Retired
The Ultimate Spheres of Power version of Dark Sphere Feats, since replaced by Diamond Recreational Studios’ Polished content. Not part of the current rules.
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.
Black Totem (Dual Sphere)
Prerequisites: Dark sphere, War sphere.
Benefit: When you create a totem, you may spend a spell point to add the effects of a darkness ability you have to it. If you do, the entire area of your totem is a darkness, and your melds work within this totem as if they were within any other darkness that you created.
Body Double (Dual Sphere)
Prerequisites: Dark sphere (Shadow Lurk (shadow)), Illusion sphere, ability to create glamers.
Benefit: By spending an extra spell point you may 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.
Damning Darkness
Prerequisites: Dark sphere, evil alignment.
Benefit: Any good creature that begins their turn within or enters the area of effect of your darkness must succeed at a Fortitude save against its DC or be sickened for one minute, even if normally immune to being sickened or effects requiring a Fortitude save. A creature that succeeds on its saving throw is immune to your Damning Darkness for 24 hours.
Dark Portal
Prerequisites: Dark sphere (Step Through Darkness (meld)).
Benefit: When you use your Step Through Darkness (meld) talent, you may opt to keep a dark portal open behind you until the start of your next turn. Any creature that can reach the spot you departed from as part of their move action while the portal is open may choose to follow you. You may not choose who is able to use the portal. Those who follow through the portal appear in any space of their choice that is adjacent to your exit point. If all such spaces are occupied, they may not follow.
Dark Room (Dual Sphere)
Prerequisites: Dark sphere, Warp sphere (Extradimensional Room (space)).
Benefit: Rather than a shimmering portal, the entrance to your extradimensional room may appear as a deep shadow, difficult to discern from a normal shadow by mundane means. An active Perception check with a DC of 10 + 1/2 caster level + your casting ability modifier is required to find the entrance if it is cast in conditions of dim light or darker or positioned so as to overlap with an existing shadow. Those inside the room can look out through the portal unhindered.
Normal: The portal to an extradimensional room shimmers conspicuously.
Defiant Shadow
Prerequisite: Dark sphere.
Benefit: You add +2 to your MSB and MSD for the purposes of Dark sphere effects. Double this bonus when attempting an opposed magic skill check against magical light effects.
Event Horizon (Dual Sphere)
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.
Extradimensional Shadow
Prerequisites: Dark sphere (Shadow Stash), Warp sphere (Extradimensional Storage).
Benefit: You deepen your shadow by making it a portal into your extradimensional space, combining your magic into one whole; you can no longer use Extradimensional Storage or Shadow Stash separately, instead treating them as a single effect. Your extradimensional shadow combines the weight limit of the two talents into a single progression (15 pounds per caster level, or 30 pounds per caster if you have invested two talents in Extradimensional Storage) and you may store and withdraw items in it using any action options either talent allows. Objects in your extradimensional shadow cannot be affected by creatures with Shadow Stash, and they do not become unavailable if your shadow is stolen: a flickering portal in the shape of your shadow remains, allowing you to access items regardless.
If you have invested two talents in Shadow Stash, your shadow may don items even if they are not your size, stretching and warping to fit into them. You must still have the appropriate body slot for the item.
You may treat your extradimensional shadow as either talent for all purposes. Among other uses, this allows you to apply the effects of feats like Stasis Storage or World In Miniature to it, which often distort the appearance of your shadow. Whenever it would be necessary to determine whether it is a Dark (shadow) effect or a Warp (space) effect (such as calculating its caster level or how it would be affected by Light), the caster may treat it as whichever they deem most advantageous to them.
Hypnotic Darkness (Dual Sphere)
Prerequisites: Dark sphere (Looming Darkness (blot, darkness)), Mind sphere.
Benefit: Those within your darkness are particularly vulnerable to your charms. Your areas of darkness and blot are always treated as if imbued with Looming Darkness when you use the Confusion, Fear, or Sleep charms.
Lurking Surprise
Prerequisites: Dark sphere (Shadow Lurk (shadow), Sinister Surprise).
Benefit: You may imbue your shadow lurk with the ability to cast a single Dark sphere effect with a duration other than concentration. You must pay the spell point cost of this effect when you create the shadow lurk. This effect may include Dark sphere talents, though not advanced talents. These spell points are lost if the shadow lurk expires or is destroyed, but regained if the shadow lurk is retracted. Casting the Dark sphere power destroys the shadow lurk.
Night Sky (Dual Sphere)
It was no longer dark, for the twinkling lights danced and distracted in their own new ways.
Prerequisites: Dark sphere, Light sphere.
Benefit: Whenever you use the Dark sphere darkness sphere effect, you may instead fill the area with twinkling starlight. This altered darkness effect is referred to as “starlight darkness”. Instead of altering the area’s light level, all creatures in a starlight darkness’s area are dazzled. A Dark sphere effect modified by this feat is no longer dispelled by Light sphere effects and continues to function in areas with magical light.
If you would create starlight darkness modified with the Dark sphere Pure Darkness (darkness) talent, instead of altering the area’s light level, the penalties of the dazzled condition increase by +1 + 1 per 5 caster levels. If you would spend an additional spell point with the Dark sphere Pitch Black advanced talent, instead of altering the area’s light level, the dazzled condition imposed by starlight darkness applies to all attack rolls, even if the creature does not rely on sight, can pinpoint their target through other means (such as blindsight), or would otherwise be immune to the dazzled condition.
When creating starlight darkness, you may add a (light) talent instead of a (darkness) talent to the area. A (light) talent used with starlight darkness must be one that affects all creatures in the light’s radius (such as Disorienting Patterns, Hypnotic Pattern, Searing Light, etc.) and has no additional effects for an individual target (even if attached to that target with Clinging Darkness). Starlight darkness with a (light) talent is treated as a glow effect for the purposes of a (light) talent’s effects. Starlight darkness is otherwise a Dark sphere effect, and effects such as the Dark sphere Clearsight (meld) treat this effect as a normal (darkness) effect.
You may spend a standard action to treat the starlight darkness as though it were an area of bright light or as part of the standard action used to create the starlight darkness, and functions as if it were bright light for the starlight darkness’s duration. You must spend any additional spell points required when using a (light) talent with an area of starlight darkness.
Shade (Dual Sphere)
Prerequisites: Dark sphere, Illusion sphere.
Benefit: When creating a figment, you may, as part of the same action, create darkness as the base Dark sphere ability. Even if you do not choose to do so, the area occupied by your figments and those under the effects of your glamers counts as being within your darkness.
Shadow Cage (Dual Sphere)
Prerequisites: Dark sphere, Protection sphere.
Benefit: When you create a ward, you may spend a spell point to add the effects of a darkness ability you have to it. If you do, the entire area of your ward is a darkness, and your melds work within this ward as if its bearer were within any other darkness that you created.
Shadow Doppelganger (Dual Sphere)
Prerequisites: Dark sphere (Shadow Lurk (shadow)), Illusion sphere (Illusionary Disguise ability).
Benefit: You may create your shadow lurks and shadow 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 Feast
Prerequisite: Dark sphere.
Benefit: You may consume your own shadow as a free action, gaining 1 spell point for every 2 points of burn to your casting ability score you accept. No matter how many spell points you regain, you can only consume your shadow once a day. You may not gain spell points in excess of your normal maximum spell pool. Spell points gained this way are available immediately, but the ability burn does not take effect until the end of your turn. Your shadow disappears until the burn heals, and you are immune to any spells or abilities that manipulate or target your shadow until it returns. Any items stored in your shadow stash are inaccessible until your shadow returns.
Shadow Swap
Prerequisites: Dark sphere (Shadow Lurk (shadow), Step Through Darkness (meld)).
Benefit: Anyone under the effects of your Step Through Darkness talent and your Shadow Lurk talent may switch places with their shadow lurk as a move action as long as the distance between them does not exceed the range of Step Through Darkness. If you have the Shadow Coterie talent, they may switch places with any of their shadow lurks within range. They may switch places even if neither the user nor the shadow lurk is in an area of darkness.
Twilight Adept (Teamwork)
Prerequisite: Dark sphere or Light sphere.
Benefit: Your Dark sphere talents or abilities continue to function in areas where you or someone else with the Twilight Adept feat cast a Light sphere talent or ability. Your Light sphere talents or abilities continue to function in areas where you or someone else with the Twilight Adept feat cast a Dark sphere talent or ability. The MSD to dispel a Light or Dark sphere effect overlapping in this way is increased by +2. You may choose to have your Dark and Light sphere talents or abilities interact normally if you wish. The light level in overlapping areas defaults to the ambient lighting conditions.
Normal: If a Light sphere effect interacts with a darkness effect (such as from the Dark sphere) or vice versa, the creator of the second effect must succeed at a magic skill check against the creator of the first effect.