Mikasa Extra Sheet+Standard Actions+Spell or Spell likes+Dark Sphere

You may create and manipulate darkness.

As a standard action, you may create a sphere of darkness with a radius of up to 10 ft + 5 ft per 2 caster levels, centered anywhere within Medium range. This darkness radiates from a central point, and cannot extend through walls. You must concentrate to maintain this sphere, but you may always spend 1 spell point as a free action to make the darkness last for 1 minute per level without concentration. You must remain within Medium range of the darkness to sustain it through concentration.

In this darkness, bright light (including daylight) becomes dim light, imposing a 20% miss chance to attacks. Normal light and dim light become absolute darkness. Sources of normal light only produce dim light in a 5-foot radius, and sources of dim light disappear. This is not subject to Spell Resistance, but creatures with Darkvision may see in this darkness as normal. You may always dismiss one of your darkness effects as a free action.

 

Talents designated as (darkness) add additional effects to a sphere of darkness. Only one such talent may be applied to an individual sphere of darkness, but areas of darkness with different effects may overlap. Individual darkness effects do not stack with themselves.

If a Light sphere effect is created inside a darkness effect, the creator of the Light sphere effect must pass a magic skill check against the creator of the darkness effect. If the check succeeds, the Light sphere effect functions normally. Otherwise, it functions as any other light source, as described above.

Blot

Masters of the Dark sphere aren’t limited to creating globes of murk. Instead, they can spread pools of darkness to deliver their magic. A blot is a darkness effect created on a two-dimensional surface, such as the ground or a wall, appearing as an inky coating rather than a volume of decreased illumination. Blots do not affect the light level of the area. The Clearsight meld functions on blots the same as it does on areas of darkness.

Dark talents listed with the (blot) tag can be applied to an area of darkness to add additional effects and to cause it to manifest as a blot. Only one such talent may be applied to an individual blot, but blots and darkness with different effects may overlap. Individual blots do not stack with themselves, nor do they stack with similar (darkness) talents.

If a talent is labeled as (blot) and (darkness), the caster may decide whether to manifest an area of blot or darkness when the sphere effect is created. This decision cannot be changed. In order for a blot to affect a target, it must be in contact with the blot.

Blots count as areas of darkness with respect to melds and interactions with Light sphere effects and talents.

Meld

Meld talents allow the caster to grant himself and others the ability to interact with darkness in new ways. The caster must touch a target as a standard action to grant them the benefits of a meld talent.

Shadow

Dark talents listed with the (shadow) tag manipulate the target’s own shadow directly, without manifesting an area of darkness at all. Unless otherwise indicated, a shadow may be applied to a target within medium range as a standard action. Only one shadow may be applied to any one target at a time. An unwilling target is allowed a Will save to negate a shadow. The duration of each shadow is specified in its description. If a shadow can be maintained through concentration, you must remain within medium range of the target to do so.

Shadows function normally within areas of glow, neither suppressing nor being suppressed by areas of glow simply by entering them. If a Light sphere effect and shadow are cast directly upon the same target, however, the caster of the Light sphere effect must pass a magic skill check against the MSD of the shadow’s caster. If the check succeeds, the the Light sphere effect functions normally and the shadow is suppressed. If it fails, the shadow functions normally and the Light sphere effect is suppressed. Time spent suppressed counts against the duration of the effect in either case.

Note: See Meld into Dark below for restrictions.

You cannot create darkness, and you may only target yourself when granting a (meld) talent. You may only select (meld) talents and Quick Meld from the Darkness sphere. However, you may also use (meld) talents in all dim light and darkness, not just areas of your darkness.

You may use (meld) talents on yourself as a swift action instead of a standard action.

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.