Addictive Power (Drawback)

Prerequisites: Enhancement sphere, Addictive Casting drawback.

Benefit: Your enhancements satisfy your addiction, to a degree; whenever you spend a spell point to relinquish concentration on an enhancement targeting yourself, the time until you begin suffering penalties extends to the end of the enhancement’s duration. In addition, you gain a +1 bonus to all saving throws while you are suffering the penalties from your addiction.

Alloy Enhancement (Dual Sphere)

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.

Animate Structural Features

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

You may use Animate Object on portions of objects or structures, such as animating a hallway within a castle or the front door of a cottage. Objects animated in this way always have the Immobile flaw. Additionally, such objects are rigidly attached to the rest of the structure, reducing its reach as if it were two size categories smaller than it actually is.

The animated portion of the structure may attack creatures that are within reach of any of its surfaces, and is immune to any effect that would move it that could not also move the structure it is a component of.

Animate Tornado (Dual Sphere)

Prerequisites: Enhancement sphere (Animate Object (enhance)), Weather sphere (Tornado Lord, Wind Lord).

Benefit: You may animate a tornado, whirlwind, or dust-devil using Animate Object any time you are within wind of severity level 4 or higher. Treat this as an animated object of Huge size (even if you could not normally animate Huge objects). It has the whirlwind universal monster ability (10-20 feet high, 1d8+15 damage, DC 23), but is constantly in whirlwind form and cannot leave it. It also has the fluid and additional movement (fly) abilities, but no construction points. For every 5 caster levels above 10 you have in the Weather sphere, the tornado gains +4 Strength and the DC for its whirlwind ability gains a +2 bonus (for a total increase of 4). You may use the Bestow Intelligence and Bestow Life talents on this tornado.

Animated Arsenal

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

Benefit: Whenever you create an animated object out of a weapon, you may change the damage type of one slam attack to either piercing or slashing. If you choose to apply the piercing attack or slashing attack abilities to one of the object’s other slam attacks, you may choose to have it also apply to the slam attack modified through this feat for no additional cost. Finally, the first application of ranged attack only costs 1 CP.

Animating Possession (Dual Sphere)

You can project your soul into an object to give it a semblance of life.

Prerequisites: Death sphere (Master’s Presence), Enhancement sphere (Animate Object (enhance)).

Benefit: When you use Animate Object, you may automatically possess the object as the Possession advanced talent. Your animated object always willingly fails its saving throw against this effect. You do not have to share a space with them, and you may possess the object despite it being a construct. In addition, you can shift concentration of a single Enhancement sphere ability or effect to an undead you control as a free action. If its concentration is broken (using your concentration modifier), the enhancement is ended as normal.

Backdoor Control (Dual Sphere)

Prerequisites: Enhancement sphere (Bestow Intelligence (enhance)), Mind sphere (Expanded Charm).

Benefit: Whenever you use a charm against a creature or object you used Bestow Intelligence, requests you make that would normally be against their nature are instead treated as things they would not normally do. This increased control extends to creatures you create through advanced magic, such as Bestow Life, Duplicate, or Give Magic Life.

Careful Magic (Drawback)

Prerequisites: Enhancement sphere, Extended Casting drawback.

Benefit: Your slow casting style results in more firmly constructed sphere effects. You add your casting ability modifier as a bonus to your MSD (minimum +1) for the purposes of countering or dispelling your sphere effects. You may spend an additional spell point when enhancing a creature or object to force any creature attempting to dispel or counter that effect to roll twice and take the worse result.

Complex Animations

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

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

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.

Enchanted Animation

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

Benefit: Whenever you create an animated object, you may spend a spell point to grant it a single use of one of your sphere abilities; if the sphere ability costs spell points to use, you must pay for that cost when granting it. It may use that sphere ability as if you had cast it yourself.

Enhanced Contingency

Prerequisites: Enhancement sphere, Contingency.

Benefit: You may enhance a contingency effect. If the contingency creates or summons a valid target for that enhancement, the enhancement is transferred to that target. Otherwise, the enhancement is transferred to the sphere effect once it takes effect. You may spend an additional spell point when applying the enhancement to tie it into the contingency; if you do so, time spent prior to the contingency triggering does not count towards the enhancement’s duration.

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.

Enhanced Vigilance (Dual Sphere)

Prerequisites: Enhancement sphere, War sphere.

Benefit: While an ally is under the effect of one of your enhancements, you may rally that ally. The ally must be the target of the enhancement, not an object they are carrying or wielding.

Enhancing Telekinesis (Dual Sphere)

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.

Exceptional Ally (Dual Sphere)

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.

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.

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.

Magical Focus (Drawback)

Prerequisites: Enhancement sphere; Focus Casting drawback or Galvanized drawback.

Benefit: Whenever you enhance your focus or a weapon you are wielding with Galvanized Casting, you may choose to have the effect continue without concentration without spending a spell point. This feat only applies to the spell point spent to relinquish concentration. If another feat, talent, or class feature grants you the ability to spend more spell points when relinquishing concentration to improve the effects, you still need to spend the additional spell points to gain those benefits. You may only have one effect benefiting from this feat at a time.

Magician’s Trade (Counterspell)

Prerequisites: Enhancement sphere, Counterspell.

Benefit: Whenever you use Counterspell, you may end an enhancement affecting yourself to increase the number of magical effects you may end with Counterspell by one. There is no limit on the number of enhancements you may cancel to improve your Counterspell; however, you may only use enhancements you created yourself to fuel this feat that are not maintained through concentration.

March Of The Treants (Dual Sphere)

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.

Master Of Small Magics

Prerequisites: Enhancement sphere, Cantrips.

Benefit: You may use leaked magic from your enhancements to improve your Cantrips. Whenever you use Cantrips while under the effects of one of your own enhancements, you may either increase the range to medium, double the duration, or double the amount of matter you can affect at one time. In addition, you may choose to use any creature or object within 30 feet that is under the effects of one of your enhancements as the origin for any Cantrip you use.

Might Of The Grave (Dual Sphere)

When you reanimate a body, you can grant it magical enhancements for a short time.

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.

Mounted Magician

Prerequisites: Handle Animal 3 ranks, Ride 3 ranks, Enhancement sphere, casting class feature.

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 (Dual Sphere)

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.

Nature’s Enhancement (Dual Sphere)

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

Benefit: Whenever you enhance a creature, you may also imbue the target with a non-instantaneous spirit ability. The target must be a valid choice for both the enhancement and spirit ability; you may only target yourself if you cannot target others. In addition, you may maintain concentration on the enhancement and the spirit ability with a single action.

Object Familiar

Prerequisites: Enhancement sphere (Animate Object (enhance)), ability to acquire a familiar.

Benefit: When choosing a new familiar, you may select a Tiny animated object in place of a normal creature. An object familiar’s type does not change, and it does not gain the ability to speak to other creatures of its kind.

Special: You may apply the benefits of any feats that improve your use of Animate Object to your animated object familiar. If you later take Improved Familiar, you may select a Small animated object at 5th caster level instead.

Parts And Pieces (Dual Sphere)

“Arms and legs make perfectly acceptable furniture, minions, and anything in between.” – Kul’thiran, Master Necrotaxidermist

Prerequisites: Death sphere (Piecemeal Reanimation (dominion)), Enhancement sphere (Animate Object (enhance)).

Benefit: You may choose to have any piecemeal undead under your control count as animated objects for the purposes of your Enhancement sphere talents, feats, and other abilities, but count them against both the total number of Hit Dice you can have reanimated and as animated objects. You must decide to treat a piecemeal undead as an animated object when it is first created.

A piecemeal undead under your control that you treat as an animated object gains additional construction point abilities as normal for an animated object, chosen when it is reanimated.

Plexing Boon (Dual Sphere)

Source: Expanded Spheres: Baron’s Lost Apocrypha

Prerequisites: Enhancement Sphere, Protection Sphere (Plexing Aegis)

Benefit: Whenever you would activate a Plexing aegis, you may turn it into a single enhance effect that you can create rather than an aegis. You must pay the spell point cost of the enhance normally and it follows all of the same stipulations as an aegis created with Plexing aegis.

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.

Solid Illusions (Dual Sphere)

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).

Tactical Animation

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

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

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

Tribal Mark (Dual Sphere)

Prerequisites: Enhancement sphere, War sphere.

Benefit: You may create enhancements that duplicate the effect of being within totems. The tribal mark works as an enhancement, using your Enhancement caster level. If used on a creature, the creature is treated as if being within the totem that is the basis for the enhancement. If used on an object, then any creature carrying the object is affected as if they were the target of the enhancement themselves. Only the creature enhanced or carrying the enhanced object is considered inside the totem for effects that require another ally or an enemy to also be within the totem. The enhancement can not be used to rally.