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Altered Mystic Combats

Imbued Weapon (Su)

When the mageknight uses this ability on a weapon produced by a veil, that weapon remains charged even when dismissed and resummoned for the duration of the ability. An imbued melee weapon produced by the veil can be thrown, despite the normal restrictions on veils that produce melee weapons. When thrown, the weapon reappears in the mageknight’s hand after the attack is resolved.

New Armorist Tricks

Bound Enhanced Veils

The armorist may use an [Enhanced] veil as a bound item. Doing so requires the normal time required to create a bound item. The veil must be shaped for the entire duration. This veil remains a bound item until the armorist replaces it with another bound item. If that veil already has enhancements applied to it, the abilities granted by those enhancements are suppressed until the armorist replaces it with another bound item.

Summoned Enhanced Veils

When using an [Enhanced] veil, the armorist can treat a veil as a summoned item for 1 minute by spending a spell point as a swift action, applying the normal enhancements available to your summoned items to that veil. If that veil already has enhancements applied to it, the abilities granted by those enhancements are suppressed until this ability's duration expires or you choose to end this ability early as a free action. The armorist can also use this ability on their allies [Enhanced] veils by touching them.

New Feats

Elemental Essence (Akashic)

Your soul is imbued with elemental power that can alter the elements of your veils.

Benefit: You can invest essence in this feat. As a free action, even if it isn’t your turn, you can bind a point of essence invested in this feat and select a single veil you have shaped with the Acid, Cold, Electricity, or Fire descriptors; select one of those descriptors: that veil loses its normal descriptor, and gains the chosen descriptor. Any damage of the original type dealt by that veil is changed to the new type. If a veil has multiple such descriptors, choose one of them to change with this effect. This effect lasts until you rest and shape your veils for the day or until the veil is unshaped.

You gain 1 point of essence.

Essence Admixture (Admixture)

Prerequisites: Destruction sphere (Admixture), Veilweaving sphere.
Benefit: When using Admixture, you may spend an additional spell point to have a single creature that takes damage be targeted by an essence talent effect that you possess. If you possess the Mass Essence talent, you may apply the essence effect to any targets damaged, up to your maximum targets from Mass Essence. This ability can only target creatures, it cannot be used to affect objects.

Altered Feats

Flow of Battle (Akashic, Combat)

Your power shifts as you prepare to strike.

Benefit: Whenever you use a combat sphere ability as a swift action, initiate a maneuver as swift action, or enter a stance as a swift action, you may reallocate your essence as part of the action taken to do so. You gain 1 point of essence.

Special: If you possess the Clashing EssenceDP:R feat, then you may reallocate your essence as though you had used Clashing Essence whenever you use a combat sphere ability as an immediate action or initiate a maneuver as a swift action.

Basic Magic

Destruction Sphere

New Blast Group: Essence

The following blast type talents are part of the essence blast type group: Akashic Blast, Essence Blast, Tainting Blast.

Blast Type Talents

Akashic Blast (blast type, essence)

Your blast becomes a pulse of akashic power, searing the souls of those it strikes. This akashic pulse of power bypasses any damage reduction or resistances its target possesses.

Essence Blast (blast type, essence)

Your blast becomes a pulse of energy that drains power from the target’s soul. An essence blast deals damage as a nonlethal pulse of akashic power that bypasses any damage reduction or resistances and uses a d4 instead of d6 as its damage die. Struck creatures must make a Will saving throw or suffer 1 point of essence burn. This loss increases by one die size (1d2, 1d3, 1d4, 1d6, etc.) for every five caster levels.

Tainted Blast (blast type, essence)

Your blast becomes a pulse of negative energy that taints and poisons the target’s soul. A tainting blast deals negative energy damage and uses a d4 instead of d6 as its damage die. Struck creatures must make a Fortitude saving throw or gain 1 point of temporary essence. The number of points of temporary essence they gain increase by one die size (1d2, 1d3, 1d4, 1d6, etc.) for every five caster levels. This temporary essence lasts for a number of rounds equal to your casting ability modifier.

This tainted temporary essence imposes a penalty to the creature’s Strength score (to a minimum of 1), and to their natural armor (minimum 0) equal to the number of temporary essence they possess from this blast. At the beginning of each of the creature’s turns, they take damage equal to twice the temporary essence they currently possess from this blast.

Veilweaving Sphere

Binder of Titles

Prerequisites: Caster level 4th

You can bind a single bind Title veil you have shaped onto your allies to the Belt, Body, Chest, Feet, Hands, Head, Headband, Neck, Shoulders, and Wrists slots, even if you could not normally bind a veil to those slots. Only veils that innately have the Title descriptor may be bound using this talent, not veils that have the Title descriptor added to them.

You may take this talent an additional time at 8th caster level and every 4 caster levels thereafter. For each selection after the first, you may bind an additional Title veil you have shaped.

Entitled Veil

When you shape a veil without the Title descriptor, you may apply the Title descriptor to that veil. This veil can then be shaped on an ally as if it were a normal Title. You cannot bind this veil to its chakra using the Binder of Titles talent (or similar abilities). To bind veils granted the Title descriptor by this talent, you must have the ability to bind veils of the slot it is shaped to through normal means, and must be at least caster level 5th for the Hands, Head or Feet chakras, caster level 10th for the Headband, Shoulders or Wrists chakras, or caster level 15th for the Neck or Belt chakras. You can never bind veils using this talent in slots other than those listed above. Associated Feat: Titled from Distant ShoresDP:R

Embodied Enhancements

You may enhance this talent as if it were a veil with the Enhanced Descriptor, including enhancing it with special materials. You may enhance it multiple times, but only once for each type of enhanceable veil (armor, implement, shield, weapon). Whenever you shape a veil with the Enhanced descriptor, you can choose to apply one of the enhancements applied to this talent of the same type as the veil’s to that veil (weapon for weapons, armor for armor, etc). You may only have a specific enhancement applied to this talent applied to a single veil at a time. If you also have the Fluid Enhancements talent, you may change these enhancements, as described in that talent, whenever you apply them to a veil. Associated Feat: Unified TheoryAC:K

Fluid Enhancements

When you shape a veil with the Enhanced descriptor with at least a +2 enhancement bonus, or a +2 bonus worth of special properties and enhancement bonus, you may change the configuration of enhancement bonuses and special properties of that veil. For example, if you shape a veil with the Enhanced (weapon) descriptor that is a +1 flaming, you may change the enhancement bonuses for that veil to a +1 frost, a +2, a +1 keen, and so forth. Associated Feat: Fluid TheoryAC:K

Mass Essence [mass]

When using an essence talent effect that targets creatures, you may spend an additional spell point to affect an additional 1 creature per 2 caster levels (minimum 1) at the same time. Each target must be within range and must be affected by the same essence effect. Once created, each essence effect is considered a separate sphere effect. Alternatively, you may spend an extra spell point to double the size of an essence effect that targets an area.

Ranged Essence [range]

Your essence sphere effects that target a creature or object gain a range of close. Melee touch attacks affected by this ability become ranged touch attacks. You can still choose to deliver them against a creature in your reach as a melee touch attack, if you wish to do so.You may select this talent multiple times. Each time it is selected, you may increase the range by one level (close to medium, medium to long). Increasing the range beyond close also increases the range at which you may maintain an effect through concentration.

Selfish Titles

You gain the ability to shape Title veils on yourself. When you do so, they lose the Title descriptor and must be shaped and bound using the normal veilweaving rules, taking up chakra slots and requiring specific chakra binds. Associated Feat: Self EmpowermentDP:R

Shape Storm

You gain the ability to shape veils into the Storm chakra slot, and gain knowledge of a single Storm veil of your choice. Unlike other veils you may shape, you cannot normally allocate essence to or from a Storm veil. At the beginning of each of your turns while in combat, you gain a single point of temporary essence, which can only be allocated to a Storm veil. This temporary essence can be allocated as a free action as soon as it is gained and lasts until combat ends, and then for 1 minute afterward. If you enter combat again before this minute has passed, the duration of the temporary essence is reset. If you choose not to invest this essence when you gain it, or if you have no Storm veils that are valid sources to allocate it, that point of essence is immediately lost. If you have multiple Storm veils shaped, or other receptacles that can accept this special essence, you can reallocate this essence between them as part of reallocating your essence normally. If you suffer from essence burn, essence granted by this talent is burned last after any of your other essence, whether it be temporary essence gained from another source, or your natural pool of essence.

If you gain a similar ability to this from another source (such as the stormbound’s stormweaving ability) you only gain temporary essence each round from one of your similar abilities.

This talent can be selected multiple times. Each time you select this talent after the first you add two Storm veils to your list of known veils. Associated Feat: Shape StormTS.

Essence Talents

Gifted Essence (essence)

You can touch a creature as a standard action and choose to take any number of points of essence burn. You cannot choose to burn temporary essence using this ability. The touched creature gains a number of points of temporary essence equal to the essence you chose to burn. This temporary essence persists until you meditate to recover the burned essence, or until you rest to recover your spell points.

Dampen Essence (essence)

You can invest essence in this talent. As a standard action you can emit a 5-foot radius aura of energy that dampens akasha within its area for as long as you concentrate. You may always spend a spell point to allow an enhancement to continue for 1 minute per caster level without concentration. If you do so, you can choose to end this effect early as a standard action. The essence receptacles of all creatures and objects in the area, including yourself, have their maximum essence capacity reduced by 1 (to a minimum of 0). The essence capacity of this talent is immune to these effects. For each point of essence invested in this talent, the radius of this aura increases by 5 feet. If this effect would cause an essence receptacle to be invested with more essence than its maximum essence capacity any excess essence is immediately uninvested. At caster level 6, and every 6 caster levels thereafter, the maximum essence capacities of all essence receptacles in the area is reduced by an additional 1.

Elemental Essence (essence)

You can invest essence in this talent. As a free action, even if it isn’t your turn, you can bind a point of essence invested in this talent and select a single veil you have shaped with the Acid, Cold, Electricity, or Fire descriptors; select one of those descriptors: that veil loses its normal descriptor, and gains the chosen descriptor. Any damage of the original type dealt by that veil is changed to the new type. If a veil has multiple such descriptors, choose one of them to change with this effect. This effect lasts until you rest and shape your veils for the day or until the veil is unshaped. Associated Feat: Elemental Essence.

Essence Vampirism (essence)

You can invest essence in this talent. As a standard action you can make a melee touch attack against a creature to drain their life energy to heal yourself. A struck creature suffers 1 point of essence burn, on a critical hit they suffer 2 points of essence burn instead. If that creature had at least half as many Hit Dice as your total Hit Dice, you regain 1d6 hit points + 1d6 per point of essence invested in this talent per point of essence burned. If the creature has no essence pool, or no more essence left to burn, you are not healed. You may only use this talent on any individual creature a number of times equal to your Casting Ability Modifier each day.

Additionally, as a swift action you can burn 1 point of essence to heal yourself for a number of hit points equal to 1d6 + 1d6 per point of essence invested in this talent. You may only use this ability a number of times each day equal to your Casting Ability Modifier.

Weather Sphere

Stormweaver

While you have a Storm veil shaped, you are considered to be using your control weather ability to control a storm based on the Storm veils type and invested essence for the purpose of determining any of your Weather sphere effects that are determined based on your controlled storms. If such an effect would increase the maximum severity of the control weather effect, your Storm is treated as being higher severity equal to the increase (to a maximum of 7). Talents that would modify the effects of the controlled storm have no effect on your Storm veils. Talents that add new effects, such as Dry Lightning or Rain Bomb, function normally. Talents that allow you to cause an area to not be affected by your controlled storm let you cause that area to not be affected by your Storm veils. You can choose to reduce the size of the area unaffected by your Storm veils, to a minimum of a single 5-foot square. If an effect would last for the duration of your controlled storm rather than as a constant effect, it instead lasts for 1 minute per caster level.

See Sidebar: Storm Veils and the Weather Sphere for more details on how Storm veils interact with weather severity..

Sidebar: Storm Veils and the Weather Sphere

When using Storm veils alongside the Weather sphere, Storm veils count as certain forms of weather (and gain a severity score) based on their type and effects, as noted below. However, they do not apply any of the normal effects of weather of that type or severity. The effects of Storm veils exist alongside any natural weather or changes in severity caused by the control weather ability. If an active storm shares a type with an active Storm veil, use the higher of the twos’ severity when determining the effects of Mantles and Shrouds in their areas. Storm veils do not cause natural weather or weather created by control weather to become a storm through a combination of cold, precipitation, or wind.

A Storm veil's effective severity is equal to the amount of essence invested in the veil (to a maximum of 7). If a target is affected by the Clear Skies mantle (or a similar ability, such the Incanter’s weather sphere specialization), they treat your Storm veil as if it were invested with less essence for each point of effective severity reduction.

Storm Veil Weather Types

The Blizzard: Cold

The Cleansing Rain: Precipitation

The Conflagration: Heat

The Crystalline: Cold

The Cyclone: Wind

The Deluge: Precipitation

The Devastation: Ash

The Enshrouding: Precipitation

The Energization: Wind

The First Bloom: Precipitation

The Fulguration: Wind

The Fulmination: Wind

The Permafrost: Cold

The Quelling: Cold

The Rime: Cold

The Scouring: Aridity and Wind

The Sirocco: Heat and Wind

The Stillness: Cold

The Tempest: Wind

The Uproar: Wind

Storm veils not found within the above list should use a weather type most closely related to the effects of the veil.


Advanced Magic

Veilweaving Sphere

Mass Branding

Prerequisites: Caster level 7, ability to shape at least two veils with the [Brand] descriptor

As a full-round action you may apply a brand to two separate creatures. Associated Feat: Mass BrandingAC:V

Special: This talent can be selected an additional time at caster level 13 and 19, allowing you to apply an additional brand to an additional creature with each use of this ability.

Reaching Brands

Prerequisites: Caster level 5, ability to shape at least one veil with the [Brand] descriptor

Your brands stay effective on branded creatures out to Medium range (100 feet + 10 feet per veilweaver level). This does not increase the range at which you can apply brands. Associated Feat: Reaching BrandsAC:V

Stormbinder

Prerequisites: Caster level 9th, Shape Storm or Stormbound’s Tradition

You can bind veils you have shaped to the Storm chakra slot.

Widened Storm

Prerequisites: Caster level 11th, ability to shape at least one Storm veil.

You gain the option to increase the radius of your Storm veils from Close to Medium range (100 feet + 10 feet per veilweaver level). You can choose whether your Storm veil’s radius is Close or Medium range when you shape it, and whenever you invest essence in the veil.

Special: This talent can be selected a second time at caster level 17th, giving you the option to increase the radius of your Storm veils from Close to Medium or Long range (400 feet + 40 feet per veilweaver level). You can choose whether your Storm veil’s radius is Close, Medium or Long range when you shape it, and whenever you invest essence in the veil.

Tradition Talents

Some advanced Veilweaving talents are marked with (tradition). A character may only possess a single (tradition) talent from the Veilweaving sphere at any time.

Eclipse’s Tradition (tradition)

Prerequisites: Caster level 3rd

You gain knowledge of every veil on the eclipse veil list. If you already knew veils from that list, you may choose to replace those veils with other veils of your choice.

Helmsman’s Tradition (tradition)

Prerequisites: Caster level 3rd

You gain knowledge of every veil on the helmsman veil list. If you already knew veils from that list, you may choose to replace those veils with other veils of your choice.

Huay’s Tradition (tradition)

Prerequisites: Caster level 3rd

You gain knowledge of every veil on the huay veil list. If you already knew veils from that list, you may choose to replace those veils with other veils of your choice.

Kheshig’s Tradition (tradition)

Prerequisites: Caster level 3rd

You gain knowledge of every veil on the kheshig veil list. If you already knew veils from that list, you may choose to replace those veils with other veils of your choice.

Lunar Tradition (tradition)

Prerequisites: Caster level 3rd

You gain knowledge of every veil on the lunar veil list. If you already knew veils from that list, you may choose to replace those veils with other veils of your choice.

Nexus’s Tradition (tradition)

Prerequisites: Caster level 3rd

You gain knowledge of every veil on the nexus veil list. If you already knew veils from that list, you may choose to replace those veils with other veils of your choice.

Radiant’s Tradition (tradition)

Prerequisites: Caster level 3rd

You gain knowledge of every veil on the radiant veil list. If you already knew veils from that list, you may choose to replace those veils with other veils of your choice.

Rajah’s Tradition (tradition)

Prerequisites: Caster level 3rd

You gain knowledge of every veil on the rajah veil list. If you already knew veils from that list, you may choose to replace those veils with other veils of your choice.

Stormbound’s Tradition (tradition)

Prerequisites: Caster level 3rd

You gain knowledge of every veil on the stormbound veil list. If you already knew veils from that list, you may choose to replace those veils with other veils of your choice. If you had gained knowledge of Storm veils on the Stormbound veil list through the Shape Storm talent, you may learn veils of any slot you can shape in their place.

Volur’s Tradition (tradition)

Prerequisites: Caster level 3rd

You gain knowledge of every veil on the volur veil list. If you already knew veils from that list, you may choose to replace those veils with other veils of your choice.

Sphere-Specific Drawbacks

Veilweaving Sphere

Self-Entitled

The focus of your powers is solely focused on your own selfish needs. You do not gain a bonus talent when selecting this drawback.

You must select a [Title] descriptor veil that can be shaped in one of the following slots with your Known Veils ability of the veilweaving sphere: Belt, Body, Chest, Feet, Hands, Head, Headband, Neck, Shoulders, or Wrists. A veil that can be shaped into multiple slots is not eligible to be taken unless both slots are included in this list.

Your veils with the [Title] descriptor lose that descriptor, allowing you to shape them on yourself, and use the normal rules for binding veils to their associated chakra slots.

Additionally, you cannot shape your veils granted by the Veilweaving sphere on other creatures, even if you would normally gain the ability to do so.

Incompatible: Essence Binder.

Weather Sphere

Pocket of Storm

Your powers only allow you to manipulate the weather within a small pocket around you. You must select the Stormweaver talent with bonus talent gained from this drawback.

This drawback counts as having a Storm veil shaped, treating your caster level with the Weather sphere as its veilweaving level. This is a supernatural effect. This Storm veil has no effects, but counts as a weather type of your choice which you choose each time you rest to recover your spell points. You can invest essence in this ability, though the invested essence has no additional effect beyond increasing the effective severity of the Storm veil. If you have the limited weather drawback you can only choose the weather type chosen with that drawback for this ability.

When your caster level with the Weather sphere reaches 3, 9, and 15, the essence capacity of this ability increases by 1. Only permanent increases to your caster level count for this ability. This does not stack with any class features, feats, or talents that increase the essence capacity of all of your essence receptacles, such as the improved essence capacity class feature or the Capacity Increase talent.

Incompatible: Localized Weather, Small Weather

Sidebar: Storm Veil Area

Area: The area of a Storm veil is a cylinder centered on the veilweaver, with a radius equal to 25 feet + 5 feet per two veilweaver levels, and a height of 50 feet + 5 feet per veilweaver level, or until it reaches a ceiling. This cylinder continues below the veilweaver to a maximum depth equal to its height, or until it reaches solid ground. A Storm veil’s effects cannot bypass solid objects unless it specifies otherwise.

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