You gain the following options:
Crushing Singularity (blot, darkness)
Prerequisites: Dark sphere (Killer’s Darkness), caster level 15th.
This modifies the edge of night option; this option cannot be used with the sharding darkness augment.
Saving Throw: Fortitude (half) or Reflex (half)
Effect: The damage dealt by this gloom becomes force damage (instead of slashing damage) and becomes either a Fortitude or Reflex save for half damage (chosen when cast). A target damaged by this option takes +2d6 increased damage from this effect each consecutive round they are damaged (regardless of whether they succeed on their previous saving throw; maximum 2d6 per caster level).
Augment 2 sp [Consuming Star]: The gloom’s damage becomes untyped, bypasses hardness, and deals full damage to unattended objects within the gloom. A creature or object reduced to 0 hit points by this gloom’s effects is disintegrated and reduced to dust.
Directional Opportunism
Prerequisites: Dark sphere (Distorting Darkness), caster level 1st.
This modifies the directional darkness option.
Effect: Instead of choosing a direction to obscure vision, the gloom can be seen through by the caster’s allies and alters visibility normally for the caster’s enemies.
Inescapable Darkness (blot, darkness)
Prerequisites: Dark sphere (Hindering Darkness), caster level 1st.
Effect: A creature exiting the gloom (specifically, moving from a square the gloom occupies into a square the gloom does not occupy) must spend an additional +5 feet of movement, +5 feet per 5 caster levels (the “exit cost”). Movement spent towards the exit cost is tracked across actions taken during the same turn (i.e. a creature taking one move action to approach the edge, spend 5 feet, then use their standard action to move the remainder of the distance). Creatures must pay the exit cost each time they exit (including if multiple times per round). If a creature would have insufficient movement for the exit cost, they instead stop moving. A creature may spend a move action when at the edge of the gloom to make a Strength check (DC 10 + caster level + your casting ability modifier); if successful, the creature may move up to half their speed. Bonuses to Strength checks made to break objects apply to a Strength check made to escape (i.e. the implicit bonus to break objects due to size).
Effects that originate from outside the gloom and target or select an area within the gloom (or would pass through the gloom) subtract the exit cost from the effect when determining range (such as determining range to target, ranged attacks suffering range increment penalties, centering area of effects, and so on). This does not alter an effect’s area (such as a fireball) but would change an effect’s ability to reselect targets (such as chain lightning being unable to “bounce” to a nearby target). Abilities that rely on touch or reach are not hindered by this effect.
Augment 1 sp [Infinite Expanse]: A creature inside the gloom treats all other targets that are not within their reach as being a number of feet further away equal to the exit cost (as though their effects originated from outside the gloom, see above). This may cause a target to be outside of a character’s range.
Augment 1 sp [No Escape (No Entry)] (requires caster level 10): The exit cost increases to 10 feet, +5 feet per 2 caster levels. Escaping the gloom with a Strength check requires a full-round action. In addition, the caster may choose to have the exit cost apply to creatures exiting or entering the gloom (not just exiting).
Special - Darkness Mastery (Imbued Shadow): If this option is applied to a target as a (shadow) effect, the target treats exiting the square they began their turn in as exiting the gloom (spending movement for the exit cost, etc.), and must “exit” the gloom each round they are affected this way.
Nightshade
Prerequisites: Dark sphere (Killer’s Darkness), caster level 5th.
This modifies the sickening darkness black lung augment.
Effect: The saving throw DC of a supplied disease or poison becomes equal to your Dark sphere DC (if higher).
Panic Inducing
Prerequisites: Dark sphere (Emotive Darkness), caster level 10th.
The emotional darkness option gains the following augment:
Augment 1 sp [Crepuscular Insanity]: Instead of selecting an emotion effect, affected targets become confused.
If this gloom has the intense emotions augment, the “next stage” for confused inflicted this way is permanent confusion.
This permanent confusion is treated as the insanity spell, and can be removed as though it were insanity, with the Life sphere Make Whole talent, or by the target being exposed to bright light for at least 10 minutes.
Author’s Note - Confusion Out of Combat: While not in a stressful environment (i.e. combat), a permanently confused creature behaves in a disoriented or erratic fashion (subject to GM discretion) instead of rolling on the percentile table to determine its actions. This is to prevent a character from murdering themselves by rolling poorly on the percentile table (punching themselves over and over).
Solid Night
Prerequisites: Dark sphere (Manifest Darkness), caster level 5th.
The thick darkness option gains the following augment:
Augment 1 sp [Solid Night]: The edges the gloom occupies become solid darkness, preventing line of effect, movement, attacks, and other effects as though it were a tangible, physical object that also stops incorporeal movement. The “walls” of this gloom have a number of hit points equal to twice your caster level + your casting ability modifier, hardness 0, and AC 5. The gloom can support a total weight equal to 2000 lbs., +250 lbs. per caster level.
Each square the gloom occupies is treated as a separate damageable wall; a creature damaging the “wall” creates a hole, which can be moved through. When damaging a wall, certain attacks may damage multiple segments; apply damage to each segment equally. Melee attacks deal damage to a number of 5-foot squares based on the creature’s size category (a Medium or smaller creature damages a single 5-foot square at a time, a Large creature can damage up to 4, Huge up to 9, and so on, such that if the creature would destroy the “wall”, it could fit through the space it destroyed). Ranged attacks damage 5-foot squares (or multiple, as though it were a larger creature if using massive projectiles such as boulders). Damaging area of effects damage any number of squares in its area (such as fireball).
A destroyed wall segment is restored in 1d3 rounds (each round passing on the caster’s turn, i.e. a rolled “1” will restore a damaged wall segment at the end of the caster’s next turn).
If the gloom would be moved (such as with the rolling blackout or shifting shadows abilities), the gloom harmlessly passes through creatures, and does not push or displace them.
When this gloom is first created, and whenever it is moved, creatures within 10 feet of the edge of the effect may make a Reflex save to immediately move outside of the gloom’s area (regardless of whether it is safe for that creature).
Special - Shaped Darkness: The caster may choose to have the area of the gloom no longer be an area; instead, the gloom is created as a solid structure in almost any shape desired, provided the shape is contiguous. This can allow for crude walls, stairs, gates and grates, battlements, and so forth (similar to a wall of stone effect). The total area of a gloom created this way is the number of 10-ft. cubes the caster could create using the wall of darkness option. Destroying segments of a gloom created this way creates an adequately sized hole through the created structure to the next open area (effectively making a clean passage through).
If using the shifting shadows [control] ability, the caster may reshape a single 5-foot area of the gloom each time the ability is used.
Stifling Silence
Prerequisites: Dark sphere (Stalker’s Darkness), caster level 5th.
This modifies the silent darkness quiet dark augment.
Effect: All sound is stopped. Conversation becomes impossible (although creatures can still read lips, see Spheres of Guile Skill Rules) and all sound-based Perception checks fail. Effects with verbal components and sonic and language-based effects cannot be used inside the gloom (or otherwise cannot enter or pass through the area of the gloom).
Total Debilitation
Prerequisites: Dark sphere (Debilitating Darkness), caster level 5th.
This modifies the consuming darkness and looming darkness options.
Cost: +1 sp
Effect: You no longer choose an ability score ability score (consuming darkness) or saving throw (looming darkness). Instead, the gloom functions as though each option was selected (damaging each ability score, penalizing each saving throw, etc.).