Destruction Sphere/Data
From Titan's Teeth
< Destruction SphereContents
- 1 Base Talents
- 1.1 A
- 1.1.1 Acid Blast
- 1.1.2 Adhesive Blast
- 1.1.3 Admixture
- 1.1.4 Air Blast
- 1.1.5 Alkali Blast
- 1.1.6 Battering Blast
- 1.1.7 Blast Trap
- 1.1.8 Blinding Blast
- 1.1.9 Blistering Blast
- 1.1.10 Branding Taboo
- 1.1.11 Cascade Failure
- 1.1.12 Chain Blast
- 1.1.13 Clinging Blast
- 1.1.14 Crafted Blast
- 1.1.15 Crystal Blast
- 1.1.16 Damage Control
- 1.1.17 Demolition
- 1.1.18 Destructive Maw
- 1.1.19 Drowning Blast
- 1.2 E
- 1.2.1 Electric Blast
- 1.2.2 Energetic Affliction
- 1.2.3 Energetic Response
- 1.2.4 Energy Aura
- 1.2.5 Energy Blade
- 1.2.6 Energy Bomb
- 1.2.7 Energy Leap
- 1.2.8 Energetic Nova
- 1.2.9 Energetic Rift
- 1.2.10 Energy Satellite
- 1.2.11 Energy Sphere
- 1.2.12 Energy Tether
- 1.2.13 Energy Wall
- 1.2.14 Epicenter
- 1.2.15 Explosive Orb
- 1.2.16 Extended Range
- 1.3 F
- 1.4 I
- 1.5 J
- 1.6 M
- 1.7 N
- 1.8 R-S
- 1.9 T
- 1.1 A
- 2 Advanced Talents
Base Talents
A
Acid Blast
(Acid Group)
Adhesive Blast
(Acid Group)
Your destructive blast deals acid damage. Any creature damaged by the attack must pass a Reflex save or be entangled and unable to move for 1 round.
Admixture
You may either increase the casting time of your destructive blast by one step or spend an additional spell point to apply two blast type talents instead of 1.
The resultant blast does half of its damage of each type and any additional effects of the blast types are applied normally. If the die size for the two blasts are d8 and d6, use d8; if d8 and d4 use d6; if d6 and d4, use d4.
If two blast types have different caster levels, then use the lower caster level for determining the admixtured blast’s caster level.
Special: You do not increase the casting time or spend an additional spell point when using the admixture talent with two blast types from the same blast type group.
Air Blast
(Air Group)
You may make a Bull Rush at range against the target or targets affected by your air blast. Only a target successfully struck by the blast (or one that fails their Reflex saving throw if one was required) is affected. Your CMB for this check is equal to your caster level + your casting stat modifier, and all targets are pushed from the point of origin of the effect (usually yourself).
If using a talent such as Explosive Orb, it would be the center of the blast.
If using Energy Wall, each square of wall is considered the center of effect for those who enter that section.
If using Guided Strike, you may choose from which direction you want to push the target, even pushing them up or down if you should desire. Pushing a target into the ground knocks them prone if the Bull Rush is successful.
If the target is knocked into a solid object, they suffer 1d6 bludgeoning damage, + 1d6 for every 5 ft they would have continued past the barrier. You do not move with the targets of your Bull Rush.
Alkali Blast
(Acid Group)
You may make a Trip attempt at range against the target or targets affected by your alkali blast. Only a target successfully struck by the blast (or one that fails their Reflex saving throw if one was required) is affected. Your CMB for this check is equal to your caster level + your casting stat modifier.
Battering Blast
(Stone Group)
You may make a Bull Rush at range against the target or targets affected by your battering blast. Only a target successfully struck by the blast (or one that fails their Reflex saving throw if one was required) is affected. Your CMB for this check is equal to your caster level + your casting stat modifier, and all targets are pushed from the point of origin of the effect (usually yourself).
If using a talent such as Explosive Orb, it would be the center of the blast.
If using Energy Wall, each square of wall is considered the center of effect for those who enter that section.
If using Guided Strike, you may choose from which direction you want to push the target, even pushing them up or down if you should desire.
Pushing a target into the ground knocks them prone if the Bull Rush is successful.). If the target is knocked into a solid object, they suffer 1d6 bludgeoning damage, + 1d6 for every 5 ft they would have continued past the barrier. You do not move with the targets of your Bull Rush.
The blast ignores spell resistance, spell turning, and can penetrate a globe of invulnerability, antimagic field, or antimagic circle, and is not treated as a spell or magical effect for creatures or classes that gain a bonus to saving throws against magic.
Blast Trap
You may place a destructive blast onto an adjacent, unoccupied 5 ft square. Any creature who steps onto that square is affected by your destructive blast, and is allowed a Reflex save for half damage. A blast trap lasts for 10 minutes per caster level before becoming inert. This is a magical trap with a Perception DC and Disable Device DC equal to the blast’s save DC. You may only have one active blast trap at a time; placing a second trap deactivates the first. You may select this talent multiple times.
Each time it is taken, increase the number of blast traps you may have active at once by 1.
Blinding Blast
(Light Group)
Any creature damaged by the blast must pass a Fortitude save or be blinded for 1 round. The damage die size increases to d8 against undead creatures and any creatures vulnerable to sunlight.
Blistering Blast
(Fire Group)
Branding Taboo
You may spend a spell point to change your destructive blast into a brand of energy that marks a single target within range without need for an attack roll. When you create this brand, you designate a single class of action that is forbidden, such as weapon attacks, spellcasting, or moving in a general direction. You may choose to forbid a more specific set of actions, but any forbidden activity should be easily stated, and no more broad than the example categories. The GM is the final arbiter of what can be forbidden.
At the end of any turn in which the target takes a forbidden action they suffer the effects of your destructive blast unless they succeed on a Will save. The target of a brand automatically knows what actions have been forbidden to them. This brand lasts for one round per level.
You may only place one brand on any given target, and attempting to place a brand on an already branded target requires a magic skill check, with success replacing the previous brand with the newest one.
Cascade Failure
When a creature receives damage from your destructive blast, it suffers a -1 penalty on all saving throws against your destructive blasts until the end of your next turn. This penalty stacks with itself if a target is damaged by your destructive blast more than once in a round.
Chain Blast
You may spend a spell point to arc your destructive blast between multiple targets.
Choose a number of targets no greater than 1 + half your caster level (minimum 2 targets total). Make a ranged touch attack against each of them in order. No target can be farther than 10 ft + 5 ft per 5 CL from the previous target and no target can be targeted more than once.
Should any of the targets fail to take damage, either by a missed attack, resistance, or other method, the chain stops and no further targets are damaged.
Clinging Blast
You may spend an additional spell point to have all damage from the destructive blast be treated as continuous for the purposes of any concentration checks until the start of your next turn.
Crafted Blast
When making a destructive blast unaltered by a (blast type) talent, you may change the damage of the destructive blast to be either bludgeoning, piercing, or slashing, and may change all rolled 1’s and 2’s to 3’s.
Crystal Blast
(Crystal Group)
A crystal blast uses d4’s instead of d6’s as its damage die and deals piercing damage. The target of your crystal blast must pass a Reflex save or be entangled and unable to move. In addition, the target’s square (or the blast’s affected area) becomes overgrown with crystal and counts as difficult terrain.
Breaking free of the entangled condition is a move action, requiring either a Strength check or an Escape Artist check against the crystal blast’s save DC. A target may also destroy the crystal on a square or creature by dealing 3 damage per caster level to the crystal. This removes the entangled condition from the creature and destroys the difficult terrain.
Crystal disappears after 1 minute.
Damage Control
You may choose to have all damage dealt by a destructive blast be nonlethal damage. Damage dealt is calculated as if the destructive blast was its original damage type as well as nonlethal (for example, an acid blast would still be subject to acid resistance), but the resulting damage is added to the target’s nonlethal damage total and not subtracted from their hit points.
When using a (blast type) talent that already deals nonlethal damage, your destructive blast damage increases by +1 damage per die.
Alternately, you may choose to deal no damage at all, only inflicting secondary effects, such as from (blast type) talents, or only expressing minor, controlled effects of the damage type you would normally deal with your destructive blast. For example, you might create a spark with a Fire Blast, drive a nail into wood with the bludgeoning force of a standard destructive blast, or make an indistinct sound with a Thunder Blast. These effects should never be powerful, and the GM is the final arbiter of what can be accomplished this way.
Demolition
You can tune your destructive blast more towards inanimate objects than creatures. When you use your destructive blast this way, you deal +1 damage per die and deal full damage to objects, ignoring any reduction that would normally apply from being an energy attack, ranged attack, ineffective weapon type, or similar effect, though hardness still applies.
Anything other than an inanimate object struck by this kind of destructive blast only takes half damage from it.
Destructive Maw
You may spend a spell point as a swift action to shape your destructive blast into bite attack. This bite attack functions normally in all respects, except instead of dealing damage as a weapon, anything struck by it suffers damage and effects as normal for your destructive blast. A Destructive Maw lasts for 1 round per caster level.
You only apply (blast type) talents when the Destructive Maw is shaped, rather than with each attack.
Drowning Blast
(Cold Group)
The blast deals bludgeoning damage. Any creature damaged by the attack must pass a Fortitude save or be nauseated for 1 round. The water disappears at the end of your turn.
E
Electric Blast
(Electrical Group)
Energetic Affliction
You may spend a spell point to afflict a target with your magic, riddling it with destructive energy. This affects one target within range without need for an attack roll.
At the start of each of its turns, the target must succeed on a Fortitude save or suffer the damage and effects of your destructive blast. The effects of an Energetic Affliction last for 1 round per caster level, or until the target succeeds on two consecutive Fortitude saves against it.
Alternately, an afflicted target may attempt to stifle the energy with a full-round action, which allows them to make a Reflex save with a +4 bonus to end the effect immediately.
Energetic Response
You can make attacks of opportunity with your destructive blast.
So long as you can use your destructive blast, you threaten all squares within 5 ft. + 5 ft. per 10 caster levels of yourself with it as either a melee touch attack or ray attack. You may not apply a (blast shape) talent to this use of destructive blast, or make use of any effects that would increase its casting time.
Using your destructive blast this way does not provoke an attack of opportunity.
Energy Aura
You may spend a spell point to surround yourself with elemental energies as a move action.
For a number of rounds equal to your casting ability modifier, any creature that ends its turn within 5 ft + 5 ft per 10 caster levels of you is affected by your destructive blast as if it had dealt minimum damage (so a 4d6 blast would deal 4 damage). A Reflex save negates this damage.
You may only have one energy aura active at a time; casting it again ends the previous instance.
Energy Blade
As a standard action, you may make a single weapon attack in conjunction with making a destructive blast. Any creature damaged by the attack is also struck by the destructive blast.
Energy Bomb
You may spend a spell point create a small crystal imbued with your destructive blast.
These crystals can be passed to other creatures for later use. As a standard action, this crystal may be primed and thrown as a thrown splash weapon with a range increment of 20 ft.
A direct hit deals the destructive blast’s damage to the target and damage equal to the minimum blast damage is dealt in a 5 ft splash radius. Any creature taking damage from either the direct hit or the splash must save against any additional effects of the blast type.
Crystals persist for 1 hour per caster level.
Energy Leap
You may spend a spell point to move in a straight line up to your destructive blast’s range as a standard action.
This movement does not provoke attacks of opportunity and you may pass through occupied spaces. Any creatures whose space you pass through are affected by your destructive blast, with a Reflex save for half damage. If you attempt to pass through an object and fail to break through it, you appear in the nearest unoccupied space and are staggered for one round. This blast shape cannot be combined with the Extreme Range advanced talent.
Energetic Nova
You may channel your destructive blast outwards without aim or direction, shaping it into a burst centered on you with a radius of 10 ft. + 5 ft. per 5 caster levels. Targets in the area can attempt a Reflex save to take half damage. You may choose to exclude yourself from the area to avoid the effects the blast.
Energetic Rift
You may shape your destructive blast into a deadly edge, creating a rift in space that expels its energy. Choose the corner of a square, then draw a straight line between that corner and any point within 10 ft. + 5 ft. per 5 caster levels of it. The entirety of this line must be inside your range. Everything within a square the line passes through is affected by your destructive blast. Targets in the area can attempt a Reflex save to take half damage.
Energy Satellite
You may form your destructive blast into a sphere that orbits your body that lasts for one minute per caster level or until used.
As an immediate action, you may discharge the sphere against any creature within 5 ft + 5 ft per 10 caster levels, dealing your destructive blast damage. A Reflex save halves this damage. You may only maintain a single satellite at a time.
This talent may be taken more than once; each time the number of satellites maintained simultaneously increases by one, though each requires a separate immediate action to discharge.
Energy Sphere
You may spend a spell point to shape your destructive blast into a non-instantaneous sphere that fills a 5 ft square.
Any creature within this space is dealt damage from your destructive blast (Reflex negates). This sphere lasts for 1 round per caster level and has a 20 ft fly speed +5 ft per 2 caster levels and Perfect maneuverability. Wind does not affect its course.
As a move action, you may direct this sphere to move to a new location and strike a new target. Your sphere stops to attempt to deal damage whenever it enters a space with a creature. Your sphere has no mass and does not impede movement, and your sphere must stay within your destructive blast range or disappear.
Energy Tether
You may send out a tendril of energy to bind your foe to you.
Make a ranged touch attack against a target within Close range (this range does not increase through talents such as Extended Range). If successful, the targets suffers your destructive blast damage.
You may concentrate each round to maintain this tether each round, or may spend a spell point as a free action to allow it to persist for 1 round per caster level without concentration. Each round a target remains bound by the tether, they suffer its damage.
The tether has 10 HP plus 2 HP per caster level, hardness equal to 1/2 your caster level, and a break DC equal to the blast’s DC. Neither you nor the tethered target may not move further away from each other without first breaking the tether (you may dismiss a tether as a free action) or succeeding on a drag or reposition combat maneuver, pulling the other along with them.
If you or the tethered target move closer to each other you may, as a swift action, shorten the tether; the new distance between you becomes the new length of the tether. You may also lengthen the tether as a swift action, but only to a maximum distance equal to Close range.
Swarms may not be targeted with this blast shape. You cannot have more than one tether active at any one time; creating a second tether dismisses the first.
Energy Wall
You may spend a spell point to shape your destructive blast into either a wall up to 20 ft per caster level or a hemisphere with a radius up to 5 ft per 2 caster levels (minimum: 5 ft).
This wall extends up to 20 ft high and lasts for 1 round per caster level. The wall does not block line of effect, line of sight, projectiles, or thrown objects.
Creatures passing through your wall suffer your destructive blast’s damage and effects as normal. Creatures standing in the wall’s space when it is created are allowed a Reflex save to avoid damage.
Epicenter
You are immune to any damage and other effects of your own destructive blasts. This includes ignoring difficult terrain from your Crystal Blast and immunity to your own Energy Wall, Energy Cloud, and any other blast shape with a non-instantaneous duration.
Explosive Orb
You may spend a spell point to make a destructive blast as a burst effect centered anywhere within range. This burst has up to a 10 ft radius, + 5 ft per 5 caster levels. Affected creatures are allowed a Reflex saving throw for half damage.
Extended Range
Increase the range of your destructive blast by 1 range level (Close to Medium, Medium to Long).
You may select this talent multiple times. The effects stack.
F
Fire Blast
(Fire Group)
Targets who take damage from your fire blast must make a Reflex save or catch fire. A burning creature takes 1d6 damage the following round, plus 1d6 per round until the flames are extinguished.
Each round the target may make another Reflex save to attempt to extinguish the flames. Rolling on the ground or using a blanket to smother the flames (a full-round action) grants the target a +4 bonus to that round’s saving throw.
Focused Blast
When making a destructive blast unaltered by a (blast shape) talent, your destructive blast damage increases by +1 damage per die.
Force Blast
(Force Group)
Frost Blast
(Cold Group)
Gale Blast
(Air Group)
You may make a Trip combat maneuver at range against the target or targets affected by your air blast. Only a target successfully struck by the blast (or one that fails its Reflex saving throw if one was required) is affected. Your CMB for this check is equal to your caster level + your casting ability modifier. If this check fails, you are not tripped in return.
Gather Energy
You may increase the casting time of your destructive blast by one step to increase the damage to d6 per caster level (2d6 minimum) without increasing the spell point cost. This increase does not stack with the damage increase from spending an additional spell point.
Gloom Blast
(Negative Group)
Any creature damaged by the attack must pass a Fortitude save or be sickened for 1 round. Undead creatures take no damage, but are instead blinded for 1 round on a failed fortitude save. This bypasses the immunities of the undead type.
Greater Blast
The damage of your destructive blast increases by one die. You may take this talent an additional time at 5th caster level and every 5 caster levels thereafter; the effects stack.
Guided Strike
You may spend a spell point to add a +20 circumstance bonus to your destructive blast’s attack roll.
Hurricane Blast
(Air Group)
I
Incandescent Blast
(Light Group)
Invigorating Blast
(Force Group)
Living creatures instead of taking damage gain an equal number of temporary hit points (which cannot exceed their maximum hit points) which last for 1 hour, but also must make a Fortitude save or become dazed for 1 round.
J
Living Crystal Blast
(Crystal Group)
In addition, the target’s square (or the blast’s affected area) becomes overgrown with living crystal. Any creature entering an affected square must make a reflex save or become entangled and unable to move. Breaking free of the entangled condition is a move action, requiring either a Strength check or an Escape Artist check against the crystal blast’s save DC. A target may also destroy the crystal on a creature by dealing 3 damage per caster level to the crystal.
This removes the entangled condition from the creature. The crystal disappears after 1 minute.
M
Mana Siphon
(Force Group)
A mana drain blast does nonlethal damage using d4 dice instead of d6 and your target must make a Fortitude save or lose 1 spell point. This loss increases by one die size (1d2, 1d3, 1d4, 1d6, etc.) for every five caster levels.
You gain an equal number of temporary spell points that last for one round per caster level, though you cannot receive more spell points than your target loses.
These temporary spell points do not stack with spell points from other targets, other instances of this ability, or any other source and expire after 1 round per caster level.
Mutable Blast
You may give your destructive blast any array of strange shapes, as you require. Each time you use Mutable Blast, you create any area you desire out of contiguous 5 ft. cubes, up to a maximum of 5 cubes + 1 cube per 2 caster levels. At least one of these cubes must be in a square adjacent to you. All targets in the area are affected by your destructive blast, and can attempt a Reflex save to take half damage.
N
Nether Blast
(Negative Group)
A nether blast does not damage undead; instead, the undead must make a Will save or become frightened for 1 round.
Numbing Blast
(Cold Group)
R-S
Radiant Blast
(Light Group)
Any creature damaged by the blast must pass a Fortitude save or treat all creatures as if they had concealment (20%) for 1 rnd. This bypasses the immunities of the undead type. The damage die size increases to d8 against undead creatures and any creatures vulnerable to sunlight.
Razor Blast
(Crystal Group)
The target must pass a Reflex save, or have its movement speed reduced in half until 24 hours pass, or it receives at least 1 point of magical healing. This effect may also be healed as a caltrop wound. In addition, every space affected by the blast becomes covered in jagged crystals. Any creature who moves over such a space must pass a reflex save or suffer 1 point of damage and have its speed reduced by half, as detailed above.
A charging or running creature must immediately stop if it fails this saving throw. Any creature moving at half speed or slower can pick its way through the area with no trouble. A creature need only make one saving throw per round to avoid this effect, no matter how many affected spaces they cross over that round. Crystals can also be destroyed by dealing 1 point of damage per caster level to the crystal in a particular space. Crystal also disappears after 1 minute.
Rebuff
You may use your destructive blast to shield a target within range from ranged weapons, area effects, or even other destructive blasts for 1 round, giving them the benefits of evasion, a +2 cover bonus to AC, and a +1 cover bonus to their Reflex saves.
Multiply these bonuses by 2 at 5th caster level and by 3 at 10th caster level.
By spending a spell point, you may perform a rebuff as an immediate action, or provide the benefits to all targets within 10 ft of you plus 5 ft per 5 caster levels. You may spend 2 spell points to gain both of these benefits with the same rebuff.
Retributive Blast
Whenever a creature misses with a melee or melee touch attack against you, you may spend a spell point as an immediate action to use your destructive blast against that creature. The creature may make a Reflex save to negate the damage. You must be aware of the attack and able to act.
Reverberating Blast
(Sonic Group)
Affected targets must pass a Fortitude save or suffer a penalty to concentration checks and all mental skill checks equal to 1/2 your caster level for 1d4 rounds.
Sculpt Blast
You may spend a spell point to create a destructive blast as an area effect, affecting your choice of either a Close-range cone or a Medium-range line, each emanating from yourself. You do not need to make any attack roll for area attacks, but creatures in the effect are allowed a Reflex saving throw for half damage.
Searing Blast
(Fire Group)
Selective Blast
You may exclude one creature plus one per 10 caster levels from the area of your destructive blasts that have an instantaneous duration. You may instead spend a spell point to increase the number of excluded creatures by your casting ability modifier (minimum +1).
Shattering Blast
(Sonic Group)
Shock Blast
(Electrical Group)
Shrapnel Blast
(Stone Group)
Any creature damaged by the attack suffers bleed damage equal to the number of damage die rolled.
The blast ignores spell resistance, spell turning, and can penetrate a globe of invulnerability, anti-magic field, or antimagic circle, and is not treated as a spell or magical effect for creatures or classes that gain a bonus to saving throws against magic. These blades disappear after 1 minute.
Spirit Blast
You can choose to have your destructive blasts affect spiritual targets. When used this way, your destructive blasts extend into the ethereal plane to affect ethereal targets normally, and does not halve damage or suffer a 50% failure chance against incorporeal targets.
Static Blast
(Electrical Group)
You may make a Disarm attempt at range against the target or targets affected by your static blast. Only a target successfully struck by the blast (or one that fails their Reflex saving throw if one was required) is affected. Your CMB for this check is equal to your caster level + your casting stat modifier. You receive a +4 bonus on this check against any target that is wielding a metal weapon.
Stone Blast
(Stone Group)
A stone blast ignores spell resistance, spell turning, and can penetrate a globe of invulnerability, anti-magic field, or antimagic circle, and is not treated as a spell or magical effect for creatures or classes that gain a bonus to saving throws against magic. These stones disappear after 1 minute.
T
Tenebrous Blast
(Negative Group)
Thunder Blast
(Sonic Group)
Wingbind
When using a blast type that entangles, flying entangled targets that are entangled must make an additional Reflex save or be unable to fly and fall to the ground. This does not affect creatures with magical flight.
Advanced Talents
A
Calamity
(Advanced)
Crystal Cocoon
(Advanced)
Disintegrate
(Advanced)
When targeting a single object, the destructive blast simply disintegrates as much as a 10-foot cube of nonliving matter. Thus, it disintegrates only part of any very large object or structure targeted. Attended objects may make a Fortitude save to negate this effect, but still take destructive blast damage. The blast effects even objects constructed entirely of force, but not magical effects such as a globe of invulnerability, an anti-magic field, or the barrier ward of the Protection sphere.
E
Energy Cloud
(Advanced)
Extreme Range
(Advanced)
F
Greater Admixture
(Advanced)
Special: You do not increase the casting time or spend an additional spell point when using the admixture talent with blast types from the same blast type group. The additional spell point cost of greater admixture still applies.
I
J
M
N
Penetrating Blast
(Advanced)