -
  
  Chapter 8: Equipment
  543
  DeScription
  A taskmind can take many different forms, but general-
  ly provides a structure seated around the head that amplifies 
  mental powers and allows the wearer to multitask more effec-
  tively. A wearer with the Divided Mind talent gains a +4 bonus 
  to caster level when determining the number of items she can 
  lift at once and the combined size she can simultaneously lift 
  (though this does not increase the maximum sized object you 
  can lift: a taskmind might allow you to lift two Medium objects, 
  but not one Large object).
  conStruction requirementS
  Forge Charm, Telekinesis sphere (Divided Mind); Cost 
  8,000 gp
  umBraL mantLe
  Aura moderate Dark; CL 3rd; Scaling wonder
  Slot shoulders; Price 1,500 gp; Weight 1/2 lb.
  DeScription
  This silk cloak seems to fade in and out of the light and 
  grants the wearer a +1 resistance bonus to saving throws.
  5th Level – 3,500 gp: The wearer may, as a move action, 
  activate the umbral mantle to enshroud himself in darkness, 
  gaining concealment (20% miss chance) for a single round. The 
  wearer may activate the umbral mantle as an immediate action 
  by spending a spell point, in which case the effects last for 1 
  minute. Creatures capable of seeing in pure darkness (such as 
  from the Clearsight (meld) talent from the Dark sphere, or with 
  the see in darkness ability) are not subject to this miss chance.
  7th Level – 7,000 gp: The umbral mantle now grants a +2 
  resistance bonus to saving throws.
  8th Level – 8,500 gp: The umbral mantle when activated 
  grants a 30% miss chance for a single round.
  9th Level – 13,500 gp: The umbral mantle now grants a +3 
  resistance bonus to saving throws.
  10th Level – 15,000 gp: The umbral mantle when activat-
  ed grants a 40% miss chance for a single round.
  11th Level – 22,000 gp: The umbral mantle now grants a 
  +4 resistance bonus to saving throws.
  12th Level – 32,500 gp: The umbral mantle now grants a 
  +5 resistance bonus to saving throws. When the umbral man-
  tle is activated, it instead grants total concealment (50% miss 
  chance) for a single round.
  conStruction requirementS
  Forge Charm, Dark sphere; Cost 16,250 gp
  veSt of Shape StaBiLization
  Aura moderate Alteration; CL 6th
  Slot body; Price 8,000 gp; Weight 1 lb.
  DeScription
  Each vest is attuned to one (transformation) talent when 
  created. Any shapeshift effect applying that (transformation) tal-
  ent to the wearer lasts an additional two rounds without con-
  centration and gains a +2 bonus to MSD vs. dispelling effects.
  conStruction requirementS
  Forge Charm, Alteration sphere (Lingering Transformation), 
  creator must possess the (transformation) talent to be attuned; 
  Cost 4,000 gp
  Radiant Tattoos
  These tattoos are created from a magical, shining ink that 
  radiates light even from under the skin. No matter the pattern 
  or type of tattoo, radiant tattoos shed normal light in a radi-
  us of up to 20 feet (called the primary radius for the purpose 
  of tattoo effects), and increase the light level by one step to a 
  maximum of normal at an equal range. The bearer of a radiant 
  tattoo can choose the radius at which they shed light within 
  the maximum length freely as a free action, even turning it off 
  entirely (or turning it back on). The shape of a tattoo and the 
  color of its light (or multiple colors) are chosen when it is made, 
  but these details may vary even between tattoos of the same 
  effect.
  A tattoo is a slotless, weightless item, but a single creature 
  can possess no more than three radiant tattoos.
  Dancing tattoo
  Aura moderate Light; CL 6th
  Slot none; Price 7,000 gp; Weight -
  DeScription
  Often worn by performers, a dancing tattoo normally takes 
  some sinuous shape like a snake or ribbon, and is often mul-
  ticolored. As part of attempting a Perform (act) or Perform 
  (dance) check, you may hypnotise anyone in the primary radius 
  of your light who can also see your performance, causing them 
  to gain the fascinated condition for the duration of the per-
  formance. Performing this way takes a full-round action each 
  round it lasts. Affected creatures do nothing but sit quietly and 
  watch your performance, and take a -4 penalty to Perception 
  checks. Each creature affected by this may attempt a Will save 
  (DC 10 + 1/2 your ranks in Perform + Charisma modifier) on 
  each of their turns to throw off this effect. Obvious threats and 
  hostile actions automatically breaks the effect. A successful 
  save provides immunity to your dancing tattoo for 24 hours.
  conStruction requirementS
  Forge Charm, Light sphere (Hypnotic Pattern (light)); 
  Cost 3,500 gp
  icon tattoo
  Aura moderate Light; CL 10th
  Slot none; Price 10,000 gp; Weight -
  DeScription
  An icon tattoo often takes the form of a holy symbol or reli-
  gious imagery, with coloration appropriate to the image or de-
  ity. This tattoo can be designed to count as a holy symbol and 
  divine focus for characters that require one (such as characters 
  with the Focus Casting drawback). In addition, all allies within 
  the primary radius of your light gain a +1 morale bonus on all 
  saving throws.
  conStruction requirementS
  Forge Charm, Light sphere (Beacon Of Hope (light)); Cost 
  5,000 gp
  inquiry tattoo
  Aura faint Light; CL 5th
  Slot none; Price 3,000 gp; Weight -
  
  Chapter 8: Equipment
  544
  DeScription
  Inquiry tattoos are most commonly eyes, and stark shades 
  of white and black are frequently used for the light they cast. 
  The light of an inquiry tattoo casts unusual shadows whose 
  movements give clues as to how a creature is feeling and what 
  it is thinking. You gain +4 competence bonus on Sense Motive 
  checks against any creature in the primary radius of your light.
  conStruction requirementS
  Forge Charm, Divination sphere, Light sphere; Cost 1,500 
  gp
  Lantern tattoo
  Aura faint Light; CL 1st
  Slot none; Price 1,500 gp; Weight -
  DeScription
  A lantern tattoo is frequently of celestial objects such as the 
  sun, moon or stars, or sometimes of torches or lighthouses. All 
  shades of yellow and white are normally selected for its color-
  ation and glow. A lantern tattoo grants you greater control over 
  the light it sheds, allowing you to focus it into a cone of up to 
  40 feet, or a line of up to 80 feet as a free action instead of 
  shedding light in all directions.
  conStruction requirementS
  Forge Charm, Light sphere (Beam (light)); Cost 750 gp
  Sanguine tattoo
  Aura moderate Light; CL 8th
  Slot none; Price 9,000 gp; Weight -
  DeScription
  A sanguine tattoo generally depicts scenes of battle and con-
  quest, or of blood and bones; often its light is a shade of red, 
  or sometimes ivory or gray. It grants you a +4 competence bo-
  nus to Intimidate checks so long as the tattoo is shedding any 
  amount of light. In addition, you may attempt to demoralize an 
  enemy within the primary radius of your light as a move action.
  conStruction requirementS
  Forge Charm, Light sphere; Cost 4,500 gp
  Serene tattoo
  Aura moderate Light; CL 10th
  Slot none; Price 24,000 gp; Weight -
  DeScription
  A serene tattoo typically uses imagery of water or 
  nature, favoring soft blues and greens in its color-
  ing. So long as your serene tattoo sheds any amount 
  of light, it grants you a +4 competence bonus to 
  Diplomacy checks. In addition, allies in the primary 
  radius of your light have any fear, confusion, or rage 
  conditions suppressed so long as they remain in the 
  primary radius of your light.
  conStruction requirementS
  Forge Charm, Light sphere (Beacon Of 
  Hope (light)); Cost 12,000 gp
  Compounds
  A creature with the Distill Compound feat is adept at cre-
  ating potions, oils, and powders. Potions, oils, and powders 
  are magical effects stored in physical form; they use the tal-
  ent-based method of item creation, and are usable only once.
  A potion targets the creature who drinks the potion (one 
  target with a range of personal), while oils target the creature 
  or object is applied to (one target with a range of touch), while 
  any effect that targets an area is a powder. It is possible to place 
  a compound-like effect into another item as well (for example, 
  a jewel that explodes when thrown or an apple that applies a 
  potion-like effect when eaten, etc.).
  A potion, oil, or powder has a base cost of 50 gp x caster 
  level x complexity. If a potion, oil, or powder requires a saving 
  throw, the DC is equal to 10 + 1/2 its caster level.
  Compounds are normally made with the Distill Compound 
  feat, but can also be made with the Brew Potion feat if you are 
  not using the new crafting feats.
  acorn of pummeLing BrancheS
  Aura faint Nature; CL 3rd
  Slot none; Price 450 gp; Weight -
  DeScription
  This single acorn, when struck against a hard surface, will 
  activate, instantaneously growing a Medium-sized oak tree. 
  The oak tree, once grown, will proceed to attack any enemies 
  of its user as if under the effects of the Nature sphere ability 
  Pummel from the (plant) package for 3 rounds. The oak sap-
  ling has an AC of 7, hardness of 5, and 5 hit points, as well as a 
  Strength score of 13, attack bonus of +4, and deals 1d6+1 blud-
  geoning damage with a reach of 5 feet.
  conStruction requirementS
  Distill Compound, Nature sphere ((plant) package, Create 
  Nature (geomancing)); Cost 225 gp
  BreW of the Dungeoneer
  Aura faint Divination; CL 4th
  Slot none; Price 800 gp; Weight -
  DeScription
  This milky grey substance has a 
  musky smell and a taste of dirt and 
  grime. Those that drink the potion 
  gain a bonus of +2 to Disable Device 
  and Perception checks related to 
  traps, and the ability to disarm magic 
  traps as if they possessed the trapfind-
  ing rogue class feature. The effects 
  of the potion have a duration of 4 
  hours.
  
  Chapter 8: Equipment
  545
  conStruction requirementS
  Distill Compound, Divination sphere (See Hazard (sense), 
  Trapfinding (sense)); Cost 400 gp
  cLeanSing potion
  Aura faint Life; CL 1st
  Slot none; Price 50 gp; Weight 0.1 lbs.
  DeScription
  Made from blessed water, a cleansing potion removes the fa-
  tigued, sickened, and battered conditions, and lessens exhaust-
  ed and nauseated by one step. If the status conditions healed 
  or lessened are part of an ongoing effect, it only suppresses or 
  reduces the effect for 1 round.
  conStruction requirementS
  Distill Compound, Life sphere; Cost 25 gp
  cLeanSing potion, greater
  Aura faint Life; CL 2nd
  Slot none; Price 200 gp; Weight 0.1 lbs.
  DeScription
  Made from blessed water touched by a feather from an an-
  gelic being, this potion restores the same effects as the cleansing 
  potion as well as completely removing the exhausted and nause-
  ated conditions, and makes check with a +2 bonus against the 
  DC of any poison or disease the target is suffering from, remov-
  ing the poison or disease if successful.
  conStruction requirementS
  Distill Compound, Life sphere (Restore Health (cure)); 
  Cost 100 gp
  common cure
  Aura faint Life; CL 1st
  Slot none; Price 50 gp; Weight 0.1 lbs.
  DeScription
  The most common of healing items, this simple vial full of 
  enchanted water tends to be the main tool of low-level adven-
  turers trying to stave off death. A single potion heals 1d8+1 hit 
  points.
  conStruction requirementS
  Distill Compound, Life sphere; Cost 25 gp
  cryStaL grenaDe
  Aura faint Destruction; CL 1st
  Slot none; Price 150 gp; Weight -
  DeScription
  This grenade is considered a thrown splash weapon. It 
  deals 1d4 piercing damage in a 10-foot radius burst centered 
  on the target. Any creature receiving damage must succeed at 
  a DC 10 Reflex save or become entangled and unable to move. 
  The affected area becomes overgrown with crystal and counts 
  as difficult terrain. Breaking free of the entangled condition is 
  a move action, requiring either a Strength check or an Escape 
  Artist check against the grenade’s save DC. A target may also 
  destroy the crystal on a square or creature by dealing 3 damage 
  per caster level to the crystal. This removes the entangled con-
  dition from the creature and destroys the difficult terrain. The 
  crystal disappears after 1 minute.
  conStruction requirementS
  Distill Compound, Destruction sphere (Crystal Blast (blast 
  type, crystal), Explosive Orb (blast shape)); Cost 75 gp
  DeathLeSSneSS potion
  Aura faint Protection; CL 2nd
  Slot none; Price 200 gp; Weight -
  DeScription
  This liquid has a barely visible pink hue when held to the 
  light, and smells like earth after rainfall. The drinker of this po-
  tion gains the benefit of the Deathless aegis for 2 hours.
  conStruction requirementS
  Distill Compound, Protection sphere (Deathless (aegis)); 
  Cost 100 gp
  eLectric oiL
  Aura faint Destruction; CL 5th
  Slot none; Price 750 gp; Weight 0.1 lbs.
  DeScription
  This oil may be applied to a weapon as a poison. If used to 
  successfully strike a creature before 1 round passes, the weapon 
  explodes with a burst of lightning, dealing an additional 5d6 
  electricity damage to the target. If a weapon coated in this oil 
  is used to attack a target made from metal or wearing metal 
  armor, the attack is made with a +3 bonus.
  conStruction requirementS
  Distill Compound, Destruction sphere (Electric Blast 
  (blast type, electricity)); Cost 375 gp
  fire poiSon
  Aura moderate Destruction; CL 7th
  Slot none; Price 700 gp; Weight .5 lbs.
  DeScription
  This vial contains a fiery red liquid that bubbles in its con-
  tainer. When a creature drinks fire poison (either willingly or 
  when eating or drinking something secretly containing the po-
  tion), they suffer 7d6 fire damage and catch fire, suffering 1d6 
  damage per round until the fire is extinguished. A successful 
  Fortitude save (DC 13) halves the damage and stops the target 
  from catching fire.
  conStruction requirementS
  Distill Compound, Destruction sphere (any (blast type) 
  talent from the fire blast type group); Cost 350 gp
  form Breaker oiL
  Aura moderate Alteration; CL 5th
  Slot none; Price 125 gp Weight 1/2 lb.
  DeScription
  A sticky concoctions of colloidal silver, wolfsbane, and cold 
  iron, vials of form breaker oil may be thrown as splash weap-
  ons. You may attempt a magic skill check with an MSB of +5 to 
  dispel any Alteration sphere or polymorph effects on affected 
  creatures. A creature that sustain a direct hit and has an effect 
  dispelled cannot be affected by polymorph effects for 5 rounds 
  or until it spends a standard action scraping the residue off. 
  Stronger versions of this potion may be made with higher MSB.
  
  Chapter 8: Equipment
  546
  conStruction requirementS
  Distill Compound; Counterspell or Form-Breaker mystic 
  combat; Cost 75 gp
  haLfLing BLack BreaD
  Aura faint Life; CL 2nd
  Slot none; Price 100 gp; Weight 1 lb.
  DeScription
  This bread is originally an invention of halflings who made 
  it ‘with love’. Halfling love turned out to be a powerful combi-
  nation of fermented herbs. A single slice of this bread is enough 
  to grant the eater fast healing 1 for 2 minutes, and counts as a 
  full meal for anyone that eats it.
  conStruction requirementS
  Distill Compound, Life sphere, creator must be a halfling; 
  Cost 50 gp
  incenDiary grenaDe
  Aura faint Destruction; CL 5th
  Slot none; Price 1,000 gp; Weight -
  DeScription
  This grenade is thrown as a thrown splash weapon. It deals 
  5d6 fire damage in a 15-foot radius burst centered on the target. 
  Any target or object that takes damage must succeed on a DC 
  12 Reflex save or catch on fire, taking 1d6 fire damage per round 
  until extinguished or takes no damage for 2 consecutive rounds. 
  Each round the target may attempt another Reflex save to ex-
  tinguish the flames. Rolling on the ground or using a blanket to 
  smother the flames (a full-round action) grants the target a +4 
  bonus to that round’s saving throw.
  conStruction requirementS
  Distill Compound, Destruction sphere (Explosive Orb 
  (blast shape), Fire Blast (blast type, fire)); Cost 500 gp
  infiLtration potion
  Aura moderate Alteration; CL 6th
  Slot none; Price 900 gp; Weight -
  DeScription
  This thick, mud-like slop is odorless and tasteless until 
  prepared for consumption, which is done by adding a sample 
  of a specific individual (usually a hair clipping). After adding 
  the creature sample, the brew begins to bubble forth odors 
  like unto the creature. Those that drink this potion will find 
  themselves under the effects of the Alteration shapeshift ability 
  modified by the Perfect Imitation talent for 1 hour. However, if 
  the sample added is not of a humanoid, they instead find them-
  selves under the effects of the Alteration shapeshift ability with 
  the form granted by the Anthropomorphic Transformation tal-
  ent for 1 hour, choosing traits from whichever (body) or (trans-
  formation) talent best mimics the chosen creature. 
  conStruction requirementS
  Distill Compound, Alteration sphere (Perfect Imitation); 
  Cost 450 gp
  Light of true magic
  Aura faint Protection; CL 5th
  Slot none; Price 2,500 gp; Weight 0.1 lbs.
  DeScription
  This gemstone glows faintly with ethereal light. It is made 
  of pure magic, which reacts violently with anti-magical effects. 
  When brought into a Spell Ward, antimagic field or similar ef-
  fect, it immediately evaporates, and its energy fills the void the 
  effect creates. No damage is done, but the effect is destroyed, 
  or suppressed for 1d4 minutes if it is a permanent effect or a 
  magic item. The gem does not need to be deliberately used - a 
  character need merely have it in their possession and enter a 
  magic suppressing field for it to function. A character with mul-
  tiple gemstones will find that they all evaporate upon entering 
  a field. The exception is extradimensional spaces - a light of true 
  magic in a bag of holding or another extradimensional space will 
  not activate if the bag is brought into an antimagic field or simi-
  lar, as it is not truly in the field. Pulling a light of true magic out of 
  such an extradimensional space, however, which are rendered 
  inaccessible within antimagic fields, can be its own ordeal.
  conStruction requirementS
  Distill Compound, Protection sphere (Spell Ward (aegis, 
  ward)); Cost 1,250 gp
  Love everLaSting potion
  Aura moderate Mind; CL 10th
  Slot none; Price 4,000 gp; Weight .5 lbs.
  DeScription
  This potion causes any creature who drinks it to fall madly 
  in love with the first creature he or she perceives. The drink-
  er’s attitude toward that creature becomes helpful. If a roman-
  tic attraction is possible toward the first person viewed, the 
  drinker falls in love with that person. Otherwise, the drinker’s 
  love is a platonic adoration. The effects of this potion are per-
  manent unless removed by the Counterspell feat, the Break 
  Enchantment talent, or through some similar means.
  conStruction requirementS
  Distill Compound, Mind sphere; Cost 2,000 gp
  magicaL competence DuSt
  Aura faint Divination; CL 1st
  Slot none; Price 50 gp; Weight -
  DeScription
  This silvery dust which is normally kept in small black vel-
  vet pouches are most often used by wizards and inquisitors. 
  While wizards use this powder on guild applicants before al-
  lowing apprenticeship, inquisitors utilize this item as evidence, 
  misleading or not, of witchcraft. As a standard action, you may 
  make a ranged touch attack against a square within 30 feet. 
  All visible creatures within 10 feet of the affected area radi-
  ate as if under the effects of Detect Spellcaster for 1 round. 
  Alternatively, you may choose to pour the powder on an immo-
  bilized target; if you do the effects of Detect Spellcaster will 
  continue to linger for 1 minute before fading away.
  
  Chapter 8: Equipment
  547
  conStruction requirementS
  Distill Compound, Divination sphere (Detect Spellcaster 
  (divine)); Cost 25 gp
  monStrouS tranSformation potion
  Aura moderate Alteration; CL 5th
  Slot none; Price 750 gp; Weight .5 lbs.
  DeScription
  This potion transforms the drinker into a ferocious mon-
  ster, granting them a bite attack and 2 claw attacks for 5 minutes.
  conStruction requirementS
  Distill Compound, Alteration sphere; Cost 375 gp
  mother’S mercy
  Aura faint Life; CL 2nd
  Slot none; Price 200 gp; Weight 0.1 lbs.
  DeScription
  Originally passed off as nothing more than snake oil due to 
  its difficulty in use, this small bottle of seven secret ingredients 
  has life-saving properties. Once imbibed, it restores 1d8+2 hit 
  points. If poured down the throat of a creature that has died in 
  the previous round, it restores the same number of hit points, 
  and if the target’s new hit point total is greater than the neg-
  ative of its Constitution score, then it comes back to life and 
  stabilizes at its new hit point total. Otherwise, the creature re-
  mains dead. Creatures brought back to life in this manner gain 
  a temporary negative level.
  conStruction requirementS
  Distill Compound, Life sphere (Resuscitate); Cost 100 gp
  phySician’S DuSt
  Aura faint Divination; CL 1st
  Slot none; Price 50 gp; Weight -
  DeScription
  As a standard action, you may make a ranged touch attack 
  against a square within 30 feet. All visible living creatures with-
  in 10 feet of the affected area have their afflictions and wounds 
  glow as if under the effects of Divine Life for 1 round and they 
  stabilize if dying. Alternatively, you may choose to pour the 
  dust over a single living creature, if you do, the effects of the 
  dust linger for 1 minute, granting fast healing 1 for the duration.
  conStruction requirementS
  Distill Compound, Divination sphere, Life sphere 
  (Revitalize); Cost 25 gp
  peerLeSS courage potion
  Aura faint Mind; CL 5th
  Slot none; Price 1,000 gp; Weight .5 lbs.
  DeScription
  This potion fills the drinker with an overwhelming sense 
  of power, wiping away their ability to feel fear and filling them 
  with confidence. The drinker gains a +2 morale bonus to at-
  tack rolls, ability checks, skill checks, and saving throws. In 
  addition, the target gains immunity to fear and 5 temporary hit 
  points. These benefits last 5 minutes after drinking.
  conStruction requirementS
  Distill Compound, Mind sphere; Cost 500 gp
  protection potion
  Aura faint Protection; CL 1st
  Slot none; Price 50 gp; Weight -
  DeScription
  This off-white creamy fluid smells like flowers and has a 
  slightly sweet taste. When imbibed, the potion gives the drink-
  er a +1 deflection bonus to their AC for 1 hour.
  conStruction requirementS
  Distill Compound, Protection sphere; Cost 25 gp
  quinteSSentiaL oiL
  Aura faint Enhancement; CL 1st
  Slot none; Price 500 gp; Weight -
  DeScription
  This is a thick, clear-ish oil that takes on a color when im-
  bued with a sphere ability. Any sphere caster can imbue this oil 
  with a sphere ability that affects a single creature. Doing so uses 
  any spell points required. The next creature to touch the oil 
  becomes subject to that effect. Imbuing the oil takes as long as 
  using the sphere ability, and once imbued, the oil remains effec-
  tive for 4 hours; if not used on a target before the time expires, 
  the oil congeals and becomes useless.
  The oil is thick enough and potent enough to be used as a 
  contact poison, and may be applied to a weapon.
  conStruction requirementS
  Distill Compound; Cost 250 gp
  reneWaL eLixir
  Aura faint Enhancement and Life; CL 1st
  Slot none; Price 250 gp; Weight -
  DeScription
  This potion is much sought after not because of its power, 
  but because of its legendary sweet taste which leaves the drink-
  er euphoric afterward. Its low combustion temperature makes 
  it unsuitable for use in baking, but it is often used to flavor the 
  drinks of the very rich.
  When a person drinks the elixir, they regain 2 spell points 
  that can only increase their current spell point pool to a max-
  imum of 4 (or up to their true maximum, if that is lower). 
  Drinking the elixir also causes the drinker to be dazed for one 
  round. A drinker can only benefit from this potion once per day.
  conStruction requirementS
  Distill Compound, Enhancement sphere, Life sphere;; 
  Cost 125 gp
  Saving Stone
  Aura faint Protection; CL 2nd
  Slot none; Price 200 gp; Weight 0.1 lbs.
  DeScription
  This small, glass-like sphere can be thrown as an impro-
  vised weapon, but the target of its effect is always the environ-
  ment, not whomever might be present when it breaks. Once 
  broken, it creates a ward, chosen at the time of creation. The 
  ward has a duration of 2 minutes.
  
  Chapter 8: Equipment
  548
  conStruction requirementS
  Distill Compound, Protection sphere, creator must pos-
  sess the talent to be granted; Cost 100 gp
  SeeD of Life
  Aura moderate Life; CL 10th
  Slot none; Price 5,000 gp; Weight 0.1 lbs.
  DeScription
  This seed (harvested from a dryad’s tree) is attuned to the 
  forces of life, and if carefully prepared and planted inside the 
  heart of a creature that died within 24 hours, can even return 
  them to life. The seed quickly grows into a tree that consumes 
  the target’s body, but produces a large seed pod after 24 hours 
  that produces a complete copy of that body, returned to life (if 
  the target’s soul is willing to return). A body returned to life 
  in this fashion suffers no negative levels, but is inflicted with 
  weakness as their body returns to normal; they gain the sick-
  ened condition for 1 week which nothing, not even magic, can 
  remove. A target can be returned to life only once with a seed of 
  life; if a second seed is used on the same creature, the second, 
  plant-born body cannot fully nourish a tree of life, causing the 
  seed to die. This restriction ends after 1 year.
  conStruction requirementS
  Distill Compound, Life sphere (Resurrection, Resuscitate), 
  creator must have 5 ranks in Knowledge (nature); Cost 2,500 
  gp
  SpeLL cLeanSing eLixir, LeSSer
  Aura faint Life; CL 5th
  Slot none; Price 250 gp; Weight -
  DeScription
  An emergency tool for removing enchantments in a hurry. 
  When a person drinks the elixir, he may choose a single on-
  going magical effect affecting him. The elixir attempts a mag-
  ic skill check with an MSB of +5 to dispel the effect, as the 
  Counterspell feat.
  conStruction requirementS
  Distill Compound, Life sphere (Break Enchantment); 
  Cost 175 gp
  SpeLL cLeanSing eLixir, greater
  Aura moderate Life; CL 10th
  Slot none; Price 1,000 gp; Weight -
  DeScription
  An emergency tool for removing enchantments in a hurry. 
  When a person drinks the elixir, he may choose up to 3 ongoing 
  magical effects affecting him. The elixir attempts a magic skill 
  check with an MSB of +10 to dispel the effects, as the Improved 
  Counterspell feat.
  conStruction requirementS
  Distill Compound, Life sphere (Break Enchantment); 
  Cost 500 gp
  Sphere focuS StimuLant
  Aura faint Enhancement, moderate other (depends on the af-
  fected sphere); CL 3rd (+1), 6th (+2), 9th (+3), 12th (+4), 15th (+5)
  Slot none; Price 100 gp (+1), 400 gp (+2), 900 gp (+3), 1,200 gp 
  (+4), 1,500 gp (+5); Weight -
  DeScription
  This thick, opaque brew comes in different swirling colors, 
  the combination of which represents the specific sphere that it 
  affects. The stimulant grants the drinker an enhancement bo-
  nus to the caster level of a specific sphere for one minute. The 
  crafter must possess a caster level of at least 3x the enhance-
  ment bonus granted, and cannot exceed an enhancement bonus 
  of +5.
  conStruction requirementS
  Distill Compound; Cost 50 gp (+1), 200 gp (+2), 450 gp (+3), 
  600 gp (+4), 750 gp (+5)
  SpLinter orB
  Aura faint Death; CL 1st
  Slot none; Price 150 gp; Weight —
  DeScription
  Splinter orbs (sometimes called “bone balls”) are roughly 
  the size of an apple consisting of hundreds of shards of bone 
  worked into a sphere. To use it one simply smashes the orb, 
  which immediately reforms into a Medium-sized skeleton, 
  ready for reanimation. These skeletons are most commonly hu-
  man (or whatever race the creator belong to), but the bones 
  of more exotic creatures are certainly usable, provided such a 
  corpse is available during creation. Necromancers who want 
  readily available minions but are for whatever reason unable 
  to bring them out in the open sometimes coat these balls with 
  a thin layer of clay which is then decorated further to disguise 
  them, and sometimes even incorporated into other things like 
  clothing. Since these items use a single corpse, the bodies of 
  specific individuals can be broken down for ease of transport 
  and then remade at a later date.
  conStruction requirementS
  Distill Compound, Death sphere (Corpse Manipulation), 
  one dead body; Cost 75 gp
  troLL’S cLaret
  Aura moderate Life; CL 10th
  Slot none; Price 1,500 gp; Weight 0.1 lbs.
  DeScription
  Typically found in red mason jars and not to be used by the 
  squeamish, this combination of troll’s blood, root of a living 
  tree, and several other alchemical reagents is a powerful salve 
  when used correctly. When applied on the target, troll’s claret 
  grants the target fast healing 1 for 10 minutes, and they are 
  healed of all broken bones, severed body parts (fingers, toes, 
  hands, feet, arms, legs, tails, or even heads of multi-headed 
  creatures), and ruined organs. This also restores sight, hear-
  ing, and other permanent loss of senses. If body parts to be 
  reattached are not present, they require 2d10 rounds to regrow. 
  This cannot bring a creature back from the dead nor function 
  on a creature that is already dead.
  conStruction requirementS
  Distill Compound, Life sphere (Break Enchantment, Make 
  Whole, Restore Senses (cure), Restore Spirit (cure), Revitalize); 
  Cost 750 gp
  
  Chapter 8: Equipment
  549
  vitaLiSt’S Secret tonic
  Aura faint Life; CL 5th
  Slot none; Price 1,250 gp; Weight 0.1 lbs.
  DeScription
  The formula for this varies wildly, as it has been discovered 
  and rediscovered numerous times over the years. Drinking this 
  can heal many conditions, provided those conditions have not 
  been allowed to linger for more than 24 hours. It heals dazzled, 
  shaken, staggered, battered, fatigued, sickened, and heals 1d4 
  points of ability damage to the most damaged ability score. It 
  also lessens panicked, frightened, exhausted, and nauseated by 
  one step.
  conStruction requirementS
  Distill Compound, Life sphere; Cost 625 gp
  Implements
  Just as a weapon can grant enhancement bonuses to its 
  wielder’s attack and damage rolls, an implement of power 
  serves as a focus for magical power, adding enhancement bo-
  nuses to its wielder’s caster level with a particular sphere. These 
  bonuses are always enhancement bonuses, and therefore multi-
  ple implements benefiting the same sphere do not stack. These 
  bonuses only apply to the wielder themselves; this bonus does 
  not apply to spell engines nor other magic items they might be 
  using. When a sphere effect grants the ability command min-
  ions (such as Conjuration’s companions or Death’s undead), the 
  caster level bonus provided by an implement of that sphere 
  does not increase the Hit Dice or the caster’s maximum num-
  ber of controlled Hit Dice of creatures commanded through 
  those effects. Instead, implements grant a circumstance bonus 
  to attack rolls and skill checks for controlled creatures equal to 
  the enhancement bonus provided by the implement.
  Just like a magical weapon, an implement of power has its 
  cost calculated according to its maximum bonus; an implement 
  of power grants an enhancement bonus from +1 to +5, with a 
  total possible bonus of +10. Just like a magic weapon, an imple-
  ment costs 2,000 gp x (total bonus) squared.
  An implement uses the crafter’s MSB rather than their 
  caster level when determining the maximum caster level imple-
  ment they can create. The item’s caster level must be at least 3x 
  the enhancement bonus granted by the implement. If the im-
  plement has other special abilities applied to it, use the highest 
  caster level. An implement must have at least a +1 enhancement 
  bonus to have any other implement special abilities.
  Aside from other special abilities, implements can also 
  provide access to specific talents or grant their bonus to one or 
  more additional spheres.
  They are normally made with the Craft Implement Of 
  Power feat, but can also be made with the Craft Staff feat if you 
  are not using the new crafting feats.
  Note: Implements cannot be used to meet caster level pre-
  requisites. If a talent has prerequisites, the user or the imple-
  ment must have access to all prerequisites to use that talent.
  BLaSter’S BracerS
  Aura moderate Destruction; CL 6th
  Slot wrists; Price 8,000 gp Weight 1 lb.
  DeScription
  Each pair of blaster’s bracers are a +1 Destruction implement 
  and are imbued with one (blast shape) talent when created. The 
  wearer may treat this talent as a talent known while wearing the 
  bracers. Both bracers must be worn to have any effect and they 
  require a 24 hours attunement period before use.
  conStruction requirementS
  Craft Implement Of Power, Destruction sphere, creator 
  must possess the talent to be granted; Cost 4,000 gp
  energy grappLe
  Aura moderate Destruction; CL 9th
  Slot wrists; Price 16,000 gp Weight 1 lb.
  DeScription
  These bracers have a projection point just under the wear-
  er’s palms, allowing them to grab strands of coherent energy. 
  While wearing the energy grapple, the wearer gains access to the 
  Energy Tether (blast shape) talent and the Tether Adept feat. 
  If the Energy Tether talent is already possessed, the wearer in-
  stead gains the bounding tether mystic combat ability, even if 
  possessing no kinetic scourge levels. If both the Energy Tether 
  talent and the Tether Adept feat are possessed, the wearer gains 
  the bounding tether and dual tether mystic combat abilities. 
  Unlike most implements, these do not grant an enhancement 
  bonus to a sphere.
  conStruction requirementS
  Craft Implement Of Power, Destruction sphere (Energy 
  Tether (blast shape)), Tether Adept, mystic combat class fea-
  ture; Cost 8,000 gp
  ghoSt Staff
  Aura moderate Death; CL 10th
  Slot none; Price 50,000 gp; Weight 5 lbs.
  DeScription
  This long pale staff is a +3 Death implement that also contains 
  the Project Spirit advanced Death talent.
  conStruction requirementS
  Craft Implement Of Power, Death sphere (Project Spirit); 
  Cost 25,000 gp
  gLoveS of the trickSter
  Aura faint Illusion and Telekinesis; CL 8th
  Slot hands; Price 20,000 gp; Weight —
  DeScription
  These fingerless white leather gloves are usually form fit-
  ting, and slip on with ease. While worn separately, they grant 
  the wearer either a +1 enhancement bonus to caster level with 
  the Illusion or Telekinesis spheres (chosen at random each time 
  they put the glove on). If both are worn by the same creature 
  however, they grant a +2 enhancement bonus to caster level with 
  both the Illusion and Telekinesis spheres. Gloves of the trickster 
  are crafted as a set, and are thus only bought and sold in pairs.
  conStruction requirementS
  Craft Implement Of Power, Illusion sphere, Telekinesis 
  sphere; Cost 10,000 gp
  
  Chapter 8: Equipment
  550
  hiDDen BLaDe
  Aura moderate Illusion; CL 10th
  Slot none; Price 49,000 gp; Weight 5 lbs.
  DeScription
  This +3 glamered longsword also functions as a +3 Illusion 
  implement.
  conStruction requirementS
  Craft Implement Of Power, Smith Magical Weapons and 
  Armor, Craft Apparatus, Illusion sphere, masterwork long-
  sword; Cost 24,500 gp
  maSter of creative artS
  Aura strong Creation; CL 15th
  Slot hands; Price 50,000 gp; Weight 0.5 lbs.
  DeScription
  The master of creative arts is a metallic glove-like object that 
  covers the fingers with several rings attached to each other by 
  chains. When worn, the glove functions as a +1 Creation im-
  plement, and grants the wearer the Exquisite Detail and Forge 
  talents.
  conStruction requirementS
  Craft Implement Of Power, Creation sphere (Exquisite 
  Detail, Forge (alter)); Cost 25,000 gp
  menhir
  Aura depends on granted sphere and granted bonus; CL 3x the 
  granted bonus
  Slot none; Price 5,000 gp (+1), 20,000 gp (+2), 45,000 gp (+3), 
  80,000 gp (+4), 125,000 gp (+5); Weight 5 lbs.
  DeScription
  These Large-sized and larger, upright standing stones 
  mark areas of great importance and are commonly enchanted 
  by members of the nature community such as druids, nymphs, 
  shamans and treants. Like implements, every standing stone is 
  associated with a base sphere, which the crafter must possess 
  in order to create the standing stone, either on their own or 
  through another caster. The standing stone usually has an en-
  hancement bonus ranging from +1 to +5.
  When standing adjacent to the standing stone and using a 
  sphere ability from the stone’s base sphere, the caster adds the 
  standing stone’s enhancement bonus as a temporary increase to 
  their caster level for that ability. You may only benefit from one 
  menhir at a time. Unlike other implements, this applies not only 
  to magic used by the caster herself, but also to spell engines or 
  other magic items the caster is wielding. Menhir normally do 
  not function unless the standing stone is in contact with the 
  earth, and if moved does not function until placed in a single 
  location for 24 hours.
  A menhir’s weight is 5,000 lbs. (Large, enhancement bonus 
  +1 or +2), 10 tons (Huge, enhancement bonus +3 or +4), or 50 
  tons (Gargantuan, enhancement bonus +5).
  Menhir, Greater (Trilithon): A trilithon (or trilith), is a 
  magical structure consisting of two vertical menhir of the same 
  size (posts) supporting a third menhir set horizontally across 
  the top (lintel). The three menhir that make up the trilithon 
  must all share an association with the same base sphere. When 
  standing adjacent to a trilithon and using a sphere ability from 
  the shared stone’s base sphere, the caster only gains the en-
  hancement bonus from the weakest menhir of the trio to that 
  sphere effect.
  In addition, the caster gains two temporary talents from 
  the stone’s base sphere (chosen at the beginning of any turn the 
  caster begins adjacent to the trilithon). Unlike with most tem-
  porary talents, effects created with the trilithon does not end 
  when the caster loses these talents. A caster may only benefit 
  from one trilithon at a time. Unlike implements, this applies 
  not only to magic used by the caster herself, but also to spell 
  engines or other magic items the caster is wielding. Trilithon, 
  like menhir, normally do not function unless the two posts are 
  in contact with the earth.
  A trilithon’s base price is equal to the total cost of the three 
  menhir that make it up. To create a trilithon, one must sim-
  ply place two menhir standing adjacent to each other, placing a 
  third horizontally across the top.
  conStruction requirementS
  Craft Implement Of Power, any base sphere; Cost 2,500 
  gp (+1), 10,000 gp (+2), 22,500 gp (+3), 40,000 gp (+4), 62,500 
  gp (+5) gp
  Staff of great controL
  Aura faint Conjuration and Death; CL 12th
  Slot none; Price 32,000 gp; Weight -
  DeScription
  The staff of great control is carved from cherrywood 
  and is adorned with a perfectly-preserved human skull 
  at the top. This implement grants the user a +2 enhance-
  ment bonus to caster level with the Conjuration and 
  Death spheres, as well as a +2 bonus to the saving throws 
  and damage rolls of the bearer’s controlled undead and 
  companions.
  conStruction requirementS
  Craft Implement Of Power, Conjuration sphere, 
  Death sphere; Cost 16,000 gp
  Staff of SanDS anD StormS
  Aura strong Weather; CL 20th; 
  Slot none; Price 200,000 gp; Weight 100 lbs.
  DeScription
  This staff is carved from ancient wood, petrified with 
  age until it is almost stone. The staff itself is supernaturally 
  heavy; simply holding it and carrying it can be incredibly 
  difficult. For those who can bear its weight and speak its 
  command word, however, they find that an entire worlds-
  worth of energy appears to be stored within it.
  The staff of sands and storms is a +5 Weather implement in 
  any hands, but it also holds up to 10 charges within it; the 
  staff can be recharged at a rate of one charge per day by 
  a caster holding it and spending a spell point. As a stan-
  dard action its wielder can speak a command word to expend 
  one charge, tapping into and unleashing the writhing energy 
  stored inside the staff. Upon doing so, the staff unleashes a 
  1,200-foot cone of severity level 7 weather of either Cold, Heat, 
  Precipitation, or Wind (wielder’s choice), which persists for 20 
  
  Chapter 8: Equipment
  551
  rounds. This weather is not considered created by the wielder’s 
  control weather, and cannot be combined with talents such as 
  Storm Lord that add effects to the wielder’s created weather. 
  However, this extreme weather counts as a use of control weath-
  er with a caster level and MSB of 20 and an MSD of 31 for the 
  purposes of battling for control with another caster.
  A staff of sands and storms can be used for a retributive strike, 
  requiring it to be broken by its wielder as a standard action. 
  (This purposeful breaking does not require a Strength check.) 
  The weather within 1,200 feet of the staff becomes severity level 
  7 Precipitation, Wind, and either Cold or Heat (50% chance of 
  either) for 1 hour, and all creatures and objects within 2 squares 
  of the broken staff take an amount of electricity damage equal 
  to 20 x the number of charges in the implement. Creatures and 
  objects 3 or 4 squares away take an amount of electricity dam-
  age equal to 15 x the number of charges, and those 5 or 6 squares 
  away take an amount of electricity damage equal to 10 x the 
  number of charges. All those affected can attempt DC 17 Reflex 
  saves to reduce the damage by half.
  The character breaking the staff has a 50% chance of trav-
  eling to another plane of existence (01—50 on a d%), but if she 
  does not, the explosive release of spell energy instantly destroys 
  her. Only certain items, including the staff of the magi and the 
  staff of power, are capable of being used for a retributive strike.
  conStruction requirementS
  Craft Implement Of Power, Weather sphere (Cold Lord, 
  Heat Lord, Rain Lord, Wind Lord); Cost 100,000 gp
  Staff of the SniDe Servant
  Aura moderate Conjuration; CL 9th
  Slot none; Price 18,000 gp; Weight 5 lbs.
  DeScription
  This +1 Conjuration implement contains a single invisible ser-
  vant inside it that can be summoned as a standard action. This 
  servant has an indefinite duration, and can be called and dis-
  missed (also a standard action) as much as desired. The servant 
  is a companion from the Conjuration sphere with no (form) 
  talents and indeed cannot gain any. The invisible servant will 
  perform services for the wielder of the staff, but it refuses to 
  fight and will dismiss itself if ever asked to perform any danger-
  ous task (fighting, stealing, or other such behaviors). 
  Additionally, the invisible servant has a terrible attitude, 
  and will subtly mock and insult the wielder of the staff at every 
  opportunity.
  conStruction requirementS
  Craft Implement Of Power, Conjuration sphere, Illusion 
  sphere (Suppression (glamer)); Cost 9,000 gp
  Implement Special Abilities
  The following special abilities can be applied to implements.
  Abjuring
  While wielding this implement, the caster may spend a 
  spell point as an immediate action to grant spell resistance to 
  himself and all friendly creatures within 30 feet against a single 
  spell or sphere ability. The resistance then ends. The value of 
  this spell resistance is equal to the Protection caster level of the 
  wielder + 10.
  Aura moderate Protection; CL 10th; Craft Implement Of 
  Power, Protection sphere; Cost +3 bonus
  Aggressive
  This special ability may only be applied to implements 
  which give a caster level bonus to sphere effects from the War 
  sphere.
  The bearer and all allies within 30 feet gain an insight bo-
  nus to initiative equal to the implement’s enhancement bonus.
  Aura moderate War; CL 8th; Craft Implement Of Power, War 
  sphere; Cost +1 bonus
  Aiming
  When using a sphere effect from a sphere to which this im-
  plement grants its enhancement bonus, you may apply the im-
  plement’s enhancement bonus to any attack and damage rolls 
  granted by the sphere effect. This includes indirect attack rolls, 
  such as hitting something with a Bludgeon through telekinesis or 
  dropping a created object on something.
  Aura faint Divination; CL 5th; Craft Implement Of Power, 
  Divination sphere; Cost +1 bonus
  Alerting
  This special ability may only be applied to implements 
  which give a caster level bonus to sphere effects from the War 
  sphere.
  Whenever you roll initiative, you may spend a spell point 
  to allow allies within 30 feet to use your initiative count (if it 
  is higher than their own). You still act before them, and others 
  use their original initiative order to settle the tie.
  Aura strong War; CL 15th; Craft Implement Of Power, War 
  sphere; Cost +3 bonus
  Attendant
  This special ability may only be applied to any handheld 
  magic item, including weapons, shields, or implements.
  An attendant item springs to hand when you send for it. 
  As a swift action you can call for an attendant item, and if it is 
  within 50 feet it attempts to leaps to your hand. If it is currently 
  held by another creature or trapped or bound in some way it 
  fails to arrive, though it can extricate itself from a backpack 
  or sheathe. You must possess an attendant item for at least 24 
  hours before you can use this function, and only one creature 
  can have the ability to use this function at a time.
  Aura faint Telekinesis; CL 5th; Craft Implement Of Power 
  or Smith Magical Weapons And Armor, Telekinesis sphere 
  (Whirlwind Assembly); Cost +500 gp
  Capacitance
  You may cast sphere effects into this implement, storing 
  them for a short time before discharging them simultaneous-
  ly. This casting spends any spell points required at the time it 
  is performed. You may cast sphere effects into the implement 
  with total spell point cost not exceeding the implement’s en-
  hancement bonus and total caster level not exceed three times 
  your caster level (use the highest caster level for the effects 
  stored if you have multiple caster levels). Once an effect is cast 
  into the implement, it dissipates harmlessly after 1 minute. All 
  stored effects may be released as a 1 round action, choosing 
  targets for each stored effect individually within the parameters 
  of that effect.
  
  Chapter 8: Equipment
  552
  Aura faint Time; CL 5th; Craft Implement Of Power, Time 
  sphere; Cost +2 bonus
  Carved
  This special ability may only be applied to implements 
  which give a caster level bonus to sphere effects from the War 
  sphere.
  This implement has been enchanted to conduct primal en-
  ergies through channels engraved in it. The caster may use a 
  swift action to move any totem they own within long range so 
  that it is centered at their current location.
  Aura moderate War; CL 6th; Craft Implement Of Power, War 
  sphere; Cost +1 bonus
  Equitable
  This special ability may 
  only be applied to an imple-
  ment that grants a bonus to 
  the Life sphere.
  This implement can be 
  used to remove a condition that 
  the bearer can not normally 
  restore, provided a basic Life 
  talent exists that can per-
  form the function. The 
  implement may be used 
  this way a maximum 
  number of times per 
  day equal to the cast-
  er level bonus it grants. 
  The bearer must still 
  pay the spell point 
  cost of the ability.
  Aura 
  moderate 
  Life; CL 6th; Craft 
  Implement 
  Of 
  Power, Life sphere; 
  Cost +1 bonus
  Erudite
  While using this 
  implement, the caster 
  may apply its enhance-
  m e n t 
  bonus to certain skills, deter-
  mined by what sphere(s) the 
  implement normally applies 
  an enhancement bonus to. 
  If the implement has mul-
  tiple spheres, then more 
  skills might be affected. 
  The skills affected (by 
  sphere) are:
  Table: Erudite Skills
  Sphere
  Associated Skills
  Alteration
  Disguise and Survival
  Blood
  Heal and Survival
  Conjuration
  Handle Animal and Ride
  Creation
  Craft (any) and Knowledge (engineering)
  Dark
  Knowledge (dungeoneering) and Stealth
  Death
  Knowledge (planes) and Knowledge (religion)
  Destruction
  Intimidate and Knowledge (engineering)
  Divination
  Perception and Sense Motive
  Enhancement
  Spellcraft and Use Magic Device
  Fallen Fey
  Diplomacy and Knowledge (nature)
  Fate
  Knowledge (arcana) and Knowledge (history)
  Illusion
  Bluff and Disguise
  Life
  Heal and Knowledge (religion)
  Light
  Knowledge (geography) and Perception
  Mind
  Diplomacy and Sense Motive
  Nature
  Knowledge (nature) and Survival
  Protection
  Escape Artist and Survival
  Telekinesis
  Fly and Sleight of Hand
  Time
  Knowledge (history) and Knowledge 
  (nobility)
  War
  Diplomacy and Intimidate
  Warp
  Knowledge (geography) and Knowledge 
  (planes)
  Weather
  Fly and Knowledge (nature)
  Aura faint Divination; CL 5th; Craft Implement Of Power, 
  Divination sphere; Cost +2,000 gp
  Exacting
  If this implement is used to cast a spell which is a ranged 
  attack or ranged touch attack from a sphere to which it applies 
  its enhancement bonus, the caster does not take the standard 
  -4 penalty for attacking an opponent engaged in melee.
  Aura faint Divination; CL 5th; Craft Implement Of Power, 
  Divination sphere; Cost +6,000 gp
  Extra Sphere
  The implement provides an enhancement bonus to a 
  sphere other than its base sphere, chosen when this special 
  ability is gained. This benefit may be taken up to 5 times. The 
  effects stack.
  Aura as sphere; CL 5th; Craft Implement Of Power, the craft-
  er must have access to the sphere to be enhanced, either on 
  their own or through another caster; Cost: +1 bonus
  Girding
  This Protection implement gives its wielder a circum-
  stance bonus to AC equal to its enhancement bonus while it is 
  being held.
  
  Chapter 8: Equipment
  553
  Aura faint Protection; CL 10th; Craft Implement Of Power, 
  Protection sphere; Cost +2 bonus
  Magic Talent
  Any caster wielding the implement gains access to a magic 
  talent contained within the implement. If this talent is a (form) 
  Conjuration talent, it may be applied to any companion the 
  caster summons, but no more than one creature at any given 
  time. To contain an advanced talent, an implement needs a 
  minimum caster level equal to that talent’s prerequisite caster 
  level, and must contain all of that talent’s prerequisite talents. 
  An implement may gain this special ability multiple times.
  Aura as sphere; CL 5th; Craft Implement Of Power, see below; 
  Cost: +2 bonus
  The crafter must have access to the magic talent to be 
  included, either on their own or through another caster. The 
  talent must belong to the implement’s base sphere. A caster 
  wielding the implement counts as possessing that magic talent 
  when meeting the prerequisites for creating other magic items.
  Meditation
  When casting a spell or sphere effect to which the imple-
  ment’s enhancement bonus applies, the wielder adds twice the 
  implement’s enhancement bonus as an enhancement bonus to 
  concentration checks relating to that spell or sphere effect.
  Aura faint Mind; CL 5th; Craft Implement Of Power, Mind 
  sphere (Powerful Charm); Cost +1,000 gp
  Mesmerism
  While wielding an implement with this benefit, a caster 
  with access to the Mind sphere gains access to a gaze attack 
  capable of affecting creatures within close range.
  At first this gaze attack does nothing apart from making 
  others who meet your gaze feel unsettled (an effect that those 
  with the Subtlety talent may suppress if they choose). This ef-
  fect can be suppressed or resumed as a free action. The gaze 
  attack’s effect can shift to be that of any lesser or greater charm 
  from the Mind sphere that the implement’s wielder possesses 
  as a talent; shifting the gaze to a lesser charm can be done indef-
  initely (though it does not change the fact that a creature can 
  only usually be affected by any given caster’s lesser charms once 
  per day).
  Shifting the gaze attack to a greater charm costs 1 spell 
  point, and the effect lasts for 1 round per point of casting abili-
  ty modifier (at which point the wielder must either pay another 
  spell point, shift to a different ability, or end the ability as a free 
  action).
  Aura faint Mind; CL 9th; Craft Implement Of Power, Mind 
  sphere (Mass Charm, Project Thoughts (charm)); Cost +3 bonus
  Sunset
  This special ability may only be applied to an implement of 
  the Light sphere. When the wielder of an implement with this 
  special ability causes one of their glow effects to shed bright 
  light by concentrating on it, they may choose for that bright 
  light to persist one round after they stop concentrating on it.
  If the wielder of this implement also possesses the 
  Lingering Glow talent, the effects stack, allowing bright light 
  to persist for three rounds after they stop concentrating on it.
  Aura faint Light; CL 4th; Craft Implement Of Power, Light 
  sphere (Lingering Glow); Cost +1 bonus
  Sustaining
  This special ability may only be applied to an implement of 
  the Telekinesis sphere.
  You may delegate a telekinetic effect to a sustaining imple-
  ment. This effect works like the Sustained Force use of teleki-
  nesis, except that you do not need to spend a spell point, and 
  your implement may only sustain a single effect at a time. If you 
  delegate concentration to your implement while it is already 
  sustaining a telekinetic effect, the previous effect ceases and all 
  lifted objects are released.
  Aura moderate Telekinesis; CL 8th; Craft Implement Of 
  Power, Telekinesis sphere; Cost +2 bonus
  Vital
  This special ability may only be applied to an implement 
  that grants a bonus to the Life sphere.
  The bearer of this implement and all creatures within 60 
  feet receive a bonus to their saving throws equal to its enhance-
  ment bonus against the Death sphere, negative energy, and 
  death effects. The bearer of this implement gain the benefits 
  of the Counterspell feat, which may only be used to counter 
  or dispel Death sphere abilities. Those wielding the implement 
  may add the implements enhancement bonus to their magic 
  skill bonus when using the implement this way.
  Aura faint Life and universal; CL 4th; Craft Implement Of 
  Power, Life sphere, Counterspell; Cost +2 bonus
  Wand Chambered
  This implement may absorb a single wand of a sphere to 
  which its enhancement bonus applies as a standard action. 
  The wand may also be removed as a standard action. While 
  absorbed, the implement’s wielder is treated as wielding this 
  wand and the implement’s enhancement bonus applies to the 
  wand’s caster level. This only applies to implements that are 
  wielded; pieces of equipment or slotless items given implement 
  special abilities cannot gain this benefit.
  Aura faint Enhancement; CL 5th; Craft Implement Of Power, 
  Enhancement sphere; Cost +500 gp
  Watchful
  This special ability may only be applied to implements 
  which give a caster level bonus to magical sphere effects from 
  the War sphere.
  With this implement, you may rally an ally (but not your-
  self) as a free action once per round. You may take this action 
  even when it is not your turn, but not if you are unable to use 
  immediate actions. You must pay the normal spell point costs 
  required by the rally.
  Aura moderate War; CL 10th; Craft Implement Of Power, 
  War sphere; Cost +2 bonus
  Wellspring
  This special ability may only be applied to an implement 
  that grants a bonus to the Life sphere.
  When the bearer of this implement uses a cure effect, they 
  may tap into the reserve of this implement and add extra hit 
  points to the cure. A maximum of 20 hit points per +1 caster 
  level bonus of the implement per day can be provided by the 
  implement, and can be delivered in any combination of cure ef-
  fects. These extra hit points return over night.
  Aura moderate Life; CL 8th; Craft Implement Of Power, Life 
  sphere (Fount Of Life); Cost +1 bonus
  
  Chapter 8: Equipment
  554
  Marvelous Items
  A marvelous item is a device that produces a magical ef-
  fect that must be activated (usually activated as a standard 
  action), often through the touch of a button, the speaking of 
  a command word, or some other action such as striking the 
  item against the ground, holding it against the intended tar-
  get, throwing the item through the air. Marvelous items use 
  the talent-based method of magic item creation. If a wondrous 
  item’s effect requires a saving throw from any creature, the DC 
  is equal to 10 + 1/2 the item’s caster level.
  Eyes Slot
  contraSt SpectacLeS
  Aura faint Divination; CL 3rd
  Slot eyes; Price 2,000 gp
  DeScription
  The light pair of wire-rimmed lenses reveal natural levels 
  of illumination from unnatural, even in conditions where the 
  wearer can not otherwise see. Contrast spectacles instantly reveal 
  the location and boundaries of all areas of darkness, blot, and 
  glow, even if they do not change the ambient lighting condi-
  tions. As a swift action the wearer may attempt a Spellcraft 
  check to identify any active (darkness), (blot), (glow), and (nim-
  bus) talents. This does not grant low-light vision or darkvision, 
  nor does it allow the wearer to notice magical lighting condi-
  tions through physical barrier to vision. The Obfuscation talent 
  thwarts the effects of contrast spectacles.
  conStruction requirementS
  Craft Marvelous Item, Divination sphere; Cost 1,000 gp
  goggLeS of magic Sight
  Aura faint Divination; CL 1th
  Slot eyes; Price 1,200 gp; Weight 1 lb.
  DeScription
  These goggles look like simple goggles used by fliers, 
  but closer inspection reveals that the glasses can be rotated. 
  Moving both glasses to the right position provides the effects 
  of the standard divine effect of the Divination sphere. The ef-
  fect persists until the user ceases concentration, after which 
  both glasses snap back to their original position. These goggles 
  can be used 3 times per day.
  conStruction requirementS
  Craft Marvelous Item, Divination sphere; Cost 600 gp
  Feet Slot
  earth Warrior’S BootS
  Aura faint Life; CL 2nd
  Slot feet; Price 4,000 gp; Weight —
  DeScription
  These sturdy leather boots are prized by mercenaries who 
  may not have healers available when they most need them. 
  When standing upright on solid soil or stone, slamming the 
  heel of either boot into the ground (a free action) will grant the 
  wearer fast healing 1 for 2 minutes. Each boot can be used once 
  per day, and can be used at the same time or separately (the ef-
  fect stacks with itself). Both boots must be worn for the magic 
  to be effective. The boots also grant DR 5/magic vs. anything 
  harmful that the wearer steps on that are environmental in na-
  ture, or traps that attack from beneath the wearer.
  conStruction requirementS
  Craft Marvelous Item, Life sphere (Revitalize); Cost 2,000 
  gp
  Hands Slot
  entropic gLoveS
  Aura moderate Destruction; CL 12th
  Slot hands; Price 60,000 gp; Weight -
  DeScription
  Once per round, when you use a sphere ability that deals 
  hit point damage, you do an extra point of damage per caster 
  level.
  conStruction requirementS
  Craft Marvelous Item, Destruction sphere; Cost 30,000 
  gp
  Light of iriS
  Aura moderate Light and Fate; CL 8th
  Slot hand; Price 32,000 gp; Weight 0.5 lbs.
  DeScription
  The light of iris is a silver eye that is worn like a glove so 
  that the eye is over the person’s palm. When different crea-
  tures are within 100 feet of the one wearing the light of iris, the 
  eye glows dimly in a variety of colors. If multiple creatures are 
  within range, it will alternate its glow every second between the 
  different types that are within range. If the wearer chooses he 
  may consciously exclude a creature he can see from those the 
  light of iris detects (such as his party members). Excluding or 
  re-including a creature in this manner is a standard action.
  Creature Type
  Glow Color
  Goblinoids (goblins, orcs, etc.)
  blue
  Undead
  red
  Oozes
  orange
  Aberrations 
  green
  Outsiders
  white
  Dragons
  purple
  Fey, gnomes, or elves
  yellow
  Additionally, twice per day when the hand is empty and 
  the hand opened completely, the wearer may spend a standard 
  action to cause the light of iris to unleash a 60 ft. cone of bright 
  light for one round. Once during this round, each ally with-
  in this bright light may roll an attack roll, skill check, ability 
  check, or saving throw twice and take the better result. This 
  only functions if they are within the area of bright light.
  conStruction requirementS
  Craft Wondrous Item, Light sphere (Style), Fate sphere 
  (Bless); Cost 16,000 gp
  
  Chapter 8: Equipment
  555
  ShaDoW-Dipping gLoveS
  Aura weak Dark; CL 5th
  Slot hands; Price 5,000 gp
  DeScription
  These skin-tight kid gloves look more like a coating of 
  liquid pitch than a typical article of clothing. Donning a pair 
  of shadow-dipping gloves allows the wearer to attempt Sleight of 
  Hand checks and Steal combat maneuvers in order to take items 
  stored in another person’s shadow stash or to surreptitiously de-
  posit items into it. The gloves grant the wearer the ability to 
  use her own shadow as a shadow stash with a caster level of 5th, 
  even if she does not have access to the Dark sphere and Shadow 
  Stash talent. If she has the Shadow Stash talent, she is treated 
  as if she has taken it a second time. If she has taken the Shadow 
  Stash talent twice, shadow-dipping gloves provide no benefit.
  conStruction requirementS
  Craft Marvelous Item, Dark sphere (Shadow Stash); Cost 
  2,500 gp
  Headband Slot
  heaDBanD of iLL fortune
  Aura faint Fate; CL 5th
  Slot headband; Price 10,000 gp; Weight -
  DeScription
  When a creature wears this headband, once per day they 
  may look at a creature within close range and curse them as 
  an immediate action, forcing them to roll an attack roll, skill 
  check, ability check, or saving throw twice and take the lower 
  result.
  conStruction requirementS
  Craft Marvelous Item, Fate sphere; Cost 5,000 gp
  Neck Slot
  amuLet of primaL protection
  Aura faint Enhancement and Protection; CL 5th; Scaling 
  wonder
  Slot neck; Price 3,150 gp; Weight 0.1 lbs.
  DeScription
  This amulet appears to be small shield made of teeth, and is 
  often found in the possession of the holy warriors of the primal 
  world. The wearer gains the benefit of the Improved Unarmed 
  Strike feat.
  6th Level - 4,800 gp: The amulet grants the wearer a +4 
  bonus on saving throws against all forms of poison and disease.
  7th Level - 7,050 gp: The amulet grants a +1 natural ar-
  mor enhancement bonus.
  8th Level - 9,900 gp: The amulet grants an enhancement 
  bonus of +1 on attack and damage rolls with unarmed attacks 
  and natural weapons.
  9th Level - 13,800 gp: The amulet grants the wearer a +4 
  bonus on saving throws against all forms of fear.
  10th Level - 18,600 gp: The amulet grants a +2 natural 
  armor enhancement bonus.
  11th Level - 24,600 gp: The amulet grants an enhance-
  ment bonus of +2 on attack and damage rolls with unarmed 
  attacks and natural weapons.
  12th Level - 32,400 gp: The amulet grants the wearer im-
  munity to all forms of poison and disease.
  13th Level - 42,000 gp: The amulet grants a +3 natural 
  armor enhancement bonus.
  14th Level - 55,500 gp: The amulet grants an enhance-
  ment bonus of +3 on attack and damage rolls with unarmed at-
  tacks and natural weapons.
  15th Level - 72,000 gp: The amulet grants the wearer im-
  munity to all forms of fear.
  16th Level - 94,500 gp: The amulet grants a +4 natural 
  armor enhancement bonus.
  17th Level - 129,000 gp: The amulet grants an enhance-
  ment bonus of +4 on attack and damage rolls with unarmed 
  attacks and natural weapons.
  18th Level - 159,000 gp: The amulet grants the wearer 
  the stalwart class feature.
  19th Level - 205,500 gp: The amulet grants a +5 natural 
  armor enhancement bonus.
  20th Level - 264,000 gp: The amulet grants an enhance-
  ment bonus of +5 on attack and damage rolls with unarmed at-
  tacks and natural weapons.
  conStruction requirementS
  Craft Marvelous Item, Enhancement sphere (Natural 
  Enhancement),  Protection sphere (Inner Peace (aegis)), 
  Improved Unarmed Strike; Cost 132,000 gp
  amuLet of the reveaLing eye
  Aura faint Divination and Light; CL 3rd
  Slot neck; Price 10,800 gp; Weight -
  DeScription
  Three times per day, you may activate this amulet as a 
  standard action. Doing so produces a 60-foot cone of bright 
  light for 3 rounds that reveals all hidden creatures and objects 
  as well as anything expressly designed to be hidden. Creatures 
  and objects lose all the benefits of invisibility for as long as they 
  are within the area of bright light. Hidden objects include se-
  cret doors, hidden caches, and secret compartments. Not only 
  does this detect the presence of such secrets, but it also gives 
  you knowledge of their trigger mechanisms. This only detects 
  doors, passages, and openings specifically designed to avoid de-
  tection. The orientation of the cone may be changed once per 
  turn as a free action.
  conStruction requirementS
  Craft Marvelous Item, Light sphere, Divination sphere 
  (Detect Secrets (divine)); Cost 5,400 gp
  neckLace of the heaLeD SouL
  Aura faint Fate and Life; CL 3rd; Scaling prize
  Slot neck; Price 400 gp; Weight 1/2 lbs.
  DeScription
  This necklace, is a thin platinum chain interwoven with 
  small diamonds with a single charge that refreshes each day. 
  The wearer as a standard action, may use the restore Life sphere 
  ability by spending a single charge. When using sphere talents 
  or abilities from the necklace they are considered to have CL 
  1st.
  
  Chapter 8: Equipment
  556
  4th Level - 900 gp: The wearer of the necklace of the healed 
  soul can now use restore with the Restore Health talent. The 
  wearer uses the necklace sphere talents or abilities at CL 2nd.
  7th Level - 3,525 gp: The wearer of the necklace of the healed 
  soul can now use restore with the Restore Health and Restore 
  Senses talents. The wearer uses the necklace sphere talents or 
  abilities at CL 4th.
  10th Level - 9,300 gp: The wearer of the necklace of the 
  healed soul can now use restore with the Restore Health, Restore 
  Senses, and Restore Spirit talents. The wearer uses the necklace 
  sphere talents or abilities at CL 6th.
  12th Level - 16,200 gp: The wearer of the necklace of the 
  healed soul can now use restore with the Break Enchantment, 
  Restore Health, Restore Senses, and Restore Spirit talents. The 
  wearer uses the necklace sphere talents or abilities at CL 8th.
  14th Level - 27,750 gp: The wearer of the necklace of the 
  healed soul can use the Freedom word from the Fate sphere by 
  spending a single charge. The wearer uses the necklace sphere 
  talents or abilities at CL 10th.
  15th Level - 36,000 gp: As an immediate action, the 
  wearer of the necklace can use the Bless word from the Fate 
  sphere by spending a single charge. The wearer uses the neck-
  lace sphere talents or abilities at CL 12th.
  16th Level - 47,250 gp: The necklace has 2 charges which 
  refresh daily. The wearer uses the necklace sphere talents or 
  abilities at CL 14th.
  17th Level - 61,500 gp: The necklace has 3 charges which 
  refresh daily. The wearer uses the necklace sphere talents or 
  abilities at CL 16th.
  18th Level - 79,500 gp: The necklace has 4 charges 
  which refresh daily. The wearer uses the necklace sphere talents 
  or abilities at CL 18th.
  19th Level - 102,750 gp: The necklace has 5 charges 
  which refresh daily. The wearer uses the necklace sphere talents 
  or abilities at CL 20th.
  conStruction requirementS
  Craft Marvelous Item, Craft Apparatus, Life sphere (Break 
  Enchantment, Restore Health (cure), Restore Senses (cure), 
  Restore Spirit (cure)), Fate sphere (Bless (word), Freedom 
  (word)); Cost 51,375 gp
  oBSiDian key
  Aura weak Dark; CL 5th
  Slot neck; Price 3,000 gp; Weight -
  DeScription
  This faceted key is carved from volcanic glass and hangs 
  around the wearer’s neck on thread of spider silk. Each obsid-
  ian key must be attuned to a particular Dark sphere user in a 
  ritual using a small sample of the caster’s blood, hair, or similar 
  token piece of her body. Once attuned, a creature donning the 
  obsidian key is treated as having the Clearsight and Darkvision 
  melds with respect to the attuned Dark sphere user’s areas of 
  darkness or blot. As a swift action, the wearer may immediately 
  dispel all ongoing darkness, blot, or shadow effects within medi-
  um range that were created by the attuned caster, at which time 
  the obsidian key becomes non-magical.
  conStruction requirementS
  Craft Marvelous Item, Dark sphere (Clearsight (meld)); 
  Cost 1,500 gp
  token of fey affection
  Aura moderate Warp; CL 10th
  Slot neck; Price 20,000 gp; Weight -
  DeScription
  This small necklace contains a single, small gemstone, and 
  is often given by Fey creatures to their mortal lovers or cham-
  pions. Once per day, when the wearer of the token is reduced 
  to 0 hit points or fewer (or, when the wearer simply desires it), 
  they are instantly teleported to the creature who gave them the 
  token, provided they are on the same plane of existence.
  Only the creature to whom this token is given may use the 
  token, and only to teleport to the creature who presented it to 
  them. While it is possible to find or steal a token, the token will 
  not work properly until it has been presented to a creature, and 
  then may only be used to teleport to the side of the one who 
  presented it to them.
  conStruction requirementS
  Craft Marvelous Item, Warp sphere (Teleport Beacon 
  (space)); Cost 10,000 gp
  Shoulders Slot
  DaShing cLoak
  Aura faint Warp; CL 5th
  Slot shoulders; Price 5,200 gp; Weight 1 lb.
  DeScription
  The silver embroidery on this fine purple cloak seems 
  to twist and shift in the light. A dashing cloak has five charges 
  which are renewed each day at dawn, represented by five sym-
  bols in the embroidery. Spending 1 or more charges causes one 
  of the symbols to grow still and allows the wearer to teleport 
  to any place they have line of effect and line of sight to, up to 
  a maximum range of 30 feet. The action it takes to teleport 
  depends on how many charges are spent.
  • 1 charge: Standard action
  • 2 charges: Move action
  • 3 charges: Swift action
  conStruction requirementS
  Craft Marvelous Item, Warp sphere (Quick Teleport); 
  Cost 2,600 gp
  Slotless
  Banner of the WarLorD
  Aura moderate War; CL 10th
  Slot none; Price 30,000 gp; Weight 0.1 lbs.
  DeScription
  This ornate strip of cloth is small enough to tie around a 
  weapon but colorful enough to be seen easily from a distance. 
  Although worn and frayed around the edges, the cloth is mag-
  ically clean and its colors never run. It has 10 hit points but, 
  impossibly, has a hardness of 30.
  Each banner of the warlord is imbued with a totem, chosen 
  when it is made. Its totem does not change. It can be activated 
  
  Chapter 8: Equipment
  557
  by tying it to a pole (or polearm) and openly displayed. It con-
  tinues to be effective, whether carried, wielded as part of a 
  weapon, or planted on the battlefield. Whether the banner 
  can be actually seen is not important, only that it is not being 
  hidden.
  Before being used, it must be attuned to a creature who 
  will determine who its allies and enemies are. It takes a stan-
  dard action to attune the banner, and all it requires is for the 
  holder to hold it aloft and make a brief (but stirring) speech, or 
  just screaming really loud.
  If it is lost, either by having its owner die or having a 
  non-ally take away the banner physically, another creature can 
  attune it as a standard action. The banner remains attuned to 
  the original owner as long as no one else attunes to it.
  conStruction requirementS
  Craft Marvelous Item, War sphere, totem to be imbued; 
  Cost 15,000 gp
  Banner of the WarLorD, major
  Aura strong War; CL 20th
  Slot none; Price 60,000 gp; Weight 0.1 lbs.
  DeScription
  This is the same as a banner of the warlord, but its effective 
  caster level is 20.
  conStruction requirementS
  Craft Marvelous Item, War sphere, totem to be imbued; 
  Cost 30,000 gp
  Banner of the WarLorD, minor
  Aura moderate War; CL 5th
  Slot none; Price 15,000 gp; Weight 0.1 lbs.
  DeScription
  This is the same as a banner of the warlord, but its effective 
  caster level is 5.
  conStruction requirementS
  Craft Marvelous Item, War sphere, totem to be imbued; 
  Cost 7,500 gp
  DoWSing roDS
  Aura moderate Divination; CL 11th
  Slot none; Price 1,000 gp; Weight 0.1 lbs.
  DeScription
  This pair of rods is used in divining the location of various 
  objects, such as gems, metals or even water. Dowsing rods are 
  made with a specific purpose upon its creation - see the table 
  below for examples of available dowsing rods.
  As a full-round action, you may attempt to cross the rods, 
  which depending upon the results determine the direction or 
  location of the nearest target. If the ends of the rods cross, you 
  are either directly above or below a location where the target 
  is within close range. If the rods remain parallel, you are facing 
  the general direction where the nearest target may be found. If 
  the rods repel each other, the nearest source of the target is not 
  in that general direction. The larger the target, the stronger the 
  pull of the rods. The rods will only become parallel if the target 
  is within 1 mile of the rods.
  Most dowsing rods, once they cross, lose the ability to find 
  new targets, but may be used like a compass to find the old 
  target. However, dowsing rods which divine for life necessities 
  such as food, water, or habitable shelter may be used multiple 
  times to find new targets (even after their rods have crossed if 
  so desired). PCs seeking treasure in the form of precious metal 
  ore or gem deposits to find such worth totaling roughly 500 gp 
  (not including any wealth of any denizens who may be guarding 
  it). Dowsing rods are thus not so much a means for PCs to get 
  rich quick, but rather a tool that can be utilized to help move 
  the story along.
  conStruction requirementS
  Craft Marvelous Item, Divination sphere (Dowsing (di-
  vine)); Cost 500 gp
  Roll
  Dowsing Rod Example Table
  1
  Dowsing rod of beasts (divines the location of the 
  nearest animal, usually with a minimum Hit Dice or 
  specific type)
  2
  Dowsing rod of breathable air
  3
  Dowsing rod of copper deposits
  4
  Dowsing rod of diamonds
  5
  Dowsing rod of dragons (divines the location of the 
  nearest dragon)
  6
  Dowsing rod of gold deposits
  7
  Dowsing rod of goblinoids (divines for the location of 
  the nearest goblinoid)
  8
  Dowsing rod of iron deposits
  9
  Dowsing rod of leylines (divines the location of the 
  nearest leyline)
  10
  Dowsing rod of lead deposits
  11
  Dowsing rod of nutrition (divines for edible plants)
  12
  Dowsing rod of outsiders (divines the location of the 
  nearest outsider of a specific subtype)
  13
  Dowsing rod of platinum deposits
  14
  Dowsing rod of poison detection (divines the presence of 
  poison)
  15
  Dowsing rod of saturation (divines the presence of 
  drinkable water)
  16
  Dowsing rod of shelter (divines the presence of habit-
  able shelter)
  17
  Dowsing rod of silver deposits
  18
  Dowsing rod of undeads (divines the location of the 
  nearest undead)
  19
  Dowsing rod of vermin (divines the location of the 
  nearest vermin)
  20
  Dowsing rod of the woodlands (divines the location of 
  the nearest grove of trees)
  
  Chapter 8: Equipment
  558
  focuS of the Diviner
  Aura faint Divination; CL 2nd; Scaling prize
  Slot none; Price 150 gp; Weight 1 lb.
  DeScription
  This particular focus is made and sold in various different 
  shapes, the most common of which is a wooden box containing 
  either a complete deck of harrow cards or set of runes. If any 
  of the harrow cards or runes move more than 400 feet from 
  the box or becomes damaged those cards or runes rematerialize 
  inside the box undamaged.
  4th Level – 900 gp: While the owner is touching a har-
  row card or rune, she gains a +1 enhancement bonus to her cast-
  er level with Divination sphere talents and abilities.
  6th Level – 2,400 gp: While the owner is in possession 
  of the focus of the diviner, she gains the benefits of the Deadly 
  Dealer feat, even if she does not meet the feat’s prerequisites. 
  Thrown cards and runes are treated as darts, but cannot be im-
  bued with additional power except as listed below unless the 
  owner also has the Arcane Strike feat. This otherwise functions 
  as the Deadly Dealer feat.
  8th Level – 4,950 gp: The enhancement bonus increases 
  to +2.
  10th Level – 9,300 gp: The owner, if she throws har-
  row cards or runes may add the enhancement bonus with the 
  Divination sphere to her attack and damage rolls with the har-
  row cards or runes.
  12th Level – 16,200 gp: The enhancement bonus in-
  creases to +3.
  14th Level – 27,750 gp: The cards and runes gain a +1 
  ranged weapon special ability of your choice, such as distance, 
  flaming, or ghost touch.
  16th Level – 47,250 gp: The enhancement bonus increas-
  es to +4.
  18th Level – 79,500 gp: The cards and runes gain your 
  choice of an additional +2 ranged weapon special ability or two 
  +1 ranged weapon special abilities of your choice.
  20th Level – 132,000 gp: The enhancement bonus in-
  creases to +5.
  conStruction requirementS
  Craft Marvelous Item, Divination sphere, Enhancement 
  sphere; Cost 66,000 gp
  LaSt muSicBox
  Aura moderate Fate; CL 10th
  Slot none; Price 20,000 gp; Weight 2 lbs.
  DeScription
  This small mechanical box plays a haunting melody when 
  opened, and is decorated with images of angels and demons 
  locked in combat. Whenever a creature within 50 feet of the 
  music box hears the melody for at least one uninterrupted min-
  ute, one of the following happens:
  If the creature is good, they gain a +2 sacred bonus to at-
  tack rolls, saving throws, and skill checks for 10 minutes.
  If the creature is evil, they gain a +2 profane bonus to at-
  tack rolls, saving throws, and skill checks for 10 minutes.
  If the creature is neither good nor evil, they suffer a -2 pen-
  alty to all attack rolls, saving throws, and skill checks for 10 
  minutes.
  The music box can only be played once per day. If a crea-
  ture opens the box a second time in a day, no music plays, and 
  instead every creature within 50 feet becomes sickened for 1 
  hour.
  conStruction requirementS
  Craft Marvelous Item, Fate sphere; Cost 10,000 gp
  necrotic marionette
  Aura strong Death; CL varies
  Slot none; Price varies; Weight 100 lbs.
  DeScription
  A creation of necromancers unwilling or unable to secure 
  bodies for reanimation, a necrotic marionette is a puppet that 
  functions as a corpse for the purposes of any Death talent - 
  it can be reanimated, absorbed by Tomb Of Flesh, detonated 
  by Corpse Bomb, repaired by Corpse Manipulation, and so on. 
  Necrotic marionettes count as twice their Hit Dice against the 
  total amount you may have reanimated at once.
  A necrotic marionette has the following ability scores when 
  raised as an undead: Str 12, Dex 14, Con -, Int 7, Wis 10, Cha 
  13. It gains additional bonuses to 
  Strength, Charisma, and nat-
  ural armor based on its Hit 
  Dice, as shown on the table 
  below.
  Necrotic marionettes cost 500 
  gp per Hit Dice and have a 
  caster level equal to their Hit 
  Dice.
  
  Chapter 8: Equipment
  559
  conStruction requirementS
  Craft Marvelous Item, Death sphere, creator must have a 
  CL equal to or greater than the Hit Dice of the necrotic mario-
  nette; Cost 250 gp per Hit Die.
  Table: The Necrotic Marionette
  Hit Dice
  Str/Cha Bonus
  Natural Armor Bonus
  1
  +0
  +0
  2
  +1
  +0
  3
  +1
  +2
  4
  +2
  +2
  5
  +2
  +2
  6
  +3
  +4
  7
  +3
  +4
  8
  +4
  +4
  9
  +4
  +6
  10
  +5
  +6
  11
  +5
  +6
  12
  +6
  +8
  13
  +6
  +8
  14
  +7
  +8
  15
  +7
  +10
  16
  +8
  +10
  17
  +8
  +10
  18
  +9
  +12
  19
  +9
  +12
  20
  +10
  +12
  oBDurate Douter
  Aura moderate Dark; CL 7th
  Slot none; Price 5,000 gp; Weight 2 lbs.
  DeScription
  The soot-stained bell of this ornate silver candle snuffer 
  seems immune to cleaning, but closer examination reveals that 
  the metal has somehow been contaminated with darkness. As 
  a standard action, an obdurate douter can be used to snuff out 
  any source of non-magical light or fire within 40 feet as per the 
  Extinguish talent. For diffuse light sources and conflagrations, 
  it can extinguish up to one 5-foot square per turn. Magical fires 
  with a duration longer than instantaneous can be extinguished 
  with a successful magical skill check with a +7 modifier. If the 
  obdurate douter is plunged directly into the magical flame the 
  magical skill check is made with a +10 modifier, but the wielder 
  takes damage from the magical fire should the attempt fail.
  conStruction requirementS
  Craft Marvelous Item, Dark sphere (Extinguish); Cost 
  2,500 gp
  origami charm
  Aura faint Enhancement; CL 1nd
  Slot none; Price 75 gp; Weight -
  DeScription
  A sheet of parchment of assorted colors that requires a 
  Craft (art) check DC 15 to use as a full-round action. If suc-
  cessful, the crafted origami becomes an awakened Diminutive 
  animated object for 1 hour, utilizing the stat-block provided be-
  low. If the Craft check was unsuccessful or the animated object 
  is destroyed before the duration expires, the wondrous item is 
  consumed and drained of all magical power becoming nothing 
  more than a pile of paper confetti. If the duration expires be-
  fore the animated object is destroyed, the origami reverts back 
  to a sheet of parchment and may be used again.
  Special: Characters with the Object Familiar feat may se-
  lect origami charm as their familiar instead of a Tiny animated 
  object. Origami charms who are made into familiars are not con-
  sumed by an unsuccessful Craft (art) check, but rather become 
  inert for 24 hours or until the character regains their spell pool 
  (whichever comes first), at which time the character regains the 
  ability to reanimate the origami charm.
  conStruction requirementS
  Craft Marvelous Item, Enhancement sphere; Cost 37.5 gp
  Origami Charm (CR 1/8)
  XP 50
  N Diminutive construct
  Init +3, Senses darkvision 60 ft., low-light vision; Perception 
  +0
  DefenSe
  AC 19, touch 17, flat-footed 12 (+3 Dex, +2 natural, +4 size)
  hp 2 (1d10)
  Fort +0, Ref +3, Will +0
  Defensive Abilities hardness 0, Immune construct traits
  Weakness fire vulnerability
  offenSe
  Speed 10 ft.
  Melee slam (1d1-3)
  Space 1 ft., Reach 0 ft
  StatiSticS
  Str 4, Dex 16, Con -, Int -, Wis 11, Cha 11
  Base Atk +1, CMB -6, CMD 7
  Languages Common
  SQ 3 construction points (+2 from flaws)
  SpeciaL aBiLitieS
  Construction Flaws (Ex)
  Cloth (+1 CP) The origami charm is made of cloth-like parchment 
  decreasing its hardness by 5.
  Flammable (+1 CP) The origami charm has vulnerability to fire.
  Familiar
  If the origami charm is a familiar, it may change out its construc-
  tion points by attempting a Craft (art) check DC 15 + 1 per con-
  struction point changed. Flaws may not be changed or traded 
  out with others.
  
  Chapter 8: Equipment
  560
  poWer charm* of the eLementaLiSt
  Aura faint Destruction; CL 5th
  Slot none; Price 2,000 gp; Weight —
  DeScription
  The wearer treats his elementalist level as 4 higher for the 
  purposes of determining the bonus damage from the favored 
  element class feature. This bonus does not grant early access to 
  increased multipliers.
  conStruction requirementS
  Craft Marvelous Item, favored element class feature; Cost 
  1,000 gp
  *For information on power charms, see Steelforge by Dreamscarred 
  Press.
  Stone hemiSphereS
  Aura strong War; CL 15th
  Slot none; Price 27,500 gp (per pair); Weight 0.5 lbs. each
  DeScription
  Each of these stones starts out as a smooth sphere en-
  graved with geometric patterns that has been splintered into 
  two pieces. When the stones are carried by two separate indi-
  viduals, they benefit from a specific mandate, determined when 
  the stone was created. There is no range limit on how far apart 
  the stones can be and still function, provided both stones are 
  still on the same plane of existence.
  conStruction requirementS
  Craft Marvelous Item, War sphere, the mandate to be grant-
  ed; Cost 13,750 gp (per pair)
  tWin caSketS
  Aura moderate Warp; CL 6th
  Slot none; Price 6,000 (for a pair) gp; Weight 15 lbs. (each).
  DeScription
  Made in pairs, these caskets are spatially linked. So long 
  as a set of caskets are on the same plane, the contents of the 
  caskets can be swapped by speaking a command word. Only 
  inanimate objects can be transferred this way. Each casket can 
  be used once per day.
  A casket can hold 1 cubic foot of material, and is typically 
  fitted with a lock.
  conStruction requirementS
  Craft Marvelous Item, Warp sphere (Teleport Beacon 
  (space), Teleport Object); Cost 3,000 gp
  WaLL SLat
  Aura faint Creation; CL 4th
  Slot none; Price 320 gp; Weight 1 lb.
  DeScription
  This deceptively simple trinket was supposedly developed 
  by a thieves guild, giving them a quick and easy means of secur-
  ing an escape route. It consists of a thin, flat 7 inch long piece of 
  black wood with glyphs covering the length of it and one short 
  end a lighter shade than the rest. To activate it, the user snaps 
  up the lighter end and places it on the ground (a move action). 
  The following round the slat expands into a 10-foot-by-10-foot 
  stone wall that is 2 inches thick, growing in the same directions 
  that the slat is placed. This wall lasts for 4 minutes and is a sin-
  gle-use item. Stronger and longer-lasting versions of this item 
  exists, but this is the most commonly found type.
  conStruction requirementS
  Craft Marvelous Item, Creation sphere (Expanded 
  Materials (material)); Cost 160 gp
  White LotuS SeaL
  Aura faint Death; CL 2nd
  Slot none; Price 1,600 gp; Weight -
  DeScription
  This strip of parchment has transcribed on it various verses 
  of scripture laid out in pentacle form. The white lotus seal has 
  been alchemically treated to work equally well against incorpo-
  real as well as corporeal undead. In place of an attack, the char-
  acter may make a melee touch attack against an undead crea-
  ture placing the white lotus seal upon them. Undead who have 
  the seal attached to them must attempt a Will save (DC 11 + the 
  user’s Wisdom modifier). Undead who fail their save become 
  helpless until attacked or the seal is removed as a move action.
  conStruction requirementS
  Craft Marvelous Item, Death sphere (Command Undead 
  (ghost strike)); Cost 800 gp
  WizarD’S cuBe of gaming
  Aura strong Creation; CL 12th
  Slot none; Price 20,500 gp; Weight 1 lb.
  DeScription
  This small ebony box looks like a beautiful, if simple, con-
  tainer for a deck of cards, the holy symbol of a deity of luck 
  being the only design on the exterior of the lid. When the lid is 
  opened and the command word spoken a table grows out of the 
  box and expands or shrinks as necessary with an appropriate 
  number of chairs around it. The table can expand to support 
  up to 8 players sitting comfortably, or be small enough for just 
  one. While the table exists, the true nature of the box can be 
  revealed by the one who spoke the command word. By focusing 
  on the box and speaking aloud the name any type of board, 
  card, or dice game that they know the rules of, they can cause 
  the table to alter its form to suit the game and conjure all of 
  the relevant pieces to play in their starting positions. These 
  pieces are physically real and can be made of any common 
  wood, stone, metal, or mineral depending on the specific box 
  in question, and they may be moved conventionally or verbally 
  commanded and move autonomously, but regardless of material 
  each piece is very fragile and destroyed by any amount of dam-
  age or by moving more than 10 feet away from the box at any 
  time. Destroyed pieces reform when a new game is declared. 
  Sliding the lid closed dismisses the table and any extant pieces.
  Different games require differing amounts of time to play 
  and have various rules, but most games require at least 5 times 
  1d4 per player minutes to complete and can be shortened down 
  to an opposed skill or ability check appropriate to the declared 
  game (including but not limited to Sleight of Hand to cheat at 
  cards or reposition chess pieces, Bluff to force a fold or fake a 
  strategy that you do not truly understand, or a relevant pro-
  fession that allows you insight into how the game is played). 
  
  Chapter 8: Equipment
  561
  If the game declared requires more players than are present, 
  the wizard’s cube of gaming plays on its own in place of the miss-
  ing players. It never cheats and has a +5 bonus to Intelligence- 
  or Wisdom-based checks and a +0 bonus to Charisma-based 
  checks. If the wizard’s cube of gaming is playing and perceives 
  cheating, the game ends with no winner, but if it is not playing 
  in place of a player, cheating does not automatically end any 
  ongoing game.
  A wizard’s cube of gaming is a test of skill, luck, and cunning, 
  and rewards those who do well playing it. The most recent vic-
  tor of any completed game played using the wizard’s cube of gam-
  ing gains a +1 insight bonus on saving throws, ability checks, and 
  skill checks. If the winning player won by pure luck (1d20 with 
  no modifier), this is a luck bonus instead. This bonus lasts until 
  another player wins on that particular wizard’s cube of gaming, at 
  which point the bonuses granted to the previous winner imme-
  diately cease. The game looks down on those who would simply 
  let themselves lose, however, and intentionally losing a game 
  results in the winner receiving no bonus and the loser taking a 
  -1 penalty on saving throws, ability checks, and skill checks for 
  24 hours.
  conStruction requirementS
  Craft Marvelous Item, Creation sphere, Fate sphere; Cost 
  10,250 gp
  WizarD’S cuBe of gaming, greater
  Aura strong Creation; CL 17th
  Slot none; Price 85,000 gp; Weight 1 lb.
  DeScription
  A greater wizard’s cube of gaming functions as a wizard’s cube 
  of gaming except that the game has a +8 bonus to Intelligence-, 
  Wisdom-, and Charisma-based checks, the bonus for winning 
  and penalty for intentionally losing increases to +2 and -2 re-
  spectively. Additionally, once per day a wager can be declared 
  with another command word. Every loser of the game that a 
  wager is declared in is immediately subject to the Greater Geas 
  talent as if cast by the winner. A game that a wager was declared 
  on must be played to completion and everyone who sat down to 
  play is immediately subject to a Greater Geas to play the game 
  to completion.
  conStruction requirementS
  Craft Marvelous Item, Creation sphere, Fate sphere (Geas 
  (word), Greater Geas); Cost 47,500 gp
  WizarD’S cuBe of gaming, LeSSer
  Aura moderate Creation; CL 7th
  Slot none; Price 500 gp; Weight 1 lb.
  DeScription
  A lesser wizard’s cube of gaming functions as a wizard’s cube of 
  gaming except that the game only has a +3 bonus to Intelligence- 
  and Wisdom-based checks, and winning only provides a +1 bo-
  nus to the skill or ability check used to win the game (or a +1 
  luck bonus to all ability checks if the game is won with luck).
  conStruction requirementS
  Craft Marvelous Item, Creation sphere, Fate sphere; Cost 
  250 gp
  Scrolls
  ScroLL of freeze
  Aura faint Destruction; CL 5th
  Slot none; Price 625 gp; Weight -
  DeScription
  This scroll creates a frost blast, dealing 5d6 cold damage to 
  everything within a 15-foot radius burst centered within close 
  range. A successful Reflex save halves the damage. Targets who 
  fail their save are also staggered for 1 round.
  conStruction requirementS
  Capture Spell, Destruction sphere (Frost Blast (blast type, 
  cold)); Cost 312.5 gp
  WizarD’S great eScape
  Aura moderate Creation and Warp; CL 10th
  Slot none; Price 3,250 gp; Weight -
  DeScription
  This scroll houses a complicated formula that, when read, 
  teleports its reader instantly anywhere he can see, up to a dis-
  tance of 800 feet. At the same time, a large iron wall is sum-
  moned where the reader originally was. This wall is comprised 
  of 10 sections of wall, each 10 feet tall, 10 feet wide, and 2 inch-
  es thick, arranged contiguously anywhere, so long as at least 
  part of the wall inhabits the square the caster originally stood 
  in when using this scroll. This wall lasts 10 rounds before disap-
  pearing completely.
  conStruction requirementS
  Capture Spell, Creation sphere, Warp sphere; Cost 1,625 
  gp
  Spell Engines
  Craft Spell Engine allows a creature to create spell-trig-
  ger items, known as spell engines, which casters can use as if 
  they were their own sphere abilities. A creature must possess a 
  spell engine’s base sphere, or else must activate the spell engine 
  through the Use Magic Device skill.
  The most common form of spell engine is the wand; a thin 
  baton designed to be held in the hand. While spell engines, like 
  many magic items, can be made in profoundly different shapes, 
  some items and equipment (such as a wand bracer or a wand 
  turret) only works for spell engines of that particular shape.
  A spell engine contains a limited amount of casting ability, 
  which can be activated by the one wielding the spell engine as 
  a standard action, as if the magic were their own. A spell en-
  gine possesses a base sphere, a caster level, and a small pool of 
  spell points. The spell engine uses its own caster level and spell 
  points to fuel its casting ability; under normal circumstances, 
  a caster cannot spend their own spell points or use their own 
  caster level when activating a spell engine. If a spell engine’s 
  effects call for a saving throw, the DC is equal to 10 + 1/2 the 
  item’s caster level.
  Once per day, a caster whose caster level is at least equal 
  to the spell engine’s caster level may spend one of their spell 
  points to restore 1 spell point to the spell engine. A spell engine 
  may only have one spell point per day restored in this fashion, 
  regardless of how many casters attempt to do so.
  
  Chapter 8: Equipment
  562
  Spell engines are normally made with the Craft Spell 
  Engine feat, but can also be made with the Craft Wand feat if 
  you are not using the new crafting feats.
  Dungeoneer’S Box
  Aura faint Divination; CL 8th
  Slot none; Price 16,000 gp; Weight 0.5 lbs.
  DeScription
  This peculiar box has a small screen with a mechanical dial, 
  which is powered by magic. This device may be activated by 
  spending one of its two spell points, which will grant one of 
  the following benefits, each of which have a duration of eight 
  hours:
  • Grant those holding the device the ability to read mag-
  ic, as per the Divination sphere ability.
  • Grant those holding the device a free Perception 
  check to notice traps and hazards when they are with-
  in 10 feet of them, be they mechanical (trip wires, dart 
  throwers, etc.), magical (rune spells, sigils, etc.), or nat-
  ural (quicksand, pit falls, etc.). This does not give the 
  wielder insight into disabling such traps or hazards.
  • Grant those holding the device a +4 bonus to Disable 
  Device and Perception checks related to traps. In ad-
  dition, those holding the device may disable traps as a 
  rogue.
  conStruction requirementS
  Craft Spell Engine, Divination sphere (See Hazard (sense), 
  Trapfinding (sense)); Cost 8,000 gp
  horn of the faLLen BaStion
  Aura moderate Destruction; CL 8th
  Slot none; Price 16,000 gp Weight 5 lb.
  DeScription
  A curled ram’s horn fitted with a mouthpiece, inlaid in sil-
  ver with a scene of a crumbling castle as it is overrun. Sounding 
  the horn creates a wave of destruction, pulverizing anything in 
  its way. The horn functions as a caster level 6th spell engine of 
  Destruction with the Shattering Blast and Sculpt Blast talents 
  as well as the Energy Focus (sonic) drawback and a spell point 
  capacity of 2.
  conStruction requirementS
  Craft Spell Engine, Destruction sphere (Sculpt Blast (blast 
  shape), Shattering Blast (blast type, sonic)); Cost 8,000 gp
  WanD of cantripS
  The handle of this mahogany wand has the words “fortune 
  favors the bold” engraved in sylvan.
  Aura faint Fallen Fey; CL 1st
  Slot none; Price 500 gp; Weight 0.5 lbs.
  DeScription
  This spell engine creates random minor magical effects 
  each time it is used, utilizing the Cantrips Wild Magic table 
  from Wild Magic (or casts a random level 0 spell of the GM’s 
  choice). Alternatively, the wand’s wielder may choose to spend 1 
  spell spoint from the spell engine to cast any level 0 spell (from 
  any spell list).
  conStruction requirementS
  Craft Spell Engine, Cantrips; Cost 250 gp
  WanD of capacity
  Aura faint Divination; CL 1st; Scaling wonder
  Slot none; Price 100 gp; Weight 0.5 lbs.
  DeScription
  This peculiar wand has no base sphere, but may still store 1 
  spell point. Once the wand has become attuned to a character 
  (which is performed by the user expending the spell engines 
  spell pool completely at the rate of 1 spell point per standard 
  action spent) of sufficient level, new abilities may unlock. A sin-
  gle individual may only be attuned to a single wand of capacity 
  per 24-hour period. Wands of capacity count as spell engines and 
  may be refilled as other spell engines created using the Spheres 
  of Power crafting system.
  3rd Level — 1,000 gp: Choose a specific sphere you pos-
  sess. You may draw spell points from this wand to use the cho-
  sen sphere’s abilities as if drawing from your own spell pool. 
  However, your caster level when using such abilities may be no 
  higher than 3rd. When you rest to regain spell points, you may 
  change the chosen sphere.
  5th Level — 4,000 gp: The wand’s spell pool increases 
  to be able to store a maximum of 2 spell points. However, your 
  caster level when drawing spell points from the wand instead of 
  your own spell pool may be no higher than 5th.
  7th Level — 9,000 gp: You may choose up to two spheres 
  you possess. You may draw spell points from this wand to use 
  the chosen spheres’ abilities as if drawing from your own spell 
  pool. However, your caster level with sphere talents or abilities 
  which the wand provides spell points for may be no higher than 
  7th. When you rest to regain spell points, you may change the 
  chosen spheres.
  9th Level — 16,000 gp: The wand’s spell pool increases 
  to be able to store a maximum of 3 spell points. However, your 
  caster level with sphere talents or abilities which the wand pro-
  vides spell points for may be no higher than 9th.
  11th Level — 25,000 gp: You may choose up to three 
  spheres you possess. You may draw spell points from this wand 
  to use the chosen spheres’ abilities as if drawing from your own 
  spell pool. However, your caster level with sphere talents or 
  abilities which the wand provides spell points for may be no 
  higher than 11th. When you rest to regain spell points, you may 
  change the chosen spheres.
  13th Level — 36,000 gp: The wand’s spell pool increases 
  to be able to store a maximum of 4 spell points. However, your 
  caster level with sphere talents or abilities which the wand pro-
  vides spell points for may be no higher than 13th.
  15th Level — 64,000 gp: You may choose up to four 
  spheres you possess. You may draw spell points from this wand 
  to use the chosen spheres’ abilities as if drawing from your own 
  spell pool. The wand’s spell pool increases to store a maximum 
  of 5 spell points. However, your caster level with sphere talents 
  or abilities which the wand provides spell points for may be no 
  higher than 15th. When you rest to regain spell points, you may 
  change the chosen spheres.
  17th Level — 120,000 gp: You may choose up to five 
  spheres you possess. You may draw spell points from this wand 
  
  Chapter 8: Equipment
  563
  to use the chosen spheres’ abilities as if drawing from your own 
  spell pool. The wand’s spell pool increases to store a maximum 
  of 6 spell points. However, your caster level with sphere talents 
  or abilities which the wand provides spell points for may be no 
  higher than 17th. When you rest to regain spell points, you may 
  change the chosen spheres.
  19th Level — 200,000 gp: You may now draw spell 
  points from this wand to use any sphere you possess, not just 
  the five chosen. The wand’s spell pool increases to store a max-
  imum of 10 spell points. However, your caster level with sphere 
  talents or abilities which the wand provided spell points for 
  may be no higher than 19th.
  conStruction requirementS
  Craft Spell Engine, Divination sphere (Detect Spellcaster 
  (divine)); Cost 100,000 gp
  WanD of counterSpeLLing
  Aura faint universal; CL 5th; Scaling wonder
  Slot none; Price 3000 gp; Weight 0.5 lbs.
  DeScription
  Instead of having a base sphere, this rowan wand grants 
  its wielder the benefits of the Counterspell feat and has stored 
  within it 2 spell points. Only spell points from the wand may 
  be used to counter or dispel magical effects with the granted 
  feats. In addition, when using the wand to counter or dispel 
  magic, the wand attempts magic skill checks as if the wielder 
  possesses a MSB of +5 (even if the wielder’s MSB would normal-
  ly be higher or lower). Wands of counterspelling count as spell 
  engines and may be refilled as other spell engines created using 
  the Spheres of Power crafting system.
  7th Level — 7,000 gp: The wand now also grants its 
  wielder the benefits of the Counterspell Mastery feat. The 
  wand attempts magic skill checks as if the wielder possesses a 
  MSB of +9 (base +7 plus an additional +2 because of Counterspell 
  Mastery). The number of spell points the wand has stored with-
  in it increases to 3.
  10th Level — 18,600 gp: The wand now also grants 
  its wielder the benefits of the Improved Counterspell feat. 
  The wand attempts magic skill checks as if the wielder pos-
  sesses a MSB of +12 (base +10 plus an additional +2 because of 
  Counterspell Mastery). The number of spell points the wand 
  has stored within it increases to 5.
  15th Level — 72,000 gp: The wand now also grants its 
  wielder the benefits of the Greater Counterspell feat. The wand 
  attempts magic skill checks as if the wielder possesses a MSB 
  of +17 (base +15 plus an additional +2 because of Counterspell 
  Mastery). The number of spell points the wand has stored with-
  in it increases to 7.
  20th Level — 250,000 gp: The wand attempts magic 
  skill checks as if the wielder possesses a MSB of +22 (base +20 
  plus an additional +2 because of Counterspell Mastery) or the 
  wielder’s own MSB, whichever is higher. The number of spell 
  points the wand has stored within it increases to 10.
  conStruction requirementS
  Craft Spell Engine, Counterspell, Counterspell Mastery, 
  Greater Counterspell, Improved Counterspell; Cost 125,000 
  gp
  WanD of mana Siphoning
  Aura faint Destruction; CL 2nd
  Slot none; Price 1,000 gp; Weight 0.5 lbs.
  DeScription
  This elmwood wand has dwarven runes carved into 
  the handle which translate to “mage anathema”. This wand 
  of Destruction lacks the base destructive blast ability of the 
  Destruction sphere, but is enchanted with the Mana Siphon 
  (blast type) talent which allows wielders of the wand to make 
  a ranged touch attack dealing 1d4 nonlethal damage. Those hit 
  with the ray must succeed at a DC 11 Fortitude save or lose 
  1 spell point. Any spell points drained from a creature in this 
  fashion are granted to the wand as temporary spell points 
  which last for 2 rounds. Alternatively, the wand’s wielder may 
  choose to spend 1 spell point (or a temporary spell point) from 
  the wand to increase the nonlethal damage from 1d4 to 2d4 
  damage.
  conStruction requirementS
  Craft Spell Engine, Destruction sphere (Mana Siphon 
  (blast type, force)); Cost 500 gp
  WanD of troLL’S vigor
  Aura moderate Life; CL 8th
  Slot none; Price 16,000 gp; Weight 0.5 lbs.
  DeScription
  This ash wand is stained in troll’s blood, which never seems 
  to completely dry. This spell engine of Life lacks the restore abil-
  ity of the Life sphere, but wielders of the wand may spend one 
  of its four spell points to either instantaneously heal a touched 
  target 1d8+8 hit points or grant a touched target fast healing 1 
  for eight minutes. Alternatively, the wand may grant a target 8 
  temporary hit points (which may not exceed their maximum) 
  for 1 hour; using the wand this way does not expend a spell 
  point.
  conStruction requirementS
  Craft Spell Engine, Life sphere (Revitalize); Cost 8,000 gp
  WanD of unerring BouLDer
  Aura moderate Destruction; CL 6th
  Slot none; Price 9,000 gp; Weight 0.5 lbs.
  DeScription
  This oak wand lacquered in xorn fat is adorned with a 
  quartz handle, which glows as a candle while possessing a 
  charge. This spell engine of Destruction deals 3d6 bludgeoning 
  damage as a melee or ranged touch attack. The wand is also 
  enchanted with the Guided Strike (blast shape) and Stone Blast 
  (blast type) talents, and holds a single spell point any of which 
  may be used to augment the destructive blast.
  conStruction requirementS
  Craft Spell Engine, Destruction sphere (Guided Strike 
  (blast shape), Stone Blast (blast type, stone)); Cost 4,500 gp
  
  Chapter 8: Equipment
  564
  Weapons
  BLaDe of the inSpiring heraLD
  Aura strong Mind; CL 14th
  Slot none; Price 98,000 gp; Weight 4 lbs.
  DeScription
  A fine steel blade with gold filigree inlaid at the handle 
  bearing a crest from a noble house, the blade of the inspiring her-
  ald is a +1 courageous rapier that also grants its user a +5 en-
  hancement bonus to caster level with the Mind sphere.
  conStruction requirementS
  Smith Magical Weapons And Armor, Craft Implement Of 
  Power, Mind sphere; Cost 49,000 gp
  DragonBone piStoL
  Aura moderate Enhancement; CL 10th
  Slot weapon; Price 33,300 gp; Weight 4 
  lbs.
  same way an implement would, and the bonus from an imple-
  ment does not stack with the bonus from this weapon.
  conStruction requirementS
  Smith Magical Weapons And Armor, Craft Implement 
  Of Power, Destruction sphere (Fire Blast (blast type, fire)), 
  Enhancement sphere; Cost 17,300 gp
  ghoSt grip gauntLetS
  Aura moderate Death; CL 10th
  Price 30,304 gp; Weight 1 lb.
  DeScription
  These +1 cold iron ghost touch gauntlets allow the wearer to 
  ignore the immunity to tripping and grappling granted by 
  the incorporeal property. The wearer may treat attacks made 
  with these gloves as unarmed strikes if beneficial.
  conStruction requirementS
  Smith Magical Weapons And Armor, Warp sphere, 
  Price 15,304 gp
  horror’S ruin
  Aura moderate Fate; CL 3rd; Scaling wonder
  Slot none; Price 1,375 gp; Weight 20 lbs.
  DeScription
  This articulately made cane unsheathes a masterwork 
  sword cane pistol made of mithril.
  5th Level – 3,375 gp: The blade portion of the weapon 
  gains a +1 enhancement bonus.
  7th Level – 7,625 gp: The pistol portion gains a +1 en-
  hancement bonus. In addition, once per round the pistol will 
  reload itself after it has been shot, if commanded to do so as a 
  free action.
  9th Level – 13,625 gp: The blade gains the greyflame 
  weapon special ability.
  11th Level – 19,625 gp: The pistol gains the distance 
  weapon special ability.
  13th Level – 39,625 gp: The blade gains the ghost touch 
  weapon special ability. The pistol gains the reliable weapon spe-
  cial ability.
  15th Level – 67,625 gp: The blade gains the undead-bane 
  weapon special ability. The pistol gains the aberration-bane 
  weapon special ability.
  17th Level – 103,625 gp: Both the blade and the pistol 
  gain the evil-outsider-bane weapon special ability. The pistol if 
  commanded to reload itself, will proceed to do so for the entire 
  round (not just once).
  conStruction requirementS
  Smith Magical Weapons And Armor, Enhancement sphere, 
  Fate sphere; Cost 51,812.5 gp
  DeScription
  A dragonbone pistol is a +1 flaming pistol that appears to be 
  mostly carved from a single piece of bone, with small pieces 
  made of other bone fragments. Draconic runes are inscribed 
  along its barrel, and a DC 20 Heal check will reveal that it is 
  alive. In fact, if damaged or even destroyed, the weapon will 
  regenerate in 1d6 hours.
  A dragonbone pistol can be used to deliver sphere effects. 
  The spell must have a single target, require an attack roll, 
  and must have a range beyond touch, such as a destructive blast 
  (Destruction sphere) or ghost strike (Death sphere). When used 
  to deliver magical sphere effects this way, an attack is made as 
  part of the casting, and if it hits, the target takes the effects of 
  the spell and of being hit with the firearm. The firearm must 
  fire a single shot as part of the spell, the charge can not be held 
  and used later. A critical hit does not change any damage the 
  sphere ability might do.
  A misfire with a dragonbone pistol causes the spell to be im-
  mediately lost. The enhancement bonus from a dragonbone 
  pistol increases the caster level of a spell used with it in the 
  Name
  Cost
  Dmg (S)
  Dmg (M)
  Crit
  Range
  Misfire
  Capacity
  Weight
  Type
  Pistol, sword cane
  775
  1d3
  1d4
  x3
  10 ft.
  1 (5 ft.)
  1
  20 lbs.
  B and P
  
  Chapter 8: Equipment
  565
  poLe of unLife
  Aura moderate Death and Fate; CL 6th
  Slot none; Price 32,100 gp; Weight 4 lbs.
  DeScription
  This quarterstaff is topped with a multitude of what appear 
  to be burning wax candles, except these candles never burn out, 
  and are as hard as steel when used in combat.
  This implement functions as both a +2 grayflame quarter-
  staff and a Death spell engine with 3 spell points. The imple-
  ment cannot create a ghost strike, but it may reanimate a touched 
  creature of 6 Hit Dice or less, may control a total of 12 Hit 
  Dice of creatures at once, and has access to the Expanded 
  Necromancy talent.
  conStruction requirementS
  Smith Magical Weapons And Armor, Craft Spell Engine, 
  Death sphere, Fate sphere, masterwork quarterstaff; Cost 
  15,750 gp
  pouch of many StarS
  Aura faint Enhancement and Warp; CL 1st; Scaling prize
  Slot none; Price 100 gp; Weight 1 lb.
  DeScription
  This pouch which is usually strapped to the waist or thigh 
  has two flaps that open from the top, which each hold a set of 
  5 masterwork shuriken, which may be drawn as a free action. If 
  any of these 10 shuriken strike a target or the ground (such as 
  on a miss), become damaged, or move more than 400 feet from 
  the pouch, those shuriken rematerialize instantaneously inside 
  the pouch undamaged.
  3rd Level – 400 gp: The two sets of shuriken each gain a 
  +1 enhancement bonus to attack and damage rolls.
  5th Level – 1,600 gp: The enhancement bonus of the 
  shuriken increases to +2.
  7th Level – 3,600 gp: The enhancement bonus of the 
  shuriken increases to +3.
  9th Level – 6,400 gp: The enhancement bonus of the 
  shuriken increases to +4.
  11th Level – 10,000 gp: The enhancement bonus of the 
  shuriken increases to +5.
  conStruction requirementS
  Smith Magical Weapons And Armor, Enhancement sphere, 
  Warp sphere; Cost 5,000 gp
  Ammunition
  Living cryStaL BuLLet
  Aura moderate Destruction; CL 9th
  Slot none; Price 160 gp; Weight —
  DeScription
  This +1 firearm bullet deals normal damage, but when it hits 
  a creature or object, it spreads quickly, covering the target in 
  crystal. The target must succeed at a DC 14 Reflex save or be 
  entangled and immobilized as by a caster level 9th crystal blast.
  conStruction requirementS
  Smith Magical Weapons And Armor, Destruction sphere 
  (Crystal Blast (blast type, crystal)); Cost 80 gp
  New Weapon Special Abilities
  Arcing
  This special ability may only be applied to ranged weapons.
  You may alter the trajectory of your attack once when mak-
  ing a ranged attack with an arcing weapon. Rather than having 
  your attack travel in a straight line, you may have it make a 
  single turn of up to 90 degrees, and determine the effects of 
  cover from the square in which your attack turns. You may even 
  use this to attack a target that would normally be behind total 
  cover. However, you still determine line of sight from your own 
  square, suffering concealment normally.
  Aura faint Telekinesis; CL 5th; Smith Magical Weapons 
  And Armor, Telekinesis sphere; Price +1 bonus
  Attendant
  See attendant under implements.
  Avalanche
  This special ability may only be applied to a non-light me-
  lee weapon. Like the avalanche of a mountain, avalanche weap-
  ons apply the power of momentum from the wielder’s full body 
  to the attack instead of its Strength. A wielder of an avalanche 
  weapon can choose to apply her Constitution modifier to dam-
  age rolls with the weapon in place of her Strength modifier. 
  This modifier to damage is not increased for two-handed weap-
  ons, but is still reduced for off-hand weapons.
  Aura moderate Enhancement; CL 7th; Smith Magical 
  Weapons And Armor, 
  Enhancement 
  sphere 
  (Physical 
  Enhancement); Price +1 bonus
  Blast Vessel
  A blast vessel weapon may be imbued with a (blast type) 
  talent that the wielder possesses as a standard action. Once 
  imbued, it deals 1 die of bonus damage, with die size, damage 
  type, and additional effects as appropriate to the blast type. 
  The weapon keeps this blast type for 24 hours or until another 
  blast type is imbued. The save DC of any additional effects are 
  equal to that of the creature imbuing the weapon. Blast type 
  talents that carry an SP cost cannot be imbued.
  Aura moderate Destruction; CL 10th; Smith Magical 
  Weapons And Armor, Destruction sphere; Price +2 bonus
  Blood Dowsing
  This special ability may only be applied to melee weapons. 
  Whenever a blood dowsing weapon is used to deal damage to a 
  creature, as a free action the wielder may attune the weapon 
  to the damaged creature. A willing creature can be attuned by 
  using the weapon to inflict 1 point of damage on themselves.
  Once attuned, the wielder can spend a full-round action 
  to have the weapon point in the direction of the attuned crea-
  ture. This effect has a range of 1 mile per point of enhancement 
  bonus of the weapon. A blood dowsing weapon may be attuned 
  to a number of creatures equal to its enhancement bonus; if 
  the wielder attempts to attune additional creatures beyond this 
  limit, he may choose which previously attuned creature to be-
  come unattuned. This is a (divine) effect but is not blocked by 
  wood or stone, though is still blocked by lead.
  Any creature that wields the weapon becomes aware of the 
  creature type and age of any attuned creatures as well as how 
  long ago they were attuned, but not any further information.
  
  Chapter 8: Equipment
  566
  Aura faint Divination; CL 5th; Smith Magical Weapons 
  And Armor, Divination sphere (Dowsing (divine)); Price 
  +6,000 gp
  Conscription
  A conscription weapon forces enemies to become allies, of-
  ten turning the tide of battle in wars where such weapons are 
  common. Creatures who take damage from conscription weapons 
  must attempt a DC 17 Will save. Failure means that the crea-
  ture must cease attacking the weapon’s wielder or known allies 
  of the weapon’s wielder. The creature is then under the influ-
  ence of the Command powerful charm, as if cast by the wielder 
  of the sword. This control lasts for 12 rounds, but the creature 
  may attempt a saving throw at the end of its turn every round 
  to try and shake off the effect. Similarly, if the sword leaves the 
  wielder’s possession, the effect immediately ends. When the 
  weapon successfully conscripts a creature in this fashion, the 
  weapon’s power cannot be used again for 1d6+1 rounds.
  Aura moderate Mind; CL 9th; Smith Magical Weapons 
  And Armor, Mind sphere (Command (charm), Powerful 
  Charm); Price +3 bonus
  Courageous
  This special ability may only be applied to melee weapons. 
  A courageous weapon fortifies the wielder’s courage and morale 
  in battle. The wielder gains a morale bonus on saving throws 
  against fear equal to the weapon’s enhancement bonus. In addi-
  tion, any morale bonus on saving throws against fear the wield-
  er gains from any other source is increased by half the weapon’s 
  enhancement bonus (minimum 1).
  Aura faint Mind; CL 3rd; Smith Magical Weapons And 
  Armor, Mind sphere; Price +1 bonus
  Crackling
  While wielding a crackling weapon in Precipitation of se-
  verity level 4 or higher, the wielder may hold it aloft as a full-
  round action, causing the weapon to be struck by lightning. For 
  1 round per enhancement bonus, attacks with the weapon deal 
  an extra 1d6 electricity damage per severity level above 3, to a 
  maximum of 1d6 per +1 enhancement bonus the weapon has.
  Aura faint Weather; CL 5th; Smith Magical Weapons And 
  Armor, Weather sphere (Storm Lord); Price +2,500 gp
  Decisive
  This special ability may only be applied to melee weapons. 
  As a standard action, the wielder of this weapon may make an 
  attack on a creature not native to the current plane of exis-
  tence. If the attack hits, in addition to normal damage, the out-
  sider must attempt a Will saving throw against a DC equal to 
  10 + 1/2 the Hit Dice of the attacker + their Charisma modifier. 
  If they fail, they are forced to return to their home plane of 
  existence. If the attack is a critical hit, they must save against 
  this ability twice.
  Aura moderate Protection; CL 5th; Smith Magical 
  Weapons And Armor, Protection sphere; Price +2 bonus
  Destructive Focus
  A destructive focus weapon allows the wielder to transfer 
  the weapon’s enhancement bonus to the destructive blasts of the 
  wielder. As a free action, at the start of her turn before using 
  her weapon, the wielder chooses how to allocate her weapon’s 
  enhancement bonus, either to his attack with the weapon or 
  his destructive blast. The bonus to the destructive blast lasts until 
  the weapon’s wielder’s next turn. The enhancement bonus from 
  the weapon applies to attack rolls and damage of the destructive 
  blast.
  Aura faint Destruction; CL 5th; Smith Magical Weapons 
  And Armor, Destruction sphere; Price +1 bonus
  Destructive Focus, Greater
  A greater destructive focus functions as a destructive focus 
  weapon, but half of the transferred enhancement bonus also 
  applies to save DCs of the destructive blast.
  Aura moderate Destruction; CL 10th; Smith Magical 
  Weapons And Armor, Destruction sphere; Price +2 bonus
  Dimensional
  A dimensional weapon warps space, allowing it to slash 
  through two places at once. Whenever a dimensional weapon 
  is used to make an attack action, it can issue the same attack 
  against another creature standing within 5 feet of the intended 
  target; attack rolls are applied to both targets, though damage 
  is rolled separately.
  Aura faint Warp; CL 5th; Smith Magical Weapons And 
  Armor, Warp sphere (Quick Teleport); Price +4 bonus
  Dispelling
  The wielder of a dispelling weapon may store a spell point 
  or dispel magic spell into the weapon, as if using a spell storing 
  weapon. Just as with a spell storing weapon, the wielder may 
  expend the spell or spell point to perform a targeted dispel 
  against a target damaged by the weapon. However, the magi-
  cal skill check to dispel gains an additional bonus equal to the 
  weapon’s enhancement bonus. This bonus also applies to a ma-
  gus’s dispelling strike arcana or a barbarian’s spell sunder or sun-
  der enchantment combat maneuver check.
  Aura faint Life; CL 5th; Smith Magical Weapons And 
  Armor, Life sphere; Price +1 bonus
  Dispelling Burst
  A dispelling burst weapon functions like a dispelling weap-
  on but may store greater dispel magic spells or up to 2 spell 
  points, which may be spent jointly as if using the Improved 
  Counterspell feat. In addition, the spell or spell point may be 
  discharged when the wielder of a dispelling burst weapon con-
  firms a critical hit. When the wielder does so, the bonus to the 
  check made to dispel (including from dispelling strike, spell 
  sunder, or sunder enchantment) increases by an amount equal 
  to the weapon’s enhancement bonus or the weapon’s critical 
  multiplier (whichever is higher).
  If a dispelling burst weapon confirms a critical hit while it 
  is not currently storing a spell point or dispel magic or greater 
  dispel magic spell, yet if the wielder has the Counterspell feat 
  or either spell prepared (or is a spontaneous caster able to cast 
  either spell), she may cast either spell into the weapon as a swift 
  action or place 1 or 2 spell points into the weapon as a swift 
  action, and then immediately discharge it into the target as a 
  free action.
  Aura moderate Life; CL 10th; Smith Magical Weapons 
  And Armor, Life sphere; Price +2 bonus
  Entangling
  When a weapon with this special ability scores a critical hit 
  on a target, it also bestows the entangled condition to that tar-
  get. A creature entangled by this special ability may, on its turn, 
  attempt to break free as a move action, attempting a Strength 
  
  Chapter 8: Equipment
  567
  or Escape Artist check against a DC equal to 15 + twice the 
  weapon’s enhancement bonus. The entangled condition ends 
  on its own after 1 minute.
  Aura faint Nature; CL 5th; Smith Magical Weapons And 
  Armor, Nature sphere ((plant) package); Price +1 bonus.
  Fey-Forged
  This special ability may only be applied to a light or 
  one-handed melee weapon. A wielder of a fey-forged weapon can 
  choose to apply her Charisma modifier to damage rolls with 
  the weapon in place of her Strength modifier. This modifier to 
  damage is not increased for two-handed light weapons nor re-
  duced for off-hand weapons. If a fey-forged weapon is used to 
  attack a creature with the fey creature type, the attacker suffers 
  a -2 penalty to attack rolls and damage rolls.
  Aura moderate Mind; CL 7th; Smith Magical Weapons 
  And Armor, Enhancement sphere (Mental Enhancement); 
  Price +1 bonus.
  Howling
  While wielding a howling weapon in Wind of severity level 
  3 or higher, the wielder may hold it aloft as a full-round action. 
  All creatures within 10 feet + 10 feet per Wind severity level 
  above 3 must succeed at a saving throw against a DC of 10 + 
  1/2 the wielder’s Hit Dice + the Wind severity level or become 
  frightened for 1 round.
  Aura faint Weather; CL 5th; Smith Magical Weapons And 
  Armor, Weather sphere (Wind Lord); Price +1 bonus
  Hungry
  This special ability may  only be applied to a melee weapon 
  or a piece of ammunition. A hungry weapon has been enchanted 
  with a mouth; when this weapon strikes a target, the weapon 
  bites and tears its flesh. A hungry weapon deals bludgeoning, 
  piercing, and slashing damage. Additionally, the hungry weapon 
  can roar and snarl, granting the wielder of the hungry weapon a 
  circumstance bonus to Intimidate checks equal to the enhance-
  ment bonus of the hungry weapon.
  Aura faint Alteration; CL 5th; Smith Magical Weapons 
  And Armor, Alteration sphere (Object Transformation (trans-
  formation)); Price +1 bonus
  Hypochondriac
  Injuries made by this weapon seem worse than they ac-
  tually are. Creatures damaged by this weapon take nonlethal 
  bleed damage equal to twice the weapon’s enhancement bonus. 
  Unlike normal bleed damage, this can only be ended if the crea-
  ture succeeds at a Will save DC 15 + the weapon’s enhancement 
  bonus. Afflicted creatures are allowed a save every time they 
  take damage from this effect. This is a mind-affecting effect.
  Aura faint Illusion or faint Mind; CL 5th; Smith Magical 
  Weapons And Armor, Illusion sphere or Mind sphere; Price 
  +1 bonus
  Invisible
  Invisible weapons can only be seen by creatures making 
  physical contact with the weapon, or if no creature is mak-
  ing physical contact with the weapon. Being stowed in a worn 
  pocket, bag, sheath or similar arrangement counts as physical 
  contact for the purpose of this special ability. The first attack 
  each round made with an invisible weapon denies the target 
  their Dexterity bonus to AC. This special ability interacts with 
  spells and sphere effects as the glamer version of Suppression 
  when cast upon an object.
  Aura moderate Illusion (concealed aura MSD 19); CL 
  8th; Smith Magical Weapons And Armor, Illusion sphere 
  (Manipulate Aura (sensory, magic), Suppression (glamer)); 
  Price +3 bonus (+4 for firearms)
  Leaping
  This special ability may only be applied to thrown weap-
  ons. When you make a full attack, you may direct a leaping 
  weapon to perform as many of those attacks as you desire. A 
  leaping weapon can focus all of your attacks on a single target, 
  or may move up to its range increment between each attack. At 
  the end of your full-attack action it drops in the square it made 
  its last attack in.
  Aura faint Telekinesis; CL 5th; Smith Magical Weapons 
  And Armor, Telekinesis sphere (Dancing Weapon, Mobile 
  Bludgeon); Price +1 bonus
  Phasic
  A weapon with this special ability can bend its way through 
  space, bypassing barriers between itself and its target. Attacks 
  from this weapon bypass all cover. If the attacker cannot see 
  the target on the other side of the cover, then the attack suf-
  fers a 50% miss chance as if the target were invisible. Only a 
  single object that provides cover can be bypassed by a weapon 
  with this special ability, with a thickness of no more than 2 feet 
  (thus, while a bow with this enhancement could fire through 
  a wall to hit a target on the other side, it could not bypass an 
  entire house, which contains several walls).
  Aura faint Warp; CL 5th; Smith Magical Weapons And 
  Armor, Warp sphere; Price: +2 bonus
  Plasma Blade
  A plasma blade weapon has its significant portion trans-
  formed into magical energy, this reduces the weight of the 
  weapon by 80% and the weapon deals half electric and half fire 
  damage though it uses the base weapon’s damage dice, criti-
  cal threat range, and critical multiplier. Treat this damage as an 
  energy sword’s, bypassing electric and fire resistance but not 
  immunity.
  Aura moderate Creation; CL 9th; Smith Magical Weapons 
  And Armor, Creation sphere (Plasma Production (materials)); 
  Price +3 bonus
  Preventative
  Whenever you hit a creature with this weapon, you receive 
  a circumstance bonus to your AC against that creature equal 
  to this weapon’s enhancement bonus for 1 minute or until you 
  strike a different creature with this weapon.
  Aura faint Protection; CL 5th; Smith Magical Weapons 
  And Armor, Protection sphere; Price +1 bonus
  Radiant Edge
  This special ability may only be applied to melee weap-
  ons. A radiant edge weapon projects deadly light from its edge 
  when wielded correctly, allowing its wielder to make attacks as 
  if their reach was 5 feet longer than normal. However, it takes 
  specific motions and precise setup to use this effectively and so 
  this does not increase the wielder’s threatened area, only their 
  reach when making attacks on their own turn.
  In addition, you can use a radiant edge weapon much like a 
  torch. It sheds normal light in a 20-foot radius and increases 
  
  Chapter 8: Equipment
  568
  the light level for an additional 20 feet by one step, up to nor-
  mal light. You may turn this light on or off as a free action.
  Aura faint Light; CL 5th; Smith Magical Weapons And 
  Armor, Light sphere; Price +2 bonus
  Sail Torch
  This special ability makes siege weapon ammunition more 
  effective against sails and rigging, creating a burst of flame 
  upon striking its target to ignite what it does not tear apart. 
  This special ability may be applied to a single piece of siege 
  weapon ammunition. Upon striking a target the ammunition 
  releases a burst of flame, which deals 3d6 fire damage in a 15-
  foot burst. Any creature or object that takes damage must suc-
  ceed at a DC 12 Reflex save or catch fire, taking 1d6 fire dam-
  age per round. This fire damage ignores the hardness of normal 
  sails and rigging.
  Aura faint Destruction; CL 5th; Distill Compound, 
  Destruction sphere (Explosive Orb (blast shape), Fire Blast 
  (blast type, fire)); Price +500 gp
  Shade-Hexed
  A shade-hexed weapon feeds on darkness and is more power-
  ful when wielded inside it, but is weaker when in areas of illumi-
  nation. When in areas of darkness, shade-hexed weapons gain a 
  +1 to their enhancement bonus (maximum +5), but they suffer a 
  -1 to their enhancement bonus when wielded in areas of bright 
  light. In areas of dim light or normal light their enhancement 
  bonus is unchanged. A shade-hexed weapon with an effective en-
  hancement bonus of 0 no longer counts as a magic weapon for 
  bypassing damage reduction, but retains its +1 bonus to hit as a 
  masterwork weapon.
  Aura faint Dark; CL 5th; Smith Magical Weapons And 
  Armor, Dark sphere; Price +5,000 gp
  Shadowstrike
  Shadowstrike weapons allow you to assail unaware targets 
  through their shadows. Attacks against flanked targets or tar-
  gets denied their Dexterity bonus to AC resolve as touch at-
  tacks. Any creature damaged by such an attack becomes im-
  mune to this weapon special ability regardless of source for 1d4 
  rounds.
  Aura moderate Illusion or moderate Dark; CL 8th; Smith 
  Magical Weapons And Armor, Dark sphere; Price +2 bonus 
  (melee weapon) or +3 bonus (ranged weapon or ammunition)
  Shadow Wake
  Shadow wake weapons leave a short-lived trail of unstable 
  shadowstuff when used in an attack. This quasi-real energy 
  deals an additional 1d6 nonlethal damage. If an attack with a 
  shadow wake weapon misses but would have hit the touch AC 
  of the target the target still takes 1d6 nonlethal damage.
  Aura faint Illusion; CL 5th; Smith Magical Weapons and 
  Armor, Divination sphere (Dowsing (divine)); Price +1 bonus
  Skeptical
  Skeptical weapons help their wielder combat magical trick-
  ery. The wielder adds the weapon’s enhancement bonus to Will 
  saves and MSD against illusions as well as opposed skill checks 
  against skills augmented by illusion magic. Attacks made with a 
  skeptical weapon also attempt to attempt a dispel check against 
  against all illusions within 10 feet of the target with an MSB 
  equal to 5 + twice the weapon’s enhancement bonus.
  Aura moderate Divination; CL 8th; Smith Magical 
  Weapons and Armor, Divination sphere; Price +1 bonus
  Spell Stealing
  This special ability may only be applied to melee weapons. 
  A spell stealing weapon allows its wielder to siphon protective 
  magic from a target and transfer it to herself. When the wielder 
  rolls a critical threat against a target, she can forgo confirming 
  the critical hit and instead automatically learn which magical 
  effects are active upon the target. The wielder may then at-
  tempt a magic skill check to steal her choice of one of those 
  effects, using the spell stealing weapon’s caster level plus its 
  enhancement bonus against the effect’s MSD. If the check suc-
  ceeds, the target immediately loses the benefits of that effect 
  and the wielder gains the effect for 1 minute (or until the effect 
  expires, whichever comes first). If the spell stealing weapon has 
  a critical multiplier greater than x2, the wielder may attempt 
  to steal one additional effect per additional multiple beyond x2 
  (two effects for x3, and so on).
  Aura moderate Destruction; CL 9th; Smith Magical 
  Weapons And Armor, Destruction sphere; Price +3 bonus
  Spell Storing
  This special ability may only be applied to melee weapons. 
  A spell storing weapon allows a caster to store a single targeted 
  sphere effect that does not cost a spell point, or a spell of up to 
  3rd level, in the weapon itself. (The spell or sphere effect must 
  have a casting time of 1 standard action.) Anytime the weapon 
  strikes a creature and the creature takes damage from it, the 
  weapon can immediately use the sphere effect or cast the spell 
  on that creature as a free action if the wielder desires. (This 
  special ability is an exception to the general rule that creating 
  a magical effect from an item takes at least as long as creating 
  the magical effect normally.) Once the spell or sphere effect has 
  been cast from the weapon, a caster can cast another targeted 
  spell or sphere effect into it that fits the criteria listed above. 
  The weapon magically imparts to the wielder the name and na-
  ture of the spell or effect currently stored within it. A randomly 
  rolled spell storing weapon has a 50% chance of having a magic 
  effect stored in it already.
  Aura faint Destruction + aura of any spell or sphere effect 
  currently stored; CL 5th; Smith Magical Weapons And Armor, 
  Destruction sphere; Price +1 bonus
  Tenebrous
  A tenebrous weapon can be stored in your shadow as if you 
  possessed the Shadow Stash talent. It may be stored and re-
  trieved at any time at the same action cast as drawing the weap-
  on normally. If you already possess the Shadow Stash talent, 
  you may store or retrieve it as a free action. Weapons with the 
  tenebrous special ability can be used to make disarm or sunder 
  attempts against items stored in a shadow stash.
  Aura faint Dark; CL 5th; Smith Magical Weapons And 
  Armor, Dark sphere (Shadow Stash); Price +4,000 gp
  Thirsty
  This special ability may only be applied to any melee weap-
  on that deals piercing or slashing damage. When confirming a 
  critical hit with a thirsty weapon against a creature that is not 
  immune to bleed damage, the wielder may cause the weapon to 
  absorb a portion of the creature’s blood as a free action. The 
  wielder may instead expend a blood point from the Reservoir 
  
  Chapter 8: Equipment
  569
  feat to fill the weapon as a full-round action. This stored blood 
  counts as having a blood point as per the Reservoir feat and 
  may be spent per that feat. A thirsty weapon may store a num-
  ber of blood points equal to its enhancement bonus. Blood 
  points stored in the weapon last indefinitely.
  Aura faint Blood; CL 5th; Smith Magical Weapons And 
  Armor, Blood sphere; Price +1 bonus
  Umbral Edged
  An umbral edged weapon’s blade is particularly effective 
  at severing a target’s shadow. A creature using an umbral edged 
  weapon only has to threaten a critical hit in order to activate 
  the talent thief’s shadow theft ability (unchained rogue arche-
  type) rather than successfully confirm a critical threat.
  Aura faint Dark; CL 5th; Smith Magical Weapons And 
  Armor, Dark sphere; Price +1 bonus
  Wild Fang
  Weapons with this special ability usually appear to have 
  claw, horn, or antler worked into their hilts or shafts. The bear-
  er of a weapon with this special ability may apply any enhance-
  ment bonus or other magic special abilities of this weapon to 
  a single natural weapon while in a wild shape or under the ef-
  fects of the Alteration sphere’s shapeshift and the chosen natu-
  ral weapon can bypass material-based damage reduction as if 
  it were made of the same material as the weapon. While the 
  bearer is in a wild shape or shapeshift, the weapon cannot be 
  seen. Ranged weapon special abilities do not apply to melee 
  natural attacks and melee weapon special abilities do not apply 
  to ranged natural attacks.
  Aura faint Alteration; CL 5th; Smith Magical Weapons 
  And Armor, Alteration sphere or baleful polymorph; Price +1 
  bonus
  Windblast
  This special ability may only be applied to melee weapons. 
  On a successful critical hit with a windblast weapon, the wielder 
  may make a bull rush attempt as a free action against the target 
  and every creature in a 15-foot cone originating from the wield-
  er that includes the target. This bull rush is made at range, does 
  not provoke an attack of opportunity, nor can the wielder move 
  with the target. The weapon’s enhancement bonus, along with 
  any feats or talents the wielder has that modify bull rushes, ap-
  plies to the bull rush.
  Aura faint Weather; CL 5th; Smith Magical Weapons And 
  Armor, Weather sphere (Squamish (shroud, wind)); Price +2 
  bonus
  New Armor
  aegiS of Sakura
  Aura moderate Nature; CL 2nd; Scaling wonder
  Slot armor; Price 2,500 gp; Weight 20 lbs.
  DeScription
  This set of light armor appears to be a +1 greenwood leaf 
  armor made from the animated living wood and leaves of the 
  cherry tree. Each spring, the aegis of sakura becomes alive with 
  beautiful cherry blossoms.
  5th Level – 3,500 gp: The armor also grants whoever 
  wears it access to the Nature ((plant) package) sphere (which 
  the wearer may cast at CL 2nd). In addition, like a spell engine, 
  the suit also provides a single temporary spell point which must 
  be recharged. This spell point may only be used to power any 
  sphere talents or abilities which the aegis of sakura provides.
  7th Level – 6,500 gp: Any sphere talent or ability which 
  the aegis of sakura provides is now cast at CL 4th. In addition to 
  the Nature ((plant) package) sphere, the wearer is also granted 
  access to the Nature’s Carapace talent.
  9th Level – 14,500 gp: The aegis of sakura becomes a +1 
  light fortification greenwood leaf armor. In addition to the Nature 
  ((plant) package) sphere and Nature’s Carapace talent (which 
  the wearer may cast at CL 6th), the armor now provides two 
  temporary spell points which must be recharged after use.
  12th Level – 35,500 gp: The aegis of sakura becomes a +2 
  light fortification greenwood leaf armor. In addition to the Nature 
  ((plant) package) sphere and Nature’s Carapace talent, the ar-
  mor now provides access to both the Alteration sphere and the 
  Plant Body (body) talent, which are cast at CL 10th.
  14th Level – 66,500 gp: The aegis of sakura becomes a +2 
  moderate fortification greenwood leaf armor. The armor grants ac-
  cess to the Alteration sphere, the Plant Body (body) talent, the 
  Nature ((plant) package) sphere, Create Nature and Nature’s 
  Carapace talents (which the wearer may cast at CL 13th). In 
  addition, the armor now provides three temporary spell points 
  which must be recharged after use.
  16th Level – 71,000 gp: The aegis of sakura becomes a 
  +2 heavy fortification greenwood leaf armor. The armor grants ac-
  cess to the Alteration sphere, the Plant Body (body) talent, the 
  Nature ((plant) package) sphere, Create Nature and Nature’s 
  Carapace talents (which the wearer may cast at CL 16th). In 
  addition, the armor now provides four temporary spell points 
  which must be recharged after use.
  18th Level – 146,500 gp: The aegis of sakura becomes a +3 
  heavy fortification greenwood leaf armor. The armor grants access 
  to the Alteration sphere, the Plant Transformation talent, the 
  Nature ((plant) package) sphere, Create Nature and Nature’s 
  Carapace talents (which the wearer may cast at CL 18th). In 
  addition, the armor now provides five temporary spell points 
  which must be recharged.
  20th Level – 238,250 gp: The aegis of sakura becomes a 
  +5 heavy fortification greenwood leaf armor. The armor grants ac-
  cess to the Alteration sphere, the Plant Bodytalent, the Nature 
  ((plant) package) sphere, Create Nature, Nature’s Carapace, 
  and Rejuvenation talents (which the wearer may cast at CL 
  20th). The armor now provides five temporary spell points 
  which must be recharged. In addition, three times per day you 
  may cast any of the sphere talents or abilities granted by the ae-
  gis of sakura as if they were extended as though using the Extend 
  Spell feat. This does not increase the casting time or spell point 
  expenditure.
  conStruction requirementS
  Smith Magical Weapons And Armor, Alteration sphere 
  (Plant Body (body)), Nature sphere (Create Nature (geo-
  mancing), Nature’s Carapace (spirit), Rejuvenation (spirit)); 
  Cost 119,125 gp
  
  Chapter 8: Equipment
  570
  Name
  Cost
  AC 
  Bonus
  Max 
  Dex
  ACP
  Arcane Spell 
  Failure 
  Chance
  Speed 
  (30 ft.)
  Speed 
  (20 ft.)
  Weight
  Leaf armor
  500
  +3
  +5
  0
  15%
  30 ft.
  20 ft.
  20 lbs.
  13th Level - 21,000 
  gp: Once per day, the armor 
  restores 50 hit points to the 
  wearer in response to the 
  wearer’s death. If the wear-
  er’s new hit point total is at a negative amount greater than its 
  Constitution score, then it comes back to life and stabilizes 
  at its new hit point total. Otherwise the target remains dead. 
  Creatures brought back to life in this manner gain a temporary 
  negative level.
  14th Level - 27,750 gp: The armor grants fast healing 1 
  at all times.
  15th Level - 36,000 gp: The armor becomes +5 full plate.
  16th Level - 47,250 gp: The armor becomes +5 light forti-
  fication full plate.
  17th Level - 61,500 gp: The armor becomes +5 medium 
  fortification full plate.
  18th Level - 79,500 gp: The armor becomes +5 heavy for-
  tification full plate.
  19th Level - 102,750 gp: The wearer of the armor be-
  comes immune to ability damage and ability drain.
  20th Level - 152,500 gp: The wearer of the armor be-
  comes immune to fear effects and energy drain.
  conStruction requirementS
  Smith Magical Weapons And Armor, Craft Apparatus, 
  Craft Marvelous Item, Enhancement sphere, Life sphere 
  (Restore Health (cure), Restores Senses (cure), Restore Spirit 
  (cure), Resuscitate, Revitalize); Cost 76,250 gp
  armor of the unStoppaBLe Warrior
  Aura faint Enhancement and Life; CL 6th; Scaling prize
  Slot armor; Price 2,650 gp; Weight 50 lbs.
  DeScription
  This +1 full plate is functional and plain. It bears no identi-
  fying marks, and resizes to fit any creature between Small and 
  Large size categories. The armor itself is made of polished steel 
  that never tarnishes, and when struck, it sheds light as a torch.
  7th Level - 3,525 gp: Once per day as a standard action, 
  the wearer of the armor can grant themselves fast healing 1 for 
  2 minutes.
  8th Level - 4,950 gp: The armor becomes +2 full plate. 
  Additionally, the wearer may use the restore of the Life sphere 
  as a 1st level caster twice per day.
  9th Level - 6,900 gp: The ability gained at 7th level can 
  be used three times per day.
  10th Level - 9,300 gp: The armor becomes +3 full plate.
  11th Level - 12,300 gp: Once per day as a standard ac-
  tion, the wearer of the armor may touch a target that died 
  within the last round and heal 1d8+12 hit points. If the target’s 
  new hit point total is at a negative amount greater than its 
  Constitution score, then it comes back to life and stabilizes 
  at its new hit point total. Otherwise the target remains dead. 
  Creatures brought back to life in this manner gain a temporary 
  negative level.
  12th Level - 16,200 gp: The armor becomes +4 full plate.
  DouBLet of the eLementaLiSt
  Aura moderate Destruction and Nature; CL 8th
  Slot chest; Price 38,400 gp; Weight —
  DeScription
  This doublet is crafted from brown/grey wool, with moun-
  tain scenery embroidered on its back. It grants the wearer a +3 
  enhancement bonus to their caster level with both the Nature 
  
  Chapter 8: Equipment
  571
  sphere and the Destruction sphere. Additionally, once per day 
  the wearer can transform themselves into a tree; they can be-
  come up to 1 size larger or smaller and lose the ability to take 
  any physical actions but can still think and observe the world 
  around them. They gain hardness 5 and take half damage from 
  energy attacks but gain no increased hit points. They can re-
  main a tree for up to 8 hours at a time, but can return to their 
  normal form as a move action; being a tree for 8 hours counts 
  as resting for the purpose of regaining spell points and other 
  benefits, although the tree-character remains conscious the en-
  tire time.
  conStruction requirementS
  Craft Implement Of Power, Craft Marvelous Item, 
  Destruction sphere, Nature sphere; Cost 19,200 gp
  frienDLy ScarveS
  Aura moderate Enhancement; CL 6th
  Slot armor; Price 18,300 gp; Weight 8 lbs.
  DeScription
  This set of +2 dancing scarves have been animated in such 
  a way that they seem to blow in the wind even when no wind 
  is present, granting the wearer half their armor bonus even on 
  rounds when the wearer has not moved at least 10 feet. They 
  also add their enhancement bonus to Bluff checks made to feint 
  in combat, which stacks with the circumstance bonus dancing 
  scarves always grant.
  Additionally, the wearer may use the scarves as a set of ex-
  tra hands; the scarves cannot handle weapons or shields well 
  enough to make attacks or provide bonuses, nor can they per-
  form most skill checks or somatic casting components, but 
  they can hold up to 2 hands-worth of items and can grab items 
  within reach or retrieve small, stowed objects carried on the 
  wearer as a swift action. Switching an item from the scarves to 
  a free hand is a free action.
  conStruction requirementS
  Smith Magical Weapons And Armor, Craft Apparatus, 
  Enhancement sphere (Animate Object (enhance)); Cost 9,375 
  gp
  Weeping Demon
  Aura strong Blood; CL 12th
  Slot armor; Price 76,180 gp; Weight 20 lbs.
  DeScription
  The weeping demon is a +4 studded leather armor that bears 
  the shape of a face on its front, as if the whole thing were craft-
  ed from the hide of an enormous demonic creature.
  It is possible for the wearer of the weeping demon armor to 
  feed blood to the demonic face on the front of the armor; if 
  the wearer has scored a critical hit or dealt bleed damage to a 
  target or is suffering bleed damage themselves, they can feed 
  the blood on their weapon or from their bleeding body to the 
  armor as a standard action, or they can cut themselves with a 
  slashing or piercing weapon and feed it to the armor as a full-
  round action, dealing 1d4 damage to themselves in the process. 
  Feeding blood to the armor consumes the blood; this ability 
  can be used as often as the wearer desires, but only if they can 
  produce new fresh blood for each use.
  When the weeping demon is fed blood in this manner, it 
  cries blood from its eyes and wails an otherworldly shriek for 12 
  rounds; stealth becomes all but impossible, and all living crea-
  tures who come within 60 feet of the wearer (except for the 
  wearer itself) must succeed at a DC 16 Fortitude save or begin 
  to cry blood from their own eyes; They become blinded until 
  the end of the armor’s effect duration. Targets who come with-
  in 60 feet of the target during their turn or begin their turn 
  within this area must attempt this save, and creatures who suc-
  ceed at their save and continue to remain within the affected 
  area must attempt new saves on future rounds.
  conStruction requirementS
  Smith Magical Weapons And Armor, Blood sphere (Eye 
  Bleed); Cost 38,180 gp
  New Shields
  ShieLD of BLeSSingS anD curSeS
  Aura moderate Enhancement; CL 10th
  Slot shield; Price 2,659 gp; Weight 2 lbs.
  DeScription
  The shield of blessings and curses is a +2 light steel shield that can 
  resize itself for whatever creature is wearing it. Whenever the 
  creature wearing the shield is missed by a physical attack by 3 
  or less (the AC bonus provided by the shield), the shield has 
  blocked the attack and a random wild magic event happens.
  The character rolls using whichever source of wild mag-
  ic the GM chooses to use, such as the universal chart from 
  the Wild Magic Handbook, a rod of wonder chart, or anoth-
  er source. However events are determined, the wearer of the 
  shield is considered the caster and the striker of the shield is 
  considered the intended target, if such things are important to 
  the wild magic event created.
  A character may create a wild magic effect by striking the 
  shield himself or having an ally do so intentionally.
  conStruction requirementS
  Smith Magical Weapons And Armor, able to cast sphere 
  effects with a wild magic chance; Cost 1,409 gp
  ShieLD of cLoSe caLLS
  Aura faint Enhancement and Life; CL 5th; Scaling prize
  Slot shield; Price 1,575 gp; Weight 5 lbs.
  DeScription
  This +1 buckler is thin and light, and has a pair of bronze 
  dice embossed on the front of it. As a move action, the shield of 
  close calls can be changed into an equivalent heavy steel shield 
  and vice versa.
  6th Level - 2,400 gp: Once per day as an immediate ac-
  tion, the shield restores 1d8+2 hit points to the wearer in re-
  sponse to the wearer’s death. If the wearer’s new hit point to-
  tal is at a negative amount greater than its Constitution score, 
  then he comes back to life and stabilizes at his new hit point 
  total. Otherwise the wearer remains dead. Creatures brought 
  back to life in this manner gain a temporary negative level.
  7th Level - 3,525 gp: The shield becomes a +2 buckler.
  9th Level - 6,900 gp: The shield becomes a +3 buckler.
  
  Chapter 8: Equipment
  572
  10th Level - 9,300 gp: Once per day as an immediate ac-
  tion, the wearer of the shield can reroll a failed saving throw. 
  The wearer must take the results of the second roll, even if it 
  is worse.
  11th Level - 12,300 gp: The shield becomes a +4 buckler.
  12th Level - 16,200 gp: The ability gained from 6th level 
  now restores 1d8+10 hit points, rather than 1d8+2. The ability 
  gained from 10th level is now usable three times per day.
  13th Level - 21,000 gp: The shield becomes a +5 buckler.
  15th Level - 36,000 gp: The ability gained from 6th level 
  now heals 1d8+30 hit points, rather than 1d8+10.
  16th Level - 47,250 gp: The shield becomes a +5 moderate 
  fortification buckler.
  17th Level - 61,500 gp: The shield becomes a +5 heavy 
  fortification buckler.
  18th Level - 79,500 gp: Once per day in response to the 
  wearer’s death, the shield can revive the wearer on the end of 
  their next round as if the wearer had Greater Resurrection cast 
  on them. This is only used after the ability gained from 6th 
  level has already been used for the day, or if it fails to restore 
  enough hit points.
  19th Level - 102,750 gp: When using the ability gained 
  from 18th level, the wearer of the shield also restores 1d8+100 
  hit points.
  20th Level - 150,575: The ability gained at 10th level is 
  now usable at will, as is the ability gained at 15th level.
  conStruction requirementS
  Smith Magical Weapons And Armor, Craft Apparatus, 
  Craft Marvelous Item, Enhancement sphere, Life sphere (Break 
  Enchantment, Greater Resurrection, Make Whole, Restore 
  Senses (cure), Restore Spirit (cure), Resurrection, Resuscitate), 
  Protection sphere (Luck (succor)), War sphere; Cost 75,287.5 gp
  SouLeater
  Aura moderate Death; CL 10th
  Slot shield; Price 68,000 gp; Weight -
  DeScription
  Souleater is a +3 heavy wooden shield with the ghost touch spe-
  cial ability; indeed, the shield itself is weightless and transpar-
  ent and appears to be ethereal, although it can be touched by 
  corporeal hands without issue.
  Whenever the bearer of souleater strikes a melee blow to a 
  target that kills it (such as through a coup de grace), the target 
  must succeed at a DC 17 Will save or have their soul become 
  trapped within the shield. Only one soul can be trapped within 
  the shield at a time; trapping another soul cause the first one to 
  go free, returning it to the afterlife where it belongs.
  The wearer of the shield can use the Summon Spirit ad-
  vanced Death talent upon the soul trapped within the shield; 
  this can be done at will and requires only a full-round action 
  rather than an hour, and is always successful. The wearer of sou-
  leater can return the summoned soul to the shield or release it 
  into the afterlife as a free action.
  conStruction requirementS
  Smith Magical Weapons And Armor, Creation sphere 
  (Expanded Materials (material)), Enhancement sphere; Cost 
  34,000 gp
  Stopgap
  Aura moderate Creation and Enhancement; CL 10th
  Slot shield; Price 10,170 gp; Weight 5 lbs.
  DeScription
  Stopgap is a +2 heavy steel shield which can, upon command, 
  grow to an increased size. The shield becomes a 10-foot-by-10-
  foot wall that is 1 inch thick; if it is in a space where it cannot 
  grow to its full size, then it grows to the largest size that it can, 
  completely plugging the allotted space.
  It is possible to use the shield’s wall form to attack crea-
  tures in one of two ways; either by flattening them underneath 
  the wall when it is created, or by attempting to trap them with 
  the edge of the shield by pushing them against a wall when the 
  shield grows to its full size and plugs the available space. In both 
  cases any creatures within the affected area are allowed a DC 
  15 Reflex save to avoid being struck. If they fail they either be-
  come trapped by the shield’s wall against another wall (unable 
  to move but still able to act), or suffer 6d8 bludgeoning damage 
  from the falling wall and become prone; they are trapped under 
  the wall and cannot move, but can escape through a DC 20 
  Escape Artist check.
  When the shield has grown into a wall, it is virtually im-
  movable. It has 14 hardness and 25 hit points, and a Break DC 
  of 28.
  A creature must be wearing stopgap in order to grow or 
  shrink the shield (a standard action either way). If the wear-
  er removes the shield once it has been grown it remains in its 
  wall form until someone straps the shield on and commands 
  the shield to shrink. If the shield is broken while in wall form, 
  it remains broken when returned to its shield form and cannot 
  return to its wall form until repaired.
  conStruction requirementS
  Smith Magical Weapons And Armor, Creation sphere 
  (Expanded Materials (material)), Enhancement sphere; Cost 
  5,170 gp
  New Armor and Shield Special Abilities
  Anti-Ballistic
  This armor or shield is designed specifically against more 
  powerful projectile weapons. Whenever a projectile weapon is 
  used against the wearer, the full AC bonus of the armor and any 
  enhancement bonus it possesses are applied to the touch AC 
  of the wearer.
  Aura faint Protection; CL 5th; Smith Magical Weapons 
  And Armor, Protection sphere; Price +1 bonus
  Anti-Spell
  This armor or shield is laced with metals that give it limit-
  ed anti-magic properties. Whenever the wearer attempts a sav-
  ing throw vs. a spell or sphere ability that is hindered by spell 
  resistance, they receive a circumstance bonus to their saving 
  throw equal to the enhancement bonus of their armor.
  Aura faint Protection; CL 5th; Smith Magical Weapons 
  And Armor, Protection sphere; Price +2 bonus
  Attendant
  See attendant under implements.
  
  Chapter 8: Equipment
  573
  Collapsible
  Armor or shields with this special ability uses a specialized 
  extradimensional space that allows it to be collapsed down to a 
  single piece with negligible weight, such as one gauntlet, a buck-
  le, or a band of metal, chosen when the armor is enchanted. As 
  a full-round action the wearer can touch their armor to collapse 
  it or expand it to full size, either placing it in their square or 
  causing it to appear on themselves as if they had donned it. If 
  collapsible armor is dispelled or otherwise loses the collapsible 
  special ability while it is collapsed, it immediately expands to 
  its full size.
  Aura faint Warp; CL 5th; Smith Magical Weapons And 
  Armor, Warp sphere; Price: +1,000 gp
  Deflecting (shield only)
  The shield’s shield bonus to AC now also applies against 
  ranged touch attacks.
  Aura moderate Protection; CL 10th; Smith Magical 
  Weapons And Armor, Protection sphere; Price +1 bonus
  Focusing (armor only)
  A suit of focusing armor is endowed with a semblance of a 
  mind that connects to the mind of its wearer. When the wearer 
  casts a magical effect with a duration of concentration, the suit 
  of armor may concentrate on the magical effect in the wear-
  er’s place on subsequent rounds. The armor can only concen-
  trate for a total number of rounds equal to its enhancement 
  bonus, after which the effect ends (the wearer cannot choose 
  to concentrate on the effect again after giving it to the armor). 
  Although the armor is doing the concentrating, the magic still 
  originates from the wearer; damage taken requires the wear-
  er to succeed at a concentration check or the armor ceases to 
  concentrate on the spell, just as if the wearer were still the one 
  concentrating on the effect.
  Aura moderate Mind; CL 10th; Smith Magical Weapons 
  And Armor, Mind sphere (Project Thoughts (charm)); Price 
  +4 bonus
  Green-Touched
  Green-touched armor or shields are overgrown with vines 
  which soak up the damage that the bearer normally would be 
  receiving. Green-touched armor and shields grant DR/- equal to 
  twice its enhancement bonus, but only against the first attack 
  that hits the bearer each round.
  Aura moderate Nature; CL 15th; Smith Magical Weapons 
  And Armor, Nature sphere (Living Steel); Price +1 bonus.
  Intercepting (shield only)
  An intercepting shield allows the bearer to use an immediate 
  action to switch places with an adjacent ally when that ally is 
  attacked. The attack is redirected to the shield’s carrier.
  Aura moderate War; CL 6th; Smith Magical Weapons 
  And Armor, War sphere; Price +1 bonus
  Jamais Vu
  Armor or shields with this special ability may be activated 
  by command word twice per day. Once activated, those who see 
  you must attempt a DC 16 Will save. Failing the save prompts 
  these creatures to immediately disregard you and forget that 
  they saw you. You remain unremarkable and forgettable in this 
  manner mind for one minute, and your presence only strikes 
  them as noteworthy if they see you again after this minute 
  passes.
  Aura faint Mind; CL 5th; Smith Magical Weapons And 
  Armor, Mind sphere (Amnesia (charm)); Price +2 bonus
  Sacrificial
  A suit of sacrificial armor is tied to its wearer’s lifeforce; 
  when its wearer is reduced to 0 hit points or below, the armor 
  explodes out with magical energy, dealing 2d6 force damage per 
  point of enhancement bonus to all targets within 10 feet. This 
  armor can only explode with magic in this fashion once per 
  hour; if the wearer is healed to positive hit points and then re-
  duced to negative hit points again before an hour has past, this 
  special ability produces no effect.
  Aura faint Destruction; CL 5th; Smith Magical Weapons 
  And Armor, Destruction sphere (Force Blast (blast type, force)); 
  Price +1 bonus
  Selfless (armor only)
  Selfless armor allows the wearer to give of themselves so 
  that others may follow their example. Once per turn as swift 
  action, the wearer can choose to accept 1d6 hit points of non-
  lethal damage. This damage can not be healed by any means 
  other than getting a full night’s rest, which removes all of this 
  damage. Whenever the wearer does this, allies other than their 
  self within 30 feet gain a bonus for 1 round. The wearer chooses 
  the bonus, and all allies gain the same bonus. The options are:
  • +4 morale bonus on attack rolls with weapons and nat-
  ural weapons
  • +4 morale bonus on weapon and natural weapon melee 
  damage rolls
  • +4 morale bonus on saving throws
  • +4 morale bonus on Strength, Dexterity, and 
  Constitution checks, or skill checks using those skills.
  Aura moderate War; CL 10th; Smith Magical Weapons 
  And Armor, War sphere; Price +2 bonus
  Shaded (armor only)
  A set of shaded armor lines the wearer in gloom. She is treat-
  ed as being under the effects of the Shadowed Mien talent, us-
  ing the armor’s effective enhancement bonus to determine the 
  caster level of the effect. This effect does not grant temporary 
  hit points. It can be suppressed or resumed on command, and 
  does not count against the limit of one active (shadow) talent 
  on a target.
  Aura faint Dark; CL 5th; Smith Magical Weapons And 
  Armor, Dark sphere (Shadowed Mien (shadow)); Price +7,500 
  gp
  Shadow Warded (armor only)
  A set of shadow warded armor’s protection extends beyond 
  the physical, providing shielding against effects that would tar-
  get or manipulate her shadow. Shadow warded armor adds its full 
  armor bonus to touch AC against attacks delivered by a caster’s 
  shadow or targeting the wearer’s shadow. The wearer adds shad-
  ow warded armor’s enhancement bonus to saves against effects 
  targeting her shadow.
  Aura faint Dark; CL 5th; Smith Magical Weapons And Armor, 
  Dark sphere; Price +1 bonus
  Spell Storing
  This armor allows a spellcaster to store within it a single 
  touch spell of up to 3rd level, or a sphere effect that does not 
  
  Chapter 8: Equipment
  574
  cost a spell point. Anytime a creature hits the wearer with a me-
  lee attack or melee touch attack, the armor can cast the spell 
  or sphere effect on that creature as an immediate action if the 
  wearer desires. Once the magical effect has been cast from the 
  armor, a caster can cast into it any other targeted touch spell of 
  up to 3rd level or sphere effect that does not cost a spell point. 
  The armor magically imparts to the wielder the name of the 
  magical effect currently stored within it. A randomly rolled suit 
  of spell storing armor or shield has a 50% chance to have a mag-
  ical effect stored in it already.
  Aura faint Destruction plus aura of any stored spell or 
  sphere effect; CL 5th; Smith Magical Weapons And Armor, 
  Destruction sphere; Price +1 bonus
  Wand Turret (armor only)
  A Tiny animated object attaches itself to the shoulder 
  of a suit of armor, its single limb able to hold a wand of any 
  sphere that contains an ability that requires a ranged touch at-
  tack. A wand may be inserted into the wand turret as a stan-
  dard action and removed as a move action. Once inserted, the 
  armor’s wearer treats the wand as if it were wielded and may 
  activate it as a swift action, but only for abilities that require a 
  ranged touch attack (such as the destructive blast ability of the 
  Destruction sphere when not applying a (blast shape) talent or 
  the ghost strike ability of the Death sphere when not applying 
  the Greater Ghost Strike talent). Any attack rolls made when 
  activating the wand as a swift action take a -5 penalty.
  Aura moderate Enhancement; CL 10th; Smith Magical 
  Weapons And Armor, Enhancement sphere (Animate Object 
  (enhancement)); Price +2 bonus
  Wild
  Armor with this special ability usually appears to be made 
  from magically hardened animal pelt. The wearer of a suit of 
  armor or a shield with this special ability preserves his armor 
  or shield bonus (and any enhancement bonus) while in an al-
  ternate form, such as those granted by the Alteration sphere. 
  Armor and shields with this special ability usually appear to 
  be covered in leaf patterns. While the wearer is transformed, 
  the armor cannot be seen.
  Aura moderate Alteration; CL 8th; Smith Magical 
  Weapons And Armor, Alteration sphere; Price +3 bonus
  Minor Artifacts
  BLooD Bath
  Aura moderate Alteration; CL 10th
  Slot none; Weight 300 lbs.
  DeScription
  The blood bath is a minor artifact used by evil creatures 
  to steal the youth of their victims. Sized to fit a Medium or 
  smaller creature, the blood bath must to primed by filling it 
  with the blood of creatures of no older than the young adult 
  age category.
  Filling requires the blood of 20 Medium-sized creatures. 
  For this purpose, 2 Small-sized creatures count as one Medium-
  sized creature. Once filled the user must spend at least 1 hour 
  in the bath. At the end of this time, the user’s age category is 
  reduced by 1 (to the minimum age in that category), to a min-
  imum of young adult. Any penalties from aging are removed, 
  though bonuses from aging are retained (though do not stack 
  with future bonuses from aging). This does not prevent future 
  aging.
  DeStruction
  The blood bath shatters if filled with the bones of an in-
  telligent humanoid that died of old age and blessed soil for 24 
  hours.
  ring of muLtipLe perSonaLitieS
  Aura strong Mind and Time; CL 15th
  Slot ring; Weight -
  DeScription
  Originally invented by a wizard hoping to double his mag-
  ic, this ring is considered a cursed ring, and cannot be removed 
  without the aid of magic such as the Break Enchantment talent 
  from the Life sphere. When a creature puts on the ring of mul-
  tiple personalities they gain a second personality. This personality 
  is considered a separate character with the same current hit 
  points, attribute scores, equipment, and class levels as the char-
  acter wearing the ring, but with its own alignment, skill ranks, 
  feats, and variable class features, such as rogue talents or mag-
  ic talents; the 2nd personality possesses a separate spell point 
  pool from the main personality, and any other limited-use abili-
  ties it possesses such as alchemist bombs are tracked separately 
  for each personality. Magic that reads minds or communicates 
  telepathically reveals both minds, and can even allow them to 
  communicate with each other, and the suppressed personality 
  is aware of what happens while it is not in control. The GM 
  may create this character as they see fit, but may use the follow-
  ing guidelines if they are beneficial:
  d%
  Personality
  1-20
  The 2nd personality is the opposite of the wearer; opposite 
  alignment and opposite choices wherever possible.
  21-40
  The 2nd personality is a monster that loves destruction; 
  its features are maximized for dealing damage and it fights 
  every chance it gets.
  41-60
  The 2nd personality is hostile towards the first personality, 
  and seeks to undermine it in any way that does not place it-
  self in danger or discomfort (it will not try to get the wearer 
  killed or injured, but will sow discord in other ways).
  61-80
  The 2nd personality is a timid being that hates violence; its 
  features are built for support and utility, and it avoids com-
  bat as much as possible.
  81-100
  The 2nd personality is similar to the wearer, and indeed 
  believes it to be the ‘real’ personality, trapped inside the ring 
  when it was put on and will die if the ring is ever removed.
  Whenever the characters rests for roughly 8 hours (such 
  as to regain spell points), there is a 25% that the character will 
  awaken with the 2nd personality in control. Whenever the 
  creature wearing the ring is struck with a critical hit, fails a sav-
  ing throw against a harmful effect, or suffers some sort of shock 
  the GM deems sufficient, the personality in charge switches.
  
  Chapter 8: Equipment
  575
  DeStruction
  If the wearer of the ring of multiple personalities commits 
  suicide, their body is brought back to life as if through the 
  Resurrection talent with their alternate personality in control; 
  the original personality is dead and its spirit departed as usual. 
  Afterward, the ring loses all of its power.
  Spike of affixion
  Aura strong Dark; CL 15th
  Slot none; Weight 0.5 lbs.
  DeScription
  When a creature’s shadow passes over it, this rusty, gnarled 
  iron nail sinks into the earth and spikes the shadow in place, an-
  choring the creature that casts the shadow to the spot. The vic-
  tim is powerless to remove the nail, but anyone else can pluck it 
  from the earth with a DC 20 Strength check. A spiked creature 
  can not move more than 5 feet away from its location while the 
  nail is affixed. A creature can not be spiked if it is not in contact 
  with its own shadow, such as when flying. A spiked creature can 
  not fly, jump, or otherwise lose contact with its shadow.
  Applying a spike of affixion directly to a target requires a 
  melee or ranged touch attack. A spike of affixion has a range in-
  crement of 10 feet when thrown. Any creature attacked with 
  a spike of affixion, moving through the same square the spike 
  occupies, or attempting to pick it up off the ground must suc-
  ceed at a DC 20 Reflex save in order to avoiding being spiked. 
  A spike of affixion can spike as many creatures as fit within 5 feet 
  of it, though an attack using the spike of affixion can only target 
  one creature at a time.
  A spike of affixion loses its hold on its target if they cease 
  to cast a shadow, such as in areas of darkness or utterly diffuse 
  light. A target pinned by a spike of affixion can not use spells, 
  sphere effects or abilities that directly target, manipulate, or 
  remove its own shadow, nor can its shadow be consumed or 
  stolen.
  DeStruction
  To destroy a spike of affixion, it must be hammered into a 
  beam of light from the noon sun on the day of the equinox at 
  the equator.
  tranSmogrifier
  Aura moderate Alteration; CL 10th
  Slot none; Weight 25 lbs.
  DeScription
  The transmogrifier is a thin, unassuming wooden box that 
  collapses flat for transport, which can be set-up or taken down 
  as a full-round action. The plain appearance belies its true pow-
  er. The small dial set into the box’s side can be turned to se-
  lect any creature imaginable as a move action. Once selected, 
  a creature may enter the box as a standard action. Exiting the 
  box is a move action. The creature gains the benefits of the 
  Transformation and Improved Transformation feats, but may 
  not choose to dismiss their transformation form nor suppress 
  the granted traits. This effect is instantaneous, though the trans-
  mogrifier may be used to return the creature to its original state. 
  The transmogrifier is normally just large enough for 1 Medium-
  sized creature, but will automatically resize to accommodate 
  creatures of greater than Medium size.
  DeStruction
  The transmogrifier loses all power if willingly cast away by 
  a child who has used it at least once a year for 3 or more years.
  Major Artifacts
  Divine noteBook
  Aura overwhelming Creation and Enhancement; CL 22th
  Slot none; Weight 8 lbs.
  DeScription
  The divine notebook is an artist’s sketchbook of unremark-
  able appearance, but upon close inspection it is revealed to be 
  of unsurpassed quality. It stands 3 feet by 2 feet in size with 
  hundreds of pages, which replenish themselves if removed.
  The divine notebook is unknown to most, and even fewer 
  believe it to truly exist; it has a long and sordid history which 
  is kept closely guarded by many bardic colleges that wish to 
  keep its true history unknown to the world, for fear it might 
  fall into hands other than their own. For those who know what 
  to look for, however, the notebook appears over and over again 
  throughout the ages as it passed from one creator to anoth-
  er. If an artist draws a semblance of any living creature in the 
  notebook, be it humanoid, plant, animal, monster, or a wholly 
  unique creation, upon completion the artist gains a permanent 
  negative level and the drawn creature immediately steps out of 
  the notebook, a fully-realized living being.
  If the created organism is a tree or similar object, it sim-
  ply exists as a normal creature of its kind. If the created crea-
  ture is intelligent, it appears knowing one language the creator 
  speaks and possesses general knowledge for its creature type 
  and age; it can speak, dress, play, fight, and perform other tasks, 
  although it possesses no personal knowledge such as a name or 
  memories. An exception to this is if the artist draws a portrait 
  of specific creature, as detailed below. The creator can choose 
  the alignment of the created creature, and while the created 
  creature is under no bounds to obey its creator, it spawns with 
  an attitude of helpful towards its creator (thus it may very well 
  perform actions to please its creator, but if not treated well it 
  might turn against them).
  When drawing in the notebook, the artist must attempt a 
  Craft (painting) check, an Artistry check (if using background 
  skills), or some other skill check the GM deems appropriate. 
  The total Hit Dice of the created target determines the DC 
  of the check, the cost of required inks, charcoals, and paints, 
  as well as the time required to create the image. It is possible 
  to have many partially-finished images in the notebook at one 
  time.
  Table: Created Creature
  Hit Dice/Levels*
  DC
  Materials Fee
  Crafting Time
  1/2
  10
  2 cp
  5 minutes
  1
  15
  5 gp
  20 minutes
  2
  20
  10 gp
  1 hour
  3
  25
  25 gp
  3 hours
  4
  30
  50 gp
  8 hours (1 day)
  +1^
  35
  +50 gp
  +1 day
  
  Chapter 8: Equipment
  576
  *Trees, small animals with less than 1 Hit Dice, and level 1 com-
  moners count as possessing 1/2 a Hit Dice. For higher levels, NPC classes 
  count as their level -1 for determining their effective Hit Dice, while 
  commoners count as their level -2 for determining their effective Hit 
  Dice.
  ^: Every +1 added to the created creature’s Hit Dice above 4 in-
  creases the target DC, materials cost, and crafting time by the listed 
  amount. The effects are cumulative.
  If the user fails to meet the target DC, the created crea-
  ture is created, but possesses one of the following flaws, chosen 
  randomly. For every 5 points by which the check failed to meet 
  the target DC, the created creature gains another flaw. If the 
  same flaw is gained twice, reroll unless the flaw states it may be 
  gained multiple times.
  Table: Created Creature Flaws
  d8
  Flaw
  1
  The created creature’s alignment is the exact opposite 
  of intended. If true neutral was the intended align-
  ment, it becomes either LG, CG, CE, or LE, deter-
  mined randomly.
  2
  The created creature gains two permanent negative 
  levels that cannot be removed by any means. If this 
  would kill the creature, the creature is not created. 
  This flaw may be gained multiple times. The effects are 
  cumulative.
  3
  The created creature is born with an irrational hatred 
  of the one who created it; it begins with an attitude of 
  hostile towards its creator.
  4
  The created creature is soulless; the creature possess 
  no skill points or feats, and always refers to itself in the 
  3rd person.
  5
  The created creature is malformed in some way; 
  it gains a -10 penalty to one attribute, determined 
  randomly. If this would reduce the attribute to 0, the 
  creature is not created. This flaw may be gained multi-
  ple times. Each time it is gained, roll another random 
  attribute; rolling the same attribute multiple times 
  increases the penalty to that attribute cumulatively.
  6
  The created creature cannot handle that it is a creation 
  and falls into a permanent existential crisis. If it is giv-
  en any orders or requests from its creator, it will either 
  obey, refuse to obey, perform the opposite of the order 
  or request, or attempt to flee (chosen randomly).
  7
  The created creature is missing body parts; it loses a 
  limb, chosen randomly. This flaw may be gained multi-
  ple times. The effects are cumulative.
  8
  The created creature is mentally unstable; it is perma-
  nently confused.
  Portraits: It is possible to create a portrait of a specif-
  ic creature; to do so, the creator must reliably know what the 
  target looks like and the DC, cost, and time must reflect the 
  target’s actual levels/Hit Dice. Additionally, the DC is increased 
  by 10, which is reduced to 5 if the target can be easily seen 
  during the creation process, or 0 if the target poses for the 
  drawing. If successful, the created creature is a duplicate of the 
  intended creature possessing its memories and abilities, but its 
  alignment is chosen by the creator as normal. The created crea-
  ture is aware it is a copy and still begins helpful to the creator, 
  unless flaws dictate otherwise (a portrait creature suffering an 
  existential crisis believes it is the original creature and will do 
  its best to return to its ‘normal’ life).
  DeStruction
  The divine notebook is destroyed if it is used to successfully 
  draw a portrait of a god.
  finiS
  Aura overwhelming Destruction; CL 20th
  Slot none; Weight 8 lbs.
  StatiSticS
  Alignment neutral; Ego 20
  Senses 60 ft.
  Int 6, Wis 10, Cha 22
  Communication telepathy (all languages)
  DeScription
  Upon first inspection, Finis is a pure black greatsword in 
  a silver sheath. When sheathed, Finis functions as a normal 
  greatsword and can be wielded as normal, although it deals 
  bludgeoning damage instead of slashing or piercing damage.
  When drawn, all attacks made with Finis resolve against 
  touch AC. A living target takes no damage; the creature instead 
  must succeed at a DC 25 Fortitude save or be rapidly reduced 
  to black smoke, killing it instantly. Against non-living targets, 
  Finis instead deals bonus damage equal to three times its wield-
  er’s base attack bonus. When drawn from its sheath and each 
  round it remains drawn, Finis drains 1d4 spell points or twice 
  that number in spell levels from the wielder. If the wielder lacks 
  sufficient spell slots or spell points, 2 Constitution damage per 
  round is instead dealt to the wielder. The costs of wielding the 
  sword doubles every 1d6 rounds.
  If not in the possession of a good creature (even if simply 
  set on the ground in an open area), any creature of non-good 
  alignment within 60 feet of Finis must succeed at a DC 20 Will 
  save each round at the start of its turn or be compelled to at-
  tempt to take the sword. Finis will attempt to overwhelm the 
  mind of any such creature, forcing it to slay every creature that 
  has failed a save against this ability. Once there are no more 
  such creatures, Finis will force the wielder to kill itself.
  DeStruction
  A wielder of a good alignment must bear Finis for 50 years 
  without drawing it, after which the item loses all power.
  
  Chapter 9: Bestiary
  577
  Reference Creatures
  The following creatures are referenced by certain spheres 
  and powers. Some of these are reprints from other books for 
  ease of reference.
  Animated Objects
  For the most part, a player creating an animated object 
  does not get to choose what construction points and flaws it 
  possesses. Instead, it’s construction points and flaws are deter-
  mined by the GM to best reflect the type of object that was 
  animated.
  tiny animateD oBject cr 1/2
  XP 200
  N Tiny construct
  Init +2 Senses darkvision 60, low-light vision; Perception -5
  DefenSe
  AC 18, touch 14, flat-footed 16 (+2 Dex, +4 natural, +2 size)
  hp 5 (1d10)
  Fort +0, Ref +2, Will -5
  Defensive Abilities hardness 5 Immune construct traits
  offenSe
  Speed 15 ft.
  Melee slam +1 (1d2-2)
  StatiSticS
  Str 6, Dex 14, Con -, Int -, Wis 1, Cha 1
  Base Atk +1 CMB +1 CMD 9
  SQ 1 construction point
  SpeciaL aBiLitieS
  Construction Points
  Tiny animated objects have 1 construction point.
  SmaLL animateD oBject cr 2
  XP 600
  N Small construct
  Init +1; Senses darkvision 60, low-light vision; Perception -5
  DefenSe
  AC 16, touch 12, flat-footed 15 (+1 Dex, +4 natural, +1 size)
  hp 21 (2d10+10)
  Chapter 9
  Chapter 9
  Bestiary
  Bestiary
  Fort +0, Ref +1, Will -5
  Defensive Abilities hardness 5; Immune construct traits
  offenSe
  Speed 20 ft.
  Melee slam +3 (1d3)
  StatiSticS
  Str 10, Dex 12, Con -, Int -, Wis 1, Cha 1
  Base Atk +2 CMB +1 CMD 12
  SQ 1 construction points
  SpeciaL aBiLitieS
  Construction Points
  Small animated objects have 1 construction point.
  meDium animateD oBject cr 3
  XP 800
  N Medium construct
  Init +0; Senses darkvision 60 ft., low-light vision; Perception 
  –5
  DefenSe
  AC 14, touch 10, flat-footed 14 (+4 natural)
  hp 36 (3d10+20)
  Fort +1, Ref +1, Will -4
  Defensive Abilities hardness 5; Immune construct traits
  offenSe
  Speed 30 ft.
  Melee slam +5 (1d6+3)
  StatiSticS
  Str 14, Dex 10, Con —, Int —, Wis 1, Cha 1
  Base Atk +3; CMB +5; CMD 15
  SQ 2 construction points
  SpeciaL aBiLitieS
  Construction Points
  Medium animated objects have 2 construction points.
  Large animateD oBject cr 5
  XP 1,600
  N Large construct
  Init -1 Senses darkvision 60, low-light vision; Perception -5
  
  Chapter 9: Bestiary
  578
  DefenSe
  AC 14, touch 8, flat-footed 14 (-1 Dex, +6 natural, -1 size)
  hp 52 (4d10+30 size)
  Fort +1, Ref +0, Will -4
  Defensive Abilities hardness 5 Immune construct traits
  offenSe
  Speed 30 ft.
  Melee slam +9 (1d6+9)
  StatiSticS
  Str 22, Dex 8, Con -, Int -, Wis 1, Cha 1
  Base Atk +4 CMB +11 CMD 20
  SQ 3 construction points
  SpeciaL aBiLitieS
  Construction Points
  Large animated objects have 3 construction points.
  huge animateD oBject cr 7
  XP 3,200
  N Huge construct
  Init -2 Senses darkvision 60, low-light vision; Perception -5
  DefenSe
  AC 15, touch 6, flat-footed 15 (-2 Dex, +9 natural, -2 size)
  hp 78 (7d10+40 size)
  Fort +2, Ref +0, Will -3
  Defensive Abilities hardness 5 Immune construct traits
  offenSe
  Speed 30 ft.
  Melee slam +15 (1d8+15)
  StatiSticS
  Str 30, Dex 6, Con -, Int -, Wis 1, Cha 1
  Base Atk +7 CMB +19 CMD 27
  SQ 4 construction points
  SpeciaL aBiLitieS
  Construction Points
  Huge animated objects have 4 construction points.
  gargantuan animateD oBject cr 9
  XP 6,400
  N Gargantuan construct
  Init -2 Senses darkvision 60, low-light vision; Perception -5
  DefenSe
  AC 17, touch 4, flat-footed 17 (-2 Dex, +13 natural, -4 size)
  hp 115 (10d10+60 size)
  Fort +3, Ref +1, Will -2
  Defensive Abilities hardness 5 Immune construct traits
  offenSe
  Speed 30 ft.
  Melee slam +20 (2d6+21)
  StatiSticS
  Str 38, Dex 6, Con -, Int -, Wis 1, Cha 1
  Base Atk +10 CMB +28 CMD 36
  SQ 5 construction points
  SpeciaL aBiLitieS
  Construction Points
  Gargantuan animated objects have 5 construction points.
  coLoSSaL animateD oBject cr 11
  XP 12,800
  N Colossal construct
  Init -2 Senses darkvision 60, low-light vision; Perception -5
  DefenSe
  AC 18, touch 0, flat-footed 18 (-2 Dex, +18 natural, -8 size)
  hp 151 (13d10+80 size)
  Fort +4, Ref +2, Will -1
  Defensive Abilities hardness 5 Immune construct traits
  offenSe
  Speed 30 ft.
  Melee slam +23 (2d8+27)
  StatiSticS
  Str 46, Dex 6, Con -, Int -, Wis 1, Cha 1
  Base Atk +13 CMB +39 CMD 47
  SQ 6 construction points
  SpeciaL aBiLitieS
  Construction Points
  Colossal animated objects have 6 construction points.
  coLoSSaL+ animateD oBject cr 12
  XP 19,200
  N Colossal construct
  Init -2 Senses darkvision 60, low-light vision; Perception -5
  DefenSe
  AC 24, touch 0, flat-footed 24 (-2 Dex, +24 natural, -8 size)
  hp 188 (16d10+100 size)
  Fort +5, Ref +3, Will -0
  Defensive Abilities hardness 5 Immune construct traits
  offenSe
  Speed 30 ft.
  Melee slam +30 (4d6+33)
  StatiSticS
  Str 54, Dex 6, Con -, Int -, Wis 1, Cha 1
  Base Atk +16 CMB +46 CMD 54
  SQ 7 construction points
  SpeciaL aBiLitieS
  Construction Points
  Colossal animated objects have 7 construction points.
  coLoSSaL++ animateD oBject cr 14
  XP 38,400
  N Colossal construct
  Init -2 Senses darkvision 60, low-light vision; Perception -5
  
  Chapter 9: Bestiary
  579
  DefenSe
  AC 31, touch 0, flat-footed 18 (-2 Dex, +31 natural, -8 size)
  hp 224 (19d10+120 size)
  Fort +6, Ref +4, Will +1
  Defensive Abilities hardness 5 Immune construct traits
  offenSe
  Speed 30 ft.
  Melee slam +37 (4d8+39)
  StatiSticS
  Str 62, Dex 6, Con -, Int -, Wis 1, Cha 1
  Base Atk +19 CMB +53 CMD 61
  SQ 8 construction points
  SpeciaL aBiLitieS
  Construction Points
  Colossal animated objects have 8 construction points.
  coLoSSaL+++ animateD oBject cr 16
  XP 76,800
  N Colossal construct
  Init -2 Senses darkvision 60, low-light vision; Perception -5
  DefenSe
  AC 39, touch 0, flat-footed 39 (-2 Dex, +39 natural, -8 size)
  hp 271 (22d10+150 size)
  Fort +6, Ref +4, Will +1
  Defensive Abilities hardness 5 Immune construct traits
  offenSe
  Speed 30 ft.
  Melee slam +44 (6d6+45)
  StatiSticS
  Str 70, Dex 6, Con -, Int -, Wis 1, Cha 1
  Base Atk +22 CMB +60 CMD 68
  SQ 9 construction points
  SpeciaL aBiLitieS
  Construction Points
  Colossal animated objects have 9 construction points.
  Special Abilities
  Construction Points: Animated objects have a number 
  of Construction Points (CP) used to purchase abilities and de-
  fenses in addition to those presented above. A Medium-sized 
  animated object has 2 CP; differently sized animated objects 
  have CP totals as detailed on the size chart on this page. If 
  an animated object spends more CP than its size category 
  would allow, its CR increases by 1 (minimum of +1) for every 2 
  additional CP spent.
  Construction points allow an animated object to approx-
  imate the object being animated; if a cloth shirt is being ani-
  mated, it should possess the cloth flaw. If an iron bar is being 
  animated, it should possess the ‘metal’ option listed below.
  Additional Attack (Ex, 1 CP): The animated object gains an 
  additional slam attack.
  Additional Natural Attack (Ex, 1 CP): The animated object 
  gains an additional natural attack. The animated object must 
  have an appropriate appendage or part for the natural attack.
  Additional Movement (Ex, 1 CP): The animated object gains 
  a new mode of movement (burrow, climb, fly [clumsy], or swim) 
  at a speed equal to its base speed.
  Augmented Critical (Ex, 1 CP): Increase the threat range for 
  the animated object’s melee attacks by 1 or the threat multipli-
  er by 1. This cannot combine with itself or with the piercing 
  attack or slashing attack animated object abilities.
  Armor (Ex; 2 CP): The animated object is a suit of armor. 
  When worn by another creature, it ceases to act as a creature of 
  its own. Instead, any damage the wearer takes is dealt to the an-
  imated object instead; if the animated object loses all of its hit 
  points, then the armor bonus it grants is reduced to +0. While 
  worn, it grants its armor bonus to AC, as well as the benefits of 
  any special abilities, as normal. As long as the animated object 
  is still animated, it may be donned as a full-round action and 
  removed as a swift action.
  Burn (Ex, 1 CP): The animated object gains burn (1d6) with 
  its slam attacks. This can be applied multiple times. Its effects 
  stack.
  Constrict (Ex, 1 CP): The animated object gains constrict 
  with its slam attacks (the animated object must have grab be-
  fore it can take this ability).
  Durable (Ex; 1 CP): The animated object is exceptionally 
  durable. It gains 5 additional hit points for each size category it 
  has beyond Tiny, to a maximum of 30 additional hit points for 
  Colossal animated objects. This can be applied multiple times, 
  and its effects stack.
  Exceptional Reach (Ex, 1 CP): The animated object gains +5 
  feet of reach with one melee attack. Increase reach on all at-
  tacks for an additional +1 CP.
  Faster (Ex, 1 CP): One of the animated object’s movement 
  modes increases by +10 feet.
  Fluid (Ex; 1 CP): The animated object is unusually fluid; 
  it may squeeze through tight spaces as if it were two sizes 
  smaller than it actually is.
  Garrote (Ex; 1 CP): The animated object strangles crea-
  tures it grapples - it gains the strangle special attack (the ob-
  ject must have grab before it can select this ability).
  
  Chapter 9: Bestiary
  580
  Grab (Ex, 1 CP): The animated object gains grab special at-
  tack with slam attacks.
  Graft (Su; 1 CP): The animated object can serve as a re-
  placement limb for a creature two size categories larger than 
  it. While attached to a creature, the animated object ceases to 
  act as a creature of its own. Instead, the creature benefiting 
  from the graft ignores any penalties due to missing that limb, 
  and gains one of the animated object’s natural attacks. If the 
  animated object possesses any special attacks modifying that 
  natural attack, the beneficiary of the graft gains it as well, using 
  their size in place of that of the animated object.
  An animated object with graft may be attached to a crea-
  ture with a DC 20 Heal check.
  Hollow (Ex; 1 CP): The animated object gains the swallow 
  whole special attack with its slam attacks; creatures swallowed 
  by the animated object do not automatically take damage (the 
  animated object must have grab before it may select this abil-
  ity). This can be applied multiple times, each time increasing 
  the animated object’s size category for the purposes of what 
  creatures and objects it can grab and swallow by one.
  Improved Attack (Ex, 1 CP): All the animated object’s melee 
  or ranged attacks do damage as though it were one size catego-
  ry larger. A crafter must purchase improved attack separately 
  for melee and ranged attacks.
  Magic Item (Su; 1 CP): The animated object is some descrip-
  tion of magic item. It may activate itself as if it were holding or 
  wearing itself. Magic weapons may apply their enchantments to 
  one of their natural attacks (for example, an animated +1 dragon 
  bane longsword would have a +1 dragon bane slam attack).
  Material Properties (Ex; 1 CP): The animated object’s natural 
  attacks are considered to be weapons made from the animated 
  object’s special material. The animated object must have metal 
  or special material before it may select this ability.
  Metal (Ex, 2 CP): The animated object is made of common 
  metal. Its hardness increases to 10, and it gains a +2 increase 
  to its natural armor bonus. Mithral animated objects cost 4 
  CP, and gain hardness 15 plus a +4 increase to natural armor. 
  Adamantine animated objects cost 6 CP, gain hardness 20, and 
  receive a +6 increase to natural armor.
  Piercing Attack (Ex, 1 CP): Replace one melee attack with an 
  attack that does the same amount of piercing damage and has a 
  ×3 multiplier. Replace all melee attacks for an additional +1 CP. 
  Animated object abilities that specify slam attacks do not work 
  on piercing attacks.
  Pull (Ex, 1 CP): The animated object gains a pull (5 feet) 
  special attack with slam attacks (the animated object must have 
  grab before it can take this ability).
  Ranged Attack (Ex, 2 CP): Replace one slam attack with a 
  ranged attack. It does the same amount of damage, and has 
  a range of 20 feet. Replace all attacks for an additional +2 CP. 
  Animated object abilities that specify slam attacks do not work 
  on ranged attacks.
  Resistance (Ex, 2 CP): The animated object gains resistance 
  5 to one type of damage (acid, cold, electricity, or fire) chosen 
  at the time of the animated object’s creation. This effect can be 
  applied multiple times. Its effects do not stack; each time it is 
  applied, it applies to a different type of damage.
  Slashing Attack (Ex, 1 CP): Replace one slam attack with an 
  attack that does slashing damage and has either a 19–20 threat 
  range (for blade-like attacks) or a ×3 threat multiplier (for axe- 
  or scythelike attacks). Replace all melee attacks for an addition-
  al +1 CP. Animated object abilities that specify slam attacks do 
  not work on slashing attacks.
  Stone (Ex, 1 CP): The animated object is made of stone or 
  crystal. Its hardness increases to 8 and it gains a +1 increase to 
  its natural armor bonus.
  Toxic (Ex; 1 CP): The animated object is coated with a con-
  tact or injury poison. It gains the poison special attack with its 
  slam attacks. The crafter may spend an additional CP to have 
  that poison apply to all of its natural attacks instead.
  Trample (Ex, 2 CP): The animated object gains the trample 
  special attack.
  Trip (Ex, 2 CP): The animated object gains the trip special 
  ability with one of its slam attacks.
  Construction Flaws: Animated objects can gain more 
  CP by applying flaws, which hamper the animated object but 
  provide additional CP to spend on beneficial abilities. If the 
  CP gained in this way is not spent on beneficial abilities, its CR 
  decreases by 1 for every 2 CP conserved.
  Aberration (Ex; +2 CP): The animated object is made from 
  squirmy flesh instead of inorganic substances; change its type 
  to aberration, give it a Constitution score equal to its Strength 
  score, replace construct traits (Ex) with amorphous (Ex) and 
  darkvision 60 feet, and replace its hardness with an equal 
  amount of damage reduction bypassed by magic. It is still 
  mindless.
  Brittle (Ex, +1 CP): The animated object gains vulnerability 
  to cold.
  Cloth (Ex, +1 CP): The animated object is made of thick 
  cloth. Its hardness decreases to 0.
  Clunky (Ex, +1 CP): Treat the animated object as though it 
  had the staggered special quality.
  Flammable (Ex, +1 CP): The animated object gains vulnera-
  bility fire.
  Fragile (Ex; +1 CP): The animated object gains vulnerability 
  to bludgeoning damage.
  
  Chapter 9: Bestiary
  581
  Haunted (Ex, +1 CP): The animated object is haunted by a 
  malevolent spirit. It takes damage from positive energy as if it 
  were an undead creature and can be detected by detect undead.
  Immobile (Ex; +2 CP): The animated object has a base land 
  speed of 0 feet, and may not have abilities or flaws applied which 
  alter its base land speed or grant it new movement speeds.
  Slower (Ex, +1 CP): One of the animated object’s movement 
  modes decreases by – 10 feet.
  Huge Cold Iron Elemental
  This creature was originally printed in Adventurer’s 
  Handbook: Genius Guide Volume 1, by Super Genius Games.
  huge coLD iron eLementaL   
   
  cr 7
  XP 3,200
  N Huge outsider (earth, elemental, extraplanar)
  Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; 
  Perception +13
  DefenSe
  AC 19, touch 7, flat-footed 19 (–1 Dex, +12 natural, –2 size)
  hp 95 (10d10+40)
  Fort +11, Ref +2, Will +7
  DR 5/—; Immune elemental traits; SR 15
  offenSe
  Speed 20 ft., burrow 20 ft.
  Melee 2 slams +17 (2d8+9)
  Space 15 ft.; Reach 15 ft.
  Special Attacks cold iron natural weapons
  StatiSticS
  Str 28, Dex 8, Con 19, Int 6, Wis 11, Cha 11
  Base Atk +10; CMB +21; CMD 30
  Feats Awesome Blow, Cleave, Greater Bull Rush, Improved 
  Bull Rush, Improved Overrun, Power Attack
  Skills Appraise +6, Climb +18, Knowledge (dungeoneer-
  ing) +4, Knowledge (planes) +7, Perception +13, Stealth +4
  Languages Terran
  SpeciaL aBiLitieS
  Cold Iron Natural Weapons (Ex)
  A cold-iron elemental’s natural attacks function as cold 
  iron for purposes of bypassing DR.
  Skeletons and Zombies
  Skeletons and zombies lose all class levels (races that only 
  gain class levels are treated as if they had 1 racial Hit Die) as 
  well as all skill ranks and feats. They lose all special attacks 
  and special qualities of the base creature, except extraordinary 
  special qualities that improve their melee or ranged attacks. 
  Skeletons and zombies gain darkvision 60 feet.
  Skeletons and zombies lose their Constitution and 
  Intelligence scores, and change their Wisdom and Charisma 
  scores to 10, and use Charisma instead of Constitution when 
  determining bonus hit points.
  Skeletons and zombies use Table: Skeletons and 
  Zombies to determine their basic abilities based on their ra-
  cial Hit Dice.
  Table: Skeletons and Zombies
  Creature 
  Racial Hit 
  Dice (d8’s)
  Average 
  Hit 
  Points
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Base Attack 
  Bonus
  1
  4
  0
  0
  +2
  0
  2
  9
  0
  0
  +3
  +1
  3
  13
  +1
  +1
  +3
  +2
  4
  18
  +1
  +1
  +4
  +3
  5
  22
  +1
  +1
  +4
  +3
  6
  27
  +2
  +2
  +5
  +4
  7
  31
  +2
  +2
  +5
  +5
  8
  36
  +2
  +2
  +6
  +6/+1
  9
  40
  +3
  +3
  +6
  +6/+1
  10
  45
  +3
  +3
  +7
  +7/+2
  11
  49
  +3
  +3
  +7
  +8/+3
  12
  54
  +4
  +4
  +8
  +9/+4
  13
  58
  +4
  +4
  +8
  +9/+4
  14
  63
  +4
  +4
  +9
  +10/+5
  15
  67
  +5
  +5
  +9
  +11/+6/+1
  16
  72
  +5
  +5
  +10
  +12/+7/+2
  17
  76
  +5
  +5
  +10
  +12/+7/+2
  18
  81
  +6
  +6
  +11
  +13/+8/+3
  19
  85
  +6
  +6
  +11
  +14/+9/+4
  20
  90
  +6
  +6
  +12
  +15/+10/+5
  Special Skeleton Adjustments
  A skeleton gains a +2 bonus to Dexterity, DR 5/bludgeon-
  ing, immunity to cold, the Improved Initiative feat, and 2 pri-
  mary claw attacks (1d4, 1d3 Small). A skeleton can only fly if 
  the base creature used magic (and not wings) to fly. A skeleton 
  retains all natural attacks, manufactured weapon attacks, and 
  weapon proficiencies of the base creature, except those depen-
  dent on flesh to use.
  A skeleton uses Table: Skeleton Size Bonus to deter-
  mine its natural armor bonus: This replaces any previous nat-
  ural AC
  Table: Skeleton Size Bonus
  Skeleton Size
  Natural Armor Bonus
  Tiny or smaller
  0
  Small
  +1
  Medium or Large
  +2
  Huge
  +3
  Gargantuan
  +6
  Colossal
  +10
  
  Chapter 9: Bestiary
  582
  Zombie Special Qualities
  Zombies gain a +2 bonus to Strength and a -2 penalty to 
  Dexterity. They gain the Toughness feat and gain one slam at-
  tack (1d6, 1d4 Small). They retain all natural attacks, manufac-
  tured weapon attacks, and weapon proficiencies of the base 
  creature. A zombie can fly if the base creature could fly, but if 
  its flight was powered by wings instead of magic its maneuver-
  ability is reduced to clumsy.
  Zombies are naturally staggered (they may only perform 
  a single move action or standard action each round. A zombie 
  can move up to its speed and attack in the same round as a 
  charge action).
  Zombies gain natural AC and bonus Hit Dice (which in-
  crease all aspects as regular Hit Dice) according to Table: 
  Zombie Size Bonus.
  Table: Zombie Size Bonus
  Creature Size
  Natural AC (replaces any 
  previous natural AC)
  Bonus 
  Hit Dice
  Tiny or smaller
  0
  0
  Small
  +1
  +1
  Medium
  +2
  +1
  Large
  +3
  +2
  Huge
  +4
  +4
  Gargantuan
  +7
  +6
  Colossal
  +11
  +10
  Soul Weaver Summons
  The following creatures are summonable by the Soul 
  Weavaer class, and are included here for reference.
  poLtergeiSt cr 2
  XP 600
  LE Medium undead (incorporeal)
  Init +1; Senses darkvision 60 ft.; Perception +9
  DefenSe
  AC 12, touch 12, flat-footed 11 (+1 deflection, +1 Dex)
  hp 16 (3d8+3)
  Fort +2, Ref +2, Will +4
  Defensive Abilities incorporeal, natural invisibility, reju-
  venation; Immune undead traits
  offenSe
  Speed fly 20 ft. (perfect)
  Special Attacks frightener, telekinesis
  StatiSticS
  Str —, Dex 13, Con —, Int 5, Wis 12, Cha 12
  Base Atk +2; CMB 3; CMD 14
  Feats Ability Focus (fear)*, Alertness
  Skills Fly +9, Perception +9, Sense Motive +3
  Languages Common
  SQ site bound
  SpeciaL aBiLitieS
  Frightener (Su)
  Once per minute as a standard action, a poltergeist can 
  temporarily drop its natural invisibility, revealing itself to be 
  a skeletal, ghost-like humanoid. All Creatures within 30 feet 
  when a poltergeist uses this ability must succeed at a DC 14 
  Will save to avoid becoming frightened for 1d4 rounds. The 
  poltergeist then resumes its invisibility at the end of its turn 
  as a free action. A creature that successfully saves is immune 
  to the fear effect of that poltergeist for 24 hours. If the polter-
  geist’s natural invisibility is negated via other methods, it can-
  not use this ability. Likewise, those that can see invisible crea-
  tures are immune to this special attack. This is a mind-affecting 
  fear effect. The save DC is Charisma-based.
  Rejuvenation (Su)
  When a poltergeist is destroyed, it only remains destroyed 
  for 2d4 days. After this time, the undead spirit reforms where 
  it was destroyed, fully healed. The only way to permanently de-
  stroy a poltergeist is to determine the reason for its existence 
  and set right whatever prevents it from resting in peace. The 
  exact means varies with each spirit and may require a good deal 
  of research, and should be created specifically for each different 
  poltergeist or group of poltergeists by the GM.
  Site Bound (Ex)
  A poltergeist cannot travel more than 120 feet from the 
  point at which it was created or formed.
  Telekinesis (Su)
  A poltergeist has no method of attacking apart from tele-
  kinesis. This ability functions as the spell telekinesis, with a CL 
  equal to the poltergeist’s Hit Dice (CL 3rd for most polter-
  geists). A typical poltergeist has a ranged attack roll of +3 when 
  using telekinesis to hurl objects or creatures, and can use the 
  ability on objects or creatures of up to 75 pounds. If a polter-
  geist attempts to hurl a creature with this ability, that creature 
  can resist the effect with a successful DC 12 Will save. The save 
  DC is Charisma-based.
  ShaDoW cr 3
  XP 800
  CE Medium undead(incorporeal)
  Init +2; Senses darkvision 60 ft.; Perception +8
  DefenSe
  AC 15, touch 15, flat-footed 12 (+2 deflection, +2 Dex, +1 
  dodge)
  hp 19 (3d8+6)
  Fort +3, Ref +3, Will +4
  Defensive Abilities incorporeal, channel resistance +2; 
  Immune undead traits
  offenSe
  Speed fly 40 ft. (good)
  Melee incorporeal touch +4 (1d6 Strength damage)
  Special Attacks create spawn
  StatiSticS
  Str —, Dex 14, Con —, Int 6, Wis 12, Cha 15
  Base Atk +2; CMB +4; CMD 17
  Feats Dodge, Skill Focus (Perception)
  Skills Fly +11, Perception +8, Stealth +8 (+12 in dim light, 
  +4 in bright light); Racial Modifiers +4 Stealth in dim light 
  (–4 in bright light)
  
  Chapter 9: Bestiary
  583
  Languages Common (unofficial errata)
  SpeciaL aBiLitieS
  Create Spawn (Su)
  A humanoid creature killed by a shadow’s Strength damage 
  becomes a shadow under the control of its killer in 1d4 rounds.
  Strength Damage (Su)
  A shadow’s touch deals 1d6 points of Strength damage to a 
  living creature. This is a negative energy effect. A creature dies 
  if this Strength damage equals or exceeds its actual Strength 
  score.
  greater ShaDoW cr 8
  XP 4,800
  CE Medium undead (incorporeal)
  Init +5; Senses darkvision 60 ft.; Perception +13
  DefenSe
  AC 18, touch 18, flat-footed 12 (+2 deflection, +5 Dex, +1 
  dodge)
  hp 58 (9d8+18)
  Fort +5, Ref +8, Will +7
  Defensive Abilities incorporeal, channel resistance +2; 
  Immune undead traits
  offenSe
  Speed fly 40 ft. (good)
  Melee incorporeal touch +11 (1d8 Strength)
  Special Attacks create spawn (as per shadow), strength 
  damage
  StatiSticS
  Str —, Dex 20, Con —, Int 6, Wis 12, Cha 15
  Base Atk +6; CMB +11; CMD 24
  Feats Dodge, Flyby Attack, Mobility, Skill Focus 
  (Perception, Stealth)
  Skills Fly +15, Perception +13, Stealth +20 (+24 in dim light, 
  +16 in bright light); Racial Modifiers +4 Stealth in dim light 
  (–4 in bright light)
  Languages Common (unofficial errata)
  SpeciaL aBiLitieS
  Strength Damage (Su)
  A greater shadow’s touch deals 1d8 points of Strength dam-
  age to a living creature. This is a negative energy effect. A crea-
  ture dies if this Strength damage equals or exceeds its actual 
  Strength score.
  Wraith cr 5
  XP 1,600
  LE Medium undead (incorporeal)
  Init +7; Senses darkvision 60 ft., lifesense; Perception +10
  Aura unnatural aura (30 ft.)
  DefenSe
  AC 18, touch 18, flat-footed 15 (+5 deflection, +3 Dex)
  hp 47 (5d8+25)
  Fort +6, Ref +4, Will +6
  Defensive Abilities channel resistance +2, incorporeal; 
  Immune undead traits
  Weaknesses sunlight powerlessness
  offenSe
  Speed fly 60 ft. (good)
  Melee incorporeal touch +6 (1d6 negative energy plus 1d6 
  Con drain)
  Special Attacks create spawn
  StatiSticS
  Str —, Dex 16, Con —, Int 14, Wis 14, Cha 21
  Base Atk +3; CMB +6; CMD 21
  Feats Blind-Fight, Combat Reflexes, Improved Initiative
  Skills Diplomacy +10, Fly +7, Intimidate +13, Knowledge 
  (planes) +7, Perception +10, Sense Motive +10, Stealth +11
  Languages Common, Infernal
  SpeciaL aBiLitieS
  Create Spawn (Su)
  A humanoid slain by a wraith becomes a wraith in 1d4 
  rounds. These spawn are less powerful than typical wraiths, and 
  suffer a –2 penalty on all d20 rolls and checks, receive –2 hp 
  per HD, and only drain 1d2 points of Constitution on a touch. 
  Spawn are under the command of the wraith that created them 
  until its death, at which point they lose their spawn penalties 
  and become free-willed wraiths. They do not possess any of the 
  abilities they had in life.
  Constitution Drain (Su)
  Creatures hit by a wraith’s touch attack must succeed on a 
  DC 17 Fortitude save or take 1d6 points of Constitution drain. 
  On each successful attack, the wraith gains 5 temporary hit 
  points. The save DC is Charisma-based.
  Lifesense (Su)
  A wraith notices and locates living creatures within 60 feet, 
  just as if it possessed the blindsight ability.
  Sunlight Powerlessness (Ex)
  A wraith caught in sunlight cannot attack and is staggered.
  Unnatural Aura (Su)
  Animals do not willingly approach within 30 feet of a 
  wraith, unless a master makes a DC 25 Handle Animal, Ride, or 
  wild empathy check.
  DreaD Wraith cr 13
  XP 25,600
  LE Large undead (incorporeal)
  Init +13; Senses darkvision 60 ft., lifesense 60 ft.; 
  Perception +28; Aura unnatural aura (30 ft.)
  DefenSe
  AC 26, touch 26, flat-footed 16 (+7 deflection, +9 Dex, +1 
  dodge, –1 size)
  hp 184 (16d8+112)
  Fort +12, Ref +14, Will +15
  Defensive Abilities channel resistance +4; incorporeal; 
  Immune undead traits
  Weaknesses sunlight powerlessness
  offenSe
  Speed fly 60 ft. (good)
  Melee incorporeal touch +20 (3d6 negative energy plus 1d8 
  Con drain [Fort DC 23])
  Space 10 ft.; Reach 10 ft.
  Special Attacks create spawn
  
  Chapter 9: Bestiary
  584
  StatiSticS
  Str —, Dex 28, Con —, Int 14, Wis 20, Cha 25
  Base Atk +12; CMB +22; CMD 40
  Feats Alertness, Blind-Fight, Combat Reflexes, Dodge, 
  Improved Initiative, Improved Natural Attack (incorporeal 
  touch), Mobility, Spring Attack
  Skills Diplomacy +18, Fly +24, Intimidate +26, Knowledge 
  (planes) +13, Perception +28, Sense Motive +28, Stealth +24
  Languages Common, Infernal, Skald
  BanShee cr 13
  XP 25,600
  CE Medium undead (incorporeal)
  Init +15; Senses darkvision 60 ft., hear heartbeat; 
  Perception +31
  DefenSe
  AC 26, touch 26, flat-footed 14 (+4 deflection, +11 Dex, +1 
  dodge)
  hp 161 (19d8+76)
  Fort +10, Ref +19, Will +18
  Defensive Abilities incorporeal; Immune undead traits
  Weaknesses sunlight powerlessness
  offenSe
  Speed fly 60 ft. (perfect)
  Melee incorporeal touch +26 (14d6 negative energy plus 
  terror)
  Special Attacks wail
  StatiSticS
  Str —, Dex 32, Con —, Int 5, Wis 20, Cha 19
  Base Atk +14; CMB +25; CMD 40
  Feats Alertness, Combat Reflexes, Dodge, Improved 
  Initiative, Iron Will, Lightning Reflexes, Mobility, Step Up, 
  Weapon Focus (touch), Wind Stance
  Skills Fly +19, Perception +31, Sense Motive +7
  Languages Common, Elven
  SpeciaL aBiLitieS
  Hear Heartbeat (Ex)
  A banshee can sense the beating hearts of living creatures 
  within 60 feet, as if it had the blindsight ability.
  Terror (Su)
  A creature damaged by the banshee’s touch attack must 
  succeed at a DC 23 Will save. Failure means that the victim 
  cowers in fear for 1d3 rounds. If a target is protected against 
  fear by a dispellable effect (such as heroes’ feast or mind blank), 
  the banshee’s touch attempts to dispel one such effect with 
  greater dispel magic (CL 14th). Negative energy damage caused 
  by a banshee’s touch can only harm the living; it cannot heal 
  undead. This is a mind-affecting fear effect. The save DC is 
  Charisma-based.
  Wail (Su)
  Once per minute, a banshee may wail as a full-round action. 
  The wail lasts until the beginning of her next turn. All creatures 
  within 40 feet of the banshee when she begins her wail, as well 
  as all creatures that end their turn within that radius, must suc-
  ceed at a DC 23 Fortitude save. (This save is only required once 
  per wail.) Creatures under the effects of a fear effect take a –4 
  penalty on this save. Creatures that succeed at their save are 
  sickened for 1d6 rounds. Those that fail take 140 points of dam-
  age (as if affected by a CL 14 wail of the banshee). If a wailing 
  banshee is damaged during a wail, she must succeed at a Will 
  save (DC 15 + damage taken) to maintain the wail; otherwise it 
  ends. This is a sonic death effect. Banshee wails are supernatu-
  rally powerful, and penetrate the effect of any spell of 3rd level 
  or lower that creates silence. The save DC is Charisma-based.
  Sphere Creatures
  The following creatures are new creatures that make use of 
  the Spheres of Power system.
  Blood Constructs
  All blood constructs gain the following abilities:
  Absorb Blood (Su): Whenever a creature taking bleed 
  damage is within the blood construct’s threatened area, the 
  blood construct heals a number of hit points each round equal 
  to the bleed damage taken by the creature. If there are multiple 
  threatened creatures taking bleed damage, the healing does not 
  stack, only the highest value is used.
  Blood Mastery (Ex): A blood construct gains a +1 bo-
  nus on attack and damage rolls if its opponent is taking bleed 
  damage.
  Drench (Ex): The construct’s touch puts out non-magi-
  cal flames of its size or smaller. The creature can dispel magical 
  fire it touches as dispel magic (caster level equals construct’s 
  Hit Dice).
  Engulf: As a standard action, the blood construct may 
  move up to its speed and attempt to engulf anything in its path. 
  It cannot make other attacks during a round in which it engulfs. 
  The blood construct merely has to move over its opponents of 
  its size or smaller, affecting as many as it can cover. Targeted 
  creatures can make attacks of opportunity against the blood 
  construct, but if they do so, they are not entitled to a saving 
  throw against the engulf attack. Those who do not attempt at-
  tacks of opportunity can attempt a Reflex save (DC 10 + 1/2 Hit 
  Dice + Strength modifier) to avoid being engulfed - on a suc-
  cess, they are pushed back or aside (target’s choice) as the blood 
  construct moves forward. Engulfed opponents gain the pinned 
  condition, are in danger of suffocating, are trapped within the 
  blood construct’s body until they are no longer pinned, and 
  take slam damage from the blood construct each round. An 
  engulfed creature may attempt to escape as if escaping a pin.
  Fluid Body (Ex): The blood construct can move through 
  an area as small as one-eighth its space without squeezing or 
  one-sixteenth its space when squeezing.
  BLooD conStruct, tiny (cr 1/3)
  XP 400
  N Tiny construct
  Init +1; Senses darkvision 60 ft.; Perception +4
  DefenSe
  AC 13, touch 13, flat-footed 12 (+1 Dex, +2 size)
  hp 5 (1d10)
  
  Chapter 9: Bestiary
  585
  Fort +0, Ref +1, Will +0
  Immune construct traits
  offenSe
  Speed 30 ft., swim 30 ft.
  Melee slam +4 (1d4+1)
  Special Attacks blood mastery, drench, engulf (DC 11, 
  1d4+1 bludgeoning)
  StatiSticS
  Str 13, Dex 12, Con -, Int -, Wis 11, Cha 11
  Base Atk +1; CMB +0; CMD 11
  ecoLogy
  Environment any
  Organization solitary, pair, or gang (3–8 plus creator)
  Treasure none
  Blood constructs are unnatural creatures, rarely existing 
  unless formed by a blood mage as a servant.
  A tiny blood construct is 1 foot tall and weighs 3 pounds.
  Familiar
  A tiny blood construct may be taken as a familiar. The mas-
  ter of a blood construct familiar gains a +2 bonus on Fortitude 
  saves. A blood construct familiar may be replaced by taking 1 
  point of Constitution damage per two levels (minimum 1) in-
  stead of paying 100 gp per level.
  BLooD conStruct, SmaLL (cr 1)
  XP 400
  N Small construct
  Init +0; Senses darkvision 60 ft.; Perception +4
  DefenSe
  AC 13, touch 11, flat-footed 13 (+2 natural, +1 size)
  hp 21 (2d10+10)
  Fort +0, Ref +0, Will +0
  Defensive Abilities  absorb blood, Immune construct 
  traits
  offenSe
  Speed 30 ft., swim 30 ft.
  Melee slam +5 (1d6+3)
  Special Attacks blood mastery, drench, engulf (DC 13, 
  1d6+2 bludgeoning)
  StatiSticS
  Str 14, Dex 10, Con -, Int -, Wis 11, Cha 11
  Base Atk +2; CMB +3; CMD 13
  SpeciaL aBiLitieS
  Absorb Blood (Su)
  Whenever a creature taking bleed damage is within the 
  blood construct’s threatened area, the blood construct heals a 
  number of hit points each round equal to the bleed damage 
  taken by the creature. If there are multiple threatened crea-
  tures taking bleed damage, the healing does not stack, only the 
  highest value is used.
  Fluid Body (Ex)
  The blood construct can move through an area as small 
  as one-eighth its space without squeezing or one-sixteenth its 
  space when squeezing.
  Familiar
  A small blood construct may be taken as a familiar with 
  the Improved Familiar feat by caster of at least caster level 5th 
  or higher. The master of a blood construct familiar gains a +2 
  bonus on Fortitude saves. A blood construct familiar may be 
  replaced by taking 1 point of Constitution damage per level in-
  stead of paying 100 gp per level.
  BLooD conStruct, meDium (cr 3)
  XP 800
  N Medium construct
  Init +1; Senses darkvision 60 ft.; Perception +5
  DefenSe
  AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
  hp 42 (4d10+20)
  Fort +1, Ref +2, Will +1
  Defensive Abilities  absorb blood, Immune construct 
  traits
  offenSe
  Speed 30 ft., swim 30 ft.
  Melee slam +7 (1d8+4)
  Special Attacks blood mastery, drench, engulf (DC 15, 
  1d8+3 bludgeoning)
  StatiSticS
  Str 16, Dex 12, Con -, Int -, Wis 11, Cha 11
  Base Atk +4; CMB +7; CMD 18
  SpeciaL aBiLitieS
  Absorb Blood (Su)
  Whenever a creature taking bleed damage is within the 
  blood construct’s threatened area, the blood construct heals a 
  number of hit points each round equal to the bleed damage 
  taken by the creature. If there are multiple threatened crea-
  tures taking bleed damage, the healing does not stack, only the 
  highest value is used.
  Fluid Body (Ex)
  The blood construct can move through an area as small 
  as one-eighth its space without squeezing or one-sixteenth its 
  space when squeezing.
  BLooD conStruct, Large (cr 5)
  XP 1,600
  N Large construct
  Init +2; Senses darkvision 60 ft.; Perception +9
  DefenSe
  AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, –1 size)
  hp 74 (8d10+30)
  Fort +2, Ref +4, Will +2
  DR 5/—; Defensive Abilities  absorb blood, Immune 
  construct traits
  offenSe
  Speed 30 ft., swim 30 ft.
  Melee 2 slams +12 (2d6+5)
  Space 10 ft.; Reach 10 ft.
  Special Attacks blood mastery, drench, engulf (DC 19, 
  2d6+5 bludgeoning)
  
  Chapter 9: Bestiary
  586
  StatiSticS
  Str 20, Dex 14, Con -, Int -, Wis 11, Cha 11
  Base Atk +8; CMB +14; CMD 26
  SpeciaL aBiLitieS
  Absorb Blood (Su)
  Whenever a creature taking bleed damage is within the 
  blood construct’s threatened area, the blood construct heals a 
  number of hit points each round equal to the bleed damage 
  taken by the creature. If there are multiple threatened crea-
  tures taking bleed damage, the healing does not stack, only the 
  highest value is used.
  Fluid Body (Ex)
  The blood construct can move through an area as small 
  as one-eighth its space without squeezing or one-sixteenth its 
  space when squeezing.
  BLooD conStruct, huge (cr 7)
  XP 3,200
  N Huge construct
  Init +4; Senses darkvision 60 ft.; Perception +13
  DefenSe
  AC 20, touch 12, flat-footed 16 (+4 Dex, +8 natural, -2 size)
  hp 95 (10d10+40)
  Fort +3, Ref +7, Will +3
  DR 5/—; Defensive Abilities  absorb blood, Immune 
  construct traits
  offenSe
  Speed 30 ft., swim 30 ft.
  Melee 2 slams +15 (3d6+7)
  Space 15 ft.; Reach 15 ft.
  Special Attacks blood mastery, 
  drench, engulf (DC 22, 3d6+7 bludgeoning)
  StatiSticS
  Str 24, Dex 18, Con -, Int -, Wis 
  11, Cha 11
  Base Atk +10; CMB +19; CMD 
  33
  SpeciaL aBiLitieS
  Absorb Blood (Su)
  Whenever a creature tak-
  ing bleed damage is within the 
  blood 
  construct’s 
  threatened 
  area, the blood construct heals a 
  number of hit points each round 
  equal to the bleed damage taken 
  by the creature. If there are multi-
  ple threatened creatures taking bleed 
  damage, the healing does not stack, 
  only the highest value is used.
  Fluid Body (Ex)
  The blood construct can move 
  through an area as small as one-eighth its 
  space without squeezing or one-six-
  teenth its space when squeezing.
  BLooD conStruct, gargantuan (cr 9)
  XP 6,400
  N Gargantuan construct
  Init +5; Senses darkvision 60 ft.; Perception +16
  DefenSe
  AC 20, touch 11, flat-footed 15 (+5 Dex, +9 natural, -4 size)
  hp 131 (13d10+60)
  Fort +4, Ref +9, Will +4
  DR 10/—; Defensive Abilities  absorb blood, Immune 
  construct traits
  offenSe
  Speed 30 ft., swim 30 ft.
  Melee 2 slams +21 (4d6+12)
  Space 20 ft.; Reach 20 ft.
  Special Attacks blood mastery, drench, engulf (DC 28, 
  4d6+12 bludgeoning)
  StatiSticS
  Str 34, Dex 20, Con -, Int -, Wis 11, Cha 11
  Base Atk +13; CMB +29; CMD 44
  SpeciaL aBiLitieS
  Absorb Blood (Su)
  Whenever a creature taking bleed damage is within the 
  blood construct’s threatened area, the blood construct heals a 
  n u m b e r 
  of hit points each round equal to the bleed damage 
  taken by the creature. If there are multi-
  ple threatened creatures tak-
  ing bleed damage, the heal-
  ing does not stack, only 
  the highest value is 
  used.
  
  Chapter 9: Bestiary
  587
  Fluid Body (Ex)
  The blood construct can move through an area as small 
  as one-eighth its space without squeezing or one-sixteenth its 
  space when squeezing.
  BLooD conStruct, coLoSSaL (cr 11)
  XP 12,800
  N Colossal construct
  Init +6; Senses darkvision 60 ft.; Perception +19
  DefenSe
  AC 17, touch 8, flat-footed 11 (+6 Dex, +9 natural, -8 size)
  hp 148 (16d10+80)
  Fort +5, Ref +11, Will +5
  DR 10/—; Defensive Abilities  absorb blood, Immune 
  construct traits
  offenSe
  Speed 30 ft., swim 30 ft.
  Melee 2 slams +24 (6d6+16)
  Space 25 ft.; Reach 25 ft.
  Special Attacks blood mastery, drench, engulf (DC 34, 
  6d6+16 bludgeoning)
  StatiSticS
  Str 42, Dex 22, Con -, Int -, Wis 11, Cha 11
  Base Atk +16; CMB +40; CMD 56
  SpeciaL aBiLitieS
  Absorb Blood (Su)
  Whenever a creature taking bleed damage is within the 
  blood construct’s threatened area, the blood construct heals a 
  number of hit points each round equal to the bleed damage 
  taken by the creature. If there are multiple threatened crea-
  tures taking bleed damage, the healing does not stack, only the 
  highest value is used.
  Fluid Body (Ex) 
  The blood construct can move through an area as small 
  as one-eighth its space without squeezing or one-sixteenth its 
  space when squeezing.
  Cloud Sprite
  There is some debate about the origin of cloud sprites. 
  Some maintain that they are spontaneously generated by 
  clouds and fog, while others have said that they reproduce as 
  normal creatures. Whatever the case, cloud sprites are secre-
  tive, skittish creatures that do not make themselves available 
  for questioning on the subject. When they perceive a threat, 
  they almost invariably disappear into their misty environment, 
  becoming invisible. Only when protecting something of value 
  to them or if their invisibility is penetrated do they unleash 
  miniature lightning bolts on predators or enemies.
  cLouD Sprite (cr 2)
  A spot in the fog shimmers and coalesces into the shape of 
  a tiny winged human, with a blue tunic and bluer skin.
  XP 600
  CN Tiny fey
  Init +4; Senses low-light vision, mistsight; Perception +8
  DefenSe
  AC 18, touch 16, flat-footed 14 (+4 Dex, +2 natural armor, 
  +2 size)
  hp 13 (3d6+3)
  Fort +2, Ref +7, Will +6
  Immune electricity
  offenSe
  Speed fly 40 ft. (good)
  Space 5 ft.; Reach 0 ft.
  magic
  Caster Level 3; MSB +3, MSD 13, Concentration +8
  Tradition Natural; CAM Cha
  Spell Points 6
  Destruction Sphere: Extended Range; (blast type) 
  Electric Blast; Energy Focus (electric) drawback
  • destructive blast, medium range touch (130 ft.), DC 18; 
  Extended Range
  ◊ Electric Blast (3d6 electric, 1 round stun, Reflex 
  negates)
  Weather Sphere – (mantle) Mist Form, Sodden, Zephyr’s 
  Flight; Localized Weather drawback
  • mantle, Duration 3 hours, 1 sp
  ◊ Mist Form (Precipitation; concealment)
  ◊ Sodden (Precipitation; fire resistance)
  ◊ Zephyr’s Flight 
  (Precipitation; 
  movement 
  speed)
  StatiSticS
  Str 3, Dex 18, Con 12, Int 11, Wis 17, Cha 20
  Base Atk +1; CMB -5; CMD 7
  Feats Mantled Caster, Sphere Focus (Destruction)
  Skills Acrobatics +10, Fly +18, Knowledge (nature) +6, 
  Perception +8, Survival +5, Stealth +10
  Languages Common, Sylvan
  SQ cloud meld
  SpeciaL aBiLitieS
  Cloud Meld (Su)
  While in an area of Precipitation of severity level 2 or above, 
  a cloud sprite may turn invisible, as the spell greater invisibility, 
  as a free action. This lasts as long as the cloud sprite remains 
  within Precipitation of severity level 2 or higher, or until it uses 
  a free action to end this ability. While invisible, creatures us-
  ing unusual forms of sensory perception such as blindsight or 
  tremorsense cannot automatically foil the cloud sprite’s use 
  of Stealth; such creatures must attempt a Perception check as 
  normal to detect it, though the cloud sprite does not gain a 
  bonus to its check for being invisible.
  Mistsight (Ex)
  A cloud sprite can see through fog, smoke, precipitation, 
  and other obscuring vapors as if they did not exist.
  ecoLogy
  Environment clouds, fog banks
  Organization solitary
  Treasure incidental
  
  Chapter 9: Bestiary
  588
  Familiar
  A cloud sprite can be summoned via the Improved Familiar 
  feat by a chaotic good, chaotic neutral, chaotic evil, or true 
  neutral spellcaster of 7th level or higher.
  Crystal Golem
  A crystal golem is a humanoid-shaped collection of ever 
  growing, splitting, and shifting crystals, dividing any light that 
  shines upon them into an ever-shifting pattern of colors. It has 
  no possessions and no weapons. A crystal golem stands 8 feet 
  tall and weighs 800 pounds.
  A crystal golem cannot speak, although it can emit crash-
  ing and grinding noise. It moves with a constant snapping and 
  cracking as it the crystals about its joints break and reform.
  cryStaL goLem (cr 7)
  XP 3,200
  N Large construct
  Init –1; Senses darkvision 60 ft., low-light vision; 
  Perception +0
  DefenSe
  AC 20, touch 8, flat-footed 20; (–1 Dex, +12 natural, –1 size)
  hp 79 (9d10+30)
  Fort +3, Ref +2, Will +3
  DR 5/bludgeoning; Immune construct traits, magic
  offenSe
  Speed 30 ft.
  Melee 2 claws +13 (2d8+5)
  Space 10 ft.; Reach 10 ft.
  Special Attacks crystal growth
  StatiSticS
  Str 20, Dex 9, Con —, Int —, Wis 11, Cha 11
  Base Atk +9; CMB +15; CMD 24
  Languages none
  SpeciaL aBiLitieS
  Crystal Growth (Ex)
  When a crystal golem strikes a creature twice in one round 
  with its claw attacks, the creature must succeed at a Reflex save 
  DC 14 or become entangled as per the Crystal Blast Destruction 
  sphere talent with a caster level equal to the golem’s Hit Dice. 
  The DC is Charisma-based.
  Immunity to Magic (Ex)
  A crystal golem is immune to any spell or spell-like ability 
  that allows spell resistance. In addition, certain spells and ef-
  fects function differently against the creature, as noted below.
  • An attack that deals sonic damage deals 50% more 
  damage.
  • A crystal blast from the Destruction sphere heals the 
  crystal golem for a number of hit points equal to the 
  damage that would have been dealt. A crystal golem 
  can only heal a number of hit points per day up to its 
  maximum hit points in this way.
  ecoLogy
  Environment any
  Organization solitary or gang (2–4)
  Treasure none
  Crystal Golem Construction
  A crystal golem is assembled from a collection of rare crys-
  tals, imbued with powerful dweomers and held together by 
  golden filaments until the growth begins properly.
  CL 8th; Price 20,500 gp
  conStruction requirementS
  Forge Construct, Destruction sphere (Crystal Blast); 
  Special creator must have MSB 8; Skill Craft (jewelry) or 
  Appraise DC 13; Cost 10,500 gp
  Cù-sìth
  The cù-sìth (plural coin-sìth) is the psychopomp of Faerie. 
  Tasked with ensuring that the dead do not rise, they are typical-
  ly seen as heralds of doom. Coin-sìth will usually begin combat 
  by using their baleful howl ability. Then they will harry their 
  foe with Spring Attack, tripping them and ensuring they can-
  not retaliate. When fighting alongside other coin-sìth, they will 
  focus on a single foe until it is no longer a threat. Once it has 
  collected a soul with its psychopomp ability, a cù-sìth will typ-
  ically attempt to flee to a barrow where they can ensure the 
  dead will not rise.
  cù-Sìth (cr 10)
  A great black dog seemingly tattooed with knots of phos-
  phorescent green, this fey being raises its muzzle to the new 
  moon and lets loose a chilling howl.
  XP 9,600
  N Large fey
  Init +4; Senses barrowsight, low-light vision; Perception 
  +19
  DefenSe
  AC 22, touch 14, flat-footed 17 (+4 Dex, +1 dodge, +8 natu-
  ral, -1 size)
  hp 120 (16d6+64)
  Fort +9, Ref +14, Will +10
  Defensive Abilities  DR 10/cold iron, ghostly
  offenSe
  Speed 50 ft.
  Melee 1 bite +15 (2d6+23 plus trip) (includes bonuses and 
  penalties from Power Attack)
  Space 10 ft.; Reach 10 ft.
  Special Attacks baleful howl, trip, psychopomp
  StatiSticS
  Str 22, Dex 19, Con 18, Int 11, Wis 10, Cha 21
  Base Atk +8; CMB +15 (+4 trip); CMD 27 (+6 vs. trip)
  Feats Blood Feast, Dirty Fighting, Dodge, Greater TripB, 
  Improved Natural Attack (bite), Improved TripB, Mobility, 
  Power Attack, Spring Attack, Weapon Focus (bite)
  Skills Intimidate +21, Knowledge (nature) +19, Knowledge 
  (religion) +16, Perception +19, Stealth +23, Survival +16
  
  Chapter 9: Bestiary
  589
  Languages Common, Sylvan
  SQ barrowwalk, fey power, scent
  SpeciaL aBiLitieS
  Baleful Howl (Su)
  As a standard action, the cù-sìth can release a howl of 
  ill omen. All enemies within 60 ft. take a -4 penalty to saves 
  against curse and death effects and against the cù-sìth’s psycho-
  pomp ability, as well as a -4 penalty to AC. These penalties last 
  for 5 rounds. These penalties are reduced to -1 and last only a 
  single round with a successful Will save (DC 23). This is a sonic 
  curse effect.
  Barrowsight (Su)
  A cù-sìth can constantly see the state of living and undead 
  creatures within 60 feet. This functions as the lifesense option 
  of the Advanced Alternate Divinations advanced Divination 
  talent, but functions for undead creatures as well as the living.
  Barrowwalk (Su)
  As a full-round action, the cù-sìth can teleport as if using 
  the Flawless Teleport Warp talent, but can only teleport to and 
  from barrows, cairns, graveyards, and other final resting places. 
  It need not know exactly where there is a burial site and may 
  specify direction and distance to teleport, arriving at the near-
  est such site. The cù-sìth cannot transport any other creatures 
  with this ability, but it can bring any objects it carries, up to its 
  maximum load.
  Fey Power (Su)
  The cù-sìth adds its Charisma bonus to attack rolls, dam-
  age rolls, CMB, and CMD.
  Ghostly (Su)
  Attacks against a cù-sìth have a 20% miss chance. This is 
  bypassed by ghost touch weapons and incorporeal creatures.
  Soul Shepherd (Su)
  When a cù-sìth reduces a creature to 0 hit points or lower 
  with its bite attack, the creature must succeed at a DC 25 Will 
  save or die and have its soul collected by the cù-sìth. A creature 
  killed outright by the cù-sìth’s attack also has its soul collected 
  by the cù-sìth with no save. When the cù-sìth collects a soul in 
  this manner, it gains 5 temporary hit points and a +2 enhance-
  ment bonus to Strength, and the creature cannot be returned 
  to life by any effect short of miracle or wish, nor can their body 
  be raised as undead. The only way to prevent this permanent 
  rest and return the victim to life without such a powerful effect 
  is to kill the cù-sìth or persuade it to return the soul before 
  it next uses its barrowwalk ability—a prospect which is highly 
  unlikely.
  Silence (Su)
  The cù-sìth is constantly surrounded by a 20-foot radius 
  sphere of silence, as the option of the Suppression Illusion tal-
  ent. It does not impede the cùsìth’s baleful howl ability.
  ecoLogy
  Environment any near burial sites
  Organization solitary, pair, or pack (3–8)
  Treasure none
  Devouring Hole
  A devouring hole is void given form and transformed into 
  a construct. A devouring hole serves its master like any other 
  construct, but has no feelings or reserves about devouring any-
  thing and everything it can.
  Devouring hoLe (cr 8)
  This circle of pitch-black fabric hides an extradimensional 
  space sized to fit a dozen bodies.
  XP 4,800
  N Large construct
  Init +0 Senses darkvision 60 ft., low-light vision; 
  Perception +0
  DefenSeS
  AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
  hp 75 (10d10+20)
  Fort +2 Ref +6 Will +2
  Defensive Abilities  DR 5/magic; Immune construct 
  traits, magic
  offenSe
  Speed 20 ft.
  Melee bite (1d6+7 plus devouring darkness and grab)
  Space 10 ft.; Reach 5 ft.;
  Special Attack extradimensional gullet (1d6+7 plus de-
  vouring darkness), devouring darkness
  StatiSticS
  Str 20 Dex 18 Con — Int — Wis 10 Cha 14
  Base Atk +10; CMB +15 (+23 grapple); CMD +30 (cannot 
  be tripped)
  SQ compression, nothing to see here
  SpeciaL aBiLitieS
  Devouring Darkness (Su)
  A devouring hole can create or dismiss an area of darkness 
  within its extradimensional space as a free action. This dark-
  ness is augmented with a more potent version of the Hungry 
  Darkness talent, inflicting 2 points of Constitution damage per 
  round to targets that have been swallowed, grappled, or suc-
  cessfully struck with a bite attack. A creature can not be affect-
  ed by devouring darkness more than once in a round.
  Extradimensional Gullet (Su)
  A devouring hole can swallow a creature it is grappling and 
  hold it inside its extradimensional space. This functions as the 
  swallow whole special ability, except that it can swallow a crea-
  ture up to its own size and the victim can not cut its way free, 
  though it can escape through a successful grapple check. If the 
  devouring hole is killed with a creature inside its extradimen-
  sional gullet that creature is shunted out into the nearest open 
  space.
  Nothing to See Here (Ex)
  A devouring hole functions in all ways as a normal portable 
  hole when not feeding, and interacts with a bag of holding as 
  would a normal portable hole under all circumstances. When 
  not active, a DC 32 Spellcraft check is required to distinguish a 
  devouring hole from a portable hole.
  
  Chapter 9: Bestiary
  590
  ecoLogy
  Environment any
  Organization solitary
  Treasure none
  Construction
  A devouring hole is created from a normal portable hole 
  given animation and purpose through an elaborate ritual re-
  quiring rare reagents. The crafting cost assumes the creator 
  must purchase a portable hole at market price. Adjust the cost 
  down if the creator can supply one by other means or craft one 
  herself.
  CL 12th; Price 50,000 gp
  Forge Construct, Dark sphere (Hungry Darkness), 
  Enhancement sphere (Animate Object), Warp sphere 
  (Extradimensional Storage), ; Special creator must have MSB 
  12; Skill Craft (cloth) DC 15; Cost 25,000 gp
  Dewdrop Fairy Swarm
  Individually, dewdrop fairies are all but harmless to larg-
  er creatures. Unarmored, wielding makeshift weapons of cold 
  iron, and utterly diminutive, they are easily swept aside by most 
  opponents. In massive swarms, however, they can kill by a thou-
  sand tiny cuts. Unfortunately, they lack any sort of discipline or 
  even an attention span to speak of, and so tend to haphazardly 
  attack whichever enemy is closest or attracts their ire.
  Dewdrop fairies become violent for a number of reasons. 
  They are often conscripted by more powerful fey who arm 
  them with nails or shards of cold iron so they can become a 
  whirlwind of death for rival fey. They are also known to protect 
  magic-rich territories on instinct and are particularly intent on 
  putting out fires that threaten their demesnes. Their definition 
  of “threaten”, however, is quite broad as they have a hard time 
  distinguishing between the threat of a mad wizard flinging fire-
  balls into dry undergrowth and a small, carefully built campfire.
  DeWDrop fairy SWarm (cr 4)
  What seemed at a distance to be a cloud of glittering gems 
  now becomes clear as a swarm of tiny fey whose wings sparkle 
  with dew and who carry rough weapons of iron nails.
  XP 1200
  N Diminutive fey (swarm)
  Init +8; Senses low-light vision; Perception +9
  DefenSe
  AC 18, touch 18, flat-footed 14 (+4 Dex, +4 size)
  hp 40 (9d6+9)
  Fort +4, Ref +10, Will +3
  Defensive Abilities  swarm traits; Immune mind-af-
  fecting effects, weapon damage
  Weaknesses swarm traits
  offenSe
  Speed fly 40 ft. (perfect)
  Melee swarm (2d6 plus distraction and drench, counts as 
  cold iron)
  Space 10 ft.; Reach 0 ft.
  Special Attacks crude cold iron weapons, distraction 
  (DC 17)
  magic
  Caster Level 9; MSB +9, MSD 9, Concentration +11
  Tradition Rain dancing (Skilled Casting (Perform 
  (dance)), Wild Magic); Tradition Boon Atmoturgy; CAM Cha
  Spell Points 11
  Weather Sphere: Rain Lord, Severe Weather; (man-
  tle) Clear Skies; (shroud) Battering Winds; Focused Weather 
  (Precipitation) drawback
  • control weather, maximum severity 4, medium (190 ft.), 
  DC 16
  ◊ Rain Lord (Precipitation maximum severity +1)
  ◊ Severe Weather (1 sp, +1 severity)
  • mantle, Duration 9 hours
  ◊ Clear Skies (reduce severity by 1 step)
  • shroud, 190 ft. (medium range), Save none
  ◊ Battering Winds (-3 Reflex saves and attack 
  rolls)
  StatiSticS
  Str 1, Dex 18, Con 12, Int 11, Wis 5, Cha 14
  Base Atk +4; CMB –; CMD –
  Feats Ability Focus (distraction), Cantrips, Improved 
  Initiative, Lightning Reflexes, Skill Focus (Perform (dance))
  Skills Fly +30, Knowledge (nature) +12, Perception +9, 
  Perform (dance) +17, Stealth +16, Survival +9
  Languages Common, Sylvan
  SQ drench, rain dance
  SpeciaL aBiLitieS
  Shards of Iron (Ex)
  The crude weapons wielded by the dewdrop fairies in the 
  swarm allow its swarm damage to count as cold iron for the 
  purpose of overcoming damage reduction. These weapons 
  are extremely rough and, if wielded by a Diminutive creature, 
  count as improvised piercing weapons that deal 1 damage. This 
  small amount of cold iron is typically the only thing of value 
  carried by the swarm’s members.
  Drench (Ex)
  Any non-magical flames within the dewdrop fairy swarm’s 
  space at the end of its move are immediately extinguished. As 
  a free action the dewdrop fairy swarm may attempt a magic 
  skill check to dispel any magical flames (as the Counterspell 
  feat) within the swarm’s space at the end of its turn. It takes no 
  damage for entering any flames it extinguishes.
  Rain Dance (Ex)
  When using its control weather ability to create or alter 
  Precipitation, a dewdrop fairy swarm may concentrate on the 
  effect as part of a move action used to move.
  ecoLogy
  Environment any wet environment
  Organization solitary or frolick (2–5)
  Treasure incidental
  
  Chapter 9: Bestiary
  591
  Elusa Hound, Sibyl
  The sibyl elusa hounds are favored by inquisitors and in-
  vestigators alike, who utilize these magical beasts to track 
  down cultists, renegade mages, and other spellcasters deemed a 
  threat to society. Compared to the common elusa hound (Tome 
  of Horrors Complete, pg 271), the sibyl variety are less intelli-
  gent and physically weaker. To make up for this, the sibyl elusa 
  hounds have magic-resistant hides that help defend them from 
  their inevitable prey.
  eLuSa hounD, SiByL (cr 3)
  At first glance, this magical beast looks nothing more than 
  an arctic wolf, but as you focus in on it, its fur which appeared 
  white or light grey at first, now clearly has a coat with a blue 
  tint.
  XP 800
  LN Medium magical beast
  Init +2; Senses darkvision 60 ft., detect spellcaster (120 
  ft.), low-light vision, scent; Perception +5
  DefenSe
  AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
  hp 30 (4d10+8)
  Fort +6, Ref +6, Will +2
  Defensive Abilities  spellhide (+3 saves vs. spells, spell-
  like abilities, sphere talents and abilities)
  offenSe
  Speed 50 ft.
  Melee bite +5 (1d6+1 plus trip)
  StatiSticS
  Str 13, Dex 15, Con 15, Int 3, Wis 12, Cha 8
  Base Atk +4; CMB +5; CMD 17
  Feats Skill Focus (Perception), Skill Focus (Survival)
  Skills Perception +8, Survival +8 (+12 scent tracking); 
  Racial Modifiers +4 Survival when tracking by scent
  SQ aura tracking, detect spellcaster, spellhide
  SpeciaL aBiLitieS
  Aura Tracking (Su)
  If a sibyl elusa hound has “tasted” the magical aura of a crea-
  ture (a creature it has successfully divined using detect spellcast-
  er), it gains a +10 competence bonus to its Survival check when 
  tracking that target. The aura must be fresh (“tasted” within 
  the last 2 hours) or the elusa hound does not gain this bonus.
  Detect Spellcaster (Su)
  Sibyl elusa hounds have a supernatural sense of smell which 
  functions as the Divination sphere talent Detect Spellcaster, 
  except that it is a sense with a range of medium (counting their 
  Hit Dice as Low-Caster levels for this) and requires no spell 
  points to utilize.
  Spellhide (Ex)
  Sibyl elusa hounds add their natural armor bonus to their 
  saving throws vs. spells, spell-like abilities, and sphere talents 
  and abilities.
  ecoLogy
  Environment urban
  Organization solitary, pair, or unit (sibyl elusa hound 
  paired with an inquisitor or investigator)
  Treasure none
  Ghoran, Wyrgrove
  The common ghoran is looked upon as a beauty of nature 
  who provide food to those less fortunate than themselves, but 
  not all ghoran are content to live a such a simple life. In fact an 
  entire breed of ghoran have come into being with inborn natu-
  ral sphere abilities, they are called the wyrgrove ghoran.
  ghoran, Wyrgrove (cr 1/2)
  XP 200
  Wyrgrove Ghoran yamabushi (unchained monk) 1
  LN Medium plant
  Init +2; Senses low-light vision; Perception +7
  DefenSe
  AC 16, touch 15, flat-footed 14 (+2 Dex, +1 natural, +3 Wis)
  hp 13 (1d10+3)
  Fort +5, Ref +4, Will +3
  Weakness delicious, light dependency
  offenSe
  Speed 30 ft.
  Melee unarmed strike +3 (1d6+2/x2)
  Melee flurry of blows +3/+3 (1d6+2/x2)Magic
  Caster Level 1; MSB +1, MSD 12, Concentration +4
  Tradition Natural (none); CAM Wis
  Spell Points 4
  Alteration Sphere
  • shapeshift, touch, 1 minute; Blank Transformation
  ◊ Size Change (Small or Large)
  Nature Sphere: (geomancing) Plant (Entangle, Harvest, 
  Pummel); Manipulate Nature; Nature’s Carapace (Barkskin)
  geomancing, close (40 ft.), DC 20)
  ◊ Plant (Entangle, Harvest, Pummel)
  Manipulate Nature (Shelter)
  Nature’s Carapace (Barkskin, +1 natural armor, +1 Stealth 
  in nature, 1 min, 1 sp)
  StatiSticS
  Str 14, Dex 14, Con 16, Int 5, Wis 16, Cha 9
  Base Atk +1; CMB +3; CMD +18
  Feats Extra Magic Talent
  Skills Intimidate +3
  Languages Common, Treant
  SQ delicious, ghorus seed, light dependent, sphere-touched
  SpeciaL aBiLitieS
  Delicious (Ex)
  Ghorans take a –2 penalty on Escape Artist and combat 
  maneuver checks made to escape a grapple against any creature 
  that has a bite attack with the grab ability.
  
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  Ghorus Seed (Ex)
  As a full-round action, a ghoran can expel its ghorus seed 
  from an orifice in its abdomen. If planted in fertile ground and 
  left undisturbed for 2d6 days, the seed grows into a healthy 
  duplicate of the original ghoran, save that the duplicate may 
  reallocate all of its skill ranks upon sprouting. Once a ghoran 
  expels its seed, it gains 1 negative level, and it dies as soon as its 
  duplicate sprouts. This duplicate replaces the previous ghoran 
  character.
  Light Dependent (Ex)
  Ghorans take 1d4 points of Constitution damage each day 
  they go without exposure to sunlight.
  Sphere-touched
  Wyrgrove ghorans are touched individually by a differ-
  ent sphere of magic, the most common being Alteration and 
  Nature (though there are rumors to exist those touched by oth-
  er spheres). Wyrgrove ghorans have the Basic Magic Training 
  feat.
  ecoLogy
  Environment temperate forest
  Organization solitary, pair, or plot (3-12)
  Treasure NPC gear, other treasure
  Wyrgrove Ghoran Racial Subtype (RP 16)
  Ability Scores Ghoran receive a +2 racial bonus to 
  Constitution and Wisdom and a -2 racial penalty to Intelligence.
  Raised Among Trees Ghoran start off knowing Treant 
  as language instead of Sylvan. They may still select additional 
  languages with a high Intelligence modifier.
  Shell of their Former Selves Ghoran reduce their natu-
  ral armor bonus from +2 (3 RP) to +1 (2 RP).
  Sphere-touched (2 RP) Ghoran lose natural magic (2 
  RP) to gain instead the feat Basic Magic Training (2 RP) as a 
  bonus feat, but are limited to choosing either the Alteration or 
  Nature sphere.
  Wisdom of the Past The ghoran give up past-life knowl-
  edge (2 RP) as they slowly lose unnecessary memories over time.
  Ghoran keep their delicious, ghorus seed and light depen-
  dency racial traits while utilizing this racial variant.
  Gremlin, Tunneler
  Tunneler gremlins delight in chaos and destruction, but 
  have more patience than many of their kin. Tunnelers take 
  their time, working in teams to undermine structures careful-
  ly, allowing them to set off a carefully engineered collapse 
  (complete with mad cackling), dealing far more damage 
  than they would otherwise be able to. As Faerie is dom-
  inated by natural landscapes and top-
  pling trees and causing landslides is less 
  amusing than collapsing buildings, tunnelers 
  take any chance they can get to escape to planes 
  with complex architecture to destroy. Needless to 
  say, they are killed on sight in all cities, with many mu-
  nicipalities offering a bounty for their destruction.
  gremLin, tunneLer (cr 1)
  XP 400
  CE Tiny fey
  Init +0; Senses darkvision 120 ft., low-light vision; 
  Perception +5
  DefenSe
  AC 12, touch 12, flat-footed 12 (+2 size)
  hp 8 (1d6+5)
  Fort +2, Ref +2, Will +3
  DR 3/cold iron; SR 11
  offenSe
  Speed 20 ft., burrow 20 ft.
  Melee shovel +4 (1d8+3/×3)
  Space 2-1/2 ft., Reach 0 ft.
  Special Attacks break ground, undermine
  StatiSticS
  Str 14, Dex 11, Con 14, Int 11, Wis 12, Cha 11
  Base Atk +0; CMB +0; CMD 10
  Feats Skill Focus (Knowledge (engineering)), Toughness
  Skills Climb +6, Craft (traps) +4, Knowledge (engineering) 
  +4, Knowledge (geography) +4, Perception +5, Stealth +12
  Languages Aklo, Undercommon
  SQ shovel training, strength, tunnel
  SpeciaL aBiLitieS
  Break Ground (Ex)
  A tunneler can pass directly beneath the space of another 
  creature, softening the ground and causing unstable footing. 
  If the tunneler is in a space directly below the surface of the 
  ground, it can choose to make the surface of the ground above 
  it difficult terrain. Clearing this difficult terrain requires a full-
  round action. If a creature occupies this space when the tun-
  neler passes beneath it, the creature must succeed on a DC 12 
  Reflex save or fall prone. If the creature’s space is larger than 
  one 5-foot square, then the tunneler must pass beneath all of the 
  creature’s occupied spaces in order to force this save. This DC 
  is Strength-based.
  
  Chapter 9: Bestiary
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  Shovel Training (Ex)
  Tunnelers are proficient in the use of their shovels as weap-
  ons. Use the statistics for a greataxe sized appropriately.
  Strength (Ex)
  Despite being Tiny, tunnelers may use their Strength to de-
  termine CMB, CMD, and Climb.
  Tunnel (Su)
  When using its burrow speed, the tunneler may choose to 
  leave behind a stable passage suitable for creatures of Tiny size 
  or smaller. Creatures of Small size may pass through by squeez-
  ing. A group of at least 4 tunnelers can leave a space suitable for 
  a Small creature through which a Medium creature can squeeze 
  through. Larger passages require construction and reinforce-
  ment, though each tunneler can supply the labor of 4 humans 
  for projects that consist primarily of digging, such as making 
  ditches, mines, or tunnels.
  Undermine (Ex)
  A tunneler can spend up to 12 hours digging beneath a 
  wall or other structure. At the end of this time, the tunneler 
  can cause its tunnels to collapse as a full-round action, dealing 
  10 damage per hour to a 5-foot section of that structure. This 
  damage bypasses hardness and deals full damage to objects. 
  Multiple tunnelers can aid each other to reduce this time, but 
  cannot increase the maximum damage to a single section.
  ecoLogy
  Environment any underground
  Organization solitary, team (2–4), labour (6–12)
  Treasure standard (shovel, trap bag, other treasure)
  Familiar
  A chaotic evil or neutral evil or a chaotic neutral 5th-lev-
  el spellcaster can gain a tunneler as a familiar if she has the 
  Improved Familiar feat.
  Mau
  Mau are the mummified remains of a beloved housecat in-
  habited by a spirit of Law. Typically found guarding the tomb of 
  their former master from those who would dare violate it, they 
  have the ability to raise undead servants as well as to enter com-
  bat themselves in a flurry of claws and teeth. Though they will 
  typically try to avoid combat by warning away intruders, they 
  also readily attack those who persist. Mau begin combat by 
  transforming into either a lion or a dire lion and using a quick-
  ened ranged ghost strike. Then they will pounce, using Mystic 
  Assault to replace a claw attack with another ghost strike. They 
  typically reserve their breath weapon for when they are near a 
  cluster of weak enemies.
  mau (cr 20)
  This mummified cat is wrapped in linen that has been cov-
  ered in ancient glyphs of warding. Its eyes have been replaced 
  with turquoise and it is bedecked with gold earrings, necklaces, 
  and other adornments.
  XP 307,200
  LN Tiny outsider (lawful, native)
  Init +11; Senses darkvision 120 ft.; Perception +33
  DefenSe
  AC 40, touch 35, flat-footed 29 (+11 Dex, +5 natural, +4 size, 
  +10 Wis)
  hp 253 (22d8+154)
  Fort +14, Ref +24, Will +23
  Defensive Abilities  DR 15/chaotic, perfect order, raised 
  to serve
  offenSe
  Speed 40 ft.
  Melee 2 claws +33 (1d2, 19–20/x2), bite +31 (1d3)
  Space 2-1/2 ft. ft.; Reach 0 ft.
  Special Attacks breath weapon
  magic
  Caster Level 16; MSB +16, MSD 27, Concentration 
  +26
  Tradition Natural (none); CAM Wis
  Spell Points 27
  Death Sphere: Greater Undead, Lingering Necromancy, 
  Permanent Necromancy; (ghost strike) Command Undead, 
  Curse, Drain, Vampiric Strike
  • ghost strike, medium range touch (260 ft.) or melee 
  touch, DC 28
  ◊ Command Undead (give instructions to undead, 
  16 minutes, 1 sp)
  ◊ Curse (permanent curse, 2 sp)
  ◊ Drain (1d4 negative levels, 1 sp)
  ◊ Exhausting Strike (fatigue for 16 rounds, 1 sp to 
  exhaust for 16 minutes)
  ◊ Vampiric Strike (8d6 damage, half as temp hp, 
  1 sp)
  • reanimate, touch, 16 hours, 1 sp; Lingering Necromancy
  ◊ Greater Undead (reanimate intelligent undead)
  ◊ Permanent Necromancy (spend an additional 
  2 sp to make reanimate permanent)
  Fate Sphere: Bound Consecration, Consecrated Ground 
  (2x); (consecration) Divine Force, Divine Pressure; (word) 
  Classify, Geas, Greater Geas, Mark of Judgement, Truth
  • consecration, 35 ft., DC 28, Alignment lawful
  ◊ Bound Consecration (apply consecration to place 
  or object)
  ◊ Consecrated Ground (3 sp for 32 hours or 
  permanent)
  ◊ Divine Force (opposite alignment suffer random 
  conditions)
  ◊ Divine Pressure (opposite alignment suffer cho-
  sen condition)
  ◊ Serendipity (+1 luck bonus)
  • word, close (65 ft.), DC 28
  ◊ Classify (compel target to identify themselves)
  ◊ Geas (compel target to do task, 10 minute cast 
  time, no save, 16 days, 2 sp)
  
  Chapter 9: Bestiary
  594
  ◊ Hallow (provide protections against opposite 
  alignment, 1 sp)
  ◊ Mark of Judgement (permanent Geas, harsher 
  penalty for disobeying)
  ◊ Truth (compel target to speak truth)
  StatiSticS
  Str 11, Dex 33, Con 28, Int 15, Wis 30, Cha 12
  Base Atk +22; CMB +20 (+24 grapple); CMD 45 (47 vs. 
  grapple)
  Feats Align Spell (lawful), Dirty Fighting, Greater Grapple, 
  Improved Critical (claws), Improved Grapple, Improved Mystic 
  Assault, Multiattack, Mystic Assault, Quicken Spell, Weapon 
  Finesse
  Skills Acrobatics +34, Climb +25, Diplomacy +24, 
  Knowledge (planes) +25, Knowledge (religion) +25, Perception 
  +33, Sense Motive +33, Stealth +34
  Languages Common, Necril, speak with animals (cats 
  only)
  SQ leonine form
  SpeciaL aBiLitieS
  Breath Weapon (Su)
  Once every 1d4 rounds a mau can release a 15-foot long 
  cone of desiccating sand and salt. This does 10d4 slashing dam-
  age and 8d4 untyped damage and fatigues all within the area. A 
  successful Reflex saving throw halves the slashing damage and a 
  successful Fortitude saving throw negates the untyped damage 
  and fatigue (DC 30).
  Perfect Order (Su)
  A mau adds its Wisdom modifier to its AC.
  Leonine Form (Su)
  As a standard action, a mau can take the form of a house-
  cat, a lion, or a dire lion. This functions as the Alteration sphere 
  shapeshift ability, using the Blank Transformation and the fol-
  lowing traits:
  • Housecat: no traits
  • Lion: Large size (+10 Str, –6 Dex, +2 Con; +3 CMB; –3 
  attack, CMD, and AC), grab, pounce, land speed (100 
  ft.)
  • Dire lion: Huge size (+14 Str, –8 Dex, +4 Con; +4 
  CMB; –4 attack, CMD, and AC), grab, pounce, land 
  speed (100 ft.)
  The mau can remain in any of these forms indefinitely and 
  always gains a +10 bonus to Disguise to appear to be the animal 
  whose form it has taken. This is a polymorph effect, the mau-
  loses access to its breath weapon while transformed. It may use 
  this ability at will.
  Raised to Serve
  While not strictly undead, mau do share some of their 
  traits. They are immune to all mind-affecting effects (charms, 
  compulsions, phantasms, patterns, and morale effects), bleed, 
  death effects, disease, paralysis, poison, sleep effects, stunning, 
  and any effect that requires a Fortitude save (unless the effect 
  also works on objects or is harmless). Any effect that explicitly 
  affects undead in addition to the living, like Divine Force, af-
  fects mau, but effects that only affect undead, like Command 
  Undead, do not. Unlike other native outsiders, mau are not af-
  fected by raise dead, reincarnate, resurrection, true resurrection, or 
  any Life sphere talents that would return it to life unless en-
  hanced with Esoteric Healing. Usually it takes a different mag-
  ical effect, such as limited wish, miracle, or wish to restore a mau 
  to life. Despite being native outsiders, mau do not breathe, eat, 
  or sleep.
  ecoLogy
  Environment desert tombs
  Organization destruction (1 mau plus 0–1 mummy lord 
  and 3–20 mummies)
  Treasure twice normal
  Menehune
  Peaceful island dwellers, menehune are seldom violent un-
  less pressed. When threatened, they prefer to use their friend-
  ship arrows to make peace. Normally exclusive, those that 
  know how to contact them and offer their favorite foods (fish 
  and bananas) can sometimes get them to apply their impres-
  sive speed in construction projects. Areas with menehune are 
  known to sprout temples, ponds, and other construction over-
  night. Despite this, they rarely build such things for themselves 
  and prefer to live away from others, moving away from any area 
  that becomes significantly settled.
  menehune (cr 1/2)
  XP 200
  NG Small fey
  Init +3; Senses low-light vision; Perception +5
  DefenSe
  AC 14, touch 13, flat-footed 11 (+3 Dex, +1 size)
  hp 5 (1d6+2)
  Fort +2, Ref +6, Will +2; +2 vs. illusions
  offenSe
  Speed 30 ft.
  Melee dagger +3 (1d3+1/19–20)
  Ranged shortbow +3 (1d4)
  Space 5 ft., Reach 5 ft.
  StatiSticS
  Str 15, Dex 16, Con 15, Int 12, Wis 12, Cha 15
  Base Atk +0; CMB +1; CMD 14
  Feats Point-Blank Shot
  Skills Acrobatics +7, Craft (carpentry) +5, Knowledge (en-
  gineering) +2, Perception +5, Perform (dance) +6, Perform (sing) 
  +6, Stealth +15
  Languages Common, Sylvan
  SpeciaL aBiLitieS
  Friendship Arrows (Su)
  When a menehune fires an arrow from any bow, it can 
  change the arrow into a charm arrow as part of making the at-
  tack. A menehune can do this a number of times per day equal 
  to its Charisma score (usually 15). The arrow does not damage 
  and the target must succeed on a DC 12 Will save or have its 
  attitude toward the menehune shift to friendly as an instanta-
  neous effect. The save DC is Charisma-based.
  
  Chapter 9: Bestiary
  595
  Rapid Construction (Ex) 
  When constructing buildings, mines, tunnels, ditches, etc., 
  a menehune performs the work of 10 normal humans.
  ecoLogy
  Environment tropical
  Organization solitary, band (7–12)
  Treasure standard (carpentry tools, other treasure)
  Familiar
  A 5th-level spellcaster within one step of neutral good can 
  gain a menehune as a familiar if she has the Improved Familiar 
  feat.
  Nymph, Wyrgrove
  There are told tales of a beauty so great that those who be-
  hold her may be struck blind. The wyrgrove nymph is not only 
  a threat to those that behold her grace, but also to those who 
  mean her ill well, for she has nature at her disposal.
  nymph, Wyrgrove (cr 5)
  XP 1,600
  CG Medium fey
  Init +5; Senses low-light vision; Perception +12
  Aura Blinding Beauty (30 ft., DC 20)
  DefenSe
  AC 22, touch 22, flat-footed 17 (+7 deflection, +5 Dex)
  hp 45 (6d6+24)
  Fort +13, Ref +17, Will +15
  DR 10/cold iron
  offenSe
  Speed 30 ft., swim 20 ft.
  Melee mwk dagger +9 (1d4/19-20)
  Ranged destructive blast +8
  Special Attacks stunning glance
  magic
  Caster Level 6; MSB +6, MSD 17, Concentration +13
  Tradition Natural (none); CAM Cha
  Spell Points 13
  Destruction Sphere
  • destructive blast, close range touch (40 ft.), 3d6 
  bludgeoning
  Life Sphere
  • cure, 1d8+6, 1 sp
  • invigorate, 6 temporary hp
  • restore, heal dazzled, fatigued, shaken, sickened, stag-
  gered, 1 sp 
  Nature Sphere: (geomancing) Plant (Entangle, Harvest, 
  Pummel); (spirit) Friend To Wildlife (animals); Nature’s 
  Carapace (Barkskin)
  • geomancing, close (40 ft.), DC 20
  ◊ Plant (Entangle, Harvest, Pummel)
  Friend To Wildlife (call animals to you, 1 sp)
  Nature’s Carapace (Barkskin, +2 natural armor, +3 Stealth 
  in nature, 6 min, 1 sp)
  Warp Sphere
  • teleport, close (40 ft.), medium (160 ft.) 1 sp
  StatiSticS
  Str 10, Dex 20, Con 18, Int 16, Wis 17, Cha 25
  Base Atk +3; CMB +8; CMD +25
  Feats Agile Maneuvers, Combat Casting, Weapon Finesse
  Skills Diplomacy +16, Escape Artist +14, Handle Animal 
  +13, Heal +9, Knowledge (nature) +12, Perception +12, Sense 
  Motive +12, Stealth +14, Swim +17
  Languages Common, Sylvan, Elven, Treant
  SQ spell points, unearthly grace, wild empathy +19
  SpeciaL aBiLitieS
  Blinding Beauty (Su)
  This ability affects all humanoids within 30 feet of a 
  nymph. Those who look directly at a nymph must succeed on a 
  DC 20 Fortitude save or be blinded permanently. A nymph can 
  suppress or resume this ability as a free action. The save DC is 
  Charisma-based.
  Spell Points
  A wyrgrove nymph gains a small reservoir of energy that 
  it can call upon to create wondrous effects, called a spell pool. 
  This pool contains a number of spell points equal to its racial 
  Hit Dice + its Charisma modifier.
  Spheres and Talents
  A wyrgrove nymph uses sphere and talent abilities as a 
  High-Caster, with a caster level and a number of talents equal 
  to its racial Hit Dice. Wyrgrove nymphs do not naturally pos-
  sess a casting tradition, but they may gain one if they gain class 
  levels in a casting class.
  Stunning Glance (Su)
  As a standard action, a nymph can stun a creature with-
  in 30 feet with a look. The target must succeed on a DC 20 
  Fortitude save or be stunned for 2d4 rounds. The save DC is 
  Charisma-based.
  Unearthly Grace (Su)
  A nymph adds her Charisma modifier as a racial bonus on 
  all her saving throws, and as a deflection bonus to her armor 
  class and CMD.
  Wild Empathy (Su)
  This works like the druid’s wild empathy class feature, ex-
  cept the nymph has a +6 racial bonus on the check. The nymph’s 
  effective druid level is equal to her Hit Dice for determining 
  her total modifier to the check.
  ecoLogy
  Environment temperate forest
  Organization solitary
  Treasure standard (dagger, other treasure)
  
  Chapter 9: Bestiary
  596
  Omnimentals
  Omnimentals are a planar oddity, forming from the clash-
  ing energies in locations where the elemental planes intersect. 
  This makes their formation a rare occurrence, however skilled 
  mages may create them from the fused essences of more com-
  mon elementals. They are therefore most commonly found as 
  servants and guardians of the mages that create them. Creatures 
  with elemental subtypes tend to dislike them due to the min-
  gling of opposed natures.
  In combat, omnimentals prefer to skirmish, weakening 
  their enemy with blasts from range before closing in to finish 
  them off with Energy Strike-enhanced slams.
  omnimentaL, SmaLL (cr 2)
  XP 600
  N Small outsider (elemental, extraplanar)
  Init +1; Senses darkvision 60 ft.; Perception +4
  DefenSe
  AC 15, touch 12, flat-footed 14 (+1 Dex, +3 natural, +1 size)
  hp 11 (2d10)
  Fort +3, Ref +4, Will +0
  Immune elemental traits; Resist acid 5, cold 5, electricity 
  5, fire 5
  offenSe
  Speed 30 ft., burrow 20 ft., swim 30 ft., fly 20 ft. (perfect)
  Melee slam +1 (1d4+2) plus Energy Strike
  Ranged destructive blast +3 (+4 inside 30 ft.)
  Special Attacks admixture (1), detonation (DC 11), natu-
  ral destroyer
  magic
  Caster Level 1; MSB +1, MSD 12, Concentration +1
  Tradition Natural (none); CAM Cha
  Spell Points 2
  Destruction Sphere: Admixture; (blast shape) Energy 
  Strike; (blast type) Air Blast, Fire Blast, Frost Blast, Stone Blast
  • destructive blast, close range touch (25 ft.), 1d6 blud-
  geoning, DC 11
  ◊ Admixture (combine blast types, 1 sp)
  ◊ Energy Strike (blast made with attack)
  ◊ Air Blast (nonlethal, +1 bull rush)
  ◊ Fire Blast (fire damage, Reflex or catch fire)
  ◊ Frost Blast (cold damage, staggered, Reflex 
  negates)
  ◊ Stone Blast (bludgeoning, ignores SR)
  StatiSticS
  Str 10, Dex 13, Con 10, Int 4, Wis 11, Cha 11
  Base Atk +2; CMB +1; CMD 13
  Feats Point-Blank Shot, Sphere Focus (Destruction), 
  Weapon Finesse
  Skills Acrobatics +5, Climb +4, Escape Artist +5, Intimidate 
  +4, Knowledge (planes) +1, Perception +4
  Languages Aquan, Auran, Ignan, Terran
  SpeciaL aBiLitieS
  Admixture (Ex)
  The omnimental gains the Admixture talent as a bonus 
  talent. Additionally, it gains a pool of admixture points equal 
  to half its Hit Dice. These points may be used to remove the 
  casting time increase from the Admixture talent or to reduce 
  the spell point cost of a metamagic feat by one spell point per 
  admixture point spent. When using the Admixture talent, the 
  omnimental must choose blast types associated with different 
  elements.
  Detonation (Sp)
  When slain, an omnimental explodes in a burst of ener-
  gy as if having used a destructive blast at its caster level with 
  the Explosive Orb blast shape and any one blast type talent it 
  possesses.
  Natural Destroyer (Ex)
  The omnimental does not provoke attacks of opportunity 
  when using destructive blast for ranged attacks.
  ecoLogy
  Environment any
  Organization solitary, pair, or gang (3–8)
  Treasure none
  omnimentaL, meDium (cr 4)
  XP 1,200
  N Medium outsider (elemental, extraplanar)
  Init +3; Senses darkvision 60 ft.; Perception +7
  DefenSe
  AC 16, touch 13, flat-footed 13 (+3 Dex, +3 natural)
  hp 30 (4d10+8)
  Fort +6, Ref +7, Will +3
  Immune elemental traits; Resist acid 5, cold 5, electricity 
  5, fire 5
  offenSe
  Speed 30 ft., burrow 20 ft., swim 30 ft., fly 20 ft. (perfect)
  Melee slam +4 (1d6+3) plus Energy Strike
  Ranged destructive blast +7 (+8 inside 30 ft.)
  Special Attacks admixture (2), detonation (DC 13), nat-
  ural destroyer
  magic
  Caster Level 2; MSB +4, MSD 16, Concentration +5
  Tradition Natural (none); CAM Cha
  Spell Points 5
  Destruction Sphere: Admixture; (blast shape) Energy 
  Leap, Energy Strike; (blast type) Air Blast, Fire Blast, Frost 
  Blast, Stone Blast
  • destructive blast, close range touch (30 ft.), 1d6 blud-
  geoning, DC 13
  ◊ Admixture (combine blast types, 1 sp)
  ◊ Energy Leap (move in a straight line, +3 overrun)
  ◊ Energy Strike (blast made with attack)
  ◊ Air Blast (nonlethal, +3 bull rush)
  ◊ Fire Blast (fire damage, Reflex or catch fire)
  
  Chapter 9: Bestiary
  597
  ◊ Frost Blast (cold damage, staggered, Reflex 
  negates)
  ◊ Stone Blast (bludgeoning, ignores SR)
  StatiSticS
  Str 10, Dex 17, Con 14, Int 4, Wis 11, Cha 13
  Base Atk +4; CMB +5; CMD 19
  Feats Point-Blank Shot, Precise Shot, Sphere Focus 
  (Destruction), Weapon Finesse
  Skills Acrobatics +8, Climb +5, Escape Artist +8, Intimidate 
  +5, Knowledge (planes) +1, Perception +7
  Languages Aquan, Auran, Ignan, Terran
  SpeciaL aBiLitieS
  Admixture (Ex)
  The omnimental gains the Admixture talent as a bonus 
  talent. Additionally, it gains a pool of admixture points equal 
  to half its Hit Dice. These points may be used to remove the 
  casting time increase from the Admixture talent or to reduce 
  the spell point cost of a metamagic feat by one spell point per 
  admixture point spent. When using the Admixture talent, the 
  omnimental must choose blast types associated with different 
  elements.
  Detonation (Sp)
  When slain, an omnimental explodes in a burst of ener-
  gy as if having used a destructive blast at its caster level with 
  the Explosive Orb blast shape and any one blast type talent it 
  possesses.
  Natural Destroyer (Ex)
  The omnimental does not provoke attacks of opportunity 
  when using destructive blast for ranged attacks.
  omnimentaL, Large (cr 6)
  XP 2,400
  N Large outsider (elemental, extraplanar)
  Init +5; Senses darkvision 60 ft.; Perception +11
  DefenSe
  AC 18, touch 14, flat-footed 13 (+5 Dex, +4 natural, -1 size)
  hp 60 (8d10+16)
  Fort +8, Ref +11, Will +4
  DR 5/—, Immune elemental traits; Resist acid 5, cold 5, 
  electricity 5, fire 5
  offenSe
  Speed 30 ft., burrow 20 ft., swim 30 ft., fly 20 ft. (perfect)
  Melee 2 slams +13 (1d8+2) plus Energy Strike
  Ranged destructive blast +13 (+14 inside 30 ft.)
  Special Attacks admixture (4), detonation (DC 14), nat-
  ural destroyer
  magic
  Caster Level 4; MSB +8, MSD 19, Concentration +10
  Tradition Natural (none); CAM Cha
  Spell Points 12
  Destruction Sphere: Admixture, Extended Range; (blast 
  shape) Energy Leap, Energy Strike; (blast type) Air Blast, Fire 
  Blast, Frost Blast, Stone Blast
  • destructive blast, medium range touch (140 ft.), 2d6 
  bludgeoning, DC 15
  ◊ Admixture (combine blast types, 1 sp)
  ◊ Energy Leap (move in a straight line, +6 overrun)
  ◊ Energy Strike (blast made with attack)
  ◊ Air Blast (nonlethal, +6 bull rush)
  ◊ Fire Blast (fire damage, Reflex or catch fire)
  ◊ Frost Blast (cold damage, staggered, Reflex 
  negates)
  ◊ Stone Blast (bludgeoning, ignores SR)
  StatiSticS
  Str 14, Dex 21, Con 14, Int 6, Wis 11, Cha 15
  Base Atk +8; CMB +11; CMD 27
  Feats Point-Blank Shot, Precise Shot, Extra Spell Pool, 
  Improved Spell Combat, Sphere Focus (Destruction)B, Weapon 
  FinesseB
  Skills Acrobatics +14, Climb +9, Escape Artist +12, 
  Intimidate +9, Knowledge (planes) +5, Perception +11
  Languages Aquan, Auran, Ignan, Terran
  SpeciaL aBiLitieS
  Admixture (Ex)
  The omnimental gains the Admixture talent as a bonus 
  talent. Additionally, it gains a pool of admixture points equal 
  to half its Hit Dice. These points may be used to remove the 
  casting time increase from the Admixture talent or to reduce 
  the spell point cost of a metamagic feat by one spell point per 
  admixture point spent. When using the Admixture talent, the 
  omnimental must choose blast types associated with different 
  elements.
  Detonation (Sp)
  When slain, an omnimental explodes in a burst of ener-
  gy as if having used a destructive blast at its caster level with 
  the Explosive Orb blast shape and any one blast type talent it 
  possesses.
  Natural Destroyer (Ex)
  The omnimental does not provoke attacks of opportunity 
  when using destructive blast for ranged attacks.
  omnimentaL, huge (cr 8)
  XP 4,800
  N Huge outsider (elemental, extraplanar)
  Init +5; Senses darkvision 60 ft.; Perception +7
  DefenSe
  AC 20, touch 15, flat-footed 13 (+7 Dex, +1 dodge, +5 natural, 
  -2 size)
  hp 85 (10d10+30)
  Fort +10, Ref +14, Will +5
  DR 5/—; Immune elemental traits; Resist acid 5, cold 5, 
  electricity 5, fire 5
  offenSe
  Speed 40 ft., burrow 30 ft., swim 40 ft., fly 30 ft. (perfect)
  Melee 2 slams +15 (2d6+4) plus Energy Strike
  Ranged destructive blast +15 (+16 inside 30 ft.)
  
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  598
  Special Attacks admixture (5), detonation (DC 15), nat-
  ural destroyer
  magic
  Caster Level 5; MSB +10, MSD 21, Concentration +13
  Tradition Natural (none); CAM Cha
  Spell Points 15
  Destruction Sphere: Admixture, Extended Range; (blast 
  shape) Energy Leap, Energy Strike, Explosive Orb; (blast type) 
  Air Blast, Fire Blast, Frost Blast, Stone Blast
  • destructive blast, medium range touch (150 ft.), 3d6 
  bludgeoning, DC 16
  ◊ Admixture (combine blast types, 1 sp)
  ◊ Energy Leap (move in a straight line, +8 overrun)
  ◊ Energy Strike (blast made with attack)
  ◊ Explosive Orb (Reflex save, 15 ft. radius)
  ◊ Air Blast (nonlethal, +8 bull rush)
  ◊ Fire Blast (fire damage, Reflex or catch fire)
  ◊ Frost Blast (cold damage, staggered, Reflex 
  negates)
  ◊ Stone Blast (bludgeoning, ignores SR)
  StatiSticS
  Str 18, Dex 25, Con 16, Int 6, Wis 11, Cha 17
  Base Atk +10; CMB +16; CMD 34
  Feats Point-Blank Shot, Precise Shot, Extra Spell Pool, 
  Improved Spell Combat, Empower Spell, Sphere Focus 
  (Destruction)B, Weapon FinesseB
  Skills Acrobatics +14, Climb +9, Escape Artist +12, 
  Intimidate +9, Knowledge (planes) +5, Perception +11
  Languages Aquan, Auran, Ignan, Terran
  SpeciaL aBiLitieS
  Admixture (Ex)
  The omnimental gains the Admixture talent as a bonus 
  talent. Additionally, it gains a pool of admixture points equal 
  to half its Hit Dice. These points may be used to remove the 
  casting time increase from the Admixture talent or to reduce 
  the spell point cost of a metamagic feat by one spell point per 
  admixture point spent. When using the Admixture talent, the 
  omnimental must choose blast types associated with different 
  elements.
  Detonation (Sp)
  When slain, an omnimental explodes in a burst of ener-
  gy as if having used a destructive blast at its caster level with 
  the Explosive Orb blast shape and any one blast type talent it 
  possesses.
  Natural Destroyer (Ex)
  The omnimental does not provoke attacks of opportunity 
  when using destructive blast for ranged attacks.
  omnimentaL, greater (cr 10)
  XP 9,600
  N Huge outsider (elemental, extraplanar)
  Init +5; Senses darkvision 60 ft.; Perception +7
  DefenSe
  AC 22, touch 16, flat-footed 14 (+8 Dex, +6 natural, -2 size)
  hp 123 (13d10+52)
  Fort +12, Ref +16, Will +6
  DR 10/—; Immune elemental traits; Resist acid 5, cold 
  5, electricity 5, fire 5
  offenSe
  Speed 40 ft., burrow 30 ft., swim 40 ft., fly 30 ft. (perfect)
  Melee 2 slams +19 (2d6+7) plus Energy Strike
  Ranged destructive blast +19 (+20 inside 30 ft.)
  Special Attacks admixture (6), detonation (DC 21), nat-
  ural destroyer
  magic
  Caster Level 6; MSB +13, MSD 24, Concentration +18
  Tradition Natural (none); CAM Cha
  Spell Points 20
  Destruction Sphere: Admixture, Extended Range; (blast 
  shape) Energy Leap, Energy Strike, Energy Wall; Explosive 
  Orb; (blast type) Air Blast, Acid Blast, Electric Blast, Fire Blast, 
  Frost Blast, Stone Blast, Thunder Blast)
  • destructive blast, medium range touch (160 ft.), 3d6 
  bludgeoning, DC 19
  ◊ Admixture (combine blast types, 1 sp)
  ◊ Energy Leap (move in a straight line, +11 overrun)
  ◊ Energy Strike (blast made with attack)
  ◊ Energy Wall (wall or hemisphere of energy)
  ◊ Explosive Orb (Reflex save, 15 ft. radius)
  ◊ Air Blast (nonlethal, +11 bull rush)
  ◊ Acid Blast (acid damage, 3 damage next round)
  ◊ Electric Blast (electricity damage, bonus vs. 
  metal)
  ◊ Fire Blast (fire damage, Reflex or catch fire)
  ◊ Frost Blast (cold damage, staggered, Reflex 
  negates) 
  ◊ Stone Blast (bludgeoning, ignores SR)
  ◊ Thunder Blast 
  (sonic 
  damage, 
  deafened, 
  Fortitude negates(
  StatiSticS
  Str 24, Dex 27, Con 18, Int 8, Wis 11, Cha 21
  Base Atk +10; CMB +16; CMD 34
  Feats Point-Blank Shot, Precise Shot, Extra Spell Pool, 
  Improved Spell Combat, Empower Spell, Sphere Focus 
  (Destruction), Weapon Finesse
  Skills Acrobatics +23, Climb +20, Escape Artist +21, 
  Intimidate +15, Knowledge (planes) +10, Perception +16
  Languages Aquan, Auran, Ignan, Terran
   SpeciaL aBiLitieS
  Admixture (Ex)
  The omnimental gains the Admixture talent as a bonus 
  talent. Additionally, it gains a pool of admixture points equal 
  to half its Hit Dice. These points may be used to remove the 
  casting time increase from the Admixture talent or to reduce 
  
  Chapter 9: Bestiary
  599
  the spell point cost of a metamagic feat by one spell point per 
  admixture point spent. When using the Admixture talent, the 
  omnimental must choose blast types associated with different 
  elements.
  Detonation (Sp)
  When slain, an omnimental explodes in a burst of ener-
  gy as if having used a destructive blast at its caster level with 
  the Explosive Orb blast shape and any one blast type talent it 
  possesses.
  Natural Destroyer (Ex)
  The omnimental does not provoke attacks of opportunity 
  when using destructive blast for ranged attacks.
  omnimentaL, eLDer (cr 12)
  XP 19,200
  N Huge outsider (elemental, extraplanar, air, earth, fire, 
  water)
  Init +9; Senses darkvision 60 ft.; Perception +19
  DefenSe
  AC 25, touch 17, flat-footed 16 (+9 Dex, +8 natural, -2 size)
  hp 152 (16d10+64)
  Fort +14, Ref +19, Will +9
  DR 10/—; Immune elemental traits, Resist acid 5, cold 
  5, electricity 5, fire 5
  offenSe
  Speed 40 ft., burrow 30 ft., swim 40 ft., fly 30 ft. (perfect)
  Melee 2 slams +23 (2d8+8) plus Energy Strike
  Ranged destructive blast +23 (+24 inside 30 ft.)
  Special Attacks admixture (8), detonation (DC 24), nat-
  ural destroyer
  magic
  Caster Level 8; MSB +16, MSD 27, Concentration +22
  Tradition Natural (none); CAM Cha
  Spell Points 24
  Destruction Sphere: Admixture, Extended Range; (blast 
  shape) Energy Leap, Energy Strike, Energy Tether, Energy Wall; 
  Explosive Orb; (blast type) Air Blast, Acid Blast, Crystal Blast 
  Electric Blast, Fire Blast, Frost Blast, Stone Blast, Thunder 
  Blast)
  • destructive blast, medium range touch (180 ft.), 4d6 
  bludgeoning, DC 21
  ◊ Admixture (combine blast types, 1 sp)
  ◊ Energy Leap (move in a straight line, +14 
  overrun)
  ◊ Energy Strike (blast made with attack)
  ◊ Energy Tether (Fortitude save or 22 hp tether, 
  hardness 3, Break DC 21)
  ◊ Energy Wall (wall or hemisphere of energy)
  ◊ Explosive Orb (Reflex save, 15 ft. radius)
  ◊ Air Blast (nonlethal, +14 bull rush)
  ◊ Acid Blast (acid damage, 3 damage next round)
  ◊ Crystal Blast (encased in 18 hp crystal, Reflex 
  negates)
  
  Chapter 9: Bestiary
  600
  ◊ Electric Blast (electricity damage, bonus vs. 
  metal)
  ◊ Fire Blast (fire damage, Reflex or catch fire)
  ◊ Frost Blast (cold damage, staggered, Reflex 
  negates)
  ◊ Stone Blast (bludgeoning, ignores SR)
  ◊ Thunder Blast 
  (sonic 
  damage, 
  deafened, 
  Fortitude d)
  StatiSticS
  Str 26, Dex 29, Con 18, Int 10, Wis 11, Cha 23
  Base Atk +16; CMB +16; CMD 34
  Feats Point-Blank Shot, Precise Shot, Extra Spell Pool, 
  Improved Spell Combat, Empower Spell, Quicken Spell, Iron 
  Will, Tether Adept, Sphere Focus (Destruction), Weapon 
  Finesse
  Skills Acrobatics +28, Climb +27, Escape Artist +28, 
  Intimidate +19, Knowledge (planes) +19, Perception +19
  Languages Aquan, Auran, Ignan, Terran
   SpeciaL aBiLitieS
  Admixture (Ex)
  The omnimental gains the Admixture talent as a bonus 
  talent. Additionally, it gains a pool of admixture points equal 
  to half its Hit Dice. These points may be used to remove the 
  casting time increase from the Admixture talent or to reduce 
  the spell point cost of a metamagic feat by one spell point per 
  admixture point spent. When using the Admixture talent, the 
  omnimental must choose blast types associated with different 
  elements.
  Detonation (Sp)
  When slain, an omnimental explodes in a burst of ener-
  gy as if having used a destructive blast at its caster level with 
  the Explosive Orb blast shape and any one blast type talent it 
  possesses.
  Natural Destroyer (Ex)
  The omnimental does not provoke attacks of opportunity 
  when using destructive blast for ranged attacks.
  Ooze, Humoral
  A humoral ooze is a special construct made of blood and 
  bodily fluids that is sometimes used as a familiar by wizards 
  who specialize in blood-related magic.
  ooze, humoraL (cr 1/3)
  XP 135
  N Tiny ooze
  Init -5; Senses blindsight 60 ft.; Perception -5
  DefenSe
  AC 7, touch 7, flat-footed 7 (-5 Dex, +2 size)
  hp 7 (1d8+3)
  Fort +3, Ref -5, Will -5
  Immune ooze traits; Resist fire 5
  Weaknesses vulnerability to cold
  offenSe
  Speed 10 ft., climb 10 ft., swim 10 ft.
  Melee Slam +3 (1d3+1)
  Space 2-1/2 ft., Reach 0 ft.
  StatiSticS
  Str 12, Dex 1, Con 16, Int —, Wis 1, Cha 1
  Base Atk +0; CMB +1; CMD 6
  SpeciaL aBiLitieS
  Emotional Touch (Su)
  Humoral oozes impact the emotions of those in contact 
  with them. This is a mind-affecting emotion ability and re-
  quires at least one round of contact and ends one round after 
  contact ceases; brief contact such as from an unarmed strike is 
  insufficient. Most casters that keep humoral oozes as familiars 
  allow the ooze to ride on their shoulder, in a pocket, or another 
  location that maintains contact.
  There are four types of humoral oozes, each one with a 
  different effect:
  • Choleric - Creatures touching the ooze are on edge, 
  prone to anger, leaving them unwilling to listen to oth-
  ers, causing the DC of Bluff, Diplomacy, and Intimidate 
  checks made against them increased by 2, +1 for every 5 
  Hit Dice of the creature.
  • Melancholic - Creatures touching this ooze grow 
  depressed and gloomy, though since things cannot 
  get any worse, they press on, gaining a +2 morale bo-
  nus on saves that would cause the paralyzed or slow 
  conditions.
  • Phlegmatic - Creatures touching the ooze are in-
  clined to move slowly, and gain a +2 morale bonus on 
  saves vs. mind-affecting abilities.
  • Sanguine - Creatures touching the ooze become 
  hopeful and optimistic; once per minute as a free ac-
  tion that can be taken even when it is not its turn, the 
  creature can grant itself a +2 morale bonus on an ability 
  check, attack roll, saving throw, or skill check.
  Fluid (Ex)
  The humoral ooze can move through an area as small as 
  one-quarter its space without squeezing or one-eighth its space 
  when squeezing.
  ecoLogy
  Environment any underground
  Organization solitary, pair, or coagulum (3-5)
  Treasure none
  Familiar
  A humoral ooze may be taken as a familiar. The master 
  of a humoral ooze familiar gains a +2 bonus on Heal checks. 
  A humoral ooze familiar may be replaced by taking 1 point of 
  Constitution damage per two levels (minimum 1) instead of 
  paying 100 gp per level.
  Rot Grub Swarm, Apocalypse
  Rot grub are deadly, as are swarms, and rot grub swarms are 
  a terrible thing to come across. Yet woe be unto the adventurer 
  who stumbles into the path of an apocalypse rot grub swarm. 
  These collectives of vermin, while rare are most often seen at 
  
  Chapter 9: Bestiary
  601
  a distance days or weeks after a terrible battle, especially if no 
  effort was made to properly lay to rest the fallen and deceased.
  rot gruB SWarm, apocaLypSe (cr 15)
  XP 51,200
  N Fine vermin (swarm)
  Init +4; Senses blindsense 30 ft.; Perception +6
  DefenSe
  AC 22, touch 14, flat-footed 18 (+4 Dex, +8 natural)
  hp 217 (14d8+154)
  Fort +20, Ref +8, Will +10
  Defensive Abilities  fast healing 3, swarm traits; 
  Immune mind-affecting effects, weapon damage
  offenSe
  Speed 10 ft.
  Melee swarm 3d6 plus distraction and infestation
  Space 5 ft.; Reach 0 ft.
  Special Attacks distraction (DC 28), infestation
  StatiSticS
  Str 23, Dex 19, Con 33, Int -, Wis 22, Cha 13
  Base Atk +10; CMB +8; CMD 22
  SpeciaL aBiLitieS
  Distraction (Ex)
  A creature with this ability can nauseate the creatures 
  that it damages. Any living creature that takes damage from a 
  creature with the distraction ability is nauseated for 1 round; a 
  Fortitude save (DC 28) negates the effect.
  Infestation (Ex)
  Any living creature that takes damage from a rot grub 
  swarm becomes infested unless it succeeds at a DC 28 Reflex 
  save. On a failed save, the infested creature takes 1d4 points 
  of Constitution damage per round as the rot grubs burrow 
  through and consume its flesh—this effect continues as long as 
  the victim remains in the swarm and continues for 1d6 rounds 
  after it leaves the swarm. Any energy-based attack (including 
  damage from negative energy) that deals at least 5 points of 
  damage to the victim automatically destroys all of the rot grubs 
  infesting it, ending the effect prematurely.
  Additionally, any effect that removes disease instantly ends 
  a rot grub infestation. Immunity to disease offers no defense. 
  The save DC is Constitution-based.
  Swarm Traits 
  The relevant swarm traits are as follows:
  • Swarms are immune to flanking, critical hits, and all 
  weapon damage
  • Reducing a swarm to 0 hit points or less breaks it up, 
  but otherwise has no effect until that time.
  • Swarms are never staggered or reduced to a dying state 
  by damage.
  • Swarms cannot be tripped, grappled or bull-rushed; 
  nor can swarms grapple an opponent.
  • Swarms are immune to spells and sphere effects that 
  targets a specific number of creatures.
  • Swarms take half again (+50%) more damage from 
  spells or effects that target an area.
  • Swarms do not make standard attacks, instead they 
  deal automatic damage to any creature whose space 
  they occupy at the end of their move.
  • Swarms are not subject to miss chance for conceal-
  ment or cover.
  • Swarm attacks are non-magical unless stated other-
  wise. Swarms do not threaten creatures and do not 
  make attacks of opportunity with their swarm attack.
  • Creatures using sphere abilities within the area of a 
  swarm requires a caster level check (DC 20 + 1/2 the 
  creature’s caster level).
  • Using skills that require patience or concentration re-
  quires a DC 20 Will save.
  ecoLogy
  Environment any
  Organization solitary
  Treasure none
  Samsaran, Sibyl
  Unlike most samsaran who have blue skin, those of the 
  sibyl variety have a magenta epidermis. Those samsaran who 
  are born with such an unusual quality are usually shunned into 
  the harsh wilderness where they find clans of other sibyl, learn 
  to inhabit the wasteland, or else they die. The age at which a 
  sibyl is to be shunned or undergo dur-rahana, is different for 
  each samsaran community. While savage tribal samsaran may 
  leave a newborn sibyl in the wilderness, not days after its birth, 
  other tribes may wait till the coming of age before sending the 
  individual on its way; samsaran who live in civilized cities do 
  not so frequently force a dur-rahana upon a sibyl, but the sibyl 
  is likely to leave on its own regardless upon becoming an adult 
  if not sooner.
  SamSaran, SiByL (cr 1/2)
  XP 200
  Sibyl Samsaran psychic medium (medium) 1
  LN Medium humanoid (samsaran)
  Init +1; Senses low-light vision, Perception +5
  DefenSe
  AC 16, touch 12, flat-footed 15 (+4 armor, +1 Dex, +1 spirit)
  hp 9 (1d8+1)
  Fort +2, Ref +2, Will +3 (+2 vs. death effects, negative en-
  ergy, negative levels)
  offenSe
  Speed 30 ft.
  Melee dagger -1 (1d4-1/19-20)
  Ranged light crossbow +1 (1d8/19-20)
  magic
  Caster Level 1; MSB +1, MSD 12, Concentration +4
  Tradition Fortune Teller (Focus Casting (harrow deck), 
  Skilled Casting (Perform (seance)); CAM Cha
  Spell Points 5
  Divination Sphere: (divine) Object Reading; (sense) 
  Logos
  
  Chapter 9: Bestiary
  602
  • divine, medium (110 ft.), Alternate Divinations 
  (Divine Charm)
  ◊ Object Reading (gain pieces of information 
  about an object)
  • sense, 1 hour
  ◊ Logos (understand all spoken and written words, 
  1 sp, be understood by any creature with a lan-
  guage, 1 sp)
  Mind Sphere: (charm) Vision
  • charm, close (25 ft.), DC 14
  ◊ Suggestion (implant an idea or suggestion)
  ◊ Vision (alter perception)
  StatiSticS
  Str 8, Dex 13, Con 12, Int 12, Wis 12, Cha 17
  Base Atk +0; CMB -1; CMD 11
  Feats Extra Magic Training
  Skills Bluff +9, Diplomacy +7, Perception +5, Perform (se-
  ance) +9, Sense Motive +5
  Languages Common, Nagaji, Samsaran
  SQ lifebound, sphere-touched, spirit (guardian), spirit bo-
  nus, spirit boon, spirit power (lesser)
  SpeciaL aBiLitieS
  Lifebound (Ex)
  Samsarans gain a +2 racial bonus on all saving throws made 
  to resist death effects, saving throws against negative energy 
  effects, Fortitude saves made to remove negative levels, and 
  Constitution checks made to stabilize if reduced to negative 
  hit points. Sphere-touched Sibyl samsaran are touched individ-
  ually by a different sphere of magic, the most common being 
  Divination and Mind (though there are rumors to exist those 
  touched by other spheres). Sibyl samsaran have the Basic Magic 
  Training feat.
  Spirit (Guardian) (Su)
  After a 1 hour seance, gain the benefits of the guardian spir-
  it bonus, boon and power (lesser) for 24 hours.
  Spirit Bonus (Su): +1 AC, Constitution checks, Fortitude 
  saves, and Reflex saves.
  Spirit Boon (Su): +1 CMD
  Spirit Power (lesser) (Su): Gain proficiency in heavy armor 
  and shields (including tower shields)
  ecoLogy
  Environment any land
  Organization solitary or clan (3-12)
  Treasure NPC gear, other treasure
  Treant, Wyrgrove
  Wyrgrove treants, like other treants are shepherds of the 
  forest, but with their increased nature magic to aid them, they 
  are even more deadly to those who cross paths with them. To 
  those who have little experience when it comes to these tow-
  ering treefolk, the sphere treants and the common treant are 
  almost indistinguishable which has on occasion led to the topic 
  of conversation when two individuals encounter varying types 
  of treant.
  treant, Wyrgrove (cr 10)
  XP 9,600
  NG Huge plant
  Init -1; Senses low-light vision; Perception +20
  DefenSe
  AC 24, touch 10, flat-footed 24 (+3 deflection, -1 Dex, +14 
  natural, -2 size)
  hp 142 (15d8+75)
  Fort +14, Ref +4, Will +10
  Defensive Abilities  plant traits; DR 10/slashing
  Weaknesses vulnerability to fire
  offenSe
  Speed 30 ft.
  Melee 2 slams +19 (2d6+9/19-20)
  Ranged rock +8 (2d6+13)
  Space 15 ft.; Reach 15 ft.
  Special Attacks rock throwing (180 ft.), trample (2d6+13, 
  DC 26)
  magic
  Caster Level 7; MSB +15, MSD 26, Concentration +18
  Tradition Natural; CAM Wis
  Spell Points 18
  Nature Sphere: Deep Nature; (geomancing) Create Nature 
  (Grow Plants), Elevated Nature, Plant (Entangle, Harvest, 
  Pummel); (spirit) Nature’s Carapace (Barkskin), Nature Sight 
  (Plantsight), Rejuvenation
  • geomancing, close (40 ft.), DC 20; Deep Nature (geo-
  mancing persists 2 rounds after concentration)
  ◊ Create Nature (Grow Plants, tree or 10 ft. radius 
  of plants, instantaneous, 1 sp)
  ◊ Plant (Entangle, Harvest, Pummel); Elevated 
  Nature (entangle reaches 70 feet higher)
  • Nature’s Carapace (Barkskin, +2 natural armor, +3 
  Stealth in nature, 7 min, 1 sp)
  • Nature Sight (Plantsight, see through plant and un-
  derbrush, ignoring concealment, concentration, 7 min 
  with 1 sp)
  • Rejuvenation (heal 3 hit points per round up to 1/2 
  maximum, concentration, 7 min with 1 sp)
  StatiSticS
  Str 29, Dex 8, Con 21, Int 12, Wis 16, Cha 13
  Base Atk +11; CMB +22; CMD 31
  Feats Alertness, Intimidating Prowess, Improved Critical 
  (slam), Improved Sunder, Iron Will, Power Attack, Skill Focus 
  (Perception), Weapon Focus (slam)
  Skills Diplomacy +10, Intimidate +20, Knowledge (nature) 
  +10, Perception +20, Sense Motive +12, Stealth -5 (+12 in forests); 
  Racial Modifiers +17 Stealth in forests
  Languages Common, Sylvan, Treant
  
  Chapter 9: Bestiary
  603
  SQ double damage against objects, spheres and talents, 
  treespeak, tree warden
  SpeciaL aBiLitieS
  Double Damage Against Objects (Ex)
  A treant or tree under the effect of the treant’s Pummel 
  that makes a full attack against an object or structure deals 
  double damage.
  Spheres and Talents
  A wyrgrove treant uses Nature ((plant) package) sphere tal-
  ents and abilities as a Low-Caster, increasing its caster level and 
  talents known by 1 every 2 racial Hit Dice.
  Treespeak (Ex)
  A treant has the ability to converse with plants as if subject 
  to a continual speak with plants spell, and most plants greet 
  them with an attitude of friendly or helpful.
  Tree Warden (Ex)
  A wyrgrove treantgains a deflection bonus to armor class 
  equal to its Wisdom modifier.
  ecoLogy
  Environment any forest
  Organization solitary or grove (2-7)
  Treasure standard
  Typhloter Assailant
  This breed of the typhloter has an eel-like appearance with 
  an eyeless head and florescent colored tendrils which it uses to 
  pull its prey into its toothy maw. The assailant whose general 
  appearance is possibly the least threatening of the typhloter is 
  in reality the most deadly of these aberrations.
  typhLoter aSSaiLant (cr 20)
  XP 307,200
  CN Tiny aberration
  Init +6; Senses darkvision 60 ft., detect scrying (100 ft.); 
  Perception +37
  DefenSe
  AC 36, touch 29, flat-footed 28 (+11 Cha, +6 Dex, +7 natural, 
  +2 size)
  hp 225 (30d8+90)
  Fort +13, Ref +27, Will +23
  Defensive Abilities  no breath, non-euclidean; Immune 
  ability drain, cold, energy drain, fire, gaze attacks, poison
  offenSe
  Speed 30 ft., fly 120 ft. (average), swim 60 ft.
  Melee bite +29 (1d4 piercing), 6 tendrils +27 (1d2 ability 
  damage)
  Ranged adhesive blast +29 (8d6 acid damage/x2), entangled 
  1 round (Reflex save, DC 30)
  magic
  Caster Level 15; MSB +30, MSD 41, Concentration 
  +41
  Tradition none; CAM Cha
  Spell Points 42
  Destruction Sphere: (blast type) Adhesive Blast
  • destructive blast, close range touch (60 ft.), 8d6 blud-
  geoning, DC 30
  ◊ Adhesive Blast (acid damage, Entangle 1 round, 
  Reflex negates)
  Illusion Sphere: Lingering Illusion, Manipulate Aura, 
  Permanent Image
  • illusion, close range (60 ft.), maximum size Colossal+ 
  (45 ft. cube), DC 29; Lingering Illusion (15 minute 
  duration, 1 sp); Permanent Illusion (illusions are per-
  manent, 2 sp)
  ◊ Manipulate Aura (figment or glamer, cause tar-
  get to appear magical or mask magical aura)
  Mind Sphere: Powerful Charm; (charm) Deadly Vision, 
  Vision
  • charm, close range (60 ft.), DC 30; Powerful Charm 
  (2 sp for powerful effect)
  ◊ Suggestion (implant an idea or suggestion)
  ◊ Deadly Vision (target within range dies if it fails 
  Will save, followed by Fortitude save, 2 sp)
  ◊ Vision (alter target’s perception)
  Time Sphere: Ranged Time; (time) Steal Time, Time 
  Freeze
  • alter time, medium range (250 ft.), DC 30
  ◊ Haste (+40 ft. all speeds, +2 attack and AC)
  ◊ Slow (speed halved, -2 attack and AC)
  ◊ Steal Time (daze target for 1 round, gain an addi-
  tional standard, Will negates, 1 sp)
  ◊ Time Freeze (freeze activity within a 25 ft. radius 
  for 1 round, Will negates, 1 sp)
  Warp Sphere: Emergency Teleport; (space) Plane 
  Manipulator
  • teleport, close (60 ft.), medium (250 ft.) 1 sp
  ◊ Emergency Teleport (immediate action, 35 ft., 
  1 sp)
  • bend space, DC 29
  
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  604
  ◊ Plane Manipulator (dimensional anchor, 150 ft. 
  radius, concentration or 15 min., 1 sp; banish ex-
  traplanar, Will negates, 1 sp)
  StatiSticS
  Str 11, Dex 23, Con 17, Int 21, Wis 19, Cha 33
  Base Atk +22; CMB +20; CMD +26
  Feats Deadly Aim, Flyby Attack, Improved Natural 
  Attack, Lurker In Darkness, Multiattack, Point-Blank Shot, 
  Precise Shot, Skill Focus (Stealth), Sphere Focus (Destruction), 
  Sphere Focus (Mind), Sphere Focus (Time), Stealthy, Weapon 
  Finesse, Weapon Focus (bite), Weapon Focus (destructive blast), 
  Weapon Focus (tendril)
  Skills Autohypnosis (see Psionics Unleashed) +34, Bluff 
  +41, Fly +39, Intimidate +44, Knowledge (arcana) +38, Perception 
  +37, Sense Motive +34, Spellcraft +38, Stealth +49
  Languages Aklo; telepathy 60 ft.
  SQ detect scrying, no breath, non-euclidean, starflight, 
  tendrils
  SpeciaL aBiLitieS
  Detect Scrying (Ex)
  The typhloter assailant has an extraordinary sense which 
  functions as the Divination sphere power with the same name, 
  except that it requires no spell points to utilize.
  No Breath (Ex)
  The typhloter assailant does not breathe, and is immune 
  to effects that require breathing (such as inhaled poison). This 
  does not give immunity to cloud or gas attacks that do not re-
  quire breathing.
  Non-Euclidean (Ex)
  The typhloter assailant does not exist wholly in the phys-
  ical world, and space and time strain against its presence. This 
  grants the typhloter assailant a deflection bonus to AC and a 
  racial bonus on Reflex saves equal to its Charisma modifier 
  (+11). Its apparent and actual position are never quite the same, 
  granting it a 50% miss chance against all attacks. Divination 
  spells or sphere abilities can defeat this miss chance, but any 
  creature that looks upon a typhloter assailant while under the 
  effects of a divination spell or sphere ability must succeed at 
  a DC 36 Will save or be afflicted by a random insanity for the 
  Gamemastery Guide (this is a mind-affecting effect). The save 
  DC is Charisma-based (10 + 1/2 Hit Dice + Charisma modifier).
  Starflight (Su)
  A typhloter assailant can survive in the void of outer space. 
  It flies through space at an incredible speed. Although exact 
  travel times vary, a trip within a single solar system should take 
  3d20 hours, while a trip beyond should take 3d20 days (or more, 
  at the GM’s discretion)—provided the typhloter assailant 
  knows the way to its destination.
  Tendrils
  The fluorescent tendrils which protrude from its head shift 
  its hue from one glowing colour to the next. Each time that a 
  tendril strikes a creature, roll a d6 to determine which abili-
  ty score is damaged. 1-Strength (orange), 2-Dexterity (green), 
  3-Constitution (red), 4-Intelligence (yellow), 5-Wisdom (blue), 
  6-Charisma (purple).
  ecoLogy
  Environment void space
  Organization solitary or pair
  Treasure none
  Typhloter Enforcer
  The typhloter enforcer has an urchin cube-like appearance. 
  Enforcers have a colossal eyeless body covered in a carapace of 
  spines and sports six tentacles (one per side) which it uses to 
  pull its prey into its toothy maw which protrudes from any one 
  of its corners. The enforcer relies on brute force and grappling 
  to take down those it hunts.
  typhLoter enforcer (cr 15)
  XP 51,200
  CN Colossal aberration
  Init +2; Senses darkvision 60 ft., detect scrying (80 ft.); 
  Perception +27
  DefenSe
  AC 30, touch 12, flat-footed 28 (+8 Cha, +2 Dex, +18 natural, 
  -8 size)
  hp 369 (22d8+264)
  Fort +19, Ref +17, Will +15
  Defensive Abilities  no breath, non-euclidean; Immune 
  ability drain, cold, fire, gaze attacks, poison
  offenSe
  Speed 30 ft., fly 120 ft. (average), swim 60 ft.
  Melee bite +37 (4d6+20), 6 tentacles +35 (2d8+10)
  Ranged adhesive blast +18 (6d6 acid damage/x2), entan-
  gled 1 round (Reflex save, DC 23)
  magic
  Caster Level 11; MSB +22, MSD 33, Concentration 
  +30
  Tradition none; CAM Cha
  Spell Points 30
  Destruction Sphere: (blast type) Adhesive Blast
  • destructive blast, close range touch (50 ft.), 6d6 blud-
  geoning, DC 23
  ◊ Adhesive Blast (acid damage, Entangle 1 round, 
  Reflex negates)
  Illusion Sphere: Lingering Illusion
  • illusion, close range (50 ft.), maximum size Colossal (30 
  ft. cube), DC 23; Lingering Illusion (11 minute dura-
  tion, 1 sp); Permanent Illusion (illusions are perma-
  nent, 2 sp)
  Mind Sphere
  • charm, close range (50 ft.), DC 23
  ◊ Suggestion (implant an idea or suggestion)
  Time Sphere: (time) Time Freeze
  • alter time, close range (50 ft.), DC 23
  ◊ Haste (+30 ft. all speeds, +2 attack and AC)
  ◊ Slow (speed halved, -2 attack and AC)
  
  Chapter 9: Bestiary
  605
  ◊ Time Freeze (freeze activity within a 20 ft. radi-
  us for 1 round, Will negates, 1 sp)
  Warp Sphere: (space) Plane Manipulator
  • teleport, close (50 ft.), medium (210 ft.) 1 sp
  • bend space, DC 23
  ◊ Plane Manipulator (dimensional anchor, 110 ft. 
  radius, concentration or 11 min., 1 sp; banish ex-
  traplanar, Will negates, 1 sp)
  StatiSticS
  Str 51, Dex 15, Con 35, Int 16, Wis 14, Cha 26
  Base Atk +16; CMB +44; CMD 56
  Feats Ability Focus (non-euclidian), Hover, Flyby Attack, 
  Greater Grapple, Improved Grapple, Improved Unarmed 
  Strike, Multiattack, Rapid Grappler, Snatch, Weapon Focus 
  (bite), Weapon Focus (tentacles)
  Skills Bluff +30, Fly +27, Intimidate +33, Knowledge (ar-
  cana) +28, Perception +27, Sense Motive +24, Spellcraft +28
  Languages Aklo; telepathy 60 ft.
  SQ detect scrying, no breath, non-euclidean, starflight
  SpeciaL aBiLitieS
  Detect Scrying (Ex)
  The typhloter enforcer has an extraordinary sense which 
  functions as the Divination sphere power with the same name, 
  except that it requires no spell points to utilize.
  No Breath (Ex)
  The typhloter enforcer does not breathe, and is immune 
  to effects that require breathing (such as inhaled poison). This 
  does not give immunity to cloud or gas attacks that do not re-
  quire breathing.
  Non-Euclidean (Ex)
  The typhloter enforcer does not exist wholly in the phys-
  ical world, and space and time strain against its presence. This 
  grants the typhloter enforcer a deflection bonus to AC and a 
  racial bonus on Reflex saves equal to its Charisma modifier 
  (+8). Its apparent and actual position are never quite the same, 
  granting it a 50% miss chance against all attacks. Divination 
  spells or sphere abilities can defeat this miss chance, but any 
  creature that looks upon a typhloter enforcer while under the 
  effects of a divination spell or sphere ability must succeed at a 
  DC 29 Will save or be afflicted by a random insanity from the 
  Gamemastery Guide (this is a mind-affecting effect). The save 
  DC is Charisma-based.
  Starflight (Su)
  A typhloter enforcer can survive in the void of outer space. 
  It flies through space at an incredible speed. Although exact 
  travel times vary, a trip within a single solar system should take 
  3d20 hours, while a trip beyond should take 3d20 days (or more, 
  at the GM’s discretion)—provided the typhloter enforcer 
  knows the way to its destination.
  ecoLogy
  Environment void space
  Organization solitary or pair
  Treasure none
  Typhloter Nadir
  The typhloter nadir has a starfish like appearance with 6 
  appendages covered in suction cups spread out evenly from its 
  centered toothy maw. It moves through the void much like a 
  jellyfish does the sea, slowly and seemingly without purpose. 
  While the nadir is in the void, it emits a blinding glow which 
  seems to pulse light, often attracting the attention of those 
  who divine the stars and heavens for answers.
  typhLoter naDir (cr 5)
  XP 1,600
  CN Medium aberration
  Init +6; Senses darkvision 60 ft., detect scrying (40 ft.); 
  Perception +17
  DefenSe
  AC 18, touch 18, flat-footed 16 (+6 Cha, +2 Dex)
  hp 45 (7d8+14)
  Fort +4, Ref +10, Will +7
  Defensive Abilities  no breath, non-euclidean; Immune 
  gaze attacks; Resist cold 15, fire 15
  offenSe
  Speed 30 ft., fly 60 ft. (average), swim 30 ft.
  Melee bite +7 (2d6+20), 6 tentacles +2 (2d8+10)
  Ranged radiation blast +7 (1d6 fire, 1d6 untyped damage/
  x2), low radiation (poison) (Fortitude save, DC 18)
  magic
  Caster Level 3 (4 with Fire blast types); MSB +7, MSD 
  18, Concentration +13 Tradition none; CAM Cha
  Spell Points 13
  Destruction Sphere: (blast type) Radiation Blast, 
  Searing Blast
  • destructive blast, close range touch (35 ft.), 2d6 blud-
  geoning, DC 17
  ◊ Radiation Blast (half fire, half untyped, low 
  radiation (primary 1 Con drain; secondary 1 Str 
  damage/day; cure 2 consecutive saves), Fortitude 
  negates, 2 sp)
  ◊ Searing Blast (d8 fire damage)
  StatiSticS
  Str 14, Dex 14, Con 14, Int 16, Wis 14, Cha 22
  Base Atk +5; CMB +7; CMD 19
  Feats Alertness, Focused Blast Type Group (Fire), 
  Improved Initiative, Skill Focus (Perception)
  Skills Bluff +16, Fly +12, Intimidate +16, Knowledge (ar-
  cana) +13, Perception +17, Sense Motive +14, Spellcraft +13
  Languages Aklo; telepathy 60 ft.
  SQ detect scrying, no breath, non-euclidean, starflight
  SpeciaL aBiLitieS
  Detect Scrying (Ex)
  The typhloter nadir has an extraordinary sense which func-
  tions as the divination sphere power with the same name, ex-
  cept that it requires no spell points to utilize.
  
  Chapter 9: Bestiary
  606
  Limited Starflight (Ex)
  A typhloter nadir can survive in the void of outer space, 
  and its wings allow it to use its fly speed in outer space despite 
  the lack of air. Unlike full starflight, a typhloter nadir’s ability 
  to fly in outer space does not allow it to reach unusual speeds. 
  When it wishes to fly to another world, the creature relies en-
  tirely upon its patience to complete the journey.
  No Breath (Ex)
  The typhloter nadir does not breathe, and is immune to ef-
  fects that require breathing (such as inhaled poison). This does 
  not give immunity to cloud or gas attacks that do not require 
  breathing.
  Non-Euclidean (Ex)
  The typhloter nadir does not exist wholly in the physi-
  cal world, and space and time strain against its presence. This 
  grants typhloter a deflection bonus to AC and a racial bonus 
  on Reflex saves equal to its Charisma modifier (+6). Its appar-
  ent and actual position are never quite the same, granting it a 
  50% miss chance against all attacks. Divination spells or sphere 
  abilities can defeat this miss chance, but any creature that looks 
  upon a typhloter while under the effects of a divination spell or 
  sphere ability must succeed at a DC 19 Will save or be afflicted 
  by a random insanity from the Gamemastery Guide (this is a 
  mind-affecting effect). The save DC is Charisma-based.
  ecoLogy
  Environment void space
  Organization solitary or pair
  Treasure none
  Typhloter Vanguard
  The typhloter vanguard is a gargantuan floating orb with 
  barbed tendrils that hang below it. These six tendrils are thin 
  and razor sharp along their sides and are used to cleave to and 
  attach themselves to any unfortunate soul that find themselves 
  beneath it.
  typhLoter vanguarD (cr 10)
  XP 9,600
  CN Huge aberration
  Init +0; Senses darkvision 60 ft., detect scrying (60 ft.); 
  Perception +27
  DefenSe
  AC 22, touch 15, flat-footed 22 (+7 Cha, +7 natural, -2 size)
  hp 162 (15d8+90)
  Fort +11, Ref +12, Will +11
  Defensive Abilities  no breath, non-euclidean; Immune 
  cold, fire, gaze attacks, poison
  offenSe
  Speed 30 ft., fly 120 ft. (average), swim 60 ft.
  Melee bite +21 (2d6+20), 6 tentacles +35 (2d8+10)
  Ranged adhesive blast +11 (4d6 acid damage/x2), entangled 
  1 round (Reflex save, DC 20)
  magic
  Caster Level 7; MSB +15, MSD 26, Concentration +22
  Tradition none; CAM Cha
  Spell Points 22
  Destruction Sphere: (blast type) Adhesive Blast
  • destructive blast, close range touch (40 ft.), 4d6 blud-
  geoning, DC 20
  ◊ Adhesive Blast (acid damage, Entangle 1 round, 
  Reflex negates)
  Time Sphere: (time) Time Freeze
  • alter time, close range (40 ft.), DC 20
  ◊ Haste (+20 ft. all speeds, +1 attack and AC)
  ◊ Slow (speed halved, -1 attack and AC)
  ◊ Time Freeze (freeze activity within a 15 ft. radius 
  for 1 round, Will negates, 1 sp)
  Warp Sphere: (space) Plane Manipulator
  • teleport, close (40 ft.), medium (170 ft.) 1 sp
  • bend space, DC 20
  ◊ Plane Manipulator (dimensional anchor, 70 ft. 
  radius, concentration or 7 min., 1 sp; banish ex-
  traplanar, Will negates, 1 sp)
  StatiSticS
  Str 30, Dex 10, Con 22, Int 16, Wis 14, Cha 24
  Base Atk +11; CMB +44; CMD 56
  Feats Awesome Blow, Cleave, Cleaving Finish, Great 
  Cleave, Improved Bull Rush, Improved Cleaving Finish, 
  Multiattack, Power Attack
  Skills Bluff +22, Fly +18, Intimidate +25, Knowledge (ar-
  cana) +21, Perception +20, Sense Motive +17, Spellcraft +21
  Languages Aklo; telepathy 60 ft.
  SQ detect scrying, no breath, non-euclidean, starflight
  SpeciaL aBiLitieS
  Detect Scrying (Ex)
  The typhloter vanguard has an extraordinary sense which 
  functions as the Divination sphere power with the same name, 
  except that it requires no spell points to utilize.
  Limited Starflight (Ex)
  A typhloter vanguard can survive in the void of outer space, 
  and its wings allow it to use its fly speed in outer space de-
  spite the lack of air. Unlike full starflight, a typhloter vanguard’s 
  ability to fly in outer space does not allow it to reach unusual 
  speeds. When it wishes to fly to another world, the creature 
  relies entirely upon its patience to complete the journey.
  No Breath (Ex)
  The typhloter vanguard does not breathe, and is immune 
  to effects that require breathing (such as inhaled poison). This 
  does not give immunity to cloud or gas attacks that do not re-
  quire breathing.
  Non-Euclidean (Ex)
  The typhloter vanguard does not exist wholly in the phys-
  ical world, and space and time strain against its presence. This 
  grants the typhloter vanguard a deflection bonus to AC and 
  a racial bonus on Reflex saves equal to its Charisma modifier 
  (+7). Its apparent and actual position are never quite the same, 
  granting it a 50% miss chance against all attacks. Divination 
  spells or sphere abilities can defeat this miss chance, but any 
  
  Chapter 9: Bestiary
  607
  creature that looks upon a typhloter vanguard while under the 
  effects of a divination spell or sphere ability must succeed at a 
  DC 24 Will save or be afflicted by a random insanity from the 
  Gamemastery Guide (this is a mind-affecting effect). The save 
  DC is Charisma-based.
  ecoLogy
  Environment void space
  Organization solitary or pair
  Treasure none
  Templates
  Blood Brothers (CR +2)
  Blood brothers (and sisters) are groups of creatures that 
  have trained together for years; perhaps their whole lives. They 
  have thus gotten very good at watching each other’s backs. Each 
  member has a number of tricks they can employ in combat.
  “Blood Brothers” is an inherited or acquired template that 
  can be applied to any two or more creatures.
  Their tricks are simple to counter and avoid once they 
  have been witnessed, but most people will fall for them the 
  first time. Treat each trick as being usable only once per combat 
  by any group of blood brothers (not once per creature), except 
  against those who do not witness the trick when it happens. 
  The blood brothers template can be applied to any humanoid 
  creature, but often applied to a group of the same creatures, 
  and often sized Small or smaller.
  Special Abilities
  Ah! Move It Move It (Ex): As an immediate action, a 
  blood brother can move an adjacent target blood brother to any 
  other square adjacent to them. They may do this in response to 
  an enemy moving adjacent to the target blood brother.
  Ha Ha Broke Your Toy (Ex): As a reaction to an adjacent 
  enemy missing with a melee attack on one of their brothers, a 
  blood brother can make a free sunder attempt on the weapon 
  the enemy used without provoking an attack of opportunity.
  Just Kidding (Ex): As a free action, a blood brother can 
  turn a missed melee attack into a feint. When the blood broth-
  er misses, they may attempt a Bluff check. The DC is equal to 
  the higher of 10 + their opponent’s base attack bonus + their 
  opponent’s Wisdom modifier and 10 + their opponent’s Sense 
  Motive bonus. If successful, the next melee attack made by a 
  blood brother (other than the one who feinted) against the tar-
  get does not allow him to use his Dexterity bonus to AC (if 
  any). This attack must be made on or before the opponent’s 
  next turn.
  Mine Mine Mine (Ex): As an immediate action, a blood 
  brother can make a free steal combat maneuver on an enemy 
  that has just been struck by a different blood brother.
  Hands Off (Ex): As an immediate action, a blood brother 
  can attempt a trip combat maneuver on an adjacent enemy who 
  just damaged another blood brother with a weapon attack.
  Outta The Way (Ex): As an immediate action, a blood 
  brother can swap places with an adjacent enemy without pro-
  voking an attack of opportunity.
  Snap Out Of It (Ex): As an immediate action, a blood 
  brother can let an adjacent brother reroll a Will save.
  Step On Your Face (Ex): When a blood brother makes 
  a charge attack through a square occupied by another blood 
  brother, that blood brother may use an immediate action to 
  launch the charging brother into the air. The charger may at-
  tempt an Athletics check with a bonus equal to their brother’s 
  Strength modifier. The extra movement from the jump is add-
  ed to their movement, and their bonuses from the charge are 
  doubled. If the jump is vertical, it can be used to strike targets 
  not accessible from the ground.
  Toss Shorty (Ex): As a standard action, a blood brother 
  can pick up and throw another blood brother. The blood broth-
  er being thrown must be conscious to guide the throw. The 
  blood brother doing the throwing attempts a Strength check 
  with a DC of 10. If they succeed, they throw their brother 5 
  feet, plus an additional 5 feet for every 5 they beat the DC by. 
  If the thrown brother delayed their action, they can now take 
  their action to make a full-round attack.
  Darkened (CR +Varies)
  Through accident of birth, deliberate ritual, or simple long-
  term exposure, this creature’s very being has been suffused with 
  darkness.
  “Darkened” is an inherited or acquired template that can 
  be applied to any creature. A darkened creature retains the base 
  creature’s statistics and special abilities except as noted here.
  CR: 8 Hit Dice or less, as base creature +2; 9 Hit Dice or 
  more, as base creature +3.
  Type: The creature gains the darkened subtype.
  Senses: A darkened creature gains low-light vision and 
  darkvision 60 feet.
  Weaknesses: A darkened creature gains light blindness.
  Special Abilities
  Casting: A darkened creature gains a caster level equal to 
  its racial Hit Dice and a spell pool equal to its Hit Dice plus its 
  Charisma modifier, as well as a number of bonus talents equal 
  to 1/2 its Hit Dice (minimum 1). A darkened creature gains the 
  Dark sphere. If the darkened creature already possesses the 
  Dark sphere, then it gains a Dark sphere talent without the 
  drawback. Magic talents gained by the darkened creature must 
  be used to acquire talents from the Dark sphere. A darkened 
  creature suffers a -1 penalty to its caster level when attempting 
  to cast in normal light, and -2 when attempting to cast in bright 
  light, to a minimum of 1. The location of the darkened creature 
  is used to determine the light level for this penalty. 
  Darkened Nature: A darkened creature gains one of 
  the following special abilities for every 4 Hit Dice or fraction 
  thereof.
  Hide in Plain Sight (Su): A darkened creature can use the 
  Stealth skill even while being observed. As long as it is within 
  10 feet of an area of dim light or darkness, it may hide itself 
  from view in the open without the benefit of cover or conceal-
  ment. It cannot, however, hide in its own shadow.
  Evasion (Ex): In areas of dim light or darker a darkened 
  creature gains evasion, as the rogue ability of the same name. 
  This ability may be selected a second time, granting improved 
  evasion in areas of dim light or darker.
  
  Chapter 9: Bestiary
  608
  Occulted (Su): A darkened creature is protected from divina-
  tions as if under the effects of a permanent Obfuscation talent 
  using its Hit Dice as its caster level. This ability can be taken 
  a second time, granting the benefits of a second instance of 
  Obfuscation.
  See in Darkness (Su): The creature can see perfectly in dark-
  ness of any kind, including that created by deeper darkness.
  Shadow Rake (Su): A darkened creatures can strike with its 
  shadow. It gains a claw primary natural attack in addition to any 
  attacks it already possesses. The damage for this attack is 1d6 
  plus its Charisma modifier. This special ability can be selected 
  multiple times, each granting an additional claw attack.
  Destructive Elemental (CR +2)
  “Destructive Elemental” is an acquired template that can 
  be applied to any air, earth, fire, or water elemental (referred 
  to hereafter as the base creature). A destructive elemental crea-
  ture uses all the base creature’s statistics and special abilities, 
  except as noted here.
  CR: Same as base creature +2.
  Casting: The destructive elemental gains a caster level 
  equal to its racial Hit Dice and the Destruction sphere as a 
  bonus sphere and one (blast type) talent according to its el-
  ement, as well as a spell pool equal to its caster level plus its 
  Charisma modifier. The destructive elemental may not use the 
  default destructive blast and may only choose blast types from 
  certain categories according to its type, listed below, but may 
  select other talents normally. The destructive elemental gains 
  one talent every odd racial Hit Dice beyond the first.
  Elemental Type
  Available Blast Types Groups
  Air
  Air, electric
  Earth
  Crystal, stone
  Fire
  Fire, light
  Water
  Cold, crystal (in the form of ice)
  Detonation: When slain, a destructive elemental ex-
  plodes in a burst of energy as if having used a destructive blast at 
  its CL with the Explosive Orb blast shape and any one (blast 
  type) talent it possesses.
  Elemental, Geomancy Born (CR +1)
  Geomancy born is an inherited template that can be ap-
  plied to any creature, but usually to creatures with the elemen-
  tal subtype. While most commonly found with matching ele-
  mental and Nature packages, this need not always be the case. 
  The CR of the creature increases by +1.
  Born of Geomancing: A geomancy born elemental pos-
  sesses an affinity for a particular element above and beyond 
  the usual manifestations of its elemental nature. The geoman-
  cy-born elemental gains the Nature sphere with the package 
  most closely associated with its elemental nature. A geoman-
  cy-born creature is considered a Low-Caster, possessing both a 
  number of magic talents and a caster level equal to 1/2 its Hit 
  Dice (minimum 1). These talents may only be spent gaining tal-
  ents associated with its Nature package or (spirit) talents.
  Spell Points: A geomancy born elemental gains a small 
  reservoir of energy that it can call upon to create wondrous 
  effects, called a spell pool. This pool contains a number of spell 
  points equal to its racial Hit Dice + its Wisdom modifier. If the 
  elemental has spell points from another source, it gains a bonus 
  their spell pool equal to the elemental’s racial Hit Dice instead.
  Embodiment Of Magic
  Embodiment of Magic is an aquired template applied to a 
  sphere effect, granting it intelligence, life, and a motive force. 
  The Embodiment of Magic is naturally invisible; effects that 
  can see magical auras reveal that it appears to be an aura shaped 
  into the vague likeness of the caster, with visual tweaks corre-
  sponding to the effect it was created from.
  “Embodiment of Magic” can be applied to any sphere abil-
  ity with a duration longer than instantaneous that does not 
  conjure, create, or summon a creature or object. For the pur-
  poses of this template, a sphere ability’s “potency” is equal to 
  its spell point cost plus the number of talents or base spheres 
  it incorporates.
  Challenge Rating: An embodiment of magic has a chal-
  lenge rating equal to two-thirds of its Hit Dice, plus one-fourth 
  of its potency minus one, rounded down.
  Size and Type: An embodiment of magic’s size is Medium 
  by default; however, every 6 caster levels the effect has past the 
  1st increases its size by one, to a maximum of Huge. Its type is 
  aberration (incorporeal).
  AC: An embodiment of magic possesses a deflection bo-
  nus to AC equal to its potency plus its Charisma modifier (min-
  imum potency + 1).
  Hit Dice: An embodiment of magic has Hit Dice equal to 
  its caster level. Its Hit Dice are d8s.
  Alignment: An embodiment of magic has the same align-
  ment as its caster.
  Defensive Abilities : An embodiment of magic is incor-
  poreal, possesses damage reduction bypassed by magic equal to 
  its potency, and spell resistance equal to 10 plus its Hit Dice.
  Speed: An embodiment of magic has a 30 feet base land 
  speed.
  Abilities: As an incorporeal creature, an embodiment of 
  magic lacks a Strength score. Three abilities have a score of 10 
  + its potency, while the rest have scores of 7 + 1/2 its potency, 
  rounded up. These scores are given for a Medium embodiment 
  of magic; adjust its Dexterity and Constitution scores accord-
  ingly for embodiments of other sizes.
  Skills: An embodiment of magic possesses 4 + Intelligence 
  skill points, and treats the following as class skills: Acrobatics, 
  Climb, Escape Artist, Fly, Intimidate, Knowledge (arcana), 
  Perception, Spellcraft, Stealth, Survival, and Swim.
  Attacks: An embodiment of magic possesses an in-
  corporeal touch attack that deals force damage equal to 1d6 
  + its Charisma modifier for a Medium embodiment, 1d8 + its 
  Charisma modifier for a Large embodiment, and 2d6 + its 
  Charisma modifier for a Huge embodiment.
  
  Chapter 9: Bestiary
  609
  Special Attacks
  An embodiment of magic created from an effect that tar-
  gets creatures or objects possesses mystic touch; if it was creat-
  ed from an effect that affects an area, it instead has mystic aura:
  Mystic Touch (Su): The embodiment of magic may use 
  embodiment casting as part of an incorporeal touch attack 
  made as a standard action. If they do so, they must target the 
  creature they are attacking.
  Mystic Aura (Su): The embodiment of magic possesses 
  an aura that duplicates the effects of the sphere effect it was 
  created from, centered on itself. If the area of effect can be 
  moved, it reverts to centering on the embodiment at the begin-
  ning of its turn.
  Special Qualities
  All embodiments of magic possess embodiment casting 
  and dispel vulnerability. If the sphere effect was a positive effect 
  that targets creatures, it also possesses magical nature.
  Dispel Vulnerability (Ex): Whenever an embodiment 
  of magic is targeted by a dispel effect, it takes 1d6 damage per 
  point of MSB of the dispel effect, which bypasses the embodi-
  ment’s damage reduction; in addition, it must succeed at a Will 
  save vs. a DC of 10 + 1/2 the MSB of the dispel effect + the 
  casting ability modifier of the caster, or have its supernatural 
  abilities suppressed for 1d4 rounds. For the purposes of super-
  natural abilities that duplicate a sphere effect, they are consid-
  ered to be recast on the turn they resume.
  Embodiment Casting (Su): The embodiment of magic 
  may cast the sphere effect it was created out of as if it knew all 
  of the required talents. It does not receive the benefits of any 
  metamagic that was incorporated into the original effect and 
  reduces any non-optional spell point costs to 1 if they are not 
  already lower.
  For all other purposes, the embodiment of magic has a 
  spell pool equal to its potency, uses Charisma as its casting abil-
  ity score, has a caster level equal to its Hit Dice, and calculates 
  its MSB and MSD as if its Hit Dice were levels in a spellcasting 
  class. This ability is considered to be the casting class feature 
  for the purposes of prerequisites.
  Magical Nature (Su): The embodiment of magic is per-
  manently under the effects of the sphere effect it was derived 
  from.
  Meteorological Creature (CR +0–5)
  “Meteorological” is a template that can be applied to any 
  creature, and represents a creature that is connected to a par-
  ticular type of weather to a powerful degree.
  CR: Hit Dice 1 or less, as base creature; Hit Dice 2–3 or 
  less, as base creature + 1; Hit Dice 4–9, as base creature +2; Hit 
  Dice 10–17, as base creature +3; Hit Dice 18 or more, as base 
  creature +4; plus +1 for volcanic weather
  Type: Animals and vermin with this template become 
  magical beasts with the augmented subtype, but otherwise the 
  creature type is unchanged.
  Senses: A precipitation meteorological creature can see 
  through magical and normal fog, mist, rain, snow, and similar 
  obscurement.
  Special Qualities
  A meteorological creature gains the following:
  Personal Climate (Su): A meteorological creature is 
  constantly followed by a certain type of weather. This functions 
  as the control weather Weather sphere ability, except that the 
  creature does not need to concentrate on the effect and it can 
  only create one type of weather. The meteorological creature 
  has no control over the severity of the weather, which depends 
  on the creature’s Hit Dice. The range also depends on the crea-
  ture’s Hit Dice.
  Hit Dice
  Severity
  Range
  1
  1
  Medium
  2–3
  2
  Medium
  4–5
  3
  Long
  6–9
  4
  Long
  10–13
  5
  Extreme (1,000 feet + 100 
  feet per Hit Dice)
  14–17
  6
  Extreme
  18+
  7
  2 miles
  The meteorological creature’s MSD for this effect is 11 + its 
  Hit Dice and its MSB and caster level are equal to its Hit Dice.
  Adaptation (Ex): A meteorological creature is immune 
  to the negative effects of weather created by its personal cli-
  mate ability.
  Feats: Meteorological creatures gain Mantled Caster as a 
  bonus feat. They can also select Extra Magic Talent for (mantle) 
  
  Chapter 9: Bestiary
  610
  talents activated by their personal climate and Weather talents 
  that modify their personal climate (but not its range or dura-
  tion). They need not meet the prerequisites of this feat to se-
  lect them.
  Virulent Sensor Template (CR +Varies)
  Virulent sensor is an acquired template that can be applied 
  to any creature who, while using the Divination sphere talent 
  Viewing, saw a creature who died or was destroyed suffering 
  from the effects of madness (although not necessarily because 
  of the madness).
  CR: As base creature, +1 per 5 Hit Dice (minimum +0).
  Alignment: Creatures with the virulent sensor template 
  replace any good or evil alignment they have with neutral, thus 
  lawful good becomes lawful neutral, and neutral evil becomes 
  true neutral. Types of insanity or madness may override this 
  alignment.
  Type: Changes to undead (keeping any subtypes their pre-
  vious form may have had)
  Hit Dice: Change all Hit Dice (including those gained from 
  class levels) into d8s. Virulent sensors use their Charisma mod-
  ifier to determine bonus hit points (instead of Constitution).
  Saves: The base saves remain unchanged, except that 
  Fortitude uses Charisma instead of Constitution.
  Defensive Abilities  The templated creature loses all de-
  fensive abilities and gain the qualities and immunities of the 
  undead type. In addition, the templated creature gains the in-
  substantial quality.
  Speed Virulent sensors lose all movement speeds. If the 
  templated creature has the Scrying Divination advanced talent, 
  it gains a fly speed of 150 feet.
  Attacks :Virulent sensors lose all attacks (including spe-
  cial attacks) that are not magic talents, spells, sphere-like or 
  spell-like abilities.
  Reach: The templated creature has its reach reduced to 
  0 feet.
  Abilities: Virulent sensors have no Strength or 
  Constitution scores.
  Special Qualities
  Virulent sensors lose special qualities that are dependant 
  upon having a physical body. The virulent sensors gains insanity, 
  insubstantial and naturally stealthy as special qualities.
  Insanity: The templated creature permanently suf-
  fers from the effects of whatever madness it had before its 
  destruction.
  Insubstantial (Ex): Virulent sensors may appear to be 
  made out of flames, mist, smoke, or some other gaseous sub-
  stance, and are effectively weightless. Virulent sensors being 
  insubstantial are normally not hit or damaged by conventional 
  means, but may still be attacked or even damaged by spells or 
  abilities that do not target the virulent sensor, but rather af-
  fect everything in its area of effect. An insubstantial creature 
  may still target itself however. Insubstantial creatures gain a 
  size penalty to their combat maneuver bonus (CMB) and may 
  squeeze through openings as if they are up to three sizes small-
  er, but gain a size bonus to combat maneuver defense (CMD) 
  as if they are up to three sizes larger. In addition, insubstantial 
  creatures gain DR 10/- and are not subject to precision damage 
  or critical hits.
  Naturally Stealthy (Su): The virulent sensor is par-
  ticularly difficult to notice outside of combat and requires a 
  Perception check DC 20 + its caster level to spot. The virulent 
  sensor if it casts a spell, instantly becomes visible to all crea-
  tures within line of sight for 1 minute before fading back into 
  stealth.
  Languages: The templated creature continues to under-
  stand any language it had before it acquired the template, but 
  loses all ability to speak.
  Spell Points: Lose all spell points, except those gained 
  through feats and traits.
  Walking Bomb (CR +1)
  “Walking Bomb” is an acquired template that can be ap-
  plied to any corporeal creature (referred to hereafter as the base 
  creature). This template can be acquired through a variation of 
  the walking bomb incantations, or by magical accidents or wild 
  magic zones overcharging an exposed creature. 
  CR: As base creature +1.
  Detonation: When the walking bomb is reduced to 0 
  or fewer hit points, it detonates, dealing damage as a destruc-
  tive blast (1d6 per odd Hit Die) with the Explosive Orb (blast 
  shape) and a blast type selected at creation with a caster level 
  equal to its Hit Dice and save DCs equal to 10 + 1/2 Hit Dice + 
  Constitution modifier. NPCs
  
  Chapter 10: World Building
  611
  The Spheres of Power system is is a new way of not only 
  handling magic, but also thinking about magic; it is a con-
  cept-based approach to magic design that grants a great level of 
  freedom for both character creation and world design. While 
  Spheres of Power can easily be used to recreate the feel of core 
  Pathfinder, it can also be used to create new stories, adjusting 
  the feel of the setting, characters, and plot to fit a multitude of 
  concepts. 
  At its heart, Spheres of Power is designed to be moldable, 
  easily fitting the needs of the people using it no matter what 
  those might be. In this way, Spheres of Power is less a single 
  system and more a series of tools for creating unique gaming 
  experiences.
  Crafting Casting Traditions
  As mentioned earlier in this book, casting traditions are a 
  way of augmenting the how’s and why’s of magic. In many icon-
  ic fantasy stories magic is not the realm of spells that must be 
  memorized and forgotten; instead, magic might take the form 
  of a small number of powers born to people with mutations, 
  or a terrible force that extols a heavy price from any who use 
  it. It is the prerogative of the GM to decide before a game be-
  gins what casting traditions are present in their world and how 
  types of magic the PCs will have access to. Not only that, but it 
  is also completely appropriate for a GM to limit which spheres 
  a casting tradition can use to only include appropriate choices. 
  A few examples of this are given below:
  Example
  Sherri wants to design a world where martial artists com-
  mand the 4 elements (water, earth, air, fire) through their bodi-
  ly movements, based on a certain favorite cartoon show of her 
  youth. Since this concept does not mesh well with the classical 
  idea of fantasy wizards, clerics, druids, and the like, she decides 
  that, in this world, all magic users will need to use one of four 
  custom traditions: water-adept, fire-adept, earth-adept, and 
  air-adept.
  To best reflect her concept, she decides she wants each 
  one to be based on martial arts movements (require Somatic 
  Casting). Since her magic is tied to martial arts, she also de-
  cides to make magic always tied to one’s movements and 
  mind; magic can only continue as long as the martial artist is 
  actively maintaining it, and breaking someone’s concentra-
  tion should end the magic. As such, she gives all of these tra-
  ditions the Consciousness-Linked drawback and the Rigorous 
  Concentration drawback; knocking an opponent out, or getting 
  into their face so they have to cast defensively, should always be 
  valid tactics against this type of magic-user. Finally, she chooses 
  Wisdom as the casting ability for all four traditions, to build 
  upon that monk-like martial arts feel.
  At this point, Sherri has crafted four casting tradi-
  tions, each one with 3 general drawbacks (Somatic Casting, 
  Consciousness-Linked, Rigorous Concentration). With three 
  drawbacks, these traditions grant a bonus spell point at every 
  odd level in a casting class.
  Because her casting traditions are tied to manipulating ele-
  ments, she decides that each tradition should only have access 
  to a limited number of spheres: the Nature sphere (taking the 
  water, fire, earth, or air packages, as appropriate), and a small 
  number of additional spheres based on concept:
  Earth-adept should be able to take telekinesis with the 
  Limited Telekinesis sphere-specific drawback, allowing them 
  to only manipulate stone and dirt. Fire-adepts and Air-adepts 
  should be able to take the Destruction sphere, but only using 
  the Fire and Air blast types, respectively. For Water, she decides 
  that water should have access to the Life sphere and healing 
  magic.
  While it is possible a player might talk her into allowing a 
  few alterations later (for example, a fire-adept wanting to un-
  lock electric blast types as a special application of their pow-
  er, a water-adept unlocking the Blood sphere, or a earth-adept 
  wanting to branch out into the Nature (metal) package), her 
  custom traditions that will define magic in her world are cur-
  rently as follows:
  Air-adept
  Drawbacks: Somatic Casting, Consciousness-Linked, 
  Rigorous Concentration, Spheres: Nature (air package), 
  Destruction (Energy Focus: Air), CAM: Wisdom
  Earth-adept
  Drawbacks: Somatic Casting, Consciousness-Linked, 
  Rigorous Concentration, Spheres: Nature (earth package), 
  Telekinesis (Limited Telekinesis: stone and dirt), CAM: 
  Wisdom
  Fire-adept
  Drawbacks: Somatic Casting, Consciousness-Linked, 
  Rigorous Concentration, Spheres: Nature (fire package), 
  Destruction (Energy Focus: Fire), CAM: Wisdom
  Water-adept
  Drawbacks: Somatic Casting, Consciousness-Linked, 
  Rigorous Concentration, Spheres: Nature (water package), 
  Life, CAM: Wisdom
  Chapter 10
  Chapter 10
  World Building
  World Building
  
  Chapter 10: World Building
  612
  Advanced Magic
  Advanced magic is another aspect of world-building that a 
  GM should decide as they use Spheres of Power to craft origi-
  nal worlds. While some worlds have no problem with telepor-
  tation and resurrection, others do not, and it is the role of the 
  GM to decide what advanced magic, if any, should be found in 
  their world.
  Example, Continued
  Sherri examines the advanced magic chapter, and decides 
  that rituals simply don’t make sense for her world, and while 
  she might use an incantation or two later on in the campaign, 
  there aren’t any incantations she can think of that need to be 
  decided at the beginning. She is also worried about some ad-
  vanced talents; while healing can be found in her world, resur-
  rection is not. 
  However, most other advanced talents tied to her active 
  spheres (Destruction, Nature) are not a problem, so she de-
  cides that talents such as Calamity, Extreme Range, Cyclone, 
  Earthquake, Tsunami, and Effortless Telekinesis are perfectly 
  fine for players to take.
  At this point, Sherri has completed all of the adjustments 
  to Spheres of Power necessary to create her world, and passes 
  all of this information along to her players so they can begin 
  character creation.
  Building Characters
  Once a casting tradition has been chosen (either through 
  the worldbuilding or by an individual player, if so desired), the 
  next step to using Spheres of Power is simply to choose a 
  class, and then the spheres and talents that best fit one’s 
  concept. In Spheres of Power, this is referred to as a con-
  cept-based approach to character creation, where instead 
  of looking over a spell list to decide how best to adapt a 
  concept to the options, it is instead easier with Spheres of 
  Power to start with a concept, and then to use the spheres 
  to build upon and grow that concept.
  Example, Continued
  One of Sherri’s players, Ryan, wants to build a classic 
  pyromancer. He selects the fire-adept casting tradition, and 
  decides to play an incanter to have lots of talents to play with.
  If Ryan were using core wizard spells, the ways in which 
  he could play a pyromancer would be limited by the spell list 
  and spell levels before him (burning hands at 1st level, flaming 
  sphere at 2nd level, fireball at 3rd level, etc.) However, with the 
  Spheres, Ryan can choose when and how to manifest the pyro-
  mancer’s powers by choosing spheres and talents.
  Ryan decides he wants to throw exploding fireballs right 
  away, and so selects the Destruction sphere (gaining Fire blast 
  through the fire-adept’s sphere-specific drawback), and uses a 
  second talent to select Explosive Orb. Now Ryan’s pyromancer 
  can use his signature move as often as the situation and his spell 
  points will allow. With his additional talents gained from being 
  an incanter, Ryan decides to further expand this concept, 
  taking Blistering Blast and Searing Blast; while Ryan’s 
  pyromancer can still only throw basic rays and fireballs, 
  he now has several options for what style of fireball and 
  ray he will throw, be it one that sets people on fire, one that 
  deails extra fire damage, or one that gives targets a penalty to 
  Fortitude saves as their skin blisters from the excessive heat. 
  Ryan’s pyromancer can throw one of these fireballs as an at-will 
  ability, augmenting it as desired with spell points if he wants to 
  expand the area and damage.
  Willow, on the other hand, wants to play a utility healer. 
  She chooses a hedgewitch and selects the academia and herbal-
  ism paths, and chooses water-adept as her tradition. With her 
  magic talents, she chooses the Life sphere for healing, and the 
  Nature sphere (water package) for various ways of manipulating 
  water. She also spends a feat to gain Extra Magic Talent and 
  select Ranged Healing, allowing her to stay safely behind the 
  fight while healing her allies.
  
  Chapter 10: World Building
  613
  Sample Worlds
  The following sample worlds were included in the original 
  Spheres of Power as examples of ways to use the Spheres system 
  to craft new and original worlds that might not have been pos-
  sible through the core Pathfinder RPG alone.
  Shadows of Baine
  In the majestic city of Baine, the wizards rule. It’s been 
  that way for as long as anyone can remember. 
  Baine is a city of wonders, powered by magic the likes of 
  which is virtually unknown in the rest of the world. To the ma-
  geocracy it is a golden age, as the new, strange mineral ‘aeril’ has 
  enabled them to accomplish feats of magic hitherto unknown 
  outside of the realm of blood sacrifices and ancient cults. 
  Magically-grown food supplies the city, magically-controlled 
  weather keeps the skies clear, and thought-reading police catch 
  criminals before their crimes are even committed. With the 
  help of aeril, blood magic has been abolished and religion has 
  almost followed. Life has truly never been better.
  Or so they think.
  In reality, the city of Baine is at a tipping point; mage dy-
  nasties rule the city as semi-autonomous nations, their monop-
  oly of aeril and their constant in-fighting threatening to tear the 
  city apart. The non-magical populous lives in fear of the city’s 
  thought police, watching helplessly as their dignity, rights, and 
  religion are slowly stripped from them one by one. And in the 
  ghettos, the bloodmages have been returning, passing on their 
  forbidden arts, often aided by the poor of the city who view the 
  bloodgangs as their only protection against the wizard rulers. 
  And underneath it all, lurking in every corner of the city, 
  are the Talents.
  Born with powers no one quite understands, the Talents 
  sprang into existence recently, possessing abilities that rival 
  those of the most accomplished of wizards without the need 
  for training, materials, or indeed anything more than their own 
  will. These Talents defy all the known rules of magic, and some-
  times can even manifest powers that exceed the potential of 
  aeril. Theories abound as to what created the Talents: the min-
  ing of aeril, the abundance of magic in the city, or even that the 
  Talents are a form of revenge sent by the gods to overthrow 
  the arrogant wizards. Wherever they came from, Talents are 
  the great equalizers in the city of Baine, for anyone could be a 
  Talent, and anything could be within their power.
  Officially, Talents are illegal, being captured on sight ‘for 
  their own and other’s protection.’ Unofficially, Talents are em-
  ployed by wizards families, bloodgangs, wealthy merchants, 
  thieves, revolutionaries, and even the few remaining clerics 
  to accomplish in the shadows what could never happen in the 
  light. These individuals are known as ‘ghosts’, and while they 
  might not officially exist, they make up the front lines in the 
  underground war being waged for control of the city.
  The future of Baine is unknown. All that is known is that it 
  will be decided in the shadows.
  Running Shadows of Baine
  Shadows of Baine is a city game set in a high-magic world, 
  where magic-using organizations maneuver for control of the 
  wondrous city via teams of underground experts called ghosts. 
  In Shadows of Baine, the PCs take on the role of a team of 
  ghosts at the beginning of their careers. If they succeed, they 
  could become rich beyond their wildest dreams and forever 
  change the destiny of the city. If they fail, they’ll be buried with 
  the paupers and no one will even know they existed.
  Ghosts might be bloodmages out to overthrow the gov-
  ernment, wizard royalty who’ve run away from home, or simply 
  rogues looking to make a bit of money, but more often than not 
  they are Talents; people whose skills are highly illegal, but at 
  the same time extremely valuable. These ghosts are adventur-
  ers at heart and while not all their jobs are illegal, they are of-
  ten the ones hired when someone important needs something 
  done discretely, be it sabotaging a rival, stealing an important 
  artifact, or having someone killed without it being traced back 
  to them.
  On their end, PCs could be out for money and take all 
  jobs that come their way, could work secretly toward their own 
  goals, or  could even throw their lot in with one organization to 
  help advance its agenda.
  Shadows of Baine works best on the fast experience-point 
  progression, as the high-powered nature of the city will keep 
  many of the best jobs out of the PC’s reach until they have the 
  strength to accomplish them.
  Magic and Technology
  Baine is a high-magic society, where magic and magic items 
  are simply a part of daily life for those who can afford them. 
  The city police employs mind readers and truth-seeing magic 
  regularly, and anti-magic barriers, counter-scrying techniques 
  and other measures are a common form of building security. 
  Advanced magic is very important in Baine, and both ritu-
  als and advanced talents play an important role in shaping the 
  world. Rituals are accessed by one of two routes: all casters may 
  power rituals through the Priceless Component alternate pric-
  ing method, using aeril to fuel their rituals at a rate of 1 gram of 
  aeril to 1 gp of a ritual’s price per use. Aeril is highly regulated 
  and is illegal for anyone to use except for the wizard nobility 
  of the city. Blood mages (those with the blood magic tradition) 
  may also use rituals, but must use the Blood Price alternate 
  pricing method.
  Advanced talents are available, but are only selectable by 
  Talents, which are outlined under character creation.
  Character Creation
  Races: All races are present in Baine, and while some races 
  may draw more looks than others, there is no race unwelcome 
  in the city if they are willing to uphold the law.
  Classes: All classes are acceptable, although classes with 
  lots of skill points tend to do better (as stealth, gathering infor-
  mation, diplomacy, and disabling locks and traps can be just as 
  
  Chapter 10: World Building
  614
  important as combat ability when it comes to successful ghost 
  work). Paladins are an uncommon class choice due to the na-
  ture of a ghost’s work, but it is not unheard of for a paladin to 
  fight the good fight by becoming a ghost and working to fight 
  the oppression of the poor and the religious.
  Traditions: While alternate traditions can be found with-
  in the walls of Baine, the most common are found below:
  Talents: Talents are those born with innate magical ability, 
  manifesting their abilities without training of any kind. Talents 
  generally have no drawbacks or boons, but it is not unheard of 
  for a Talent to possess a unique manifestation of magic that 
  follows its own set of rules. Only Talents may use advanced 
  talents.
  Traditional Magic: Those who practice traditional magic 
  within the walls of Baine are known as wizards, and usually be-
  long to one of the thirteen dynasties within the city as a family 
  member or as one of the hundreds of wizards who work for 
  them. There are also many independent wizards in the city, who 
  often work for the city’s police or as merchants and craftsmen.
  Blood Magic: Blood mages practice an illegal form of magic, 
  and are mostly found in gangs, thieves guilds, and other places 
  they may practice away from the reach of city officials. While 
  generally feared, the unrest among the city populous has led to 
  an increase in their numbers, as some feel the blood mages are 
  the only ones strong enough to protect them from overreach-
  ing wizards.
  Divine Petitioner: There are few clerics left in the city, and 
  those that remain do their best to serve the people while working 
  under heavy official persecution. While not a powerful organiza-
  tion, there are some in Baine who believe empowering the clerics 
  is the only true route to peace, as they are prey to neither the in- 
  fighting of the wizards, nor the dangerous workings of the 
  blood mages. It is rumored that there exists some hidden reli-
  gious artifacts in the world that can work wonders comparable 
  to the rituals of the wizards and the bloodmages. If these items 
  could be recovered, the clerics might possess the power to be-
  come a formidable force within the city once again.
  The Children of Ire
  The Children of Ire takes place in Fein, a nation which, 
  along with a handful of neighboring kingdoms, is all that re-
  mains of a once-great empire.
  A thousand years ago humanity spanned the globe, build-
  ing wonders and working magic that could only be dreamed 
  of today. Even the cross-breed races (orcs, lizardmen, owlbears 
  and the like) were a result of that time of magic, created to 
  serve its magocracy as slaves and soldiers.
  Yet despite its many wonders, the empire was plagued with 
  infighting, uprisings, and diabolism. When the prophets of Ire 
  appeared warning the people of the approaching shadow, they 
  were at best ignored, and at worst executed as fear-mongers and 
  traitors. When the shadow came, bringing with it both plagues 
  and monsters, nothing could stand in its way. The empire was 
  dismantled piece by piece and destroyed, and were it not for 
  the power of the sacraments of Ire protecting settlements, it 
  might have consumed the world. 
  Today the world is a shadow of what it once was; magic 
  is a rare skill known only to the forest witches and religious 
  convents who have preserved the art. The wilderness is vast, 
  populated by monsters, demons, and other dark powers, and 
  whispers abound that the shadow is rising again.
  But despite this, hope is not lost. Dwarves, elves, and 
  gnomes, once feared lost to the world, have returned and 
  opened their forest domains and subterranean kingdoms for 
  the first time in generations. Friendly fey creatures can still be 
  found in the forest, ready to aid any mortal traveler who catches 
  their fancy. And since the world no longer ignores the warnings 
  of the prophets, the Paladin order is moving en mass to meet 
  the rising shadow before it can reach the populous. It’s a time 
  when anyone with a sword and a will can make his fortune, and 
  a skilled adventurer might just find himself poised to turn back 
  the tide of darkness, provided he has the courage to face it.
  The time has come for the Children of Ire to reclaim their 
  destiny.
  Running Children of Ire
  Children of Ire is a low-magic world that mimics the dark 
  ages not just in technology, but also in tone. The old empire is 
  a story and a memory, with its learning and its wonders lost to 
  time. It’s a world where knights, adventurers, and the faith of 
  the people are all that stand between them and the monsters, 
  the demons, and the other terrors that would engulf the world.
  The Children of Ire is best played using the Slow experi-
  ence progression and decreasing wealth-by-level by half to keep 
  the danger level high and the PCs from becoming too power-
  ful. At the same time, any PC with the wealth and power to 
  construct and defend a stronghold gains the benefits of the 
  Leadership feat without having to take it, as citizens and sol-
  diers flock to their banner and the protection it ensures.
  Magic and Technology
  Fein is a land in the middle of a massive dark age; firearms 
  are unheard of, and in much of the land blacksmithing is basic 
  at best and even literacy can be an uncommon skill. Most of 
  the world’s wealth is concentrated in the hands of a handful 
  of kings and nobles, who keep the economy going through the 
  sheer amount of their expenditures; a treasure that could feed a 
  village for a year might only cover a king’s expenses for a month. 
  While the knowledge of creating magic items is not com-
  pletely unknown, there is no market for the sale of magic or 
  magic items, and a PC must find or create anything they will 
  use. Selling magic items is difficult and impractical for PCs to 
  attempt, as there are few with the money to buy magic items, 
  and fewer who would spend money on a +1 sword that would 
  be better spent hiring and outfitting a full squadron of soldiers.
  Advanced talents are unknown to the world, but rituals and 
  incantations are both available. While rituals can be performed 
  by any caster of sufficient power, only convents, monasteries, 
  and forest hedgewitches possess them in written form, and 
  rarely possess anything above 2nd level. Any rituals of high-
  er levels must be torn from the hands of enemies, discovered 
  through adventuring, or created through research.
  
  Chapter 10: World Building
  615
  Special
  The sacraments of Ire are religious ceremonies known to 
  most of the civilized world, and are used to supplicate for di-
  vine aid. These sacraments use the incantation rules, and are 
  available to both PCs and NPCs, although they are unusable by 
  anyone not of Good alignment. Some of these sacraments are 
  performed daily by both individuals and families, while others 
  are generally performed by ordained priests and are performed 
  weekly, yearly, or only on special occasions such as feast days or 
  in times of crisis.
  The sacraments of Ire require the use of the Profession 
  (priesthood) skill. Any creature may put ranks into this skill, 
  whether or not they are an ordained priest. Profession (priest-
  hood) cannot be used to earn income as is usual for Profession 
  skills. Any target invoking a sacrament can gain a +5 circum-
  stance bonus to their Profession (priesthood) check by fasting 
  for 1 week before using the sacrament, getting the aid of a con-
  gregation of at least 100 secondary performers, or performing 
  the sacrament in a sacred place, such as a temple. These bonus-
  es stack.
  Guidance
  Sphere Divination; Level 1st
  Skill Checks Profession (priesthood) 1 success, DC 20 
  Casting Time 1 hour
  Components V
  Target personal
  Duration instantaneous
  Saving Throw none; SR no
  Description
  By praying and meditating on a course of action, a worthy indi-
  vidual may gain insight. The one invoking this ritual must de-
  cide on a course of action they are planning to take sometime 
  during that day and present it to Ire, listening for the subtle 
  promptings of his council. If successful, the one performing this 
  sacrament has a 30% chance +1% for every point rolled above 
  20 on their Profession check of receiving council, either ‘good’, 
  ‘bad’, ‘both’ or ‘neither’. If the percentage roll is unsuccessful, 
  the answer returns ‘unclear’. While multiple people may invoke 
  this sacrament for the same course of action, if a single creature 
  asks about the same course of action twice, the answer always 
  returns ‘unclear’.
  Backlash
  There is no backlash for this sacrament.
  Failure
  On a failure, the one using the sacrament has misunderstood 
  the subtle promptings of Ire’s council, and gains a false answer.
  Healing
  Sphere Life; Level 1st
  Skill Checks Profession (priesthood)  1 success, DC 20. 
  Casting Time 10 minutes
  Components S, V, M (a drop of oil)
  Target 1 creature
  Duration instantaneous
  Saving Throw Fortitude negates (harmless); SR no
  Description
  The one using this sacrament lays their hands on the target’s 
  head and calls upon Ire to grant them health. If successful, the 
  target gains a +2 bonus to any saving throw made against a poi-
  son or disease they are suffering from, and any Heal check made 
  that day to heal the target gains a +5 circumstance bonus. These 
  bonuses increase by +1 for every 5 by which the Profession 
  check exceeded the DC of 20. The target is also healed 1 point 
  of damage for every point by which the Profession check ex-
  ceeded the DC of 20. A target may only benefit from the sacra-
  ment of Healing once per day.
  Backlash
  There is no backlash for this sacrament.
  Failure
  On a failure, the target gains no benefits, but otherwise suffers 
  no penalties.
  Last Rites
  Sphere Death; Level 1st
  Skill Checks Profession (priesthood) 1 success DC 20
  Casting Time 10 minutes
  Components S, V
  Target 1 corpse
  Duration Instantaneous
  Saving Throw none; SR no
  Description
  The one invoking this sacrament dedicates a corpse and its de-
  parted spirit to rest in the afterlife. Any attempt to turn this 
  body into an undead creature, summon the corpse’s spirit, or 
  in any way defile the dead creature’s rest requires the caster to 
  make an MSB check against the result of the Profession (priest-
  hood) check. On a failure, they cannot affect the target body 
  or spirit, and cannot make the attempt again until they have 
  gained at least 1 level.
  Backlash
  There is no backlash for this sacrament.
  Failure 
  On a failure, the target does not gain any benefit from this sac-
  rament, but otherwise does not suffer any drawbacks.
  Warding
  Sphere Protection; Level 3rd
  Skill Checks Profession (priesthood) 3 successes, DC varies
  Casting Time 30 minutes
  Components S, V
  Target a house, village, town, or city
  Duration Permanent
  Saving Throw none; SR no
  Description
  You create an area where undead and evil outsiders cannot en-
  ter. This area may be a building (DC 20), village (DC 25), town 
  (DC 30), small city (DC 35), or large city (DC 40), or any other 
  area of designated housing. Undead creatures and evil outsiders 
  cannot enter this area unless invited in by someone who calls 
  the location home, or created within the warded area. Once 
  undead or evil outsiders have entered the area (or if they were 
  
  Chapter 10: World Building
  616
  in the area when the sacrament was performed), the ward is 
  broken for all. This sacrament can only be performed by some-
  one who can call the location to be warded home.
  Backlash
  This sacrament has no backlash.
  Failure
  On a failure, an evil spirit or demon appears, defiling your ward-
  ing and tormenting those who reside in the dwelling.
  Prophecy
  Sphere Divination; Level 3rd
  Skill Checks Profession (Priesthood) 3 successes, DC 25
  Casting Time 3 hours
  Components S, V
  Target personal
  Duration instantaneous
  Saving Throw none; SR no
  Description
  When using this sacrament, make one check per hour. By 
  spending this time in deep supplication, you can ask a question 
  concerning a specific goal, event, or activity that is to occur 
  within 1 week. The advice gained can be as simple as a short 
  phrase, or it might be an omen or even a vision. If you don’t 
  act on the information, the conditions may change so that the 
  information is no longer useful. The base chance for a correct 
  divination is 50% + 1% per point rolled above the target DC 
  of 25 by the highest Profession (priesthood) check. If the per-
  centage roll fails, the target receives no answer. While multiple 
  people may invoke this sacrament to ask the same question, 
  if a single creature asks about the same goal, event, or activity 
  twice, they gain no answer.
  Backlash
  Petitioning in this manner leaves the creature exhausted.
  Failure
  On a failure, the creature misunderstood Ire’s inspiration and 
  suffers a false answer.
  Miracle
  Sphere Fate; Level 9th
  Skill Checks Profession (priesthood) 9 checks, DC 40
  Casting Time 90 minutes
  Components S, V
  Range Varies (as mimicked ritual)
  Saving Throw varies (as mimicked ritual); SR varies (as mim-
  icked ritual)
  Description
  When a creature uses this sacrament, they invoke Ire’s power 
  to directly affect the world. This can accomplish an effect sim-
  ilar to any ritual of 8th level or lower. At the GM’s discretion, 
  greater feats (such as swinging the tide of a battle in your favor, 
  protecting a city from a natural disaster, or planeshifting allies 
  without a chance of error) can also be accomplished, but the 
  DC is increased by +10. 
  Backlash
  A creature must invest a part of themselves into any petition 
  for a miracle. The target becomes exhausted and gains 1 perma-
  nent negative level.
  Failure
  You have attempted to touch the divine but were unworthy to 
  do so. You gain 2 additional permanent negative levels.
  Character Creation
  Traditions: Traditional Magic
  In the world of the Children of Ire, magic is simply a part 
  of natural philosophy. The sun rises in the east, water flows 
  downhill, and the right combination of words, gestures, magi-
  cal materials, taboos, ley-lines, and star alignments can produce 
  wondrous effects. Even priests and paladins use arcane mag-
  ic; indeed, as convents and monasteries are some of the few 
  locations left in the world with dedicated scientific libraries, 
  most casters in the world who didn’t learn from forest witches 
  learned their magic at the hands of the priests.
  Classes: High-casters (wizards, incanters, clerics, thauma-
  turges, druids, etc.) do not exist in the world of Ire, as the mag-
  ical knowledge required to achieve that level of power has been 
  lost for hundreds of years. If a high-caster does appear, it will 
  usually be as a party-sponsor or villain, at the GM’s discretion. 
  While all other classes are welcome, the majority of the 
  casters in the Children of Ire are paladins and hedgewitches. 
  Hedgewitches are generally divided by profession: Priests pos-
  sess the covenant tradition and either the academia, herbal-
  ism, or combat traditions (depending on whether their focus is 
  study, healing, or fighting alongside the paladins). True witches 
  live on the outskirts of civilization and generally possess the 
  black magic, green magic, herbalism, or spiritualism traditions. 
  Hedgewitches who fall into neither category usually possess 
  the charlatanism tradition (being only half-trained in true mag-
  ic) and one other tradition of their choice.
  Everforge
  The world of Everforge is filled with elemental spirits. 
  They live in the water, they travel under the earth, they ride in 
  wind and fire, and they dwell inside wood and metal. They are 
  found everywhere there is life, and when properly called and 
  commanded, they can grant their caster unparalleled strength 
  and power.
  It was the elves who first taught humanity to call on spirits, 
  granting them the strength to push back both orcs and giants 
  to establish their empire throughout the world. In the human 
  empire, these spirit-casters (called world-forgers) serve in all 
  walks of life from the military, to agriculture, to construction, 
  and are the backbone of humanity’s strength.
  And yet, despite their accomplishments and allies, there are 
  many who resent humanity’s rise to power. In recent years, the 
  orcs have been stirring in greater numbers than have ever been 
  seen before. In the north, frost giants and dragons have been 
  appearing, pushing against humanity’s defenses as if searching 
  for weaknesses. While nothing has yet appeared that can over-
  come the walls and armies of the civilized races, the time may 
  soon come when humanity’s strength must be truly tested.
  
  Chapter 10: World Building
  617
  Running Everforge
  Everforge is a world of outlandish enemies and terrible dan-
  gers, where cannibalistic orcs roam the land in bands of thou-
  sands, aberrations enslave every mind they meet, and dragons 
  regularly invade cities in search of wealth and food. The alliance 
  of human, elf, and dwarf keeps civilization strong in Everforge, 
  but only through the force of their armies, walls, and magic.
  While there is room for traditional adventuring in 
  Everforge, PCs are at their best when they have a personal 
  stake in the world and are defending their homes, their fami-
  lies, their liege lord, or their military comrades in the name of 
  duty and honor instead of simply questing for gold and glory. 
  The PCs could be guards in a city, stakeholders in an outpost 
  on the edge of the frontier, or someone else of theirs and the 
  GM’s choosing. 
  There is no recommended XP progression for Everforge, 
  although wealth by level often becomes more abstract. PCs are 
  more likely to be awarded magic items in exchange for good 
  service to their lord or for protecting their homesteads rather 
  than to find them in dungeons, and often a PC’s reward may ex-
  pand beyond magic items and wealth, taking the shape of titles, 
  royal favors, extra land, or loyal subordinates.
  Magic and Technology
  Everforge has a medieval to Renaissance technology level 
  with no firearms. Magic items are rare and not generally sold in 
  any market; while it is not illegal to own, create, or sell them, 
  most casters with the skill to do so possess a patron lord or king 
  that pays better than any market ever would, meaning their 
  wares usually go straight to their patron’s military or special 
  agents.
  Advanced talents and rituals are unknown in Everforge.
  Character Creation
  Races: All races exist in the world of Everforge, but any-
  thing other than humans, elves, and dwarves will attract atten-
  tion, and stand out as an anomaly in the empire.
  Classes: All classes are allowed in the world of Everforge, 
  but some (such as shifters) will find their work as a world-forger 
  difficult because of sphere restrictions (see traditions below).
  Traditions: Magic in Everforge is accomplished by 
  world-forgers. World-forgers possess the Verbal Casting and 
  Material Casting drawbacks, as well as the Easy Focus boon. 
  Because world-forgers gain their power by asking the spirits of 
  a particular element to come to their aid, they must be able to 
  speak and must have that element on-hand to call forth their 
  power. As their magic is mostly accomplished by their spirit 
  allies on their behalf, they need only a small amount of focus to 
  command their power.
  Rather than gaining two bonus talents with their first level 
  in a casting class, a world-forger gains one of the following ele-
  ment packages, gaining its associated bonuses, its sphere-spe-
  cific drawbacks, and the ability to spend further magic talents 
  to gain its associated spheres. A beginning world-forger also 
  gains one companion from the Conjuration sphere associated 
  with their element (except for metal-forgers, who do not have 
  access to the Conjuration sphere and may instead choose to 
  gain another magic talent or element package of their choice).
  At any time, a world-forger may spend a magic talent to 
  gain another element package, gaining its associated bonuses, 
  sphere-specific drawbacks, and access to its spheres. In many 
  ways, one may consider each element package to be a separate 
  sphere or tradition; while caster level and spell points are shared 
  between them, a world-forger must gain spheres for each ele-
  ment separately, and even though one element package might 
  not be available to them (for example, not having enough water 
  available to use the water package), their other packages might 
  still be available to them.
  Example: Roni is an earth-forger who possesses the Creation sphere 
  and the Forge talent, letting him alter the shape of stone. Later, he spends 
  a magic talent to gain the abilities of a wood-forger, gaining its associ-
  ated bonuses. However, Roni must spend an additional magic talent to 
  gain the Creation sphere and Forge talent to be able to alter the shape 
  of wood.
  Air-Forger: Air-forgers have an affinity for the spirits 
  of air. Air-forgers gain a bonus to Perception equal to 1/2 their 
  caster level, as their affinity allows them to sense air-currents 
  and use their spirits to feel through an area. An air-forger loses 
  her powers if covered in mud or salt, or contained in a room too 
  small to have sufficient air-flow.
  Air-forgers possess the Disappearance (Illusion) and 
  Personal Time (Time) drawbacks, and may gain the Conjuration, 
  Divination, Illusion, Telekinesis, Time, and Weather spheres.
  An air-forger’s companions must choose the Avian Creature 
  (form) talent as their first (form) talent, and fly through magical 
  means with a maneuverability of perfect. An air-forger cannot 
  use any Time abilities except for haste.
  Earth-Forger: An earth-forger can feel the pulses of the 
  earth, and affect feelings of calm and lust. They gain a bonus to 
  Survival checks made to track a target equal to 1/2 their caster 
  level. This stacks with the wood-forger’s benefit, granting them 
  a bonus equal to their caster level to Survival checks made to 
  track a target. An earth-forger cannot use their powers if not on 
  contact with the earth.
  An earth-forger possesses the Limited Creation (Creation, 
  alter only), Material Focus (Creation, stone), Personal Magics 
  (Enhancement), Bodily Enhancement (Enhancement), and 
  Empath (Mind) sphere-specific drawbacks. An earth-forger 
  may gain the Creation, Conjuration, Divination, Enhancement, 
  Mind, and Nature spheres. 
  An earth-forger may not gain the Change Material 
  Creation talent, and may only use the Enthrall (charm) talent, 
  and the Harden and Bodily Enhancement (enhance) talents. An 
  earth-forger’s companions must choose Earth Creature as their 
  first [form] talent. An earth-forger may only possess the earth 
  Nature package.
  Fire-Forger: A fire-forger may communicate easily with 
  the spirits of fire. They may manipulate the high-energy emo-
  tions of others, such as excitement or fear. They gain a bonus 
  to Intimidate checks equal to 1/2 their caster level. A fire-forger 
  cannot use their powers when wet.
  A fire-forger gains the Elemental Focus (Destruction, Fire 
  Blast), and Empath (Mind) sphere-specific drawbacks, and 
  may gain the Conjuration, Destruction, Divination, Mind, and 
  
  Chapter 10: World Building
  618
  Nature spheres. A fire-forger can only use the Fear, Confusion, 
  Courage, and Enrage (charm) talents, and may only use the 
  fire Nature package. A fire-forger’s companions must choose 
  Elemental Creature as their first (form) talent, choosing fire as 
  their associated element.
  Metal-Forger: A metal-forger can sense the presence of 
  metal and alter its form. A metal-forger gains a bonus equal to 
  1/2 their caster level to all Craft checks made with metal ob-
  jects. A metal-forger cannot use their abilities if not in posses-
  sion of metal.
  A metal-forger gains the Limited Creation (Creation, al-
  ter only), Material Focus (Creation, metal), Personal Magics 
  (Enhancement), Limited Protection (Protection, aegis only), 
  and Protected Soul (Protection) sphere-specific drawbacks. A 
  metal-forger may gain the Creation, Divination, Enhancement, 
  and Protection spheres. A metal-forger may only use the 
  Enhancement sphere on metal objects, and may only gain the 
  Deadly Weapon, Harden, and Versatile Weapon (enhance) 
  talents. A metal-forger may only use the Armored Aegis, 
  Obstruction, and Protected Health (aegis) talents. Because re-
  fined metal does not exist in nature, a metal-forger is the only 
  world-forger that cannot summon physical companions.
  Water-Forger: A water-forger can manipulate water with 
  ease. Water-forgers are uniquely connected to the emotions 
  of others, and can sense their moods emphatically. 
  Water-forgers gain a bonus to Sense Motive checks 
  equal to 1/2 their caster level. A water-forger cannot use 
  their abilities without enough water present to fill at least a 
  small basin.
  A water-forger possesses the Lycanthropic (Alteration), 
  and Empath (Mind) sphere-specific drawbacks. A wa-
  ter-forger may gain the Alteration, Conjuration, Divination, 
  Life, Mind, and Nature spheres. A water-forger may only 
  use the blank form with their shapeshifts, may only pos-
  sess the water Nature package, and may only gain 
  the Paralyze and Read Minds (charm) talents. 
  A water-forger’s compan-
  ions must gain Water 
  Creature as their 
  first 
  (form) 
  talent.
  Wood-Forger: A wood-forger can communicate with all 
  wooden objects and blend themselves with trees. They gain a 
  bonus to Stealth checks and Survival checks equal to 1/2 their 
  caster level when within a wooded area. This stacks with the 
  earth-forger’s benefit, granting them a bonus equal to their 
  caster level to Survival checks made to track a target through a 
  wooded area. A wood-forger cannot use their powers when not 
  around wood.
  A wood-forger gains the Limited Creation (Creation, al-
  ter only), Material Focus (Creation, wood), Personal Magics 
  (Enhancement), and Disappearance (Illusion) sphere-specific 
  drawbacks. A wood-forger can gain the Conjuration, Creation, 
  Divination, Enhancement, Illusion, and Nature spheres. A 
  wood-forger can only enhance wooden objects, and may only 
  gain the plant Nature package. A wood-forger’s companions 
  must choose Armored Companion as their first (form) talent.
  A Note on Companions: Companions may possess a 
  multitude of different (form) talents, but cannot possess any-
  thing tied to an element other than their own. Thus, a fire-forg-
  er’s companion cannot gain Elemental Companion to deal Ice 
  damage, an air-forger companion cannot possess a burrow 
  speed, etc. The GM is the final arbiter of what is or is not al-
  lowed for a companion to gain.
  Stars of 
  Mìngyun
  The prevailing theory among scholars 
  is that the stars are the Great Runes, ruling 
  over aspects of reality and giving birth to 
  the lesser runes through their power. The 
  Great Runes on the earth, then, are fallen 
  stars, which is why their power exceeds that 
  of all other terrestrial magics. Whether these 
  scholars are correct or not, the Great Runes have 
  been a part of Mingyun’s history for as long as the 
  land has existed, and more wars have been waged for control 
  of the Great Runes than for any other resource on the planet.
  Mingyun is a land of conflict, with hundreds of races 
  and city-states each vying for control of their corners of the 
  world. There are always raids, land disputes, and other combats 
  through which a dedicated bandit or sell-sword could earn their 
  living, and both adventurers and governments will go to great 
  lengths to gain control of a Great Rune to help further their 
  goals. However, the Great Runes have minds of their own, and 
  sometimes they and the other stars have plans for the world 
  that far out strap the scope of mortal understanding. 
  Today, there are rumors of empires rising to the East 
  and North, threatening to march their way across the world. 
  Warlords and bandit kings have also begun striking with greater 
  strength and surety. A time of upheaval is coming, and only the 
  stars know what fate is in store for Mingyun. 
  
  Chapter 10: World Building
  619
  Running Stars of Mingyun
  Mingyun is a world built around the Great Runes and 
  those who wield them. Some seek the runes for the power to 
  achieve their goals, while others seek them to protect them-
  selves against the ambitions of others. Sometimes a creature 
  may discover a Great Rune on accident, while sometimes a na-
  tion holds a Great Rune in reserve, bestowing it to their king, 
  generals, or heroes when the need arises. 
  Mingyun is a world of war and politics; rather than hunting 
  monsters or delving dungeons (although these events are still 
  usually part of an adventurer’s career), PCs are much more like-
  ly to be involved in the wider world as a host of kings, nations, 
  warlords, cities and towns call upon them either to join their 
  efforts or protect their homelands against threats. There is no 
  suggested XP progression in Stars of Mingyun.
  Magic and Technology
  Mingyun has a Renaissance technology level, with some ex-
  periments with firearms. Magic items are rare in the world of 
  Mingyun (each settlement counts as one size-category smaller 
  than it is when determining what items are available), not be-
  cause magic is rare, but rather because it is so plentiful. Almost 
  everyone in Mingyun has at least a passing knowledge of runes, 
  and can usually accomplish whatever magic they might need 
  without expensive magic items.
  While supernatural and spell-like abilities function as nor-
  mal in Mingyun, all other forms of magic are accomplished by 
  use of runes. Runes are formed from a special kind of crystal, 
  which must be prepared by one with the Craft (runes) skill. 
  Runes are normally invisible to the naked eye when fused with 
  a creature (although they can be seen with detect magic) but glow 
  brightly when in use. Every creature possesses 3 rune slots: one 
  in each of their main hands, and one in their head. Even crea-
  tures with multiple arms or heads do not possess more than 3 
  rune slots, although a creature can lose rune slots if they lose 
  the slot’s associated limb.
  There are many potential runes in the world both common 
  and rare, but only 30 Great Runes. Each rune possesses a base 
  sphere (and possibly sphere-specific drawbacks), and a series of 
  magic talents arranged in a set of tiers. Great Runes possess a 
  sphere and talents as well, but often grant multiple talents per 
  tier, and possess one or more advanced talents as well. If a crea-
  ture possesses a Great Rune, they also gain immunity to age and 
  disease; while not immune to injury, they are otherwise immor-
  tal. A creature can only possess one Great Rune at a time.
  To create a rune, a target must possess the Craft Rune feat 
  (an item creation feat, prerequisite 1st caster level) and must 
  use the Craft (rune) skill when making the required check. 
  Runes are magic items with a base price equal to 100 gp x the 
  number of tiers squared. The one crafting the rune decides 
  which talents and tiers it possesses. Unlike other magic items, 
  a crafter doesn’t need to possess the rune’s base sphere to craft 
  it, and runes cannot be further improved once finished. Runes 
  have a caster level equal to the number of included tiers. Great 
  Runes always have a caster level of 20 and are considered major 
  artifacts, although they only have 8 tiers.
  To fuse a rune into a target, the prepared crystal containing 
  the rune must be placed on one of the target’s rune slots until 
  the rune fuses with the target (a full-round action). At any time, 
  a new rune may be fused into that same rune slot, in which 
  case the old rune transfers to the crystal. Great Runes function 
  similarly, but require a diamond with a value of at least 25,000 
  gp. It is possible to extract a rune from an unwilling target with 
  an empty crystal or diamond, also as a full-round action. If a 
  diamond containing a Great Rune is destroyed or the bearer of 
  a Great Rune dies, the rune transfers itself to the nearest living 
  creature, overriding one of their own runes if necessary.
  Instead of selecting spheres and talents, a character in 
  Mingyun assigns each of their magic talents to one of their 
  rune slots. Once a talent is assigned to a rune slot, it cannot be 
  changed. When a creature equips a rune, they unlock a number 
  of tiers included in that rune equal to the number of talents 
  attached to that rune slot. If a creature equips two runes that 
  grant the same sphere or talent, they may choose to unlock the 
  next-highest tier on one of their runes instead of gaining the 
  duplicate ability. 
  Example: Sani is a 3rd level s0ul weaver who possesses 5 magic 
  talents (2 bonus talents + 1 per soul weaver level). She has placed two of 
  these talents in each of her hand slots, and one talent in her head. Later, 
  she equips the Soul rune in her left hand. Since she has 2 magic talents 
  associated with that slot, she gains all Soul rune abilities in its first 2 
  tiers. Later, she equips a second copy of the Soul rune in her right hand, 
  gaining the 3rd and 4th tier talents for that rune as well.
  There are no rituals in Mingyun, and advanced talents are 
  only usable by those wielding Great Runes.
  Traditions: Rune-users possess the Center of Power 
  drawback A rune-user cannot manifest their magic without 
  the proper rune. However, rune-users gain no additional spell 
  points from the drawback, as rune-users also have the ability to 
  change their magical skills as needed by changing their runes.
  Sample Runes
  While there are too many runes and Great Runes to list 
  them all here, a few are given below as examples.
  Death rune 
  CL 8; Price 6,400 gp
  Drawbacks: Death (Necromatic Limit (reanimate)
  Talents: Tier 1: Death Sphere/Greater Reanimate. Tier 
  2: Greater Reanimate. Tier 3: Empowered Reanimate. Tier 
  4: Greater Reanimate. Tier 5: Expanded Necromancy. Tier 6: 
  Lingering Necromancy. Tier 7: Necrotic Senses. Tier 8: Mass 
  Reanimate.
  conStruction requirementS
  Craft Rune; Cost 3,200 gp
  fire rune, minor
  CL 1; Price 100 gp
  Drawbacks: None
  Talents: Tier 1: Nature (fire package).
  conStruction requirementS
  Craft Rune; Cost 50 gp
  
  Chapter 10: World Building
  620
  heaLth rune
  CL 7; Price 4,900 gp
  Drawbacks: Life (Limited Restoration (restore)
  Talents: Tier 1: Life Sphere/Greater Restore. Tier 2: 
  Restore Health. Tier 3: Restore Mind. Tier 4: Restore Soul. 
  Tier 5: Break Enchantment. Tier 6: Restore Movement. Tier 7: 
  Restore Senses.
  conStruction requirementS
  Craft Rune; Cost 2,450 gp
  Life rune
  CL 10; Price 10,000 gp
  Drawbacks: Life (Limited Restoration (cure/invigorate))
  Talents: Tier 1: Life Sphere/Healthy Invigorate. Tier 2: 
  Greater Healing. Tier 3: Fount of Life. Tier 4: Greater Healing. 
  Tier 5: Greater Invigorate. Tier 6: Greater Healing. Tier 7: 
  Resuscitate. Tier 8: Greater Healing. Tier 9: Ranged Healing..
  Tier 10: Mass Healing.
  conStruction requirementS
  Craft Rune; Cost 5,000 gp
  mortaL rune
  CL 9; Price 8,100 gp
  Drawbacks: Death (Necromatic Limit (ghost strike)
  Talents: Tier 1: Death Sphere/Greater Ghost Strike. Tier 
  2: Sickening. Tier 3: Bleeding Wounds. Tier 4: Weakening, Tier 5: 
  Inflict Disease. Tier 6: Killing Curse. Tier 7: Cryptic Strike. Tier 
  8: Vampiric Strike. Tier 9: Necrotic Feeding 
  conStruction requirementS
  Craft Rune; Cost 4,050 gp
  nature rune
  CL 6; Price 3,600 gp
  Talents: Tier 1: Nature (Plant package). Tier 2: Grow 
  Plants. Tier 3: Thorns. Tier 4: Towering Growth. Tier 5: Greater 
  Range. Tier 6: Speak with Plants
  conStruction requirementS
  Craft Rune; Cost 1,800 gp
  Spirit rune
  CL 10; Price 10,000 gp
  Drawbacks: Death (Necromatic Limit (ghost strike))
  Talents: Tier 1: Death Sphere/Greater Ghost Strike. 
  Tier 2: Manipulate Undeath, Tier 3: Command undead. Tier 4: 
  Curse. Tier 5: Greater Ghost Strike. Tier 6: Cryptic Strike. Tier 
  7: Killing curse. Tier 8: Drain.  Tier 9: Vampiric Strike. Tier 10: 
  Necrotic Feeding.
  conStruction requirementS
  Craft Rune; Cost 5,000 gp
  SWorD rune
  CL 10; Price 10,000 gp
  Drawbacks: Destruction (Destructive Touch)
  Talents: Tier 1: Enhancement sphere. Tier 2: Destruction 
  Sphere/Energy Blade. Tier 3: Versatile Weapon. Tier 4: Deadly 
  Weapon. Tier 5: Energy Weapon. Tier 6: Lingering Enhancement. 
  Tier 7: Deep Enhancement. Tier 8: Ranged Enhancement. Tier 9: 
  Ranged Enhancement. Tier 10: Mass Enhancement
  conStruction requirementS
  Craft Rune; Cost 5,000 gp
  WaLL rune
  CL 10; Price 10,000 gp
  Drawbacks: Protection (Limited Protection (ward), 
  Creation (Custom, the caster may only create walls), 
  Destruction (Shape Focus (Energy Wall)).
  Talents: Tier 1: Protection sphere/Greater Barrier. Tier 
  2: Creation/Expanded Materials. Tier 3: Destruction Sphere/
  Energy Wall. Tier 4: Lengthened Creation. Tier 5: Larger 
  Creation. Tier 6: Crafted Blast. Tier 7: Distant Creation. Tier 8: 
  Distant Protection. Tier 9: Extended Range. Tier 10: Extended 
  Range.
  conStruction requirementS
  Craft Rune; Cost 5,000 gp
  great fire rune
  CL 20; Price artifact
  Drawbacks: Destruction (Energy Focus (Fire))
  Talents: Tier 1: Destruction Sphere (Fire Blast)/Nature 
  Sphere (Fire Package). Tier 2:  Sculpt Blast/Explosive Orb. Tier 
  3: Extended Range. Tier 4: Calamity.. Tier 5: Move Fire. Tier 6: 
  Extended Range. Tier7: Feed on Fire. Tier 8: Volcano.
  great Life rune
  Talents: Tier 1: Life Sphere/Resuscitate. Tier 2: Greater 
  Healing. Tier 3: Fount of Life/Greater Healing. Tier 4: Greater 
  Healing x2. Tier 5 Regenerate. Tier 6: Restore Mind and Body. 
  Tier 7: Resurrection. Tier 8: Greater Resurrection. 
  great Lightning rune
  CL 20; Price artifact
  Drawbacks: Destruction (Energy Focus (Electric Blast))
  Talents: Tier 1: Destruction Sphere/Electric Blast/
  Weather Sphere. Tier 2: Sculpt Blast/Explosive Orb. Tier 3: 
  Greater Weather. Tier 4: Calamity.. Tier 5: Greater Size. Tier 6: 
  Focused Weather. Tier 7: Storm Lord. Tier 8: Climate.
  great Spirit rune
  CL 20; Price artifact
  Drawbacks: Death (Necromatic Limit (ghost strike)
  Talents: Tier 1: Death Sphere/Greater Ghost Strike. Tier 
  2: Manipulate Undeath/Command Undead Tier 3: Curse/Drain. 
  Tier 4: Summon Spirit. Tier 5: Project Spirit. Tier 6: Possession.  
  Tier 7: Necrotic Feeding. Tier 8: Soul Trap.
  Character Creation
  All classes and races are allowed, but classes without any 
  form of magic ability (such as fighters, barbarians, and rogues) 
  are rare in the world of Mingyun.
  
  Chapter 10: World Building
  621
  Plane of Faerie
  The following information on how to include the faerie 
  realm in your games was originally printed in the Fey-Binder’s 
  Handbook.
  Traveling through Faerie
  The faerie realm (the precise name and nature of this plane 
  will vary depending on setting) offers both potential and risk 
  for travelers. Its chaotic and ever-shifting relation to the mate-
  rial plane allows rapid transit between distant points for those 
  skilled or foolish enough to attempt it.
  Entering and exiting faerie is simple enough; one simply 
  performs the appropriate ritual at a fairy ring or fey mound and 
  steps through. Reaching one’s intended destination, however, 
  is another matter.
  Fairy Rings
  Fairy rings can be found in any wilderness. They are nev-
  er present in any developed area unless deliberately created. A 
  ring is usually within 1d6 miles of any given wilderness loca-
  tion. If using a 6 mile hex map, each hex that lacks a settlement 
  of city size or larger will have 1d2 natural fairy rings. Hexes 
  with cities or larger settlements will have only 1 natural fairy 
  ring. The fairy ring consists of a circle 5 to 10 ft. in diameter, 
  consisting of coral (salt water oceans only), mushrooms, small 
  stones, or wildflowers. Noticing the formation requires a DC 
  10 Perception check (modified for distance) and identifying 
  it requires a DC 15 Knowledge (nature) or DC 20 Knowledge 
  (planes) check. If exploring a hex, any fairy rings in that hex 
  can be located with a DC 10 perception or Knowledge (nature) 
  check as part of the normal exploration.
  Once located, rings may be opened using the Open Fairy 
  Ring ritual or by those with the Faerie Ring Traveler advanced 
  talent. Once opened, the gate formed to faerie remains open 
  for 1d6 minutes, though fey creatures of sufficient power can 
  hold it open longer or close it sooner. Rings tend to serve as 
  focal points for local fey activity as well as attracting magical 
  beasts native to the area. Accessing the ring may prove difficult 
  without bargaining with the local fey and magic beast popula-
  tion. There is a 70% chance of a random encounter appropriate 
  to the environment at each end of the fairy ring.
  Creatures larger than the size of the ring may have diffi-
  culty passing through; most rings are of Medium or Large size, 
  occupying squares accordingly; a creature whose size is no 
  larger than the size of the circle may pass through unimpeded. 
  Creatures of one size larger may pass by squeezing. Creatures 
  of two or more sizes larger cannot pass unless they possesses an 
  ability allowing them to squeeze through small openings.
  Fairy rings can be broken if a section of them is destroyed. 
  Each 5-ft. square that contains a ring or part of a ring can be 
  targeted individually. The ring has an AC and touch AC of 10, 
  with hardness 0 for flowers and mushrooms or 10 for coral and 
  rocks, and each square has 30 hit points. Once broken, a ring 
  cannot be opened until it is repaired. A fairy ring counts as a 
  magic item with a caster level of 5 (higher level rings can exist) 
  for the purposes of restoring its hit points, repairing it, or sup-
  pressing it’s magic.
  The region of faerie the ring opens into is not apparent 
  before crossing through, though the local fey are usually knowl-
  edgeable (if accurate information can be obtained from them) 
  and may even be willing to open the way to favored persons. 
  The connection point of a given ring may drift with time; us-
  ing the same ring days apart is reliable, but over the course of 
  a month it may change somewhat (roll 1d3; on a 1, move the 
  random location result up one entry, on a 2 it is unchanged, on 
  a 3 move down one entry) and over a year it may change signifi-
  cantly (re-roll).
  Table Land-Based Fairy Ring Random Connection
  d100
  Roll Result
  1-5
  Island. Roll 1d20; on a roll of 20, there is a fairy 
  ring to your destination within 1 mile on the 
  island, otherwise reaching another ring requires 
  crossing 1d6 miles of water.
  6-20
  Seelie forest
  21-25
  Unseelie forest
  26-35
  Seelie plains
  36-45
  Unseelie plains
  46-55
  Seelie caverns
  56-65
  Unseelie caverns
  66-75
  Frozen wastes
  76-85
  Mistlands
  86-95
  Swamp
  96-100
  Lake
  Traveling through Faerie
  The land of Faerie is a place where the usual rules of time, 
  space, and location do not apply. Sometimes time moves faster 
  or slower, and yet, a place might have a permanent weather pat-
  tern or even time of day, which changes as slowly as the seasons 
  do on the material plane. The denizens of Faerie might popu-
  late entire cities, and look upon an intruder from the material 
  plane with as much distrust as a mortal city might look upon 
  a visiting ogre. As such, while the PCs might have incredible 
  adventures in the realm of Faerie as determined by them and 
  the GM, most mortal visitors to the world of Faerie do so only 
  temporarily; using Faerie as a shortcut for their desired travels 
  in the mortal world.
  Once in Faerie, the travelers must locate a fairy ring that 
  connects to a spot near their desired destination. Friendly 
  denizens of the plane may be willing to help and indifferent 
  ones may be bribed or persuaded to give directions. Once the 
  return ring’s location is known, reaching it requires crossing 
  1d12 miles. There is a 25% chance each mile that the terrain 
  will change (roll on Table 7.1). Random encounters are rolled 
  for each hour of travel. When the destination is reached, just 
  as with entering, there is a 70% chance of a random encounter 
  appropriate to the environment at either end of the fairy ring.
  
  Chapter 10: World Building
  622
  Once the fairy ring has been reached, it may be opened by 
  the same methods and passing through will deposit you near 
  your target destination, with the distance determined by how 
  successful you were in selecting it. See the below table:
  Table: Distance From Destination
  Destination Accuracy
  Distance
  Correctly Identified
  1d6 miles
  Close
  1d6 miles per mile traveled in fairy
  Random
  1d20 miles per mile traveled in fairy
  Malicious 
  Misinformation
  1d100 miles per mile traveled in 
  fairy
  Be aware that time travels differently in Faerie. Consult the 
  following table to determine how much time has passed:
  Table: Time Difference
  d10 Roll
  Time
  1
  1 day passed per hour in Faerie
  2-5
  Twice as much time passed as you were in Faerie
  6-9
  Half as much time passed as you were in Faerie
  10
  1 minute passed per hour in Faerie
  Fairy Mounds
  Fairy mounds allow travel without these difficulties. Each 
  side of the portal in a fairy mound remains fixed unless sun-
  dered by powerful magic and the difference in time flow is 
  fixed by the mound’s creator. As the locations are known and 
  constant, encounters at the mound are not random. However, 
  creatures with the power to create such mounds rarely do so 
  without cause. Mounds will usually be found deep in the des-
  menes of powerful lords of faerie and watched and guarded 
  appropriately.
  Setting Application
  This section is not intended to present settings or advocate 
  particular sets of options, but simply to present thoughts on 
  different ways fey creatures and Faerie can be used to color and 
  enrich a setting.
  Faerie?
  While throughout this book it is assumed that there is a 
  separate plane that is the home or origin of fey creatures, this 
  may not be true in all settings. In building or modifying a set-
  ting, it is important to ask what you want different elements to 
  do. In some types of game, the fey are simply a creature type, 
  more magical than humanoids, less strange than aberrations, 
  and less aligned than outsiders. If that is all you need, the rest 
  of this chapter may be of little interest.
  Fey creatures could also be representatives of the natural 
  world. If so, there isn’t necessarily a need for them to originate 
  elsewhere; they are simply spirits tied to trees, streams, and 
  rocks. Some work very well for this, such as dryads with their 
  bond to trees and their nature magic. Others are less obvious.
  In addition to or instead of representing nature, they can 
  represent other things, selecting creatures as appropriate. Not 
  every creature is appropriate for every setting and selecting or 
  modifying creatures to suit the desired framework is a valuable 
  tool for setting-building.
  Having a separate plane offers some benefits. Adventures 
  can be based on traveling through Faerie and having an entire 
  plane makes room for all kinds of fey that may not fit well with 
  narrower themes. Plots can also involve the relations between 
  planes. Is Faerie at risk of invasion from the abyss? Do fey lords 
  strive to increase their power by subsuming parts of the mate-
  rial plane into their domains?
  The Courts
  Courts are a convenient way to group fey creatures bound 
  by some similar characteristics. This does not require that the 
  courts are solitary, global, or exclusive. It is possible to have all 
  fey tied to a court and each court organized into a single body, 
  but this is by no means the only option. There may be many 
  regions with or without a separate plane and each may have 
  separate and even competing structures. There is no need for 
  all fey to be tied to a court; court politics may only be of inter-
  est to a limited set of fey. Possibilities range from having one or 
  two high fey that dominate a rigid structure all the way down to 
  the lowliest brownie and gremlin to there being multitudinous 
  ‘courts’, each based around a creature slightly more influential 
  than the others, with membership in constant flux.
  Moving towards the former emphasizes structure and the 
  incredible power of alien beings and can work for showing how 
  they are bound by rules, even if those rules are incomprehensi-
  ble to mortals, while the later emphasizes the chaotic and vari-
  able nature frequently ascribed to fairies.
  Seasons
  If emphasizing the fey link to nature, tying fey courts to the 
  seasons can be useful. In temperate climates, this could simply 
  give you summer and winter courts, mapped roughly over the 
  seelie and unseelie mentioned previously, or could be expanded 
  to give spring, summer, fall, and winter courts.
  Spring naturally carries themes of birth and rebirth, youth, 
  growth, and change. The days are getting longer and the future 
  is bright. On the darker side, the young are weak, the nights are 
  still cold, and the melting snow can uncover buried secrets or 
  cause sudden floods.
  Summer is reaching adulthood, heat, and possibly drought. 
  It is most often a time of plenty and the long days are filled 
  with light. Areas tied to summer have towering trees, summer 
  flowers, and may never see sunset. By contrast, they can also be 
  battered by terrible storms.
  Autumn also carries themes of change and transition, 
  though mixes them with preparation, exemplified by the har-
  vest. The dark and hunger of winter are in sight. Autumn re-
  gions are brilliantly colored in yellows, oranges, and red, with 
  fruit hanging low from trees, but the wind is cool and there is 
  an underlying unease.
  Winter is the death of the world, a time of cold and hunger. 
  Winter region are filled with snow and ice. Food is scarce and 
  the inhabitants see others as either predators or prey.
  If the setting is more focused on other regions, the fey 
  there could instead be tied to wet and dry seasons, with a court 
  of rain, flood, or monsoon opposed to a court of drought. Island 
  
  Chapter 10: World Building
  623
  fey may be divided between courts of land, sea, and storm, or 
  even further divided between freshwater and saltwater.
  In any case, the courts do not necessarily require moral 
  alignments; a summer tornado and a winter blizzard can both 
  deal death and destruction and both are equally natural.
  Faerie Incantations
  Create Fairy Ring
  While many fairy rings occur naturally, they can be created.
  Sphere Fallen Fey; Level 5th
  Skill Checks In order: Knowledge (nature) DC 23 1 
  success, Knowledge (geography) DC 23 1 success, Knowledge 
  (planes) DC 23 1 success, Perform (dance) DC 23 3 successes
  Casting Time 2 hours
  Components S, V, M (spores taken from fungus native to 
  fairy or stones taken from Faerie)
  Target unoccupied natural ground of at least 10 feet in 
  diameter.
  Duration instantaneous
  Saving Throw none; SR no
  Description
  To begin the incantation, the primary performer seeds 
  the ground with spores taken from a fungus native to Faerie 
  or places stones taken from Faerie, attempting the Knowledge 
  (nature) check. The destination is then fixed by attempting the 
  Knowledge (geography) and Knowledge (planes) checks. The 
  performers (at least 20 total, though creatures of the fey type 
  count double) then dance vigorously around the circle, causing 
  the fairy ring to form. Regardless of the result, all performers 
  must succeed on a DC 18 Fortitude save or be fatigued at the 
  end of the incantation.
  Upon successfully completing the incantation, the fairy 
  ring will be fully formed.
  Backlash 
  The ring opens to a destination 1d10 miles away from the 
  intended target per failure.
  Failure 
  The ring is malformed, opening briefly to disgorge 4d6 Hit 
  Dice of gremlins before crumbling into useless dust.
  Faerie Advanced Fallen Fey Talents
  Banish to Faerie
  Prerequisites: 8th caster or higher. 
  As a standard action, you may spend a spell point to make 
  a melee touch attack against a creature and hurl it into Faerie. 
  This provokes an attack or opportunity. A successful Will save 
  negates this ability. Once within Faerie, if the target creature 
  wishes to return to where it previously was, it must travel 1d12 
  miles to reach a fairy circle and find a way through, arriving 
  within 1d6 miles of its former location. This is a teleportation 
  effect.
  Fairy Ring Traveler
  Prerequisites: 5th caster or higher.
  You know the secrets of traveling via the fey realms. You 
  may spend a 1-round action to determine the direction to the 
  nearest fairy ring. You may open a fairy ring with a 10 minute 
  ritual or by spending a spell point as a standard action. Once 
  opened, creatures may pass through the fairy ring into the 
  realm of Faerie. The ring remains open for 3d6 rounds. While 
  in Faerie, you may spend a 1-round action to determine the di-
  rection to the fairy ring connected to the spot nearest your de-
  sired destination.
  When rolling on Table: Time Difference, you may spend 
  two spell points to shift the result by one step in the direction 
  of your choice. These points must be spent before the result of 
  the roll is known.
  Faerie Items
  compaSS of the fey WaLker
  Aura faint Divination; CL 3rd
  Slot none; Price 6,000 gp; Weight 0.25 lbs.
  DeScription
  This silver compass’ needle wanders randomly while on any 
  plane other than Faerie. Once in Faerie, the compass’s bearer 
  may hold it up and concentrate on a destination on the material 
  plane for 1 minute. The compass will point toward the nearest 
  fairy ring, mound, or other similar passage between worlds that 
  opens within 1d12 miles of that destination that is large enough 
  to allow the bearer to pass. It continues to do so until it returns 
  to the Material Plane, a new destination is selected, or it leaves 
  the bearer’s possession.
  conStruction requirementS
  Craft Apparatus, Divination sphere (Dowsing (divine)); 
  Cost 3,000 gp
  Organizations
  These organizations use the prestige rules from the 
  Pathfinder Faction Guide.
  The Blue Cowl
  The blue cowl is a multinational 
  guild of mages dedicated to promoting 
  a positive ideal of magic and is often 
  involved anywhere magic affects econo-
  my and politics. The blue cowl is as loved 
  as it is hated, as its power and quickness 
  to interfere in the world makes it a 
  hated bureaucracy by both the mag-
  ical and non-magical populous, but 
  at the same time there are few who 
  would trust the raw power of magic-users 
  without the knowledge that the blue cowl was always on hand 
  to regulate its members. 
  Goal: Promotion and Regulation of Magic
  The blue cowl exists to provide order among magic users 
  and to lobby on their behalf in all nations where they are recog-
  nized. It provides materials and training, as well as strict rules 
  by which its members must abide. Some wizards balk at these 
  regulations, but the benefits greatly outweigh the price, as 
  those who make their living by providing professional magical 
  
  Chapter 10: World Building
  624
  services find that the trust the Blue Cowl has built over the 
  years is something they can’t do business without, especially 
  in places with a history of dark sorcery or strong superstitious 
  traditions. Along with the regulation of its members, the Blue 
  Cowl also rigorously roots out evil magic and any who taint the 
  name of wizard through dark practices.
  Alignment: LG
  The Blue Cowl is dedicated to promoting the good use of 
  magic, as well as the reputation of magic users. As such, it fol-
  lows strict rules to ensure magic is always used properly and 
  for the right reasons. Those who break its rules or show an evil 
  inclination are subject to the wrath of the Blue Cowl, whether 
  or not they are members.
  Tradition
  While magic-users of any tradition may be accepted among 
  the Blue Cowl, those trained by its membership usually possess 
  the Traditional Magic casting tradition.
  Leader
  The leadership of the Blue Cowl is left in the hands of 
  the guildmasters. The guildmasters meet once each year as the 
  guild council and decide on major policies and expenditures by 
  majority vote. Guildmasters appoint local officers to fill needed 
  roles and pay them for their time, but the position of guildmas-
  ter is only appointed by a council vote.
  There are many inner-factions among the blue cowl, led by 
  influential guildmasters with their own agendas. The largest fac-
  tion of the guild right now is Argus Silverhand (human male 
  incanter 18), whose highest priority is hunting down magic- 
  using criminals and bringing them to justice. A smaller faction 
  is controlled by Selvahya Greenwarden (elf female thauma-
  turge 15), who wants to expand the guild’s economic power.
  Headquarters
  The Blue Cowl guild is decentralized, with each guild-
  hall answering to its guildmaster, and they to the guildmaster 
  council. Each guildhall is supported by its local membership, 
  who use their facilities and purchase magical materials through 
  their stores. Highly successful guildhalls may include additional 
  floors, floating towers, and extradimensional spaces.
  Joining
  Any spellcaster who wishes to sell magical goods or ser-
  vices may join the guild, provided they have a clean enough 
  criminal record and agree to abide by its precepts. In exchange, 
  guild members are allowed to display the Blue Cowl’s crest on 
  their place of business, certifying that their goods and services 
  are backed by the guild.
  Members must clearly mark all of their magical goods and 
  can be expelled from the guild if they are found to be selling any 
  kind of fake magic. Guild members are required to price their 
  goods and services according to guild standards, provide service 
  to the guild one day in nine, and observe their guildmaster’s 
  edicts. Whenever the guild assists law enforcement by hunting 
  down a rogue mage, every member in the area is required to 
  lend their service, most often as part of an enforcement squad.
  The Blue Cowl does not tax its members’ business, but 
  does require them to pay for training and materials and re-
  quires them to perform work for the guild one day in nine. This 
  usually takes the form of crafting magic items in the guild’s 
  workshops with provided materials, hunting rogue wizards, or 
  providing spellcasting services to businesses that have long-
  term contracts with the guild. Sometimes, those seeking sub-
  stantial magical services will approach the guild directly, which 
  will regulate these contracts out to members of sufficient skill 
  as part of their required service.
  Gaining Prestige
  The guild often has need of raw materials and costly spell 
  components, and members can be sent on missions to obtain 
  and transport these goods. When a mage commits crimes with 
  magic the guild mobilizes task forces to investigate and bring 
  them to justice. Even inexperienced mages may be assigned to 
  these task forces to learn from their more experienced contem-
  poraries and gain favor for a successful capture. However, the 
  main focus of the guild is economic; if a particular magic item 
  is needed quickly, a guild member who can supply it will gain fa-
  vor. Likewise, any wizard who can bring in substantial contracts 
  for the guild will gain favor for the effort. A PC also gains 1 PA 
  for every level gained in a spellcasting class.
  Resources
  The typical guildhall is a large building that includes hous-
  ing areas, libraries, laboratories, offices, and sometimes a mer-
  chant area, where guild members can sell their wares to other 
  members. In larger cities, guildhalls have more specialized facil-
  ities based on their members’ needs.
  1 TPA: When within a guildhall, gain a +5 on Knowledge 
  (arcana) checks. The check takes 1 hour, reflecting the need to 
  reference the appropriate materials. 
  1 TPA: Study in the library, whether for general knowledge 
  or common magic theory. This allows a caster to perform any 
  required research to create rituals, spells, or magic items.
  1 CPA: Transcribe a common ritual (any spell listed in the 
  Pathfinder RPG Core Rulebook, or any ritual the GM feels is 
  common in the world) from the guildhall’s library into a ritual 
  book. This benefit does not require a Spellcraft check or any 
  additional transcribing costs. 
  1 CPA: Request the guild send a message via magic to 
  someone of your choice. The target must be on the same plane, 
  and the message may be up to 25 words long (if delivered di-
  rectly to their mind), or must be written down (in which case 
  they receive it within a day, as messengers are dispatched via 
  portals).
  5 TPA, 1+ CPA: Borrow a magic item from a guildhall’s 
  collection for 1 week. The CPA cost is 1 per 1,000 gp of the 
  item’s market price. Increase this cost by 1 CPA if the item 
  must travel far from the guildhall, by 1 CPA if the use doesn’t 
  further the interests of the guild, and by an additional 1 CPA 
  if there is a significant risk of the item’s loss or destruction. 
  The school does not lend out charged items or items that are 
  destroyed after use. 
  5 TPA, 3 CPA: Gain specialized help for magical research. 
  You gain a +2 circumstance bonus to any Craft or Spellcraft 
  check related to making a single magic item or ritual, and may 
  double your progress each day on that item or ritual. This only 
  applies so long as you conduct the research and enchanting at 
  the guildhouse; the assistance cannot travel with you. 
  10 TPA, 2 CPA: Commission a magic item from a guild 
  member who can craft it. You may specify any custom item of 
  your choice, but you must pay full market price for the item 
  
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  and must wait 1 day per 1,000 gp of the item’s base price for it 
  to be crafted.
  10 TPA, 3 CPA: Request an investigation into a crime 
  committed with magic. This cost may be waived if the investi-
  gation uncovers a particularly nefarious plot.
  15 TPA, 2+ CPA: Perform independent research to create 
  a new ritual. This research takes 1 week, and the cost is 2 CPA 
  per level of the new ritual. This replaces the normal cost and 
  feat requirements to create a new ritual.
  15 TPA, 2 CPA: Access a special section of the library for 
  1 week and gain a +10 bonus on any Knowledge check.
  15 TPA, 3+ CPA: Have the guild improve a mage’s busi-
  ness. Some of the guildmaster’s customers will be referred to 
  them, they will find it much easier to obtain raw materials, 
  and their place of business will never be vandalized or robbed. 
  Spending 3 CPA is usually enough to make an unprofitable busi-
  ness located in one city profitable for at least a year, but espe-
  cially large businesses may cost more.
  20 TPA, 4+ CPA: Have the guild blacklist the business 
  of a mage who is not a guild member. The target must be in-
  volved in illegal activity, or otherwise be deemed worthy of this 
  action. They will find it difficult to obtain spell components 
  and raw materials. The guild will also spread rumors about their 
  products and services being unsafe. Spending 4 CPA is usually 
  enough to ruin a profitable business located in one city, but es-
  pecially powerful businesses may cost more.
  20 TPA, 7 CPA: Request the intervention of a guild en-
  forcement squad (10 apprentice mages of 3rd level, 3 journey-
  men mages of 5th level, and three senior mages of 10th level or 
  higher) which arrives in 1d6 hours. You must have hard evidence 
  of the use of magic to commit a crime. If no guild resources are 
  destroyed and the result improves the guild’s reputation, then 
  some or all of the CPA will be refunded.
  Traits
  The following traits are available to members of the Blue 
  Cowl:
  Formal Arcane Training: You studied magic according 
  to a rigid curriculum with many teachers and peers. You can use 
  all scrolls and rituals of 1st level, whether or not you possess the 
  prerequisite sphere.
  Magebreaker: During your early training you were re-
  cruited into the guild’s enforcement squads to hunt down rogue 
  mages, and have learned many tricks for countering another’s 
  magic. You gain a +2 trait bonus to your MSB when attempting 
  to dispel or counter magical effects.
  Magecraft: You have helped more experienced mages as 
  an assistant on dozens of magical experiments. You gain a +2 
  trait bonus to Spellcraft checks made to create a new ritual.
  Whitecloud Monastery
  The Whitecloud Monastery is 
  an organization based on the 
  teaching of Rashen Thunderfist, 
  a legendary weather wizard who 
  became disillusioned with his 
  arcane occupation and spend a 
  decade in secluded study of the 
  sky and the self. Practitioners of 
  the Whitecloud style focus their 
  spirits into magical manifesta-
  tion, believing that magic’s true 
  power must be coupled with the highest 
  levels of discipline. They are often called in when others require 
  their services, both for their ability to control weather and ele-
  ments as well as their prowess in battle.
  Goal: Personal Enlightenment
  Most who study with the Whitecloud Monastery do so to 
  seek a higher understanding of magic through spiritual disci-
  pline. These practitioners often become adventurers to find 
  new ways to put their training to use, both for the betterment 
  of others as well as to challenge themselves and promote per-
  sonal growth.
  Alignment: LG
  Like all monasteries, Whitecloud students follow a strict 
  code of discipline. Unlike some monasteries, though, the 
  Whitecloud places a strong of an emphasis on the proper use 
  of power to better the lives of others. The greatest heights 
  of self-mastery and enlightenment, they argue, can only be 
  reached in service to others.
  Tradition
  Any character may become a friend and honorary mem-
  ber of the monastery, but any student trained by the monastery 
  possesses the monastic casting tradition.
  Leader
  The current leader of the Whitecloud Monastery is Pavre 
  the Wise (NG male elf elementalist 16), a former pupil of 
  Rashen Thunderfist. While a powerful warrior in his youth, he 
  has since become a strict pacifist as a means to cultivate his 
  own connection to life and spends his days offering instruction 
  and counsel to students. It is said that the weather around the 
  monastery always reflects his mood—clear when he is calm, 
  rain when he is sad, lightning when he is angry, and windy when 
  he is troubled.
  Headquarters
  The Whitecloud Monastery rests at the top of a large 
  mountain, and is an imposing stone building that can house 
  thousands of students.
  Joining
  To be trained by the Whitecloud Monastery, a charac-
  ter must dedicate themselves to the monastery, often spend-
  ing years learning discipline and technique. However, anyone 
  judged to be worthy of heart may become a friend of the 
  monastery, working alongside them in their own search for 
  enlightenment.
  
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  Gaining Prestige
  Those who accomplish great deeds such as slaying pow-
  erful monsters or stopping natural disasters find their deeds 
  recognized by the monastery. Characters gain 1 PA for slaying 
  a monster in single combat or stopping a band of monsters, so 
  long as the fight was a worthy challenge (at least a CR equal to 
  APL +2)
  Resources:
  The Whitecloud Monastery maintains buildings in a vari-
  ety of lands, where students may stay while pursuing their work 
  of hunting monsters, manipulate the weather, or otherwise fol-
  lowing their respective paths. While the monastery attempts to 
  stay neutral in most political squabbles, they have a multitude 
  of powerful students always on hand if a situation demands 
  their interference.
  5 TPA, 1 CPA: Attain the rank of ‘adept’ in the monastery. 
  You gain a +2 bonus to all Diplomacy checks made with other 
  members of the monastery, or with those who hold the monas-
  tery in high regard.
  5 TPA, 3 CPA: Have the weather adjusted for 1 day over 
  an area with a radius of Long. The cost increases by 1 CPA for 
  each additional day affected.
  10 TPA, 3 CPA, adept rank: Gain the service of a junior 
  student (whose class level is equal to half the PC’s level) for 1 
  week. This student is an assistant and pupil for the character 
  and will fight to defend him, but is not willing to fight to the 
  death. If the character spends at least 1 hour per day training 
  this pupil (combat while adventuring does not count as train-
  ing) and the pupil survives the week, the next time the char-
  acter visits a Whitecloud stronghold he regains 1 CPA for this 
  service (this benefit does not affect his TPA).
  10 TPA, 5 CPA: Have the weather adjusted for 1 day over 
  an area with a radius of 1 mile. The cost increases by 1 CPA for 
  each additional day.
  13 CPA: Undergo a ritual that grants resistance 5 to cold, 
  electricity, or fire as an extraordinary ability. The character can 
  undergo the ritual for all three energy types. 
  20 TPA, 2 CPA: Gain the rank of ‘teacher’. A teacher 
  gains a +2 bonus on Bluff, Diplomacy, and Intimidate checks 
  made to influence monks and those who respect the wisdom 
  and skill of their order. 
  20 TPA, 7 CPA: Have the weather adjusted for 1 week 
  over an area with a radius of 2 miles. The cost increases by 1 
  CPA for each additional week.
  30 TPA, 3 CPA, teacher rank: Gain the rank of ‘mas-
  ter’. A master gains an additional +2 bonus on Bluff, Diplomacy, 
  and Intimidate checks made to influence monks and those who 
  respect the wisdom and skill of their order (this bonus stacks 
  with the teacher bonus) and a +2 bonus on one Knowledge skill 
  of his choice. 
  Traits: 
  The following traits are available to those associated with 
  the Whitecloud Monastery:
  Foehammer: You have studied a particular foe long and 
  hard, learning weaknesses that may be exploited. Choose one  
  humanoid subtype. You gain a +1 trait bonus to attack rolls 
  against any creature of that subtype.
  Thunderclap: The power of the storm flows through 
  all of your magic. Whenever you score a critical hit with the 
  Destruction sphere, the target must pass a Fortitude save or be 
  deafened for 1d4 rounds. If you score a critical hit with a thun-
  der blast, the deafened effect increases to 1 day.
  Inner Peace: Once per day if you fail a concentration 
  check you may reroll it at a -4 penalty.
  Lightning Blitz: The first unarmed attack or natural at-
  tack you make after rolling initiative gains a +1 trait bonus to 
  hit.
  The Bloodworks
  The Bloodworks is a legendary and ancient 
  organization of blood mages that suppos-
  edly specialized in demon summoning, 
  necromancy, and manipulation of minds. 
  They appear as villains in a multitude 
  of stage shows and children’s stories, 
  and wherever else a story is in need 
  of an unabashedly evil villain. The 
  Bloodworks is as much a joke as a 
  source of fear, as their place as children 
  story villains leads many to assume they nev-
  e r 
  really existed. Or at least, that’s the impression the Bloodworks 
  has meticulously cultivated in the minds of the masses.
  Goal: Power in Secrecy
  The Bloodworks is a secret society dedicated to the fur-
  thering of their own demonic plots, and the expansion of their 
  understanding and mastery of magic. The organization was 
  founded through several demonic pacts, which new members 
  take on when they join.
  Alignment: LE
  The Bloodworks seek power, carefully cultivating human 
  sacrifices and other demonic or necromantic rites, all while 
  maintaining the secrecy of their organization.
  Tradition
  Casters of all types are welcome among the Bloodworks, 
  but those taken as apprentices by the organization gain the 
  blood magic tradition.
  Leader
  Who controls the Bloodworks is unknown, but it is thought 
  that their orders may come directly from the Abyss. They have 
  a tightly controlled hierarchy and a very strict code by which 
  its activities are hidden. No individual member knows more 
  than a few of his contemporaries, to better protect the other 
  membership in case of a breach of secrecy. Orders are sent via 
  hidden messages and magical communications, and true names 
  are never used.
  Headquarters
  While there are locations anciently associated with the 
  Bloodworks, these structures are completely abandoned, but 
  strangely fail to be reclaimed or torn down. Anyone sent to ex-
  amine or catalog these buildings becomes unable to find their 
  way, or disappears for a few days with no memory of what 
  happened.
  
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  627
  Joining
  The secrecy of the organization makes seeking the orga-
  nization out quite difficult. However, it is not uncommon for 
  members to take apprentices, or to contact necromancers or 
  diabolists of particular renown about joining their ranks.
  Gaining Prestige
  The Bloodworks rewards those who seek their ambitions, 
  so long as it does not conflict with the interests of the other 
  members. Therefore, those who successfully accomplish great 
  feats of planar binding, necromancy, or other magic raise quick-
  ly in the esteem of the organization.
  Resources
  The Bloodworks’ resources are vast, as their members and 
  victims (who usually have had their minds altered with mag-
  ic without their knowledge) extend through all nations and all 
  walks of life. There is always at least one home within any given 
  community where a member may seek refuge, and members are 
  almost always welcome in the courts of liches, vampires, and 
  other similarly dark creatures.
  5 CPA: Gain a permanent +2 bonus on Knowledge (arcana) 
  relating to necromancy magic or Knowledge (religion) check 
  relating to undead. This benefit requires 1 week of study with a 
  dedicated necromancer. 
  5 TPA, variable CPA: Purchase magical service from the 
  following list of rituals: animate dead (4 CPA, up to 10 HD of 
  uncontrolled skeletons or zombies), clone (24 CPA), desecrate 
  (1 CPA), false life (1 CPA), inflict critical wounds (2 CPA), in-
  flict serious wounds (1 CPA). 
  5 TPA, 1 CPA: Consult with otherworldly forces to gain a 
  +10 bonus on one Knowledge (arcana), Knowledge (religion), or 
  Knowledge (planes) check.
  10 TPA, 1 CPA: Borrow a rare ritual book or other magical 
  document for the purposes of learning or researching one ritu-
  al. This benefit does not require a Spellcraft check or any addi-
  tional transcribing costs. Typical rituals owned by Bloodworks 
  members involve the Death, Conjuration, or Mind spheres. 
  10 TPA, 3 CPA: Gain the assistance of a specialist (any 
  NPC member of the organization with HD equal to half the 
  character’s level) for 1 week. 
  15 TPA, 1 CPA: Transform the character’s familiar into an 
  undead version of its living self. This change requires an 8-hour 
  ritual. The familiar’s type changes to undead but it retains all of 
  its other familiar abilities. This does not work on familiars of 
  the construct or outsider type (such as imps and quasits from 
  the Improved Familiar feat). 
  20 TPA, 2 CPA: Gain the service of an undead homuncu-
  lus. This creature has all the abilities of a standard (construct) 
  homunculus except its type is undead. The character must pay 
  for all the normal costs associated with creating a homunculus. 
  20 TPA, 3 CPA: Arrange a conjuring of an extraplanar un-
  dead (such as a devourer) or an incorporeal undead in a ritual 
  similar to planar ally or planar binding. The character must ne-
  gotiate and pay for the undead’s service, though he can spend 
  CPA to have disciples of the Way pay the price for the service. 
  If the character is a poor negotiator, he can pay 1 CPA to hire 
  a charismatic advocate to bargain on his behalf. If the creature 
  has the ability to create spawn, the spawn are not under the 
  control of the character. 
  30 TPA, 5+ CPA: Undergo a ritual that transforms the 
  character into a specific type of corporeal intelligent undead, 
  such as a ghoul, mummy, skeletal champion, or zombie lord. 
  The CPA cost is equal to 5 times the total of the Hit Dice of 
  the desired undead form plus the character’s Hit Dice. This 
  transformation requires an 8-hour ritual and the character must 
  provide material components as if creating an undead of the 
  desired type using the create undead ritual. 
  Traits:
  Preserver: Your work preparing corpses has given you de-
  tailed knowledge of anatomy which you can leverage for heal-
  ing magic. Whenever you use the cure or invigorate Life sphere 
  abilities, you grant additional healing or temporary hit points 
  equal to 1 + 1 per 10 caster levels.
  Necromaster: You have worked with undead so long that 
  some of their negative energy seems to have rubbed off on you. 
  You gain a +1 trait bonus saving throws against attacks and ef-
  fects originating from undead creatures.
  Undertaker: Your work required you to handle corpses 
  from a young age, and your immune system is quite strong as a 
  result. You gain a +2 trait bonus to saving throws against disease.
  Beast Wardens
  The Beast Wardens are a band of assorted 
  lycanthropes, working together for mutual 
  protection and the benefit of their kind. The 
  Beast Wardens functions as mercenaries, ban-
  dits, guardians of nature, and anything 
  else they need to be, provided it pays 
  well. The Beast Wardens make espe-
  cially good spies, as their mastery of 
  Alteration magic gives them abilities that 
  far out strap the average mercenary. Although they 
  are loyal to coin, all employers must be weary, as the 
  Beast Wardens’ truest loyalty is only to themselves.
  Goal: Profit and Protection
  The Beast Wardens were formed as a form of mutual pro-
  tection for those under the curse of lycanthropy. The organi-
  zation tries to be as formidable a force as possible to ensure 
  enemies will keep their distance. This is accomplished through 
  driven recruitment and earning enough money to keep them-
  selves outfitted as well as possible.
  Alignment: NE
  The Beast Wardens are loyal only to their own self-interest, 
  and while their services can be bought, they will turn at a mo-
  ment’s notice if it is to their advantage.
  Tradition
  To become a member of the Beast Wardens, a creature 
  must either possess the lycanthropic tradition, or otherwise be 
  a lycanthrope.
  Leader
  The Beast Wardens are led by Grigroc (male natural were-
  wolf shifter 16), who is as ruthless a leader as the Beast Wardens 
  have ever had. He treats the Beast Wardens as family, but will 
  
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  628
  exile any children deemed too weak to be of benefit to the or-
  ganization. At the same time, however, he will defend any ly-
  canthrope to the death, caring little for how many he must kill 
  in the process.
  Headquarters
  The Beast Wardens are nomadic, traveling wherever they 
  must in search of jobs. However, they do maintain several safe 
  houses that serve both as staging points for their operations, 
  and as hiding places for lycanthropes on the run.
  Joining
  If a creature wishes to join the Beast Wardens, they must 
  either possess the lycanthropic casting tradition, or else must 
  accept the curse of lycanthropy from its members. There are a 
  multitude of lycanthrope types among the Beast Wardens, and 
  those who want to join would have their pick of which form 
  they wish to obtain.
  Gaining Prestige
  A Beast Warden gains prestige by completing jobs, finding 
  work for the organization, and generally increasing the Beast 
  Warden’s wealth and power. A PC gains 1 PA for every mission 
  completed, and additional PA if they find a way to make a con-
  tract more lucrative than expected.
  Resources
  1 TPA: Gain a tattoo or brand of the company’s symbol, 
  usually on the forearm, signifying allegiance to the group. 
  Anyone exiled from the Beast Wardens is forbidden to display 
  the mark and usually has it magically erased or covered with a 
  different image. 
  5 TPA, 1 CPA: Hire a squad of 10 1st-level shifters for a 
  routine mission such as guarding a caravan or escorting a per-
  son from one city to another. These missions are considered 
  low-risk training operations for the newest and youngest mem-
  bers, and dragging these mercenaries into deadly conflicts is a 
  sure way to lose prestige with the company; most characters 
  using this resource do so just for a show of force, though the 
  warriors do fight if combat occurs. 
  5 TPA, 1 CPA: Acquire combat trained mounts for a week 
  5 TPA: Consult with a local officer of the wardens, gain-
  ing a +2 bonus on a Knowledge (history), Knowledge (local), 
  Knowledge (nobility), or Knowledge (religion) check made re-
  garding that region. The character must wait 24 hours for the 
  officer to report back with the desired information. 
  10 TPA, 3 CPA: Have any animal (or another creature with 
  an Intelligence of 1 or 2) trapped and shipped to you location 
  for use as a pet or animal companion. Depending on distance, 
  this could take anywhere from a few days to a few months. The 
  animal does not come trained, but is ready for immediate train-
  ing if it is a common domesticated creature such as a horse, 
  dog, or bird. If it is exotic and not normally domesticated, you 
  may choose to have the creature delivered as a newborn, ready 
  to be reared with the Handle Animal skill.
  10 TPA, 3 CPA: Hire a specialist (any NPC shifter, 
  mageknight, or hedgewitch whose level is equal to half of the 
  PC’s) for 1 week. 
  20 TPA: Purchase or upgrade weapons from the following 
  list at a 10% discount: bane (goblinoid, human, orc), flaming, 
  frost, seeking, shock, throwing. 
  20 TPA: Purchase or upgrade magical armor or shields 
  from the following list at a 10% discount: arrow catching, ar-
  row deflection, bashing, blinding, energy resistance (cold, fire), 
  shadow (all). 
  20 TPA: Purchase magic items from the following list at 
  a 10% discount: efficient quiver, gloves of arrow snaring, handy 
  haversack, periapt of wound closure, restorative ointment, 
  stone of alarm. 
  30 TPA, 2 CPA: Gain the rank “lieutenant” and a loyal 
  team of 1 sergeant (5th-level shifter, mageknight, or hedge-
  witches) and 5–8 corporals (3rd-level shifters, mageknights, or 
  hedgewitches) as followers. These troops won’t necessarily die 
  on the character’s behalf.
  Traits:
  Beast Tamer: You gain a +1 trait bonus to all Handle 
  Animal or Diplomacy checks made against wild animals.
  Guide: When using the Survival skill to gather food and 
  water while traveling, you can provide food and water for one 
  other person for every 1 point by which your check result ex-
  ceeds 10.
  Savagery: As a full-round action, you may designate a tar-
  get as your prey. Your first attack against that target gains a +1 
  bonus.
  The Artificer’s Guild
  The Artificer’s Guild is a powerful in-
  structional, regulatory, and advocacy group 
  for the creation and sale of magic items. 
  While in some locations its guildhalls 
  amount to little more than a centralized 
  market, in others they are great labora-
  tories and libraries, equipped for mass 
  production and research. While its 
  public front is strictly mercantile, the 
  artificer’s guild also secretly employs 
  powerful agents, who are sent to both 
  protect their interests and uncover artifacts 
  of great renown.
  Goal: Profit
  The Artificer’s Guild regulates the creation and sale of 
  magical equipment, and is more concerned with making money 
  than anything else.
  Alignment: TN
  The Artificer’s Guild cares little for good or evil, so long 
  as there’s enough money involved. Likewise, while they try and 
  maintain a good legal reputation, they are not above shady deal-
  ings when it serves their interests.
  Tradition
  Any caster with the skill to create can register with the 
  guild, but those trained by the guild to serve as agents possess 
  the artificer casting tradition.
  Artificer
  An artificer does not use magic, but rather constructs items 
  of power to accomplish the magic on their behalf. In its basic 
  
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  629
  form, this involves ‘sul magickas’, which are items the artificer 
  attunes to his aura, and uses to focus his magic. Sul magickas 
  have a negligible cost and take at least 8 hours of work to cre-
  ate. An artificer must generally construct a different sul magic-
  ka for every sphere. Sample sul magickas could include a wand 
  of death, a ring of creation, or a tin soldier that grows into a 
  Conjuration companion when activated. An artificer can only 
  use a sul magicka that he has created himself, and cannot active 
  one created by another artificer.
  Sul magickas are unstable magic items and are prone to 
  misfire, but carry the advantage over standard casting of not 
  requiring more of the user’s focus than what it takes to push a 
  button.
  Drawbacks: Focus Casting (sul magickas), Wild Magic
  Boons: Easy Focus
  Leader
  The head of the Artificer’s Guild is Sheshiko (female mer-
  folk incanter 17), who handles the business aspects of the guild. 
  Her creations are legendary, and fetch a very high price when-
  ever she chooses to sell one.
  Headquarters
  The headquarters of the Artificer’s Guild is a large building 
  located at the bottom of a lake. The lake is surrounded by a 
  number of guild sub-buildings, where land-dwellers with busi-
  ness in the guild headquarters can access the required magic to 
  make the trip to the headquarters.
  Joining
  Anyone with the ability to create magic items may join the 
  Artificer’s Guild, paying a 200 gp fee per month. In exchange, 
  they may purchase materials through special guild channels, of-
  ten at a great discount. In addition, the guild often receives and 
  distributes contracts to members with the prerequisite abilities 
  to fill the order.
  Gaining Prestige
  A PC may gain prestige with the Artificer’s Guild by creat-
  ing powerful magic items, making large sales, or recovering and 
  delivering items of particular power to the guild for study.
  Resources
  The Artificer’s Guild is a rich entity with branches all over 
  the world. As such, there is little they can’t do and few places 
  they can’t do it, if they are willing to expend the prerequisite 
  time and money. However, they are always loathe to take any 
  action that might cost them business in the long term.
  1 CPA: Gain a +5 bonus on any one Profession or Craft 
  check representing 1 week of work. This benefit requires daily 
  access to a guild workshop for 1 hour each day during the week 
  the check occurs. 
  1 TPA: Use the guildhall’s workshops and libraries free 
  of charge. This grants a +4 circumstance bonus to Knowledge 
  (arcana) checks, and a +4 circumstance bonus to Spellcraft or 
  Craft checks to craft magic items.
  5 TPA, 3 CPA: Gain specialized help for magic item 
  creation. You gain a +2 circumstance bonus to any Craft or 
  Spellcraft check related to making a single magic item, and may 
  double your progress each day on that item. This only applies 
  so long as you create the item at a guildhouse; the assistance 
  cannot travel with you. 
  10 TPA, 3 CPA: Hire a specialist (any NPC whose level is 
  equal to half of the PC’s) for 1 week. 
  10 TPA, 3+ CPA: Arrange the safe transportation of a 
  magic item to a guild hall of your choice. Powerful items may 
  cost more CPA to safeguard. 
  10 TPA, 10 CPA: Hire a master specialist (any NPC 
  whose level is equal to the PC’s) for 1 week.
  10 TPA, 2 CPA: Commission a magic item from a guild 
  member who can craft it. You may specify any custom item of 
  your choice, but you must pay full market price for the item, 
  and must wait 1 day per 1,000 gp of the item’s base price for it 
  to be crafted.
  15 TPA: Purchase the required material components to 
  craft any magic item at a 10% discount.
  20 TPA: Purchase any magic item with a 10% discount.
  Traits:
  Gem Polisher: You have worked with strong chemicals 
  long enough that your skin is somewhat resistant to them. You 
  gain a +1 trait bonus to saving throws against acid effects.
  Guild Craftsman: You start character creation with a set 
  of masterwork tools. You gain a +1 trait bonus to Craft checks 
  with one Craft skill of your choice.
  Guinea Pig: You have worked with unstable magic items 
  so long that you are very good at resisting them. You gain a +1 
  trait bonus to saving throws against all effects originating from 
  magic items.
  Lab Rat: Your constant exposure to magic in the labora-
  tory has given you a sense for the presence of magic. You can 
  immediately tell when you touch a magic item, or touch a crea-
  ture or object under the effects of magic.
  The White Lotus Cult
  This mystery religion boasts member-
  ship among the clergy of a multitude of 
  other sects, and represents a conglomer-
  ation of devotees to life and repose. The 
  White Lotus specializes in embalming, 
  funerals, and undead slaying, and while 
  their rituals are secret their services are 
  not. The White Lotus cult tracks the 
  progress of spirits through the afterlife 
  and often act as mediums to commu-
  nicate the will of the dead to their living 
  descendants. Although they sometimes engage in ‘white necro-
  mancy’ when necessary, their greatest devotion is eradicating 
  the scourge of unlife from the world.
  Goal: Tend the Dead, Destroy all Undead
  The White Lotus cult is devoted to purging the taint of 
  undeath from the world. Their core belief is that there is an 
  imbalance in the world between life and death, and that many 
  of the great evils of the world (disease, demon cults, etc.) stem 
  from the imbalance of energy that this brings and the effect 
  this has on the psyche and physiology of the world’s inhabi-
  tants. They also guide spirits through the afterlife, seeing to 
  their needs and the execution of their last desires.
  
  Chapter 10: World Building
  630
  Alignment: NG
  The cult seeks to destroy undead for the good of all living 
  creatures. However, they are willing to make sacrifices when 
  necessary. Members of the cult are encouraged to avoid collat-
  eral damage whenever possible, but the guild is lenient when 
  dealing with accusations of excessive force.
  Organization
  The cult possesses a few openly-designated buildings (of-
  ten one per major city) where those who wish to inform them 
  of undead, join their ranks, or use their embalming services 
  may seek them out. Each new recruit to the cult is called an 
  initiate, and as they advance through the cult’s rituals gain the 
  title of peer, master, and grandmaster, respectively. At least one 
  grandmaster must oversee every temple of the White Lotus. 
  When major decisions must be made, a meeting of the grand 
  masters will be called for all within the area, and the spirits of 
  former grand masters are often called to lend their knowledge 
  and wisdom to the proceedings.
  Leadership
  Geshin Win (human female soul weaver 20) is the 
  arch-grandmaster, and has led the cult as a ghost for the past 
  500 years (a voluntary decision on her part, and the one great 
  exception to the cult’s general hostility towards unlife in all its 
  forms).
  Tradition
  The White Lotus is mostly comprised of priests, clerics, 
  and others of the divine petitioner tradition, although other 
  casters are welcome if they are sincere enough.
  Joining
  Those wishing to join the White Lotus must be vouched 
  for by a member of at least master rank. Any wishing to join 
  without a recommendation must demonstrate their dedication, 
  often by accompanying a White Lotus member to exterminate 
  undead and demonstrate their value to the cult. As a member 
  rises through the ranks, they are allowed to participate in a va-
  riety of rituals, empowering them in their mission against the 
  undead.
  Gaining Prestige
  All cult members are expected to end the scourge of the 
  undead whenever they are found and to perform rites for the 
  recently deceased whenever called upon. Members are also ex-
  pected to lend any aid called for when a member is in need, 
  even in issues not related to the undead. PCs gain 1 PA any time 
  they destroy a major stronghold of the undead, or a particularly 
  powerful undead creature such as a vampire or lich. 
  Resources
  The White Lotus possesses temples in every major city, 
  and boasts a diverse membership in a variety of influential po-
  sitions. The White Lotus cult believes strongly in not abusing 
  their power, which is fortunate because no one knows just how 
  much power they might be able to wield if they wanted.
  1 TPA: You may enact a ritual at any White Lotus temple, 
  granting you a +2 bonus to all saving throws against attacks, 
  spells, or effects originating from an undead creature for 1 day.
  1 CPA: You may petition the dead for general information 
  and advice. This grants you a +2 bonus to any Knowledge check.
  3 CPA: You may summon one specific deceased individual, 
  as the Summon Spirit advanced Death talent with an effective 
  caster level of 15. The target is allowed their Will save as usual, 
  and you may only ask questions of the spirit, as opposed to any 
  other use of the talent.
  5 TPA, 1 CPA: Become a Peer. You gain a permanent +2 
  bonus to all Knowledge (religion) checks made to identify un-
  dead and their weaknesses.
  5 TPA, 1 CPA: Petition the cult for aid. You may gain use 
  of a medium magic item for 1 week.
  10 TPA, variable CPA: Receive an exorcism to expunge 
  demonic or ghostly influence. The CPA is based on the gp cost 
  of the appropriate ritual to drive off the possessing creature; 1 
  CPA per 3 levels of the required ritual, rounded up.
  10 TPA, Peer: You may participate in rituals at any White 
  Lotus temple, granting you a +2 bonus to saving throws against 
  death effects and curses for 1 day.
  15 TPA, 1 CPA: Become a Master. You gain an additional 
  +2 bonus to Knowledge (religion) checks made to identify un-
  dead and their weaknesses. This stacks with the benefit granted 
  by being a Peer.
  30 TPA, 10 CPA: Become a Grandmaster. You gain a per-
  manent +2 sacred bonus to all saving throws against all attacks 
  and abilities originating from undead creatures.
  Traits:
  Slayer Pupil: You have studied under men and women 
  who had first-hand experience destroying undead creatures. 
  You gain a +2 trait bonus to Knowledge (religion) checks to 
  identify the weaknesses of undead creatures.
  Requiem: You are skilled at putting souls to rest. You gain 
  a +1 trait bonus to Knowledge (religion) checks, and Knowledge 
  (religion) is always a class skill for you. You may spend 10 min-
  utes to give a dead body it’s last rites and make a Knowledge 
  (religion) check. Anyone attempting to animate this body must 
  make an MSB check against this Knowledge (religion) check. 
  On a failure, their attempt fails and any materials or spell points 
  spent are wasted.
  
  631
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  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, 
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  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.; 
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  Jarzabski, Isabelle Lee, Joe Pasini, Jessica Price, David Schwartz, and Josh Vogt.
  Pathfinder Roleplaying Game Ultimate Wilderness © 2017, Paizo Inc.; 
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  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.; 
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  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
  
  632
  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 
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  Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
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  and Russ Taylor.
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  Homes, James Jacobs, Amanda Hamon Kunz, Ben McFarland, Jason Nelson, Thom Phillips, 
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  David Schwartz, Mark Seifter, Mike Shel, James L. Sutter, and Linda Zayas-Palmer.
  Pathfinder Player Companion: Weapon Master’s Handbook © 2015, Paizo 
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  Meyers, Mike Myler, David Silver
  Pathfinder Player Companion: Champions of Corruption © 2014, Paizo 
  Inc.; Authors: Paris Crenshaw, Jim Groves, Sean McGowen, and Philip Minchin.
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  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
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  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., published 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 orig-
  inal 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 orig-
  inal 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 orig-
  inal 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 original material by Gary Gygax.
  Demon Lord, Kostchtchie from the Tome of Horrors Complete, © 2011, 
  Necromancer Games, Inc.; published and distributed by Frog God Games; Author: Scott 
  Greene, based on original material by Gary Gygax.
  Demon Lord, Pazuzu from the Tome of Horrors Complete, © 2011, Necromancer 
  Games, Inc.; published and distributed by Frog God Games; Author: Scott Greene, based 
  on original material by Gary Gygax.
  
  633
  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 original 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 orig-
  inal material by Gary Gygax.
  Flumph 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 McDowell and Douglas Naismith.
  Forlarren 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.
  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 orig-
  inal 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 orig-
  inal 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., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Lurker Above from the Tome of Horrors Complete, © 2011, Necromancer Games, 
  Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on orig-
  inal material by Gary Gygax.
  Mite from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., pub-
  lished and distributed by Frog God Games; Author: Scott Greene, based on original mate-
  rial 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 orig-
  inal 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 orig-
  inal 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., 
  published 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., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material 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.; 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Troll, Ice 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 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 orig-
  inal 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 original 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 orig-
  inal 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
  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 trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, 
  plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previ-
  ously 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. 
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Drop Dead Studios/Ultimate Spheres Of Power [OEF][2019].pdf