TEXT: Spheres Apocrypha: 
  Dark 
  Talents
  
  Foreword
  Before there was light, there was darkness. Darkness has haunted mankind from the very beginning, a looming uncertainty that 
  could hold any threat or terror. This reputation makes darkness a potent tool in the hands of a mystic, who can draw upon all 
  the powers of the primeval and mysterious through it.
  —An excerpt from Scholar Radha’s The Forms of Magic
  This is a supplement for Spheres of Power that focuses on adding new talents for the Darkness sphere. These 
  talents are designed to add new basic options to the sphere as well as support functionality of the Darkness 
  sphere in a broader array of situations.
  Talents
  Dampen Light
  You can dampen light in an area. This functions similarly to 
  creating darkness, using the same range and area, but it lasts 
  for 1 minute per caster level without the need for concentra-
  tion and only lowers light levels by one step within the area. 
  In addition, you cannot apply (darkness) talents to these areas, 
  though (meld) talents function within them as if they were an 
  area of darkness. You may also apply talents that would change 
  the area or duration of your darkness (such as Greater Darkness 
  or Eternal Darkness) to use of this talent.
  You may take this talent twice; when taken a second time, you 
  may choose to lower light levels by two steps when you use this 
  talent.
  Dappled Shadows
  You may reduce the radius of your darkness in 5 ft. increments 
  to create a second sphere of darkness with a radius equal to the 
  subtracted amount. You may do this multiple times to create 
  multiple areas of darkness. These spheres may be placed any-
  where within your range that you can see, but may not overlap 
  each other. If used in conjunction with the Wall of Darkness 
  talent, your cubes no longer need to be placed contiguously. 
  Dual Darkness
  By spending a spell point you can apply two (darkness) talents 
  to a single area of darkness. The effect of each talent is resolved 
  separately, and you must pay the spell point costs of each one 
  individually, though other costs (such as metamagic or other 
  talents) are only paid once. This talent may not be used in con-
  junction with the Midnight advanced talent.
  Ranged Darkness
  You may create darkness anywhere within Long range instead of 
  Medium range, and may sustain any darkness within Long range 
  through concentration instead of Medium range.
  Shadowing Darkness
  When creating an area of darkness you can choose to have your 
  darkness cling to anyone who passes through it and trail from 
  them like smoke. Anyone who leaves the area of your darkness 
  treats areas of bright light as areas of dim light and all other 
  light levels as total darkness for the purposes of determining 
  concealment when it would not be beneficial to them. In ad-
  dition, they continue to be affected by any (darkness) talents 
  as if they were still in an area of your darkness. These lingering 
  effects last for one round after a creatures leaves an area of your 
  darkness.
  In addition, you may increase the effects of this talent by 
  spending a spell point when you create an area of darkness. If 
  you do so, the effects of this talent linger for an additional 
  round per two caster levels, though a creature can attempt a 
  Reflex save at the end of each of these turns to remove the 
  clinging shadows.
  Shifting Shadows
  As a free action at the beginning of your turn or when you first 
  create an area of darkness, you can alter the area of your dark-
  ness. You may remove up to one 5-ft. square plus an additional 
  5-ft. square per 2 caster levels from anywhere within the area, 
  and may add one 5-ft. square plus an additional 5-ft. square per 
  2 caster levels to an existing area of darkness, so long as the 
  addition is contiguous. At the beginning of each turn, you may 
  change which squares are removed or added, but may never 
  add or remove more at one time than your caster level would 
  allow.
  Umbral Burst
  You may spend a spell point to create an area of darkness as 
  a swift action. This darkness is temporary, lasting only for one 
  round before the effect ends. You cannot concentrate to main-
  tain it, or spend a spell point to maintain it without concentra-
  tion. Talents and abilities that would normally extend its dura-
  tion (such as Lingering Darkness or Eternal Darkness) cannot 
  be applied to areas of darkness created by this talent.
  
  Advanced Talents
  Eternal Darkness
  Prerequisites: Dark sphere, Lingering Darkness, 10th caster 
  level or higher
  When creating darkness, you may spend 2 spell points to turn 
  your darkness into a permanent effect that lasts until it is dis-
  pelled. Once created, this darkness is unmoving. It cannot be 
  centered on a creature or object with the Clinging Darkness 
  talent, and cannot be moved with the Rolling Blackout talent, 
  though you can adjust its area with Shifting Shadows.
  Pitch Black
  Prerequisites: Dark sphere, Pure Darkness, 10th caster level 
  or higher
  Pure Darkness no longer counts against the number of (dark-
  ness) talents you may apply to an area of darkness.
  In addition, when you apply the effects of Pure Darkness to 
  your darkness, you may spend an additional spell point to make 
  an even deeper area of shadow. All areas of light, even bright 
  light, become absolute darkness, and no mundane light sources 
  function. Darkvision does not function in this area, and all oth-
  er senses (such as blindsight, scent, and even see in darkness) 
  are reduced to a 5 ft. range. 
  Vanish in Shadow
  Prerequisites: Dark sphere, Hide in Darkness, 5th caster lev-
  el or higher
  When you apply the Hide in Darkness meld to a target, its 
  benefits function in any area of dim light or darkness, not just 
  areas of darkness you created.
  In addition, when you apply the meld to a target you may spend 
  an additional point to completely hide them from detection. 
  Anyone that attempts to discern the target’s location must 
  succeed on the normal Perception check to locate them while 
  they are hiding, even those using unusual forms of perception 
  such as blindsight or tremorsense or Divination sphere effects 
  to directly or indirectly discover their current position.
  Sphere-Specific 
  Drawbacks
  Black Spot: (Requires Dark) Your area of darkness is only a 5-ft. 
  radius, and cannot be increased in any way. You cannot select 
  talents that change the area of your darkness (such as Greater 
  Darkness, Shifting Shadows, or Wall of Darkness). You must 
  select a (darkness) talent as your bonus talent for this draw-
  back. You cannot gain this drawback if you possess other draw-
  backs that would remove your ability to create darkness, such as 
  the Meld into Dark or Penumbra drawbacks.
  Penumbra: (Requires Dark) You cannot create darkness, and 
  cannot select (darkness) talents. You must select the Dampen 
  Light talent as your bonus talent for this drawback. You cannot 
  gain this drawback if you possess other drawbacks that would 
  alter or remove your ability to create darkness, such as the Black 
  Spot or Meld into Dark drawbacks. 
  Credits
  Creative Director: Adam Meyers
  Author: Amber Underwood
  Layout: Rachel Meyers
  Art: Darkzel
  
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  Authors: Amber Underwood
  
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