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).
Atmospheric Imbuement (Dual Sphere)
Prerequisites: Destruction sphere, Weather sphere.
Benefit: When using (blast type) talents from the air, electrical, or sonic blast type groups, or any blast type deemed appropriate by the GM, when there is an area of rain and wind both at or above category 4, your destructive blast bypasses spell resistance.
Channel Destruction (Channeling)
Prerequisites: Destruction sphere, channel energy class feature.
Benefit: You may imbue your channel energy with a blast type talent. This channeled energy may only be used to harm, but affects all creatures in the area, not just living or undead. The channeled energy does its normal number of damage dice of a die size and damage type corresponding to the chosen blast type. Additional effects apply as usual for the chosen blast type.
If more than one blast type is known, a different blast type may be selected each time channel energy is used. For example, a 5th level soul weaver with this feat and the Crystal Blast talent could channel energy, dealing 3d4 piercing damage as well as the effects of Crystal Blast in the normal area and with the normal DC of her channel energy. If, for example, she also possesses the Searing Blast talent, the next round she can channel energy, dealing 3d8 fire damage.
If the (blast type) talent chosen has additional spell point costs, an additional use of channel energy must be used in place of each spell point required. You may spend a spell point to increase the damage to one die per level in the class that grants channel energy that you possess.
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.
Corpse Explosion (Dual Sphere)
You can cause a corpse to explode like a literal bomb.
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.
Deadly Targeting (Combat)
Prerequisite: Destruction sphere.
Benefit: The base critical threat range of your destructive blast increases to 19-20.
Destructive Companion (Dual Sphere)
Prerequisites: Conjuration sphere (Explosive Companion (form)), Destruction sphere.
Benefit: When you summon a companion that possesses the Explosive Companion (form) talent, you may apply a single (blast type) talent that you possess to that companion. When the explosive companion detonates, it uses the die size and damage type of the (blast type) talent and applies its additional effects as if it were a destructive blast. Any additional spell point costs associated with the chosen (blast type) talent must be paid as part of casting summon.
Destructive Radiance (Dual Sphere)
Prerequisites: Destruction sphere, Light sphere.
Benefit: Whenever you use your destructive blast, you can choose to have it take on the properties of light. A destructive blast modified in this way no longer requires line of effect to its targets, but is blocked by factors that affect normal sight (such as concealment). For example, you could fire your destructive blast through a glass window or a barrier, but it would be blocked by opaque walls, fog or darkness.
Dimensional Tether
Prerequisite: Destruction Sphere (energy tether) or Mana Sphere (hardened bond)
Benefit: Any attempt by creatures affected by your energy tether or hardened bond to teleport or cross planes fails unless they succeed at a magical skill check against you.
Source: Expanded Spheres: Weaves of War
Energy Cascade
Source: Diamond Spheres: Erudition & Esoterica
Prerequisites: Destruction sphere (Energy Beam (blast shape), Sculpt Blast (blast shape)), caster level 5th.
Benefit: Whenever you create or maintain an Energy Beam, you can choose to have the line become a 10-foot cone, + 5 feet per 2 caster levels.
Special: If you possess the Calamity advanced talent, you can augment your Energy Beam as if it were the Sculpt Blast blast shape.
Energy Laser
Source: Diamond Spheres: Erudition & Esoterica
Prerequisites: Destruction sphere (Energy Beam (blast shape)).
Benefit: Whenever you shift an Energy Beam, you can now shift the beam’s end point by up to 25 feet + 5 feet per 2 caster levels, but doing so allows the affected creatures to negate the effects of the destructive blast instead of halving the damage on a successful Reflex saving throw unless you spend an additional spell point when you first create the Energy Beam.
Additionally, when shifting the beam, you can have it flicker, allowing you to ‘turn off’ the beam for any given 5-foot interval to ignore all creatures within the area, and have it return on the subsequent 5-foot intervals (or otherwise); if you possess the Selective Blast talent, you can instead choose to ignore all allies within the arc.
Energy Snake (Combat)
Prerequisites: Destruction sphere (Energy Sphere (blast shape)).
Benefit: When using the Energy Sphere blast shape, you may spend 1 spell point 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.
Fan The Flame (Dual Sphere)
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. If your fire blast would cause multiple creatures to catch fire, each target must have the effect of Fan The Flames applied and maintained individually, either by concentration or spending spell points.
Fear And Flame (Combat)
Prerequisites: Destruction sphere (Fire Blast (blast type, fire)).
Benefit: When a creature is set on fire by your destructive blast, they must succeed at a Will save each round they remain on fire or become shaken. If shaken, they become frightened. If frightened, they become panicked. A successful save reduces the severity by one step and ending the on fire condition ends the effects of this feat, though not fear conditions from other sources.
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.
Flexible Ghost Strike (Dual Sphere)
You can make ghost strikes in a variety of configurations.
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.
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.
Frozen To The Bone (Combat)
Prerequisites: Destruction sphere (at least one (blast type) talent that deals cold damage).
Benefit: When using a destructive blast (blast shape) that allows a Reflex save with a blast type that deals cold damage, you may replace the Reflex save with a Fortitude save.
Heavy Hand (Combat)
Prerequisites: Destruction sphere (at least one (blast type) talent that deals nonlethal damage).
Benefit: When using a destructive blast blast type that deals nonlethal damage, you may instead deal lethal bludgeoning damage, but your die size is reduced one step. Additionally, you gain a +1 insight bonus to attack rolls and save DCs with destructive blasts that deal nonlethal damage.
Illusionary Blast (Dual Sphere)
Prerequisites: Destruction sphere, Illusion sphere (Illusionary Touch (sensory, touch) x2).
Benefit: When creating a destructive blast, you may spend an additional spell point to allow your destructive blast to behave as if it were an illusion in specific ways; the destructive blast deals nonlethal damage regardless of other effects, blast types, or blast shapes applied, and no longer requires line of sight or line of effect in order to be created or strike a target.
Special: If you possess the Shadow Infusion Illusion talent, you may spend an additional spell point or shadow point to have your destructive blast deal damage as normal but still gain the other benefits of this feat.
Imbue With Nature (Dual Sphere)
Prerequisites: Destruction sphere, Nature sphere (any (geomancing) talent).
Benefit: When using a (blast type) talent from a blast type category corresponding to a geomancing talent you possess, you may increase the casting time by one step or spend an additional spell point to draw material from the environment to enhance your destructive blast, allowing it to bypass spell resistance.
| Geomancing Talent | Blast Type Categories |
|---|---|
| (Air) package | Air, electric, sonic |
| (Earth) package | Crystal, stone |
| (Fire) package | Fire, light |
| (Metal) package | Acid, electric |
| (Plant) package | Acid, force |
| (Water) package | Cold, crystal |
Improved Chain Blast (Combat)
Prerequisites: Destruction sphere (Chain Blast (blast shape)).
Benefit: The number of targets you may select with Chain Blast improves to 1 + your caster level (minimum 3). You may spend an additional spell point when using Chain Blast to force targets to make a Reflex save for half damage rather than making an attack roll against them. The chain stops as normal if a target takes no damage.
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.
Material Infusion (Dual Sphere)
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. If other relevant materials exist in your campaign, the GM may determine at what level this talent applies to them.
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 (whether or not you have spent a spell point; it not, then it can persist after you end concentration). You can only extend the sphere’s duration by up to a number of rounds equal to your Destruction caster level.
Primal Blast (Dual Sphere)
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).
| Geomancing Package | Blast Type Category |
|---|---|
| (Air) package | Air, electric, sonic |
| (Earth) package | Crystal, stone |
| (Fire) package | Fire, light |
| (Metal) package | Acid, electric |
| (Plant) package | Acid, force |
| (Water) package | Cold, crystal |
Author’s Note: When using the Primal Blast feat, you do not substitute an ability score’s bonus damage (e.g. Strength, Dexterity) for your casting ability modifier, you instead do not gain your normal ability score as bonus damage and separately add your casting modifier. Effectively, the attack does not add the ability score and adds your casting modifier as a separate damage bonus. This differs from an unchained rogue’s finesse training feature, which replaces Strength with Dexterity and then calculates normally. For example, when using the Destruction sphere Energy Strike talent with a 2 handed weapon, you would only receive your casting ability modifier as bonus damage and not 1.5x your casting ability modifier.
Rebuff, Improved (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.
Rebuff, Superior (Combat)
Prerequisites: Destruction sphere (Rebuff (blast shape)), Improved Rebuff, improved evasion class feature.
Benefit: When using the Rebuff talent to provide cover to allies, you also grant them the benefits of improved evasion.
Selective Admixture
Amidst ruin, you have learned to support those whom you favor.
Prerequisites: Destruction sphere (Admixture, Selective Blast), any one Admixture feat.
Benefit: When you omit creatures from being affected by your blast using Selective Blast, you may choose to have the effect of any Admixture on the blast affect only the omitted creatures rather than affecting damaged creatures.
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.
Soul-Scorching Blast
Rather than their body, you attack the very essence of your foes.
Prerequisites: Destruction sphere (Paradigm Blast (blast type) or Smiting Blast (blast type)).
Benefit: When using a destructive blast blast shape that allows a Reflex save with a blast type that deals anarchic, axiomatic, profane, or sacred damage, you may replace the Reflex save with a Will save.
Stellar Evoker
Your magics orbit you creating an orrery of color and power around your person.
Prerequisites: Destruction sphere (Energy Satellite (blast shape)).
Benefit: The maximum number of satellites you may maintain at one time increases by +1. In addition, whenever you could discharge a satellite as an immediate action, you may instead expend an attack of opportunity. You may not target the same creature with a satellite more than once per round.
Whenever a destructive blast unaltered by a (blast shape) talent misses its target, you may spend one spell point as an immediate action to form a satellite as though you cast that destructive blast with the Energy Satellite (blast shape). A satellite created this way cannot be discharged the round it is created and lasts for 1 round per caster level, instead of 1 minute per caster level. A destructive blast whose damage was increased by spending an additional spell point does not deal increased damage when reformed into a satellite with this feat.
Example: An evoker spends 1 spell point to cast destructive blast augmented with the Static Blast (blast type). This destructive blast misses its target, so the evoker spends 1 spell point as an immediate action to “recapture” this effect as a satellite created with the Energy Satellite (blast shape) with the same (blast type).
Supernatural Elements (Dual Sphere)
The diverse powers of nature are yours to distort.
Prerequisites: Destruction sphere, Nature sphere.
Benefit: Whenever you create a geomancing or spirit effect, you may change its damage type to a damage type corresponding to a (blast type) talent you possess. Changing the damage type to one other than acid, bludgeoning, cold, electricity, fire, piercing, or slashing costs +1 spell point. If you possess the Admixture talent, you may pay the additional costs of Admixture as normal to apply multiple damage types to the geomancing effect or alter only half of the damage of the effect (with the other half retaining the original damage type of the geomancing effect). This does not allow you to apply effects besides damage from any effect used in the blast type or admixture (for example, you may not apply the saving throw penalties from Numbing Blast or an alter time ability from Time-Thief’s Admixture to a pummel attack).
Effects created with this feat operate as they normally would in spite of their altered damage type. For example, fire that deals acid or cold damage could still be smothered or doused with water to put it out.
Tether Adept (Combat)
Prerequisites: Destruction sphere (Energy Tether (blast shape)).
Benefit: When using the Energy Tether blast shape, instead of targeting a creature, you can anchor it to a solid surface within its range such as a wall or ceiling (but not floor) as a standard action. This can only work to a maximum range of close, whatever your destructive blast’s maximum range. Once the tether is anchored, you may, as a move action, attempt to move to any other legal square within the tether’s reach (as determined from the anchor point) without provoking an attack of opportunity, regardless of your normal move speed, by attempting an Acrobatics check and comparing the result to the CMD of each creature adjacent to the start and destination points; success on this check allows you to complete the movement, and failure causes you to fall prone in a square adjacent to the creature whose CMD you failed to beat. This movement can include squares on elevated or recessed surfaces, or even walls. If you have a climb speed, you may even end this movement on a wall or ceiling. You must have a clear path towards the destination (this ability does not allow you to pass through solid obstacles or opponents, though it may allow you to circumvent an enemy if you have a clear path around them within the tether’s reach). You must have a free hand to use this ability. Blast types that carry a spell point cost do not incur that cost when using this feat. The anchoring object receives no damage nor other effects of your destructive blast.
Warp Burst (Dual Sphere)
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.
Whole-Set Blast (Dual Sphere)
Prerequisites: Destruction Sphere (Conflagrant Cluster), Fate Sphere
Benefits: Whenever you use your destructive blast, you gain a +1 bonus to MSB checks made to bypass spell resistance for each different size of damage die beyond the first used in the destructive blast’s damage.
Source: Card Casting 3: Volatile Variance