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MAGIC FEATS

Mantled Caster

Prerequisites: Weather sphere, any (mantle) talent, magic skill bonus +5.

Benefit: For the purposes of your (mantle) talents you are always treated as being under the effect of your mantle and gain benefits from any (mantle) talents as if the weather were one step more severe. This does not apply to other creatures you bestow your mantle on.

 

March Of The Treants

Prerequisites: Enhancement sphere, Nature sphere ((plant) package).

Benefit: Whenever you cast Pummel, you may choose to spend an additional spell point to enhance the target, allowing the tree to uproot itself (or break free from the tree if targeting a branch) and gain a ground movement speed of 10 + 10 feet per 5 caster levels for the duration of Pummel (or enhance if you spend an additional spell point). On the last round of the target’s duration, the tree or branch will plant itself (as best it could upon the space it is located), becoming once again immobile.

Martial Totem [combat]

Prerequisites: War sphere, base attack bonus +1.

Benefit: When you create a totem, you may use your base attack bonus as your War caster level for purposes of effect (but not size or duration).

Material Infusion

Prerequisites: Destruction sphere, Nature sphere ((metal) package).

Benefit: When using a destructive blast that deals bludgeoning, piercing, or slashing damage, you may choose to have the blast count as cold iron or silver. At 15th caster level you may also choose adamantine.

Might Of The Grave

Prerequisites: Death sphere (reanimate ability), Enhancement sphere (any (enhance) ability).

Benefit: When you reanimate a corpse or corpses, you can apply an enhancement to them as part of the same action. Enhancements that require additional spell points must have that cost paid as well. This enhancement remains in effect as long as the undead is not destroyed, and cannot be dispelled separately, though neither Permanent Undead nor Lingering Necromancy can extend the duration of these enhancements past the base duration of reanimate.

Militant Animation [combat]

Prerequisites: Enhancement sphere (Animate Object (enhance)), base attack bonus +1.

Benefit: Whenever you create an animated object, you may grant it a single combat feat it qualifies for as a bonus feat. You may spend an additional spell point when using Animate Object to grant the animated object an additional bonus combat feat it qualifies for.

Normal: Animated objects are mindless, and do not possess any feats.

Mind Against Body

Prerequisites: Telekinesis sphere (Telekinetic Maneuver).

Benefit: Rather than using your body to fight off more capable opponents, you employ your mind, fighting back with your full telekinetic power. You may substitute 10 + your Telekinesis sphere caster level + your casting ability modifier for your CMD when you are defending against a combat maneuver.

Mind Limb

Prerequisite: Telekinesis sphere

Benefit: Your telekinetic powers give you an additional arm made of telekinetic force. Your telekinetic limb functions much as a normal arm can, but to an extent can also act independently. As a swift action you can use it to draw a sheathed or hidden weapon, ready a shield, retrieve a stored item, load a crossbow, open a door, pick up an unattended item, sheathe or store an item, or take other non-offensive actions involving manipulating objects. Your telekinetic limb cannot effectively wield weapons or shields or activate magic items, but can pass such items to another hand as part of any other action it takes.

Mind Over Manners

Prerequisites: Conjuration sphere (Call Planar Creature).

Benefit: You may use your casting ability modifier in place of your Charisma modifier when determining the DCs for Charisma checks made by called creatures and for attempting opposed Charisma checks against called creatures when using the Call Planar Creature advanced talent.

Mind Over Matter [combat]

Prerequisites: Mind sphere, caster level 5th.

Benefit: When you take hit point damage and are not flat-footed against the damage’s source, you may choose to spend spell points as a free action (even when it is not your turn) to delay some or all of the damage, effectively nullifying it for the moment when it occurs. For every spell point spent, you may delay an amount of damage equal to twice your Mind caster level. The damage is delayed for a number of rounds equal to your casting ability modifier. In addition, by spending a spell point as a standard action, you may will your metabolic functions to respond differently. You may delay the effect of poison on yourself by altering its frequency by one step (rounds to minutes, minutes to hours, or hours to days, only usable once per poison), you may use your casting ability score instead of Constitution for holding your breath, and you may add your casting ability modifier as a bonus to checks to disguise your health under close observation (such as when feigning death). This is treated as a supernatural ability. Any delayed damage can be taken at a point prior to the expiration of the delay by dismissing the effect, as if dismissing a spell. Healing received while damage is delayed can preemptively negate the damage before the effect ends if you wish. If an attack’s damage is negated entirely, secondary effects of the damage are also negated if the secondary effect would be negated through damage reduction.

Mounted Magician

Prerequisites: Handle Animal 3 ranks, Ride 3 ranks, Enhancement sphere.

Benefit: When targeting yourself with an enhancement, your mount also gains the benefits of that enhancement. This lasts as long as you are both enhanced and mounted. If you dismount or are unseated, your mount loses the benefit of your enhancement.

Mutagenic Enhancements

Prerequisites: Alteration sphere, Enhancement sphere (any (enhance) ability).

Benefit: Whenever you enhance a creature, you may also give them a trait of your choice, just as if you had used shapeshift on them. Doing so makes the enhancement into a polymorph effect, but this can stack with other polymorph effects. A creature may only be under the effects of one enhancement modified in this way, but the trait they gained does not count towards the limit for your shapeshift.

Perpetual Sphere [combat]

Prerequisites: Destruction sphere (Energy Sphere (blast shape)).

Benefit: Whenever you successfully deal damage to a target with your energy sphere, increase its duration by 1 round. You can only extend the sphere’s duration by up to a number of rounds equal to your Destruction caster level.

Photosynthesis

Prerequisites: Con 13, Survival 3 ranks, Light sphere.

Benefit: After a long period of meditation, you have learned how to harness the power of light. If you are in an area of bright light, you can regain hit points equal to your character level as a move action. This ability can only be used once per minute, and can only heal you up to half your normal maximum hit points; any excess healing is lost. In addition, so long as you spend at least one full hour in an area of bright light you gain all the nourishment you need, and do not need to eat or drink that day. The benefits of this feat are a supernatural ability.

Piecemeal Animation

Prerequisites: Death sphere, Telekinesis sphere (Divided Mind).

Benefit: When you reanimate a dead body, it does not need to be intact. So long as at least half the body remains you can animate it as if it was intact, stitching its broken form together with telekinetic forces that keep it upright and stable. You may even merge smaller pieces of different bodies and animate them as single whole so long as you have enough material and all pieces come from the same kind of creature.

Precision Bombardment [combat]

Prerequisites: Creation sphere (Created Momentum).

Benefit: When using create to drop objects on a target or attack them with Created Momentum and are doing so in a way that targets normal AC, you may treat the attack as a weapon attack roll for all purposes; you may apply feats to your attack as you could with any ranged weapon, and may treat creating and dropping a single object on a target as a standard action as an attack action. Dropping the object has its range increment increased to 40 feet just as when using it as a weapon. Additional damage from feats or talents such as Deadly Aim or Vital Strike is not multiplied based on hardness or falling distance.

Precogniscent Protection [combat]

Prerequisites: Divination sphere (one or more (sense) talents or abilities).

Benefit: You gain an insight bonus to armor class equal to the number of senses from the Divination sphere you have active (maximum 1 + 1 per 5 Hit Dice). In addition, you may as an immediate action spend a spell point and dismiss a sense you have active to cause a critical hit against you to become a regular hit instead.

Precogniscent Resistance [combat]

Prerequisites: Divination sphere (one or more (sense) talents or abilities).

Benefit: You gain a resistance bonus to saves equal to the number of senses from the Divination sphere you have active (maximum 1 + 1 per 4 Hit Dice). In addition, you may as an immediate action spend a spell point and dismiss a sense you have active to reroll a saving throw you have failed.

Precogniscent Smite [combat]

Prerequisites: Divination sphere (one or more (sense) talents or abilities).

Benefit: You gain an insight bonus to attack and damage equal to the number of senses from the Divination sphere you currently have active (maximum 1 + 1 per 5 Hit Dice). You may as an immediate action spend a spell point and dismiss a sense you have active to ignore a percentage of miss chance (maximum 5% + 5% per 5 Hit Dice) for 1 round.

Primal Blast

Prerequisites: Destruction sphere (any (blast type) talent), Nature sphere (any package).

Benefit: When using a (blast type) talent from a blast type category corresponding to a geomancing talent you possess, you may add your casting ability modifier to any attack rolls and damage rolls of the destructive blast. If you do so, you do not modify attack rolls and damage rolls with your destructive blasts with your Strength modifier, Dexterity modifier, or any other ability score (if you have an ability that allows you to modify attack rolls and/or damage rolls with that ability score). On any individual attacks of which a destructive blast is being applied to a natural or weapon attack (such as with the Energy Strike talent or similar ability), Primal Blast instead modifies the attack and damage rolls of the natural or weapon attack (replacing any other ability modifier bonuses with your casting ability modifier as normal).

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Rhythmic Chaos

Prerequisite: Mana sphere.

Benefit: Whenever you use an (expunge) talent on a creature that can use spells or sphere effects, you can spend an additional spell point to destabilize their magic, causing them to have a 20% chance to trigger a wild magic event every time they use magic. The target gets a Will save against your Mana sphere DC to resist this effect, and it lasts for a number of rounds equal to your casting ability modifier.

Searing Brilliance

Prerequisites: Light sphere (Searing Light (light)), caster level 5th.

Benefit: Your Searing Light now deals 1 point of untyped damage per caster level per round in addition to its fire damage. Undead, oozes, and creatures harmed by daylight take 2 additional points of untyped damage per caster level per round instead.

Seraphic Glow

Prerequisites: Light sphere, good alignment.

Benefit: Any evil creature that begins their turn within your glow or enters its area of effect must succeed at a Will save against its DC or be shaken for one minute, even if normally immune to fear or mind-affecting effects. This ability cannot cause a shaken creature to become frightened or a frightened creature to become panicked, but further fear effects can affect it as normal. A creature that succeeds on its saving throw is immune to your seraphic glows for 24 hours.

Shadow Doppelganger

Prerequisites: Dark sphere (Shadow Lurk (shadow)), Illusion sphere (Illusionary Disguise ability).

Benefit: You may create your shadow lurks and shadow double with an Illusionary Disguise to look and sound like you or the target they are spawned from at no additional cost in spell points or actions. This additional effect functions exactly as the Illusionary Disguise ability, using your ranks in the Disguise skill with a +10 bonus circumstance bonus to the check. Your shadow lurk can speak in your voice. Anyone physically interacting with your shadow lurk or shadow double receives a Will save to disbelieve the disguise. Certain actions, such as your shadow lurk being hit with an attack or displaying its diminished Strength, automatically reveal the ruse. If you have taken the Shadow Lurk talent a second time, your shadow lurk’s attacks deal full damage as long as its disguise remains intact.

Shadow Gambit
Prerequisites: Spell Focus (illusion), caster level 5th.
Benefit: As a standard action, you can draw upon energies from the Shadow Plane to cause an ongoing figment spell you cast to damage a foe as if the illusion were real. The illusion must be one you retain ongoing control of, such as minor image, and the target must be both visible to you and within or adjacent to the area of your illusion. Using this feat immediately ends the figment’s duration. You must either make a melee touch attack or give the target a saving throw (Fortitude or Reflex) to resist the damage. If you choose a melee touch attack, you use your own melee touch attack bonus, and if you miss, the spell deals no damage. If you choose to allow the target a saving throw, a successful save means it takes half damage. The shadowy attack deals 1d6 points of damage per spell level. If the target disbelieves or sees through the illusion, reduce the damage by half. The shadowy attack can deal acid, bludgeoning, cold, electricity, fire, piercing, or slashing damage, but the damage must be appropriate to the illusion.

Shadow Swap

Prerequisites: Dark sphere (Shadow Lurk (shadow), Step Through Darkness (meld)).

Benefit: Anyone under the effects of your Step Through Darkness talent and your Shadow Lurk talent may switch places with their shadow lurk as a move action as long as the distance between them does not exceed the range of Step Through Darkness. If you have the Shadow Coterie talent, they may switch places with any of their shadow lurks within range. They may switch places even if neither the user nor the shadow lurk is in an area of darkness.

Shape Expert [combat]

Prerequisites: Destruction sphere (Energy Wall (blast shape) or Explosive Orb (blast shape)).

Benefit: When using the Energy Wall (blast shape) talent without a spell point, increase the wall’s size to a 10-foot-by-10-foot wall, plus an additional 10 feet per 10 caster levels. When using the Explosive Orb (blast shape) talent without a spell point, the radius becomes 5 feet + 5 feet per 10 caster levels.

Shifting Disguise

Prerequisite: Alteration sphere.

Benefit: You may alter the shape, color, and texture of your body to mimic other creatures. As a full-round action, you may reshape your body, but not your clothes, armor, or equipment, to mimic another creature of your size, appearing to be of another race, sex, and build, though you cannot add or remove limbs or disguise major wounds, granting a +10 circumstance bonus on Disguise checks. This change persists until you change form again. The bonus on Disguise checks does not stack with that granted by the shapeshift ability of the Alteration sphere, a hat of disguise, the Realistic Likeness feat, or similar sources. You cannot assume the form of a specific individual unless you also possess the Perfect Imitation talent. This is a supernatural polymorph effect.

Special: You may gain traits from the Blank Transformation option of the shapeshift ability of the Alteration sphere while under the effects of this feat even though it is a polymorph effect. If you possess the Perfect Imitation talent, you may choose to merge your currently worn equipment and mimic clothing and armor per that talent.

Shifting Mastery

Prerequisite: Combat Casting.

Benefit: When targeting only yourself with a shapeshift effect, your casting does not provoke attacks of opportunity. Additionally, you may take 10 on any concentration checks related to casting Alteration sphere effects.

Silver Tongue

Prerequisite: Mind sphere.

Benefit: As an immediate action, you may spend a spell point to reroll a single Influence check with a +2 enhancement bonus. You may make the decision to use this ability after rolling the check, and you must keep the result of the second roll even if it is lower. This bonus increases by +1 per 3 Mind caster levels.

Skillful Disappearance

Prerequisites: Warp sphere.

Benefit: The ability to teleport is only half of your ability to disappear. Whenever you teleport you can also use one of the following abilities as long as you meet the ability’s prerequisites.

  • Exit Stage Left (Disguise 5 ranks): When you teleport you can attempt a Disguise check as part of the same action, creating and donning a disguise between disappearing and reappearing. You may only disguise minor details when using this ability, and do not get the normal +5 modifier for doing so.

  • Flourish: When you teleport you can create a minor sensory effect (such as sparkles or a soft clap of thunder) when you depart or arrive. You may also leave a Fine-sized calling card where you depart (whether marking the spot with a smoking brand or dropping a single rose petal) that disappears after one hour.

  • Make Them Flinch (Influence 5 ranks): Immediately before you teleport you may attempt an Intimidate check against an opponent as a free action, as if making a demoralize check. If you succeed, casting teleport does not provoke an attack of opportunity from that opponent.

  • Without a Trace (Stealth 3 ranks): You take advantage of even the briefest windows of opportunity to disappear without being noticed. Immediately before teleporting you may attempt a Stealth check, opposed by a Perception check from any onlookers. Onlookers who fail their check do not see where you have gone or how you left, though they may still find out through other means.

Skillful Force

Prerequisites: Telekinesis sphere (Finesse, Steal, or Telekinetic Tools).

Benefit: When using your telekinesis to perform skill checks as described in Finesse or Steal, you do not suffer the normal -5 skill check penalty. When using Telekinetic Tools, your mimicked tools are effectively masterwork and grant a +2 circumstance bonus on related checks.

Smolder Resin

Prerequisites: Nature sphere ((fire) package and (plant) package).

Benefit: Your Pummel geomancing ability deals additional fire damage equal to your casting ability modifier with each hit that successfully deals damage.

Solid Illusions

Prerequisites: Enhancement sphere, Illusion sphere (Illusionary Touch (sensory, touch) x2).

Benefit: You may enhance any illusions you create as if they were actually the creatures and objects they appear to be. Parts of the illusion can be enhanced separately - you could use the Enhance Equipment enhancement to grant an illusionary soldier an enhancement bonus to attack and damage rolls with its non-existent spear. Additional damage from enhanced illusions deal nonlethal damage of their type (nonlethal fire damage, nonlethal bleed damage, etc.) unless your illusions are dealing lethal damage because of another talent, feat or ability (such as the Shadow Infusion talent).

Spell Channel

Prerequisite: Conjuration sphere (Spell Conduit)

Benefit: Your ability to channel spells through your companion is expanded. While your companion is within range of your Spell Conduit ability, you can treat it as the point of origin for any spell that you cast.

Spell/Sphere Focus
Benefit: Add +1 to the Difficulty Class for all saving throws against spells or sphere effects from the sphere or school of magic you select.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new sphere or school of magic.

Spell Penetration
Benefit: You get a +2 bonus on caster level checks made to overcome a creature's spell resistance.

Spell Capacitor

Prerequisite: Time sphere.

Benefit: You may cast sphere effects into a temporary rift in time, creating a spell capacitor, storing them for a short time before discharging them simultaneously. This casting spends any spell points required at the time it is performed. You may cast sphere effects into this capacitor with total spell point cost not exceeding half of your casting ability modifier (minimum 1) and total caster level not exceed three times your caster level (use the highest caster level for the effects stored if you have multiple caster levels). Once an effect is cast into the capacitor, it dissipates harmlessly after 1 minute. All stored effects may be released as a 1 round action, choosing targets for each stored effect individually within the parameters of that effect.

Spellthief

Prerequisite: Counterspell

Benefit: Whenever you successfully counterspell an effect that targets a creature or object, you may instead choose to reassign the effect’s targets. If you do so, you immediately take over concentration for the original caster (if the effect requires concentration), and the original caster cannot choose to prematurely end the effect.

Spirit Beacon

Prerequisite: War sphere.

Benefit: When you create a totem, you may make it manifest as a glowing pillar of ethereal light that extends upward for hundreds of feet (though not through ceilings). Any creature within 100 feet per caster level that can see the light is affected by your totem, even if they are seeing the totem indirectly. For enemies, it is trivial to avert their eyes (so they can choose to simply not be affected by the totem), but any ally with a line of sight to the spirit beacon can easily keep it in view.

Spirit Form

Prerequisites: Alteration sphere, Nature sphere (any (spirit) talent).

Benefit: When you use shapeshift on a creature, you may also imbue the target with a non-instantaneous spirit ability. You must spend spell points as normal if required by the spirit ability, and when you apply a (spirit) talent to a target in this way, it counts against the number of traits you may grant with your shapeshift.

Stasis Storage

Prerequisites: Time sphere, Warp sphere (Extradimensional Storage (space)).

Benefit: By spending one minute in concentration, you can lock away part of your extradimensional storage, sending it beyond time and placing its contents in stasis. This renders the selected contents inaccessible until you spend another minute unlocking it, but while they are locked the contents do not suffer wear from age or from effects such as rust or rot while stored in this way, and time spent in the space does not count against the duration of abilities such as (enhance) talents, or time limits such as the time limit reviving a dead creature.

Steam Geomancing

Prerequisites: Nature sphere ((fire) package and (water) package).

Benefit: When using any Nature sphere ability that deals cold or fire damage, you may change the damage to half cold damage and half fire damage.

Studied Healing

Prerequisites: Heal 1 rank, Life sphere.

Benefit: When you use your cure ability, you gain a bonus to your caster level equal to half the number of ranks you have in the Heal skill, rounded up. This can not increase your caster level above your Hit Dice.

Sunlight Strike [combat]

Prerequisites: Light sphere; Arcane Strike or Imbued Strike.

Benefit: Whenever you successfully hit an enemy that is vulnerable to light (such as by the light blindness, light sensitivity, or sunlight powerlessness universal monster rules) with a melee weapon you have imbued with your Arcane Strike or Imbued Strike feat, you deal an additional 1d6 points of damage to the target of your attack. The struck creature must also succeed at a Fortitude saving throw (DC 10 + 1/2 your character level + your Strength modifier) or become staggered for 1 round. This bypasses the immunity to Fortitude saves usually granted by some creature types.

Superior Reanimation

Prerequisites: Death sphere (Empowered Reanimate).

Benefit: All creatures you reanimate gain a +6 enhancement bonus to their Strength and Dexterity, or a +8 enhancement bonus to either Strength or Dexterity. These bonuses supercede those of Empowered Reanimate.

Superpositioned

Prerequisites: Illusion sphere (Decoy (glamer), Suppression (glamer)), Warp sphere, caster level 5th.

Benefit: While under the effects of the Suppression talent, you may use the Warp sphere teleporting only yourself and carried gear as a move action rather than a standard action. Whenever you use a Warp sphere effect on yourself, you may leave behind or appear with a copy of yourself that lasts until the start of your next turn as the Decoy trick.

Surreinforcement

Prerequisites: Creation sphere; Illusion sphere (Shadow Infusion) or create reality class feature.

Benefit: When you create materials with the Creation sphere, they are laced with shadowstuff that grants you increased control over them. Objects you create with the Creation sphere regain a number of hit points equal to half your Creation caster level at the start of each of your turns and can repair themselves from the broken condition. Objects you create out of shadowstuff, such as with the fey adept’s ability to Create Reality, have a hardness equal to your Illusion caster levels (minimum 5) and may gain the properties of any material with equal or less hardness.

Swift Demise

Prerequisites: Death sphere, Time sphere.

Benefit: You may use your Slow and Haste abilities as ghost strikes. Additionally, when you reanimate a body or bodies, you may augment them with your Haste ability as a free action. If the undead creatures are maintained through concentration (such as through the Sustained Reanimation talent), you may concentrate on Haste and the reanimation as part of the same action.

Swift Warrior [combat]

Prerequisite: Time sphere.

Benefit: When targeting yourself and only yourself with an alter time effect, you gain a +1 bonus to your caster level, increasing by +1 at 5 Hit Dice and every 4 Hit Dice thereafter (9, 13, 17). This bonus cannot cause your caster level to exceed your Hit Dice.

Tabulated Mind

Prerequisite: Divination sphere.

Benefit: When you concentrate to maintain a divine effect, you are no longer considered flat-footed due to maintaining concentration, and may also take swift or immediate actions during the same action. In addition, as a free action you may spend a spell point to reduce the concentration action for divine effects by 1 step for 1 round per caster level, thus reducing a normally full-round action into a standard action, and also allowing for additional move actions to be performed. If you also possess the boon Easy Focus, you reduce instead the concentration action without spending a spell point to a standard action, allowing for additional move actions, and with spending spell points from 1 full-round action to 1 move action, allowing for additional standard actions.

Normal: Concentrating on a divine effect is usually a full-round action, while also preventing any other standard, move, immediate and swift actions, and granting the flat-footed condition.

Tactile Illusion

Prerequisites: Illusion sphere (Illusionary Touch (sensory, touch) x2), Telekinesis sphere (Finesse).

Benefit: By weaving your illusions together with a hint of telekinetic force you can allow them to exert force more appropriate to their apparent nature. Your illusions can support weight or block movement of creatures or objects so long as all pressure and weight on it falls within the size limit of your telekinesis. However, anyone who disbelieves the illusion may choose to ignore the telekinetic effect, moving through the illusion as normal, as well as allowing them to throw or move items through it. In addition, you may deal lethal damage with your illusions instead of nonlethal damage.

Telekinetic Exoskeleton

Prerequisites: Telekinesis sphere, character level 3rd.

Benefit: With your telekinesis you can supplement your physical skills. As a swift action you can give yourself one of the following benefits:

  • Dampening Field: You gain temporary hit points equal to your casting ability modifier.

  • Propelling Force: You gain a +10 feet enhancement bonus to your movement speeds.

  • Tactile Telekinesis: You add your casting ability modifier as a bonus to Strength checks, and Athletics checks.

These benefits lasts indefinitely. If you activate one of these benefits while a previous benefit is still in effect, the first benefit ends immediately.

Telekinetic Fist [combat]

Prerequisites: Telekinesis sphere, Unarmed Combatant, base attack bonus +5.

Benefit: On your turn, your reach with your unarmed strikes is increased by 5 feet.

Terrain Strider

Prerequisite: Nature sphere.

Benefit: You are much less affected by terrain that has been enchanted or magically manipulated to impede you, based upon what packages you possess. Gain a +4 circumstance bonus to saving throws against any Nature sphere talents or abilities from a package you possess.

Time-Thief's Admixture

Prerequisites: Destruction sphere (Admixture), Time sphere

Benefit: When using Admixture, you may spend an additional spell point to have a single creature that takes damage targeted by an alter time ability that you possess, in place of a second blast type. If you possess the Mass Time talent, you may apply the alter time effect to all targets damaged, up to your maximum targets from Mass Time.

Totem Tactics [combat]

Prerequisite: War sphere.

Benefit: Allies inside any of your totems or sharing a mandate with you are treated as if they possessed the same teamwork feats as you for the purpose of determining whether you receive a bonus from those feats. Your allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for you to receive the listed bonus.

Totemic Stamina [combat]

Prerequisites: War sphere, Combat Stamina.

Benefit: When you create a totem or mandate, you may spend a stamina point each round to maintain it as a free action. You are still considered concentrating and can have your concentration disrupted as usual. You may maintain multiple effects this way. You can not recover the stamina points spent while the totem or mandate maintained this way remains in effect.

Touchsense

Prerequisites: Telekinesis sphere, Perception 5 ranks.

Benefit: You can use your telekinesis to sense your surroundings, passively measuring vibrations in the ground. You gain tremorsense with a 15 feet range.

Special: If you possess the Kinetic Sense talent, add 15 feet to the range of the tremorsense it provides.

Tribal Fortification

Prerequisites: Protection sphere, War sphere.

Benefit: When you create a ward, you may spend a spell point to add the effects of a totem ability you have to it. If you do, the entire area of your ward is a totem (even if your totem would normally be smaller), and your rallies work within this ward as if they were within any other totem that you created.

Umbral Admixture

Prerequisites: Dark sphere, Destruction sphere (Admixture)

Benefit: When using Admixture, you may spend an additional spell point to center a darkness or blot effect on the target’s square or another affected square, in place of a second blast type.

Variable Size

Prerequisites: Conjuration sphere (Altered Size (form)).

Benefit: As a standard action, you may suppress your companion’s Altered Size talent and Greater Altered Size advanced talent. The talent remains suppressed until you end this effect as a free action. Your companion must be within close range to begin or end this effect.

Variant Necromancy

Prerequisites: Death sphere (Expanded Necromancy).

Benefit: When you reanimate a variant undead from Expanded Necromancy, they only count as x1.5 their Hit Dice (rounded up) against the total amount you may have reanimated at once.

Vudu

Prerequisites: Death sphere, Illusion sphere (Illusionary Touch (sensory, touch) x2, Illusionary Disguise ability).

Benefit: Anyone struck by your ghost strike takes damage from your Illusionary Touch in addition to any other effects.

Special: Your reanimated undead gain the benefits of the Illusionary Disguise glamer appearing as they did when they were alive. You do not need to know what the creature looked like when it was alive to gain this benefit.

Warning Sign

Prerequisites: Protection sphere, War sphere.

Benefit: Allies receive a +1 circumstance bonus to initiative per aegis they bear that you created. This bonus stacks with itself.

Warp Burst

Prerequisites: Destruction sphere (Explosive Orb (blast shape)), Warp sphere.

Benefit: When teleporting yourself, you may increase the casting time by one step and spend a spell point to target your destination square with a destructive blast with the Explosive Orb blast shape, paying additional costs for the destructive blast as normal. You must have line of sight and line of effect to the target square unless you possess the Unseeing Teleport talent. You may exclude your destination square from this effect.

Watchful Companion

Prerequisites: Conjuration sphere (Greater Summoning, Lingering Companion (form)).

Benefit: When summoned for 1 day, your companion does not disappear when you rest to regain spell points. When the 1 day duration is complete, you may pay the summoning cost again even when unconscious to renew the duration of the summon without your companion disappearing. Your companion may choose to wake you up as a free action as long as it is within long range.

Water Manipulator

Prerequisites: Fallen Fey sphere (Water Creature (fey-blessing)), Nature sphere ((water) package).

Benefit: You gain the benefits of Water Creature as a (spirit) talent; you may use them at any time without needing to activate a fey-blessing first. The range of these abilities becomes equal to your geomancing range, and you may use the higher of your Nature (water) and Fallen Fey caster levels.

Web Exemplar

Prerequisite: Conjuration sphere (Web Spinner (form)).

Benefit: Your companion may use its web ability a number of times per minute equal to its Constitution modifier. Additionally, as a full-round action, your companion may render a creature that is entangled by its web and within its reach helpless. Such a creature counts as being tied up, increasing the DC to escape to 20 + 1/2 of the companion’s Hit Dice + Constitution modifier. The helpless creature may still attempt Strength and Escape Artist checks to free themselves as normal.

Wellspring Of Life

Prerequisites: Life sphere (Fount Of Life).

Benefit: The maximum size of your fount of life increases by 2 hit points per caster level. It increases by another 2 points per caster level for each (cure) talent you possess.

Wondrous Wardrobe

Prerequisites: Creation sphere (Expanded Materials (material)).

Benefit: You need not spend a spell point to create or alter non-magical clothing, non-magical fake jewelry, or other parts of a mundane disguise. You are still limited to the materials you can create. Fake jewelry created by this talent is difficult to tell apart from real jewels at a glance. A full minute of study and a DC 15 Appraise check is needed to reveal their fraudulent nature. If you possess Exquisite Detail you increase the DC of the Appraise check by 1/2 your caster level. This is a permanent effect that lasts until dispelled or dismissed. This allows you to create or alter any mundane disguise on yourself or a willing creature, treating the target as having used a disguise kit. If you have the ability to change creatures’ forms (such as via the Alteration sphere or the Alternate Form racial trait) then as part of using that ability you may create or alter clothing on the affected creatures as a free action. Additionally, as a free action, you can designate any object you have created to disappear at a specific point in time or under specific conditions which can be as detailed or vague as you desire but must only contain visible or audible triggers, such as the stroke of midnight or upon sitting down on the royal throne.

World In Miniature

Prerequisites: Nature sphere, Warp sphere (Extradimensional Room (space) or Extradimensional Storage (space)).

Benefit: The extradimensional spaces you create are not empty void, but instead a tiny world formed from your magic. This world generates naturally and consistent across all extradimensional rooms you create as well as your extradimensional storage. The elements of this world take up no space in an extradimensional storage. By increasing the action of geomancing by one step, you can simultaneously open a portal to your world to access the elements within. The world’s exact composition depend on the geomancing packages you possess:

  • Air: Your world possesses a breathable atmosphere and miniature storms. Each round, it produces enough air to sustain a Medium-sized creature or to create a single instantaneous use of air geomancing in an airless environment.

  • Earth: Your world is formed of soft soil and sand. You may use this soil and sand to generate things like dust storms if you possess that capacity, or you may open a portal beneath a target to form a solid earthen surface underneath them, to a maximum size of a 10-foot square.

  • Fire: Your world is rich in fuel and produces a constant flame. A Tiny-sized fire burns within it at all times. If it is extinguished, it reignites one round later if conditions permit.

  • Metal: Your world is shot through with veins of metal. You can use recover ore to extract a Tiny-sized piece of metal ore from your world each day.

  • Plant: Your world grows plantlife that produces enough food to sustain a Medium-sized creature for a day. These plants can be used for the entangle and harvest abilities any number of times per day, but they are not large enough to count as a tree.

  • Water: Your world contains rivers and oceans. It produces enough clean water to sustain a Medium-sized creature for a day. You may generate fog from this water any number of times per day, though it is not large enough to produce effects such as a vortex.

Wound Manipulator

Prerequisites: Alteration sphere, Life sphere.

Benefit: When you shapeshift a creature, you may spend a spell point as a free action to allow them to regain one hit point for every Hit Die they possess. The target regains an additional hit point per Hit Die for each (cure) talent you possess. This healing is not positive energy.

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