Feats

The feat types shown below that are not listed in the Player's Handbook or Expanded Psionics Handbook include Divine feats, which can only be taken by characters who have the ability to Turn or Rebuke creatures, and Epic feats, which are only available to characters of 21st or higher character level. There is also one new type of feat in Taeran games: the Mana feat, available only to characters with one or more levels in the Naturalist class (or another variant/prestige class which grants the Manipulation ability). These feats typically focus on the Manipulation ability, but some combine it with ordinary spellcasting to produce new and strange effects that are often difficult or impossible to produce any other way.
Feats in red come from the Player's Handbook or Expanded Psionics Handbook, and are not typically detailed here- they are here only to show chains of prerequisites. A few have variant rules applied to them, and those are detailed along with new feats given below.
Feats in blue come from sources other than this document. Each notes the document and page it is listed on. These, also, are not detailed here, but are in the table only to show chains of prerequisites.
The documents are [SF: Sword & Fist; DF: Defenders of the Faith; TB: Tome & Blood; SS: Song & Silence; FR: Forgotten Realms Campaign Book; MF: Magic of Faerun; OA: Oriental Adventures; DU: Dungeons]. Note that my library is extensive, and all books/documents I own are not listed here, let alone all the feats I have access to. For example, many feats listed as prerequisites for Prestige Classes come from nonstandard sources, but are not listed below. In general, if you want a feat from some source other than the PHB or this document, ask me- I may allow it; and clearly, if it is in the prerequisite list for an allowed Prestige Class, then it is allowed.
In prerequisite lists, BAB is used as an abbreviation for Base Attack Bonus.

Divine Feats | Epic Feats | Fighter Feats | General Feats | Item Creation Feats | Mana Feats | Metabreath Feats | Metamagic Feats | Metapsionic Feats | Psionic Feats | Special Feats
Divine Feats
Prerequisites

Epic Feats
Prerequisites
Accelerated Item Creation
Item Creation feat to be selected
Efficient Item Creation for Item Creation feat to be selected
27 ranks in Knowledge (Arcana) or Knowledge (Psionics)
27 ranks in Spellcraft or Psicraft
Action Without Time (Contributed by Eian Lee)
DEX 27
Epic Speed
Superior Initiative
20 ranks in Knowledge (the Planes)
Time Delay class feature
Adamantine Breath (Contributed by Mike S.)
CON 29+
breath weapon
BAB +20
Size Huge or larger
Alternate Energy Breath
CON 25
Alternate Energy Sheath
30 ranks in Knowledge (Ancient Technology)
Energy Breath class feature
Alternate Energy Sheath
CON 25
25 ranks in Knowledge (Ancient Technology)
Energy Sheath (Claws) class feature
Backstep
Time Walk 2/day or more
Breath Projectile
CON 23
20 ranks in Knowledge (Ancient Technology)
Energy Breath class feature
Carry Spell
Caster level 18+
Enlarge Spell
Carry Power
Manifester level 18+
Enlarge Power
Cloak of Insanity (Contributed by Brian Saul)
24 ranks in Psicraft
Outer Vision invocation
Warlock's Call invocation
Mind Blank invocation
Craft Major Artifact
Caster or Manifester level 21st+
Any Ultramagic spell feat, Ultrapsionic power feat, or Epic Spellcasting or Epic Manifesting
Craft Minor Artifact
Relevant ability score 25+ (INT for Wizards, etc.)
Craft Programmed Item
CHA 21
INT 21
WIS 21
25 ranks in Craft (Technology)
Program Reality class feature
Death Cry (Contributed by Johnny Britzke)
CON 25
CHA 25
either the Ki Shout feat, or Roar racial ability
Distant Breath
DEX 19
CON 23
WIS 19
Breath Projectile
20 ranks in Spot
Dream Feat
WIS 25
Epic Will
25 ranks in Lucid Dreaming
Energy Sheath Expansion
CON 21
Energy Sheath (Claws) class feature
Enhance Mirrorstone
Caster or Manifester level 25th+
Craft Major Artifact
Craft Minor Artifact
Craft Mirrorstone
30 ranks in Spellcraft (if spellcaster) or 30 ranks in Psicraft (if psionic)
Epic Damage Reduction
CON 23
CHA 23
Damage Reduction 30 (or higher)/magic granted by a feat, class feature, or other permanent effect
Epic Foresight
WIS 23
25 ranks in Spot
Improved Foresight (+4) class feature
Epic Gift of Protection
25 ranks in Diplomacy
Gift of Protection IX class feature
Epic Ranged Spell Specialization
Caster level 18th
Epic Weapon Focus (Ranged Spells)
Ranged Spell Specialization
Weapon Focus (Ranged Spells)
Epic Touch Spell Specialization
Caster level 18th
Epic Weapon Focus (Touch Spells)
Touch Spell Specialization
Weapon Focus (Touch Spells)
Extra Concentration
INT 25
25 ranks in Concentration
Fulcrum Shift
Time Immunity 2/day or more
Godsong
Bard level 21st+
10 ranks in Knowledge (Religion)
Alignment not opposed to chosen deity in any component
Personal contact (past or present) with chosen deity
Group Demoralization
Antimusic class feature, Avant-Garde Performance class feature with 30 virtual ranks
Improved Aura of Cold
CHA 25
Aura of Cold class feature
Improved Aura of Fury
CHA 25
Aura of Fury class feature
Improved Aura of Hate
CHA 25
Aura of Fury class feature
Improved Aura of Unease
CHA 25
Aura of Unease class feature
Improved Power Capacity
Ability to manifest powers of the normal maximum level in at least one psionic class
Improved Reactive Round
DEX 29
WIS 19
Epic Reflexes
Epic Speed
Reactive Round
25 ranks in Knowledge (Arcana)
Improved Free Attack class feature
Improved Recover Breath (Contributed by Mike S.)
CON 31+
breath weapon
Recover Breath
Improved Solar Power
CON 21
Improved Power Capacity
Solar Power class feature
Improved Temporal Slice
CON 23
WIS 23
Endurance
Temporal Endurance
Temporal Slice
Time Walk 2/day or more
Improved Weakening Critical
DEX 19
INT 19
Weakening Critical class feature
Wounding Critical class feature
Improved Wounding Critical
DEX 21
INT 21
Improved Weakening Critical
Weakening Critical class feature
Wounding Critical class feature
Instant Item Creation
Must know Fabricate as a psionic power, spell, or supernatural ability
Accelerated Item Creation
31 ranks in Spellcraft or Psicraft
Instant Recharge
Quick Draw
Rapid Recharge
Weapon Focus (high-tech weapon type to be selected)
Intensify Breath (Contributed by Mike S.)
CON 35+
breath weapon
Maximize Breath
two other Metabreath feats
Intensify Spell-Like Ability
Caster level 27th with ability to be chosen
Empower Spell-Like Ability (ability to be chosen)
Maximize Spell-Like Ability (ability to be chosen)
Invocation Knowledge
Warlock level 23rd
Lasting Demoralization
Antimusic class feature, Avant-Garde Performance class feature with 25 virtual ranks
Magnify Spell
Empower Spell
Enlarge Spell
Maximize Spell
21 ranks in Spellcraft
Mass Reactive Healing
WIS 27
30 ranks in Spellcraft
Mass Healing class feature
Reactive Healing class feature
Master Blaster
DEX 23
Instant Recharge (high-tech ranged weapon type used)
Point Blank Shot
Rapid Shot
Weapon Focus (high-tech ranged weapon type used)
Maximize Mass Healing
WIS 23
24 ranks in Spellcraft
Mass Healing class feature
Maximize Healing class feature
Maximize Reactive Healing
WIS 25
27 ranks in Spellcraft
Maximize Healing class feature
Reactive Healing class feature
Multiply Power
Enlarge Power
Maximize Power
Twin Power
21 ranks in Psicraft
Outer Madness (Contributed by Eian Lee and Brian Saul)
30 ranks in Psicraft
Word of Changing invocation
Far Layer invocation
Pseudonatural Blast invocation
Perfect Mind Bow
Shape Mind Blade class feature
Greater Mind Bow
Improved Mind Bow
Mind Bow
BAB +16
15 ranks in Psicraft
Permanent Psionic Emanation
25 ranks in Psicraft
Ability to manifest the power to be made permanent
Pregressive Spell
Extend Spell
Quicken Spell
27 ranks in Knowledge (Arcana)
27 ranks in Spellcraft
Psychic Masking (Contributed by Johnny Britzke)
CHA 23
25 ranks in Bluff
25 ranks in Disguise
Reactive Round
DEX 27
WIS 19
Epic Reflexes
Epic Speed
20 ranks in Knowledge (Arcana)
Improved Free Attack class feature
Reactive Walk
DEX 31
WIS 19
Epic Reflexes
Epic Speed
Improved Reactive Round
Reactive Round
30 ranks in Knowledge (Arcana)
Improved Free Attack class feature
Time Walk class feature
Side Spell
Attack Manipulation
Defense Manipulation
Information Manipulation
Movement Manipulation
Side Cantrip
Naturalist level 21+
Temporal Endurance
CON 21
WIS 21
Endurance
Time Walk class feature
Temporal Slice
CON 21
WIS 21
Endurance
Temporal Endurance
Time Walk class feature
Temporal Spring (Contributed by Johnny Britzke)
30 ranks in Knowledge (Arcana)
Dimensional Spring class feature
Temporary Artifact
INT 21
WIS 21
CHA 21
Craft Minor Artifact
Craft Major Artifact
30 ranks in Psicraft
Temporary Matrix (2000 gp or higher) class feature
Time Plateau
Time Walk 2/day or more
True Madness (Contributed by Eian Lee)
Improved Touch of Madness 6/day or more
Ultimate Step
30 ranks in Psicraft
15 ranks in Knowledge (the Planes)
Glimpse From Beyond invocation
Lurker at the Threshold invocation
Cross the Threshold invocation
Far Layer invocation
Wall Jump
DEX 25
either Bounding Charge feat or Acrobatic Charge class feature
20 ranks in Jump
20 ranks in Tumble
Widen Aura of Cold
CHA 25
Aura of Cold class feature
Widen Aura of Fury
CHA 25
Aura of Fury class feature
Widen Aura of Hate
CHA 25
Aura of Fury class feature
Widen Aura of Unease
CHA 25
Aura of Unease class feature

Fighter Feats
Prerequisites
Exotic Weapon Proficiency (High-Tech)
None
Technological Armor Proficiency
either 5 ranks in Knowledge (Ancient Technology) or 5 ranks in Use Ancient Device
    Powered Armor Proficiency
Armor Proficiency (Heavy)
Armor Proficiency (Light)
Armor Proficiency (Medium)
Technological Armor Proficiency
either 5 ranks in Knowledge (Ancient Technology) or 5 ranks in Use Ancient Device

General Feats
Prerequisites
Ability Focus
Race has an activated special ability
Ancient Device Proficiency
None
    Rapid Recharge
DEX 13
Ancient Device Proficiency (Power Cells)
Arcane Prodigy
No levels in any spellcasting class, or 1st-level character
Exotic Weapon Proficiency (High-Tech)
None
Fly
Fly speed
    Hover
STR 13+
Fly
Endurance
    Wingover
DEX 13+
Fly
Legacy Item
1st-level character
Metacreative
Any Item Creation feat
Mutation
Special
Resist Radiation
None
Technological Armor Proficiency
either 5 ranks in Knowledge (Ancient Technology) or 5 ranks in Use Ancient Device
    Powered Armor Proficiency
Armor Proficiency (Heavy)
Armor Proficiency (Light)
Armor Proficiency (Medium)
Technological Armor Proficiency
either 5 ranks in Knowledge (Ancient Technology) or 5 ranks in Use Ancient Device
Wild Talent
no levels in any psionic class, or 1st-level character

Item Creation Feats
Prerequisites
Brew Potion
Caster level 3rd+
    Brew Greater Potion
Caster level 7th+
Brew Potion
Craft Wondrous Item
10 ranks in Craft (Alchemy)
    Brew Elixir
Caster level 13th+
Brew Greater Potion
Brew Potion
Craft Wondrous Item
15 ranks in Craft (Alchemy)
Craft Drilbu
Manifester level 9th+
Craft Dorje
Craft Major Artifact
Caster or Manifester level 21st+
Any Ultramagic spell feat, Ultrapsionic power feat, or Epic Spellcasting or Epic Manifesting
Craft Minor Artifact
Relevant ability score 25+ (INT for Wizards, etc.)
Craft Minor Artifact
Caster or Manifester level 18th+
Craft (Magic or Psionic) Arms and Armor
Four other Item Creation Feats, not including Scribe Scroll or Encode Powerstone
Relevant ability score 19+ (INT for Wizards, etc.)
Craft Programmed Item
CHA 21
INT 21
WIS 21
25 ranks in Craft (Technology)
Program Reality class feature
Craft Sandcrystal
Race: Thri-Kreen
5 ranks in any Craft skill
Craft Silmarillium
Special
Enhance Mirrorstone
Caster or Manifester level 25th+
Craft Major Artifact
Craft Minor Artifact
Craft Mirrorstone
30 ranks in Spellcraft (if spellcaster) or 30 ranks in Psicraft (if psionic)
Grow Frith
Caster level 3rd+
Brew Potion
Craft Wondrous Item
5 ranks in Profession (Farmer)
Manipulation Crafting
two or more Manipulation feats
two or more Item Creation feats
10 ranks in Knowledge (Arcana)
10 ranks in Spellcraft
Scribe Tattoo
Manifester level 3rd+
    Scribe Greater Tattoo
Manifester level 7th+
Craft Universal Item
Scribe Tattoo
10 ranks in Craft (Tattoo)
    Scribe Master Circuit
Manifester level 13th+
Craft Universal Item
Scribe Greater Tattoo
Scribe Tattoo
15 ranks in Craft (Tattoo)

Mana Feats
Prerequisites
Attack Manipulation
Naturalist level 1st+
Defense Manipulation
Naturalist level 1st+
Information Manipulation
Naturalist level 1st+
Manipulate Scroll
Attack Manipulation
Defense Manipulation
Information Manipulation
Movement Manipulation
5 ranks in Decipher Script
10 ranks in Spellcraft
Manipulation Crafting
two or more Manipulation feats
two or more Item Creation feats
10 ranks in Knowledge (Arcana)
10 ranks in Spellcraft
Meta-Manipulation
two or more Manipulation feats
one or more Metamagic feats
5 ranks in Spellcraft
    Awaken Spell
Faunist level 1st+
Meta-Manipulation
10 ranks in Spellcraft
    Crystallize Spell
Materialist level 1st+
Meta-Manipulation
10 ranks in Spellcraft
    Energize Spell
Energist level 1st+
Meta-Manipulation
10 ranks in Spellcraft
    Entwine Spell
Florant level 1st+
Meta-Manipulation
10 ranks in Spellcraft
    Hallucinatory Spell
Creator level 1st+
Meta-Manipulation
10 ranks in Spellcraft
    Voidfuse Spell
Negator level 1st+
Meta-Manipulation
10 ranks in Spellcraft
Movement Manipulation
Naturalist level 1st+
Side Cantrip
Attack Manipulation
Defense Manipulation
Information Manipulation
Movement Manipulation
Naturalist level 15+
    Side Spell
Attack Manipulation
Defense Manipulation
Information Manipulation
Movement Manipulation
Side Cantrip
Naturalist level 21+

Metabreath Feats
Prerequisites
Adamantine Breath (Contributed by Mike S.)
CON 29+
breath weapon
BAB +20
Size Huge or larger
Improved Recover Breath (Contributed by Mike S.)
CON 31+
breath weapon
Recover Breath
Intensify Breath (Contributed by Mike S.)
CON 35+
breath weapon
Maximize Breath
two other Metabreath feats
Psionic Breath (Contributed by Mike S.)
CON 17+
breath weapon
any one Metapsionic feat
Manifester level 11th+
Spellchannel Breath
CON 17+
breath weapon
any one Metamagic feat
Caster level 11th+

Metamagic Feats
Prerequisites
Channel Spell
Caster level 10+
Energy Substitution [TB,40]
Any other Metamagic feat
5 ranks in Knowledge (Arcana)
    Energy Admixture [TB,39-40]
Energy Substitution
Any other Metamagic feat
5 ranks in Knowledge (Arcana)
    Advanced Energy Substitution
two different Energy Substitution feats
5 ranks in Knowledge (Ancient Technology)
10 ranks in Knowledge (Arcana)
    Advanced Energy Admixture
matching Advanced Energy Substitution
two different Energy Substitution feats
5 ranks in Knowledge (Ancient Technology)
10 ranks in Knowledge (Arcana)
Homing Spell
Any other Metamagic feat
Magnify Spell
Empower Spell
Enlarge Spell
Maximize Spell
21 ranks in Spellcraft
Pregressive Spell
Extend Spell
Quicken Spell
27 ranks in Knowledge (Arcana)
27 ranks in Spellcraft
Psionic Spell
Manifester level 1st+
Shape Spell
Caster level 5th+

Metapsionic Feats
Prerequisites
Homing Power
Any other Metapsionic feat
Magical Power
Caster level 1st+
Multiply Power
Enlarge Power
Maximize Power
Twin Power
21 ranks in Psicraft
Psionic Advanced Energy Use
10 ranks in Knowledge (Ancient Technology)
10 ranks in Knowledge (Psionics)
10 ranks in Psicraft

Psionic Feats
Prerequisites
Mind Bow
Shape Mind Blade class feature
5 ranks in Psicraft
    Arrow to the Soul
Shape Mind Blade class feature
Knife to the Soul class feature
Imbue Mind Bow
Improved Mind Bow
Mind Bow
20 ranks in Psicraft
    Greater Mind Bow
Shape Mind Blade class feature
Improved Mind Bow
Mind Bow
BAB +11
10 ranks in Psicraft
    Imbue Mind Bow
Shape Mind Blade class feature
Improved Mind Bow
Mind Bow
15 ranks in Psicraft
    Improved Mind Bow
Shape Mind Blade class feature
Mind Bow
BAB +6
5 ranks in Psicraft
    Perfect Mind Bow
Shape Mind Blade class feature
Greater Mind Bow
Improved Mind Bow
Mind Bow
BAB +16
15 ranks in Psicraft
    Strong Mind Bow
Shape Mind Blade class feature
STR 15
Mind Bow

Special Feats
Prerequisites
Bounding Charge
Racial Jump bonus
Craft Sandcrystal
Race: Thri-Kreen
5 ranks in any Craft skill
Disguising Shift
Race: Gel
Character level 6th+
    Improved Disguising Shift
Race: Gel
Character level 12th+
Disguising Shift
Favored Enemy Critical Strike [Monte Cook's "The Ranger Revisited"]
Favored Enemy class feature
Favored Enemy Strike [Monte Cook's "The Ranger Revisited"]
Favored Enemy class feature
Forecasting Program
Robot subtype
INT 13
Light Acclimation
Light Blindness racial trait
Overcome Phobia
Racial phobia
Plant Shift
Race: Gel
    Inanimate Shift
Race: Gel
Plant Shift
Prehensile Tongue
Race: Grippli
DEX 15
Character level 3rd+
    Combat Tongue
Race: Grippli
DEX 17
Prehensile Tongue
BAB +4
Preservation Program
Robot subtype
CHA 13
Quicken Shift
Race: Gel
Character level 3rd+
Queen Egg
Race: Thri-Kreen
Gender: Female
Character level 1st (only)
    Queen Aura
Race: Thri-Kreen
Gender: Female
Queen Egg
    Queen Communication
Race: Thri-Kreen
Gender: Female
Queen Egg
    Hive Queen
Race: Thri-Kreen
Gender: Female
Leadership
Queen Aura
Queen Communication
Size Shift
Race: Gel
    Improved Size Shift
Race: Gel
Character level 9th+
Size Shift
Turn Resistance
Race: Eleti



Descriptions

Feats

Ability Focus [General]

Choose one of your race's activated, inborn abilities, such as a spell-like ability, or the Cold Stare of Frostmen. You are especially good at using that ability, compared with other members of your race. Abilities which are inborn but not known before character creation, such as the psionic abilities of Psylons or the spell-like powers of Valheru, may be chosen, but each individual power must be focused on separately. Abilities which do not require conscious activation on the part of the character, such as the Intense Life Force of High Elves or the Photosynthesis of Gren and Flarn, may not be chosen.
Prerequisite: Your race must have an activated, inborn ability.
Benefit: Add +1 to the DC of saving throws against the ability you selected, and add +1 to attack rolls made using it if the ability requires an attack roll. If the ability requires a check to use, you gain a +1 bonus to that check.
Special: You can gain Ability Focus multiple times. Each time you take the feat, it applies to a new ability.

Accelerated Item Creation [Epic]

Select an Item Creation feat. You can create items using that feat much more quickly than normal, and even more quickly than characters using Efficient Item Creation.
Prerequisites: Item Creation feat to be selected, Efficient Item Creation for Item Creation feat to be selected, 27 ranks in Knowledge (Arcana) [for a magic feat] or Knowledge (Psionics) [for a psionic feat], 27 ranks in Spellcraft [for a magic feat] or Psicraft [for a psionic feat].
Benefit: When you create an item using the feat associated with Accelerated Item Creation, your creation speed increases by another 10000 gp per day over Efficient Item Creation. For instance, if you have Efficient Item Creation and Accelerated Item Creation with the Craft Staff feat, then creating a new staff takes you one day per 20000 gp in the staff's market price. The minimum crafting time remains one day, no matter how low the item's market price is.
Normal: Without this feat or Efficient Item Creation, creating a magic or psionic item takes one day per 1000 gp of the item's the market price. With Efficient Item Creation alone, it takes one day per 10000 gp in the market price.
Special: You can gain Accelerated Item Creation multiple times. Each time you take the feat, it increases the market-price limit you can craft per day by 10000 gp.

Action Without Time [Epic]

 (Contributed by Eian Lee)

You can delay the effects of chosen actions to happen at another time.
Prerequisites: DEX 27, Epic Speed, Superior Initiative, 20 ranks in Knowledge (the Planes), Time Delay class feature.
Benefit: As a free action, you can decide upon and list a number of actions which in total require one round or less to complete, and expend one use of your Time Delay ability. The listed actions may be one full-round action, a standard action plus a move action, just a standard action or a move action, or any other combination of actions which could be done in one round using no other supernatural or extraordinary abilities. After you have chosen a list of actions this way, you may at any time within the next 1d4+1 minutes use a swift action to expend the "held" list of actions. They are then completed all at once, in the order you listed them, in a single burst of incredible speed.

Adamantine Breath [Epic, Metabreath]

 (Contributed by Mike S.)

Your breath weapon can easily blast through inanimate objects.
Prerequisite: Con 29, Breath Weapon, Base Attack Bonus +20, Size Huge or larger.
Benefit: Your breath weapon damages objects much more effectively than normal. Ignore the first 20 points of an object's Hardness rating when determining damage done to objects by your breath weapon, just as if it were an Adamantine weapon. When you use this feat, add +3 to the number of rounds you must wait before using your breath weapon again.

Advanced Energy Admixture [Metamagic]

You can cast spells that mix their normal energy with a specific nonstandard energy type.
Prerequisites: matching Advanced Energy Substitution, two different Energy Substitution feats (see below), 5 ranks in Knowledge (Ancient Technology), 10 ranks in Knowledge (Arcana)
Benefit: As Energy Admixture, except that you add a type of energy corresponding to one of the advanced energy types (Disruption, Electromagnetic, Force, Gelid, Particle, Plasma, or Radiation). A spell which has this feat applied to it uses up a spell slot five levels higher than normal.
    Disruption damage is similar to the effect of the Disintegrate spell. If a target is reduced to 0 or fewer hit points by Disruption damage, it is entirely disintegrated, leaving no body or pieces behind (though any equipment worn/used by a disintegrated creature is left behind).
    Electromagnetic damage does not normally affect living creatures. If you deal Electromagnetic damage to creatures which are not vulnerable to that damage type, then your spell deals half its Electromagnetic damage amount as subdual damage to them. Electromagnetic energy can also be used to recharge and power technological devices; if a Power Cell is in an area affected by a spell dealing Electromagnetic damage, or it or a device it is powering is the target of such a spell, then it gains a number of CUs equal to the damage dealt.
    Force damage means invisible inertial energy like that used in a Magic Missile or Wall of Force spell, and Force damage can affect incorporeal creatures normally.
    Gelid damage is essentially cold so intense that ordinary Cold Resistance is useless against it. If a creature has Immunity to Cold, then it takes half damage from a Gelid effect, or one-quarter on a successful save (if a save for half damage is allowed by the Gelid effect). Gelid damage is considered Frostburn damage (in areas where the ambient temperature is Cold or colder, it cannot be healed naturally, and requires a DC 25 caster/manifester level check to heal magically or psionically).
    Particle damage directly converts part of the creature or object damaged from matter into energy. If a creature takes more Particle damage in one round than twice its CON score, then it suffers the effects of being exposed to a Radiation field of Lethal-25 strength (see the Radiation section in the Rules document) for one round in addition to taking damage.
    Plasma damage is essentially fire so hot that ordinary Fire Resistance is useless against it. If a creature has Immunity to Fire, then it takes half damage from a Plasma effect, or one-quarter on a successful save (if a save for half damage is allowed by the Plasma effect).
    Radiation damage is a burning that comes from exposure to extremely high-intensity light (or more powerful, similar energy). Though it has characteristics similar to both Electricity and Fire damage, neither Electricity Resistance nor Fire Resistance protect against Radiation damage. If a creature has Immunity to Electricity, then it takes half damage from a Radiation effect, or one-quarter on a successful save (if a save for half damage is allowed by the Radiation effect).
Special: You cannot take any version of this feat without first having the corresponding Advanced Energy Substitution feat, two specific Energy Admixture feats which match the advanced energy type you want to take this feat for, and two Energy Substitution feats which match those Energy Admixture feats. For instance, to get Advanced Energy Admixture (Force), you must have Advanced Energy Substitution (Force), Energy Admixture (Cold), Energy Substitution (Cold), Energy Admixture (Sonic), and Energy Substitution (Sonic). The required normal energy types for each advanced energy type are summarized below.
Advanced Energy Type Required Energy Types
Disruption Acid, Electricity
Electromagnetic Electricity, Sonic
Force Cold, Sonic
Gelid Acid, Cold
Particle Cold, Fire
Plasma Acid, Fire
Radiation Electricity, Fire

Advanced Energy Substitution [Metamagic]

You can cast spells with a specific nonstandard energy type.
Prerequisites: two different Energy Substitution feats (see below), 5 ranks in Knowledge (Ancient Technology), 10 ranks in Knowledge (Arcana)
Benefit: As Energy Substitution, except that you deal a type of damage corresponding to one of the advanced energy types (Disruption, Electromagnetic, Force, Gelid, Particle, Plasma, or Radiation). A spell which has this feat applied to it uses up a spell slot one level higher than normal.
    Disruption damage is similar to the effect of the Disintegrate spell. If a target is reduced to 0 or fewer hit points by Disruption damage, it is entirely disintegrated, leaving no body or pieces behind (though any equipment worn/used by a disintegrated creature is left behind).
    Electromagnetic damage does not normally affect living creatures. If you deal Electromagnetic damage to creatures which are not vulnerable to that damage type, then your spell deals half its Electromagnetic damage amount as subdual damage to them. Electromagnetic energy can also be used to recharge and power technological devices; if a Power Cell is in an area affected by a spell dealing Electromagnetic damage, or it or a device it is powering is the target of such a spell, then it gains a number of CUs equal to the damage dealt.
    Force damage means invisible inertial energy like that used in a Magic Missile or Wall of Force spell, and Force damage can affect incorporeal creatures normally.
    Gelid damage is essentially cold so intense that ordinary Cold Resistance is useless against it. If a creature has Immunity to Cold, then it takes half damage from a Gelid effect, or one-quarter on a successful save (if a save for half damage is allowed by the Gelid effect). Gelid damage is considered Frostburn damage (in areas where the ambient temperature is Cold or colder, it cannot be healed naturally, and requires a DC 25 caster/manifester level check to heal magically or psionically).
    Particle damage directly converts part of the creature or object damaged from matter into energy. If a creature takes more Particle damage in one round than twice its CON score, then it suffers the effects of being exposed to a Radiation field of Lethal-25 strength (see the Radiation section in the Rules document) for one round in addition to taking damage.
    Plasma damage is essentially fire so hot that ordinary Fire Resistance is useless against it. If a creature has Immunity to Fire, then it takes half damage from a Plasma effect, or one-quarter on a successful save (if a save for half damage is allowed by the Plasma effect).
    Radiation damage is a burning that comes from exposure to extremely high-intensity light (or more powerful, similar energy). Though it has characteristics similar to both Electricity and Fire damage, neither Electricity Resistance nor Fire Resistance protect against Radiation damage. If a creature has Immunity to Electricity, then it takes half damage from a Radiation effect, or one-quarter on a successful save (if a save for half damage is allowed by the Radiation effect).
Special: You cannot take any version of this feat without first having two specific Energy Substitution feats which match the advanced energy type you want to take this feat for. For instance, to get Advanced Energy Substitution (Force), you must have Energy Substitution (Cold) and Energy Substitution (Sonic). The required normal energy types for each advanced energy type are summarized below.
Advanced Energy Type Required Energy Types
Disruption Acid, Electricity
Electromagnetic Electricity, Sonic
Force Cold, Sonic
Gelid Acid, Cold
Particle Cold, Fire
Plasma Acid, Fire
Radiation Electricity, Fire

Alternate Energy Breath [Epic]

Select a specific type of energy. Your Energy Breath class ability can now use that energy type.
Prerequisites: CON 25, Alternate Energy Sheath, 30 ranks in Knowledge (Ancient Technology), Energy Breath class feature.
Benefit: When you take this feat, choose one of the five standard energy types (Acid, Cold, Electricity, Fire, or Sonic) or one of the seven advanced energy types (Disruption, Electromagnetic, Force, Gelid, Particle, Plasma, or Radiation). The chosen energy type must be one that your Energy Sheath ability can already use, but your Energy Breath cannot; also, it may not be a type your race is vulnerable to (for instance, a Red Dragon could not choose Cold). Your Energy Breath can now produce the chosen energy type in addition to those it could produce before. For example, if you choose Particle energy, then you can now create a breath weapon of Particle energy.
Special: You can gain Alternate Energy Breath multiple times. Each time you take the feat, it applies to a new energy type.

Alternate Energy Sheath [Epic]

Select a specific type of energy. Your Energy Sheath class ability can now create a sheath of that energy type.
Prerequisites: CON 25, 25 ranks in Knowledge (Ancient Technology), Energy Sheath (Claws) class feature.
Benefit: When you take this feat, choose one of the five standard energy types (Acid, Cold, Electricity, Fire, or Sonic) or one of the seven advanced energy types (Disruption, Electromagnetic, Force, Gelid, Particle, Plasma, or Radiation). The chosen energy type must be one your Energy Sheath ability cannot already produce, and may not be a type your race is vulnerable to (for instance, a Red Dragon could not choose Cold). Your Energy Sheath can now produce and use the chosen energy type in addition to those it could produce before. For example, if you choose Particle energy, then your Energy Sheath can produce a coating of Particle energy around your natural weapons, and you can deflect Particle attacks with your Deflect Energy ability. This feat does not change the energy types you can produce with your breath weapon using the Energy Breath ability.
Special: You can gain Alternate Energy Sheath multiple times. Each time you take the feat, it applies to a new energy type.

Ancient Device Proficiency [General]

You can use one category of Ancient devices (for instance, Power Cells, Communications equipment, or Medical) without requiring Use Ancient Device skill checks. Ancient weapons do not use this feat for proficiency; instead, use the Exotic Weapon Proficiency feat. Ancient armor does not use this feat for proficiency; a character becomes proficient in wearing Ancient armor by taking the Technological Armor Proficiency feat, and whatever armor category feat (Light, Medium, Heavy, or Powered) is appropriate.
Benefit: You do not need to make any Use Ancient Device checks to use any ability of a device in the category you are proficient with. For instance, a character proficient in Power Cells need not make a check to open a Feeder Cell's chamber or close it again after material is in it.
Normal: A character without this feat must make a Use Ancient Device skill check every time he or she tries to use an activated ability of an Ancient device.
Special: You can gain Ancient Device Proficiency multiple times. Each time you take the feat, it applies to a new category of Ancient devices.

Arcane Prodigy [General]

You have an inborn magical talent that allows you to cast a few minor spells.
Prerequisite: No levels in any spellcasting class, or 1st-level character.
Benefit: Pick three cantrips (0-level spells) from any Arcane spellcasting core class's spell list that your character knows. You can cast these spells as a Sorcerer with level equal to your character level (even if the spells are not from the Sorcerer/Wizard spell list), except that you can only cast three spells per day. These spells may not be enhanced by Metamagic feats unless you gain levels in a spellcasting class that grants access to such feats. If you later gain levels in an Arcane spellcasting class, the cantrips you know from this feat do not count as "known spells" for the purpose of determining which spells your class allows you, but you use your spellcasting class's spell slots to cast them from that time forward.
Special: You can gain Arcane Prodigy multiple times. Each time you take this feat, it grants you knowledge of three more cantrips. You are still limited to three per day unless you gain levels in an Arcane spellcasting class, no matter how many cantrips you learn with this feat.
    You may take this feat as a 1st-level character even if your first level is in an Arcane spellcasting class, and the cantrips you choose do not have to be from that class's spell list if you do. In that case, you cannot take Arcane Prodigy again at later levels, though if you have multiple feats at first level (for instance, with the bonus feat granted by your race if you are Human), you may take it multiple times at 1st level.

Arrow to the Soul [Psionic]

You can imbue your mind bow with psionic powers.
Prerequisites: Knife to the Soul class feature, Shape Mind Blade class feature, Imbue Mind Bow, Improved Mind Bow, Mind Bow, 20 ranks in Psicraft.
Benefit: You can use your Knife to the Soul ability in conjunction with your mind bow. This requires that you make a Sneak Attack with the mind bow (and thus, you must be within 30 feet of the target), and you choose how many damage dice to convert into ability damage when you make the attack with the charged mind bow, just as normal for the Knife to the Soul ability. When you make the attack, only the first arrow fired contains the power of the ability damage, and if it misses then the energy is flushed from the mind bow despite not having any effect. Other arrows fired that same round may still cause normal Sneak Attack damage if they hit.
Normal: Without this feat, you cannot use your Knife to the Soul class ability when you make Sneak Attacks with your mind bow.

Attack Manipulation [Mana]

You can shape Manipulations that mimic attack spells.
Prerequisite: Naturalist level 1st+.
Benefit: You can use the Naturalist class ability of Manipulation to cast attack spells that do not appear on your specialty's class spell list. The only spells which can be mimiced with this feat are those which damage or destroy items or creatures, such as Magic Missile or Fireball. You can only mimic spells which you have actually seen or felt the effects of firsthand.
Normal: A Naturalist without this feat is limited to casting the attack spells on his or her class list.

Awaken Spell [Mana, Metamagic]

You can shape Manipulations into a spell that allow it to move and attack on its own.
Prerequisite: Faunist level 1st+, Meta-Manipulation, 10 ranks in Spellcraft.
Benefit: You can use the Naturalist class ability of Manipulation to infuse a spell you cast with the power of Animal life, granting it mobility and independent action for a short time. This works much like using a Metamagic feat, except that you actually use your Manipulation ability to add extra energy to the spell by spending another spell slot simultaneously with the one you are using to cast the actual spell; the precise effects of the use of this feat depend on what level slot you spend to infuse the spell. To successfully infuse the spell with your power, you must make a Spellcraft roll at casting time (DC 15 + twice the level of the spell slot you are spending for the infusion). You may not take 10 on this roll. If the roll fails, then you spend both spell slots, but the spell's effect happens normally and receives no benefit whatsoever from the infusion; if the roll succeeds, the infusion happens as described below.
    You may not use this feat with a spell that does not produce an Area or Effect (that is, a spell that does not have an Area entry or Effect entry), and you may not use this feat with Effect spells that specifically create creatures as their Effect (such as Summon Monster spells). The spell you infuse with the extra energy becomes a Living Spell which appears in the same space as the original spell's target (as chosen by you at casting time). This Living Spell is initially under your control, but there is a 5% chance per round it is alive that it breaks your control and begins to act on its own. If it is not killed, the Living Spell stays alive for an amount of time dependent on the level of the spell slot you spent to infuse it with the energy that Awakened it. The duration is found on the table below.
Level of Slot Duration of Awakening
0 1 round
1st 1 round/2 caster levels
2nd 1 round/caster level
3rd 2 rounds/caster level
4th 1 minute/2 caster levels
5th 1 minute/caster level
6th 2 minutes/caster level
7th 5 minutes/caster level
8th 10 minutes/caster level
9th 20 minutes/caster level
10th or higher 1 hour/caster level
    Information on Living Spells may be found in Monster Manual III, pages 91-94, and the Eberron Campaign Setting, pages 293-295.

Backstep [Epic]

You can use your knowledge and power over time to travel short distances into the past.
Prerequisites: Time Walk 2/day or more.
Benefit: By spending a daily charge of Time Walk, you may instead perform a "backstep" maneuver, which allows you to literally step into the past up to one round plus one further round per point of positive WIS modifier you have. This ability works essentially like the Time Shift spell, except that it is a supernatural ability rather than a spell-like one, has a much more limited range of temporal motion, and affects only you and your equipment. Using the Backstep ability is not draining in the way that use of the Time Walk is.
    From a game story perspective, this may be played in two ways. First, you can use this ability to effectively create a temporary "twin" for up to 1 round plus one per point of positive WIS modifier; the twin is an NPC played by the DM, but is identical to the original in all respects save having one less available Time Walk "charge." The "future twin" is also assumed to have knowledge of events before they happen for as long as the effect lasts, but the exact effects of this are up to the DM; it should be noted, however, that the twin is considered a seperate entity from the original, and does not automatically fall under the same effects that happen to the original. For instance, if the original you is damaged by an attack, the twin does not immediately acquire the same damage. At the end of the Backstep duration, the original you disappears into the past, leaving the "twin" behind, which you then assume control over.
    The second, and arguably more difficult in combat, way to handle the Backstep power is to literally "rewind" the game from the point when you use the ability to the destination round in the past. This is the preferred method for handling a situation where you want to send information to the past, rather than help out yourself and companions in combat. In this case, the DM assumes control over the younger you who has not Backstepped yet, up until the actual round where the Backstep power was used. The DM is also free to veto the actions of any PC who is present, if the player attempts to "cheat" with actions which require knowledge of the future that was not directly conveyed by you upon reaching the past.

Bounding Charge [Special]

You can ignore some obstacles during a charge.
Prerequisite: Racial Jump bonus.
Benefit: When you make a Charge attack, obstacles that you could get over by taking 10 on a Jump check do not count as stopping your movement. For instance, if you can clear a chasm in a single bound, or jump over a fence or wall, then you can make a Charge to attack something on the other side of the obstacle without penalty. If two or more obstacles are adjacent to each other on a straight-line path between you and your target, and you can clear any individual obstacle with one Jump check but not all of them, then the obstacles block you normally and you cannot Charge.
Normal: If an obstacle is between you and your intended target, you cannot make a Charge.

Breath Projectile [Epic, Metabreath]

You are capable of spitting concentrated packets of energy at opponents instead of your normal breath weapon.
Prerequisites: CON 23, 20 ranks in Knowledge (Ancient Technology), Energy Breath class feature.
Benefit: Instead of using your normal breath weapon, you may fire energy projectiles of any one type of energy your breath weapon would normally produce (including any energy types allowed by your Energy Breath ability) directly at individual opponents. This projectile is treated as if it were produced by a high-tech weapon, requiring an attack roll just like a normal ranged weapon. You are automatically considered proficient with the Breath Projectile weapon, and it deals your breath weapon's normal damage to the target if it hits. The target does not receive a saving throw to reduce this damage. The range increment of this "weapon" is equal to the maximum range of your breath weapon; for instance, if your breath weapon normally produces a 60-foot cone, then a Breath Projectile you fire has a range increment of 60 feet. If your base attack bonus is high enough to permit iterative attacks, then you may use a Full Attack action to fire multiple Breath Projectiles in a single round. After firing Breath Projectiles, whether you fire one or more than one, you must wait 1d4 rounds before using your breath weapon or firing any Breath Projectiles again, just as if you had used your breath weapon normally. Breath Projectiles cannot be modified by other Metabreath feats the way normal breath weapons can.

Brew Elixir [Item Creation]

You can create potions that store the most powerful of spells.
Prerequisites: Caster level 13th+, Brew Greater Potion, Brew Potion, Craft Wondrous Item, 15 ranks in Craft (Alchemy).
Benefit: You can brew potions which contain 7th-9th level spells. These "elixirs" follow all the normal rules for brewing potions, except that they are larger than normal potions (weighing one pound each), contain more powerful spells, and take two days to brew instead of one.
Normal: Potions may only contain spells of up to 3rd level, take one day to brew, and have negligible weight.

Brew Greater Potion [Item Creation]

You can create potions that store more powerful spells than normally possible.
Prerequisites: Caster level 7th+, Brew Potion, Craft Wondrous Item, 10 ranks in Craft (Alchemy).
Benefit: You can brew potions which contain 4th-6th level spells. These greater potions follow all the normal rules for brewing potions, except that they are larger than normal potions (weighing one half-pound each), and contain more powerful spells.
Normal: Potions may only contain spells of up to 3rd level, and have negligible weight.

Carry Power [Epic, Metapsionic]

You can manifest psionic powers at a great distance, as long as the locations they are manifested into are known to you.
Prerequisites: Manifester level 18th+, Enlarge Power.
Benefit: You can extend the range of some powers by 1 mile per level over 17th you have, i.e., 1 mile at 18th level, 2 miles at 19th, etc. The power's area of effect is not increased, and this feat does not affect any powers with an Area or Effect of "cone," including "2-D cones" such as produced by Stomp. It also does not affect powers which produce beams or rays, or powers which can only target you, or which require a touch attack to deliver. However, powers which affect an area centered on you can be affected by this feat, and in that case the affected power is no longer centered on you, but can instead be centered anywhere within the power's new range (its total area of effect remains unchanged). You decide what area the power is Carried to, and need not be able to see it at the time of manifestation, but you must make a roll based on your familiarity with the target area, on the same table used for the Teleport spell (page 293 of the Player's Handbook). Treat any "Mishap" results as "Similar Area," since psionic powers don't take damage (Astral Constructs and the like notwithstanding). A Carried power costs its standard cost + 8.

Carry Spell [Epic, Metamagic]

You can cast spells at a great distance, as long as the locations they are cast into are known to you.
Prerequisites: Caster level 18th+, Enlarge Spell.
Benefit: You can extend the range of some spells by 1 mile per level over 17th you have, i.e., 1 mile at 18th level, 2 miles at 19th, etc. The spell's area of effect is not increased, and this feat does not affect any Ray or Cone spells. It also does not affect any spells which only target you, or require that the target be touched. You decide what area the spell is Carried to, and need not be able to see it at casting time, but you must make a roll based on your familiarity with the target area, on the same table used for the Teleport spell. Treat any "Mishap" results as "Similar Area," since spells don't take damage. A Carried spell uses up a spell slot four levels higher than normal.

Channel Spell [Metamagic]

You can use spell energy from multiple spells to power a single spell to greater effect.
Prerequisite: Caster level 10th+.
Benefit: A Channeled spell can become more powerful by absorbing the spell potential of others you have available, "burning out" spell slots of those spells without actually casting them. The Channeled spell absorbs the spell levels of the spent spell slots, and its saving throw DC can increase by the number of spell levels spent, effectively becoming higher level (up to 9th). Also, spell levels Channeled into the chosen spell can increase variable effects which depend on caster level on a one-for-one basis, up to double the maximum available for the spell (i.e. a Fireball may have its damage Channeled up to 20 dice in this manner, by spending 10 levels of other spell slots). Each Channeled spell level can increase either the level-variable effects or the saving throw DC, but not both. For the purposes of Channeling spell levels, 2 0-level spells equal 1 1st-level spell. Spellcasters who prepare their spells choose which of their prepared spells to Channel into the Channeled spell; spellcasters such as Sorcerors and Bards simply choose spell slots to use up. The choice of which spells or spell slots to Channel into the Channeled spell is made at casting time, as is the choice of which effect each Channeled spell level will increase. A Channeled spell may be cast without Channeling any spell levels into it, in which case it simply has its normal effect. A Channeled spell uses up a spell slot two levels higher than normal.

Cloak of Insanity [Epic]

 (Contributed by Brian Saul)

Your Mind Blank strikes back at those who attempt to harm you.
Prerequisites: 24 ranks in Psicraft, Outer Vision invocation, Warlock's Call invocation, Mind Blank invocation.
Benefit: Your Mind Blank invocation can be used on other willing creatures. Furthermore, whenever any creature tries to affect a recipient with an ability that the Mind Blank provides immunity to, such as a Charm, Dominate, or even Confusion, that creature must make a Will save (as if against a 10th-level invocation cast by you) or be struck with Confusion for 1d4 rounds. If the creature is itself protected from mind-affecting effects (even if by another Cloak of Insanity-enhanced Mind Blank), then this Confusion is negated and there is no additional effect.
Normal: The Mind Blank invocation can only be used on the casting warlock him/herself, and does not strike back at creatures that try to affect the warlock with mind-affecting abilities.

Combat Tongue [Special]

You can use your tongue to wield a third weapon.
Prerequisites: Race: Grippli, DEX 17, Prehensile Tongue, BAB +4.
Benefit: When you use your tongue to wield a weapon, you can use that weapon along with weapons you wield in your hands. Essentially, your tongue is treated as a third hand for the purposes of wielding weapons, though it still carries the -6 STR penalty when you do. If you have the Two-Weapon Fighting feat or any of its higher variations (Improved Two-Weapon Fighting, etc.), then they change to (and are thereafter treated as) the Multiweapon Fighting feats instead.
Normal: If your tongue can wield a weapon, you cannot use both your tongue-carried weapon and a hand-carried weapon to attack in the same round.

Craft Drilbu [Item Creation]

You can craft a drilbu, which is a long shaft of crystal that can manifest powers when charges are expended.
Prerequisites: Manifester level 9th+, Craft Dorje.
Benefit: You can create a drilbu, which is an enhanced version of a dorje, of any psionic power of 9th level or lower that you know. You need a supply of raw materials, with the most obvious being the drilbu or pieces of the drilbu to be assembled. You must pay 1/25 of the base price in XP and use up raw materials costing half of the base price. The base cost equals the total levels of powers × the manifester level × 750 gp; however, powers may be placed into the drilbu at half cost if they expend 2 charges from the drilbu per use. A single power can cost no more than 2 charges, and the manifester level for all powers must be the same. Furthermore, a drilbu is limited to 18 total power levels, and all powers must be from the same discipline. As is standard for crafting items, if a power to be placed in the drilbu requires an extra GP or XP cost, then 50 times that cost must be paid by the crafter at the start of the crafting, in addition to the regular costs associated with it (half the base price in GP, plus 1/25 the base price in XP). Crafting a drilbu requires one day per 1000 gp value of the finished drilbu. Drilbu always have 50 charges when created.

Craft Major Artifact [Epic, Item Creation]

You can craft magical or psionic items of truly epic, legendary power.
Prerequisites: Caster or Manifester level 21st+; Any Ultramagic spell feat, Ultrapsionic power feat, or Epic Spellcasting or Epic Manifesting; Craft Minor Artifact; Key ability score 25+ (INT for Wizards, etc.).
Benefit: You can create items of any type you could create using Craft Minor Artifact, but may imbue them with Ultramagic or Ultrapsionic abilities, or Epic spells or powers, in addition to the extreme powers already allowed in Minor Artifacts. Major Artifacts use the same costing rules as normal items of their type, except that they cannot be below caster level 21, and rather than costing five times the base cost (as Minor Artifacts do), they cost ten times the base cost. Rules for determining the base cost for Ultramagic, Ultrapsionics, and Epic spells and powers are given below. An artifact with only a single use of any spell or power is destroyed when that spell or power is used, just as a potion is, despite being otherwise indestructible (see below). An artifact with 50 charges is not destroyed when those charges are used up, but instead recharges itself to the full 50 charges one year after the first charge was used.
    For the purposes of base cost determination, Ultraspells and Ultrapowers count as abilities of at least 10th level, with the "costing level" being determined by reversing the common formula for determining minimum caster or manifester level (that is, [level + 1] / 2 for spells, or [power point cost + 1] / 2 for psionics). For instance, an Ultraspell requiring a caster of at least 29th level to learn it would count as a level 15 spell for the purpose of figuring item cost, though the actual spell counts as 10th level for most other purposes. By the same token, an Ultrapower costing 29 PP to use counts as 15th level for purposes of costing Major Artifacts which use it. An artifact must be made at a caster level at or above the minimum needed to learn the Ultraspell or Ultrapower being placed in it; thus, an item with the Nuke spell in it must be at least caster level 30.
    The cost of an Epic spell or power is based on the Spellcraft (or Psicraft) check necessary to cast/manifest it; each daily use costs its "spell category base price" (for instance, for a use-activated spell with 50 charges, 1000 gp) × the DC. This cost is not modified by the artifact's caster level (since Epic spells and powers do not have level-dependent variables), but it is modified by mitigating factors of casting/manifesting the spell/power. An XP cost contributes a further 5 gp/XP just like normal spells and powers do. If the spell or power requires multiple casters, then add the spell slots contributed times the artifact's caster level (for instance, an epic spell requiring four spellcasters to each contribute a 7th-level spell slot would add cost equivalent to a 28th-level spell at the artifact's caster level- even if that caster level is lower than 56th). Finally, backlash damage costs an additional base price × the number of damage dice dealt.
    Thus, an artifact containing the Hellball Epic spell (50 charges and use-activated, base price 1000 gp) costs 102000 gp per daily use of Hellball it allows (Spellcraft DC of 90 = 90000 gp, 400 XP cost = 2000 gp, 10d6 backlash damage = 10000 gp). Note that the item's caster level is irrelevant to this ability's cost, though it must be at least 21st since it is a Major Artifact. Also, this item loses its ability to cast Hellball for the year after 50 uses, though it only allows one charge per 102000 gp in the base price to be used per day (and will keep any other abilities it has after the Hellball charges are used up, and will regain the 50 Hellball charges one year after the first one was used). A caster-level 30 artifact containing the Verdigris Tsunami Epic spell (standard use-activation, no charge limit, base price 2000 gp) costs 5430000 gp per daily use of the spell (Spellcraft DC 170 = 340000 gp, 10000 XP cost = 50000 gp, 14 casters contributing 6th-level slots = 5040000 gp [14 casters × 6 levels × 30 caster levels × 2000 gp base price]). Finally, a single-use artifact (base price 100 gp) containing the Vengeful Gaze of God Epic spell has a base price of 61900 gp (Spellcraft DC 419 = 41900 gp, 200d6 backlash damage = 20000 gp). It is destroyed after being used, though whatever it hits is likely to be as well given the 305d6 damage it takes.
    One caveat of Major Artifact creation is that virtually all of them are sentient, whether or not their creators made them that way. They often develop personalities to match their strong powers, and unless the creator has a specific purpose in mind for the artifact before making it, the item will eventually come up with one on its own- and will not take kindly to any attempt to interfere with that purpose. Major Artifacts which are specifically crafted by their creators as intelligent items, have the same alignment as their creators, and never act against them in any way (even shutting themselves down if somehow forced to try by another entity). Artifacts which are not specifically crafted as intelligent will develop personalities completely on their own, and thus could have literally any alignment or chosen purpose- even one contrary to the wishes of the artifact's creator! For obvious reasons, most Artifact crafters do not create Major Artifacts without a purpose in mind, and without taking care to add intelligence into the crafting process.
    A Major Artifact created with this feat differs slightly from other intelligent items, in that it does not automatically gain hit points, spell-like abilities, or other trappings of standard intelligent items. Instead, the Major Artifact has its ability scores rolled by using 4d6 each (note: do not drop the lowest die), and gains item feats chosen by the DM as if it were gaining as many levels in the Item class as its caster level (though in fact it has no such levels). The Major Artifact can be given actual item levels by infusion of XP, as normal for intelligent items, but is considered to be a an item of level equal to its caster level when first created, and it never gains spell-like abilities from item levels no matter how many it gets (the levels it gains do grant it extra hit points, saves, and feats as normal, however). Most Major Artifacts take feats involving communication and sensing before others, particularly Ego Boost, Influence User, and Control User. Note that it is possible for standard intelligent items to become Major Artifacts through gaining certain Epic feats; such items are not forced to follow these restrictions and instead use the standard rules (the important difference is that their intelligence was not thrust upon them by use of this feat during creation). Note also that even if an item has communication feats, that does not mean that it will necessarily choose to use them; in fact most Major Artifacts crafted with this feat are not very talkative or interested in sharing their thoughts with others.
    An item chosen to become a Major Artifact must be of masterpiece quality or better- only the pinnacle of crafting achievements can carry such massive power. Items enhanced with this feat become nearly invulnerable, regardless of the materials used in their construction; the act of infusing matter with so much power creates a sort of "power well" in reality that reconstitutes the item's original form and functions, even if it is somehow damaged or destroyed. Every Major Artifact, however, has one assured method of destruction, because the laws of existence do not allow for anything, no matter how powerful, to be truly permanent and indestructible. During the crafting process, the Artifact's crafter may choose to craft in a built-in flaw, or weakness, which becomes the item's method of destruction once it is finished; if this is not done, the DM will come up with one secretly. Those few who have crafted Major Artifacts are fairly evenly split on whether they want to know the weaknesses inherent in their mighty creations; some want to know so they can safeguard the items against the weakness, while others think that if they know the exact weakness, it will make it easier for others (and especially enemies) to learn about the weakness and exploit it. Of course, artifacts which are single-use are destroyed by being used, and these almost never have any other means of destruction- they must be used to be destroyed.
    As with the Craft Minor Artifact feat, you may interrupt the process of creating a Major Artifact, and given the enormous costs in time and resources involved, most crafters do just that. Major Artifacts are so potent that they keep their power longer than Minor Artifacts do during such interruptions- the creator may leave the item for up to one month per caster level, rather than one day per level, before the power fades. Spellcraft or Psicraft checks used to resume crafting a Major Artifact are DC 25 + the item's caster level.
Special: You cannot select Metacreative, Efficient Item Creation, or Accelerated Item Creation for Craft Major Artifact, because this feat does not create items on its own- it modifies how your other Item Creation feats work.

Craft Minor Artifact [Item Creation]

You can craft magical or psionic items of incredible power.
Prerequisites: Caster or Manifester level 18th+, Craft (Magic or Psionic) Arms and Armor, Four other Item Creation Feats (not including Scribe Scroll, Encode Powerstone, or any Craft Silmarillium feat), Relevant ability score 19+ (INT for Wizards, etc.).
Benefit: You can create items of any type you could normally create, but of still greater power. The normal limits on powers in such items, such as the limit of +5 to any enhancement bonus, do not apply to Artifacts- so, for instance, it is possible to create a +6 (or higher) weapon, or a crown increasing its wearer's INT score by +6 or more, with this feat. Prerequisites for meeting such enhancement bonuses (usually three caster levels for each "plus" of bonus, for instance, 21st level for +7) still apply normally- this feat simply removes restrictions. Weapons and armor with powers exceeding the +10 limit are also possible, and cost progression for such items increases as before- though the cost for any item exceeding the normal limits is always multiplied by five (for instance, 720,000 (= 5 × 144,000) GP for a +12 item, 980,000 (= 5 × 196,000) for a +14, etc.) regardless of item type. If the crafter chooses to make the Minor Artifact intelligent, the costs for intelligence are added to the base price before multiplication occurs (thus, they too cost five times the normal amount).
    You need not be able to spend all of the XP and/or gold necessary to create the item in one sitting; that is, you may interrupt the process of creation. However, if you do, you must succeed at a Spellcraft (or Psicraft for Psionic items) check against DC 20 + the item's caster level to resume the process of creation later; if the check fails (and it may not be retried, so taking 20 is not possible), any power put into the item has faded, and the entire process must be restarted from the beginning (costs already spent on the item are wasted). No interruption can last more than one day per caster level of the item, or the power automatically fades, and the process must be restarted from the beginning as noted previously.
    No item created with this feat may contain an ability derived from any Ultramagic spell or Ultrapsionic power- the Craft Major Artifact feat is required for those. The single exception to this restriction is that a scroll with exactly one Ultramagic spell, and no other spells on it, may be scribed with this feat. See the Ultramagic section in the Rules document for more details.
Special: You cannot select Metacreative, Efficient Item Creation, or Accelerated Item Creation for Craft Minor Artifact, because this feat does not create items on its own- it modifies how your other Item Creation feats work.

Craft Programmed Item [Epic, Item Creation]

You can craft items that make use of Reality Programs you have developed.
Prerequisites: CHA 21, INT 21, WIS 21, 25 ranks in Craft (Technology), Program Reality class feature.
Benefit: You can create items of any type that could be created using Craft Minor Artifact, but you imbue them with Reality Programs instead of spells or psionic powers. Programmed Items use the same costing rules as normal items of their type, except that they cannot be below caster level 21, and rather than costing five times the base cost (as Minor Artifacts do), they cost ten times the base cost. Rules for determining the base cost for Reality Programs are given below. An item with only a single use of a program is destroyed when used, just as a potion is, despite being otherwise indestructible (see below). An item with 50 charges is not destroyed when those charges are used up, but instead recharges itself to the full 50 charges one year after the first charge was used.
    The cost of a Reality Program is based on the Use Ancient Device check necessary to run it; each daily use costs its "spell category base price" (for instance, for a use-activated item with 50 charges, 1000 gp) × the DC. This cost is not modified by the item's caster level (since Reality Programs do not have level-dependent variables), but it is modified by mitigating factors of running the program. An XP cost contributes a further 5 gp/XP just like normal spells and powers do in items created using them. Finally, backlash damage costs an additional base price × the number of damage dice dealt.
    Thus, an item containing a Reality Program duplicating the Hellball Epic spell (50 charges and use-activated, base price 1000 gp) costs 102000 gp per daily use of Hellball it allows (Use Ancient Device DC of 90 = 90000 gp, 400 XP cost = 2000 gp, 10d6 backlash damage = 10000 gp). Note that the item's caster level is irrelevant to this ability's cost, though it must be at least 21st since it is a Programmed Item. Also, this item loses its ability to cast Hellball for the year after 50 uses, though it only allows one charge per 102000 gp in the base price to be used per day (and will keep any other abilities it has after the Hellball charges are used up, and will regain the 50 Hellball charges one year after the first one was used). A single-use item (base price 100 gp) containing the Vengeful Gaze of God effect has a base price of 61900 gp (Spellcraft DC 419 = 41900 gp, 200d6 backlash damage = 20000 gp). It is destroyed after being used, though whatever it hits is likely to be as well given the 305d6 damage it takes.
    An item chosen to become a Programmed Item must be of masterpiece quality or better- only the pinnacle of crafting achievements can carry such massive power. Also, it must contain at least a few technological components, which are necessary to store and run the Reality Program at activation time. Items created with this feat become nearly invulnerable, regardless of the materials used in their construction; the act of infusing matter with so much power creates a sort of "power well" in reality that reconstitutes the item's original form and functions, even if it is somehow damaged or destroyed. Every Programmed Item, however, has one assured method of destruction, because the laws of existence do not allow for anything, no matter how powerful, to be truly permanent and indestructible. During the crafting process, the item's crafter may choose to craft in a built-in flaw, or weakness, which becomes the item's method of destruction once it is finished; if this is not done, the DM will come up with one secretly. Those few who have crafted Programmed Items are fairly evenly split on whether they want to know the weaknesses inherent in their mighty creations; some want to know so they can safeguard the items against the weakness, while others think that if they know the exact weakness, it will make it easier for others (and especially enemies) to learn about the weakness and exploit it. Of course, items which are single-use are destroyed by being used, and these almost never have any other means of destruction- they must be used to be destroyed.
    You may interrupt the process of creating a Programmed Item, and given the enormous costs in time and resources involved, most crafters do just that. Programmed Items are so potent that they keep their power longer than other items do during such interruptions- the creator may leave the item for up to one month per caster level before the power fades. If you do, you must succeed at a Use Ancient Device check against DC 25 + the item's caster level to resume the process of creation later; if the check fails (and it may not be retried, so taking 20 is not possible), any power put into the item has faded, and the entire process must be restarted from the beginning (costs already spent on the item are wasted).

Craft Sandcrystal [Item Creation, Special]

You create items out of Kreen Sandcrystal.
Prerequisites: Race: Thri-Kreen, 5 ranks in any Craft skill.
Benefit: You can create any item that would normally be made of metal using the ancient invention of your race, Kreen Sandcrystal. You need only a supply of sand and your own saliva to create the Sandcrystal, and your skills at crafting determine the shape of the material as you make it. Because sand has virtually no cost, and your saliva comes from your own body, items made of Kreen Sandcrystal do not have any materials cost associated with their creation- but the Sandcrystal is slow to form and takes careful attention to detail to shape properly, so items crafted from it have Craft DCs 5 higher than the DCs for using normal materials, and take approximately twice as long to create (having double the market price). Weapons made of Kreen Sandcrystal actually take three times the usual time to create (having a cost of triple the base price). Items crafted from Kreen Sandcrystal can be Masterwork or Masterpiece, as normal, but if you make such an item, the masterwork/piece components also cost double or triple the usual amount of time (depending on what sort of item you are making), and those components likewise have a Craft DC 5 higher than usual.

Craft Silmarillium [Item Creation]

The Craft Silmarillium feats are described in the Items & Equipment document. The "Quest" prerequisite, once met for one of the feats, is considered to have been met for all; that is, a character only needs to gain the knowledge once to be able to make any kind of Silmarillium. The knowledge of what Silmarillium is made of can be gained (for example) from such places as Ancient factories, by finding somebody with any Craft Silmarillium feat and getting them to share the knowledge, or even by somehow getting Damok to give the seeker the knowledge directly (since he is the god of the appropriate field).

Crystallize Spell [Mana, Metamagic]

You can shape Manipulations into a spell that store it in the form of a crystal.
Prerequisite: Materialist level 1st+, Meta-Manipulation, 10 ranks in Spellcraft.
Benefit: You can use the Naturalist class ability of Manipulation to infuse a spell you cast with the power of matter and solidity, causing its effect to remain suspended in a small gemlike crystal for a time. This works much like using a Metamagic feat, except that you actually use your Manipulation ability to add extra energy to the spell by spending another spell slot simultaneously with the one you are using to cast the actual spell; the precise effects of the use of this feat depend on what level slot you spend to infuse the spell. To successfully infuse the spell with your power, you must make a Spellcraft roll at casting time (DC 15 + twice the level of the spell slot you are spending for the infusion). You may not take 10 on this roll. If the roll fails, then you spend both spell slots, but the spell's effect happens normally and receives no benefit whatsoever from the infusion; if the roll succeeds, the infusion happens as described below.
    The spell you infuse with the extra energy becomes a small gemlike crystal of any color (or colors) you wish. While it exists, the spell appears to be an ordinary crystal or gem, though Detect Magic reveals an aura on it of the Universal school (with power equal to that of the slot you used to Crystallize the spell). At any time while the spell-crystal exists, you may will the energy keeping it in crystalline form to dissipate, releasing the spell as if you yourself were casting it from the crystal's location when you "detonate" it this way. There is no limit to the distance at which you may detonate a Crystallized Spell, provided that you are on the same plane of existence as the spell-crystal when you detonate it. At detonation time, you receive a mental impression of the area the spell-crystal is in (if you are not in sight of that area), and may choose targets or make other choices required by the spell as if you were actually standing at the spell-crystal's location. No form of Dimensional ward, or anti-Scrying effect, can stop you from receiving this mental impression or detonating the spell-crystal, but if the spell-crystal is ever taken into an area of Anti-Magic or Dead Magic, then it vanishes forever with no effect. If it is not detonated consciously by you, the Crystallized Spell remains stored for an amount of time dependent on the level of the spell slot you spent to infuse it with the energy that Crystallized it, and then goes off on its own (towards random target(s) if the spell requires one or more targets). The duration is found on the table below.
Level of Slot Duration of Crystal
0 1d4 rounds
1st 1 minute
2nd 1 minute/caster level
3rd 5 minutes/caster level
4th 10 minutes/caster level
5th 1 hour/2 caster levels
6th 1 hour/caster level
7th 2 hours/caster level
8th 1 day/2 caster levels
9th 1 day/caster level
10th or higher 2 days/caster level
    If a Crystallized Spell is targetted by Dispel Magic, the dispelling caster rolls against your caster level to dispel the Crystallizing effect, and if successful the spell-crystal detonates on its own as if its duration had expired normally. If the spell-crystal is hit with a Mordenkainen's Disjunction, then it vanishes without any effect just as if it had been brought into an Anti-Magic or Dead Magic Zone.

Death Cry [Epic, Psionic]

 (Contributed by Johnny Britzke)

You can unleash a psychokinetically charged kiai that may burst blood vessels in a victim's brain.
Prerequisite: CON 25, CHA 25, either the Ki Shout feat or Roar racial ability.
Benefit: When using either the Ki Shout feat or Roar racial ability, you enhance the sonic power of your voice with deadly psychokinetic energy. Victims who fail the normal Will save for the attack take 3d6 damage and must make a Fortitude save vs. the same DC or fall dead. Using this ability expends your psionic focus. Creatures immune to critical hits are also immune to this attack.
Normal: A Ki Shout or Roar only stuns an opponent.

Defense Manipulation [Mana]

You can shape Manipulations that mimic defensive spells.
Prerequisite: Naturalist level 1st+.
Benefit: You can use the Naturalist class ability of Manipulation to cast defensive spells that do not appear on your specialty's class spell list. The only spells which can be mimiced with this feat are those which form magical fields and/or barriers that stop or protect against attacks, such as Protection From Evil or Endure Elements. You can only mimic spells which you have actually seen or felt the effects of firsthand.
Normal: A Naturalist without this feat is limited to casting the defensive spells on his or her class list.

Disguising Shift [Special]

You can use your shapeshifting power to disguise yourself as a specific individual.
Prerequisites: Race: Gel, Character Level 6th+.
Benefit: You can assume the form of a specific individual of a race, creature type, or category of object, which you have seen. Make a Disguise check for the form you have assumed, opposed by the Spot or Listen checks of any people who might oppose you. Your check has a +10 circumstance bonus, because you can imitate the form so exactly.
Normal: Without this feat, a Gel cannot assume the form of a specific individual of any race or category of object when shifting forms.

Distant Breath [Epic]

You are capable of spitting Breath Projectiles at anything you can see.
Prerequisites: DEX 19, CON 23, WIS 19, Breath Projectile, 20 ranks in Spot.
Benefit: You can fire Breath Projectiles at any target within line of sight, with no penalty for range.

Dream Feat [Epic]

While dreaming, or travelling in the Region of Dreams, your abilities expand far beyond those available to your waking self.
Prerequisites: WIS 25, Epic Will, 25 ranks in Lucid Dreaming.
Benefit: When Dreaming, you may make a Lucid Dreaming check to gain any feat you wish as a special ability (using the normal rules for the "Gain Ability" use of Lucid Dreaming, except that the feat need not duplicate a spell or power effect), possibly even if you do not meet the normal prerequisites for that feat. You may gain any feat without prerequisites, or with prerequisites that you normally meet, as a Dream ability with a DC 25 Lucid Dreaming check.
    Also, the Dream Feat itself may substitute for one feat prerequisite, allowing you to gain a feat that has prerequisites even if you do not meet all of them- as long as there is only one prerequisite you do not meet. For instance, if you wish to gain Mobility, but you do not have the Dodge feat, then Dream Feat allows you to gain Mobility in a Dream as long as you have a DEX score of 13 or higher- it fills the requirement of having Dodge for you. However, if your DEX were 12 or lower, you would not be able to gain Mobility, because there would then be two prerequisites you do not meet. Each time Dream Feat "fills in" a prerequisite for you this way, the DC for the Lucid Dreaming check to gain the feat as an ability increases by +10; thus, a character wanting a feat which Dream feat fulfills one prerequisite for needs to make a DC 35 Lucid Dreaming check instead of the DC 25 check usually required for a Dream ability.
Special: You can gain Dream Feat multiple times. Each time you take the feat, it increases the number of prerequisites you do not need to meet by one (and the check to gain such feats by +10 per prerequisite not met). For instance, if you have taken Dream Feat 3 times, then you may gain any feat with 3 or less prerequisites you do not meet as a Dream ability, with a Lucid Dreaming check (DC 55 if you do not meet three of the prerequisites).

Energize Spell [Mana, Metamagic]

You can shape Manipulations into a spell that alter the patterns of energy it produces.
Prerequisite: Energist level 1st+, Meta-Manipulation, 10 ranks in Spellcraft.
Benefit: You can use the Naturalist class ability of Manipulation to infuse a spell you cast with the power of whatever energy you like, causing its effect to incorporate that energy type somehow. This works much like using a Metamagic feat, except that you actually use your Manipulation ability to add extra energy to the spell by spending another spell slot simultaneously with the one you are using to cast the actual spell; the precise effects of the use of this feat depend on what level slot you spend to infuse the spell. To successfully infuse the spell with your power, you must make a Spellcraft roll at casting time (DC 15 + twice the level of the spell slot you are spending for the infusion). You may not take 10 on this roll. If the roll fails, then you spend both spell slots, but the spell's effect happens normally and receives no benefit whatsoever from the infusion; if the roll succeeds, the infusion happens as described below. In either case, use of this feat does not increase the spell's casting time, unlike most Metamagic feats.
    You may only use this feat on a spell which deals damage of one or more energy types. The spell you infuse with the extra spell energy changes its pattern slightly and produces new energy types in its effect; the precise energy types it may change to depend on the difference between the level of the slot you spent to infuse the spell, and the level of the spell itself.
    If the infused slot was up to three levels lower than the actual spell, then half the energy damage the spell deals is any of the five standard energy types (Acid, Cold, Electricity, Fire, or Sonic) that you choose, whether or not that energy type matches the spell's normal energy type, and the spell gains the energy descriptor for the chosen energy type (if different from its normal type). For instance, if you infuse a Fireball with a 0-level spell slot, then you may choose to have half the damage dealt by the Fireball be Acid, Cold, Electricity, or Sonic damage, instead of all the damage being Fire, and the Fireball gains the energy descriptor for the chosen type.
    If the infused slot was either two levels or one level lower than the actual spell, then the spell deals energy damage of any one of the five standard types (Acid, Cold, Electricity, Fire, or Sonic) that you choose, and its spell descriptor changes to match the chosen energy type. For example, if you infuse a Lightning Bolt with a 1st-level or 2nd-level slot, you may choose to have it deal Acid, Cold, Fire, or Sonic damage instead of its normal Electricity damage, and its spell descriptor changes to the chosen type.
    If the infused slot was the same level as the actual spell, then half of the energy damage the spell deals is of any one of the advanced energy types (Disruption, Electromagnetic, Force, Gelid, Particle, Plasma, or Radiation) that you choose. For example, if you infuse a Flaming Sphere with a 2nd-level slot, you may choose to have half the damage it deals be Disruption, Electromagnetic, Force, Gelid, Particle, Plasma, or Radiation damage instead of Fire.
    If the infused slot was one or two levels higher than the actual spell, then the spell deals energy damage of any type you wish, whether standard or advanced, and its spell descriptor changes to match the chosen energy type. For example, if you infuse a Magic Missile with a 2nd-level or 3rd-level slot, you may choose to have it deal Acid, Cold, Disruption, Electricity, Electromagnetic, Fire, Gelid, Particle, Plasma, Radiation, or Sonic damage instead of its normal Force damage, and its spell descriptor changes to the chosen type.
    If the infused slot was three levels higher than the actual spell, then the spell deals double damage. Half the damage is of the spell's normal type, and the rest is any one of the five standard energy types (Acid, Cold, Electricity, Fire, or Sonic) that you choose, whether or not that energy type matches the spell's normal energy type. The spell gains the energy descriptor for the chosen energy type (if different from its normal type). For instance, if you infuse a Wall of Fire with a 7th-level spell slot, then it deals not only its usual Fire damage, but also a like amount of Acid, Cold, Electricity, Fire, or Sonic damage, as you choose. If you choose a type other than Fire, the Wall of Fire gains the energy descriptor for the chosen type.
    If the infused slot was four or more levels higher than the actual spell, then the spell deals double damage, and that damage is of any one or two types you wish, whether standard or advanced. If you choose two types of damage, the damage is split equally between the two types. The spell's descriptor changes to match the chosen energy types. For example, if you infuse a Cone of Cold with a 9th-level slot, it deals 2d6 damage per caster level (to a maximum of 30d6), and you may choose to have it deal Acid, Cold, Disruption, Electricity, Electromagnetic, Fire, Force, Gelid, Particle, Plasma, Radiation, or Sonic damage as you choose. You may even split the damage so that it deals two different energy types, half of one type, half the other. However you choose to deal the damage, the spell's descriptor changes to the chosen type(s).

Energy Sheath Expansion [Epic]

Select one of your natural attack forms. Your Energy Sheath class ability can now create a sheath when you use that attack form.
Prerequisites: CON 21, Energy Sheath (Claws) class feature.
Benefit: When you take this feat, choose one of your natural attacks other than Claws or Bite (i.e. Wings, Tail, or Crush). Your Energy Sheath ability can now create a sheath around the appropriate body part (if you choose Crush, it will affect your legs and belly). If you choose Tail, the sheath will affect both your Tail Slap and Tail Sweep attacks.
Special: You can gain Energy Sheath Expansion multiple times. Each time you take the feat, it applies to a new attack form.

Enhance Mirrorstone [Epic, Item Creation]

You can create Mirrorstone items that carry psionic and/or magical powers.
Prerequisites: Caster or Manifester level 25th+, Craft Major Artifact, Craft Minor Artifact, Craft Mirrorstone, 30 ranks in Spellcraft (if spellcaster) or 30 ranks in Psicraft (if psionic).
Benefit: You can create Mirrorstone items that bear enchantments or psionic powers within themselves at creation time, by weaving the enhancements into the items as you are creating them. To use this feat, the item must be crafted mostly or entirely from Mirrorstone, and is treated as a Major Artifact for cost determination and creation time regardless of what actual powers are going into it. Once the item is created, it cannot be further upgraded or changed later and retains all the other characteristics of normal Mirrorstone items, but it otherwise behaves as a normal item of its type. For instance, if you craft a +6 Mirrorstone Vorpal Greatsword, it behaves in all respects as a normal +6 Vorpal Greatsword made of Silmarillium, and additionally can be used to deflect beams and rays as a normal Mirrorstone weapon can be. An enhanced Mirrorstone weapon adds its enhancement bonus to the attack roll needed to deflect a ray or beam, and an enhanced Mirrorstone shield adds its enhancement bonus to the wielder's Reflex save to do the same thing.
Normal: Mirrorstone items cannot carry any kind of enhancement, whether psionic or magical.

Entwine Spell [Mana, Metamagic]

You can shape Manipulations into a spell that cause it to "take root" in the fabric of reality for a time, sustaining its effects longer than would otherwise be possible.
Prerequisite: Florant level 1st+, Meta-Manipulation, 10 ranks in Spellcraft.
Benefit: You can use the Naturalist class ability of Manipulation to infuse a spell you cast with the power of roots and growth, causing it to embed itself in the local fabric of reality and continue its effect longer than it normally would. This works much like using a Metamagic feat, except that you actually use your Manipulation ability to add extra energy to the spell by spending another spell slot simultaneously with the one you are using to cast the actual spell; the precise effects of the use of this feat depend on what level slot you spend to infuse the spell. To successfully infuse the spell with your power, you must make a Spellcraft roll at casting time (DC 15 + twice the level of the spell slot you are spending for the infusion). You may not take 10 on this roll. If the roll fails, then you spend both spell slots, but the spell's effect happens normally and receives no benefit whatsoever from the infusion; if the roll succeeds, the infusion happens as described below. In either case, use of this feat does not increase the spell's casting time, unlike most Metamagic feats.
    You may only use this feat on a spell which has a duration other than Permanent. The spell you infuse with the extra spell energy "roots" itself in local reality and keeps up its effect longer than usual; the precise effect of this extension depends on the difference between the level of the slot you spent to infuse the spell, and the level of the spell itself. The length of the extension period usually depends on the time unit that the spell's duration is normally based on; for instance, a spell with a duration of 1 hour/level has a time unit of 1 hour, while a spell with a duration of 10 minutes/level has a time unit of 10 minutes. If a spell with a normal duration of Instantaneous is affected by this extension, then it produces its effect again (on the same target or area as originally targeted) on your turn every round for as long as the effect ends up lasting. For instance, if a Clean spell is extended, then the spell continues to Clean the affected object or creature each round while the effect lasts, whether or not the target actually needs cleaning each time it goes off. If a spell with a duration of Concentration is affected by this feat, then you may ignore concentrating on it during the extension period, but must begin supporting it with concentration normally once that period ends. Some spells with Concentration duration have effects which last longer than the end of actual concentration anyway (for instance, Concentration plus 1 round/level), and in such a case any duration extension which refers to units of time uses the unit specified in the additional duration. Spells which specify a maximum length of time that concentration may be maintained (for instance, Concentration up to 1 round/level) are treated as having a normal duration for the purposes of extension by this feat, and you must concentrate during the extension period in order to maintain the spell effect.
    If the infused slot was up to three levels lower than the actual spell, then the spell's duration extends by one time unit of the sort its duration is normally based on; i.e., if its duration is based on hours, then it extends by one hour. The minimum duration extension is one round, regardless of the time unit normally used by the spell. For instance, if you infuse a Hold Person with a 0-level spell slot, then the spell lasts for 1 round + 1 round/level.
    If the infused slot was either two levels or one level lower than the actual spell, then the spell's duration extends by two time units of the sort its duration is normally based on. The minimum duration extension is 2 rounds. For example, if you infuse a Tasha's Hideous Laughter with a 0-level or 1st-level slot, it will last for 2 rounds + 1 round/level.
    If the infused slot was the same level as the actual spell, then the spell's duration extends to double its normal amount, to a minimum duration of 5 rounds. For example, if you infuse a Phantasmal Killer with a 4th-level slot, then the spell continues to attack the creature you targeted with it for 4 rounds after you cast it, forcing the victim to make more saves against its effect each time (and accordingly granting a much higher probability of killing it in the end).
    If the infused slot was one or two levels higher than the actual spell, then the spell's duration extends to the next higher time unit- going in order, rounds, minutes, 10 minutes, hours, 2 hours, 5 hours, days, weeks, months, seasons (four months each), and years. A spell with a duration of Instantaneous has its duration extended to 1 round/level, to a minimum of 6 rounds, and a spell with duration Concentration (with no listed maximum time or extension after concentration ends) is extended by 1 minute/level. For example, if you infuse a Daze with a 1st-level or 2nd-level slot, then the creature is dazed for 1 round/caster level, at a minimum 6 rounds.
    If the infused slot was three levels higher than the actual spell, then the spell's duration extends to the next higher time unit- going in order, rounds, minutes, 10 minutes, hours, 2 hours, 5 hours, days, weeks, months, seasons (four months each), and years, and furthermore doubles its normal base- thus, a spell which normally lasts 1 round/level is extended to last 2 minutes/level instead. A spell with a duration of Instantaneous has its duration extended to 2 rounds/level, to a minimum of 1 minute, and a spell with duration Concentration (with no listed maximum time or extension after concentration ends) is extended by 2 minutes/level. For instance, if you infuse a Hallucinatory Terrain with a 7th-level spell slot, then it lasts for 10 hours/level rather than 2 hours/level as normal.
    If the infused slot was four or more levels higher than the actual spell, then the spell's duration extends to the second higher time unit- going in order, rounds, minutes, 10 minutes, hours, 2 hours, 5 hours, days, weeks, months, seasons (four months each), and years, and furthermore doubles its normal