- Using the Spheres
- Magic Talents
- Caster Level
- Casting Ability Modifier
- Casting Time
- Spell Points
- Saving Throw Difficulty Class
- Magic Skill Bonus and Magic Skill Defense
- Alteration Talents
- Additional Limbs
- Animal Mind
- Animalistic Transformation
- Anthropomorphic Transformation
- Aquan Transformation
- Avian Transformation
- Bestial Reflexes
- Bestial Spirit
- Dragon Transformation
- Elemental Transformation
- Giant Traits
- Greater Transformation
- Mass Alteration
- Plant Transformation
- Ranged Alteration
- Size Change
- Subterranean Transformation
- Undead Traits
- Vermin Transformation
- Other Wind Effects
Spheres of Power is a completely new magic system that may be used alongside or may completely replace the core magic system.
Like spells, the spheres grant a spellcaster 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 provokes an attack of opportunity (unless cast defensively), requires a concentration check in difficult situations, ceases to function in an anti-magic field, and is subject to spell resistance. Unlike spells, however, sphere abilities do not require gestures or magic words, nor are they divided between Arcane and Divine sources. Likewise, just as a fighter may take levels in other martial classes without sacrificing his combat ability, a caster may take multiple casting classes without necessarily dividing his power.
Where the core magic system grants access to spells and spell levels, magic users using the Spheres of Power system (referred to as ‘casters’ in this system) use spheres and talents. There are 20 spheres in this system, including Alteration, Creation, Conjuration, Dark, Death, Destruction, Divination, Enhancement, Fate, Illusion, Light, Life, Mind, Nature, Protection, Telekinesis, Time, War, Warp, and Weather.
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. Each sphere provides the caster with an at-will ability, which may be further refined through gaining talents associated 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.
As a caster gains levels, they gain magic talents. Magic talents, like feats, may be spent to allow a caster to gain new powers and abilities.
Whenever a caster gains a magic talent, they may spend it in one of two ways: to gain a new base sphere or to gain a talent associated with a sphere they already possess.
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 casting class, regardless of which class is chosen. Once a talent is spent, it cannot be changed except through retraining, which follows the same rules as retraining a feat.
Caster level is not as synonymous with class level in this system as it is with most of the core spellcasting classes. Instead, it would be more appropriate to think 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 determining a caster’s capabilities.
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 gains caster levels at a slightly different rate, as indicated by Table: Caster Level.
Not every class in the Spheres of Power system uses the same mental ability score when determining their magical potency. Just as with the core magic system, some classes 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 determine the Difficulty Class of sphere abilities, as well as the caster’s total number of spell points.
When adapting an existing class to the Spheres of Power system, use whichever mental ability score was originally used when determining spell potency. For new classes, their mental ability score is listed, or in some cases (incanter, hedgewitch, mageknight, and thaumaturge) the player is allowed to choose whichever ability score he prefers.
If a caster takes levels in multiple casting classes, they must select which of those classes’ casting ability modifiers they will use as their casting ability modifier; only one may be applied. Multiple Traditions is an exception to this rule, and may be found in Player Options.
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.
Many sphere abilities use Close, Medium, and Long as indicators for their range. Just as with spells, Close equals 25 ft. + 5 ft. per 2 caster levels, Medium equals 100 ft. + 10 ft. per caster level, and Long equals 400 ft. + 40 ft. per caster level.
Along with gaining caster levels, casters using the this system system also gain a spell pool, which accumulates spell points as they gain levels. Spell points are a measure of a spellcaster’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 Sphere casting classes when determining the size of their spell pool. If they possess levels in multiple casting classes, add those class levels together when determining the number of spell points possessed.
A caster’s spell pool refreshes every day after roughly 8 hours of rest. These hours do not need to be consecutive.
Whenever a sphere ability calls for a saving throw, the Difficulty 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 his maximum, the DC is also lowered.
Sometimes, it isn’t 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 casting classes.
A caster’s MSD is equal to 11 + his total levels in casting classes.
Sometimes, a power or circumstance will call for a magic skill check. At this point, the caster making 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 Sphere caster makes a concentration check, 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 make a concentration check easier.
Example: When casting defensively, a caster must make a concentration check (1d20 + caster level + Int, Wis, or Cha) against a DC equal to 15 + double the spell level. In SoP, this would instead require a check equal to 1d20 + MSB + casting ability 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 level check instead calls for an MSB check. Any feat or 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.
When combining this system with the core magic system, whenever a caster level check is called for or when a DC of 10 or 11 + a creature’s caster level is called for, the character’s MSB and MSD should be substituted respectively.
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 allowed a Fortitude save to negate. 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 free action.
Shapeshift is a polymorph effect. A target may only be affected 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 form and a series of traits for them. Forms constitute a creature’s basic physical makeup (humanoid, draconic, animalistic, avian, etc.) while traits are special characteristics 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 Form (detailed below), placing a form on a creature causes that creature’s physical body to change into that of another creature. The target gains the listed number of limbs and loses all others. The target loses any extraordinary or supernatural abilities, natural attacks, and movement types dependent on their original form (darkvision, scent, wings, claws, etc.) and gains the listed benefits in their place. Alternate sources of physical traits (such as a dragon sorcerer’s ability to grow claws) still function. In addition, 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 individual creature, but otherwise adds a +10 bonus to Disguise checks made to appear as a different race, gender, or species. The caster may cause the target to cosmetically appear 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 Form and the traits listed below. Additional forms and traits may be gained by taking Alteration talents. Any trait may be granted to any form.
Blank Form: Unlike other forms, the Blank Form 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 Form allows a caster to add traits to a creature without fundamentally changing the target first.
A caster may grant the following traits to a creature affected by their shapeshift. A target must possess the appropriate limb where listed, and cannot grant a natural attack to a limb that already possesses a natural attack.
- Darkvision 60 ft.
- Low-light vision
- 2 claw attacks (Primary attacks, 1d4, 1d3 small, requires arms). You may grant this trait multiple times.
- 1 bite attack (Primary attack, 1d6, 1d4 small, requires head). You may grant this trait multiple times.
- 1 gore attack (primary, 1d6, 1d4 small, requires head). You may grant this trait multiple times.
- 2 slam attacks (primary, 1d4, 1d3 small, requires arms). You may grant this trait multiple times.
- 2 pincers (secondary, 1d6, 1d4 small, requires arms). You may grant this trait multiple times.
- You change the target’s cosmetic appearance. This could include changing the target’s apparent age, making an elf into an orc, disguising 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 Form, as such changes are assumed with other forms.
You may apply the following traits to any form. You may grant each trait multiple times.
- An extra pair of arms.
- 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 (Secondary, 1d6, 1d4 small, requires tail)
- Stinger (Primary, 1d4, 1d3 small, requires tail)
- A pair of legs. This grants a 20 ft. land speed if the target didn’t 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 creatures smaller than itself.
- An extra head.
You may apply the following trait to your shapeshifts:
- The target must pass 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. They cannot use any spells, sphere abilities, supernatural or extraordinary abilities, although they retain other aspects of their class levels such as BAB and any other abilities.
You may grant the form of a land animal or magical beast with your shapeshift. The form has a head and 4 legs with all the benefits of being a quadruped. The target gains a 40 ft. land speed, which increases by 20 ft. per 5 caster levels. The target also gains the Scent ability, a bite attack (Primary, 1d6, 1d4 small) and a +2 natural armor bonus which increases by 1 per 5 caster levels.
In addition, you may grant the following traits to any form:
- A land speed as that granted by Animalistic form (grants 2 legs if the target lacked a land speed).
- 2 hoof attacks (Secondary, 1d4, 1d3 small). This may be granted once per pair of legs beyond the first.
You may grant a humanoid form with your shapeshift. The humanoid form has 2 legs and 2 arms with hands that can manipulate objects as a human’s can. The target can speak and gains knowledge of one language you also speak. It gains a land speed of 30 ft., and if the target’s Intelligence is lower than 6 it is increased to 6.
If you so choose, you may forgo applying additional traits to the target to instead 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.
You may grant the form of a swimming animal or magical beast with your shapeshift. The form has a head, fins, and no arms or legs. The target gains low-light vision and a 20 ft. Swim speed which improves by 20 ft. for every 5 caster levels. The target gains the amphibious subtype and the ability to breath underwater. The target also gains a bite attack (Primary, 1d6, 1d4 small), blindsense 30 ft. (which only functions in water), and a +2 natural AC bonus, which increases by 1 for every 5 caster levels.
In addition, you may add the following traits to any form:
- The amphibious subtype with the ability to breath underwater.
- A swim speed as that granted by the Aquan form.
- Blindsense 30 ft. (only in water)
You may grant the form of a flying animal or magical beast with your shapeshift. The target gains a head, 2 legs, 2 wings, and a 30 ft. land speed. The target gains low-light vision and 2 talon attacks (Primary, 1d4, 1d3 small) and a +2 natural AC bonus, which increases by 1 for every 5 caster levels. 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 (poor). This improves by 20 ft. for each 5 additional caster levels.
In addition, you may add the following traits to any form:
- 2 talon attacks as those granted by the Avian form. 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.
- 2 wings and its benefits or flight speed as that granted by the Avian form.
- 2 wing attacks (Secondary, 1d4, 1d3 small) May be given once per pair of wings possessed.
You may add the following traits to your forms:
- Lunge: Choose one natural attack. As a full-attack action, you may make a single attack at double your normal reach with that weapon with a +4 bonus to your attack roll.
- Leaping attack: As a standard action, you may jump, making a single attack at any point during the leap. You do not provoke an attack of opportunity for leaving a threatened square.
- Pounce: You may make a full-attack after a charge.
- Trample: As a full-round action, you may move up to your move speed, moving over and dealing slam damage (1d6+1-1/2 Str modifier, 1d4+1-1/2 Str modifier small) to any creatures smaller than yourself. Targets of a trample can make an attack of opportunity, but at a –4 penalty. If targets forgo an attack of opportunity, they may attempt to avoid you, making a Reflex save for half damage (DC 10 +1/2 your HD + your 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.
You may add the following traits to your forms:
- Trip: Choose one natural attack. You may attempt a trip as a free action that does not provoke an attack of opportunity when you successfully hit with that attack.
- Ferocity: You may stay conscious and continue to fight when at negative hit points, but lose 1 hit point per round you do so.
- The ability to speak with animals and vermin.
- Rend: target must possess claws; deals damage equal to 1 claw + 1 1/2 times Strength when successfully striking a target with 2 or more claw attacks in the same round.
You may grant the form of a dragon with your shapeshift. The target gains a head, 4 legs with all the benefits of being a quadruped, a 40 ft. move speed and a tail. The target gains a +2 natural armor bonus which increases by 1 per 5 caster levels, Darkvision 60 ft., a bite attack (Primary, 1d6, 1d4 small) and a breath weapon. This breath weapon is either 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 levels, 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.
In addition, you may grant the following traits to your forms:
- A breath weapon, as that given by the dragon base form.
- Double the size of a breath weapon (must possess a breath weapon to gain this trait).
You may spend an additional spell point to grant the form of an elemental with your shapeshift. As an elemental’s body is mutable, additional limbs or natural attacks cannot be added to this form through traits. The target gains a 30 ft. move speed and a 25% ability to ignore critical hits and precision damage, which increases by 25% per 5 caster levels to a maximum of 100%. The target gains 2 slam attacks (Primary, 1d6, 1d4 small), natural armor equal to 2 +1 per 5 caster levels, and one of the following packages depending on which elemental is being mimicked:
You gain a flight speed of 30 ft. with Perfect maneuverability, which increases by 30 ft. per 5 caster levels. You also gain resistance to electricity equal to your caster level and the ability to create a whirlwind (as an air elemental of the same size).
You gain waterbreathing and a 30 ft. swim speed which increases by 30 ft. per 5 caster levels. You also gain resistance to cold equal to your caster level, a +2 Constitution bonus, and the ability to create a vortex (as a water elemental of the same size).
You may also grant the following traits to your forms:
- Elemental resistance to either cold, electricity, fire, or acid equal to your caster level. You can take this trait multiple times, but resistance to the same element does not stack with itself.
You may add the following additional traits to your forms:
- Rock catching.
- Rock throwing (2d6, 2d4 small): this deals 1.5 times Strength damage, and has a range of 20 ft., + 10 ft. per 2 caster levels.
Increase the number of traits you may apply with your shapeshift by 1.
When bestowing a shapeshift., you may spend an additional spell point to shapeshift an additional 1 creature per 2 caster levels at the same time. Each target must be within range and must gain the same shapeshift form and traits.
You may grant the form of a plant creature with your shapeshift. The creature has 2 ‘arms’, which may be tree limbs or vines (adding limbs to a plant creature adds more appendages), has a move speed of 20 ft., 2 Slam attacks (Primary, 1d6, 1d4 small), and a +4 natural armor bonus that increases by 1 for every 5 caster levels.
You may grant the following traits to your forms:
- You may grant the target a +2 natural armor bonus, which stacks with other sources of natural armor.
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).
As a trait, you may change a creature’s size. You may enlarge or reduce a creature’s size by one category, plus an additional size category per 5 caster levels. You cannot enlarge beyond Huge size, nor reduce a creature beyond Diminutive size. 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 enlarged. (These numbers are doubled when moving to or from Diminutive size.) Ability scores are also adjusted according to the charts below; these increases and decreases are cumulative for each category increased or decreased (thus, moving from Medium to Huge would cumulate in a +8 bonus to Strength and a -4 to Dexterity).
You may grant the form of a subterranean animal or magical beast with your shapeshift. The form has a head, 4 legs, a 30 ft. land speed, and a 15 ft. burrow speed that increases by 15 ft. per 5 caster levels. The target also gains darkvision 60 ft., tremorsense 20 ft., a bite attack (Primary, 1d6, 1d4 small), and a +2 natural armor bonus that increases by 1 per 5 caster levels.
In addition, you may grant the following traits to any form:
You may add the following traits to your forms:
- A tentacle attack (Secondary, 1d4, 1d3 small). You may grant this trait multiple times. The effects stack.
- Grab: must be placed on a natural attack. On a successful attack, allows you to make a free grapple check. Does not provoke an attack of opportunity. You may grant this trait once per natural attack.
- Constrict: Deal 1d6 damage (1d4 small) plus your Strength modifier on every successful grapple check.
You may grant the following traits to your forms:
- DR 5/bludgeoning or DR 5/slashing. This improves by 1 per 5 caster levels. At 1oth caster level, this may be changed to DR/Silver or Magic.
- The subject counts as an undead creature when determining if it is healed or harmed by positive or negative energy, such as from a cleric’s channel energy class feature or the Life sphere.
- A bonus on saving throws against mind-affecting effects, disease, poison, sleep, and stunning equal to half the caster level (minimum 1).
- At 10th 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).
- At 10th level, the target may be granted the fear aura special quality (30 ft., always active, creatures entering the area must pass a Will save against a DC of 10 + 1/2 HD + 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).
- At 15th level, the target may be made incorporeal. You must spend an additional spell point to apply this trait.
You may grant the form of a spider, insect, or other such creature with your shapeshift. The form has a head and either 6 or 8 legs, and a bite attack (Primary, 1d6, 1d4 small). You gain darkvision 60 ft., a +2 natural armor bonus that increases by 1 per 5 caster levels, and a 30 ft. Climb speed and land speed that improve by 15 ft. per 5 caster levels.
In addition, you may grant the following traits to your forms:
- One natural attack deals poison on a successful attack. Poison: Injury, DC 10 + 1/2 Hit Dice + Constitution modifier, frequency 1/round for 6 rounds, 1d2 Constitution damage, cure 1 save.
- A Climb speed, as that granted by the vermin form.
- Web: once per minute as a standard action, the creature may throw a web, as a net with a 10 ft. range increment (total range 50 ft), 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 modifier, 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 ft. section of web has hp 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 creating creature.
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 sympathetic angels or demons, elemental spirits, or primordial beings only given form after the contract is made. Thus, a companion could have the form of a knight in armor, a demonic dog, a flying anthropomorphic cat, or indeed virtually any other form. You cannot choose a companion 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 companion is conjured multiple times during a day, they do not regain hit points or other resources spent. If a companion is reduced to 0 hp, they instantly disappear and cannot be summoned until the following day. A companion only recovers hp 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 exception to this rule is equipment gained through Conjuration talents.
Whenever you gain a companion, they immediately gains 1 (form) talents of your choice. Whenever you select a (form) talent as a magic 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.
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.
|Caster’s Caster Level||Hit Dice||Base Attack Bonus||Skill Points||Feats||Natural Armor Bonus||Good Saves||Bad Saves||Special|
|5th||4||+4||4||2||+2||+4||+1||Ability Score Increase|
|10th||8||+8||8||4||+4||+6||+2||Ability Score Increase|
|15th||12||+12||12||6||+6||+8||+4||Ability Score Increase|
Note: A companion does not gain power from temporary increases to caster level; i.e., from an thaumaturge’s forbidden lore ability or from certain boons.)
Bipeds are usually humanoids, and begin with 2 legs, 2 arms, and a head.
Quadrupeds are usually beasts, and begin with 4 legs and a head.
Serpentine creatures are snakes, fish, and other elongated creatures. They begin with a head, but no arms or legs.
You may choose to make a companion Small size instead of Medium size. In this case, the companion gains a +2 bonus to Dexterity, a -2 penalty to Strength, as well as the usual changes 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), Stealth (Dex), Swim (Str). They possess a d10 Hit Dice and gain 2 good saves and 1 bad save dependent on the creature’s form. A Companion begins understanding and speaking one language that the caster also speaks.
Feats: A companion begins with one feat, and gains another 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 successful 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.
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 requisite 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 attack and instead gains Multiattack.
Additional 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.
Aligned Creature (form)
Your companion is connected to great forces of alignment, such as angels, devils, or other extraplaners. 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 alignment 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 following changes to ability scores, which are cumulative:
|Original Size||New Size||Str||Dex||Con|
Animal Creature (form)
Your companion has the qualities of a great beast. It gains a +20 ft. bonus to its land speed, as well as the scent property. It gains an additional +10 ft. 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 ft. fly speed with a maneuverability of average. This increases by 10 ft. per 2 Hit Dice. Alternately, your companion may gain flight through magical means: it does not gain wings, instead gaining a maneuverability 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 proficiency 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 enhancement 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 prerequisites for feats.
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.
- 2 claw attacks (primary, 1d4, 1d3 small, requires arms).
- 2 hoof attacks (secondary, 1d4, 1d3 small, requires 2 legs, but creature must possess at least 4).
- 1 tentacle attack (secondary, 1d4, 1d3 small, no requirement).
- 2 wing buffets (secondary, 1d4, 1d3 small, requires wings).
- 1 tail slap (secondary, 1d6, 1d4 small, requires tail).
- 1 bite attack (primary, 1d6, 1d4 small, requires head).
- 1 gore attack (primary, 1d6, 1d4 small, requires head).
- 2 slam attacks (primary, 1d4, 1d3 small, requires arms).
- 2 pincers (secondary, 1d6, 1d4 small, requires arms).
- 1 sting (primary, 1d4, 1d3 small, requires tail).
- 2 talons (primary, 1d4, 1d3 small, requires 2 legs and creature must be airborne to use).
Boon Companion (form)
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 breath a 30 ft. cone or a 60 ft. line and whether it deals fire, cold, acid, or electricity damage. It deals 1d8 damage per 2 Hit Dice (minimum: 1d8), and creatures may make Reflex saves (DC 10 + 1/2 Hit Dice + Constitution modifier) for half damage.
Earth Creature (form)
Elemental Creature (form)
Your companion is a being attuned to a particular element. Choose either cold, fire, acid, or electricity. 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.
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 selected, gain another companion.
Fortified Companion (form)
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, only disappearing when you rest to regain spell points. 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.
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.
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 for this purpose, and at 14 Hit Dice they are treated as adamantine.
Magical Companion (form)
Your companion’s Charisma increases by 1/2 its Hit Dice (minimum: +1). It also gains a spell pool equal to its Charisma modifier and a caster level equal to 1/2 its Hit Dice. The companion may select magic talents with its feats and treats Charisma as its casting ability modifier. With GM permission, your companion may also gain a casting tradition. A companion can never possess the Conjuration sphere.
Monstrous attacks (form)
Your companion gains one of the following traits. This trait applies an effect or ability to one of its natural attacks. See the Alteration sphere for details on these abilities. 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.
Natural Aspect (form)
Your companion gains one of the following special monster qualities. 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)
Quick Companion (form)
When you summon a companion, they may appear in any square within Close range, rather than only in an adjacent square.
Choose one energy type from the following list: fire, acid, cold, electricity, or sonic. Your companion gains resistance to that element equal to 5+ its Hit Dice. You may select this talent multiple times, granting 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.
Shadow Creature (form)
Your companion is a being made of shadow. It gains darkvision 60 ft., 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 corporeal 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 damage 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 enhancement bonus for every 3 Hit Dice your companion possesses, to a maximum of +5.
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.
Your companion can change its appearance at will. It gains Disguise as a class skill and can make Disguise checks as a standard action. This is a spell-like ability, with a caster level equal to its Hit Dice.
Undead Creature (form)
Your companion mimics the properties of undead. It is healed by negative energy and harmed by positive energy. While it is still an Outsider, magical effects and spells that specifically target undead may affect the Companion as if it were undead. The companion also gains +2 Channel Resistance, as well as a +2 bonus on saves against disease, exhaustion, fatigue, paralysis, poison, sleep effects, and stunning. These bonuses and channel resistance increase by +1 per 2 Hit Dice.
You may take this talent twice. If taken twice, your companion gains immunity to disease, exhaustion, fatigue, paralysis, poison, sleep effects, and stunning, and your companion no longer needs to breath, granting it immunity to drowning, suffocation, or gas-based effects.
Water Creature (form)
Your companion gains a 30 ft. swim speed, the ability to breath underwater, and blindsense 15 ft. (only in water). For every 2 Hit Dice, the Swim speed increases by 10 ft. and the blindsense increases by 5 ft.
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 already roll twice and take the higher result, it instead rolls three times.
You may create and alter physical materials.
Alter: Altering an object is a standard action and requires you to be touching the object to be altered. You cannot alter an animate target (such as a golem or animated object) and the object must be non-magical and unattended (not held, worn, or part of a creature’s equipment).
When you gain the Creation sphere, you may alter objects in the following ways:
Repair: You may repair a damaged object, healing it 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.
Talents marked (alter) grant you new ways to alter objects.
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. The object may be of equivalent size to one Small object per caster level (see chart below) and lasts as long as you continue to concentrate, to a maximum of 1 minute per caster level.
If the created object is especially large, it must begin in an adjacent square and must be completely contained within Close range.
You cannot create items that require mixing, carry special properties, or knowledge you don’t possess (alchemical items, rare herbs, the key to a lock you didn’t create, etc.). 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 aren’t magical.
While simple 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. Failure means the object comes into being broken and unusable. You cannot create an object directly onto a target (summoning manacles onto someone’s wrists, etc.).
Notes on Walls and Coverings: A section of 20 ft. by 20 ft. cloth is considered a Small object. A wall 10 ft. by 10 ft. and 1 inch thick counts as a Small object. Doubling the thickness counts as doubling the size.
Notes on Casings: Creating a 1-inch thick encasement for a creature (such as a dome) counts as creating an object 1 size category larger than the intended target. Thus, a casing for a Medium creature is a Large object, a casing for a Large creature is a Huge object, etc. A creature is allowed a Reflex save to escape such an entrapment, and may attack or make Strength checks unimpeded against its own casing.
Notes on Falling Objects: Objects that fall upon characters deal damage based on their size according to Table: Object Size. Objects made of stone or harder substances deal double damage, while objects such as cloth or water deal half damage. Also, an object falling less than 30 feet also deals half damage, while objects falling more than 150 ft. deal double damage. These multipliers stack. A falling object takes the same amount of damage as it deals, and no falling object can deal more than 20d6 damage.
Dropping an object on a creature requires a ranged touch attack, with a range increment of 20 feet.
|Object Size||Minimum Caster Level (number of Small objects contained)||Example Objects||Falling Damage (to both object and target)|
|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|
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 caster 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. You cannot change a liquid into a solid or a solid into a liquid, and you cannot create or affect gases.
When you create an object, the object may appear anywhere within Close range. Objects that take up large areas must be completely contained within range. You may select this talent multiple times. Each time it is taken, increase the range by 1 step (Close to Medium, Medium to Long).
When creating an object, you may create multiple objects within range. Each created object must be of the same general type (suits of armor, wall sections, catapults, etc.), and the object’s total size cannot exceed your maximum creation size. Alternately, 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, barrels, etc.).
When you create or alter 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 ft. equals a small creature), but not gases or flesh. You may make objects with multiple materials, provided you can create all the materials required.
As you gain caster levels, you also gain the ability to make steadily more materials, as detailed in the table below. Adamantine cannot be created or altered, except for the repair and destroy abilities.
Note: Objects of stone or harder materials deal double damage when dropped on a target.
|5th||basic metals (iron, steel, copper)|
|10th||precious metals (gold, silver)|
|15th||gems, specialty metals (cold iron, mithral)|
Items you create are more intricate, and much harder to identify as fakes. You may add your caster level to any Craft checks made to create detailed or complicated objects and to the Appraise DC required to detect objects you create as magical fakes. Those attempting to detect magic on your created objects must pass a magic skill check to detect any lingering creation auras.
You may spend a spell point to shape material with a touch. 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 doesn’t work. You may affect 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.
Increase the amount of damage dealt when you use your destroy ability to 1d6 + your caster level.
Increase the amount of damage healed when you use your repair ability to 1d6 + your caster level.
You may spend an additional spell point when creating or altering an object to double the size, letting you create or alter up to the equivalent of 2 Small objects (1 Medium object) per caster level.
When altering an object, you may spend an additional spell point to affect magical objects, attended objects, or animate targets such as golems. While this means you may repair broken magical items with your repair ability, 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 potions and scrolls) cannot be repaired in this way.
If used against an attended object, this is treated as a sunder maneuver. If used against an animate object, this is a touch attack. 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.
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 ft. + 5 ft. per 2 caster levels, centered anywhere within Medium range. This darkness radiates from a central point, and cannot extend through walls. You must concentrate 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 Medium 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 different effects may overlap. Individual darkness effects do not stack with themselves.
If a Light sphere effect is created inside a darkness effect, the creator of the Light sphere effect must pass a magic skill check against the creator of the darkness effect. If the check succeeds, the Lighr sphere effect functions normally. Otherwise, it functions as any other light source, as described above.
Meld: (Meld) talents allow the caster to grant himself and others the ability to interact with darkness in new ways. The caster must touch a target as a standard action to grant them the benefits of a (meld) talent.
You may spend a spell point to grant a target immunity to all negative effects from your (darkness) 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.
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 creature (such as through a successful Stealth check), it deals an additional 1d6 points of precision damage to the target. This damage is not multiplied on a critical hit, but it does stack with a rogue’s sneak attack. This only functions while within an area of your darkness.
You may spend a spell point to grant the target darkvision 60 ft. for 1 hour per caster level. If the target already possesses darkvision, this instead increases the range of their darkvision by 30 ft. You may gain this talent multiple times. Each time this is taken beyond the first, it increases the range of the granted darkvision by 30 ft.
Disorienting Darkness (darkness)
You may create a darkness effect that has a chance to disorient anyone who enters it. When a creature within this area attempts to move, or when a creature first enters this area, they must pass 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.
Fearful Darkness (darkness)
You may create a darkness effect that plays with the fears of any who enter it. Creatures within this area of darkness must pass 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. This is a mind-altering effect.
Feed on Darkness (meld)
When creating an area of darkness, you may spend an additional spell point to increase the affected area. This allow you to create a sphere of darkness with a radius of up to 20 ft. + 5 ft. per caster level. If combined with the Wall of Darkness talent, this allows you to create six 10-ft cubes, + 2 cubes per caster level.
Hide In Darkness (meld)
You may spend a spell point to grant the target the ability to make Stealth checks to hide in areas of dim light or darkness even while being observed. This lasts for 1 hour per caster level, and only functions when within an area of your darkness.
Hungry Darkness (darkness)
You may create a darkness effect that saps away the lifeforce of those inside. Any creature inside the darkness must pass a Fortitude save or suffer 1 point of Constitution damage. Creatures who remain within this area of darkness must save at the end of your subsequent turns or suffer another point of Constitution damage. If a creature enters this area of darkness after it is created, they must immediately save or also suffer this damage. A creature may only be affected by Hungry Darkness once per round, regardless of how many times they enter or exit the area that turn.
When you cease concentrating on a darkness effect, you may choose to have the darkness remain for two rounds before dissipating.
Looming Darkness (darkness)
You may create a darkness effect that erodes the resolve of those who enter it. Creatures within this area of darkness must pass 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, they must immediately save or suffer this penalty. This is a mind-affecting effect.
Pure Darkness (darkness)
Silent Darkness (darkness)
You may create an area of darkness that dims sound as well as light. All Perception checks made to hear noises originating from within the area of your darkness suffer a penalty equal to your caster level.
Snagging Darkness (darkness)
You may create a darkness effect filled with dark tendrils that snare anything that passes. Creatures within this area of darkness must pass a Reflex save or become entangled. 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 suffer the effects. An ensnared creature can attempt to escape its entanglement by making a Strength or Escape Artist check as a move action, with a DC equal to the Reflex save DC.
Step Through Darkness (meld)
You may spend a spell point to grant the target the ability to step into one patch of darkness and emerge in another. As a move action, the target may teleport up to 30 ft. 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.
Thick Darkness (darkness)
You may create a darkness effect that counts as difficult terrain. Creatures move at half speed through your darkness, cannot run or charge, and cannot make 5-ft steps.
Wall of Darkness
Rather than create a sphere of darkness, you may arrange your darkness as up to three 10-ft cubes, +1 cube per caster level. These cubes must be arranged contiguously, but otherwise may assume any shape. You must be able to perceive all areas your darkness will inhabit.
You may command the powers of unlife.
Ghost Strike: As a standard action, you may make a ghost strike, summoning negative energy and throwing it at a target within Medium range as a ranged touch attack. A ghost strike is considered a negative 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.
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 (Fort negates). You may spend a spell point to increases this effect to making the target exhausted for 1 minute per caster level (Fort 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 skeleton template and obeys your commands, although only simple commands such as “go”, “stay”, “attack”, or “guard” are understandable. 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 pints between reanimations. If reduced to 0 hp, the body collapses and is destroyed; it cannot be reanimated again.
You may have a total number of reanimated creatures active 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, your reanimated creatures cease to be reanimated sequentially from oldest to newest until the Hit Dice total is low enough to permit the new reanimated creature. You cannot reanimate a creature with more Hit Dice than twice your caster level, and creatures with more than 20 racial Hit Dice can never become skeletons or zombies.
Bleeding Wounds (ghost strike)
You may make a ghost strike that deals 1 bleed damage per 2 caster levels (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 before making this ghost strike to improve this effect to 1 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 undead creature falls under your control or an intelligent undead become friendly toward you. You can give an intelligent undead creature orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t 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 commanded undead (regardless of its Intelligence) breaks this effect. 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)
You may spend a spell point to make a ghost strike that bestows a permanent curse on the target (Will negates). Curses may be removed with the Break Enchantment Life talent, upon your death, or by your choice as a free action, but otherwise cannot be dispelled. Choose one of the following effects to bestow upon the target (with GM permission you may invent your own curse, but it should not be more powerful than these): the target suffers 1d6 points of non-lethal damage every minute spent in bright light; the target becomes blind except when in areas of dim light or darkness; the target must eat and drink twice as much as normal or begin suffering from starvation; the target becomes vulnerable to a single energy type (this cannot affect a creature already immune to that energy type—apply vulnerability before protection or resistance); the target suffers the penalties (but not bonuses) of advancing to the next age category.
As a standard action, you may make a single ranged or melee attack coupled with a ghost strike. If the attack hits, the target is also affected by the ghost strike.
Drain (ghost strike)
You may spend a spell point to make a ghost strike that imposes 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 negative levels equal its Hit Dice, these negative levels do not last long enough to become permanent, and if a negative level 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 pass a Fortitude save per negative level 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.
When you reanimate a creature, you may reanimate it 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.
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, allowing you to make an attack roll against every target within this area.
Inflict Disease (ghost strike)
You may spend a spell point to make a ghost strike that causes the target to contract a disease (Fort negates). The subject 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 immediately (the onset period does not apply). Use the disease’s listed frequency and save DC to determine further effects.
Your ghost strike can rip the very soul from the living. If a target fails their saving throws against your ghost strike 3 times within a 1-minute period, they immediately die (Fort negates). If a ghost strike does not allow a save, it is not usable with this talent.
Manipulate Undeath (ghost strike)
When using your reanimate ability, you may spend an additional spell point to reanimate multiple creatures at once. All corpses to be reanimated must be within Close range. Your Hit Dice limits apply to the total number you may reanimate at once with this ability.
Necrotic Feeding (ghost strike)
You may spend a spell point to make a ghost strike that, when it strikes a target with -1 or fewer hit points, kills it instantly (Will negates). 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 to +4 if the target has 8 HD or more and +6 if the target has 16 HD or more. These effects last for 10 minutes per HD of the slain creature. Bonuses from multiple creature do not stack; only the highest bonuses apply.
As a full-round action, you may concentrate on one undead creature under your control. This allows you to perceive that creature’s surroundings as if you were standing where that creature was. While you may use the creature’s special sense (i.e., Darkvision, etc.), you must use your own Perception skill if making a check. Only targets completely under your control are valid; charmed undead are not truly under your control, and as such as such do not qualify.
Sickening (ghost strike)
You may make a ghost strike that causes the target to be sickened for 1 round per caster level (Fort 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 multiple 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). As always, temporary hit points do not stack.
Weakening (ghost strike)
You may make a ghost strike that inflicts a 1d4 point penalty to the target’s Strength or Dexterity (your choice, Fort 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.
You can summon pure energy to strike down foes.
Destructive Blast: As a standard action, you may deliver a burst of blunt magical force as a melee touch attack or a ranged touch attack within Close range. A destructive blast deals bludgeoning damage as indicated on the table below. This damage bypasses DR/magic, but being bludgeoning in nature, does not automatically bypass other forms of damage reduction.
When augmenting a destructive blast with Destruction talents, you may only apply 1 blast type talent and 1 blast shape talent to each individual destructive blast.
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).
Acid Blast (blast type)
You may change your destructive blast from bludgeoning damage to acid damage. Any creature damaged by your acid blast suffers 1 point of acid damage per damage die the following round.
Air Blast (blast type)
You may change your destructive blast into a blast of air. An air blast deals nonlethal damage. You may make a Bull Rush at range against the target or targets affected by your air blast. Only a target successfully struck by the blast (or one that fails their Reflex saving throw if one was required) is affected. Your CMB for this check is equal to your caster level + your casting stat modifier, and all targets are pushed from the point of origin of the effect (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 ft. they would have continued past the barrier. You do not move with the targets of your Bull Rush.
Blast Trap (blast shape)
You may place a destructive blast onto an adjacent, unoccupied 5 ft. 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 only have one active blast trap at a time; placing a second trap deactivates the first. You may select this talent multiple times. Each time it is taken, increase the number of blast traps you may have active at once by 1.
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.
Crystal Blast (blast type)
Your destructive blast becomes an explosion of crystal, growing where it strikes. A crystal blast uses d4’s instead of d6’s as its damage die and deals piercing damage. The target of your crystal blast must pass 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 damage per caster level to the crystal. This removes the entangled condition from the creature and destroys the difficult terrain. Crystal disappears after 1 minute.
Electric Blast (blast type)
You may change the damage type of your destructive blast 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.
Energy Sphere (blast shape)
You may spend a spell point to shape your destructive blast into a non-instantaneous sphere that fills a 5 ft. square. Any creature within this space is dealt damage from your destructive blast (Reflex negates). This sphere lasts for 1 round per caster level and has a 20 ft. fly speed +5 ft. per 2 caster levels and Perfect maneuverability. Wind does not affect its course.
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 creature. Your sphere has no mass and does not impede movement, and your sphere must stay within your destructive blast range or disappear.
Energy Wall (blast shape)
You may spend a spell point to shape your destructive blast into either a wall up to 20 ft. per caster level or a hemisphere with a radius up to 5 ft. per 2 caster levels (minimum: 5 ft). This wall extends up to 20 ft. high and lasts for 1 round per caster level. The wall does not block line of effect, line of sight, projectiles, 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.
Energy Blade (blast shape)
As a standard action, you may make a single weapon attack in conjunction with making a destructive blast. Any creature damaged by the attack is also struck by the destructive blast.
Explosive Orb (blast shape)
You may spend a spell point to make a destructive blast as a burst effect centered anywhere within range. This burst has up to a 10 ft. radius, + 5 ft. per 5 caster levels. Affected creatures are allowed a Reflex saving throw for half damage.
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.
Force Blast (blast type)
Fire Blast (blast type)
You may change the damage type of your destructive blast to fire. Targets who take damage from your fire blast must make 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 make another Reflex save to attempt to extinguish 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.
Frost Blast (blast type)
Guided Strike (blast shape)
Nether Blast (blast type)
Rebuff (blast shape)
You may use your destructive blast to shield a target within range from ranged weapons, area effects, or even other destructive blasts for 1 round, giving them the benefits of evasion, a +2 cover bonus to AC, and a +1 cover bonus to their Reflex saves. Multiply these bonuses by 2 at 5th caster level, by 3 at 10th caster level, by 4 at 15th caster level, and by 5 at 20th caster level.
By spending a spell point, you may perform a rebuff as an immediate action, or provide the benefits to all targets within 10 ft. of you plus 5 ft. per 5 caster levels. You may spend 2 spell points to gain both of these benefits with the same rebuff.
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 Close-range cone or a Medium-range line, each emanating from yourself. 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.
Stone Blast (blast type)
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 invulnerability, anti-magic field, or antimagic circle, and is not treated as a spell or magical effect for creatures or classes that gain a bonus to saving throws against magic. These stones disappear after 1 minute.
Thunder Blast (blast type)
You can predict the future and gain information not available to the usual 5 senses.
Divine: You may divine to gain information. To divine, you must spend 10 minutes 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, not even walking); you are flat-footed while divining.
When you divine, you detect the strength and location of all magical auras within Medium range. 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 pass a Knowledge (arcana) check with a DC equal to 15 + 1/2 the caster level.
|Caster Level||Aura Strength|
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:
|Original Strength||Duration of Lingering Aura|
When using Spellcraft to identify the properties of a magic item, 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. Divining can penetrate most barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Alternate Divinations: If you possess certain other spheres, you may divine for information other than magical auras. These alternate divinations are detailed below.
Divine Charm: If you possess the Mind sphere, you may divine for the presence of charm, compulsion, possession, and mind sphere effects. You do not need to make a Knowledge (arcana) check to identify the school or sphere of these abilities.
Divine Elements: If you possess the Nature Sphere, you may divine for the elements. If you possess the fire package you may divine the presence and strength of fires. If you possess the water package you may divine the location and size of bodies of water. If you possess the earth package you may divine and identify the presence of ore deposits, gems, stone, and metals. If you possess the plant package you may divine the location of plantlife and plant creatures, as if detecting undead.
Divine Alignment: If you possess the Fate sphere, 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 alignment. Creatures with aligned intents (killing in anger, aiding those in need for their own sakes, etc.) may temporarily detect according to their actions.
Divine Life: If you possess the Life sphere, you may divine the location of nearby living creatures. These creatures do not have auras; you instead determine their condition 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 remaining, afflicted with a disease, or suffering from a debilitating injury.
- Weak: 0 or fewer hit points remaining, afflicted with a disease that has reduced an ability score to 5 or less, or crippled.
Divine Illusions: If you possess the Illusion Sphere, you may divine for illusions. This grants you a free Will save or Perception check (in the case of illusionary disguises or invisibility) against any illusions or invisibility within the area.
Divine Weather: if you possess the Weather sphere, you may divine the weather at your location 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.
Some talents are marked (divine). These talents give you additional things you may divine for other than magical auras. Only one such talent can be applied to an individual use of divine.
Sense: As a standard action, you may grant yourself paranormal senses for 1 hour/level. When you gain the Divination sphere, you gain the following 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 weapons, or in other places intelligible to you. This does not invoke the magic contained in the writing, 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).
Some talents are marked (sense). These talents grant you additional senses you may bestow upon yourself. There is no limit to the number of different senses you may have active at a time.
Battlefield Sense (sense)
Blindfolded Oracle (sense)
You may spend a spell point to grant yourself blindsense 30 ft. You must close your eyes to use this ability. For the purpose of this ability, opening and 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 30 ft. 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 (Scrying) 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.
Detect Secrets (divine)
You may spend a spell point to divine for things expressly 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.
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, or combat maneuver roll you are about to make. As an immediate action, you may grant this benefit to an ally who can both see and hear you.
You can only have one use of this ability waiting to be used at a time. You may take this talent multiple times, to a maximum of 5 times. Every time you gain this talent beyond the first, you may use this ability an additional time during that day. 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 make a Knowledge check untrained), with an insight bonus equal to 1/2 your caster level. You may only divine for information once per Knowledge check.
You may spend a spell point to divine the location of a creature 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.
Divining takes 1 minute instead of 10 minutes.
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, and gain a +1 dodge bonus to AC, and a +2 bonus to Reflex saves and Initiative checks. These bonuses increase by 1 for every 10 caster levels possessed.
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.
You may grant your senses to a touched target instead of only yourself.
Your divine ability works out to Long range instead of Medium range.
You may spend a spell point to understand all spoken and written words, regardless of language. You may spend an additional 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.
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 30 ft.
True Sight (sense)
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. You do not need line of sight or line of effect, but 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 doesn’t 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.
You may place enhancements on creatures and objects, altering 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 always spend a spell point to allow an enhancement to continue for 1 minute per caster level without concentration. If targeting a creature or intelligent item that doesn’t want to be enhanced (or an item in a creature’s possession that doesn’t want their item enhanced), the target is allowed a Will save (DC 10 + 1/2 caster level + casting ability modifier) to negate the effect. When you gain the enhancement sphere, you gain the following enhancement:
Enhance Equipment: You may enhance a weapon, suit of armor, or shield, granting it a +1 enhancement bonus. This bonus increases by 1 for every 5 caster levels possessed, to a total of +5 at 20th level. This does not stack with any enhancement bonus already possessed by the item.
Talents marked as (enhance) grant you new enhancements you may bestow.
Animate Object (enhance)
You may spend a spell point to enhance an object, bestowing movement and a semblance of life. 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.
If you animate an enemy’s weapon, the weapon cannot move and attack while it is being held, but the wielder must pass a Reflex save (DC 10 + 1/2 caster level + casting ability 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 pass a Reflex save each round or also be staggered that round.
For your convenience, the rules for animated objects have been reprinted in the appendix.
Bestow Intelligence (enhance)
You may spend a spell point to enhance an animal, plant, or object, 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 3d6 each (or its original score, whichever is higher), as well as an alignment equal to your own, and the ability 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 ft. if it did not previously possess any. The creature or object has a beginning disposition of Friendly towards you, but 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 sentience, nor an intelligent tree describe a creature who climbed it the day before), nor does it automatically obey your commands, although it will usually provide favors and aid that is not too dangerous. This does not grant the target extra abilities nor the ability to move. You may bestow intelligence on an animated object under your control, in which case the object still continues to obey you explicitly even though it is now intelligent.
You may apply an enhancement to a creature, giving it a -1 penalty to all of the creature’s d20 rolls (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 quality if it does not already possess it and a +1 bonus to critical hit confirmation rolls for every 3 caster levels possessed (to a maximum of +6 at 18th caster level).
Energy Weapon (enhance)
You may 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 ft. 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 creatures are allowed a new saving throw each round to negate this effect, but they may suffer falling damage if successful. 1/2-weight creatures suffer a -2 penalty to their CMD vs bull rush, drag, and reposition combat maneuvers. This penalty is doubled for weightless or floating creatures.
When you enhance an object or creature, the enhancement remains for 2 rounds after you stop concentrating.
When bestowing an enhancement, you may spend an additional spell point to enhance an additional target per 2 caster levels (minimum: 1 additional). All targets must be within range and must receive the same enhancement (thus, if using the Deadly Weapon talent, you could only target weapons with this ability).
Mental Enhancement (enhance)
Physical Enhancement (enhance)
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).
Steal Senses (enhance)
Versatile Weapon (enhance)
You may enhance a weapon, causing it to ignore an amount of damage reduction equal to your caster level. This only works against damage reduction that can be bypassed (thus, it would work against DR 5/ cold iron, but not against DR 5/-).
You command cosmic forces including luck, destiny, and alignment.
Word: As a standard action, you may invoke a word of power, affecting a single creature within Close range. When you gain the Fate sphere, you gain the following word:
Hallow: You may spend a spell point to hallow a target for 1 minute 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 (including 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 make 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 controlling life force (such as a ghost or projected spirit), but it does prevent them from controlling the target.
Some Fate talents are marked (word). These talents grant you additional words.
Consecration: As a standard action, you may affect a 20 ft. radius centered on you with a consecration. This aura moves as you do. When you gain the Fate sphere, you gain the following consecration:
Serendipity: You may 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.
Fate talents marked (consecration) grant you additional consecrations.
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 before the roll in question is made.
Rather than targeting creatures, this word targets doors, chests, windows, and other objects that can open or close.
You may 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 present, 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.
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.
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 (Fort negates):
If you are True Neutral, you may choose neutrality with this consecration, in which case all creatures at the extremes of the alignment spectrum (Lawful Good, Lawful Evil, Chaotic Good, and Chaotic Evil) suffer the ill effects.
When using a word, 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 word.
You may spend a spell point to speak a word that frees the target from physical bondage. You must concentrate to maintain 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 otherwise impede movement. This includes paralysis, slow effects, entanglement, etc. All combat maneuver checks made to grapple the target automatically 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 normally while underwater, provided that the weapon is wielded in the hand rather than hurled. This does not, however, grant water-breathing.
You may spend an additional spell point when using a consecration to double the effected area, creating an aura with a 40 ft. radius instead of a 20 ft. radius.
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 -1 penalty to their own attack rolls, skill checks, ability checks, and saving throws.
Whenever the target of this word suffers damage, they suffer an additional amount of damage equal to 1/2 your caster level (minimum: 1). This effect lasts as long as you concentrate, 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.
You may spend a spell point to create a consecration that dictates 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 judgments include “No one can attack”, “everyone must trade fairly”, etc. If your judgment would cause a creature to attack itself or perform another obviously suicidal action, they are immune to that judgment. For as long as you maintain this consecration, all creatures within this area must obey this judgement. Each individual creature is allowed 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 concentrate to maintain this consecration, to 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 level without concentration.
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 objects that are not subject to nonlethal damage is not converted to nonlethal and remains lethal damage.
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 making 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. Make 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 other type of fastening. It cannot, however, raise a barred gate, lift a portcullis, or otherwise provide force in and of itself.
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 target suffers a -4 penalty to all mental skill checks (such as Bluff, Spellcraft, Sense Motive, or Survival), and must pass a magic skill check (DC 10 + 1/2 the damage dealt + 1/2 the caster level) to use a sphere effect or spell.
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 effected 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 allow the effect to endure for 1 minute per caster level without concentration.
Tug Fate (consecrate)
For as long as this consecration is in effect, any creature within the area who rolls a 10 on an attack roll, initiatitive roll, skill check, ability check, or saving throw receives either a +4 luck bonus or a -4 penalty to their roll (your choice). This does not apply when the creature takes 10; only a d20 roll will do. This bonus and penalty increase by 1 per 2 caster levels. 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.
You may craft images and impressions of things that aren’t there. Illusion sphere abilities have a range of Close and do not allow spell resistance unless placed on a creature with resistance (Such as with the Illusionary Disguise talent). Unwilling targets are allowed a Will save to resist an illusion or trick being placed upon them. An illusion may shed as much normal light as a torch and may cast a shadow.
Trick: As a standard action, you may create small, simple illusions called tricks, which persist for 1 minute per level or until dismissed.
Effects: You may create unconvincing illusions. This is the same as creating an illusion (see below) and can include all senses you can affect through Illusion talents, except it is obviously fake (i.e., it is translucent, unrealistic, etc.), requiring no one to make a 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 make any appropriate Perform check (such as creating a melody with the Audible Illusion talent).
Alter: You may make minor changes to objects or creatures up to your Illusion maximum size, such as changing their color, making them appear clean or dirty, making writing appear, or other minor alterations. This counts as having a disguise kit when making Disguise checks (which take the usual time instead of a standard action), but such a disguise still counts as being magical for the purposes of detecting magic or for spells and effects that allow a target to see through magical effects and illusions.
Illusion: As a standard action, you may spend a spell point to create a silent visual illusion within range for as long as you concentrate, to a maximum of 1 minute per caster level. 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. The image may be anything you may clearly imagine, and behaves according to your desires.
Simply perceiving an illusion isn’t enough to detect it as fake, but any target who interacts with the illusion or carefully studies the area is allowed a Will save to disbelieve the image, recognizing it for what it is. Anyone who finds obvious evidence of trickery (ex: throws a rock through an illusionary wall) automatically disbelieves the illusion.
You may only create visual illusions although certain talents may be taken to add more senses. 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.
If creating an illusionary creature, your illusion has an attack bonus equal to your caster level + your casting ability modifier, and a touch armor class equal to 10 + its size modifier + 1/2 your caster level + your casting ability modifier. An illusionary creature may provide a flanking bonus against targets who fail to disbelieve it. Any creature who strikes an illusion in combat automatically disbelieves it.
When creating an illusion, you may spend an additional spell point to divide the illusion into multiple, independent components. The combined size and range of these illusions must still be within your maximum illusion size, but each component can appear differently and behave differently. While each component can be given its own set of programmed instructions, you can only actively control one component at a time.
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.
Your illusions may give off bright light, in a radius of up to 60 ft. The next 60 ft. beyond that is raised one light level to a maximum of normal light. Creatures with Light Blindness or Light Sensitivity take penalties while in this bright light, but creatures damaged by daylight are unaffected.
Increase your illusion’s maximum size by one size category.
You may attach an illusion directly onto a creature or object, making it appear as something or someone else entirely. This grants a +10 circumstance bonus to Disguise checks. Targets who interact with the disguise receive a Will save to disbelieve, and some actions can simply give the disguise away. (For example, touching a target disguised as a different size category, or seeing a creature disguised as an inanimate object move.)
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.
You may add whatever sounds you desire to an illusion. You cannot make more sound than four normal humans per caster 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.
You may make an illusion that feels real to the touch, including temperature and texture. When a creature comes into physical contact with your illusions (touching them, striking them in melee, etc.), they do not automatically disbelieve the illusion. Instead, they are allowed a new saving throw each round they are in contact with the illusion. Your illusion still cannot hold weight (thus while touching the wall would only grant a new saving throw, leaning on the wall would still cause the creature to fall through and disbelieve).
You may take this talent a total of twice; when taken a second 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 non-lethal 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.
You may also place an illusion on a creature or object that makes it harder to see. Rather than make a Will save to disbelieve, creatures must make Perception checks to detect the hidden creature or object. Objects have a flat Perception DC equal to 10 + their size bonus + your caster level, while creatures gain a bonus to their Stealth checks equal to your caster level. In addition, since they are invisible, creatures may make Stealth checks even while being observed and do not require cover to retain or initiate Stealth. Even when detected by another creature, an invisible creature gains a +2 bonus to attack rolls against sighted targets and ignores their Dexterity bonus to AC. Attacks against the invisible creature have a 50% chance they will simply miss, even if the attack has targeted the correct square.
When you create an illusion, the illusion remains for 2 rounds after you stop concentrating. You may also spend a spell point to allow the illusion to remain for 1 minute per caster level without the need for concentration. When an illusion isn’t 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 an illusion a new series of programmed activities is a move action.
As a trick, you may change a creature or object’s magical aura to appear to be non-magical, or to appear as a magic item you specify, or as if under the effects of a spell or sphere ability you specify for up to 1 day per caster level. A target examining this aura through detection magic is allowed a Will save to see through the trick, but on a failure believes the aura and does not detect this trick. Artifacts are too powerful to have their auras hidden or altered in this manner.
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.
You may place an illusion on a creature or in an area that negates sound. The creature (or creatures standing in the area of effect) makes no noise, and cannot perform verbal components of any skill or magic. Creatures in an area of silence are immune to sonic or language-based attacks, spells, and effects, and gain a +4 bonus to Stealth checks.
You wield the powers of life.
Invigorate: As a standard action, you may invigorate a touched creature, 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. Temporary hit points, even from different sources, do not stack; only the highest bonus applies.
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. This is a positive energy effect, and as such may be used to harm undead (Will half).
Restore: As a standard action, you may touch a target and spend a spell point to restore their physical and mental health. This accomplishes all of the following:
- Heals 1d4 points of ability damage to one ability score of your choice.
- Removes the fatigued condition or lessens exhaustion to fatigued.
- Removes the sickened condition or lessens nauseated to sickened.
- Removes the shaken condition or lessens frightened to shaken, or panicked to frightened.
- Removes the staggered condition.
- Removes the dazzled condition.
If the condition targeted is part of an on-going effect, this suppresses the effect for a number of round equal to your caster level. This cannot be used to remove curses or instantaneous effects.
You may spend an additional spell point to allow your restore ability to removes all magic from the target that has a duration. This may be used against curses including cursed equipment, although it does not remove the curse from the equipment, but instead suppresses the effect long enough for the item to be removed. 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 instantaneous effects.
Fount of Life
You may store a cure within yourself, allowing you to access 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 healing 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 healing granted to a target is subtracted from your stored healing.
Your cure effect heals 2 points per caster level instead of 1 point per caster level. You may take this talent a total of 4 times. Each time this talent is taken, increase the amount healed by 1 hit point per caster level, to a maximum of 5 hit points per caster level.
You may spend a spell point when using invigorate to allow your invigorate to increase a target’s effective hit point total to reach beyond 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.
You may spend an additional spell point when using a cure ore invigorate to affect an additional creature per 2 caster levels (minimum: 1). All targets must be within range.
Your cure, invigorate, and restore abilities have a range of Close rather than Touch.
When using your cure or invigorate abilities on a target or targets, you may spend an additional spell point to restore them as well.
Your cure ability heals an additional 1d8 hit points. When restoring a target, you may make 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.
Your cure ability heals an additional 1d8 hit points. When restoring a target, the target is freed from movement-impairing effects. The target may make an immediate Escape Artist check with a bonus equal to your caster level against any applicable condition (for example, if it is entangled or grappled), and you may make a magic skill check against any spell or effect that causes paralysis, removing the condition if you succeed.
Your cure ability heals an additional 1d8 hit points. When restoring a target, the target is also cured of all temporary or magical removal of their senses. This includes blindness, deafness, loss of tremorsense, blindsense, etc.
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.
When curing a target or targets, you may choose to grant the target fast healing 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 times you have taken the Greater Healing talent. (Thus, if you had gained the Greater Healing talent twice, you could grant a target fast healing 3.)
You may create and manipulate light.
Glow: As a standard action, you may cause an object or creature to glow for 1 minute per caster level, outlining it with light as a candle, which may be of any color you wish. This requires a touch attack or ranged touch attack. 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 ft. and increasing the light level by one step to a maximum of normal for 20 ft. beyond this. Reducing this light is also a free action.
As a standard action, you may cause one of your glow effects within Medium range to shed bright light for as long as you concentrate. This produces bright light for 30 ft. +5 ft. per 2 caster levels, and increasing the light level by one step to a maximum of normal for 30 ft. +5 ft. per 2 caster level beyond this. As a free action, you may spend a spell point to allow the creature or object to continue glowing brightly 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.
Whenever a glow effect interacts with a magical darkness effect (such as from the Dark sphere) the caster of the glow effect must pass a magic skill check against the MSD of the darkness effect’s caster. If he succeeds, the Light effect functions 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.
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 can overlap.
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.
You may spend a spell point to create an eruption of light, causing all creatures and objects within a 10 ft. +5 ft. per 5 caster levels radius centered within range to glow. You needn’t make a ranged touch attack against any creature within this area. Making targets glow brightly must still be done individually.
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 of bright light gain a +1 morale bonus on saves against fear, +1 per 5 caster levels.
Blinding Light (light)
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 make a Fortitude save or be blinded for 1 round. They must make 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 create bright light that binds the glowing target inside a prison of light. The target is entangled and must pass a Fortitude save each round or also be staggered for that round. In addition, the target must pass 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.
You may create a glow effect without the need for a creature or object. This allows you to create a floating ball of light that may fly up to 60 ft. 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.
Encompassing Light (light)
You may create bright light that encompasses 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 improves to 2 size categories at 10th caster level, and 3 size categories at 20th caster level.
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. When causing that creature to shed bright light, you may increase this bonus by 1, +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 target has saved against this effect, they are immune to the effect for the rest of its duration. Hostile action taken against a hypnotized 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.
When causing an object to shed normal light or bright light, you may focus this light into a cone as a free action, doubling the affected distance. For normal light this creates a 40 ft. cone, while bright light creates a 60 ft. cone + 5 ft. per caster level. This also doubles the distance to which light is increased one step to a maximum of normal light. Returning the effect to normal is also a free action. You may change the light’s direction as a free action, but for the purpose of (light) talents you may only affect one area per round.
When you produce a glow, it lasts for 10 minutes per caster level instead of 1 minute per caster level. Spending a spell point to make bright light self-sustaining still only lasts for 1 minute per caster level.
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.
You may target creatures and objects within Long range rather than Medium range when applying a glow, and when causing a glowing object to shed normal or bright light.
Repelling Light (light)
You may spend a spell point to create light that repels unwanted creatures. Choose one creature type. In the case of humanoids and outsiders, you must instead choose one subtype. Any creature of this type or subtype within the area of bright light must pass 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 make their saving throw but remain within the area of bright light must make 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.
Revealing Light (light)
You may spend a spell point to create bright light that reveals all invisible creatures and objects. These creatures and objects lose all the benefits of invisibility for as long as they are within the area of bright light.
Searing Light (light)
You may create bright light that burns creatures 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.
Note: Some Mind sphere abilities allow the caster to make a request of the target creature and have different effects depending on the particular request made. While the final decision 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 enchanted creature might or might not be asked to do.
Charm: You may place charms on creatures. Charms require a standard action to use and have a range of Close. You may only use charms on targets that possess your own creature type (humanoid for humanoids, etc.) although the Expanded Mind 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 is the same as the Suggestion 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 is the same as the Suggestion lesser charm, but the creature obeys any course of action given, so long as the suggestion 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.
Some mind talents are designated (charm) talents. These talents grant you additional charms you may place on targets.
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 direction (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 perform 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 knowledge 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 Dex bonus to AC.
You may unravel a creature’s mind and make them behave erratically.
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.
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.
Powerful Charm: This is the same as the Courage greater charm, except the duration increases to 1 minute per level. The target also becomes immune to fear and gains temporary hit points equal to your caster level.
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.
Greater Charm: You increase the target’s disposition toward you to friendly for 1 minute per caster level (Will negates). 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 Enthrall greater charm, except the duration increases to 1 hour per caster level.
You may warp a target’s mind with fear.
Powerful Charm: This is the same as the Fear greater charm, except the target becomes panicked instead of frightened. On a successful save, they are still frightened for 1 round and shaken for 1 round per caster level.
You may spend a spell point when using a charm to affect up to 1 additional creature per 2 caster levels (minimum: 1). Each target must be within range and must be affected by the same charm effect.
You cause the target to enter a blinding rage.
Lesser Charm: You compel the target to attack the nearest 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 itself 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 cannot 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.
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 choose to use this charm after the roll has been made, but before the results are revealed.
Greater Charm: This is the same as the Inspiration lesser charm, except it adds +2d4 to the attack roll or skill check instead of +2.
Powerful Charm: This is the same as the Inspiration greater charm, except it adds +2d4 +1 per 2 caster levels (minimum: 1) to the roll instead of only +2d4.
You freeze the target in place.
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.
You may spend 2 spell points to use the Powerful charm version of any charm you possess.
Project Thoughts (charm)
You can communicate directly into the mind of another.
Lesser Charm: You project an empathic message into the mind of the target. The target knows what you are feeling (fear, anger, anxiety, rage, etc.), although they are not able to communicate back. 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 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 communication is impossible.
Powerful 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 communicate. You can communicate with the target even without a shared language.
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.
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 information 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.
You put the target to sleep.
Greater Charm: You put the target to sleep for 1 minute per caster level (Will negates). Targets who take damage automatically wake up, and other creatures may wake a sleeping creature as a standard action.
Powerful Charm: The target is placed into a deeper slumber. Whenever the sleeping target takes damage or another creature attempts to wake it as a standard action, the target does not automatically awaken, but instead makes a new Will save to wake up with a +4 bonus.
If a target succeeds on their save against one of your charms, they must immediately pass a second Will save. If they fail this second save, they do not realize they were the subject of an attempted mental assault.
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 Vision 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 Vision 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.
You can command the very terrain to do your bidding.
Geomancing: As a standard action, you may command terrain and natural effects to act on your behalf. The effect produced depends on the environmental aspect targeted. Each effect must be centered or targeted within Close range.
Geomancing effects come in two forms: instantaneous and concentration. Instantaneous effects have no duration, while concentration 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.
When a caster gains the nature sphere, he chooses and gains one of the following geomancing packages, with its included abilities. A caster may gain the Expanded Geomancing talent to gain additional packages.
Entangle (concentration, requires grass, weeds, vines, or underbrush): You cause plants to grow rapidly, wrapping themselves around everything in a 5 ft. + 5 ft. per 5 caster levels radius area centered within range. Creatures within this area must pass a Reflex save or gain the entangled condition and become unable to move. Creatures that make 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 immediately. Those that fail end their movement and gain the entangled condition. Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check against a DC equal to the effect’s Reflex save DC. This area is also considered 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.
Growth (instantaneous, requires fruit trees, berry bushes, 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 designate another target or until the target dies or moves out of range. A tree branch cannot flank nor aid in flanking. You cannot designate a target you cannot perceive. The tree has a Strength score equal to 10 + your caster level, 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, a Large branch beginning at 5th caster level, a Huge branch beginning at 10th caster level, a Gargantuan branch beginning at 15th caster level, and a Colossal branch at 20th caster level. An entire tree can count as a branch, provided the tree isn’t larger than your maximum pummel size.
Medium: 1d6 damage, 5 ft. reach.
Large: +1 size bonus, 1d8 damage, 10 ft. reach.
Huge: +2 size bonus, 2d6 damage, 15 ft. reach.
Gargantuan: +4 size bonus, 3d6 damage, 20 ft. reach.
Colossal: +8 size bonus, 4d6 damage, 30 ft. reach.
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 ft. wide at its base, is 10 ft. high + 5 ft. per 5 caster levels, and is half as wide at the top as it is high. Any creature entering this area must pass 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 pass 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 pass 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 ft. per round as part of the concentration check required to maintain it. If maintaining the effect through a spell point, you may designate 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.
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 ft. + 5 ft. per 5 caster levels radius area centered within range. The fog 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 can’t 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 within 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 ft. by 5 ft. square of water per caster level. Alternately, 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 every extra medium-sized creature or extra 5 ft. square divides the ice’s thickness in half. Creatures smaller than medium count as medium-sized creatures for this effect, with the exception of multiple creatures occupying the same space. Add the sizes of multiple creatures occupying the same space together when determining their size for this purpose. For swarms, count each 5 ft. square as being 2 medium-sized creatures occupying the same space. You may affect both squares and creatures, but all affected targets and spaces must be contiguous and must have the same thickness of ice.
Creatures are allowed a Reflex save to avoid being frozen. On a failure, they are encased and cannot move or act and suffer 1 point of cold damage per round per inch of ice. To escape, they must pass 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 hp per inch). On a successful save, target is still entangled for 1 round. Ice melts 1 inch of thickness per minute on the average day.
Bury (concentration, requires sand): You shift the sands, swallowing targets within a 5 ft. + 5 ft. per 5 caster levels radius area centered within range. This functions as entangle from the plantlife package, but on a failure targets cannot move but do not become entangled. Each subsequent round they do not escape, the Strength and Escape Artist DC increases by 1. If a target is knocked prone within this area and fails their save, they begin to suffocate until they escape.
Tremor (instantaneous, requires dirt or stone): You may spend a spell point to send a tremor through the ground, affecting a 5 ft. + 5 ft. per 5 caster levels radius area centered within range. This makes a trip combat maneuver check against every target within the area, using your caster level plus your casting ability modifier as your CMB. This does not provoke an attack of opportunity (except as usual for using sphere effects) and you cannot be tripped in return for failing this check.
Dust Storm (concentration, requires sand or loose dirt): You kick up sand or dirt within a 10 ft. + 5 ft. per 5 caster levels radius 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.
Manipulate Lava (instantaneous or concentration, requires lava): You may manipulate lava. This is exactly the same as the vortex and freeze powers from the water package, except 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.
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 levels, 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.
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 temporary change; once the effect ends, the fire returns to its normal size. 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 directions (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.
If a creature is on fire, treat that fire as being Tiny sized (1d6 damage) 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).
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. These abilities only affect the caster.
Some talents are marked (Plant), (water), (fire), or (earth). You must possess the plant, water, fire, or earth geomancing package respectively to gain a talent with its designation. Talents marked (geomancing) give you new geomancing abilities.
Animal Friend (spirit)
You may spend a spell point as a standard action to cause animals to treat you as a friend for 1 minute per caster level. Indifferent animals (such as domesticated animals) become Friendly to you, while Unfriendly animals (such as wild animals) become Indifferent to you. This means that wild animals will not attack unless provoked, and you may make requests of animals, provided you may communicate with them (if you cannot communicate with a creature, only basic commands such as ‘go’, ‘come’, ‘fight’, or ‘stay’ may be communicated). This has no effect on animals who are hostile to you (such as those already in combat), and an animal with a master (such as an animal companion) will still attack if commanded to by its master.
Once during the duration of this ability, you may call the nearest animal of a particular type you designate (provided the animal’s CR is equal to or less than your caster level) to seek you out. The animal moves toward you under its own power, so the time it takes to arrive depends on how close an animal of the desired type is when you cast the spell. If there is no animal of that type capable of reaching you within this effect’s duration, you are aware of this fact.
Create Water (water, geomancing)
As an instantaneous effect, you may spend a spell point to create water anywhere within range. This creates one 5 ft. cube per 2 caster levels (minimum: 1 cube) of clean water. While this is its own geomancing ability, you may combine this effect with another water package geomancing ability as part of the same standard action, in which case the second geomancing ability comes into effect immediately. You must pay any costs associated with both abilities to combine them in this manner. This can allow you to even create vortexes that can move over land.
Choose and gain a geomancing package you do not already possess. You may select this talent multiple times, gaining a new package each time.
Feed on Fire (fire, spirit)
You may spend a spell point to gain the ability to absorb energy from fire for 1 minute per caster level. You gain fire resistance equal to your caster level. Whenever you take damage from fire (whether or not it is enough to penetrate your fire resistance), you are healed an amount equal to 1/2 the fire damage dealt, to a maximum amount equal to 1/2 the fire resistance granted by this ability (minimum: 1). Damage dealt in excess of this amount is handled normally.
Forge Earth (earth, geomancing)
As an instantaneous effect, you may spend a spell point to alter the ground within a 5 ft. + 5 ft. per 5 caster levels radius area within range. You may raise or lower the terrain up to 5 ft. + 5 ft. 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 ability and cannot create variants in anything smaller than 5 ft. squares (i.e., you cannot create 1 ft. 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 Wielder (fire)
When using the create fire geomancing ability, you may encompass the fire around yourself. This accomplishes one of the two following feats:
1. You concentrate the fire around your hands. Rather than affecting an area, this allows you to be treated as armed when making unarmed strikes. In addition, you deal an extra amount of fire damage equal to your maximum create fire size with each unarmed strike. This does not cause targets to catch fire, nor grant you the ability to make extra attacks if you are maintaining the effect through concentration.
2. You place the fire around yourself as a mantle. This does not deal fire damage to yourself, but all adjacent creatures are damaged by your fire and suffer a chance of catching fire, as if they were within the area where the fire was created.
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 Medium, Medium to Long).
Grow Plants (plantlife, geomancing)
As an instantaneous effect, you may spend a spell point to instantaneously grow plants in an area within range. 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 ft. radius + 5 ft. per 5 caster levels area. This may create basic plants (corn, underbrush, ivy) but cannot create plants with inherent qualities (i.e., you cannot create rare herbs, etc.). While this is its own geomancing ability, you may combine this effect with another plant package geomancing ability as part of the same standard action, in which case the second geomancing ability comes into effect immediately. You must pay any costs associated with both abilities to combine them in this manner.
Move Fire (fire, geomancing)
As a concentration effect, you may take a fire equal to or smaller than the maximum you may target with affect fire and move it up to 30 ft. per round in any direction. 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 ability self-sustaining, you must still focus as a move action to move the fire. When moving fire to a space occupied by a creature, that creature suffers the fire’s damage (Reflex half) and must pass a Reflex save or catch on fire.
Speak with Animals (spirit)
You may spend a spell point to gain the ability to speak with animals for 1 minute per caster level. You can ask questions of and receive answers from animals, but the spell doesn’t make them any more friendly than normal. Wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If an animal is friendly toward you, it may do some favor or service for you.
Speak with Plants (plants, spirit)
You may spend a spell point to gain the ability to speak with plants for 1 minute per caster level. You can communicate with normal plants and plant creatures and can ask questions of and receive answers from them. A normal plant’s sense of its surroundings is limited, so it won’t be able to give (or recognize) detailed descriptions of creatures or answer questions about events outside its immediate vicinity. The spell doesn’t make plant creatures any more friendly or cooperative than normal, and a plant may be stupid, cunning, or cruel as any other creature. If a plant creature is friendly, it may do some favor or service for you.
Speak with Stone (earth, spirit)
You may spend a spell point to speak with stones for 1 minute per caster level. This is not truly accompished through speach, 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 (the names or conversations of passers by, for instance). You can speak with both natural or worked stone.
Thorns (plantlife, geomancing)
You cause plants to grow spines and attack targets. This is the same as the entangle geomancing ability, except instead of making creatures entangled and unable to move, this effect deals piercing and slashing damage to them. Targets inside the area or who enter the area suffer 1 d6 damage +1 per 2 caster levels (Reflex half). Creatures who remain in the area suffer damage once per round at the end of your subsequent turns. This does not stack with any thorns already on the plants used in the effect. You may place an entangle and thorns effect on the same space.
Towering Growth (Plant)
When creating an entangle or thorns effect, the effect grows tall enough to affect flying creatures as well. Creatures up to 10 ft. per caster level over your entangle or thorns effects must pass a Reflex save or affected as normal. If they pass this Reflex save, they must still pass a Fly check (DC 15 + caster level) or be forced to fly at half speed while over the area.
When affected by an entangle effect, flying creatures are pulled to the ground by the plants and become unable to move. Flying creatures grabbed by an entangle effect become prone, but do not take falling damage.
Waterwalk (water, spirit)
You may spend a spell point to gain the ability to walk on water for 1 minute per caster level. 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 breath underwater.
Wave (water, geomancing)
As an instantaneous effect, you may spend a spell point to create a surge in water that pushing targets in its wake. This surge may be created anywhere within range and may face any direction, but once created it travels in a straight line for a distance of 30 ft. + 5 ft. per 2 caster levels. This area may extend out of the water and onto land to a maximum of 10 ft. + 5 ft. per 5 caster levels.
All creatures within the affected area are pushed as if by a Bull Rush combat maneuver, except it does not provoke an attack 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 pass a Reflex save or fall prone. If combined with Create Water, it may be created anywhere and may travel up to 30 ft. + 5 t per 2 caster levels over land.
Whirlwind (earth, geomancing)
You may create a vortex out of sand or loose dirt. This is the same as a vortex made in water, except it travels over land. A whirlwind must remain in contact with the ground at all times, and may not fly.
|High Caster Level||Mid Caster Level||Low Caster Level|
Chart: Casting Times 1 hour
|Undead HD||Strength||Lingering Aura Duration|
|1 or lower||Faint||1d6 rounds|
|5-10||Strong||1d6 x 10 minutes|
|11 or higher||Overwhelming||1d6 days|
|Aligned creature1 (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 deity2 (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|
2 Some characters who are not clerics may radiate an aura of equivalent power. The class description will indicate whether this applies.
|Caster Level||Size||Sample Object||Hit Dice||Maximum Construction Points|
|Example of Illusion||Required Talents|
|An illusionary wall||Base sphere only|
|A glen full of trees||Complex Illusion|
|A warrior blocking the target’s way||Illusionary Sound, Illusionary Touch (to engage in combat w/ target)|
|A table laden with food||Illusionary Odor, Illusionary Touch (to be consumed by target)|
|A room filled with fire||Illusionary Sound, Illusionary Touch|
|An army of orcs chasing the target||Illusionary Sound, Complex Illusion, Illusionary Touch (to engage in combat w/ target)|
|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+||40 ft. cube|
|20th||Colossal++||50 ft. cube|
|25th||Colossal+++||60 ft. cube|
|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 team mates, slaughter the innocent, renounce her religion, desecrate a temple.|
|Evil-Aligned Professional Thief||Steal a simple, unattended object, visit a tavern.||Share non-compromising information, teach someone thieving skills.||Donate a few coins to charity, reveal secret plans, stab their co-conspirators in the back.||Give up their most valuable magic items, reveal their greatest secrets, turn themselves in for their crimes.|
|Bear||Grab fish from a stream.||Calm down and not attack 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 survival 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 horde.|
|Middle-Aged Farmer||Eat lunch.||Give a kind stranger a meal and a hayloft to sleep in.||House and feed a squadron of questionable men, help a team of adventurers as a cook and porter on their quests.||House wanted criminals, allow the kidnapping of his family, take up arms and become a soldier.|
|Creature Size||Equivalent number of Medium-sized creatures|
|Minimum CL||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|
You are a user of the magics of preservation.
Ward: As a standard action, you may create an ward centered on yourself with a radius of up to 10 ft. + 5 ft. 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 without concentration. Wards remain in the location they were created, even if you move. When you gain the Protection sphere, you gain the following ward:
Barrier: You may create a ward that creates a mostly-transparent wall at its perimeter, stopping attacks, movement, breath weapons, and any spells or sphere effects that must travel to their destination (such as destructive blasts, ghost strikes, or spells that require ranged touch attacks). Other spells or sphere effects, however, such as teleportation effects, mind-altering magic, and gaze attacks may all bypass this ward. Ethereal creatures 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).
A barrier has hit points equal to 4 + your caster level and a Break DC of 15 + 1/2 your caster level. 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 subtracted 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 hp to damage targets on the other side.
If you maintain your barrier through concentration, its HP is renewed each round on your turn.
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. 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.
Certain protection talents grant you additional wards or aegis, and are marked (ward) or (aegis) respectively.
Armored Magic (aegis)
You may create an aegis that wraps the target in protective barriers, granting them either a +3 armor bonus or a +1 shield bonus to AC (your choice). This does not stack with other armor or shield bonuses, but does apply against attacks made by incorporeal creatures. These bonuses increase by +1 for every 5 caster levels you possess.
You may create an aegis that allows a creature to survive without air. The creature becomes immune to effects that require breathing (such as inhaled poison), can survive underwater, or even in a vacuum. This does not give immunity to cloud or gas attacks that do not require breathing.
Whenever a creature under your aegis takes damage, you may spend a spell point to transfer up to half of that damage to any other creature under one of your aegis as a free action. This damage cannot be resisted or redirected further.
You may create an aegis that grants the subject a +4 morale 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 aegis does not protect against other sorts of attacks, even if those attacks might be lethal.
When creating a ward, you may center it anywhere within Close range. When granting an aegis, you may grant it to a target within Close range.
Energy Resistance (ward, aegis)
You may create a ward that suppresses one energy type of your choice (fire, cold, electricity, sonic, or acid). 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 fire, cold, electricity, sonic, or acid. These effects only absorb damage and may not protect from other side effects of an attack.
You may create an aegis that draws harmful attention to its bearer and away from their allies. Any hostile target within 10 ft. 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 caster levels possessed. Multiple Guardian aegis 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.
As an immediate action, you may spend a spell point to dismiss one or more of your aegis on a target, healing that target for an amount equal to your casting ability modifier + your caster level per aegis dispelled. This may keep the target from dying.
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 ft. square per caster level. In addition, when creating a barrier, you may spend an additional spell point to increase its Hit Points to 10 per caster level and increase the Break DC by 10. The barrier’s hit points do not replenish, even if maintained through concentration.
As an immediate action, you may dismiss an aegis on a target to allow them to reroll a saving throw they have just made. They must take the second result, even if it is worse.
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 (ward, aegis)
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 target requires the attacker to pass a Will save or lose that action. If a creature succeeds at this Will save (or the bearer of the peace bound aegis takes an offensive action against any creature) the aegis immediately ends.
Protected Health (aegis)
You may create an aegis that grants the target a +4 morale bonus to saving throws against all poisons and diseases, both magical and mundane.
Repel Evil/Good/Law/Chaos (ward)
You may create a ward that repels creatures of one end of the alignment spectrum (good, evil, lawful, chaotic), 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 succeeded at their saving throw. You cannot repel an alignment that you yourself possess.
You may create an aegis that grants +1 resistance bonus to all saving throws. This increases by 1 for every 5 caster levels you possess.
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. These bonuses increase by 1 for every 5 caster levels you possess.
Spell Ward (ward, aegis)
You may spend a spell point to create a ward that represses all magic within its area of effect. Make 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 effect, item, or caster who summoned the creature, the effect is suppressed, the magic item ceases to function, or the summoned creature temporarily disappears. Time spent suppressed counts toward a magical effect’s total duration. Any caster attempting to use a magical ability in or targeted within this area, or any summoned creature attempting to enter this area, must pass 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.
You always know the direction and distance to all creatures benefiting from your aegis and are aware of any conditions affecting them (unharmed, wounded, disabled, staggered, unconscious, dying, nauseated, panicked, stunned, poisoned, diseased, confused, etc.). If the target dies or moves to another plane of existence, this effect ceases to function.
You can lift and move objects through magic.
Telekinesis: As a standard action you can use telekinesis to lift one unattended object or willing creature within Close range and move it up to 20 ft., + 5 ft. per 5 caster levels. The object levitates as long as you concentrate, have line of sight, and the object remains within Close range.
The objects and creatures you may lift are restricted by size; the largest object you can lift is given in the chart below. This assumes the object is made from a dense material, such as stone. 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 objects count as being 2 size categories smaller for this purpose.
|Caster Level||Object Size||Sample Object|
Your telekinesis is simple and cannot perform dexterous actions (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.
You gain the following special uses of telekinesis when you gain this sphere:
Sustained Force: You may, as a free action, 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. 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 location, etc.).
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 is maintained. 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.
Bludgeon: When you use a lifted creature or object to strike another creature or object (moving the object into the target’s square and ramming them), you must succeed at an attack roll using your base attack bonus plus your casting ability modifier against the target. 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, it does not suffer damage if used as a bludgeon.
|Object Size||Damage Dealt|
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.
When using telekinesis to lift an object, that object counts as a melee weapon under your control. Allies may use it to flank, and if you possess the Flair talent, you may apply melee feats such as Power Attack to your actions with that bludgeon (you cannot treat a bludgeon as both a melee and a ranged weapon at the same time; you may apply either melee attack feats or ranged attack feats to an individual bludgeon, but not both). In addition, you may also add your casting ability modifier to all damage rolls made with a bludgeon.
You may lift multiple targets at once (up to 1 + 1 per caster level) whose combined size does not exceed your maximum telekinesis 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 BAB and any respective feats if you possess the Flair or Dancing Weapon talents). If you spend a spell point to use Hostile Lift or Sustained Force, it may apply it to as many of these objects as applicable. 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 caster levels, minimum: 1), although you cannot affect an individual target more than once per round with any combat maneuver.
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 make appropriate skill checks (such as Craft, Profession, or Performance checks that involve objects or instruments) 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. You may 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.
When combined with the Flair talent, you may also perform Disable Device checks at a distance. When combined with the Steal talent, you may also perform Sleight of Hand checks to steal objects at a distance.
You may use telekinesis with a greater degree of detail. If you possess the Finesse talent, you may perform Disable Device checks at a distance with a -5 penalty. You may add the effects of feats you possess to the actions you perform with telekinesis (adding the benefits of Point-Blank Shot or Weapon Focus to bludgeons, using improved trip or improved steal to maneuvers made with the Telekinetic Maneuver talent or Steal talent, etc.). Bludgeons count as ranged weapons for this purpose.
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). An affected creature does not need to remain within your telekinesis range while flying in this manner.
The distance you can move things with telekinesis increases to 30 ft. + 5 ft. per 2 caster levels per round.
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.
Increase the maximum sized object or creature you may affect with telekinesis by 1 size category.
You may use telekinesis on attended objects. The owner is allowed a Will saving throw to negate this effect. If they fail, you may perform a Steal or Disarm combat maneuver against them at a distance, using your caster level -5 plus your casting ability modifier as your CMB. On a successful maneuver, you may move the object up to your telekinesis distance in any direction.
You can use telekinesis to manipulate a target. As a standard action, you may perform a bull rush, pull, reposition, trip, dirty maneuver, or grapple (upgrades to pin if the target is already grappled) combat maneuver against a target. Use your caster level -5 plus your casting ability modifier as your CMB. If grappling, your CMD is your CMB +5 and the target is allowed to make a new Will save each round to negate the effect. 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.
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 aiding, 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 or 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.
Alternately, you may slow down a creature or object, cutting its movement speed and damage in half. If the target is falling, this decreases their falling speed to 60 ft. per round, allowing them to fall great distances without being hurt.
Telekinetic pushes don’t require a spell point even when used on hostile targets, but do allow a Will save to negate.
You can alter the flow of time itself.
Alter Time: The base Time sphere grants you two ways to alter time. All alter time effects require a standard action to activate unless otherwise stated and have a range of touch. 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.
Haste: You grant the target the ability to make an extra attack at its highest BAB whenever it makes a full attack action. This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so it cannot be used to cast a second sphere effect or otherwise take an extra action in the round. 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 cause the target to become staggered, allowing it to only take a single move action or standard action on its turn, but not both (Will negates). 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 slow and haste ability are used on the same creature, the second caster must pass a magic skill check. On a failure the target is unaffected. On a success, the effects counter each other, leaving neither in place.
Some Time talents are marked (time). These talents grant you additional alter time abilities.
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 subject ignore this penalty, although fighting an unseen opponent carries penalties of its own.
You may spend a spell point to increase or decrease a target’s age by 1 category (Unwilling creatures make 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 categories are cumulative (thus, a target moved from young adult to venerable would suffer a -6 penalty to all physical ability scores).
|Age Category||Physical Penalties (Age penalties accumulate)|
|Child||-1 size category, -2 to all physical ability scores|
|Youth||-1 to all physical ability scores|
|Middle Age||-1 to all physical ability scores|
|Old Age||-2 to all physical ability scores|
|Venerable||-3 to all physical ability scores|
You may spend a spell point to attempt to eject a target from time itself for 1 round per caster level (Will negates). The target disappears completely and cannot be the target of any damage or effect while it is vanished. When the effect ends, the target 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 hadn’t happened.
Fast Time (time)
You may spend a spell point to accelerate time within a 10 ft. radius burst, + 5 ft. 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.
When targeting creatures with an alter time effect, you may spend an extra spell point to affect up to 1 additional creature per 2 caster levels (minimum: 1) within range. All targets must be affected by the same alter time effect. Alternately, you may spend an extra spell point to double the size of an alter time effect that targets an area.
When you use haste on a target, that target also gains a 30 feet enhancement bonus (to a maximum of twice the subject’s normal speed) to all forms of movement. The target also gains a +1 bonus to attack rolls, as well as a +1 Dodge bonus to AC and Reflex saves.
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 Long). Increasing the range beyond Close also increases the range at which you may maintain an effect through concentration.
You may spend a spell point to momentarily extend time for a target, allowing them to take extra care when performing 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 cannot use this ability as a swift action in this manner if combining it with the Group Time talent.
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 yourself 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 Group Time talent.
Steal Time (time)
You may spend a spell point to attempt to erase a target’s turn from existence. The target is dazed for 1 round (Will negates). If successful, you immediately gain an additional standard 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 Group Time talent), you cannot gain more than a single standard action in a round in this manner.
Time Freeze (time)
You may spend one spell point to freeze all activity within a 10 ft. radius burst, + 5 ft. 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 allies if they choose) are allowed a Will save to negate this effect for themselves or effects originating from them (attacks, magic, 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 creatures can enter the area of effect without incident, so long as they don’t disturb an affected creature or object. After one round has passed, everything within the area is unfrozen; creatures resume moving, ranged attacks hit the square they were targeting, and blast effects resolve as normal.
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 ft. + 5 ft. per 2 caster level radius area, centered on you, but does not move as you do. 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 round 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.
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 caster levels.
Talents marked (totem) grant you new totems.
Rally: Some talents are marked (rally) and grant you methods of rallying targets. Rallying a target is an immediate action, and may only be used on a target within the area of effect of one of your totems. You must be within Long range of a target to rally that target.
When an enemy deals damage to an ally within the area of effect of one of your totems, you may spend a spell point to transfer half of this damage to another ally within the area of effect of one of your totems. This damage cannot be reduced or divided further.
Blood Totem (totem)
You may 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.
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.
Hallowed Totem (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 you place an hallowed totem in a location that already has a unhallowed totem present, you must succeed at a magic skill check to place your totem. On a success, the two totems cancel each other, leaving neither hallowing totem nor unhallowed totem in place.
Invigorating Totem (totem)
You and your allies gain 1 temporary hit point, +1 temporary hit point every subsequent round at the end of your turn. These temporary hit points stack with themselves, to a maximum number of temporary 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.
You may spend a spell point to rally a target, allowing it to immediately move up to 5 ft. per 2 caster levels (minimum: 5 ft). This movement does not provoke attacks of opportunity and must end within the area of effect of one of your totems.
When placing a totem, you may center it anywhere within 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).
When an enemy deals damage to an ally and both ally and enemy are within the area of effect of one of your totems, 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.
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.
Scourging Totem (totem)
This totem emits pulses of energy, damaging every enemy 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.
Totem of Allegiance (totem)
You may spend a spell point to create a totem that aids creatures of a particular alignment. Choose an end of the alignment spectrum (good, evil, lawful, or chaotic) when you create this totem. Creatures within the area of this totem who possess that alignment gain a +1 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; Neutral Good, Neutral Evil, Lawful Neutral, and Chaotic Neutral 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 morale bonus to attack rolls and 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 Doom (totem)
You must spend a spell point to place a totem that causes all enemies in the area to 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 becomes panicked. Multiple totems of doom do not stack with each other for this purpose.
Totem of Enemies (totem)
You may spend a spell point to create a totem that hinders creatures of a particular alignment. Choose an end of the alignment spectrum (good, evil, lawful, or chaotic) 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 Lawful Good, Lawful Evil, Chaotic Good, or Chaotic Evil, you may select True Neutral with this totem.
Totem of Iron (totem)
You may 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 may spend a spell point to create a totem of liberation. You and your allies gain a +1 insight bonus against all mind-altering effects, enchantment (charm) effects, enchantment (compulsion) effects, and Mind sphere abilities. This bonus increases by 1 for every 5 caster levels you possess.
Totem of Mobility (totem)
You may spend a spell point to create a totem of mobility. As a swift action, allies within this area may make a 5 ft. step. This is in all ways similar to a normal 5 ft. step, except this does not prohibit them from taking their usual 5 ft. step, nor using a move action to move normally.
Totem of Speed (totem)
You and your allies gain a +5 bonus to all movement speeds, + 5 ft. 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 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.
Unhallowed Totem (totem)
All creatures within the area of this totem suffer a -1 penalty to saving throws made to resist channeled negative energy and negative energy effects such as inflict spells and Death sphere effects. This penalty increases by 1 for every 10 caster levels. If you place an unhallowed totem in a location that already has a hallowed totem present, 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.
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. Alternately, 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.
Bend Space: Talents marked (space) grant you ways of bending and folding space. Bending space requires a standard action, and you must be touching the target or location to be affected.
When you spend a spell point to increase the range of your teleport, the range increases to Long instead of Medium.
You may spend a spell point to perform a teleport as an immediate action. The range is decreased to 5 ft. per 2 caster levels (minimum: 5 ft). If used to avoid an attack or area effect, this grants the target evasion and a dodge bonus to AC and Reflex saves equal to half your caster level (minimum 1). You cannot make a touch attack as part of this teleport, but you may affect another creature if you are already touching them.
Extradimensional Room (space)
You may create a small pocket dimension, accessible through a shimmering portal that either appears in the air before 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 ft. square or as large as 10 ft. square. You can select its light level and temperature (from -40° F to 120° F), 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.
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, all contents of your extradimensional space appear in your square or the nearest unoccupied space.
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 makes their saving throw, other creatures are still affected as normal.
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 an MSB 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).
When teleporting yourself or a group that includes yourself, you may spend an additional spell point to teleport as a move action 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.
You no longer need to be touching another creature in order to teleport them, although the creature must still be within Close range to be affected in this manner.
When teleporting a target (usually with the Teleport Object or Unwilling Teleport talents), you may splinter the target, causing it to appear not quite as it was. This deals 1d6 damage per 2 caster levels (minimum: 1d6) to the target. This damage bypasses all hardness, DR, and energy resistance.
When teleporting yourself or another creature to a location already occupied by a different creature, you may send the creature already occupying that location back to where the teleporting 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 teleporting creature returns to their point of origin unharmed.
Teleport Beacon (space)
You may 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 beacon 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.
You may take this talent multiple times. You may have a number of active beacons at any one time equal to the number of times you have taken this talent. If you possess multiple teleport beacons and the Group Teleport talent, you may use the Group 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).
You may teleport objects independent of people. The object 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 an projectile out of the air that passes within range, redirecting it against another target if you wish. The creature who initiated the attack is allowed a Will save to negate this effect, and you must make an attack roll against the new target, but using your casting abiity modifier in place of Dexterity when making the attack. Damage is still determined by the creature who initiated the attack.
You may lay a teleport effect onto an adjacent, unoccupied 5 ft. square. If you possess the Ranged Teleport talent, you may place this effect anywhere within that range. This is a latent 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 unwilling 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 or not. If you possess the Group 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 teleport 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.
You may spend an additional spell point when making a teleport to no longer require line of sight to the location; instead 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.
You may spend a spell point to teleport an unwilling creature as you can a willing creature. You must succeed at a melee touch attack (made as part of the standard action required to use teleport) against the target, and the unwilling creature is allowed a Will saving throw to negate being teleported. An unwilling creature can only be teleported into open areas on solid surfaces (thus, they can’t be teleported into the air or into a solid object, and any such attempt instantly 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.).
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 precipitation 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 concentration. 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. If it is being maintained through a spell point, it remains stationary.
Precipitation and wind have 7 steps of severity, while temperature has 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 temperature is lowered below step 1 of heat, it becomes step 2 of cold). 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 0r 3. This improves to severity level 4 at 7th caster level and severity level 5 at 14th caster level. You may create weather 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 severity 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 normally. 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 maintains 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 hasn’t already expired.
The following is a description of all the different effects one can create with the Weather sphere. Depending on the terrain, a GM could rule additional 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.)
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 halfway 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.
Moderate Wind: A steady wind with a 50% chance of extinguishing small, unprotected flames, such as candles.
Severe Wind: In addition to automatically extinguishing any unprotected flames, winds of this magnitude cause protected flames (such as those of lanterns) to dance wildly and have a 50% chance of extinguishing these lights. Ranged weapon attacks and Perception checks are at a –4 penalty.
Windstorm: Powerful enough to bring down branches if not whole trees, windstorms automatically extinguish unprotected 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 rotational speed can be as great as 300 mph, the funnel itself moves forward at an average of 30 mph [roughly 250 feet per round]. A tornado uproots trees, destroys buildings, and causes similar forms of major destruction.)
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 environments can deal either lethal cold damage or nonlethal 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 damage equal to her total hit points, any further damage from a cold environment is lethal 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 works very similarly to Cold. Hot environments can deal fire damage or nonlethal 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 damage equal to her total hit points, any further damage from a hot environment is lethal damage.
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 has the most severe interaction with the other weather categories, as the conditions change depending on the temperature and wind.
When combined with Cold severity 4 or higher, snow effects are added to rain effects. When combined with Wind severity 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 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 become snow as it falls until severity level 4, since the magical water/cold is only augmenting the natural process, not replacing it.)
Mist: Mist grants all creatures concealment from any creatures over 100 ft. away (all attacks suffer a 20% miss chance).
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 penalties provided by wind. The rain also cuts visibility ranges by half, resulting in an additional –4 penalty on Perception checks due to poor visibility.
Snow causes squares to count as difficult terrain. This requires 24 hours of snow at severity level 1, 8 hours at severity level 2, 1 hour at severity 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 level 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.
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 level above 4, to a maximum of 10d8 at severity level 7.
When using control weather to create Precipitation of severity 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.
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 ft. in diameter in the center of the affected area where the change in temperature is not felt.
When controlling weather, you may reduce the size of the effect down to a radius of 25 ft. and may center the effect anywhere within Medium range.
When controlling weather, you may affect all weather within Long range of you. If you possess the Focused Weather talent, you may center that effect anywhere within Long range.
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 categories 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).
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 ft. in diameter in the center of the affected area where the change in temperature is not felt.
When you spend a spell point to allow your create weather effect to persist without concentration, you may cause the effect to persist for 1 hour per caster level instead of 1 minute per caster level.
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 precipitation, you may choose to create an area up to 80 ft. in diameter at the center of the affected area that is not subject to the precipitation. Rain, snow, and storm does not gather over that area.
When you control weather, you may spend an extra spell point to raise the severity you can create or alter with your control weather by 1 level, to a maximum of severity level 7.
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 everything within the affected area.
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.
When using control weather to create or alter wind, increase the highest severity level you may create or alter by 1. In addition, 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 isn’t 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 chose any of the following patterns for the wind:
- You may create a downdraft that blows from the center 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.
Spheres of Power © 2014 Drop Dead Studios LLC, Author Adam Meyers