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MAGIC FEATS

Afterglow

Prerequisite: Light sphere.

Benefit: When you affect a creature with a positive energy ability, you may cause them to glow. You must spend a separate action to cause them to glow brightly.

Aggressive Mind Limb [combat]

Prerequisites: Telekinesis sphere, Mind Limb, base attack bonus +5.

Benefit: As long as your telekinetic limb is not carrying anything you may make attacks with it, using your casting ability modifier in place of your Strength modifier on the attack roll. This counts as an unarmed attack, but does not provoke an attack of opportunity. It deals nonlethal damage equal to your unarmed damage plus your casting ability modifier. You may also make one additional attack of opportunity per round, but it must be with your telekinetic limb. You may not use this attack of opportunity to do anything other than attack. Special: If you also have Telekinetic Fist, your telekinetic limb’s reach increases by 5 feet.

Alloy Creation

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

Benefit: When using your Creation sphere abilities, you may create and alter objects made from metals you can summon with your Recover Ore Nature sphere ability, even if you do not possess the Expanded Materials Creation talent. When using metal geomancing talents or abilities limited by your Recover Ore size, you may target and affect metal one size larger than you could normally affect with your Recover Ore ability. This does not increase the actual size of the ore you can recover.

Alloy Enhancement

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

Benefit: Whenever you use a (metal) geomancing ability which creates or affects metal (such as Recover Ore) you may choose to enhance the metal via the Enhancement sphere as part of the same action. This costs 1 additional spell point, in addition to any spell points required by the enhancement in question.

Alloy Telekinesis

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

Benefit: Whenever you use the (metal) geomancing Recover Ore ability, you may use telekinesis to Bludgeon another target creature or object with the metal ore recovered in this way, all as part of the same action. If you increase the casting time by 1 step (usually from a standard to full-round action), you may utilize your caster level instead of your base attack bonus for the first attack roll, and add your casting ability modifier to damage.

Arcing Strike [combat]

Prerequisites: Destruction sphere (Guided Strike (blast shape)), caster level 11th.

Benefit: You may spend a spell point to make your destructive blast fly in an erratic path, unerringly striking your target no matter what lies between you. Your destructive blast ignores the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.

Special: If you possess the Divination sphere Viewing talent, you can use Arcing Strike to strike any target that you can see that is within range of both your destructive blast and your divination, as long as it is not inside a completely enclosed space (GM’s discretion).

Armory

Prerequisites: Conjuration sphere (Battle Creature (form)).

Benefit: A companion that possesses the Battle Creature (form) talent appears with one additional weapon, +1 per 4 caster levels. These weapons function like the original ones.

Aura Of Mystery

Prerequisites: Dark sphere (Obfuscation).

Benefit: You gain the benefit of the Obfuscation talent as a constant effect whenever you are in an area of dim light or darkness, whether it is mundane or magical. You may raise and dismiss this effect as a standard action with no spell point cost.

Baleful Storm

Prerequisites: Death sphere (Mass Reanimate), Weather sphere (Rain Lord).

Benefit: When you use control weather to create or control Precipitation of severity 4 or more, you may choose to spend 2 additional spell points. If you do, you may reanimate any number of corpses within the area of controlled weather each round as a move action without paying the base ability spell point cost. Your Hit Dice limits apply to the total number you may reanimate with this ability, and the reanimated undead only last as long as your control weather is creating or controlling Precipitation of at least severity level 4.

Beam Propulsion

Prerequisites: Light sphere, Telekinesis sphere.

Benefit: By amplifying and focusing the tiny pressure exerted by light with your powers of telekinesis, you can move a target with the force of light alone. When you cause a target to glow, you may increase the casting time by one step to also lift it with your telekinesis as part of the same action. If using Area Glow, you can lift multiple objects if you also possess Divided Mind. You may concentrate to maintain the bright light of this glow and your telekinesis with a single action.

Blood Potion

Prerequisites: Blood sphere; Brew Potion or the Alchemy sphere (formulae) package.

Benefit: You are able to create potions (or formulae from the Alchemy sphere) within your own blood. They can only target you, but you may activate one as a swift action, or 2 + 1 per 7 character levels as a standard action. This is a mental action that does not provoke attacks of opportunity.

Body Double

Prerequisites: Dark sphere (Shadow Lurk (shadow)), Illusion sphere, ability to create glamers.

Benefit: By spending an extra spell point you may summon a single shadow lurk that remains bound to its host, serving as a combat decoy. Every successful attack requiring an attack roll from an opponent that failed to see through the shadow lurk’s disguise has a 50% chance of hitting the shadow lurk instead of the intended target. A shadow lurk acting as a body double does not stun the target if it is destroyed.

Chaotic Counter

Prerequisite: Counterspell or the ability to cast dispel magic.

Benefit: When you successfully counterspell a spell or sphere effect, the caster suffers a 50% increase in wild magic chance until the end of its next turn. The affected caster is not aware of this increase. Additionally, you gain a +1 bonus to your MSB when counterspelling.

Companion Concentration

Prerequisite: Conjuration sphere

Benefit: When you choose to concentrate on a sphere effect, as a swift action you may pass concentration on that sphere effect to your companion within close range (based on your Conjuration caster level). You must have line of effect to the companion to do so. As long as the companion remains within close range, you may resume concentrating on the effect at any time as a swift action. A companion may not concentrate to maintain the effect that summoned it, nor on any effect to which it lacks line of effect. If the companion leaves close range, it may continue to concentrate on the effect, but you may not resume concentrating on it yourself. A mindless companion may not assume concentration of a sphere effect. Treat the companion’s Hit Dice as levels in a caster class for determining its bonus on concentration checks. If the companion does not have a casting ability modifier, use its Charisma to determine its concentration check bonus.

Companion Teleport

Prerequisite: Warp sphere.

Benefit: When you teleport yourself, you may also teleport a touched creature that has a strong bond to you, such as an animal companion, cohort, Conjuration sphere companion, eidolon, or familiar. You and such a touched creature count as a single target if you use Mass Teleport.

Note: Even if you possess Ranged Warp, you must touch a creature to benefit from this feat.

Special: You may select this feat and benefit from it even if you possess the Personal Warp drawback.

Complex Animations

Prerequisites: Enhancement sphere (Animate Object (enhance)).

Benefit: When using the Animate Object enhancement, the animated objects you create gain +1 construction point.

Confining Circle

Prerequisites: Protection sphere (Repel Evil/Good/Law/Chaos (ward)).

Benefit: When you create a Repel ward, you may invert it, so that creatures of the repelled alignment can enter freely, but must attempt a Will saving throw to leave the warded area.

Constellation

Prerequisites: Light sphere (Dancing Lights), caster level 5th.

Benefit: By spending a spell point when you create a glow effect, you may cause it to take the form of a number of motes equal to your caster level. Each of these motes sheds normal light in a 5-foot radius, and light 5 feet beyond that is increased by one step to a maximum of normal. If you cause the glow to shed bright light, then they shed bright light in a 5-foot radius, and increase light 5 feet beyond that by one step to a maximum of normal. Each of these motes acts like a glow effect created with the Dancing Lights talent, except that you may direct and affect all of them as a single glow effect for all purposes. Overlapping areas of bright light from motes do not stack their effects for purposes other than increasing light level. Special: This is considered a (nimbus) effect. Unlike other (nimbus) effects, Constellation may only be applied when a glow effect is created, and you cannot switch to other (nimbus) talents once it has been applied.

Corpse Explosion

Prerequisites: Death sphere (Corpse Bomb), Destruction sphere.

Benefit: You may use a destructive blast to activate your Corpse Bomb talent instead of a ghost strike. Affected targets are allowed a Reflex save for half damage.

Cosmologist

Prerequisites: Knowledge (planes) 15 ranks, Warp sphere (Create Demiplane, Extradimensional Room (space)).

Benefit: When using the Create Demiplane advanced talent, you may add the Portal, Time, Alignment, Bountiful, and Weather traits to your demiplane even if you do not possess the prerequisite spheres or talents.

Counterspell

Prerequisites: Casting class feature, magic skill bonus +5

Benefit: You may spend a spell point as a standard action to dispel an existing magical effect on a creature, item, or location within Medium range. You may target a specific effect if you have identified it, otherwise the effect with the highest caster level on the target is automatically targeted. Alternatively, you may ready an action to use this ability to counter a spell or magical effect cast by another. In both cases, you must succeed at a MSB check against the caster or magical effect in question. If you succeed then the targeted effect is destroyed. If you target a magic item, the item is not destroyed; instead the item’s magical properties are suppressed for 1d4 rounds, after which the item recovers its magical properties. A suppressed item becomes nonmagical for the duration of the effect. A magic item’s physical properties are unchanged; a suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this. This is treated as a sphere effect, and it is subject to all rules as a sphere ability, is affected by the caster’s casting tradition, and can itself be countered by another caster.

Counterspell Mastery

Prerequisites: Counterspell, magic skill bonus +7.

Benefit: You may perform a counterspell as an immediate action by spending an additional spell point. You may only use a counterspell in this fashion when using it to counter an effect while it is being cast. You gain a +2 bonus to magical skill checks made when using the Counterspell feat.

Counterweight

Prerequisites: Acrobatics 3 ranks, Telekinesis sphere.

Benefit: By applying your telekinetic powers to your own body you can stand on surfaces that could not normally support your weight, allowing you to balance on a single thread or walk across liquid, though you must still attempt Acrobatics checks to balance on narrow or difficult surfaces. You cannot walk on normal gaseous substances such as air or clouds, though you could balance on a solid fog spell. In addition, you may add your casting ability modifier as a bonus to Acrobatics checks.

Crimson Theurgy

Prerequisites: Blood sphere, Death sphere.

Benefit: When determining the range of your ghost strike and Blood sphere effects, you may use the longer of your blood control and ghost strike ranges. This does not increase the size of the cone from the Greater Ghost Strike talent. When you deal damage to a creature with the Bleeding Wounds ghost strike, you may spend a spell point as a move action to target that creature with blood control. If you possess both Mass Control and Greater Ghost Strike talents, you may target a number of creatures affected by the ghost strike up to the maximum allowed by Mass Control.

Cursed Form

Prerequisites: Alteration sphere, caster level 5th.

Benefit: You may grant your shapeshift effects the curse descriptor. They can only be removed by the Life sphere Break Enchantment talent, spells such as break enchantment, limited wish, miracle, remove curse, or wish, or similarly powerful magic or abilities. If you possess the Unnatural Transformation drawback, failing the save granted by the drawback still ends the effect. This feat does not affect the duration of the shapeshift, it only makes it more difficult to remove.

Dark Portal

Prerequisites: Dark sphere (Step Through Darkness (meld)).

Benefit: When you use your Step Through Darkness (meld) talent, you may opt to keep a dark portal open behind you until the start of your next turn. Any creature that can reach the spot you departed from as part of their move action while the portal is open may choose to follow you. You may not choose who is able to use the portal. Those who follow through the portal appear in any space of their choice that is adjacent to your exit point. If all such spaces are occupied, they may not follow.

Deadly Targeting [combat]

Prerequisite: Destruction sphere.

Benefit: The base critical threat range of your destructive blast increases to 19-20.

Deep Cover

Prerequisites: Alteration sphere, Illusion sphere.

Benefit: In place of an Alteration trait you may apply the effects of your illusionary disguise to your form. This use of illusionary disguise no longer allows for a Will save to negate upon interaction, and lasts as long as the shapeshift does, requiring no additional spell points or concentration to maintain. This stacks with the Disguise bonus of the shapeshift and allows the shapeshift to attempt to assume the form of specific individuals.

Destructive Counter [combat]

Prerequisites: Creation sphere (any (material) talent).

Benefit: When targeted by a ranged attack or spell effect that originates from another square (such as a destructive blast but not a vortex from (water) geomancing), or being in a square that such an effect passes through (such as an Energy Sphere destructive blast), you may attempt to destroy the projectile or spell effect as an immediate action by spending 1 spell point (this spell point cost can not be reduced in any way). If the attack is a projectile, it functions as normal unless it loses half or more of its hit points and gains the broken condition, suffering the usual effects, or is destroyed at which point it deals no damage. If the target is a spell effect of a material you can affect with your alter ability, you may attempt to damage the spell effect. You must succeed at a MSB check against the caster in question. If you succeed then the targeted effect is damaged. Reduce the damage the spell effect would deal by 1d6 per caster level (increasing to 1d8 per caster level plus your casting ability modifier if you possess Potent Alteration). If this would reduce the spell’s damage to 0, the effect ends when it reaches your square. If the targeted spell deals no damage, instead lower any save DC it might have by your casting ability modifier. If this would reduce the save DC to 9 or lower, the effect ends when it reaches your square. Any effect that would occur in or beyond your square is negated while any square the effect passed through prior to yours is affected normally.

Dimensional Assault
Prerequisites: Warp sphere, Pouncing Teleport, Segmented Warp, base attack bonus +6.
Benefit: You can combine the effects of your Pouncing Teleport and Segmented Warp talents by spending an additional spell point. If you do, you can warp up to twice your speed (up to the maximum distance allowed by the ability), dividing this teleportation into increments you use before your first attack, between each attack, and after your last attack. You must teleport at least 5 feet each time you teleport.
Special: A monk can use additional points from his ki pool to increase his speed before determining the total speed for this teleportation.

Dimensional Athlete

Prerequisites: Athletics sphere, Warp sphere

Benefit: You may apply talents with the (motion) tag to teleportation as if it were movement, treating distance teleported as distance moved. In addition, the AC bonus from the Mobility talent applies to any attacks of opportunity provoked by casting teleport. Teleportation is treated as its own unique movement mode, and does not work with abilities that require a different movement mode to function.

Dimensional Dervish
Prerequisites: Warp sphere, Dimensional Assault, Pouncing Teleport, Segmented Warp, base attack bonus +9.
Benefit: While using the Dimensional Assault feat, you provide flanking from all squares you attack from. Flanking starts from the moment you make an attack until the start of your next turn. You can effectively flank with yourself and with multiple allies when using this feat.

Dispelling Attack

Prerequisites: Counterspell feat, ability to gain martial focus.

Benefit: When you damage a creature while using an attack action, you may expend martial focus as a swift action to use Counterspell targeting that creature or its attended items. Additionally, you gain a +1 bonus to your MSB for the purposes of counterspelling, to a maximum MSB equal to your Hit Dice.

Divining Beacon

Prerequisites: Divination sphere, Warp sphere (Teleport Beacon (space)).

Benefit: You may create teleport beacons that you can sense, giving you impressions of everything that happens around them. You know the size and movement of anything in a 10- foot radius around a beacon created this way. In addition, you may divine to see and hear from the location of such a teleport beacon as if you were standing in its position, regardless of your distance from it. Using divine in this way creates a scrying sensor which can be detected with a Perception check (DC 20 + caster level), but can only be dispelled by dispelling the teleport beacon.

Dreamspace

Prerequisites: Mind sphere, Warp sphere.

Benefit: When you sleep, you may choose to project your mind into a quasi-real space, or dreamspace. This dreamspace is a single 10-foot cube in size (increasing by a single 10-foot cube every 4 character levels) and you can select the ambient light level, temperature, and cosmetic style when entering the dreamspace or as a standard action. When you use an action to adjust the style it will always reflect your intended changes, but you do not have fine control over its appearance and your unconscious mind may be reflected in its subtler elements. You interact with the dreamspace using a copy of your body and all you wear, leaving behind your physical body in the real world. You may also choose to bring up to a heavy load of unattended, inanimate objects within touch range into your dreamspace with you, causing them to disappear when you fall asleep, and may choose to bring them back in a similar manner when you wake. Your dreamspace and any items left within it persist even while you are not in it, though they enter stasis until you return. Because the dreamspace is not a true physical location, you cannot take any actions that would cause you to leave the dreamspace other than waking up, or that would affect your body or the real world. In addition, the dreamspace cannot be entered using normal teleportation or planeshifting effects. Otherwise, actions have their normal effects in the dreamspace. Regardless of how you spend your time in dreamspace, you gain the normal benefits of sleep.

Durable Objects

Prerequisites: Enhancement sphere (Animate Object (enhance)).

Benefit: Whenever you create an animated object, it gains bonus hit points as if it were one size larger. If the animated object already has an effective size of Colossal or greater, it instead gains 30 additional bonus hit points.

Elemental Focus
Benefit: Choose one energy type (acid, cold, electricity, or fire). Add +1 to the Difficulty Class for all saving throws against spells that deal damage of the energy type you select.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new energy type.

Endless Possibilities

Prerequisites: Fate sphere, Life sphere.

Benefit: Whenever you use a Life sphere ability on an ally, they receive a +1 luck bonus to all attack rolls, saving throws, skill checks and ability checks until the end of their next turn. This bonus increases by +1 for every 5 Life caster levels you possess.

Energy Reflection

Prerequisites: Protection sphere (Energy Resistance (aegis, ward)).

Benefit: Whenever a creature attacks the bearer of your Energy Resistance aegis, and the damage is reduced by that aegis, you may choose for that creature to suffer damage equal to the amount of damage reduced by the Energy Resistance aegis. The damage is of the same type as it was originally inflicted.

Energy Snake [combat]

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

Benefit: When using the Energy Sphere blast shape, you may spend 2 spell points instead of 1 to form the energy sphere into a serpent, which grows with every target it damages. Whenever the energy sphere successfully deals damage to a target, its size increases by 1 5-foot square. When moving the energy sphere each round, its squares must be arranged contiguously in an arrangement that follows the movement of the ‘head’ of the serpent.

Enhanced Creation

Prerequisites: Creation sphere or Shadowstuff Armament, Enhancement sphere.

Benefit: When creating an object with either the Creation sphere or the Shadowstuff Armament feat, you may enhance the object with one enhancement you possess as part of the same action. You may concentrate on maintaining the enhancement and the creation as part of the same action. Any enhancement that would increase attack or damage also increases the attack roll and damage roll of the object if dropped on a target. If you possess Divided Creation you can only enhance one object created, unless you also possess Mass Enhancement, in which case you may target every object created regardless of your usual limits.

Enhancing Telekinesis

Prerequisites: Enhancement sphere, Telekinesis sphere.

Benefit: When you lift an object with your telekinesis, as part of the same action you may enhance it with one enhancement you possess. You may concentrate on lifting and enhancing the item with a single action. Only a single object can benefit from this combination, even if you can enhance or lift more than one at a time.

Event Horizon

Prerequisites: Dark sphere, Telekinesis sphere (Gravity Well).

Benefit: You may use the Gravity Well talent as a (darkness) talent covering the full area of a darkness or blot. You may do the same with the Gravity Shift talent. If you have Gravity Manipulation advanced talent, you may use it as a (darkness) or (blot) talent. When used as (darkness) or (blot) talents, Gravity Shift and Gravity Manipulation count as Dark sphere talents for determining caster level and bonus effects.

Exceptional Ally

Prerequisites: Conjuration sphere, Enhancement sphere (at least one (enhance) talent).

Benefit: Whenever you summon a companion, you may spend one spell point to enhance them as part of the same standard action. If you do so, the enhancement lasts for the full duration of the summoning effect.

Extended Resuscitate

Prerequisites: Life sphere (Resuscitate), caster level 5th.

Benefit: Your cure and invigorate abilities function on creatures who have been dead for a number of rounds equal to 1/2 your caster level.

Extradimensional Assembly

Prerequisites: Telekinesis sphere (Whirlwind Assembly), Warp sphere (Extradimensional Storage (space)).

Benefit: When you use your Whirlwind Assembly talent you may access and swap items in and out of your extradimensional storage freely, without the need to use a second action or spend a spell point.

Fan The Flame

Prerequisites: Destruction sphere (Fire Blast (blast type, fire)), Nature sphere ((fire) package), caster level 3rd.

Benefit: When a creature is set on fire by your fire blast, the fire does not deal 1d6 damage the following round, but rather deals damage equal to the largest fire you may affect. This fire reverts to normal after the first round, dealing 1d6 fire damage on subsequent rounds until extinguished, but you may choose to concentrate each round, or spend a spell point once as a free action, to cause the fire to stay at its increased size until extinguished.

Favored Form

Prerequisite: Alteration sphere.

Benefit: Choose one (transformation) Alteration sphere talent that you possess. You may increase the number of traits granted by your shapeshift when granting that form by 1.

Special: You may take this feat more than once; each time it applies to another (transformation) Alteration talent you possess.

Fertilize Nature

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

Benefit: Geomancing abilities from the (earth) and (plant) packages last 2 additional rounds after you end concentration.

First Response

Prerequisite: Life sphere.

Benefit: When you use a standard action to use a Life sphere ability on an ally other than yourself, you may take 10 on any concentration checks required.

Flash Warp

Prerequisites: Light sphere, Warp sphere.

Benefit: You can disappear or appear in a flash of brilliant light. When you teleport yourself you may briefly shed bright light as if you were targeted by your glow. You may apply the effects of (light) talents and other Light sphere talents to the glow, paying any costs normally. You choose whether the effects of the glow begin at your starting position or only at your destination, but the effects apply immediately. This glow does not persist beyond a moment, and ends immediately after its effects have been applied.

Flexible Ghost Strike

Prerequisites: Death sphere, Destruction sphere (one (blast shape) talent).

Benefit: You can apply (blast shape) talents to your ghost strikes as if they were destructive blasts. They still count as a ghost strike for all purposes, and they use your caster level for the Death sphere to determine all parameters (range, area, etc.). If the ghost strike does not allow a saving throw, your target is allowed a Will save to negate its effects.

Floating Creation

Prerequisites: Creation sphere, Enhancement sphere (Lighten (enhance)).

Benefit: When you create an object, you can make it weightless as the Lighten talent. If your floating creation is a 5-foot cube of solid matter as hard as stone or harder, each floating cube can support approximately 1,000 pounds of weight. Lighter materials can only support half as much weight, and some materials may not be able to support any, at the GM’s discretion.

Floating Panoply

Prerequisites: Enhancement sphere (Mass Enhancement), Telekinesis sphere (Divided Mind), Enhancing Telekinesis, caster level 7th.

Benefit: When you use the Enhancing Telekinesis feat, you may spend a spell point to enhance every item you lift with Divided Mind, following the restrictions of Mass Enhancement.

Focused Blast Type Group

Prerequisite: Destruction sphere.

Benefit: Choose one blast type group. Treat your caster level as 1 higher for this blast type group, increasing by +1 per 5 Hit Dice you possess. This bonus cannot cause you to have a caster level greater than your Hit Dice.

Force Shield

Prerequisite: Telekinesis sphere

Benefit: By forming a thin field of telekinetic force with your hand as a swift action you can gain a +2 shield bonus to your armor class, +1 per 5 caster levels in Telekinesis. This counts as a shield, except it imposes no spell failure or armor check penalty. You must keep at least one hand free to maintain your force shield.

Forceful Creation

Prerequisites: Creation sphere, Telekinesis sphere.

Benefit: When you create an object, you may initiate and maintain the Sustained Force or Bludgeon telekinesis abilities as part of creating the object, so long as the object is within the normal limitations of those abilities. Additionally, if you spend a spell point to maintain the object without concentration, you may choose to maintain a Sustained Force on the object for the same duration without spending an additional spell point.

Forged Arcana

Prerequisites: Spellcraft 1 rank, Mana sphere.

Benefit: Studies into the magical arts have allowed you to master a specific angle of how magic works. Choose either expunge, manipulate or manabond. When using the selected ability, you gain a bonus to your magic skill bonus and caster level equal to half your ranks you have in the Spellcraft skill, rounded up. This cannot increase your magic skill bonus or caster level above your Hit Dice.

Fount Of Mercy

Prerequisites: Life sphere (Fount Of Life).

Benefit: Any ally within close range may spend a standard action to heal themselves for any number of hit points available in your fount of life, in all ways as if you had used the ability on them during your turn. This reduces the number of healing stored by an equal amount. This is a supernatural ability that may not be used if either yourself or the ally is in an antimagic field or similar effect. You always have the option of denying or limiting the amount of healing the ally receives, and allies can not benefit while you are unconscious.

Ghostly Admixture

Prerequisites: Death sphere, Destruction sphere (Admixture)

Benefit: When using Admixture, you may spend an additional spell point to affect one target damaged by the destructive blast with a ghost strike effect you know, in place of a second blast type. If you possess the Greater Ghost Strike talent, you may pay an additional spell point to apply the ghost strike to all targets damaged.

Gravitic Anomaly

Prerequisites: Telekinesis sphere, Counterweight.

Benefit: Due to your control over your personal gravity, you can move on walls and ceilings and other surfaces as if they were the ground. If you are tripped or fall prone, the area’s normal gravity reasserts itself and you fall to the ground, taking falling damage as appropriate for your distance above the ground.

Greater Counterspell

Prerequisites: Casting class feature, Counterspell, Improved Counterspell, magic skill bonus +15.

Benefit: When using the Counterspell feat, you may spend 2 additional spell points to target all magic within a 40-foot radius burst, whether it be magical effects or magic items. If your check succeeds against a magic item, that item’s magic is suppressed for 1 minute per caster level. If your check succeeds against a magical effect, the effect is destroyed. You also have a 1% chance per caster level of destroying an antimagic field. If the antimagic field survives the greater counterspell, no items within it are affected. You may also spend the 2 additional spell points, but only target a single item. You attempt your MSB check with a +5 bonus against this item. If you succeed, the item is permanently destroyed. Even artifacts are subject to this effect, though there is only a 1% chance per caster level of actually affecting such powerful items. If successful, the artifact’s power unravels, and it is destroyed. If an artifact is destroyed, you must succeed at a DC 25 Will save or permanently lose all spellcasting abilities. These abilities cannot be recovered by mortal magic, not even miracle or wish. Destroying artifacts is a dangerous business, and it is 95% likely to attract the attention of some powerful being who has an interest in or connection with the device.

Greater Earth Creature

Prerequisites: Conjuration sphere (Earth Creature (form)), caster level 5th.

Benefit: Your companion gains the earth glide ability.

Greater Elemental Focus

Prerequisite: Elemental Focus.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells that deal damage of the energy type you select. This bonus stacks with the bonus from Elemental Focus.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new energy type to which you have already applied the Elemental Focus feat.

Greater Link

Prerequisites: Conjuration sphere (Link).

Benefit: You may choose to receive full sensory input from one of your companions. This requires a full-round action and renders you flat-footed until the start of your next turn. You do not benefit from any magical effects you are under nor any extraordinary senses you possess, but do benefit from effects and extraordinary senses your companion possesses. You use your own Perception modifier for any Perception checks made while receiving sensory input this way. Your companion’s senses are not inhibited by this ability. This full-round action counts as concentrating on the summon. spell point cost of the ability.

Greater Sphere/Spell Focus
Prerequisite: Sphere/Spell Focus.
Benefit: Add +1 to the Difficulty Class for all saving throws against sphere effects or spells from the sphere or school of magic you select. This bonus stacks with the bonus from Sphere/Spell Focus.
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 to which you already have applied the Sphere/Spell Focus feat.

Greater Spell Penetration
Prerequisite: Spell Penetration.
Benefit: You get a +2 bonus on caster level checks made to overcome a creature's spell resistance. This bonus stacks with the one from Spell Penetration.

Hard Light

Prerequisites: Creation sphere, Light sphere.

Benefit: When you create an object, you may make it out of hardened light instead of matter. Objects you create this way naturally shine, shedding bright light as if by your glow effect. Otherwise, an object created out of hardened light has the properties of any one material you can normally create, except that it has half its normal weight.

Illusory Shuffle

Prerequisite: Greater Spell Focus (illusion)
Benefit: While you use a figment spell to produce an image designed to look identical to yourself, an unattended object, an ally, or a creature that you summon, you gain the ability to cause other creatures to confuse that illusory image with the subject to which it appears identical. By passing the figment through the space of the original creature or object, opponents that witness the action lose any previously-held knowledge of which is the original, even if they had previously identified the figment spell as an illusion when you cast it, or disbelieved the illusory image.

Normal: After a successful saving throw reveals a figment to be false, the figment thereafter appears to the viewer as a translucent outline of itself.

Improved Counterspell

Prerequisites: Casting class feature, Counterspell, magic skill bonus +10.

Benefit: When using the Counterspell feat against a creature or object, you may spend an additional spell point to target an additional 1 magical effect on the target per 5 caster levels. Alternatively, you may spend an additional spell point to affect multiple effects in a 20-foot burst. Roll one MSB check and apply the result to each creature in the area, as if targeted by the basic Counterspell feat. Objects that are the target of magical effects are also targeted by this ability, but magic items are not. For each ongoing effect that targets an area and whose point of origin is within the counterspell area, apply your MSB check to end that effect. If a magical effect overlaps the counterspell area but is not centered within it, apply your MSB check to end that effect, but only within the overlapping area. If an object or creature within the area of effect is the result of ongoing magic, apply the MSB check against the spell or effect that summoned them, causing them to disappear (or return to their home plane) if successful.

Improved Energy Leap [combat]

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

Benefit: When you end your movement when using Energy Leap, you may choose to also deal your destructive blast damage in a burst centered on your square with a 5-foot radius, + 5 feet per 10 caster levels. Creatures that take damage from your energy leap do not suffer additional damage from the burst.

Improved Energy Wall [combat]

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

Benefit: You may spend an additional spell point when using the Energy Wall blast shape. The wall now grants concealment from creatures on the other side and any non-magical ammunition passing through the wall are destroyed and other non-magical projectiles suffer a -2 penalty to their attack roll. At caster level 9th the wall can also affect ammunition with a +1 enhancement bonus, increasing by +1 for every 3 caster levels thereafter. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects are not affected by this ability.

Special: If you possess the Demolition talent or apply a (blast type) talent that ignores hardness and deals full damage to objects, such as Shattering Blast or Disintegrate, treat the wall’s caster level as 3 higher for determining the effects of this feat.

Improved Force Shield [combat]

Prerequisites: Telekinesis sphere, Force Shield, character level 5th.

Benefit: The shield bonus to armor class provided by your force shield increases to +3, +1 per 5 caster levels, and while benefiting from it you count as wielding a light shield when beneficial for the purposes of class features and other effects. It counts as having hardness equal to half your caster level and 10 hit points. If broken, you may reform it as a swift action (as if it had been dispelled). You may also make shield bash attacks with it as if it were a light shield.

Improved Rebuff [combat]

Prerequisites: Destruction sphere (Rebuff (blast shape)).

Benefit: Whenever a creature within range is the target of a ranged attack, you may spend a spell point as an immediate action to target the projectile with a destructive blast. Make an opposed attack roll using your caster level in place of your base attack bonus to destroy the projectile and negate the attack. Unusually massive projectiles (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects are not affected by this ability.

Jump Scare

Prerequisites: Influence 5 ranks, Warp sphere.

Benefit: You can teleport suddenly and in an ominous burst of magic, leaping forward in an unexpected and terrifying display. After you appear, you can attempt to demoralize an opponent in range (demoralize normally has a range of 30 feet) as a free action.

Kinetic Creation

Prerequisites: Creation sphere, Telekinesis sphere, caster level 7th.

Benefit: You can create items out of telekinetic force instead of matter. Objects made this way cannot incorporate any other materials and must be simple in construction, lacking intricate details or complex moving parts. This ‘material’ has hardness 10 and 3 hit points per inch, has no weight and cannot be moved, save by you through telekinesis. At the end of each round its hit points are fully replenished. Unlike other created objects, objects of telekinetic force are magical and can be dispelled, which also destroys them.

Special: Telekinetic force made with the Create Materials advanced talent reforms itself over the course of an hour if destroyed, but not if dispelled.

Kinetic Drift

Prerequisites: Telekinesis sphere, Counterweight, character level 5th.

Benefit: You can float above the ground instead of walking. You can hover up to 1 foot above the ground, allowing you to ignore difficult terrain. When falling you may choose to descend at a slower rate to control your fall and to negate all falling damage you would take. Each round you descend 30 feet, and may move in another direction for 30 feet. You may choose to drift sideways, gliding forwards while descending, or down, safely increasing your rate of descent. You may even choose to drift ‘upwards’ to reduce your rate of descent, even allowing you to negate it entirely and hover midair.

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