Magic/Spells/Any

Description
This page lists out all spells of no specific affinity. These spells still must be used with an affinity to be cast, but their effects or keywords are altered by what affinity spells are applied to them. Because they have no specific affinity spell, these are listed here rather than on all other affinity pages.

Some spells may not have a specific affinity talent due to their affinity required is dependent on a different type of talent, such as the alter self spell needing the meet the affinity prerequisite of a form talent.

Alter Self
Keywords: Polymorph

Prerequisites: See Text

Target: One Creature

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

Range: Personal

Action: Standard

Saving Throw: Fortitude

Spell Resistance: Yes

Description: You can alter yourself for as long as you concentrate or you can spend a spell point to allow the spell to continue without concentration for 1 minute per BCB; and may dismiss the spell as a standard action.

When using alter self the caster applies a series of traits to themself. Traits are obtained from Alter and Form talents, but traits themselves do not change a creature’s base physical form, but instead apply special characteristics (such as natural attacks, size, movement modes, size adjustments, etc..). The caster may grant a maximum number of traits equal to 2 + 1 per 5 BCB and cannot grant the same trait more than once unless specified otherwise.

The list of traits you may apply are pulled from any known form or alter talents known. If a trait would grant a limb your form talent already grants you may gain the additional limb or choose not to (but still gain any benefits related to gaining that limb such as the aquatic form tail riptide).

Special: When you gain this spell, if you don’t already have one, select a single form or alter universal talent that you qualify for (if you do not qualify for any form 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 form talent prepared, additional form or alter talents take up slots as normal.

Lingering Alter
Prerequisite: Alter Self

Benefit: Your Alter Self spell lasts for 2 additional rounds after you cease concentration. When spending a spellpoint to allow it to last without concentration it lasts for 10 minutes per BCB.

Alter Other
Prerequisite: Alter Self

Range: Touch

Benefit: You may now use alter self on creatures you touch as part of casting. You may choose to affect yourself and the creatures touched as part of the same casting but you must spend an additional spell point to allow the spell to continue without concentration.

Geater Alter
Prerequisite: Alter Self

Benefit: You apply 1 additional trait as part of alter self, plus an additional trait at 10 BCB and every 10 thereafter.

Conjure Wall
Keywords: Creation, Elemental (Any), Emanation

Prerequisites: One Affinity Keyword Universal Talent, See Text

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

Duration: See text

Range: Close

Action: Standard

Saving Throw: See text

Spell Resistance: Yes (see text)

Description: You may spend a spell point to conjure a wall composed of an element you possess an affinity for at a space within range. This wall may be as large as one 5-foot square per BCB, and each square must be placed adjacent to another section of wall in a continuous line. Additional effects, saving throws, and details are determined by the wall type talent applied to this spell when casting. Once the spell ends the wall dissipates leaving no material behind.

Special: When you gain this spell, if you don’t already have one, select a single wall type talent that you qualify for (if you do not qualify for any wall 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 wall type talent prepared, wall type talents take up slots as normal.

Wall of Fire
Prerequisite: Fire Affinity, Conjure Wall, BCB 5th

Saving Throw: Reflex(Half)

Duration: 1 round per BCB

Benefit: You conjure a wall of fire that does not hinder movement, but does harm creatures near or passing through it. One side of the wall, selected by you, sends forth waves of heat, dealing 2d4 points of fire damage to creatures within 10 feet and 1d4 points of fire damage to those further than 10 feet but within 20 feet. In addition, the wall deals 2d6 points of fire damage to any creature that shares a space with or passes through the wall. The wall deals this damage when it appears, and to all creatures in the area on your turn each round (each creature only takes this damage once on your turn, using the value for the closest proximity, even if it is within range of multiple sections of wall, but may take damage for passing through the wall outside of your turn).

At 10th BCB, and every 5 thereafter, the damage die size (but not the quantity) improves by 1 step (1d4 to 1d6, 2d4 to 2d6, 2d6 to 2d8, 2d8 to 2d10, etc.).

If you evoke the wall so that it appears where creatures are, those creatures take damage as if sharing a space with the wall. If any 5-foot length of wall takes 20 points or more of dark or water damage in 1 round, that length goes away.

Wall of Ice
Prerequisite: Cold Affinity, Conjure Wall

Saving Throw: Reflex(Negates)

Duration: 1 minute per BCB

Benefit: A sheet of strong, hard ice appears blocking movement of creatures attempting to move through squares it occupies. The wall is 1 inch thick per four BCB. The plane can be oriented in any fashion as long as it is anchored. A vertical wall need only be anchored on the floor, while a horizontal or slanting wall must be anchored on at least one side.

Each square of wall has 5 hit points per inch of thickness and 5 hardness. Fire and Light damage bypass any hardness the wall possesses. A section of wall whose hit points drop to 0 is breached. Even when the ice has been broken through, a sheet of frigid air remains in the broken square. Any creature stepping through it, including the one who broke through the wall, automatically takes 1d6 points of cold damage plus an additional 1d6 per 5 BCB you possess.

Wall of Earth
Prerequisite: Earth Affinity, Conjure Wall

Saving Throw: Reflex(Negates)

Duration: Instantaneous

Benefit: You may conjure a wall of a single material type. The wall inserts itself into any surrounding nonliving material if its area is sufficient to do so and blocks the movement of creatures attempting to move through squares it occupies. It must always be a flat plane, though you can shape its edges to fit the available space.

If the wall is conjured so that it occupies the same space as a creature, that creature is subject to a save attack against his reflex, a success causing the creature to be knocked prone, while a failure allows the creature to be harmlessly moved into an adjacent square of their choice.

The conjured wall is 1 inch thick per four BCB. You may initially create the wall from stone, allowing for more materials as you gain BCB, determining the hit points and hardness of each square of the wall.

Wall of Light
Prerequisite: Light Affinity, Conjure Wall, BCB 8th

Saving Throw: Reflex(Negates) or Fortitude(Negates)

Duration: 1 round per BCB

Benefit: You conjure a blinding curtain of light. The wall sheds bright light to a range of 60 feet in all directions, or a single direction chosen by the caster when the spell is cast. A creature adjacent to the wall is subject to their choice of a reflex save attack or fortitude save attack (to avert their eyes or resist the blinding effect). A success causes the creature to be blinded as long as it remains adjacent plus an additional 1d4 rounds thereafter. A creature that passes through the wall is automatically blinded without any save, but are subject to a reflex save attack, causing the creature to take 1d6 points of light damage on a success, and no damage on a failure. Creatures capable of seeing the bright light of the wall within 60 feet of it, but are not adjacent, are instead dazzled while within the wall’s area of bright light (no save). As the wall is a pure mass of light the wall does not obstruct movement of creatures, spells, or projectiles through it, though creatures are unable to see clearly through the wall of light (effectively blocking line of sight), this does not block vision for the side the caster designated light to not shine from.

Wall of Darkness
Prerequisite: Dark Affinity, Conjure Wall

Saving Throw: Reflex(Half)

Duration: 1 round per BCB

Benefit: You create a wall of black shadows that cannot be seen through and saps the strength of those that pass through it. The lighting within the area of the wall is lowered to darkness (regardless of existing lighting conditions) and the light level within 5 feet + 5 feet per 5 BCB of the wall is lowered by 1 step. Creatures on opposite sides of the wall have total concealment (50% miss chance) from each other unless they possess darkvision. If a creature attempts to pass through the wall, make a fortitude save attack against the creature. Success causes the creature to be fatigued while two degrees of success cause the creature to be exhausted.

The wall need not touch the ground, but must be continuous and unbroken when formed.

Mist Wall
Prerequisite: Water Affinity, Conjure Wall

Saving Throw: None (See text)

Duration: 1 minute per BCB

Benefit: You a of misty vapor. The wall obscures vision, granting concealment (20% miss chance) against creatures on the other side of the wall. A creature that shares a square with the wall counts as being on neither side of the wall and neither benefits nor suffers from the concealment. Any creature moving into or attempting to pass through the wall must succeed at a CMB check check or be entangled (and unable to move) until the start of its next turn. The CMD of the wall uses the caster's SPB as their BAB and their casting ability modifier as their strength modifier for determining the CMD of the wall for this check. A creature that starts its turn in the wall can freely move within it or move out of the wall in either direction. Only a tier 3 or higher wind disperses the wall, and it does so in 1 round.

Wind Wall
Prerequisite: Wind Affinity, Conjure Wall

Saving Throw: None

Duration: 1 round per BCB

Benefit: You create a wall of wind. Squares of wind wall are created with tier 3 wind rising upwards from the squares the wall is within; improving by 1 tier at 10th BCB and every 5 BCB thereafter. Creatures whose speeds are lower than the speed adjustment of the wind are not blown away, but fail to cross into or through the wind wall and are knocked prone. Creatures whose speed matches the speed adjustment may still move at a rate of 5 feet through the wind wall as a full-round action. Creatures moving through the wind wall have their overall movement for the turn reduced by the speed adjustment of the wind. Projectiles passing through the wind wall take double the normal ranged weapon penalty for the tier of wind due to the upwards direction of the wind wall.

Conjure Maze
Prerequisite: Conjure Wall

Benefit: When placing sections of wall, you do not need to arrange those sections in a continuous line but they must still be adjacent to another section of wall.

Conjure Pillar
Prerequisite: Conjure Wall, Conjure Maze

Benefit: When placing sections of wall, you may place those sections into any open space within range even if they are not adjacent to other sections of wall.

Wandering Wall
Prerequisite: Conjure Wall

Benefit: As a move action, you may adjust the position of any sections of wall to any other legal placement within range. The total amount of movement, divided between all adjusted sections of wall, must be less than 5 feet per BCB.

Lava Wall
Prerequisite: Fire Affinity; Conjure Wall, and Wall of Earth, BCB 14th

Saving Throw: Reflex(None)

Duration: (see text)

Benefit: When you create a wall of stone with the wall of earth talent you may spend an additional spell point to cause it to become superheated stone to the point it turns to lava. Unlike a normal wall of stone a creature may attempt to move through a wall of lava by spending a full-round action, but a creature attempting to move through a wall of lava takes 1d6 fire damage per BCB. A wall of lava has the same hit points, thickness, and hardness as a wall of stone. Weapons striking a wall of lava take 2d6 fire damage (or the creature if it was a unarmed strike or natural weapon). Creatures who begin their turn next to a wall of lava take 2d6 fire damage.

If a wall of lava is conjured from under a creature they are subject to a reflex save attack. A successful attack results in the creature take damage as if they attempted to pass through the wall of lava, if you fail the creature may move to an adjacent square and take no damage.

Finally once per round you may cause it to erupt as a move action, allowing you to make a ranged touch attack against a creature within 60 feet of the wall. Creatures struck by the lava wall take 1d4 damage per 2 BCB, but doing so reduces the overall size of the wall by 1d4 5ft squares.

If any 5-foot length of wall takes 20 points or more of dark or water damage in 1 round, that length returns to normal stone, though reverts to lava if it remains adjacent to other segments of lava wall; this only affects stone wall segments originally conjured from the lava wall.

A lava wall eventually cools to return to a standard stone wall after a number of rounds per BCB have passed.

Electrified Wall
Prerequisite: Electric Affinity; Conjure Wall, and Wall of Earth, BCB 5th

Saving Throw: Reflex(Half)

Duration: (see text)

Benefit: When creating an iron, steel, or adamantine wall you may spend an additional spell point to cause it to become electrified. Creatures attacking the wall with a metal weapon take 2d6 electricity damage, weapons that are not conductive simply take damage to themselves without damaging the wielder.

A creature who touches the wall, such as through an unarmed strike, natural weapon, willing touch, or unwilling movement into, is subject to a reflex save attack. A successful save attack causes the creature to take 1d6 electric damage per 2 BCB you possess, a failure causes the creature to only take half damage.

An electrified wall eventually loses its electric charge after a number of rounds per BCB have passed.

Elemental Blast
Keywords: Elemental(Any), Evocation, Shaped

Prerequisites: One Affinity Keyword Universal Talent usable with this spell.

Target: One Creature.

Duration: Instantaneous

Range: Melee or Close Range Touch

Action: Standard

Saving Throw: none

Spell Resistance: Yes

Description: This spell deals 1d6 for every 4 BCB you possess (minimum 1d6) of a single elemental damage type of an affinity keyword talent you possess.

Compound Blast
Prerequisite: Elemental Blast, BCB 3rd, Two Affinity Keyword Universal Talents usable with this spell.

Benefit: You may spend a spell point to cause your elemental blast to deal 2 damage types at once. If a creature is not resistant to both damage types they take full damage from this spell. If a creature is weak to one of these two elements they are then weak to the entire blast’s damage; if a creature is weak to one of these two elements but strong against the other element they take normal damage instead. This talent does not allow the application of more than one effect talent as part of this casting.

Improved Elemental Blast
Prerequisite: Elemental Blast

Benefit: You can spend 1 spell point to cause elemental blast to deal 1d6 per 2 BCB you possess. If taken a second time your damage improves to 1d6 per BCB you possess when you spend a spell point.

Focusing Beam
Prerequisite: Elemental Blast, BCB 5th

Benefit: Your elemental blast may only target a single creature, but deals +1 damage per damage die rolled.

Special: This talent may not be used in conjunction with shape talents or the spellstrike talent.

Elemental Shell
Keywords: Elemental (Any), Shell, Evocation

Prerequisites: One Affinity Keyword Universal Talent

Target: One Creature

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

Range: Touch

Action: Standard

Saving Throw: Will negates (harmless)

Spell Resistance: No

Description: You can surround a target with a protective layer of elemental energy for as long as you concentrate, or you can spend a spell point to allow the spell to continue without concentration for 1 minute per BCB; and may dismiss the spell as a standard action.

When using Elemental Shell, the caster selects an elemental affinity talent that she possesses. The target gains Resist 1 against this element and any elements it is strong against or immune to; this Resist increases by 1 for every 4 BCB.

A creature may have only one elemental shell active at a time; subsequent castings overwrite an existing Elemental Shell.

Expanded Resistance
Prerequisite: Elemental Shell

Benefit: Your Elemental Shell also provides Resist against elements that your chosen element takes reduced damage from, in addition to elements that it is strong against or immune to.

Retributive Protection
Prerequisite: Elemental Shell

Benefit: If a creature strikes the target of your Elemental Shell with a melee attack, that creature suffers 1 point of elemental damage (of the type chosen when casting Elemental Shell) per BCB.

Retributive Burst
Prerequisite: Elemental Shell, Retributive Protection

Benefit: If a creature confirms a critical hit against the target of your Elemental Shell with a melee attack, you may end the spell as an immediate action to instead treat it as a normal hit and create a Burst 5 discharge of elemental energy, dealing 1d6 damage (of the type chosen when casting Elemental Shell) per BCB.

Vampiric Shield
Prerequisite: Elemental Shell, Retributive Protection; Dark or Cold Affinity, BCB 6th

Keywords: Necromancy

Benefit: You may spend an additional spell point when casting an elemental shell of Cold or Dark affinity. When your elemental shell of Cold or Dark deals damage to an attacker you are healed for 50% of the damage dealt (minimum 1).

Elemental Weapon
Keywords: Elemental (Any), Evocation

Prerequisites: One Affinity Keyword Universal Talent

Target: 1 weapon or natural weapon

Duration: 1 minute

Range: Touch

Action: Standard

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (see text)

Description: You may spend a spell point to envelop a touched weapon or natural weapon with elemental energy. When making a successful attack roll, the weapon deals an extra 1d6 damage of the selected element, plus an additional 1d6 damage per 5 BCB. Ranged weapons bestow this property on fired ammunition; alternatively, this can be used to enhance up to 50 pieces of a single type of ammunition.

A weapon may have only one Elemental Weapon effect active at a time; subsequent castings overwrite an existing Elemental Weapon effect.

Spell resistance applies to this bonus damage and any additional Effect talents applied.

Elemental Sweep
Prerequisite: Elemental Weapon

Benefit: The wielder of a weapon enhanced by Elemental Weapon may, as an immediate action upon succeeding at an attack roll, end the effect to make a reflex save attack against all targets in a 15-foot cone beginning at the space of, and including, the target struck. This effect inflicts elemental damage of the same type and amount granted by the spell; a failed reflex attack deals only half damage.

Umbral Weapon
Prerequisite: Enhance Equipment, Dark Affinity

Benefit: When wielding an elemental weapon of dark element, once per round you may reroll a missed attack roll. If the reroll hits, the target takes damage equal to damage granted by the spell.

Enhance Aspect
Keywords: Transmutation

Prerequisites: One Affinity Keyword Universal Talent, See Text

Target: Creature Touched

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

Range: Touch

Action: Standard

Saving Throw: Will negates(Harmless)

Spell Resistance: Yes

Description: You improved the physical or mental aspects of a single creature, granting them enhanced capabilities for a short time. Additional effects, saving throws, and details are determined by the aspect type talent applied to this spell when casting. The spell lasts for as long as you concentrate on it, but you may spend a spell point to allow it 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 aspect type talent that you qualify for (if you do not qualify for any aspect 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 an aspect type talent prepared, aspect type talents take up slots as normal.

Aspect of the Bear
Prerequisite: Enhance Aspect, Cold Affinity

Benefit: The target gains a +4 enhancement bonus to constitution. This bonus improves by an additional +2 every 10 BCB.

Aspect of the Bull
Prerequisite: Enhance Aspect, Fire Affinity

Benefit: The target gains a +4 enhancement bonus to strength. This bonus improves by an additional +2 every 10 BCB.

Aspect of the Cat
Prerequisite: Enhance Aspect, Electric Affinity

Benefit: The target gains a +4 enhancement bonus to dexterity. This bonus improves by an additional +2 every 10 BCB.

Aspect of the Eagle
Prerequisite: Enhance Aspect, Wind Affinity

Benefit: The target gains a +4 enhancement bonus to charisma. This bonus improves by an additional +2 every 10 BCB.

Aspect of the Fox
Prerequisite: Enhance Aspect, Water Affinity

Benefit: The target gains a +4 enhancement bonus to intelligence. This bonus improves by an additional +2 every 10 BCB.

Aspect of the Owl
Prerequisite: Enhance Aspect, Earth Affinity

Benefit: The target gains a +4 enhancement bonus to wisdom. This bonus improves by an additional +2 every 10 BCB.

Dual Aspect
Prerequisite: Enhance Aspect, BCB 8th

Benefit: You may spend an additional spell point as part of casting Enhance Aspect to apply two aspect type talents to the casting.

Enhance Equipment
Keywords: Transmutation

Prerequisites: One Affinity Universal Talent

Target: 1 piece of equipment

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

Range: Touch

Action: Standard

Saving Throw: None

Spell Resistance: No

Description: You may grant an enhancement bonus to a piece of equipment (a weapon, shield, suit of armor, implement, or tool) for as long as you concentrate, or you can spend a spell point to allow the spell to continue without concentration for 1 minute per BCB.

The equipment gains a +1 enhancement bonus, plus an additional +1 at 4 BCB and every 4 BCB thereafter (to a maximum of +6 at 20 BCB). If the equipment already possesses an enhancement bonus, use the higher value.

Enduring Enhancement
Prerequisite: Enhance Equipment

Benefit: When spending a spell point to allow Enhance Equipment to continue without concentration, the effect lasts for 10 minutes per BCB. This talent may be taken a second time to allow the effect to continue for 1 hour per BCB.

Enhance Senses
Keywords: Conjuration

Prerequisites: Affinity (see Description)

Target: You

Duration: Concentration, or 1 minute per BCB (see Description).

Range: Personal

Action: Standard

Saving Throw: None

Spell Resistance: No

Description: You may grant yourself enhanced senses, improving your ability to search for and notice minute details, depending on the Sense Type talent applied to it. You may attempt a Perception check using that sense type as part of casting this spell (normally making a non-reactionary Perception check is a move action); you may roll twice and take the better result on this check. You may concentrate to maintain this effect, making another Perception check each round with a cumulative +1 circumstance bonus on that check (up to a maximum of your BCB).

You may spend an additional spell point to allow this effect to persist for 1 minute per BCB, but doing so only grants its benefits when taking a move action to attempt a non-reactionary Perception check (including granting the cumulative bonus on Perception checks made during consecutive rounds).

You may spend a spell point when casting this spell to instead create the effect as a lens, mirror, music box, or other hand-held object which allows you to share the benefits of this spell with adjacent creatures (allowing each creature adjacent to you to make a Perception check as a free action when the spell is cast, or at the start of your turn).

Special: When you gain this spell, if you don’t already have one, select a single Sense Type talent that you qualify for (if you do not qualify for any Sense 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 Sense Type talent prepared; Sense Type talents take up slots as normal.

Optical Enhancement
Prerequisite: Enhance Senses, Earth, Fire, Light, or Water Affinity

Benefit: You may gain a bonus on vision-based Perception checks when using Enhance Senses.

Aural Enhancement
Prerequisite: Enhance Senses, Earth, Electric, Nature, Water, or Wind Affinity

Benefit: You may gain a bonus on sound-based Perception checks when using Enhance Senses.

Olfactory Enhancement
Prerequisite: Enhance Senses, Earth, Fire, Nature, Water or Wind Affinity

Benefit: You may gain a bonus on scent and taste-based Perception checks when using Enhance Senses.

Tactile Enhancement
Prerequisite: Enhance Senses, Dark, Earth, Water, or Wind Affinity

Benefit: You may gain a bonus on touch-based Perception checks when using Enhance Senses.

Superior Senses
Prerequisite: Enhance Senses

Benefit: When you spend an additional spell point to allow the effect to continue without concentration, it lasts up to 1 hour per BCB.

Magnify
Prerequisite: Enhance Senses, Optical Enhancement

Benefit: You may spend an additional spell point when casting Enhance Vision to magnify your vision across great distances, rather than the spell’s base effect. This effect lasts for 1 minute per BCB. While the magnification is active, reduce any distance penalties to your Perception and ranged attack rolls by half, but you must roll twice and take the worse result on any ranged attack or Perception check made against a target within 30 feet, and take a -1 penalty to AC and Reflex saves from attacks and effects originating within 30 feet. You may switch between normal and magnified vision as a reaction.

Special: The magnification effect, when active, may be shared with adjacent creatures without spending an additional spell point. Adjacent creatures may only gain this benefit while you have magnified vision active.

Project Vision
Prerequisite: Enhance Senses, Optical Enhancement

Keywords: Rift

Benefit: You may spend an additional spell point when casting Enhance Vision to grant yourself vision of a point within medium range. You do not need line of effect to the target point. This creates an invisible sensor, which allows you to treat yourself as standing at the target point for the purposes of making Perception checks, determining line of sight, and any other checks related to your senses (which may include things such as being the target of gaze, sonic, or stench typed attacks). You may use any special senses that you possess (such as Darkvision or Tremorsense) through the sensor.

Mage Eye
Prerequisite: Enhance Senses, Optical Enhancement, Project Vision

Benefit: As a move action, you may move the target point of your projected vision up to 50 feet + 5 feet per 5 BCB. If the target point moves further from you than long range, the spell ends.

Instant Armor
Keywords: Creation, Elemental (Cold or Earth)

Prerequisites: One Affinity Keyword Universal Talent usable with this spell

Target: 1 creature

Duration: 10 minutes per BCB

Range: Touch

Action: Standard

Saving Throw: None

Spell Resistance: No

Description: You may spend a spell point to touch a willing creature and create a suit of +1 armor, or a +1 shield, with which you are proficient; this is made of metal, stone, or ice, but uses the normal statistics for an armor or shield of that type. If the target creature is already wearing armor, the created armor reinforces what is already there, filling in gaps and adding extra layers; use the higher (for armor bonus, strength rating, and weight category) value between the worn and created armor, and apply any special features (other than nimble) from both armors. The created armor takes damage before any other armor for the purposes of armor redirection and armor sacrifice, and has a number of hit points equal to 5 per BCB. Either the caster or the creature wearing the created armor may dismiss the spell as a move action.

Instant Armor Reinforcement
Prerequisite: Instant Armor, Enhance Equipment, Enduring Enhancement

Benefit: When creating armor with Instant Armor, you may spend an additional spell point to grant the armor a +1 enhancement bonus (gaining an additional 8 hit points per point of enhancement bonus), plus an additional +1 at 6 BCB and every 3 BCB thereafter (to a maximum of +5 at 15 BCB). If you treat your BCB as different between the Instant Armor and the Enhance Equipment spells, you may use the higher value for this purpose. This does not stack with the enhancement bonus of armor already worn, use the higher value.

Instant Effortless Armor
Prerequisite: Instant Armor

Benefit: Rather than creating a specific set of armor with Instant Armor, you may instead create a protective shield around the target creature that does not restrict its movement. Unless otherwise wearing armor, the creature is treated as unarmored but still receives a +1 armor bonus to AC, which increases by +1 at 4 BCB and every 3 BCB thereafter (to a maximum of +7 at 19 BCB).

Instant Convenient Armor
Prerequisite: Instant Armor

Benefit: You may spend an additional spell point when creating armor with Instant Armor to allow the armor to be stored or donned as a move action by the wearer. When stored, the armor folds away into a palm-sized item worn by the target creature such as a broach or belt buckle. While folded, the armor retains its armor bonus, hardness, and hit points, but is treated as a tiny object; the folded armor may be targeted by sunder or steal combat maneuvers, or by sleight of hand checks. The spell ends if the target creature is no longer wearing the created armor or the folded object.

Instant Persistent Armor
Prerequisite: Instant Armor

Benefit: When creating armor with Instant Armor, the duration increases to 1 hour per BCB.

Lingering Presence
Keywords: Emanation, Illusion

Prerequisites: Any Affinity Keyword Universal Talent

Target: You

Duration: Concentration, plus 1 round per BCB

Range: Personal

Action: Standard

Saving Throw: None

Spell Resistance: No

Description: You may spend a spell point to leave behind a briefly lingering echo of your presence. When you take an action to move (including a 5-foot-step) you leave an echo in the space where your movement began, which lasts until the start of your next turn. This echo does not block movement for allies or enemies, but does count as your space for the purposes of providing flanking, threatened area (including making attacks of opportunity), and the origin point of effects centered on you (such as the champion’s Aura class feature); this does not create two separate effects, rather, it creates an additional area covered by the same effect.

This effect repeats every turn for as long as you concentrate, and for 1 round per BCB after you stop concentrating.

Personal Barrier
Keywords: Shell, Transmutation

Prerequisites: Any Affinity Keyword Universal Talent

Target: One Creature

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

Range: Touch

Action: Standard

Saving Throw: Will negates (harmless)

Spell Resistance: No

Description: You can surround a target with a magical shield for as long as you concentrate, or you can spend a spell point to allow the spell to continue without concentration for 1 minute per BCB; and may dismiss the spell as a standard action. When casting Personal Barrier, choose either to provide either a bonus to the target’s armor check or temporary hit points.

Personal Barrier may provide a +2 deflection bonus to the target’s armor check, which increases by an additional +1 for every 6 BCB.

Alternatively, it may provide 1 temporary hit point per point of BCB plus an additional amount equal to your CAM. While concentrating to maintain this spell, these temporary hit points refresh each turn, but they do not refresh when a spell point is spent to allow the spell to continue without concentration. When these temporary hit points are depleted the spell ends.

Ablative Barrier
Prerequisite: Personal Barrier

Benefit: You may spend an additional spell point when casting Personal Barrier to provide both the bonus to the target’s armor check and the temporary hit points, this additional point is spent when the spell is cast and is separate from the spell point used to allow it to continue without concentration.

Alternatively, you may use this talent without spending an additional spell point. When used in this way, if less than half of the temporary hit points are remaining, the deflection bonus to the target’s armor check is reduced by 1. The spell ends when the temporary hit points are completely depleted.

Manipulate Time
Keywords: Transmutation

Prerequisites: See Text

Target: one creature

Duration: 1 round per BCB

Range: close (25 ft. + 5 ft./2 BCB)

Action: Standard

Saving Throw: See Text

Spell Resistance: Yes

Description: You cause a targeted creature to move and act more slowly or quickly than normal.

Special: When you gain this spell, if you don’t already have one, select a single time type talent that you qualify for (if you do not qualify for any time 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 time type talent prepared, time type talents take up slots as normal.

Haste
Prerequisite: Manipulate Time; Light, Wind, or Dark Affinity

Saving Throw: Fortitude negates (harmless)

Benefit: You may spend a spell point to cause targeted creatures to move and act more quickly than normal. This extra speed has several effects.

When making a full attack action, a hasted creature may make one extra attack with a weapon. The extra attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.)

A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

When making an attack action instead of a full attack action the creature may roll twice and take the better results on a single attack roll made as part of the attack action.

All of the hasted creature’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed. Multiple haste effects don’t stack. Haste dispels and counters slow.

Slow
Prerequisite: Manipulate Time; Entropy, Cold, or Dark Affinity

Saving Throw: Will negates

Benefit: You may spend a spell point to cause the affected creature to move and attack at a drastically slowed rate. Creatures affected by this spell are staggered and can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a -1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature’s jumping distance as normal for decreased speed.

Multiple slow effects don’t stack. Slow counters and dispels haste.

Chronosink
Prerequisite: Manipulate Time; Electric, Entropic, or Water Affinity

Saving Throw: Reflex negates

Benefit: You may spend a spell point to steal away a moment of a target creature’s future. This has two effects:

A creature affected by this spell takes a -1 penalty to its initiative, which increases by -1 at the start of each combat round (this can change the creature’s order in initiative just like the delay turn action). If the affected creature is last in the initiative order at the start of the combat round (before applying the penalty), or if it has an initiative of 0 when this penalty would be applied, the creature instead sets its initiative to 1 higher than the first creature in the initiative order and loses its turn.

Additionally, you receive a +1 bonus to initiative, which increases by +1 at the start of each combat round (this can change your order in the initiative). If you are first in the initiative order at the start of the combat round (before applying the bonus), you may take a second turn as the last creature in the combat round at an initiative of the previous last creature - 1 (this sets your new initiative to that value, just like the delay turn action).

The bonus and penalty from this effect increase by +1 at 5 BCB and every 5 BCB thereafter.

A creature can be affected by castings of chronosink from different sources at the same time; the penalties stack, but the creature can never lose two consecutive turns. You may gain the benefit of chronosink from multiple affected creatures at the same time (such as through the Spread Spell meta talent); the bonuses stack, but you can never act twice on two consecutive turns.

Chronosink counters and dispels chronosink. A successful save attack when casting chronosink ends hostile chronosink effect on you; a failed save against a casting of chronosink ends any chronosink effects you are benefiting from.

Temporal Decree
Prerequisite: Manipulate Time; Dark, Entropic, or Water Affinity

Saving Throw: Fortitude negates (harmless; see text)

Benefit: You may spend a spell point to project an aura around you, with a radius equal to the spell’s range, in which you assert control over the flow of time.

When a creature begins its turn within the aura, you may spend a reaction to trade its initiative with that of another creature within the aura. On a successful save attack, you may designate another creature within the aura that would act after the target in the current round, and force the target to delay its turn until that point. The second creature then has the option of changing its initiative to the current value and immediately taking its turn. If the second creature chooses not to immediately take its turn, the first creature gains the sickened condition for that round and instead acts immediately before the second creature; on an additional degree of success, the first creature also gains the staggered condition for that round.

At 10 BCB, the creature is sickened even if the second creature chooses to act immediately, is sickened and staggered if the second creature chooses not to, and is instead nauseated on an additional degree of success.

A creature may not be affected by a single casting of this spell more than once per round, whether it is moved up or down in the initiative order.

Stasis
Prerequisite: Manipulate Time; Cold, Dark, or Earth Affinity; 5 BCB

Saving Throw: Will negates (see text)

Benefit: You may spend a spell point to temporarily stop the time of a creature, object, or effect.

When a creature is the target, it is frozen in time, gaining the Paralyzed condition but also becoming immune to critical hits and gaining hardness equal to 5 + its hit dice. Each round on its turn it may make another save to break free of the stasis and end the effect (against your initial save attack roll) as a standard action.

When an object is the target, it freezes in place, unable to move for the duration of the effect. If the target object was making an attack roll (such as an arrow or a rolling boulder trap) an opposed roll (1d20 + SPB + CAM + implement bonus) is made against the object’s attack roll, on a success the object is placed in stasis.

A creature or object in stasis can be moved with a successful Reposition combat maneuver against a CMD of your BCB + CAM + implement bonus, but will otherwise remain in place even if suspended above the ground; such a creature or object can support up to 100 lbs per BCB before it is pushed down to the floor.

Additionally, a spell or similar effect can be targeted (including as a readied action to affect an instantaneous effect). Make an opposed save attack against the save attack of the spell, on a success the spell is frozen in stasis. Ongoing effects are suppressed for the duration of stasis; if the effect was on a creature it continues to move with the creature, if it was on an area it remains in that area and even if it could have been directed to move.

You may choose to end the stasis effect on one or more targets as a swift action. When stasis ends, the target resumes acting as if no time had passed. Objects fall, attacks and spells complete their effect (aimed at the space of their original target even if the target is no longer in that space), and any suppressed effects resume with no loss of duration. If an effect with a duration of concentration is freed from stasis and is no longer being concentrated on, it ends immediately (unless it is an effect that lingers for a number of rounds after concentration ends).

Accelerate
Prerequisite: Manipulate Time; Electric, Fire, or Wind Affinity

Saving Throw: Will negates (harmless)

Benefit: You may spend a spell point to cause a creature to move at tremendous speed for an instant. For the duration of this effect, you grant the target the ability to accelerate as a reaction a number of times equal to your CAM. This has several effects:


 * The target may accelerate as part of a charge to add your CAM as a circumstance bonus on the attack roll.
 * The target may accelerate when taking a 5-foot step to increase the distance traveled by 5 feet + 5 feet per 5 BCB.
 * The target may accelerate when making a Withdraw action to increase the number of squares treated as unthreatened by 1 + 1 per 5 BCB.
 * The target may accelerate to stand up from prone as a free action that does not provoke attacks of opportunity.
 * The target may accelerate when targeted by an attack or reflex save attack to move 5 feet + 5 feet per 10 BCB; this movement does not provoke an attack of opportunity from the attacker (but may provoke from other creatures) and grants a dodge bonus to AC or reflex saves of 1 + 1 per 2 BCB (minimum 1) against the triggering attack (you are still treated as a valid target for the triggering attack even if your movement removes you from its range). You may accelerate in this way even if you have taken a 5-foot step. If the movement from this acceleration removes you from an attacker’s range on the first attack of a full-attack action, the attacker may choose to forego any remaining attacks to treat the action as an attack action instead.

Phalanx
Keywords: Transmutation, Emanation

Prerequisites: Any Affinity Keyword Universal Talent

Target: 1 object that provides a shield bonus to armor check

Duration: 1 round per BCB

Range: Personal

Action: Swift

Saving Throw: None

Spell Resistance: No

Description: You may spend a spell point to enhance the effect of a worn or held object that provides a shield bonus to your AC, allowing it to provide all the same benefits that it provides to the bearer to allies within 5 feet plus an additional 5 feet per 5 BCB. Allies receive the same bonus to AC, and may benefit from any enhancements, spells, effects, class features, and feats that the bearer could benefit from (however if these would require an action or reaction to activate it must be spent by the bearer rather than the ally).

Summon Companion
Keywords: Conjuration, Rift

Prerequisites: See Text

Target: Adjacent Square

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

Range: See Text

Action: Standard

Saving Throw: none

Spell Resistance: No

Description: You may spend a spell point to summon a creature, called a companion, you have made a contract with causing it to appear in an adjacent square, ready to act on your following turn. You must concentrate to maintain the companion’s presence, but may always spend an additional spell point to allow the summoned creature to remain for 1 minute per BCB without concentration.

Companions can take many forms decided by both its type and talents. While there are nearly no limits to how you may make your companion look, you cannot choose a companion with the exact same appearance as another creature. Regardless of what creature type a summoned companion takes it always will have the Elemental with a subtype matching the affinity talent required to summon a creature of their base type; this in addition to any other types determined by their base type. For example a animal type would be both Beast, and a Elemental(Nature) type due to the nature affinity requirement.

When you gain this spell, you automatically gain a single companion of your choice. If a companion is conjured multiple times during a day, they do not regain hit points or other resources spent. If a companion is reduced to 0 hit points, they instantly disappear and cannot be summoned until the following day. A companion only recovers hit points and resources (though may be healed through spells and other sources) when the caster rests to recover spell points. A companion may be dismissed as a free action.

While the home plane of a companion is generally open for roleplay options, the creature for mechanical purposes simply ceases to exist when it is not summoned. Because of this it may not carry items or store items in their home plane or bring items to the caster’s plane. Talents that grant equipment are an exception, but also disappear when the creature is unsummoned.

Special: To gain this spell you must qualify for a single companion type to design your companion with. Information on the progression and talents for companions can be found on the Companion Page.

If a creature already possesses this spell, but is granted this spell again they instead gain Extra Companion as a bonus talent.

Note: (Spontaneous Vs Prepared) When a spontaneous caster gains this spell and talents that modify a companion, the companion is always summoned with the selected talents; this applies to talents applied to companions taken with the additional companion talent. Effectively talents are applied to a companion the moment the spontaneous caster gains the talent, without the ability to remove it later unless they would be able to un-learn and replace the talent.

Prepared casters may decide their companion and talents as part of preparing their spells each day, effectively creating a new contract to bind a creature meeting their specifications that day. For roleplay purposes that can be the same creature, simply modified each time; but this has no impact on the actual form or talents a creature would possess.

Amorphous Companion
Prerequisite: Summon Companion

Benefit: You may spend a spell point as a full-round action to change a single summoned companion's base form to another. This change to the base form alters the creature's base statistics, limbs, and other attributes as normal, but does not modify talents applied to the creature. If a talent applied to the creature would no longer be valid it simply becomes inactive until it assumes a valid base form. This change lasts until it is changed again or until the creature is summoned again.

Recall Companion
Prerequisite: Summon Companion

Benefit: You may re-summon a companion that has been reduced to 0 hit points and disappeared within the same day. Doing so increases the spell point cost of summoning the companion by one. The companion is re-summoned at 1/4 of its maximum hit points; and 1 permanent negative level that lasts until the following day. All other conditions or ongoing effects on the companion that it had when it disappeared are removed.

You may continue to re-summon the companion using this talent, if it is reduced to 0 again within the same day, but each time adds an additional negative level that lasts until the following day. A companion cannot be re-summoned if this would cause them to gain negative levels equal to their hit dice. You may summon your companion as normal the following day without these negative levels or the increased cost.

Extra Companion
Prerequisite: Summon Companion

Benefit: You gain an additional companion selecting a base form and type as normal. You may still only summon a single companion per cast of the summon companion spell; but you may have multiple summoned at once through the use of multiple castings. Talents applied to the first companion, unless otherwise specified, are applied to the first companion and not this extra companion, and require its only set of talents. This talent may be taken multiple times, each time granting another companion.

Greater Summoning
Prerequisite: Summon Companion

Benefit: When you spend a spellpoint to cause a summoned companion to remain without concentration, you improve the duration to 1 hour per BCB. You may spend an additional spell points to instead cause it to last until you regain spell points, though you may pay the summoning cost again even when unconscious to renew the duration of the summon without your companion disappearing.

Group Summoning
Prerequisite: Summon Companion, Extra Companion

Benefit: You may summon all your companions as part of the same casting of summon companion, though you must still spend spell points as if you had summoned each separately. At 10th BCB and every 10 thereafter  you may reduce the total spell point cost of this summon by 1 (minimum 1).

Link
Prerequisite: Summon Companion

Benefit: You may telepathically speak to any companions you possess via this spell as long as they remain on the same plane as you. You may select this talent an additional time, allowing you to experience what a single companion senses as a full-round action. Doing so allows you to see, hear, and feel anything the companion feels; this effect lasts for 1 round, though the caster may continue to spend a full-round action to use this ability.

Ranged Summoning
Prerequisite: Summon Companion

Benefit: When you use the summon companion spell, you may choose to summon them within close range, rather than adjacent to you.

Spell Conduit
Prerequisite: Summon Companion

Benefit: If your companion adjacent to you, or within your square, when you cast a spell that requires a melee touch attack, you may cause the companion to hold the charge of the spell in place of you. The companion may deliver this charge as you would (though may not do so as a free action as they were not the caster of the spell). If you cast another spell before this touch spell is delivered, the effect dissipates harmlessly as normal.

If this talent is taken a second time, the companion may instead gain the spell charge as long as they are within close range. In addition you may also instead choose cast spells using the companion as the origin point of the spell. If taken and third time this range improves to medium, and if taken a fourth time this range improves to long.

Despite the companion being the origin, you must still have line of sight of your target to direct the attack; the companion only allows you to use the companion for the purposes of determining line of effect and point of origin.

Special: If you have taken the link talent twice, you may increase the casting time of the spell you are casting by one step to briefly see through your companion's eyes or other senses to use the companion's line of sight for the effect.

Spell-Mirrored Companions
Prerequisite: Summon Companion

Benefit: When you target yourself with a spell, you may spend an additional spell point to grant the effects to one of your summoned companions in addition to yourself; this may affect the companion even if the spell has a range of personal. You may affect an additional companion per 5 BCB you possess. Companions may only be affected by this ability as long as they're within 10 feet of you, plus an additional 5 per 5 BCB you possess.

Uniform Companions
Prerequisite: Summon Companion, Extra Companion, Any Companion Talent

Benefit: When selecting this talent, select a companion talent you possess, this talent now applies to all companions you possess rather than just one. You may select this talent more than once, each time selecting a new companion talent to apply to all your companions. If a companion already possesses a talent selected by this talent it does not gain additional benefits from this talent, though your GM may allow you to retrain that talent.

Summon Monster
Keywords: Conjuration, Rift

Prerequisites: See Text

Target: Close

Duration: 1 Round per BCB (see text)

Range: See Text

Action: Full-Round

Saving Throw: none

Spell Resistance: No

Description: You may spend a spell point to summon a single creature, or a number of creatures, within close range, ready to act on your following turn. Creatures summoned with this ability last for 1 minute per BCB and act on your initiative. Unlike summoned companions these creatures cannot be freely modified with companion talents and instead come in a set of archetypes. Summoning a creature with this spell allows you to summon a single creature of the highest tier you may summon, 1d3 creatures of the 2nd highest tier, or 1d4+1 of all tiers below your 2nd highest summoning tier.

At 3rd BCB all creatures summoned with this ability gain the creature of battle talent using the caster’s SPB to determine the power of this talent rather than the hit dice of the creatures it's been applied to. The creature choses 2 natural weapons they possess to grant the enhancement bonus to.

Creatures summoned by this spell are defined by archetypes and tiers. The following table defines the tiers of creature, which determines the minimum BCB to cast them, their Hit dice, as well as details about their inherent bonus progression. In addition feats a creature would normally gain are instead pre-determined based on their companion type, determined by their archetype.

Creatures gain Inherent bonuses to their ability scores as they go up in tier, gaining a +1 to a single ability score at tier 1, +1 to 3 scores at tier 2, and gaining an additional +1 to all listed attributes every tier thereafter (at +9 by tier 10). These ability scores are listed in the creature’s archetype section. Note: A creature who is summoned by this ability who gains Two-Weapon fighting but only possesses a single natural weapon gains a slam natural weapon appropriate to their size, that they may use with a single available appendage (head, leg, arm, etc..). This is in addition to any natural weapons they already possessed, allowing them to properly utilize two-weapon fighting.

Creatures summoned with this spell fall into a number of specific archetypes of creature; these archetypes have set base forms, types,or any other specified talents the creature may possess. In addition each archetype requires its own affinity to summon; this ignores the usual affinity requirements of talents for a companion such as its companion type and instead only requires the listed affinity talent to summon. The following table details feats gained by creatures based on their archetype as they gain feats. Creatures gain feats from the list starting from first to last on the list, gaining them in the listed order.

Transformation
Keywords: Polymorph

Prerequisites: See Text

Target: One Creature

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

Range: Touch

Action: Standard

Saving Throw: Fortitude

Spell Resistance: Yes

Description: You can change the form of yourself or a touched willing creature for as long as you concentrate or you can spend a spell point to allow the spell to continue without concentration for 1 minute per BCB; and may dismiss the spell as a standard action.

When using transformation the caster must choose a form talent, as well as apply a series of traits for them. Form talents change a creature’s physical form (dragon, animal, humanoid), while traits are special characteristics (such as natural attacks, size, movement modes, etc..). The caster may grant a maximum number of traits equal to 2 + 1 per 5 BCB and cannot grant the same trait more than once unless specified otherwise.

A form talent causes that creature’s physical form to change into that of another creature, gaining any listed limbs and losing others that it possessed. The target loses any extraordinary or supernatural abilities, natural attacks, and movement types dependent on their original form (darkvision, scent, wings, claws, etc., usually granted by a character’s race) and gains the listed benefits in their place. Alternate sources of physical traits (such as a class feature that grants a natural weapon) still function.

The list of traits you may apply are pulled from any known form or alter talents known. If a trait would grant a limb your form talent already grants you may gain the additional limb or choose not to (but still gain any benefits related to gaining that limb such as the aquatic form tail riptide).

Special: When you gain this spell, if you don’t already have one, select a single form universal talent that you qualify for (if you do not qualify for any form 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 form talent prepared, form and alter talents take up slots as normal.

Baleful Transformation
Prerequisite: Transformation

Benefit: Your transformation spell may affect unwilling targets. When doing so, it gains the Curse keyword and the duration when you spend a spell point to allow the spell to continue without concentration changes to 1 round per BCB.

Special: If you possess the Lingering Transformation talent, spending a spell point to allow it to last without concentration allows the spell to last 1 minute per BCB.

Lingering Transformation
Prerequisite: Transformation

Benefit: Your transformation spell lasts for 2 additional rounds after you cease concentration. When spending a spellpoint to allow it to last without concentration the transformation lasts for 10 minutes per BCB.

Greater Transformation
Prerequisite: Transformation

Benefit: You apply 1 additional trait as part of transformation, plus an additional trait at 10 BCB and every 10 thereafter.

Polymorph Armor
Prerequisite: Transformation, 6 BCB

Benefit: Any armor you are wearing when you transform is no longer merged into your new form; instead the armor reshapes itself to be worn by your new form allowing it to grant its benefits as normal. The armor returns to its normal shape at the end of the transformation.

Polymorph Weapon
Prerequisite: Transformation, 3 BCB

Benefit: You may select a weapon you are wielding when you transform. This weapon is still merged into your new form and inaccessible, but now grants any enhancement bonuses and weapon special abilities it has to a single natural weapon in that form. At 6 BCB and every 3 thereafter you may select an additional weapon to grant its benefits to an additional natural weapon your form possesses. If a weapon special ability would be incompatible with a natural weapon it simply provides no benefits.

Retain Ability
Prerequisite: Transformation

Benefit: Choose a number of extraordinary or supernatural abilities dependent on your target’s base form (darkvision, scent, racial breath weapon, etc.). You may choose to allow the target to retain these abilities in place of a trait you would normally grant them as part of your shapeshift, at a cost of one trait per ability.

Wield Element
Keywords: Elemental(Any), Evocation

Prerequisites: One Affinity Keyword Universal Talent usable with this spell.

Target: Self

Duration: 1 minute per BCB

Range: Personal

Action: Standard

Saving Throw: none

Description: You may spend a spell point to yourself the ability to summon and throw your chosen element. This ability targets touch AC and is treated as a thrown weapon with a range increment of 20 feet. Creatures struck by this ability take 1d6 plus your CAM (rather than Strength). This damage die improves by two steps for every 5 BCB you possess (1d10 at 5 BCB, 3d6 at 10 BCB, 4d6 at 15 BCB). This thrown element may be used in conjunction with two weapon fighting.

You may throw a number of elemental attacks with this ability equal to 3+your SPB. Once the maximum amount has been thrown or the duration of this spell has expired this effect immediately ends.

At 4 SPB you may spend an additional spell point to cause these to be treated as enchanted, gaining a +1 enhancement bonus to attack and damage rolls for every 4 SPB you possess.

The wielder may not be disarmed of this elemental thrown weapon, nor can they drop this weapon; though the wielder may choose to suppress the effects of the spell as a free action to free up their hand; though cannot regain the benefits of the spell in that hand while holding another object in that hand.