More New Loci - 2 Philosophies to Go
Manipulation Loci


Cumulative Shadows (Ex; Dark)

Philosophy: Manipulation; Locus Level: 2


Creatures under the effects of a mind-affecting locus from the manipulation philosophy take a -1 penalty to Will saves against your loci from the manipulation philosophy.


Eternal Blackness (Sp; Dark) [mind-affecting]

Philosophy: Manipulation; Locus Level: 4

Counterspelling School: transmutation

Range: 60 feet

Target: one creature

Duration: instantaneous

Spell Resistance: yes

Cost: 3 Shadow Points


There are many in the world who preach on the notion of equality for all. Were they to discover the simplest way to achieve this, namely a return to the seething primordial blackness, they would likely find something else to preach about. As a standard action, you blast the subject with enough shadowy energy to bring about that primordial blackness, at least in a localized sense. If the subject fails a Will saving throw, its Intelligence and Charisma scores each drop to 1. The affected creature is unable to use Intelligence- or Charisma-based skills, cast spells, understand language, or communicate coherently. Still, it knows who its friends are and can follow them and even protect them. The subject remains in this state until a heal, limited wish, miracle, or wish spell is used to cancel the effect. This locus is considered to be equivalent to the feeblemind spell for the purpose of spells and abilities that specifically end the effects of that spell.


Forced Overswing (Sp; Dark) [mind-affecting]

Philosophy: Manipulation; Locus Level: 3

Counterspelling School: enchantment

Range: 30 feet

Target: one creature

Duration: 2 rounds

Spell Resistance: yes

Cost: 2 Shadow Points


As a standard action, you taint the vision of the subject with shadowy motes, making proper depth perception incredibly difficult. Whenever the subject makes a melee attack against anything other than itself and misses, it immediately makes a melee attack against itself using the same attack bonus as the missed attack.


Puppeteer's Restringing (Sp; Dark)

Philosophy: Manipulation; Locus Level: 1

Counterspelling School: conjuration

Range: 30 feet

Target: one willing creature

Duration: 1 round/level

Spell Resistance: yes (harmless)

Cost: 1 Shadow Point


As a standard action, you cover the subject with hundreds of shadowy filaments. Just like a puppet getting tangled up if it bounces around violently, those who mess with the subject are wont to need untangling of their own. Creatures that attack the subject in melee are entangled for 1 round with a Reflex save to negate.


Obscurity Loci


Dark Uprising (Su; Dark)

Philosophy: Obscurity; Locus Level: 4

Range: personal

Target: you

Duration: 1 round/level (D)

Cost: 3 Shadow Points


You draw an enormous quantity of shadows to yourself, granting you the raw material to perform daring, and ridiculous, acts of umbral manipulation. You gain five shadow charges, granting you a resistance bonus to saving throws equal to the number of shadow charges you possess, as well as resistance against damaging force effects equal to four times the number of shadow charges you possess. Whenever you cast a locus that requires use of your shadow, you may expend a shadow charge instead and keep your shadow. Shadow charges are formless, and do not count as your shadow for the purpose of passive loci that are only active if your shadow is in your possession and not being used by a locus.


Draining Dark (Su; Dark)

Philosophy: Obscurity? Umbral?; Locus Level: 1

Range: 30 feet

Area: 10-ft.-radius burst

Duration: 1 round/level

Cost: 1 Shadow Point


Black specks fill the air, draining light, heat, and happiness from the immediate area. Creatures that end their turn in the locus' area take cold damage equal to your antipodist level. If this locus is well-traveled, its area is reduced to a 5-ft.-radius burst.


Midnight Panic (Ex; Dark)

Philosophy: Obscurity; Locus Level: 3


The first creature you damage with a single-target dark locus each round is shaken for 1 round with a Will save to negate.


Robed in Black (Ex; Dark)

Philosophy: Obscurity; Locus Level: 2


Wrapped in a shawl of shadowy energy, you have concealment (20% miss chance) against ranged attacks. This is treated as the obscuring mist spell for the purpose of spells, equipment, and abilities that overcome or otherwise ignore the effects of that spell.


Refraction Loci


Deflect Energy, Mass (Sp; Light)

Philosophy: Refraction; Locus Level: 3

Counterspelling School: abjuration

Range: 30 feet

Target: one willing creature/3 levels

Duration: 1 min./level (D)

Spell Resistance: yes (harmless)

Cost: 2 Radiance Points


This locus functions as deflect energy, other, except as noted above.


Deflect Energy, Other (Sp; Light)

Philosophy: Refraction; Locus Level: 2

Counterspelling School: abjuration

Range: 30 feet

Target: one willing creature

Duration: 1 min./level (D)

Spell Resistance: yes (harmless)

Cost: 1 Radiance Point


As a standard action, you create a number of precisely-contoured plates of light, which surround the subject's body and protect it from a specific form of energy. Choose acid, cold, electricity, fire, or sonic. The subject gains resistance equal to twice your antipodist level, max 30, against the chosen energy type.


Growing Wrath (Ex; Light)

Philosophy: Refraction; Locus Level: 4


Though many would stop and think for a moment when the thing they're beating starts to glow threateningly, some will never learn. Whenever a creature deals damage to you in melee, you gain a +1 morale bonus to damage rolls made against that creature for 1 round. This bonus stacks to a maximum of +5.


Radiant Parry (Su; Light)

Philosophy: Refraction; Locus Level: 1

Counterspelling School: evocation

Range: personal

Target: you

Duration: 1 round/level or until discharged; see text

Cost: 1 Radiance Point


As a standard action, you give light physical form, effectively creating a web of deflecting plates. Make an opposed attack roll, using your antipodist level rather than your base attack bonus, against the next successful melee attack made against you. If you win this opposed roll, the attack retroactively misses. If this locus is well-traveled, you take an additional 1d6 points of damage if you lose the opposed roll. After attempting to deflect one attack in this manner, the locus ends immediately.


Twilight Loci


Dual Blast (Su; Dark, Light)

Philosophy: Twilight; Locus Level: 1

Range: 60 feet

Area: one creature

Duration: instantaneous

Cost: 1 Radiance Point OR 1 Shadow Point


You envelop a creature in antipodal energy as a standard action, dealing cold damage equal to your antipodist level and fire damage equal to your antipodist level with a Fortitude save for half damage. If you chose to expend a radiance point on this locus, creatures that fail their saving throw light on fire as per the rules for alchemist's fire. If you chose to expend a shadow point on this locus, creatures that fail their saving throw light on fire as per the rules for alchemist's fire, save that the subject takes cold damage instead of fire damage. If you know a 4th-level twilight locus, you are treated as though you had spent both a radiance point and a shadow point on this locus for the purpose of lighting the subject on fire.


Duality's Call (Ex; Dark, Light)

Philosophy: Twilight; Locus Level: 4


Light seems brightest when beset by shadow, and the darkness seems deepest when the light flees. Once per round as a free action, you may make the next 1st-level well-traveled locus you cast this round be cast as a swift action. This ability may be used three times per day on light loci, and three times per day on dark loci.


Glowing Shadows (Su; Dark, Light)

Philosophy: Twilight; Locus Level: 2


Range: 30 feet

Area: 10-ft.-radius burst

Duration: instantaneous

Cost: 1 Radiance Point OR 1 Shadow Point


You produce a burst of sparkles and shadows, dazzling those caught within the blast for rounds equal to your antipodist level with a Fortitude save to negate. Attacks made by creatures dazzled in this fashion have a 10% miss chance.


Slow Glow (Ex; Dark, Light)

Philosophy: Twilight; Locus Level: 3


The right radiance embeds itself in the back of the eyeballs and simply refuses to vanish. Whenever you gain temporary hit points, you gain an additional +2 temporary hit points. These bonus temporary hit points are considered to be of the same source as the spell or ability that triggers this locus. (As a result, the +2 bonus stacks when multiple sources of temporary hit points are in effect on you.)