Spiritual Spellshape Stance [one-action] Feat 16Animist Apparition Divine Stance Wandering Source War of Immortals pg. 26
You feed excess magical power into your apparition, allowing it to grow ethereal limbs it can use to help shape and focus your spells. Once per turn while in this stance, you can use a
spellshape feat that normally requires one action as a free action instead, but only to affect spells that deal
spirit,
vitality, or
void damage. This doesn’t allow you to avoid or bypass any other restrictions or limitations normally associated with the spellshape feat.
Traits
Apparition: Apparitions are spiritual entities who generally lack the power, cohesiveness, or attachments to enter or affect the physical world. Unlike a ghost or phantom, an apparition does not need to have ever been a living creature and could be the spiritual memory of a particularly meaningful location or event. Apparitions are reliant on animists to interact with other people and things, and generally can't be targeted or affected by spells and abilities other than those of the animist they are attuned to. Animist feats and abilities that affect spirits affect apparitions only if they specifically say so.
Animist abilities with the apparition trait involve one or more of your apparitions acting alongside you. You must be attuned to at least one apparition to use an apparition ability, and some abilities might state in their requirements more specifically which apparition you must be attuned to. Typically, you're assumed to always attune to your apparitions during your daily preparations, but in some rare circumstances or as a result of certain animist abilities, your apparitions might be dispersed or separated from you for a time; you aren't attuned to dispersed apparitions.
Divine: This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical.
A creature with this trait is primarily constituted of or has a strong connection to divine magic.
Stance: A stance is a general combat strategy that you enter by using an action with the stance trait, and you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you use a stance action again, whichever comes first. After you take an action with the stance trait, you can’t take another one for 1 round. You can enter or be in a stance only in encounter mode. You can Dismiss a stance.
Wandering: Wandering identifies animist feats attuned to particular types of apparitions. These feats require you to have attuned to an apparition who matches their prerequisites when you select them, and represent knowledge and ability pulled from that specific bond. When you make your daily preparations, you can retrain any wandering feat you know for any other wandering feat available at the level you took the exchanged feat (including lower-level wandering feats, as usual). You must meet all the new feat's other prerequisites.