Analyze Caster (Dual Sphere)

Prerequisites: Mana sphere, Divination sphere (Detect Spellcaster (divine)), caster level 9th.

Benefit: You shorten the casting time of the Detect Spellcaster (divine) talent to 1 round (or one move action, if you possess Fast Divination) and do not need to spend a spell point to use it. Additionally, you gain a +5 bonus to your Spellcraft check when determining a creature’s casting tradition this way. If you successfully determine the creature’s casting tradition, you can spend a spell point to deeply analyze that caster, allowing you to learn all base magic spheres possessed by the spherecaster, as well as their current and maximum spell points, casting ability modifier, and caster levels with each sphere they possess. At 15th caster level, you may also select a single sphere you know they possess: you learn all magic talents they possess in that sphere.

If the target is a spellcaster and utilizes spell lists and spell slots, when deeply analyzing the caster you instead learn the highest spell level they are capable of casting, which spell list they draw their spells from, and whether they prepare their spells or cast them spontaneously. At 15th caster level, you may also select a single spell level to learn all spells they have prepared, or in the case of spontaneous casters all spells they know, of that spell level.

Whenever you use a (manipulation) or (expunge) talent on a creature successfully, you may spend a spell point as a free action to analyze that creature as if using the Detect Spellcaster (divine) talent.

Bonds Of Blood And Power (Dual Sphere)

Prerequisites: Blood sphere, Mana sphere.

Benefit: You may spend 1 additional spell point as a swift action, or as a free action if you possess Magical Conduit, to create a manabond as part of establishing blood control on a creature. Concentrating on your blood control also counts as concentrating on any manabonds you have formed. Creatures under the effect of your manabond count as if they were under the effect of your blood control, but you may not use (quicken) or (still) talents on such creatures without first actually establishing blood control.

Consecrated Affinity (Dual Sphere)

Your presence warps the fabric of magic, binding creatures together.

Prerequisites: Fate sphere, Mana sphere (Magical Conduit).

Benefit: As a free action that can be taken outside of your turn when you have a consecration active, you may create a manabond with any willing creature within the area or creature which has failed its saving throw against the consecration. This manabond lasts for as long as the bonded creature remains within your consecration, but you do not otherwise need to concentrate on the manabond to continue its effects.

Deep Spellburn

Prerequisites: Mana sphere, caster level 9th.

Benefit: You can spend an additional spell point when using Spellburn to increase the initial spell point damage by 1d4, and the spell point damage for being spellburned each round by 2, plus 2 for every 6 caster levels you possess beyond 9th.

Favorite Boost

Prerequisites: Mana sphere (at least one (amp) talent), caster level 9th.

Benefit: Select a single (amp) effect you are capable of using; whenever you utilize this (amp), you reduce the spell point cost of utilizing it by 1 (minimum 0).

If the (amp) would reduce the caster level of the amplified sphere effect, you may reduce the caster level penalty by 2 (minimum 0) instead of lowering the spell point cost of applying that (amp). You must choose which benefit is gained at the time of using the (amp) effect.

Special: You may select this feat multiple times, each time selecting a different (amp) to gain the benefits for. You may not select the Split-Drain Spell (amp) with this feat. You may select a combined (amp) effect from the Great Amplification advanced talent; if you do so, you must select two (amp) effects, treating a combined (amp) effect using both as the (amp) effect for this feat.

Forged Arcana

Prerequisites: Spellcraft 1 rank, Mana sphere.

Benefit: Studies into the magical arts have allowed you to master a specific angle of how magic works. Choose either expunge, manipulate or manabond. When using the selected ability, treat your caster level as 1 higher, increasing by +1 per 5 ranks in Spellcraft you possess. This cannot increase your magic skill bonus or caster level above your Hit Dice.

Homeguard Magic (Dual Sphere)

Prerequisites: Mana sphere, Protection sphere.

Benefit: Whenever you create a ward, you may also use your shuffle inside that ward’s area of effect. You may maintain concentration on this ward and shuffle with the same action. A shuffle created this way does not alter the effects of the ward created as part of the same action.

Locked Bond (Dual Sphere)

Prerequisites: Mana sphere, Warp sphere (Plane Manipulator).

Benefit: When creating any manabond, you may spend an additional spell point to lock the dimensional properties of the bond. As long as the manabond holds, both the host and recipient of the manabond are affected by a dimensional anchor, as per the Plane Manipulator talent.

Magical Blending

Prerequisites: Mana sphere; Death sphere, Destruction sphere, Mind sphere, or Nature sphere ((water) package).

Benefit: Through your experience using all forms of magic, you learn how to sprinkle bits of it into all of your sphere effects. You learn an array of new amplifications, if you possess their associated sphere. As (amp) effects, use your Mana sphere caster level and DC for any effects required by the amplifications.

  • Afterburn (amp) (Destruction): You may amplify an instantaneous sphere effect that deals acid or fire damage. If a creature takes damage from the amplified sphere effect, at the start of each of their turns for 2 rounds they suffer 1d6 additional damage. This amplification lasts for an additional round at 8th caster level and every 8 caster levels thereafter. This damage type is the same as the sphere effect’s damage, although if the sphere effect deals both types of damage, you must select one type for the secondary damage.
  • Coercive (amp) (Mind): You may amplify any noninstantaneous sphere effect that has a saving throw by spending an additional spell point. If the target fails a save against the amplified spell, for the duration of the sphere effect or one hour (whichever is shorter), the target is affected as if they failed their save against the Lesser Suggestion charm.
  • Deadly (amp) (Death): You may amplify any sphere effect that can outright kill a creature, or that deals lethal damage. If a creature would die due to the amplified sphere effect, their death is treated as if they were slain by a death effect for the purposes of returning to life, and the amplified sphere effect gains the death descriptor.
  • Riming Spell (amp) (Nature ((water) package)): You may spend a spell point to amplify a sphere effect that has the cold descriptor. Any creatures afflicted by the sphere effect must succeed at a Reflex save or have all of their base movement speeds reduced by 10 feet (to a minimum of 5 feet), plus an additional 5 feet at 5th caster level and every 5 caster levels thereafter, for as long as they are affected by the sphere effect plus an additional 1d4 rounds.

Manabond Versatility (Dual Sphere)

Magic can be woven and bound in all of its myriad forms.

Prerequisites: Mana sphere, any other magic sphere.

Benefit: Choose a magic sphere other than the Mana sphere that you possess. Whenever you use a magic talent with this sphere that targets a set number of creatures (such as a Fate sphere word which targets a single creature or half your caster level in creatures with Echoing Word) and costs at least 1 spell point to use, you may create a manabond with a single willing target or target that fails a saving throw against the effect as if you had targeted them with an expunge or manipulate effect. If you possess the Magical Conduit talent, you may form multiple manabonds with this effect.

Special: You may select this feat multiple times, each time selecting an additional sphere.

Mark Of Magical Ineptitude

Prerequisites: Mana sphere (Mark Of Instability, Mark Of Incompetency), caster level 7th.

Benefit: Whenever you use your Mark Of Instability talent, your target may not cast any magic based off their spherecasting as well as being prohibited from spending spell points. If your target casts spells and utilizes spell slots, they may not utilize any ability that expends spell slots or cast any spells.

Mind Joggle

Prerequisite: Mana sphere.

Benefit: Even those trained in martial techniques lose their grip under your power. When you use a Mana sphere ability that normally deals spell point damage to a target that has martial focus, you can forego the spell point damage to instead force the target to make a Will saving throw or lose their martial focus.

At 10th level, you can stomp out a creature’s ability to utilize their focus. If you spend an additional spell point when using this feat, you can instead cause your target to be unable to expend or regain their martial focus for a number of rounds equal to your casting ability modifier. A creature suffering from this effect may make a new saving throw to end it early by taking the total defense action.

Reprogram Power

Prerequisites: Mana sphere, Enhancement sphere, magic skill bonus +3.

Benefit: You learn the following (manipulation):

  • Reprogram Weapon (manipulation): You may spend a spell point as a swift action to manipulate the magical essences of any magic weapon you or a creature you have an active manabond with that is willing, are wielding. If that item possesses a weapon special ability, you may alter it so that it becomes any other weapon special ability that requires the same enhancement bonus to apply. (For example, you may modify a +1 keen longsword to become a +1 corrosive longsword, but you cannot modify it to become a +1 wounding longsword.) You may not select weapon special abilities that target specific factions, creature types or similar (such as bane or treasonous). You may not apply new weapon special abilities by lowering the enhancement bonus of a weapon, only temporarily swap weapon special abilities. This modification remains for a number of rounds equal to your Mana sphere caster level.

Rhythmic Chaos (Wild Magic)

Prerequisite: Mana sphere.

Benefit: Whenever you use an (expunge) talent on a creature that can use spells or sphere effects, you can spend an additional spell point to destabilize their magic, increasing their wild magic chance by 20% for a number of rounds equal to your casting ability modifier, unless they succeed a Will saving throw against your Mana sphere DC. This increase to wild magic chance increases by 10% for every wild magic feat you possess (maximum 60%).

For information regarding wild magic events and the wild magic system, see Wild Magic by Drop Dead Studios.

Shuffling Array

Prerequisites: Mana sphere (Flexible Shuffle).

Benefits: You can apply your knowledge of other spheres to bend the rules of magic in even more ways. When using shuffle, you gain the following options, but only if you possess the required sphere for that option.

  • Aggressive Rewiring (War sphere): You can bolster or obstruct projectile magic in the area you manipulate. When you use this Shuffle option, you must select whether to bolster or hinder magic. If you bolster, all attack rolls made as part of a sphere effect or supernatural effect affected by the shuffle resolve as touch attacks. If a sphere effect would already require a touch attack, it gains a +2 circumstance bonus to the attack roll. If you choose to hinder, all attack rolls made as part of a sphere effect or supernatural effect resolve as a regular attack roll. If a sphere effect would already require a regular attack roll, it suffers a -2 penalty to the attack roll. The bonus and penalty both increase by 1 for every 5 caster levels you possess. This ability only affects attacks made as part of a sphere effect that are not weapon attacks (such as through talents with the strike descriptor), other than ray attacks.
  • Distance Rewiring (Warp sphere): Magic entering the area you manipulate can quickly travel across large distances, even if it would otherwise be out of reach. Any sphere effect or sphere-like effect that can affect an area or that targets a creature that reaches into the area of the shuffle treats the entire area of the shuffle as well as any creatures within the area as if they were within the sphere effect’s range, effectively extending the range of the sphere effect. Effects with a range of touch can be performed against any creature within the shuffle as long as the spherecaster is within the area, even if they would otherwise be out of reach. Utilizing such an effect requires a touch attack on unwilling targets. This ability only affects touch attacks made as part of a sphere effect that are not weapon attacks (such as through talents with the strike descriptor).
  • Destined Rewiring (Fate sphere): You manipulate the alignments that spells detect within the area you manipulate. Upon using this option, you must choose a single alignment from the alignment spectrum. All creatures within the area of your shuffle are considered to be of that alignment for the purpose of any sphere effects or supernatural effects that target or affect creatures within the area. Effects with a duration treat targets that leave the area of the shuffle as their true alignment, ending if they could no longer affect the target.

Spellshock Admixture (Admixture)

Prerequisites: Destruction sphere (Admixture), Mana sphere.

Benefit: When using Admixture, you may spend an additional spell point to affect one target damaged by the blast with an (expunge) ability . If you possess Explosive Expunge, you may apply the (expunge) to all targets damaged.

Tainted Manabond

Prerequisites: Mana sphere, forbidden lore class feature.

Benefit: You may create a tainted manabond as a manabond. When an ally that you have a tainted manabond with uses a sphere ability, you may allow them to benefit from your forbidden lore class feature as a free action even if it is not your turn. A creature may refuse this benefit if they so wish. If backlash occurs, it affects only you, but the ability still fails if triggering backlash would cause it to fail. A sphere ability can only benefit from forbidden lore once.

Tethered Mana

Prerequisites: Mana sphere (Hardened Bond).

Benefits: You may spend a standard action to create a Hardened Bond on any creature (unwilling ones may attempt a Reflex save against your Mana sphere DC), object, or square within range of your maximum manabond range, although you may not apply a (manabond) talent to it and may allow it to continue without concentration for 1 minute per level without spending a spell point. You may ‘link’ the part of the bond attached to yourself to any other creature, object or square by spending another standard action touching them (including making a touch attack against unwilling creatures); in effect letting go of the hardened bond and linking the two other creatures, objects or thereof together for the duration. You may also ‘pick up’ one of the ends of the bond with a standard action.

Special: Possessing this feat allows you to qualify for the Tether Adept feat as if you had the Energy Tether talent, using the manabond as if it were the tether. You may also use this feat with the Rope Swing talent of the Athletics sphere, as if it were a rope or a grappling hook.

Tides Of War (Dual Sphere)

Prerequisites: Mana sphere (Magical Conduit), War sphere.

Benefits: You may create a manabond as part of using a rally with the target of your rally, or as part of creating a mandate on one or both creatures. If the rally or mandate does not cost a spell point to use, you must spend a spell point to create the manabond.

Additionally, when you create a totem, you may spend a spell point to create a manabond with a single creature within the area of the totem. If the creature is unwilling, they may attempt a Will save to resist the manabond. If you possess the Magical Conduit talent, you may create a manabond with each creature in the area, spending an additional spell point for each creature. An action used to concentrate on the totem counts as if you were concentrating on the manabond for the purpose of (manabond) talents.

Universal Bonding

Prerequisites: Mana sphere; Protection sphere, War sphere, Life sphere (Diagnose) or Mind sphere (Project Thoughts).

Benefits: Through use of specialized magic, you can enhance all of your manabonds. You may apply the effects of the following abilities to any manabond you create if you possess the associated sphere or talent.

  • Protection sphere: Recipients of your manabonds are considered as if they were under the effects of your aegis for the purposes of effects such as the Community and Status talents.
  • Mind sphere (Project Thoughts): All recipients of your manabonds may communicate telepathically with you and any other recipient of your manabonds.
  • War sphere: You may rally recipients of your manabond as if they were within range of one of your totems.
  • Life sphere (Diagnose): Instead of a swift action, you may spend a free action to learn the condition of all recipients of your manabond. You may spend a spell point once per turn as a free action to learn the exact details of these conditions, as per the Diagnose talent. If you also possess the Soulmate talent, you may always redirect healing as per the talent when you have an active manabond with a creature, even if it is not a Soulmate manabond.