Evokers who have become infested with a spirit's presence, and their destinies are locked together in a permanent flux.
Empowered Fists
Your Blast isn't a ranged weapon but is instead an extension of your unarmed strikes. When making unarmed strikes, the Possessed can choose to do their Blast's damage in place of their normal unarmed damage. Unarmed strikes being modified by the Blast use Magic for attack and damage.
Effects which specify a Blast work on these.
This alters Evoker's Blast.
Shared Body
Instead of focusing in a particular element, the Evoker channels the spirit sharing their body. These grant their own special abilities, and modify other Evoker abilities.
4th Level: You are able to hit incorporeal creatures as if they were corporeal so long as you're using your Empowered Fists.
8th Level: Sharing your body with a spirit for so long as weakened your own soul, but this is made up for by the spirit. Use Magic in place of Resistance for Defenses versus spells (if Magic would be higher).
12th Level: For 1 minute you can become incorporeal. This allows you to pass through walls, and makes you unable to be attacked by conventional means. While incorporeal however you are unable to take any hostile actions as doing so ends the incorporeal form immediately. This can be used once per day.
16th Level: By using the power of the spirit within you, you're able to damage another's very soul. On a successful hit, deal 1 Magic and Resistance damage to an opponent. If the enemies' Resistance reaches 0 their existence isn't erased but they are instead absorbed into your body, healing you for 10 HP and curing any status effects. This can be used a number of times per day equal to 1 + Magic.
20th Level: You are unable to be attacked by attacks of opportunity, and are immune to psychokinetic damage.
This replaces Elemental Specialization.
Mystical Disarm
As a standard action you can attempt a Disarm attack against an opponent within your reach, using your Magic for to-hit so long as you are using your Empowered Fists for this. On a successful hit, the opponent drops their weapon and is unable to retrieve it for 1d5 + (your Magic) rounds as the weapon will avoid being picked up for the duration, moving away from the owner or anyone else trying to grab it.
This replaces Deflecting Blast.
Dual Mind
The spirit within you strengthens your mind, despite its harrowing presence weakening your will...it weakens your will against it and it alone, attempting to block out outside sources of mental communication. Gain a +1 bonus to Mental Defense at 3rd level and every 3 levels thereafter. Spells which normally wouldn't require an attack that effect the mind must make an attack versus Mental Defense instead.
This replaces Elemental Resistances.
Taking Over
Though helpful, the spirit wants control. It doesn't want to be stuck in this shell of a body and wants to roam free. As you. Thankfully this can be kept at bay, so long as one is careful about how they tap into their spirit's power...
You receive spellcasting of either the Psychic or Madness type (choose one, once chosen this cannot be changed) and cast spells as a Mage of your level.
You do not receive MP in order to cast these spells, and instead rely on Influence. Your starting Influence is equal to 5 + Your Level + Resistance + 1/4 Luck. Using these spells increases the spirit's Influence over you similar to the Infected Host's Infection Level.
Spell Influence Costs
1st Level: -2 Influence | 2nd Level: -5 Influence | 3rd Level: -14 Influence | 4th Level: -20 Influence | 5th Level: -30 Influence
Once Influence reaches its maximum, the spirit possesses you instead. This spirit's personality is completely different from your own, however for the time being for the sake of gameplay purposes it is the "new" you. While fully possessed, the spirit remains in the control of the player however is unable to talk or communicate with others. In addition to this, if this becomes permanent, your soul is considered lost and the spirit possessing your character becomes an NPC.
While fully possessed; you need to either receive an exorcism (which temporarily subdues the spirit rather than drives it down), beat it at a Mindscape or Duel of Wits battle, or somehow bribe/convince it through other means. If you remain possessed by the spirit for over a week (in game time) this becomes permanent. Mindscapes and Duel of Wits can be attempted once per day when attempting to regain control.
This replaces Blast Tricks.
Connected Thoughts
This functions as Elemental Protection except the Possessed is sharing their bonuses from Dual Mind with their allies instead. If an ally already possesses a bonus to Mental Defense from another source, this stacks with it.
This alters Elemental Protection.
First Awakening
The Possessed receives a +1k0 to attack and damage with their Blast, and can parry spells using their Blast so long as the spell being cast is a melee attack.
Heroic Awakening
Possessed gain a +1 to their melee reach with their Empowered Fists, and the Evoker can grants their Blast one of the following special abilities: Nonlethal, Deadly, or Automatic (as if it were a Firearm).
True Awakening
The Possessed grants their Blast one last special ability using the choices above and the following new choices; Powerful, Overheating, Ripping, Fatiguing, Engulfing, or Sting. Their Blast can now be used to parry both melee and ranged spells, as well as other Blasts (both melee and ranged).