You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell's range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.
The magic of your bloodline mixes with that of your ancestry. You gain your blood magic effect when you cast a non-cantrip spell you gained from a heritage or an ancestry feat, in addition to the normal circumstances that trigger your blood magic.
You manipulate the energy of your spell, causing it to spread out and affect a wider area. If the next action you use is to Cast a Spell that has an area of a burst, cone, or line and does not have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line
Trigger A creature casts a spell that you have in your repertoire.
Requirements You have an unexpended spell slot you could use to cast the triggering spell.
When a foe Casts a Spell you know and you can see its manifestations, you can use your own magic to counter it. You expend one of your spell slots to counter the triggering creature's casting of a spell that you have in your repertoire. You lose your spell slot as if you had cast the triggering spell. You then attempt to counteract the triggering spell.
Special This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, natural, or occult).
Trigger A creature casts a spell that you have in your repertoire.
Requirements You have an unexpended spell slot you could use to cast the triggering spell.
When a foe Casts a Spell you know and you can see its manifestations, you can use your own magic to counter it. You expend one of your spell slots to counter the triggering creature's casting of a spell that you have in your repertoire. You lose your spell slot as if you had cast the triggering spell. You then attempt to counteract the triggering spell.
Special This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, natural, or occult).
Your deity's blessings manifest in your blood-borne power. Add up to three of your deity's spells (spells your deity grants to clerics) to your spell list. They are not automatically added to your repertoire, but you can select them just as you would spells normally on the divine spell list.
Your legacy grants you great destructive power. When you Cast a Spell from your spell slots, if the spell deals damage and doesn't have a duration, you gain a status bonus to that spell's damage equal to the spell's level.
(Magus, Sorcerer, Wizard) An animal serves you and assists your spellcasting. You gain a familiar.
(Thaumaturge) Whether by following occult rituals, piecing together scraps of arcane theory, or some other method, you've called forth a creature that now serves as your constant companion in your studies of the supernatural. You gain a familiar.
You forge a mystical connection with an ally using your body as a focus, allowing them to benefit from your magic.
You place a blood rune on an adjacent ally that lasts for 1 minute. When you would gain a blood magic effect, you can forgo it, granting it to your ally instead.
You can anoint only one ally at a time; if you place another rune, your previous designation ends.
Effect: Anoint Ally
(Druid) You infuse your familiar with additional primal energy, increasing its abilities.
(Magus) You infuse your familiar with more magical energy.
(Sorcerer, Wizard, Witch) You infuse your familiar with additional magical energy.
(Thaumaturge) By applying the best of multiple traditions of magic, you've found a more efficient way for your familiar to store its energy.
You can select four familiar or master abilities each day, instead of two.
A greater understanding of your magic broadens your range of simple spells.
Add two additional cantrips from your spell list to your repertoire.
Something about your presence causes creatures of your bloodline to, consciously or not, recognize you as one of their own, and you become inured to their tricks.
You gain a +1 circumstance bonus to Diplomacy, Deception, and Intimidation checks when interacting with creatures that have the trait corresponding to your bloodline, and you gain a +1 circumstance bonus to Perception and saving throws against such creatures.
For example, an aberrant bloodline sorcerer would gain this benefit against creatures with the aberration trait. The GM is the final arbiter of which creatures match your bloodline.
You fragment a ranged spell into a pair of smaller shots. If your next action is to Cast a Spell without a duration that requires an attack roll against a single target and has no effect beyond dealing damage, you roll a single attack roll and compare the result to the AC of two targets within the spell's range. The spell deals only half its usual damage to each target.
This counts as one attack for your multiple attack penalty.
The divine might provided by your bloodline flows through you. You gain an additional spell slot of your highest level, which you can use only to cast your choice of Heal or Harm. You can cast either of these spells using that spell slot, even if they aren't in your spell repertoire.
You embellish your spellcasting with entrancing flourishes and grand pronouncements, making it harder to identify or counter.
If the next action you use is to Cast a Spell, creatures with the ability to Cast that Spell don't automatically know what the spell is.
In addition, creatures that witness your spellcasting take a -2 circumstance penalty to checks to identify the spell with Recall Knowledge and checks to counteract the spell during its casting (such as with Counterspell).
You can call upon the creatures of the wild for aid. You gain an additional spell slot of your highest level, which you can use only to cast Summon Animal or Summon Plant or Fungus. You can cast either of these spells using that spell slot, even if it they aren't in your spell repertoire.
Glimpses of the obscure secrets of the universe loan you power. You become trained in one skill of your choice. Additionally, once per day, you can spend 1 minute to choose one mental occult spell you don't know and add it to your spell repertoire. You lose this temporary spell the next time you make your daily preparations (though you can use this ability to add it again later).
Frequency once per turn
Requirements Your most recent action was to cast a non-cantrip spell.
You siphon the residual energy from the last spell you cast into one weapon you're wielding. Until the end of your turn, the weapon deals an extra 1d6 damage of a type depending on the school of the spell you just cast.
Your arcane legacy grants you an exceptional aptitude for intellectual and academic pursuits. You become trained in one skill of your choice.
Additionally, you keep a book of arcane spells similar to a wizard's spellbook. You add all the spells in your spell repertoire to this book for free, and you can add additional arcane spells to the book by paying the appropriate cost and using your Arcana skill, similarly to how a wizard can Learn Spells to add those spells to his spellbook.
During your daily preparations, choose any one spell from your book of arcane spells. If it isn't in your spell repertoire, add it to your spell repertoire until the next time you prepare. If it's already in your spell repertoire, add it as an additional signature spell for that day.
Confident in your technique, you don't easily lose your concentration when you Cast a Spell. If a reaction would disrupt your spellcasting action, attempt a @Check[type:flat|dc:15]. If you succeed, your action isn't disrupted.
Your spell becomes volatile and explosive. If the next action you use is to Cast a Spell that deals damage to a single target and the spell successfully damages that target, the spell explodes, dealing splash damage equal to the level of the spell cast to adjacent creatures. Unlike normally, this splash damage doesn't apply to the target. The splash damage dealt is of the same type the spell deals.
Requirements Your most recent action was to cast a non-cantrip spell.
You transfer vestiges of magical energy to the air around you, creating a vortex that deflects ranged attacks. Until the start of your next turn, you gain a +1 status bonus to AC against ranged weapon attacks and physical ranged unarmed attacks.
Your familiar is a divine emissary, sent to you by your deity or patron and infused with celestial powers. You can select one additional familiar ability each day, which must be one of the following divine emissary familiar abilities. You can't select more than one divine emissary familiar ability at a time.
Trigger An ally Casts a Spell and you are within that spell's range.
You open the power in your blood to your ally's spellcasting, using your magic to boost their range. Your ally can use you as the point of origin for their spell, calculating range and cover from your space instead of their own.
Trigger You would take acid, cold, electricity, fire, or sonic damage from a spell.
Requirements You have an unexpended spell slot of a level
equal to or higher than the triggering spell.
Your blood resonates with magical energy, mitigating the effects of harmful spells.
Expend one of your spell slots of a level equal to or higher than that of the triggering spell. You gain resistance to one of the triggering effect's damage types equal to twice the expended spell slot's level.
You have studied your bloodline to learn the secrets of its magic. You gain the advanced bloodline spell associated with your bloodline. Increase the number of Focus Points in your focus pool by 1.
Odd interactions in your bloodline provide you with unexpected spells. You can have one spell in your spell repertoire from a tradition other than the one that matches your bloodline. You cast that spell as a spell from your bloodline's tradition. You can swap which spell you add and from which tradition as you could any other sorcerer spell, but you can't have more than one spell from another tradition in your spell repertoire at the same time using this feat.
Your magical blood makes you more resistant to magic. You gain a +1 status bonus to saving throws against spells and magical effects.
You bring the magical wavelengths of your spell into sync with the ones produced by your own body. If the next action you take is to Cast a Spell with an area, you aren't affected by the spell even if you are within the area.
The spiritual essence in your blood has opened your senses to the world beyond. You gain spiritsense as an imprecise sense with a range of 60 feet.
Spiritsense enables you to sense the spirits of creatures, including living creatures, most non-mindless undead, and haunts within the listed range. As with your hearing and other imprecise senses, you still need to Seek to locate an undetected creature.
As spiritsense detects spiritual essence, not physical bodies, it can detect spirits projected by spells such as Project Image or possessing otherwise soulless objects. It can't detect soulless bodies, constructs, or objects, and like most senses, it doesn't penetrate through solid objects.
You fuse two spells together, combining their energy types.
If the next action you use is to Cast a Spell that deals acid, cold, electricity, fire, or sonic damage, select a non-cantrip spell in your spell repertoire that deals a different type of energy damage from that list, and expend an additional spell slot of the same level as this secondary spell. The spell you cast deals additional damage equal to the level of the secondary spell slot expended.
The spell's total damage is divided evenly between the energy type of the spell you cast and the energy type of the secondary spell.
Frequency once per turn
Requirements Your most recent action was to cast a non-cantrip spell that dealt energy damage.
You trap energy from the last spell you cast within your body, coating your flesh in a protective ward. Until the start of your next turn, you gain resistance 5 to one type of energy damage dealt by the spell you just cast.
The magic of your ancestry and bloodline are one and the same. Add any innate spells you have from a heritage or an ancestry feat to your spell repertoire, meaning you can cast them using your spell slots.
Your innate connection to magic lets you cast more spells with greater freedom. You gain two additional signature spells, each of which must have a minimum level of 3rd or lower.
Further communion with the legacy of your bloodline has uncovered greater secrets. You gain the greater bloodline spell associated with your bloodline. Increase the number of Focus Points in your focus pool by 1.
Frequency once per day
If your next action is to cast a class cantrip or a class spell that is at least 2 levels lower than the highest-level class spell slot you have, reduce the number of actions to cast it by 1 (minimum 1 action).
You infuse a spell with the power of your faith, consecrating it. If the next action you use is to Cast a Spell that targets a single undead, you can expend a Focus Point, channeling the power of your focus spells into the primary spell. If you do, the spell you cast deals additional good or positive damage (your choice) equal to the level of your focus spells. As normal for additional damage, this additional damage is doubled if the spell cast requires an attack roll and the result of the attack roll is a critical hit, or if the spell cast requires a saving throw and the result of the saving throw is a critical failure.
(Druid) With a complex gesture, you call upon the primal power of your spell to overcome enemies' resistances.
(Sorcerer) You alter your spells to overcome resistances.
(Wizard) With a complex gesture, you alter the energy of your spell to overcome resistances.
If the next action you use is to Cast a Spell, the spell ignores an amount of the target's resistance to acid, cold, electricity, fire, or sonic damage equal to your level. This applies to all damage the spell deals, including persistent damage and damage caused by an ongoing effect of the spell, such as the wall created by wall of fire. A creature's immunities are unaffected.
Your magical blood is rich with spiritual essence, and this infusion within you allows your spells to be fully effective against incorporeal creatures, spirits, and creatures on the Ethereal Plane.
Your spells have the effects of a Ghost Touch property rune. They can target or affect a creature projecting its consciousness (such as via Project Image) or possessing another creature, even if its body is elsewhere, though you must know about the possession or projection and choose to do so. Your spells can affect creatures on the Ethereal Plane, though this doesn't grant you any particular ability to locate them.
You hold a deep understanding of the innate fundamental structures of the physical world, and you can enforce your will upon that structure as far as your own blood is concerned.
Once per day, you can use a sorcerer spell slot to cast any common polymorph battle form spell of the spell slot's level as if it were a signature spell in your repertoire.
If you have Arcane Evolution, you can also choose from any battle form spell in your spellbook.
If you have Primal Evolution, you can Cast a Spell listed in that feat using the extra spell slot the feat grants (instead of a sorcerer spell slot).
You can bypass the need for incantations and gestures by drawing energy directly from your blood, causing you to visibly glow the color of your blood and crackle with magical energy. When you Cast a Spell, you can replace all verbal, material, or somatic spellcasting components with a blood component.
To use a blood component, you lose Hit Points equal to twice the spell's level as the energy in your blood is depleted, and you can't decrease the Hit Points lost in any way.
As usual for altering components, this has no effect on the number of actions required to Cast the Spell, and your Cast a Spell activity gains the concentrate trait but not the manipulate trait. You can't use blood components to replace any required part of a spell's cost.
You have a literal sixth sense for ambient magic in your vicinity.
You can sense the presence of magic auras as though you were always using a 1st-level Detect Magic spell. This detects magic in your field of vision only.
When you Seek, you gain the benefits of a 3rd-level detect magic spell on things you see (in addition to the normal benefits of Seeking). You can turn this sense off and on with a free action at the start or the end of your turn.
Special This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, natural, or occult).
Your focus recovers faster. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1.
You bestow the mystical vision granted to you by your muse upon your allies. If your next action is to cast a non-cantrip spell that affects one or more of your allies, all affected allies gain your spiritsense for 1 minute.
When you successfully use Counterspell to counteract a spell that affects targeted creatures or an area, you can turn that spell's effect back on its caster.
When reflected, the spell affects only the original caster, even if it's an area spell or it would normally affect more than one creature. The original caster can attempt a save and use other defenses against the reflected spell as normal.
Your spell shrouds you in a billowing cloud. If your next action is to Cast a Spell that targets you, you surround yourself in a @Template[type:emanation|distance:15] of dense magical mist that lasts until the start of your next turn.
All creatures within the cloud become Concealed, and all creatures outside the cloud are concealed to creatures within it.
Requirements Your most recent action was to cast a non-cantrip spell with the healing trait.
You transfer the divine essence of your magic to the air around you, cleansing it of toxins. Attempt a counteract check against each airborne disease or poison effect in a @Template[type:emanation|distance:15]{15-foot radius} around you. Regardless of your success or failure, until the beginning of your next turn, all creatures in the purified area gain a +1 status bonus to Fortitude saving throws.
Effect: Purifying Breeze
You weave dispelling energy into a spell, sending both effects at a foe.
If your next action is to cast a single-target spell against a creature, and you either hit the foe with the spell attack roll or the foe fails its saving throw, you can cast Dispel Magic on the foe as a free action, expending a spell slot as normal and targeting one spell effect affecting the foe.
When you successfully Counterspell a spell of the tradition that matches your bloodline, you consume it, replenishing yourself with its energy.
When you do, you are nourished as if you had eaten a meal and regain Hit Points equal to twice the level of the counteracted spell.
Trigger Your turn begins
You maintain a spell with hardly a thought. You immediately gain the effects of the Sustain a Spell action, allowing you to extend the duration of one of your active class spells.
You capture transformative fragments of magic and slam them into the ground, creating a shock wave that alters your surroundings. If your next action is to Cast a non-cantrip transmutation Spell, either each space adjacent to you becomes difficult terrain, or each space adjacent to you is no longer difficult terrain. This doesn't have any effect on greater difficult terrain and doesn't remove the damaging effects of hazardous terrain.
Vital power surges through you like a font of energy. Twice per day, you can cast a spell after you've run out of spell slots of the appropriate spell level; the two spells you cast with this feat must be of different spell levels.
Your spells become a radiant display of light and color.
If your next action is to Cast a Spell that doesn't have the darkness trait, has no duration, and requires creatures to attempt a Reflex save, the spell explodes in a spray of scintillating lights, in addition to its other effects.
Each creature that failed its Reflex save against the spell is Dazzled for 1 round, and those who critically failed are instead Blinded for 1 round.
Your bloodline's deep connection to mental essence greatly enhances your spell repertoire. Add one spell to your spell repertoire for each spell level you can cast.
You time the components of your spell with exacting precision, setting up a resonance that duplicates the spell's effects.
If your next action is to Cast a Spell of 4th level or lower that has no duration, the spell's energy reverberates and echoes. You can Cast the Spell a second time before the end of your next turn without expending a spell slot.
Your blood's power replenishes your focus. If you have spent at least 3 Focus Points since the last time you Refocused, you recover 3 Focus Points when you Refocus instead of 1.
Your bloodline is extraordinarily complex. You can have up to three spells from other traditions in your spell repertoire, rather than just one. These spells must each be of a different spell level, but they don't need to be from the same tradition.
Altering your spells doesn't take any longer than casting them normally. You can use metamagic single actions as free actions.
You permanently mutate to become more like the creatures of your bloodline. You gain the appropriate trait or traits for those types of creatures (aberration for aberrant, angel and celestial for angelic, psychopomp and monitor for psychopomp, and so on).
You gain Low-Light Vision or Darkvision, if one is appropriate for creatures with those traits. Choose one of the following.
Frequency once per minute
Your inborn magical nature lets you redirect ambient energies to fuel your spells. If your next action is to Cast a Spell of 5th level or lower that has no duration, you don't expend the spell's slot when you cast it.
You command the ultimate powers of your bloodline and tradition. You gain an additional 10th-level spell slot.