Magic/Spells/Dark

Description
This page lists out all spells of the dark affinity, this page may have overlap with other pages, but will allow for ease of viewing spells with the associated affinity.

Alter Light
Keywords: Illumination, Evocation

Prerequisites: Dark or Light Affinity (See Text)

Target: Radius (10 feet + 5 feet per two BCB)

Duration: Concentration or 1 Minute per BCB (see description).

Range: Close

Action: Standard

Saving Throw: none

Spell Resistance: No

Description: You create a sphere centered anywhere within the range of the spell. Alter light radiates from a central point adjusting the light level depending on the Light Type talent applied to it. You may concentrate on the spell to maintain it, or spend 1 spell point to allow the spell to continue without concentration for 1 minute per BCB.

Special: When you gain this spell, if you don’t already have one, select a single light type talent that you qualify for (if you do not qualify for any light type talents you cannot select this spell). For the purposes of prepared casters this spell does not take a slot to prepare, but also cannot be used without a light type talent prepared, light type talents take up slots as normal.

Darkness
Prerequisite: Alter Light, Dark Affinity

Keywords: Dark

Benefit: You create a sphere of darkness centered anywhere within the range of the spell. Darkness radiates from a central point reducing the light level with bright becoming dim light, and normal & dim becoming darkness. Sources of normal light only produce dim light within a 5 foot radius, and sources of dim light disappear. Multiple castings of darkness do not stack for further reducing the light level of a location.

Daylight
Prerequisite: Alter Light, Light Affinity

Keywords: Light

Benefit: You create a sphere of light centered anywhere within the range of the spell. Daylight radiates from a central point increasing the light level with normal becoming bright light, and dark & dim becoming normal. Multiple castings of darkness do not stack for further reducing the light level of a location.

Mobile Illumination
Prerequisite: Alter Light

Benefit: You may move your areas of alter light up to 25 feet + 5 feet per 2 BCB up to the maximum range of the effect. You may do so as part of maintaining the spell each turn or as a move action.

Intense Alter Light
Prerequisite: Alter Light, Daylight, at least two Improved Daylight or Darkness Talents

Benefit: You may spend an additional spell point when casting alter light to apply two Improved Daylight or Improved Darkness talents to it instead of the usual limit of one. This spell point cost is in addition to any other cost incurred by the chosen Improved Daylight talents. This does not allow you to apply daylight talents to an area of darkness nor may you apply darkness talents to an area of daylight.

Greater Alter Light
Prerequisite: Alter Light, BCB 4th

Benefit: You may spend an additional spell point when creating alter light to increase the radius up to 20 + 5 feet per BCB.

Lingering Alter Light
Prerequisite: Alter Light

Benefit: You may choose to allow a darkness you are concentrating to last an additional two rounds after you cease maintaining it.

Personal Illumination
Prerequisite: Alter Light

Saving Throw: Will(Negates)

Benefit: You may center an area of alter light on a creature or item adjusting the spell to a burst rather than an area, causing it to move with them. This is subject to spell resistance and that creature may choose to attempt a will save to negate the effect initially, and again each round at the end of its turn; a successful save ends this effect immediately.

Selective Alter Light
Prerequisite: Alter Light

Benefit: When creating an area of alter light you select a number of creatures equal to your BCB to be immune to the negative effects from your area of alter light. This does not allow creatures to see in your darkness effect unless they already possess darkvision.

Improved Darkness Talents:
Improved Darkness talents are talents that modify the darkness effects of the alter light spell like other talents, but only a single one may be applied per casting. Multiple castings may overlap for areas of darkness created for the purposes of these talents, though multiple castings of darkness do not stack for further reducing the light level of a location.

Deadly Darkness
Prerequisite: Alter LIght, Darkness

Saving Throw: Reflex

Benefit: You learn to create a darkness that cuts at creatures within. Creatures inside the area of darkness must make a Reflex save at the end of your turns or take 1d6 slashing damage per 3 BCB (minimum 1d6). If a creature enters this area of darkness after it is created, they must immediately save or also suffer this damage. A creature may only be affected by this talent once per round. You may spend 1 spell point as part of casting this ability to change the damage from this talent from slashing to dark damage.

Fearful Darkness
Prerequisite: Alter LIght, Darkness

Saving Throw: Will

Keywords: Fear, Mental

Benefit: You can create a darkness effect that erodes the resolve of those who enter it. You make a will save attack against creatures within this area of darkness. A successful save attack causes creatures to become shaken and remain shaken for 1d4 rounds after leaving the area of darkness. If any creature enters this area of darkness, they must immediately save against your save attack or suffer this penalty. If you succeed by two degrees of success the creature is instead frightened instead of shaken for the same duration.

Hungry Darkness
Prerequisite: Alter LIght, Darkness

Saving Throw: Fortitude

Benefit: You can create a darkness effect that gnaws away at creatures within. You make a fortitude save attack against creatures within this area of darkness. A success causes creatures within to take 1 point of Strength, Dexterity, Constitution, or Wisdom damage (chosen at the time of casting the spell); this damage increases by 1 for every 10 BCB you possess. If you succeed by two degrees of success creatures within take an additional 1d4 ability damage for the chosen ability of this spell. If any creature enters this area of darkness, they must immediately save against your save attack or suffer this damage.

Looming Darkness
Prerequisite: Alter LIght, Darkness

Saving Throw: Will

Keywords: Mental

Benefit: You can create a darkness effect that erodes the resolve of those who enter it. You make a will save attack against creatures within this area of darkness. A success causes creatures to suffer a -1 penalty to all saving throws so long as they remain within this area of darkness. This penalty increases by 1 per 5 BCB. If any creature enters this area of darkness, they must immediately save against your save attack or suffer this penalty.

Thick Darkness
Prerequisite: Alter LIght, Darkness

Benefit: You may spend a spell point to create a darkness with substance that becomes difficult to move through. Creatures move at half their speed through this area, cannot make 5-foot steps, and suffer a -1 penalty to all weapon attacks and damage rolls made within or that pass through this area -1 per 10 BCB. Objects that fall within this area are slowed so that each 10 feet of darkness treats the fall as 5 feet shorter for the purposes of damage.

Improved Daylight Talents:
Improved Daylight talents are talents that modify the daylight effects of the alter light spell like other talents, but only a single one may be applied per casting. Multiple castings may overlap for areas of daylight created for the purposes of these talents, though multiple castings of daylight do not stack for further increasing the light level of a location.

Searing Light
Prerequisite: Alter Light, Daylight

Saving Throw: Reflex(see text)

Benefit: You may spend a spell point to cause your light to shine with such intensity it begins to burn creatures within. Creatures within the area of your daylight take 2 points of light damage per BCB. Creatures who have the personal illumination placed upon them are allowed a full-round action to extinguish the light, requiring a reflex save.

Blinding Light
Prerequisite: Alter Light, Daylight, BCB 8th

Saving Throw: Fortitude Save(see text)

Benefit: You may spend 2 spell points to cause your daylight to blind creatures within its area. When creating an area of daylight, make a single fortitude save attack against all creatures within. On a success, creatures within are blinded for 1d4+1 rounds. On two degrees of success or higher the creatures within are permanently blinded. Failures by less than one degree are blinded for 1 round. Creatures entering the area after the spell is cast may choose to close/avert their eyes upon entering, but are subject to the saving throw if they open their eyes while within the area of daylight.

Black Tentacles
Keywords: Clinging, Dark, Maneuver, Conjuration

Prerequisites: Dark Affinity, BCB 4th

Target: Radius (10 feet + 5 feet per two BCB)

Duration: 1 round per BCB.

Range: Close

Action: Standard

Saving Throw: none

Spell Resistance: No

Description: You may spend a spell point to cause rubbery black tentacles to pour out from the origin point of this spell. Every creature within the area of the spell is the target of a combat maneuver check made to grapple each round at the beginning of your turn, including the round that this spell is cast. Creatures that enter the area of effect are also automatically attacked. The tentacles do not provoke attacks of opportunity. When determining the tentacles’ CMB, the tentacles use your BCB as their BAB and your CAM as their Strength modifier. Roll only once for the entire spell effect each round and apply the result to all creatures in the area of effect. Just as with a normal grappler, this effect gains a +5 circumstance bonus on grapple checks made against targets it is already grappling, but cannot move foes or pin foes.

Each round the tentacles succeed at a grapple check against a creature, that creature takes 1d6 (+1d6 per 4 BCB you possess) points of bludgeoning damage and gains the grappled condition. Grappled opponents cannot move without first breaking the grapple. The CMD of black tentacles, for the purposes of escaping the grapple, is equal to its CMB.

The tentacles created by this spell cannot be damaged, but they can be dispelled as normal. The entire area of effect is considered difficult terrain while the tentacles last.

Aligned Tentacles
Prerequisite: Black Tentacles Spell, Any Alignment Except True Neutral

Benefit: Black Tentacles only targets creatures whom have an alignment opposed to your own on the law/chaos and good/evil axis (for example a lawful neutral character’s black tentacles would target all chaotic aligned creatures; while a lawful good character’s tentacles would target chaotic and evil creatures). This ability cannot specifically target a neutral alignment, though can still target a component of a neutral creature’s alignment (such as good, evil, lawful, or chaotic).

Energized Tentacles
Prerequisite: Black Tentacles Spell, One Affinity Keyword Universal Talent. BCB 6th.

Benefit: Black Tentacles gains the Elemental keyword and may have its damage type converted from bludgeoning to the elemental damage type of an affinity keyword talent you possess.

Greater Black Tentacles
Prerequisite: Black Tentacles Spell, BCB 10th Benefit: You may spend an additional two points when creating black tentacles to increase the radius up to 10 feet per BCB.

Bone Shield
Keywords: Necromancy; Cold, Dark, or Nature

Prerequisites: Cold, Dark, or Nature affinity

Target: You

Duration: 10 minutes per BCB

Range: Personal

Action: Standard

Saving Throw: None

Spell Resistance: No

Description: You may spend a spell point to cause yourself to be surrounded by a series of floating bones that help reduce incoming damage. You summon one bone per 4 BCB (minimum 1). For each bone you have summoned you gain DR 2/- (stacking with itself). For every 20 points of damage prevented by this spell a bone is destroyed, lowering the DR provided by this spell by 2. Once all bones are destroyed the spell immediately ends.

Bone Fists
Prerequisite: Bone Shield

Benefit: While under the effects of bone shield you may spend an additional spell point to become further empowered, as your bones themselves begin to harden and sharply protrude. This grants the caster a +1 bonus to natural armor, a +2 bonus on damage rolls with natural weapons and unarmed strikes, and causes creatures who attempt to grapple the caster to take 1d4 points of piercing damage. This effect lasts for the duration of the spell, even after the last bone of the bone shield is destroyed.

Confusion
Keywords: Enchantment, Mental

Prerequisites: Dark, Entropic, Or Electric Affinity

Target: Creatures in a 15 foot radius burst

Duration: (See Text)

Range: Medium

Action: Standard

Saving Throw: Will negates

Spell Resistance: Yes

Description: On a successful save attack the target creature gains the muddled condition for 1 round. For each degree of success this effect lasts an additional round.

You may instead spend one spell point to instead cause the targeted creature to gain the muddled condition for 1 round per BCB, plus an additional round per degree of success on the save attack. If your save attack fails by less than one degree the creature is still muddled for 1 round.

Greater Confusion
Prerequisite: Confusion

Benefit: When casting confusion you may spend a spell point to instead inflict the creature with the confusion condition, rather than muddled, for the duration of the spell. A success by 4 degrees of success or more causes the creature to gain the madness condition, no duration. Special: If you spent a spell point to increase the duration of the confusion spell in addition to this talent, the creature is instead confused for 1 round when your save attack fails by less than one degree; if you fail by at least one degree, but less than two degrees the creature is instead muddled for 1 round.

Disruptive Touch
Keywords: Necromancy; Cold, Dark, or Entropic

Prerequisites: Cold, Dark, or Entropic Affinity

Target: Living Creature Touched

Duration: 1 round per BCB (see description)

Range: Touch

Action: Standard

Saving Throw: Fortitude negates

Spell Resistance: Yes

Description: You disrupt the lifeforce of a creature you touch. A successful save attack causes the creature to become fatigued for the duration of the spell; if you succeed by 2 degrees or more the target is instead exhausted. You may spend one spell point to increase the duration of the spell to 1 minute per BCB.

Disruptive Type Talents:
Disruptive type talents may be applied to a disruptive touch, granting it a different effect than the default fatigue status ailment. Only one Disruptive Type talent may be applied to a disruptive touch at one time.

Bleeding Touch
Prerequisite: Disruptive Touch

Saving Throw: None

Benefit: You may spend a spell point to cause your disruptive touch to cause the touched creature to begin to bleed for 1 point of bleed per BCB. Due to the magical nature of this bleed the DC to remove the bleed effect with heal increases by ½ the casters SPB, as well as creatures using healing spells must make a SPB check (1d20+SPB) against the SPB of the spell to remove the bleed through the application of healing magic. You may spend an additional spell point to increase the bleed from this talent to 2 points of bleed per BCB.

Blinding Touch
Prerequisite: Disruptive Touch

Duration: 1d4 rounds or Permanent (see description)

Benefit: You may splend a spell point to cause a creature to become blinded on a successful save attack for 1d4 rounds. If you succeed by greater than 2 degrees this effect instead becomes permanent requiring the effect to be cleansed from the creature via other spells and effects.

Deafening Touch
Prerequisite: Disruptive Touch

Duration: 1d4 rounds or Permanent (see description)

Benefit: You may splend a spell point to cause a creature to become deafened on a successful save attack for 1d4 rounds. If you succeed by greater than 2 degrees this effect instead becomes permanent requiring the effect to be cleansed from the creature via other spells and effects.

Greater Disruptive Touch
Prerequisite: Disruptive Touch, BCB 3rd

Benefit: You may spend a spell point to cause your disruptive touch to exhaust creatures on successful save attack, and if you fail by one degree or less the creature is still fatigued for 1 round.

Sickening Touch
Prerequisite: Disruptive Touch

Benefit: You cause a creature to become sickened on a successful save attack. If you succeed by two degrees or more the creature is instead exhausted.

Steal Voice
Prerequisite: Disruptive Touch, BCB 2nd

Benefit: You cause a creature to have difficulty speaking. On a successful save attack the target must spend a swift action to focus on speaking, with a 20% chance to fail at any verbal spellcasting. If you succeed by one degree the target becomes mute for the duration; greater than two degrees the creature becomes permanently mute requiring the effect to be cleansed from the creature via other spells and effects.

Weakening Touch
Prerequisite: Disruptive Touch

Duration: Instantaneous

Benefit: You may spend a spell point to cause a creature to take 1d10 points of nonlethal damage per 2 BCB (minimum 1d10) on a successful save attack. A failed save attack deals half.

Disruptive Ray
Prerequisite: Disruptive Touch

Keywords: Shaped

Range: Close

Benefit: Your disruptive touch spell may now make ranged touch attacks against creatures within close range. In addition the Disruptive touch spell gains the shaped keyword.

Exhausting Bleed
Prerequisite: Bleeding Touch, Disruptive Touch

Saving Throw: Fortitude negates

Benefit: Creatures affected by your bleeding touch talent are subject to a fortitude save attack. A successful save causes the bleeding creature to become fatigued while their hit points are below maximum, and exhausted if below half. Ending the bleed effect removes these additional effects.

Necromatic Touch
Prerequisite: Disruptive Touch

Target: Creature Touched (see text)

Duration: 1 round per BCB or 1d4 + 1 per BCB (see description)

Saving Throw: Fortitude or Will negates (see text)

Benefit: Your disruptive touch against living creatures deals 1d6 points of damage of a type matching the affinity talent used to cast the spell. Undead creatures touched by this with this talent instead take untyped damage, and are subject to a will save attack; a successful save attack causes undead creatures to become shaken for 1d4 rounds +1 per BCB, bypassing any immunities, you may not spend a spell point to increase this duration. If you succeed by two degrees or more the undead creature begins to flee as if panicked for the duration.

Cause Fear
Keywords: Enchantment, Mental

Prerequisites: Dark, Entropic, Or Electric Affinity

Target: One Living Creature.

Duration: 1d4 rounds or 1 round.

Range: Close

Action: Standard

Saving Throw: Will (negates)

Spell Resistance: Yes

Description: You may spend a spell point to cause a creature to become frightened for 1d4 rounds. A save attack that fails by less than one degree causes the creature to instead become shaken for 1 round. A save attack that succeeds by one degree or higher causes the effect to last 1d4+1 increasing by an additional +1 per additional degree of success.

Deeper Fear
Prerequisite: Cause Fear, BCB 6th Benefit: You may spend an additional spell point when casting cause fear to cause creatures to become panicked instead of frightened for the duration of the spell. A save attack that fails by less than one degree causes the creature to instead become shaken for 1d4 rounds.

Command
Keywords: Enchantment, Mental

Prerequisites: Dark, Entropic, Or Electric Affinity

Target: One Living Creature.

Duration: Concentration or 1 round per BCB

Range: Close

Action: Standard

Saving Throw: Will (negates)

Spell Resistance: Yes

Description: You may spend a spell point as a standard action to concentrate on a single creature. Each turn you may give the targeted creature a single command, which it obeys to the best of its ability from the following list:


 * Come: On its turn the creature moves towards you as quickly as possible for 1 round, taking no other action but moving during its turn. This movement may provoke attacks of opportunity as normal.
 * Go: On its turn the creature moves away from you as quickly as possible for 1 round, taking no other action but moving during its turn. This movement may provoke attacks of opportunity as normal.
 * Drop: On its turn the creature drops whatever it is holding. It may not pick up any dropped item on the same turn it dropped it.
 * Fall: The subject falls prone on its turn. It may not stand up on the same turn, but may act normally while prone, taking penalties as normal.
 * Halt: The subject stands in place for 1 round. It may not take any actions but is not treated as helpless.
 * Kill: You give the target an urge to kill its nearest ally, which it obeys to the best of its ability. The target attacks its nearest ally on its turn with a melee attack. The target will move or charge to it’s nearest ally to make this attack, or will use its turn to get as close as possible if unable to..

For the duration of the spell the creature receives a new will save to attempt to end the spell on each of its turns, forcing a new save attack from the caster each time. Each round the caster must spend a move action to give a new command even if it's the same command as the previous round. You may spend an additional spell point to allow the spell to continue without concentration.

Dominate
Prerequisite: Command, Dark Affinity, BCB 10th

Target: One Humanoid Creature.

Duration: 1 Day per BCB

Benefit:  When casting Command, you may spend an additional spell point to attempt to control the actions of any humanoid creature. If you and the target share a language, you can command them to perform as you desire, within certain limitations of its abilities. If you do not share a language, you can give simple commands such as "come", "go", "fight", "stay". You know what the target is experiencing, but have no sensory input from it, nor can it communicate. You may only have 2 HD of creatures dominated at once per BCB.

When giving a dominated creature a command, it will attempt to carry it out to the exclusion of all other activities except those necessary for their own survival (such as sleeping and eating). Due to this, a DC 15 sense motive can determine that the subject's behavior is being influenced. Changing orders or giving a new command is a move action; though you may give a command as part of the initial casting of dominate. Once control is established the spell has unlimited range as long as you and the target remain on the same plane, and you do not need to be able to see the target to control it.

You may spend a standard action to receive full sensory input of the target; while still not allowing communication can grant the caster an idea of what is occuring with the dominated creature.

Unlike command creature’s do not receive a save reach round; instead when forced to take actions against its nature receive a new saving throw with a +2 bonus against the original save attack. Self-destructive orders are not carried out. Actions against its nature may include, betraying its allies, betraying its nation, giving up a valued possession, or similar actions.

Grand Domination
Prerequisite: Dominate, BCB 18th

Benefit: You may use dominate on any creature regardless of type.

Special: If you possess Dominate undead talent and succeed on the save attack by 3 degrees of success or greater you may instead gain permanent control of the undead until some effect dispels the domination. This undead counts against your hit dice limit of the animate dead in addition to the dominate spell, even if you do not possess this spell or other animated undead.

Suggestion
Prerequisite: Command, BCB 4th

Duration: 1 hour per BCB

Benefit: When casting command you may suggest a more subtle command or course of activity (up to a sentence or two). The suggestion must be considered reasonable by the creature (such as a creature continuing its work in a different location). A very reasonable suggestion causes the save attack to gain a +1 or 2 bonus.

The suggested course of activity can continue for the entire duration of the spells. If the action is completed before the spell's duration the spell ends when the subject finishes what it was asked to do. You may specify conditions that will trigger a special activity during the duration.

Fade
Keywords: Illusion

Prerequisites: Dark or Light Affinity

Target: One Creature

Duration: Concentration or 1 minute per BCB (see description)

Range: Touch

Action: Standard

Saving Throw: None

Spell Resistance: No

Description: The target creature fades into its surroundings, becoming harder to focus on for as long as you concentrate, or you may spend a spell point to allow it to continue without concentration for up to 1 minute per BCB.

Add 10 + your BCB as a circumstance bonus to any of the target’s Stealth skill checks relying on sight.

Blur
Prerequisite: Fade

Benefit: You may spend an additional spell point to cause the target’s visible form to spread out into a cloud of shapes and colors that fills its space and hides its true location. The target gains concealment (20% miss chance + an additional 2% per BCB); attacks and spells requiring an attack roll have a chance to pass harmlessly through a portion of the illusion without hitting the target’s real body. Area spells and spells which do not require an attack roll are not affected by this miss chance.

The attacker must be able to see the illusion to be fooled. If the target is invisible or the attacker is blind, the illusion has no effect.

Vanish
Prerequisite: Fade

Benefit: You may spend an additional spell point to grant the target the Invisible condition. The condition ends immediately after the target casts a spell or directly interacts with another creature, but may be regained by breaking line of sight with a creature that was observing it.

Life Thief
Keywords: Necromancy. Shaped

Prerequisites: Cold, Dark, or Entropic Affinity

Target: Creature touched

Duration: 1 round per BCB; or until discharged

Range: Touch

Action: Standard

Saving Throw: none

Spell Resistance: No

Description: The creature successfully touched by this spell has the effectiveness of healing reduced on them. Until the effect ends, whenever the target is subject to a healing spell or supernatural effect that heals hit points, the target only receives half the healing(rounded down). Once you’ve prevented 5 hit points of healing per BCB with this spell, the spell is discharged.

You may spend 1 spell point as part of casting to cause the healing prevented by life thief to be redirected to you. You must remain within 25 feet + 5 feet per two BCB of the target to gain this benefit.

Special: when applying a shape talent to this spell, you target creatures within the area with a will save attack. A failed will save attack negates the effects of the spell.

Greater Life Link
Prerequisite: Greater Life Thief, BCB 8th

Target: One creature

Duration: 10 minutes per BCB

Range: Close

Saving Throw: Will negates

Benefit: You may spend an additional spell point when casting life thief to reverse its effects, causing yourself to only take half damage from effects that deal hit point damage, and the targeted creature to take the damage prevented by this spell. If you fail at the will save attack or move beyond the range of the spell, the effect immediately ends and the spell does not prevent damage.

Special: This talent may not be combined with shape talents.

Life Link
Prerequisite: Life Thief, BCB 4th

Target: One creature

Duration: 10 minutes per BCB

Range: Close

Saving Throw: Will negates

Benefit: You may spend a spell point to form a mystical pact between you and another creature rather than the usual effects of life thief. Once the bond is taken the targeted creature takes only half damage from all sources that do hit point damage. Any damage prevented by this ability is instead taken by you. If you and the targeted creature move out of the spell’s range from each other, the spell immediately ends.

Special: This talent may not be combined with shape talents.

Life Pact
Prerequisite: Life Thief, BCB 4th

Target: One creature per BCB, no two of which can be more than 30 feet apart.

Duration: 1 minute per BCB

Saving Throw: Will negates

Benefit: You may spend a spell point to form a mystical pact between multiple creatures rather than the usual effects of life thief. If any target within the pact is reduced to fewer than 0 hit points, the target drains hit points from nearby targets of the pact. They may drain up to 5 hit points from creatures within the pact within 30 feet; this cannot drain a creature below 0 hit points. Hit points drained in this way are granted to the creature, and may prevent them from dying, but may not raise the creature above 0 hit points.

Vampiric Touch
Prerequisite: Life Thief, BCB 4th

Saving Throw: none

Duration: See Text

Benefit: When casting life thief you may spend a spell point to instead cause the spell to steal life force directly from the target creature. Instead of its usual effect of life thief you instead deal 1d6 points of damage per two BCB to the target. This damage is determined by the affinity talent utilized with the casting of this spell (usually dark or entropic). You gain temporary hit points equal to the damage dealt; these temporary hit points last one hour.

You may spend an additional spell point to allow the normal effects of life thief to occur in addition to the effects of vampiric touch; and may spend an additional spell point to redirect healing. Special: when applying a shape talent to this spell, you target creatures within the area with a will save attack. A failed will save attack deals half damage, and negates the effects of life thief if the caster chose to spend the additional spell point to apply the effects of life thief to the vampiric touch.

Sleep
Keywords: Enchantment, Mental

Prerequisites: Dark, Entropic, Or Electric Affinity

Target: 1 Creature

Duration: 1 minute per BCB

Range: Close

Action: Standard

Saving Throw: Will negates

Spell Resistance: Yes

Description: You may spend a spell point to causes creature to become drowsy causing them to become staggered. On two degrees of success or more the creature instead falls asleep. Awakening a creature is a standard action. Sleep does not target unconscious creatures, constructs, or undead creatures.

Mass Sleep
Prerequisite: Sleep

Duration: Creatures in a 10 foot radius burst

Benefit: Your sleep may now affect multiple creatures within an area.

Web
Keywords: Dark or Nature; Creation

Prerequisites: Dark Affinity or Nature Affinity

Target: 20 foot radius

Duration: 10 minutes per BCB

Range: Medium

Action: Standard

Saving Throw: Reflex(negates)

Spell Resistance: No

Description: You may spend a spell point to create a many-layered mass of strong, sticky strands, similar to spiderwebs, trapping those caught in them. Any creature in the effect's area when the spell is cast, or enters the area later, is subject to a Reflex save attack. If it succeeds the creature becomes entangled, on one degree of success or more the creature is instead staggered. A creature can break free by making a combat maneuver check or Escape Artist check as a standard action against the save attack of this spell. Regardless of success or failure the area is treated as difficult terrain.

When placing a web it must be anchored to two or more solid and opposed points.

If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover. The strands of a web spell are flammable. A weapon that deals fire damage can slash them away as easily as a hand brushes away cobwebs. Any fire can set the webs alight and burn away one 5-foot square in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames.

Web-Wall
Prerequisite: Create Wall, Web

Target: Continuous line containing one 5-foot square per BCB

Benefit: You may make a wall as per the create wall spell, but of webs. Each end of the continuous line must still be anchored to a solid point.

Special: This talent may not be combined with other wall talents, nor talents that alter the target area of the web spell.

Greater Web
Prerequisite: Web

Target: 25 feet + 5 feet per 4 BCB.

Benefit: You may spend an additional spell point to cause your web to target a larger area than normal.

Strangulating Web
Prerequisite: Web, BCB 5th

Benefit: When creating a web with this talent, creatures who fail their reflex save are no longer staggered or entangled. Instead each time a character make a full-attack action, attack action, or move action they must make a reflex save. Each time you make a successful reflex save attack against the creature with this spell, they take a cumulative -1 penalty to attack rolls and AC as the webs begin to wrap themselves tighter around them as they struggle. For each -2 penalty the creature’s movement speed is reduced by 5 feet (to a minimum of 5 feet). At a -6 penalty the creature’s mouth or neck becomes entangled with the web causing them to become silenced, and at -10 the creature becomes unable to breathe and must hold their breath or suffocate.

Creatures may attempt a combat maneuver check or escape artist check as a move action, but doing so only removes up to -2 of this penalty; and the attempt still subjects them to the reflex save attack.