Asymmetrical Warfare (Dual Sphere)

Prerequisites: Illusion sphere, War sphere.

Benefit: You may use your rally abilities on those under the effects of your glamers or in the areas of your figment as if they can see and hear you and are within the area of your totems.

Aura Engineering (Dual Sphere)

Prerequisites: Divination sphere, Illusion sphere (Deceive Dweomer, Manipulate Aura (sensory, magic)).

Benefit: You may attempt Use Magic Device checks on any object within close range using the greater caster level of your Divination or Illusion spheres. Additionally you may take 10 or 20 on Use Magic Device checks and apply the bonus granted from the Deceive Dweomer trick to all Use Magic Device checks. This is a supernatural ability and attended or intelligent objects are allowed a Will save as if this was an Illusion (glamer) to negate the effect but you may use your Divination caster level to determine the DC if it is higher.

Blurred Boundary (Dual Sphere)

Prerequisites: Illusion sphere (any (glamer) talent), Protection sphere.

Benefit: Any attack that deals enough damage to break through your barrier treats all creatures that are contained within the barrier as if they were under the effects of a single (glamer) talent you possess before dealing damage. This glamer effect only applies to the attack that penetrates the barrier.

When creating a non-trick glamer you may also grant the effects of a single aegis you possess to the target. The aegis effect added this way uses the duration of the glamer instead of its normal duration. This is not an actual aegis and does not provide any other benefits, such as those granted by the Status talent of the Protection sphere.

Concealed Command

Your agents are abnormally difficult to shake from your grip.

Prerequisites: Illusion sphere (Manipulate Aura (sensory)); Fate sphere or Mind sphere.

Benefit: Your abilities which would apply charm or curse effects are difficult to notice or remove. Divining for one of your charms or curses only reveals an aura if the caster succeeds at a magical skill check against your MSD. Even if the effect is detected, it can only be removed by the Break Enchantment Life sphere effect or similarly powerful magic.

Deep Cover (Dual Sphere)

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.

Explanatory Illusion (Dual Sphere)

Source: Expanded Spheres: Baron’s Lost Apocrypha

Prerequisites: Divination Sphere, Illusion Sphere

Benefit: As a free action whenever you are observing a target or location using your divine ability, you may create an illusory representation of anything that you can perceive using your divine abilities. For example, when divining for alignment you may surround all creatures within your divine area with auras of light or floating signs indicating their alignment or may create an illusory replica of everything you can see when using viewing. These illusions last for the duration of the divine ability, though you may spend a spell point to make them last for an additional minute per caster level afterwards. These illusions are considered tricks and do not cost spell points.

Fool’s Counterspell (Counterspell)

Prerequisites: Illusion sphere or Mind sphere; Counterspell.

Benefit: When you successfully counter a spell, the caster must succeed at a Will save equal to your Illusion sphere DC or Mind sphere DC (whichever is greater), or believe the spell had its intended effect, even if they would otherwise be aware of its failure. Treat this effect as a figment with a duration equal to the countered spell, and use the rules for interacting with and investigating figments.

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.

Illustrious Light (Dual Sphere)

Prerequisites: Illusion sphere, Light sphere.

Benefit: Whenever you create a figment or glamer you may, as part of the same action, affect the figment or the creature or object subject to the glamer with your glow. Concentrating on the illusion and concentrating to create bright light can be done with the same action, and spending spell points to cause the illusion to endure without concentration double as spell points spent to cause the bright light to endure without concentration.

Implausible Deniability (Dual Sphere)

Prerequisites: Illusion sphere (Manipulate Aura (sensory, magic), Programmed Illusion), Mind sphere.

Benefit: You may have your illusions interact with Detect Thoughts and similar abilities as if they had an Intelligence score of up to twice your caster level. Whenever you place a glamer on a creature, you may spend an additional spell point to create an illusionary mind complete with false memories, including a false Intelligence score (for this purpose creatures with an Intelligence 0 are treated as invisible to effects such as thoughtsense). When a creature attempts to extract information directly from the mind or compel honest responses of anyone under the effects of glamers modified by this feat, they must first attempt a magic skill check against your magic skill defense. Failure indicates the information or response given is any information of your choosing, even false information. You do not need to be aware of the mental intrusion or compulsion to choose the information gained.

The illusionary mind added to glamers modified by this feat constantly broadcasts misleading information. Abilities that would grant an insight bonus to attack rolls, combat maneuver checks, skill checks or armor class against the glamered creature instead incur a penalty of equal value. This also applies to any effects that rely on mind reading such as the battlefield relay symbiat class feature.

Special: If you possess the persuasive class feature you may add the bonus to save DC’s to Illusion sphere abilities. This feat counts as a talent with the (Sensory: Mind) tag.

Invisible Friend (Dual Sphere)

Prerequisites: Illusion sphere (Suppression (glamer)), Conjuration sphere (Shadow Creature (form)).

Benefit: When maintaining a companion with the Shadow Creature talent via concentration, it gains the benefits of the Invisibility glamer from the Suppression talent.

As a free action, you may spend a spell point to allow your shadow companion to fully manifest itself. Your companion loses the Shadow Creature talent and gains one other (form) talent of your choosing in its place for one minute per caster level.

Seeing Shadows (Dual Sphere)

Source: Polished Dark

Prerequisites: Dark sphere, Illusion sphere.

Benefit: You gain the following abilities based on the Dark sphere and Illusion sphere talents you possess:

  • Body Double (requires Living Shadow): When using the lurking shadow option, you may spend 1 spell point to create the shadow lurk as a glamer. The shadow lurk shares the target’s space (and does not penalize the target for sharing its space). Whenever the target is attacked or targeted by a single-target effect, there is a 50% chance the shadow lurk is affected instead. A creature with the see in darkness ability or a similar effect only suffers a 25% to target the shadow lurk instead.
  • Shadow Doppelganger (requires Living Shadow, Illusionary Disguise): Your shadow lurk is disguised to look and sound like you (or the target), functioning as the Illusionary Disguise option. The shadow lurk can speak in the voice of whomever it is disguised as (and use its languages). A creature that physically interacts with the shadow lurk (physical touch, attacks, etc.) receives a Will saving throw to disbelieve the disguise.
  • Shadows In Corners: Figments you create are treated as a gloom you created for the purposes of other abilities and effects (such as your cloak ability and conflicting with light effects); this does not alter the light level or carry any other effects of your gloom. Whenever you create a figment, you may spend 1 spell point to add a gloom’s effects to the figment’s area, paying any additional spell point costs for the gloom or its options as appropriate.

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).

Superpositioned (Dual Sphere)

Prerequisites: Illusion sphere (Decoy (glamer), Suppression (glamer)), Warp sphere, caster level 5th.

Benefit: While under the effects of the Suppression talent, you may use the Warp sphere teleporting only yourself and carried gear as a move action rather than a standard action. Whenever you use a Warp sphere effect on yourself, you may leave behind or appear with a copy of yourself that lasts until the start of your next turn as the Decoy trick.

Suppressed Spell (Metamagic)

Prerequisites: Illusion sphere (Suppression (glamer)).

Benefit: Spells affected by this feat have a reduced manifestation. Being subjected to the effect requires a Perception check (DC 15 + 1/2 your caster level) or the target does not perceive the presence and source of the effect.

Special: For each (sensory) talent you possess, improve the Perception check DC by an additional +2 and hide sensation associated with that (sensory) talent. This has no effect on spells or sphere abilities that rely on a suppressed sensation( s) to function, but you may always forgo the +2 bonus to the Perception DC to allow the sensation of the effect to function normally.

Cost: +2 spell points

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.

Tactile Illusion (Dual Sphere)

Prerequisites: Illusion sphere (Illusionary Touch (sensory, touch) x2), Telekinesis sphere (Finesse).

Benefit: By weaving your illusions together with a hint of telekinetic force you can allow them to exert force more appropriate to their apparent nature. Your illusions can support weight or block movement of creatures or objects so long as all pressure and weight on it falls within the size limit of your telekinesis. However, anyone who disbelieves the illusion may choose to ignore the telekinetic effect, moving through the illusion as normal, as well as allowing them to throw or move items through it.

In addition, you may deal lethal damage with your illusions instead of nonlethal damage.

Vudu (Dual Sphere)

Prerequisites: Death sphere, Illusion sphere (Illusionary Touch (sensory, touch) x2, Illusionary Disguise ability).

Benefit: Anyone struck by your ghost strike takes damage from your Illusionary Touch in addition to any other effects.

Special: Your reanimated undead gain the benefits of the Illusionary Disguise glamer appearing as they did when they were alive. You do not need to know what the creature looked like when it was alive to gain this benefit.

Wave-Particle Duality (Dual Sphere)

Prerequisites: Illusion sphere, Light sphere.

Benefit: The light from your bright light becomes a spread rather than an emanation allowing it to move around corners and through tight spaces and small holes as if it was a gas. This light may penetrate areas and containers that are not airtight by spreading at a rate of 1 cube per 3 caster levels each round through cracks in doors, keyholes or other small gaps in construction.

Weird Assault (Combat)

Prerequisites: Illusion sphere (Decoy (glamer), Mage Feint), base attack bonus +3.

Benefit: You may suppress two decoys surrounding you until the start of your next turn to use the Mage Feint talent as a swift action.

Special: If you possess the Weird Defense (Combat) feat and have its effect active, you can dismiss the effect instead of suppressing two decoys to use Mage Feint talent; using Mage Feint in this fashion does not require any additional actions.

Weird Defense (Combat)

Prerequisites: Illusion sphere (Blur (glamer), Decoy (glamer)).

Benefit: As a swift action, you may grant yourself a miss chance equal to 10% + 5% per 2 caster levels (maximum 95%) until the start of your next turn or until an attack misses due to this feat. Effects that ignore concealment only reduce this miss chance by half (rounded down). This is a spell-like ability. For abilities that allow for re-rolls for attacks that miss due to concealment such as the Blind-Fight feat, instead calculate the miss chance as 10% + 5% per 3 caster levels and reroll on a miss as per normal for the ability.

Weird Motion (Combat)

Prerequisites: Illusion sphere (Mage Feint), base attack bonus +3.

Benefit: Add your casting ability modifier as a circumstance bonus to AC against attacks of opportunity incurred when charging or making ranged attacks. In addition, as a full-round action you may make a single ranged or charge attack and use your Mage Feint talent as part of the same action against that target.


Archived: Ultimate version (before Polished)