Alloy Creation (Dual Sphere)

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

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

Before Creation Comes Destruction

Prerequisite: Creation sphere.

Benefit: You gain a pool of temporary spell points that can only be used to create objects. This pool has a maximum value equal your casting ability modifier (minimum 1). When using the Destroy ability of alter, if you reduce an object to 0 hit points you may gain 1 temporary spell point up to your maximum value. These spell points may only be spent on create effects and only to create objects of equal or smaller size to the smallest object destroyed. Temporary spell points not spent expire when you refresh your normal spell point pool. You may gain a number of temporary spell points this way per day up to 3 + your casting ability modifier.

Cooperative Destruction (Dual Sphere)

Prerequisites: Creation sphere (Plasma Production (material), Potent Alteration), Destruction sphere.

Benefit: You may ready an action to assist an allied caster. When an ally within range of your alter uses a destructive blast with a blast type that deals any amount of electric or fire damage you may attempt to Repair the spell effect to increase its power. The caster level of the destructive blast increases by 1 and an additional +1 for every 4 caster levels of the Repair effect. By spending a spell point, you may instead activate this ability as an immediate action.

Additionally, you may pay a spell point and increase the casting time of your fire or electric destructive blasts by 1 step in order to attempt to strengthen your own destructive blasts following the same method. You may spend two spell points to activate this ability as a swift action instead of increasing the casting time.

If you possess Acidic Creation, you may also apply this effect to destructive blasts that deal acid damage. Other talents may increase the available damage types at GM discretion.

Creation Mastery

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

Benefit: Treat your character level as your caster level when determining the types of materials that you can create, such as through your (material) talents. This has no effect on total size of materials, duration, or any use of alter.

Special: You cannot have both Creation Mastery and Master Of Remaking.

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 (for example, a fire damage destructive blast with Plasma Production, or a dropped stone object with Expanded Materials) you may attempt to damage the spell effect. You must succeed at a magic skill check against the caster in question. If you succeed then the targeted effect is damaged.

Reduce the damage the spell effect would deal by 1d6 per caster level (increasing to 1d8 per caster level plus your casting ability modifier if you possess Potent Alteration). If this would reduce the spell’s damage to 0, the effect ends when it reaches your square. If the targeted spell deals no damage, instead lower any save DC it might have by your casting ability modifier. If this would reduce the save DC to 9 or lower, the effect ends when it reaches your square. Any effect that would occur in or beyond your square is negated while any square the effect passed through prior to yours is affected normally.

Enhanced Creation (Dual Sphere)

Prerequisites: Creation sphere or Shadowstuff Armament, Enhancement sphere.

Benefit: When creating an object with either the Creation sphere or the Shadowstuff Armament feat, you may enhance the object with one enhancement you possess as part of the same 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.

Fissile Creation (Dual Sphere)

Source: Spheres Apocrypha: Battlefield Manipulation Talents

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

Benefit: You gain the ability to alter or create objects with highly explosive properties. As part of altering or creating an object, you may spend a spell point to cause any object you alter or create to explode either when it hits a target for the first time (if used to make an attack), when it takes damage for the first time, or when the spell effect ends. This explosion deals damage as your destructive blast with the Explosive Orb shape, and you may treat it as a normal Explosive Orb for any effects, talents or feats interacting with destructive blasts. You may choose whether or not the altered or created object takes damage from the Explosive Orb. The object remains fissile for as long as the alter or create effect lasts. You may only have one fissile creation active at a time, plus an additional fissile creation for every 10 caster levels you possess. If you exceed the limit, one fissile creation of your choosing ends immediately.

If two fissile creations explode during the same round, creatures in the overlapped area suffer diminished results from every fissile creation after the first one, dealing only 1d6 additional damage, +1d6 per 5 caster levels for each overlapping creation.

Floating Creation (Dual Sphere)

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

Benefit: When you create an object, you can make it weightless as the Lighten talent. If your floating creation is a 5-foot cube of solid matter as hard as stone or harder, each floating cube can support 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.

Forceful Creation (Dual Sphere)

Prerequisites: Creation sphere, Telekinesis sphere.

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

Hard Light (Dual Sphere)

Prerequisites: Creation sphere, Light sphere.

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

Kinetic Creation (Dual Sphere)

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.

Master Of Remaking

Prerequisite: Creation sphere.

Benefit: Treat your character level as your caster level for when determining which objects you may alter, such as through your (material) talents, as well as your damage dealt/healed with Repair or Destroy. This has no effect on any use of create.

Special: You cannot have both Creation Mastery and Master Of Remaking.

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.

Precocious Creation

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

Benefit: When attempting to create or alter material, you may spend an additional spell point to treat your caster level as 5 higher for determining the types of material that you may affect. This has no effect on the size, duration, caster level, or any other numerical effect of the ability.

Propulsive Creation (Dual Sphere)

Source: Spheres Apocrypha: Battlefield Manipulation Talents

Prerequisites: Creation sphere, Telekinesis sphere (Gravity Ward/Well).

Benefit: You may spend a spell point to cause an object, gas, or liquid you alter or create to either possess a powerful attractive force or to violently repel nearby objects. This acts as a gravity ward or gravity well centered on the altered or created entity. The gravity ward or gravity well lasts only as long as you concentrate unless you spend an additional spell point to maintain it (in which case it lasts as long as a normal gravity ward/well created by you would).

Reforge Object (Dual Sphere)

Prerequisites: Enhancement sphere (Animate Object (enhance)), Creation sphere (Potent Alteration).

Benefit: You do not need to spend an additional spell point when altering an animated object you have created. In addition, you may freely re-assign a construction point when altering an Animated Object in a way that affects its material or shape.

Shape Quintessence (Dual Sphere)

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

Benefit: When you create an object, you may work with quintessence in addition to any materials you could normally work with. This quintessence functions as per the quintessence scholar material imposition, using your Time sphere caster level as your scholar level and your casting ability modifier as your Intelligence modifier for the purpose of determining its effects. This does not grant the inhibitor [explosive] ability.

Surreinforcement (Dual Sphere)

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

Benefit: When you create materials with the Creation sphere, they are laced with shadowstuff that grants you 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.

Wall Master

Prerequisite: Creation sphere.

Benefit: When attempting to create a wall anchored into another object and built out of entirely 10 feet-by-10-feet segments, double the size of the wall you can create.

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.