Sphereshaping Expanded: Magic Veils (Patreon)
Content
Ascetic’s Ribbon
Descriptors: Enhanced (implement: Enhancement)
Class: Sphereshaper
Slot: Hands, Headband, Belt
Save: None
Magic emanates faintly from this ribbon, imbuing you with inner peace and tranquility.
You gain the Enhancement sphere and the Ascetic Control talent as bonus talents. Unless you possess the Enhancement sphere from a non-veil source you cannot use the enhance equipment ability and you may only place enhancements on yourself.
You gain the benefits of Ascetic Control as a constant effect. If this veil is suppressed or unshaped, the effects of that talent are lost until the suppression ends or the veil is reshaped. This effect cannot otherwise be dispelled or suppressed.
Essence: For each point of essence invested in this veil, you gain a +1 insight bonus on saving throws against disease and poisons. For every even point invested, you gain a +1 insight bonus on saving throws against mind-affecting and fear effects as well.
Chakra Bind (Hands): Binding this veil to your Hands chakra allows you to infuse your limbs with energy to allow you to defend yourself from those who would attempt to disrupt your tranquility. You gain Natural Enhancement as a bonus talent, as well as your choice of the ability to use enhance equipment and a single (enhance) talent that can enhance a weapon as a bonus talent, or two (enhance) talents that can enhance a weapon as bonus talents.
You gain the benefits of a single (enhance) ability that enhances a weapon as a constant effect, as per Natural Enhancement. If your chosen (enhance) ability has the ability to spend additional spell points to increase its effect, you must pay those spell points and the additional effect only lasts as long as your (enhance) effects normally last (base 1 minute / caster level), or until you change the active effect of this veil. If this veil is suppressed or unshaped, the effects of this ability are lost until the suppression ends or the veil is reshaped. This effect cannot otherwise be dispelled or suppressed.
If you possess multiple natural attacks, you can change which natural attack benefits from this enhancement as part of investing your essence.
By spending 10 minutes in meditation, or by spending 1 spell point as a free action once each turn, you may change which of your [enhance] talents this veil grants you the benefits of.
If your [enhance] talent has an effect chosen when it is first cast, you choose the effects when you first gain its benefit using this veil. You can choose to change its effects as if you cast it anew whenever you meditate or spend spell points to change your [enhance] effect, essentially choosing the same [enhance] effect again.
Chakra Bind (Headband): Binding this veil to your Headband chakra allows you to further infuse yourself with enhancing magics. You gain two (enhance) talents that can enhance a creature as bonus talents.
When you bind this veil or when you invest your essence, choose a single (enhance) talent you possess that enhances a creature; you gain the effects of that talent as a constant effect. If your chosen (enhance) ability has the ability to spend additional spell points to increase its effect, you must pay those spell points and the additional effect only lasts as long as your (enhance) effects normally last (base 1 minute / caster level), or until you change the active effect of this veil. If this veil is suppressed or unshaped, the effects of this ability are lost until the suppression ends or the veil is reshaped. This effect cannot otherwise be dispelled or suppressed.
By spending 10 minutes in meditation, or by spending 1 spell point as a free action once each turn, you may change which of your [enhance] talents this veil grants you the benefits of.
If your [enhance] talent has an effect chosen when it is first cast, you choose the effects when you first gain its benefit using this veil. You can choose to change its effects as if you cast it anew whenever you meditate or spend spell points to change your [enhance] effect, essentially choosing the same [enhance] effect again.
Chakra Bind (Belt): Binding this veil to your Belt chakra grants you true power over the enhancements applied to your own body, granting you the benefits of both this veil’s Hands and Headband binds.
When you meditate or spend spell points to change your active [enhance] talent, you may change the effects granted by both the Hands bind and Headband bind as part of a single meditation or spell point expenditure.
Alterator’s Touch
Descriptors: Enhanced (implement: Creation)
Class: Sphereshaper
Slot: Hands
Save: None
Runes magically etch themselves upon your fingers when you shape this veil, granting you the power to repair and destroy with merely a touch.
You gain the Creation sphere and Potent Alteration as bonus talents. Unless you possess the Creation sphere from a non-veil source you cannot use the create ability.
You may use your Potent Alteration ability to target attended objects without needing to spend spell points. Additionally, whenever you destroy an object using destroy, you can still repair it using repair. It is treated as if it had 0 HP when doing so.
Essence: For each point of essence invested in this veil, destroy deals an additional 2 damage and repair restores an additional 2 HP.
Chakra Bind (Hands): Binding this veil to your Hands chakra allows you to utterly destroy the form of an object, and then restore it to its original shape if you wish. You gain Dissolution as a bonus talent.
As a standard action, you can touch the remains of an object you disintegrated using Dissolution and restore it to its original form. This returns the object to the original hit points it possessed before being disintegrated, and restored magic to disintegrated magic items if your caster level is equal to or greater than the item’s.
Fey Aspect
Descriptors: Enhanced (implement: Fallen Fey)
Class: Sphereshaper
Slot: Head, Shoulders
Save: See text
Shaping this veil alters your appearance, sharpening your features and giving your eyes and skin an odd glow.
You gain the Fallen Fey sphere and Fae Light as bonus talents. Unless you have the Fallen Fey sphere from a non-veil source, you cannot use the fey-link ability and you cannot spend spell points to grant yourself the benefits of a fey-blessing.
Your creature type changes to fey while this veil is shaped. You are treated as a fey and no longer count as your previous creature type for all purposes including spells, magic items, etc., but you do not gain any of the benefits of the fey type or lose the benefits of your previous creature type, and still possess any subtypes you previously possessed (thus, an elf using this ability would be treated as a fey with the elf subtype). You gain the benefits of one of your fey-blessings as a constant effect. If this veil is suppressed you lose the benefits of any fey-blessings granted by this veil, but your type stays changed to fey until you unshape the veil (even in an area of anti-magic). If one of your fey-blessings allows you to spend spell points to grant you an effect that persists for the duration of your fey-link, that effect instead persists for 1 minute per caster level (or for 10 minutes per caster level, if you have the Greater Fey-Link talent). If an effect of a fey-blessing requires you to dismiss it to gain an effect, the fey-blessing is instead suppressed for 1 minute if you choose to activate that effect.
By spending 10 minutes in meditation, or by spending 1 spell point as a free action once each turn, you may change which of your fey-blessings this veil grants you the benefits of.
If your fey-blessings have an effect chosen when it is first cast, you choose the effects when you first gain its benefit using this veil. You can choose to change its effects as if you cast it anew whenever you meditate or spend spell points to change your fey-blessing, essentially choosing the same fey-blessing again.
Essence: For each point of essence invested in this veil, you treat your caster level as 1 higher when determining the effects of your Fae Light and Nature-Connection fey-blessings.
Chakra Bind (Head): Binding this veil to your Head chakra grants you the beauty of a fey creature. You gain Fey Beauty as a bonus talent, and gain the effects of it as a constant effect. Additionally, the caster level of this talent is increased by investing essence in this veil (as the veil’s base essence effect).
Chakra Bind (Shoulders): Binding this veil to your Shoulders chakra causes you to sprout a pair of gossamer fairy wings. You gain Fey Flight as a bonus talent, and gain the effects of it as a constant effect. This is not considered a polymorph effect. Additionally, the caster level of this talent is increased by investing essence in this veil (as the veil’s base essence effect).
Greaves of the Unified Squadron
Descriptors: Enhanced (implement: War)
Class: Sphereshaper
Slot: Feet
Save: None
Resplendent glowing greaves manifest upon your feet and legs, pulling you into the fray when your allies engage your foes.
You gain the War sphere and the Mobility talent. Unless you have the War sphere from a non-veil source, you do not gain the ability to place totems, use rallys, or gain (momentum) talents.
As a standard action you can form a special mandate between yourself and one of your allies within Medium range. This special mandate is affected by the Mobility talent, and persists until the veil is suppressed or unshaped, or until you use this ability again as a standard action to select a new ally.
Whenever you or your allies affected by this veil spend an immediate action to use the Mobility talent, you may reinvest your essence.
Essence: For each point of essence invested in this veil, you and creatures affected by this veil gain a +10 increase to their movement speed with the movement granted by the Mobility talent.
Chakra Bind (Feet): Binding this veil to your Feet chakra allows you to form a unified squadron with your allies, allowing you to spring to each other's aid. When you use the ability of this veil, you may form a Mobility mandate with an additional ally per 2 caster levels (minimum 1 additional ally). You and each of the affected allies are considered to be in a mandate with each other for the purpose of the Mobility talent.
Jewel of Mind’s Sight
Descriptors: Enhanced (implement: Mind), Mind-affecting
Class: Sphereshaper
Slot: Head, Headband
Save: See text
Flavor Text
You gain the Mind sphere and the Read Mind talents. Unless you have the Mind sphere from a non-veil source, you do not gain the suggestion charm, and cannot use any (cloud) or (cognition) abilities.
This veil grants you the ability to passively detect thoughts in an aura within 5 feet. You can choose to enable or disable this aura as a standard action. Each creature within the aura is affected by the lesser charm ability of the Read Mind talent, receiving a saving throw when they first enter the aura. If they succeed, they do not need to make new saving throws against this ability for one minute. As a standard action, you can force any creature within the area of this aura who has passed their save to make a new saving throw against your aura. If an affected creature leaves the area of your aura the effect ends.
Essence: For each point of essence invested in this veil the radius of your mind-reading aura increases by 5 feet.
Chakra Bind (Head): Binding this veil to your Head chakra allows you to draw information from the minds affected by your aura. You gain the Powerful Charms talent. As a standard action you may pull information from the mind of a creature affected by your mind-reading aura, as the powerful charm ability of Read Mind. The creature receives a saving throw against this ability, as normal. A successful save does not negate the base abilities of your aura, but denies you the ability to pull the answer from their mind. Once a creature has been affected by this ability, you cannot use it against them again for 1 minute.
Chakra Bind (Headband): Binding this veil to your Headband grants you all the benefits of the Head bind and further empowers your mind-reading aura. Your aura now functions as the greater charm ability of Read Mind.
Nature’s Blessing
Descriptors: Enhanced (implement: Nature)
Class: Sphereshaper
Slot: Shoulders, Chest
Save: See text
Flavor text.
You gain the Nature sphere with a single package of your choice and the Nature’s Carapace talent. Unless you have the Nature sphere from a non-veil source, you cannot use any of the base abilities granted by the sphere.
By spending 10 minutes in meditation, you can apply the effects of Nature’s Carapace to yourself, selecting one of your Nature sphere packages when determining its effect. When using Nature’s Carapace in this way it costs no spell points and has no maximum duration; it persists until you use this ability again, this veil is suppressed, or its effects expire naturally.
Essence: For each point of essence invested in this veil, the required meditation time to activate the abilities of this veil is reduced by 1 minute (to a minimum of 1 standard action with 10 essence invested. For each odd point invested, the effective caster level of your Nature’s Carapace increases by +1.
Chakra Bind (Shoulders): Binding this veil to your Shoulders chakra allows you to further utilize your blessing of nature. You gain the Wreath of Elements talent. While under the benefits of your Nature’s Carapace effect granted via meditation by this veil, you may use the effect of your Wreath of Elements that shares a package with your Nature’s Carapace as a free action without spending spell points. For each odd point of essence invested in this veil, the effective caster level of your Wreath of Elements increases by +1.
Chakra Bind (Chest): Binding this veil to your Chest slot grants you all the benefits of the Shoulders bind and imbues your blessing of nature with the power of all of nature’s aspects. When you use your Nature’s Carapace talent using this veil, you can choose to gain the benefit of any number of the effects available to that talent, even if you do not possess their associated packages. If you select multiple benefits and one would end early (such as through Earth’s ability), only that benefit ends. This ability still otherwise counts as a single sphere effect. While this effect is active you may use any effect of Wreath of Elements that shares your carapace’s associated elements (even if you do not possess their associated package) as a free action without spending spell points.
Soul of Light
Descriptors: Enhanced (implement: Light)
Class: Sphereshaper
Slot: Shoulders, Belt, Body
Save: None
This veil infuses your flesh, causing a light to glow within your body through a number of hairline fractures. By shedding your flesh, you can set the light of your soul free.
You gain the Light sphere and the Flicker talent as bonus talents. Unless you have the Light sphere from another non-veil source, you cannot use (lens) talents or effects and you may only use glow on yourself.
You gain the effects of your glow ability modified by the Flicker talent as a constant effect. You can choose to suppress this effect, causing you to stop glowing completely, or cause you to glow as a torch or a candle as a free action. Whenever you alter the light levels of this glow you can change its color as well. As a free action you can cause yourself to glow brightly, activating the Flicker talent, for as long as you concentrate. You can concentrate on this effect as a free action each round, but while doing so you cannot concentrate on another effect as a standard action (or your move action, if you have the Easy Focus boon). You may spend spell points to extend this duration without concentrating as normal.
Essence: For each point of essence invested in this veil you gain a +5 foot increase to all of your movement speeds while under the effects of your Flicker ability.
Chakra Bind (Shoulders): Binding this veil to your Shoulders chakra allows you to further shed your flesh to embrace the light of your soul. While under the effects of your Flicker talent you can move in any direction with your base land speed, effectively gaining a fly speed with perfect maneuverability. In addition, you pass through water and operate in it as easily as you do in air. You also become weightless and cannot fall or take falling damage.
Chakra Bind (Belt): Binding this veil to your Belt chakra further empowers the light of your soul. You gain Incarnate Glow as a bonus talent, and the increases to your movement speed granted by investing essence in this veil are doubled.
Chakra Bind (Body): Binding this veil to your Body chakra grants you all the benefits of the Belt bind, and allows you to completely shed your mortal form to exist as a being of pure light. You gain Light Speed as a bonus talent, and can cause yourself to glow brightly using this veil’s base effect without requiring concentration, essentially giving you the effects of Flicker as a constant effect. Briefly moving at light speed using your Light Speed talent does not end the effects of your Flicker.
Additionally, while under the effects of your Flicker talent you do not need to breathe, eat, drink or sleep, gain immunity to radiation, and you can survive within the void of space. While in the void of space you can fly at incredible speeds using your Flicker talent. Although exact travel times vary, a trip within a single solar system should take 3d20 hours, and a trip beyond should take 3d20 days (or more, at your GM’s discretion).
Splintering Gauntlets
Descriptors: Enhanced (implement: Warp)
Class: Sphereshaper
Slot: Hands, Wrists
Save: See text
Chaotic energy wraps your hands, forming translucent gauntlets that warp the air surrounding them with complex geometric shapes.
You gain the Warp sphere, Create Gap, and Splinter talent as bonus talents. Unless you have the Warp sphere from another non-veil source, you cannot use the teleport ability of the Warp sphere.
As a standard action you may attempt to touch a creature and splinter its body. On a successful melee touch attack, the struck creature takes damage as the Splinter talent. This damage is multiplied on a critical hit.
When using the Create Gap talent, you can choose to splinter reality itself, allowing you to create your gaps as an extra-dimensional space instead of creating a gap through a solid object. This extra-dimensional space is solid on all sides except for the opening. If a creature is in this space when it closes they are shunted out, as normal for this talent.
Essence: For each point of essence invested in this veil the damage dealt by your Splinter talent increases by +2. For every 2 points of essence invested in this veil, you can create an additional 5-foot cube when using Create Gap. This follows the normal rules for Create Gap.
Chakra Bind (Hands): Binding this veil to your Hands chakra allows you to effortlessly splinter reality. When using Create Gap, you can choose to create a single 5-foot cube sized hole without spending spell points. When doing so it is always created as an extra-dimensional space, rather than a gap through solid objects. You must still concentrate to maintain this gap, or pay spell points to maintain it without concentration.
Additionally, whenever a creature starts their turn within a space created by Create Gap or first enters the space on their turn you may choose to damage them using your Splinter talent. When doing so, that creature receives a Reflex saving throw to halve the damage using the DC of this veil.
Chakra Bind (Wrists): Binding this veil to your Wrists chakra allows you to splinter the very form of creatures. When you successfully make a melee touch attack to Splinter a creature using this veil, you can choose to splinter their very form. That creature must make a Fortitude saving throw or have their form splintered into motes of energy. While splintered, that creature can perceive its surroundings, but it cannot take non-mental actions, cannot be targeted or affected by any ability or attack, and creatures can freely move through or end their turn in its square. At the end of each of its turns it must make another Fortitude saving throw; if it fails it suffers damage from your Splinter talent. If it succeeds, it can choose to end the effect immediately, or at the beginning of its next turn. This effect otherwise persists for as long as you concentrate to a maximum of 1 round per 3 Warp sphere caster levels, but you can spend 1 spell point to allow it to persist for that duration without concentration. If the creature’s space is blocked when the effect ends it is harmlessly shunted to the closest available space.
Veinblade
Descriptor: Enhanced (implement: Blood)
Class: Sphereshaper
Slot: Wrists
Save: None
This veil appears as an unbleeding slash across both of your wrists, allowing you to draw upon your own vital essence to create armaments.
You gain the Blood sphere and the Gory Armaments talent as bonus talents. Unless you have the Blood sphere from a non-veil source you cannot use blood control.
You may use your veilweaving level as your base attack bonus when making attacks with weapons created by your Gory Armaments (to a maximum of your hit dice). Whenever you deal damage to a creature possessing blood using a weapon created by your Gory Armaments talent, you can harvest some of their blood to recover your bodily essence, dealing 1 additional point of damage and healing you for 1 HP. This additional damage bypasses damage resistance, damage reduction, and hardness and both the damage and healing is multiplied on a critical hit. Creatures immune to bleed damage are immune to this effect. Some creatures that are normally immune to bleed damage but that frequently feed on blood may be susceptible to this ability. Any creature that has used the blood drain universal monster ability in the previous hour or any creature composed largely of blood (such as a blood golem) may be affected by this ability. Other appropriate creatures may also be affected, at the GM’s discretion. This counts as a Blood sphere effect for the purposes of the Essence Manipulation talent.
Essence: For each point of essence invested in this ability the additional damage you deal and heal using this ability increases by +1.
Chakra Bind (Wrists): Binding this veil to your Wrists chakra allows you to further draw upon the blood of your foes with your blood-weapons and allows you to use your blood to bolster yourself and your allies. You gain Exsanguinating Strike and Martyr’s Tithings as bonus talents. Unless you have the Blood sphere from a non-veil source you may only use Exsanguinating Strike with your weapons created using Gory Armaments. Whenever you use Exsanguinating Strike, you can choose to cause the struck target to take blood loss instead of applying a blood art to the creature.
Voice of the Animist
Descriptors: Enhanced (implement: Enhancement)
Class: Sphereshaper
Slot: Neck
Save: None
This veil encircles your throat, causing your voice to resonate with the powers of creation itself.
You gain the Enhancement sphere and the Animate Object talent as bonus talents. Unless you have the Enhancement sphere from a non-sphere source you may not use the enhance ability.
When you shape this veil, you may create a custom animated object up to the maximum size allowable based on your caster level with Animate Object. You may not select the following special abilities or construction flaws when customizing your object: aberration, armor, burn, haunted, magic item, noncombatant, toxic, undead.
The appearance of your customized magic item is up to you, but it must allow it to properly utilize the special abilities you grant it.
As a standard action, you can conjure this animated object in a space adjacent to you. It functions as if it were an object you animated using the Animate Object talent, save that it has no maximum duration. Its natural attacks count as magical for the purposes of bypassing damage reduction. You may dismiss this object as a standard action. It is automatically dismissed if its HP is reduced to 0, or if it moves further than Medium range from you.
The animated object’s HP persists when it is dismissed and conjured anew. If it is reduced to 0 hit points, you cannot conjure it. By spending 1 minute in meditation and by spending 1 spell point you may restore your custom animated object to its maximum hit points.
Essence: For each point of essence invested in this veil your customized animate gains a +2 insight bonus to its damage rolls. For every even point invested, it gains a +1 insight bonus to its AC and attack rolls.
Chakra Bind (Neck): Binding this veil to your Neck chakra allows you to further customize your animated object. When customizing your animate object you can choose to reduce its size to a minimum of tiny. It uses the statistics of its original size (including its bonus hit points), but uses the Strength, Dexterity, and size bonuses and penalties of an animated object of its new size.
Appendix
Blood Sphere
Blood Arts
The Blood and Portents handbook introduces a new set of Blood sphere talents marked (blood art). These talents grant a Blood sphere caster the ability to cast blood arts, which briefly manipulate or transfigure blood.
You may use blood as a catalyst to create effects known as blood arts. Casting a blood art is a standard action, unless otherwise stated, and has a range of close. As part of casting any blood art, either the caster’s or the target’s blood is briefly manipulated, causing that creature to suffer a small amount of damage known as “blood loss”.
Blood loss is inflicted on the creature whose blood is manipulated by a blood art in addition to but separate from any of the blood art’s normal effects. A creature who suffers blood loss takes untyped damage equal to 1/2 the blood art caster’s Blood sphere caster level (minimum 1). This damage cannot be prevented and bypasses any temporary hit points the target may possess.
A creature who cannot suffer blood loss cannot be the target of a blood art. Targets that gain immunity to bleed damage from their creature type, subtype, or a template cannot suffer blood loss. Creatures that gain immunity to bleed damage from other sources are susceptible to blood loss, but still benefit from their immunity against bleed damage. Some creatures that are normally immune to bleed damage but that frequently feed on blood may be susceptible to blood loss. Any creature that has used the blood drain universal monster ability in the previous hour or any creature composed largely of blood (such as a blood golem) may suffer blood loss. Other appropriate creatures may also suffer blood loss, at the GM’s discretion.
Author's Note: "What Exactly Is Blood Loss"
Blood loss is an additional "cost" associated with a blood art. It is damage, but it is not the sphere effect's damage. It cannot be modified, increased or interacted with like a sphere effect's regular damage or effects. Metamagic contingent on an effect dealing damage to a target, such as the Dazing Spell metamagic, would not consider or treat the blood loss mechanic as the sphere effect's damage. Suffering blood loss as part of casting a blood art does not force the caster to make a concentration check.
Blood Sphere Talents
Exsanguinating Strike [strike]
As a standard action, you may make a single weapon attack in conjunction with using either a blood art or blood control. If a creature is struck by this attack, it is either affected by the blood art or you may initiate blood control on that creature (including a (quicken) or (still) effect) if it is not under the effects of your blood control. If you chose blood control and it is under the effects of your blood control, you may apply a new (quicken) or (still) effect to the blood control effect. Applying any (quicken) ability as part of this talent counts as dealing bleed damage with the weapon for the purposes of the Bloodmonger feat. This casting cannot be reduced below a standard action, and does not provoke attacks of opportunity, unless as usual if making a ranged attack.
Blood Art Talents
Gory Armaments (blood art)
By suffering blood loss as a free action, you use your blood to create any weapon you are proficient with in your hand. Weapons or ammunition created by this effect count as masterwork and last for as long as they are held or otherwise in your physical possession, but dissipate if they leave your possession for more than one round. Weapons created by this effect gain a +1 enhancement bonus per 4 caster levels you possess (maximum +5). Whenever you deal damage to an opponent with a weapon created by this talent, you gain a number of temporary hit points equal to 1/2 your caster level (minimum 1) which last for 1 round.
Weapons which use ammunition (e.g. bows, firearms, or slings) are created with basic ammunition ready to be fired by the weapon, and basic ammunition may be summoned and automatically loaded into the weapon as a free action without suffering blood loss. A double-weapon created with this effect must divide its enhancement bonuses between the two ends, but you may suffer blood loss a second time when using this talent to have each end gain enhancement bonuses independently.
Special: If you possess the Alteration sphere, you may create any one natural attack you could grant as a trait to yourself with this talent which lasts until dismissed as a standard action. You may only possess one natural attack created this way at any time.
Martyr’s Tithings (blood art)
Whenever you cause another creature to suffer blood loss, you gain an amount of temporary hit points equal to the blood loss for a number of rounds equal to your casting ability modifier. Whenever you would take blood loss damage, these temporary hit points are lost first.
In addition, you may infuse another creature with a portion of your vitality. As a standard action, you suffer blood loss and grant another creature within range temporary hit points equal to twice the blood loss plus your casting ability modifier. These temporary hit points last for 1 minute per caster level. If you spend an additional spell point when casting this effect, the target is also healed for an amount of damage equal to the number of temporary hit points they receive.
Special: If you possess a Life sphere (vitality) talent, granting temporary hit points to another creature with this talent is treated as though it were a Life sphere effect for the purposes of granting the benefits of a (vitality) talent.