Spheres of Akasha: Expanded Sphereshaper Veils (Patreon)
Content
Bands of the Asura
Descriptors: Enhanced (Handwraps)
Class: Sphereshaper
Slot: Shoulders, Belt
Saving Throw: None
Brilliant colored akashic ribbons spool outwards from your back and neck, spiraling down your body to wrap your limbs in their power.
You gain the Open Hand sphere. Unless you already have the Open Hand sphere from a non-veil source, you cannot use the sweep ability.
Shaping this veil wraps your limbs in intertwining bands of akashic power. This functions as a set of handwraps, save that it applies to all of your unarmed strikes, rather than only unarmed strikes you make using your hands.
As a special attack action, you can make a flurry of unarmed strikes by taking a -2 penalty to your attack rolls until the beginning of your next turn. Doing so allows you to make an additional attack with an unarmed strike at your full base attack bonus as a free action, but all attacks you make as part of the special attack action must be made using your unarmed strikes. This ability cannot be used alongside the dual attack ability of the Dual Wielding sphere, the flurry strike ability of the street fighter monk, or any other similar ability that grants extra attacks as part of an attack action.
Essence: For each odd point of essence invested in this veil, you are treated as if you had four additional talents in the Open Hand sphere when determining the damage dice of your unarmed strikes. For each even point of essence invested, the penalty to attack rolls imposed by using this veil’s flurry of unarmed strikes is reduced by 1.
Chakra Bind (Shoulders): Binding this veil to your Shoulders chakra causes bands of chakra to bloom from your shoulders, forming two additional arms formed entirely of akasha. These arms cannot wield weapons or shields, cannot be granted natural attacks, and do not grant you any additional attacks. You can use these arms to carry or hold items, and they cause you to treat your Strength as 4 higher when determining your carrying capacity.
When using the flurry of unarmed strikes ability of this veil, you can choose to take an additional -2 penalty to your attack rolls per arm to make an additional unarmed strike as a free action with each arm (both arms would be a total penalty of -6).
Chakra Bind (Belt): Binding this veil to your Belt chakra grants you all of the benefits of the Shoulders chakra, and causing an additional two arms to form from your lower back. These two additional arms follow the rules of the Shoulders bind, and cause you treat your Strength as an additional 4 higher when determining your carrying capacity.
You can also make additional strikes using these arms when using a flurry of unarmed strikes at the normal penalty for doing so (-10 total penalty when using all four additional arms).
Cowl of the Fated One
Descriptors: Enhanced (implement: Fate)
Class: Sphereshaper
Slot: Chest
Saving Throw: None
This cowl bears constantly shifting iconography matching the motifs of the tarot deck. When attuning its powers your chosen motif becomes more prominent, faintly glowing with an inner light.
You gain the Fate sphere and a single (motif) talent. Unless you already have the Fate sphere from another non-veil source, you do not gain the ability to use consecrations or words.
You gain the effects of a single motif as a constant effect without requiring the expenditure of spell points. If you choose to discharge this motif, you lose the effects of the motif for 1 minute, after which it automatically reactivates.
If you possess multiple (motif) talents, you may change your active motif once each round as a free action. If you have a (motif) that determines its effects randomly each time it is used (such as with The Wheel), those random effects are determined once each day when using this ability.
Essence: This veil cannot be normally invested with essence. When it is shaped, you may choose to bind a number of points of essence to it up to a maximum of this veil’s essence capacity. For each point of essence bound, you gain 2 temporary spell points that can only be spent on motifs. These spell points are lost if this veil is unshaped. For each odd point of essence bound, you gain an additional (motif) talent.
Chakra Bind (Chest): Binding this veil to your Chest chakra further empowers the magic of fate flowing within the veil. You gain an additional (motif) talent, and gain the effects of two motif talents as a constant effect. If you possess more than two (motif) talents, you may change one or both of your active motifs once each round as a free action.
Deceiver’s Edge
Descriptors: Enhanced (dueling sword)
Class: Sphereshaper
Slot: Wrists
Saving Throw: None
The honed edge of this blade seems to shimmer in the air, briefly disappearing and reappearing from sight as it is swung and thrust.
You gain the Fencing sphere and the Feint Strike talent. Unless you already have the Fencing sphere from another non-veil source, you do not gain the fatal thrust ability.
When making feint attempts, you may use the higher of your Charisma or your veilweaving modifier when determining your bluff bonus, and you gain a +2 insight bonus to the check.
Additionally, you may use Feint Strike as a free action rather than as a swift action if you make the attack using the dueling sword conjured by this veil, even if it isn’t your turn.
Essence: For each point of essence invested in this veil, the insight bonus to feint checks granted by this veil increase by 1, and you deal an additional 1d6 points of precision damage when making an attack with the dueling sword conjured by this veil when making an attack granted by your Feint Strike.
Chakra Bind (Wrists): Binding this veil to your Wrists chakra dramatically improves the veil’s ability to deceive your foes. Whenever you would be able to make an attack using the dueling sword conjured by this veil as a non-free attack, you can make a feint attempt using the sword in its place. You cannot use this ability to replace attacks granted by a successful feint attempt.
This feint attempt suffers any penalties to attack rolls that would be applied to that attack as a penalty to your bluff check (including penalties to iterative attacks). Whenever you successfully feint in this way, you may make an attack against that creature as a free action as if using Feint Strike, with any normal penalties or bonuses to the attack you initially replaced (such as iterative attack penalties).
Destruction’s Wrath
Descriptors: Enhanced (implement: Destruction)
Class: Sphereshaper
Slot: Hands, Wrists
Saving Throw: See text
Energy flickers upon your fingers, waiting to burst forth to destroy your foes.
You gain the Destruction sphere and a single (blast type) talent of your choice that costs no spell points to use. Unless you already have the Destruction sphere from another non-veil source, you do not gain the destructive blast ability.
As a free action, you can conjure the energies of this veil into a wrathful blade of destructive energy. You can choose for the blade to take the shape of a two-handed weapon, a one-handed weapon, or up to two one-handed light weapons. These blades have a critical threat range of 20/x2. In its two-handed form it counts as a greatsword for the purposes of feats and class features. In its one-handed form it counts as a longsword, and in its one-handed light weapon form it counts as a shortsword. If one of your wrathful blades leave your grip it is immediately dismissed (both are, if you have conjured two).
Attacks made using your wrathful blade deal 1d6 points of damage + 1d6 per odd caster level in the Destruction sphere after your 1st (3, 5, 7, etc). When conjured as a two-handed blade the damage dice of this weapon are increased by 1 step, and when conjured as a one-handed light weapon they are reduced by 1 step. These dice of damage are multiplied on a critical hit. When using the Vital Strike feat, only the first die of damage is multiplied. You do not add your Strength to damage rolls when using your wrathful blade, but you do add any other relevant damage modifiers. If these would deal additional damage of the same type as your weapon (such as with Power Attack), they deal the same type of damage as your wrathful blade. Your size has no effect on the damage dice of your wrathful blade.
Additionally, you gain an enhancement bonus to attack and damage rolls made using your wrathful blade equal to the enhancement bonus to the caster level of the Destruction sphere granted by the implement enhancements of this veil. This is reduced by 1 when conjuring two blades (if this would reduce it to +0, they gain a +1 enhancement bonus to attack rolls only instead).
Once per round when you conjure your wrathful blade (or as a free action, if your blade is already conjured), choose a single (blast type) talent you possess that costs no spell points to use: that blast type determines the damage type and effects of your wrathful blade. If a (blast type) modifies the damage dice of the blast, it modifies the damage dice of the wrathful blade as well (blasts that reduce your blast to a d4 would reduce your weapon dice by one step, and vice versa for blasts that increase the dice to d8). If the blast type talent has an additional effect on a successful hit, you may only affect an individual creature with it once each round (attacks made against multiple creatures can apply their effects once to each creature).
Essence: For each point of essence invested in this veil, your wrathful blades deal an additional 2 points of damage on a successful hit. These points of damage are multiplied on a critical hit. For each even point invested, you gain a +1 insight bonus to attack rolls made with your wrathful blade.
Chakra Bind (Hands): Binding this veil to your Hands chakra allows you to alter the shape of your wrathful blade to your whims and empowers your abilities with it. You gain an additional (blast type) talent of your choice that costs no spell points to use.
When you conjure your wrathful blade, you can choose to grant it up to one of the following weapon special abilities: blocking, brace, deadly, disarm, distracting, grapple, nonlethal, sunder, or trip.
If you conjure your wrathful blade as a two-handed weapon, you may also grant it the reach ability.
Chakra Bind (Wrists): Binding this veil to your Wrists chakra grants you all the benefits of the Hands bind, and further empowers your ability to use your wrathful blade. You gain an additional (blast type) talent of your choice that costs no spell points to use.
When you choose the (blast type) of your wrathful blade, you can choose two (blast type) talents instead. Your wrathful blade does half of its damage of each type and any additional effects on a successful hit are applied normally (with the normal restrictions of your wrathful blade). If the base die size for the two types are d8 and d6, use d8; if d8 and d4 use d6; if d6 and d4, use d4. These dice of damage are further modified by the wrathful blade, as normal. If two blast types have different caster levels, you use the lower caster level for determining the admixtured blade’s caster level.
If the selected blast types do not belong to the same blast type group, the damage dice of your wrathful blade is reduced by 1 step (after any damage dice modifications from using blast types with different base damage dice).
Familiar’s Ferocity
Descriptors: Summoning, Enhanced (implement: Conjuration and weapon, see text)
Class: Sphereshaper
Slot: Wrists
Saving Throw: None
These faintly glowing vambraces seem to ebb and flow, their shape subtly changing as if some sort of creature moved within them and is itching to break free.
You gain the Conjuration sphere. Unless you already have the Conjuration sphere from another non-veil source, you cannot gain the Extra Companion talent. If you already have the Conjuration sphere, this veil instead grants the Extra Companion talent, with the companion granted by the talent determined using the effects of this veil.
The first time you shape this veil you determine the base statistics of the companion granted by the talent granted by this veil. The companion granted by this veil always has the Familiar companion archetype. You also select a single weapon you are proficient with. These choices persist between uses of this veil, and can only be changed after the veil hasn't been shaped for one week. Whenever you gain a (form) or (type) talent you can choose to apply it to this companion as if it were a normal companion.
The weapon form of the companion can be enhanced as a normal weapon of the chosen type, and any properties applied to the weapon also apply to the natural attacks of the companion, or its weapons it appears with, for the Battle Creature talent. This ability does not stack with any existing enhancement bonuses or abilities applied to the companions weapons, it must choose which to use each time it is summoned. Properties that could not be applied to a melee natural attack have no effect on the companion's natural attacks. When enhancing this veil as both an implement and a weapon it does not receive a 50% increase to its price for the second set of enhancements.
When spending spell points to maintain this companion without concentration, it remains for 10 minutes per cast level (1 hour per caster level if you also possess Greater Summoning). If this veil is suppressed or unshaped, the companion granted by this veil is immediately dismissed. For the purposes of the Lingering Companion talent, this ability counts as the Greater Summoning talent when determining its duration for this companion.
Once per turn as a free action whenever your companion granted by this veil is within your reach, it can change its shape to the weapon chosen when you selected this veil, which appears in one of your free hands. If the weapon leaves your grip, you can choose to dismiss your companion or have it return to its normal form in a space within your reach. The companion can take no actions while in its weapon form (except to speak or communicate telepathically, if it has the ability to do either), and if it leaves weapon form it is nauseated until the end of its next turn. This condition cannot be cured through any means. The companion can spend a move action on its turn to return to its companion form without taking this penalty as well.
While in its weapon form, the companion gains a hardness of 10 (or an increase to its existing hardness by 10) and fast healing 1.
Essence: For each point of essence invested in this veil the companion granted by this veil gains an additional 5 maximum hit points, and additional benefits based on its form. While in its companion form, it gains a +1 insight bonus to attack rolls, AC, damage rolls, saving throws, and skill checks. While in its weapon form, you gain a +2 insight bonus to damage rolls made using it, and its hardness increases by an additional 2.
Chakra Bind (Wrists): Binding this veil to your Wrists chakra imbues your companion with prenatural ferocity, allowing it to rapidly shift parts of its body between weapon and beast to follow up your attacks with its own. Once per round when you make an attack using your companion in your weapon form, it may make a melee attack against using one of its natural attacks (or one of its weapon attacks, for a Battle Creature) as a free action, even if it isn’t its turn. This attack uses your reach, including any bonuses to reach provided by its weapon form, and any Strength bonuses to damage from this attack are halved as if it were attacking with an off-hand weapon. The companion gains any bonuses from essence to this attack as if it were in its companion form.
Fearful Demeanor
Descriptors: Fear
Class: Sphereshaper
Slot: Neck
Saving Throw: Will negates
Your very demeanor and stature inspires fear in those you find yourself in combat with.
You gain the Gladiator sphere. Unless you already have the Gladiator sphere from another non-veil source, you do not gain the ability to boast.
You gain an aura with a radius of 5 feet that inspires fear in creatures who enter its area. Any enemy who enters the area of the aura on their turn or begins their turn in it must make a Will saving throw. If they fail, they lose any immunity to fear effects they possess for 1 round.
In addition, you add the radius of this aura to the range at which you can demoralize opponents and to the range of your Strike Fear ability.
Essence: For each point of essence invested in this veil, the duration of this veil’s effect increases by 1 round. For each even point of essence invested, the radius of the veil’s aura increases by 5 feet.
Chakra Bind (Neck): Binding this veil to your Neck chakra further empowers your demeanor with horrifying energies, allowing your mere presence itself to strike terror into your enemies.
You gain Master of Fear and an additional (demoralization) talent of your choice. In addition, you may use Strike Fear as a move action, but when doing so you suffer a -10 penalty to your attempt and only demoralize your enemies within the area of this veil’s aura.
Guardian’s Essence
Descriptors: None
Class: Sphereshaper
Slot: Shoulders
Saving Throw: Reflex half
Your essence clings to you like a shroud, causing the air around you to warp and haze with the very power of your soul.
You gain the Guardian sphere with the Patrol package . Unless you already have the Guardian sphere from a non-veil source, you do not gain the Guardian sphere’s delayed damage pool and cannot use the patrol ability.
As a standard action you can project your essence outwards in a 20-foot radius aura until the beginning of your next turn. You treat this area of this aura as your threatened area, and whenever a creature within that area provokes an attack of opportunity from you, you can choose to lash out at it with the power of your essence as an attack of opportunity. That creature takes 1d6 points of damage, Reflex halves. This damage is from an akashic pulse of power that bypasses damage reduction and resistance.
You can only make attacks of opportunity using your weapons and other abilities against creatures who provoke in this area if they are also within your weapon’s threatened area or abiltiy’s reach.
This ability can have a (zone) talent applied to it as if it were a patrol, and you cannot use this ability alongside a patrol. If a (zone) ability would require you to move to perform an effect, you instead do not move and may perform that ability from your current space, even if it normally requires you to be in reach of your target. Any other talents that would affect how you may interact with your patrol (such as the Cold Iron Call or Complex Patrol talents) also affect this ability, with the same modifications applied to (zone) talents in regards to movement. If such an effect would allow you to redirect an ability to yourself, you can do so without being in range of the ability.
This ability cannot have its action cost reduced by the Swift Guardian talent, or other effects.
Essence: For each odd point of essence invested in this veil, it deals an additional 2d6 points of damage. For each even point of essence invested, it deals an additional 1d6 points of damage and the radius of the aura increases by 5 feet.
Chakra Bind (Shoulders): Binding this veil to your Shoulders chakra causes your essence to permanently radiate outwards from your body, granting you the abilities of this veil as a constant effect. As a free action once per turn you can choose to change the (zone) talents affecting your aura, or choose to suppress it until you activate it again as a standard action. You still cannot use the patrol ability while this aura is active.
In addition, as a standard action you can affect a creature within your aura with the power of your essence, forcing them to make a Reflex save and take damage as the base effects of this veil.
Gravity Bangles
Descriptors: Enhanced (implement: Telekinesis)
Class: Sphereshaper
Slot: Hands
Saving Throw: None
As if they were small planets generating their own gravity, dust and debris from the air circles and orbins these bangles in small arcs.
You gain the Telekinesis sphere and the Orbit talent. Unless you already have the Telekinesis sphere from another non-veil source, you cannot use the hostile lift or sustained force abilities of the sphere, you cannot lift creatures, you may only attempt to catch ranged attacks directed at you, and the range of your telekinesis is reduced to touch.
When you lift or catch an object, you can only choose to move the object into your orbit or to use it to bludgeon. When bludgeoning, the telekinesis automatically ends after the attack is resolved if it leaves your reach.
When making ranged attacks using bludgeon, you can choose to use the higher of your Dexterity or your casting ability modifier for its attack roll.
Essence: For each point of essence invested in this veil you gain a +1 insight bonus to attack rolls made using a bludgeon, and gain a +2 insight bonus to damage rolls made using a bludgeon.
Chakra Bind (Hands): Binding this veil to your Hands chakra dramatically increases your finesse with objects inside your aura. You gain the Dancing Weapon and Floating Shield talents. When using a bludgeon as a melee weapon, you can choose to use the higher of your Strength or your casting ability modifier for its attack roll.
Overwhelming Presence
Descriptors: None
Class: Sphereshaper
Slot: Head
Saving Throw: None
Your presence wraps you like a shroud, billowing out at your command to overwhelm and dominate your foes.
You gain the Brute sphere and a single (manhandle) talent of your choice. Unless you already have the Brute sphere from another non-veil source, your Brute sphere talents do not grant you unarmed strike progression (or grant you the effects of the Improved Unarmed Strike feat) and you do not gain the shove ability.
As a standard action, you can direct your overwhelming presence at a creature within Close range. Make a single maneuver that can be used to deliver a manhandle talent against that creature, using your veilweaving modifier in place of your Strength and your veilweaving level in place of your base attack bonus when determining your CMB. You gain an additional +2 insight bonus to your check when making this maneuver. This ability does not provoke an attack of opportunity.
If a maneuver performed using this ability would allow you to move, you do not gain the ability to do so. A bull rush pushes foes directly away from you, a drag pulls foes directly towards you, creatures you attempt to overrun cannot choose to avoid you, and for reposition you select a single square adjacent to that creature and treat it as your space when determining where you can reposition the creature to.
If your check succeeds, in addition to the normal effects of the maneuver, that creature suffers damage equal to your Veilweaving modifier and is battered until the beginning of your next turn. Damage dealt by this ability is from a pulse of akashic power that bypasses damage reduction and resistance.
Essence: For each point of essence invested in this veil the insight bonus to your CMB to maneuvers performed by this veil increases by 1, and you deal an additional 1d6 points of damage on a successful maneuver performed by this veil.
Chakra Bind (Head): Binding this veil to your Shoulders chakra further empowers your presence, allowing you to overwhelm and dominate stronger foes and follow up your mandhandles from range.
You gain an additional (manhandle) talent of your choice. When using the ability of this veil your maneuvers are no longer restricted based on their target’s size in comparison to you.
In addition, if one of your (manhandle) talents would grant you the ability to make an additional combat maneuver against the target (such as the Drop or Perpetual Motion talents), you can do so at range, even if your target is moved out of Close range by the maneuver that triggered this effect. When doing so, you use your veilweaving modifier and veilweaving level in place of your Strength and base attack bonus when determining your CMB, and you gain the veil’s insight bonus to CMB on that attempt.
Shaded Spirit
Descriptors: Darkness, Enhanced (implement: Dark)
Class: Sphereshaper
Slot: Shoulders
Saving Throw: None
Your shadow has a life of its own, not perfectly matching your movements.
You gain the Darkness sphere and Shadow Lurk talents. Unless you already have the Darkness sphere from another non-veil source, you do not gain the darkness or meld abilities.
Whenever you use a (shadow) ability that only affects yourself, you do not need to spend a spell point to maintain it without concentration. When using Shadow Lurk on yourself, if your shadow lurk is destroyed you cannot use the ability again on yourself for 10 minutes, but you can bypass this period by spending a spell point as part of using the ability as normal.
In addition, your distorted shadow provides you a faint covering of shade that allows you to better hide your presence. While you aren’t affected by a (shadow) talent, you gain a +2 insight bonus to Stealth checks. While you are using the Shadow Lurk ability on yourself, your shadow lurk gains double this benefit instead.
Essence: For each point of essence invested in this veil the insight bonus to Stealth checks granted by this veil increase by 1 (doubled for your shadow lurk), and the hit points of shadow lurks you create are increased by 3. Removing essence from this veil while you have a shadow lurk active immediately reduces their current and maximum hit points by 3 per essence removed. Investing essence in this veil while a shadow lurk is active does not retroactively increase its hit points, but removing this essence again does not reduce its hit points further.
Chakra Bind (Shoulders): Binding this veil to your Shoulders chakra grants your shadow a life of its own. You gain the Shadow Lurk talent a second time, and gain the effects of your Shadow Lurk talent as a continuous effect. If your shadow lurk is destroyed, it automatically animates from your shadow at full hit points after 10 minutes have passed, or if you choose to animate it again by spending 1 spell point as a standard action.
In addition, Shadow Lurk no longer counts as a (shadow) talent that is affecting you unless you choose for it to, allowing you to be able to affect yourself with a second (shadow) talent.
Timeline Shift
Descriptors: Enhanced (implement: Time)
Class: Sphereshaper
Slot: Headband
Saving Throw: None
Time distorts around you, twisting realities and space in your wake.
You gain the Time sphere and Time Bubble as bonus talents. Unless you already have the Time sphere from another non-veil source, you do not gain the haste or slow abilities.
You gain the effects of Time Bubble as an aura out to a radius of 5 feet. You can disable this aura as a free action, and enable it as a move action. You cannot spend spell points to apply the effects of Haste or Slow to this Time Bubble.
Essence: For each odd point of essence invested in this veil, the radius of the aura created by this veil increases by 5 feet. For every even point invested, the miss chance caused by the veil increases by 5% (to a maximum of 50%). This does not stack with other sources of concealment.
Chakra Bind (Headband): Binding this veil to your Headband chakra further empowers your ability to slow or speed up time within your wake. You gain Fast Time and Stretch Time as bonus talents. You can choose to apply the effects of one of these abilities to your Time Bubble aura, and may choose to switch between the effects, disable their effects, or activate the effects of one of these talents as a free action while your aura is active. When using Fast Time in this way, all effects in this area treat each round that passes as if two rounds had passed instead. This does not cause effects to trigger their abilities or deal damage more often (such as for poisons or effects that have an ability each round), it only causes them to expire faster. When using Stretch Time in this way, all effects in this area have their duration extended by one round for each round they are in the area, to a maximum extension of 1 round per caster level or double the effect's initial duration (whichever is shorter). You cannot choose to exclude yourself from the effects of these talents when using it in this way, and are always considered to be willing.
Unwilling creatures may make a Will saving throw to have their effects ignore this ability upon first interacting with it (entering the area, or using an ability that affects a creature, object, or location in the area), and if they succeed they become immune to the effects of this ability for 1 minute.
Trickster’s Ribbon
Descriptors: None
Class: Sphereshaper
Slot: Wrists
Saving Throw: None
This ribbon of glowing light pools from your wrist, lashing out to disarm your foes and deliver their weapons to your waiting grip.
You gain the Duelist sphere and Traitorous Blade as bonus talents. Unless you already have the Duelist sphere from another non-veil source, you do not gain the blooded strike ability.
You may make disarm attempts using this veil out to a range of your natural reach plus 10 feet without provoking attacks of opportunity. When doing so, you may use your veilweaving modifier in place of your Strength when determining your CMB, and you are at no risk of dropping a held weapon if you fail the attempt by 10 or more.
When making attacks granted by Traitorous Blade, you are considered to be proficient with the stolen weapon for that attack, you may use your veilweaving modifier in place of your Strength or Dexterity when making attack and damage rolls with the stolen weapon.
If you disarm a weapon created or conjured by a veil, you can still catch that weapon using Traitorous Blade, even if it would normally be dismissed if it left its wielder’s grasp. You can then continue to maintain your hold on that weapon for 1d4 rounds, after which it automatically dissipates. During this time the veilweaver who conjured that weapon cannot return it to their hand or conjure it again. The weapon dissipates early if it leaves your grasp, ending this effect.
Essence: For each point of essence invested in this veil, you gain a +1 insight bonus to attack rolls and a +2 bonus to damage rolls made with attacks granted by your Traitorous Blade talent. For every 3 points of essence invested, the range at which you can make disarm attempts using this veil increases by 5 feet.
Chakra Bind (Wrists): Binding this veil to your Wrists chakra dramatically improves your ability to wield weapons stolen from your foes. When you disarm a weapon the veil supports your grip on the weapon, allowing you to attack with oversized and undersized weapons as part of using your Traitorous Blade without penalty.
Additionally, after you successfully disarm a weapon from an enemy using Traitorous Blade, you maintain your proficiency with that weapon for 1 round + 1 round per point of essence invested in this veil, or until the weapon leaves your grip (whichever happens first), and during this time you treat all attacks you make using it as if they were made using Traitorous Blade when determining the bonuses granted by this veil (bonuses from essence investment, no penalties for oversized or undersized weapons, and using your veilweaving modifier in place of your Strength or Dexterity). These attacks also count as being made as part of a sphere effect for the purposes of class features, such as the sphereshaper’s might class feature.