Localized Changes (Dual Sphere)
Prerequisites: Time sphere (Time Of The Season (time)), Weather sphere.
Benefit: While concentrating on Time Of The Season, instead of choosing a season’s additional effects (such as spring’s overgrowth or summer’s intensified heat) you may adjust the weather inside the effect’s area as though using control weather. You cannot choose a season’s additional effects if you adjust the weather inside Time Of The Season’s area. If you spend a spell point to allow Time Of The Season to continue without concentration, any weather severity changes you made continue for Time Of The Season’s duration.
Note: Changes to weather inside the area of effect should generally match a season’s normal weather, such as winter having Cold and snow and summer having Heat, subject to GM discretion. Generally speaking, wind is appropriate in any climate, but Cold, Heat, Precipitation, and Aridity will vary by season, or whatever may be appropriate for that region.
Suggested weather conditions (for each season):
Winter: Cold, Precipitation.
Spring: Heat, Precipitation.
Summer: Heat, Aridity.
Fall: Cold, Aridity.
Pawstpone
Prerequisites: Time sphere, caster level 5th.
Benefits: Whenever you cast a sphere effect, you may instead delay the sphere effect and create a temporal mote attached to either the targets of the spell or the targeted square or grid intersection. All targets and variables for the sphere effect must be chosen when the effect is delayed. You cannot choose to concentrate on a delayed sphere effect and must choose to spend an additional spell point to maintain the sphere effect when the effect is first delayed.
A temporal mote lasts for a number of rounds up to your Time sphere caster level (minimum 1), chosen when created; if you spend 1 additional spell point, this duration increases up to 1 minute per caster level. Temporal motes emit a magical aura matching the delayed sphere effect’s aura and you may choose to have the temporal mote be regularly visible or hidden like a trap (Perception DC 10 + your Time sphere caster level). When the temporal mote’s duration ends, the sphere effect occurs normally, affecting each target or the targeted area. A temporal mote can be dispelled, causing the delayed effect to also dispelled in its entirety. You may spend a standard action to end the duration of any number of temporal motes early; these temporal motes must have all been created as part of the same sphere effect (such as multiple temporal motes created from a delayed enhance effect with Mass Enhance).
The maximum number of sphere effects you may delay with this talent is equal to your casting ability modifier (minimum 1). A sphere effect which creates multiple temporal motes (such as an enhance with Mass Enhancement) is treated as a single sphere effect for the purposes of this limit, but may trigger or be dispelled separately.
When creating one or more temporal motes with this ability, you may give each mote conditions to activate (as though using the Contingency feat). If multiple motes would be created as part of casting the same sphere effect, you may give each temporal mote a different set of conditions. A temporal mote with conditions cannot have their duration ended early as part of a standard action.
Example: Meowlin is a mischievous prankster. He casts a delayed telekinesis effect modified with Divided Mind, targeting a number of vases and other fragile items in his owner’s home. Meowlin decides to have the temporal motes last 12 rounds, rather than the full 18 rounds equal to his Time sphere caster level, and gives each one a trigger to “bonk Jennifer when she walks into the kitchen”. 1 minute later (10 rounds), Jennifer walks into the kitchen and the temporal motes trigger, causing the multiple objects to fly off the shelves and “bonk” her, behaving as a Bludgeon (although no more Bludgeons than normally capable with Divided Mind). If Meowlin spent an additional spell point to use sustained force on the objects, they would continue to be under his telekinesis. Otherwise, the objects will fall after completing their trigger.
Author’s Note: This feat can pose uniquely problematic gameplay interactions. At GM discretion: When using this feat to give a mote a condition to activate, if a mote created by the caster is already attached to the target or area with thee same or a similar trigger (GM discretion), the previously created mote is automatically dispelled and does not trigger.
This is to prevent scenarios of delaying multiple beneficial (or harmful) effects from all occurring on the same overlapping trigger.
Shape Quintessence (Dual Sphere)
Prerequisites: Creation sphere (Expanded Materials (material)), Time sphere.
Benefit: When you create an object, you may work with quintessence in addition to any materials you could normally work with. This quintessence functions as per the quintessence scholar material imposition, using your Time sphere caster level as your scholar level and your casting ability modifier as your Intelligence modifier for the purpose of determining its effects. This does not grant the inhibitor [explosive] ability.
Spacetime Drift (Dual Sphere)
Source: Spheres Apocrypha: Battlefield Manipulation Talents
Prerequisites: Time sphere, Warp sphere.
Benefit: Whenever you affect a creature with an alter time effect, you may spend a spell point to also teleport them to any place within close range that you could normally teleport them to. If the target is unwilling, you must possess the Unwilling Teleport talent and spend any additional spell points required to affect them with this feat.
Spell Capacitor
Prerequisite: Time sphere.
Benefit: You may cast sphere effects into a temporary rift in time, creating a spell capacitor, storing them for a short time before discharging them simultaneously. This casting spends any spell points required at the time it is performed. You may cast sphere effects into this capacitor with total spell point cost not exceeding half of your casting ability modifier (minimum 1) and total caster level not exceed three times your caster level (use the highest caster level for the effects stored if you have multiple caster levels). Once an effect is cast into the capacitor, it dissipates harmlessly after 1 minute. All stored effects may be released as a 1 round action, choosing targets for each stored effect individually within the parameters of that effect.
Spell Capacitor, Focused
Source: Expanded Spheres: Baron’s Lost Apocrypha
Prerequisites: Spell Capacitor
Benefit: When you store magic effects with the Spell Capacitor feat, you may choose to reduce the casting time of storing these effects by 1 step. If you do, you may only target yourself with these effects when you release them.
Spell Saga
Prerequisites: Cascade Spell, Pawstpone
Benefit: When you use Cascade Spell, you may delay the effects of specific magic sphere effects as time motes, each set to activate automatically at the start of one of your turns, the order determined when you initially create the time motes (but no two effects on the same turn). If you do, you may ignore the targeting restrictions of Cascade Spell.
Source: Card Casting 2: Counters and Control
Stasis Storage (Dual Sphere)
Prerequisites: Time sphere, Warp sphere (Extradimensional Storage (space)).
Benefit: By spending one minute in concentration, you can lock away part of your extradimensional storage, sending it beyond time and placing its contents in stasis. This renders the selected contents inaccessible until you spend another minute unlocking it, but while they are locked the contents do not suffer wear from age or from effects such as rust or rot while stored in this way, and time spent in the space does not count against the duration of abilities such as (enhance) talents, or time limits such as the time limit reviving a dead creature.
Summon Capacitor
Prerequisites: Conjuration Sphere, Time Sphere, Spell Capacitor
Benefit: When you summon your companion, you may release any number of your effects from your spell capacitor and have them affect your companion (or companions, if you summon multiple with this action and the stored effects can target multiple creatures) as part of the same action to summon them. If you do, your companion or companions cannot take any actions until the start of your next turn.
Source: Card Casting 2: Counters and Control
Swift Demise (Dual Sphere)
Your chronomantic power extends to blurring the moment between life and death.
Prerequisites: Death sphere, Time sphere.
Benefit: You may use your Slow and Haste abilities as ghost strikes. Additionally, when you reanimate a body or bodies, you may augment them with your Haste ability as a free action. If the undead creatures are maintained through concentration (such as through the Sustained Reanimation talent), you may concentrate on Haste and the reanimation as part of the same action.
Swift Warrior (Combat)
Prerequisite: Time sphere.
Benefit: When targeting yourself and only yourself with an alter time effect, you gain a +1 bonus to your caster level, increasing by +1 at 5 Hit Dice and every 4 Hit Dice thereafter (9, 13, 17). This bonus cannot cause your caster level to exceed your Hit Dice.