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  • Name - Wikitext
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This table has 280 rows altogether.

Page Name Header Categories Prerequisites Body
Alchemy Sphere/Data Anesthetic Dosage Toxins Instead of causing fatigue, your poison makes the target numb (this talent cannot be used with a contact or inhaled poison).

Those who are under the effects of this poison can convert the next 2 hit points of lethal damage they take to nonlethal damage; this effect last for 1 minute or until expended.

For every rank in Craft (alchemy) you possess, the creature can convert an additional 2 hit points of lethal damage into nonlethal damage.

The creature also gains a +2 circumstance bonus against spells and abilities with the (pain) descriptor, +1 for every 4 ranks in Craft (alchemy) you possess.

A creature cannot benefit from an Anesthetic Dosage more than once per hour.

Alchemy Sphere/Data Billowing Poison Toxin Modifiers Whenever you create an inhaled poison, the radius of its area of effect increases by 5 ft. For every 10 ranks in Craft (alchemy) you possess, its area of effect increases by an additional 5 ft.
Alchemy Sphere/Data Careful Poisoner Toxin Modifiers Whenever you create a poison, you can select 1 creature; that creature is immune to your poison.

For every 4 ranks in Craft (alchemy) you possess, you can select an additional creature to be immune to your poison.

Alchemy Sphere/Data Cluster Toss Throwing You may expend your martial focus to use up to two alchemical items that can normally be used as a standard action as as part of the same standard action but you take a -2 penalty on your attack roll (if any) and creatures affected by the items gain a +2 circumstance bonus to their saving throws against their effects (if any); using this ability includes all actions necessary to use the items, including drawing them (but not creating them).

Your target must be within range of both items.

When you have at least 10 ranks in Craft (alchemy), and again at 20 ranks, you may throw an additional alchemical item as part of the same action, taking an additional -2 penalty to your attack roll and increasing the circumstance bonus to affected creatures’ saving throws by an additional +2 per item added.

Alchemy Sphere/Data Controlled Rupture Throwing Whenever you throw a splash weapon, you can select a number of squares equal to your practitioner modifier that are not affected by the splash damage from it.

If the splash weapon misses, this talent has no effect.

You can take this talent a second time. If you do, the selected squares are not affected by any effects of the thrown splash weapon.

Alchemy Sphere/Data Degenerating Poison Toxins You may choose for your poison to inflict a penalty of -2 to one ability score of the target (except Constitution) instead of making the target fatigued. The penalties from multiple applications of Degenerating Poison stack.

For every 5 Craft (alchemy) ranks you possess, you may increase the penalty of this poison by -2. You may apply all of this penalty to a single ability score, or divide it in units of -2 between multiple ability scores. You choose which ability scores receive penalties, and how the penalty is divided, when creating this poison.

Alchemy Sphere/Data Delayed Poison Toxin Modifiers Whenever you create a poison, you can choose to delay the effects up to a number of minutes equal to 1/2 your ranks in Craft (alchemy).

If you possess 10 or more ranks in Craft (alchemy), you may instead delay it a number of hours equal to 1/2 your ranks in Craft (alchemy).

Alchemy Sphere/Data Disabling Poison Toxin Modifiers Whenever a creature fails a non-harmless saving throw against a special poison which you have created, they gain the Battered condition for 1 round.

For every 5 ranks in Craft (alchemy) you possess, the creature is battered for an additional round.

Alchemy Sphere/Data Drowsy Venom Toxins Creatures who fail two consecutive saving throws against your poison are Exhausted instead of fatigued. Creatures who fail three consecutive saving throws lose consciousness and fall Asleep.

Slapping or wounding awakens an affected creature, but normal noise does not.

Alchemy Sphere/Data Elixir of Immortality Formulae Advanced Craft (alchemy) 12 ranks. You may create a special elixir that restores a creature to its starting age as a young adult. All penalties to Strength, Dexterity, and Constitution the drinker may have suffered as a result of advanced age are removed, but all bonuses to Intelligence, Wisdom, and Charisma that result from advanced age remain (although as the character ages again into middle age and beyond, he does not gain any of these bonuses a second time).

Unlike a standard formulae, it takes 1 month to brew an elixir of immortality, and it costs an additional 50,000 gp in materials to create.

Alchemy Sphere/Data Focusing Formula Formulae Craft DC: 15

You create a concoction you can draw and drink as a move action to restore your martial focus.

You may also draw and administer this formulae to an ally within your reach as a standard action, granting them its benefits as though they had drunk it themselves.

You can increase the Craft DC for this item in increments of 10; each time you do so, the focusing formula becomes more potent, allowing you to drink less for the same effects, giving you an additional use of the item before it is consumed.

Alchemy Sphere/Data Focusing Poisoning Toxin Modifiers When a creature within line of sight fails a save against one of your poisons you may spend an immediate action to regain martial focus.
Alchemy Sphere/Data Food Poisoning Toxin Modifiers The effects of your ingested poisons last for 24 hours in addition to its normal duration (this extra duration is still doubled by the Potent Poison talent). For every 4 ranks in Craft (alchemy) you possess, your ingested poisons last for another 24 hours (also doubled by the Potent Poison talent).

In addition, if a target is affected by an ingested poison with further effects on consecutive failed saves, it must attempt an additional save against that poison at the beginning of each 24 hour period in which it is affected by the poison. The first of these additional saves happens after the unmodified duration of the poison (normally 1 minute).

A successful save does not end the poison’s effect, but a failed save causes a new effect as normal for that poison which lasts for the remaining duration of this poison.

Alchemy Sphere/Data Frightening Hallucinogen Toxins You may choose for your poison to make the creature Shaken instead of fatigued. Creatures who fail two consecutive saving throws against this poison are instead Frightened, and creatures who fail three consecutive saving throws become Panicked.

This is a fear effect.

Alchemy Sphere/Data Grease Formulae Craft DC: 20

You create a flask of alchemical grease that can be applied to yourself or a willing creature within your reach as a move action, or thrown as a splash weapon.

When applied to a willing creature, they gain a +5 circumstance bonus on Escape Artist checks, and to CMB checks to escape a grapple.

When thrown as a splash weapon, creatures directly hit by the attack take a -2 penalty to Acrobatics checks, CMD against disarm and trip attempts, and to Reflex saving throws against effects that deal fire damage or which cause a creature to catch fire on a failed saving throw; creatures within the splash radius of the weapon take the same penalties but reduce them by 50% (rounded down). In addition, any creature affected by this alchemical grease who falls prone must succeed on an Acrobatics check with a DC equal to the practitioner’s combat talent save DC when standing up or immediately fall prone again.

A creature may end this effect by spending a standard action removing the grease.

This grease remains for 2 rounds.

You can increase the Craft DC of this alchemical by 5 to increase the duration of the grease’s effects for 2 additional rounds, or to increase the bonuses and penalties granted by the alchemical grease by 1.

You can apply both modifications to the same vial of grease but must apply the DC increases separately for each effect (so increasing the grease’s duration by 2 rounds and increasing the bonuses and penalties by 1 requires a total modification to the crafting DC of +10).

Alchemy Sphere/Data Improved Acid Flask Formulae Craft DC: 15

You create a flask of acid that functions as a splash weapon you can use as a ranged touch attack with a range increment of 10 ft., dealing 1d6 acid damage +1d6 per two Craft (alchemy) ranks you possess to the target of a direct hit, half that damage to targets 5 ft. away from the point of contact, and 1 point of acid splash damage per die of damage this weapon deals on a direct hit to targets 10 ft. away from the point of contact (to a maximum of half the damage dealt to the primary target).

Targets who take at least 2 points of acid damage from the initial attack take half the total damage again on the following round.

You can increase the Craft DC for this weapon in increments of 10; each time you do so, the range for each damage increment increases by 5 ft. (for example, if you increase the Craft DC to 25, you would deal full damage to all targets within 5 ft. of the point of contact, half damage to all targets 10 ft. away from the point of contact, and 1 point of damage to all creatures within 15 ft.).

Alchemy Sphere/Data Improved Alchemist Fire Formulae Craft DC: 20

You create a flask of alchemist’s fire that functions as a splash weapon you can use as a ranged touch attack with a range increment of 10 ft., dealing 1d6 fire damage +1d6 per two Craft (alchemy) ranks you possess to the target of a direct hit, half that damage to targets 5 ft. away from the point of contact, and 1 point of fire splash damage per die of damage this weapon deals on a direct hit to targets 10 ft. away from the point of contact (to a maximum of half the damage dealt to the primary target).

All targets closer than the furthest splash damage ring is set On Fire.

You can increase the Craft DC for this weapon in increments of 10; each time you do so, the range for each damage increment increases by 5 ft. (for example, if you increase the Craft DC to 30, you would deal full damage to all targets within 5 ft. of the point of contact, half damage to all targets 10 ft. away from the point of contact, and 1 point of damage to all creatures within 15 ft.).

Alchemy Sphere/Data Improved Bottled Lightning Formulae Craft DC: 25

Improved bottled lightning unleashes a small bolt of lightning toward an enemy within 20 ft. of you.

This is a ranged touch attack that deals 1d8 points of electricity damage, plus 1d8 per 2 Craft (alchemy) ranks you possess. Any creature in a line between you and the target (including the target) takes 1 point of sonic damage plus 1 point per rank in Craft (alchemy) you possess from the terrific clap of thunder the bolt generates.

You can increase the Craft DC for this weapon in increments of 10; each time you do so, the range increases by 10 ft. and the sonic damage dealt to creatures in the line of effect increases by 1d6.

Alchemy Sphere/Data Improved Flash Powder Formulae Craft DC: 20

You create a single use bag of improved flash powder that can be thrown as a ranged touch attack with a range increment of 20 ft.

Creatures within a 10-ft. radius burst of the point of contact are Blinded for 1 round unless they succeed at a Fortitude saving throw against this effect.

You can increase the Craft DC for this item in increments of 10; each time you do so, the radius increases by 10 ft. and the duration of the blindness increases by 1 round.

Alchemy Sphere/Data Improved Fuse Grenade Formulae Craft DC: 25

An improved fuse grenade may be lit and thrown into an unoccupied square capable of supporting an object within 60 ft. as a standard action.

1d3 rounds after being lit, the grenade explodes, dealing 2d6 points of bludgeoning damage and 2d6 points of fire damage in a 20-foot-radius burst (Reflex halves).

For every 3 ranks in Craft (alchemy) you possess, both the bludgeoning and fire damage from this item increase by an additional 1d6.

You can increase the Craft DC for this item in increments of 10; each time you do so, the radius increases by 10 ft. and the Reflex save DC increases by +1.

Alchemy Sphere/Data Improved Itching Powder Formulae Craft DC: 25

You create a single use bag of fine gray powder you can throw as a ranged touch attack with a range increment of 10 ft. that causes targets to suffer from uncontrollable itching until they spend at least 1 round cleaning it off.

Anyone standing on the square of impact or in adjacent squares must make a Fortitude save; targets 10 ft. away must also succeed at a Fortitude save but gain a +5 circumstance bonus.

Creatures that fail the save take a –2 penalty on attack rolls, saving throws, skill checks, and ability checks until they wash the powder off.

This is a poison effect.

You can increase the Craft DC for this item in increments of 10; each time you do so, the area of effect improves by 5 ft., and all saving throw DCs increase by +2.

Alchemy Sphere/Data Improved Sneezing Powder Formulae Craft DC: 25

You create a single use bag of coarse yellowish-red powder that can be used as a range touch attack with a range increment of 10 ft.

Anyone standing in the square of impact or an adjacent squares must make Fortitude saves; creatures within 10 ft. of the point of impact must also make Fortitude saves, but gain a +5 competence bonus on the save.

Creatures who fail their initial save are Staggered for 1 round as they succumb to uncontrollable sneezing, and must make a Fortitude save each round for 1d4+1 rounds thereafter or continue to be staggered. A successful save ends the effect.

This is a poison effect.

You can increase the Craft DC for this item in increments of 10; each time you do so, the area of effect improves by 5 ft., and all saving throw DCs increase by +2.

Alchemy Sphere/Data Improved Tanglefoot Bag Formulae Craft DC: 25

You create a single use bag that can be thrown at a creature as a ranged touch attack with a range increment of 10 ft.; on a successful attack, the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air.

If hit, the target must make a Reflex save or be glued to the floor, unable to move. Even on a successful save, the normal Entangled movement penalties apply.

A flying creature is not stuck to the floor, but it must make a Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground.

Improved tanglefoot bags do not function underwater.

A creature that is glued to the floor (or unable to fly) can break free by making a Strength check or by dealing 20 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off.

Once free, the creature still counts as Entangled.

The goo becomes brittle and fragile after 3d4 rounds, cracking apart and losing its effectiveness; any penalties imposed by this effect end at that time as well. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.

You can increase the Craft DC for this item in increments of 10; the first time you do so, all creatures within 5 ft. of the original target must make a Reflex save or suffer the effects of having been hit by an improved tanglefoot bag.

For every additional 10 by which you increase the DC, the radius of this effect increases by an additional 5 ft.

Alchemy Sphere/Data Improved Thunderstone Formulae Craft DC: 25

You create an alchemical stone that can be used as a ranged attack with a range increment of 10 ft. When it strikes a hard surface (or is struck hard), it creates a deafening bang that is treated as a sonic attack.

Each creature within a 10-ft.-radius spread must make a Fortitude save or be Deafened for 1 hour.

You can increase the Craft DC for this item in increments of 10; each time you do so you increase the duration of this ability by 1 hour, add 1d6 sonic damage to all creatures within the effect’s radius (creatures who pass their saving throw against this item take half damage), and increase the radius of the effect by 10 ft.

Alchemy Sphere/Data Ingested Application Toxin Modifiers When you create an ingested poison and add it to any food or drink, it remains potent for up to 1 additional day (for a total of 48 hours) and becomes tasteless and odorless.

If you have 10 or more ranks in Craft (alchemy), it instead remains potent for 1 week.

Alchemy Sphere/Data Lasting Application Toxin Modifiers Whenever you apply your poison to a weapon, the poison lasts for 1 additional strike before it is consumed.

For every 5 ranks in Craft (alchemy) you possess, it lasts for an additional strike.

Alchemy Sphere/Data Lingering Poison Toxin Modifiers Your poisons remain potent by an additional number of rounds equal to your practitioner modifier. You can expend martial focus when you create a poison with one of the following additional effects:
  • If it was a contact, ingested or injury poison a creature that attempts a save against it must attempt a new save against the poison at the beginning of each of their turns for a number of rounds equal to your practitioner modifier.
  • If it was an inhaled poison the area it affects when thrown remains poisoned for a number of rounds equal to your practitioner modifier; creatures that enter or begin their turns in this area must attempt a save against this poison (a creature only needs to attempt a save against this poison once per round, regardless of how many times it might enter the poisoned area).
Alchemy Sphere/Data Master Chemist Other You gain one (alchemy) package you do not currently possess, including all benefits it bestows.
Alchemy Sphere/Data Mind Venom Toxins You may choose for your poison to make the creature Confused instead of fatigued.
Alchemy Sphere/Data Necrotic Poison Toxins Advanced Craft (alchemy) 10 ranks. Whenever a creature fails their Fortitude saving throw against this poison, they gain 1 temporary negative level that lasts for 24 hours, making another save at that time or the negative level becomes permanent.

Additionally, if they fail their saving throw against this poison, they must pass another Fortitude save at the beginning of their next turn or gain another temporary negative level and need to save the following round or gain another.

If a creature dies due to the effect of this poison, they rise 1 minute later as a zombie. This talent is a death effect.

Alchemy Sphere/Data Nerve Venom Toxins You may choose for your poison to make the creature Sickened instead of fatigued. Creatures who fail two consecutive saving throws against this poison are instead Nauseated.
Alchemy Sphere/Data Noxious Breath Toxin Modifiers Whenever you could throw an inhaled poison, instead of throwing the poison as a splash weapon you can have it affect either a cone-shaped spread with a length of twice the radius of the poison, or a line-shaped spread with a length four times the radius of the poison. As normal for cones and lines this spread starts from any corner of your square.
Alchemy Sphere/Data Painful Venin Toxins In addition to making the target fatigued, the target also suffers damage equal to 1/2 your ranks in Craft (alchemy) (minimum 1).

This damage happens before resolving the effect of the poison.

You can take this talent a second time. If you do, the damage from this talent applies to all your Alchemy sphere poisons. When creating a poison with this (toxin) talent, this extra damage stacks with the poison’s normal damage.

Alchemy Sphere/Data Panacea Formulae You create a vial of liquid that can be used as a potion, removing a single negative condition the drinker is currently suffering from. The conditions that a panacea can remove are determined by the Craft DC used for its creation:

DC 20: Fatigued, shaken, sickened.

DC 30: Diseased, exhausted, nauseated, poisoned, staggered.

DC 40: Frightened, blinded, deafened, paralyzed, stunned.

Alchemy Sphere/Data Performance Enhancer Toxins You may choose for your poison to not cause fatigue, but instead to enhance the physical aptitude of those subjected to it (this talent cannot be used with a contact or inhaled poison).

Those who are under the effects of this poison gain a +2 alchemical bonus to either their Strength, Dexterity, or Constitution (chosen upon creation) and a -2 penalty to one of the creature’s mental scores for 1 minute.

If this enhances the creature’s Strength, it applies a penalty to their Intelligence. If it enhances the creature’s Dexterity, it applies a penalty to their Wisdom. If it enhances the creature’s Constitution, it applies a penalty to their Charisma.

At the end of this talent’s duration, the creature must make a successful Fortitude save or be Sickened for 10 minutes.

A creature cannot benefit from an Performance Enhancer more than once per hour.

If you possess at least 10 ranks in Craft (alchemy), this bonus increases by +2.

Alchemy Sphere/Data Petrifying Poison Toxins Advanced Craft (alchemy) 10 ranks. You may choose for your poison to make the creature staggered instead of fatigued. Creatures who fail two consecutive saving throws against this poison are instead immobilized and cannot move from the location they were in when they failed their saving throw, and creatures who fail three consecutive saving throws become petrified.
Alchemy Sphere/Data Philosopher’s Stone Formulae Advanced Formulae package, Craft (alchemy) 20 ranks. Once per month with one day of work, you may create a philosopher’s stone.

A philosopher’s stone appears to be an ordinary, sooty piece of blackish rock. If the stone is broken open (break DC 20), a cavity is revealed at the stone’s heart.

This cavity is lined with a magical type of quicksilver that enables any character with at least 10 ranks in Craft (alchemy) to transmute base metals (iron and lead) into silver and gold. A single philosopher’s stone can turn up to 5,000 pounds of iron into silver (worth 25,000 gp), or up to 1,000 pounds of lead into gold (worth 50,000 gp).

However, the quicksilver becomes unstable once the stone is opened and loses its potency within 24 hours, so all transmutations must take place within that period.

The quicksilver found in the center of the stone may also be put to another use. If mixed with any cure potion while the substance is still potent, it creates a special oil of life that acts as a true resurrection spell or Greater Resurrection sphere effect (if using Spheres of Power) for any dead body it is sprinkled upon.

Alchemy Sphere/Data Potent Poison Toxin Modifiers The duration of the effects of your poisons are doubled.
Alchemy Sphere/Data Psychotropic Hallucinogen Toxins You can choose for your poison to not cause fatigue, instead causing it to alter the thought process of those subjected to it (this talent cannot be used with a contact or inhaled poison).

Those who are under the effects of this poison can select a single Intelligence, Wisdom, or Charisma-based skill, gaining a +2 alchemical bonus to the next check they make with that skill within 1 minute.

Those under the effects of this poison suffer a -5 penalty to Initiative checks for 1 minute.

A creature cannot benefit from a Psychotropic Hallucinogen more than once per hour.

For every 5 ranks in Craft (alchemy) you possess, this bonus increases by +2.

Alchemy Sphere/Data Risky Business Alchemy Modifiers You gain a bonus equal to 1 + 1 per 4 ranks you possess in the Craft (alchemy) skill on saving throws against any alchemical item you use or create.

In addition, whenever you and an adjacent creature would both be affected by one of your alchemical items, you can forego the normal bonus granted by this ability and apply it as a penalty to the creature’s AC or saving throws against the item’s effects or attacks made with the item.

Alchemy Sphere/Data Salve Formulae Craft DC: 15

You create a poultice that can be used as a standard action to heal yourself or a target within your natural reach for 1d8 points of damage per 2 ranks in Craft (alchemy) you possess (minimum 1d8) plus your practitioner modifier.

You can only attempt to heal a particular creature with this ability a number of times per day equal to 1/2 the number of ranks you possess in the Craft (alchemy) skill (minimum 1) plus your practitioner modifier.

You can increase the Craft DC for this item in increments of 10; each time you do so you increase the healing granted by the salve by 5.

Alchemy Sphere/Data Slowing Poison Toxins You may choose for your poison to halve all the creature’s speeds instead of making them fatigued. Apply this reduction to a creature’s speeds after any other reductions.

Creatures who fail two consecutive saving throws against this poison have their speeds reduced to a quarter of their normal amounts, and creatures who fail three consecutive saving throws have their speeds reduced to 5 feet. This cannot reduce a target’s speed to less than 5 feet.

Alchemy Sphere/Data Snap Toss Throwing You may expend your martial focus to use a single alchemical item that can normally be used as a standard action as a swift action that does not provoke attacks of opportunity; this includes all actions necessary to use the item, including drawing it (but not creating it).
Alchemy Sphere/Data Specialized Venom Toxin Modifiers You select 1 creature type (or subtype) from the ranger favored enemy list; your poisons may affect creatures of that type even if they would normally be immune to poison (or ignore any racial bonuses they may possess to saving throws against poison).

For every 4 ranks in Craft (alchemy) you possess, you may select another creature type (or subtype).

Alchemy Sphere/Data Swift Toxicology Toxin Modifiers You can create poisons as a move action even if you do not have access to an alchemist’s lab or alchemist’s crafting kit. If you have an alchemist’s lab or alchemist’s crafting kit, you can expend martial focus to create a poison as a swift action. You may still apply created poisons to a weapon as part of the same action used to create it.
Alchemy Sphere/Data Talentless Poison Toxins Instead of becoming fatigued, the target suffers a -4 penalty on all skill checks. When creating a talentless poison, the duration is increased from 1 minute to 1 hour.

For every 4 ranks in Craft (alchemy) you possess, this penalty increases by -2.

Alchemy Sphere/Data Vulnerability Venom Toxins You may choose for your poison to decrease one of the creature’s energy resistances by your Craft (alchemy) ranks instead of making the creature fatigued. You choose which energy resistance to decrease when the poison is created.
Alchemy Sphere/Data Witch Doctor’s Curse Toxins Advanced Craft (alchemy) 5 ranks, Alchemy sphere ((poison) package, Food Poisoning, Potent Poison). You may expend martial focus when creating a poison to create a curse poison. A curse poison is a magical effect and a curse: It is permanent and can only be cured by effects that specifically cure curses such as the Break Enchantment talent of the Life sphere or the remove curse spell.
Dark Sphere/Data Clearsight Meld You may spend a spell point to grant a target immunity to all negative effects from your (darkness) talents for 1 hour per caster level. This does not grant the target the ability to see in your darkness if it does not already possess the means to do so, but it does allow creatures with Darkvision to see in Pure Darkness.
Dark Sphere/Data Dark Slaughter Meld You may spend a spell point to grant the target the ability to make precision strikes for 1 hour per caster level. Whenever the target attacks a creature it is flanking, that is denied its Dexterity bonus to AC, or that is not able to perceive the creature (such as through a successful Stealth check), it deals an additional 1d6 points of precision damage to the target.

This damage is not multiplied on a critical hit, but it does stack with a rogue’s sneak attack. This only functions while within an area of your darkness.

Dark Sphere/Data Darkvision Meld You may spend a spell point to grant the target Darkvision 60 ft for 1 hour per caster level. If the target already possesses Darkvision, this instead increases the range of their Darkvision by 30 ft. You may gain this talent multiple times. Each time this is taken beyond the first, it increases the range of the granted Darkvision by 30 ft.
Dark Sphere/Data Disorienting Darkness Effects You may create a darkness effect that has a chance to disorient anyone who enters it.

When a creature within this area attempts to move, or when a creature first enters this area, they must pass a Will save or become disoriented. A creature must attempt this Will save every time they enter the area of darkness.

If the creature fails this saving throw, they must roll a d8 to determine direction: 1 is their intended direction, with 2-8 rotating around the creature in a clockwise direction. The target moves that direction as if it were their intended course. The target does not realize they are off-course until their next turn or until they leave the area of darkness.

Dark Sphere/Data Fearful Darkness Effects You may create a darkness effect that plays with the fears of any who enter it.

Creatures within this area of darkness must pass a Will save or become shaken. Creatures who succeed at this save but remain in the darkness must save again at the end of your subsequent turns.

If any creature enters this area of darkness, they must immediately save or become shaken. When a creature fails their saving throw, they remain shaken for as long as they remain within the area of darkness. This is a mind-altering effect.

Dark Sphere/Data Feed on Darkness Meld You may spend a spell point to grant a target fast healing 1 for 1 minute per caster level. This only functions so long as the target remains within an area of your darkness.
Dark Sphere/Data Greater Darkness Modifiers When creating an area of darkness, you may spend an additional spell point to increase the affected area. This allow you to create a sphere of darkness with a radius of up to 20 ft + 5 ft per caster level. If combined with the Wall of Darkness talent, this allows you to create six 10-ft cubes, + 2 cubes per caster level.
Dark Sphere/Data Hide In Darkness Meld You may spend a spell point to grant the target the ability to make Stealth checks to hide in areas of dim light or darkness even while being observed. This lasts for 1 hour per caster level, and only functions when within an area of your darkness.
Dark Sphere/Data Hungry Darkness Effects You may create a darkness effect that saps away the life force of those inside.

Any creature inside the darkness must pass a Fortitude save or suffer 1 point of Constitution damage. Creatures who remain within this area of darkness must save at the end of your subsequent turns or suffer another point of Constitution damage. If a creature enters this area of darkness after it is created, they must immediately save or also suffer this damage.

A creature may only be affected by Hungry Darkness once per round, regardless of how many times they enter or exit the area that turn.

Dark Sphere/Data Lingering Darkness Modifiers When you cease concentrating on a darkness effect, you may choose to have the darkness remain for two rounds before dissipating.
Dark Sphere/Data Looming Darkness Effects You may create a darkness effect that erodes the resolve of those who enter it.

Creatures within this area of darkness must pass a Will save or suffer a -1 penalty to all saving throws so long as they remain within this area of darkness. This penalty increases by 1 per 5 caster levels. If any creature enters this area of darkness, they must immediately save or suffer this penalty.

This is a mind-affecting effect.

Dark Sphere/Data Midnight Darkness Advanced Greater Darkness, 10th caster level or higher. You may spend 2 additional spell points to increase the area of your darkness to a 2 mile radius.
Dark Sphere/Data Pure Darkness Effects You may create a darkness effect that negates low-light vision. Darkvision is reduced to 5 ft. In addition, all other senses (blindsight, scent, etc.) are reduced by half.
Dark Sphere/Data Quick Meld Meld You may use (meld) talents on yourself as a swift action instead of a standard action.
Dark Sphere/Data Shadow Walker Meld Advanced Step Through Darkness, 10th caster level or higher. A target must be within an area of dim light or darkness for you to apply this (meld) talent to them. When this talent is applied, the target temporarily steps out of the Material Plane and into the place where it borders the Plane of Shadow. While within this region of shadow, the target may move at a rate of 50 miles per hour, seeing their relative place in the Material Plane, although it appears blurry and lacking in details. At any time, the target may step back into the Material Plane, at which point the effects of this (meld) talent immediately end.

Because of the blurring of reality between the Plane of Shadow and the Material Plane, the target can’t make out details of the terrain or areas you pass over during transit, nor can you predict perfectly where your travel will end. It’s impossible to judge distances accurately, making this ability ill-suited for scouting or spying.

Furthermore, when stepping back into the Material Plane, the target is shunted 1d10 x 100 feet in a random horizontal direction from the desired endpoint. If this would place the target within a solid object, they are shunted 1d10 x 1,000 feet in the same direction. If this would still place them within a solid object, they are shunted to the nearest empty space available, but the strain of this activity renders the creature [fatigued]] (no save).

Dark Sphere/Data Silent Darkness Effects You may create an area of darkness that dims sound as well as light. All Perception checks made to hear noises originating from within the area of your darkness suffer a penalty equal to your caster level.
Dark Sphere/Data Snagging Darkness Effects You may create a darkness effect filled with dark tendrils that snare anything that passes.

Creatures within this area of darkness must pass a Reflex save or become entangled. Creatures who succeed at this save but remain in the darkness must save again at the end of your subsequent turns. If any creature enters this area of darkness, they must immediately save or suffer the effects.

An ensnared creature can attempt to escape its entanglement by making a Strength or Escape Artist check as a move action, with a DC equal to the Reflex save DC.

Dark Sphere/Data Step Through Darkness Meld You may spend a spell point to grant the target the ability to step into one patch of darkness and emerge in another. As a move action, the target may teleport up to 30 ft. This lasts for 1 hour per caster level. Both the location they are in and the location they are teleporting to must be within an area of your darkness.
Dark Sphere/Data Thick Darkness Effects You may create a darkness effect that counts as difficult terrain. Creatures move at half speed through your darkness, cannot run or charge, and cannot make 5-ft steps.
Dark Sphere/Data Wall of Darkness Modifiers Rather than create a sphere of darkness, you may arrange your darkness as up to three 10-ft cubes, +1 cube per caster level. These cubes must be arranged contiguously, but otherwise may assume any shape. You must be able to perceive all areas your darkness will inhabit.
Destruction Sphere/Data Acid Blast Blast Types Acid Group You may change your destructive blast from bludgeoning damage to acid damage. Any creature damaged by your acid blast suffers 1 point of acid damage per damage die the following round.
Destruction Sphere/Data Adhesive Blast Blast Types Acid Group You transmute your destructive blast into a sticky, acidic sap.

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.

Destruction Sphere/Data Admixture Modifiers 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.

Destruction Sphere/Data Air Blast Blast Types Air Group You may change your destructive blast into a blast of air. An air blast deals nonlethal damage.

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.

Destruction Sphere/Data Alkali Blast Blast Types Acid Group Your destructive blast deals acid damage using d4 dice instead of d6.

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.

Destruction Sphere/Data Battering Blast Blast Types Stone Group Your destructive blast becomes a hail of smooth stones, dealing bludgeoning damage, and using d4s for damage dice instead of d6s.

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.

Destruction Sphere/Data Blast Trap Blast Shape, Simple 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.

Destruction Sphere/Data Blinding Blast Blast Types Light Group You may spend a spell point to have your destructive blast deal untyped damage.

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.

Destruction Sphere/Data Blistering Blast Blast Types Fire Group Your destructive blast deals fire damage. Any creature damaged by the attack suffers a -2 penalty on Fortitude saves for 1d4 rounds.
Destruction Sphere/Data Branding Taboo Blast Shape, Advanced 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.

Destruction Sphere/Data Calamity Blast Shape Advanced Explosive Orb, Shape Blast, 15th caster level or higher. When creating a destructive blast, you may spend 2 spell points to shape your blast into either a Long-range line, a Mediumrange cone, or a Close-radius burst centered within range.
Destruction Sphere/Data Cascade Failure Modifiers 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.
Destruction Sphere/Data Chain Blast Blast Shape, Simple 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.

Destruction Sphere/Data Clinging Blast Modifiers 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.
Destruction Sphere/Data Crafted Blast Modifiers 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.
Destruction Sphere/Data Crystal Blast Blast Types Crystal Group Your destructive blast becomes an explosion of crystal, growing where it strikes.

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.

Destruction Sphere/Data Crystal Cocoon Other Advanced Destruction sphere, any two blast type talents in the crystal blast type group, caster level 10th or higher. When using the Crystal Blast talent, you may spend an extra spell point to fully encase your targets in a shell of crystal. Targets that fail their Reflex saves against your blast are helpless and cannot take physical actions other than to attempt Strength or Escape Artist checks to escape the crystal, but can still breathe and take purely mental actions. The crystal blocks line of sight and line of effect to and from the encased target. Destroying the cocoon frees the victim, the crystal having HP as normal for the Crystal Blast talent.
Destruction Sphere/Data Damage Control Modifiers 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.

Destruction Sphere/Data Demolition Modifiers 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.

Destruction Sphere/Data Destructive Maw Blast Shape, Advanced 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.

Destruction Sphere/Data Disintegrate Blast Types Advanced Destruction sphere, caster level 5th or higher. You may spend a spell point to have your destructive blast deal untyped damage. Any creature reduced to 0 or fewer hit points is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected. This blast type does full damage to objects and ignores all hardness, energy resistance, and energy immunity.

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.

Destruction Sphere/Data Drowning Blast Blast Types Cold Group You may spend a spell point to have your destructive blast become a stream of water, pounding your foe, disorienting and choking them.

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.

Destruction Sphere/Data Electric Blast Blast Types Electrical Group You may change the damage type of your destructive blast to electricity. Targets wearing metal armor or primarily comprised of metal suffer a -3 penalty to AC and to saving throws against an electric blast. An electric blast can ignite combustibles, and melt metals with a low melting point, such as lead, gold, copper, silver, or bronze.
Destruction Sphere/Data Energetic Affliction Blast Shape, Advanced 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.

Destruction Sphere/Data Energetic Nova Blast Shape, Advanced 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.
Destruction Sphere/Data Energetic Response Other 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.

Destruction Sphere/Data Energetic Rift Blast Shape, Advanced 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.
Destruction Sphere/Data Energy Aura Blast Shape, Simple 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.

Destruction Sphere/Data Energy Blade Blast Shape, Simple 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.
Destruction Sphere/Data Energy Bomb Blast Shape, Advanced 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.

Destruction Sphere/Data Energy Cloud Blast Shape Advanced Destruction sphere, caster level 10th or higher. You may spend three spell points to make your destructive blast into a roiling cloud of destruction. The cloud covers a 10 ft + 5 ft per 5 caster levels radius, is 10 ft + 5 ft per 5 caster levels tall, and is stationary unless directed by the caster to move as a move action, which it does at a rate of 20 ft + 5 ft per 2 caster levels and persists for 1 minute per CL. The cloud obscures vision as the fog cloud spell. Any creatures who begin their turn inside the cloud suffers your destructive blast damage. Affected creatures are allowed a Fortitude saving throw for half damage. You are immune to damage from your own cloud.
Destruction Sphere/Data Energy Leap Blast Shape, Advanced 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.

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