Prerequisites: Illusion sphere (Manipulate Aura (sensory, magic)); Illusion sphere (Shadow Infusion) or shadow pool;
Shadow Magic or create reality class feature.
Benefit: When using the Shadow Magic feat or create reality class feature to duplicate effects from another sphere, you may spend a shadow point to treat the effect as both from the Illusion sphere and the sphere it is mimicking. This allows you to apply bonuses from items, class features, talents or feats that benefit that sphere as well as the Illusion sphere.
This feat does not allow you to apply the caster level bonus from staves for two different spheres. For example, when using create reality or Shadow Magic to produce a destructive blast, you may apply Destruction talents you possess and apply the caster level bonus from either a staff of Destruction or Illusion, apply bonus damage from elementalist energy specialization class feature and treat both your fey adept and elementalist levels as full caster levels for calculating the caster level.
Appears In : Ultimate Spheres of Power
Benefit: When casting a sphere effect, you may increase the wild magic chance by 100% to add a single talent that you do not possess from one of the effect’s base spheres to the effect. For every 5 wild magic feats you possess, increase the number of talents gained this way by +1. You must still meet any prerequisites that the talents possesses. When gaining multiple talents with this feat, you may use a talent gained this way as a prerequisite for other gained talents.
Appears In : Wild Magic Handbook
Prerequisites: Illusion sphere (Shadow Infusion) or shadow pool.
Benefit: You may mimic other spheres of magic by shaping shadowstuff. As a free action, you may spend 1 shadow point to grant yourself a temporary magic sphere or talent you do not possess from the following list: Alteration, Conjuration, Creation, Dark, Death, Destruction, Enhancement, Light, Nature, Protection or Weather sphere for 1 minute. For every 5 surreal feats you possess, you may grant yourself an additional temporary talent from the chosen sphere. You must still meet any prerequisites that the talents possess. When gaining multiple talents with this feat, you may use a talent gained this way as a prerequisite for other gained talents.
Any sphere talents or abilities gained from this feat are treated as if they were from the Illusion sphere and possess the shadow descriptor. Shadow magic, by its nature, has a very real effect even if disbelieved, although usually a reduced one. Unless stated otherwise, objects created as shadow illusions are made of shadowstuff (stable), and creatures have 1/5th their normal hit points.
The effective caster level of effects created using this feat is equal to your caster level in the Illusion sphere -2 (minimum 1). You may not have more than one sphere effect active at a time from the spheres granted from this feat. A second use of this feat immediately ends the duration of the previous use.
Appears In : Ultimate Spheres of Power
Whenever you make an attack action or an attack of opportunity against a target that is within 30 ft. and that you are flanking, that is flat-footed, or that has lost its Dexterity bonus to AC (such as through a successful feint), you deal an additional +1d6 precision damage to the target. This damage is not multiplied on a critical hit. This damage increases by an additional 1d6 precision damage for every 5 points of base attack bonus you possess.
A fencer may apply the effects of a single (exploit) talent to any fatal thrust.
Appears In : Spheres of Might
The striker increases the critical threat range of her unarmed strikes by 1 until the beginning of her next turn; this bonus stacks with other increases to the striker’s unarmed strikes critical threat range, but is applied last.
Whenever a back alley grifter successfully attacks a creature with an unarmed strike, that creature must make a successful Reflex saving throw or be treated as flat footed for 1 round.
For each tension a striker spends on this tension technique, she gains a +1 circumstance bonus on all saves until the beginning of her next turn.
For each tension a striker spends on this tension technique, she gains a +1 circumstance bonus to attack and damage rolls made with unarmed strikes until the beginning of her next turn.
Lasting Flame (Ex)
The circumstance bonus on attack and damage rolls granted by the striker’s fiery offense tension technique now lasts until the end of her next turn.
The striker automatically confirms a critical threat made with an unarmed strike.
The striker can reroll a saving throw after the result has been revealed, although she must accept the result of the reroll, even if it is worse.
Lucky Chance (Ex)
The striker reduces the tension needed for her second chance tension technique by 1. Also she can spend an additional tension while using this tension technique to gain a bonus on the reroll equal to her Charisma modifier.
For each tension a striker spends on this tension technique, she gains a +1 dodge bonus to her armor class until the beginning of her next turn.