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 successfully used Bestow Intelligence on, 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.
Deceptive Advisor
Prerequisite: Mind sphere.
Benefit: When you attempt to influence the attitude of an individual with the Diplomacy skill or deceive an individual with the Bluff skill, your very words are laced with deceptive, incantatory cadences. As a swift action, you may cause a target within 30 feet of you to attempt a Will save with a DC equal to 10 + 1/2 your Mind sphere caster level + your casting ability modifier. Failure means that your Bluff checks are treated as if your statements are one step more reasonable to the target (for example, an impossible lie that would ordinarily impose a -20 penalty to your Bluff checks would instead be treated as merely far-fetched and would only impose a -10 penalty to your Bluff check).
In addition, failure means that the target is treated as one stage friendlier to you for the purposes of shifting his or her attitude by one step (for instance, changing the attitude of a creature from unfriendly to indifferent normally requires a DC equal to 20 + the creature’s Charisma modifier, but would now only require a DC equal to 15 + the creature’s Charisma modifier). These effects last a number of hours equal to your casting ability modifier, but the normal rules for the frequency with which a creature may be influenced by Bluff or Diplomacy are still in effect. This is a mind-affecting, language-dependent effect.
Doublespeak (Dual Sphere)
What might spell doom for one listener brings the greatest of joy to another.
Prerequisites: Fate sphere (Echoing Word [mass]), Mind sphere; or Fate sphere, Mind sphere (Mass Charm [mass]).
Benefit: When you use a charm, cloud, or word, you may spend 1 additional spell point to affect the target, targets, or creatures in the area with a different charm, cloud, or word you may create if they are of a certain alignment (designations may include specifications such as lawful good, any good, or any nongood). Creatures of that alignment are instead affected by a different charm or cloud effect of your choice of the same strength that you may create, or a word you may cast, chosen when you cast the first effect. You must spend spell points for the secondary effect as normal.
Dreamspace (Dual Sphere)
Prerequisites: Mind sphere, Warp sphere.
Benefit: When you sleep, you may choose to project your mind into a quasi-real space, or dreamspace. This dreamspace is a single 10-foot cube in size (increasing by a single 10-foot cube every 4 character levels, their arrangement determined when you level) and you can select the ambient light level, temperature, and cosmetic style when entering the dreamspace or as a standard action. The cosmetic style of your dreamspace is only partially under your control, reflecting your current dreams, state of your mind, and conscious desires.
When you use an action to adjust the style it will always reflect your intended changes, but you do not have fine control over its appearance and your unconscious mind may be reflected in its subtler elements. You can choose to have it appear as a castle, but not a specific castle or place you have seen, and if you are worried it may appear to be under siege or shrouded in shadow.
You interact with the dreamspace using a copy of your body and all you wear, leaving behind your physical body in the real world. You may also choose to bring up to a heavy load of unattended, inanimate objects within touch range into your dreamspace with you, causing them to disappear when you fall asleep, and may choose to bring them back in a similar manner when you wake. Your dreamspace and any items left within it persist even while you are not in it, though they enter stasis until you return.
Because the dreamspace is not a true physical location, you cannot take any actions that would cause you to leave the dreamspace other than waking up, or that would affect your body or the real world. In addition, the dreamspace cannot be entered using normal teleportation or planeshifting effects. At the GM’s discretion, effects allowing travel to normal dreams can enter the dreamspace, and it may count as a dreamscape for certain effects.
Otherwise, actions have their normal effects in the dreamspace. Regardless of how you spend your time in dreamspace, you gain the normal benefits of sleep.
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.
Hypochondriac’s Terror (Dual Sphere)
When you take over a creature’s bodily functions, you may also blend in your mental manipulation to torture them from the inside out.
Prerequisites: Blood sphere, Mind sphere, caster level 5th.
Benefit: When you successfully establish blood control on a target, you may spend a spell point as a swift action to manipulate their mind, granting them a Will save against your Mind sphere DC. On failure, their body’s response system is under your control for the duration of the blood control. If used alongside Mass Blood Magic, you may affect any amount of creatures with this feat, but must pay the additional spell point per creature you affect.
When the creature fails their Will save against this feat, you select an ailment for the creature to suffer from, chosen from the following:
- Fight or Flight: The target is shaken until the start of their next turn.
- Hallucination: If you possess the Visions talent, you may cause the creature to suffer as if they failed a save against the Vision lesser charm, but the effects only persist for one round.
- Pustule Burst: The target suffers nonlethal damage equal to 1d4 + half your caster level with the Blood sphere.
- Queasy: The target is sickened until the start of their next turn.
- Spasm: The target moves 5 feet in any direction you choose. You cannot move the target into a square that is intrinsically dangerous or into an obstacle, and the target may still take a 5-foot step afterwards.
- Twitches: If you possess the Gestures talent, you may cause the creature to suffer as if they failed a save against the Gestures lesser charm, but the effects only persist for one round.
The target suffers from that ailment at the beginning of each of its turns. You may change the ailment as a free action. Additionally, whenever you successfully use a (still) or (quicken) ability on the target, you may cause them to suffer from an additional ailment for one round.
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.
Mental Aura
Your very presence can be enough to exert your inhuman will on others.
Prerequisites: Mind sphere (Mass Charm [mass]).
Benefit: You may create an effect known as a mental aura attached to yourself or to other creatures by spending a spell point. A mental aura functions as a cloud attached to a creature (with the normal radius of 10 feet in radius + an extra 5 feet per caster level) except that it becomes inactive if that creature is knocked unconscious and is dispelled if they are killed. Mental auras continue to function if they go beyond the range of their creator. The mental aura has a duration of concentration or 1 minute per caster level if you spend an additional spell point.
Any creature that enters or starts its turn in a mental aura is affected by a single lesser charm that you can create (chosen at the time you create the aura). At your discretion, you may choose to omit allies or enemies from the effects of the mental aura. Creatures are allowed saving throws as normal to negate the effects of these charms. For effects that are dependent upon input or orders by the caster (such as Suggestion or Command), this input is decided when the mental aura is created. A creature that has been affected by a mental aura cannot be affected by the same aura again (or the charm it replicated) for 24 hours. Effects such as Minor Charm Specialist which would increase the number of times a creature may be affected by a charm increase the number of times they may be affected by mental aura as if it were a charm.
The recipient must be within touch range or within close range if you possess the Ranged Mind talent). An unwilling creature can have a mental aura attached to them as a touch attack and they may attempt a Will save to negate the effect initially. A successful save in this context ends the mental aura immediately. An enemy which fails their saving throw to have a mental aura attached to them is considered to have failed the saving throw to avoid being affected if the creator of the mental aura allows them to be affected. Spell resistance can prevent a mental aura from being attached to a creature.
Mental Cloud
Prerequisites: Mind sphere (Mass Charm).
Benefit: You may spend 2 spell points to manifest a (charm) as an actual, literal cloud of mental energy. This cloud has a radius of up to 10 feet + 5 feet per 5 caster levels, centered within your maximum charm range, and lasts for 1 minute per caster level. This cloud does not obscure sight or grant concealment, and the cloud remains for 1 minute per caster level. A moderate wind ( 11+ mph) will disperse it within 4 rounds, while a strong wind (21+ mph) will dissipate it at the start of your next turn. Whenever a legal creature enters this cloud (including allies, enemies, or even yourself) or begins their turn inside it, they become subject to the charm and may attempt a saving throw if allowed and desired. Once a creature has either saved against or become subject to the charm, they cannot be affected again even if they remain with the cloud or leave and return.
Mind Over Matter (Combat)
Prerequisites: Mind sphere, caster level 5th.
Benefit: When you take hit point damage and are not flat-footed against the damage’s source, you may choose to spend spell points as a free action (even when it is not your turn) to delay some or all of the damage, effectively nullifying it for the moment when it occurs. For every spell point spent, you may delay an amount of damage equal to twice your Mind caster level (meaning a level 7 thaumaturge could delay 28 points of damage by spending 2 spell points). The damage is delayed for a number of rounds equal to your casting ability modifier.
In addition, by spending a spell point as a standard action, you may will your metabolic functions to respond differently. You may delay the effect of poison on yourself by altering its frequency by one step (rounds to minutes, minutes to hours, or hours to days, only usable once per poison), you may use your casting ability score instead of Constitution for holding your breath, and you may add your casting ability modifier as a bonus to checks to disguise your health under close observation (such as when feigning death).
This is treated as a supernatural ability. Any delayed damage can be taken at a point prior to the expiration of the delay by dismissing the effect, as if dismissing a spell. Healing received while damage is delayed can preemptively negate the damage before the effect ends if you wish. If an attack’s damage is negated entirely, secondary effects of the damage are also negated if the secondary effect would be negated through damage reduction.
Minor Charm Specialist
Prerequisite: Mind sphere.
Benefit: You may target an individual creature with a lesser charm an additional amount of times per day equal to your casting ability modifier (minimum 1). Additionally, if a creature would successfully save against your lesser charms, it does not count towards the maximum amount of times you may target an individual creature in a day.
Never Really There (Dual Sphere)
Your escape masks any memory of your presence.
Prerequisites: Mind sphere (Amnesia (charm)), Warp sphere.
Benefit: When you use the Amnesia charm from the Mind sphere, you may extend the casting time by 1 step or spend an additional spell point to teleport yourself as part of the same action. You may teleport other creatures as part of this action but must include yourself among the targets.
Paranoia Agent (Dual Sphere)
Source: Polished Dark
Success so clearly within their grasp … or is it merely a trick of the light.
Prerequisites: Dark sphere, Mind sphere.
Benefit: You gain the following abilities based on the Dark sphere and Mind sphere talents you possess:
- Hypnotic Darkness (requires Debilitating Darkness): Your gloom is always treated as having the looming darkness option when targeting a creature with a charm, debuffing the saving throw associated with that charm (i.e. applying a penalty to Will saves for a charm that requires a Will saving throw). This is in addition to any other (darkness) options added to the gloom; if the gloom was already granted the looming darkness option, looming darkness functions normally and penalizes the charm’s associated saving throw (if not already selected); this includes the emergent augment.
- Memory Hole (requires Amnesia): You gain the memory hole (darkness) option:
Memory Hole (darkness)
Descriptor: compulsion, mind-affecting
Saving Throw: Will (negates); see text
Cost: +1 sp
Effect: This (darkness) does not actively affect targets when within the gloom, only when the target would no longer be within the gloom (including the gloom ending, moving out of the gloom’s area, and so on). When the target leaves the gloom, the target immediately loses all awareness of events which occurred within the gloom (including interactions with people, items, events, and so on). This (darkness) otherwise functions as the Mind sphere Amnesia greater charm, but only for events within the gloom.
A target may naturally notice or remember objects in their possession being misplaced, notice wounds on their body, and make reasonable conclusions; likewise, a target may remember they were engaged in combat (if aware of a threat before entering the gloom and so on).
Augment 1 sp [Damnatio Memoriae]: An affected target’s memories can only be restored through magical means (break enchantment, Inception, etc.); a reminder of events from another creature is no longer sufficient to attempt a new saving throw to remember.
Pressure Point Proficiency (Combat)
Prerequisites: Mind sphere, Improved Unarmed Strike.
Benefit: By studying precisely where and how to strike your enemies, you can interrupt the biological processes that contribute to mental stability. If you make a successful unarmed strike against an opponent, it takes a -1 penalty to all Will saves until the end of your next turn. Multiple strikes you make against the same target do not stack, and the penalty to Will saves can apply to mind-affecting effects channeled through the strike.
Pressure Point Pugilist (Combat)
Prerequisites: Mind sphere, Improved Unarmed Strike, Pressure Point Proficiency, character level 5th.
Benefit: The penalty from Pressure Point Proficiency increases to -2 if you successfully hit the target a second time in the same round.
Silver Tongue
Prerequisite: Mind sphere.
Benefit: As an immediate action, you may spend a spell point to reroll a single Bluff, Diplomacy, or Intimidate check with a +2 enhancement bonus. You may make the decision to use this ability after rolling the check, and you must keep the result of the second roll even if it is lower. This bonus increases by +1 per 3 Mind caster levels.
Vampire’s Guile (Dual Sphere)
Prerequisites: Blood sphere, Mind sphere.
Benefit: Creatures taking bleed damage suffer a -2 penalty to saves against your Mind sphere abilities. Creatures under the effect of one of your non-harmless Mind sphere effects count as being below half their hit points for the purpose of determining saving throw penalties against your Blood sphere abilities.
Archived: Ultimate version (before Polished)