TEXT: The Destroyer’s 
  Handbook
  The Destroyer’s 
  Handbook
  
  Credits
  Author: Andrew Stoeckle
  Creative Director: Adam Meyers
  Interior Art: Matt Marrow, 1 Man Studio, Storn Cook,  
  Critical Hit, Jacob Blackmon, Forrest Imel, 
  Cover Art: Gennifer Bone
  Layout: Rachel Meyers
  Special Thanks: Amber Underwood, Derfael Oliveira, Luke Williams, Alexander W. 
  Corrin, Tim Malmström, Johannes Luber, Jesper Middendorff
  The Destroyer’s Handbook
  This Handbook was created by
  Visit https://www.patreon.com/DropDeadStudios to lend your support.
  
  Contents
  Introduction .......................................................................................3
  Archetypes .........................................................................................5
  Admixture Savant (Elementalist Archetype) ..................................................5
  Blaster (Armorist Archetype) ..........................................................................5
  Doomblade (Mageknight Archetype) ................................................................7
  Elemental Scion (Shifter Archetype) ..............................................................7
  Entropic Sage (Hedgewitch Archetype) .........................................................8
  Kinetic Scourge (Mageknight Archetype) .......................................................9
  Soulfire Master (Thaumaturge Archetype) .....................................................9
  Wandslinger (Gunslinger Archetype) ...............................................................10
  Basic Magic ......................................................................................11
  Blast Type Groups ..........................................................................................11
  Blast Shape Talents ........................................................................................11
  Blast Type Talents ..........................................................................................12
  Other Talents ...................................................................................................15
  Descriptors ...............................................................................................15
  Advanced Magic ................................................................................16
  Advanced Talents  ............................................................................................16
  Adaptation ........................................................................................................18
  Rituals ..............................................................................................................20
  Incantations ......................................................................................................20
  Player Options ..................................................................................23
  Feats ................................................................................................................23
  Sphere-Specific Drawbacks ..........................................................................27
  Traits ................................................................................................................28
  Arsenal Tricks ..................................................................................................28
  Incanter Specializations ..................................................................................28
  Alternate Racial Traits ...................................................................................28
  Equipment ..........................................................................................30
  Weapon Properties..........................................................................................30
  Specific Items ..................................................................................................30
  Bestiary .............................................................................................32
  Creatures ..........................................................................................................32
  Templates .........................................................................................................35
  Tips and Tactics ................................................................................36
  
  Chapter 1
  Introduction
  Andrea had never been in a fight before, although fighting was the 
  sum purpose of her training. The life of a Hound battlemage wasn’t 
  nearly as dangerous and adventurous as she’d heard; most of her 
  time was actually spent waiting and practicing. True, she was still 
  a novice member of the organization, but there was only so much 
  waiting for action she could take without dying of boredom. Or at 
  least that was how it had been, before the assault.
  She barely remembered being awoken by the warning bells, or dress-
  ing in her armor while the flames danced on the horizon outside 
  her window. The details were all scattered in her mind, a jumble of 
  sensations; screams in the night, roars of monstrous beasts.  All she 
  knew for certain was the report they’d given her while she dressed. 
  Dinosaurs were loose in the city. Someone was attacking Andrus.
  The streets were bathed in flames, as much from damage inflicted by 
  the creatures themselves as from controlled fires set by the Hounds 
  to try and hedge them in. The monsters before her were enormous, 
  bigger and more dangerous than any she’d ever seen before, beasts 
  of teeth and muscle promising destruction with every movement. 
  She was no druid nor diviner, but she had to believe they’d been en-
  hanced by magic to be as big as they were.
  A crash to her left, and Andrea turned to see a Hound squadron in 
  battle with one of these monstrosities. Breathing heavily, Andrea 
  charged forward, raising her hands and weaving them into eldritch 
  signs, unleashing a blast of fire at the beast which bounced almost 
  harmlessly off its skin. The beast tore into the squadron, and Andrea 
  fired again and again, blast after blast, desperate to destroy it or at least 
  to grab its attention away from her comrades, but to no avail. With a 
  swipe of its tail and a clash of its teeth, it tore through the squadron, 
  knocking over the wall of a neighboring building in its zeal. Andrea 
  cried out, a feeling of dread coming over her as she watched the carnage 
  unfold, when suddenly the beast erupted in ice crystals before her eyes, 
  its movements coming to a complete stop. The momentary pause was all 
  the squadron needed to regroup, some dragging off the wounded while 
  the rest charged.
  “Fool,” a high-pitched voice said behind her. Andrea turned in shock 
  to see her captain, Mina the Slaughterer, standing behind her in full 
  battle armor. The cloak identifying her as a battlemage blew across her 
  back majestically in a way it never seemed to blow for any of the other 
  battlemages.
  “First rule of battlemagic,” the middle-aged woman said, holding up 
  a finger to emphasize her point. “Figure out the enemy’s weakness and 
  exploit it. Second rule,” she said, raising a second finger, “Figure out the 
  enemy’s strength and eliminate it. Lighting a dinosaur on fire accom-
  plishes neither task.”
  Andrea nodded silently, mumbling a ‘yes ma’am,’ that barely left her 
  lips, but it was apparently enough to satisfy the captain.
  “Good,” the older woman said, advancing toward the monster as it be-
  gan to shatter the crystals encasing it. “Then let’s get moving. Monsters 
  don’t destroy themselves, after all.”
  
  “You think destructive magic is just about burning your enemies to 
  death, don’t you? You wield a fireball and feel unstoppable. Let me tell 
  you right now, that right there is the heart of the wizard’s arrogance 
  that annoys everyone so much, especially me. No matter how good at 
  it you are, you will never cut down your enemies faster than a skilled 
  swordsman. You’re not supposed to.
  “Think like a wizard, idiot. The magic of destruction is so much more 
  than blasting things. Have you ever blocked an enemy’s advance with a 
  wall of air, isolating them from their support? Or grounded a dragon so 
  your melee allies could make quick work of it? Burning your enemies to 
  a crisp is always satisfying, but the best magic-users know how to crip-
  ple their enemies at the same time, or control the shape of the battlefield 
  to give their allies an advantage.
  “Destruction is its own form of art, apprentice. By the time I’m done 
  with you, you’ll never look at a fireball the same way again.”
  - From the introductory lecture by Archmage Throros of the Imperial 
  Warmage Academy to an incoming class of apprentices.
  That’s what this book is for. Not only does it expand the op-
  tions available to a dedicated destruction user, it also gives 
  tools to help them really make the most of their magic, and 
  help game masters to vary encounters, modifying old creatures, 
  to use destruction magic tactically. It also gives tools to those 
  dedicated to a particular theme to be able to remain true to 
  their theme without finding themselves useless in an uncom-
  fortable number of situations. 
  Navigating This Book
  Section 2 – Archetypes: This section provides new arche-
  types based around the destruction sphere.
  Admixture Savant: This elementalist archetype is the consum-
  mate destruction wielder, sacrificing defense for greater flex-
  ibility and power in blending talents on the fly and utilizing 
  metamagic, while gaining bonuses against studied foes rather 
  than in focused elements.
  Blaster: An armorist that specializes in one unique and power-
  ful weapon, the arm cannon.
  Doomblade: A mageknight that gives up resistance to magic to 
  form his destructive blast into a deadly melee weapon.
  Elemental Scion: Shifters attuned to the forms of elemental be-
  ings, reducing the cost of taking their forms and gaining the 
  ability to channel destructive blasts matching their element.
  Entropic Sage: Dedicated to the end of all things, these hedge-
  witches further their cause with fists and fire.
  Soulfire Master: Thaumaturges that fuel their heightened abili-
  ties by sacrificing their own essence, gaining great power at the 
  risk of their own lives.
  Wandslinger: A gunslinger focused on wielding wands, especially 
  those of the Destruction sphere, in place of firearms.
  Section 3 – Basic Magic: A variety of new talents for the de-
  struction sphere, including blast shapes, blast types, and more 
  are found here.
  Section 4 – Advanced Magic: New advanced talents, ritu-
  als, and incantations are found here, as well as guidelines for 
  making new blast type talents to suit the needs of a variety of 
  themes.
  Section 5 – Player Options: This section covers new feats, 
  traits, class abilities, and alternate racial traits both for those 
  specializing in destruction and for the dabbler, including 
  feats to empower destructive blasts with abilities from other 
  spheres.
  Section 6 – Equipment: New magic items and item proper-
  ties to help use all of your destructive potential.
  Section 7 – Bestiary: New monsters and templates to help 
  the GM get in on the fun.
  Section 8 – Tips and Tactics: Advice and strategies for em-
  ploying the Destruction sphere to its maximum potential.
  
  Chapter 2 
  Archetypes
  “First, know yourself. Know your abilities and how to employ them. If 
  you have a glass jaw, stay out of reach. Scrappers, get close and do not 
  let them go. Fight the battle on your terms.” 
  - Archmage Throros, Admixture Adept
  Admixture Savant 
  (Elementalist 
  Archetype)
  While many elementalists rely on their natural abilities, some 
  are instead the product of intense study and practice, masters 
  of the art of blending the fundamental energies of the uni-
  verse into destructive power. These elemental savants forsake 
  the martial prowess and lightning reflexes of their peers to in-
  crease their ability to rapidly manipulate and combine their 
  destructive blasts.
  Class Skills: The admixture savant loses Acrobatics, Bluff, 
  Climb, Intimidate, and Swim as class skills and gains all 
  Knowledge skills, taken individually, as class skills.
  Casting Ability Modifier: The admixture savant uses 
  Intelligence as his casting ability modifier.
  Admixture Pool (Su): At 2nd level, the admixture savant 
  gains the Admixture talent as a bonus talent. If the admix-
  ture savant already possesses the Admixture talent, he may 
  instead select another Destruction talent as a bonus talent. 
  Additionally, he gains a pool of admixture points equal to his 
  level. These points may be used to remove the casting time 
  increase from the Admixture talent or to reduce the spell point 
  cost of a metamagic feat by one spell point per admixture point 
  spent. 
  This ability replaces evasion and dodge bonus.
  Bonus Feat: The admixture savant may select a metamagic 
  feat or any feat with the casting prerequisite for which he qual-
  ifies at 2nd level and every 4th levels thereafter.
  This replaces bonus combat feats.
  Intense Study (Su): At 3rd level, the admixture savant may 
  study a target that he can see as a move action. The admixture 
  savant adds 1/2 his admixture savant level to all damage dealt 
  by destructive blasts to his studied target for 1 minute per admix-
  ture savant level or until he studies another target.
  At 9th level, this bonus damage increases to become equal to 
  his admixture savant level and he may study a target as a swift 
  action.
  At 15th level, this bonus damage increases to become equal to 
  1.5 times his admixture savant level.
  This ability replaces favored element.
  Flexibility (Ex): At 11th level, the admixture savant may 
  spend 10 minutes practicing to gain a single bonus talent from 
  the Destruction sphere. He retains use of this talent until the 
  next time he rests to regain spell points or he spends 10 min-
  utes practicing to replace it with a different talent.
  This ability replaces improved evasion.
  Metamagic Master (Ex): At 20th level, the admixture adept 
  reduces the spell point cost of any metamagic feat applied to a 
  destructive blast by 1, to a minimum of 0.
  This replaces energy body.
  
  Blaster  
  (Armorist Archetype)
  There are items in the world that resonate profoundly with an 
  armorist’s magical control over equipment. Some are artifacts 
  of power bestowed on the armorist by a master, some are spirits 
  and beings that seek out an armorist to make a contract with, 
  while others are otherworldly constructs that the armorist has 
  learned to conjure. However an armorist gains one, the item is 
  commonly referred to as an arm cannon, and the armorist has 
  joined the ranks of the blasters.
  Arm Cannon (Su): At 1st level, the blaster blaster binds a 
  unique weapon known as the arm cannon, which counts in all 
  ways as a bound weapon. This arcane construct covers most of 
  one arm and could appear as anything from a cluster of levi-
  tating silk ribbons to a glimmering tube of metal or an oblong 
  block of crystal (although whatever an arm cannon appears as, 
  its appearance does not change). When summoned, the arm 
  cannon occupies one hand and cannot be disarmed. The arm 
  cannon is a ranged weapon that makes ranged touch attacks, 
  and deals 1d6 bludgeoning damage +1d6 at 5th level and 
  every four levels beyond 5th. The weapon 
  has no range penalties, but has a 
  maximum range of Close. In all other ways, the arm cannon 
  counts as a destructive blast from the Destruction sphere with 
  a caster level equal to the armorist’s level, but also as a ranged 
  weapon, even being augmented by feats such as Rapid Shot, 
  Deadly Aim (as if it were a firearm), Weapon Focus, etc.
  While the arm cannon is not directly tied to the armorist’s 
  caster level, he may nonetheless augment his arm cannon with 
  (blast type) and (blast shape) talents, the Extended Range tal-
  ent, or the Crafted Blast talent. He must still spend any spell 
  points required by the applied talents, and must spend those 
  spell points for each attack. The Admixture talent may be ap-
  plied as a full-round action, or as part of a full-attack if the 
  additional costs are paid for every attack to which it is applied. 
  The arm cannon can gain enhancements as normal for a bound 
  weapon.
  This ability modifies the bound equipment class feature.
  Destruction: The blaster gains the Destruction sphere as a 
  bonus sphere at 1st level. If the Destruction sphere is already 
  possessed, then he may choose any talent from the Destruction 
  sphere as a bonus talent. At 5th level, you gain a bonus talent 
  from the Destruction sphere.
  This replaces the summon equipment class feature.
  Arsenal Tricks: The blaster can choose from 
  these exclusive arsenal tricks. 
  Destruction Trick: You may select a Destruction tal-
  ent as a bonus talent. You may take this trick more 
  than once, each time gaining a different Destruction 
  talent.
  Cannon Shield: You may treat your arm cannon as a buckler, 
  gaining a shield bonus as appropriate. You do not lose this 
  shield bonus when making attacks with your arm cannon and 
  suffer no penalty to your attack rolls from wielding a buck-
  ler in the same hand as you arm cannon. The arm cannon and 
  buckler act as a double weapon for the purposes of splitting 
  enhancements or enhancing them separately.
  Charged Shot: You may spend a spell point to make a single pow-
  erful attack as a standard action, increasing your arm cannon’s 
  base damage to one die per class level for that attack.
  Sentient Cannon: Your arm cannon becomes an intelligent weap-
  on with an Int, Wis, and Cha of 10, and your alignment. You 
  may further enchant your arm cannon as if it were an unbound 
  magic item to increase the power of its Intelligence, statistics, 
  and powers, treating yourself as if you possessed the necessary 
  item creation feats to do so.
  Staff-like Cannon: You may add magic talents from the 
  Destruction sphere to your arm cannon as a +2 enhancement 
  equivalent as if it were a staff. You do not need to know the 
  talent for it to be selected.
  Variable Barrel Geometry: As a full-round action, you may apply 
  a (blast shape) talent you know to a single blast from your arm 
  cannon. Your damage increases to 1d6 per class level for this 
  blast. Any spell point costs of the (blast shape) talent must be 
  paid as normal.
  
  Doomblade  
  (Mageknight Archetype)
  Some mageknights forgo forged weapons in favor of chan-
  neling arcane energies into a focused emanation, forming the 
  manifestation commonly known as a Destructive Blade. 
  Destructive Blade (Sp): As a swift action, rather than ex-
  pelling a destructive blast as a simple attack, a doomblade 
  can wrap destructive energies around his hand for a number 
  of round equal to his Casting Ability Modifier (minimum 1), 
  surrounding it with power. This wrapping can take any visual 
  form the doomblade desires, from a blade, to a hammer, to a 
  simple ball of swirling energy, but the form is merely cosmetic. 
  The doomblade is considered armed with his destructive blast, 
  and can make touch attacks in place of regular attacks. Rather 
  than having its power determined by the doomblade’s caster 
  level, the destructive blade always treats the doomblade’s level 
  as its caster level.
  The destructive blade cannot be augmented by blast shape 
  talents or have its damage increased to one die per caster lev-
  el, but otherwise can be augmented like any other destructive 
  blast. 
  If another destructive blade is summoned, any previously sum-
  moned destructive blades immediately disappear.
  This replaces resist magic.
  Destructive Focus: At 1st level, the doomblade must choose 
  the Destruction sphere as one of his starting talents. If the 
  Destruction sphere is already possessed, then any talents 
  gained at 1st level may be chosen as usual.
  Elemental Scion  
  (Shifter Archetype)
  Whether having made deals with powerful djinni or naturally 
  in tune with the elemental planes, some shifters bear a great 
  affinity for the forms of elementals, gaining the ability to chan-
  nel a portion of their innate energy while wearing their form.
  Class Skills: The elemental scion loses Handle Animal and 
  Knowledge (geography) as class skills and gains Diplomacy and 
  Knowledge (planes) as class skills.
  Casting Ability Modifier: The elemental scion uses 
  Charisma as her casting ability modifier.
  Elemental Shapeshifter: At first level, the elemental scion 
  gains the Alteration sphere and the Elemental Transformation 
  talent as a bonus magic talents, as well as the Beast Soul draw-
  back. This drawback does not grant an additional talent and 
  may be bought off as normal. If the elemental scion already 
  possesses the Alteration sphere, then she gains the Elemental 
  Transformation talent without the drawback. If both talents 
  are already possessed, then the elemental scion may choose any 
  Alteration sphere talent as a bonus talent. The elemental scion 
  uses her class level as her caster level for this sphere. 
  This modifies shapeshifter.
  Elemental Adept: The elemental scion may use a lesser form 
  of the Elemental Transformation talent, where the spell point 
  cost is removed, but she does not gain the ability increase from 
  any form. In addition, the air elemental loses its flight speed 
  (but does fall at a rate of 60 ft per round, allowing it to ignore 
  falling damage), the earth elemental form does not gain the 
  earth glide ability, the fire elemental’s burn ability is reduced by 
  one die size, and the water elemental does not gain the vortex 
  ability. 
  At 6th level, when only affecting herself, the elemental scion 
  reduces the cost of the Elemental Transformation talent by 
  one spell point.
  This replaces wild empathy, and the bestial trait gained at 6th 
  level.
  Destructive Gift: When the elemental scion is under the ef-
  fects of Elemental Transformation, she temporarily gains a +1 
  bonus to her caster level when making a destructive blast mod-
  ified by any blast type talent from a blast type group associated 
  with her current elemental type, as outlined in the chart below. 
  This bonus increases by an additional +1 at 5th level and every 
  4 levels thereafter, to a maximum of +5 at 17th level.
  Elemental Form
  Available Blast Type Groups
  Air
  Air, Electric, Thunder 
  Earth
  Acid, Crystal, Stone 
  Fire
  Fire, Light
  Water
  Cold, Crystal (in the form 
  of ice)*
  *See Adaptation in Chapter 4
  This replaces the quick transformation, steal language, bound-
  less communication, and endless communication class abilities.
  Destructive Traits: The elemental scion may take 
  Destruction talents in place of bestial traits.
  This modifies bestial traits.
  
  Entropic Sage 
  (Hedgewitch Archetype)
  Traditions: Choosing the Entropic Sage archetype replaces 
  one of the character’s traditions.
  Weapon and Armor Proficiency: An entropic sage is profi-
  cient with simple weapons and two weapons chosen from the 
  monk weapons group at first level, but not armor.
  This modifies the hedgewitch’s weapon and armor proficiencies.
  Enlightenment in Oblivion: An entropic sage has contem-
  plated the mysteries of the universe, seeing all creation crum-
  bling to dust and drawing strength from this certainty, chan-
  neling the forces of destruction for their own ends. Some seek 
  to hasten the end, hoping to reset a great cosmic cycle; some 
  revel in destruction and seek the nothingness of obliteration; 
  others simply find it a useful tool for their temporary gain. At 
  first level, an entropic sage gains the Destruction sphere and 
  Energy Blade talent as bonus talents, as well as the Focused 
  Shape drawback. This drawback does not grant an additional 
  talent and may be bought off as normal. If the entropic sage al-
  ready possesses the Destruction sphere, then the Energy Blade 
  talent is gained as a bonus talent with no drawback. If both 
  are already possessed, then he may choose any talent from the 
  Destruction sphere as a bonus talent. The entropic sage may 
  always take a talent from this sphere in place of a secret.
  At 1st level, the entropic sage gains the Improved Unarmed 
  Strike feat as a bonus feat. Also, when unarmored and unen-
  cumbered, the entropic sage adds his casting modifier bonus (if 
  any) to his AC and his CMD. The entropic sage may treat her 
  caster level as equal to her class level when using Energy Blade 
  with her unarmed strikes or weapons from the monk weap-
  on group. This stacks normally with caster levels gained from 
  other sources. Using Energy Blade this way does not provoke 
  attacks of opportunity. 
  At 5th level, the entropic sage’s unarmed strike does damage as 
  a monk of half his level.
  At 9th level, the entropic sage gains the Improved Energy Blade 
  feat as a bonus feat, even if he does not meet the requirements.
  At 13th level, the entropic sage may use the Improved Energy 
  Blade feat once per round as a free 
  action. This does not prevent 
  using it as a swift action in 
  the same turn.
  At 17th level, when the 
  entropic 
  sage 
  reduces 
  a creature to 0 or fewer hit 
  points, its body is destroyed as per the 
  Disintegrate advanced talent.
  Entropic Sage Secrets: The following se-
  crets are available to the entropic sage:
  Monastic Secret: You gain one ki power from the un-
  chained monk’s ki power list. Your are treated as a monk 
  of your entropic sage level for this ki power and may spend 
  spell points in place of ki. This stacks with levels gained from 
  the monk class for determining your effective monk level for 
  ki powers.
  Style Secret: You gain a style feat for which you qualify. You may 
  treat your entropic sage levels as monk levels (stacking with 
  monk levels) and also use it in place of your BAB for the pur-
  pose of qualifying for style feats. 
  
  Kinetic Scourge 
  (Mageknight Archetype)
  Masters of the Energy Tether shape, kinetic scourges swing 
  across the battlefield, executing combat maneuvers and dizzy-
  ing acrobatic stunts.
  Weapon and Armor Proficiency: A kinetic scourge is pro-
  ficient with simple and martial weapons and light armor, but 
  not shields.
  This 
  modifies 
  the 
  mageknight’s 
  weapon 
  and 
  armor 
  proficiencies.
  Tethered: At 1st level, the kinetic scourge gains the 
  Destruction sphere and the Energy Tether talent, as well as 
  the Focused Shape drawback. This drawback does not grant an 
  additional talent and may be bought off as normal. If he already 
  possesses the Destruction sphere, then the Energy Tether 
  shape is gained with no drawback. If both are possessed, any 
  destruction talent may be chosen. The kinetic scourge may 
  concentrate on destructive blasts with the Energy Tether blast 
  shape as a move action. The kinetic scourge may also use his 
  energy tether to retrieve small unattended items within range 
  as a swift action. Additional spell point costs of certain blast 
  types are not incurred when retrieving items.
  This replaces the talent gained at first level.
  Mobile Combatant: At first level, the kinetic scourge gains 
  Tether Adept as a bonus feat.
  Tethered Maneuvers (Ex): At 2nd level, the kinetic scourge 
  may perform the dirty trick, disarm, steal, and trip combat ma-
  neuvers using his Energy Tether, and may perform a drag or 
  reposition on the target without having to move himself. 
  This replaces the mystic combat gained at 2nd level, but counts 
  as having the mystic combat class feature.
  Kinetic Scourge Mystic Combats: The following mystic 
  combats are available exclusively to the kinetic scourge:
  Hostile Anchor: When using the Tether Adept feat, you may use 
  a flying enemy as an anchor point.
  Bounding Tether: As a full-round action, you may anchor your 
  tether and move as per the Tether Adept feat, making a single 
  attack against a target within movement range. 
  Special: If the kinetic scourge possesses the Energy Blade tal-
  ent, he may use it in place of this single attack.
  Tethered Assault (Requires: Bounding Tether, Kinetic Scourge level 6): 
  As a full-round action, you may anchor your tether and take a 
  full-attack action while moving per the Tether Adept feat. If 
  you do, you can move up to the normal distance allowed by 
  Tether Adept, dividing the movement into increments you use 
  before your first attack, between each attack, and after your 
  last attack. You must move at least 5 feet each time you move. 
  Dual-Tether: You may maintain two Energy Tethers simultane-
  ously, concentrating on them in one action. 
  Quick concentration: You may concentrate on your Energy Tether 
  (or tethers) as a swift action. 
  Soulfire Master 
  (Thaumaturge Archetype)
  While most thaumaturges bargain and pact with powerful crea-
  tures to increase their power, some instead fuel their abilities 
  by sacrificing their own essence, pouring themselves into their 
  spells for greater power while leaving their bodies weakened. 
  Whether taught self-sacrifice by celestials, doling portions of 
  their souls to the abyss, or tipping the cosmic balance with 
  their own lifeforce, these are the masters of soulfire.
  Burning Lore (Su): At first level, the soulfire master does 
  not risk the usual penalties of backlash when using forbidden 
  lore. Instead, when backlash occurs, the spell is completed nor-
  mally and the soulfire master suffers a point of Constitution 
  burn. A soulfire master cannot use this ability if doing so would 
  reduce his Constitution to 0. This ability otherwise acts as for-
  bidden lore, including the caster level bonus increasing with 
  class level and for effects that modify the chance of backlash. 
  The risk of backlash increases from 15% to 50%. Archetypes 
  that change the backlash risk, such as the Devourer, may be 
  combined with this archetype, stacking the backlash changes. 
  This modifies forbidden lore.
  Soulfire Talent: At 4th level, the Soulfire Master gains 
  the Soulfire feat even if he does not meet the prerequisites. 
  Additionally, he may use burning lore when using the Soulfire 
  feat with no risk of backlash. 
  At 7th level, the soulfire master may pass off up to 2 points of 
  Constitution burn when using the soulfire feat with the chan-
  nel punishment invocation.
  This replaces the bonus feat gained at 4th level.
  
  Wandslinger  
  (Gunslinger Archetype)
  Traditionally gunslingers are masters of firearms, but in places 
  where the practice of sphere magic is particularly prevalent, 
  a specific breed of these warriors sometimes find themselves 
  specializing in a very different type of weapon: wands. While 
  definitely not considered traditional spellcasters, least of all by 
  each other, wandslingers learn enough of the arcane arts to be 
  able to both create and use these magic objects with the same 
  deadly expertise as their more mundane counterparts.
  Class Skills: The wandslinger loses Knowledge (engineering) 
  as a class skill and gains Spellcraft and Use Magic Device.
  Tools of Destruction: The wandslinger may create and use 
  wands keyed to the Destruction sphere as if he possessed that 
  sphere, the Craft Wand feat, and a caster level equal to his class 
  level. He may not use this ability to create wands with a caster 
  level higher than his class level. He may use the ability mod-
  ifier he uses to determine Grit capacity as his casting ability 
  modifier.
  In addition, the wandslinger begins play with a battered wand 
  keyed to the Destruction sphere – this wand has a caster level 
  of 2 and functions only for the wandslinger.
  For the purposes of all gunslinger class features, a wand-
  slinger treats wands as one-handed firearms.
  This ability replaces gunsmith.
  Gritty Activation (Ex): A wandslinger may 
  recharge wands by expending a grit point in 
  place of a spell point. In addition, once per 
  round when casting a Destructive Blast 
  from a wand, a wandslinger may ex-
  pend 1 grit point in place of one of 
  the wand’s spell points. At 11th lev-
  el he may use this ability twice per 
  round.
  This ability replaces quick clear and expert loading.
  Steady Aim (Ex): At 1st level, as long as a wandslinger has 
  at least 1 grit point, he can take a move-equivalent action or 
  spend a grit point to increase the accuracy of a wand of the 
  Destruction sphere. When he does, he increases the range of 
  the destructive blast by 5 feet per class level. This stacks with 
  other abilities that increase his range increment.
  This replaces deadeye.
  Wand Training (Ex): Starting at 5th level, a wandslinger 
  gains a bonus equal to his Dexterity modifier on damage rolls 
  with Destructive Blasts cast from wands, and may use his class 
  level in place of the wand’s caster level when determining the 
  save DC of any Destructive Blast he casts from a wand. 
  At 9th level whenever the wandslinger casts a spell from a wand 
  he may increase its caster level by +1, even if it is not keyed to 
  the Destruction sphere. This increases by an additional +1 for 
  every 4 class levels after 9th to a maximum of +3 at 17th level. 
  This ability replaces gun training.
  Dead Blast (Ex): At 7th level a wandslinger gains the 
  Destruction talent Gather Energy, even if he does not 
  meet the prerequisites. He may apply this talent to 
  Destructive Blasts cast from wands as if they con-
  tained that talent.
  This ability replaces dead shot.
  Two-Wand Fighting (Ex): At 11th level 
  a wandslinger may activate two wands 
  as a full-round action, one in each 
  hand, as long as their combined 
  caster levels (before wand training) 
  do not exceed his class level.
  This 
  ability 
  replaces 
  lightning 
  reload.
  
  Chapter 3 
  Basic Magic
  “Tactics, man, tactics! Do not burn a fire elemental, use cold! Do not 
  give a sneaky dodger a chance to dive out of the way, wrap a coil of 
  force around his neck! Know your opponents, strike their weaknesses 
  and they will fall.” 
  - Archmage Throros, Admixture Adept
  “Roast them all! FIRE! Burnburnburnhahahahahahaha!” 
  - Burn, goblin Fire Warrior
  The following section contains basic talents for the Destruction 
  sphere. 
  Blast Type Groups
  Each blast type talent belongs to a blast type group with others 
  of similar theme. Blast types from the same group count as the 
  same blast type for the purposes of the energy focus drawback, 
  an elementalist’s bonus damage, etc. 
  Blast Type Group
  Blast Types
  Acid
  Acid Blast*, Adhesive Blast, Alkali Blast
  Air
  Air Blast*, Hurricane Blast, Gale Blast
  Cold
  Drowning Blast, Frost Blast*, Numbing Blast
  Crystal
  Crystal Blast*, Living Crystal Blast, Razor Blast
  Electric
  Electric Blast*, Shock Blast, Static Blast
  Fire 
  Blistering Blast, Fire Blast*, Searing Blast
  Force 
  Force Blast*, Invigorating Blast, Mana Siphon
  Light
  Blinding Blast, Incandescent Blast, Radiant Blast
  Negative
  Gloom Blast, Nether Blast*, Tenebrous Blast
  Plant**
  Adhesive Blast, Bramble Blast, Thorn Blast
  Sonic
  Reverberating Blast, Shattering Blast, Thunder Blast*
  Stone
  Battering Blast, Shrapnel Blast, Stone Blast*
   
   
  * Published in Spheres of Power
   
   
  ** See Adaptation in Chapter 4 Advanced Magic
  Blast Shape Talents
  Chain Blast (blast shape)
  You may spend a spell point to arc your destructive blast be-
  tween multiple targets. Choose a number of targets no greater 
  than 1 + half your caster level (minimum 2 targets total). Make 
  a ranged touch attack against each of them in order. No target 
  can be farther than 10 ft + 5 ft per 5 CL from the previous tar-
  get and no target can be targeted more than once. Should any 
  of the targets fail to take damage, either by a missed attack, 
  resistance, or other method, the chain stops and no further 
  targets are damaged.
  Energy Aura (blast shape)
  You may spend a spell point to surround yourself with elemen-
  tal energies as a move action. For a number of rounds equal to 
  your casting ability modifier, any creature that ends its turn 
  
  within 5 ft + 5 ft per 10 caster levels of you is affected by your 
  destructive blast as if it had dealt minimum damage (so a 4d6 
  blast would deal 4 damage). A Reflex save negates this damage. 
  You may only have one energy aura active at a time; casting it 
  again ends the previous instance.
  Energy Bomb (blast shape)
  You may spend a spell point create a small crystal imbued with 
  your destructive blast. These crystals can be passed to other 
  creatures for later use. As a standard action, this crystal may 
  be primed and thrown as a thrown splash weapon with a range 
  increment of 20 ft. A direct hit deals the destructive blast’s dam-
  age to the target and damage equal to the minimum blast dam-
  age is dealt in a 5 ft splash radius. Any creature taking damage 
  from either the direct hit or the splash must save against any 
  additional effects of the blast type. Crystals persist for 1 hour 
  per caster level.
  Energy Leap (blast shape)
  You may spend a spell point to move in a straight line up to 
  your destructive blast’s range as a standard action. This move-
  ment does not provoke attacks of opportunity and you may 
  pass through occupied spaces. Any creatures whose space you 
  pass through are affected by your destructive blast, with a Reflex 
  save for half damage. If you attempt to pass through an object 
  and fail to break through it, you appear in the nearest unoccu-
  pied space and are staggered for one round. This blast shape 
  cannot be combined with the Extreme Range advanced talent.
  Energy Satellite (blast shape)
  You may form your destructive blast into a sphere that orbits 
  your body that lasts for one minute per caster level or until 
  used. As an immediate action, you may discharge the sphere 
  against any creature within 5 ft + 5 ft per 10 caster levels, deal-
  ing your destructive blast damage. A Reflex save halves this dam-
  age. You may only maintain a single satellite at a time. This 
  talent may be taken more than once; each time the number of 
  satellites maintained simultaneously increases by one, though 
  each requires a separate immediate action to discharge.
  Energy Tether (blast shape)
  You may send out a tendril of energy to bind your foe to you. 
  Make a ranged touch attack against a target within Close range 
  (this range does not increase through talents such as Extended 
  Range). If successful, the targets suffers your destructive blast 
  damage. You may concentrate each round to maintain this 
  tether each round, or may spend a spell point as a free action 
  to allow it to persist for 1 round per caster level without con-
  centration. Each round a target remains bound by the tether, 
  they suffer its damage. The tether has 10 HP plus 2 HP per 
  caster level, hardness equal to 1/2 your caster level, and a break 
  DC equal to the blast’s DC. Neither you nor the tethered tar-
  get may not move further away from each other without first 
  breaking the tether (you may dismiss a tether as a free action) 
  or succeeding on a drag or reposition combat maneuver, pull-
  ing the other along with them. If you or the tethered target 
  move closer to each other you may, as a swift action, shorten 
  the tether; the new distance between you becomes the new 
  length of the tether. You may also lengthen the tether as a swift 
  action, but only to a maximum distance equal to Close range.
  Swarms may not be targeted with this blast shape. You cannot 
  have more than one tether active at any one time; creating a 
  second tether dismisses the first.
  Retributive Blast (blast shape)
  Whenever a creature misses with a melee or melee touch at-
  tack against you, you may spend a spell point as an immediate 
  action to use your destructive blast against that creature. The 
  creature may make a Reflex save to negate the damage. You 
  must be aware of the attack and able to act.
  Blast Type Talents
  Adhesive Blast (blast type)
  You transmute your destructive blast into a sticky, acidic sap. 
  Your destructive blast deals acid damage. Any creature damaged 
  by the attack must pass a Reflex save or be entangled and un-
  able to move for 1 round.
  Alkali Blast (blast type)
  Your destructive blast deals acid damage using d4 dice instead of 
  d6. You may make a Trip attempt at range against the target or 
  targets affected by your alkali blast. Only a target successfully 
  struck by the blast (or one that fails their Reflex saving throw if 
  one was required) is affected. Your CMB for this check is equal 
  to your caster level + your casting stat modifier.
  Battering Blast (blast type)
  Your destructive blast becomes a hail of smooth stones, dealing 
  bludgeoning damage, and using d4s for damage dice instead 
  of d6s. You may make a Bull Rush at range against the target 
  or targets affected by your battering blast. Only a target suc-
  cessfully struck by the blast (or one that fails their Reflex sav-
  ing throw if one was required) is affected. Your CMB for this 
  check is equal to your caster level + your casting stat modifier, 
  and all targets are pushed from the point of origin of the ef-
  fect (usually yourself, but if using a talent such as Explosive 
  Orb, it would be the center of the blast. If using Energy Wall, 
  each square of wall is considered the center of effect for those 
  who enter that section. If using Guided Strike, you may choose 
  from which direction you want to push the target, even push-
  ing them up or down if you should desire. Pushing a target into 
  the ground knocks them prone if the Bull Rush is successful.).
  If the target is knocked into a solid object, they suffer 1d6 blud-
  geoning damage, + 1d6 for every 5 ft they would have continued 
  past the barrier. You do not move with the targets of your Bull 
  Rush.
  The blast ignores spell resistance, spell turning, and can pen-
  etrate a globe of invulnerability, antimagic field, or antimagic 
  circle, and is not treated as a spell or magical effect for creatures 
  or classes that gain a bonus to saving throws against magic. 
  
  Blinding Blast (blast type)
  You may spend a spell point to have your destructive blast deal 
  untyped damage. Any creature damaged by the blast must pass 
  a Fortitude save or be blinded for 1 round. The damage die 
  size increases to d8 against undead creatures and any creatures 
  vulnerable to sunlight.
  Blistering Blast* (blast type)
  Your destructive blast deals fire damage. Any creature damaged 
  by the attack suffers a -2 penalty on Fortitude saves for 1d4 
  rounds.
  Drowning Blast (blast type)
  You may spend a spell point to have your destructive blast be-
  come a stream of water, pounding your foe, disorienting and 
  choking them. The blast deals bludgeoning damage. Any crea-
  ture damaged by the attack must pass a Fortitude save or be 
  nauseated for 1 round. The water disappears at the end of your 
  turn.
  Gale Blast (blast type)
  You may change your destructive blast into a forceful wind that 
  deals nonlethal damage. You may make a Trip combat maneu-
  ver at range against the target or targets affected by your air 
  blast. Only a target successfully struck by the blast (or one that 
  fails its Reflex saving throw if one was required) is affected. 
  Your CMB for this check is equal to your caster level + your 
  casting ability modifier. If this check fails, you are not tripped 
  in return.
  Gloom Blast (blast type)
  Your destructive blast deals negative energy damage. Any crea-
  ture damaged by the attack must pass a Fortitude save or be 
  sickened for 1 round. Undead creatures take no damage, but 
  are instead blinded for 1 round on a failed fortitude save. This 
  bypasses the immunities of the undead type.
  Hurricane Blast (blast type)
  You may spend a spell point to change 
  your destructive blast into swirling winds 
  that swirls around the target, dealing 
  nonlethal damage. The target suffers 
  a penalty to ranged attacks and fly 
  checks equal to 1/2 your caster level 
  for 1d4 rounds.
  Incandescent Blast (blast type)
  Your destructive blast deals untyped dam-
  age using d4 dice instead of d6 and any 
  creature taking damage suffers a -2 penalty 
  on Perception checks and Will saves for 1d4 rounds. The dam-
  age die size increases to d8 against undead creatures and any 
  creatures vulnerable to sunlight.
  Invigorating Blast (blast type)
  You may spend a spell point to have your destructive blast deal 
  positive energy damage to non-living creatures using d4 dice 
  instead of d6. Living creatures instead of taking damage gain 
  an equal number of temporary hit points (which cannot exceed 
  their maximum hit points) which last for 1 hour, but also must 
  make a Fortitude save or become dazed for 1 round.
  Living Crystal Blast (blast type)
  You may spend a spell point to create a living crystal blast, 
  covering the target and their space in a mass of ever shift-
  ing and clinging crystals. Your destructive blast deals pierc-
  ing damage. Any creature damaged by your living crystal 
  blast must pass a Reflex save or be entangled and unable 
  to move.
  In addition, the target’s square (or the blast’s affected 
  area) becomes overgrown with living crystal. Any crea-
  ture entering an affected square must make a reflex save 
  or become entangled and unable to move. Breaking free 
  of the entangled condition is a move action, requiring 
  
  either a Strength check or an Escape Artist check against the 
  crystal blast’s save DC. A target may also destroy the crystal on 
  a creature by dealing 3 damage per caster level to the crystal. 
  This removes the entangled condition from the creature. The 
  crystal disappears after 1 minute.
  Mana Siphon (blast type)
  Your destructive blast saps the magic energy from your target, 
  funneling it to you. A mana drain blast does nonlethal dam-
  age using d4 dice instead of d6 and your target must make 
  a Fortitude save or lose 1 spell point. This loss increases by 
  one die size (1d2, 1d3, 1d4, 1d6, etc.) for every five caster lev-
  els. You gain an equal number of temporary spell points that 
  last for one round per caster level, though you cannot receive 
  more spell points than your target loses. These temporary spell 
  points do not stack with spell points from other targets, other 
  instances of this ability, or any other source and expire after 1 
  round per caster level.
  Numbing Blast* (blast type)
  Your destructive blast deals cold damage. Any creature damaged 
  by the attack suffers a -2 penalty on Reflex saves for 1d4 rounds.
  Radiant Blast (blast type)
  Your destructive blast deals untyped damage, and uses a d4 as the 
  damage die instead of a d6. Any creature damaged by the blast 
  must pass a Fortitude save or treat all creatures as if they had 
  concealment (20%) for 1 rnd. This bypasses the immunities of 
  the undead type. The damage die size increases to d8 against 
  undead creatures and any creatures vulnerable to sunlight.
  Razor Blast (blast type)
  You craft your destructive blast into a series of jagged crystal 
  shards, dealing slashing damage and using d4s as the damage 
  dice instead of d6s. The target must pass a Reflex save, or have 
  its movement speed reduced in half until 24 hours pass, or it 
  receives at least 1 point of magical healing. This effect may also 
  be healed as a caltrop wound. In addition, every space affected 
  by the blast becomes covered in jagged crystals. Any creature 
  who moves over such a space must pass a reflex save or suffer 1 
  point of damage and have its speed reduced by half, as detailed 
  above. A charging or running creature must immediately stop 
  if it fails this saving throw. Any creature moving at half speed 
  or slower can pick its way through the area with no trouble. A 
  creature need only make one saving throw per round to avoid 
  this effect, no matter how many affected spaces they cross over 
  that round. Crystals can also be destroyed by dealing 1 point 
  of damage per caster level to the crystal in a particular space. 
  Crystal also disappears after 1 minute.
  Reverberating Blast (blast type)
  You may spend a spell point to make your destructive blast be-
  come a thundering sonic boom, dealing sonic damage. Affected 
  targets must pass a Fortitude save or suffer a penalty to con-
  centration checks and all mental skill checks equal to 1/2 your 
  caster level for 1d4 rounds.
  Searing Blast* (blast type)
  Your destructive blast deals fire damage using d8 dice instead of 
  d6.
  Shattering Blast (blast type)
  Your destructive blast becomes a sonic lance, shattering what-
  ever it strikes. A shattering blast uses d4 instead of d6 as its 
  damage die and deals sonic damage. The blast does full damage 
  to objects and ignores up to half your caster level in hardness.
  Shock Blast (blast type)
  You may spend a spell point to have your destructive blast deal 
  electricity damage. A shock blast uses d4 instead of d6 as its 
  damage die. Any creature damaged by the attack must make a 
  Fortitude save or be dazed for 1 round.
  Shrapnel Blast (blast type)
  Your destructive blast becomes a stream of jagged blades, deal-
  ing slashing damage, and using d4s for damage dice instead of 
  d6s. Any creature damaged by the attack suffers bleed damage 
  equal to the number of damage die rolled.
  The blast ignores spell resistance, spell turning, and can pen-
  etrate a globe of invulnerability, anti-magic field, or antimagic 
  circle, and is not treated as a spell or magical effect for crea-
  tures or classes that gain a bonus to saving throws against mag-
  ic. These blades disappear after 1 minute.
  Static Blast (blast type)
  You may spend a spell point to have your destructive blast deal 
  electricity damage. You may make a Disarm attempt at range 
  against the target or targets affected by your static blast. Only 
  a target successfully struck by the blast (or one that fails their 
  Reflex saving throw if one was required) is affected. Your CMB 
  for this check is equal to your caster level + your casting stat 
  modifier. You receive a +4 bonus on this check against any tar-
  get that is wielding a metal weapon.
  Tenebrous Blast* (blast type)
  Your destructive blast deals negative energy damage. Any crea-
  ture damaged by the attack suffers a -2 penalty on attack rolls 
  for 1d4 rounds. Undead creatures take no damage, but are in-
  stead sickened for 1 round. This bypasses the immunities of 
  the undead type.
  *Originally published in the Irhardt section of Worlds of Power. 
  Some blasts have been modified from their original versions.
  
  Other Talents
  Admixture
  You may either increase the casting time of your destructive 
  blast by one step or spend an additional spell point to apply two 
  blast type talents instead of 1. The resultant blast does half of 
  its damage of each type and any additional effects of the blast 
  types are applied normally. If the die size for the two blasts are 
  d8 and d6, use d8; if d8 and d4 use d6; if d6 and d4, use d4. If 
  two blast types have different caster levels, then use the lower 
  caster level for determining the admixtured blast’s caster level.
  Special: You do not increase the casting time or spend an ad-
  ditional spell point when using the admixture talent with two 
  blast types from the same blast type group.
  Cascade Failure
  When a creature receives damage from your destructive blast, it 
  suffers a -1 penalty on all saving throws against your destructive 
  blasts until the end of your next turn. This penalty stacks with 
  itself if a target is damaged by your destructive blast more than 
  once in a round.
  Clinging Blast 
  You may spend an additional spell point to have all damage 
  from the destructive blast be treated as continuous for the pur-
  poses of any concentration checks until the start of your next 
  turn.
  Epicenter
  You are immune to any damage and other effects of your own 
  destructive blasts. This includes ignoring difficult terrain from 
  your Crystal Blast and immunity to your own Energy Wall, 
  Energy Cloud, and any other blast shape with a non-instanta-
  neous duration.
  Focused Blast
  When making a destructive blast unaltered by a (blast shape) tal-
  ent, your destructive blast damage increases by +1 damage per 
  die. 
  Gather Energy
  You may increase the casting time of your destructive blast by 
  one step to increase the damage to d6 per caster level (2d6 min-
  imum) without increasing the spell point cost. This increase 
  does not stack with the damage increase from spending an ad-
  ditional spell point.
  Greater Blast 
  The damage of your destructive blast increases by one die. You 
  may take this talent an additional time at 5th caster level and 
  every 5 caster levels thereafter; the effects stack.
  Selective Blast 
  You may exclude one creature plus one per 10 caster levels 
  from the area of your destructive blasts that have an instanta-
  neous duration. You may instead spend a spell point to increase 
  the number of excluded creatures by your casting ability mod-
  ifier (minimum +1).
  Wingbind
  When using a blast type that entangles, flying entangled tar-
  gets that are entangled must make an additional Reflex save 
  or be unable to fly and fall to the ground. This does not affect 
  creatures with magical flight.
  Descriptors
  Unlike spells, talents in various Spheres of Power releases 
  mostly lack descriptor tags. While in most cases the appropri-
  ate tag can be inferred for a given talent or entire sphere, for 
  use with other portions of this book it will be helpful to specify 
  which blast talents bear which descriptors.
  Acid
  Acid Blast, Adhesive Blast, Alkali Blast
  Air
  Air Blast, Gale Blast, Hurricane Blast
  Cold
  Frost Blast, Numbing Blast
  Earth
  Crystal Blast, Greater Crystal Blast, 
  Razor Blast, Shrapnel Blast, Stone Blast
  Electricity
  Electric Blast, Shock Blast
  Fire
  Blistering Blast, Fire Blast, Radiation 
  Blast, Searing Blast
  Force
  Force Blast
  Light
  Incandescent Blast, Radiant Blast, 
  Radiation Blast
  Sonic
  Reverberating Blast, Shattering Blast, 
  Thunder Blast
  Water
  Crystal Blast*, Drowning Blast
  *See Adaptation in section 
  
  Chapter 4 
  Advanced Magic
  “You think you know power? Your puny magic is but a candle to my 
  might. I have slain titans, leveled strongholds with a wave of my hand! 
  Even speaking to you is a greater effort than erasing you from existence.” 
  - Jeriah Blackflame, Soulfire Master
  Advanced Talents 
  Crystal Cocoon
  Prerequisites: Destruction sphere, any two blast type talents 
  in the crystal blast type group, caster level 10th or higher. 
  When using the Crystal Blast talent, you may spend an extra 
  spell point to fully encase your targets in a shell of crystal. 
  Targets that fail their Reflex saves against your blast are help-
  less and cannot take physical actions other than to attempt 
  Strength or Escape Artist checks to escape the crystal, but can 
  still breathe and take purely mental actions. The crystal blocks 
  line of sight and line of effect to and from the encased target. 
  Destroying the cocoon frees the victim, the crystal having HP 
  as normal for the Crystal Blast talent.
  Disintegrate (blast type)
  Prerequisites: Destruction sphere, caster level 5th or higher.
  You may spend a spell point to have your destructive blast deal 
  untyped damage. Any creature reduced to 0 or fewer hit points 
  is entirely disintegrated, leaving behind only a trace of fine 
  dust. A disintegrated creature’s equipment is unaffected. This 
  blast type does full damage to objects and ignores all hardness, 
  energy resistance, and energy immunity.
  When targeting a single object, the destructive blast simply dis-
  integrates as much as a 10-foot cube of nonliving matter. Thus, 
  it disintegrates only part of any very large object or structure 
  targeted. Attended objects may make a Fortitude save to ne-
  gate this effect, but still take destructive blast damage. The blast 
  effects even objects constructed entirely of force, but not mag-
  ical effects such as a globe of invulnerability, an antimagic field, or 
  the barrier ward of the Protection sphere.
  Energy Cloud (blast shape)
  Prerequisites: Destruction sphere, caster level 10th or 
  higher.
  You may spend three spell points to make your destructive blast 
  into a roiling cloud of destruction. The cloud covers a 10 ft + 
  5 ft per 5 caster levels radius, is 10 ft + 5 ft per 5 caster levels 
  tall, and is stationary unless directed by the caster to move as 
  a move action, which it does at a rate of 20 ft + 5 ft per 2 caster 
  levels and persists for 1 minute per CL. The cloud obscures vi-
  sion as the fog cloud spell. Any creatures who begin their turn 
  inside the cloud suffers your destructive blast damage. Affected 
  creatures are allowed a Fortitude saving throw for half damage. 
  You are immune to damage from your own cloud. 
  Extreme Range
  Prerequisites: Destruction sphere, Extended Range x2, cast-
  er level 5th or higher.
  Your destructive blast has a range of 1,000 ft + 100 ft per cast-
  er level. Destructive blasts outside of your long range but inside 
  this range can only target squares or large objects (ones the oc-
  cupy more than one square), not individual creatures and take 
  effect one round after being used.
  Greater Admixture
  Prerequisites: Destruction sphere, Admixture, caster level 
  5th or higher.
  When using the admixture talent, you may spend an additional 
  spell point to add a third blast type talent. The damage dealt 
  is split between the three blast types and the additional effects 
  from each blast type apply normally. If different damage die 
  apply to the different types, use the largest. If the blast types 
  have different CLs, then use the lowest CL for determining the 
  admixtured blast’s CL.
  Special: You do not increase the casting time or spend an ad-
  ditional spell point when using the admixture talent with blast 
  types from the same blast type group. The additional spell 
  point cost of greater admixture still applies.
  
  Holy Smite 
  Prerequisites: Destruction sphere, must be of a good align-
  ment, 1st caster level or higher.
  You may spend a spell point to have your destructive blast deal 
  sacred damage.
  Penetrating Blast
  Prerequisites: Destruction sphere, caster level 5th or higher.
  Your destructive blast ignores energy resistance equal to your 
  caster level. You may spend a spell point to increase this ef-
  fect to twice your caster level. Treat Immunity as if it were 
  Resistance 40 for this purpose.
  Radiation Blast (blast type)
  Prerequisites: Destruction sphere, any two blast type talents 
  in the fire blast type group, caster level 5th or higher.
  You may spend two additional spell points to have your destruc-
  tive blast do half fire and half untyped damage. Any creature 
  damaged by the attack must pass a Fortitude save with your 
  blast’s DC or suffer the effects of low radiation. A creature suf-
  fering from radiation instead must pass a Fortitude save with 
  your blast’s DC or have the level of radiation increased by one 
  step, inflicting the new levels primary effect. This effect stacks 
  with the effects of lower radiation levels. Saves against the sec-
  ondary effects of the radiation are made at their normal save 
  DCs. The target’s square (or the blast’s affected area) becomes 
  irradiated for 1 minute per caster level. Any creature passing 
  through an irradiated square must pass a Fortitude save DC 14 
  or be affected by low radiation.
  Radiation
  Radiation is a poison effect, whose initial effect causes 
  Constitution drain and secondary effect causes Strength 
  damage. Radiation dangers are organized into four catego-
  ries: low, medium, high, and severe.
  Initial Effect: Radiation initially deals Constitution drain 
  unless the exposed character succeeds at a Fortitude sav-
  ing throw. A new saving throw must be 
  attempted to resist radiation’s initial 
  damage each round a victim remains ex-
  posed to it.
  Secondary Effect: Secondary effects 
  from radiation deal Strength damage at 
  a much slower rate than most poisons. This 
  secondary effect ends only after a character 
  succeeds at two consecutive Fortitude saving 
  throws to resist secondary radiation damage. 
  If a character has Strength damage equal to 
  his current Strength score, further dam-
  age dealt a secondary effect is instead 
  Constitution damage.
  Removing Radiation Effects: 
  All radiation damage is a poison 
  effect, and as such it can be re-
  moved with any effect that 
  neutralizes poison. Ability 
  damage and drain caused by 
  radiation damage can be 
  healed normally.
  
  Radiation 
  Level
  Fort Save
  Primary 
  Effect
  Secondary 
  Effect
  Low
  13
  1 Con Drain
  1 Str damage/
  day 
  Medium
  17
  1d4 Con 
  Drain
  1d4 Str 
  damage/day
  High
  22
  2d4 Con 
  Drain
  1d6 Str 
  damage/day 
  Severe
  30
  4d6 Con 
  Drain
  2d6 Str 
  damage/day
  Pathfinder Campaign Setting: Technology Guide © 2014, Paizo Inc.; 
  Authors: James Jacobs and Russ Taylor.
  Unholy Smite 
  Prerequisites: Destruction sphere, must be of an evil align-
  ment, 1st caster level or higher. 
  You may spend a spell point to have your destructive blast deal 
  profane damage.
  Adaptation
  While there are many blast type talents both here and in the 
  original Spheres of Power release, it is neither possible nor 
  desirable to publish every imaginable combination of damage 
  type, die size, and additional effect. If a combination that has 
  not been published is desired, players and gamemasters are en-
  couraged to invent new abilities appropriate to the needs of 
  the character.
  A blast type talent has four components: 
  1. Damage Type: What form does the damage take? 
  This is key for determining what resistances impact 
  the total damage. DR/slashing is useless against fire, 
  while a fire elemental will take full damage against a 
  shrapnel blast. So far, acid, cold, electric, fire, force, 
  negative energy, nonlethal, physical (blunt/piercing/
  slashing), sonic and untyped damages have been used. 
  Types uncommonly resisted are more valuable than 
  commonly resisted types like fire or cold. Sonic and 
  force damage are almost never resisted, making them 
  prime choices from an optimization perspective, a 
  benefit that must be considered when balancing the 
  final talent.
  2. Additional Effect: Not all status effects are created 
  equal. Dazzled is fairly trivial and thus could be applied 
  for multiple rounds without a save, while paralyzed 
  can lead to immediate death by coup de grace. Stone 
  Blast bypasses spell resistance, which, combined with 
  its ability to bypass weapon type-based DR, accounts 
  for its lack of additional effects. The duration of these 
  effects and the presence or absence of a saving throw 
  is critical in balancing your new talent. Permanent ef-
  fects are solely the province of advanced talents.
  3. Die Size: What dice do you roll to determine the 
  blast’s damage? Largely used as a balancing factor, 
  such as Crystal Blast, which inflicts a fairly long dura-
  tion of a reasonably powerful condition, entangled, as 
  well as creating difficult terrain, useful for controlling 
  the battlefield, has its damage reduced to d4, yet re-
  mains one of the most useful blast types. For contrast, 
  Searing Blast deals a commonly resisted damage type, 
  fire, and has no additional effects, thus has its damage 
  die increased to d8. The average damage is the same 
  as with Acid Blast , but the lack of the delay on part of 
  the damage is desireable, somewhat offsetting the less 
  desireable damage type.
  4. Spell Point Cost: Do you need to pay additional 
  spell points to use it? As force damage is rarely resisted 
  and useful for its ability to damage incorporeal crea-
  tures, Force Blast, which also carries the additional 
  effect of knocking foes prone on a failed save, costs an 
  additional spell point to use. A blast that deals blud-
  geoning damage with the same die size and additional 
  effect would not have to carry this additional SP cost.
  For example, a player has a ice themed thaumaturge, taking 
  the destruction sphere, as well as the creation sphere and the 
  nature sphere with water geomancing. Now, after a few lev-
  els, the player has decided that the thaumaturge’s battlefield 
  control needs some improvement, since long adventuring days 
  have made the heavy use of creation undesirable, but doesn’t 
  want to break the ice theme. Changing crystal blast to fit with 
  an ice-themed character is simple enough. A single type of 
  physical damage, piercing, is hindered by most types of dam-
  age reduction (DR), while cold damage is one of, if not the, 
  most resisted energy damage types, so simply changing the 
  damage type should allow a reasonable power without further 
  adjustment. Alternatives would be reducing the duration to 
  one round and removing the difficult terrain effect, reason-
  ably allowing a return to the default d6 die size. Removing the 
  Reflex save on the entangle effect, however, would require re-
  turning the die size to d4 and an additional spell point cost. For 
  increased damage, a similar damage substitution with searing 
  blast could be made, since fire and cold damage suffer from 
  similar frequencies of resistance, or with acid blast, which is 
  less commonly resisted than cold, for lingering damage. The 
  new talents could be described in a reasonably thematic way, 
  such as more intense cold or lingering frostbite respectively.
  Rather than filling a book with repetitive variations of the 
  different possible combinations, a system for creating blast 
  talents is presented below. This system is expressly optional 
  and only to be used with the approval and participation of the 
  GM. Careful attention should be paid to creating new blast 
  types for characters with the focused energy drawback, as the 
  penalty of the drawback is reduced with each additional blast 
  type available. Choose the desired damage type and addition-
  al effects, then adjust duration, die size and cost. Final result 
  should be between 9-11 points. Spell point cost should not ex-
  ceed 1 SP unless designing an advanced talent. Effects beyond 
  those listed may require an advanced talent. Responsibility 
  for the final result making sense (entangling flame blasts, cold 
  
  setting targets on fire) rests solely with the user. Any novel tal-
  ent must of course be approved by the gamemaster. 
  New blast types can take the place of existing base blast types 
  of similar type (acid, frost, etc.), be added as additional options 
  to the existing groups, or be made into entirely new blast type 
  groups. When making a new blast type groups, it is best to 
  have a minimum of three blast types to populate it, even if 
  this means simply adapting existing blasts to fit the theme by 
  changing their name and tweaking descriptive text. (See the 
  example in the sidebar on page 20)
  Some effects, especially those that deny standard actions such 
  as nauseated, dazed, or stunned, should always incur a spell-
  point cost.
  Damage Type 
  Damage Type
  Cost
  Nonlethal
  3
  Bludgeoning, Fire, Cold, Piercing, 
  Slashing
  4
  Acid, Electricity, Bludgeoning/Piercing/
  Slashing (combined), Negative (with alter-
  nate effect vs undead)
  5
  Force, Sonic, Untyped
  6
  Additional Effects 
  Additional Effect
  Save
  Duration
  Cost
  Att/DC Bonus Vs Specific Material (metal, plant 
  matter, stone, etc) +3/+3 for d6
  N/A
  N/A
  5
  Bleed damage = # dice
  N
  Until Healed
  5
  Blind
  Y
  1 round
  8
  Combat Maneuver
  N/A
  N/A
  5
  Concealment for all creatures
  Y
  1 round
  5
  Dazed
  Y
  1 round
  10
  Dazzle
  N
  1 round
  2
  Deafened
  Y
  2d4 rounds
  4
  Difficult Terrain
  N/A
  minute/lvl
  2
  Drain SP (scaling, as mana siphon)
  Y
  N/A
  8
  Entangle & immobile 
  Y
  1 round
  4
  Entangle & immobile
  Y
  Until broken
  6
  Ignore 1/2 CL Hardness, full damage to objects
  N/A
  N/A
  6
  Lingering Damage (1 per die)
  N/A
  1 round
  3
  Nauseated
  Y
  1 round
  8
  On Fire
  Y
  Until save
  4
  Penalty: -2 to attacks or single save
  N
  1 round
  5
  Prone
  Y
  N/A
  7
  Shaken or Sickened
  Y
  1 round
  5
  SR: No and ignores antimagic fields (as Stone Blast)
  N/A
  N/A
  4
  Staggered
  Y
  1 round
  5
  Att/DC Bonus Vs Specific Material (metal, plant 
  matter, stone, etc) +3/+3 for d6
  N/A
  N/A
  5
  Add/Remove Save
  N/A
  N/A
  -/+3
  Increase/Decrease Duration (1 round<->1d4 
  rounds<->2d4 rounds )
  N/A
  N/A
  +4/-2
  Die Size
  +1 Die Size
  4
  -1 Die Size
  -3
  Additional Cost: +1 SP for -4 cost 
  
  Rituals
  Grant Metamagic Feat
  Sphere Mind; Ritual Level 3
  Casting Time 30 minutes
  Components V, S, M (125 gp of burnt magical scrolls)
  Description The performer of the ritual gains knowledge of 
  one metamagic feat for which he meets the prerequisites for 
  24 hours. Only one feat may be gained from this ritual at one 
  time; additional castings remove the feats previously gained 
  from this ritual.
  Open Rift
  Sphere Warp; Ritual Level 3
  Casting Time 30 minutes
  Components V, S, M (25 gp of preserved flesh from a creature 
  with the elemental subtype)
  Description An elemental rift is opened at a point within 
  400 ft, creating an area with a 30 ft radius inside of which the 
  planar traits (elemental and energy traits, gravity traits, and 
  magic traits only) of one elemental plane override those of the 
  plane on which this spell is cast. This effect lasts for 24 hours.
  Incantations
  Call Annihilation Sphere
  Those with great confidence, or little wisdom, can call forth the ulti-
  mate symbol of utter destruction, the sphere of annihilation.
  Sphere Destruction; Effective Level 20th
  Skill Checks in order—Knowledge (Arcana) DC 29 4 success-
  es, Spellcraft DC 29 4 successes
  Casting Time 1 hour
  Components S, V
  Range Close
  Duration 24 hours
  Saving Throw none; SR no
  Description
  At great risk to the performers, a sphere of annihilation can be 
  temporarily summoned, usually ending in tragedy.
  Backlash
  All performers and secondary performers take 4d6 points of 
  untyped damage.
  Failure
  If you fail 2 consecutive checks, the sphere of annihilation ap-
  pears and moves up to 100 ft to strike a random performer. 
  This continues for 1d6 rounds.
  
  Create Destructive Elemental
  Some who possess the knowledge to summon elemental creatures and 
  bind them to their will have found methods for increasing their power, 
  giving their servants powerful destructive blasts and a deadly parting 
  gift.
  Sphere Destruction; Effective Level 10th
  Skill Checks in order—Knowledge (Planes) DC 28 2 success-
  es, Spellcraft DC 28 2 successes
  Casting Time 1 hour
  Components S, V
  Range Personal
  Target One willing or helpless air, earth, fire, or water 
  elemental
  Duration instantaneous
  Saving Throw none; SR no
  Description
  The performers open a tiny rift across the planes, empowering 
  the abilities of the target elemental to new heights.
  If successful, the target elemental permanently gains the de-
  structive elemental template. 
  Backlash
  All performers and secondary performers take 2d6 points of 
  damage corresponding to the elemental targeted (electric for 
  air, acid for earth, fire for fire, and cold for water.
  Failure
  If you fail 2 consecutive checks, all performers and secondary 
  performers are banished to the elemental plane corresponding 
  to the type of elemental targeted for 1d6 hours.
  Create Omnimental
  Those with the knowledge can harvest the essence of living elementals, 
  blending the opposite natures together to form a new creatures writh-
  ing with elemental energies.
  Sphere Alteration; Effective Level 10th
  Skill Checks in order—Knowledge (Planes) DC 15+HD of 
  elemental to be created 2 successes, Spellcraft DC 15+HD of 
  elemental to be created 2 successes
  Casting Time 1 hour
  
  Components S, V
  Range Touch
  Target One willing or helpless elemental of each of the follow-
  ing types: air, earth, fire, and water, with the same HD
  Duration Instantaneous
  Saving Throw none; SR Yes
  Description
  Each of the target elementals is ritually destroyed, their es-
  sence and energy harvested and collected, then coalesced into 
  a new form. 
  Backlash
  All performers and secondary performers take 1 point each of 
  acid, cold, electric, and fire damage per the target’s HD.
  Failure
  If you fail 2 consecutive checks, the targets are released and 
  hostile toward the performers.
  Dance of Ruin
  Wild gyrations and cacophonous calls mimic the infamous dance of the 
  foul vrock demons, channeling their chaotic, destructive power through 
  those that dare call upon them. 
  Sphere Destruction; Effective Level 5th
  Skill Checks in order—Knowledge (Planes) DC 32 3 successes, 
  Perform (Dance) DC 32 3 successes
  Casting Time 3 rounds.
  Components S, V
  Range Personal
  Area 100 ft radius burst
  Duration Instantaneous
  Saving Throw Ref Half; SR yes
  Description
  One who has acquired the dark knowledge of this ritual need 
  only understand it, then perform the motions to call forth the 
  power of the Abyss. Only one performer is required, but each 
  additional performer that succeeds on all of the skill checks 
  increases the power of the ritual dramatically. Each round, a 
  Knowledge (Planes) check and a Perform (Dance) check must 
  be made by all primary performers.
  If successful, at the end of the third round, a wave of electricity 
  explodes outward, dealing 5d6 electricity damage per primary 
  performer (20d6 max) to all creatures and objects in a 100 ft 
  radius, excluding the performers. A DC 17 Reflex save halves 
  this damage, with the DC increasing by +1 for every additional 
  primary performer (+4 max).
  Backlash
  All performers and secondary performers take 2d6 points of 
  electricity damage and the casting time is increased by one 
  round.
  Failure
  If you fail 2 consecutive checks, all performers and secondary 
  performers take electrical damage equal to the damage the in-
  cantation would have done.
  Walking Bomb
  Less scrupulous overlords and military commanders find that zealous 
  minions, even weak, untrained ones, can still be put to spectacular use, 
  inflicting more harm in death than they ever could in life. Captured en-
  emies can also act as unwitting vectors for attack after a staged escape, 
  brainwashed fanatics can attack in waves, and even prisoners become 
  deadly liabilities. Is there any problem sacrificing minions can’t solve?
  Sphere Destruction; Effective Level 6th
  Skill Checks in order—Heal or Knowledge (Nature) DC 26 2 
  successes, Spellcraft DC 26 2 successes
  Casting Time 10 minutes
  Components S, V, F (a crystal attuned to one blast type tal-
  ent, 5,000 gp)
  Range Touch
  Target One willing or helpless creature with 5 HD or less.
  Duration 2d6 days
  Saving Throw none; SR yes
  Description
  By channeling elemental energy through a specially prepared 
  focus crystal, a willing or helpless target may be charged with 
  deadly energy, primed to explode. The target writhes in pain 
  and emits bright light as its cells are overloaded with power 
  they were not meant to contain.
  If successful, the target becomes afflicted with the walking 
  bomb curse, of which the only sign is that their eyes faintly 
  glow with a color corresponding to the attunement of the fo-
  cus crystal (Perception DC 18 to notice). The curse is triggered 
  as a standard action by the creature or upon reaching 0 or few-
  er HP. Once triggered, the target explodes as if casting a CL 6 
  destructive blast with the blast type corresponding to the crystal 
  focus and the Explosive Orb blast shape, dealing 6d6 damage 
  in a 15 ft radius with a Reflex save DC 14 for half. The target’s 
  corpse is destroyed utterly in the blast. The curse may be re-
  moved with the Break Enchantment restoration ability. The 
  curse has an MSD of 17.
  If the curse is not triggered within 2d6 days, it has a 10% 
  chance of exploding every hour thereafter.
  Backlash
  All performers and secondary performers take 2d6 points of 
  damage corresponding to the blast type to which the focus was 
  attuned.
  Failure
  If you fail 2 consecutive checks, there is a 50% chance the rit-
  ual fails, leaving the target unharmed and 50% chance that the 
  target explodes immediately.
  
  Section 5
  Player Options
  “Feel the untamed fury of the elements flow through you, grasp their 
  power and bind it to your heart. Ride the lightning, dance in the flame, 
  be one with the stone.” 
  - Orok, Elemental Scion
  “I like fire. Fire pretty.”
   - Burn, Fire Warrior
  Feats
  Admixture Feats
  Admixture feats grant new ways to utilize the Admixture tal-
  ent, adding abilities from other spheres to your destructive blast. 
  All admixture feats replace the second blast talent you would 
  normally apply, with the resulting destructive blast dealing nor-
  mal blast damage in addition to the effect outlined in the feat. 
  Any additional costs incurred by the additional effect must 
  be paid as normal. If your caster level is different for the two 
  spheres, the destructive blast is governed by your caster level for 
  the relevant blast type and the additional effect is governed by 
  your caster level for the appropriate ability.
  Arcing Strike
  Prerequisites: Destruction sphere, Guided Strike, caster lev-
  el 11th or higher.
  You may spend a spell point to make your destructive blast fly 
  in an erratic path, unerringly striking your target no matter 
  what lies between you. Your destructive blast ignore the AC bo-
  nus granted to targets by anything less than total cover, and 
  the miss chance granted to targets by anything less than total 
  concealment. Total cover and total concealment provide their 
  normal benefits against your ranged attacks.
  Special: If you possess the Divination sphere Viewing talent, 
  you can use arcing blast to strike any target that you can see 
  that is within range of both your blast and your divination, 
  as long as it isn’t inside a completely enclosed space (GM’s 
  discretion).
  Atmospheric Imbuement
  Prerequisites: Destruction sphere, Weather sphere
  Benefit: When using blast talents with the air, electrical, or 
  sonic blast type groups, or any blast type deemed appropriate 
  by the GM, when there is an area of rain and wind both at or 
  above category 4, your destructive blast bypasses spell resistance.
  Channel Destruction
  Prerequisites: Destruction sphere, Channel Energy class 
  feature
  Benefit: You may imbue your channel energy with a blast type 
  talent. This channeled energy may only be used to harm, but 
  affects all creatures in the area, not just living or undead. The 
  channeled energy does its normal number of damage dice of 
  a die size and damage type corresponding to the chosen blast 
  type. Additional effects apply as usual for the chosen blast 
  type. If more than one blast type is known, a different blast 
  type may be selected each time channel energy is used. For 
  example, a 5th level soul weaver with this feat and the Crystal 
  Blast talent could channel energy, dealing 3d4 piercing damage 
  as well as the effects of Crystal Blast in the normal area and 
  with the normal DC of her Channel Energy. If, for example, 
  she also possesses the Searing Blast talent, the next round she 
  can channel energy, dealing 3d8 fire damage.
  If the (blast type) talent chosen has additional spell point costs, 
  an additional use of channel energy must be used in place of 
  each spell point required.
  Deadly Targeting
  Prerequisites: Destruction sphere
  Benefit: The base critical threat range of your destructive blast 
  increases to 19-20. 
  Energy Snake
  Prerequisites: Destruction sphere, Energy Sphere
  Benefits: When using the Energy Sphere (blast shape), you 
  may spend 2 spell points instead of 1 to form the energy sphere 
  into a serpent, which grows with every target it consumes. 
  
  Whenever the energy sphere successfully deals damage to a tar-
  get, its size increases by 1 5-ft square. When moving the energy 
  sphere each round, its squares may be arranged in any shape 
  desired by the caster, so long as the squares are contiguous.
  Energy Specialization
  Prerequisites: Destruction sphere, 5th caster level or higher
  Benefit: Choose one blast type group. Your destructive blasts 
  using blast types from that group gain a +2 insight bonus to 
  caster level.
  Enhancing Admixture (Admixture)
  Prerequisites: Enhancement sphere, Destruction sphere, 
  Admixture talent
  Benefit: When using the Admixture talent, you may spend 
  an additional spell point to have a single creature that takes 
  damage be targeted by an Enhancement effect that you pos-
  sess. If you possess the Mass Enhancement talent, you may 
  apply the Enhancement to any targets damaged, up to your 
  maximum targets from Mass Enhancement. This ability can 
  only target creatures, it cannot be used to animate objects.
  Fan the Flame
  Prerequisites: Destruction sphere, Fire Blast talent, Nature 
  sphere (fire geomancing), 3rd caster level or higher
  Benefit: When a creature is set on fire by your Fire Blast, the 
  fire does not deal 1d6 damage the following round, but rather 
  deals damage equal to the largest fire you may affect. This fire 
  reverts to normal after the first round, dealing 1d6 fire damage 
  on subsequent rounds until extinguished, but you may choose 
  to concentrate each round, or spend a spell point once as a 
  free action, to cause the fire to stay at its increased size until 
  extinguished.
  Fear and Flame
  Prerequisites: Destruction sphere, Fire Blast talent
  Benefit: When a creature is set on fire by your destructive 
  blast, they must pass a Will save each round they remain on 
  fire or become shaken. If shaken, they become frightened. If 
  frightened, they become panicked. A successful save reduces 
  the severity by one step and ending the on fire condition ends 
  the effects of this feat, though not fear conditions from other 
  sources. 
  Focused Blast Type Group
  Prerequisites: Destruction sphere
  Benefit: Choose one blast type group. 
  Treat your caster level as 5 higher for this 
  blast type group. This bonus cannot cause 
  you to have a caster level greater than your 
  HD. 
  Frozen to the Bone
  Prerequisites: Destruction sphere, at least one (blast type) 
  Talent that deals cold damage
  Benefit: When using a destructive blast shape that allows a 
  Reflex save with a blast type that deals cold damage, you may 
  replace the Reflex save with a Fortitude save. 
  Ghostly Admixture (Admixture)
  Prerequisites: Death sphere, Destruction sphere, Admixture 
  talent
  Benefit: When using the admixture talent, you may spend an 
  additional spell point to affect one target damaged by the blast 
  with an Ghost Strike effect you know, in place of a second blast 
  type. If you possess the Greater Ghost Strike talent, you may 
  pay an additional spell point to apply the Ghost Strike to all 
  targets damaged.
  
  Greater Channel Destruction
  Prerequisites: Destruction sphere, Channel Energy class 
  feature, Channel Destruction
  Benefit: When using Channel Destruction, you may spend a 
  spell point to increase the damage to one die per level in the 
  class that grants channel energy that you possess.
  Heavy Hand
  Prerequisites: Destruction sphere, at least one (blast type) 
  talent that deals nonlethal damage
  Benefit: When using a destructive blast type that deals nonle-
  thal damage, you may instead deal lethal bludgeoning damage, 
  but your die size is reduced one step. Additionally, you gain a +1 
  insight bonus to attack rolls and save DCs with destructive blasts 
  that deal nonlethal damage.
  Illuminating Admixture (Admixture)
  Prerequisites: Destruction sphere, Light sphere, Admixture 
  talent
  Benefit: When using the Admixture talent, you may cause a 
  single creature that takes damage to Glow. 
  Imbue with Nature
  Prerequisites: Destruction sphere, Nature sphere(any 
  geomancing)
  Benefit: When using a blast type from a blast type category 
  corresponding to a geomancing talent you possess, you may 
  increase the casting time by one step or spend an additional 
  spell point to draw material from the environment to enhance 
  your blast, allowing it to bypass spell resistance.
  Geomancing Talent
  Blast Type Categories
  Earth Geomancing
  Crystal, Stone
  Fire Geomancing
  Fire
  Metal Geomancing
  Acid
  Plant Geomancing
  Plant*
  Water Geomancing
  Cold
  Other blast types may be used in conjunction with each geo-
  mancing talent as the GM deems appropriate.
  *See adaptation in Chapter 4: Advanced Magic
  Improved Favored Element
  Prerequisites: Two favored elements
  Benefit: Your second and third favored elements receive the 
  same damage bonus as your first favored element.
  Improved Energy Blade
  Prerequisites: Energy Blade talent
  Benefit: You may activate the Energy Blade talent as a swift ac-
  tion when making a melee or ranged weapon or natural weapon 
  attack, but not a touch attack. The next successful attack deals 
  your destructive blast damage in addition to its normal damage.
  Improved Energy Leap
  Prerequisites: Energy Leap talent, Explosive Orb Talent
  Benefit: When you end your movement when using the 
  Energy Leap Talent, you may choose to also deal your destruc-
  tive blast damage in a burst centered on your square with a 5 ft 
  radius, + 5 ft per 10 caster levels. Creatures that take damage 
  from your Energy Leap do not suffer additional damage from 
  the burst.
  Improved Energy Wall
  Prerequisites: Energy Wall talent
  Benefit: You may spend an additional spell point when using 
  the Energy Wall blast shape. The wall now grants concealment 
  from creatures on the other side and any non-magical arrows 
  or bolts passing through the wall are destroyed and other 
  non-magical projectiles suffer a -2 penalty to their attack roll. 
  At caster level 9th the wall can also affect weapons with a +1 
  enhancement bonus, increasing by +1 for every 3 caster levels 
  thereafter. Unusually massive ranged weapons (such as boul-
  ders or ballista bolts) and ranged attacks generated by natural 
  attacks or spell effects are not affected by this ability.
  Special: If you apply the a (blast ype) talent that ignores hard-
  ness and deals full damage to objects, such as shattering blast 
  or disintegrate, treat the wall’s caster level as 3 higher for deter-
  mining the effects of this feat.
  Improved Rebuff
  Prerequisites: Rebuff talent
  Benefit: Whenever a creature within range is the target of 
  a ranged attack, you may spend a spell point as an immedi-
  ate action to target the projectile with a destructive blast. Make 
  an opposed attack roll using your caster level in place of your 
  base attack bonus to destroy the projectile and negate the at-
  tack. Unusually massive projectiles (such as boulders or ballista 
  bolts) and ranged attacks generated by natural attacks or spell 
  effects are not affected by this ability. 
  Material Infusion
  Prerequisites: Metal Geomancing or Creation sphere, 
  Destruction sphere
  Benefit: When using a destructive blast that deals bludgeoning, 
  piercing, or slashing damage, you may choose to have the blast 
  count as cold iron or silver. At 15th caster level you may also 
  choose adamantine. If other relevant materials exist in your 
  campaign, the GM may determine at what level this talent ap-
  plies to them.
  
  Melee Blaster
  Prerequisites: Destruction sphere, Combat Casting
  Benefit: When using a destructive blast as (or as part of) a me-
  lee attack or melee touch attack, your destructive blast does not 
  provoke attacks of opportunity.
  Mind Wrack (Admixture)
  Prerequisites: Mind sphere, Destruction sphere, Admixture 
  talent
  Benefit: When using the Admixture talent, you may spend an 
  additional spell point to have a single creature that takes dam-
  age be targeted by a Charm that you possess. If you possess the 
  Group Charm talent, you may apply the Charm to all targets 
  damaged, up to your maximum number of targets from Group 
  Charm. 
  Morphic Admixture (Admixture)
  Prerequisites: Alteration sphere, Destruction sphere, 
  Admixture talent
  Benefit: When using the Admixture talent, you may spend 
  an additional spell point to have a single creature that takes 
  damage save against a hostile shapeshift. If you possess the 
  Mass Alteration talent, you may apply the hostile shapeshift 
  to all targets damaged, up to your maximum targets from Mass 
  Alteration.
  Orb Expert
  Prerequisites: Destruction sphere, Explosive Orb talent
  Benefit: Your treat your caster level as 2 higher when deter-
  mining the range, burst radius, and save DC of the Explosive 
  Orb blast shape. Additionally, you may use this shape without 
  expending a spell point by reducing the diameter of the burst 
  to 5 ft, + 5 ft per 10 caster levels. 
  Perpetual Sphere
  Prerequisites: Destruction sphere, Energy Sphere talent
  Benefits: Whenever you successfully deal damage to a target 
  with your energy sphere, increase its duration by 1 round. You 
  can only extend the sphere’s duration by up to a number of 
  rounds equal to your caster level.
  Reach Blade
  Prerequisites: Destructive Blade class feature
  Benefit: Your Destructive Blade may be shaped with the 
  reach property. This property can be added or removed each 
  time you shape the blade.
  Space-rending Admixture (Admixture)
  Prerequisites: Warp sphere, Destruction sphere, Admixture 
  talent
  Benefit: When using the Admixture talent, you may spend an 
  additional spell point to have a single creature that takes dam-
  age targeted by Unwilling Teleport. If you possess the Group 
  Teleport talent, you may apply the Unwilling Teleport effect to 
  all targets damaged, up to your maximum targets from Group 
  Teleport.
  Soulfire
  Prerequisites: Destruction sphere, 5th caster level or higher
  Benefit: You may accept 2 or more points of Constitution 
  burn as a free action. Doing so grants 1 temporary spell point 
  per 2 points of burn that expires at the end of your turn. Half 
  the damage of any destructive blast these temporary spell points 
  are spent on becomes untyped damage and the blast bypass-
  es spell resistance. The number of spell points granted per 2 
  points of burn increases by +1 every ten character levels. You 
  cannot use this ability if doing so would reduce your constitu-
  tion to 0.
  Telekinetic Admixture (Admixture)
  Prerequisites: Telekinesis sphere, Destruction sphere, 
  Admixture talent
  Benefit: When using the Admixture talent, you may spend 
  an additional spell point to lift a creature that takes damage as 
  per Hostile Lift. If you possess the Divided Mind talent, you 
  may lift any number of creatures damaged by the blast that do 
  not exceed your lift limit. Maintaining the hostile lift requires 
  concentration as normal.
  Tether Adept
  Prerequisites: Destruction sphere, Energy Tether talent
  Shooting an energy tether to a rocky outcropping, you jerk 
  yourself into the air, swinging around your foes, running along 
  the wall, and springing over their heads.
  Benefit: When using the Energy Tether blast shape, instead of 
  targeting a creature, you can anchor it to a solid surface within 
  its range such as a wall or ceiling (but not floor) as a standard 
  action. Once the tether is anchored, you may, as a move action, 
  attempt to move to any other legal square within the tether’s 
  reach (as determined from the anchor point) without provok-
  ing an attack of opportunity, regardless of your normal move 
  speed, by making an Acrobatics check and comparing the re-
  sult to the CMD of each creature adjacent to the start and des-
  tination points; success on this check allows you to complete 
  the movement, and failure causes you to fall prone in a square 
  adjacent to the creature whose CMD you failed to beat. This 
  movement can include squares on elevated or recessed surfac-
  es, or even walls. If you have a climb speed, you may even end 
  this movement on a wall or ceiling. You must have a clear path 
  towards the destination (this ability does not allow you to pass 
  through solid obstacles or opponents, though it may allow you 
  to circumvent an enemy if you have a clear path around them 
  within the tether’s reach). You must have a free hand to use 
  this ability. Blast types that carry a spell point cost do not incur 
  that cost when using this feat. The anchoring object receives 
  no damage nor other effects of your destructive blast.*
  Example: Jorr the kinetic scourge is facing a force of kobolds 
  in a tunnel. Two of them wielding clubs have moved adjacent 
  to attack him, while two more are behind a barricade 30 ft 
  
  down the tunnel with crossbows. Jorr attaches his energy teth-
  er to the roof of the tunnel 25 ft away, and attempts to swing 
  to just behind the crossbow-wielding kobolds to a space 35 ft 
  from his current position, 10 ft beyond the anchor point. Jorr 
  must make an acrobatics check and compare it to the CMDs 
  of all four kobolds, since two are adjacent to his starting posi-
  tion and two adjacent to his ending position. If he succeeds, 
  he moves without provoking attacks of opportunity, springing 
  over the heads of the near kobolds, swinging over the barricade 
  and kicking off the tunnel wall to land beyond the far foe. 
  *OGL reference for Akashic Mysteries as wording from lash-
  ing spinnerets veil borrowed.
  Time-thief’s Admixture (Admixture)
  Prerequisites: Time sphere, Destruction sphere, Admixture 
  talent
  Benefit: When using the Admixture talent, you may spend an 
  additional spell point to have a single creature that takes dam-
  age targeted by an Alter Time talent that you possess. If you 
  possess the Group Time talent, you may apply the Alter Time 
  effect to all targets damaged, up to your maximum targets from 
  Group Time. 
  Umbral Admixture (Admixture)
  Prerequisites: Dark sphere, Destruction sphere, Admixture 
  talent
  Benefit: When using the Admixture talent, you may spend 
  an additional spell point to center a Darkness effect on the 
  target’s square or another affected square. 
  Warp Burst
  Prerequisites: Destruction sphere, Explosive Orb talent, 
  Warp sphere
  Benefit: When teleporting yourself, you may increase the 
  casting time by one step and spend a spell point to target your 
  destination square with a destructive blast with the explosive orb 
  blast shape, paying additional costs for the blast as normal. You 
  must have line of sight and line of effect to the target square 
  unless you possess the Unseeing Teleport talent. You may ex-
  clude your destination square from this effect.
  
  Sphere-Specific 
  Drawbacks
  Shape Focus: (Requires Destruction) 
  You may only make a destructive blast of a single shape. You may 
  not gain any shape type talents, except with the bonus talent 
  gained from this drawback. If your chosen shape is the default 
  blast shape, you may choose any non-shape destruction talent 
  as your bonus talent.
  Traits
  Destructive Talent (Magic) 
  You have a gift for tearing things apart with barely controlled blasts 
  of energy.
  Benefit: Your destructive blasts gain a +1 trait bonus to damage. 
  This bonus increases by 1 for every 10 character levels.
  This bonus damage is of the same type as the destructive blast. If 
  the blast deals more than one damage type, as with the admix-
  ture talent, you may choose which type this bonus applies to. 
  Destructive Reservoir (Magic) 
  You can dig deep, fighting on at a cost.
  Benefit: Once per day you may cause yourself to become fa-
  tigued as a free action. You immediately gain 2 temporary spell 
  points. These points persist until the start of your next turn 
  and can only be spend on a destructive blast. If you are already 
  fatigued, you instead become exhausted. If you are exhausted 
  or immune to fatigue or exhaustion you may not use this trait.
  Favored Damage (Magic)
  Your connection to one type of destructive energy is particularly strong.
  Benefit: Choose one blast type group. You gain a +2 trait bo-
  nus to your caster level for destructive blasts to which you apply 
  (blast type) talents from that blast type group. This bonus can-
  not cause you to have a caster level greater than your HD.
  Practiced Aim (Combat) 
  Your blasts rarely miss.
  Benefit: You gain a +1 trait bonus on attack rolls with your 
  destructive blast.
  Schooled Avoidance (Combat)
  You learned magic in an academy or other place where frequent magic 
  sparring matches took place. As such, you’ve picked up all sorts of tricks 
  for shrugging off destructive magic.
  Benefit: You gain a +2 trait bonus on all saves versus destructive 
  blasts.
  Arsenal Tricks
  Destructive Weapons
  Add destructive focus (+1), greater destructive focus (+2), and 
  blast vessel (+2) to the special qualities you may add to your 
  bound and summoned weapons.
  Incanter 
  Specializations
  Admixture Adept: (2 specialization points)
  You gain the Admixture talent as a bonus magic talent. If you 
  already possess the Admixture talent, you may instead select 
  any talent from the Destruction sphere as a bonus talent. You 
  also gain an admixture pool as an admixture savant of half your 
  incanter level. These levels stack with admixture savant level 
  for determining the size of your admixture pool.
  Omnimental Familiar: (2 specialization points)
  You gain a small omnimental familiar as the wizard’s arcane 
  bond class feature. The omnimental never gains the speak with 
  animals of its kind ability. At 6th level, you may determine 
  range and line of sight for your destructive blasts from your fa-
  miliar’s position instead of your own. 
  Alternate Racial Traits
  For any race receiving the Basic Magical Training feat, upon 
  gaining the casting class feature, exchange the Basic Magical 
  Training feat for the Extra Magical Talent feat for the sphere or 
  a talent from the sphere that was originally granted.
  Dromite - Energy Blast
  Not all dromites carry a natural affinity for psionics; some are 
  instead gifted in sphere magic. They gain Basic Magic Training 
  in the Destruction sphere as a bonus feat at 1st level with the 
  Focused Energy drawback for a blast type with a descriptor 
  matching their energy resistance, receiving a bonus talent as 
  normal. This replaces Dromite Psionics and Naturally Psionic.
  Forgeborn - Energy Cannon
  A few forgeborn are capable of reconfiguring one of their arms 
  into a barrel-like structure that can produce blasts of energy. 
  Treat this as a basic wand keyed to the Destruction sphere 
  which cannot be disarmed or destroyed - the forgeborn may 
  use it at any time as long as they have a free hand. The forge-
  born (and no other creature) can add additional enchantments 
  to the cannon as if they possessed the Craft Wand feat and 
  a caster level equal to their character level. This replaces 
  Naturally Psionic and Psionic Aptitude.
  
  Ifrit - Flame Touch
  Some ifrit are more adept than others at channeling their na-
  tive connection to the plane of fire. They gain Basic Magic 
  Training in the Destruction sphere as a bonus feat at 1st level 
  with the Focused Energy drawback for a blast type with the 
  fire descriptor, receiving a bonus talent as normal. This replac-
  es Fire Affinity and the spell-like ability racial traits.
  Kobold - Dragon’s Breath
  A few rare kobolds are blessed with the deadly breath of their 
  draconic ancestors. They gain Basic Magic Training in the 
  Destruction sphere as a bonus feat at 1st level with the Focused 
  Energy drawback for a blast type corresponding to a true drag-
  on’s breath weapon and the Focused Shape drawback for the 
  Sculpt Blast shape, receiving the bonus talents as appropriate. 
  This replaces Crafty.
  Special: If you also take the Dragon-Scaled alternate racial 
  trait, your chosen energy resistance must match that of your 
  blast type. 
  Maenad - Sonic Boom
  Not all maenads carry a natural affinity for psionics; some are 
  instead gifted in sphere magic. They gain Basic Magic Training 
  in the Destruction sphere as a bonus feat at 1st level with 
  the Focused Energy drawback for a blast type with the sonic 
  descriptor, receiving a bonus talent as normal. This replaces 
  Maenad Psionics and Naturally Psionic.
  Spell Rage
  Sphere-casting Maenads have learned to fuel their outbursts 
  differently. The maenad may spend a spell point as a free ac-
  tion to begin an outburst, as a result, they take a -2 penalty to 
  Intelligence and Wisdom but gain a +2 bonus to Strength. This 
  bonus lasts for a number of rounds equal to the maenad’s HD 
  and may be ended as a free action. If possessing the rage ability, 
  they gain an additional round of rage each odd level and may 
  instead spend a round of rage to gain these benefits for one 
  round. This replaces Outburst and Inner Rage.
  Oread - Stone Thrower
  Some oreads have mastered conjuring and manipulating 
  stone, crystal, or metal. They gain Basic Magic Training in 
  the Destruction sphere as a bonus feat at 1st level with the 
  Focused Energy drawback for a blast type with the earth or 
  metal descriptor, receiving a bonus talent as normal. This re-
  places Earth Affinity and the spell-like ability racial traits.
  Gem Crafter
  Some oreads have learned how to condense magical energy 
  into stones for later use. They gain Basic Magic Training in the 
  Destruction sphere as a bonus feat at 1st level with the Focused 
  Shape drawback for the Energy Bomb shape, receiving a bonus 
  talent as normal. In addition, the oread has a limited ability to 
  reclaim power from these stones and put it to other uses. As a 
  move action an oread may destroy an Energy Bomb he creat-
  ed without discharging it to gain 1 temporary spell point until 
  the start of his next turn. This replaces the Earth Affinity and 
  spell-like ability racial traits.
  Suli - Destructive Heritage
  A few Suli learn to channel the destructive energies in their 
  blood in a different way. They gain Basic Magic Training in 
  the Destruction sphere as a bonus feat at 1st level with the 
  Destructive Touch drawback, receiving a bonus talent as nor-
  mal. This replaces Elemental Assault.
  Sylph - Air Master
  Some sylph are particularly skilled at the offensive applica-
  tion of their natural talents. They gain Basic Magic Training 
  in the Destruction sphere as a bonus feat at 1st level with the 
  Focused Energy drawback for a blast type with the air, elec-
  tricity, or sonic descriptor, receiving a bonus talent as normal. 
  This replaces Air Affinity and the spell-like ability racial traits.
  Gale Master
  Some sylph can call upon blasts of wind to scatter their en-
  emies. They gain Basic Magic Training in the Destruction 
  sphere as a bonus feat at 1st level with the Focused Energy 
  (nonlethal) drawback, gaining Air Blast as a bonus talent. In ad-
  dition, when casting a destructive blast modified by the Air Blast 
  talent they may choose for it to deal no damage. If dealing no 
  damage, the destructive blast gains a bonus to CMB on its bull 
  rush attempt equal to +1 per die of damage it would normally 
  have inflicted. Using Air Blast to bull rush an opponent into 
  an obstacle still inflicts damage as normal. This replaces Air 
  Affinity and the spell-like ability racial traits.
  Tiefling - Destructive Heritage
  Some tieflings are born with a natural affinity for destructive 
  magic, channeling the fire of the lower planes. They gain Basic 
  Magic Training in the Destruction sphere as a bonus feat at 1st 
  level with the Focused Energy drawback for a blast type talent 
  appropriate to their heritage, as approved by the GM, receiv-
  ing a bonus talent as normal. This replaces Fiendish Sorcery 
  and the spell-like ability racial traits.
  Undine - Ocean Master
  Some undine are particularly skilled at the offensive applica-
  tion of their natural talents. They gain Basic Magic Training 
  in the Destruction sphere as a bonus feat at 1st level with the 
  Focused Energy drawback for a blast type with the cold or wa-
  ter descriptor, receiving a bonus talent as normal. This replaces 
  Water Affinity and the spell-like ability racial traits.
  
  Chaper 6 
  Equipment
  “Never forget your kit! Take care of your equipment and it will take 
  care of you.” 
  - Archmage Throros, Admixture Adept
  Weapon Properties
  Blast Vessel: A blast vessel weapon may be imbued with a 
  blast type talent that the wielder possesses as a standard ac-
  tion. Once imbued, it deals 1 die of bonus damage, with die 
  size, damage type, and additional effects as appropriate to the 
  blast type. The weapon keeps this blast type for 24 hours or un-
  til another blast type is imbued. The save DC of any additional 
  effects are equal to that of the creature imbuing the weapon. 
  Blast type talents that carry an SP cost cannot be imbued. 
  Moderate evocation; CL 10th; Craft Magic Arms and Armor, 
  Destruction sphere; Price +2 bonus
  Destructive Focus: A destructive focus weapon allows the 
  wielder to transfer the weapon’s enhancement bonus to the de-
  structive blasts of the wielder. As a free action, at the start of 
  her turn before using her weapon, the wielder chooses how to 
  allocate her weapon’s enhancement bonus, either to his attack 
  with the weapon or his destructive blast. The bonus to the de-
  structive blast lasts until the weapon’s wielder’s next turn. The 
  enhancement bonus from the weapon applies to attack rolls 
  and damage of the destructive blast.
  Faint evocation; CL 5th; Craft Magic Arms and Armor, 
  Destruction sphere; Price +1 bonus
  Greater Destructive Focus: A greater destructive focus 
  functions as a destructive focus weapon, but half of the trans-
  ferred enhancement bonus also applies to save DCs of the de-
  structive blast.
  Moderate evocation; CL 10th; Craft Magic Arms and Armor, 
  Destruction sphere; Price +2 bonus
  Specific Items
  Blaster’s Bracers
  Aura moderate Destruction; CL 6th; 
  Slot wrists; Price 8,000 gp Weight 1 lb.
  Description
  Each pair of blaster’s bracers are imbued with one blast shape 
  talent when created. The wearer may treat this talent as a tal-
  ent known while wearing the bracers. Both bracers must be 
  worn to have any effect and they require a 24 hour attunement 
  period before use.
  construction requirements
  Craft Staff, Destruction sphere, creator must possess the talent 
  to be granted; Cost 4,000 gp 
  Doom Cannon
  Aura moderate Destruction; CL 10th; 
  Slot none; Price 50,000 gp; Weight 4,500 lbs
  Description
  A huge cylinder, protecting an array of magically treated focus-
  ing crystals, mounted on a wheeled carriage. The doom cannon 
  may be moved, aimed, and fired as a mundane fiendsmouth 
  cannon*, but requires no ammunition or loading. The cannon 
  deals 10d6 untyped damage as per the Disintegration talent 
  with a range of 200 ft with a x2 critical multiplier, or auto-
  matically destroys a 10 ft cube of nonliving matter. If a doom 
  cannon with the broken condition experiences a misfire, the 
  blast damage is dealt in a 20ft radius of the cannon and the 
  weapon is destroyed. 
  construction requirements
  Craft Rod, Destruction sphere, Disintegration advanced tal-
  ent; Cost 25,000 gp 
  *Pathfinder Roleplaying Game Ultimate Combat. © 2011, 
  Paizo Publishing, LLC
  Energy Grapple
  Aura moderate Destruction; CL 9th; 
  Slot wrists; Price 16,000 gp Weight 1 lb.
  
  Description
  These bracers have a projection point just under the wear-
  er’s palms, allowing them to grab strands of coherent energy. 
  While wearing the energy grapple, the wearer gains access to 
  the Energy Tether blast shape talent and the Tether Adept feat. 
  If the Energy Tether talent is already possessed, the wearer in-
  stead gains the Bounding Tether mystic combat ability, even 
  if possessing no kinetic scourge levels. If both the Energy 
  Grapple talent and the Tether Adept feat are possessed, the 
  wearer gains the Bounding Tether and Dual Tether mystic 
  combat abilities.
  construction requirements
  Craft Staff, Destruction sphere, Energy Tether, Tether Adept 
  feat, mystic combat class feature; Cost 8,000 gp 
  Horn of the Fallen Bastion
  Aura moderate Destruction; CL 8th; 
  Slot none; Price 16,000 gp Weight 5 lb.
  Description
  A curled ram’s horn fitted with a mouthpiece, inlaid in silver 
  with a scene of a crumbling castle as it is overrun. Sounding 
  the horn creates a wave of destruction, pulverizing anything 
  in its way. The horn functions as a caster level 6th wand of 
  destruction with the Shattering Blast and Sculpt Blast talents 
  as well as the Energy Focus (shattering blast) drawback and a 
  spell point capacity of 2.
  construction requirements
  Craft Wand, Destruction sphere, Shattering Blast, Sculpt 
  Blast; Cost 8,000 gp 
  Living Crystal Bullet
  Aura moderate Destruction; CL 9th 
  Slot none; Price 160 gp; Weight —
  Description
  This +1 firearm bullet deals normal damage, but when it hits 
  a creature or object, it spreads quickly, covering the target in 
  crystal. The target must make a DC 14 Reflex save or be en-
  tangled and immobilized as by a caster level 9th crystal blast.
  construction requirements
  Craft Magic Arms and Armor, Destruction sphere, Crystal 
  Blast; Cost 80 gp 
  Intensifying Gloves
  Aura faint Destruction; CL 5th; 
  Slot hands; Price 4,000 gp (lesser), 16,000 (greater); Weight —
  Description
  Each pair of intensifying gloves are attuned to a single energy 
  type, either acid, cold, fire, electric, negative energy, or sonic 
  damage. The wearer’s destructive blasts ignore either 5 points 
  (lesser) or 10 points (greater) of energy resistance to that type. 
  Both gloves must be worn for the magic to be effective.
  construction requirements
  Craft Ring, Destruction sphere, blast type talent matching the 
  chosen energy type; Cost 2,000 gp (lesser), 8,000 gp (greater)
  Gloves of Air Mastery
  Aura faint Destruction; CL 5th; 
  Slot hands; Price 4,000 gp (lesser), 16,000 (greater); Weight —
  Description
  The wearer is treated as having the Improved Bullrush (less-
  er) or the Improved Bull Rush and Greater Bull Rush (greater) 
  feats for the purposes of using the air blast talent. Both gloves 
  must be worn for the magic to be effective. The feat’s bonus to 
  CMD applies continuously while the gloves are worn.
  construction requirements
  Craft Ring, Destruction sphere, Air Blast talent; Cost 2,000 
  gp (lesser), 8,000 gp (greater)
  Power Charm* of the Elementalist
  Aura faint Destruction; CL 5th;
  Slot -; Price 2,000 gp Weight —
  Description
  The wearer treats his elementalist level as 4 higher for the pur-
  poses of determining the bonus damage from the favored ele-
  ment class feature. This bonus does not grant early access to 
  increased multipliers.
  construction requirements
  Craft Wondrous Item, favored element class feature; Cost 
  1,000 gp
  *For information on power charms, see Steelforge by 
  Dreamscarred Press.
  Targeting Monocle
  Aura faint Destruction; CL 5th;
  Slot eye; Price 8,000 gp (lesser) Weight —
  Description
  This monocle is worn over one eye, magically analyzing and 
  highlighting the weaknesses of the wearer’s enemies. The 
  wearer’s destructive blasts gain the benefit of the keen weapon 
  property.
  construction requirements
  Craft Ring, Destruction sphere, deadly targeting or improved 
  critical feat; Cost 4,000 gp
  Thunder Culverin
  Aura faint Destruction; CL 5th;
  Slot none; Price 24,000 gp; Weight 4,500 lbs
  Description
  A large cylinder, one end flared into a dish shape, mounted on a 
  wheeled carriage. The thunder culverin may be moved, aimed, 
  and fired as a mundane large cannon, but requires no ammu-
  nition or loading. The culverin deals 6d4 sonic damage as the 
  shattering blast talent with a range of 160 ft at a x2 critical 
  multiplier. If a thunder culverin with the broken condition ex-
  periences a misfire, the blast damage is dealt in a 20 ft radius of 
  the thunder culverin and the weapon is destroyed.
  construction requirements
  Craft Rod, Destruction sphere, Shattering Blast talent; Cost 
  12,000 gp 
  
  Chapter 7 
  Bestiary
  “Why is it that everything we find out here wants to kill us?” 
  - Bo, hireling
  “Not all of us, just you. I can’t help it if every beastie we come across 
  seems to find you either utterly delicious or fatally offensive.” 
  - Avro Decane, leader of the Brigand Brothers
  Creatures
  crystal Golem  
   
   
   
  cr 7
  XP 3,200
  N Large construct
  Init –1; Senses darkvision 60 ft., low-light vision; Perception +0
  Defense
  AC 20, touch 8, flat-footed 20; (–1 Dex, +12 natural, –1 size)
  hp 79 (9d10+30)
  Fort +3, Ref +2, Will +3
  DR 5/bludgeoning; Immune construct traits, magic
  offense
  Speed 30 ft.
  Melee 2 claws +13 (2d8+5)
  Space 10 ft.; Reach 10 ft.
  Special Attacks Crystal Growth
  statistics
  Str 20, Dex 9, Con —, Int —, Wis 11, Cha 11
  Base Atk +9; CMB +15; CMD 24
  Languages none
  special abilities
  Crystal Growth (Ex)
  When a crystal golem strikes a creature twice in one round 
  with its claw attacks, the creature must pass a Reflex save DC 
  14 or become entangled as per the Crystal Blast Destruction 
  sphere talent with a caster level equal to the golem’s HD. The 
  DC is charisma based.
  Immunity to Magic (Ex)
  A crystal golem is immune to any spell or spell-like ability that 
  allows spell resistance. In addition, certain spells and effects 
  function differently against the creature, as noted below.
  • An attack that deals sonic damage deals 50% more 
  damage.
  • A crystal blast from the destruction sphere heals the 
  crystal golem for a number of hit points equal to the 
  damage that would have been dealt. A crystal golem 
  can only heal a number of hit points per day up to its 
  maximum HP in this way.
  ecoloGy
  Environment any
  Organization solitary or gang (2–4)
  Treasure none
  A crystal golem is a humanoid-shaped collection of ever grow-
  ing, splitting, and shifting crystals, dividing any light that 
  shines upon them into an ever-shifting pattern of colors. It has 
  no possessions and no weapons. A crystal golem stands 8 feet 
  tall and weighs 800 pounds.
  A crystal golem cannot speak, although it can emit crashing 
  and grinding noise. It move with a constant snapping and 
  cracking as it the crystals about its joints break and reform.
  Crystal Golem Construction
  A crystal golem is assembled from a collection of rare crystals, 
  imbued with powerful dweomers and held together by golden 
  filaments until the growth begins properly.
  CL 8th; Price 20,500 gp
  construction requirements
  Craft Construct, crystal blast, creator must be caster level 8th; 
  Skill Craft (jewelry) or appraise DC 13; Cost 10,500 gp
  
  small omnimental  
   
   
  cr 2
  XP 600
  N Small outsider (elemental, extraplanar)
  Init +1; Senses darkvision 60 ft.; Perception +4
   Defense
  AC 15, touch 12, flat-footed 14 (+1 Dex, +3 natural, +1 size)
  hp 11 (2d10)
  Fort +3, Ref +4, Will +0
  Immune elemental traits
  Resist: Acid 5, Cold 5, Electricity 5, Fire 5
  offense
  Speed 30 ft., burrow 20 ft., swim 30 ft., fly 20 ft. (Perfect)
  Melee slam +1 (1d4+2) + energy blade
  Ranged destructive blast +3 (+4 inside 30’)
  Special Attacks detonation DC 11
  statistics
  Str 10, Dex 13, Con 10, Int 4, Wis 11, Cha 11
  Base Atk +2; CMB +1; CMD 13
  Feats Point Blank Shot, Sphere Focus (Destruction)B, Weapon 
  FinesseB
  Skills Acrobatics +5, Climb +4, Escape Artist +5, Intimidate 
  +4, Knowledge (planes) +1, Perception +4
  Languages Aquan, Auran, Ignan, Terran
  special abilities
  Admixture: The omnimental gains the Admixture tal-
  ent as a bonus talent. Additionally, it gains a pool of 
  admixture points equal to half its HD. These points 
  may be used to remove the casting time increase 
  from the admixture talent or to reduce the spell 
  point cost of a metamagic feat by one spell point 
  per admixture point spent. When using the 
  Admixture talent, the omnimental must choose 
  blast types associated with different elements. 
  Casting: Destruction CL 1, DC 11
  Talents: The omnimental possesses the 
  Destruction sphere, the Energy Blade talent, 
  and the following blast types: Air Blast, Fire 
  Blast, Frost Blast, and Stone Blast.
  Spell Pool: 1 (Caster level plus Charisma modifier)
  Natural Destroyer: The omnimental does not 
  provoke attacks of opportunity when using de-
  structive blast.
  Detonation: When slain, an omnimental explodes in a burst 
  of energy as if having used a destructive blast at its CL with 
  the Explosive Orb blast shape and any one blast type talent 
  it possesses.
  ecoloGy
  Environment any
  Organization solitary, pair, or gang (3–8)
  Treasure none
  Omnimentals are a planar oddity, forming from the clashing 
  energies in locations where the elemental planes intersect. 
  This makes their formation a rare occurrence, however skilled 
  mages may create them from the fused essences of more com-
  mon elementals. They are therefore most commonly found as 
  servants and guardians of the mages that create them.
  Creatures with elemental subtypes tend to dislike them due to 
  the mingling of opposed natures.
  In combat, omnimentals prefer to skirmish, weakening their 
  enemy with blasts from range before closing in to finish them 
  off with energy blade-enhanced slams.
   meDium omnimental cr 4
  XP 1,200
  N Medium outsider (elemental, extraplanar)
  Init +3; Senses darkvision 60 ft.; Perception +7
  Defense
  AC 16, touch 13, flat-footed 13 (+3 Dex, +3 natural)
  hp 30 (4d10+8)
  Fort +6, Ref +7, Will +3
  Immune elemental traits
  Resist: Acid 5, Cold 5, Electricity 5, Fire 5
  offense
  Speed 30 ft., burrow 20 ft., swim 30 ft., fly 20 ft. (Perfect)
  Melee slam +4 (1d6+3) + energy blade
  Ranged destructive blast +7 (+8 inside 30’)
  Special Attacks detonation DC 13
  statistics
  Str 10, Dex 17, Con 14, Int 4, Wis 11, 
  Cha 13
  Base Atk +4; CMB +5; CMD 19
  Feats Point Blank Shot, Precise 
  shot, Sphere Focus (Destruction)B, 
  Weapon FinesseB
  Skills Acrobatics +8, Climb +5, 
  Escape Artist +8, Intimidate +5, 
  Knowledge (planes) +1, Perception 
  +7
  Languages Aquan, Auran, Ignan, 
  Terran
  Admixture: 2 points
  Casting: Destruction CL 2, DC 
  13
  Talents: Destruction sphere, 
  Energy Blade, Energy Leap, and 
  Air Blast, Fire Blast, Frost Blast, 
  and Stone Blast.
  Spell Pool: 3
  N a t u r a l 
  Destroyer: 
  The omnimen-
  tal does not pro-
  voke attacks of 
  opportunity when 
  using destructive blast.
  
  larGe omnimental   
   
   
  cr 6
  XP 2,400
  N Large outsider (elemental, extraplanar)
  Init +5; Senses darkvision 60 ft.; Perception +11
  Defense
  AC 18, touch 14, flat-footed 13 (+5 Dex, +4 natural, -1 size)
  hp 60 (8d10+16)
  Fort +8, Ref +11, Will +4
  DR 5/—, Immune elemental traits
  Resist: Acid 5, Cold 5, Electricity 5, Fire 5
  offense
  Speed 30 ft., burrow 20 ft., swim 30 ft., fly 20 ft (Perfect)
  Melee 2 slams +13 (1d8+2) + energy blade
  Ranged destructive blast +13 (+14 inside 30’)
  Special Attacks detonation DC 14
  statistics
  Str 14, Dex 21, Con 14, Int 6, Wis 11, Cha 15
  Base Atk +8; CMB +11; CMD 27
  Feats Point Blank Shot, Precise shot, Extra Spell Pool, 
  Improved Energy Blade, Sphere Focus (Destruction)B, Weapon 
  FinesseB
  Skills Acrobatics +14, Climb +9, Escape Artist +12, Intimidate 
  +9, Knowledge (planes) +5, Perception +11
  Languages Aquan, Auran, Ignan, Terran
  Admixture: 4 points
  Casting: Destruction CL 4, DC 15
  Talents: Destruction sphere, Energy Blade, Energy Leap, 
  Extended Range, and Air Blast, Cold Blast, Fire Blast, and 
  Stone Blast.
  Spell Pool: 8
  Natural Destroyer: The omnimental does not provoke at-
  tacks of opportunity when using destructive blast.
  HuGe omnimental   
   
   
  cr 8
  XP 4,800
  N Huge outsider (elemental, extraplanar)
  Init +5; Senses darkvision 60 ft.; Perception +7
  Defense
  AC 20, touch 15, flat-footed 13 (+7 Dex, +1 dodge, +5 natural, 
  -2 size)
  hp 85 (10d10+30)
  Fort +10, Ref +14, Will +5
  DR 5/—, Immune elemental traits
  Resist: Acid 5, Cold 5, Electricity 5, Fire 5
  offense
  Speed 40 ft., burrow 30 ft., swim 40 ft., fly 30 ft. (Perfect)
  Melee 2 slams +15 (2d6+4) + energy blade
  Ranged destructive blast +15 (+16 inside 30’)
  Special Attacks detonation DC 15
  statistics
  Str 18, Dex 25, Con 16, Int 6, Wis 11, Cha 17
  Base Atk +10; CMB +16; CMD 34
  Feats Point Blank Shot, Precise shot, Extra Spell Pool, 
  Improved Energy Blade, Empower Spell, Sphere Focus 
  (Destruction)B, Weapon FinesseB
  Skills Acrobatics +14, Climb +9, Escape Artist +12, Intimidate 
  +9, Knowledge (planes) +5, Perception +11
  Languages Aquan, Auran, Ignan, Terran
  Admixture: 5 points
  Casting: Destruction CL 5, DC 16
  Talents: Destruction sphere, Energy Blade, Energy Leap, 
  Extended Range, Explosive Orb, and Air Blast, Fire Blast, 
  Frost Blast, and Stone Blast.
  Spell Pool: 10
  Natural Destroyer: The omnimental does not provoke at-
  tacks of opportunity when using destructive blast.
  Greater omnimental  
   
   
  cr 10
  XP 9,600
  N Huge outsider (elemental, extraplanar)
  Init +5; Senses darkvision 60 ft.; Perception +7
  Defense
  AC 22, touch 16, flat-footed 14 (+8 Dex, +6 natural, -2 size)
  hp 123 (13d10+52)
  Fort +12, Ref +16, Will +6
  DR 10/—, Immune elemental traits
  Resist: Acid 5, Cold 5, Electricity 5, Fire 5
  offense
  Speed 40 ft., burrow 30 ft., swim 40 ft., fly 30 ft. (Perfect)
  Melee 2 slams +19 (2d6+7) + energy blade
  Ranged destructive blast +19 (+20 inside 30’)
  Special Attacks detonation DC 21
  statistics
  Str 24, Dex 27, Con 18, Int 8, Wis 11, Cha 21
  Base Atk +10; CMB +16; CMD 34
  Feats Point Blank Shot, Precise shot, Extra Spell Pool, 
  Improved Energy Blade, Empower Spell, Sphere Focus 
  (Destruction)B, Weapon FinesseB
  Skills Acrobatics +23, Climb +20, Escape Artist +21, Intimidate 
  +15, Knowledge (planes) +10, Perception +16
  Languages Aquan, Auran, Ignan, Terran
  Admixture: 6 points
  Casting: Destruction CL 6, DC 19
  Talents: Destruction sphere, Energy Blade, Energy Leap, 
  Extended Range, Explosive Orb, Energy Wall, and Acid Blast, 
  Air Blast, Electric Blast, Fire Blast, Frost Blast, Stone Blast, 
  Thunder Blast.
  Spell Pool: 13
  Natural Destroyer: The omnimental does not provoke at-
  tacks of opportunity when using destructive blast.
  
  elDer omnimental   
   
   
  cr 12
  XP 19,200
  N Huge outsider (elemental, extraplanar, air, earth, fire, water)
  Init +9; Senses darkvision 60 ft.; Perception +19
  Defense
  AC 25, touch 17, flat-footed 16 (+9 Dex, +8 natural, -2 size)
  hp 152 (16d10+64)
  Fort +14, Ref +19, Will +9
  DR 10/—, Immune elemental traits
  Resist: Acid 5, Cold 5, Electricity 5, Fire 5
  offense
  Speed 40 ft., burrow 30 ft., swim 40 ft., fly 30 ft. (Perfect)
  Melee 2 slams +23 (2d8+8) + energy blade
  Ranged destructive blast +25 (+26 inside 30’)
  Special Attacks detonation DC 24
  statistics
  Str 26, Dex 29, Con 18, Int 10, Wis 11, Cha 23
  Base Atk +16; CMB +16; CMD 34
  Feats Point Blank Shot, Precise shot, Extra Spell Pool, 
  Improved Energy Blade, Empower Spell, Quicken Spell, Iron 
  Will, Tether Adept, Sphere Focus (Destruction)B, Weapon 
  FinesseB
  Skills Acrobatics +28, Climb +27, Escape Artist +28, Intimidate 
  +19, Knowledge (planes) +19, Perception +19
  Languages Aquan, Auran, Ignan, Terran
  Admixture: 8 points
  Casting: Destruction CL 8, DC 21
  Talents: Destruction sphere, Energy Blade, Energy Leap, 
  Extended Range, Explosive Orb, Energy Wall, Energy Tether, 
  and Acid Blast, Air Blast, Crystal Blast, Electric Blast, Fire 
  Blast, Frost Blast, Stone Blast, and Thunder Blast.
  Spell Pool: 16
  Natural Destroyer: The omnimental does not provoke at-
  tacks of opportunity when using destructive blast.
  Templates
  Destructive Elemental 
  “Destructive Elemental” is an acquired template that can be 
  applied to any air, earth, fire, or water elemental (referred to 
  hereafter as the base creature). A destructive elemental crea-
  ture uses all the base creature’s statistics and special abilities, 
  except as noted here.
  Challenge Rating: Same as base creature +2.
  Casting: The destructive elemental gains a caster level equal 
  to its racial hit dice and the Destruction sphere as a bonus 
  sphere and one blast type talent according to its element, as 
  well as a spell pool equal to its CL plus its Charisma modifier. 
  The destructive elemental may not use the default destructive 
  blast and may only choose blast types from certain categories 
  according to its type, listed below, but may select other talents 
  normally. The destructive elemental gains one talent every odd 
  racial HD beyond the first.
  Elemental Type
  Available Blast Types Groups
  Air
  Air, Electric
  Earth
  Crystal, Stone
  Fire
  Fire, Light
  Water
  Cold, Crystal (in the form 
  of ice)*
  *See Adaptation in Section 4
  Detonation: When slain, a destructive elemental explodes in 
  a burst of energy as if having used a destructive blast at its CL 
  with the Explosive Orb blast shape and any one blast type tal-
  ent it possesses.
  Walking Bomb
  “Walking Bomb” is an acquired template that can be applied to 
  any corporeal creature (referred to hereafter as the base crea-
  ture). A walking bomb creature uses all the base creature’s sta-
  tistics and special abilities, except as noted here.
  Challenge Rating: Same as base creature +1.
  Detonation: When the walking bomb is reduced to 0 or few-
  er HP, it detonates, dealing damage as a destructive blast (1d6 per 
  odd HD) with the Explosive Orb blast shape and a blast type 
  selected at creation with a caster level equal to its HD and save 
  DCs equal to 10+1/2 HD+CON modifier.
  Creating a walking bomb: this template can be acquired 
  through a variation of the walking bomb incantations, or by 
  magical accidents or wild magic zones overcharging an ex-
  posed creature.
  Rift-born
  “Rift-born” is an acquired template that can be applied to any 
  living creature (referred to hereafter as the base creature). A 
  rift-born creature uses all the base creature’s statistics and spe-
  cial abilities, except as noted here.
  Challenge Rating: Same as base creature +2.
  Planar Rift: Each rift-born creature is attuned to one of the 
  four elemental planes. As a standard action, the rift-born may 
  create an aura with a 5 ft radius per HD, inside of which the 
  planar traits (elemental and energy traits, gravity traits, and 
  magic traits only) of their attuned plane override the traits of 
  the plane they are on. The rift-born is immune to any negative 
  effects of the traits of their attuned plane.
  
  Chapter 8
  Tips and Tactics
  “Good, you can throw a bolt of lightning without setting your hair on 
  fire. I suppose you have learned something in your training. Now we 
  will make you into proper warmages! It will only take a decade of in-
  tense study. Some of you might just make it.” 
  - Archmage Throros
  Action Economy: While most destructive blasts require a 
  standard action, making efficient use of the action economy 
  can greatly increase damage output and spell point efficiency. 
  After a few levels, an Energy Sphere will persist for an entire 
  combat and can be directed as a move action, allowing you to 
  attack twice in a round or to use another sphere effect with 
  your standard action. Similarly, effective placement of an 
  Energy Wall can inflict damage without further action cost. 
  New blast shapes like Energy Satellite, Retributive Blast, and 
  Intercepting Blast allow for use of immediate, and thus swift, 
  actions without the prohibitive cost of quicken spell metam-
  agic. Energy Aura gives another method to inflict damage and 
  effects throughout a fight without requiring standard actions.
  While expensive in terms of spell points, and thus primarily 
  a high-level tactic, the use of the quicken metamagic can al-
  low significant boosts to damage output. Since quicken reduc-
  es casting time by two steps while other metamagic increases 
  it by one per metamagic applied, you can effectively employ 
  standard, move, and swift actions offensively in one turn, pro-
  vided you are not concerned about having any spell points left 
  afterwards. As such, it is usually preferable to employ layering 
  and combination tactics rather than simply blasting the entire 
  battlefield to ashes, unless you are confident that you will not 
  be needing to expend any resources after your turn. 
  Layering: Blast shapes, such as the Energy Wall talent and 
  the Energy Cloud advanced talent, allow for dividing up the 
  battlefield, while blast types like Crystal Blast can create dif-
  ficult terrain. These abilities can be used to divide an enemy 
  force, discouraging melee foes from closing, slowing their ad-
  vance and preventing the use of the charge action, or prevent 
  the retreat of wounded enemies and ranged fighters. Multiple 
  walls of different types and geometries can be layered, such 
  as spending an extra spell point to increase the damage of a 
  higher damage blast shape, like Searing Blast or Acid Blast, 
  then placing an Air Blast wall directly behind it, causing some 
  enemies to be pushed back into the first wall. This strategy ob-
  viously works best when you are able to act first and are facing 
  multiple opponents that need to close to fight. Of course, if 
  able to make strong bull rush checks, using Air Blast to make 
  a small diameter circle around an enemy to ricochet it back 
  and forth can be effective as well. Simply slowing and dividing 
  an enemy force can grant sufficient time to allow other blast 
  shapes to be employed against the stronger foes.
  Immunities: While resistances and immunities are most of-
  ten a hindrance to the destruction specialist, in certain scenari-
  os they can be employed to your advantage. While the negative 
  energy blast types have alternate effects on the undead, they 
  and some other creatures creatures have immunity to nonle-
  thal damage, making nonlethal blast types, especially those 
  that affect areas indiscriminately, useful. The same is true for 
  creatures with high resistances or immunities to other damage 
  types. This requires coordination and planning to employ fully, 
  but having a melee fighter temporarily immune to a damage 
  type who can draw the enemy into a group to be destroyed by 
  a metamagic-enhanced Explosive Orb (or a large Burst from 
  the Calamity advanced talent, if you feel like getting up close 
  yourself) can be extremely effective. Creatures of the construct 
  type, for example, are immune to nonlethal damage and can be 
  easily added to the battlefield using the Animate Object tal-
  ent of the Enhancement sphere, allowing for ready use of this 
  tactic should the party’s composition supply the requirements.
  Combinations: Softening a target with a blast that reduces a 
  save long enough to follow up with another stronger blast tar-
  geting that save can be very effective. If you have a strong op-
  ponent that you want to target with an Energy Sphere, which 
  allows a Reflex save to negate, Numbing Blast can reduce their 
  odds of avoiding damage, while entangling them with Adhesive 
  Blast or Crystal Blast can have the same effect. The admixture 
  talent can be of use here, allowing you to apply multiple con-
  ditions in one blast, such as targeting a low Will save to apply 
  shaken and a no-save penalty to Reflex saves before using a 
  blast that allows Reflex saves, or doing the same for Fortitude 
  or Will with different combinations. Air Blasts combined with 
  Energy Walls can allow you to force enemies into a wall they 
  have already bypassed and generate more damage from the 
  spell points already spent, dealing effective damage with mini-
  mal expenditure or resources. Even something as simple as us-
  ing an Energy Sphere with Air Blast to attack from above and 
  bullrush your target into the ground for extra damage, utilizing 
  the shape’s perfect maneuverability, can impact your efficiency.
  
  The following text is the property of Wizards of the Coast, Inc. 
  and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). 
  All Rights Reserved. 
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  Open Game License v 1.0a Copyright 2000, Wizards of the 
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  System Reference Document. Copyright 2000, Wizards 
  of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, 
  Skip Williams, based on material by E. Gary Gygax and Dave 
  Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo 
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  Hawvermale, Patrick Lawinger, and Bill Webb; Based on origi-
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  Spheres of Power: Expanded Options © 2015, Authors: 
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  Schaub
  Worlds of Power © 2015, Drop Dead Studios; Authors: Wm 
  Jay Carter III, Richard Cramer, Alexander Corrin.
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  Publishing, LLC; Author: Jason Bulmahn, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams. 
  Advanced Player’s Guide Copyright 2010, Paizo Publishing, 
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  Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, 
  Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. 
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  Stephens, and Russ Taylor
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  The Destroyer’s Handbook
  The Destroyer’s Handbook
  The Destroyer’s Handbook is an expansion to the Destruction sphere from the 
  Spheres of Power magic system. Inside these pages you’ll find new talents, new 
  magic items, new rules, new racial abilities, new rituals and incantations, and even 
  destruction-themed monsters for use in your games.
  The Destroyer’s Handbook is book 3 in a multi-part series.
  
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