Magic/Universal Talents

Below is a list of universal talents. Universal talents are unique in that they allow for the modification of spells without being tied to a single specific spell, or in the case of affinity talents work as a baseline to meet the prerequisites of other spells.

While Affinity talents are also universal talents they are listed separately for ease of viewing; but affinity talents can be of several sub-categories, such as Meta talents.

Effect Talents
Effect talents work to add additional effects to elemental keyword spells. Unless otherwise specified only a single effect talent can be applied to an elemental keyword spell.

Blinding Light
Prerequisites: Light Affinity

Keyword: Effect, Light

Saving Throw: Fortitude(negates)

Benefit: When used with a spell that deals light damage, you may spend an additional spell point to cause any creature you successfully struck with an attack or save attack to make a fortitude save (against the original save attack for the spell if there was one) or be blinded for 1d4 rounds. Each degree of success adds an additional 1d2 rounds to the duration of the blinded condition. If your save attack fails by less than a single degree of failure the effect is instead reduced to 1 round.

Entangling Vines
Prerequisites: Nature Affinity

Keyword: Effect, Nature, Clinging

Benefit:  When used with a spell that deals natural damage, you may spend an additional spell point to cause any creature you successfully struck with an attack or save attack to become entangled within quickly growing vines and unable to move. Breaking free from the entangled effect is a move action requiring either a sunder CMB check or escape artist check (against the original save attack for the spell if there was one), if there was no original save roll a new save attack roll.

Entropic Decay
Prerequisites: Entropic Affinity

Keyword: Effect, Entropy

Benefit: When used with a spell that deals entropy damage, you may spend an additional spell point to cause any creature you successfully struck with an attack or save attack to be required to make an additional fortitude save (against the original save attack of the spell if there was one). A successful save attack causes the creature to become slowed by the forces of entropy becoming staggered for 1d4 rounds plus an additional round for every degree of success. At two degrees of success the creature is dazed for the first round and staggered for the remaining duration.

Forceful Winds
Prerequisites: Wind Affinity

Keyword: Effect, Wind, Maneuver

Benefit: When used with a spell that deals wind damage, you may spend an additional spell point to cause any creature you successfully struck with an attack or save attack to be subject to a reposition combat maneuver. This combat maneuver is made as a free action at range. Your CMB for this check is your BCB + your CAM and all targets are pushed from the point of origin of the effect (This is yourself if the spell does not target a creature or square.) If the target is knocked into a solid object, they suffer 1d6 bludgeoning damage, +1d6 for every 5 feet they would have continued past the barrier. You cannot move with the targets of your reposition.

Frigid Blast
Prerequisites: Cold Affinity

Keyword: Effect, Cold, Maneuver

Saving Throw: Reflex

Benefit:  When used with a spell that deals cold damage, you may spend an additional spell point to cause any creature you successfully struck with an attack or save attack to be subject to a trip combat maneuver. This combat maneuver is made as a free action at range. Your CMB for this check uses your BCB in place of your BAB and your CAM in place of your strength modifier; if successful all targets are tripped within the area of effect (or targeted creature if single target). In addition the spell makes the ground icy causing the area (or the area directly under the creature if not an area spell) to become ice for 1 round + 1 round per 5 BCB; this icy ground causes creatures attempting to enter or leave this area to be subject to a reflex save or fall prone (against the original save attack of the spell if there was one), creatures may choose to instead move at half speed in this area to avoid making this saving throw.

Gloom Strike
Prerequisites: Dark Affinity

Keyword: Effect, Dark

Saving Throw: Fortitude

Benefit: When used with a spell that deals dark damage, you may spend an additional spell point to cause any creature you successfully struck with an attack or save attack to make an additional fortitude save (against the original save attack of the spell if there was one). A successful save attack causes the creature to be sickened for 1d4 rounds +1 round for each degree of success. If you exceed their save by 2 degrees of success you instead cause them to be nauseated for the duration. A failed save attack less than a single degree of failure causes them to be sickened for 1 round.

Lingering Fire
Prerequisites: Fire Affinity

Keyword: Effect, Fire

Saving Throw: Reflex

Benefit: When used with a spell that deals fire damage, you may spend an additional spell point to cause any creature you successfully struck with an attack or save attack to catch fire. A creature on fire takes 1d6 fire damage the following round and each round thereafter until the flames are extinguished. Each round the target may attempt another Reflex save (against the original save attack of the spell if there was one) to attempt to extinguish the flames. Rolling on the ground or using a blanket to smother the flames (a full-round action) grants the target a +4 bonus to that round’s saving throw. At 6th bcb and every 6 thereafter the damage from this improves by an additional 1d6.

Pressure Cutter
Prerequisites: Water Affinity

Keyword: Effect, Water, Maneuver

Benefit: When used with a spell that deals water damage, you may spend an additional spell point to cause a single creature you’ve successfully struck with an attack or save attack to be subject to a sunder maneuver, targeting a single piece of equipment or natural weapon/armor, from the sheer force of the water. This combat maneuver is made as a free action at range. Your CMB for this check uses your BCB in place of your BAB and your CAM in place of your strength modifier; if successful maneuver deals half the damage of the original attack to the target of the sunder (further reduced by any resistances the object has against elemental damage). You may target an additional creature as part of this ability for every 5 BCB you possess.

Sand Tomb
Prerequisites: Earth Affinity

Keyword: Effect, Earth, Clinging

Benefit:  When used with a spell that deals earth damage, you may spend an additional spell point to cause any creature you successfully struck with an attack or save attack to become partially entombed with sand becoming entangled and unable to move. Breaking free from the entangled effect is a move action requiring either a sunder CMB check or escape artist check (against the original save attack for the spell if there was one).

Shocking
Prerequisites: Electricity Affinity, BCB 5th

Keyword: Effect, Electric, Clinging

Benefit:  When used with a spell that deals electric damage, you may spend an additional spell point to cause any creature you successfully struck with an attack or save attack to have their reactions scrambled by the electricity, requiring them to lake an additional fortitude save (against the original save attack of the spell if there was one). A successful save attack causes the creature to be dazed for 1 round; a degree of success causes the creature to be instead stunned.

Alter Talents
Similar to form talents, alter talents can be used in polymorphing. The major difference is alter talents are simply a collection of traits and do not replace the creature’s base form but simply add to it, as such they are commonly used with transformation or alter self for generalized changes such as becoming larger or smaller.

Alter Limbs
Prerequisites: Nature Affinity or Entropic Affinity

Keyword: Nature or Entropic

Benefit: You may apply the following traits. You may grant each trait multiple times.


 * Arms. You grant the creature up to two additional arms. These arms do not come with any natural attacks nor provide additional attacks, but otherwise are as strong and capable as the creature’s other arms. If the creature already possesses arms they may apply the following:
 * Powerful Arms: Choose one or two arms the target possesses capable of wielding a weapon. When using these arms, the target is treated as one size category larger for the purposes of determining what weapons may be wielded with those limbs. Unarmed Strikes, and natural weapons If the arms possess them, has their damage improved by one step as if the creature had improved by a size category. This option may only be selected once.
 * Remove: The creature loses up to two arms for the duration this talent is applied.
 * Tail: The creature gains a tail granting a Tail Slap natural weapon (1d6 Medium, 1d4 Small). If the creature already possess a tail they may gain an additional tail, improve it to become a tail slap natural weapon, or improve it with one of the following:
 * Prehensile: The tail may be used to hold objects as if it were a hand, and retrieve objects from a belt or pouch as a swift action. The tail cannot be used to wield or cast with. This option may only be selected once.
 * Powerful Tail(Requires Tail Slap): The target’s tail slap natural weapon becomes more powerful; it may now deal piercing or bludgeoning damage and improves the damage by one step. This option may only be selected once.
 * Merge Tail: The creature may have their legs merged into their tail, causing it to become their lower body. The creature’s tail may support their weight and provide movement but their land speed is reduced by 10 feet, but becomes immune to trip. This option may only be selected once.
 * Legs. The creature gains two legs granting a 20 feet land speed if the target did not possess one. If this is not the form’s first pair of legs, the target gains a +4 CMD bonus against trip attempts. If this causes the target to become a quadruped, they gain the related increase to carrying capacity and may serve as a mount for creatures smaller than itself. You may instead improve a creature’s existing legs granting one of the following:
 * Agile Legs: The target is always considered to have a running start when attempting Acrobatics checks to jump and treat its move speed as if it were 10 feet + 5 feet per 5 BCB higher when determining the bonus or penalty to jump checks from movement speed. This option may only be selected once.
 * Fast Legs: The creature’s land speed is improved by 5 feet plus an additional 5 feet per 4 BCB. This option may only be selected once.
 * Powerful Legs: Additionally, the target’s carrying capacity is increased by 50%. In addition the unarmed strikes, and natural weapons if the legs possess them, have their damage improved by one step as if the creature had improved by one size category. This option may only be selected once.
 * Remove: The creature loses up to two legs for the duration this talent is applied.
 * Torso: The creature gains one of the following:
 * Humanoid Torso: The creature's torso matches more of that of a humanoid creature. If the creature possesses the “long” reach progression; they instead gain “tall” reach progression; and may gain a pair of arms if they did not possess a pair already; these arms lack natural weapons but can hold and manipulate objects as well as wield objects if capable. This option may only be selected once.
 * Reinforce Body: The creature gains an additional hit point per SPB you possess. This option may only be selected once.
 * Head. The creature gains one of the following:
 * Extra Head: An extra head that does not possess its own personality nor natural attacks. The creature gains immunity to flanking and for each additional head gains a +1 bonus to all intelligence and wisdom base skill checks.

Agile Reflexes
Prerequisites: Wind Affinity or Electric Affinity

Keyword: Wind or Electric

Benefit: You may add the following traits:


 * Dodge: The target gains a +2 dodge bonus to AC.
 * Initiative: The target gains quickened reactions, granting a +4 competence bonus to initiative.
 * Lunge: Choose one natural attack the target possesses. Once per round when making an attack you may treat your reach as double with that natural weapon with a +2 bonus to its attack roll.
 * Leaping Attack: As a full-round action, the target may jump, making a single attack action at any point during the leap. It does not provoke an attack of opportunity for leaving a threatened square. At 5th BCB you may instead use this ability as a focused attack action movement made as part of this jump counts against your movement for the round. At 10th BCB you may instead use this ability as an attack action instead of a focused attack action.
 * Pounce: The target may make a full-attack after a charge. Granting this trait costs an additional spell point.

Bestial Spirit
Prerequisites: Nature Affinity

Keyword: Nature

Benefit: You may add the following traits:


 * Ferocity: The target may stay conscious and continue to fight when at negative hit points, but loses 1 hit point per round they do so.
 * Rend: The target must possess claws. The target gains the a rend attack. No more than once per round, may deal damage equal to 1 claw + 1-1/2 times their Strength modifier when successfully striking a target with 2 or more claw attacks in the same round.
 * Roar: The target may roar, howl, growl, or make other threatening vocalizations as a standard action to attempt an Intimidate check to demoralize all foes within 30 feet that can hear the sound. This trait may be taken a second time to reduce this to a move action.
 * Speak with Animals: The target gains the ability to speak with and understand animals and vermin.
 * Trip: Choose one natural attack the target possesses. The target gains the trip universal monster ability, and may attempt a trip combat maneuver as a free action that does not provoke an attack of opportunity when they successfully hit with that attack. The creature is not tripped in return if the attempt fails by 10 or more. You may take this trait multiple times, but only once per natural attack.
 * Powerful Charge: Choose one natural attack the target possesses. When charging, that attack deals damage as if it were one size larger and receives 1-1/2 times the target’s Strength bonus to damage instead of 1x.
 * Push/Pull: Choose one natural attack the target possesses. On a successful attack against a creature of equal or smaller size, the target may attempt a reposition combat maneuver as a free action that does not provoke an attack of opportunity.

Prickly
Prerequisites: Nature Affinity

Keyword: Nature

Benefit: You may add the following traits:


 * Razor Claws: Choose one type of natural attack that does piercing or slashing damage (bite, claw, etc.). This type of natural attack deals 1 point of bleed damage + 1 per 5 BCB.
 * Spines: The target grows spines, quills, or thorns. These may be treated as armor spikes of their size (1d6 Medium, 1d4 Small, 20x2, piercing) but may be enhanced as natural weapons and may be wielded as a natural weapon if beneficial.
 * Spines, Launch: The target may launch spines as a thrown weapon (1d6 Medium, 1d4 Small, 20x2, piercing) with a range increment of 20 feet. The target may draw the spines as a free action and throw them as a normal manufactured weapon. Launched spines regenerate at the end of the target’s turn. (Requires spines)

Size Change
Prerequisites: Any Affinity Keyword Universal Talent

Benefit: As a trait, you may change a creature’s size. You may enlarge or reduce a creature’s size by one category, +1 additional size category per 5 BCB, enlarging or reducing the size of their equipment as well. You cannot enlarge beyond Large size nor reduce beyond Tiny size until 10 BCB, and can never enlarge beyond Huge nor reduce beyond Diminutive.

See the “Creature Size Chart” in the combat rules for a list of all the adjustments a creature gains for a change in size.

Any weapons or equipment the creature may possess are automatically resized to them for the duration of this effect.

Form Talents
These talents list a number of forms that polymorph (or similar) spells can use. A form talent lists various pieces of information about the type of creature mimicked; such as limbs, speed, and traits. Features such as speech indicate if you can speak your normal languages (without additional magical assistance) in this form, as well as hands to indicate the ability to manipulate objects as a normal humanoid character. If a form or alter talent grants the same trait (such as Darkvision 60 feet) it does not stack and still cannot be applied more than once.

Aquatic Form
Prerequisite: Water Affinity Keyword: Water Benefit: You grant the form of a land animal or magical beast. Limbs: 1 head, 1 tail Reach Progression: Long Hands: No Speed: 5 ft. land speed, 40 ft. swim speed + 10 feet per 5 BCB. Natural Weapons: Bite (1d6 medium, 1d4 small) AC: +2 natural armor bonus, +1 per 5 BCB. Special: Gain Darkvision 60 ft, the aquatic subtype (allowing you to breath water). If the creature could breathe air normally it gains the amphibious special ability to breath both water and air. Traits: The following traits may be granted for any form:


 * The swim speed as that granted by Aquatic Form. In addition, the target gains the aquatic subtype and amphibious special quality, allowing the target to breathe both water and air.
 * The target gains a tail and a racial bonus on Swim checks equal to +1 + 1 per 5 BCB. In addition, the shapeshifted target may use this tail to create a sudden riptide while underwater. As a standard action the shapeshifted target can create a 10 feet + 5 feet per 2 BCB cone. Creatures in the cone’s area take 2d6 + 1d6 per 5 BCB nonlethal bludgeoning damage and are pushed 10 feet + 5 feet per 5 BCB directly away from the shapeshifted target (Reflex negates; using the caster’s normal save attack plus the circumstance bonus on Swim checks granted by this trait). This cone can extend onto land, extending 5 feet for every 10 feet in the water. Creatures on land fall prone on a failed Reflex save instead of being moved back. The shapeshifted target must wait 1d4 rounds between uses of this ability. Special: When granting this trait, you may choose to have this tail replace the shapeshifted target’s legs. If you do, the shapeshifted target’s base land speed is reduced to 5 feet and the target cannot be tripped. In addition, the shapeshifted target gains a 30 feet swim speed or increases their existing swim speed by +15 feet (whichever is more beneficial). If the shapeshifted target gains legs through another ability or trait, such as the Additional Limbs “a pair of legs” trait, the shapeshifted target loses any benefits or adjustments from replacing their legs with this tail.
 * Blindsense 30 feet while in water, and only sensing creatures within the same body of water.
 * Once per minute, the target may shoot a jet of ink as a standard action. In water, this creates a 10-foot radius sphere that provides total concealment and lingers for 1 round per BCB. On land, this is a ranged touch attack with a 10-foot range increment; a creature struck is subject to a Reflex save (against 1d20 + 1/2 SPB of the caster + Constitution modifier) or be blinded for 1d4+1 rounds. The affected creature may as standard action remove the ink from their eyes.
 * The target can swim backwards as a full-round action at four times their swim speed. It must move in a straight line while using this ability, and does not provoke attacks of opportunity when it does so. This trait requires a swim speed.
 * The creature gains the keen scent universal monster ability.
 * As a standard action, the target may deal 1d10 + 1d6 per four BCB after first electricity damage as a melee touch attack. This touch attack does not provoke attacks of opportunity. If the creature is grappled it may use this ability as an immediate action, inflicting the damage with no attack roll, but allowing a Fortitude saving throw for half damage. If the target is in water, this ability instead functions as a 10-foot radius burst centered on the target; affected creatures are allowed a Fortitude saving throw for half damage. Creatures beyond 10 feet but within a 30-foot radius takes half damage, with a Fortitude save for half damage. Once used, this ability cannot be used again for 1d4 rounds. This trait requires the caster to have Electric Affinity as well as Water Affinity.

Avian Form
Prerequisite: Wind Affinity Keyword: Wind Benefit: You grant the form of a flying animal or magical beast. Limbs: 1 head, 2 legs, 2 wings Reach Progression: Tall Hands: No Speed: 20 ft. land speed, 20 ft. glide speed. At 5 BCB grants a 40ft fly speed (average) +10 ft. per 5 BCB after 5th. Maneuverability improves by one category for every 10 BCB. Natural Weapons: 2 talons (1d4 medium, 1d3 small) AC: +2 natural armor bonus, +1 per 5 BCB. Special: Darkvision 60 ft. Traits: The following traits may be granted for any form:


 * Two talon natural weapons (1d4 medium). This may be granted once per pair of legs the creature possesses.
 * Two wings and its glide or flight speed as that granted by Avian Form.
 * Two wing attacks (secondary, 1d4 Medium, 1d3 Small) May be given once per pair of wings possessed.
 * The creature can hover without a Fly check. If the creature is Large or larger and hovers within 20 feet of the ground in an area with lots of loose debris, the draft from its wings creates a cloud with a radius of 60 feet. The winds generated can snuff torches, small campfires, exposed lanterns, and other small, open flames of non-magical origin. Clear vision within the cloud is limited to 10 feet. Creatures have concealment at 15 feet to 20 feet. At 25 feet or more, creatures have total concealment. (Requires wings and a fly speed)
 * The target’s flight maneuverability improves by one step, +1 per 10 BCB. (Requires a fly speed)

Beast Form
Prerequisite: Nature Affinity

Keyword: Nature

Benefit: You grant the form of a land animal or magical beast.

Limbs: 1 head, 4 legs

Reach Progression: Long

Hands: No

Speed: 40 ft. land speed, + 10 feet per 5 BCB.

Natural Weapons: Bite (1d6 medium, 1d4 small)

AC: +2 natural armor bonus, +1 per 5 BCB.

Special: Gain the scent ability.

Traits: The following traits may be granted for any form:


 * Beast Speed: The land speed granted by Beast Form (granting 2 legs if the creature lacked a land speed).
 * Scent: The creature gains the Scent universal ability. If the creature already possesses scent they instead double the effective range of the ability.
 * Sprint: A number of times per day equal to 1/2 BCB (minimum 1) the creature can take the run action and does not lose their dexterity bonus to AC.
 * Darkvision: The creature gains Darkvision 30 feet; if they already possessed darkvision it instead improved by an additional 30 feet.
 * Low-Light Vision: The creature gains low-light vision; if they already possessed low-light vision they double the distance of their low-light vision (effectively allowing them to see 4x as far)
 * Claws(Requires arms or front pair of at least 4 legs): The creature gains two claw attacks (1d4 medium, 1d3 small).
 * Gore(Requires Head): The creature gains a gore attack (1d6 medium, 1d4 small).
 * Beast Intelligence: The creature’s intelligence is reduced to animal intelligence of 1; the creature loses knowledge of their proficiencies and acts completely through instinct, losing access to class features provided by their non-creature classes. This adjustment to intelligence is made after other modifiers to the creature’s existing intelligence; this has no effect if the creature’s intelligence is already negative due to damage, though can prevent their intelligence from raising above this value if the intelligence would be restored without removing this effect. This cannot affect mindless creatures.

Draconic Form
Prerequisite: Any Affinity except nature or entropy.

Keyword: Elemental

Benefit: You grant the form of a dragon.

Limbs: 1 head, 4 legs (front 2 end in hands), 1 tail, 2 wings

Reach Progression: Long

Hands: Yes

Speed: 40 ft. land speed, 10 ft glide speed.

Natural Weapons: Bite (1d6 medium, 1d4 small)

AC: +2 natural armor bonus, +1 per 5 BCB.

Special: Darkvision 60 ft., a breath weapon. The breath weapon is a 60-ft. line or a 30-ft. cone, and deals elemental damage as chosen when cast. The breath weapon deals 1d8 damage per 2 BCB, and allows a Reflex save for half damage (against 1d20 + ½ SPB of the caster + CAM). The creature must wait 1d4 rounds after using this breath weapon. A target may only possess one breath weapon at a time.

Traits: The following traits may be granted for any form:


 * The creature gains a breath weapon as given by dragon form.
 * Double the size of a breath weapon (must possess a breath weapon to gain this trait).
 * Draconic Wings, at 5 BCB the creature gains a 30ft fly speed (average) +10 ft. per 5 BCB after 5th.
 * The scales of the creature are resistant to spells, gaining 1/2 of their natural armor bonus to AC applies against touch attacks originating from spells or spell-like abilities.

Elemental Form
Prerequisite: Any Affinity

Keyword: Elemental

Benefit: You grant the form of a type of elemental. This form talent costs an additional spell point to apply.

Limbs: none

Reach Progression: Tall

Hands: No

Speed: 20 ft. land speed

Natural Weapons: 2 slams (1d6 medium, 1d4 small)

AC: +2 natural armor bonus, +1 per 5 BCB.

Special: Darkvision 60 ft. You gain Resist 1 of your elemental type improving by 1 per 5 BCB. All unarmed strikes and natural weapons in this form deal an additional 1d6 damage of your elemental type.

Traits: The following traits may be granted for any form:


 * Elemental Empowerment: Choose an elemental type matching a single type of elemental damage you possess an elemental affinity for. Each attack the target makes each round with an unarmed strike, natural attack or manufactured weapon deals additional damage of that type equal to your BCB.
 * Elemental Resistance: The target gains Resist 1 to a single type of elemental damage you possess an elemental affinity for. This resistance improves by 1 per 5 BCB. You may apply this trait more than once, each time selecting an additional elemental type to gain resistance against.
 * Blazing Speed (requires fire affinity): The target gains a +10 enhancement bonus to its land speed improving by 10 every 5 BCB. When taking the charge action creatures adjacent to the charge path (including the creature at the end of the charge) are subject to a reflex save attack or take 1d6 + BCB fire damage; a failed save attack negates this damage.
 * Water Stride (requires water affinity): The target gains a swim speed equal to their land speed, the ability to breathe water freely, and may walk upon the surface of water as if it were solid ground. In addition a creature with this trait takes no penalties when attacking underwater.
 * Personal Winds (requires wind affinity): Ranged attacks against a creature with this trait take a penalty against the creature as if they were affected by Tier 3 wind. In addition the creature is treated as if they were 2 size categories larger when determining their speed adjustment within wind. At 5th BCB a creature with this trait is treated as if permanently under the effects of the feather fall spell.

Entropic Form
Prerequisite: Entropic Affinity

Keyword: Entropic

Benefit: You grant the form of a creature of chaos and entropy.

Limbs: none

Reach Progression: Long

Hands: No

Speed: 10 ft. land speed.

Natural Weapons: 4 Tentacles (1d4 medium, 1d3 small) each with the grab and constrict special ability.

AC: +2 natural armor bonus, +1 per 5 BCB.

Special: Darkvision 60 ft. This form grants an additional 5 feet of each to all tentacle attacks.

Traits: The following traits may be granted for any form:


 * Gibbering: All creatures within 30 feet of the target take a -2 penalty on concentration checks. This penalty increases by 1 per 5 BCB.
 * Many Eyes: The target gains the all-round vision universal ability.
 * Constrict: The target gains the constrict universal monster ability, and deals 1d6 damage Medium (1d4 Small) + the target’s Strength modifier on every successful grapple check.
 * Grab: Choose one natural attack the target possesses. That natural attack gains the grab universal monster ability. You may grant this trait once per natural attack.
 * Tentacle Attack: (1d4 Medium, 1d3 Small) You may grant this trait multiple times. The effects stack.

Humanoid Form
Prerequisite: Nature Affinity

Keyword: Nature

Benefit: You grant the form of a humanoid creature.

Limbs: 1 head, 2 arms, 2 legs

Reach Progression: Long

Hands: Yes

Speed: 30 ft. land speed.

Special: The creature takes on the form of a type of humanoid creature, chosen when the spell is cast (such as elf, human, dwarf, etc..). The spell does not directly copy the features of a creature, but rather finds the approximation of what the altered creature would look like as the member of that race (generally meaning the creature will look like a unique individual and will look like that every time they take on that form). This removes the penalty for disguising as a member of that race if your normal race would be different. This does not alter the creature’s size and will require traits from size change or similar talents to accomplish. If adjusted via other traits, such as gaining additional legs via alter limbs, you may use this talent to grant the form of a monstrous humanoid as long as the resulting transformation would have appropriate limbs and general shape; this talent does not affect size but may be used with size change to reach the appropriate size for the resulting race.

Traits: The following traits may be granted for any form:


 * Detailed Transformation: You may alter the form of your transformation to take on the aspects of a different gender or age for your appearance; removing the penalties to disguise checks for attempts to disguise as a different age or gender. You may also use this to change your voice to be unrecognizable, but cannot use it to directly imitate the voice of another.
 * Stolen Features: If you are familiar with how another creature looks you may attempt to alter your transformation to better match them gaining a bonus equal to 1 + ½ SPB to disguise checks to appear as that individual. If combined with Detailed Transformation in addition to its normal effects of removing the penalties to disguise you may also directly mimic the target creature’s voice. If you are not directly familiar with the creature, or directly able to study their features, the bonus to disguise checks is reduced by half as you are more likely to miss an important detail in the transformation. If you apply this trait to a form not appropriate to their race you may still attempt to disguise as them, but take the usual penalties for trying to appear as a member of that race.
 * Grant Sentience: When this trait is applied to a creature of animal intelligence (1 or 2 intelligence) the creature’s intelligence is immediately raised by an amount equal to your SPB, if this would raise the creature’s intelligence above 2 the creature gains the ability to speak and understand a single language you know. If this would raise the creature’s intelligence high enough to gain additional skill points they may gain skill ranks in skills you have ranks in. When this effect ends the creature returns to their original state, and while they may retain memories from their time they may not have the intelligence to fully process or comprehend such memories and thus usually return to their normal state; though may regain access to these memories when this effect is applied again.

Plant Form
Prerequisite: Nature Affinity

Keyword: Nature

Benefit: You grant the form of a sentient plant creature.

Limbs: 2 Arms

Reach Progression: Long

Hands: No

Speed: 20 ft. land speed.

Natural Weapons: 2 slams (1d6 Medium, 1d4 Small)

AC: +4 natural armor bonus, +1 per 5 BCB.

Special: Darkvision 60 ft. This form grants an additional 5 feet of each to all tentacle attacks.

Traits: The following traits may be granted for any form:


 * Barkskin:  You may grant the target a +2 natural armor bonus. This trait may be applied a second time increasing the bonus to +4 natural armor bonus and granting an additional +1 per 5 BCB.
 * Strong Roots: The target gains a bonus to CMD equal to 2 + 1 per 10 BCB against reposition, grapple, and trip combat maneuvers.
 * Grasping Vines: If the creature’s form lacks hands but has arms they may now manipulate and hold objects as if they had hands. In addition the creature gains a +2 bonus to CMB on grapple attempts, this bonus increases by +1 per 10 BCB.
 * Vine Attack: You grant the creature a vine-like Tentacle natural weapon (1d4 Medium, 1d3 Small) You may grant this trait multiple times.

Serpent Form
Prerequisite: Nature Affinity

Keyword: Nature

Benefit: You grant the form of a serpent.

Limbs: 1 Head, 1 Tail

Reach Progression: Tall

Hands: No

Speed: 40 ft. land speed. 20 ft. climb speed

Natural Weapons: 1 bite (1d6 Medium, 1d4 Small)

AC: +2 natural armor bonus, +1 per 5 BCB.

Special: Low-Light Vision. This form is treated as a quadruped for determining its maximum carrying capacity.

Traits: The following traits may be granted for any form:


 * Constrictor: The target gains the grab universal monster ability attached to a natural attack of its choice, as well the constrict special attack (1d6 Medium, 1d4 Small, + Strength modifier). The target gains the normal +4 bonus on checks made to start and maintain a grapple from the grab ability, but this bonus increases by 1 per 5 BCB.

Arachnid Form
Prerequisite: Dark Affinity or Nature Affinity

Keyword: Dark

Benefit: You grant the form  spider or similar creature.

Limbs: 1 head, 8 legs

Reach Progression: Long

Hands: No

Speed: 30 ft. land speed. 30 ft. climb speed

Natural Weapons: 1 bite (1d6 Medium, 1d4 Small)

AC: +2 natural armor bonus, +1 per 5 BCB.

Special: Darkvision 60 ft. The target does not need to attempt Climb checks to move across a vertical or horizontal surface (even if upside down).

Traits: The following traits may be granted for any form:


 * Climb: The target gains a climb speed equal to their land speed. The target does not need to attempt Climb checks to move across a vertical or horizontal surface (even if upside down). If the target already possesses a climb speed, you may instead increase the target’s existing climb speed by +5 feet per 5 BCB.

Meta Talents
Meta talents is the overall term used to describe talents that can apply to almost all, if not all, spells. These tend to be common talents that exist to be taken to make a caster overall more versatile. A character must know at least one spell before they can select a meta universal talent.

Anchored Spell (Meta talent)
Prerequisites: None

Benefit: You may cast a spell using a previously specified object, known as a spell anchor, to determine the range and origin point of the effect (the spell anchor itself has no reach and cannot make melee touch attacks except against a creature carrying the spell anchor). A creature that is carrying a spell anchor is always considered to be within your range for the purpose of casting a spell, and spells which rely on a touch attack automatically succeed at touching a creature that is carrying a spell anchor. If you are a prepared caster you may prepare this talent without attaching it to a spell charge and may cast any assembled spell charges using a spell anchor; you may not use spell anchors without this talent prepared even if you have anchors available.

Special: You may spend a spell point to create a spell anchor out of an existing object that can be held in one hand. Creating a spell anchor is a full-round action that provokes an attack of opportunity. A spell anchor remains potent for 24 hours or until it is rendered inert from damage. Spell anchors become inert if they take damage exceeding 1 hit point per spell prowess bonus, and use the hardness of the base object.

Delayed Magic
Prerequisites: None

Benefit: You delay the effect of a spell for up to 5 rounds after you use it, +1 round per BCB. You must select the amount of delay when using the effect. The area or target to be affected must be within range when the ability is used, but need not remain in your range (you or it may move) before the effect activates. Using this talent costs an additional spell point in addition to the original cost of the spell.

Diagram Spell
Prerequisites: None

Benefit:

You may draw a diagram and imbue it with a spell for later use. Drawing a diagram takes 10 minutes to etch, paint, or draw the magical diagram into a single square the size of a medium sized creature. For every size category above medium the time required to draw the diagram is doubled. Once a diagram is drawn as part of completing the diagram the spellcaster may imbue it with a single spell, spending all spell points as normal. As a standard action the caster may touch the diagram activating the spell within the diagram. Creatures within the area of the diagram are each targeted by the spell stored within; if the spell targets an area of effect it is only cast once but is cast within the area of the diagram; the spell does not affect any area or creatures outside of the diagram.

Once the spell within has been cast the diagram becomes inert, but the caster may choose to re-pay any spell point costs incurred in creating the diagram, as a standard action, to re-enable the spell created within the diagram; this is similar to as if the caster had created a new diagram using the exact same spell, but without needing to spend the time drawing a new diagram; though a caster must still spend another standard action to activate the spell manually once it has been recharged and cannot activate it as part of recharging the diagram. The diagram must still be present and unharmed to reactivate it, and may not recharge a destroyed diagram.

A caster may only have a total number of diagrams active at one time equal to his casting ability modifier. Spells within the diagram last up to 24 hours before becoming inert.

Special: At 5th BCB you may take this talent a second time. If taken a second time you may add a triggering condition to the spell, such as “an enemy touches the diagram” or “a creature reads the runes”, causing the spell to be cast as if you activated the diagram manually. The caster cannot trigger their set conditions for their own spell and must still spend a standard action to activate it manually.

Empower Spell
Prerequisites: None

Benefit: All variable, numeric effects of an empowered spell are increased by half, including bonuses to those dice rolls. Saving throws and opposed rolls are not affected, nor are talents without random variables. Using this talent costs an additional 2 spell points in addition to the original cost of the spell.

Extend Spell
Prerequisites: None

Benefit: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this effect, but you may choose to activate this talent when spending a spell point to make a spell you are concentrating on last without concentration, rather than when you initially cast the spell. Using this talent costs an additional spell point in addition to the original cost of the spell.

Focused Spell
Prerequisites: None

Benefit: This talent allows a spell that normally targets an area of effect to instead target a single creature. Spells modified by focused spell that target a single creature gain a +2 bonus to their save attack roll against that creature. Using this talent costs an additional spell point in addition to the original cost of the spell.

Imbue Spell
Prerequisites: None

Benefit: You may increase the casting time of your spell by 1 step to imbue that spell into a handheld item (such as a glass bead, a paper charm, or a bottle of liquid). You, or another creature, may activate this item as a standard action when it is held in hand. These items remain potent for 24 hours, or until you next replenish your spell points (whichever comes first), and are considered scrolls or potions for any effects which modify or interact with scrolls and potions.

Special: If you are a prepared spellcaster, you may imbue any number of items as a part of assembling your spells.

Maximize Spell
Prerequisites: None

Benefit: All variable, numeric effects of a talent modified by this metamagic are maximized, treating them as if they had rolled their highest possible value. Saving throws and opposed rolls are not affected, nor are talents without random variables. Using this talent costs an additional 4 spell points in addition to the original cost of the spell.

Merciful Spell
Prerequisites: BCB 3rd

Benefit: A spell modified by this talent deals nonlethal damage of its normal damage type. Spells modified by this talent are treated as 2 BCB lower for the purposes of determining the effects of the spell; this ability cannot reduce you below 1 BCB. Spells that cause instantaneous death for a failed save are unaffected by this talent.

Piercing Spell
Prerequisites: BCB 2nd

Benefit: You may spend a spell point to cast a piercing spell against a target with spell resistance. Treat the spell resistance of the target as 5 lower for every 5 BCB you possess (minimum 5 lower).

Reach Spell
Prerequisites: BCB 4th

Benefit: You may spend a spell point to increase a spell’s by 1 step (touch to close, close to medium, medium to long).

Special: You may apply this talent to a spell more than once, each time increasing the spell point by an additional 1 to increase the range of the spell by an additional 1 step.

Quicken Spell
Prerequisites: None

Benefit: You decrease the casting time of a spell by 2 steps (to a minimum of one swift action). Using this talent costs an additional 4 spell points in addition to the original cost of the spell.

Selective Spell
Prerequisites: None

Benefit: When casting a selective spell with an area effect with a duration of instantaneous, you may choose a number of targets in the area up to your casting ability modifier. These targets are excluded from the effects of your talent. Using this talent costs an additional spell point in addition to the original cost of the spell.

Silent Spell
Prerequisites: None

Benefit: When casting a silent spell the caster may spend an additional spell point to ignore the verbal incantation of a spell.

Spellstrike
Prerequisites: None

Benefit: As a standard action, you may cast a single spell and make a single weapon attack. This casting cannot be reduced below a standard action, and does not provoke attacks of opportunity, unless the weapon attack would normally provoke. If the target is struck by the attack, it is also affected by the spell. This may only be used with spells that target a single creature for their effect. If the spell calls for a saving throw you must still make a save attack as normal to determine the effect of the spell. Any damage from this ability is treated as extra damage on the weapon and is not multiplied on a critical hit from the weapon.

Spread Spell
Prerequisites: None

Benefit: You may spend an additional spell point when casting a spell to affect 1 plus 1 per 5 BCB additional targets. All targets must be within 30 feet of each other and you must have line of effect to all targets.

Special: You may take this talent multiple times. Each time that you do, you gain one of the following options (gained in order each time the talent is taken): (1) targets may be any distance from each other as long as you have line of effect to each target and each target is within your range, (2) targets no longer require you to have line of effect from you as long as they have line of effect from another target, (3) you may spend two more additional spell points to affect all targets within the spell’s range (you may always choose to exclude yourself), (4) you may exclude a number of additional targets from this effect equal to your CAM.

Still Spell
Prerequisites: None

Benefit: When casting a silent spell the caster may spend an additional spell point to allow a caster to cast within armor ignoring the restrictive quality of it. In addition a still spell allows a caster to cast without requiring a concentration check to be made while grappled against the grappler.

Widen Spell
Prerequisites: None

Benefit: You can increase an area spell (such as a radius, burst, cone, line, or cylinder spell). Any numeric measurements of the spell’s area increase by 100%. Spells that do not have an area of one of these sorts are not affected by this feat. Using this talent costs an additional 3 spell points in addition to the original cost of the spell.

Shape Talents:
Some spells may have shape talents applied to them, causing them to target an area rather than a single creature. These may only be applied to spells with the Shaped keyword. This uses the same saving throw as the spell does already. If the spell has no saving throw and deals damage the spell gains a reflex save attack causing creatures within the area to take half damage on a failed save attack.

Beam
Prerequisite: None

Range: Line 20 feet + 10 feet per BCB.

Benefit: You can spend 1 spell point to cause a spell to affect creatures in a line instead of a single creature. The line affects an area of 20 feet + 10 feet per BCB.

Cone
Prerequisite: None

Range: Cone 10 feet + 5 feet per BCB

Benefit: You can spend 1 spell point to cause a spell to target a cone instead of a single creature. The cone affects an area of 10 feet + 5 feet per BCB.

Explosion
Prerequisite: None, BCB 4th

Target: Radius 10 feet + 5 feet per 5 BCB.

Benefit: You can spend 1 spell point to cause a spell to target an radius instead of a single creature in a radius 10 feet + 5 feet per 5 BCB you possess within the range of the spell. You may instead choose to target an area around you instead of a single creature with a burst or 10 feet + 5 feet per 5 BCB you possess centered on yourself.