Alloy Creation (Dual Sphere)

Prerequisites: Creation sphere, Nature sphere ((metal) package).

Benefit: When using your Creation sphere abilities, you may create and alter objects made from metals you can summon with your Recover Ore Nature sphere ability, even if you do not possess the Expanded Materials Creation talent.

When using metal geomancing talents or abilities limited by your Recover Ore size, you may target and affect metal one size larger than you could normally affect with your Recover Ore ability. This does not increase the actual size of the ore you can recover.

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.

Alloy Telekinesis (Dual Sphere)

Prerequisites: Telekinesis sphere, Nature sphere ((metal) package).

Benefit: Whenever you use the (metal) geomancing Recover Ore ability, you may use telekinesis to Bludgeon another target creature or object with the metal ore recovered in this way, all as part of the same action. If you increase the casting time by 1 step (usually from a standard to full-round action), you may utilize your caster level instead of your base attack bonus for the first attack roll, and add your casting ability modifier to damage.

Coastal Infusion

Prerequisites: Nature sphere ((earth) package and (water) package).

Benefit: When using either the (earth) package or the (water) package within close range of both land and a substantial body of water (such as a lake, river, ocean, or sea), you gain a +2 bonus to your caster level for those geomancing abilities.

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.

Fertilize Nature

Prerequisites: Nature sphere ((earth) package, (plant) package).

Benefit: Geomancing abilities from the (earth) and (plant) packages last 2 additional rounds after you end concentration.

Formulae Geomancing

Prerequisites: Nature sphere (three or more packages).

Benefit: You may read and use an alchemist’s formulae book, creating extracts for use during the day as an alchemist does. You must have a caster level with the entire Nature sphere equal to 3x the level of the extract, and use your Nature caster level as your caster level for the extracts. You must spend 1 spell point per level of the created extract, and only you can drink the extract to gain its effects.

Hemothermia (Dual Sphere)

Prerequisites: Blood sphere (any (blood art)), Nature sphere.

Benefit: You gain the following two (blood arts), which allow you to alter the temperature of the target’s blood. If you possess the (blood art)’s associated Nature sphere package, you may add additional effects when using that (blood art).

  • Smoldering Hemoglobin (blood art): You may briefly superheat the target’s blood. On a failed Fortitude save, the target suffers blood loss, takes fire damage equal to your caster level, and catches fire. The target’s insides begin to burn, taking 1d6 fire damage the following round plus 1d6 per round until extinguished. Each round the target may attempt another Fortitude save to extinguish the flames. This is a free action that may be taken once per round. Drinking any non-flammable liquid (such as a potion or water) grants the target a +4 bonus to that round’s saving throw. This fire is not extinguished if the target submerges itself; it is internal. If you possess the Nature sphere (fire) package, you may spend an additional spell point to cause the burning damage the target suffers each round to be equal to the largest fire you can create with create fire, if it would be larger.
  • Freeze Veins (blood art): You rapidly freeze the target’s blood, making it harder for them to move. On a failed Fortitude save, the target suffers blood loss, takes cold damage equal to your caster level, and is staggered for a number of rounds equal to your casting ability modifier. While staggered by this effect, the target becomes unnaturally brittle. Whenever they fall prone, suffer falling damage, or take bludgeoning damage, they take an additional amount of cold damage equal to 1/2 your casting ability modifier. Each round the target may attempt another Fortitude save to warm themselves up. If you possess the Nature sphere (water) package, you may spend an additional spell point to cause the target to be unable to take a 5-foot step while staggered by this effect.

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 TalentBlast Type Categories
(Air) packageAir, electric, sonic
(Earth) packageCrystal, stone
(Fire) packageFire, light
(Metal) packageAcid, electric
(Plant) packageAcid, force
(Water) packageCold, crystal

Luminous Flame (Dual Sphere)

Prerequisites: Light sphere, Nature sphere ((fire) package).

Benefit: Whenever you use the Create Fire or Affect Fire geomancing ability, you may also cause the fire to glow. You may maintain concentration of this (fire) geomancing ability and the bright light of the glow with a single action.

Mage Of Ice And Rime

Prerequisites: Nature sphere ((water) package, Water Mastery).

Benefit: You gain resistance to cold equal to 1/2 your MSB (rounded down, this stacks with any other cold resistance you have). If you are immune to cold damage, you may spend a spell point whenever your immunity prevents you from taking cold damage. If you do, you heal a number of hit points equal to the damage you would have taken from the effect if you were not immune, to a maximum of 5 hit points healed per Hit Dice you possess.

In addition, you gain the following benefits to the corresponding Nature sphere talents. Sphere effects you create using this feat gain the cold descriptor:

  • Nature’s Carapace: Instead of the Nature’s Carapace (water) package effect, you may cloak yourself with a coat of frost. You gain a number of temporary hit points equal to 1/2 your caster level plus your casting ability modifier. You always lose these temporary hit points first, even before other temporary hit points. If an attack deals less damage than the current temporary hit points from this sphere effect, it still reduces those temporary hit points but otherwise counts as a miss for the purposes of abilities that trigger on a hit or a miss. Temporary hit points from this sphere effect regenerate at a rate of 1 per round. You may spend a move action when near a source of water (such as rain, mist, or at least 5 cubic feet of water) within your geomancing range to restore all the temporary hit points from this sphere effect.
  • Nature’s Movement: While under the effects of the Nature’s Movement (water) package effect, you suffer no penalty to speed or on Acrobatics, Climb, or Stealth checks in snowy or icy terrain or snowy weather conditions.
  • Nature’s Weapon: When using the Nature’s Weapon (water) package effect, you may create any weapon you are proficient with instead of creating a dagger. Weapons which use ammunition (e.g. bows, firearms, or slings) are created with basic ammunition ready to be fired by the weapon, and basic ammunition may be summoned and automatically loaded into the weapon as a free action. This ability cannot be used to summon siege weapons or technological items, subject to GM permission.
  • Nature Sight: While under the effects of the Nature Sight (water) package effect, you may treat snow and ice as though it were a body of water, allowing you to detect anything in contact with the same body of snow or ice as you, and may see normally in natural or magical rain, sleet, hail, fog, snowstorms, blizzards, and other similar weather conditions.
  • Wreath Of Elements: Instead of the Wreath Of Elements (water) package effect, you assault a creature with a frozen gale. A target within your reach takes a penalty on their next attack roll, Perception check, or concentration check equal to -2 plus an additional -1 per 5 caster levels (Fortitude negates).

Mage of Spore and Fungus

Source: Diamond Spheres: Erudition & Esoterica

See General Feats for the full feat .

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.

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.

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.

Primal Admixture (Admixture)

Source: Expanded Spheres: Baron’s Lost Apocrypha

Prerequisites: Destruction sphere (Admixture), Nature sphere.

Benefit: When using Admixture, you may spend an additional spell point to affect one target damaged by the destructive blast with a geomancing or spirit effect which targets a creature or applies to a creature in place of a second blast type. If you possess Environmental Presence or Grant Spirit twice, you may apply the effect to any targets damaged, up to your maximum targets from these talents. Alternatively, you may spend an additional spell point to center a geomancy effect which targets an area on the target’s square or another affected square.

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 PackageBlast Type Category
(Air) packageAir, electric, sonic
(Earth) packageCrystal, stone
(Fire) packageFire, light
(Metal) packageAcid, electric
(Plant) packageAcid, force
(Water) packageCold, 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.

Smolder Resin

Prerequisites: Nature sphere ((fire) package and (plant) package).

Benefit: Your Pummel geomancing ability deals additional fire damage equal to your casting ability modifier with each hit that successfully deals damage.

Spirit Form (Dual Sphere)

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

Benefit: When you use shapeshift on a creature, you may also imbue the target with a non-instantaneous spirit ability. You must spend spell points as normal if required by the spirit ability, and when you apply a (spirit) talent to a target in this way, it counts against the number of traits you may grant with your shapeshift.

Steam Geomancing

Prerequisites: Nature sphere ((fire) package and (water) package).

Benefit: When using any Nature sphere ability that deals cold or fire damage, you may change the damage to half cold damage and half fire damage.

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.

Sylvan Necromancy (Dual Sphere)

Plant and animal matter are equally suitable focuses for your magic.

Prerequisites: Death sphere (Expanded Necromancy), Nature sphere.

Benefit: You can use your (plant) geomancing abilities on corpses instead of plants. In addition, you can reanimate dead plant life as zombies (or skeletons, if they are made of wood) with the grab special ability. These animated plants are treated as animated objects when determining their statistics, although they do not gain construction points. If you possess Hazardous Terrain, undead plant life and plant creatures you create add damage on a successful grapple attempt as if it were an entangle effect.

Terrain Focus (Drawback)

Prerequisites: Nature sphere, Terrain Casting drawback.

Benefit: You have learned to draw upon the nutrients in some terrain more easily than others, which powers your primal magics. Choose one of the following terrains: Cold, Desert, Forest, Jungle, Mountain, Plains, Planes (pick one, other than the Material Plane), Swamp, Underground, Urban, or Water. Gain a +2 insight bonus to caster level with the Nature sphere while using magic within the chosen terrain.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new terrain. You cannot gain this feat if you possess the Terrain Defiler feat.

Terrain Strider

Prerequisite: Nature sphere.

Benefit: You are much less affected by terrain that has been enchanted or magically manipulated to impede you, based upon what packages you possess. Gain a +4 circumstance bonus to saving throws against any Nature sphere talents or abilities from a package you possess.

Water Manipulator (Dual Sphere)

Prerequisites: Fallen Fey sphere (Water Creature (fey-blessing)), Nature sphere ((water) package).

Benefit: You gain the benefits of Water Creature as a (spirit) talent; you may use them at any time without needing to activate a fey-blessing first. The range of these abilities becomes equal to your geomancing range, and you may use the higher of your Nature (water) and Fallen Fey caster levels.

Wildspeaker

Prerequisites: Nature sphere (Speak With Wildlife (spirit)).

Benefit: You gain the benefits of your Speak With Wildlife talent as a constant sphere-like effect, and may suppress or resume this ability as a standard action.

If you possess the Divination sphere, you gain the following (divine):

  • Entreat The Animals (divine): You may spend a spell point to divine for knowledge from nearby animals, asking one question with a call that can be heard up to a mile away as though speaking to them using Speak With Wildlife. Over the next minute, animals will reply and give you a general consensus answer to your question based on their knowledge. For example, you could ask if there is nearby drinkable water, directions to a nearby place, the location of hostile predators, and so on, and local animals will answer to their best ability. If there are no animals in range, this ability has no effect and you do not receive a response.

If you possess the Illusion sphere, you gain the following (glamer):

  • Alpha Presence (glamer): You may create a glamer that makes animals perceive the target as superior. The target gains an enhancement bonus on Handle Animal checks equal to 1/2 your caster level and the starting attitude of animals the target interacts with improves by one step.

If you possess the Mind sphere and Expanded Charm (or have the ability to use Mind sphere talents on animals), you gain the following (charm):

  • Nature’s Messenger (charm): You can employ animals to deliver messages. As a greater charm, you may spend a spell point to charm a target animal to deliver a message or object. You communicate to the animal a message and a certain location you know well, an obvious landmark, or a specific creature you identify. The animal gains the ability to speak any one language you know, gains a heightened intelligence to overcome simple obstacles, and can engage in simple conversation in order to deliver the message for the duration of this effect. The animal travels to the designated location to the best of its ability, and upon reaching its destination, conveys your message to nearby creatures or to the specified creature before leaving. You can also send the animal with an object or container that it is physically able to carry, delivering the contents upon arrival. This effect lasts for 1 day per caster level or until the message is delivered. If the animal cannot reach the destination within this time, the effect ends. An unwilling animal receives a Will save with a +2 bonus on their saving throw.

World In Miniature

Prerequisites: Nature sphere, Warp sphere (Extradimensional Room (space) or Extradimensional Storage (space)).

Benefit: The extradimensional spaces you create are not empty void, but instead a tiny world formed from your magic. This world generates naturally and consistent across all extradimensional rooms you create as well as your extradimensional storage. The elements of this world take up no space in an extradimensional storage. By increasing the action of geomancing by one step, you can simultaneously open a portal to your world to access the elements within. The world’s exact composition depend on the geomancing packages you possess:

Air: Your world possesses a breathable atmosphere and miniature storms. Each round, it produces enough air to sustain a Medium-sized creature or to create a single instantaneous use of air geomancing in an airless environment.

Earth: Your world is formed of soft soil and sand. You may use this soil and sand to generate things like dust storms if you possess that capacity, or you may open a portal beneath a target to form a solid earthen surface underneath them, to a maximum size of a 10-foot square.

Fire: Your world is rich in fuel and produces a constant flame. A Tiny-sized fire burns within it at all times. If it is extinguished, it reignites one round later if conditions permit.

Metal: Your world is shot through with veins of metal. You can use recover ore to extract a Tiny-sized piece of metal ore from your world each day.

Plant: Your world grows plantlife that produces enough food to sustain a Medium-sized creature for a day. These plants can be used for the entangle and harvest abilities any number of times per day, but they are not large enough to count as a tree.

Water: Your world contains rivers and oceans. It produces enough clean water to sustain a Medium-sized creature for a day. You may generate fog from this water any number of times per day, though it is not large enough to produce effects such as a vortex.